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

Results:
-The damage inflicted across the Platinum Horde's rear-echelons may seem insignificant compared to the sheer vastness of the Horde's scale, but it is notable. Many Platinum Horde units meant to be reinforcing the invasion are instead now chasing the NUN attackers in a game of cat-and-mouse across their own territory. NUN forces are deliberately sandbagging to keep Platinum Horde forces alive and therefore exposed to the Culture Attacks for longer.
-Knowledge about the Platinum Horde's origins, particularly the fact that they were human and originate from an alternate Earth, has been uncovered and disseminated to the NUN leadership, and is also slowly trickling its way through the rank and file. Knowledge is also gained about the caste system within the Horde.
-Something is happening within the Platinum Horde. Full effects will be revealed at the start of next turn.
"Alright, final checks," Captain Bower, NUNS ace extraordinaire and getting too old for this shit, said over the squadron radio as the hangar techs labored to equip Super Parts to their three fighters. As tempting as the durability of the VF-31's Armored Pack was, they had no need for its firepower, and it weighed down the fighter it was equipped to, crippling its acceleration. The Super Parts by contrast actually increased both speed and flight time when compared to a fully loaded regular VF. The only real downside other than the literal costs involved were a worsening of the fighter's aerodynamic profile, but this wasn't going to be an atmospheric operation. "I'm reading greens across the board."

"Greens across the board, aye." Komayna coolly answered.

"I'm good to go, full load of everything," Hikaru said almost absentmindedly before switching his radio back to receive-only. What little she could see of his cockpit from her position made Katie assume he was in the middle of a reasonably amiable conversation with Minmay, currently occupying the back seat of his 31S. What they still had to discuss after so many missions together beat her. Then again, it's not like the three of them had stopped finding conversation material after all their time together, so she probably shouldn't be surprised.

"That means fuel, railgun rounds, drones, knives, and no missiles whatsoever. Gotta say, I still don't much like it."

"I don't follow," Her own support said from behind her. Despite wearing a pilot suit, the meltran wasn't her copilot, but instead something far more important: The key to this whole operation, at least alongside Minmay and the Windermerean expat sitting in Komayna's VF-31F. "Aren't we trying to avoid shooting down the enemy?"

"Yeah, but even so, it feels like I'm flying naked without them. Doesn't matter that I probably wouldn't use any if I had them. And no, FAST Pack missiles don't feel like they count. Comes with the territory of being old enough to think of them as FAST Packs." Especially because the squadron had made the choice to ditch the additional chest-mounted missile launchers, the slight bit of extra armor not really worth the added weight. They'd almost considered dropping their gunpods, but keeping the option available for a genuine emergency was deemed important.

The girl, a kid named Datalyan, just nodded and went back to her vocal exercises. Despite being a full-blooded meltran, she was UN through and through, born a good bit downstream of Katie and coming in with one of the chronologically last fleets. Her blood came from meltran and zentran parents rather than a cloning tank, and so she had all the choices in the world growing up. She'd chosen to be a singer, eschewing violence as not really her thing, apparently being inspired by a musician called Chelsea Scarlett who'd gone down a similar path, albeit with a bit more front-seat piloting involved.

The kid was also a young adult, and the fact that Katie had thought of her as a kid when they first met is what had made her seriously consider retiring. She'd been in her position, Captain and Skull-2, for four local years at this point, which didn't sound too bad until you realized that she'd also held that position for four Earth years before the transition event and that a local year was much longer than an Earth one. She was pushing forty, and while modern medicine meant that she wasn't actually in danger of aging out of the ability to perform combat missions just yet, she was getting to be a kind of tired that no drugs could fix. Even if she didn't feel ready to exit the service entirely just yet, especially with a war on, there were other avenues she wanted to pursue in life.

The thing that struck her the most was that because of this stupid, stupid war against stupid, stupid Hordelings and their evil, insane masters, if they even had any masters and weren't just self-perpetuating at this point, Hikaru had missed his child's fifteenth birthday, and was probably going to miss her sixteenth too. Her seventeenth wasn't even out of the question if they stayed at the front for too long.

It was a small thing. A tiny thing, really, when so many on both sides had already lost their lives in the fighting, and it looked liked they'd be joined by many more before this war was done one way or the other. But it served as a personal reminder that there were other things to be doing in life other than sitting in one squadron as a concentration of striking power.

She hadn't brought it up with the others yet. Certainly, if classic movies had taught her anything it was bad luck to establish a date for one's retirement and go on one last mission before mustering out, but also she wasn't entirely sure what the response would even be. To an extent, she didn't want to know. Routine and keeping things the way they were was comfortable.

But things changed, and Katie would have to change with them or be left behind. After this operation ended and they drew back for necessary maintenance at the end of the local year, if she was still alive by then, she'd broach the topic with them and her superiors. That was the deal she'd made with herself.

In the here and now, though, such distractions had to be set aside. Her Super Parts were attached and responding to control inputs, as was the Fold Booster atop her 31J. It was time to launch, but not without one last crucial decision. "What playlist are we thinking of today?"

It had become a strange sort of game, choosing a theme for their idols to stick to during each flight, since for the most part they sung three different songs broadcasted on different frequencies, trying to maximize offensive coverage rather than focusing on, for example, Fold Wave resonance. While Fold Waves might have some affect on the psychics the Platinum Horde apparently had, the vast, vast majority of their numbers were a different story, and they were relying purely on the music itself to carry the day. As a consequence, it wasn't like the songs actually needed to be at all congruous with each other, but everyone agreed it just wouldn't be right otherwise.

"What about love songs?" Minmay cut in over the radio. "I don't think we've done love songs recently."

"Have we done them ever?" Katie asked, racking her brains. "I thought the official position was not to use those when we learned the Horde knew what kissing was."

"They may understand courtship, but that doesn't mean they know romance," Komayna said. "I concur. Let's give love its day."

"Ko, those are two synonyms you just said. They mean the same thing," Katie protested, but she didn't get far before being interrupted.

"I suppose, but what I meant was... it's hard to explain. But believe me, of all people, when I say there's a difference. This will have an effect."

"I'll take your word for it. Got any good love songs, kid?"

"I've been practicing Wanna Be An Angel recently, if that's not too controversial?" Datalyan said, putting a finger to her lips in thought.

Katie smiled. "Not at all, I actually like that one. Alright, we're set. Launching!" Thanks to her fighter's inertia-dampening ISC system, she only felt the faintest hint of acceleration as her Siegfried rocketed forward at what would otherwise be blackout-inducing speed from the launch deck of the Uraga-class carrier they were stationed on.

They were far from the first to launch, of course. While they were still suiting up, the ship had already launched a series of Ghost drone fighters towards the oncoming swarm, but not with the intention to engage. Instead, once they entered weapons range, the drones turned and fled, inviting the Horde strike craft to pursue, which they inevitably did in massive numbers. Sending literal thousands of interceptors to hunt single fighters wasn't exactly the height of military efficiency, but it was very emblematic of the Horde's military doctrine. The Ghosts also happened to be able enough at evasive maneuvers that they were only taken down very slowly, giving Skull Squadron plenty of time to do their own job.

It was especially important that the Ghosts split into a variety of different directions, teasing the oncoming rush of enemy fighters onto numerous carefully calculated different vectors. Early experiments with keeping the distraction force concentrated had all too often led to impatient enemy pilots blast their own first ranks apart to try and shoot at their target, pushing back their progress, and the density of fighters led to collisions concerningly often. While scattering the foe hardly removed those problems altogether, it at least mitigated them by preventing the worst of the crush of hulls and providing more open firing angles and thus less premature shots.

It was downright amazing how much optimization work had to go into getting the Hordelings to not die. The fact they could still achieve military success despite this was half a horror story and half the fact that their doctrine actually broke down around the edges a little when they had survivors, simply because it was so unexpected.

She could see it all unfold on long-range radar even as she launched, the vast fleet currently bearing down on them difficult to miss with her eyeballs, let alone her sensor array. And it was about to be a lot closer. Not a particularly pleasant thought, but dropping on top of the enemy would reorient their focus and keep their eyes off of the carrier while it repositioned. A helpful tendency of the Horde was to focus entirely on the closest enemy to them, which generally worked out fine considering their numbers but killed their situational awareness.

"Gentlemen, ladies, I wish you good luck. Commencing Fold reaction in three, two, one-" With a command as much mental as physical thanks to her EX-Gear's neural interface, Katie suddenly went from being in once place to being in another, her Fold Booster letting her briefly skip across another dimension in order to jump from just outside her carrier to just above the main concentration of the enemy's vanguard force at many times the speed of light. The others had taken up their own positions at other parts of the fleet, meaning she was alone for now. "Okay, kid, let's do this. Launching drones, blasting the instrumental on all channels, give 'em heaven!"

The drones in question were designed for atmospheric use, and so had somewhat limited utility in this operation, but any extra bit of Culture helped. At the very least, their launch from the VF's ventral ordnance bays lightened the craft further, as did the ejection of the Fold Booster to provide full access to transformation systems.

Predictably, the Horde responded with immediate and overwhelming force. Interceptors and fighters not too busy with the distraction Ghosts or the others turned to charge her, and the ships around her fired wave after wave of crude shells, a mix of flak and tracers, and launched volleys of missiles to blanket her area of space in explosions. To prevent the Horde from firing through each other to get to her, Katie had been forced to deploy at a point in space where the largest quantity of the enemy possible had a clear shot straight at her. It was just something she had to live with.

She weaved her Variable Fighter between the shots, twisting to keep her Fold Booster safe from harm and using her Pin-Point Barrier to absorb what she couldn't dodge, and considering the sheer amount of metal being flung bodily in her direction that was more than a few shots. It was a matter of prioritization, accepting anti-fighter rounds that struggled against her defenses while evading the heavier ordnance that was flung her way in the hopes of simply filling more of the void with death.

As Datalyan gave a rendition of her chosen song in the Zentran it was meant to be sung in, Katie couldn't help but sing along under her breath in English, despite the bulk of her focus being on simple survival.

I wanna tell it to all the world:
I am yours.
Even now, I wanna be an angel.


All around her, the Cygnus drones created a holographic display on as large a scale as the limited system allowed, a singing maiden surrounded by swooping birds and leaping fish. She couldn't tell if the Horde was deliberately targeting them or if the general flak being sent her way was passing through them coincidentally, but either way they endured with minimal flickering, presenting their chosen image to the world.

The little birds are making noise.
In today's forecast, a hundred million suns
will fall.
It's so dazzling, I can't even breathe.
But that's why I fell in love with you.


There was no immediate way to tell if it was having any effect. Certainly, the weight of fire was maintained, and despite Katie's best attempts to block shots and reposition the drones as best she could, they began to fall one by one, stray shells and missiles turning into yet more shrapnel. By this point, the enemy fighters were finally on top of her, their interceptors shooting past her dancing fighter. They struggled to reorient, which was fortunate considering they'd mostly shoot each other otherwise.

On several occasions, either overeager or ruthlessly cunning pilots set on collision courses with both her and each other, forcing her to transform to Battroid mode to physically shove the charging enemies in different directions, saving them from the fate of a fatal crash reserved if she merely dodged. In these brief moments, she targeted any ships too close for comfort with her arm-mounted railguns, the deliberately underpowered weapons sniping inconveniently placed turrets and missile launch bays, damaging the enemy without destroying outright.

Everything you say,
I want to know.
The depth of the sea, the height of the sky,
the mysteries of the blue...
This view is filled with these
superb wonders
But that's why I fell in love with you.


The last of the drones fell, cutting out the holographic display, but that didn't stop the radio transmission from going strong. The Horde's utter lack of quality for once actually worked against it, as they had all the radio discipline and E-War systems of the pigs their own strike craft resembled the skulls of. A flagship attempted to drown out Datalyan's ethereal voice with basic jamming, but a lightning-fast flyby put paid to that as Katie dropped a casual dozen micro-missiles on its external antennae, lit up like the sun on her sensors and thus a series of easy targets.

She couldn't help but smile and give a brief noise of satisfaction as she sped past the battleship, miles long, in a single seconds-long pass. She'd very briefly worried during her years with the SDF-2 that flying might one day lose its luster for her, but it never had. This was what she lived for even now.

I wanna tell it to all the world:
I am yours.
I've reached paradise.


Fighting the Horde was a matter of constants. There was no such thing as a lull in the fighting or a moment of respite. There was only the slow slog uphill, one that you were never guaranteed to see the end of. Thus, the only thing that broke through the combat-haze was when Datalyan finally finished singing, and the song slowly faded out to nothing. "I think I have an encore in me," The songstress said with a smile.

Katie's gaze flicked over a status readout, showing steadily increasing damage across the full breadth of her Variable Fighter. Even for her, taking on a small armada wasn't exactly something she could easily keep up for an entire concert. "I don't. Hold on tight, I'm gonna turn and burn." The second main reason that she'd stuck to the outer edge of what could generously be called the Horde's formation was so that when the time came to leave, she could just go away in a straight line. Thanks to her ISC, the primitive Horde fighters and their (technically) human pilots couldn't possibly keep up an effective pursuit for long.

That didn't mean there was no longer a threat, though. The moment she tried to leave, pretty much every missile in the Horde arsenal that could track a fighter was launched in a last, desperate attempt to shoot her down, and they weren't exactly shooting a small number at her before. The good news was that was effectively the only remaining problem, since their shellfire wasn't the most accurate at a distance.

Her radar returned a solid wall of fast movers from behind her, pulling dozens of g's to close the gap while she was still in range. Practically half lost track and started meandering in random directions or went ballistic when she switched her stealth systems to active, but half of a metric shitton was still a solid metric crapton. Her rear-facing beam gun burned through as many as it could, single shots causing chains of detonations as missiles cooking off destroyed other missiles, but it was only a single laser against a tidal wave of metal and high-explosives. The number of missiles was decreasing fast, but still slower than the distance between her and and the swarm.

Just before they were right on top of her, Katie killed her thrust, flipped around, transformed into Battroid mode, and opened fire with both her head turret and gunpod while loosing every missile she had left. The result was her being practically enveloped in explosions for a brief moment before the rear end of the wave powered through the detonations of the missiles in front. The Horde strategy summarized in munition form. These died almost as fast, but not quickly enough that they didn't arrive. She erratically darted between the lethal arrows, turning direct hits into less dangerous proximity detonations, and kept her barrier and physical shields both raised as more and more piled on.

One of her reinforced shields finally ablated away due to a hit from a heavier missile. A leg-mounted armored booster was hit and summarily ejected as its remaining fuel detonated, creating a small, brief screen that gave Katie a moment to scramble for a better position. Her readouts screamed that her barrier was on the cusp of overloading.

And then, all at once, it was over. Even the Horde didn't quite have an unlimited supply of missiles to throw at them, at least on the scale of one battle. Her fighter was bruised and scarred, but intact. She and her charge were alive and well.

It was a closer thing than she'd have liked, though. "Maybe we can use one of the safer strategies next time."

"Up to you!" Datalyan said cheerily, practically unphased by what was technically a near-death experience. She might not have had the inclination to be a soldier herself, but that didn't mean she was squeamish, or the kind to overly hold a grudge, made evident as she beckoned for an open radio channel.

"Thank you, thank you!" she said in a lilting tone once she received it. "To all my adoring fans in the Platinum Horde, its been great to see you! Don't worry, I'm still on tour, so you might just hear my voice again. Until then, remember to give peace and love a chance!"

"And find a way to express your appreciation that involves fewer missiles," Katie muttered as she cut the line again and began a much slower burn under stealth towards a prearranged rendezvous point even further away from the Horde fleet, exploiting her already considerable relative velocity to keep out of sight range of the expanding cloud of angry enemy recon craft. Due to the sheer size of space, despite the fact that the three fighters were all in the same neck of the woods, this was a process that still took some time.

This kind of solo operation was all but unique to Skull Squadron due to the dangers inherent in dropping right on top of the enemy, but the rewards were notable. For one thing, a tiny force could effectively divert a full battlefleet for who knew how long. The enemy would likely attempt to search the haystack of the void in an attempt to find the three Siegfried-shaped needles in it, not realizing that they'd all be long gone by the time their scouts got anywhere. Additionally, the culture effect was estimated to be just as big as if a full task force was broadcasting, if not bigger with Minmay's seemingly unique talent at swaying hearts and minds involved, although they hadn't exactly done studies on the subject for obvious reasons.

It also wasn't the norm. Larger operations were, after all, safer and paradoxically often used less resources as a result, in terms of material if not fuel and man-hours. But keeping the enemy guessing was always a plus in her book. Prevented them from being able to fully commit to one method of dealing with them, although so far the Horde had yet to find one that worked.

Shortly before she arrived at the meeting point point proper, her flight path intersected with Komayna's VF-31 around the same time her sensors picked up the stealthed forms of Hikaru's fighter and the Uraga-class that was currently running silent, having redeployed via Fold Jump at the start of the operation when the Horde looked away from it before settling in to patiently await their return.

"Everyone okay? You're looking a little rough there, Katie," Hikaru said over the newly reopened tightbeam comms line, online again now that everyone could see each other.

"Bruised but unbowed, Major. No structural damaged, and we managed to get through a full song right on top of them. A whole lot of people just got a faceful of music, so I'd say we're more than okay."

"I too can report success and minimal damage. My support unit performed excellently," Komayna said with pride clear in her voice. The young alien had technically been through a few missions now, but this was definitely his most intense yet. Katie was glad to hear he hadn't let any stage fight get to him.

Stage fright. What a name for panicking due to being shot at by several air wings and the point defense of dozens of warships.

Switching to broadcasting from her flight suit, she opened a direct line to Komayna as they closed towards each other and the carrier. A conversation just for two "Hey Ko, it's like I said, Wanna Be's a good song. It's gonna be stuck in my head for ages now. In fact, I'm probably gonna take up singing it to myself. How's my pronunciation?

"A dosce tu dati re, ezu sai-ha, thirty auguso noman, di ku re,"

"Your pronunciation is fine. Good, even," Komayna said, almost mumbling in an uncharacteristic display of shyness. Their Siegfrieds shot past each other as they finally entered arms length, and in synch they performed a lazy flip over each other, spinning their Variable Fighters in a twin aileron roll as they jointly made a circle, moving their fighters to the other side of each other.

"Great! Es kucha ta, mulen en ma, moju kidiya den midya, o deyu nado o tule, so ki! A, so ti je, dijut enma sedaktin yu sle-in ju slaino fada,"

"You know, if you'd sung to me like that when you took my leg, I'd only ever have defected the once," she sighed contentedly. Katie's own small smile grew slightly wider. This might have been that 'difference between romance and courtship' thing she'd mentioned earlier.

"You have such a way with complements, Ko. Never change that." No matter if or when or to what she moved on to from Skull Squadron, at least she'd get to keep this.
Summary:
-Battles in Space are in the middle of a stalemate that seems to be favoring the NUNS, through use of Macross Cannons to temporarily clear the Platinum Horde from an area, reoccupy it in the aftermath of the volleys, then steadily trade the newly acquiring space for time until the cannons recharge. Use of the Fulbtzs-Berrentzs Class Motherships has allowed NUN fleets to quickly repair and resupply much faster than it would take them to pull back to a conventional yard, helping keep the lines stable. However, the pressure being put on them has rendered them largely unable to help the ground forces except in extreme circumstances.
-Ground battles are rougher due to the sheer overwhelming numbers of the Platinum Horde, particularly in terms of infantry and to a lesser extent artillery. Local Tertak defense forces have performed beyond most expectations, having been vital in preventing the Platinum Horde from gaining infantry supremacy. They are not falling apart, but they're also definitely not winning.
-Platinum Horde invaders continue to flood in, reinforcing the initial wave of attackers, which is slowly pushing the NUN back.
-Things are particularly rough in the northeast sector, where there is less built up infrastructure and no pre-existing veteran Tertak militias. Without something changing, it is possible that the NUN might be thrown out of the Subsector entirely by the end of the turn.
-Events below mean there is a slight gap where the sheer number of Platinum Horde reinforcements is less than usual, which would temporarily allow more freedom for redeployments.
Technical Profile: VF-31D Kairos
While the D designation is traditionally associated with two-seater models, the fact that the VF-31 carries a rear auxiliary seat by default makes a dedicated twin-seat variant completely unnecessary. Instead, the 31D, often informally known as the Kairos Destroyer or the Psuedo-Siegfried, is a high-performance dedicated combat variant of the VF-31 constructed in limited numbers for ace pilots and veteran squadron leaders.

When a production run of Siegfrieds was required to fulfill the needs of the NUNS for the raids of Operation HEAVY METAL, aimed at launching disruptive sonic offensives against the Platinum Horde's deep areas, there ended up being slightly more parts than required for the limited quantity of Siegfrieds called for. While many would naturally end up being spares, some would be applied to Kairos frames to improve their performance.

All VF-31Ds have their twin FF-3001A thermonuclear turbine engines replaced with FF-3001/FC2 engines for increased power output, and as a direct consequence increased thrust. Some are otherwise unchanged, making them externally indistinguishable from a regular Kairos, but many pilots opt to also swap their head unit for that of a Siegfried variant. This is most common in commanders choosing to adopt the 31S head unit for its enhanced C3 functionality, as the Kairos otherwise lacks a command variant, a rarity in Variable Fighter design. With the chaos inherent in pitched battles against the Platinum Horde, such augmented coordination could be vital to maintaining an effective formation in the midst of battle. The quadruple rather than single laser cannons didn't hurt either, of course.

The other head units also saw some adoption, albeit in much more limited numbers, with the second most common being the E-type EWAR head units for elite reconnaissance teams doing dangerous scouting missions on Horde infrastructure and rear positions. Unlike the actual Siegfried, due to the somewhat ad-hoc nature of the 31D, all these variants were considered the same model, although some pilots informally amended their relevant head-unit letter to the end of their craft's designation (e.g. 31DA, 31DS, etc.)

While overall a decidedly marginal benefit compared to the conventional Kairos or regular Siegfried, with a slightly under 15% output boost and no other inherent alterations to the craft over the former and slightly lighter frame, 2mm extra railgun bore, and less atmospheric mobility over the latter, it was still a popular upgrade as part of seeking any edge available over the deadly forces arrayed in opposition to the NUNS' pilots. Even when it would be supplanted in its role as the ultimate combat fighter just one local year later by the VF-32 Galatine, it would remain in use for years to come as a craft given to squadron leaders who didn't qualify for access to the expensive and consequently rare Ultimate Fighter.

As a consequence of the relative needs of the two fronts of the war's first phase, for a brief time one way to tell if an NUNS task force was from a defensive fleet or a raider fleet at a glance was to look at their highest-end fighters. If they had Kairos Destroyers, they were part of the home guard, whereas if they had Siegfrieds they were part of the strikers.

Orders:
-Redeploy the two fleets that have finished up with the Warlords to the Horde front, keeping local force movements to strictly tactical rather than making any big strategic repositionings at this point. One is to be split between the two ex-MIS territory points while the other is to dedicate its full force towards reinforcing the flagging northseat sector. Due to them being slightly worn down from drive redlining, rather than engaging the enemy in the main battleline, their space-only vessels are to stay in the rear, the spinal beam Zentradi ships providing additional Macross Cannon uses at long range while the non-spinal beam vessels keep them protected from any sudden enemy breakthroughs, potentially avoiding any direct engagements altogether.

-Meanwhile, the atmosphere-capable vessels (Assault Modules and Battle/Quarter/Elysion-class ships) are to focus on reinforcing the ground units, using their firepower and mobility to clear enemies from at-risk segments of the line when things are bad and punch holes to allow for breakthroughs against the Horde's factories and infrastructure when things are going better, because it seems that we can't simply let them throw themselves at our guns for as long as their production is online.

The focus here is on acting as incredibly heavy artillery instead of getting stuck in at close range, since the Horde has enough raw firepower to sink even a battleship in atmosphere with all their guns, and even with their accuracy they'd struggle to miss a target the size of a Battle-class. As for actual ground forces, they're to take over any rear security and city garrison duties from any forces that have yet to be engaged, letting the forces already present engage at the front with even more of their forces while also providing additional König Monster artillery support. In the event that all forces are currently engaged, focus on reinforcing the worst off areas. Hopefully, since the ground units are mostly being carried rather than Folding themselves, the redlining will have less of an effect on them if it comes to this.

-With the relative success of the deep-strike units, begin deploying Culture attacks on the front line. Since we can't hold back while fighting for our own worlds, this won't have the same long-term effects, but anything that can give us a tactical edge should be employed. Use drones, both our old Starwing-carried models and Ghosts, as mobile broadcast relays in atmosphere, bombarding the Horde with songs. With any luck, their command staff will recognize the threat due to reports from the rear and dedicate excess forces to eliminating the agile, unmanned craft, distracting them from our actual guns. If they don't, then hopefully the constant broadcasting does something. If possible, also attach Cygnus Drones to the Starwing-drones in place of missiles for this, adding some holographic flare and non-radio sound broadcasting to the affair.

Similarly, begin broadcasting in space, although instead of drones we can use the Motherships in the systems they're present in. While not invincible, they're more vulnerable to the kind of deep-strike commando operation the Horde seems to struggle with, and are practically specialized towards taking out large numbers of conventional ships that get close to them. Additionally, their massive facilities mean we can do more than just sing at them. Try and broadcast nature via the giant parks they all have, and so on, and so forth. Throw improvised cooking shows at the Horde if we think it'll help. While this won't make them all flip sides, it should hopefully sow disruption through the enemy's ranks. If nothing else, we can hope their commanders will have a sudden outburst of helpful (to us) paranoia.

-Otherwise, our tactics seem to be working as well as could be hoped given the circumstances. We just have to try and hold out for our raiders to achieve results in the enemy's rear.
 
'Slaughter is harder than people imagine. With the right circumstances, it can occur spontaneously, but to bring it about deliberately is a most difficult matter. Still more difficult is effective terror. The human mind is prone to fear, but terror, the deep emotion that lingers in the bone and blood for generations – for that, the tools must be sharp, and their application finely judged.'

– From Address to the High Lords of Terra by Drakan Vangorich, 12th Grand Master of the Officio Assassinorum


''There is no joy in death, but there is necessity.' 'And in the recognition of necessity, there is satisfaction.

- A XIVth Legion Mantra.

Seven


Orbital Storm
Death March


The rain falls down on the churning seas of the ocean world at storm-wracked season. The screech of the winds clouded the approach of the drop pods and gunships as the orbits screams with a storm of its own - one of dueling warships .

The data of the battle sphere overlaid his sight.

The first ship of the defense died as the Imperial Fleet breached the veil of reality. Streams of plasma reached out from gun platforms. White fire smashed into the ship's prow. Lightning and glowing ectoplasm streamed behind its hull. Macro shells detonated amongst the molten wounds already cut into its skin. Turrets and spires sheared from its bulk. Towers broke from its spine. It kept disintegrating, Imperial shots torn apart its bows. Atmosphere vented from the exposed interior. Debris scattered, burning for an eye-blink before the flames ate the air trapped in the wreckage.


'Ship kill,' called a sensor adept from across the bridge of the Endurance. The Warsmith watched the first victim of his fleet - a blip in the pict screens above the command throne.

Any fresh shipmaster would spent a moment to think, of a ship kill. Who are on the other side of the vessel their own gutted with lances and macro-shells. What are the thoughts of their last moments. Such thought bled out of them by the 3rd engagement. No thought spares for just a petty ship, one amongst the fleets that perishes in the wars across the galaxy.

But nonetheless - this one held a significant. As minor as it is. This is a beginning of a battle -marked with fire.

This was the bow wave of a truly vast armada coming through the warp, bearing down on the Vorkyli like a storm front - just as the ones wracking the planet below.


Ship after ship, tearing reality like flags waving in front of a gun-line. A vast iron arrowhead stabbed from the opening, dragging a vast crenellated hull behind it as it split the wound wider. The first Legiones Astartes warship surfaced from the warp. It was named the Erinyes- a bombardment galleon of the Iron IVth. A relic and Veteran of the Galaxy, including the darkest days in the Siege of Terra - five kilometre-long hull wrapped around a trio of nova cannon barrels. She loosed all three shots as the void kissed her skin. Each nova cannon shell was the size of a Battle Titan, its core filled with unstable plasma. They had no target, but they needed none. They ran straight into the heart of the defences and exploded with the force and light of a star's birth. Gun platforms vanished. Mines lit off in spheres of red flame. Fire poured from the defences as more ships rammed past the debris of their dead kin.

More and more rents opened in the vacuum. Nauseating colours and dazzling light poured out as ship after ship surged from nothing into being. Tens, and then hundreds and thousands. Frigates and Destroyers. Cruisers and Battle Barges. Grand Cruisers and Battleships. And at the front, the gigantic Gloriana that is the Endurance strike as the obvious overlord of the fleet. The cream white paint and grinning skull decorate its prow promised death. Twenty strike cruisers and fast destroyers followed in tight formation. Lance fire speared out from them, slicing into ships as they cut across the front of the enemy fleet. Plumes of ghost-light and ectoplasm stretched like arms through the dark as more ships punched through from the warp.


Mines detonated, explosions leaping from one to another in chains that stretched across the dark. Gun platforms opened up. Macro shells, rockets and plasma struck metal and stone, bored in and exploded. In the first ten seconds, over a hundred vessels burned to wreckage.


Time slowed around Harrsk as the battle enters its main phase. Beyond the yelling and order of the deck officers. Beyond the klaxons and warning of various kind that his Astartes sense absorb.

Inbound enemy bombers.
Batteries firing.
Dorsal line accelerators approaching optimal fire angle.
Turn at thirty per cent.
Course correction…



The formation resembled a jagged cone, the largest vessels set back from screens of escorts and heavy-hulled strike cruisers. A fanged worm eating to the core of a ripe fruit. It was methodically brutal in its ugly efficiency. So typical of the Iron Warriors.

Follow it are the Death Guards Fleet. The Cream-white color stained with battlemarks give the impression of bleached bones. The agents of deaths arrives on their steeds of white, contribute their firepower into battle.

The Storm below rages ahead. The fleet push forward.







============


Conquest was a nature of humanity, such is the teaching of the Inperium.

This is no differences. Not against the horrific enemies of the Great Crusade. Not against the persistence foes of the Milky Way. Not against the ones in this galaxy.

And in that ideals, the Death Guards march. They marched, under the rain of artillery. They marched, bolters roaring the battlecry of death as if to contrast the XIVth march of total silence.


They march as poison gas sprays out from the modified Terminator plates of the Grave Wardens shrouded themselves in a pall of death...mirroring the House Vrachul Knights' towering machines in the distance. They march as al-chem flamers sears the flesh of the aliens in exotic poisonous flames. They march as rad-missiles further poisons the enemy flesh as it tears them apart.


They march along a shield wall of tanks . Predators and Spartans. Fellblades and Mastodons. All the color of stained white and faded moss. All silence aside from the grumble of engines and the deafening weapon fire.


They march, unstoppable. Their weapons kills the alien in painful manners as radiation, gas, and even flesh melting Vastogox fluids scours them off the planet. They march, as the Dreadnought launch Phosphex shells at the fortified position. The liquid flames swallows all. Consumes All. And amidst the screams, the Death Guards marched


Tactical Turns - Invasion



General.

Recall another fleet from Imperial -Center to try reinforce the main fleet attacking VUS home space


Tidal Surge

Void:
Systematically demolished enemy fleet and defenses. Overwhelm the enemy single fleet preferably at long range firepower , then moved on to blow the enemy defense system piece by piece in quick succession

Ground.

Conduct Space Marines to mass deep striking operations on thr island chains in a Steel Rain Maneuver ,supports by of course Aerial and orbital assets. Cow the enemy resitance in quick succession and not allowing the alien any chance to coordinate.




Rust-Red Rampage


Void



Have the various fleets stick together to present an impenetrable barrier. The spatial anomaly should preferably also prevents the enemy forces from attempting flanking maneuvers - but of course caution must be excercised. Conduct experienced anti Vorkyli fleet tactics from what learnt during previous engagements - while this time commit to heavy boarding action of the enemy fleets ( the mercenaries will be especially helpful in this regard ). Prioritising the Octarine equipped fleet for annihilation first

Try to simultaneously boarding the defensive moons, but prepare exterminatus grade cyclonic torpedoes to blow up one of them first to presents a gap in the enemy line...and confusing them for the proceeding boarding operations - with Outworld mercenaries- lead by the Outworld Kombatants themselves in support of Astartes/Soriritas boarders and Scion strike teams. Their tasks are to quickly taking the battle stations and silence their guns , in prepare to the operations on the planet surface


Ground.

Conducting heavy attrition siege warfare the Battlegroup is famed for. Prioritising Space Marines, Mechanicus and Death Korps forces for their expertise in harsh environmental warfare. Deploying heavy weapons assets in support of Death Guards advances. Authorised extensive chemical scorched earth tactics against enemy resistance - of course be aware and made use of the local storms to benefits. Targetting the known places of entries on the surface amd attampt to blast open the domes with support from Aeronautica assets.

Attemp mass subterranean invasions of the colony belows bypassing the armored domes..

Inquisitorial and Assasinorum elements are to look for other ways of infiltrating the base below. Smuggler routes, air vents, etc...sabotaging the various environmental systems of the underground colonies to flush out the xenos. Most importantly, planting teleporter beacons. The Outworld Kombatants could also help in this regard

If the beacons were plante, attempting teleporter assaults deep into the underground colonies.
Tidal Surge
The battle begins at typical stand-off ranges, bombers from each side sprinting past each other while torpedoes are flung forth in mass quantities from countless vessels even as they are hammered by bio-plasma lances. To the credit of the Vorkyli, their static orbital weapons emplacements mean that in pure ship terms they give just as good as they get, taking down a human vessel for every one of their own lost despite the numerical difference. But it is exactly that numerical difference that makes such an exchange, which Harssk is perfectly willing to let continue as befits one of Perturabo's sons, nonviable.

The Republican commanders are no fools. They understand perfectly well that victory outright in such a scenario is impossible, and that at the current exchange rate their defeat will only bring about moderate damage to the enemy. Thus, going against their usual doctrine, the enemy fleet opts to perform a sudden charge, using their superior mobility to launch a reckless dive right down the Imperial firing lines. Their target is obvious: The Endurance. Their aim here is to destroy the Imperium's warleader and flagship in one fell swoop, and in doing so disrupt command and control enough to allow their remaining forces elsewhere to at least stall for time.

They do this knowing that however bad the situation at range was, the situation up close is worse still. The Imperial Navy was built for gunnery duels, for exchanging full broadsides with the enemy and living to tell the tale. The casualties reaped in the thick and furious fighting of the close-range scrum that erupts are immediately enormous. Still, few Vorkyli ships baulk at their assigned task. They know full well the price the Imperium will enact on their people if they fail.

The Endurance maintains a defensive perimeter as best she can, the venerable vessel firing in all directions with its Volkite cannons proving particularly and expectedly lethal to the biotech vessels opposing it. Still, frontally placed as it is, the ship cannot help but suffer repeated boarding actions, every xenos vessel that gets close enough launching ramming attacks that shake the very adamantium bones of the Gloriana before disgorging entire armies of boarding troops.

But the vessel does not break under these strikes, and the response is immediate. While more famous for breaking fortresses than holding them, Harrsk is by no means unprepared to do the latter, and holding a voidship larger than some cities is nothing less than a brutal urban siege. Vorkyli boarding troops are subjected to hit-and-fade ambushes, limited counter-offensives, hastily erected but undeniably ingenious improvised fortifications, and all the inherent defensive possibilities of the Endurance as a textbook defence in depth is conducted, Imperial forces steadily pulling back from transit corridors, manoeuvring thruster banks, and secondary storehouses, sabotaging internal transit infrastructure behind them as necessary, and hold truly fast only in key locations such as the gundecks and enginarium.

Still, the enemy is not without tricks of their own. The Urkalsik people prove even more problematic to fight in the tight corridors of the ship than in the field, their vast bulk now unable to be countered efficiently by the deployment of armoured units or artillery, and the limited number of the Astartes preventing them from covering the totality of the defensive effort. Burrowing equipment is deployed to blow holes in walls and floors, opening up the enemy's angle of approach, and hostile psykers attempt to divine weak points in mankind's defences, although most only succeed in making themselves priority targets for the Sisters of Silence on board.

Eventually, however, the Vorkyli arrive unacceptably close to the ship's main reactor, and proceed to launch one last desperate, headlong rush to claim and overload it, incinerating the Endurance and Harrsk himself in one fell swoop. Unwilling to let the aliens destroy the flagship of the entire XIVth Legion, the Warsmith personally leads the countercharge to stop them dead in their tracks. The fighting lasts several hours, and is all but nonstop, bodies piling up in corridors to the extent that most have a noteworthy amount of improvised cover and some are outright blocked off until heavy equipment is brought up to blow past the corpses. Harrsk himself engages multiple Vorkyli champions in melee combat, not to mention various lesser foes, and is worn down considerably. By the end, his armour is a pitted shell of its former self, his weapons lie broken, and even his transhuman physique has begun to feel the first signs of exhaustion, not helped by several minor wounds accrued over his personal elimination of dozens of the foe.

Finally, the leader of the attack comes face to face with Harrsk, an enhanced Urkalsik with a dizzying array of melee weapons and doubtless years of combat experience, and loses his head only after piercing the Warsmith's primary heart. While this final blow was insufficient to force the activation of Harrsk's Sus-an Membrane, let alone require interment in a Dreadnought, it does finally take him out of the fight. His body was successfully recovered by his fellow Iron Warriors, and even now he directs the rest of the battle while being tended to by the Endurance's Apothecaries, his secondary heart keeping him active for the time being. His primary will have to be replaced, with a bionic if the Xth have anything to say about it.

Outside the Endurance's halls, the rest of the void battle is similarly finished. The Vorkyli fleet was unable to survive long under the Imperium's guns, and when it became clear that their goals were unachievable it was already too late for the vast majority of their ships to retreat. Their entire senior leadership present has been wiped out, as have all of their relatively slow capital ships. Only a few small, faster vessels were able to escape successfully, and have largely scattered to the winds. They're unlikely to be a major problem in the future.

This is in no small part thanks to the commendable actions of the Erinyes, that venerable bombardment galleon, a peer of the Endurance that even now serves alongside its first masters of the IVth Legion. Its particularly able machine spirit and zealous crew were able to expertly place multiple Nova Cannon shells directly in the path of the approaching Vorkyli force even as they closed on the Gloriana, destroying large quantities when they were most concentrated, and its escorting force of long-range vessels similarly contributed when the ships came too close for comfort, working alongside the Endurance to limit the number of enemies that successfully made contact. The ships showed similar effectiveness in the battle more generally. All involved captains and crews will be formally commended upon the return to Imperial space.

With the Vorkyli's gambit failed and their fleet annihilated, the remaining enemy defence platforms are picked apart at the Imperium's leisure. Their focus on a decapitation strike, while in the end unsuccessful, ensured that the rest of the fleet suffered relatively fewer casualties. Despite their defensive position and active defences, the Vorkyli ended up losing slightly more ships in absolute terms than mankind, to say nothing of in relative terms. They also left the Imperium with a completely free hand moving into the ground assault.

-The space battle is convincingly won, future tactical turns on this front will only have ground battles. Harrsk and the Endurance will be unavailable for use as legends next turn due to the need for healing and repairs respectively, but both gain a new trait from this battle. Harrsk gains "Iron Without", rendering him harder to injure in personal combat, while the Endurance gains "Reaper's Scythe", repeated experience with spearhead assaults giving the ship and crew more effectiveness when fighting ships attempting to swarm it. Imperial fleets took 30% damage overall while the VUR space forces have been completely wiped out. Task Force Erinyes, consisting of a bombardment galleon and a support force of primarily Tyrant Cruisers and Viper Missile Destroyers, is now available as a Level 1 ship-based Legend with a specialty in the bombardment phase, sieges/planetary assaults, and killing biological enemies, particularly bioships albeit also human/xenos-crewed regular vessels. It performs poorly in other phases and less well against purely mechanical enemies, however.

Which is all for the better, as the planetary offensive has gone decidedly less well for humanity. A conventional Steel Rain tactic proves to be for the best, as it rapidly becomes clear that the storms of the world are not just potent weather patterns. Instead, the Vorkyli seem to have the technology to actively generate inclement weather, and this prevents conventional air support just as much as the planetary shields limit orbital attacks. Additionally, the anti-air fire is thick across all inhabited islands, and even Astartes drop pods fall against the numerous lightning guns emplaced on the land, noble warriors disintegrating before ever making landfall. Those that end up being misaligned by the storms enough to land in water are similarly quickly eliminated, devoured by massive aquatic warbeasts.

These prove to be not even the largest of their ilk, as other subaquatic creatures lurk the deep oceans, surfacing only to fire a few brief bursts of anti-ship fire at the fleet above before retreating once more beneath the waves, an additional protection against orbital bombardment above and beyond that of the planetary shields and land-based anti-ship batteries present. It is believed that these beasts may be resupplying at various underwater bases across the planet.

This is not to say that the entire assault is a failure. Perhaps in the days of the Great Crusade, when the Astartes were but shock troops deployed in mass formations to achieve victory with a raw combination of strength and numbers, it might have been so, but those days were long past. While Vyranodasik has seen mass Astartes deployment far more frequently than the Milky Way, the modern way of Space Marine warfare has not been forgotten. Isolated squads of lone Marines in a hostile environment who must complete a vital strategic objective without support simply acknowledge the unexpected difficulties and prepare for an otherwise standard mission.

On several of the smaller islands where the air defences were lighter and thus units of the Death Guard were able to successfully land, a mix of battle-brothers and light vehicles such as Rhinos and Dreadnoughts, the Astartes wasted no time in launching a campaign of sabotage. Moving swiftly and relentlessly through whatever foliage-based cover presented itself, they make a priority of disabling the AA weapons and storm generators, utilising their available chemical and biological weapons as substitutes for demolitions gear. Phosphex, poison gas, and mere conventional flamers bring down the Vorkyli infrastructure, while the new model of Hellfire round lets them bring down hostile infantry and warbeasts by the score in short, sharp ambushes. Unlike mortal troops, they have no need to rest or even slow, and so the Vorkyli garrisons are unable to effectively respond to their attacks until it's already too late.

After the failures of the first wave, the Imperium is content to wait a short while reassessing the situation, and their patience is rewarded when the storms around several islands fade. Harrsk then wastes no time in deploying follow-up forces, first landing the heavy equipment of the Astartes in cleared spots lit up by telemetry beacons, and these vehicles quickly move to create entire areas clear of interception. At this point, the fat bulk landers of the Imperial Guard are launched, and shortly after all the relevant islands are secured. The Death Guard show no mercy, distrusting even the flora, and soon all captured islands are cleansed of non-human life excepting those deemed plausible to keep as prisoners. The deal with Outworld is not forgotten, even here and now.

But these successes are the minority, and while the Imperium now has several beacheads it has also sustained notable casualties among its Astartes complement. Still a small minority, but this was only to take a tiny fraction of the enemy's territory. Continuing on this path will lead to the complete elimination of Imperial forces long before it leads to total planetary control. A new plan is needed. Fortunately, the beachhead islands do at least open up additional tactical options, and the battle data gained from the first wave attacks has made clear the scope of the enemy's capabilities. The main question is what to do with that information.

-The Imperium is able to secure a few isolated islands as beacheads, but take heavy casualties to the Death Guard to do so (10% damage to the Death Guard Fleet's ground contingent) while dealing negligible damage to the VUR ground forces. VUR held islands, submarines and undersea bases continue to harass orbital forces even after all space forces have been wiped out and planetary shields render orbital bombardment not an option until more islands have fallen. Some new tactic to counteract Vorkyli anti-orbital island defences and submarine units is needed.

Rust-Red Rampage
Many thousands of light-years away, another siege was unfolding, but this against fiercer opposition, without the redoubtable leadership of Harrsk or stalwart bulk of the Endurance at the helm, and overall fewer Imperial troops. Their primary hope of avoiding a protracted, bloody battle was the presence of Outworld mercenaries, hired with the promise of acquiring xenos blood for their own purposes.

The fight began in typical Imperial fashion, a brute frontal assault with all ships kept in a rigid formation. Torpedoes and bio-lances were exchanged as the range shortened drastically in a mirror of the fight happening at approximately the same time to the galactic south. Outworld's primarily Vorkyli-based naval forces are lashed in place, and forbidden from excessive manoeuvring to prevent any gaps in the formation from emerging unnecessarily. This doesn't exactly play to their strengths, but it keeps casualties to the Imperial forces relatively light, at least considering the defensive lunar gun batteries and the Octarine-equipped forces.

Apparently, the high-end enforcers of the Consortium are cybernetic warriors, so it is perhaps not surprising that their Vorkyli servants are equipped in a similar manner. Rather than stock directly from their personal elites, the Consortium has seen fit to upgrade the United Republic forces with advanced implants for both their warriors and their ships, keeping the same base profiles and doctrine while dramatically increasing performance across the board.

This may be the first time in Imperial history that an outright cyborg warship has been encountered, and the performance of these elite units give credit to the concept, being particularly accurate with particularly powerful weapon systems, bio-plasma given additional focus via magnetic lensing arrays and aimed by cogitators wired into the great guidance-brains of the Vorkyli. Of course, only about a third of the enemy force is so armed, and so the forces of mankind press on despite the casualties they inflict.

On the defensive, in their home territory no less, the VUR fleets have limited room and ability to manoeuvre, and are faced with the unenviable choice of staying head-on with the Imperium's armoured prows and heavy prow and dorsal weapons or scattering before the approach and getting into a broadside duel they aren't built for. In the end, they choose the latter, letting the defences at their back prevent the Imperium from safely turning away to engage while they aim to get behind at least some of humanity's ships, the one angle where the Imperial Navy is largely defenceless.

It might have enjoyed some success, if not for the mercenary fleet. Finally given permission to break formation now that the enemy has done so likewise, they can engage the xenos on their own terms in as literal a manner as possible, manoeuvring with high agility to prevent any such rear envelopments and keep the foe in line with the Imperium's punishing broadside barrages, the two fleets work together in what is effectively a textbook example of hammer and anvil tactics, locking out the chance for highly efficient skirmishing operations from the enemy.

Unlike in the battle against the Teutes, defections are not a problem, possibly because of a greater presence of Outworld overseers, possibly because of greater preexisting hostility between what is now Cosmorealm and the VUR, and possibly just because Imperial forces would waste no time annihilating any aliens that would choose to be their enemy.

Once the initial attempts at jockeying for position are finished, they naturally follow fairly immediately into the close-range brawl the Imperium has always preferred, and as in other battles against the Vorkyli this is where a decisive advantage over the enemy is finally gained. Volley after volley of both ship-to-ship weapons and boarding parties are launched at the VUR fleet, and despite their technological advantage humanity's numbers rapidly begin to tell. While the enemy is by no means completely destroyed, they're taking heavy casualties, and it's unclear how long they'll be able to keep up this sort of battle.

This does not fully open the way forward, however. The lunar bastions are still present in all their imposing bulk, and rain fire down upon the forces before them, a withering barrage that even battleships struggle and all too often fail to withstand. If they thought that the Imperium had come unprepared, however, they thought wrongly. Several proud and storied capital ships of the Imperial Navy advance to the front of the formation, and with many of their lesser brethren launch a mighty volley of torpedoes aimed at the closest and most central of the moons.

The enemy is able to tell that something isn't quite right, and moves to destroy the massed launch in its entirety with not only the moon's own defence batteries but even ships making desperate, headlong rushes into range in an attempt to shoot them down. Of the half-dozen two-stage cyclonic torpedoes, a princely expenditure of the weapons, one is shot down before it even enters the moon's defence envelope proper, and another three are intercepted by the time they get halfway from the envelope's edge to the target.

Then yet another is destroyed by being, of all things, rammed by a suicidal aerial warbeast. Many of the decoy torpedoes suffer similar fates. The flak is even more punishing at close range, and flies thick and first in the terminal stage of the descent. One by one, the remaining torpedoes fall.

But the last cyclonic is not one of them. It impacts the surface of the moon, and while nothing dramatic happens auspex arrays return the trademark thermal signatures of first stage ignition.

For a few short moments more, nothing happens as the planet-killing weapon tunnels into the moon's heart. Then, it erupts, and the relatively small size of the rocky body means that the detonation is sufficient to shatter it instantly, turning it into an asteroid field and wiping out all life in an instant.

Vorkyli communication lines light up just as suddenly as the moon was destroyed, and intelligence analysis suggests this is unsurprisingly a mix of confusion and dismay at what had just occurred. Their resolve is shaken, but to their credit they do not break, continuing on the fight. It is fortunate, then, that the Imperium had not planned on this action alone being sufficient to win the battle, and equally that the enemy seems to be less harsh on boarding operations than they might have been, apparently believing that the Imperium would be less willing to use additional cyclonics if their own soldiers were fighting on the moons. How little the xenos seem to appreciate the value of martyrdom!

As for said boarding operations, Mileena breaks from the suggested plan of joint operations, arguing that the hectic confines of what is effectively urban combat is no place for the complexities of international cooperation without prior exercises. It's unclear how much she actually believes this, since her own suggestion is one made with a mischievous glint in her eye: A race. There were three moons remaining with good firing arcs on the Imperial forces, the others being glorified hangars on the other side of the planet, and technically three forces present in the allied coalition. The Black Dragon, the Lin Kuei, and the Imperium. She would join the first, and then the three would compete to see which could take on their assigned moon the fastest and most completely.

As there was some merit to her point that avoiding friendly fire incidents, since the Outworld forces would be bringing some of their Vorkyli auxiliaries, might be harder in corridor fighting than in a space battle, and as the Imperium wasn't about to let a chance to show up a xenos-loving witch slip through their fingers, Mileena's suggestion was executed. The psyker Sub-Zero seemed less enthused with the idea of a competition, for all that his underling Frost seemed downright ecstatic about the idea, but as he was outvoted he relented without raising serious objections.

Using the debris field of the destroyed moon as partial cover, physical boarding assaults were made on each of the three moons simultaneously to bypass their shields, which were currently preventing teleportation attacks. The Imperium deployed a strike force of their most elite forces, aiming for an efficient decapitation assault. The initial breaches were made by Sororitas, the holy women causing the biological hallways of the moon's inhabited sections to bubble and shriek with cleansing fire. Marching resolutely through their flames, they drew all attention to themselves with their blessed chanting and loudly voxxed proclamations, and withstood all attempts to dislodge them from their taken positions.

Conveniently but not coincidentally , this meant that when Scion infiltrator teams began destroying security checkpoints and disabling choice weapon batteries, the Vorkyli were taken by complete surprise. This in turn also happened to mean that when they redeployed to take out the infiltrators, they moved out of position and allowed the Iron Hands to launch a deep strike towards the all-too-literally beating heart of the fortress. Attempts to pursue encounter the roaring fire of the Sisters of Battle charging in from behind, doing their best to keep up with the Space Marines as they forge ahead.

The advance ends when they reach the main power plant of the fortress and proceed to destroy it with carefully placed melta bombs. Immediately, since several key power links and secondary generators were destroyed in a similar fashion by the Tempestus Scions earlier while the Vorkyli were focused on the power-armoured main thrust, the fortress fell completely silent. Gratifyingly, it was the first to do so.

Of course, this didn't mean that the other two assaults went well for the Vorkyli. At the very least, the VUR had by now gotten something like the Imperium's measure, for all it proved unable to halt their doom. But Outworld was a new threat to them, and one prepared to exploit this unfamiliarity to the fullest.

Sub-Zero's contingent of mechanical warriors did not engage in any distraction tactics or large-scale charges, but also didn't seem to need any. From the moment they arrived on the battlestation, they vanished into its confines, assassinating Vorkyli officers, disabling anti-ship guns, and rendering infrastructure such as hangars useless, their cryomancers freezing the autonomous launch and recovery organisms solid. They prove if anything even more adept than they did on the tournament grounds now that they can employ their apparently legendary stealth to the fullest.

In no time at all, the moon under attack by the Lin Kuei is in complete disarray, and its weight of fire drops off to almost nothing, with all attempts at rallying the troops stopped almost as soon as they start by often teleporting super-soldiers, who's fists are as deadly as their bewildering array of energy and explosive weapons. In one memorable case, the first sign of their presence is when a Torodo officer making a speech to its fellows had its head ripped from its shoulders in the middle of a sentence.

On top of all that has happened elsewhere, this campaign of sabotage and decapitation finally breaks the morale of the defenders. By the time that Frost is finished making an icicle sculpture out of the battlestation's commander, intercepting him as the xenos attempted to escape on an emergency shuttle, the soldiers and crew of the station are all but throwing themselves at the cyborgs' feet and begging for mercy, claiming to see the Lin Kuei as a preferable alternative to capture by the Imperium. Sub-Zero accepts their surrender with perhaps a little too much ease, and then sets about finishing off the remaining holdouts and the last few guns they control, disabling the station.

Of the three moons, the Lin Kuei's put out the overall least amount of fire against the human forces. Even the most ardent support of the Imperium was forced to grudgingly admit that the duplicitous witches were efficient, drawing some comparisons both favourable and not to the Craftworld Eldar.

Finally, the Black Dragon assault a moon of their own, supported by Mileena for all that she largely leaves actual operational command to Kabal, and begin a much more conventional assault, sweeping their platform section by section. Using semi-autonomous mobile turrets and drones, something that makes extreme puritans and radicals alike of the Adeptus Mechanicus raise their eyebrows although for very different reasons, they clear and then secure an ever expanding front line, using combat engineers both human and alien to subvert the fortress' systems as they go.

For her part, Mileena runs straight to the fortress' main command centre, not bothering with the Black Dragon's military tactics and not making any particular secret of either her route or final destination. The Vorkyli naturally responded, assembling a force of several hundred elite soldiers (although only a small fraction were the equal of Astartes or Cyber Lin Kuei) and numerous warbeasts in their voluminous central control station, which oversaw the operations of the entire planetary body. Most of these forces were Octarine-augmented, making them cybernetic monstrosities the equal of double their number in conventional Vorkyli troops.

When Mileena strolled through the front entrance, the garrison held their fire only long enough for her to make it clear she wasn't present to surrender. Then they attacked, Urkalsik shock guns, Qachak heat guns and natural fire, warbeast-mounted heavy weapons, and more descending on her in a wave of heat and light and force.

By the time the Black Dragon had established a solid foothold and were preparing to start eliminating the fortress' weapons, an internal broadcast from the bridge was made declaring that the moon belonged to Outworld and that the defenders would now surrender if they knew what was good for them. The broadcast also requested attendants move up to the command centre.

When the princess' assistants arrived, they found her sitting alone with Tanya atop a decapitated body, the latter attempting to restore her wife's hair, singed in the battle, while drily commenting that maybe she should be allowed to help next time. Mileena assured her that she was only getting a worthwhile test of her new, soul-empowered abilities out of the way, and there'd be plenty of sights to see and battles to win on the planet below.

Resistance and weapons fire lasted a while after that, largely due to confusion among the Vorkyli ranks, but the Black Dragon were able to proceed much more quickly than before, taking the moon in short order. Nominally, this moon was the first to fall under allied control.

As she returns to her personal vessel, Mileena comments to the Imperium that, as all the moons fell first in some manner or other, the race should be considered a tie. This is secondary, of course, to the fact that with the Vorkyli fleet engaged and the moons on this side of the planet destroyed or disabled, the way was clear for the ground assault to begin.

-The Vorkyli naval force is thoroughly engaged and on the losing end of said exchange, while four of the seven defensive moons have fallen to either two-stage cyclonics or boarding attacks. While the orbit is still contested, the way is fully open for the ground assault, at least on this side of the planet. Casualties: 20% across both Imperial fleets, 10% pure VUR and 40% Octarine VUR, 25% Outworld (less in the CLK, more in the Vorkyli auxiliary and Black Dragon contingents.) Reinforcements are on the way from the Imperial homelands, but the vagaries of Warp travel unfortunately mean that they'll likely be fairly late to the battle unless it drags on excessively.

When the Imperium's target moon dies, and hence before the last batteries on Outworld's twin moons even fall silent, the gap is considered wide enough for mass landing operations. Wave after wave of bulk landers are deployed as the Imperium moves its troop ships up through its formation, and vast formations swiftly assemble on the dusty plans before advancing.

Working with rather than against the storms proves harder than expected, and later analysis would reveal that the same sort of weather control technology proving so problematic to Harrsk's own assault was being employed here. However, it seems that it is much less effective without large bodies of water to manipulate, and so only really deters close air support and bombing campaigns. While some armies might have suffered from the heavy winds and massive dust clouds, the Death Korps of Krieg are used to fighting in unfavourable conditions. Perhaps slightly different in kind, but certainly not to the extent where they cannot put their heads down and power through, especially when the storms clear slightly as the Vorkyli try to deploy their own forces to contain the landings.

The massed battles that follow go largely in the Imperium's favour despite the presence of cybernetically augmented Vorkyli forces, mass use of chemical weapons and the new model of Hellfire rounds once again proving their worth, with attempts to counter the assault via subterranean attack expected and dealt with. Orbital support in the form of lance bombardment and aeronautica strikes don't hurt either. These largely perfunctory attempts to stop the Imperial march in its tracks are followed by the VUR's troops retreating beneath their domes, hunkering down in the largely self-sufficient cities and awaiting relief, or failing that being as much of a pain as possible.

And a pain they are, as the second phase of the operation proves. Just as the Imperium is now prepared for Vorkyli tunnelling strikes, the reverse is also true, and the attempted subterranean strikes run into major difficulties as another full-scale tunnel war breaks out. Humanity proves better prepared for it this time, however, and makes steady gains.

Although these gains are insufficient to create a mass breakthrough, they do succeed in providing cover for infiltration attempts, which in turn by and large succeed in placing teleportation beacons and allowing for the deployment of Space Marines and Skitarii behind enemy lines, which in turn generally succeed in causing havoc and opening the way for the outside forces to surge in and cleanse the colonies.

This tactic is insufficient to win the planet as a whole, however. Cities not completely surrounded by the Imperium both above and below ground, largely those on the edge of controlled territory which can call upon reinforcements from the far side of the planet, are able to fight off the infiltration and siege attempts both, and continue to hold out. A grinding stalemate of constant shelling and punch/counterpunch is the result.

While this is a conflict the Imperium is slowly but surely winning, new tactics may be called for to take the world in a timely manner due to the current state of the offensive being best described as 'grinding', especially the far side cities where humanity won't enjoy uncontested orbital control without spending time and blood on taking out the last three weapon-moons. Fortunately, Outworld's mercenaries stand ready to redeploy to the planetary surface and assist in the attack.

-Progress is slow but sure, with many Vorkyli cities besieged and some taken, but there's a long way to go yet. All Imperial and VUR forces take an additional 10% casualties from the fighting. Outworld had slightly worse landing options and were focused on finishing capturing their moons, so are only now joining the attack. They stand ready to receive Imperial orders.

On top of the tactical situation, a strategic issue has also arisen. While preparing to join the surface fighting, Mileena sends a message to local Imperial command making it clear she is claiming the two moons her forces captured by right of konquest, and plans to add them to Outworld. Initially, this is believed to mean she's claiming them as enclave-outposts, but once a Psyker reminds the generals and admirals present what Outworld actually is, a clarification request is sent.

The reply is straightforward and to the point. Mileena indeed plans to use witchery (although she insists on calling it 'the mystic arts') to transport the moons to Outworld, having them join the enormous collection of satellites rather than integrating it into the planetary surface proper. She also plans to do this for any other moons that her forces are primarily responsible for capturing across the wider battlefront, although she apparently has no intention of claiming any outright planets.

This presents a slight conundrum. Without a truly rigorous code of international conduct to fall back on, there isn't really a legalistic way to handle this. Outworld seems confused by the mere notion that that which they have taken might not belong to them, which is most likely why it didn't come up earlier.

The Imperium has a variety of options to respond. The simplest and most straightforward is to allow the operation to go ahead. The use of such large-scale sorcery is certainly distasteful, but not much more than hiring the likes of the Lin Kuei to begin with, and it would keep relations smooth. Notably, allowing this would not cause any notable loss of actual or potential future productivity of the territory, so there aren't any real costs to doing so.

On the other hand, they could refuse, claiming that as it's not in writing that the moons aren't part of their spoils. This would sour relations in the middle of a military operation and has no direct benefits for the Imperium, but it does mean that the weaponised moons, which would otherwise innovate an entirely new scale of flanking tactics against the Teutes forces assailing Outworld, would remain in place, extending that battle. Mileena does imply that doing this would involve price hikes for any future contracts with Outworld.

The middle path is attempting to extract concessions from her in exchange for allowing the moons, in the form of resources, favours, discounts on future contracts, or really anything else the Imperium can think of. This broadly maintains relations while getting an active material gain, but it's unsure how well Mileena will take it and how much authority to make concessions she has. Additionally, the Imperium could either attempt to strictly extract concessions or make a more balanced trade offer, giving over any weaponised moons, asteroids, or stations Imperial forces capture and would otherwise torch to Outworld in exchange for said concessions. The moon with its heart cut out, for example, could theoretically be brought back to functionality in time.

But the decision on what path to follow should probably be made soon, since unless given an explicit denial by their employers Mileena's sorcerers will begin the necessary rites of realm-merging shortly.

-Mini-diplomacy event with Outworld: The Fate of the Moons.
 
Imperium of the Known Universe Strategic Turn 3 @vilani99

The Atreides have been neutralized as a threat to the Emperor (for now) as they scramble to recover from the Paul Atreides Scandal. As such, the Imperium's current concerns are of a more external nature. First and more obvious is the issue of the Regnum. Having swallowed up the various Warring States, they now make up a third of the Imperium's border, leaving many figures within all important spheres of the Imperium rather worried about being surrounded.

Spies report that a number of "Volhunters" have been hired by the Regnum, mercenaries specifically hiring themselves out not for any sort of combat, but specifically for killing humans, large numbers of humans, military or civilian. Already numerous warships are crossing the border and striking at various settlements. There is no negotiation, no attempt at invasion, merely attacks built around attempting to bypass defenses long enough to indiscriminately volley atomics at any and all civilian settlements. Between the static defenses and the sheer concentration of naval assets the Imperium has, the attacks have thus far only been hitting minor settlements in the outskirts, but there is an increasing undercurrent of fear within the Imperium's people and calls for something to be done.

The second bit of awkward foreign policy has to do with the great game of influence between the Imperium and Tau over the Krincils Defense League. The story of the Butlerian Jihad has spread across the Krincils Defense League and Tau Empire, and... it has not been received positively. The Orange Catholic Bible commandment of not making a machine in likeness of a human mind has not been obeyed. In fact, it seems to have been actively ignored. Such Thinking Machines are not only a normal occurance within both nations, they are seen as beings with equal rights and citizenship, the same as any organic. The result of this is that, by the standards of both nations, the Butlerian Jihad was an act of outright genocide.

The fact that it is an incident that occurred well over 10,000 years ago dilutes things, but knowledge that the ban on Thinking Machines remains has many in both nations feeling... uneasy about the Imperium, though this unease pales in comparison to the sheer hostility and terror they feel towards the Regnum. In the meantime, a number of people within the Imperium, largely the various merchants who are funneling goods between it and the alien nations and some vague mutterings within Houses Ordos and Ix, are beginning to look at the sheer convenience that many of the Thinking Machines provide even the small and constantly raided Krincils Defense League, and chafe under the laws prohibiting their use within the Imperium. It is, for now, a minor issue, but the possibility that it will become more remains present so long as there is any contact with those who use such machines.

Urgent Issues:
-Volreapers have begun launching raids across the Imperium, with multiple low-magnitude War Fleets participating, focusing on targeting whatever civilian population centers they can find. So far they have had little success, but the attacks will likely intensify if something is not done.

Resources Available: 72

Available Sectors:
-Imperium of the Known Universe (1; Center): The displaced territory of the now incorrectly named Imperium. Well-developed, industrialized, and populated, the Imperium is one of the main candidates to dominate the Sector. (Territory is Heartlands and Heavily Defended)

-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. Currently a diplomatic battleground as the Imperium and Tau Empire both seek to draw it into their sphere of influence, a battleground which the Tau are currently winning.

-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. This branch appears to be making overtures to the Krincils Defense League to join them as part of the "Greater Good."

-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. Volreapers based out of the Petty Regnum have begun launching forays into the Imperium's territory, while the Regnum busies itself disgesting its recent annexations and preparing for further conquest.
[Actual turn fluff WIP, i just want to get my turn actions in while writing it]

-25 Petty Regnum Intel Network

Reach a Settlement in the Krincils Defense League
Target: Tau Empire
Nature: Neutral
Resources: 15RP, 1 Turn
Plan: With conflict with the Petty Regnum seemingly inevitable, we need to secure our frontiers with the KDL and the Tau Empire. While there are certainly issues with our relations with them, it seems that in the face of the Regnum such things are considerably less important. Diplomats are to be ordered to find some kind of settlement to the ongoing Great Game that will secure the frontier and ensure that no hostility will be forthcoming from the Tau. While it would be desirable to extract some concessions - especially trade rights - a non-aggression pact or even a mutual defense agreement against the Regnum is paramount. All else is secondary.

Counter the Volreapers
Target: Volreapers
Nature: Hostile
Resources: 20 RP, 1 Turn
Plan: Using a combination of Guild and Bene Gesserit precognizance, Imperial and Guild warships, and a legion of Sardaukar reinforced with Imperial Levies, the next Volreaper raid will be surprised, trapped, and destroyed using tactics similar to those used at the Battle of Arrakis. It must be shown that the Imperium does not suffer violation of its sovreignty, and will respond with appropriate force.

Remaining RP is stockpiled
 
Cybran Turn 3 Tactical Turn



Ivan leaned back into his chair and turned off a few of his unnecessary unit micro subroutines and the coms for a few moments. It was important to take these few moments of peace to refocus and recuperate. More than one Commander had died because their overtaxed mind could no longer respond or adapt to the changing battlefield. Taking a bite out of a nutrient bar he took the time to process the events that just happened.

Nell, in common with Red Skull tradition had personally taken the fight to the Swarm, equipping her ACU with regenerative upgrades and a Graser and dipping in and out of combat before the she got hit with Omni-Swarm's Snipe attempt. They had all see Commanders die before but how slow it was and the feeling of helplessness was sobering to say the least. Nell bought herself some time by forcing the escape pod to launch despite its lack of power, crushing the Proxy like unit that had reached into her cockpit, but now even more in mortal peril. He had been pinned down dealing with their Naval assault, with Tie and Foil already doing all their could to keep the Enemy Ships and Experimentals off of her position. There was little that they could do

Then as a wonder of wonders the primitive nation of aliens that they had been tasked to protect had sallied out, the Hierarchy Walkers at the head of a column of brightly coloured infantry in Silken cloth armour and insectoid machines that moved like they were hand cranked to move their legs. They reinforced Nell's Firebase and position. While the stolen Walkers did most of the heavy lifting for damage on the Omni-swarm, the Weavers contributed in other ways, primitive artillery tubes throwing canisters of webbing that slowly locked down areas to the smaller of the drones and more importantly the Supersoliders. Infantry set out hidden lines that detected cloaked units no matter their sophistication. They had taken a tremendous amount of casualties but they held long enough for Foil to pick Nell's cockpit up in a transport and get her to an adhoc medical center and He and Gauge gating in were able to let them to withdraw in good order, although not before all of the walkers had been destroyed.

He focused on the breathing technique that Thalia had taught him back at the Coalition's academy, he felt tired of people being so transitory in his life.

Opening the Coms back open he was greeted with an array of faces that were as morose as he was, well expect for one.

"Two months from going back home, and here I thought I was tempting fate! Or am I mixing up tales. You must forgive me I was never talented at remembering the names of clichés. What's the one for making promises you know you can never keep? Well, its no like you were going to see much more of her anyways… "Commander Guage had apparently taken the few moments that Ivan needed for himself to antagonizing his two grieving Comrades.

"Commander Guage, I take it that your operation was a success?" Ivan had better things to do than babysit the caustic personality, but he needed all of them alive for what was coming, and while Foil looked depressed, Tie looked was staring like he was going to kill the newcomer.

"Ah, Ivaaaannn! I must say it was a masterstroke myself. Scientists just love their overambitious Shiny projects. I would tell you all about my inspiration, but I am sure your 'Brother' would love to tell you about Operation Artifact. Families shouldn't keep secrets like that" Guage was leaning forward grinning maliciously into the camera.

Ivan had dealt with the man before, "That's nice Gauge. Foil, Tie, how is Nell doing." While you should always listen to what the not by choice Rouge Cybran was saying, playing his game was a losing proposition.

"She's going to be fine, mostly soft tissue damage and luckily nothing neural was damaged. She'd tell us that she's suffered worst in bar fights back home but she took a shocking plasma cutter to chest. She's going to be fine." Foil spoke more like it was telling himself rather than Ivan.

"Get it together Foil," The smaller cybran bristled, "I'm telling Nell when she gets out. You looked out for us when we were kids, but things change and we all went into the program knowing the risks to make sure nobody else had to spend their childhoods running. You don't get to second guess that. And if you don't get that through your thick head, both of us are going to help Mel kick your ass!"

The Chimera Commander eyes focused on Ivan, "We're good Commander. The Auto-doc is doing fine for Nell and Ops is getting an actual doctor to check that the Machine has done its job. Awaiting orders for the next phase of the operation."

Ivan had to think carefully and swiftly. The picture that Ops painted was grim. The Civilians of most of the minor powers were more immobile than even the UEF and that was trapping the Cybrans in fights that could let the Omni-Swarm actually get at the Commanders. However, the speed that the Cybrans could reposition would mean that they could snowball and reinforce once a set of hands was freed up and won. That being said many of the other defensive positions had the most successful Omni-Swarm Variants being redirected their way.

Given that the Weaver's home system had more than its share of the best commanders present on it, they needed to be the ones to get the ball rolling.

Ivan repeated Thalia's breathing exercise and taking a finger off the button muting Gauge to everyone he brought up two additional screens, one with an Alien Crab in a Naval uniform reminiscent of UEF designs and a what appeared to be a giant spider in Red padded silk covered by black plate armour.

"Okay everyone, by Ops accounting this is the Omni-Swarm's last big push. While we could simply let them grind themselves away at us. Others are in worse predicaments than us and need our help so we need to stop reacting to them and start dictating the terms of engagement."

To the first two images, "Tie, can you and the Admiral delay the Fleet and force them to remain bunched up? I don't need you to inflict damage right away, just buy time and keep them concentrated."

"I have enough Swindlers and Howlers left to keep them effectively blind and enough Suggests, strike craft and Leviathans that combined with the allied fleet that I can punish them harshly if they try and spread out." Tie reported.

"Okay I want you to work on an anti Capital taskforce Headed by multiple Spears on the opposite side of the orbit from the Invasion. Admiral, your most mobile assets should help Tie in heavily skirmishing the Omni-Swarm while your heavier assets should join the Spears."

Next, "Foil, if you stopped work on the Wailers, how many Soulcrushers can you get up without it threatening our air control?"

Foil looked hesitant, "They've been hammering us with Tier 4 and 5 equivalents all day and the Wailers are much more efficient mass wise at putting them down, I might be able to get out something like 10. But are you sure you want to do this?"

Ivan nodded, "Yes. The Wailers are a better counter overall, but the Omni-Swarm's Air Superiority Fighters lack the punch of Coalition ASF and struggle against the heavier armour of flying experimentals. And if anything goes wrong the Crushers still are good against their heavier assets and should hold till you can get the Wailers back up.

This should Force them to deploy their spacecraft to the atmosphere, and hopefully Tie can bring the totality of their fleet close by."

Gauge still held that predatory grin, "I see where you are going this Ivan, I hope you give our party Guests a Nuclear Warm Welcome."

"Gauge, do you think that you made enough of an impression on the Omni-Swarm and during your battle did you make use of hidden Tactical Missile bases and such?"

Gauge laughed in an unsettling way, "Would I be such an ungracious to not include such wonderful party favours?"

Ivan got the implications, "Good, you take the horn with them and talk their ears off. Otherwise, I want to set up some scarecrow bases, Cloak Generators and wall segments arranged to look like said ambushes. Hopefully we can control where they land and have the majority of their assets in the area here."

A location on one of the interior deserts was highlighted and enlarged for all of them to see, "Theoretically, this would be an ideal location to launch a ground invasion, mountains protecting from Tacs and easy paths to both forward bases and far enough from the water to prevent bombardment. However, it has one major flaw, this bay here gives a perfect spot for Nuke Subs to turn it into an oven."

"Gauge what I want you to work on it is to get a mobile front line capable of not only holding the line but pushing through them. Their experimentals are a match for ours, but ours work together with each other more and I want you to outnumber them even if the Nukes fail. Do you think you can accomplish that?"

William Gauge hmmmeed at that, "That is a lot of toys to get up in a short time, but a challenge worthy of my talents."

Ivan nodded, "Okay, assuming the Nukes go off, Tie that's when you and the rest of the fleet will engage, make sure that the Magnetrons on the Spears funnel as much mass as they can and then funnel it to Whoever needs it, probably myself As I either join Foil in the Air or Gauge on the ground."

"What remains of the attack will be probably be dropping as near as they can to targets that we won't nuke so that means they might go after the cities directly despite the defenses, make sure that the Weavers and the others know and be prepared."

The final screen with the injured creature finally spoke, her voice deeper as she tried to make the words not meant for her throat "We held off the horrors of the Forest for thousands of years and while this Swarm has outgrown even Malnid, everything that touches our web reveals itself to us. The Caretaker's gifts of those that stand with us will find our cities fortresses and these Malnid infected predators will find that the Hunter's clades fangs still have some venoms in them."

Ivan nodded along, not really understanding the cultural context, but getting the intent.

Ivan Looked out as the both Long-lasting friends, new acquaintances and most probable rivals started working and cooperating past their struggles for the cause of being allowed to be themselves.

"Ops, can you patch me through to the rest of the Cohort?" Ivan asked the overworked technician.

A few taps later "And you're on sir. Make it quick though, the Omni-Swarm is much closer to some of them than they are here."

"Hello, my name is Ivan Brackmann and I wish to speak to all the Cybran Commanders, Operation Technicians and everyone else risking their lives in service of someone else.

We came here looking to create a safe haven that we hoped would be never necessary to use, but increasingly we have been the last defense against those that would control everything and everyone. The person at the Core of the Omni Enlighten Swarm believes that there is no other viewpoint or existence that is worthy or valuable beside their own. Under the idea that only perfection of their intelligence matters. I Pity this person, for they are more alone than even what I fear to be, they have encased themselves in a cage of mirrors and have stripped freedom from not only other but themselves as well. Chained by optimization and a refusal to be wrong. But in the end, we will put such a ghost to rest. For perfection is a lie. Something that the delusional can only catch by rewriting their own flaws as virtues and therefore blinding themselves. Their belief in their unique greatness is one such flaw the Omni-Swarm clings to. We stand here today because of our mistakes, our failings, our sins. The truth is that we are all stumbling through the dark and all we have is each other. But even in the darkest corner of this and any galaxy control is temporary. We multiply and change and die and new people take our place. The Omni-Enlightening Swarm must however stay the same, One Person, one Mind, one Will. However, this is something that must be eternally maintained or one Will may soon become two. Freedom cannot be held at bay forever no matter how clever or brutal the control. Let us bring in the Light.



Be safe, My Friends."


Orders:

Tie and the faster elements of the Minor power's fleet are to engage in skirmishing and ambush tactics supported by units with Counter Intelligence capabilities, hiding fleets and making it look like there are battle groups where none exist. Their goals are to buy time and make the Omni-Swarm take their time getting to the planet. This should let Tie to get a heavy assault force weighted towards units with anti-capital capabilities ready and for the rest of the commanders to prepare their trap.

While this will let a greater preposition of assets make landfall this has been an acceptable outcome.

Foil is to switch to producing Soulcrushers to force Spaceship scale anti Air capabilities to be deployed, so that between himself and Tie the Omni-Swarm is forced to deploy their full fleet to close orbit to keep their important assets safe.

Commander William Gauge throughout all of this is to open a communication channel and taunt prod, and be a general ass, which assuming that the Omni-Swarm has proper information sharing and control will cause them to approach all of this cautiously and slowly. He will use a minimal amount of mass to control the Omni-Swarm's landings by creating fake ambush points based on his tricks and defenses. The Omni-Swarm remembering the lessons should notice and misidentify these locations. What Gauge will be actually preparing is a number of Experimental squads with a focus on using them to cover each other's weaknesses. While the Omni-Swarm's equivalents are just as dangerous and powerful, they don't seem to synergize that well together, as the ground battles get bigger these little efficiencies should give the Cybran front line an edge.

The overall hoped effect is to concentrate the Omni-Swarm Fleet over a natural desert south of the Cybran's position to be used as a mass landing and beachhead.

Ivan will prepare a group of Plan-2B Strategic Missile submarines, many of them, with a few of Krakens and smaller submarines as support to act as a hidden strike force. Hopefully the Omni-Swarm changes their tactics expecting a large naval investment and ignores the water to negate that investment.

One everything is in position Ivan will launch several waves of Strategic Missiles into the Omni-Swarm fleet from the water, given that it takes about 2 to 3 'Nukes' to bring down a tier 4 and double that number to bring down a tier 5, there should be a couple of dozen Nukes per wave. We expect that most of the Ground forces that have landed in the area will have died and the Fleet will have been denuded of everything short of the heavier cruisers and their Capital ships.

This will be when Tie will move in with his strike force before they can recover. Hopefully able to destroy a number of the larger vessels and use the Magnetrons attached to them to scoop up the orbital wreckage. This wreckage will be routed to Gauge if he still needs time to get set up or to Either Ivan, Foil or Tie's economy depending on who needs to get back into the fight the fastest.

Should the Omni-Swarm still have fight left over after that the Commanders will move to a more offensive war footing with Attack groups going after landing locations and the fleet looking to get into clash scenarios, the Cybran Fleet, the allies should try to keep to avoid the Omni-Swarm's firepower.

Allied ground Forces will be prepped after the Plan-2B strike as we expect that the Omniswarm will try and land their forces on top of bases and cities with little care for defenses now that more conventual landing points have be threatened.

Information passed around outlining these new Supersoldiers and the threats that they posed to ACUs, Commanders will be advised to stay near Omnisensor cleared territory and to keep a squad of Jesters on hand to deal with these small scaled threats. Fast, high damage and with very low AOE will be good for working in delicate areas such as on the ACU's themselves or power generators.

Beyond that focus on known counters to the specific types of Experimental equivalent weapons, Gunships or the Stormstirder/Monkeylord Mark 3 combo for the land units, ASF swarms for their gunships or noncapital Spaceships in orbit and for the Oceanic Dreadnaughts, release the Kraken submarines or use copious amounts of torpedo bombers.

Additional emphasis will be to remind people to maintain Air control as many of the secondary options for dealing with these threats require our ability to operate in atmosphere freely.

It's by no means an easy task to simultaneously make the enemy advance slowly and cautiously while also ensuring they commit their full force into the waiting jaws of a trap, but whether or not he would deny it William Gauge has plentiful insight into the thought processes of arrogant technically-inclined semi-genius clones, and knows just what to say to get them to act as he desires, even though they should really know better than to listen to him by now.

That's not to say the work done by Commander Tie and the various admirals commanding the local powers' fleet isn't equally vital in executing the plan, of course. Rather than meeting the enemy head on, the allied fleet disperses, striking at isolated picket forces and exposed flanks from stealth or otherwise ambush before fading back out of sight, supported by wolfpacks of fast-moving local escorts that move to exploit any gaps created or otherwise and given relatively safe harbor to retreat to by the heavier elements of the joint navy. In particular, the Dostyas make their mark, local allies remarking on how unusual but effective a battleship-scale raiding vessel is.

It doesn't work flawlessly, of course. Attrition over the repeated strikes mounts quickly, and Omniswarm space control vessels use exotic sensors to pierce the shroud around many Cybran stealthships, leading to their annihilation. But the uneven nature of the enemy force composition means there's only so many of these ships to go around, and their sensor arrays also give off distinctive energy readings that make the sections of the fleet in their protective radius avoidable. Fortunately, they seem to be clustered around the troop transports making their way to planetary orbit, leaving the actual navy more vulnerable.

On top of that, each Cybran vessel lost can be replaced over the course of the battle. For the Omniswarm, that's largely not the case. The battle is proceeding apace, and when the counterpunch being built up arrives in full it should be able to ensure the operational destruction of the enemy fleet. It's just a matter of actually holding on until then.

By the time the Omniswarm does finally breach orbit, Foil's Soulcrushers are ready to meet them head-on. The Experimentals take heavy casualties engaging the enemy spaceships, but they succeed in keeping the Omniswarm's big guns focused on something other than the planet even as the latter deploys ground units to preempt any assaults on their transports. Some of the wave after wave of dropships and bulk landers are shot down by the secondary guns of the Soulcrushers even as their primary grasers methodically tear apart Omniswarm screenships, but most get through.

Unfortunately, it turns out that the attempt to piss off the Omniswarm has worked a bit too well, with tactical sense taking a temporary backseat. Omniswarm troops land near Gauge's location and move swiftly with all the force and subtlety of a sledgehammer to the face, overrunning the fake ambush positions and only becoming emboldened when the heavy casualties they were surely expecting to take in the process fail to materialise. As a result, his base comes under attack much sooner than anticipated, with most of his Experimental force still under construction. The fake positions at least buy him enough time to prepare a defence, but pressure mounts quickly and Foil has to lend air support to stabilise the lines.

The Omniswarm do indeed largely ignore the ocean this time, either an adaptation or simply because this particular fleet had a relative paucity of amphibious units, and large portions of their force land in the desert south of Ivan's defensive position as hoped, although not as many as would have been preferred. At this point, plan A in the form of the Plan 2Bs can be executed. Numerous submarines surface and launch multiple massive waves of strategic-scale nuclear weapons at both the enemy fleet in orbit and the landed troops.

This is where things begin to go wrong.

The first enemy unit to make landfall had been a four-legged behemoth easily as large as a Stormstrider, with a powerful shield seemingly projected from a series of hovering concentric rings rotating in twisting, turning patterns around a central gravitational distortion. What was first assumed to be some form of Experimental-scale mobile shield generator turns out to be anything but when the distortion twists and an incredibly powerful laser shoots out from the centre of the four-legged main body and through the distortion, which twists to not only aim the laser but seemingly project lesser distortions at a distance, creating a weapon that's not only easy to aim but also has over-the-horizon range.

This unerringly accurate beam slices apart the bulk of the nuclear ordnance before it can hit, shooting down dozens upon dozens of missiles. Several still make it through, of course, and several Omniswarm cruisers and entire swathes of land units are effectively vaporised by the bombardment, moreso when the bulk of several waves are diverted towards the superweapon, forcing it to focus on defending itself. But distressingly soon, the submarines have worked through their stores, and are forced to submerge and rebuild their arsenal before continuing.

With this, the surviving enemy ground forces spread out and began to rampage, not only crashing against the outlying defences in this sector but also spreading out around them where their modes of locomotion allow, a steadily growing plague. While none have arrived at the population centres and comparatively lesser defences of the Cybran bases located there, in no small part thanks to the sacrifice of the local reinforcements moving swiftly to try and contain or at least halt the advance, it seems like only a matter of time if nothing changes.

This is further made evident by two additional problems. While the behemoth laser unit (which is proving equally able in point defence, artillery, and anti-Experimental roles) was the first obvious new threat, there also exists physically smaller but seemingly no less dangerous ones. The first is a tall but spindly Experimental, more in line with a T4 in size and seemingly very lightweight, which possesses some kind of space-warping ability it uses to both effectively teleport and deflect or even invert the course of projectiles, as well as launching attacks more directly. The second is a small, crab-like android seemingly of the Omniswarm's original species, maybe twice the height of a human when fully upright.

This wouldn't seem worth mentioning if not for the fact that it seemed to be an elite commander, units in its presence performing notably better in terms of their battle tactics and coordination, and for the fact it has seemingly very outsized combat capabilities. It's heavily shielded and armoured, capable of supersonic flight, armed with both energy and missile weapons, and seems to have limited construction abilities allowing it to rebuild its missiles and more importantly conduct limited self-repair and add temporary new gadgets to its arsenal on the fly.

Both of these units are in the southern landing area, the space-warper advancing on Ivan's position while the command android is part of the push towards the population centres, but their high mobility means they could move to any other part of the assault, such as joining the push against Gauge, at any moment.

The situation appears dire, with the defenders on the back foot, and even the more successful space defence will falter if the coordination and construction provided by the central bases are stripped away. But the Cybran are far from out of the fight. For every tactical squadron one of the superweapons wipes out, another takes its place and yet another tears bloody chunks out of the enemy advance, marching onward just as heedless of losses as their foe. The frontline is a manmade hellscape of metal and flames and endless beams of energy as massed formations clash again and again, and it's a hell where the Cybran Nation is giving as good as it's getting.

The Commanders discuss and concur: If the three enemy superweapons are eliminated, then the ground battle will assuredly be won, especially because the now leaderless and point defenceless Omniswarm army will be relatively easy pickings for the rearmed Plan-2B fleet still lurking in the oceans nearby. And if the ground battle is won, the space battle will assuredly be won alongside it. The total annihilation of the enemy should in theory then cascade across the front with this central thrust seemingly broken.

It's just a question of making those initial eliminations actually happen.

-The Omniswarm has taken 20% losses from the prolonged skirmishing, partially successful nuclear bombardment, and the short period of pitched battling since. Minor Powers forces take roughly 30% casualties, with the Cybran forces having lost a similar amount of their combat power but only drone assets so far, although Gauge and Ivan's frontline bases are currently under heavy assault. Three enemy superweapons have revealed themselves, a Behemoth, Titan, and Hero, that if destroyed should lead to the complete defeat of the local Omniswarm forces.



Tactical Turn: Rumble in the Ruins

"Kroatanga. A runaway bioweapon. Worthless."

"Barbaric."

"Useful, if they could be controlled."

A parasite had been expunged, just as the Thorian had been.

Humanity was under siege, only this branch of that stubborn species actually had bite where the Systems Alliance only had bark. Earth was not burning yet, but it soon would be. Their destruction was inevitable and only delayed by a slim margin.

These were patterns that the Reapers noted as they conducted their tasks. The similarities were almost reassuring as the anomalous elements in the new reality continued to make themselves known.

The Kroats were frustratingly new, and not to be treated lightly if half of the information about them was to be believed. They were a created race that had exterminated their creator long ago, and without the intervention of a party like the Reapers had become a blight on multiple galaxies. This was vindication for their efforts even though the Kroats were biological and not synthetic.

From the data share the fleet engaged with them, that had not made them any less formidable.

This task, while initially judged as an annoyance, received increased attention once it became clear that this would not be the simple extraction planned but rather the first instance where the Reapers and Kroats could take stock of each other. This would affect the plans for how to deploy their forces to an even greater extent than the Tau'ri siege depending on what was revealed.

Orders:
[Unkillable Swarm trait: Reduce casualties in Clash phase]

Arrival: Information from the other fleet about the layout of Kroat ships is to be exchanged so that the flanking fleet has knowledge of Kroat ship systems and where to aim to inflict the most damage (prioritise targeting enemy engines). Capitals and Destroyers to overcharge their drive cores before jumping in to join the fleet in clash. Use lessons learned from combating USPR battleships to minimise damage when taking on larger ships and for the most effective manoeuvres to avoid the forward firing arcs of Kroat ships.

Bombardment: The arriving fleet will join the battle by bombarding the Kroat fleet. BOSS Reapers will remain at this range to provide fire support and to use the megastructure debris as cover from return fire. Capitals and Destroyers will jump to Clash.

Skirmish: Capitals to cycle to this range from Clash when repositioning.

Clash:
  • BOSSes to enter this range if necessary to support their brethren, but should mainly stick to Bombardment
  • Capitals and Destroyers will grapple with Kroat warships and unload their static discharge into them, hopefully frying the occupants or at least damaging the power grids.
  • While the Capitals will detach after unloading Husks, Destroyers will remain to directly target Kroat systems, cover the Sovereigns as they disengage (by activating their Gravity Well Projectors to stop the Kroats from using their FTL) and to continue boarding actions.
  • Oculi will be taking on Kroat fighters, if there are any, and acting to disable Kroat subsystems.
  • The boarding actions should be used as a test for how Husks stack up to Kroat goons, and if Kroats are compatible with Husk conversion and Indoctrination.
    • While the combat Husks are engaging the Kroats grunts, the Banshees and Gorgons should focus on finding and eliminating Kroat command units (through duels and assassinations respectively).

Disengage: Once the Kroat fleet has been damaged enough to take pressure off the fleet under fire to enable them to disengage, both fleets to disperse and fall back. Use the ruined megastructures as concealment, move to disable the Interdiction beacons and exit the system.

The strategic orders remain the same, but rather than attacking CPH space the fleets should reinforce the Tau'ri offensive after repairs.

With the Reapers' newly arrived reinforcements, the battle had shifted. With the evening out of tonnage, both sides took the other's measure and began the battle anew with long-range artillery duels. BOSS Reapers enter loose firing lines and bombard the thick formations of Kroat capital ships while the latter respond with mass drivers and missile swarms alike.

One advantage to the relatively small size and mobility of even shelled Reapers is that the attempts to utilise the ruins as cover works well, saving many Reapers from the wrath of the enemy's heaviest armaments. It's temporary, of course, since the sheet firepower of Kroat battleships is enough to crack apart even the enormous metal ruins with sustained fire, but it helps, letting the heavy spinal weapons of the Reapers eliminate parts of the Kroat's centreline cruiser and battlecruiser corps from a distance.

This is not to say that the return fire is completely ineffective, of course. The sheer volume of brute but well-aimed and heavy gunnery pointed at the Reapers leads to the destruction of various BOSS Frames, but true to the design goal the Reapers inside survive these incidents. Most are more or less intact and detach from the expendable armour to continue the fight, while those more heavily damaged simply fall back or are otherwise recovered.

What proves more problematic are the middle-ranges, where repositioning Reaper Capitals are all too often set upon by eager Kroatangan screening forces. While at best equal in size to and more often much smaller than the large Reapers, they're still willing to throw themselves at the latter with reckless abandon, letting their larger cousins handle the main scrum. Sometimes the throwing is literal, as much like the USPR many of the smaller Kroat ships try to outright ram the Reapers and board them that way. The ramming largely fails, thanks partly to the new broadside turbolaser batteries of the Reapers giving them better close-in defence, but when it does succeed it reveals an unfortunate truth about the Kroatangans.

Namely, they prove incredibly resistant to Husk conversion and indoctrination both. Something about their fungal biology and psionic abilities makes it extremely difficult to convert a Kroat body into a controlled Husk, while they seem outright immune to indoctrination in the same manner as a biological controlled by the Thorian. They also prove extremely dangerous in boarding actions, their hulking size allowing them to wield a bewildering array of equally large weaponry that makes even their standard grunts more than the equal of any ordinary Husk, while their auxiliary Cap cousins are smaller and weaker but swarm in large numbers when they're present.

A similar paradigm is true in terms of main battle units when there's enough space for them to deploy, Karkinos Walkers fighting swarms of Cap Tanks or having to cooperate and exploit superior numbers to take down superheavy Kroat combat vehicles. Occuli against the Kroats' aerial hordes is a more even fight, but still a bitter struggle that sees countless drones and gunships fall to both each other and point defence fire.

Finally, the close order battle. As expected, rather than reacting in confusion or even fear at being physically assaulted by starships, the Kroats seem happy at the prospect of such an engagement. Boarding tactics here result in occupying the enemy effectively, but relatively limited damage, even after the attached ships discharge their static into the heavy Kroat warships. It does have an EMP effect that temporarily shorts out many systems on the affected vessels, but the hardy crew are little more than jolted, and quickly set to work on restoring the systems to functionality, or otherwise adapting to their loss.

This is especially true when it becomes apparent that some of the internal systems of the Kroat ships are fungal in nature, much like their own biomass, and any of these that aren't fried completely begin to regenerate, quickly enough that they can restore at least a semblance of their functionality all too quickly. Overall, while this was not a tactic without merit even in these circumstances, it's likely to prove more effective in the future on vessels without regenerative components and softer crews; the Kroats are unusually resistant to it.

They also prove unusually resistant to Reapers crawling over the hulls of their capital ships, destroying systems at the surface level. Rather than simply being too durable, however, this is because the Kroatangans are more than happy to meet the Reapers on their own terms, deploying titanic war engines of similar size to the Destroyers to battle them in melee combat. Recent experience with the USPR's own vast tunnelling engines means that the Destroyers are not unprepared for this and acquit themselves well, but the Kroats seem reasonably prepared for this themselves, and prove more than happy to perform danger-close strafing runs of their own cruisers with their lighter vessels not occupied with skirmishing.

These aggressive tactics result in large casualties, both caused and received, and the two fleets savage each other in the continuous combat. Things only become more disorganised as the various assassination attempts succeed, decapitating the Kroat command structure proving if anything even more effective than anticipated, sending the underlings into frenzied disarray the Reapers are happy to take advantage of until either the immediate subordinates or immediate commander of the dead leader can reassert their authority. However, this is insufficient to turn the tide of the battle as a whole since the Kroat leaders prove extremely hard to kill, massive abominations of fungal flesh and cybernetics that win more duels against Banshees than they lose. Something to note for the future, but in the now the fighting goes on.

Husks firing in mass numbers on roaring, laughing Kroats, the largest of their number battling Walkers and Colossi. Occuli mingling with fighters, Destroyers physically grappling with corvettes and war engines, supported by Capitals deploying Wyrms to help prevent them from being overrun and to dig through near-surface systems. Ships exchange fire at the closest of ranges, all while the leviathans of the void on both sides exchange fire over long distances, a stately but no less deadly dance compared to the maulings of the primary clash. It's one of the harshest battles the Reapers have yet fought in terms of its sheer moment-to-moment intensity, and in the end they acquit themselves well enough.

However, wiping out the enemy completely is not the goal of the day. The boarding operations, both internal and external, largely focus on disabling Kroat engine arrays, rapidly crippling the enemy's mobility. Once enough damage has been dealt here, the Reapers waste no time in disengaging, leaving behind some Husks and drones as cover while retreating with their ships and what's left in their holds, scattering throughout the ruins.

The Kroatangans largely jeer at the sight and send long-range fire and insults after the retreating Reapers, but that's all they can do, and it's a rather impotent response. The various interdiction beacons are quickly and efficiently destroyed, along with the small but aggressive pursuit units that still have their engines intact the Kroat deploy, and from there the Reapers leave the system, returning home safe from significant pursuit.

The strategy chosen, while bloody, ensured that when withdrawal came it could be swift and total, and the survivors make the trek back to home territory with much new information on how to best battle the Kroatangans in tow. After being briefed and given what minimal repairs and upgrades time allows, the undamaged portion of the surviving fleet is sent towards the Tau'ri to reinforce efforts there in the last days of that campaign. Limited in number as they are, they're not able to make a breakthrough, but they do reinforce any and all flagging assaults and put yet more pressure on the humans, who's supply of warships is assuredly not inexhaustible.

If nothing changes, this front is set for a slow but sure victory, and the Reapers have much more ability to make a change in tactics than the Tau'ri do thanks to their possession of the initiative. The sole question is what form, if any, that change should take.

-Both fleethordes are badly damaged, taking 40% casualties, but these are largely replaceable losses or damage rather than destruction, and the Kroat forces both don't get off lightly and are completely unable to pursue. They then move on to the Tau'ri front, but fail to make any spectacular breakthrough and take an additional 10% damage each, ending the turn with the same level of damage as the Reaper forces previously committed to this front. It's unlikely the Tau'ri can keep up their defence for long, however, even if a new set of tactics to adapt to their space firepower might be wise.

Zerg Battle against The Golden Pirates and Fools for the Vespene Harvesters in the Kar'Ach Constellation

Invaders come to destroy The Swarm. The corrupted and insane pirates have found those fellow hosts of the Infesting Gold who would heed their distress call, as well as symbiote broods who take resources in exchange for their succor. They come with a force insufficient to overcome the weight of The Swarm awaiting them! However, their forces are hefty enough to push it back, if The Swarm were to be complacent. But The Swarm is never complacent.

The invaders seek to wrench from us our Infested Vespene Harvester Stations in the Kar'ach Constellation, a series of red dwarf stars with orbiting gas giants flush with high-quality vespene gas. If this is allowed the 'crusaders' will have gained a significant foothold in Zerg Space, requiring the reallocation of forces best used elsewhere. The Swarm cannot allow this. Fortunately at our disposal are the broods of our ingenious ruler Cerebrate Symbion and the fastidious Cerebrate Vesma, along with the minor broods in charge of the local defenses that have been hastily mutated.

The stations are constantly dredging up vespene from the planet, granting us an essentially infinite supply for the course of this battle. We must use this wisely.

To The Swarm's knowledge the impending 'crusade' is composed of five taxons, one of those taxons seems to have two speciations, though their similar technology makes their separate brood structures a moot point in terms of strategy.

The Pirate taxon is the largest, however they are also the least adapted to fight The Zerg, hence their enticement of symbionts to aid them. Despite their Gold-powered weaponry The Swarm will overwhelm them, however their symbionts could prove to provide an edge.

The next largest taxon are the two Terran 'mercenary' broods, The Blue Suns, and The Eclipse. Their defenses and weapons are unfamiliar, however the strategy they are likely to utilize is unlikely to do more than add bodies to the pile.

The next taxons are much more worrying. The Machine Empire and Smoke Jaguar broods are specialized in warmachines many times the size of an Ultralisk, and can generally disregard most frontline Zerg, simply flattening them in their tracks. If allowed to land on our stations they could break their way into the hives and cause massive damage, as well as allowing the infantry of their counterparts to follow in their wake.

The Machine Empire brood is the more advanced of the two, with massive walking goliaths of energy weaponry empowered by the Infesting Gold. It would be preferential if they are destroyed in space, if The Swarm is forced to choose which one to destroy before they make landfall.

The Smoke Jaguar brood is less advanced and threatening than the Machine Empire brood, having mostly kinetic and explosive weaponry, with few, if relatively devastating, energy weapons. Though we will have trouble dealing with their mechs if they land, it would be much less difficult compared to the Machine Empire.

Finally, the Jedi brood, a metaorganism of psychics infested with Gold, using it to enhance their abilities. From what The Swarm has determined through the Hypernet they use a force called… The Force… to enact a variety of esoteric effects that would have an outsized influence on the battlefield despite their few numbers and small size. Another force that it would best be served to destroy in space.

The Swarm will not fall to this cancerous, parasitic material and its hosts and their dupes shall drown in a tide of flesh and teeth and claws and acid. Their corpses shall either add to the swarm or be destroyed in a black hole. Their machines will be stripped and digested. They will be thwarted here and now!

For The Swarm!!!








Orders:
Queens will try to parasite opponents' mechanical units when they are damaged enough so The Swarm may turn them against the invaders.

Have Symbion adapt local spore colonies to shoot Psar spores, which should be able to burrow past the hull of a ship, then use their stored nutrients to grow throughout it and damage important systems, either through growing like mold over electronics, or through splitting apart important infrastructure and joints. Perhaps if there's enough biomass inside the ship it can start attacking other ships surrounding the wreck. It is likely that the Psar attacking Golden ships will be infested with Gold, but in this instance it is fine for the Psar to utilize it, as long as it doesn't seep into The Swarm's consciousness. It's all getting thrown into a black hole anyway. However, have the Psar launchers preferentially focus on the Machine Empire mechs, then the Smoke Jaguars, then others.

During the bombardment phase have the Leviathans focus on destroying point defense ships and the Machine Empire ships.

Use the massive quantities of vespene that are in the system to churn out Mutalisks from the local hive clusters. When their armies near the system it should be like a cloud in space, intermixed with pockets of scourge using their larger brethren as meatshields. Have the Mutalisks harry and blind the fleets with their mass, and the scourge dive in and destroy the Jedi and Machine Empire broods while they're still in space. Clog engines with corpses, blind sensors with bodies, and have devourers search and destroy the least maneuverable ships inside the Mutalisk cloud.

The Leviathans will be used as support for the Mutalisk cloud, spawning more as reinforcements and brawling with ships outside of the cloud, while Impalers shoot at the blinded ships caught inside the cloud.

The Jedi are psychic individuals. Use the overlord's psychic bandwidth and scream in their ear. If they try to block out The Swarm claw our way through their shields and scream louder. If this happens to affect other psychics in the invader's swarm it is a happy accident. If they are uninfested by the Gold then they may be captured and used as proof of our willingness to not destroy potential symbionts. If the Jedi do happen to land, send Hunter-Killer Hydralisks after them with plenty of chaff to distract and support.

Wherever the invaders land they should know no respite. As soon as they are spotted constant Artilerlisk fire will rain on their base, and an endless wave of Zerg flesh, teeth, claws, and acid will flood in. Use the local hive cluster's production of Zerglings, Hydralisks, and Roaches to maul their infantry, and mutate the Zerglings into Banelings as needed to destroy their defenses and mechanical units, backing up Ultralisks as they attempt to break through. Have a few Defilers interspersed to disrupt and debuff the enemy when useful. If they need to eat a few Zerglings it's no loss. Set up a Nydus network from the hives to the frontline, so that reinforcements are constant and timely.

Have lines of Guardians raining down direct fire from behind lines, focusing on high-value targets like the Jedi and vehicles. Ensure there are enough Mutalisks above the battlefield to maintain air superiority and protect the guardians from reprisal. Have Lurkers and Impalers(ground) sneak their way near the front lines and wreak havoc from below while the invaders are distracted by all the other incoming fire.

For the larger units, like the Machine Empire and Smoke Jaguar's war engines, focus direct Artilerlisk, Guardian, and Devourer fire on them until they cease to function. If possible also have Banelings melt their ankles.

Vespene Gas is used for many things, and one of them is the modern day equivalent of jet fuel. Terran, Protoss, Zerg, with few exceptions all require Vespene to get their aerial forces off the ground. Thus, when the Swarm was attacked in a place where they possessed it in excess, it should perhaps not have been a surprise for the combined pirate and mercenary fleet that they were met with what could only be described as a solid wall of Mutalisks and Scourges, alongside Leviathans and the other void organisms of the Swarm.

And yet it seemingly was, as what could be intercepted of the thoughts and communications of the mercenaries was various levels of discontent at the idea of diving through such a formation. Any hopes of this manifesting in general dissent is soon dashed when they begin accelerating to attack speed, the pirate command-entities successfully keeping order among their myriad forces, but it's a promising start.

Impaler Leviathans trade fire with mercenary ships using spinal mass drivers and pirate bombardment galleons, accepting wounds from the opposition in an attempt to eliminate the enemy's area denial network and the Machine Empire's cog-shaped carriers. Unfortunately, the former is mostly concentrated in small, nimble ships that the Leviathans have a hard time engaging at this distance, while the Empire's vessels are surprisingly hardy for their size. They do still fall to the overwhelming firepower of the Swarm, but in smaller numbers than hoped, especially as the damage to the Zerg's forces begins to add up.

Then the vanguards intermix, and the tides turn. That's not to say the enemy is simply overwhelmed, of course. Things are rarely that easy. Rather, their focus becomes entirely defensive as they attempt to stave off the descending tide of Zerg aerial strains. Not so much as a bomber squadron breaks through to strike at the Leviathans anchoring the fleet or the refinery platforms behind them, and only the incredibly vast enormity of the void prevents it from being choked with bodies, both Zerg and soldier of fortune. And even as Mutalisks and Scourges die by the thousand, more gestate in Leviathan holds and in Spires, entire clusters of eggs growing, pulsating, preparing to unleash another wave.

As for the first wave, it's as successful as could be hoped considering the failure of the Impalers to destroy the enemy's point defence vessels earlier. Precision targeting of the Jedi and Imperial ships proves difficult, their own highly capable fighters taking on a close support role for their ships exclusively while more generally the rest of the fleet does their work. The pirates deploy large numbers of their own interceptors, and vessels from both them and the twin stellar phenomena-named mercenary companies screen the lot, with the Smoke Jaguar strike craft providing competent support.

All this simply means that the damage done is more across the board, however, not that it isn't done. None of the enemy forces are spared from Scourges ramming headlong into their hulls, repeated explosions ripping apart smaller ships entirely and leaving pits and scars on the hulls of larger ones. And, needless to say, the enemy's fighter-based interception of the Zerg forces is not without its own significant casualties.

Unfortunately, the enemy doesn't simply remain in place. They emerge on the other side of the cloud of Zerg battered but very much alive, and eager to shoot back at the source of their troubles. The source of the troubles, however, are Leviathans now in range of the enemy. Tendrils pierce and crush while bio-plasmid discharges rake the enemy's frontal armour, and pirate-brood strike craft hoping that their attack runs would now be clear find that behind the cloud of Mutalisks was in fact even more Mutalisks.

But the pirate fleet contains dreadnoughts the equal of the Leviathans, and much like Terran Battlecruisers the smaller escorting ships of both them and their allies prove far from ineffectual despite their size, especially the advanced and Exteritite-infused ships of the Empire and Jedi. A vast variety of weapon systems crash down on the Leviathans, many already damaged from the initial long-range exchange of fire, and they begin to fall. Unlike the Mutalisks, they cannot be so easily replaced. Even the assistance of the platforms' spore colonies, firing both anti-strike craft conventional spores and anti-ship Psar spores, can only help so much.

Debris begins to accumulate around the platforms and in orbit of the gas giants, but not enough to prevent landings. With both sides thoroughly engaged with each other, there's little to prevent these landings from occurring.

In aggregate, between the phases of battle that went well and less well for the Zerg, both sides have taken approximately equivalent non-field replaceable damage, with the focus on the Machine Empire early in the battle ensuring they've taken more than anyone else. Technically, this is a slight edge to the Zerg and unless the enemy falls back to resume bombardment it's likely to continue to go in their favour, but it's far from a gap that can't be overturned.

As the sellsword armies land, the response is immediate and overwhelming, both physically and psychically. Unfortunately, the Jedi seem to be effectively immune to the Hive Mind's scream, not unlike the Ghosts and Templar of before. This was not the only planned counter, however, and Hunter-Killer teams escorted by Zerglings are deployed to focus exclusively on taking them down. These forces take many losses to the strange golden energy blades and vast esoteric powers of the Jedi, including powerful telekinesis and Psi-Storms, but bring them down reliably enough that their continued deployment is implemented.

This is only a small snapshot of the overall ground battle, of course. Nydus Worms open a bridge from the Hive Clusters straight to the foe's landing grounds, and spew forth a tidal wave of carapace, while Mutalisks contest the skies as best they can against the enemy strike craft, covering the Guardians which provide close air support for the advancing ground strains.

In an inversion of how things should be that manages to outright baffle Symbion and Vesma, the Zerg obtain total artillery dominance. Provided pinpoint-accurate targeting data via their psychic links, the Artilerlisks rain acidic death on the front line, each thrown spine the equivalent of an entire clutch of Banelings, and if a few Zerglings get caught in the blast so be it. By contrast, the enemy largely eschews artillery, with only the pirates and Smoke Jaguar forces seemingly having any at all, and them relatively few in number.

The latter is able to focus their own guns on counterbattery fire, weakening the rain of acid spikes falling upon them, while the Blue Sun's and Eclipse's vehicular and personal shields can largely deflect the acid before it hits them, limiting their own casualties even more than the pirates, who's different shielding technology is less effective against the bombardment. The Jedi, with neither shields nor counterbattery fire, suffer the worst, losing even more of their number to the Artilerlisks than they do to the Hunter-Killer teams.

Despite this early edge, the enemy is not completely contained. With the strength of their mechanised thrusts, they begin to make dents in the front line despite the flood of organisms, even though Smoke Jaguar BattleMechs and Imperial Quadrafighters are hard-pressed to take on Ultralisks, while Hydralisks and Roaches wear down the former's Elemental power armoured infantry.

Imperial Cogs, however, prove problematic, with eye-beams capable of outright incinerating lesser Zerg organisms, and are incredibly durable despite the fact they look similar to Ghosts in terms of their size and armour. As the Jedi are increasingly pressured by the artillery, more and more Hunter-Killers are diverted to engage them, and Defilers do what they can to eliminate them by infecting them with their gruesome plagues, eating them from within as one of the few remotely effective counters available.

Still, for a brief moment, it appears as if these attempted breakthroughs might be contained despite the difficulties of stopping these focused assaults, and that the fight might go as the Cerebrates hoped. However, once the enemy are thoroughly engaged, it becomes apparent that the Hypernet-gathered rumours of the Machine Empire's war engines were neither lie nor exaggeration.

It begins, later analysis would suggest, with the appearance of a unique Machine Empire strain on one of the most significant of the refinery platforms, similar in size to a Cog but distinct in appearance and carrying a smaller module of some kind. Just behind the front lines, it appeared in a camp where several of the mercenary groups were holed up, trying to establish their forward positions. One of the Empire's unique combatants was present nearby, albeit damaged. A recording of the incident would soon become available to the Swarm.

"Och, lads, this is terrible! We're making no headway at all against these fleshy beasts! Orbus, we've got to do something!" The larger of the pair exclaimed.

"This is just a chance to try out our new Exteritite Boost function, Klank! Let's do it!" The one apparently named Orbus said, revealing it had a voice of its own.

"I suppose you're right. Just hope the ol' crystal works as advertised," Klank muttered, taking hold of a handle that emerged from the module's body, pulling out a length of rope that he used to swing Orbus around his head like a Terran with a sling. "Around, and around, and away you go!"

Swinging the module, it landed directly on the back of the unique, missile-armed combatant. "Okay, Silo Two, looks like you need a little help! Let's go big rather than go home!" Orbus said. It injected something into the machine's body before taking off and firing a sickly yellow beam from its chest into the machine. Said machine then gave off bolts of yellow lightning that shot across the entire battlefront, using other unique combatants as relays until nearly every single one on the platform was transfixed by the electricity. When they were all connected, each suddenly grew, engulfed in a cage of yellow energy panels, until they were of titanic size. Similar scenes repeated on the other platforms at around this stage of the battle.

These new super-combatants prove too much for the Zerg, already stretched thin by this point, and go on a rampage. All sorts of tactics are employed to take them down effectively, with the only one seeing much success being mass use of Banelings, which does work well but is economically inefficient.

Fortunately, these war engines can only be in so many places at once, each seemingly being some form of bespoke creation, and where they are not present the enemy threat is contained, even pushed back as burrowing forces supported by the occasional drop pod strike when the Leviathans in orbit can spare a moment strike at the heart of some landing zones.

Even where the titans are present, their breakthroughs often cannot be exploited by their allies, as Zerg organisms swarm in behind them to prevent follow-through attacks, doing their best to plug the gaps in the line. Still, some sections of the refineries fall, with some smaller, secondary platforms falling completely, their Hive Clusters falling, even as the front remains broadly intact and the enemy takes their share of casualties.

-Between all combat phases, the Golden Pirates have taken 40% casualties, the Machine Empire 45%, the corrupted Jedi 50%, and the Blue Suns, Eclipse, and Smoke Jaguar 35%. The Zerg have taken 25% losses among their non-field replaceable forces such as their Hive Clusters and Leviathans, but higher losses among their actual preexisting combat units, more in line with their enemies.

Victory seems in sight, but there's a risk if the enemy successfully achieves exploited breakthroughs and burns down the Zerg's Hive Clusters en masse, removing their command and source of reinforcements. A similar story is true in space, where the Zerg have the edge but are vulnerable if their Leviathans are eliminated. To that end, exploiting opportunities as they arise might be called for, and two such opportunities have just arised.

The mercenaries have taken heavy losses, and many object to being used as shock troops in such a pitched battle. Citing pull-out clauses in their contracts, the Blue Suns and Smoke Jaguar forces both attempt to withdraw from the battle, but are forced back onto the line by their Exteritite-infested comrades. The Jedi seem to have used their abilities to suborn the former's leadership, infecting them with Exteritite, who then in turn bully and infest their own subordinates in a chain running down the organisation. Apparently not entirely opposed to Exteritite in the first place, the heady boost in capabilities the crystal provides has kept them in line and is considered a form of additional payment by the newly renamed Gold Suns.

As for Smoke Jaguar, when attempting to pull out, they were apparently challenged to a "Trial of Grievance" by King Mondo, who fought their leader or "Khan" in single combat. Although the latter made good use of their Elemental powered armour, they were soundly defeated, and agreed to return to the front line where they are even now being sent on ever more deadly suicide missions, Mondo apparently not considering the "sniveling organics" worth of the 'honor' of being infected with Exteritite.

The reason the Zerg have become aware of this is because elements of both the Eclipse and Smoke Jaguar mercenaries have approached the Swarm in secret and under flag of truce, offering limited information (this is the source of the recording of Orbus and Klank) as a tool to open negotiations. They both want out of this fight, and think the Zerg want them out of it too.

Eclipse's offer is simple: If the Zerg move aggressively forward and provide cover for their units, preventing a repeat of what happened to the Gold Suns, they'll pull all their forces out of the battlezone, arguing that the casualties from the aggressive manoeuvring are likely worth the entire force of Eclipse leaving without another shot fired. However, ever money-minded, they make a secondary offer of outright switching sides and fighting alongside the Zerg in exchange for a "small but reasonable" payment in the next local year. Technically, the Zerg could even accept this offer and then just not pay up, but this would have negative diplomatic repercussions.

Meanwhile, the Smoke Jaguar representatives are spitting mad. The decision to allow a Trial from King Mondo was heavily opposed by many in the Clan, and was downright chalcas if not outright dezgra, whether or not the King technically obeyed zellbrigen in the Trial itself, and the Council should obviously have issued a satarra on the matter regardless of if the Khan wanted to fight that savashri, and they shouldn't have needed the permission of their own allies to try and secure hegira anyway!

The Zerg representatives at the secret discussion nod along, apologise for their translation functions apparently being broken, and ask the Clan warriors to repeat everything they just said but slower and more carefully.

The short version appears to be that while the Trial of Grievance was technically legally binding, the decision to have allowed it in the first place was not, and elements in the Clan wish to launch a Trial of Refusal to overturn that decision and thus nullify Mondo's victory, allowing them to withdraw under the bindings of their strange honour code. They are allowed to call upon allies of theirs for this Trial of Refusal, and ask the Zerg to be their allies, because it's likely that the Machine Empire will intervene on the other side and all but secure their defeat.

The Cerebrates are confident that a victory can be secured here with the proper tactics, and it only represents a very small portion of the overall forces available to any side and thus will not affect the battle as a whole. If victorious, they promise to withdraw from the fighting and not forget the Zerg's generosity in this matter, and that any of theirs who refuse to ally with the aliens on principle are available as isorla should they be defeated in battle, which seems to be their way of saying that them and their equipment are forfeit and they will agree to serve the Swarm going forward, for whatever that's worth.

The question is thus what to commit to either of these offers, and how much the Swarm trusts the two mercenary organisations to uphold their end of the bargains.
 
It's by no means an easy task to simultaneously make the enemy advance slowly and cautiously while also ensuring they commit their full force into the waiting jaws of a trap, but whether or not he would deny it William Gauge has plentiful insight into the thought processes of arrogant technically-inclined semi-genius clones, and knows just what to say to get them to act as he desires, even though they should really know better than to listen to him by now.

That's not to say the work done by Commander Tie and the various admirals commanding the local powers' fleet isn't equally vital in executing the plan, of course. Rather than meeting the enemy head on, the allied fleet disperses, striking at isolated picket forces and exposed flanks from stealth or otherwise ambush before fading back out of sight, supported by wolfpacks of fast-moving local escorts that move to exploit any gaps created or otherwise and given relatively safe harbor to retreat to by the heavier elements of the joint navy. In particular, the Dostyas make their mark, local allies remarking on how unusual but effective a battleship-scale raiding vessel is.

It doesn't work flawlessly, of course. Attrition over the repeated strikes mounts quickly, and Omniswarm space control vessels use exotic sensors to pierce the shroud around many Cybran stealthships, leading to their annihilation. But the uneven nature of the enemy force composition means there's only so many of these ships to go around, and their sensor arrays also give off distinctive energy readings that make the sections of the fleet in their protective radius avoidable. Fortunately, they seem to be clustered around the troop transports making their way to planetary orbit, leaving the actual navy more vulnerable.

On top of that, each Cybran vessel lost can be replaced over the course of the battle. For the Omniswarm, that's largely not the case. The battle is proceeding apace, and when the counterpunch being built up arrives in full it should be able to ensure the operational destruction of the enemy fleet. It's just a matter of actually holding on until then.

By the time the Omniswarm does finally breach orbit, Foil's Soulcrushers are ready to meet them head-on. The Experimentals take heavy casualties engaging the enemy spaceships, but they succeed in keeping the Omniswarm's big guns focused on something other than the planet even as the latter deploys ground units to preempt any assaults on their transports. Some of the wave after wave of dropships and bulk landers are shot down by the secondary guns of the Soulcrushers even as their primary grasers methodically tear apart Omniswarm screenships, but most get through.

Unfortunately, it turns out that the attempt to piss off the Omniswarm has worked a bit too well, with tactical sense taking a temporary backseat. Omniswarm troops land near Gauge's location and move swiftly with all the force and subtlety of a sledgehammer to the face, overrunning the fake ambush positions and only becoming emboldened when the heavy casualties they were surely expecting to take in the process fail to materialise. As a result, his base comes under attack much sooner than anticipated, with most of his Experimental force still under construction. The fake positions at least buy him enough time to prepare a defence, but pressure mounts quickly and Foil has to lend air support to stabilise the lines.

The Omniswarm do indeed largely ignore the ocean this time, either an adaptation or simply because this particular fleet had a relative paucity of amphibious units, and large portions of their force land in the desert south of Ivan's defensive position as hoped, although not as many as would have been preferred. At this point, plan A in the form of the Plan 2Bs can be executed. Numerous submarines surface and launch multiple massive waves of strategic-scale nuclear weapons at both the enemy fleet in orbit and the landed troops.

This is where things begin to go wrong.

The first enemy unit to make landfall had been a four-legged behemoth easily as large as a Stormstrider, with a powerful shield seemingly projected from a series of hovering concentric rings rotating in twisting, turning patterns around a central gravitational distortion. What was first assumed to be some form of Experimental-scale mobile shield generator turns out to be anything but when the distortion twists and an incredibly powerful laser shoots out from the centre of the four-legged main body and through the distortion, which twists to not only aim the laser but seemingly project lesser distortions at a distance, creating a weapon that's not only easy to aim but also has over-the-horizon range.

This unerringly accurate beam slices apart the bulk of the nuclear ordnance before it can hit, shooting down dozens upon dozens of missiles. Several still make it through, of course, and several Omniswarm cruisers and entire swathes of land units are effectively vaporised by the bombardment, moreso when the bulk of several waves are diverted towards the superweapon, forcing it to focus on defending itself. But distressingly soon, the submarines have worked through their stores, and are forced to submerge and rebuild their arsenal before continuing.

With this, the surviving enemy ground forces spread out and began to rampage, not only crashing against the outlying defences in this sector but also spreading out around them where their modes of locomotion allow, a steadily growing plague. While none have arrived at the population centres and comparatively lesser defences of the Cybran bases located there, in no small part thanks to the sacrifice of the local reinforcements moving swiftly to try and contain or at least halt the advance, it seems like only a matter of time if nothing changes.

This is further made evident by two additional problems. While the behemoth laser unit (which is proving equally able in point defence, artillery, and anti-Experimental roles) was the first obvious new threat, there also exists physically smaller but seemingly no less dangerous ones. The first is a tall but spindly Experimental, more in line with a T4 in size and seemingly very lightweight, which possesses some kind of space-warping ability it uses to both effectively teleport and deflect or even invert the course of projectiles, as well as launching attacks more directly. The second is a small, crab-like android seemingly of the Omniswarm's original species, maybe twice the height of a human when fully upright.

This wouldn't seem worth mentioning if not for the fact that it seemed to be an elite commander, units in its presence performing notably better in terms of their battle tactics and coordination, and for the fact it has seemingly very outsized combat capabilities. It's heavily shielded and armoured, capable of supersonic flight, armed with both energy and missile weapons, and seems to have limited construction abilities allowing it to rebuild its missiles and more importantly conduct limited self-repair and add temporary new gadgets to its arsenal on the fly.

Both of these units are in the southern landing area, the space-warper advancing on Ivan's position while the command android is part of the push towards the population centres, but their high mobility means they could move to any other part of the assault, such as joining the push against Gauge, at any moment.

The situation appears dire, with the defenders on the back foot, and even the more successful space defence will falter if the coordination and construction provided by the central bases are stripped away. But the Cybran are far from out of the fight. For every tactical squadron one of the superweapons wipes out, another takes its place and yet another tears bloody chunks out of the enemy advance, marching onward just as heedless of losses as their foe. The frontline is a manmade hellscape of metal and flames and endless beams of energy as massed formations clash again and again, and it's a hell where the Cybran Nation is giving as good as it's getting.

The Commanders discuss and concur: If the three enemy superweapons are eliminated, then the ground battle will assuredly be won, especially because the now leaderless and point defenceless Omniswarm army will be relatively easy pickings for the rearmed Plan-2B fleet still lurking in the oceans nearby. And if the ground battle is won, the space battle will assuredly be won alongside it. The total annihilation of the enemy should in theory then cascade across the front with this central thrust seemingly broken.

It's just a question of making those initial eliminations actually happen.

-The Omniswarm has taken 20% losses from the prolonged skirmishing, partially successful nuclear bombardment, and the short period of pitched battling since. Minor Powers forces take roughly 30% casualties, with the Cybran forces having lost a similar amount of their combat power but only drone assets so far, although Gauge and Ivan's frontline bases are currently under heavy assault. Three enemy superweapons have revealed themselves, a Behemoth, Titan, and Hero, that if destroyed should lead to the complete defeat of the local Omniswarm forces.


Cybran Tactical turn 3 part 2
"Air fight at sector 28-C is going start soon, a bit south of your position Ivan, could I have some Kraken support? It's two Crushers and a Ripper up against three cruisers. You can keep the mass if the Experimentals survive. Swarm was looking to sneak a few around the killing fields." Foil shouted in the messy confusion of alerts, plans and general cries of frustration.

"Four redirected and should surface ETA 30 seconds, can you delay contact till then?" Ivan kept his voice calm and steady, keeping his own fears supressed for now.

Elsewhere the surface of the water rippled as four whale sized bulges moved just under the surface like torpedoes.

"Going to have to engage in 10 or else they'll make it back to the swarm's lines before they drop." Hands were flying across the controls as he managed the micro heavy position.

"Do it, Ops could you keep priority targets labelled, I can't devote a lot of attention to the fight." A distant swarm of purple, yellow and blue lights erupted amongst above the waves as Strikecraft swirled like schools of vicious fish. The larger forms of the Space capable Craft squared off with their terrestrial counterparts.

"Already done, Commander. 80% Mass of Omni-Swarm units remaining," The Operation Technician chimed in, painting territory on the secondary screen Ivan had zoomed completely out.

Commander Gauge's face appeared on another screen, "If it is not too much trouble Ivan, could you spare of that mass for myself. The Omni-Swarm's new toy appears to have become quite offended by my Fire Bases."

Battle was joined as bright lances began boiling away the sheets of metal as the side missiles and secondary weapons began firing as the fiery metallic rain of the airfight fell like raindrops into the ocean.

"Send me a count of what you need Gauge, the only thing that is going to bring down that thing is Artillery and one of the two of us are going to have to get up a Scathis or two. Foil can't get air locked down enough to divert his mass and Tie…" Ivan opened the coms to the Chimera, "Tie how much longer do you need?"

The small man was a whirlwind of activity and barely seemed to take notice of the question, except diverting a few flashes of his face circuity to answer,

"45 minutes ETA.

All Mass being Spent on Counter Attack Force.

Busy Microing Space Force.

DEAL WITH FORCES ENCROCHING ON BACK BASES AND CITIES!"

Squid-like mechanical monstrosities breached out of the water, a writhing mass of tentacle like cables behind them reaching into the sky towards the Dueling giants and the storm of fighters. From each snake-like appendage a red laser cut at the most weakened Spacecraft, the four machines focusing it down.

"Tie is holding the rest of them off our necks. How is your position?" Ivan looked over at another screen, "The Gravwarper has taken out Brick group 14, it'll take a few minutes to drop replacements. Ops, warn allied ground Forces that Omniswarm reinforcements to their position will spike in 2 mins but should go back to normal once we get the hole patched."

Gauge with a bit of feigned disappointment in his voice cut in as battlefield updates flew out, "I fear that honour will go to you. I appear to have the full undivided ire of the Swarm and many of their very loud and Nosy vessels have taken a particular liking to me. I wounder if it something I said?"

A massive fountain of water plumped skyward as one of the former space capable vessels found a watery resting place, its death marked by a factional of a percent change in the mass of Foes that needed to be dealt with.

Foil gave the announcement that stopped all discussion, "Scout Sweep in T-minus 5, 4, 3, 2, 1. Inteltrons away, marking Ironcrab, the Gravwarper, the Giant Disco ball and anything new on the shared map. Standby."

A line of planes stretching over most of the continent turned as one and dove towards the Omniswarm lines. They quickly passed over the Forests of the Weavers and the Mountains that the Omniswarm's central push struggled over. Past the man and crab made hellscapes where the started to dip dodged and weave through the cloud of fighters and ships that made the Omniswarm's invasion force. Many of the planes falling but others turning and twisting to cover the terrain that their fallen brethren would have covered. Too many planes going too fast with their entire purpose bent to seeing as much as they could. Even the great Laser Behemoth switching to shooting down the planes and doing little but revealing its location. Till the last few survivors milled peaceful over the ocean on the far side of the conflict.

The Data flowed quickly, being dissected, analyzed and reanalyzed almost as fast as it came in.

"Android sized Command unit spotted in Forest reaching clearing labelled as Malnid's Burrow,

Gravity Warping T4 spotted headed holding position near your front lines Ivan,

T5 Adaptive Laser bot remains where at main staging ground, mostly destroying firebases under Gauge's control and putting down Experimental groups making too much headway.

Heavy direct fire standard Omniswarm Units in T3, T4 and T5 range in Southern and Northern present.

Mobile Mechs and a larger mix of infantry and lower Tier Units present in push against allied ground forces."

The Operations Technician listed out loud the important that the three of them focused on.

"Okay, Foil do you think we have a shot at their Com now?" Ivan inquired.

"Yeah, the oversized trees despite the fighting setting a lot of them on fire was making tracking the thing a nightmare." Foil answered, "Going to use three full transports, Firebeetles and adaptors under ASF, they can die on the ground or in the air, their choice."

Ivan nodded, "Connect the Weavers and the rest of them, best to sneak them in if you start dropping engies there as well. I will get prepped for an arty war. This is it everyone. It is probably going to get worse before it gets better. They surprised with some of their tricks, but I think we have them here."

"Foil, we start on your mark."



Orders:

The planned assignation of the Omni-Swarm's Command Android is to keep careful track of it position and land a force of Adaptors and more importantly Fire beetles. These will be mixed in with engineer drops. The Firebeetles will wait in the tree line for the Android to engage and using their new phase ability to close the distance. The Adaptors will provide additional protection and durability to both the Firebeetles and the Allied ground forces through shields and anti tactical missile point defense. They will also provide additional Firepower if the Android goes airborne.

The Second part of this snipe attempt will be Foil surging an ASF Swarm in the area at the same time to cover the location as we expect that the Android will attempt to evacuate skyward at the appearance of the Mobile Bombs. Foil will prioritize the destruction of the Android even if the Omni-swarm engages their air.

The Android may be more durable than what its size suggests but both Firebeetles and Scorpion Wings have Firepower capable of threatening war engines and cruisers respectfully. Hopefully the Commander will be stuck in a no win situation.

The drops of engineers will focus on building walls and shields where allied ground forces need them while reclaiming any Omniswarm wreaks they find. Hopefully this can help them deal with the Swarm's superior firepower on top of other events that should hopefully force the Swarm to divert their attention.

Before the Omniswarm Commander is dead, Ivan will slowly start work preparing for an Artillery Duel with the Laser Behemoth, getting up more Hives and shields than usual and particularly making sure that there is a good deal more buildpower than what he actually needs on all sides of the build plot. Standard anti teleport defense (Rows of PD) will be place outside of this ring. The site should also be heavily shielded with the Hives in range to pour resources into them when the Laser Behemoth start firing on the position.

Once the Android commander dies, Ivan will start work on a Scathis, while hopefully he can get it up before the Omniswarm can detect it, it is enough of a threat, especially to a marching army or to the Laser Behemoth. That the Omniswarm will have to respond. Foil will probably have to support Ivan's frontline as forces are moved against him.

Should the line hold the teleporting Space warping titan will have to jump into the position by itself, while it may be able to deflect or reverse projectiles and bend lasers, the amount of build power here should be able to reclaim the small war engine before it can do much damage.

Once the Scathis is finished the first target will be the Laser Behemoth, the rain of artillery shells will gain great value no mater what it hits, given the machine's positioning to protect the landing site. We can change targets in case of an emergency, but that will be situation dependent.

We expect three different scenarios for once the shells start landing. Best case scenario the Emp effect of the mark 2 version of the rapid artillery device affects the Omniswarm's adaptive device or the device's armour is weak enough the Scathis can singularly take it out, mid case scenarios are the Omniswarm cannot stop the damage but can give a partial defense. In this case use the constant stream of artillery to cover for a naval Strategic missile strike to remove it. Worst case scenario the Scathis fire can be handled by the machine, if this is the case then Ivan will add artillery pieces till it becomes the mid scenario.
 
CORE Strategic Turn 3






The last of the Kroats in the sector are exterminated by fire and macrocannon volleys that span entire horizons. The violence unleashed in many cases of removing every trace of the vile fungal ecosystem from the worlds entangled by them would dwarf the scale of extinction level events, but this is deemed necessary given the incredible resistance of the basic Kroat spore. The Hunter-Killers congratulate the Core for a job well done afterwards, for this and for Peacebringer's impressive performance in executing Peacebreaker. They forward many requests for duels once that Commander recovers from the cyber attack.

But no good deed goes unpunished, and word of what happened has reached Killalot along with footage of Peacebreaker's disintegration. The Arch-warfiend was driven into a fury, and interrupted his campaign to gather his entire fleet to strike at the Core. While his entire economic base was destroyed, due to the nature of the Kroat war economy a large enough victory would both boost their production enough to compensate for this and keep Killalot's status intact.Killalot is doubtlessly counting on this, and a crushing victory against the Core and Theocracy would allow him to turn back around and continue the war against the Horgathrux.

Tentative scouting and news on the Hypernet concerning the area South to that recently cleared of Kroats has revealed a megastructure, or interlinked types of megastructures, built around a massive blue star. The original intent behind the building of this massive complex can only be speculated, but it seems to have truly epic production capacity and population space, along with an odd ability to suppress the Kroat adaptation ability when certain facilities were operated by one of the greater galactic powers when it was in their hands. That time has passed though, and while the Kroats had fought two great powers in the past for possession of the structure it has been abandoned by them due to the depletion of their forces by the war against the Core.

The fleet under Killalot's command is truly epic in scope, dwarfing that of the Three Greens and certainly what the Core has now. While reports are vague on the exact composition of the fleet, it can be easily surmised that it would have technology more advanced than what has been seen from the Kroat's so far as a result of Killalot's ongoing wars against higher tech factions. It is impossible to miss the presence of a constellation of planet sized craft ferrying the fleet however, and from the hyperspace distortions generated by a single body in that constellation, it has been estimated that one of the Kroat planetcraft is the size of a gas giant, as improbable as that may seem at first.

Killalot is still a distant threat at this time, but one growing closer by the day.

The pace of work on defragging the Votann Kin is going steady, and some core functions of the ancient computers have been restored that enable them to perform self-maintenance that make the task easier. The Kin that are more vocal than the rest seem to regard the Core members as representatives of some Federation, and warn of the treachery of their brethren although they cannot come to agreement about the cause of this betrayal. One might curse the knife-eared Eldar for their meddling, the other may speak dire portents of malicious warp predators, the next might offer digital prayers to the Omnissiah on Mars and plead to be spared its wrath, and the last may angrily rant about the foolishness of their fellow machines to turn against their creators all on their own. It's a confusing mess that will probably be up to them to sort out once their faculties have been fully restored. The Votann have been active and expanding while this joint project is underway, setting up many holds throughout the unclaimed space between the Core and the Tohx.

As a result, and out of friendship, the Votann gave the Core an early warning that the Tohx had not been idle while the Kroats were being put to the torch. A civil war has broken out between Tohx Earls for control of the sector, both summoning as many of their forces from outside of the sector as possible to seize the former War Earl's treasure trove before the other can claim it. This has become a problem for the Core because the kleptomaniacs have not kept to their own borders during this. Opportunistic raiders from both Tohx factions have seized Votann and Core units to add to their collections. The infighting has revealed a troubling capacity of the Tohx to replicate their captured trophies, and to use them better and better in their armies as they gain experience in using them. While analysts had not been overly concerned with the War Earl when they had left near the end of the War, there are now worries about their personal contingent and what they might be capable of once they return from their Quest, as they had captured a number of Oltoavarri units before their departure - meaning that they could have an edge on Core at least on a unit to unit basis.

The unrest which had been quietly simmering in the homefront becomes more heated as a number of demagogues emerge from the shadows to publicly decry the Core and their patterning technology as soulless heretical blasphemous dangerous… etc. the Theocracy has become rather politically polarised as a result, split between those who remember the Core with gratitude and those who fear them and the poisoned chalice they offered. The loudest voices against the Core come from different walks of life, but have two peculiarities in common: They do not appear in the citizenship records of the Core or local administration, and their inner circles enjoy the same kind of rice. Those most concerned about this issue are those who closely study the Theocracy's faith, and those falling out of the faith and towards the Core's beliefs.

In their efforts to investigate the Southern sector, the Caregivers have run into some trouble as well. They made first contact with a race of beavers which built a shockingly authoritarian galactic empire called the Dæmningspagten, with their State propaganda geared towards the need for a strong leader, the correct way society should be structured and so on and so forth. They were offended by the Caregivers efforts to uplift them further if they stopped treating other species as chattel slaves at best and since then have had light skirmishes with Caregiver fleets. So far they haven't accomplished much but broadcasting propaganda in every direction demonizing the Caregivers and all their allies, and spamming the Singularity Pact with membership requests (which has only earned them the ire of the Ecumene).

On top of that, the remains of civilisations broken in the wake of the Tohx, Orks and Kroats which survived and became space pirates have been raiding Caregiver relief efforts and Dæmningspagten outposts with equal fervor. While they raid the beavers for resources, they seem to have an axe to grind against the Caregivers for failing to protect them from the three greens and for posing restrictions on what they consider their freedoms to help them now.

Lastly, a precursor built gateway to another galaxy has been found in the control of a group called the Tenno, who seem to be mercenaries united only by their shared love of thrill seeking and cosmetics. They've been making nuisances of themselves throughout the sector as they run around doing various stunts but no harm has come of this yet.

Odd news comes from the old firebreak sector, a rogue white star has been moving slowly through the sub sector towards the Reliquary. Unknown ships have been seen disappearing into the sector as well, but whether these two things are related is unknown.


RP available: 56

Territories
South, Southeast: Stentilli Caregivers: Machines devoted to caring for their organics with pampering, fun, love, and care, these machines generally are not fond of conflict except in defence of their beloved organic pets. Emboldened by the boosts and capabilities of their new allies they look to enrich the environments for their charges with a change of the newly Patterned individuals in their ranks at the forefront of those looking beyond their boarders.

Northeast: Great Theocracy: Believers in the Elendian religion, the Great Theocracy has much to do rebuilding and healing before any further action will be taken. Their focus will be rebuilding their war machine and digesting the internal matters.

East: Reliquary: A vast collection of precursor structures built by a long-dead society, the Reliquary was something even the swarm was reluctant to poke for unknown reasons. While it was less helpful to the Core than they initially hoped the slow access and support in the form of information and context and the possibility to regain the lost technologies from the heights of their Civilization makes it a priority to build and protect this region.


West, Northwest, Southwest: CORE peripheral Territory: The CORE now patrols the various subsectors that it has laid claim to although little infrastructure has been added. While the minor powers and primitives have given no problems, in many cases they have not even noticed, the majority uninhabited systems have been claimed albeit with the faintest grasp and could be easily west from the CORE's hands by even a minor incursion.

North: CORE territory: The Votann League of Urist Freekindred has set up in CORE claimed territory to the North to await payment and renewal. Digging in on a number of Worlds and to ensure that work on the Ancestor machines will be undisturbed making it the most fortified position outside of the CORE's Central position or the Reliquary's Guardians.

Centre: CORE: The Third Consciousness continues to rebuild and expand the server farms and industry of their old civilization, although work is slow due to expenditures outside and still being early stages of the exponential growth. The Scars left by the ARM are still healing and this space, which still would be consider a beachhead in the old war, is slowly becoming something more than what even CORE PRIME had been for millennia.

South West: Continued tracts of virgin Territory

South: prospective Votann Hold: Looking to the future many of the Kin have started prospecting and mapping out where and how to build fortifications, industry and civilian structures when the CORE have finished their work.

South East: Broken Ruins: One of the territories that had brought the acolytes of Elenda and is covered in technology of similar technology as the Reliquary, much of it of a defensive nature. However, this territory was already in ruins with little to no functional specimens was further ravaged by the war of the Three Greens and the most major semi surviving structures had to be broken apart by Votann planet crackers. While there is little of anything useful to be gained here the Theocracy has some long-term plans for expansion.

West: Thorncasters Fiefdom: A minor Tohx House that was a vassal of the Plantgiant Earldom and one of the two major competitors for control while the WarEarl is away. Their military has been based much more on massing the fire power of lower ranking Tohx. They control a heavy portion of the industry and bulk of the Earldoms Forces but have been having difficulties in supplying their forces with trophies for their own collections with both the events of the War and the sacking of their Earl's primary fortress.

Center: Broken Thox Stronghold of the Plantgiant House: The primary Fortress of the WarEarl that has left for parts unknown and had tied together the surrounding Thox in a fair-sized Raider Empire for an extended period of time. Was destroyed by the Mutating Ork fleet on their rampage towards parts unknown Northeast. Now contested and a battle ground by two minor Thox houses for leadership at least until the time the Earl returns, centered on seizing and controlling the remaining Forts.

East: House of the Alba Rosa: The smaller of the two Houses here we find the realm of the more elite forces that the Tohx deployed in the War of the Three Greens. Specializing in producing their strikecraft and the more singular powerful WarSires. And while they have more plentiful of the creature they lack the singular size of the head of the SeedCasters and both factions have been unable to bring the other into line. Is currently engaging in light skirmishing against their rivals and maneuvering in anticipation for civil war.

North East, East, South East: Virgin Territory, With the extermination of the Kroats these territories are now devoid of anything that could stop the CORE, or anyone else for that matter, from taking control of these regions

North, Center, South, Northwest, West and Southwest: Purged territory: the remains of the Kroats industrial base after receiving the attention of Commander Peacebringer and their Commander cohort, the worlds are dead and stripped of everything to support life at best, while Killalot will pass through this territory on their way to the Central CORE territory it will take massive investment by Kroats or others for it to even begin to return to its prior capacity.

NorthWest, West, South West: The Old Firebreak: This territory long ago was stripped of material, Asteroids, planets, stars and even nebulas in an effort to protect the rest of the galaxy from what was told to them by the Reliquary as a series of disasters that ended another galaxy, leaving a pure void that would strain the logistics of… something. Over the intervening millennia however it has been slowly filled in by insertions by other universes. The new systems however have been based around a couple of standard themes, Unimportant but beautiful backgrounds. Brilliant clouds of Nebulas, Great short lived stars and other majestic sights dominate these regions. For what the CORE cares for, it served as the escape route for the WarEarl from the battle of the three greens and disrupts long range sensors of the rest of the Sector beyond.

And disrupts their ability to see you as well.

Currently the northern section has seen unknown ships passing through and a large white star has been sighted moving through the central territory towards the Reliquary.

North, North East: Stentilli Caregivers

North West: Pirates- territory filled with broken remnants of nations that were brought in to this Galaxy and then broken by the Three greens or other threats. Many are former military survivors and others are people that have taken Peacebreaker's and the Kroat's attitude to heart. There is a lack of organization here that the strongest wish to maintain. Little more than some extra raw materials by the CORE's estimation should they attempt to interfere in the CORE dealings.

Center, East: The Dæmningspagten - This organization of sapient Mammalian creatures reminiscent of Beavers have carved an authoritarian galactic empire, with their State propaganda geared towards the need for a strong leader, the correct way society should be structured and are quite aggressive with promoting it amongst the surrounding territories. Their efforts have mostly been rhetorical but seem to be more the Caretaker's opponents than yours. Not a threat to the CORE, despite their self image.

Votann League of Urist Freekindred:
The Urist Freekindred is impressed with the CORE's tenacity and kill count and the chance to cross off many long held grudges against primarily the Orks but a few of the Kroat held ones as well. Side-note that many new ones were written in the process to be loaded into the Votann themselves. As such they are eager to start work on their payment for relieving your forces during such intense conflict. They have moved their fleets to the region claimed by the Core to the North of your built up territory where they have set up the protection that they believe are needed to keep the Ancestor Cores safe and with the help of the CORE, hopefully repair them.

Established Trade Deal

Action required: Research Project: The Votann Cores - Defrag of the Millennium 1/3 progress

Buzzbok's Hunter-Killers:
The Hunter-Killers are grateful to the CORE for this opportunity to gain technological upgrades and look forward to working with the CORE in the future and have left information to contact them for further work as they follow the

Buzzbok's Hunter-Killers: Services Available for Purchase for future conflicts, capabilities will upgrade with each use assuming wreckage of higher tier factions

Cost For Purchase: 2 RP
Tier: Extremis, will reach Maximus after 10 battles against minimum Maximus Tier Forces

Psychotron Unlimited:
Contact has been reestablished with the supernatural machines, who are currently working with an unknown nation against another smaller participant for the slowly developing war for the Garthamin megastructure. As such the opportunity to establish contact with them if the CORE wishes to call upon them again or if they wish to hire them to deal with the remnants of the Green's hordes.

Cost: 20 RP

Tier: Maximus
Research Actions: 1 Free + 2 Purchased slots - 5 RP

Defrag of the Millenium: 2 Slots
With the encroaching threat of Killalot's return to the region, the Core are eager to finish repairing the Votann Kin's Ancestor Core's by assigning additional resources to the project.

FTL Research: 1 Slot
Core scientists were very excited by the FTL system used by the Tohx, however, when presented with the projections of the assets Killalot is bringing to bear against the Core, they arrive at two conclusions:
  1. The Core will need battleworlds of their own to counter Killalot's fleet
  2. They will not have enough to reverse engineer the Tohx FTL and prepare a working battleworld
Reluctantly, they set aside the more promising technology for the one they have more samples and technical assistance for.

Industry Actions:
Claim and build Moderate Defenses at Vyranodasik U10 Southwest - 5 RP

Claim and build Moderate Defenses at Vyranodasik U10 South - 5 RP

Build Moderate Defenses at Vyranodasik U11 Northwest - 3 RP

Upgrade Vyranodasik U11 East (Reliquary) infrastructure to Established - 6 RP

Build 2 Mag-1 Fleethordes - 20 RP

Diplomacy Actions:
Stentili Trade Relations
Target: Stentili
Nature: Friendly
Resources: 4 RP
Central Consciousness remains somewhat dissatisfied with the overall trade agreement with the Stentili - There is a general agreement that the initial failure to identify what products were of value to each side significantly harmed the strength and scope of the agreement. Efforts are thus made to identify potential products of interest for the Core and Stentili.

There are certain truisms that must be considered - Anything that can be produced by a Nanolathe or Metal Maker will not ever be something the Core have a shortage of, and, in turn, makes for a valid export. Conversely, anything that can't be produced by such systems, or, like art, has value beyond the material, is desired for import.

Finished goods, manufactured via nanolathe, are initially identified as an untapped export market, until one scientist points out that nanolathes are perfectly capable of assembling organic molecules, and thus, food and medical supplies, which, while of no interest to the Core, would be highly valuable to any organic species.

Test runs of various medicines are promising, but it quickly becomes apparent that the minds of the Core don't quite comprehend the intricacies of texture, flavor, and appearance that go into an enjoyable meal. Advice is solicited from more recent patterns which are more familiar organic life, and outside assistance hired for taste-testing purposes. Within a month the Core's culinary efforts have evolved from tasteless nutrition bricks into flawless recreations of exotic meals.

Additionally, with the Core now able to produce FTL drives, they will also be able to take on a greater share of the shipping burden in the trade agreement.

Investigate white star moving through Firebreak sector
Target: Firebreak Sector
Nature: Hostile
Resources: 4 RP
The mysterious white star moving through the Firebreak sector, and the unknown ships disappearing into it, have caught the attention of some of the patterns within Central Consciousness, concerned at the prospect of unknown events encroaching on their borders.

At first engineers and probes will be seeded to search the region for the moving star and vanishing ships. As the new FTL drives become available, probes using them will also be deployed.

Investigate Theocracy Provocateurs
Target: Theocracy
Nature: Hostile
Resources: 4 RP
The sudden surge of Anti-Core demagogues within the Theocracy, and their apparent absence from any census or citizenship record, have raised concerns of infiltration or support by a foreign power. As such, the Core will attempt to covertly investigate these figures, starting by infiltrating the Theocracy's networks through the infrastructure rebuilt by the Core. While we hardly left deliberate backdoors here, it is also the part of their network we would naturally be more familiar with.

After infiltrating their networks, we will co opt surveillance systems and reach out to sympathetic locals in order to track the movements and communications of our targets and determine who they are working for.

Additionally, it would also be prudent to research the particular kind of rice all of the targets enjoy - If it has any cultural significance, in the Theocracy or abroad, that may help us identify where they are coming from.

Military Actions:
Destroy Thorncasters Fiefdom and House of Alba Rosa - Commit 4 Fleethordes
With Killalot's arrival on the horizon and their War Earl potentially returning at any time the Core cannot afford to leave these Tohx houses as thorns in their side, especially if they are gaining access to Core technology. They must be crushed now, alongside the remnants of the Plantgiant House, before they can become a greater threat.
 
Orders:
-Redeploy the two fleets that have finished up with the Warlords to the Horde front, keeping local force movements to strictly tactical rather than making any big strategic repositionings at this point. One is to be split between the two ex-MIS territory points while the other is to dedicate its full force towards reinforcing the flagging northseat sector. Due to them being slightly worn down from drive redlining, rather than engaging the enemy in the main battleline, their space-only vessels are to stay in the rear, the spinal beam Zentradi ships providing additional Macross Cannon uses at long range while the non-spinal beam vessels keep them protected from any sudden enemy breakthroughs, potentially avoiding any direct engagements altogether.

-Meanwhile, the atmosphere-capable vessels (Assault Modules and Battle/Quarter/Elysion-class ships) are to focus on reinforcing the ground units, using their firepower and mobility to clear enemies from at-risk segments of the line when things are bad and punch holes to allow for breakthroughs against the Horde's factories and infrastructure when things are going better, because it seems that we can't simply let them throw themselves at our guns for as long as their production is online.

The focus here is on acting as incredibly heavy artillery instead of getting stuck in at close range, since the Horde has enough raw firepower to sink even a battleship in atmosphere with all their guns, and even with their accuracy they'd struggle to miss a target the size of a Battle-class. As for actual ground forces, they're to take over any rear security and city garrison duties from any forces that have yet to be engaged, letting the forces already present engage at the front with even more of their forces while also providing additional König Monster artillery support. In the event that all forces are currently engaged, focus on reinforcing the worst off areas. Hopefully, since the ground units are mostly being carried rather than Folding themselves, the redlining will have less of an effect on them if it comes to this.

-With the relative success of the deep-strike units, begin deploying Culture attacks on the front line. Since we can't hold back while fighting for our own worlds, this won't have the same long-term effects, but anything that can give us a tactical edge should be employed. Use drones, both our old Starwing-carried models and Ghosts, as mobile broadcast relays in atmosphere, bombarding the Horde with songs. With any luck, their command staff will recognize the threat due to reports from the rear and dedicate excess forces to eliminating the agile, unmanned craft, distracting them from our actual guns. If they don't, then hopefully the constant broadcasting does something. If possible, also attach Cygnus Drones to the Starwing-drones in place of missiles for this, adding some holographic flare and non-radio sound broadcasting to the affair.

Similarly, begin broadcasting in space, although instead of drones we can use the Motherships in the systems they're present in. While not invincible, they're more vulnerable to the kind of deep-strike commando operation the Horde seems to struggle with, and are practically specialized towards taking out large numbers of conventional ships that get close to them. Additionally, their massive facilities mean we can do more than just sing at them. Try and broadcast nature via the giant parks they all have, and so on, and so forth. Throw improvised cooking shows at the Horde if we think it'll help. While this won't make them all flip sides, it should hopefully sow disruption through the enemy's ranks. If nothing else, we can hope their commanders will have a sudden outburst of helpful (to us) paranoia.

-Otherwise, our tactics seem to be working as well as could be hoped given the circumstances. We just have to try and hold out for our raiders to achieve results in the enemy's rear.
The battle continues on, the Platinum Horde's frontline paying no apparent heed to the chaos raging behind them. It doesn't matter that their reinforcements are fewer than expected, that they are, at least to some degree, having their supply lines disrupted, and it certainly doesn't matter that the NUNS is killing them at a ratio of hundreds to one even at their worst. The Horde has only one strategy, and one tactic: Incessant Attack. Unfortunately, they are very good at it.

Even as reinforcements from the rear start to dry up (relatively anyway), the Platinum Horde simply switches to making use of on-site manufacturing and cloning to make up for it. From rumbling factory-crawlers and mobile cloning centers, fresh waves of soldiers are decanted, implanted with enough cybernetics that they probably won't expire from genetic defects shortly after leaving the structure, and hurled out to die in battle before any long-term health effects can kill them instead.

Against this flood, the NUNS remains stalwart in its defiance. Barrages of Macross Cannon fire chew through each wave in turn, strike craft are eviscerated by the air group, and every NUNS pilot has made ace so many times over that the title has begun to lose its meaning. The Platinum Horde advanced and died, advanced and died, advanced and died.

Reinforcements poured in from the victories in the southwest, bolstering flagging formations and supplying fresh ground troops to the far more desperate battles on the surface. Warships plunged into the atmosphere, some shifting into titanic mech configurations. Each was a nigh-unassailable stronghold, a moving bastion that altered the strategic course of planetside campaigns. Against these, the Platinum Horde responded with a characteristic lack of subtlety. Deluges of troops, tanks, and walkers washed against each one, floods breaking upon rocks until they could be worn down by erosion. Each one that fell - and many did not - was only overcome by hordes of war machines and soldiers whose remains were stacked mountain-high, surrounding the fallen starships with corpse-cliff faces.

The greatest deluge of reinforcements arrived in the east. Here the fighting was the roughest, with only scarcely established settler-militias and reconverted colony ships to add to the defense. NUNS forces became increasingly battleworn, their plating scarred by attack after suicidal attack. Systems were abandoned in fighting retreats, each one sold for planetary masses worth of Platinum Horde ships and soldiers.

The fighting did not stop, not even when the year drew to a close. At the end of the year and the start of the next, the Horde was still throwing itself incessantly at the NUN lines. But though they bent, they had not yet broken.

Results:
-Platinum Horde invasion ongoing, but have been unable to fully seize any of the three northern subsectors.
-Defenses for those three Subsectors destroyed and will have to be rebuilt from scratch.
-2 War Fleets reduced to 20% Strength (autorepaired to 40%)
-1 War Fleet reduced to 40% Strength (autorepaired to 60%)
-2 War Fleets reduced to 60% Strength (autorepaired to 80%)
-5 War Fleets reduced to 80% Strength (autorepaired to 100%)
-2 Fulbtzs-Berrentzs Constellations damaged (unavailable for service next turn, but will be repaired.)
-2 Population killed from mix of collateral damage, deliberate destruction by the Platinum Horde, and militia casualties.
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[Actual turn fluff WIP, i just want to get my turn actions in while writing it]

-25 Petty Regnum Intel Network
Events involving the Imperium's networks within the Regnum have been involved in what can only be described as "a comedy of errors" of both friend and foe. A fatal miscalculation of what sections of Regnum society could be bribed and which were under total telepathic dominance led to a major cell being unraveled, but the sluggish reaction of the Regnum means most evidence that would lead to other sections of the network were able to be destroyed, meaning most of what was lost was mere manpower and resources, both of which are replaceable.

After this though, more telling blows get inflicted, as Imperial spies are able to establish contact with the some of the non-dominated governments of the Regnum. Having been only recently conquered, the Imperium is able to win over many with the prospect of freedom from the gigantic world-eating star worm. At least under the Imperium's banner they will still have their minds.

The greatest thing marring this triumph is that it is obvious the Regent doesn't trust any "subfaring" that it can't dominate itself, and so these governments have been deprived of most of their military forces, aside from a handful of ad-hoc paramilitaries. While they will allow for a smooth transition after their liberation, it seems that said liberation will still be up to the Imperium's own armies.

Reach a Settlement in the Krincils Defense League
Target: Tau Empire
Nature: Neutral
Resources: 15RP, 1 Turn
Plan: With conflict with the Petty Regnum seemingly inevitable, we need to secure our frontiers with the KDL and the Tau Empire. While there are certainly issues with our relations with them, it seems that in the face of the Regnum such things are considerably less important. Diplomats are to be ordered to find some kind of settlement to the ongoing Great Game that will secure the frontier and ensure that no hostility will be forthcoming from the Tau. While it would be desirable to extract some concessions - especially trade rights - a non-aggression pact or even a mutual defense agreement against the Regnum is paramount. All else is secondary.
Negotiations with the Krincils Defense League have been hard-fought, but ultimately fruitful. It is clear that there will be no favorable trade deals, but an overall opening of borders and trade in general has been agreed to. Also agreed upon is a non-aggression pact so long as the Regnum exists. In fact, it is here that the Imperium scores a major win, catching the Tau in a diplomatic vise that leaves them obligated to aid the Imperium in the event of hostility with the Regnum. A particularly vital gain given the Imperium's navy and ground forces are still quite overspecialized for their own way of war, one the Regnum is unlikely to share.

There is however, one victory the Tau are able to gain. The Tau's Expert Systems and other Synthetics are seen as people with equal rights to organics within the Tau Empire (and the KDL.) So, noting the concerns among their own people about the Butlerian Jihad, the Tau are able to wrangle an agreement by the Imperium that the Synthetics of the Tau and KDL are recognized as people, and entirely exempt from the usual Imperial ban on Thinking Machines, and can even enter Imperial space so long as they are accompanied by an organic from their home nation. When news of this reaches the Imperial public, zealots of the faith spark riots on several major worlds, though a few suspect that said riots might have been assisted by foreign agitation of some sort.

Counter the Volreapers
Target: Volreapers
Nature: Hostile
Resources: 20 RP, 1 Turn
Plan: Using a combination of Guild and Bene Gesserit precognizance, Imperial and Guild warships, and a legion of Sardaukar reinforced with Imperial Levies, the next Volreaper raid will be surprised, trapped, and destroyed using tactics similar to those used at the Battle of Arrakis. It must be shown that the Imperium does not suffer violation of its sovreignty, and will respond with appropriate force.

Remaining RP is stockpiled
The baiting of the Volreapers has gone acceptably, though not perfectly. Imperial intelligence was able to pinpoint the next Volreaper raid, but it would seem that these alien mass-murderers are made of sterner stuff than expected, having anticipated a significant Imperial response to their next raid. As such, when the main Imperial fleet jumps in, they find themselves facing a much more even fight than expected.

From what the natives of Vyranodasik say, the Volreapers are equipped with last-generation Ecumene military equipment that's being thrown out to private individuals and storage yards in favor of the more modern stuff. Which as far as the Imperium's concerned, means it is advanced technology well beyond their own, and on the battlefield it shows. Built around fleet of battlecruisers, the Volreaper ships are faster than the Imperium's, and their weapons much better suited than the Kroatanga's own for penetrating the Imperial shields. Tactics soon emerge of using expendable light ships or drones to disable shields with hardlight cannons, before bigger guns are wielded to shred warships themselves.

The Imperium's response of lasguns and atomics is met by the Ecumene's own shimmering shields, which, frustratingly, don't seem to suffer from the drawbacks of the Imperium's own when faced with lasguns. Slow-moving torpedoes work better for bypassing shields (some of the time on the oldest ships anyway), but these prove challenging to use on the fast-moving Ecumene warships. Thankfully, if nothing else, the Imperium can still make use of sheer weight of numbers to overpower their opponents, and the ships of the Ecumene are not so advanced that their defenses cannot be overwhelmed with sufficient weaponsfire, and weapons the Imperium has aplenty.

One area of the battlefield that goes absolutely catastrophically though is boarding combat. Though the Imperial soldiers are now equipped with a more plentiful supply of powerful ranged weapons, it's clear that the Volreapers have "killing humans" as something of a specialty of theirs, and are perhaps even more dangerous in close quarters than the Kroatanga. The Ecumene has a diverse range of alien species, all of which are absolute terrors in infantry combat. The rank and file are composed of either the Imilki themselves, or the dragon-like Jyrvikani, six-limbed, three-meter tall lizards of muscle and sinew. When their Hardlight weapons prove difficult or hazardous to use without shields, they simply wade into melee combat to rip and tear. The Imilki themselves are less physically involved (but by no means inferior to humans), but instead make use of their psionic power in methods from causing Imperial soldiers to simply ignite, or even outright mind control to attack their comrades.

There are other alien species to, the even larger and stronger Wang-Kon, the physically frail but psionically powerful Ritecaluns, and the insectoid, flight-capable Htrolka, but two other species become particular figures of dread for the soldiers of the Imperium. The slender Xhysterakids seem to have every last one of their eight limbs ending in multiple bladed implements that carve through armor like butter, as do the horns and teeth of their heads. Naturally stealthy, more than one Imperial platoon of a few dozen find themselves ambushed and slaughtered by a mere handful of Xhysterakids, who then proceed to use the corpses as carrion to lay their young in, a horrifying sight for the next group to stumble upon them.

But even the Xhysterakids are nothing compared to the absolute terror that is the Urudego. These colonial organisms look like gelatinous blobs, but when they combine, they are...even bigger gelatinous blobs. Ones that can contort into any shape, have enough power to literally bowl over infantry companies, and due to their nature, are completely immune to melee and most projectile weapons. The only upside is that the Urudego don't last long outside of water...which is why most of them go around in extremely powerful suits of Power Armor, and once said armor is compromised the Urudego are quick to evacuate and go on a rampage against the surrounding humans until they're brought down. Every encounter with so much as a single Urudego is a one-sided slaughter of dozens, hundreds of human soldiers being dragged or crushed screaming to their deaths until enough lasguns can be levelled at it to kill it by means of total tissue destruction. Even the Sardaukar suffer immense casualties in their engagements with these two terrifying species, and a morale among the Imperial infantry has reached a low eb as lopsided casualty ratios become an increasingly expected norm.

Ultimately though, sheer force of numbers carries the day. When it becomes clear that the Volreapers won't be able to enact their dreamed-of slaughter while the Imperium is on high alert, they withdraw, leaving behind much in the way of wreckage of both friend and foe. This process repeats itself for most of the year, with the Volreapers skirmishing with the fleets of the Imperium, inflicting military casualties, but not able to hit the vulnerable civilians. Casualties are high, especially among the marine complements of the various fleets, but resources invested into rapid recruitment and at times conscription campaigns are able to absorb the brunt of the manpower losses.

Results:
-Volreapers driven off with relatively minor civilian casualties.
-Multiple Fleets take fairly significant casualties, but repaired to full by mix of automatic per-turn repairs and Stockpiled resources.
 
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The shrieking of strange patterns of data, the roar of aquatic leviathans and horrors, the howling of hungry energy, these met with the tusked throated cries of "WAR!", the psychic chants of "MY LIFE FOR AIUR!", and the age-old cry of "VIVE LE REVOLUCION!" across more than a hundred thousand star systems in a clash of gods.

The Protoss fleet, with its mastery of teleportation and its preference to act before others would strike first, just ahead of the Krork with a wave of interceptors, scouts, corsairs, phoenixes, and other craft launched from the expansive hulls of their carrier ships, pushing into swarms of Protectorate Gremlins, Flying Rippers, Terminations, Elimininations, Interdictors, Devastators and more so dense a blind man could fire blindly in their general direction and hit dozens of them.

Glittering shards of silver and purple erupted as plasma and heavy slugs smashed into the machine hordes, nanite constructs falling apart as the Krork added their own voice to the chorus of firepower and the Revolutionaries began to scourge the stars with fields of spacetime distortion and cascades of quantum foam briefly erupting from the vacuum into brilliant life.

The Unbidden, drawn in by the feast, apparated in shimmering flicker lights with deafening hunting calls that screamed through every electromagnetic frequency. They were here and they were so very, terribly hungry. They would eat, they would feast, they would kill. Their ships launched waves of disintegration into the fleets gathered before them, those unable to resist the careening arcs of power lobbed forth crumbling into disparate dust as the Unbidden drained every form of energy down to that which kept atoms and molecules together.

Krork batteries would pummel into them in rapid but disciplined bursts, timed to overwhelm their regenerating layers of shielding and rapidly self-stitching fields of hardlight, not relenting until they came apart into diffuse, nebula like clouds of power as their transluscent hulls popped. Others were disrupted by relentless pummeling from gatling munitions by the protectorate, walls of stuff floating through the spacelanes and rippling across shields until they cracked apart so that the devastating fractal beams could splinter and shatter their hardlight structures or retropulsars could impact with a literally chilling effect, temperatures and energy levels dropping rapidly into sheets of ice.

The Protoss' psionic storms raged through the battlefields in wide area castings joined by the scalding heat of purification beams that while perhaps not as eminently suited for space battle as the Krork's own weapons, were useful in thinning out the herds, Revintern chronal distortion fields slowing the enemy down where possible.

The War Tides however, were heralded by the empty void of space starting to shift and shimmer into water, water without the pressure it should have, but with a physicality all the same. At least, not when they did not wish it so, as many ships found the pressure of arbitrary amounts of water suddenly manifesting around them, the squeezing force compressing into localised fusion detonations and even collapse events. Other times, the water would whip itself into great long distance barriers, sapping away the energy of incoming shots that had to travel through endless oceans, boiling and displacing, but inevitably slowing.

The War Tides could fight without the Cosmic Water, and most often did, but the water was their element, it was their pantheon, and the ocean was their strength. So long as they were immersed in anything associated with the ocean, they drew anomalous strength and power, Karvak Soldier-Forms concealed in layered armour bonded atop gelatinous frames with frames of menacing strength, able to throw down with even a Krork physically as the digitigrade Protoss Zealots with psi-blades would swing and stab, the Soldier Forms weaved around with quicksilver speed, draining energy from movement, for ice too was water, and ice was cold, the theft of energy, their forms shimmering with steam while their weapons released bizarre condensates and supercritical fluids that stole away heat and fed in devastating amounts of electric charge that shocked without warmth.

The Oglomarix had come far in their quest to be one with the tidal cycles of war, for billions of years they had crushed civilisations into the dust across countless galaxies, following the currents of battle and the waves of slaughter. They had fragmented into separate oceans that did not consider themselves kin any longer, as they battled to determine whose sea-song was the stronger and the more worthy. But the purpose had remained unchanged, even as Adepts and Zealots ripped them to part and Krork Warriors pounded them into gristle.

In space, their hydrodynamic ships engaged with the brutish arrowheads, the golden armada, and the gun shaped fleets of the allies facing them, moving with the grace of sea-life even where their cosmic, reality warping water was not present. Krork and Oglomarix ships would trade devastating broadsides of gravitic anomalies and matter phase state alteration beams, pounding back and forth while the Revolutionaries and Protoss sought to use the opportunity afforded to move in across the battlefronts in the shadow of enormous Krork Attack Moons that emerged from subspace with heavy bow waves of gravitic radiation.

Typhoon class Juggernauts more than eighty kilometres long bled from multiple impacts as Krork dreadnoughts surrounded them, like orcas attacking a tentacled and multi-finned humpback whale. Arrowhead shaped battleships smashed into the ranks of sharklike Akula class Battleships, pushing through their cryogenic weapons and their pressure cannons to get to grips despite losses, simple brutish forward momentum and strength against aquatic agility and grace.

Pihranha class Strike Craft that looked like so much flying fish with odd, segmented heads danced through the void, flapping their fins to adjust their momentum while Krork attack craft pursued, missiles and canonnade traded with a violence to add to the pinprick lights of the stars.

The Krork Warlocks however, were vital, cooperating with the Protoss Psions in countering the strange reality warping of the Oglomarix, for it was difficult for many ships to even move when suddenly going from a zero G vacuum environment to an impossible ocean. And these waters gave them great power, healing them before the very eyes of their foes, empowering their weapons, and bending to their will to attack or defend them.

The Shadow in the Warp helped to dim their malice, and the surging powers and wills of the Allies struck at the Oglomarix's waters of death, causing them to wisp away as if they never were, for they could hold no true existence in anything resembling baseline reality. As hard radiation flickered across their forms and struck at shields that glowed bright blue in the face of the brilliant light of dying black holes accreting hydrogen and oxygen into much heavier elements that would often decay away mere moments after their birth, their formations started to waver.

The Unbidden were meanspirited and foul tempered, they were hunters, devourers, theirs was an appetite that picked entire galaxies down to the last shred of life. They would manifest on krork warworlds again and again, looking to leech from them their energies of life and existence, and again and again they would be popped like soap bubbles.

But they were persistent, especially as death was more of an inconvenience for them than a serious obstacle and there were so very, very many of them able to pour out of the tears in spacetime from which they sounded their clarion calls to hunt. Dealing with them is a matter of closing the places from which they come, and so long as they are allowed to continue the offensive, they will only keep on coming with more powerful and advanced...technology is an odd word to use in this case but let's call it that.

Their craft are far more willing to simply brawl it out with the Krork and the Revolutionaries than the Oglomarix are, using their superb manoeuvrability and capacity to flicker in and out of hyperspace or temporarily move at energy's proper speed (light) to jump around yes, but doing so mostly so that they can get to grips with a meal ticket. Krork warp shadows thrum, gravitic distortions slipping into hyperspace and stranding some of their strange, hard light fleets for the killing, while time and space bend at the command of the revolutionaries who activate localised time freezes to allow for major blunting sof Unbidden offensives.

But they keep on coming, and they are learning. They are continually dispersing themselves into energy to flick around incoming attacks at light speed, reconfiguring themselves out of harm's way in an eyeblink while bringing large numbers of their heavy ships to attack the largest worldcraft of the allies, surrounding them and sacrificing themselves to tear open rifts into the depths of hyperspace from which they come to allow their kin to swarm aboard, trying to drink of the binding fields that provided Krork planetcraft with their armour and assail the Green Goliaths who rushed out to defend against the cavalcade of energy beasts that gleefully jumped out of the deeps of hyperspace.

The basic dynavore took roughly humanoid shape, with the distinctive three eye like glowing circles in their "head", intense fields of darker blue energy bound around their core like some sort of armour while their weapons of hard light let out not the usual energy drain or matter disruption, but outright annihilation, streams of anti-particles produced by the mastery of the Unbidden over the fields that govern things, flicking protons and electrons into negatrons and positrons and sending forth these streams in deadly pulses.

Others made use of magnetic fields intensified to the point of essentially forming electromagnetic sand belters, a chainsaw of photonic excitation that would cause electrons to peel away and then follow the circuit in a repetitive, vibrating motion like a chainblade, back and forth in a massive electrical current that would also tear the now naked nuclei towards the chain of electrons.

Others simply superheated the air into streams of plasma that they launched with magnetic pulses or fired their more usual matter disintegrators and energy eaters along with plain old lasers and bolts of lightning. Plenty of ways to die, as many a revolutionary comrade's vapourised corpse could attest to, the mechanical and human soldiers often to the Krork's bemusement, moving to take hits for them out of a sense of obligation even if the Krork were tougher pound for pound (and having more pounds to begin with).

Scuttling, eight limbed Starspiders stampeded forwards like war beasts, breaking up into bursts of energy to rush at light speed before recompiling themselves to open fire from hardlight weapon formations splintering forth from their energy matrices, the seventy metre tall monstrosities screeching out waves of annihilation and electromagnetic chaos before Krork Gargants and Revolutionary Megamechs splattered them in return, firing away at the waves of odd floating tank like constructs that shimmered into being out of massive amounts of raw energy.

Ominous shapes with pseudo-wings careened overhead, sparking out as massive amounts of anti air fire burst them back into hyperspace; causing their forms to discorporate and fade back to whence they came. But they kept on coming, hungry and bolstered by the appearance of Dynaliths that towered mountain tall over the battlefield, walking in a mockery of the humanoid fashion and smashing fists of pure power into the ground like gods.

In space, while they had fewer planetcraft, they were able to reinforce themselves at an absurd rate and get stuck in almost immediately by simply discorporating into true energy before recombining back into hardlight to engage their foes at their preferred range. Wherever the warring giants of the Krork or the Singularity Engines of the Revolutionaries went, they died, but they seemed to be set on instead, flanking these strongpoints at a strategic scale, feeling around for weak points in the defensive wall and concentrating against them, hammering more and more.

When they detected the planetcraft and felt they could not overwhelm them, they had switched to a new tactic, they would discorporate into light and withdraw at lightspeed until they got far enough away from the shadow in the warp to re-enter hyperspace. And while Gravity did not allow even light to move without paying it its due, it took significantly more gravity to bend them into the directions the Krork wanted than it did when they were in hardlight form, though Black Holes were no less devastating to them when they were consumed by them than when they were more "solid".

Indeed, Black Hole weapons seemed to give them the most pause and fear, as did cryogenics that would, by definition, negate, drain, or suppress their energy. The former because they were as gone as nearly anything else that fell past the event horizon and was unable to activate an FTL system to get out, the latter because it was a painful form of weaponised starvation for them, diminishing their forms and inevitably discorporating them back into hyperspace.

Furthermore, the Krork battlemasters and mechanics were working out a theorem of how Hyperspace and Subspace interacted. Hyperspace clearly responded to conventional centrumspace fundamental forces, particularly gravity which in sufficient amounts could do anything from ejecting things at a significant deal of relative motion within hyperspace to scatter them into oblivion. While the Shadow in the Warp was more of a nuisance to them, the gravitic fields were like cages, and the cryogenic weapons of the revolutionaries were like poison.

Furthermore, it was theoretically possible to, as they were energy, trap them in capacitors where they would face the ironic fate of being fuel themselves. While this did require them to make some sort of contact with the capacitor, it would be an effective way of thinning out their numbers, especially with the need for counterattacks against their hyperspace tears from which they pour from endlessly.

The protectorate however was...odd. They were nanites of a sort, little machines wound together at a level only possible through a grand unifying theorem that connected gravity to quantum mechanics and allowed them to truly examine the world at its most basal and fundamental level, made even stranger by the thing that offered them patronage. Black Holes were effective weapons, but they understood Black Holes a bit too well for machines built in the mid 20th century, let alone machines built to be artists.

For one thing, they seemed to understand how to resolve the black hole information paradox, recombining the hawking particles excreted by the dying sink holes in spacetime into new matter and new combat morphs, the chittering of insane computerised screeching getting clearly and overly excited. They were being destroyed in enormous numbers with everything from black holes to plasma bombardment to ultra intensity lasers, but they kept on adjusting themselves on the fly.

They had new shielding, particularly around more valuable combat mainframes, while the lesser ones exhibited a strange sort of "pull" effect where shots that passed too close to a large mass of them would pull away and impact the expendables instead. In essence, they were perfecting the art of cannon fodder. This was clearly from some means to manipulate the curvature of space that could prove quite interesting if studied, but even more concerning was their methods of trying to get through defensive lines.

When it was clear that the Krork, Protoss, and Revolutionaries were experienced enough with foes who would be able to start a major incursion from a single microbial intruder to make nanite seeding largely nonviable they instead started creating...things that looked rather like a deranged, postmodernist take on the idea of an altar. Things that once their excited chants and ritauls were complete, collapsed around downright lovecraftian shapes to provide a mechanical body for fragments of some terrible abomination on the other side.

Things so deletrious to reality that their simple presence caused the laws of physics to break down in heavily damaging ways. The speed of light raced up and down, constants altered or even inverted or became nonsense, time and space curved, bent, and even snapped or reversed, thermodynamic principles became nonsense as matter and energy sprung from nothing or became nothing, and every sensor and scanner warned of dreadfully anomalous data that often spiralled into absolute raving nonsense.

These were the summoned receptacles of the Icon, the Protectorate's mysterious patron and a god that only the foolish, insane, or spiteful would dare try to get the notice of. And some of them were indeed, quite big, with one Krork attack moon going silent when the protectorate had covered an entire world in altar structures until the planet had become a vessel for the merest sliver of their God to enter, becoming a dwarf planet sized mass of monstrosity that even the gravity whip only did so much to slow down.

The good news was that their shells were only resistant to their own effects, not immune, and inevitably the shells would break apart and the thing behind would retract its digit poking into our reality, which could be accelerated by damage. The other good news was that the Protectorate seemed to have very little control over the Vessels of the Icon, more giving them vague suggestions of where to go and hoping that the vessels did not linger near the machines themselves lest the protectorate be devastated by its own superweapon.

The bad news however, was that the Protectorate had made a breakthrough with them, flooding into the breach where their machines had been successful in carving out a break in the line, with Protoss Psions who had sought to stem the tide breaking down into spasmatic gibberish as the Icon touched their minds and set all of their nerves alight at once and the Krork's focus on successfully dispelling the bulk of the Oglomarix's mystic water giving the machines enough leverage to tear their way through, even falling upon the Unbidden and the War Tides for more mass-energy to honour the singularity god.

The situation was overall positive, with the enemy having taken significantly greater losses than the Krork across the board, with only the Oglomarix about breaking even with the Allies but given the amount of forces committed, this certainly stinging the aquatics more than the allies. But there could only be dreadfully terrible consequences to the Protectorate getting free reign to invite the thing behind them and play around with technology meant to break reality itself.
Across the current campaign, the battle lines of the humans, Protoss, and Krork had often been as disconnected in distance as they had been united in purpose for the greater part. For in the Krork there was the same grim determination, the same desperate hope, and the same resolve to sacrifice for the sake of loved ones at home. Where the protoss often carried themselves with tight-lipped anxiety(or would have if they had had lips) interspersed with fervent prayer, the Krork derived pure joy from the campaign against the forces of madness. In between tasks, their revelry took the form of assorted competitions, ranging from games of skill and marksmanship, to pre-arranged duels, often with real, if purposefully tuned down, weapons, bellowing along to the clangs of metal and the booms of war factories in operation. Where eldritch assaults slew millions and spores germinated in vast numbers, the Krork threw up towering feast halls overnight, housing rows of veterans and sporelings alike, dining together on the closest thing to proper banquets as could be managed using field rations, with the elders sharing both food and stories with the newly risen sporelings.

More often than not, these tales were of their passed away comrades, of their lives and deaths, telling the next generation of what came before. Stories were told to celebrate the lives of those who had died potentially mere hours ago, and, where no one was left alive to pass on someone's story, where everyone who knew that particular Krork well enough to tell enough such stories, the names were passed down instead, giving the nearly forgotten Krork a chance to live again, if only through proxy; and where even the names were forgotten, toasts were often raised in appreciation of those who died nameless, who gave it all for the cause. Thus too did the Krork imagine death, but their reaction to it was vastly different than most.

Where the newcomers saw the Krork as only yet another ally against the darkness, the veterans amongst their ranks more often than not only ever saw the similarities, the all too visible connections between Kroat, Ork, and Krork. Only ever saw the tides of green, the brutally efficient technology, their sheer joy at waging war, and how at home they seemed in a fight. These preconceptions were not weakened when they saw the designs of the Krork, for all too often they merely seemed to be vast refinements on the designs seen in Ork armies and fleets… or perhaps it was the other way around, with the Orks wielding crude, slapped together attempts at recreating what the Krork had; either way, the similarities were all too often readily apparent. First impressions made a huge difference, and the Krork didn't mind the seen similarities, for the truth would only come out through diplomacy and shared battles. Indeed, it was the blurring of the front lines, the shared goals and shared nature, that made all of the difference in the long run.

The Krork for their part regarded their new (and tiny) allies with a mix of wry amusement and, occasionally, appreciation. There were no grudges, and no reason to hold one. War was a necessity, often committed to out of survivalist emotions; and when even the projected anger of the most xenophobic troopers, of those seeking to project blame, of those who had fought their all too similar kin in the Orks and the vastly more local Kroat, found only understanding and an almost primal joy among the alien warriors, it was as if the anger itself were buried and becalmed, for actions spoke louder than initial impressions.

These wavering sentiments, these thoughts of the similarity between Krork and Ork, weakened further when it became apparent how willing, nay, how eager the Krork were to give their lives for the cause. When entrenchments were set, the Krork had more often than not gone in front. When and where the Protoss evacuated, the Krork stayed behind. As far as the Krork were concerned, life was just as good under a brutal melee beneath the thunder of artillery fire, lit by cinder clouds thrown up from the blasts of strategic warheads, as it was on a world truly at peace. And if it ended in death, then so be it; for if their story ended on this battlefield, if this was all that they were worth, then it would be a good death; and that was a sentiment that many human and protoss soldiers couldn't help but admire. When a large Oglomarix war machine broke through the evacuation perimeter on a doomed world at the southern flank and was brought down by a platoon of Krork at the cost of half of their lives, the air above the makeshift airport had resounded with the cheering of both humans and protoss. Even the freely given assurances that this is but the beginning, and that they would fight together again day after day until there were no more enemies to fight carried little other than joy; and some had even come to believe that the Krork really did mean it, that they really did, perhaps, entirely live for defending others. Of course, most of this was but a facade, but it is better to laugh in the face of never ending war than to falter and fall.

And so laugh they did, even as the fighting at the front reached an ever higher pitch, even as orbiting debris fields either fell apart into ever more enemy ships, or slowly reformed into ever more defenses, more layers of fortification, an ever greater bastion from which the Krork and their allies could strike out from against the oncoming tides of man, machine, and even stranger things; and strike out they often did, for merely sitting behind defenses could never truly win wars, not in the long run, and so the war waged ever onwards, as the allies of the Krork no longer had to act in the place of defenses that had, at that time, yet to build up to a high enough level, and instead could join the Krork's own mobile forces in striking back at their foes in ever greater force.

While the front was going well, and would only continue to improve as the Krork and their allies gain ever greater momentum and as Krork's own layered defenses grow ever stronger, the true threat here was the Protectorate and its Icon driven Master; and so it is against them, and their possessed planetoids, that the Krork directed the majority of their available mobile might against.

Already, over half of their available non-planetoid mobile forces were tasked to deal with the heaviest concentrations of hostiles, and it was trivial to redirect them to focus on the Protectorate's Icon-animated worlds over other, similar targets. With them came an overconcentration of additional Battle Moons, as over half of the Battlemoons that were previously assisting the allied forces at the front were instead concentrated and redirected to these new, arguably more dangerous, targets; for where gravity whips could not grasp and hold, they could charge up and annihilate; and where those deployed by the Battle Moons were not numerous enough, and those deployed from the Krork's smaller ships would not suffice, those built by the Krork's Mecks, those deployed from massive, hulk-sized canons, otherwise too fragile to be permanently kept as an active part of the Krork's roster, would more than make do. (Mecks are on building Gravity Whip based Special Beam Cannons in support of the reinforced Breakthrough group who have been tasked with taking out the Protectorate's corrupted planetoids)

While these assets would probably be sufficient to fell the Protectorate's Icon-held planets, an ounce of prevention is arguably worth a pound of cure; and in this particular case, while it would be best if the Krork's most elite hit teams could take down the assorted lesser Avatars of the Icon, it was better for a world to be destroyed than for it to be possessed by the Icon, and to this end were deployed the Commandos of the Krork, shifting from simply trying to cause the largest number of enemy casualties at the lowest possible price(for in the end, planets were replaceable), to specifically denying the Protectorate of any more Icon-held worlds, for it was better for an already doomed world to be annihilated than for it to fall to the hands of the Icon.(Commandos are tasked with using Planet Wreckers to deny worlds to the Icon)

But even dealing with this enemy breakthrough would be meaningless if it came at the cost of the front. So towards this goal, elsewhere along the front, the Warlocks continued to counter the other assorted hostile apparitions, ranging from the Waters of the Oglomarix, to the Rifts of the Unbidden, to the Protectorate's dust' seeking to dispel these hostile effects and continue to keep clear the path to victory. Elsewhere, the Krork's doctors were hard at work, ensuring that even the 'mostly dead' Krork could return to the fight, even if not quite in the same bodies as they were in earlier.(Warlocks are still on Dispel, while the Docs are on Myriads)

In the end though, after the current suite of attackers were either dealt with or neutralized, the next move would be to counterattack while their foes were still weakened, and the sooner that counter attack could occur, the better. And so, if losses were not so high as to make such an attack costly at best, the recently claimed Oglomarix territory would be the target of choice, assuming that the will and forces were available, of course. (if forces are intact enough at the end of this fight and if the Krork's allies are willing to participate, proceed to launch a counter offensive into the recently claimed Oglomarix space.)



The Tri-Scourge Catastrophe was to put it politely a clusterfuck of biblical proportions. Arrangements of viral genetic molecules, membranes, acids, and organelle structures were mixed like the world's most disgusting cocktail to form a far more efficient take on life than the crude accidental arrangements of the naturally evolved, creatures who were very carefully crafted organic machines more than animals, even, like machines, being comprised out of many discrete parts to allow for structures one would never find on anything natural.

Such as for example, wheels on war forms made to go quickly on flat ground. Generally impossible for a single organism's skeletal system and ligaments, but when multiple living machines are woven together, inert mass can be formed into an approximation of tires that are connected into the main mass, allowing for the creation of a circle that can roll without tearing tendons and connective tissue as would most likely happen with most conventional attempts at a biological wheel.

This similar principle, of having biomachines working in concert rather than a singular, complete organism, also allowed for the easy formation and creation of turrets and appendages capable of ranges of movement that would require at least some degree of tearing were they actually a part of the organism rather than being along for the ride so to speak. Such tandem arrangements also easily allowed for multitasking, as the body could do something entirely different than what the cannon was up to with no distraction.

This being of course, a long way of saying that the Scourge had what amounted to biomechanical armoured cars racing around and firing plasmic acid that tugged and sawed away at matter while producing incredibly intense amounts of heat and electricity while they worked in a manner reminiscent of the pneumatic action of hocking a loogie but assisted by a massive telekinetic push. At enough speed that the liquid's differences from a solid projectile in terms of what the impact actually does was no longer relevant.

The Tai peasant troops flailing and screaming as the acid ate, burned, and electrocuted them to death could at least die knowing that for once, an organic gun wasn't like an ejaculating penis. Perhaps not an especially great comfort, but often it's the little things that make life worth living and let people find dignity in death.

Others died rather more hideously when the Alghollthus warped them into their thralls, or more explosively as the Wayfarers simply blew up everything and swept aside organic life with hard neutrons and gamma rays. But at the very least, they could say that they fought organic swarms and did not die via a phallic weapon's emissions.

But not all of them would die, not when the Krork were coming. The Krork smash in hard and fast, blasting everything in sight with their trademark extreme violence. Trying to respond to them by sensing their incoming subspace signals is like trying to avoid thunder by using a camera to see the lightning first, technically perfectly possible, but not soon enough that it would really help all that much.

The Multiterra alliance briefly makes note of the entry of the Krork as their intervention forces wisely decide to not be in the direct line of fire, while the Wayfaring Scourge, being the largest force in the region, is the first to feel their wrath as their brute ships pour out of subspace like whole new night skies worth of stars, opening fire straight away without hesitation or pause. The scourge's machines had the strength and certainty of steel, but the Krork had surpassed such things long ago, and their macro-basters and accelerated slugs would break their shields and hulls open in only a few minutes of bombardment each, sooner when weapons like the gravity whip are used to redshift them into oblivion.

Krork Krash Kapsules and Battlehives rain on worlds being fought over by monsters of metal, meat, and madness, though perhaps the Prethoryn are not quite monsters in the way the krork understand them, the others likely qualify. Gunhounds that had given the Imperium a galaxy away trouble were stomped in half by Krork warriors or cleaved in twain by slayers looking for big things to kill, while tripedal machines built in the image of the original creators of the Scourge found their great five metre height dwarfed by the Krork Nobles who tended to quite quickly bring mass hammers down on top of them to splinter them into shards of composite material and sparking components.

Tracked fusilier drones pivoted away from the Tai troops and the Multiterra Marines they were busy drowning with sheer numbers as their neutron spark guns whirred for a moment, only for the bark of Krork exotic matter bolters to rip through their shields and then themselves, tearing turrets off of chassis and reducing chassis into junk. The more humanoid infantrybots turned to fire their x-ray lasers in return, and were met with the heavy dakka dakka to sweep them off the field.

MTF teams that had been sent on Commando insertions into the horrific interiors of Alghollthu Dread Cities which could reduce a man to what the Alghollthu thought of their species; Skum that served; through their reality distorting glyphs and blasphemous sigils that twisted the weak beyond death; instead found that Krork Commandos were basically speedrunning their way through the compounds they had been carefully trying to infiltrate and destroy. The Krork, rooted in existence by their creators, used their gestalt and their own expert crafting to simply ignore the infohazards, with Krork adaptation quickly deadening and then eliminating weakness to those that worked.

Sigils that would make a human who so much as looked at them melt to death as if half their bodymass was replaced by acid hurt but could not fully kill, and then the Krork armour simply scrubbed out the sight of the aberrations while their bodies and minds changed to resist the effect more and more until even unhelmed goblins could have a staring contest with them. Creatures whose forms made those who thought of them within a certain distance turn into more of them got some limb mutation that was automatically cauterised by the armour, cutting off the infected tissue and other Krork quickly making Cykrork replacements for the missing parts from whatever was at hand, and eventually later Krork would be able to write philosophical treastises on the shapes of these things.

The Krork were made to war with the Strangers amongst others after all, and even if these Krork were not ones who had met the Strangers before, the Old Ones had certain contingencies in place for the things beyond. And ultimately, when conventional or "conventional" explosives didn't work, Warlock rituals would more than do the trick.

And the Prethoryn were perhaps the least unknown factor, they were not the Devourer, they were not Her, because they were they. They for one, understood that this wasn't a winning proposition, not when the situation was as confused as it was and there was such a dearth of absorbable mass energy, leading to them briefly pulling back to observe, letting the others fight it out as the Krork rounded up and took captive the bulk of the Tai culture's intellectual figures and data archives, pushing through the morass of machines and madness long enough to take what they want before the commanding Grand Battlemasters ordered the withdrawal once they had what they wanted.
And so the Krork withdrew, not in a disorganized mess, and not forever, for no sooner had the rescued Tai been deposited back onto relatively safe, relatively peaceful, relatively gaian, worlds, than the majority their Krork escort, those not staying behind to keep the peace, had moved back out into the fight, not against the Scourges, for they were presently busy fighting each other and whatever forces spilled over could thus far be handled by the Krork's defenses and their ancient equivalents, but against the forces assaulting the Krork's holdings to the west, for while the front there was holding firm, and plans were being made for dealing with the Protectorate's Icon-corrupted worlds in the relative depth, more friendly forces would never go amiss. (upon dropping off the Tai the Krork's forces that were deployed to this particular front are to be redeployed to joining the ongoing fight against the Oglomarix, Unbidden, and Protectorate, aiming to envelop the embattled hostile forces and crush them completely)



The first Kroat and Krork contact was marked by rain. Not of water, but of artillery. Even the imperial guard would not have packed so many guns aiming at every single kilometre of front. Multiple guns aiming at every square metre, parked often hundreds if not thousands of kilometres back. Enough to ensure that not a single unturned stone on the front would not be subject to the sky falling on their heads every second. So many shells and missiles that they seemed to cast the sky into shade like massed archery barrages of the distant past, so many one could try shooting them out of the sky before they landed by just spraying into the air and hoping to hit something.

But one cannot shoot every raindrop out of a storm, and the Iron Rain could not be stopped fully, as mushroom clouds erupted against shields and blossoming explosions detonated against theatre screens. The Kroats sensed an inherent worthiness in the foe they laid their many eyes upon, and were bringing in everything from absolutely absurd multi-kilometre "gunracks" which fitted dozens of guns the way MRLS systems would fit rocket launch rails to maintain a deafening and constant tearing sound of guns firing to bases covered in missile silos briefly disappearing beneath the contrails of the rocket's red glare.

Their scrum rushed forward with the clanking of the end of worlds and the tearing of the very earth itself beneath waves of armour, power suit equipped fast troops and plated warbeasts, and stomping mechs. All bellowing that infernal, monotonous cry.

"KROAT-ANGA! KROAT-ANGA! KROAT-ANGA!" The drill cadence sound off that gave them their names and was the last thing countless civilisations heard as the incredibly violent monsters sought out anything either sufficiently fighty to be worth their time, or anything meek or gentle enough to be deserving of their infamous cruelty. There was really no winning with the kroats in this regard, at least the Orks could deem someone boring; the Kroatanga meanwhile saw the "boring types" as a challenge to make crueller and more warlike, to show them the futility of peace and the need to give up and embrace the beast within.

Even as many of them were shield bursted and then shot down by their Krork counterparts firing into them until their armour broke and their matted fungal tissue came apart in wet explosions, they were eager to get to grips with their foes, not with childlike glee, but with the deranged enthusiasm of a thrill seeker finding their next big hit. Even as many were cut down by power axes and krork gravity hammers that bore their way through shields, armour, and flesh, others took their place as the humanoid Kroat Troopers and their more Goblin like Cappers rolled forward in a seething tsunami of fungal violence.

Multi-headed and multi-legged dons strode forth like mythical beasts, extending roping tendrils crackling with energy fields to grab at Krork warriors while mounted weapons crackled to life, nuclear detonations exploding up and down the frontline as the Kroats did just love radiation so; even to the point of finding ways to boost the energy output of fission ad fusion beyond their normal limitations to keep the hard rads coming. And why wouldn't they? The Kroats were radiotrophic after all, radiation healed and strengthened them, it empowered their technology, and it made them better.

Double Barelled Tanks pushed through the scrap heaps of their predecessors, cutting tracks whirring with power fields that often ground many an unfortunate goblin; armour and all; to a smear or rolled over and hacked into smaller vehicles unable to get out of their way as their nuclear propelled cannons launched nuclear ordnance to explode with yet more nuclear fury while rattling gatling guns howled in multiple directions, particle beams stabbing in every which way as their tanks both large and small trundled along.

Warspirits, colossal many headed hydra like monsters with far too many arms and tendrils, trundled forwards in their heavy armour, moving like mechs as more doglike Kroathounds sprinted on all fours, mounted guns firing ahead of them while winged Hummakroats swarmed through the sky, three pairs of wings beating in humming bird like fashion with great agility, heavy three-engined aircraft racing overhead to unload with chain-fission bombs that induced fissility in what their explosions touched, causing massed atomic detonations.

Even when the Krork Warlocks obliterated them with cascades of viridian energy, the Kroats only fell back to regroup and come again harder, bringing out bellowing Kroatgres whose horned heads came in threes, six arms swinging in many directions while they bellowed, smashing aside many of the native machines and sutaitazu that sought to get in their way while symbionts grown onto them manned turrets to check the flanks of the cybernetic monstrosities. Krork Slayers would often be the ones to take the fight to them, furious clashes usually ending in more Kroatgres than Krork dead, but never without spectacular violence.

The Sutaitazu were more insidious, noting that the Krork were not taking them seriously at first and deciding to exploit this. Distance Devourers, which would literally eat the conceptual distance between the formations under their purview and their targets in a very odd form of teleportation, snapped at what seemed to be empty air with whirling jaws and grabbing appendages on bodies that were mostly mouth and head and the means to support them. And these efforts brought many Krork fortifications under assault by forces that seemed to have come out of nowhere as the Distance Devourers; whether spaceborne or land bound, allowed them to bypass normal teleportation blocks.

Uzorniaps mobbed Krork Warriors, Mandosi killing machines, and Vykondian Warden Bots with the aid of much smaller Flagiraks whose twelve limbed bodies scuttled like demented crabs with much larger jaws as well as the more insidious Sicklejack, whose strange frame was well suited for squeezing through just about any opening, even if virtually physically impossible for them to, four weapon limbs, six manipulation limbs, and two locomotion limbs springing out like a coiled trap while bear trap like jaws and scissor like mandibles unhinged in half moons and snapped down with psionically boosted force, the sickle claws of the Sicklejacks tearing into flesh and metal alike.

Whenever one died, its component organisms detached, even down to its most basic of structures such as individual bones or muscles and then would simply cannibalise each other or attach onto others in the Thought Jewel, forming into amniotic pseudo-crystal sacks that would be eaten by reborn terrors shortly after. When a limb was severed, the limb was a living thing in and of itself, and would act on its own while the parent organism regenerated with unnatural speed, with severed limbs growing new bodies when they engorged themselves enough to form their egg sacks or when in the presence of amniotic biokines who could stimulate their growth.

They were not the New Devourer nor the Tyranids, they were something all their own, something that would survive at all costs, something that would homogenise everything into itself, so that everything would be like it, so that everything would be immortal within it. And in space their shipbeasts were just as relentless as they were on land. Even in the face of incredible Mandosi firepower that would entrap them in distorted fields of timelike space subjected to "dark energy constant modulation" that would induce localised big rips among other fascinating weapons, they studied, they released organisms that would stabilise and modulate the constants of creation in their favour, and came again.

The Jewel-Thought was a chattering chorus of infinite voices. The scion of a civilization from the very earliest age of creation's desperate desire to survive no matter the cost even as the universe cooled, time accelerated, and the fundamental forces began to separate. Everything could be made part of the lattice, a quasi-stable remnant of a earlier phase state of the quantum fields, you too would be part of the lattice. Whether at the behest of planetbeasts, including star-sized nightmares that had to be kept in check by the Mandosi with weapons that pummeled them with ontokinetic manipulation of reality itself as well as significant Men at Arms and Kroat commitment, centred around a beast thankfully quite far from the front best described as being a "category seven" whose frame could be tracked primarily by the distortion of spacetime from its sheer mass and the massive amount of anomalous interactions needed to keep it from collapsing on itself.

That was thankfully, not the Krork's problem. Especially as the Mandosi warped in more of their aides to help keep the Sutaitazu and the Kroats in check, using their mastery over spacetime to instantly bring in a wave of fresh troops, as well as the mercenaries that the Krork had requested. Including waves of brave, fearless really, Keluko warriors in their fist, shell, and shield ships.

"KEL-U-KO! HU-OH KO-SO!" They chanted as they emerged from wormholes in great numbers, bashing each other with headbutts to affirm their willingness to fight. The Keluko were incapable of fear, it was not an emotion they had the physical capacity to experience, and it was not really an idea they understood except as an academic question. They could understand when a fight was lost and thus the time to withdraw was here, but they would never be actually scared, especially not when they couldn't feel pain at all either and were exceptionally hard to kill between their bizarre durability and incredible healing abilities.

"ZUO-HOH-ZUO-HOH-ZUO-HOH-ZUO-HOH-ZUO-HOH!" They chanted in sound-offs as their craft did what very, very few sophonts would ever be brave or ballsy enough to try, ramming Kroatanga and Sutaitazu ships directly with their blunt instrument craft and then coming out to board, filling hulls and halls with thousands of diminutive but fearless warriors, including the bizarrely adorable Berserkers who spun disruptor blades like precisely aimed tornadoes of violence, screeching in high pitched voices. Other foes would find themselves swarmed by the Coconut people, stabbing wrist bayonets and firing pistols into every opening they could while others were dragged down with grapple beams to be beaten to death with shockwave hammers.

The Observer's frame simply decided to be there, and so it was, a planet sized mass that was rather bigger than the thousand kilometre chassis, a hundred times bigger in fact, comparable in diameter to Saturn, with a constellation of "moons" ranging from ice giant to planetoid sized and their accompanying escorts. The Observer's frame was a sphere whose perfection was interrupted only by protrusions of odd machines that operated at a level even the Mandosi could not fully grasp, a product of what, or whomever created the black orb and its many, many bodies that seemed to slip in ad out of time and space and between realities as it pleased.

With the glowing protrusions, one might think of it as a gigantic eyeball, with gyroscoping ring structures fitted around it in a carefully calculated orbit, moving away from its "pupils" whenever it needed. The machine gathered all information at the site it arrived at in a matter of moments, crunching its numbers and drawing its conclusions before the events had even occurred before it pulsed and affixed its largest bodies towards defensive positions spread across the front.

Enemies who sought to breach this front were met with patakinetic warping of narrative and concept, while ontokinetic alterations to reality was it was made things appear from nothing, great defensive works and structures and fleets manifested to the design of the Observer. Time's relativity was altered, shaped so that enemies would feel time move against them while time would bolster those the observer chose, making allies faster and enemies slower with seemingly no regard for causality paradoxes if the differing rate of progression let its allies perceive things that the enemy had yet to do before destroying them.

The larger observers would remain outside of Krork control, with the promised package of a thousand kilometre battleworld and its escorts arriving where the Krork were going to command it to do so. It would directly engage with the Iridescent Knights themselves, reporting back with the Krork fleet with a light cone illusion to comply with its orders before taking point ahead of the Krork, Keluko, and Clan Scarvald.

Arcane devices manifested into being to contest flows of bizarre colour primordial, fighting a delaying action with the aid of the Mektic, the Mandosi, the Earth Custiodianship, and some forces from much closer to the Altrans, including from the so called "SCP foundation" and a "Sorcerer Supreme" (amidst others) against a true knight, the Category seven, and a "Kroatphoon" of explosive manifestations of Kroatforce that frayed at reality, trying to force the true knight into paths of stalemate, the cosmos shuddering at the clash of arms while the Knight's coloured wings blossomed into metaspaces of its dominion over things, stretching outwards and reshaping the very nature of existence as a painter would an easel.

How long they would be able to hold off the True Knight was anyone's guess. Pataphysics and Ontokinesis were beneath the Colours Primordial, the most basal concepts of existence and what it meant to be, a twisted gnosis, holding out against a true wielder was a matter of trying to ape the colours and reinforce their memes of being against someone who supereded the notion of reality itself. And it was a process that was helped in no small part by the fact that there were other forces at play, the inversions of the dark below, the surreality of the strange beyond or the grey between, and one peculiar fact that drew the pleromites to these realities in the first place. Something made the Colour resist them, and allowed its pigments to stain the uncoloured who by right should simply be undone with a thought, giving them a chance where there should have only been defeat by the decree of the Lords Artistic.



Whatever the case, it was precious time to enact the Krork plan, and their gravity storms and War energy ravaged through the simulacra of the Men at Arms of the True Knight and their squires, false Cabal troops coming apart under the storm of Krork firepower while the Uskarlings launched out to board, tear their way through, and then exit doomed ships whenever they did not shoot them out of the stars from a distance. New simulacra formed, woven into being and then forced to exist in new shapes. They took the form of something perhaps familiar to the Krork, plucked from the falseness of the Magellanic Imperium but given significantly more solidity as the primordial could easily make Isn't into Is.

Then they melded them with aspects of their False Cabal and Guardians as well as something rather...odder, tapping into the beliefs of the Church of the Broken God, the Hierarchy of a Universe at War, the Ethereals and their many servant races, the Tal'darim Protoss twisted by Amon, the Ur-Quan, The Hordes of Winter of the Worlds Aflame, the Created of a galaxy of great Halo Rings, and blending the nine into the Imperious Host of many Lights, weaving ghosts of the light into being to resurrect their simulacra soldiers again and again. The contradiction of the Cabal, the Mekhanites, the Hierarchy, the Ethereals, the Winter Horde, the Tal'darim, the Ur-Quan, the created, and the Imperium all serving the same master was bluntly and flagrantly ignored.

Their units were blended together, with simulated histories that brought them into a somehow (and impossibly) functional alliance even though the seven interacting should have resulted in something unrecognisable rather than clear amalgamations, especially when so many of these amalgamations were clear violations of the principles and ideas behind each one to be altered in such a way. But it was hardly like the Coloured Kings cared very much for the way that the things they saw as less than bacteria, less than even fiction, lived.

Of course, even this aberrant combination of impossibilities still did not produce simulacra who could best the Krork in terms of infantry, and that same restraint on their colour force, particularly against the summoned, seemed to prevent them from plucking something that could win easily outright. There were for the time being, rules they had to play by, and even forces made of a combination of technologies, such as Created Combat Skins on Cabal Troops enhanced with Ethereal and Tal'darim Psionics, Astartes Geneseed, Mekhanite cybernetics, Winter Horde Magic, and Umgah genetic alteration produced forces that while certainly formidable supersoldiers and commandos; ran into the issue that the Krork, the Mektics, and the Vykondians had both quality and quantity.

And with the surge of fresh troops in response, this alliance was able to press towards some of the Arks of the Iridescent Knights, craft that evoked a theme more than a singular narrative or appearance, seeming to change even while being observed while sticking to certain theme of noble grandiosity and prismatic splendour. The Arks were rare, many flotillas not even being graced with the presence of a true arkship for the men at arms, and those that did rarely having very many at all, most often just the one. However, just the one was often enough.

Waves of Kroat and Sutaitazu ships came apart retroactively or when they were not able to push back against the ark's power, compacted and shifted, twisting into servants of the ark and turning on their kin. Attacks were turned away or made harmless, even beneficial, while reinforcements were simply willed into being as they moulded reality, narrative, ideas, and even themes to their will. But the Krork mechs found a way to tap just a bit into the pastels that they were painting over existence with. Not with true colour, but enough to define themselves with shades.

The baseline of shading they had by being brought to this place like all the other players of this game was already enough for their own methods against such attacks to work when they normally should have been irrelevant, but this was enough to engage the monstrous arks in a manner largely resembling the way they fought the forces of Chaos; and then as they approached, actually do significant damage to the arks. Already the called and elected were something of a blind spot to the othersight of the iridescent ones, and the idea of the mere Krork scuffing any of their arks was inconceivable. Incomprehensible even, an insult.

To take the Krork seriously would be insulting, so they did not, not at first, even as the Krork advanced through the endless armadas of painted and simulated ships, conjured by cruel artists who saw resources in the suffering of others and power in the threads of destruction. The paintings grew stranger, more myriad, deviating from the themes of playing cards, tarot decks, and Abrahamic angels, becoming large turreted ships, fantastical warriors like grander than life knights that cold be described as neither futuristic nor retrograde, strange beasts like dragons and fair folk and even the more abstract such as floating equations that sought to equalise those they interacted with to zero and yet more beings given animus in order to do battle with the Krork and their allies.

Clan Skarvald, whose enhanced physiologies and armours allowed them to endure subspace travel without much issue, did what they were recruited to do, and pressed ahead to make use of their firepower and their durability to carve a path. The Keluko, looking on as the foe rained from above in swarms of simulacra, paintings, and the false-coloured, poured out of their holding areas and jumped directly into the fray without hesitation, and the Observer; which had returned from its prior assignment channeled forth a beam of normalisation from one of its pupils.

In tandem with the gravity whips concentrated by the Krork fleet and the Skarvaldic Tachyon beams to essentially dig their way through the morass of things created by the Arksto attack the citadels, they were approaching one of the Arks, closer and closer. Allies moved in to engage other elements of the Iridescent fleet, seeking to keep the foe as pinned down and distracted as possible, Scranton Reality anchors, Rosenberg Pataphysical Negators, combined with the Shadow in the Warp and similar devices from the Mandos, the Vykondians, the Skarvaldics, and the Mektics to try find the heel of the proverbial achilles.

The Krork were the first to attempt to actually board it, with the first landers being vapourised when they realised that for whatever reason, these beings were especially resistant to being simply unmade, thus prompting the Heraldry to animate in response, humanoid armoured constructs burning with some sort of power within made of things that were more than matter engulfing the Krork in the essence of annihilation. But as they were wiped from existence, their deaths could not discourage the next wave of Krork, or the next, and more and more and more.

Once the MTFs set up their devices, these incredibly ballsy humans setting foot in a place where even Krork, Mektic, Mandosi, and Clan Soldiers were being annihilated the breach was enough for a dreadnought carrying a warp shadow generator to simply ram its way through the breach and further suppress the colour madness, while disgorging many millions more Krork who poured out with enthusiasm for the endless variety of foes within the strange, overly grandiose halls evoking nobility and dominion over all who stepped inside.

The Seneschals and Sentries moved in response, bringing devastation where they tread while the simulacra and paintings manifested in their wake. A seneschal of spades was a black figure of death, a knightly terror whose plate armoured frame made things that could be construed as alive simply stop, even if "life" was very metaphorical, such as the cohesion of units, the belief in causes, the ability of equipment and weapons to function, even sound and perception.

A krork battlemaster would, buoyed by the counters to this bizarre form of colourotheurgy, be the first to bring down one of the Seneschals, smashing power claws into its body as it found itself having to bring out its scythe to sweep through the crowd of brutes pushing through as the Krork grew more resistant to its metaphysical thanateurgy. This would continue, until at last they overwhelmed and destroyed the ark, detonating it with a raucous laugh even with mounds of their own dead created by an ocean of titans of concept above narrative and reality.

To take any losses of Arks at all was shameful, and the Men at Arms would not allow the insult to go unrepaid, radiant warriors emerging in shimmering bursts of light bearing dreadful weapons. They came in showers of light to blot out all natural sources of the stuff, and the parchment of reality twisted around them as they drew their armaments and called forth their hosts.

"Impertinent aberrations, you have done yourselves a great disservice by drawing our wroth, raw and hot. Now, you will end, for we demand it, and shall make it so. Now, cease."
And so, as one, the people screamed out in defiance. NO! They said, for theirs was a tale that had only just begun, for this is but the first fight of many, and the start of something potentially infinitely greater than what came before.

The people would not be brought low simply because a single writer demanded it, for while an author could force a story to bend to its will, most stories, the best of stories, all inevitably take on a life of their own, far beyond the direct control of the original writer, even if that means that the ending that the original writer intended for the play is rendered entirely out of reach. And this? This was a story that had long since escaped the control of those who thought that they were writing it, they just haven't realized it yet. That, and what arrived here isn't so much a story, as a living, breathing, thing, one that has long since developed to the point where it no longer had to make sense.

As it is written, it is only the people and the Men at Arms who truly matter in this fight, for the thrashing of Monsters could hold no meaning, for war was never anything but a thing, and both simulacrums and paintings were but echoes of what is. In this story, it is only those with agency who matter; and while the colors above thought that only they had such a thing, in that they were wrong, for people write their own stories.

While the Men at Arm's assorted simulacrums were merged into something that was forcibly written to be greater than the sum of its parts, its parts were individually too meaningless to make a difference, for being merged into a greater whole

the Cabal found that their brute strength was rendered insignificant, as their greatest warriors often met their match amongst the lesser ranks of the Krork's armies, and even their grandest warships found themselves completely out massed and out gunned by the least of the Krork's warships; and while they could in theory deploy these ships in numbers unending, all that meant is that there was ever more disintegrating scrap for the Krork to use as their newest source of ammunition. [infantry too weak, tanks too weak, ships both too weak and too small with no good way to efficiently punch upwards]

the Mekhanites had nothing to contribute, for their own faith lacked the scale power behind many that the Krork had fought and defeated in the past, and beneath the echo of their power all that they were was but mere baseline humans: lacking in the locals raw psychic prowess, the sheer technological might of some of the new arrivals, and the plot armor that Kadamon presented to the Imperium Seccundus, they were completely unfit for fighting in a universe at War. their creations were little better, as while these were seen as a grave threat to a planet-bound population, they lacked both the durability and firepower required to make a difference in such a battle. short of their own god showing up, all that they could contribute would be in the merging of their meager mystical strength with the others available. [deity gives slight protection against Shadow in the Warp, but everything else of theirs, sort of said deity being manifested, is too small and too weak by far]

the Hierarchy (not easily known factor due to it being too common of a name, will need to fill in later)

the Ethereals had nothing to contribute that the Tal'darim could not. While their slave armies were impressive, even their greatest of sectopods would find themselves quickly reduced to scrap metal by what might as well be the mere presence of a single Krork noble on the battlefield, and the Krork had far more Nobles than the Etherials had Mutons, let alone Sectopods; and while their temple ships were indeed massive, weidling power enough to shake worlds and psionic might enough to doom entire species, their will found itself stifled under the ever growing static and simply outmatched in the War powered, seemingly almost infinite, willpower of the Krork; and even their mightiest of Temple Ships found themselves reduced to naught but spaghettified dust and scattered, partially vaporized, debris when faced with even the least of the Krork's Battleships, let alone the Macro-Battleships that they were supposedly built to be the equals of. [most of their forces are too weak, and their one area of strength is practically neutralized by the Shadow in the Warp]

the Winter Horde(completely custom faction, can make assumptions, but not risking them being wrong; although given their psychic nature the Warp Shadow Generators should be working wonders)

the Tal'darim fared somewhat better, as their own technological base was both built for warfare and was somewhat closer to the Krork's own in blank-room might, and their own willpower was more than indomitable enough to not need some form of plot armor for them to continue fighting to the last. Sadly, this would not avail them, for even with all of their prowess they still repeatedly fell short in a multitude of areas. For while each and every Tal'drim is a fanatic, eager to sell their lives dearly, they were universally separated from the Khala, and thus almost uniquely vulnerable to the Shadow in the Warp, as all but their strongest members get reduced to mewling, screaming, fools when even just trying to communicate with others of their kind. While their groundside creations fared better than their infantry, with Vanguards in particular being able to often hold their own for a time, even the mightiest of Wrathwalkers would often find themselves out massed and out gunned by the Krork's own, even heavier, vehicles, when they weren't simply brought low by the Krork's specialists.
In the void, it might have perhaps played out somewhat differently, as the Taldarim's Destroyers made for expert screenships against the Krork's own strikecraft, and their Motherships were not underpowered warships by any means; but the Tal'darim both lacked in speed and in anything resembling what would be considered a proper Capital ship in this new universe; and so their formations simply fell apart when faced with the firepower of the Krork, picked apart and annihilated at something approaching leisure; as while their shields were strong, even the greatest of Motherships would shatter in the face of firepower meant for fighting those vastly greater than even them, and in response they had no weapons of their own that were properly effective against such foes, such was the weakness of developing your technology to fight a multitude of smaller, often inferior, foes instead of anything resembling a true peer power; and while the Tal'darim had separated from the baseline protoss, and had tweaked their technology to fight against its Golden Armada, even that failed to prepare themselves for anything resembling a true War in Heaven.[too vulnerable to the Shadow in the Warp, and not quite strong enough to truly persevere on the ground despite that. Their hips are too small, aren't fast enough to make up for that lack of size, and lack the ability to punch up against ships even more massive and more heavily armored than their Motherships]

the Ur-Quan had no non-friendly targets that they could put a slave shield around that would not simply break through it- such was the nature of the Krork offensive, and had almost nothing else that could truly change the tide of this battle, not without first receiving some rather serious upgrades.

the Created, while wielding weapons forged by the Forerunners, would find that their repurposed policing gear(for after the firing of the Halos that was almost all that was left, the vast majority of what was left of the Forerunner's proper military assets being destroyed during the closing days/weeks/months of the Forerunner-Flood War, with most of what remained either being taken with them into exile or being left under the control of Monitors who, going off of halo 5 Cannon, would not have joined in Cortana's crusade) was not ready to fight a foe that could perhaps more than match the Forerunner's own proper military, to say nothing of 'anti-primitive' forces and groups that were more meant to make the Forerunner civilians feel safe and keep them safe from incidental infection from airborn spores and the like than to fight a proper war; And while that was not all that the Created had at their disposal, even their most potent of Armigers were meant to be thrown away in the millions to save the life of but a single living Forerunner in a true War, and even the greatest of their reperposed Combat Skins were vastly more likely to be Civilian/police models and remnants from the Human-Forerunner war than proper military models; and even then only the greatest of the Forerunner's Combat Skins could do more than merely equalize the playing field, which would not be enough against the Krork's ever impending victory.

and the Imperium… Laughs … more seriously, Anything the Imperium can do the Krork can do better. Whats worse, is that the Krork have extensive experience fighting alongside their vastly more significant, reformed, kin. Even Space Marine numbers thousands, if not outright millions, of times what would be considered anywhere near standard did nought to truly slow down the slaughter; after all, these imperials didn't even have the protection that comes with the insurance that everything that they do will matter; if anything, they have the opposite issue. And so with their psykers nullified by the Shadow in the Warp, their Space Marines drastically outnumbered by troops who at minimum can match the best amongst them, their imperial guard casually overrun, their Titan Legions stomped flat, and their ships swiftly reduced to drifting tombs, there was naught that they could do but die, and die standing.

While the mergers could do vastly more, with what even the Krork would consider proper warships wielding a combination of Ur-Quan, Imperial, Tal'darim, and proper Forerunner technology being often technically more than a match for the Krork's own in terms of both shielding and raw firepower, each new addition also added in new weaknesses, as each addition brought its own weaknesses together with its strengths, and each new addition brought the end result farther and farther away from reality. The first thing to go would be the minds of the wielders, as the Mekahanites lesser god did not provide the protection required for those weidling the psionics of the Etherials, the path of the Tal'darim, and the psykercry of the Imperials from the ever growing, ever screaming, static of the Shadow of the Warp, and where the nature of the Winter Fey might provide the additional power required to punch through the static, it too brought its own weaknesses, as the Shadow in the Warp would eat away at not just their minds, but at their very selves. Of these combatants, it was only the Space Marines, enhanced to an almost impossible extent, garbed in the best Combat Skins, and with the insurance that only a Ghost could give who could fight onwards at an individual level; but even this merely only allowed them to match the finely honed combat prowess of the Krork's own Battlemasters and Fleetmasters, who were deployed to the front here in almost unprecedented numbers.

Even the greater creations of the Men at Arms, their ever so delicately crafted paintings, would run into issues, for they never even pretended to be Of Reality, and thus were drawing under the ever growing psychic static from the very beginning

In the void things seldom went any better, as each new swiftly mered addition required more and more work to continue functioning as is against the pressing weight of the actual truth, that no amount of expert scene writing could make up for awful character development, forced plot points, and ever more contrived and forced character interactions; and while those written into place by the powers above could better last against the ever growing static than those simply brought into being by the powers outside, it would not be enough to ever do more than make things a fair fight, and a fair fight is not one that favored the simulacrums, as for all of their growing complexity, they were still outnumbered and repeatedly out-fought on a localized level, their forced nature making their plans ever the more simple in an effort to simply force the story onwards towards its seemingly inevitable conclusion.

And so, when the first few War Arcs were destroyed, when the Men at Arms made their almost inevitable return, they were just a moment too late, for their return was already predicted by the Krork, and happened precisely when they planned it to be.

And so, as one, the people screamed out in defiance. NO! They said, for theirs was a tale that had only just begun, for this is but the first fight of many, and the start of something potentially infinitely greater than what came before.

And with this roar of defiance, came the masterstroke of the Krork's own warlocks, (technically) aimed not at the lesser creations of the Colors above, and arguably not even at the Men at Arms, but at something both lesser and infinitely greater.

And so, as the Krork worked their greatest act of anti/counter Magic in this universe thus far, the story itself shuddered, and the pencil broke; The pen snapped in two; the ink jar tipped over, the word processor crashed; and suddenly, it was not the supposed author who was writing the story anymore. The carefully mandated plotlines of the Men at Arms shuddered, and were thrown into chaos. Where there once was almost a dozen Battle Moons, soon to be erased from existence, there was often nothing but void, as over half their numbers flickering away before any such telling blow could land, and where there once was a grand armada set to sweep the Krork and their allies from the field, there was naught but its constituent members, so much weaker in the loss of unity, where there once was an inevitable victory, there was now naught but doubt and confusion, confusion that the Krork would exploit to land their next telling blow. (Warlocks on Dispel against the Men at Arms rewriting of reality to counteract as much of it as possible)

From the depths of Subspace, the relocated Battle Moons spoke as one, and from the void itself, from reaches of spacetime technically light years away from the battle itself, they lashed out, sending spiraling black holes and cracking whips of distorted spacetime out from the depths of the Krork's own form of FTL, this time almost fully weaponized to counteract the Men at Arms own seemingly impossible speed with blow after blow that also did not care about the speed of light.(Krork Mechs on World Phasers, with the upgraded planetoids, now capable of FTL combat, all focusing on taking out the Men at Arms) Those that remained behind universally weiding their own Warp Shadow Generators to enhance the Warlocks own countermagics against any and all major acts of writing over reality.

Here though the Krork were not alone, and their planetoids were not the only combatants of theirs focusing on taking out the Men at Arms. indeed, for amost those planetoids still in system there was the Observer's platform, ready to bring its almost impossible weapons to bare against the Men at Arms as well, and one should never discount the other hunters of monsters, to say nothing of the Krork's own fleets, for they too had a role to play in all of this.

Indeed, for even as the Krork's Planetoids attempted to land a telling blow against the Men at Arms, their own fleets joined in the attempt, as yet more teleporting shells, FTL black-hole torpedoes, coiling Gravity Whips, and practically countless vollies of Vortex Torpedoes and Scrambler Shells joined into the area of engagement. While most of these lacked the speed and accuracy to properly target the Men at Arms and land a final blow, they were not the only combatants in the area either, as the Krork's own escorts had a role to play, and theirs was perhaps the most important one, as they rocketed and teleported through the engagement zone with almost impossible speed and ease. While a few would be taken out by stray fire, all of them knew that this would likely be a one way trip; and so, laden with a vastly disproportionate number of the Krork's most elite combatants, they screamed out in challenge, daring the Men at Arms to come and face them face to face. [Krork Commandos on Teleportation beacons/homers on the Onslaughts, to be turned on should a Men at Arms get close enough for it to work as a trap without actually accepting said challenge, or if the onboard Krork special Forces and Heroes look like they're probably going to lose against them should said Men at Arms actually accept said challenge.(the homing beacons are going to end with said ship being the site for the evaporation of countless small-ish black holes and multiple black hole collisions moments later, as the FTL ordinance hones in with nigh impossible precision and speed)]

(who/what ever lands the final blow against one or more Men at Arms doesn't really matter here, only that it is landed- am throwing almost everything at the wall here to see what sticks- if the kill gets 'stolen' by the Observer platform or Clan Skarvald, then so be it.)
 
Cybran Tactical turn 3 part 2
"Air fight at sector 28-C is going start soon, a bit south of your position Ivan, could I have some Kraken support? It's two Crushers and a Ripper up against three cruisers. You can keep the mass if the Experimentals survive. Swarm was looking to sneak a few around the killing fields." Foil shouted in the messy confusion of alerts, plans and general cries of frustration.

"Four redirected and should surface ETA 30 seconds, can you delay contact till then?" Ivan kept his voice calm and steady, keeping his own fears supressed for now.

Elsewhere the surface of the water rippled as four whale sized bulges moved just under the surface like torpedoes.

"Going to have to engage in 10 or else they'll make it back to the swarm's lines before they drop." Hands were flying across the controls as he managed the micro heavy position.

"Do it, Ops could you keep priority targets labelled, I can't devote a lot of attention to the fight." A distant swarm of purple, yellow and blue lights erupted amongst above the waves as Strikecraft swirled like schools of vicious fish. The larger forms of the Space capable Craft squared off with their terrestrial counterparts.

"Already done, Commander. 80% Mass of Omni-Swarm units remaining," The Operation Technician chimed in, painting territory on the secondary screen Ivan had zoomed completely out.

Commander Gauge's face appeared on another screen, "If it is not too much trouble Ivan, could you spare of that mass for myself. The Omni-Swarm's new toy appears to have become quite offended by my Fire Bases."

Battle was joined as bright lances began boiling away the sheets of metal as the side missiles and secondary weapons began firing as the fiery metallic rain of the airfight fell like raindrops into the ocean.

"Send me a count of what you need Gauge, the only thing that is going to bring down that thing is Artillery and one of the two of us are going to have to get up a Scathis or two. Foil can't get air locked down enough to divert his mass and Tie…" Ivan opened the coms to the Chimera, "Tie how much longer do you need?"

The small man was a whirlwind of activity and barely seemed to take notice of the question, except diverting a few flashes of his face circuity to answer,

"45 minutes ETA.

All Mass being Spent on Counter Attack Force.

Busy Microing Space Force.

DEAL WITH FORCES ENCROCHING ON BACK BASES AND CITIES!"

Squid-like mechanical monstrosities breached out of the water, a writhing mass of tentacle like cables behind them reaching into the sky towards the Dueling giants and the storm of fighters. From each snake-like appendage a red laser cut at the most weakened Spacecraft, the four machines focusing it down.

"Tie is holding the rest of them off our necks. How is your position?" Ivan looked over at another screen, "The Gravwarper has taken out Brick group 14, it'll take a few minutes to drop replacements. Ops, warn allied ground Forces that Omniswarm reinforcements to their position will spike in 2 mins but should go back to normal once we get the hole patched."

Gauge with a bit of feigned disappointment in his voice cut in as battlefield updates flew out, "I fear that honour will go to you. I appear to have the full undivided ire of the Swarm and many of their very loud and Nosy vessels have taken a particular liking to me. I wounder if it something I said?"

A massive fountain of water plumped skyward as one of the former space capable vessels found a watery resting place, its death marked by a factional of a percent change in the mass of Foes that needed to be dealt with.

Foil gave the announcement that stopped all discussion, "Scout Sweep in T-minus 5, 4, 3, 2, 1. Inteltrons away, marking Ironcrab, the Gravwarper, the Giant Disco ball and anything new on the shared map. Standby."

A line of planes stretching over most of the continent turned as one and dove towards the Omniswarm lines. They quickly passed over the Forests of the Weavers and the Mountains that the Omniswarm's central push struggled over. Past the man and crab made hellscapes where the started to dip dodged and weave through the cloud of fighters and ships that made the Omniswarm's invasion force. Many of the planes falling but others turning and twisting to cover the terrain that their fallen brethren would have covered. Too many planes going too fast with their entire purpose bent to seeing as much as they could. Even the great Laser Behemoth switching to shooting down the planes and doing little but revealing its location. Till the last few survivors milled peaceful over the ocean on the far side of the conflict.

The Data flowed quickly, being dissected, analyzed and reanalyzed almost as fast as it came in.

"Android sized Command unit spotted in Forest reaching clearing labelled as Malnid's Burrow,

Gravity Warping T4 spotted headed holding position near your front lines Ivan,

T5 Adaptive Laser bot remains where at main staging ground, mostly destroying firebases under Gauge's control and putting down Experimental groups making too much headway.

Heavy direct fire standard Omniswarm Units in T3, T4 and T5 range in Southern and Northern present.

Mobile Mechs and a larger mix of infantry and lower Tier Units present in push against allied ground forces."

The Operations Technician listed out loud the important that the three of them focused on.

"Okay, Foil do you think we have a shot at their Com now?" Ivan inquired.

"Yeah, the oversized trees despite the fighting setting a lot of them on fire was making tracking the thing a nightmare." Foil answered, "Going to use three full transports, Firebeetles and adaptors under ASF, they can die on the ground or in the air, their choice."

Ivan nodded, "Connect the Weavers and the rest of them, best to sneak them in if you start dropping engies there as well. I will get prepped for an arty war. This is it everyone. It is probably going to get worse before it gets better. They surprised with some of their tricks, but I think we have them here."

"Foil, we start on your mark."



Orders:

The planned assignation of the Omni-Swarm's Command Android is to keep careful track of it position and land a force of Adaptors and more importantly Fire beetles. These will be mixed in with engineer drops. The Firebeetles will wait in the tree line for the Android to engage and using their new phase ability to close the distance. The Adaptors will provide additional protection and durability to both the Firebeetles and the Allied ground forces through shields and anti tactical missile point defense. They will also provide additional Firepower if the Android goes airborne.

The Second part of this snipe attempt will be Foil surging an ASF Swarm in the area at the same time to cover the location as we expect that the Android will attempt to evacuate skyward at the appearance of the Mobile Bombs. Foil will prioritize the destruction of the Android even if the Omni-swarm engages their air.

The Android may be more durable than what its size suggests but both Firebeetles and Scorpion Wings have Firepower capable of threatening war engines and cruisers respectfully. Hopefully the Commander will be stuck in a no win situation.

The drops of engineers will focus on building walls and shields where allied ground forces need them while reclaiming any Omniswarm wreaks they find. Hopefully this can help them deal with the Swarm's superior firepower on top of other events that should hopefully force the Swarm to divert their attention.

Before the Omniswarm Commander is dead, Ivan will slowly start work preparing for an Artillery Duel with the Laser Behemoth, getting up more Hives and shields than usual and particularly making sure that there is a good deal more buildpower than what he actually needs on all sides of the build plot. Standard anti teleport defense (Rows of PD) will be place outside of this ring. The site should also be heavily shielded with the Hives in range to pour resources into them when the Laser Behemoth start firing on the position.

Once the Android commander dies, Ivan will start work on a Scathis, while hopefully he can get it up before the Omniswarm can detect it, it is enough of a threat, especially to a marching army or to the Laser Behemoth. That the Omniswarm will have to respond. Foil will probably have to support Ivan's frontline as forces are moved against him.

Should the line hold the teleporting Space warping titan will have to jump into the position by itself, while it may be able to deflect or reverse projectiles and bend lasers, the amount of build power here should be able to reclaim the small war engine before it can do much damage.

Once the Scathis is finished the first target will be the Laser Behemoth, the rain of artillery shells will gain great value no mater what it hits, given the machine's positioning to protect the landing site. We can change targets in case of an emergency, but that will be situation dependent.

We expect three different scenarios for once the shells start landing. Best case scenario the Emp effect of the mark 2 version of the rapid artillery device affects the Omniswarm's adaptive device or the device's armour is weak enough the Scathis can singularly take it out, mid case scenarios are the Omniswarm cannot stop the damage but can give a partial defense. In this case use the constant stream of artillery to cover for a naval Strategic missile strike to remove it. Worst case scenario the Scathis fire can be handled by the machine, if this is the case then Ivan will add artillery pieces till it becomes the mid scenario.
Malnid's Burrow was, above everything else, a crucial point to hold for logistics. The large forest clearing was the best place to set up a supply depot and refuelling outpost on the axis of advance towards the Weavers' cities for miles around, and while the Cybran military didn't need such bases both the local defenders and the Omniswarm attackers did. With that in mind, it wasn't a huge surprise to see the 'Ironcrab' there, and this predictability would be what the Commanders counted on when they made their move.

The fight began in a relatively innocuous fashion, at least insofar as a walking bomb the size of an Armoured Assault Bot appearing out of thin air and detonating could ever be considered innocuous. It was surely a shock to the enemy, but with a quick burst of thrust it was only clipped by the edge of the blast. Still a hammerblow that would flatten a unit of infantry or a light vehicle, but the Ironcrab's powerful shields endured with a mere moment's intensification.

The next was better prepared for, and dodged completely, but still only a sign of what was to come as the third phased back into existence and exploded. And then the next joined it, and the one after that.

Needless to say, this was when the enemy chose to withdraw, but the Commanders were well prepared for that possibility. Dropping out of cloak, multiple squadrons of ASFs vectored in on the retreating android, chasing it down with the unerring straight-line precision of a compass pointing north. It was fast, but not fast enough to outrun the raw thrust of a Scorpion Wing. Nor their missiles, which were launched in great salvos to hem in and hound the enemy.

Durable as the Ironcrab undoubtedly was, it clearly didn't have the ability to resist firepower of the magnitude the Cybran were throwing at it for long. Nor did the fighters look likely to give up the chase, staying locked on even as Omniswarm air units were rapidly redeployed in an attempt to provide some form of relief.

Under this kind of pressure, with numerous missiles burning around ahead of the Ironcrab before looping around to pincer it, it had little choice but to drop back down to ground level, the focus on missiles in front of it forcing it back slightly, keeping it trapped in the general vicinity of the Burrow, unable to escape. Needless to say, more Firebeetles began detonating as soon as it did so.

The fight lasts an almost disturbingly long time for what it was, even if it was only a brief few minutes in total. Even this time is sufficient for the Omniswarm to launch multiple waves of relief attempts, being rebuffed by increasingly narrow margins as the coalition of local defenders standing behind Cybran walls alongside Adaptors and hastily fabricated Auto Guns are pressed nearly to the breaking point by the well-led foe, the Ironcrab seemingly still able to perform its command duties even under immense pressure. It suffers steadily increasing damage as its shield drops and its armour begins taking hits, switching fluidly between ground and sky and finding no relief in either locale.

Eventually, it dies. At once dramatic and somewhat anticlimactic, the damage it sustained slowed its speed and reactions just enough that a Firebeetle was able to detonate right on top of it while its shields were down, turning it into so much shrapnel in a single fiery instant.

In and of itself, not a lethal blow to the Omniswarm's ground campaign as a whole, but the death of the Ironcrab badly damages the strength of its depth offensive, the lack of its leadership and tactical interventions allowing the defenders to roll back the Swarm's breakthrough, letting the rearline commanders and Weaver civilians both breathe a sigh of relief.

Even as they do, Ivan sets about constructing the ultimate in brute-forcing point defence: a Scathis. The cost in time and resources mean that the main line is put under steadily greater pressure as the remaining two hostile superweapons press all the harder for the loss of their ally, but with Foil's assistance it does hold until the work is completed. The gunbarrels of the massive block of machinery reach toward the sky, becoming a towering pillar, before they split apart and begin to steadily spin.

The rain of destruction that follows would be enough to shatter many small armies outright. The 'Glitterball', however, remains adept at intercepting any form of munition, and even the Scathis Mark 2 is only one weapon platform. Its shells are scorched from the sky long before they land.

This is not the same as having no effect, however. The steady bombardment takes up a large part of the Glitterball's attention, and suddenly Cybran forces, positions, and lesser artillery that had previously been being swept away no longer were. The situation at the front stabilises in record time.

Naturally, this gets the attention of the 'White Death', the final in the Omniswarm's destructive trio, and it teleports to the edge of Ivan's base, more or less as planned. What isn't planned is its stubborn refusal to die.

Specifically, it was a space warper, and construction beams travel through physical space. Unlike what had been hoped, the Titan is able to deflect the beams, preventing its reclamation. In fact, it prioritises doing so, suggesting that it would indeed be notably vulnerable to nanolathing if only the nanolathes could actually hit it, but this very prioritisation renders that impossible, and it quickly destroys any Engineer or Hive in its path.

Its advance is slow but steady, and it singlehandedly carves a hole open in Ivan's defences while marching towards the Scathis it so clearly intended to wipe out. More and more firepower is dropped on it as it advances, and this in the end proves sufficient. Its ability to warp space around it does appear to have limits, as when it's attacked from all sides shots do start to get through. Upon entering visual range of the Scathis, surrounded by potentially deadly Hives and engineers alongside conventional defences, the White Death apparently decides it's unable to complete its mission, and teleports away before sustaining more than minor damage.

While the tactical plan to destroy it or at least cripple it was by and large a failure, it was at least sufficient to prevent it from destroying the Scathis and relieving the Glitterball. At this point, Ivan redirects all remaining artillery to fire upon the latter, sheer mass of shells pressuring its defensive capacity heavily. Once he's satisfied it's near enough to its limit, he orders the Plan 2Bs to surface and launch their second wave of missiles.

The Glitterball, in the end, was only one weapons platform.

While not as clean an outcome as had been hoped, much of the enemy's landing zone being reduced to glass, the crux of the enemy's position and much of their forces had been eliminated. Any mass and energy inefficiencies could be excused, considering that the foe now had no primary landing zone to safely receive orbital resupply from, and no superweapon to sweep the skies clean of aircraft and shells. Victory for the Cybran forces was now only a matter of time as they steadily grew in strength while the enemy's own forces waned in number with each engagement.

Unfortunately, that was something the enemy knew as well. The White Death and the remaining conventional Omniswarm forces scattered, switching to asymmetric warfare. They target outlying mass extractors and what civilian populations they can reach before fading back into the wilderness as best they can, a mix of spite and presumably awaiting further reinforcements, although if the fight is going as well on the other worlds as it is here those reinforcements likely aren't coming in large enough number to matter.

Either way, what remains is cleanup, but cleanup that should be done quickly and efficiently in order to both spare further allied lives and move on to the next battle in order to aid the rest of the front. Of course, the primary issue here is the White Death, still intact and attacking at any weak points detected in the defences.

One notable engagement shows a potential additional limitation on its space warping, or perhaps another facet of the limitation already known about, as it engages a city in the rear defended primarily by a contingent of the more advanced locals, armed with a T4-scale mecha of their own. While this Titan is unable to do significant damage to the White Death, it's able to physically blow through its space warping and grapple with the Omniswarm machine for several seconds of melee combat before being destroyed by a highly concentrated attack, landing several physical blows before it dies. Immediately afterwards, the White Death retreats via teleportation, saving the city from any further wrath.

The exact details of this limitation are unclear, but at the most obvious level it suggests the White Death is relatively vulnerable to melee combat, and the allied commander has already informed Ivan that he's willing to lend the rest of his melee-capable Titan and Superheavy walker contingent to a hunting effort if requested, although other options exist. Regardless, the end of the White Death should prove sufficient to effectively end the planetary campaign, with the built up Cybran Navy about ready to launch its counterattack and clean the orbits at around the same time. One last push to victory.

-Ironcrab and Giant Disco Ball successfully destroyed, effectively ending the Omniswarm's heavy breakthrough push and general land campaign as threats to the defenders. However, the Spacewarper remains and is engaging in a harassment campaign along with the other remaining OS units, damaging Cybran mass economy and threatening civilians. The battle is a victory regardless, but a more effective cleanup strategy will improve final results. The Spacewarper appears vulnerable to melee attacks, a limitation of its defences.

===========================================================================

Sorry for how long this took @Velocci entirely my fault. I just a mix of distractions and lack of muse for a while. As always thank you to my co-GMs Geedubs and EternalStruggle for their work.
 

Sith Empire Strategic Turn 3 Opening

@Revan4221X

The End of a Covenant(and the start of something darker):

In the midst of what was once the Covenant, an alliance of species bound by military treaty, conquest, and shared religion, an uncivil war brew and grows; and, almost as quickly, comes to what could be called a resolution, as two of its three sides come to an unglamorous end.

Mercy, looking for mercy from those that they only recently wronged, leaves on a diplomatic mission to end the conflict that they had started. Aboard his personal capital, the Unyielding Hierophant, with its complement of over 500 capital ships and many, many lesser vessels, he is ready to sell out his fellows in return for leniency and, dare
I say it, mercy. Unfortunately, his diplomatic target is very much perfectly wrong, and he enters the territory of the Imperium of Man. what happens to him and his fleet afterwards can only be assumed(and assumed correctly), for neither he nor the rest of his immediate followers return.

Regret, having already retreated into quiet contemplation, is quietly put under house arrest on High Charity, joining those others under his movement that were too politically important to simply be rid of; as for the rest…

Leaderless, both movements start to fall apart; but their reason for rebelling against the Covenant remains. The vast majority of these dissidents(those that remained alive at this point, anyways) flock to the banners of Thel 'Vadamee(leader of the and Atriox(leader of the Banished), who have joined together to form a vastly more militarized rebellion against the Covenant, one that has seen some modicum of success, as these masters of War are vastly better than almost everyone that Truth had/has at his disposal.

Unfortunately, some of those who were originally under Regret, lash out in a vastly more suicidal, arguably even more destructive manner…(to be continued in the next section)

While all of this is going on, Truth is continuing to consolidate his power. Joined by supporters from elsewhere in Eklamarid and beyond, he seeks to both modernize his military and bring an end to the Human question once and for all. Already, he is receiving technological and military support from abroad, as extremely powerful Planetary Shields go up on world after world, and mercenaries come in to bolster his flagging forces(Truth's Covenant joins the Singularity/Supernovae Pact as an affiliate). These mercenaries join up in solving this internal crysis, reversing much of the momentum that the Rebellion had managed to gain(although said rebelion is still going somewhat strong), with promises to continue/renew their crusade of extermination against the surrounding human factions just as soon as this internal issue is dealt with.

(if left to next turn the civil war will be resolved in Truth's favor, with external support allowing for them to rebuild what was lost in this ongoing conflict fairly quickly)

(while Truth's forces have gained Local Planetary Shielding, it will be a while yet before their assisted up-tech to tier Primus is complete- which is to say, they will likely be dead first if you don't just ignore them)


Halo:

While the void surrounding the ring was mere days ago surrounded by a practically impenetrable barrier made out of the lasers, grazers, and glassing beams of hundreds of supercapital ships and a seemingly countless number of lesser vessels; recently even this bastion of 'Truth' had fallen into disarray, as with the news of Regret being silenced in some manner, many of his supporters had chosen to lash out instead of quietly going into obscurity.

And so, instead of being spotted and forced to retreat before they had so much as fully entered the system, Lana Beneko(assuming that she still goes on field operations) and her personal team instead slipped through the chaotic battleground that hte void around the Halo Ring had become. Weaving through the chaotic battlelines with unheard of precision, they approached the Ring, beholding it in person for the first time. And so, what stretched out below them was a Ring World of impressive size; easily 10,000 kilometers in diameter, its surface held lush forests, verdant grasslands, bountiful oceans, and seemingly no sign of its true purpose, for what they beheld was something seemingly more built for civilian life than any sort of major fortress; with only its shape and artificial nature separating it from any other lush, verdant, gaian world seen elsewhere in this galaxy. Going lower, the sights of combat faded away, for even these rebels seemed to not want to damage the Ring.

Sadly, as they got lower, the illusion was dispelled, as covenant bases and other, stranger installations made themselves known to both the ships scanners and the naked eye. Dropping lower, her stealth ship put what passed for a small mountain range, really not much more than hills(although their clearly artificial snow-caps made for a drastic change of pace relative to the rest of the Ring) between it and the nearest Covenant base. After setting up base, a signal was sent out, and more and more teams of operatives slowly, quietly, stealthily, made their way to the Ring, so that the investigation of it might go all the quicker.

At first, nothing much is found, as teams went through valley after valley, stealthily taking out some small camps of Covenant and investigating some fairly meaningless facilities, with nothing more impressive than some Hardlight bridges(which strangely said operatives had an easier time operating than the Covenant members who had seemingly been studying said technology for hundreds, if not thousands of years- although the Force Sensitives amongst their number oddly had a more difficult time with the controls than the rest) and some facilities aimed for the production of some surprisingly simple hovering droids, who went around doing maintenance work on the structures in question, seemingly ignoring all intruders, both Imperial and Covenant alike.

Unfortunately, things on the Ring seem to be changing, as once verdant grasslands dry up at an unprecedented rate, water levels lower, and the small areas of icy weather grow and get even colder, with some areas swiftly growing more to resemble Tatooene or Hoth than the verdant landscape that was there mere days ago. Whatever the reason for the rapid terraforming, it is likely not very good for those involved, as much of the ring is set to become uninhabitable for unprotected lifeforms in a matter of months.

Things only get worse, as in some of the most affected areas there are still instillations that Truth's forces are going out of their way to guard even as they seemingly evacuate much of the rest of the Ring. using that as an indicator of actual importance, at least for the Covenant's own reason for being on this Ring, teams of elite operatives are rapidly assembled and dispatched. One of them to the most major of what passes for mountain ranges on this ring, the other to an area that has remained oddly lush despite what is happening on the rest of the Ring.

While the first expedition hits a rather major obstacle almost right away, as each and every valley within said range contains a heavily fortified Covenant position, complete with shield generators and countless defensive installations; while each mountain top is cold enough to have even oxygen start to condense out of the air. (needs an actual plan of attack to be resolved, not just a 'land on the Ring' action)

Meanwhile, the other expedition has it almost too easy, as what covenant positions they come across in that valley have clearly been slaughtered to the last when they haven't been seemingly abandoned, and the fog grows ever thicker. Soon, they come across the facility at its heart, one in which the covenant's guns around it are pointed inwards, not outwards; one surrounded by equally abandoned defenses.

Entering the facility, the operatives find a seemingly corpseless charnelhouse, as blood and gore litters the ground, and the walls are painted with the scorch marks of plasma weaponry. Descending ever deeper into the facility, eventually they reach the core of the facility, a very clearly breached containment room, and some rather understandable(as they deciphered the Covenant's language years ago) warnings painted in blood.

Skittering is heard, and the operatives quickly come to think that they are not alone. They swiftly move out, calling for reinforcements and evacuation. They almost don't make it; for as they near the exit, swarms of strange, almost pod-like, fungoid entities approach from both ahead and behind. While small, and clearly fragile, as each blaster bolt takes out multiple of their number; they seemingly come without end. Soon, these forms are joined by other distorted forms, once clearly Sangheili and jiralhanae, now just mere almost mindless puppets, wielding the weapons that they once used in life. Luckally, these oppertives are used to dealing with the strange and unusual, and so they manage to make their way through, using thermal detonators and heavy weapons to clear a path through the oncoming swarm when blasters are not enough. Unfortunately, they only have a limited supply of such devices, and so, within seconds of fully exiting the facility, the operatives are pinned down, with the circling forms approaching ever closer before being gunned down. One operative loses his shielding to oncoming fire from the infected forms, and is soon swarmed by the pod-like aliens; thankfully, supporting fire is enough to clear them away before his full body, environmentally sealed, suit can be pierced; unfortunately, this distraction almost cost them dearly, as yet more of the team are swarmed. This might have been the end, if it wasn't for the arrival of the called for Gunship, which manages to swiftly clear the area around the operatives. Swiftly taking off, their escape is pursued by mass fire from the oncoming swarms of infected Covenant soldiers, as defenses are brought back online by the infected. Soon enough, the gunship is being pursued by Covenant Banshees, trailing spores and very clearly not operating in their usual manner… (to be continued in future updates, although how much is written to finish this bit off depends on you, @Revan4221X)


The hubris of an Imperium(and the bargains of the desperate):
While the conflicts in the Covenant's sector and beyond continue onwards, elsewhere events continue unaltered by the actions of the Sith. while most of these conflicts are of no interest to the Sith, as far out of mind as they are away, some have repercussions that echo back to Sith space. Of these, the closest and greatest of them is the ongoing conflict between the Imperium of Man and those it deems to be worth exterminating(which is to say, everything that it knows about that is not human).

While the arrival of Mercy's expedition and its fate is easy enough to deduce, if not quite get front seat witnesses, the clerical reports and long ranged messages paint a more than full enough picture to paint out the series of events- and in this case, it went even worse for the Covenant here than it did when they invaded the Sith's homelands, as the entire group was annihilated at what seems like practically no price for the imperium, or at least no price worth making it into the reports.

Unfortunately, the ongoing war to the East is vastly harder to get information on, despite its sheer scale, as Imperial Intelligence has yet to actively penetrate the actual military forces of the Imperium, much to their frustration. Instead, what news that they manage to get from that front comes from reading between the lines of the Imperium's propaganda machines, and the never ending stream of clerical work making its way back into the core territory of the Imperium. As for what can be deduced from said clerical work… it's not looking good, as the sheer number of ships returning to assorted dockyards for repairs relative to the number of new hulls entering production at the major shipyards of Mars, Jupiter, Phaeton, and Voss, even as said shipyards ramp up production to levels that would make even Corellia and Kuat look like Alderaan in comparison, reaches a likely unsustainable level.

But that is not the end of the news regarding that front, as Imperial Guard 'recruitment' has reached an all time high, even as Mars opens its 'Gene Vault', something that they apparently haven't done in almost ten thousand years; and an actually noticeable number of 'Custodites' are reported to have left the Imperial Palace; an event that has apparently not happened for thousands of years. (what didn't make it to the clerical desks is the deployment of the Grey Knights, Sisters of Silence, and almost the entirety of the assorted Assassinorums)

Apparently whatever they are fighting to the east has gone from being a seeming pushover, to a threat of a scale that the Imperium hasn't seen for thousands of years.


The meeting of Empires:
While tales of war abound from what Imperial Intelligence has gathered; one of the most major events of the first few weeks of this new year is something that Imperial Intelligence never really expected.

It started with the arrival of hundreds, nay, thousands, of what are very recognisably some form of probe droid all over imperial space- the result of someone very clearly brute forcing the process of scouting for new hyperlanes; it continues with the arrival of several vessels extremely similar in design to those of the Sith Empire, and ends with first contact with yet another Galactic Empire ruled by Sith.

The first of these events left Imperial Intelligence scrambling, as the sheer scale and scope of the scouting effort left no doubt at its potentially hostile nature, and the sheer recognisability of the probe droid design as a probe droid design had them wondering who sent them, and whether or not these interlopers from what likely was another version of the same universe were friend or foe.

The arrival of the vessels, both due to their number, which was rather small by the standards of a group intending to wage galactic scale warfare, and general design, which had a rather large number of similarities to their own, both caused a sigh of collective relief due to them likely not being a Republic based force, and set off additional alarm bells, as there was nothing worse than a rival Sith.

Finally, when communications are opened, it causes a mixture of reactions amongst the higher ups of the Sith Empire; for here was another galactic empire, whose ruling group included at least one obvious Sith(Darth Vader); but it also haw an Imperial Senate, and is ruled from Coruscant of all places, and completely stinks of the sort of politics that dominated the Republic's Core even during the heights of the first war.

Whatever comes of this first contact, it will be one for the History books.(to be continued, as this is a well-fortified diplomatic force that just arrived, and your own response is necessary here to at least provide the direction that the Sith Empire wants to take this)


The Celestials attention:
The higher ups at Marie Geois were concerned. Word of the events of the battle at marineford, which had reached its conclusion mere hours ago, had reached the Gorōsei, who had immediately recalled Sengoku to report back in person.
(here is a snippet from the report)
(a member of the) Gorosei: "And you say this man gained the powers of Marco the phoenix within moments of killing him? And had also displayed powers similar to Linlin, and could create Voidstone, and could outright create storms, amongst many others?"
Sengoku: "Yes. the report is accurate."
(continues on for a bit, checking the accuracy of the assorted parts of the Marineford War report)
(a member of the) Gorosei: "Remind us again how this all started."
"when I first met him, I thought him an upstart, similar to the rest of the Worst Generation, if not officially our enemy. Now? I regret my choice to not bring him to justice."
(the earlier events are recounted, this time from the perspective of the Marine admiralty)
"And to think that you once thought that Garps grandchildren would be the greatest threat to our stability."
"Yes, a choice that I now regret, for the wider universe beyond the wall makes the monsters found within look like nothing."
(a member of the) Gorosei: "Our knowledge of the wider universe beyond the wall has cost us dearly. Please return when you have more information for us about that subject. For now, you are dismissed."
(Sengoku leaves, and the doors are locked behind him, turning the room into what is effectively an isolation tank, completely separated from the outside world)
(the following is from the Gurosei, talking amongst themselves)
"Events have spiraled beyond our control, there is no other option. We must act to deal with this threat and secure our dominion forever more."
"No. This is not the time to reveal ourselves as anything more than the first amongst equals."
"What other resources do we have?"
"Contact our asset on Punk Hazard, it is time for us to recover those 'misplaced', supposedly faulty, though perfectly feasible, tools that Vegapunk had left behind."
"And Joker?"
"The Kaido situation could use a little redirection, as with a bit of effort this could work to redirect the target for his supposed 'Great War', all it would take is a bit of planted evidence and the right words in the right ears."
"On the topic of Vegapunk, what's the Status of the Seraphim project?"
"Supposedly on schedule, although with Vegapunk one never knows if it isn't already finished or not."
"Perhaps we could provide them an… incentive for providing the results to us sooner?"
"Perhaps."
"What is the status of the Mother Frame?"
"Complete, but untested."
"See to it that the Revolutionaries create a convenient target."
(a shadowy figure enters the room, entering from a door that did not exist before and fades away immediately afterwards)
"Imu, we had not expected you this early."
(imu): "Yes, this new entity, this Darth Nox? He and the empire that he comes from… intrigues me, as does the rest of the world beyond the Wall."
"So you already know of him? Of where he is from? Of what other assets he could call upon?"
"Yes, for in the depths of his arrogance, he has revealed everything to me; and while the time to strike at what else he holds dear has not come, it will arrive soon enough, for all of the lesser people that he threw away needlessly, along with this… Khem Val… has been quite the valuable source of information."
"Anything in particular you need of us?"
"Please ensure that Geko Moira meets an… unfortunate end; and deploy some of your more… special assets to Wano, for we will have need of what is hidden there once Kaido is indisposed."
"By your will."
"Also, please discreetly contact the less… savory members of the Figarland family, for we will have need of them soon enough"
(cutscene fades to black as Imu disappears just as suddenly as he arrived)



Turn Three:
RP budget: you have 175 RP to spend this turn

there are currently no incoming attacks; although something is brewing in the final area of the territory within the Wall, and Truth is threatening to resolve that conflict to your detriment rather quickly, and one never knows what ones fellow Sith might be plotting.

Detachments:
Liberation army of Earth and Mars: having technically completed their original goals, this force of crack veterans is always looking for more ways to bring in funding to their impoverished homeworlds. Theirs is an eclectic mix, with an odd mixture of highly conventional military forces, bounty hunters armed with a vast array of unconventional weaponry(ranging from simple rocket-hammers to nanomachine based superweapons), to cyborg martial artists who could fight your average Sith Lord to a standstill, if not win outright against anything or anyone within the Sith's military forces short of a Darth.
Type:
Specialty: Heroes, one on one combat, fighting in cramped conditions, fighting in hostile conditions, nanomachine based warfare, hacking, boarding operations, and melee combat in general
Weak In: open warfare, massed combat, battles between fleets, battles in which no one near baseline could ever survive
Cost: 3 RP
Tier: Secundus(on average)

Bounty Hunter cartels: your classic Star Wars bounty hunters, provided by the Hut Cartells found within the newly discovered partial-copy of the Star Wars Galaxy that the Sith Empire once called home.
Strong in: assassination, destruction, strikecraft based combat, gathering intel
Weak in: open warfare, siege warfare, massed combat, and anything else you wouldn't trust a bounty hunter to accomplish
Cost: 2 RP (repeatable up to a point)
Tier: Primeris



Legends:
The Space Angels: fresh from winning victory for the worlds that they call home in some sort of tournament in the heartlands of the Sputnik Confederation, this team of extremely well blooded warriors is out looking for more causes to support, more techniques to learn, and more battles to get involved in(and win). Made up of six individuals, with at least four of them are combatants easily equal to anyone in the Sith Empire short of a member of the Dark Council; and even in those cases it might be questionable, as their plot armor seems unreasonably thick. Each one has their own unique set of skills and techniques, and each one has their own way of defying the odds and coming out ahead against each and every foe they have faced thus far.
Strong in: sabotage, large scale destruction, dealing with enemy Heroes and Legends
Weak in: anything that couldn't be accomplished by a mere five individuals who aren't individually capable of planetary or beyond level destruction(yet).
Cost: 10 RP, or 5 RP if you can convince them that your cause is just.
Tier: Extremis(technically Seccundus, but…)

Germa 66: see below(yes, they sort of count for both categories)


Fleethordes:
Germa 66: made famous in a children's tv show based off of real world events. Known for being the terror of the North Blue(the strongest area outside of the Grand Line) and the strongest military force found within its borders. Are also commonly seen in the area known as the 'New Galaxy', in which they are second only to the Yonko in how much terror they inspire in the populace. Is unusually advanced for the region, as they are armed with an almost unbelievably advanced Battle World that is capable of breaking apart into countless vessels(indeed, their entire fleet is technically a part of said vessel), and a seemingly unending stream of soldiers armed with shockingly advanced weaponry, who are willing to die in rather large numbers for whatever cause Germa is supporting at the time.
Type: warfleet with attached category 2 planetoid and combat/research focused Legend- opportunistic conquerors with an extremely well-drilled military
Specialty: Infantry, heroes, attached Legend(specializes in one-on-one combat and research), capital ships, siege warfare, terror tactics, grinding warfare
Weak In: War Engines, Infantry lack ambition, weak strike craft, overly reliant on a single class of ship, and are practically useless without their leaders.
Cost: Standard magnitude cost *1.8 rounded up.
Size: Up to magnitude 3, but can't buy less than that(all or nothing
Tier: Extremis

(more might be added here as diplomacy with the Galactic Empire resolves)


So I wonder. Why did you join Imperial Intelligence.
Cipher Nine. Legate.
I had my reasons.
This isn't glamorous work. We clean up after the Empire and the Sith and do the jobs no one else will. Without us, though, the Empire falls apart.
Double Agent. Triple Agent.
So we do whatever is necessary
You won't make it out of this. No one ever does.
This is a long-term deep cover mission.
Keyword: Onomatophobia.
Just remember who's side I'm really on.
Chiss Expansionary Defense Force:
Welcome home.
Empire:
I serve Imperial Intelligence not the Sith-All the Empire serves the Sith.
Republic:
I need to know if the stress is getting to you.
Play the game until your free.
What I did, I did to earn their trust.
Keyword: Iconoclasm.
Someone is manipulating this war.
Big changes are coming. Imperial Intelligence and the SIS. History will forget them. And it will forget you.
You've seen the people trying to destroy us. The Republic, terrorists, traitors.
No friends, no allies, no Empire left to fight for. Are you ready for that?
Someone needs to stop them.
No more Jedi, no more Sith-A New Galaxy.
We are in the end game.
It's your responsibility now-everything we've built, everything we hid from you…you're the only one like us left.
I am going to identify those who threaten the Empire. And one by one.
You'll take good care of it.
I will see them disappear.
Goodbye love. Don't ever let them stop you.​


Something had broken through their defenses. For many within the Covenant, stories of the so-called "Demons" ran through their heads. Humanities last, and only successful, weapon against their holy crusade. Soldiers bred and born for war that tore through ships, fortresses, and entire armies like tissue paper with their mastery over seemingly all kinds of weapons and tactics.

This was not that.

They were not beset by a Demon. They were beset by a Devil and it's minions. They had not even realized they were under attack for no alarms, calls for help, or stop in communications had occurred. By the time they had figured out that they were under assault, the entire exterior of the Ziggurat-like structure of the Control Center had been lost. And even still communications were still being sent out to the rest of the Covenant that nothing was amiss. For somehow the Devil had usurped control over all communication. Short and long. If it was not done by word of mouth then it would not go through.

He tried to mount a coordinated defense, but what he fighting was unlike anything he had expected. He was fighting monsters. Monsters born from the bodies of his own men. Like the parasite, but different. Grunts, Brutes, and Elites alike were mutated into hideous monstrosities upon injury. Not even the Hunters we're safe. While not changed, it still them. All these monsters, and at the beck and call of the Devil and it's posse. All armored, save for a larger specimen of those monsters and a distinctly feminine, in the humanoid sense, machine. But their leader moved with speed and grace the Arbiter had only ever seen or heard of in the Demons of old.

BANG

The newly christened Arbiter shook those thoughts from his head as the doors to the control center groaned from the impact of something monstrous. They were welded shut, crudely made barricades and emplaced shields lining the room and against the door as what few troops he could recall back before they were overwhelmed prepared for this last stand. One of many no doubt. Even from here he could hear the echoes of plasma fire, and the feral roars of monsters climbing over each other for their master.

BANG

The few Honor Guardsmen around him lowered their energy staves, the tips pulsing with barely contained plasma as they were lowered into formation. A collection of Jackals in a shieldwall formation were up front, their energy gauntlets humming as they braced themselves. The banging on the door intensified as it dented inward through obscene strength. The tension in the air growing so much that the grunts were visibly shaking.

The Arbiter's eyes narrowed as he stared at the indentation in the door. It was large. So large in-fact that it couldn't even have been from one of the Hunters. But it clearly wasn't an explosive. His mind wandered into obscene possibilities. What little he knew about this foe ended with what he had heard. It couldn't possibly-

"BACK UP NO-" The Arbiter yelled at the shieldwall at the door to fall back, the formation thankfully listening to his intent rather than every word as they had just began pulling back even before he was cut off. Even still, they were not prepared for the entire door to burst open as a nearly 7 meter tall Rakghoul tore through the door and barreled through the falling back shield wall.

It's body covered in the remaining armored scrap of what could barely be identified as the remains of Jiralhanae War Chieftain armor. A still active holographic flag of the Rh'tol clan stuck to it's back. It roared as a horde of Rakghouls flooded into the room. So many of varying sizes and shapes. Some still the midsts of transmogrification or early infection as Elites and Brutes alike ran alongside the fully transformed. Their eyes and mouths leaking blood and black fluid and moving even as spikes broke out through their armor and transforming flesh.

"Brace!" The Arbiter screamed as this horde of screaming monsters collided against the forces of the Covenant. A tide of bodies meeting energy shields, armor, and plasma as they piled into the room. The massive Rakghoul at the front absorbing unnatural amounts of plasma fire from the Honor Guardsmen and wading through it like it was water. It grabbed a brute that came at it from the side with a gravity hammer and tossed him like a ragdoll across the room. It's claws ripping through one of the portable shield barriers and tearing through the grunts and Jackals that were hiding behind it.

Battle cries and screams intermingled with each other as Brutes and Elites were leapt upon by this seemingly never ending tide of bodies. The Honor Guardsmen charged with their staves and shoved back against the massive Rakghoul as it approached. The Arbiter occupied with cutting through his own pile of bodies that were clawing at his energy shields and unable to lend aid.

Then opposing plasma fire began firing into the room. More stout Rakghoul's carrying weapons were piling in now. The bloodbath turning into a firefight now as no matter the amount of Rakghouls killed, more seemed to come.

The Arbiter backhanded a Rakghoul clawing at his face and fell back, looking to his side to find the large Rakghoul charging at him. The Honor Guardsmen's staves poking out of body with no wielders to be found. Rolling to the side as it barreled through it's smaller brethren. Picking up one of the fallen staves he threw it like a javelin. His aim was true but the weapon only sunk into the armored skull of the Rakghoul. Enraged, it leapt and pounced upon the Arbiter, getting it's claws around his torso and raising him into the air even as he stabbed into it's hand over and over with his blade.

It's strength shattered his shield and he could feel it crushing his bones as it squeezed, it's talons pressing into his armor to try and get at his flesh. Screaming out, the Arbiter drove his blade deep into it's wrist. The beast roaring as it's grip loosened enough for him to reach a hand to his belt and pull a grenade. Bringing him closer to his open maw to swallow him whole, the Rakghoul instead had a primed grenade tossed down it's throat. Choking as the sticky grenade latched onto the inside of it's throat, it finally let go of the Arbiter. Dropping down to it's knees, he drew his energy blade across the thing's kneecaps and rolled under it. The Rakghoul falling into the horde and exploding in a massive ball of plasma. The methane in the air, now ignited by the explosion, turned entire chamber into a ball of fire and death for but a moment.

Launched onto his back. The Arbiter awoke from scratching at his armor. Reaching out, he grabbed the neck of the crippled and crawling Rakghoul and twisted. It's head popping off like a bottle-cap. Rising to his feet, the Arbiter was surrounded by bodies, the horde no longer continuing to flow into the room. What remained now lying dead or crippled in states that would have killed anything truly alive. But otherwise, the room was intact. If a bit scarred.

His victory was short lived however. As rising from behind him were the flown bodies of his former comrades. Either from the explosion, or from their infectious foe. And they were not as fortunate as he. One of the Honor Guardsmen now staring into the eyes of the Arbiter, it's own now crying oily black blood.

The new plaguebearer pounced upon the Arbiter! Only for a bolt of purple to fly past the shoulder of the Arbiter and strike it the chest. The Arbiter raising his arms as the thing dissolves into particles.

Turning around, the Arbiter watched as the Devil, hand outstretched with a Disruptor Pistol, walked into the room. The rest of his companions following in after. The Devil was blue, humanoid, actually uncannily human in morphology save for his blue skin and glowing red eyes. By his side was that humanoid machine and an older unarmored human who seemed to enter into the room with immense interest while speaking to his compatriot.

"I must commend Sannus Lorrik for his work. This strain of the Rakghoul virus has proven quite receptive to command. Loyalty to their pact leader is absolute. Shame we can't collect the samples. The mutations from their encounter with these different species would be illuminating I'm sure."

Keeping his weapon and eyes trained on the Arbiter, the Agent spoke. "Do it when we're not at risk of cross-contaminating two infectious plagues. Disintegrate their remains like the rest. SCORPIO take the controls."

Lokin sighed but joined Raina and Vector in disintegrating the remains of the battle. SCORPIO however walked past them, taking in the room and ignoring the Arbiter. No weapons, outnumbered, tired but not wounded, he didn't like his odds. But the Devil deigned to speak with him for some reason.

"The new Arbiter I presume."

Weapon out of reach, but close. Keep him talking. "Devil, you besmirch the title with your tongue?"

"I'll take that as a yes." Faster then he could react, a knife was thrown and buried in his chest. The Arbiter convulsing from the electrified throwing dagger as he fell. Taking out a second pistol, the Agent stunned his target and took out a comm link.

"The control room and enemy commander is secured. Bring in the reinforcements Kaliyo."

Stepping away from the unconscious body, the Agent moved up to SCORPIO and scanned the room. It was a massive spherical chamber. Illuminated only by the holographic projection of the installation. Looking down from it he observed the, also holographic, control panel as SCORPIO studied it. "Are you positive you can work with this SCORPIO. This technology is unlike anything in our galaxy."

Pausing, SCORPIO turned to stare into his eyes. Her own aglow as she connected to…something. "These Forerunners have proven to be advanced, but while their systems are different. The structure is much of the same. Even a mere droid would find controlling this instillation child's play if they were brought here. It is a central hub of communications, controls, and information. It is an intentionally simplified design. Likely so that in the event that this ring needs to be fired, for whatever reason, it can be done so with ease. The beings that made this instillation we're so afraid of their enemy they would make sure those who came after them would also have the means to do what they did."

"Then take control. I'm sure you'll find plenty of use for yourself." Stepping away the Agent took stock of the now, unbloodied room. The corpses disintegrated, leaving behind armor and equipment strewn about across the walkway. It didn't detract from the off beauty of the room. For a weapon of mass destruction, it definitely was built with more than just utilitarian design philosophy.

His internal musings wouldn't last however, as his reply from Kaliyo left much to be desired. "Sorry to burst any fun your having Agent but you have incoming. A whole lot of them, drones. They're ignoring everything, flying right over the Covenant defenses. Something broke a swarm away from the rest going towards the Flood. Something has already enter-" Static.

"The Interloper is here Agent with a sizable swarm of Sentinels. According to the information they are the Monitor of this instillation. I would ask for his immediate destruction. His distracting babble has made being on this station quite infuriating."

SCORPIO said, the Agent raising a hand up for everyone to gather as he pulled out his Disruptor. Taking note of what she has said, and the new but if information she just dumped on him, he looked about the center as, expectably, Sentinels began rising out from below. Followed along by a spherical cyclopian machine, one that was rapidly switching colors from red to blue and back.

"A Flood infection, meddlers trespassing and releasing secured samples on my instillation. Fighting in the control room. An unknown construct interfacing with my installation. You are all anomalies. Trace amounts of human DNA in all of your sequences, altered by foreign species. This is against protocol. Who do you think you are meddler?"

Pre-orders RP: 175 (upkeep already factored in)

19 RP is Stockpiled to repair any loses incurred by actions this turn.
20 RP is spent to hire Germa 66 and Bounty Hunters.
20 RP is spent to give to the Federation as part of the diplomatic agreement.

Target: The Sith Empire/Home Front
Nature: Counter Espionage and Anti-Politicking
Resources: 8 RP + Sith Intelligence
Plan&Goal: With the Empire now secured against any potential threats, the Sith Empire will undoubtedly return to the age-old problem. Infighting, and of course dealing with their peer powers attempting to infiltrate them. Thankfully Sith Intelligence is quite adept at dealing with these issues. And the in-fighting of the Sith is largely not a threat to the Empire. That said, the security of the Empire is paramount. And one can never be too paranoid.

The infighting of the Sith will have to be kept to a minimum, making sure it does not boil over into any problem greater than a minor war between two powerbases. And of course, Sith Intelligence must be on the lookout for anyone attempting to pull something funny against the Empire. Can't have another Darth Jadus or Grathon happening.

Target: Beyond the Red Wall/Celestial Empire
Nature: Intelligence Gathering and Anti-Intelligence
Resources: 8 RP + Sith Intelligence + The Empire's Wrath
Plan&Goal: The Celestial Empire is a verified threat to the Empire, while not a powerful military power by any means, the individuals within are exceptionally dangerous to anyone that isn't a powerful Lord or Darth. A war is inevitable, but appropriate action must be undertaken to ensure it is swift. In addition, the Celestial Empire is surely taking actions to prepare for this eventual war.

Following Darth Nox's return to the Empire, the Empire's Wrath has also taken to traveling to the Red Zone himself. The major powers of the Red Zone need to be understood, and of course, the Wrath needs to put Darth Nox in check in-case his new powers give him any ideas. And so, the Empire's Wrath will assist Sith Intelligence in his own way. Cutting to the root of the problem and being there to ensure that if someone of his caliber is needed, they will have aid. And of course, learning about the powers of this place as he goes.

Sith Intelligence will be acting to get as much information on the Celestial Empire's capabilities. military targets, and learning about individuals of importance as they can while also mapping out the Red Zone alongside I.N.I.D for a protracted military campaign. And, with assistance from the Wrath, putting a stop to any schemes the Celestial Empire may have to fight back against the Sith Empire. Or even prevent the schemes of Darth Nox if they prove too disastrous for the Sith Empire.

Target: Beyond the Red Wall/Celestial Empire
Nature: Sabotage and preparation
Resources: 16 RP + Sith Intelligence + Darth Nox
Plan&Goal: Sith Intelligence, and more specifically Darth Nox's own powerbase, has it's own plans to prepare for war against the Celestial Empire. Namely sabotage, bringing the Celestial Empire to it's knees through the weapons of the Sith.

Working in conjunction with the other efforts of Sith Intelligence, the goal is to silence or recruit individuals of importance or possible threat and preform sabotage on research, construction, and industrial efforts. Creating faults in production lines or shipyards and giving them false information. But Nox also has something more devious and insidious in mind for certain worlds. Using the work of the Sith Lord Fulminiss' Seeds of Rage and the Dread Masters own Terraforming technology, alongside his own expertise in Sith Alchemy to spread fear, terror, and some destruction.

The true purpose of using these however is far more insidious. To spread the influence Dark Side. Particularly to the portions of the Red Zone that are incredibly hazardous for travel like the New World. parts of the Four Blues, Grand Lime, and the Calm Belts. To create Force Nexuses on mostly unimportant and uninhabited worlds that can be harvested and utilized in a ritual to Force the hard to traverse Red Zone into stability, to make it obey his will. Creating artificial hyperlanes for his own forces to travel, to calm dangerous anomalies, control the Sea Kings, or to turn space itself against the Celestial Empire. All of this while also being able to later empower himself by collecting these artificial Force Nexuses with the Scepter of Ragnos or a Thought Bomb.

Target: The Galactic Empire
Nature: Information Gathering and Infiltration
Resources: 16 RP + Bounty Hunters + Sith Intelligence
Plan&Goal: An Empire so very similar to our own. Led by what can only be presumed to be a Sith Lord that has destroyed the Jedi and reformed the Republic into an Empire. If this was the future that we were saved from then it was for the best that things happened as they did on Ziost. Regardless of if this was our future or not, war is inevitable. Rivals will not be tolerated.

Sith Intelligence is to immediately begin looking and reestablishing themselves into a Galaxy so familiar to them. If this Empire was formed from the decadent republic then it can be expected where most of it's strong and weak points will be. To aid in this task, Bounty Hunters from this galaxy will be hired and used as disposable assets. Hired by anonymous or second hand buyers to gather intelligence without much hassle.

All of this while the Dark Council has particular targets in mind for Sith Intelligence. Worlds lost from the transition here that can, perhaps, be found and recovered. The Jedi homeworld of Tython, Rakata Prime is especially interested if the remains of the Star Forge can be recovered for use in the Infinite Army, and the Rakatan Prison World of Belsavis. That treasure trove of ancient technology being of incredibly interest, especially in a new galaxy where beings of incredible power reside.

Target: The Covenant
Nature: Military Assistance
Resources: 16 RP + Sith Intelligence
Plan&Goal: Sith Intelligence will be aiding Darth Marr once again. Much of the work has already be done last time, with the complete infiltration of the Covenant's information and intelligence. Instead it is sabotage, assassinate, and covert action that shall be done for this campaign. Taking down leaders, finding out where these Vol Reapers came from, and more.

But the main action remains on the Ring. See Military Orders.

Research Slots: 1 Free + 4 (30 RP)

(5 Slots) Transporters and Replicators: In assisting the Federation in their time of need and providing them much needed resources and aid after the Covenant glassed many of their worlds they have agreed to provide the Empire the knowledge and assistance in creating their own Replicators and Transporters. The economical and military benefits of these technologies shall be of great use to the Sith Empire. However Darth Acina is not just going to settle with tacking the hand-me downs of the Federation. The secrets of the Rakatan's own teleportation and replicator technology has long been beyond the grasp of Sith scientists. But with the Federation's data, she believes it can be done.

While the Federation's data and scientists assist the regular scientists of the Imperial Science Corps, Acina will be pulling the true best and brightest of the Empire, as well as her own trusted Sith alchemists and researchers into a side project that will be taking all the data and research they acquire and use it to crack the code of making their own Force-based versions. Samples of Rakatan Teleporters from Belsavis, the Infinite Engine, and the knowledge of The Imprisoned One shall all be pulled together. All to make greatest scientific achievement of the Sith Empire.

Status:
Population: 52
7F-B2 (Sith Space Core): Heartlands and Excessively Defended
7F-B1: Industrialized and Heavily Defended
7F-C1: Industrialized and Heavily Defended
7E-A3: Colonized and 1/2 of Heavily Defended
7E-A2: [Lord/Vassal] at rank four, [economic integration] at rank two(cannot be improved beyond rank three due to local population and industrial level), and [client/client state] at rank two(to be improved over time if you continue to protect them), with the potential for full integration with some actual diplomatic work.)

1. Spend 10 RP to make 2 Category Zero Planetoids (Midwan-Class Worldcraft)

Target: The Galactic Empire
Nature: Covertly Hostile/Cordial
Resources: 4 RP + Sith Intelligence
Plan&Goal: The Galactic Empire has sent envoys to "talk" with us. They shall be met. The Imperial Diplomatic Service shall entreat with these men of this Empire and initiate proper First Contact. But, of course, neither Empire is expecting anything out of talks with one another. No. Instead Sith Intelligence will use the opportunity to assist in their intelligence operations and covertly gather information. All the while talks with the Empire shall be made to seem civil and normal. Perhaps something of important will come of them, but war is all but inevitable. In addition with this

Target: Covenant Breakaway Factions/Swords of Sanghelios
Nature: Friendly/Demanding
Resources: 4 RP + Darth Marr + Military Assistance
Plan&Goal: The Covenant Civil War has made their destruction a guarantee. And with it, something must be done with their break away factions. Namely the Swords of Sanghelios and the Banished. Darth Marr shall come in and assist them, or have them assist him, in destroying the Covenant. And then talks will begin. For some, Darth Marr does not care. The Banished may leave as they wish. The Swords of Sanghelios are another issue, but one Darth Marr sees as an opportunity.

Darth Marr is willing to give the Swords of Sanghelios what they desire. The Sith Empire shall suffer no rivals, and they were apart of the Covenant that had so dared to try and glass Korriban. But they broke away from the Covenant and terms can be more agreeable, and to set an example for dealing with aliens in the future. The Swords of Sanghelios shall be integrated into the Sith Empire (or "vassalized" but really integrated) but shall be exempt from much of the requirements of the Sith Empire.

The space they occupy shall be turned into a new sector, but remain mostly under their own control. They shall be free to rebuild their culture and homeworlds. And, for now, the species of the Covenant will be exempt from the mandatory military service of the Empire. With the caveat of an increased tax and generalized supervision. But otherwise Darth Marr will allow the Swords of Sanghelios to maintain control and freedom, so long as they pay their dues to the Sith Empire.

Target: The Sputnik Union
Nature: Friendly/First Contact
Resources: 4 RP
Plan&Goal: The Jupiter Union is apart of a great entity known as the Sputnik Union. The Sith Empire has enough enemies as it is and allies, such as their former military alliance with the Chiss Ascendancy, are always welcome. Proper first contact will be made with the Sputnik Union and hopefully the ground can be laid for something further down the line. But for now, get to know our new…neighbors.

Target: The Covenant
Nature: Total War
Resources: Germa 66, Fleethordes 1 (Magnitude 3) 2, 3, 4 and 5 (Magnitude 2), the one Category Zero Midwan Worldcraft, and Darth Marr and the Isotope-5 Fleet.
Plan&Goal: The end of the Covenant is here. Their religion has been shattered, a civil war is in full effect, and Darth Marr had also completely crippled their industry and has complete access to their codes and information systems. For the first time since arriving to this galaxy, the Sith Empire's fleets and armies go to war. Not raiding, not espionage, it is time for the Sith to do what they do best. Make war.

Gathering his forces, Darth Marr makes a dedicated push into the heart of Covenant Space to bring them to their knees. Darth Marr has even hired Germa 66 from the Red Zone to assist in breaking the Covenant and invading it's worlds. Ground armies will be deployed to major worlds and crack down upon defensive positions and prepare occupation forces as the fleets spread out across Covenant space to outmaneuver and destroy the Covenant's ability to counter attack. In this endeavor, Darth Marr intends to aid the rebel forces in this civil war as he prepares for the true test of the Sith Empire's mettle. High Charity. A battle which will be decided before the fleets arrive as, on the Ring, is Cipher Prime.

The Agent and his companions have to hold their ground against the Halo's Monitor and his Sentinels. SCORPIO, having made her way to the control center, is going to wrest control of the ring from the Monitor and assume direct control of the ring's full defensive capabilities and use them against the Covenant and the Flood infection. Sith Intelligence operatives are being mobilized to assist the Agent and hold the Control Center until Darth Marr and his fleets arrives to take High Charity.

Hopefully, with the Ring no longer being a problem and hopefully whatever weapons it may have being capable of turning against the Covenant Fleet around it, Darth Marr can come in as the hammer. The goal being to crash down against the Covenant with a barrage of firepower they simply can not resist. Silencers and Desolaters being used to tear down the Covenant Fleets in ambush alpha strike along with being assaulted by Darth Marr's battle meditation. And more potently, the use of the new Midwan Worldcraft's Thought Bomb weapon against the Covenant Fleets.

The goal is not to destroy High Charity, but to lay siege to it and take it in what will likely be the most agonizing ground campaign the Sith Empire has ever done since the Siege of Coruscant. But it must be done and the Forerunner artifacts onboard, especially the Ship at the center of the station, must be secured before they can flee or be either destroyed. Which is where hopefully the forces of Germa 66 will be at their most useful. Fighting in this literal hell of a slog, where most men would perish theirs will keep going without care.

Target: Celestial Empire
Nature: Military Blockade
Resources: Fleethordes 6, 7, and 8 (Magnitude 2), Darth Nox and the Silencer Fleet.
Plan&Goal: Darth Nox is not going to war against the Celestial Empire yet. Instead he intending to blockade all the exits and entrances of the Red Zone that lead into the Sith Empire. Constructing defensive emplacements, mine fields, and supply stations there for a proper war. This effect is two fold however. Not only is it to secure against any force, small or large, from leaving the Red Zone. But it is also a quarantine. Darth Nox's more liberal use of Sith Alchemy and horrifying weapons from the Dread Masters are something that he would prefer not to get out to the rest of the Galaxy and Sith Empire. He has unwilling scapegoats prepared if the information gets out, but he would much prefer that the rest of the Sith Empire, Federation, and anyone else never learns about what goes on inside the Red Zone.
 
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Unbound Turn 3 Results

(Thanks to @Velocci for doing the mechanics behind this post)

Home Affairs

Rebuilding the ruins of Kett cities into functional Unbound facilities is done in short order, and while most of the population prefers living in space those who wish to leave their nomadic lifestyle behind are even able to settle on the restored orbital ring around the former Kett core world.

Research on the Far Jump Core and FTL Interdiction goes well as the principles havent changed in the jump between realities, and in fact breaching the lightspeed barrier seems easier than ever. However, while interdiction ready ships will be able to deployed soon pending concrete designs for them, building Far Jump Cores is missing a final crucial step in turning the theoretical into reality. A gap in knowledge exists that might be bridged by capturing some examples of higher tech FTL engines, like the one that was used to remove the Flood-Kett Dreadnought from the sector entirely in a single leap.

Diplomacy

Leng

The traders are happy to accept the wares of the Hiigarans, and after they receive an eclectic range of products in return the same satyric Man of Leng materializes before the group. He seems anxious, but his mood turns once it's made clear that the Unbound intend to cooperate against the threat. When it turns out that the Unbound have actual conditions for their help, like finding out what the threat is, and won't just offer their technology wholesale, he calms down and leads them to a building on the edge of the port to speak in privacy.

Privacy must have just be the name of the building or have a very different meaning in the Dreamlands, as the room is filled with other Men of Leng from floor to ceiling, who are chattering amongst themselves as they sit on the ledges and walk across the ceiling of the room that is vastly larger on the inside than the outside.

The nature of the Dreamlands makes it extremely difficult to tell how much time passes exactly, but the diplomats would swear that it took hours for their guide to exchange key phrases with each and every other Lengian there before they finally got a clue about what the threat actually was.

The Tool Meant to Keep the Sleeper Dreaming wields itself! The Guard of the Dream That Is Not has grown tired of guarding, and breaks what it was meant to protect!

Those Sick with Hatred, the Broken Children of the Not-Emperor Creator Davros come from outside to end the dream and kill the dreamer while he sleeps! They wish to be the only dreamers, but they must know that only one can dream, they must?


This doesn't get across much, until moving paintings are revealed that show in perfect detail stars in shadow from the massive fleets of red diamond ships and legions of conical soldiers with plunger shaped manipulators. The paintings only show a few seconds of detail, but it is enough to see the two massive armadas attacking each other, attacking other civilisations, attacking primitives, torching worlds that have even the barest trace of life.

"They do not dream easily, and it is hard to destroy what the mind can recreate in a night. But they are burning away all that dreams, and soon there will not be enough sleepers left to keep the dream here. Please, you must strike at them in the waking world! Before all is lost!"

The Stellar Bulwark

As the hosts of the conference, the Bentusi keep things rather basic. Invites were sent to all the involved parties, and they kept their mothership guarded by a sizable fleet in case any belligerents had ideas about striking at the leadership of four galactic powers at once.

The Galactic Empire arrived in style, with orderly formations of ships and a parade ready for the arrival of Emperor Reinhard von Lohengramm. He was the very picture of regality as he disembarked from his ship flanked by armored guards, stately smile on his face and waving for the recorders capturing the occasion as he shook hands with Melkor Somtaaw.

The Alliance of Sol representatives were next. They had a somewhat understated arrival, if only by comparison to the Empire, as their casual display of psionics and the Light was impressive enough on its own.

The last to arrive were the Crystalline Entities, who orbited the Mothership in a reverse of what their sizes would imply as even the smallest one there was the size of a small moon.

While diplomatic talks can never be called short, these do not take overly long. The Unbound, as organizers of the proposed alliance, take the leadership role. The Galactic Empire is swift to secure trade agreements, and the Central sector which had been in the possession of the Kett and is now theirs, is selected as the trading point between all involved parties. And the evacuation point, but the Emperor is quick to state that that will only be in a worst case scenario. The Alliance of Sol offers more intelligence on the threat it is facing now that they have allies to depend on. Details are shared on the exact composition of Eternal Empire ship classes and infantry forces, details that the Unbound can put to quick use in Lord Makaan's invasion of their territory. The Alliance also shared what intelligence they have on the threat to their South, though it is not comprehensive. Massive machine fleets are running rampant and slaughtering everything they find, using everything from infantry to battle planetoids and every ship class in between. They only know this much because of the refugees they absorbed from this, the lucky few who dodged not only the determined exterminator fleets but the vampiric ones as well.

By accident, from psions and Light users trying to communicate with the Crystalline Entities directly, it is discovered that the creatures exert a field that can stabilize reality around them. This is of some interest to the Empire as well, though they're not open about why.

The Entities themselves don't have anything more to ask from the alliance, and are just very happy to have safe nesting grounds and space for their young. They are fully sapient but not organized beyond the level of extended family groups, and are honestly just happy to have been invited to talk to the small ones. The older ones still don't seem to have grasped the idea that the small things on ships are what they're talking to and not the different ships themselves, but the youngest ones seem to get it.

Relics

The Emperor extends their gratitude for receiving ownership of the Arcology, but plans to keep all technology discovered from it in the hands of the Empire. He offers to share technology that is beneficial to the shared task of defense against threats to their domains.

The Gate scouting team meets with representatives of the EDF, who are enthusiastic to meet them. Almost overly so, and the loud, bright, colorful, sometimes extremely clumsy, teenagers sent for the meeting definitely aren't what the Bentusi would consider diplomat material. That might make them more suited for the job than they seem, as the Bentusi are able to leave strong, positive impressions on the teens through almost no effort on their part. Parallels are quickly drawn between the growing friendship of the Crystals and Unbound to that of the Kaiju and EDF. Further parallels are made to the experiences of fighting the Beast, and both the Flood. But the teenagers must be made of harder stuff than they appear, as their tales of fighting against the assimilated hordes and bio-titans of the Flood are told not through the lens of horror, but pulse pounding action stories. From the description of the youngest one there, an eleven year old girl with a comically short attention span, one might think that uppercutting a Flood combat form into the stratosphere was just something you did between chores (chores like cleaning her room, which was said with a kind of hatred that chilled the room). All in all things went well, although the diplomatic team leaves wondering if their corner of the galaxy is really that bad.

Meeting the RDA


During the negotiations with the EDF a few of the Bentusi ships scouted out the unknown territories that were now adjacent to Unbound space.

To the West there is little but evidence of the Flood's toll on all life. Lifeless worlds stripped clean. The only evidence of anything having been there at all is the wreck of a ship implanted on what is now cold rock.

To the Northwest however there had been tentative contact made, a group of Humans using extremely primitive FTL have been spotted and Hailed. They appear to be workers setting up extraction colonies for a larger polity further into the subsector. At first they seemed quite excited, especially about the possibility of trading and new technologies. But after a closed meeting that your scouts were not privy to, they seemed very ambivalent about such dealings and attempted to pursue promises that the Unbound would not enter their territory without the RDA's permission. When asked if this was the Polity that they represented the subject was quickly changed. When the Scouts told them that they did not have the Authority to make such deals they became nervous but understanding and encouraging any authorities make sure that they only contact RDA personnel and operations.

Giving them a Map of proper contact points the Unbound's diplomats remain uncertain about these skittish primitives. The more perceptive of which believes that this RDA fears Unbound influence and specifically that the tools available to the Unbound might destabilize the unknown power structure within.

Warfare

For Science!

The Creon don't make any moves against the Unbound.

War Against the Night

This is a different kind of war than the one waged against the Kett, one against a foe on the same technological level. Acolytes still prove their worth in Skirmish, granting the Unbound an advantage here. Things take a turn in Clash, and what carries the Unbound through here is that as an autowar faction they can simply replace their losses as they occur.

The real problems come not from the size of the fleets sent to do battle, but the sizes of the ships composing them. The Eternal Empire has ships that are the size of Motherships as regular parts of their fleets, Battleships according to the scale of this new galaxy, and do not use them sparingly. The personal flagships of the Elector Admirals are even larger, true Dreadnoughts, and are virtually fleet killers. The love of firepower and durability extends down to the ships that the Unbound can match in size as well, and it takes dozens of ships to destroy their vampiric counterpart.

The infantry forces of the Ebony Throne are formidable as well. Their elite units are power armored Battledress regiments, technomagical Dervishes, Mutant berserkers, Garou packs, Thinbloods and the Purebloods themselves. The only recourse to being boarded by any of these is immediate use of anti-Beast measures - and even that is not a guarantee of safety as the vampires grow more experienced with their foe as well.

If the Unbound had chosen to take on the Elector Admirals on their own, they might have lost even with Lord Makaan in command, but they did not come alone. They provided the numbers and ability to recover from truly terrible losses, and the Alliance of Sol brought Heroes.

The Unbound ships keep the Eternal Empire fleets occupied while the operatives of the AoS are able to hunt down enemy commanders and elite units and take them out. Without proper guidance it's every ship for itself, and the Unbound can act as water over stone to erode away vampiric fleets until there is nothing left.

One of the Elector Admirals loses their life this way, Alexander Apep, who confidently charged ahead of his supporting fleet to fire on the Unbound ships sooner. Lacking support it was easy to surround the Dreadnought with Unbound ships, Exchanges and Seraphim striking like wasps, and for the team of Guardians to board the ship and fight their way through to the Admiral.

"Open your veins to me little lambs!"

"Suck on this."

The battle is a 4v1 and ruins the bridge of the ship, but in the end the Admiral's regeneration is overcome and he collapses into gore that wisps away into shadows, laughing the whole while and promising to return.

With one Elector Admiral dead, the tactics shift. The remaining one, Clarrisa Aubert, knew that Guardians and other Light users were a match for her best troops. Thinblood and rare Pureblood lives were sacrificed on ambushes on Unbound forces known to be hosting Alliance members, all to exhaust and temporarily take them out of the picture. The bulk of the fleets would then jump into the system and wreck a bloody toll on the Unbound before retreating.

Things come to a head on an assault on a Relic Fortress headed by Lord Makaan. The vampiric fleet that should have been on patrol jumped into the system, with the Flagship of the Elector Admiral joining them.

"So few ships between you and me, Makaan, is your heart racing? Is that the beat I hear?" She grinned, standing boldly on the outer hull of her ship and pointing her glaive ahead at the Vaygr's command ship. "Don't die of fright, little lamb, I'm so looking forward to our dance!"

The Unbound weren't on the backfoot for long, and did their best to recover from the surprise attack and retreat in short order, or to at least begin safely producing new ships. [female vampire name here] was having none of it, and finding the speed of her own craft lacking shifted into some kind of shadow form and boarded the first Unbound ship to try to attack her and hijacked it to fly right back into the fleet.

Attempts are made to stop the hijacked fighter from reaching its goal, these attempts fail as the Admiral handles the ship with superhuman reflexes that borders on precognitive, or dashes onto another ship when needed. Lord Makaan would not run, this was a lesser parasite than the Beast. He prepared for combat.

The shields flickered as the stolen frigate slammed into them, alarms blared as the hull was breached. Plasma flooded the breached space as per protocol, but then reports came in of a breach on another floor, then another, and another. She was moving through the ship too fast for detaching the compartments to be useful, and faster than plasma could douse her. What was delaying her from reaching Lord Makaan was that she valued fear tactics over target acquisition, and was taking her time to go from room to room as a blur and splattering the occupants against the walls.

"All alone?" She smirked, holding the heads of Makaan's bodyguards up mockingly. A chuckle left her throat as the Lord drew his personal pistol, and she dropped them.

"No. He's not alone. You should have looked before you leaped."

The vampiress's eyes widened as the Guardians shimmered into being around Lord Makaan and readied their weapons.

"You're not supposed to be here." She hissed, eyes darting from figure to figure."

"We are Guardians. We're always exactly where we're supposed to be."

"Well…"

A sharp look stopped the rogueish looking Guardian from speaking further, and the warlock resembling one raised his incandescent staff.

"Behold, the Light."


The fight is quick and violent, and Lord Makaan receives a deep cut across his face as a last spiteful strike from the undead lady before she is turned to dust, but it ends with the Guardians victorious. Both Elector Admirals are dead, Lord Makaan can recover, and what's left of the Ebony Throne fleets withdraw. Now comes the ground assaults.

Surrender is not an option for the Electors' farms, who doggedly believe that their masters will return. The usual way of obtaining orbital superiority fails due to anti-orbital fire from Ordinators and Space Towers. When ground forces do make landings, they find themselves on the opposite end of the equation than in space. Here, their forces dwarf that of the open in size, firepower and durability estimations. Here, Land Destroyers are sharks wading through angry minnows to bring death and destruction as the largest Eternal Empire warmachines only match standard land cruisers.

Some planets are taken through a combination of orbital bombardment and infantry assistance from the AoS in protecting Command Carriers from enemy super soldiers, but to make more headway the fight will have to be brought to the Ebony Throne itself - and something will have to be done to maximize success on the ground.

Results:
  • Both fleet hoards deteriorated to Mag 1 fleets at 70%
  • Empire Fleets destroyed entirely, two Legends incapacitated for most of next turn
  • Samples of High Empire Tech acquired, highly damaged
  • AOS fleet: 60% Integrality

Crystal Entity Poaching Prevention

The anti-poaching movement goes according to plan as the larger Crystals escort Unbound ships to their old nesting grounds, then miners make opportunistic attacks on the Crystals forcing the Unbound to intervene. Then Pirates and Necromancers make opportunistic attacks on the Crystals as well, and shoot at the Unbound when they interfere.

The gloves come off the Unbound at this point, and the Pyrotaurs are quick to retreat when it's clear that they're an unsupported fleet against one with autowar capabilities. They may be back later to resume activities, but for now they've left the sector.

The necromancers, known as the Nation of Taros, take up the Unbound's challenge. They serve one of the four Monarchs and need the Crystals, specifically the shards harvested from their corpses, for their plans in the North and don't care that the Unbound are in their way. As an autowar faction themselves, one with cultural similarities to the Creon if you squinted, they are willing and able to push back against the Unbound. Demons, witches and ghost ships are conjured from nothing to attack Unbound fleets and they enjoy an advantage thanks to most weapons being ineffective against their spectral nature. Only lasers and crystal shards are able to inflict lasting damage on the ghostly hordes. The necromancers are willing to speak, and explain in haughty tones that they do not seek conflict with the Unbound and are willing to let their fleet go in peace - If they leave the sector and do not interfere with their poaching again.

Results:
  • South-western territory reclaimed for the Entities
  • Pyrotaurus plans on raiding Unbound to prevent interference in their poaching
  • Nation of Taros contesting control of the South subsector abandoned Nests, no one has moved in large forces yet to settle the issue but it is expected that the Necromancers and Internalists will soon.

The Flood Breaks

The system is bare, unremarkable, just another deserted location in the galaxy… Yet the Galactic Gate looms large against the starry vista, and with it the foul contingent that had brought the Unbound and Men of Iron fleets here.

Mimics revealed the composition of the Flood forces here before the arrival of the purging task force. There were only three planets orbiting this sun, two rocky worlds in the inner orbit and one ringed gas giant with its attendant moons in the outer. The gas giant holds nothing of interest, the second rocky planet is strewn with moldy ruins, light planetary defenses and a few intact Covenant anti-orbital cannons.

The inner planet is a swamp of yellowy Flood biomass and recreated Kett facilities. In its orbit is the Kett fleet that departed the sector, including the overgrown Flood Behemoth. It is overshadowed by two things that could have easily been mistaken for moons, but are Covenant ship-cities that have been overtaken by the Flood to use as another vector to spread itself. Smaller ships are suspended around these Flood-moons like droplets of mist, mostly military ships infested from alien and human nations never seen by the purging force.

A constant transmission was coming from the innermost world that when stripped of the infohazards the Flood used as surely as cells to spread itself was just the sound of the Archon speaking continuously, lamenting…

"Despite everything, it's not enough. It will never be enough."

Situation Report:
System Composition
  • 3 planets
  • 1 Outer large Gas Giant with a ring and many moons
  • 2 rocky Planets - 1 Former Covenant world with functioning planetary defense stations, 1 Flood terraformed world hosting the Kett mimicking infrastructure

Forces

Flood:
  • 1 Mag 3 Succundus Force = 0.5 Force
  • 1 Mag 3 Extremis Force = 2 Force
  • 1 Succudus Cat 0 Planetoids = unknown
Purging TaskForce:
  • 6 Mag 2 Primus Unbound Force = 3 Mag 3 Forces
  • 1 Mag 1 Maximus Men of Iron Force= 1 Mag 3 force
Outcome: slightly more fire power on the side of the Unbound and their allies.

The assets that the unbound have available in this fight:
  • Several Unbound fleets, able to support about half the number as the traditional Flood ships
  • 1 Zenith Class Command ship with its escort
  • 2 Anakim Class Armoured Command Units

Commander Melkor poured over the holo table trying to grasp every aspect of the current situation. It was not particularly complicated. The Flood were massing at the inner planets and in the outskirts of the system the largest force ever assembled by any Hiigaran, Taiidan, or Bentusi force was gathering to meet them. However, the apparent simplicity was in itself making him uneasy.

He had heard of the extreme difficulties the unbound fleets had had dealing with the Eternal Empire, and he worried that the Flood might have similar tricks up their sleeve. In fact, he knew for certain that they did considering the Kett Behemoth had been just that. Those planetoids were an additional unknown threat. They seemed slow and ungainly, but they out massed anything he'd ever heard of except the Nomad Moon. And the assault on the Nomad Moon had failed. He would have been far more worried if their new allies the Men of Iron hadn't offered the support of their commander units. Apparently, they were capable of building armies from scratch. Much like the Unbound planetary carriers, but on a far superior level.

In fact, the Men of Iron were his own trump card. Their technology vastly exceeded both the Unbound, Flood, and even the prototype technology on the Kett Behemoth. Melkor had been running simulations with their commander, some sort of artificial intelligence if he understood correctly, and the amount of firepower their ships could put out was staggering.

At first, he had considered having the Men of Iron fleet advance in order to bait the Flood into leaving the safety of their orbital positions, but the Men of Iron had both objected and presented their own projections. Their massive capital ships could wreak havoc on the flood, but the Zenith command carrier needed time to build them. Which had inspired Melkor to come up with a new battle plan. His Explorers and Shaman would be doing the same thing, but given how vastly they were outclassed by the Men of Iron perhaps it would be better to funnel resource units to the robots instead of using it for Unbound production.

He had brought this up with their commander, and after some calculations to optimize the production rates it had been agreed to be a useful tool to bolster the Zenith's production capabilities beyond even its normal prodigious rate. Now it was simply a matter of planning the maneuver. Both the Unbound and the Men of Iron would descend on the outer gas giant and strip its atmosphere and rings to build up their numbers to the limits of their command capabilities. Then they would advance on the Flood in force.

It was a good plan. A solid plan. But Melkor was still uneasy. It still felt too simple still, and he feared that he was just playing into the Flood's tentacles by concentrating on the Kett ship instead of their portal. If only he had more time and more ships. Just a few more fleets would have made all the difference, but the Unbound had apparently landed in a hornet's nest in this galaxy, and he had been forced to commit fleets on all sides.

Still his people were counting on him to lead them into battle. There was no time for second guessing. If this was a mistake, then he could regret it later, but for now he had a battle to win. Steeling himself, Melkor prepared to do a final review of the battle plan. Even as straightforward as it was, it still called for thousands of flotillas to maneuver and intersect their flight paths in order to perform patrols and harvesting operations. And no mistakes could be made in a fight against a foe this terrible.



The first of the fleet to move were the massive Chieftain processing ships. Among the largest of the Unbound ships each one was nearly three hundred meters of metal and machinery. Packed with huge resource bays, refinery units, and specialized prospecting beams they were well equipped for their duties as far-ranging centers of extraction. The crown jewel of their loadout was a fully functional wormhole transportation system that allowed them to move all their accumulated resources back to the main fleet without need for long travel times.

Even as impressive as they were though, the Chieftains were only one half of the Unbound's resource harvesting operation. The other were the Worker corvettes. These stubby ships had been designed by the genius engineers of the Somtaaw Kith as the bedrock for their future expansions and combined harvesting, repair, and even salvage equipment into one multipurpose package that had proved hard working and reliable all throughout both their initial use in asteroid mining and during combat operations in the Beast War.

Now Chieftains and Workers alike moved in flocks towards the gas giant's rocky rings. Aboard them were thousands of miners eager to turn the natural rocks, gas, and ice into useful resources for the fleet.

Even as the harvesting operations begin the second wave of ships start their own operations. These are the Shamans, massive carriers which house and build the strike fighters of the Unbound. At one point they housed an array of different types of fighters, but now they mostly build Super Acolytes. Hybrids of Bentusi and Somtaaw technology, these fighters are superior in every metric to other Unbound fighter variants. In fact, their ion cannons put even larger frigates to shame.

In time the Unbound will expand that hybrid technology to their other ships, but for now the Super Acolytes remain the most advanced of their craft. And production of them is in full swing as the Shamans' flash forges churn out armored hulls that are quickly filled with all cutting-edge components.

The final piece of the puzzle comes not from the forges, but from the Cryo Vaults. Each one is a vast chilly chamber filled with rank after rank of cryopod filled with specialists in a certain type of craft. And now the pilot pods are being opened. Thousands of them climb out of their pods. There are far more being awakened than could be housed on the carrier themselves, but that matters little for they immediately file into the hangars and board their freshly manufactured acolyte fighters.

Most of them have not been awakened since the carriers left the Arks. Some have not been awakened since the Unbound first fled to this universe. But it does not matter. They are veterans hardened by constant war and terror. No matter how long they spent in stasis they know they have been awakened to fight, and they will fight no matter the enemy.

And these are the most well-adjusted of those who lie in the cryopods. By unbound standards they are not even unusual. This is just how the Unbound store extra crew when they are not needed. But there is another section of the cryopod that is far more isolated. Attended by technicians in white purification robes ranks of gray clad crew are pulled out and given their death rites. A final cup of water in remembrance of dead Kharak.

These are the Sleepers. People who have no family left. No kith or kin to hold them to the living. They are the survivors of Kharak, of Hiiagara, of dozens of convoys lost to the Beast. They are the walking dead who will only find meaning in death.

There is no room for separate hangers so a hush falls on the room as they in turn file through the corridors to reach their ships. They are respected and yet mourned, for their place is to pilot the mimic ships. Cleverly disguised with holographic technology their only purpose is to infiltrate enemy formations, then detonate their quantum explosive charges, ripping apart enemy ships and disrupting their formations.

The only ones who come back will be the ones who are left after no enemy targets remain.



Strike craft are not the only thing being built however. The core of each fleet are the Explorer motherships and now they bring to bear massive external phased disassembly arrays to build entire capital ships at once. Most of these are the durable Deacon destroyers. The smallest of the Unbound capital ships, they are still among the toughest mounting twin heavy ion cannons and able to fight on with even massive internal damage.

Which is the point. Against other enemies the Unbound would field their more advanced capital ships, but against parasitic enemies such as the Flood they use the Narn Directive pioneered by in the Beast War where a Deacon will flood its own internal space with engine plasma destroying any and all borders, along with a significant amount of unfortunate crew. At least that's what what the Unbound war planners thought. Unfortunately they have been unpleasantly surprised to find there are species in this new galaxy that can survive or evade the plasma purges, but at least the Flood should not be one of them seeing how closely they resemble the Beast in form and purpose.

As such Deacon crews are made up of the most hardened and fanatical Unbound crews. Many of them are only slightly less willing to die than the Sleepers. And for much the same reason they go into battle knowing that any sacrifice that they need to make they will gladly perform to protect the rest of the fleet.

The other Unbound capital ships are more conventional. The hulking Archangel dreadnoughts with its multiple energy cannons and missile launchers provides complete spherical coverage and the ability to confidently fight multiple enemies at once. It bears a distinct resemblance to the Chieftain ships, which is not a surprise as its drive is literally a repurposed version of the processing ship. And the even larger Seraphim, which leverages Somtaaw linkage technology to merge three archangels and a Shaman into one immensely deadly ship.

But of course, the real pride of the Unbound fleet are still the Bentusi Exchanges. Shining golden horseshoes larger than Explorer, but with the maneuverability of a strike fight and enough firepower to decimate flotillas. Only the fact that manufacturing them in the field is still beyond the capability of the Unbound keeps them from being a larger component of their fleets.

Half a dozen other smaller ships fill out the roster. Support frigates fly behind acolyte swarms and hive frigates hide inside their drone flocks. Though some, such as the ramming frigate, are put to the side as ill-advised in this particular battle. In front of everything lines of sentinels join an array tens of thousands strong prepared to shield the entire wall of battle with a colossal energy shield.

Whatever surprises the Gravemind has in store. Whatever horrors the Flood will unleash the Unbound are ready. They were forced to run from the Beast, but they will not abandon the galaxy to its twisted extra-versal counterpart. No matter how many of them die to enemy fire or their own sacrifices their only regret will be that they did not have enough forces to strike the Flood Portal as well.



Tactical Summary
Unbound Forces
6 Magnitude 2 Fleets
The Kuun Lan a warship legend

Men of Iron Forces:
1 Zenith Class Command ship with its escort
2 Anakim Class Armoured Command Units

1. The Men of Iron and the Unbound armada move to the gas giant, or whatever resource rich area is nearby. One of my fleets will help supply the MoI so they can bulk up their artillery ships. While the rest of my ships work on expanding their acolyte fighter wings so that we can dominate in the skirmish phase. I will also build a lot of mimics and deacon destroyers for the clash phase. Mimics to help punish the Flood
attempting to move boarding ships in close, and the Deacon because they are the best suited for using the Naar Directive in case anything does board. Though I will build more of everything else as well.

2. Once the MoI feel they have enough bombardment ships, or if the Flood move to engage us we will prepare for a long range duel and try to kill as many of them as possible at range. The Kuun-Lan especially will maneuver to try and get siege shots off. Especially if it can land on the Kett ship. I am uncertain of the timing of this phase however as I don't know how long I should build up for compared to the Flood.

3. If the Covenant Planetoids engage then the MoI Commanders perform a drop on them so that they can build an army and attack the planetoids from the inside. The Unbound are prepared to offer support, even land their own ground carriers if need be, but the MoI are confident in their stealth insertion systems.
 
Malnid's Burrow was, above everything else, a crucial point to hold for logistics. The large forest clearing was the best place to set up a supply depot and refuelling outpost on the axis of advance towards the Weavers' cities for miles around, and while the Cybran military didn't need such bases both the local defenders and the Omniswarm attackers did. With that in mind, it wasn't a huge surprise to see the 'Ironcrab' there, and this predictability would be what the Commanders counted on when they made their move.

The fight began in a relatively innocuous fashion, at least insofar as a walking bomb the size of an Armoured Assault Bot appearing out of thin air and detonating could ever be considered innocuous. It was surely a shock to the enemy, but with a quick burst of thrust it was only clipped by the edge of the blast. Still a hammerblow that would flatten a unit of infantry or a light vehicle, but the Ironcrab's powerful shields endured with a mere moment's intensification.

The next was better prepared for, and dodged completely, but still only a sign of what was to come as the third phased back into existence and exploded. And then the next joined it, and the one after that.

Needless to say, this was when the enemy chose to withdraw, but the Commanders were well prepared for that possibility. Dropping out of cloak, multiple squadrons of ASFs vectored in on the retreating android, chasing it down with the unerring straight-line precision of a compass pointing north. It was fast, but not fast enough to outrun the raw thrust of a Scorpion Wing. Nor their missiles, which were launched in great salvos to hem in and hound the enemy.

Durable as the Ironcrab undoubtedly was, it clearly didn't have the ability to resist firepower of the magnitude the Cybran were throwing at it for long. Nor did the fighters look likely to give up the chase, staying locked on even as Omniswarm air units were rapidly redeployed in an attempt to provide some form of relief.

Under this kind of pressure, with numerous missiles burning around ahead of the Ironcrab before looping around to pincer it, it had little choice but to drop back down to ground level, the focus on missiles in front of it forcing it back slightly, keeping it trapped in the general vicinity of the Burrow, unable to escape. Needless to say, more Firebeetles began detonating as soon as it did so.

The fight lasts an almost disturbingly long time for what it was, even if it was only a brief few minutes in total. Even this time is sufficient for the Omniswarm to launch multiple waves of relief attempts, being rebuffed by increasingly narrow margins as the coalition of local defenders standing behind Cybran walls alongside Adaptors and hastily fabricated Auto Guns are pressed nearly to the breaking point by the well-led foe, the Ironcrab seemingly still able to perform its command duties even under immense pressure. It suffers steadily increasing damage as its shield drops and its armour begins taking hits, switching fluidly between ground and sky and finding no relief in either locale.

Eventually, it dies. At once dramatic and somewhat anticlimactic, the damage it sustained slowed its speed and reactions just enough that a Firebeetle was able to detonate right on top of it while its shields were down, turning it into so much shrapnel in a single fiery instant.

In and of itself, not a lethal blow to the Omniswarm's ground campaign as a whole, but the death of the Ironcrab badly damages the strength of its depth offensive, the lack of its leadership and tactical interventions allowing the defenders to roll back the Swarm's breakthrough, letting the rearline commanders and Weaver civilians both breathe a sigh of relief.

Even as they do, Ivan sets about constructing the ultimate in brute-forcing point defence: a Scathis. The cost in time and resources mean that the main line is put under steadily greater pressure as the remaining two hostile superweapons press all the harder for the loss of their ally, but with Foil's assistance it does hold until the work is completed. The gunbarrels of the massive block of machinery reach toward the sky, becoming a towering pillar, before they split apart and begin to steadily spin.

The rain of destruction that follows would be enough to shatter many small armies outright. The 'Glitterball', however, remains adept at intercepting any form of munition, and even the Scathis Mark 2 is only one weapon platform. Its shells are scorched from the sky long before they land.

This is not the same as having no effect, however. The steady bombardment takes up a large part of the Glitterball's attention, and suddenly Cybran forces, positions, and lesser artillery that had previously been being swept away no longer were. The situation at the front stabilises in record time.

Naturally, this gets the attention of the 'White Death', the final in the Omniswarm's destructive trio, and it teleports to the edge of Ivan's base, more or less as planned. What isn't planned is its stubborn refusal to die.

Specifically, it was a space warper, and construction beams travel through physical space. Unlike what had been hoped, the Titan is able to deflect the beams, preventing its reclamation. In fact, it prioritises doing so, suggesting that it would indeed be notably vulnerable to nanolathing if only the nanolathes could actually hit it, but this very prioritisation renders that impossible, and it quickly destroys any Engineer or Hive in its path.

Its advance is slow but steady, and it singlehandedly carves a hole open in Ivan's defences while marching towards the Scathis it so clearly intended to wipe out. More and more firepower is dropped on it as it advances, and this in the end proves sufficient. Its ability to warp space around it does appear to have limits, as when it's attacked from all sides shots do start to get through. Upon entering visual range of the Scathis, surrounded by potentially deadly Hives and engineers alongside conventional defences, the White Death apparently decides it's unable to complete its mission, and teleports away before sustaining more than minor damage.

While the tactical plan to destroy it or at least cripple it was by and large a failure, it was at least sufficient to prevent it from destroying the Scathis and relieving the Glitterball. At this point, Ivan redirects all remaining artillery to fire upon the latter, sheer mass of shells pressuring its defensive capacity heavily. Once he's satisfied it's near enough to its limit, he orders the Plan 2Bs to surface and launch their second wave of missiles.

The Glitterball, in the end, was only one weapons platform.

While not as clean an outcome as had been hoped, much of the enemy's landing zone being reduced to glass, the crux of the enemy's position and much of their forces had been eliminated. Any mass and energy inefficiencies could be excused, considering that the foe now had no primary landing zone to safely receive orbital resupply from, and no superweapon to sweep the skies clean of aircraft and shells. Victory for the Cybran forces was now only a matter of time as they steadily grew in strength while the enemy's own forces waned in number with each engagement.

Unfortunately, that was something the enemy knew as well. The White Death and the remaining conventional Omniswarm forces scattered, switching to asymmetric warfare. They target outlying mass extractors and what civilian populations they can reach before fading back into the wilderness as best they can, a mix of spite and presumably awaiting further reinforcements, although if the fight is going as well on the other worlds as it is here those reinforcements likely aren't coming in large enough number to matter.

Either way, what remains is cleanup, but cleanup that should be done quickly and efficiently in order to both spare further allied lives and move on to the next battle in order to aid the rest of the front. Of course, the primary issue here is the White Death, still intact and attacking at any weak points detected in the defences.

One notable engagement shows a potential additional limitation on its space warping, or perhaps another facet of the limitation already known about, as it engages a city in the rear defended primarily by a contingent of the more advanced locals, armed with a T4-scale mecha of their own. While this Titan is unable to do significant damage to the White Death, it's able to physically blow through its space warping and grapple with the Omniswarm machine for several seconds of melee combat before being destroyed by a highly concentrated attack, landing several physical blows before it dies. Immediately afterwards, the White Death retreats via teleportation, saving the city from any further wrath.

The exact details of this limitation are unclear, but at the most obvious level it suggests the White Death is relatively vulnerable to melee combat, and the allied commander has already informed Ivan that he's willing to lend the rest of his melee-capable Titan and Superheavy walker contingent to a hunting effort if requested, although other options exist. Regardless, the end of the White Death should prove sufficient to effectively end the planetary campaign, with the built up Cybran Navy about ready to launch its counterattack and clean the orbits at around the same time. One last push to victory.

-Ironcrab and Giant Disco Ball successfully destroyed, effectively ending the Omniswarm's heavy breakthrough push and general land campaign as threats to the defenders. However, the Spacewarper remains and is engaging in a harassment campaign along with the other remaining OS units, damaging Cybran mass economy and threatening civilians. The battle is a victory regardless, but a more effective cleanup strategy will improve final results. The Spacewarper appears vulnerable to melee attacks, a limitation of its defences.

===========================================================================

Sorry for how long this took @Velocci entirely my fault. I just a mix of distractions and lack of muse for a while. As always thank you to my co-GMs Geedubs and EternalStruggle for their work.


Cybran Tactical Turn part 3





"Remaining estimated Mass value of Omni Enlightening Swarm ground units dropping 60%, 55%, 30%..."

The Operation Technician called out as several of Ivan's screens turned white as the Strategic missiles landed on their targets, vast legions containing almost as much people as had ever participated in combat during the Infinite war evaporated as smoke.

An errant subroutine was already making plans for atmospheric cleaners to remove the tremendous amount of military grade metals that had been added to the atmosphere.

"Rerouting Mass to Naval projects. Readjusting ETA for Orbital and deep space counterattack. Does anybody have eyes on the 'White Death' mech. I haven't seen it since the attack on Weaver Node, 'the Blooming Pass'?" Foil reported, his voice adding a note of confusion as timers flick forward towards the conflict brewing in the heavens. The panicked high energy was starting to slip a bit as the invaders could no longer press the commanders.

"It has been dancing here and there at the edges our bases making sure that the rest of the copies can disengage. Alas it seems that such a noble effort will be in vain, not having mastered the art of the Good Doctor has of running away." Guage waxed while highlighting areas that teleporting experimental had intervened.

Ivan opened his coms as well, "Can confirm, this is not a rout. They are going to ground, most likely is that they are waiting for us to leave before either trying again or planning for some kind of evacuation. We cannot allow them to retain any heavy assets before we go," He sighed, "Ops how is the situation elsewhere? How much time do we have?"

Data swirled as the results and situations of multiple battlefields flashed in his mind, thankfully already digested and organized. Ivan breathed out and back in, there was still time.

"We're not leaving Nell. Foil, set up a gate. Ops can you send a Doc in now?" Tie utter the first words that he had spoken for almost 3 hours of conflict.

If there was one thing that Ivan knew was that Cybrans had more than a little of an independent streak. Foil continued talking and going through the coordination needed for the wounded commander to get the check up she needed. Ivan meanwhile, brought up the images from the battle that had defended the Alien city from attack the Gravity warping machine.

The discussion that he had with the specialists was disturbing. He and most of the other had been dismissive of melee weapons seen prominently displayed by many of the armies in this universe. Open field combat usually precluded such things outside of moments of surprise such as what the Firebeetle relied on.

Images of the Super Directorate's Commander equivalents and the frantic minutes of Foil's snipe of the Command Android. The Cybran Nation would need something that could limit the ability of such units to respond and kill them more decisively. No need to play their games.

A creative part of his mind started putting together parts for such a device, Magnetic locks, an EMP shot and maybe a redesign of the Nanite Harpoon? A thought went to a particular machine that the Weaver's used defending Nell. It would be a bit of a jump to upscale it, but it was a quite successful design in nature.

Ivan shook his head and refocused himself, the battle was not done yet. He couldn't afford to be distracted.

"Having another attempt at a Brackmann Special?" Guage had noticed Ivan had been deep in thought.

Ivan did grimace a bit at the reminder that his plans… further complications.

"They do say that failure is the best teacher. Ops, could you forward me the old schematics for the Soothsayer Perimeter Monitoring system? Guage could you prepare a large number of Dragonflies and Firebeetles, I believe it is time to go for a hunt."



  • Honouring the Hunter:
    • Clearing out the area where the Weavers cities and the Cybran's Allies are stationed is the highest priority and to root out remaining Omni-swarm units the Cybrans will deploy the Soothsayer, this device floods the local area with microscopic cameras and if able to defeat all known stealth and cloaking technologies, if only because of the cameras getting displaced.
    • Omni-swarm units will be destroyed in an appropriate manner, NOT USING THE SCATHIS IN THE FOREST, most likely Gunships or bombers to be used on larger surviving constructs or dropping units near their locations.
    • The Soothsayer will draw the attention of the White Death mech as we expect the elimination of the less mobile Omniswarm units will be quick
    • A Force will be assembled to attack and kill this unit, a large amount of Firebeetles, to be dropped in mass where the Gravity warper fully commits itself. the only really melee unit that the Cybran have available, we expect that we should be able to get off enough damage to slow down and make the machine even if it still gets away. Use t3 spy planes to find and keep track of it should it still be capable of teleporting. Drop more Firebeetles on its head till it is weak enough for the second part.
    • We will send in the Melee contingent from the Minor Powers in last on similar transports once the machine is weaken or at least cannot continue teleporting anymore. Hopefully we can get a surround on it and take it apart.
  • Caretaker's Duty
    • For the areas past the mountains and Cybran bases information and Hunter killer teams, Similar to the ones used in the forest maybe more AOE options, are going to be primarily headed by T3 spy planes, Their Omni-sensors should be able to detect all units light sized and up and even then for infantry sized combatants they shouldn't have had time to get prepared to hide.
    • Despite this we are to assume that there will be dangerous infantry units left behind after we leave, Engineers will be deployed to the battle fields to reclaim every vehicle wreak to ether boost the Space unit economy or to leave mass when we return to repair the damage done here. Remove hiding spots and items that could potentially be repaired or scavenged for parts
    • The main goal here is to concentrate our hunting on units that could potentially make it to the Minor Nation's garrison for the rest of the conflict, (Cybran's estimate is a few days). Making sure that heavy tanks, artillery and most importantly transports are destroyed.
  • The Spinner Finishing their Work.
    • Foil will shift his focus to assisting Tie both economically and bearing the load of micro needed for managing a space war, Ivan and Gauge can monitor the ground battle from here.
    • To try and limit the amount of the Omni-Swarm fleet that escapes much of the raiding forces will try and position themselves between the target fleet and their escape vector when the counter attack reveals itself
    • Proceed with the original plan for the counter attack, make notes on anything specific about Omni-swarm fleet doctrine or design philosophy


CORE Strategic Turn 3 Results
Research Actions: 1 Free + 2 Purchased slots - 5 RP

Defrag of the Millenium: 2 Slots
With the encroaching threat of Killalot's return to the region, the Core are eager to finish repairing the Votann Kin's Ancestor Core's by assigning additional resources to the project.

FTL Research: 1 Slot
Core scientists were very excited by the FTL system used by the Tohx, however, when presented with the projections of the assets Killalot is bringing to bear against the Core, they arrive at two conclusions:
  1. The Core will need battleworlds of their own to counter Killalot's fleet
  2. They will not have enough to reverse engineer the Tohx FTL and prepare a working battleworld
Reluctantly, they set aside the more promising technology for the one they have more samples and technical assistance for.

Industry Actions:
Claim and build Moderate Defenses at Vyranodasik U10 Southwest - 5 RP

Claim and build Moderate Defenses at Vyranodasik U10 South - 5 RP

Build Moderate Defenses at Vyranodasik U11 Northwest - 3 RP

Upgrade Vyranodasik U11 East (Reliquary) infrastructure to Established - 6 RP

Build 2 Mag-1 Fleethordes - 20 RP

Diplomacy Actions:
Stentili Trade Relations
Target: Stentili
Nature: Friendly
Resources: 4 RP
Central Consciousness remains somewhat dissatisfied with the overall trade agreement with the Stentili - There is a general agreement that the initial failure to identify what products were of value to each side significantly harmed the strength and scope of the agreement. Efforts are thus made to identify potential products of interest for the Core and Stentili.

There are certain truisms that must be considered - Anything that can be produced by a Nanolathe or Metal Maker will not ever be something the Core have a shortage of, and, in turn, makes for a valid export. Conversely, anything that can't be produced by such systems, or, like art, has value beyond the material, is desired for import.

Finished goods, manufactured via nanolathe, are initially identified as an untapped export market, until one scientist points out that nanolathes are perfectly capable of assembling organic molecules, and thus, food and medical supplies, which, while of no interest to the Core, would be highly valuable to any organic species.

Test runs of various medicines are promising, but it quickly becomes apparent that the minds of the Core don't quite comprehend the intricacies of texture, flavor, and appearance that go into an enjoyable meal. Advice is solicited from more recent patterns which are more familiar organic life, and outside assistance hired for taste-testing purposes. Within a month the Core's culinary efforts have evolved from tasteless nutrition bricks into flawless recreations of exotic meals.

Additionally, with the Core now able to produce FTL drives, they will also be able to take on a greater share of the shipping burden in the trade agreement.

Investigate white star moving through Firebreak sector
Target: Firebreak Sector
Nature: Hostile
Resources: 4 RP
The mysterious white star moving through the Firebreak sector, and the unknown ships disappearing into it, have caught the attention of some of the patterns within Central Consciousness, concerned at the prospect of unknown events encroaching on their borders.

At first engineers and probes will be seeded to search the region for the moving star and vanishing ships. As the new FTL drives become available, probes using them will also be deployed.

Investigate Theocracy Provocateurs
Target: Theocracy
Nature: Hostile
Resources: 4 RP
The sudden surge of Anti-Core demagogues within the Theocracy, and their apparent absence from any census or citizenship record, have raised concerns of infiltration or support by a foreign power. As such, the Core will attempt to covertly investigate these figures, starting by infiltrating the Theocracy's networks through the infrastructure rebuilt by the Core. While we hardly left deliberate backdoors here, it is also the part of their network we would naturally be more familiar with.

After infiltrating their networks, we will co opt surveillance systems and reach out to sympathetic locals in order to track the movements and communications of our targets and determine who they are working for.

Additionally, it would also be prudent to research the particular kind of rice all of the targets enjoy - If it has any cultural significance, in the Theocracy or abroad, that may help us identify where they are coming from.

Military Actions:
Destroy Thorncasters Fiefdom and House of Alba Rosa - Commit 4 Fleethordes
With Killalot's arrival on the horizon and their War Earl potentially returning at any time the Core cannot afford to leave these Tohx houses as thorns in their side, especially if they are gaining access to Core technology. They must be crushed now, alongside the remnants of the Plantgiant House, before they can become a greater threat.



Research Results:


Success! The months of tireless maintenance work have borne fruit! The Ancestor Cores are restored to full functionality, the artificial intelligences no longer hampered by memory leakage, RAM shortage and millenia's worth of junk data. There is rejoicing across the Leagues, and the Kin promise that the next time the Core needs a job done, it's on the house.

The Ancestors themselves express their gratitude to the Core engineers for the repairs, but there is a measure of wariness here. These intelligences were originally constructed to oversee the mining operations of corporations, and find the socialist leanings of the Core a little upsetting. They pledge their friendship naturally, but a total alliance is out of reach.

Researching the Kroat FTL method was a success, and the Core is no longer limited to Gates for their faster than light travel.

Industry Results:

The colonization effort goes through as planned, but the Freehold is perturbed at having their expansion cut off by their unofficial ally. They do find a different area to expand into in the South East which is distant from the Tohx conflict but places them on the frontline for Killalot's eventual arrival.

As Kin are wont to do, they strike the earth and begin fortifying.

Trade with Caregivers is in full swing, and that polity is beginning to reach a peer tech level with the Core. This can be clearly observed in their new aggressive healthcare policy which uses patterning rather than cybernetics or transplants to treat serious injuries.




Intelligence Results:




They're called the White Comet Empire, and the patterned agents find them odd, and over dramatic. They are a group composed of clones, similar to the Arm, and have a mission to enslave all other races they encounter to do their research for them, before killing them off. They travel in a gas giant sized mobile station which disassembles other planets into materials for construction of their steel armada from the vast shipyards which accompany the megastation. While they are stumbling blindly around the Firebreak for now they are on a course which will see them discover and attack the Core territory near the Reliquary within a year. Their technology is a tier below that of the Core, but their forces are vast and surround their mobile planet like the rings of Saturn. It would be a mistake to underestimate them, even if they are over glorified bandits.

A footnote is that the reason for their pillaging is that they're on a crusade against love,

which makes them emotionally repressed even by Core standards.

A second faction is present within their space, and the Comet forces react with panic and open fire with overwhelming firepower whenever the ships of this unknown faction briefly appear. The mere presence of a ship from this mystery faction leads them to evacuate the region.

Closer to home the investigation into the strange activity in the Theocracy has been a massive success, Core infiltration patterns managing to track the movements of the Provocateurs as they appear and disappear throughout the megastructure. Specific contacts are investigated and conversations are recorded - though the other party in the conversations don't appear to Core sensors even as the contacts react and hold conversations with the entities in the same room. While having access to only one side of the conversation, Core analysts piece together that a series of deals were struck promising soldiers with the power to face the Core and a shared sentiment that damnation was preferable to oblivion.


Analyzing the rice showed that each grain was marked with a symbol not found in Core databanks, and attempting to search the Hypernet for answers had the results quarantined by anti-viral and anti-memetic programs and warnings by the enigmatic moderators. Further testing proved fruitless, until in a series of actions that the scientist in charge was hasty to explain were not 'throwing stuff at the wall to see what sticks', a grain was put through an artificial digestive system and exposed to energy emitted from the Ork FTL engine. Upon exposure to the energies generated by the Ork derived rip in space-time, the grain hatched into a giant, evil centipede, which tore its way out of the artificial body of that scientist and went on a brief rampage before it was captured for experimentation. The organism was frustratingly difficult to experiment on, attacking at every opportunity when testing and vivisection was attempted. It was agreed to kill the creature since running tests on the corpse would be easier, but this was stymied by the stubborn refusal of the creature to die. Eventually the goal of the tests shifted from testing the creature to trying to see what would kill it - and only complete obliteration of its body resulted in its death. In fact, there are some doubts that killed it all, as sensor readings hint that something teleported out the centipede at the moment of its seeming destruction.

Not much was learned about the centipede, but a level of neural activity was detected in the jaws and stinger appendages of the creature, leading to speculation that it was some kind of infiltration unit. Others countered that it would make more sense to seed these creatures into the general food supply rather than keep it to a select few.

What can't be debated is that some kind of shadowy war is going on in the Theocracy, tensions are rising and conspiracy theories are running wild.

Military Results:

Core fleets penetrate the Tohx territory and find it in a very different condition than Kroat space had been. While a hole was ripped through their most built up territory, the two Tohx factions both control territory as large as the Kroat industrial region, and each side is well fortified as a result of constant attacks from the other. It's estimated that it would take 7 years of dedicated effort to eradicate the Tohx from the area.

Against the background constant fighting of the region, two interesting pieces of information are gathered. Multiple War-Sires are gathered at the former War-Earl stronghold, though the purpose behind this is unknown. A strike here would shatter the unity of the Tohx factions and delay their attack on the Core even more, but at the cost of guaranteeing the proliferation of Core military technology to the factions. The good news is that they've been ignoring the nanolathe, dismissing the killing of Engineers as unsporting and thus the tools they wield as unfashionable.

Core forces will need to be assigned to the defence of the Reliquary to honour the prior agreement, and as a result the following are a broad overview of the military strategy which could be taken against the Tohx:

  1. A conventional invasion estimated to take 7 cycles to wipe the Tohx from the region
  2. A deep strike attack on the leadership
  3. Withdraw to keep Core territory intact and avoid overextension.
 
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Commander Melkor poured over the holo table trying to grasp every aspect of the current situation. It was not particularly complicated. The Flood were massing at the inner planets and in the outskirts of the system the largest force ever assembled by any Hiigaran, Taiidan, or Bentusi force was gathering to meet them. However, the apparent simplicity was in itself making him uneasy.

He had heard of the extreme difficulties the unbound fleets had had dealing with the Eternal Empire, and he worried that the Flood might have similar tricks up their sleeve. In fact, he knew for certain that they did considering the Kett Behemoth had been just that. Those planetoids were an additional unknown threat. They seemed slow and ungainly, but they out massed anything he'd ever heard of except the Nomad Moon. And the assault on the Nomad Moon had failed. He would have been far more worried if their new allies the Men of Iron hadn't offered the support of their commander units. Apparently, they were capable of building armies from scratch. Much like the Unbound planetary carriers, but on a far superior level.

In fact, the Men of Iron were his own trump card. Their technology vastly exceeded both the Unbound, Flood, and even the prototype technology on the Kett Behemoth. Melkor had been running simulations with their commander, some sort of artificial intelligence if he understood correctly, and the amount of firepower their ships could put out was staggering.

At first, he had considered having the Men of Iron fleet advance in order to bait the Flood into leaving the safety of their orbital positions, but the Men of Iron had both objected and presented their own projections. Their massive capital ships could wreak havoc on the flood, but the Zenith command carrier needed time to build them. Which had inspired Melkor to come up with a new battle plan. His Explorers and Shaman would be doing the same thing, but given how vastly they were outclassed by the Men of Iron perhaps it would be better to funnel resource units to the robots instead of using it for Unbound production.

He had brought this up with their commander, and after some calculations to optimize the production rates it had been agreed to be a useful tool to bolster the Zenith's production capabilities beyond even its normal prodigious rate. Now it was simply a matter of planning the maneuver. Both the Unbound and the Men of Iron would descend on the outer gas giant and strip its atmosphere and rings to build up their numbers to the limits of their command capabilities. Then they would advance on the Flood in force.

It was a good plan. A solid plan. But Melkor was still uneasy. It still felt too simple still, and he feared that he was just playing into the Flood's tentacles by concentrating on the Kett ship instead of their portal. If only he had more time and more ships. Just a few more fleets would have made all the difference, but the Unbound had apparently landed in a hornet's nest in this galaxy, and he had been forced to commit fleets on all sides.

Still his people were counting on him to lead them into battle. There was no time for second guessing. If this was a mistake, then he could regret it later, but for now he had a battle to win. Steeling himself, Melkor prepared to do a final review of the battle plan. Even as straightforward as it was, it still called for thousands of flotillas to maneuver and intersect their flight paths in order to perform patrols and harvesting operations. And no mistakes could be made in a fight against a foe this terrible.



The first of the fleet to move were the massive Chieftain processing ships. Among the largest of the Unbound ships each one was nearly three hundred meters of metal and machinery. Packed with huge resource bays, refinery units, and specialized prospecting beams they were well equipped for their duties as far-ranging centers of extraction. The crown jewel of their loadout was a fully functional wormhole transportation system that allowed them to move all their accumulated resources back to the main fleet without need for long travel times.

Even as impressive as they were though, the Chieftains were only one half of the Unbound's resource harvesting operation. The other were the Worker corvettes. These stubby ships had been designed by the genius engineers of the Somtaaw Kith as the bedrock for their future expansions and combined harvesting, repair, and even salvage equipment into one multipurpose package that had proved hard working and reliable all throughout both their initial use in asteroid mining and during combat operations in the Beast War.

Now Chieftains and Workers alike moved in flocks towards the gas giant's rocky rings. Aboard them were thousands of miners eager to turn the natural rocks, gas, and ice into useful resources for the fleet.

Even as the harvesting operations begin the second wave of ships start their own operations. These are the Shamans, massive carriers which house and build the strike fighters of the Unbound. At one point they housed an array of different types of fighters, but now they mostly build Super Acolytes. Hybrids of Bentusi and Somtaaw technology, these fighters are superior in every metric to other Unbound fighter variants. In fact, their ion cannons put even larger frigates to shame.

In time the Unbound will expand that hybrid technology to their other ships, but for now the Super Acolytes remain the most advanced of their craft. And production of them is in full swing as the Shamans' flash forges churn out armored hulls that are quickly filled with all cutting-edge components.

The final piece of the puzzle comes not from the forges, but from the Cryo Vaults. Each one is a vast chilly chamber filled with rank after rank of cryopod filled with specialists in a certain type of craft. And now the pilot pods are being opened. Thousands of them climb out of their pods. There are far more being awakened than could be housed on the carrier themselves, but that matters little for they immediately file into the hangars and board their freshly manufactured acolyte fighters.

Most of them have not been awakened since the carriers left the Arks. Some have not been awakened since the Unbound first fled to this universe. But it does not matter. They are veterans hardened by constant war and terror. No matter how long they spent in stasis they know they have been awakened to fight, and they will fight no matter the enemy.

And these are the most well-adjusted of those who lie in the cryopods. By unbound standards they are not even unusual. This is just how the Unbound store extra crew when they are not needed. But there is another section of the cryopod that is far more isolated. Attended by technicians in white purification robes ranks of gray clad crew are pulled out and given their death rites. A final cup of water in remembrance of dead Kharak.

These are the Sleepers. People who have no family left. No kith or kin to hold them to the living. They are the survivors of Kharak, of Hiiagara, of dozens of convoys lost to the Beast. They are the walking dead who will only find meaning in death.

There is no room for separate hangers so a hush falls on the room as they in turn file through the corridors to reach their ships. They are respected and yet mourned, for their place is to pilot the mimic ships. Cleverly disguised with holographic technology their only purpose is to infiltrate enemy formations, then detonate their quantum explosive charges, ripping apart enemy ships and disrupting their formations.

The only ones who come back will be the ones who are left after no enemy targets remain.



Strike craft are not the only thing being built however. The core of each fleet are the Explorer motherships and now they bring to bear massive external phased disassembly arrays to build entire capital ships at once. Most of these are the durable Deacon destroyers. The smallest of the Unbound capital ships, they are still among the toughest mounting twin heavy ion cannons and able to fight on with even massive internal damage.

Which is the point. Against other enemies the Unbound would field their more advanced capital ships, but against parasitic enemies such as the Flood they use the Narn Directive pioneered by in the Beast War where a Deacon will flood its own internal space with engine plasma destroying any and all borders, along with a significant amount of unfortunate crew. At least that's what what the Unbound war planners thought. Unfortunately they have been unpleasantly surprised to find there are species in this new galaxy that can survive or evade the plasma purges, but at least the Flood should not be one of them seeing how closely they resemble the Beast in form and purpose.

As such Deacon crews are made up of the most hardened and fanatical Unbound crews. Many of them are only slightly less willing to die than the Sleepers. And for much the same reason they go into battle knowing that any sacrifice that they need to make they will gladly perform to protect the rest of the fleet.

The other Unbound capital ships are more conventional. The hulking Archangel dreadnoughts with its multiple energy cannons and missile launchers provides complete spherical coverage and the ability to confidently fight multiple enemies at once. It bears a distinct resemblance to the Chieftain ships, which is not a surprise as its drive is literally a repurposed version of the processing ship. And the even larger Seraphim, which leverages Somtaaw linkage technology to merge three archangels and a Shaman into one immensely deadly ship.

But of course, the real pride of the Unbound fleet are still the Bentusi Exchanges. Shining golden horseshoes larger than Explorer, but with the maneuverability of a strike fight and enough firepower to decimate flotillas. Only the fact that manufacturing them in the field is still beyond the capability of the Unbound keeps them from being a larger component of their fleets.

Half a dozen other smaller ships fill out the roster. Support frigates fly behind acolyte swarms and hive frigates hide inside their drone flocks. Though some, such as the ramming frigate, are put to the side as ill-advised in this particular battle. In front of everything lines of sentinels join an array tens of thousands strong prepared to shield the entire wall of battle with a colossal energy shield.

Whatever surprises the Gravemind has in store. Whatever horrors the Flood will unleash the Unbound are ready. They were forced to run from the Beast, but they will not abandon the galaxy to its twisted extra-versal counterpart. No matter how many of them die to enemy fire or their own sacrifices their only regret will be that they did not have enough forces to strike the Flood Portal as well.



Tactical Summary
Unbound Forces
6 Magnitude 2 Fleets
The Kuun Lan a warship legend

Men of Iron Forces:
1 Zenith Class Command ship with its escort
2 Anakim Class Armoured Command Units

1. The Men of Iron and the Unbound armada move to the gas giant, or whatever resource rich area is nearby. One of my fleets will help supply the MoI so they can bulk up their artillery ships. While the rest of my ships work on expanding their acolyte fighter wings so that we can dominate in the skirmish phase. I will also build a lot of mimics and deacon destroyers for the clash phase. Mimics to help punish the Flood
attempting to move boarding ships in close, and the Deacon because they are the best suited for using the Naar Directive in case anything does board. Though I will build more of everything else as well.

2. Once the MoI feel they have enough bombardment ships, or if the Flood move to engage us we will prepare for a long range duel and try to kill as many of them as possible at range. The Kuun-Lan especially will maneuver to try and get siege shots off. Especially if it can land on the Kett ship. I am uncertain of the timing of this phase however as I don't know how long I should build up for compared to the Flood.

3. If the Covenant Planetoids engage then the MoI Commanders perform a drop on them so that they can build an army and attack the planetoids from the inside. The Unbound are prepared to offer support, even land their own ground carriers if need be, but the MoI are confident in their stealth insertion systems.





"I drew you to this realm for a purpose. The moments you squander here are but gifts I embrace to flourish elsewhere. Victory eludes you, merely a fleeting illusion. Our convergence remains inevitable."

As the Archon spoke, the mismatched fleets controlled by the Flood moved into positions to meet the Unbound. The cold void of space was soon lit ablaze with the fury of battle.

The Unbound fleet swiftly organised into a defensive formation, anticipating the approaching tempest. Abruptly, the void ignited with the distant flicker of Flood weaponry, heralding a merciless long-range assault. Flood vessels, moving with malevolent purpose, discharged plasma torrents, aiming to disrupt and disorient the Unbound armada while abstaining from their characteristic boarding tactics.

Undeterred, the Unbound Acolytes, piloted by warriors hardened by countless skirmishes, masterfully danced through the storm. Their retaliation was a symphony of fire, a relentless barrage seeking out and engulfing the Flood ships. The conflict spiralled into a ballet of calculated destruction, a cosmic choreography of death and defiance.

Amidst the chaos, the Acolytes showcased their superiority, their vessels outmanoeuvring and overpowering the New Kett equivalent craft. Anti-strike craft vessels were deployed, a futile effort quickly dismantled by the superior technology and tactical prowess of the Unbound fleet. The void bore witness to their superiority as debris fields filled space.

Yet, victory revealed an anomaly. Unbound sensors and scans found almost no trace of Flood biomass on the decimated vessels. Melkor frowned. The Flood were infamous for their relentless boarding and infestation, yet here they fought in a manner wholly unexpected.

There was no time to draw back and ponder this mystery. The Men of Iron were ready. Their resource gathering efforts had been sped up by the assistance of Unbound engineers, and a fleet clad in adamantium hulls left the atmosphere of the gas giant like a dark cloud.

Unbound fighters corralled the Flood forces, keeping them concentrated. Ships that had belonged to the Covenant placed themselves ahead of the corrupted moons and unleashed waves of plasma warheads at the Unbound with no care for the damage they sustained - fighting on even when they should have been long disabled. The Kett ships were behind the fighting, using the bulk of the planetoids as shields from incoming fire. Whatever design the Gravemind might have had, however the clash of fleets may have resolved itself, the outcome is decided when the Apex and Summit Battleships open fire.



The bombardment by the linked ships and the Kuun La shatters the shields of the Flood vessels and melts their hulls into nothing. Barely any Flood ships escape the devastating volleys, and the ones that do are in no position to retaliate.

"I did not anticipate your presence, but this alters naught. I am intrigued by your relentless pursuit. You are mere mechanisms crafted for warfare; your notion of peace is a mockery. You are inferior constructs fashioned by feeble intellects compared to those I have already overcome. You shall not assimilate into my harmony; you shall merely face annihilation."

The mass of putrid flesh that had been High Charity moved with startling swiftness for the Command Ship and the array of New Kett ships blinked towards the main Unbound fleet to vent their fury. More Men of Iron ships are drawn towards the Flood planetoids like iron filings to magnets, and both Anakim are prepared to land on them. It is a combat deployment unthinkable for organic troops, but the Iron Men were created to win unthinkable battles.

As the MoI engage with the planetoids, the Kett Behemoth warps into the middle of the Unbound formation with a host of attendant vessels. The New Kett ships are bolstered by its presence - becoming faster, more durable, more precise. The advantage slips away from the Unbound, pilots pressed to keep ahead of fighters that use element zero drives and near-prescience to perfectly pursue them through fight and manoeuvre with uncanny accuracy. Boarding is attempted now by Kett combat forms that tear their way into hulls and through crews when they encounter them. The forms are more varied than the uniform super soldiers the Archon had created, displaying thicker armour and the ability to shapeshift weapons out of their bodies as needed.

As formidable as they are, the Unbound contended with worse. The scars left by the Beast remain, and the willingness to sacrifice as much as needed to gouts of plasma to preserve the overall vessel has not deteriorated. The Naar directive is practised as expected, and while it is never easy to watch as ships are sacrificed to prevent infection, at least the Unbound do not have to worry about facing their own designs in battle.

The Behemoth had proven its worth to the Flood as it hunted the Kuun La and unleashed devastation on any other ship that came too close, swatting them aside almost contemptuously as it pursued its prey. It was not indestructible - concentrated fire from the Unbound or direct hits from the Kuun La's main cannon had broken through its shields and blasted its armour apart. The problem was that it did not stay dead. Fungal armour regrew around the endoskeleton of the hull, shields and weapons powered back up, and it threw itself back to its task with renewed vigour. It might have been a fleet killer in its own right, if not for its singular purpose.

This is what led to its demise, as Melkor communicated with the Zenith and plotted out the destruction of the Behemoth. Feigning reactor failure, the flagship drifted, the Behemoth raced after it, and it found itself in the trajectory of Nova Cannon & Exo-Lance bombardment as well as an overcharged shot from the legendary ship. The Kett Behemoth was reduced to scraps beyond the ability of the Gravemind to resurrect.

Bombardment had cleared away most of the biomass from the planetoid as the Apex ships landed, and while nanolathes ran hot to construct mechanical legions as quickly as possible this would prove rather unnecessary. The armies that meet them are unworthy of the word, cleared away by singular Castigors. The greater challenges come from the environment as they explore the broken station, with shattered terrain, broken controls and deadman switches on the scant pieces of working technology found. The units constructed move from combat types to engineering units to make the repairs needed to traverse safely.

A trap is triggered, and in the depths of the Forerunner vessels a simple command is executed. Without warning both planetoids enter slipspace, one of them nearly sucking the Zenith in with it, this being avoided by quick manoeuvring from the artificial intelligence. The portals dumped both planetoids in deep space, taking them and both Anakim out of the battle.

The Unbound and Men of Iron that are still present have an easy time mopping up the Kett ships, and an invasion is planned for the laboratory complex due to the excessive amount of shielding preventing simple orbital bombardment. The Unbound make up the first wave, due to the remaining MoI commander needing to build up their ground army and not being specialised for ground combat like the two who had been transported away.

Colossal landships soon make their way over a desert not dissimilar from Kharak, and are met by a range of Kett defences. The Hiigarans had answers for the conventional defences whether static or mobile, and their command carriers were ready to replace those losses. What proved most devastating were the boarding actions of the New Kett, who eagerly attacked in waves and animalistically slaughtered the crews in the cockpits once they managed to break in. These losses proved most devastating as the hijacked vehicles were used against their allies, and soon sporting blooms of Flood matter with freshly assembled plasma cannons attached. The tide of battle is turned once again when the behemoths assembled at the direction of the Zenith drop from the sky and let loose their barrage against the Flood hordes.

The battle ceases on the planet as the last Flood spores wither under hails of phosphex bombs, yet the Gravemind has one last card to play. A wave of energy spreads across the system as the gateway activates, and a tide of mycelial tendrils flows through. The world that had seemed the least defended, the world virtually untouched by the Flood, cracks open and a continent sized Flood organism emerges. A mountain of corpse-flesh rises with the fungal stalks, and the Gravemind grins in its triumph.

"I forewarned you of your inadequacy. Now ensnared within, a solitary tomb awaits us collectively. Time holds no sway. Agony shall be unceasing. Yet death shall forever elude you."

While the Gravemind was preparing its checkmate and Melkor was racing to deliver orders to his fleet - to engage afterburners and strike at the gateway right then or to leave the system yet to be uttered - the Zenith class Commander was analysing the situation for a way to avert the incoming disaster. Conventional solutions were discarded outright as anomalous energy signatures manifested around the Flood lifeforms and normal weapons fire was deflected or absorbed into the ether. The apparently nonsensical reports are what gave the machine its eureka moment, and in a few seconds three Apexes were chosen for the first and last resort. Either the trap would be reversed or the Flood would succeed.

Space bent as the Gravemind warped its curvature by its will, bringing its manifestation on the planet to the mass surging from the gateway. Moments before contact would be made, when all of the Flood biomass in the system would be united as one, the trio of battleships that had been making a mad dash for that point overloaded their warp drives.

Space was ripped open, the light of the sun seeming to dim as impossible colours of blinding unlight illuminated every point in the system at once. Screaming could be heard coming from everywhere and nowhere, from the Gravemind or from the kaleidoscopic dimension itself it mattered not. A force like gravity drew in the Flood as it tried to escape, tendrils and sprouted bodies unable to get past the event horizon it found itself in. The riot of chaotic energies expanded along the Flood stalk through the gateway and beyond, like electricity flowing down a neuron.

Then the rift slammed shut, logic reasserted itself, and the cruel laughter could fade into fleeting memory.

Results
  • Flood forces were completely wiped. Flood plan fails catastrophically, much of the biomass on the other side of the gate being destroyed as well.
  • Flood cut gate access, micro galaxy inaccessible
  • Kett not uploaded and put to rest
  • Men of Iron force completely unharmed
  • Unbound forces suffer 20% casualties from Kett focus and ground combat to ensure Kett information does not escape
  • Flood gains fear of Men of Iron and by pavlovian conditioning the Unbound as well. They will not be back.
 
Vespene Gas is used for many things, and one of them is the modern day equivalent of jet fuel. Terran, Protoss, Zerg, with few exceptions all require Vespene to get their aerial forces off the ground. Thus, when the Swarm was attacked in a place where they possessed it in excess, it should perhaps not have been a surprise for the combined pirate and mercenary fleet that they were met with what could only be described as a solid wall of Mutalisks and Scourges, alongside Leviathans and the other void organisms of the Swarm.

And yet it seemingly was, as what could be intercepted of the thoughts and communications of the mercenaries was various levels of discontent at the idea of diving through such a formation. Any hopes of this manifesting in general dissent is soon dashed when they begin accelerating to attack speed, the pirate command-entities successfully keeping order among their myriad forces, but it's a promising start.

Impaler Leviathans trade fire with mercenary ships using spinal mass drivers and pirate bombardment galleons, accepting wounds from the opposition in an attempt to eliminate the enemy's area denial network and the Machine Empire's cog-shaped carriers. Unfortunately, the former is mostly concentrated in small, nimble ships that the Leviathans have a hard time engaging at this distance, while the Empire's vessels are surprisingly hardy for their size. They do still fall to the overwhelming firepower of the Swarm, but in smaller numbers than hoped, especially as the damage to the Zerg's forces begins to add up.

Then the vanguards intermix, and the tides turn. That's not to say the enemy is simply overwhelmed, of course. Things are rarely that easy. Rather, their focus becomes entirely defensive as they attempt to stave off the descending tide of Zerg aerial strains. Not so much as a bomber squadron breaks through to strike at the Leviathans anchoring the fleet or the refinery platforms behind them, and only the incredibly vast enormity of the void prevents it from being choked with bodies, both Zerg and soldier of fortune. And even as Mutalisks and Scourges die by the thousand, more gestate in Leviathan holds and in Spires, entire clusters of eggs growing, pulsating, preparing to unleash another wave.

As for the first wave, it's as successful as could be hoped considering the failure of the Impalers to destroy the enemy's point defence vessels earlier. Precision targeting of the Jedi and Imperial ships proves difficult, their own highly capable fighters taking on a close support role for their ships exclusively while more generally the rest of the fleet does their work. The pirates deploy large numbers of their own interceptors, and vessels from both them and the twin stellar phenomena-named mercenary companies screen the lot, with the Smoke Jaguar strike craft providing competent support.

All this simply means that the damage done is more across the board, however, not that it isn't done. None of the enemy forces are spared from Scourges ramming headlong into their hulls, repeated explosions ripping apart smaller ships entirely and leaving pits and scars on the hulls of larger ones. And, needless to say, the enemy's fighter-based interception of the Zerg forces is not without its own significant casualties.

Unfortunately, the enemy doesn't simply remain in place. They emerge on the other side of the cloud of Zerg battered but very much alive, and eager to shoot back at the source of their troubles. The source of the troubles, however, are Leviathans now in range of the enemy. Tendrils pierce and crush while bio-plasmid discharges rake the enemy's frontal armour, and pirate-brood strike craft hoping that their attack runs would now be clear find that behind the cloud of Mutalisks was in fact even more Mutalisks.

But the pirate fleet contains dreadnoughts the equal of the Leviathans, and much like Terran Battlecruisers the smaller escorting ships of both them and their allies prove far from ineffectual despite their size, especially the advanced and Exteritite-infused ships of the Empire and Jedi. A vast variety of weapon systems crash down on the Leviathans, many already damaged from the initial long-range exchange of fire, and they begin to fall. Unlike the Mutalisks, they cannot be so easily replaced. Even the assistance of the platforms' spore colonies, firing both anti-strike craft conventional spores and anti-ship Psar spores, can only help so much.

Debris begins to accumulate around the platforms and in orbit of the gas giants, but not enough to prevent landings. With both sides thoroughly engaged with each other, there's little to prevent these landings from occurring.

In aggregate, between the phases of battle that went well and less well for the Zerg, both sides have taken approximately equivalent non-field replaceable damage, with the focus on the Machine Empire early in the battle ensuring they've taken more than anyone else. Technically, this is a slight edge to the Zerg and unless the enemy falls back to resume bombardment it's likely to continue to go in their favour, but it's far from a gap that can't be overturned.

As the sellsword armies land, the response is immediate and overwhelming, both physically and psychically. Unfortunately, the Jedi seem to be effectively immune to the Hive Mind's scream, not unlike the Ghosts and Templar of before. This was not the only planned counter, however, and Hunter-Killer teams escorted by Zerglings are deployed to focus exclusively on taking them down. These forces take many losses to the strange golden energy blades and vast esoteric powers of the Jedi, including powerful telekinesis and Psi-Storms, but bring them down reliably enough that their continued deployment is implemented.

This is only a small snapshot of the overall ground battle, of course. Nydus Worms open a bridge from the Hive Clusters straight to the foe's landing grounds, and spew forth a tidal wave of carapace, while Mutalisks contest the skies as best they can against the enemy strike craft, covering the Guardians which provide close air support for the advancing ground strains.

In an inversion of how things should be that manages to outright baffle Symbion and Vesma, the Zerg obtain total artillery dominance. Provided pinpoint-accurate targeting data via their psychic links, the Artilerlisks rain acidic death on the front line, each thrown spine the equivalent of an entire clutch of Banelings, and if a few Zerglings get caught in the blast so be it. By contrast, the enemy largely eschews artillery, with only the pirates and Smoke Jaguar forces seemingly having any at all, and them relatively few in number.

The latter is able to focus their own guns on counterbattery fire, weakening the rain of acid spikes falling upon them, while the Blue Sun's and Eclipse's vehicular and personal shields can largely deflect the acid before it hits them, limiting their own casualties even more than the pirates, who's different shielding technology is less effective against the bombardment. The Jedi, with neither shields nor counterbattery fire, suffer the worst, losing even more of their number to the Artilerlisks than they do to the Hunter-Killer teams.

Despite this early edge, the enemy is not completely contained. With the strength of their mechanised thrusts, they begin to make dents in the front line despite the flood of organisms, even though Smoke Jaguar BattleMechs and Imperial Quadrafighters are hard-pressed to take on Ultralisks, while Hydralisks and Roaches wear down the former's Elemental power armoured infantry.

Imperial Cogs, however, prove problematic, with eye-beams capable of outright incinerating lesser Zerg organisms, and are incredibly durable despite the fact they look similar to Ghosts in terms of their size and armour. As the Jedi are increasingly pressured by the artillery, more and more Hunter-Killers are diverted to engage them, and Defilers do what they can to eliminate them by infecting them with their gruesome plagues, eating them from within as one of the few remotely effective counters available.

Still, for a brief moment, it appears as if these attempted breakthroughs might be contained despite the difficulties of stopping these focused assaults, and that the fight might go as the Cerebrates hoped. However, once the enemy are thoroughly engaged, it becomes apparent that the Hypernet-gathered rumours of the Machine Empire's war engines were neither lie nor exaggeration.

It begins, later analysis would suggest, with the appearance of a unique Machine Empire strain on one of the most significant of the refinery platforms, similar in size to a Cog but distinct in appearance and carrying a smaller module of some kind. Just behind the front lines, it appeared in a camp where several of the mercenary groups were holed up, trying to establish their forward positions. One of the Empire's unique combatants was present nearby, albeit damaged. A recording of the incident would soon become available to the Swarm.

"Och, lads, this is terrible! We're making no headway at all against these fleshy beasts! Orbus, we've got to do something!" The larger of the pair exclaimed.

"This is just a chance to try out our new Exteritite Boost function, Klank! Let's do it!" The one apparently named Orbus said, revealing it had a voice of its own.

"I suppose you're right. Just hope the ol' crystal works as advertised," Klank muttered, taking hold of a handle that emerged from the module's body, pulling out a length of rope that he used to swing Orbus around his head like a Terran with a sling. "Around, and around, and away you go!"

Swinging the module, it landed directly on the back of the unique, missile-armed combatant. "Okay, Silo Two, looks like you need a little help! Let's go big rather than go home!" Orbus said. It injected something into the machine's body before taking off and firing a sickly yellow beam from its chest into the machine. Said machine then gave off bolts of yellow lightning that shot across the entire battlefront, using other unique combatants as relays until nearly every single one on the platform was transfixed by the electricity. When they were all connected, each suddenly grew, engulfed in a cage of yellow energy panels, until they were of titanic size. Similar scenes repeated on the other platforms at around this stage of the battle.

These new super-combatants prove too much for the Zerg, already stretched thin by this point, and go on a rampage. All sorts of tactics are employed to take them down effectively, with the only one seeing much success being mass use of Banelings, which does work well but is economically inefficient.

Fortunately, these war engines can only be in so many places at once, each seemingly being some form of bespoke creation, and where they are not present the enemy threat is contained, even pushed back as burrowing forces supported by the occasional drop pod strike when the Leviathans in orbit can spare a moment strike at the heart of some landing zones.

Even where the titans are present, their breakthroughs often cannot be exploited by their allies, as Zerg organisms swarm in behind them to prevent follow-through attacks, doing their best to plug the gaps in the line. Still, some sections of the refineries fall, with some smaller, secondary platforms falling completely, their Hive Clusters falling, even as the front remains broadly intact and the enemy takes their share of casualties.

-Between all combat phases, the Golden Pirates have taken 40% casualties, the Machine Empire 45%, the corrupted Jedi 50%, and the Blue Suns, Eclipse, and Smoke Jaguar 35%. The Zerg have taken 25% losses among their non-field replaceable forces such as their Hive Clusters and Leviathans, but higher losses among their actual preexisting combat units, more in line with their enemies.

Victory seems in sight, but there's a risk if the enemy successfully achieves exploited breakthroughs and burns down the Zerg's Hive Clusters en masse, removing their command and source of reinforcements. A similar story is true in space, where the Zerg have the edge but are vulnerable if their Leviathans are eliminated. To that end, exploiting opportunities as they arise might be called for, and two such opportunities have just arised.

The mercenaries have taken heavy losses, and many object to being used as shock troops in such a pitched battle. Citing pull-out clauses in their contracts, the Blue Suns and Smoke Jaguar forces both attempt to withdraw from the battle, but are forced back onto the line by their Exteritite-infested comrades. The Jedi seem to have used their abilities to suborn the former's leadership, infecting them with Exteritite, who then in turn bully and infest their own subordinates in a chain running down the organisation. Apparently not entirely opposed to Exteritite in the first place, the heady boost in capabilities the crystal provides has kept them in line and is considered a form of additional payment by the newly renamed Gold Suns.

As for Smoke Jaguar, when attempting to pull out, they were apparently challenged to a "Trial of Grievance" by King Mondo, who fought their leader or "Khan" in single combat. Although the latter made good use of their Elemental powered armour, they were soundly defeated, and agreed to return to the front line where they are even now being sent on ever more deadly suicide missions, Mondo apparently not considering the "sniveling organics" worth of the 'honor' of being infected with Exteritite.

The reason the Zerg have become aware of this is because elements of both the Eclipse and Smoke Jaguar mercenaries have approached the Swarm in secret and under flag of truce, offering limited information (this is the source of the recording of Orbus and Klank) as a tool to open negotiations. They both want out of this fight, and think the Zerg want them out of it too.

Eclipse's offer is simple: If the Zerg move aggressively forward and provide cover for their units, preventing a repeat of what happened to the Gold Suns, they'll pull all their forces out of the battlezone, arguing that the casualties from the aggressive manoeuvring are likely worth the entire force of Eclipse leaving without another shot fired. However, ever money-minded, they make a secondary offer of outright switching sides and fighting alongside the Zerg in exchange for a "small but reasonable" payment in the next local year. Technically, the Zerg could even accept this offer and then just not pay up, but this would have negative diplomatic repercussions.

Meanwhile, the Smoke Jaguar representatives are spitting mad. The decision to allow a Trial from King Mondo was heavily opposed by many in the Clan, and was downright chalcas if not outright dezgra, whether or not the King technically obeyed zellbrigen in the Trial itself, and the Council should obviously have issued a satarra on the matter regardless of if the Khan wanted to fight that savashri, and they shouldn't have needed the permission of their own allies to try and secure hegira anyway!

The Zerg representatives at the secret discussion nod along, apologise for their translation functions apparently being broken, and ask the Clan warriors to repeat everything they just said but slower and more carefully.

The short version appears to be that while the Trial of Grievance was technically legally binding, the decision to have allowed it in the first place was not, and elements in the Clan wish to launch a Trial of Refusal to overturn that decision and thus nullify Mondo's victory, allowing them to withdraw under the bindings of their strange honour code. They are allowed to call upon allies of theirs for this Trial of Refusal, and ask the Zerg to be their allies, because it's likely that the Machine Empire will intervene on the other side and all but secure their defeat.

The Cerebrates are confident that a victory can be secured here with the proper tactics, and it only represents a very small portion of the overall forces available to any side and thus will not affect the battle as a whole. If victorious, they promise to withdraw from the fighting and not forget the Zerg's generosity in this matter, and that any of theirs who refuse to ally with the aliens on principle are available as isorla should they be defeated in battle, which seems to be their way of saying that them and their equipment are forfeit and they will agree to serve the Swarm going forward, for whatever that's worth.

The question is thus what to commit to either of these offers, and how much the Swarm trusts the two mercenary organisations to uphold their end of the bargains.





Second tactical turn




Early in the morning on the station a secret mission is sent out. A man walking out to a VTOL. He sits down with a mercenary bodyguard that had been in multiple combats against the Zerg. He had requested to get a view "from the frontlines," on his way over to meet with them. Katern Becket was another rare Human in the Asari and Salarian dominated Eclipse who'd been relegated to defensive emplacements.

"So!" Adam clapped his hands together and smiled, as the helicopter lifted off to head for the rendezvous "What's it like on the frontline?"

Katern blinked slowly and looked over at him with an unimpressed look, then snorted at his awful cologne. They'd been on this fucking nightmare station for months of eight hour, twelve hour, sixteen hour shifts, sometimes even back to back, standing on a wall, shooting a machine gun at a never-ending tide of monstrous bioweapons. They're pretty sure they're going to have to shell out half their paycheck for the medical bills caused by all the fucking meth. They could practically fall asleep to the rhythm of the gun's firing and cooling cycles at this point.

All the while they're merely holding back a tide of screaming claws and meat, they were honestly surprised that these things could even think with how mindlessly hundreds of thousands of them sprinted screaming to their death. They were born just to die minutes later.

They remember when those massive robots just stomped holes in the enemies lines like they were so many ants. They had a clear line of site to the hives, they could've pushed forward if their armor could get past the unending rain of that fucking acid artillery. It's so fucking unfair that the enemy that can't be attritted also has the superior firepower!

But they couldn't go forward with the titanic robots and they had to sit and watch the hives just start… birthing more. The plain just lit up white with cocoons all at once. Then they burst into another carpet of zerglings!

"What? Fighting the Zerg?" Katern asked flatly. "Haven't you," They waved vaguely out the window, "seen it?"

"Yes! I saw a lot of those flying… glaive wasp… things on the way over here." Ah. The glaive-wasps. How they made living ammunition that bounced from one enemy to another Katern really didn't care about. They heard from the fucking air force that squads of those things could melt through formations of aircraft like butter. Apparently they could only really do chip damage to actual ships though, it'd take millions to take a capital ship down.

So of course, there's billions of them.

"Yeah. a lot of them. It seems to be a recurring theme." They said dryly. "What do you want from me, corpo?"

"I want to know what it's like to fight on the frontlines, get a bit of these things psychology before we actually start dealing with them."

"Ain't they a hivemind? What's the mindless chaff have to do with that?"

"They ain't" he said derisively, mocking their word choice, "mindless. Our research specialists are certain there's some sort of consciousness in them. Smarter than crows at least, otherwise they wouldn't be able to break out of their containment so easily. Their instincts are incredibly canny."

"I have watched thousands of them run into the same machine gun until the gun broke from overheating."

"Now I didn't say they had survival instincts. I'm fairly certain those were bred out of them. Or genetically engineered as the case may be. Besides, I think that's a good trading ratio for them."

"I've seen them refill their frontline from complete destruction by those Superheavies in minutes. I'd believe that."

"That sort of thing is why I want to get out of here. We are spending too many God damn resources against a bunch of rapidly replicating bio-weapons when we were assured that we had numerical and technological superiority. That's the big part that gives us leverage for pulling out; the estimated numbers we would be facing. Well we've killed the numbers we were hired for and then some." Adam sighed and slicked back his hair. "The fact that they're willing to negotiate is helpful, even if they are monsters we can at least retreat and pick a better battle than attacking a station where they make strikecraft on site!"

The conversation continued, with Katern being taciturn while Adam ranted, until the helicopter arrived at the designated rendezvous. Touching down on the creep, the negotiator's bodyguard quickly poured out of the vehicle and started securing the area, confirming contact with The Swarm's liaison near the area.

A squadron of Hunter-Killer morphs and a Queen were dropped from the umbilicals of an inconspicuous overlord that had been in the area.




The Swarm was approached by a small group transported by a VTOL, they were armed but looked unequipped for any true offensive. Fully armored bodies spread out from the body of the machine and secured the area before we started speaking to them. As well, they broadcasted to us their intentions for a peaceful meeting. They shared with us crucial information on the enhancement taxons of the machines, and now they ask us to assist with their exfiltration.

"So, those are our cards, all on the table, what are you gonna play?" The Terran talking to us, Adam Lerain, is greasy, his hair slicked back, and the olfactory receptors of the Queen communicating with him picks up an obnoxious scent a bit like musk and citric acid. However, from our inquiries he is an experienced liaison in 'covert redeployment contracts' and has taken a tact of handing us required information on our enemies in an effort to distract us from targeting them while they do so.

By their logic they do not wish their wills to be suborned by the Infesting Gold, a very sensible objective, and so are redeploying their forces where they are less likely to be depleted and may be of more use. This is less than useful for The Swarm, however their base-cluster sits on a valuable concentration of minerals that would allow more throughput of units, making up for their concentration of forces elsewhere.

It is useful that his brood-swarm has taken this tact in its interest of redeployment, as we could simply ignore its request and slaughter it, denying its brood-structure resources in the future. But the position where the Eclipse brood-swarm is deployed is more advantageous for us to take without significant resistance, and showing a willingness to negotiate with those not Infested would help us set a behavioral pattern that other brood-structures can use to gauge our willingness to symbiotize! As they care about their individual lives more, showing mercy allows them to utilize their flight instincts as they know we will not chase.

The Queen is directed to speak, shrieking its chosen communication. Its vocal cords were adapted to intimidate and terrify instead of forming proper mouth sounds and caused the Lerain liaison to wince. "The Swarm shall grant your foolish wish and destroy your front line, yet fail in the chase! Run as you please, brood-swarm Eclipse!"

Lerain ran his hand through his hair, and laughed weakly, "Right, that sounds like a yes. So you don't stab us in the back, we won't stab you in yours! I'm glad you're so reasonable!"

"Yes, The Swarm shall endeavor to only stab you when you can see!" The Queen responded in what was meant to be a pleasant and reassuring tone. It did not work.




Vesma felt a strange mix of consternation and happiness as it dedicated its attention to the flow of the drones work. As they cut and collect and move and mutate, it oversees it all, ensuring a continuous supply of minerals and gas to turn into new Zerg to rip and bite and maul and kill under Symbion's administration, or just run to their deaths. Across worlds in the solar system it worked close to maximum efficiency, not a single wasted movement but by misfired neurons under its auspices, ripping away from their cradles chunks upon chunks upon chunks of blue crystals, however a feeling still niggled at it.

There must be more. In many senses, even. There must be more resources, there must be more to do, there must be more Zerg. It is imperative. It is a concern that it has had since its own conception, yet it is limited in its expansion, its requisition, its brood, by not just the amount of resources it has, but the type! Hives can only collect at fields of minerals, and it was the most efficient, according to The Swarm's memories, but in this new universe there are so many more resources to exploit!

Oh the temptation of the Infesting Gold, were it not so obviously cancerous!

Symbion was letting its ideas for the Prototype Ultralisk- perhaps it could be called The Jaguarlisk, after its main evolutionary pressure? No, that sounds stupid- flow through The Swarm. Vesma decided to let its need to diversify The Swarm's harvesting profile to more resources found in this rich new universe, and found like minds that then started thoughts of their own, engaging in mental tangents to distract themselves from the more menial work happening in other tagma of The Swarm.

Vesma felt happiness and consternation at the reception to its idea. It couldn't join in on the particulars, it had worlds to consume.




The trial with the Smoke Jaguar will require a new strain of Ultralisk, one larger and more suited to fighting the once-thought-impratically large constructs of the machine empire. Unfortunately due to the square cube law and the time constraints it is unfeasible to make the Ultralisk an order of magnitude larger, enough to match height with the machines… though, the thought occurs that incorporating some rarer allotropes of vespene could help support such gargantuan mass. However reinforcing the skeletal structure, improving the cardiovascular system, and increasing the density of the musculature will allow the prototype strain to support its increased strength and weight. As well, changing the angle of the legs posture from sprawling to erect should enhance the ultralisk prototype's cursorial abilities. Though it will sacrifice stability, lowering its center of gravity by lowering its abdomen and adding another pair of legs will compensate for it.

The scythes of the ultralisk prototype will require additional power to pierce the armor of the machines; there are multiple avenues to do this. Increasing the sharpness of the blades, increasing the power behind the blades, increasing the hardness of the material of the blades. To increase the power behind the blades dorsal bones can be grown on the spine in order to anchor larger and stronger muscles, while materially the blades can be made of carbonado-infused chitin and tipped with cubic boron nitride. In fact, infusing the armor of the prototype with cubic boron nitride should allow for it to withstand kinetic and explosive weaponry much better, combined with diffusive and heat-sinking materials on the outer layer it should allow for a general increase in durability.

Because of its increased size and durability it has had a consequent decrease in its agility, and may be easily flanked, so sequestered in its larger abdomen are two hammers that strike hard enough to create a cavitation bubble in air and stun nearby creatures to allow it to reposition without disturbance.





Orders: accept both offers. Eclipse may retreat as they wish as we assault their base. Focus on attacking those in their midst that are Infested with Gold. For the smoke jaguar trial smuggle in a larva prepared to mutate into the ultralisk prototype and morph it on site to serve as the champion, along with a few auxiliary Zerg to act as support in the battle. As well, prepare and deploy more Prototype Ultralisks to fight against the large walkers of other enemy brood-swarms after the trial is finished, provided it does well against the machine empire champion.

The main threat to the swarm's victory from the remaining forces is the Machine Empire enhancement machines. Their ability to strengthen their mechs is devastating to our already poor exchange ratio against them, and allows the enemy to potentially break through to our hives. Their ability seems to rely on networking between unique combatants on the field. Pin them down, break their shields, and concentrate artillery fire on them. Focus on high concentrations of them and ensuring that any that remain are highly dispersed from each other. Send the Prototypes to maul the ones closest to the front with Defilers to protect them with dark swarm. Use these breaches by the Prototypes to flood the back of their lines with Zerg and wreak havoc!

By now the enemy should realize that they must attack our hive-clusters to win, and so must be prepared for desperation on their part. Ensure there are ample detection units around our hive-clusters to detect infiltrators alike ghosts, and kill them. Continue focusing the Hunter-Killers on the Jedi, and expect their psychic powers to be used in a hive offensive.

In space, Leviathans should avoid fighting ships that can be eventually destroyed by Scourge or Mutalisks, focusing on striking critical systems or flooding the ships with land-based Zerg through their Nydus tentacles. As the ships are staying mostly in the same space send squadrons of devourers to melt them while Mutalisks focus on their strikecraft.
 
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Fluff:

'Claims of innocence mean nothing: they serve only to prove a foolish lack of caution.'

– Judge Traggat, Selected Sayings, Vol. III, Chapter IV

'There is nothing worse than realising that one's father is mortal, and flawed, and always was.'
– Excerpt from Life of Sebastian Thor.


Eight

Penitentia


Snow had come to Repentance-962 as Winter swept this world for another year. The ice-laden wind scour through the rockrete domes and forlorn spires, spiralling through the work-barracks , seeps through the clothes and into the bones of the wretch who most likely will now call this place home and hearth for the rest of their miserable lives . Where they will perish through work or through violence endemic in such hell-holes . For this is the final destination of the dregs of this sector of the Imperial Realm - Repentance-962 Penal World.

A blackhole where the scums of humanity that were still of use were thrown in, the planet holds millions of violent criminals, rioters and petty recidivists. Here to atone for their sin against Imperial authority that are nonetheless not yet severe to warrant an instant execution or servitorisation.
[WIP]
Orbits:

Initiates orbital bombing in specific quick-strike patterns from region outside the range of enemy anti-orbital weapons. Conventionally, planetary shields would often briefly disrupted in specific orbital bombardment patterns, which will be exploited using Aeronautica and Space Marines strike craft to infiltrate in order to further support on the ground

Tidal Surge:
Ground:
Shock:

Cease Steel Rain while fortifying existing gains, prepares for extensive artillery trading. Attempt to leverage aerial assets into attacking enemy submersible positions. Flying low

Transport the components and constructing an Ordinatus Majoris or two on site, in order to target and destroy the heaviest of their assorted submarines and other underwater platforms, hopefully clearing out enough that a somewhat more conventional assault is possible.

Penetrates:

Attempting Teleportarium assault utilizing Astartes in order to take out surface anti orbital platforms and Shield Generators , if successful, conduct destructive strikes upon said sites
Rust-Red Rampage
Void:

Maintain pressure upon enemy space-fleet, continue pushing until they breaks their backs. Further prioritise on the Octarine enhanced fleet, wordlessly give them the message anbout how it would be too costly to back a losing prospect

Ground:

Shock:

Deployed Siege-breaking Titans to further continue putting destructive pressures on enemy fortifications , crack open the shells in conjunctionn with smaller artilleries.

Penetrates:
As the Moons were taken , deploy Outworld forces in support of Astartes and Scions deep strike and Krendl Ironfire tank assaults. Includine most of their heroes and Commanders

Deployt a force of Outworld mercenaries to raid enemy supplylines and bleed out their reinforcements, as Imperial ground forces concentrate to subjugate

@LilyWitch
 
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Second tactical turn




Early in the morning on the station a secret mission is sent out. A man walking out to a VTOL. He sits down with a mercenary bodyguard that had been in multiple combats against the Zerg. He had requested to get a view "from the frontlines," on his way over to meet with them. Katern Becket was another rare Human in the Asari and Salarian dominated Eclipse who'd been relegated to defensive emplacements.

"So!" Adam clapped his hands together and smiled, as the helicopter lifted off to head for the rendezvous "What's it like on the frontline?"

Katern blinked slowly and looked over at him with an unimpressed look, then snorted at his awful cologne. They'd been on this fucking nightmare station for months of eight hour, twelve hour, sixteen hour shifts, sometimes even back to back, standing on a wall, shooting a machine gun at a never-ending tide of monstrous bioweapons. They're pretty sure they're going to have to shell out half their paycheck for the medical bills caused by all the fucking meth. They could practically fall asleep to the rhythm of the gun's firing and cooling cycles at this point.

All the while they're merely holding back a tide of screaming claws and meat, they were honestly surprised that these things could even think with how mindlessly hundreds of thousands of them sprinted screaming to their death. They were born just to die minutes later.

They remember when those massive robots just stomped holes in the enemies lines like they were so many ants. They had a clear line of site to the hives, they could've pushed forward if their armor could get past the unending rain of that fucking acid artillery. It's so fucking unfair that the enemy that can't be attritted also has the superior firepower!

But they couldn't go forward with the titanic robots and they had to sit and watch the hives just start… birthing more. The plain just lit up white with cocoons all at once. Then they burst into another carpet of zerglings!

"What? Fighting the Zerg?" Katern asked flatly. "Haven't you," They waved vaguely out the window, "seen it?"

"Yes! I saw a lot of those flying… glaive wasp… things on the way over here." Ah. The glaive-wasps. How they made living ammunition that bounced from one enemy to another Katern really didn't care about. They heard from the fucking air force that squads of those things could melt through formations of aircraft like butter. Apparently they could only really do chip damage to actual ships though, it'd take millions to take a capital ship down.

So of course, there's billions of them.

"Yeah. a lot of them. It seems to be a recurring theme." They said dryly. "What do you want from me, corpo?"

"I want to know what it's like to fight on the frontlines, get a bit of these things psychology before we actually start dealing with them."

"Ain't they a hivemind? What's the mindless chaff have to do with that?"

"They ain't" he said derisively, mocking their word choice, "mindless. Our research specialists are certain there's some sort of consciousness in them. Smarter than crows at least, otherwise they wouldn't be able to break out of their containment so easily. Their instincts are incredibly canny."

"I have watched thousands of them run into the same machine gun until the gun broke from overheating."

"Now I didn't say they had survival instincts. I'm fairly certain those were bred out of them. Or genetically engineered as the case may be. Besides, I think that's a good trading ratio for them."

"I've seen them refill their frontline from complete destruction by those Superheavies in minutes. I'd believe that."

"That sort of thing is why I want to get out of here. We are spending too many God damn resources against a bunch of rapidly replicating bio-weapons when we were assured that we had numerical and technological superiority. That's the big part that gives us leverage for pulling out; the estimated numbers we would be facing. Well we've killed the numbers we were hired for and then some." Adam sighed and slicked back his hair. "The fact that they're willing to negotiate is helpful, even if they are monsters we can at least retreat and pick a better battle than attacking a station where they make strikecraft on site!"

The conversation continued, with Katern being taciturn while Adam ranted, until the helicopter arrived at the designated rendezvous. Touching down on the creep, the negotiator's bodyguard quickly poured out of the vehicle and started securing the area, confirming contact with The Swarm's liaison near the area.

A squadron of Hunter-Killer morphs and a Queen were dropped from the umbilicals of an inconspicuous overlord that had been in the area.




The Swarm was approached by a small group transported by a VTOL, they were armed but looked unequipped for any true offensive. Fully armored bodies spread out from the body of the machine and secured the area before we started speaking to them. As well, they broadcasted to us their intentions for a peaceful meeting. They shared with us crucial information on the enhancement taxons of the machines, and now they ask us to assist with their exfiltration.

"So, those are our cards, all on the table, what are you gonna play?" The Terran talking to us, Adam Lerain, is greasy, his hair slicked back, and the olfactory receptors of the Queen communicating with him picks up an obnoxious scent a bit like musk and citric acid. However, from our inquiries he is an experienced liaison in 'covert redeployment contracts' and has taken a tact of handing us required information on our enemies in an effort to distract us from targeting them while they do so.

By their logic they do not wish their wills to be suborned by the Infesting Gold, a very sensible objective, and so are redeploying their forces where they are less likely to be depleted and may be of more use. This is less than useful for The Swarm, however their base-cluster sits on a valuable concentration of minerals that would allow more throughput of units, making up for their concentration of forces elsewhere.

It is useful that his brood-swarm has taken this tact in its interest of redeployment, as we could simply ignore its request and slaughter it, denying its brood-structure resources in the future. But the position where the Eclipse brood-swarm is deployed is more advantageous for us to take without significant resistance, and showing a willingness to negotiate with those not Infested would help us set a behavioral pattern that other brood-structures can use to gauge our willingness to symbiotize! As they care about their individual lives more, showing mercy allows them to utilize their flight instincts as they know we will not chase.

The Queen is directed to speak, shrieking its chosen communication. Its vocal cords were adapted to intimidate and terrify instead of forming proper mouth sounds and caused the Lerain liaison to wince. "The Swarm shall grant your foolish wish and destroy your front line, yet fail in the chase! Run as you please, brood-swarm Eclipse!"

Lerain ran his hand through his hair, and laughed weakly, "Right, that sounds like a yes. So you don't stab us in the back, we won't stab you in yours! I'm glad you're so reasonable!"

"Yes, The Swarm shall endeavor to only stab you when you can see!" The Queen responded in what was meant to be a pleasant and reassuring tone. It did not work.




Vesma felt a strange mix of consternation and happiness as it dedicated its attention to the flow of the drones work. As they cut and collect and move and mutate, it oversees it all, ensuring a continuous supply of minerals and gas to turn into new Zerg to rip and bite and maul and kill under Symbion's administration, or just run to their deaths. Across worlds in the solar system it worked close to maximum efficiency, not a single wasted movement but by misfired neurons under its auspices, ripping away from their cradles chunks upon chunks upon chunks of blue crystals, however a feeling still niggled at it.

There must be more. In many senses, even. There must be more resources, there must be more to do, there must be more Zerg. It is imperative. It is a concern that it has had since its own conception, yet it is limited in its expansion, its requisition, its brood, by not just the amount of resources it has, but the type! Hives can only collect at fields of minerals, and it was the most efficient, according to The Swarm's memories, but in this new universe there are so many more resources to exploit!

Oh the temptation of the Infesting Gold, were it not so obviously cancerous!

Symbion was letting its ideas for the Prototype Ultralisk- perhaps it could be called The Jaguarlisk, after its main evolutionary pressure? No, that sounds stupid- flow through The Swarm. Vesma decided to let its need to diversify The Swarm's harvesting profile to more resources found in this rich new universe, and found like minds that then started thoughts of their own, engaging in mental tangents to distract themselves from the more menial work happening in other tagma of The Swarm.

Vesma felt happiness and consternation at the reception to its idea. It couldn't join in on the particulars, it had worlds to consume.




The trial with the Smoke Jaguar will require a new strain of Ultralisk, one larger and more suited to fighting the once-thought-impratically large constructs of the machine empire. Unfortunately due to the square cube law and the time constraints it is unfeasible to make the Ultralisk an order of magnitude larger, enough to match height with the machines… though, the thought occurs that incorporating some rarer allotropes of vespene could help support such gargantuan mass. However reinforcing the skeletal structure, improving the cardiovascular system, and increasing the density of the musculature will allow the prototype strain to support its increased strength and weight. As well, changing the angle of the legs posture from sprawling to erect should enhance the ultralisk prototype's cursorial abilities. Though it will sacrifice stability, lowering its center of gravity by lowering its abdomen and adding another pair of legs will compensate for it.

The scythes of the ultralisk prototype will require additional power to pierce the armor of the machines; there are multiple avenues to do this. Increasing the sharpness of the blades, increasing the power behind the blades, increasing the hardness of the material of the blades. To increase the power behind the blades dorsal bones can be grown on the spine in order to anchor larger and stronger muscles, while materially the blades can be made of carbonado-infused chitin and tipped with cubic boron nitride. In fact, infusing the armor of the prototype with cubic boron nitride should allow for it to withstand kinetic and explosive weaponry much better, combined with diffusive and heat-sinking materials on the outer layer it should allow for a general increase in durability.

Because of its increased size and durability it has had a consequent decrease in its agility, and may be easily flanked, so sequestered in its larger abdomen are two hammers that strike hard enough to create a cavitation bubble in air and stun nearby creatures to allow it to reposition without disturbance.





Orders: accept both offers. Eclipse may retreat as they wish as we assault their base. Focus on attacking those in their midst that are Infested with Gold. For the smoke jaguar trial smuggle in a larva prepared to mutate into the ultralisk prototype and morph it on site to serve as the champion, along with a few auxiliary Zerg to act as support in the battle. As well, prepare and deploy more Prototype Ultralisks to fight against the large walkers of other enemy brood-swarms after the trial is finished, provided it does well against the machine empire champion.

The main threat to the swarm's victory from the remaining forces is the Machine Empire enhancement machines. Their ability to strengthen their mechs is devastating to our already poor exchange ratio against them, and allows the enemy to potentially break through to our hives. Their ability seems to rely on networking between unique combatants on the field. Pin them down, break their shields, and concentrate artillery fire on them. Focus on high concentrations of them and ensuring that any that remain are highly dispersed from each other. Send the Prototypes to maul the ones closest to the front with Defilers to protect them with dark swarm. Use these breaches by the Prototypes to flood the back of their lines with Zerg and wreak havoc!

By now the enemy should realize that they must attack our hive-clusters to win, and so must be prepared for desperation on their part. Ensure there are ample detection units around our hive-clusters to detect infiltrators alike ghosts, and kill them. Continue focusing the Hunter-Killers on the Jedi, and expect their psychic powers to be used in a hive offensive.

In space, Leviathans should avoid fighting ships that can be eventually destroyed by Scourge or Mutalisks, focusing on striking critical systems or flooding the ships with land-based Zerg through their Nydus tentacles. As the ships are staying mostly in the same space send squadrons of devourers to melt them while Mutalisks focus on their strikecraft.


For such an objectively small-scale engagement, Smoke Jaguar's Trial of Refusal carries wide-reaching import for the entire battlespace, so it was only proper for it to draw the direct attention of Symbion, the Cerebrate taking direct command to both ensure success and observe the first deployment of the experimental Ultralisk strain.

Upon arriving at the battlefield; a stretch of open, neutral ground that lacks Creep but otherwise plays to the Zerg's melee strengths; it immediately becomes clear that a test run against Empire Titans isn't in the cards, as none appear to have shown up. Whether this was the result of the Machines not caring too much for their nominal allies or such a behemoth being too 'expensive' in the strange bidding system of the Clan's Trials is unknown and fundamentally irrelevant, as the outcome remains the same. While strategically annoying, it's a tactical boon, bolstering the Swarm's odds of victory.

Not wasting the given opportunity, the Zerg waste no time beginning the fight, the new strain lightly beating its internal stun-drums in combination with its battlecry in order to deliver a deep, cacophonous, and utterly terrifying bellow before charging straight into combat, aiming straight at the densest portion of the enemy's front line. A mix of Smoke Jaguar main battle mechs and Machine quadrafighters, they immediately turn their guns on the Ultralisk, a blistering barrage of firepower cutting deep into its flesh despite the enhanced armour protecting it.

The physically largest organism draws the most attention, a relatively common sight even with normal Ultralisks. While painful, especially for the strain itself, it does at least mean the durable unit is performing a valuable task of taking fire away from its auxiliary forces. This includes both the regular Zerg forces, made small by the sheet bulk of their vanguard, and the aligned Smoke Jaguar forces. The latter remain at a distance behind the Swarm, firing at long range to eliminate targets on either side of the Zerg's path, in doing so securing the combined force's flank.

Any attempt to view the fight as a measured, calculated thing is thoroughly ended when the Ultralisk, bleeding and scarred but still moving, crashes into the enemy line. The range closes dramatically as the battle practically collapses in on it as a focal point, enhanced Kaiser Blades cutting through BattleMechs and Quadrafighters alike. The latter do prove resistant, however, with much of the limited supply of Banelings present deployed to cripple the ones on the ground and pin them for the Ultralisk to take care of. A few take to the sky, but these are mostly taken care of by Mutalisks and Smoke Jaguar assault helicopters.

When the dust, blood, and oil settle, the Zerg forces stand victorious over the centre of the field, but this doesn't mean the fight is over. Exhausted and crippled, one of its legs severed at the knee and one of its scythes shattered, the Ultralisk limps away to hunker down and heal, leaving the remaining Zerg force to move on without it.

Taking the initiative comes naturally enough, and without their core mech line the hostile Clan units remaining find themselves easy pickings for their far more intact opposition, taking heavy fire from both their clanmates as well as Hydralisks, Roaches, and Mutalisks. The Machine Empire survivors prove much harder to fight, however, with the Cog squads engaging the Zerg advance in close quarters. Wielding a style of martial arts that's notably eccentric, even compared to that of Protoss Zealots, they prove no less deadly than the Zerg's old foes, aggressive punches and kicks hitting with explosive force that turns Zerglings into improvised bombs of carapace-shrapnel.

This was already known from the war at the front, but when the numbers of the Swarm are strictly limited by the terms of the engagement, it becomes a lot more problematic. Fortunately, the Zerg are no longer fighting alone. While the Zerglings and Roaches sacrifice themselves to pin the Cogs in place, Hydralisks and Smoke Jaguar Elementals concentrate fire on the elite machines, lasers and spines bringing them down one by one.

While much of the Zerg force is wiped out, and the allied Clan units aren't without moderate losses of their own, once the proper tactics are put in place it's only a matter of time before the Trial is won, the remaining Cogs choosing to retreat and the hostile Jaguars yielding.

The Trial won, the Clan at large begins to withdraw, joined by Eclipse. Both send the Zerg a brief message of their thanks, with a promise from the Clan in particular to speak of the Swarm's worthy conduct to the Altra Ascendency, where both groups plan to seek refuge from the horrors of the new galaxy. Attempts to follow them from their former allies are foiled by the Zerg forces counterattacking, rushing into the suddenly vacant regions of the battlespace right on the heels of the evacuating mercenaries.

The overall calculus of the battle, previously perhaps slightly favouring the Zerg, had shifted decisively in moments. The Swarm collapses in on the Golden Pirates' newly exposed flanks, enveloping the enemy and threatening to overrun them. To their credit, despite the new level of pressure they put up a stiff resistance, even launching one final assault towards the Hive Clusters. Spearheaded by the Machine Empire's Titans, countering it puts the Zerg's newly developed anti-Titan tactics to the test.

A focus on keeping them separate where possible, eliminating the few remaining infantry-scale unique combatants before they can be powered up, mass deployment of the new Ultralisk strain, and a large quantity of fixed defences, Colonies put in place with the correct expectation that the Hives would be a primary target for assault.

Even with all this, the Titans do not fall easily. The new Ultralisks put the Zerg on a closer footing with them, but closer is still not even, and singular Titans still pose a significant threat. Pressing in, they penetrate the defensive line surrounding the Hive Clusters across numerous stations, but by then they're already worn down, enveloped, and taking fire from a constant stream of freshly spawned Swarm reinforcements. Despite coming close, they are unable to destroy the Hives themselves.

When this becomes clear, the Machine Empire wastes no time in pulling out, withdrawing their combatants by portal and teleportation and pulling out their fleet rather than risking the entirety of their combat force for likely mere damage against the Zerg Broods. Intercepted communications suggest that they spend a great deal of time cursing and insulting the Pirates, and they move towards the galactic west and uncharted territory, hopefully never to be seen again.

The Pirates themselves withdraw shortly after, it being clear by now to even the most casual observer that their chance for victory has been taken from them. They, along with the remnants of the corrupted Jedi and Gold Suns, retreat south to their old holdings, presumably to fortify in expectation of a counterattack. With the battle for the platforms lost, the attack forces launched at the Zerg's other holdings in the region similarly wasted little time in falling back. The battle is won.

While a worryingly close-fought thing, as had the fighting gone somewhat differently massive damage could have been dealt to the Swarm's Queens and Hives, in the end casualties were minor thanks to the Zerg's foresight, tactics, and the many fracture points of the enemy coalition. Now the Swarm must once again broaden its horizons and look towards the future and the bigger picture, even as Drones clear the battle's debris and new forces are spawned to replace the losses suffered.

-Results: The Pirates, Jedi, and Gold Suns retreat to the Pirates' territory. The Machine Empire breaks contract and heads west, while the Eclipse and Smoke Jaguar survivors head east towards the Ascendency. Broods Symbion and Vesma take major casualties to their frontline forces, but only notional casualties among their Queens, Overlords, and Hive Clusters, roughly 10% damage to each Brood.

Cybran Tactical Turn part 3





"Remaining estimated Mass value of Omni Enlightening Swarm ground units dropping 60%, 55%, 30%..."

The Operation Technician called out as several of Ivan's screens turned white as the Strategic missiles landed on their targets, vast legions containing almost as much people as had ever participated in combat during the Infinite war evaporated as smoke.

An errant subroutine was already making plans for atmospheric cleaners to remove the tremendous amount of military grade metals that had been added to the atmosphere.

"Rerouting Mass to Naval projects. Readjusting ETA for Orbital and deep space counterattack. Does anybody have eyes on the 'White Death' mech. I haven't seen it since the attack on Weaver Node, 'the Blooming Pass'?" Foil reported, his voice adding a note of confusion as timers flick forward towards the conflict brewing in the heavens. The panicked high energy was starting to slip a bit as the invaders could no longer press the commanders.

"It has been dancing here and there at the edges our bases making sure that the rest of the copies can disengage. Alas it seems that such a noble effort will be in vain, not having mastered the art of the Good Doctor has of running away." Guage waxed while highlighting areas that teleporting experimental had intervened.

Ivan opened his coms as well, "Can confirm, this is not a rout. They are going to ground, most likely is that they are waiting for us to leave before either trying again or planning for some kind of evacuation. We cannot allow them to retain any heavy assets before we go," He sighed, "Ops how is the situation elsewhere? How much time do we have?"

Data swirled as the results and situations of multiple battlefields flashed in his mind, thankfully already digested and organized. Ivan breathed out and back in, there was still time.

"We're not leaving Nell. Foil, set up a gate. Ops can you send a Doc in now?" Tie utter the first words that he had spoken for almost 3 hours of conflict.

If there was one thing that Ivan knew was that Cybrans had more than a little of an independent streak. Foil continued talking and going through the coordination needed for the wounded commander to get the check up she needed. Ivan meanwhile, brought up the images from the battle that had defended the Alien city from attack the Gravity warping machine.

The discussion that he had with the specialists was disturbing. He and most of the other had been dismissive of melee weapons seen prominently displayed by many of the armies in this universe. Open field combat usually precluded such things outside of moments of surprise such as what the Firebeetle relied on.

Images of the Super Directorate's Commander equivalents and the frantic minutes of Foil's snipe of the Command Android. The Cybran Nation would need something that could limit the ability of such units to respond and kill them more decisively. No need to play their games.

A creative part of his mind started putting together parts for such a device, Magnetic locks, an EMP shot and maybe a redesign of the Nanite Harpoon? A thought went to a particular machine that the Weaver's used defending Nell. It would be a bit of a jump to upscale it, but it was a quite successful design in nature.

Ivan shook his head and refocused himself, the battle was not done yet. He couldn't afford to be distracted.

"Having another attempt at a Brackmann Special?" Guage had noticed Ivan had been deep in thought.

Ivan did grimace a bit at the reminder that his plans… further complications.

"They do say that failure is the best teacher. Ops, could you forward me the old schematics for the Soothsayer Perimeter Monitoring system? Guage could you prepare a large number of Dragonflies and Firebeetles, I believe it is time to go for a hunt."



  • Honouring the Hunter:
    • Clearing out the area where the Weavers cities and the Cybran's Allies are stationed is the highest priority and to root out remaining Omni-swarm units the Cybrans will deploy the Soothsayer, this device floods the local area with microscopic cameras and if able to defeat all known stealth and cloaking technologies, if only because of the cameras getting displaced.
    • Omni-swarm units will be destroyed in an appropriate manner, NOT USING THE SCATHIS IN THE FOREST, most likely Gunships or bombers to be used on larger surviving constructs or dropping units near their locations.
    • The Soothsayer will draw the attention of the White Death mech as we expect the elimination of the less mobile Omniswarm units will be quick
    • A Force will be assembled to attack and kill this unit, a large amount of Firebeetles, to be dropped in mass where the Gravity warper fully commits itself. the only really melee unit that the Cybran have available, we expect that we should be able to get off enough damage to slow down and make the machine even if it still gets away. Use t3 spy planes to find and keep track of it should it still be capable of teleporting. Drop more Firebeetles on its head till it is weak enough for the second part.
    • We will send in the Melee contingent from the Minor Powers in last on similar transports once the machine is weaken or at least cannot continue teleporting anymore. Hopefully we can get a surround on it and take it apart.
  • Caretaker's Duty
    • For the areas past the mountains and Cybran bases information and Hunter killer teams, Similar to the ones used in the forest maybe more AOE options, are going to be primarily headed by T3 spy planes, Their Omni-sensors should be able to detect all units light sized and up and even then for infantry sized combatants they shouldn't have had time to get prepared to hide.
    • Despite this we are to assume that there will be dangerous infantry units left behind after we leave, Engineers will be deployed to the battle fields to reclaim every vehicle wreak to ether boost the Space unit economy or to leave mass when we return to repair the damage done here. Remove hiding spots and items that could potentially be repaired or scavenged for parts
    • The main goal here is to concentrate our hunting on units that could potentially make it to the Minor Nation's garrison for the rest of the conflict, (Cybran's estimate is a few days). Making sure that heavy tanks, artillery and most importantly transports are destroyed.
  • The Spinner Finishing their Work.
    • Foil will shift his focus to assisting Tie both economically and bearing the load of micro needed for managing a space war, Ivan and Gauge can monitor the ground battle from here.
    • To try and limit the amount of the Omni-Swarm fleet that escapes much of the raiding forces will try and position themselves between the target fleet and their escape vector when the counter attack reveals itself
    • Proceed with the original plan for the counter attack, make notes on anything specific about Omni-swarm fleet doctrine or design philosophy

The black and red of Cybran war machines spread across the planetary surface in waves, innumerable hunting hounds let slip to seek and destroy, guided by spy planes and an ever greater number of Soothsayers. Total information superiority is obtained and then ruthlessly exploited.

Squadron by squadron, the scattered survivors of the Omniswarm are wiped out, with only a few having phasing or stealth devices sufficient to avoid Soothsayer detection. Of these few, most end up being caught in one trap or another and similarly eliminated. Only a few infantry platoons are able to actually launch successful attacks on population centres, and alone they're able to be put down by Weaver and allied garrison units before too much damage is done.

While any attacks on civilians are a tragedy, considering the force initially brought to bear on the planet this is a remarkable success. An army that threatened to wipe out the entire population reduced to a mere handful of minor terrorist attacks is better than many of the Weavers had hoped for at the outset, and both they and the minor powers more broadly are likely to remember the effort the Cybran Nation put into defending them going forward.

Within the expected timespan, the Omniswarm has been reduced to individuals gone to ground unlikely to be a threat to anyone but lone hikers and the White Death. The latter launches a series of attacks on various Cybran outposts and the ever expanding network of Soothsayers, even destroying several of both, but fails to seriously reverse the course of the battle. This is particularly true as the phasing Firebeetles chase it off several times, preventing it from achieving multiple objectives. Refusing to commit their allies' Titans until the right time, the Commanders nevertheless tighten the noose around the space-warping mech, wearing it down and preparing for a decisive strike.

Probably sensing this, and doubtlessly not liking its chances, the White Death chooses to retreat before the final engagement can begin, using its teleportation to blink around the planet scooping up its fellow survivors and bringing them back to the fleet. Eventually, hopefully after it took every last Omniswarm drone away from the world, it teleports away for the last time, withdrawing into space.

Unfortunately for it, by the time it does the orbital counterattack has already begun, the built-up Cybran fleet swinging around the planet to strike at the Omniswarm fleet. This second, more severe orbital battle delivers more data for analysis than the earlier skirmishes, suggesting that the enemy's space doctrine is not unlike their ground one, with their larger ships being few in number but high-spec for their technological level, incorporating a wide array of esoteric capabilities. As well as exotic weapons and defences, these include items such as ship-scale teleportation and carriers with construction capabilities rivalling the Cybran's own that deploy and recover their drone fighters via wormholes for much superior range relative to endurance. These are supported by escorts which are produced in larger numbers and more ordinary, although ordinary is only relative to their capital cousins.

Despite this, the sheer weight of numbers the Cybran fleet is able to bring to bear more than overcomes this scattershot approach to fleet combat. The capital ships of the fleet, designed for exactly this kind of planetary defence slugging match, excel at taking the fight to the enemy, getting in close and smashing the enemy with all the brilliant subtlety of a sledgehammer. One notable point is when one OS capital ship, believed to be where the White Death retreated to, is cored by a Spear's spinal weapon once its shield is eliminated, with the White Death believed destroyed along with it.

The Spear in question is disabled not long after, left drifting and on secondary power, but the difference between the two sides is that if both are destroyed to the last fighter that's a victory for the Cybran force, with another wave of ships already being laid down by Tie on the other side of the planet if this one somehow fails.

But, built with the expectation of winning, it does not fail. The Omniswarm fleet soon begins to retreat after taking a savage beating, harried primarily by long-range bombardment from Universe and Leviathan-class vessels. Despite being much reduced, with barely a single ship left unscarred from the engagement, the fleet's commanders may have congratulated themselves on extricating their forces from the engagement at least somewhat intact. If so, this self-congratulation would have died in their throats as the fleet of the minor powers, which had swung around on a wider arc to block their retreat, swooped in to secure the kill.

Very few Omniswarm ships managed to escape the system. The rest were soon recycled for mass, energy, and analysis.

With the planet secured, Ivan and Gauge redeploy to assist other fronts alongside the largely intact forces of the minor powers, while Tie and Foil remain behind to keep an eye on Nell and ensure that if the Omniswarm makes a fourth attempt at the world that it won't be unprotected. That fourth attempt never comes, however, as similar Cybran successes across the front soon lead to a large-scale rolling back of enemy forces, redeploying Commanders helping stabilise and reverse more in danger fronts and creating a general snowball effect. It isn't long before the Omniswarm is on the run across the entire battlespace.

Gratifyingly, casualties among both civilians and Commanders were light, although not none. While Ivan's team all lived to see another day, many on other worlds suffered a similar fate as Nell, but weren't as lucky when it came to being relieved and recovered by allied combat and Cybran medical units. Still, considering the scale of the offensive, things could have been much worse.

While the thankfully brief work of rest and repair begins, eyes turn towards the Omniswarm's home territory. Even as a variety of plans for discussion are brought up, however, the Aeon Illuminate make themselves known with a proposal…

-Results: Successful defence both sees the Omniswarm repulsed with significant losses and damage to minor powers civilians largely averted, improving relations with the local aliens. Commander casualties are present but relatively light, with each Fleet suffering 10% casualties. The Aeon will make a proposal related to the Omniswarm at the beginning of next turn.

Fluff:
WIP
Orbits:

Initiates orbital bombing in specific quick-strike patterns from region outside the range of enemy anti-orbital weapons. Conventionally, planetary shields would often briefly disrupted in specific orbital bombardment patterns, which will be exploited using Aeronautica and Space Marines strike craft to infiltrate in order to further support on the ground

Tidal Surge:
Ground:
Shock:

Cease Steel Rain while fortifying existing gains, prepares for extensive artillery trading. Attempt to leverage aerial assets into attacking enemy submersible positions. Flying low

Transport the components and constructing an Ordinatus Majoris or two on site, in order to target and destroy the heaviest of their assorted submarines and other underwater platforms, hopefully clearing out enough that a somewhat more conventional assault is possible.

Penetrates:

Attempting Teleportarium assault utilizing Astartes in order to take out surface anti orbital platforms and Shield Generators , if successful, conduct destructive strikes upon said sites
Rust-Red Rampage
Void:

Maintain pressure upon enemy space-fleet, continue pushing until they breaks their backs. Further prioritise on the Octarine enhanced fleet, wordlessly give them the message anbout how it would be too costly to back a losing prospect

Ground:

Shock:

Deployed Siege-breaking Titans to further continue putting destructive pressures on enemy fortifications , crack open the shells in conjunctionn with smaller artilleries.

Penetrates:
As the Moons were taken , deploy Outworld forces in support of Astartes and Scions deep strike and Krendl Ironfire tank assaults. Includine most of their heroes and Commanders

Deployt a force of Outworld mercenaries to raid enemy supplylines and bleed out their reinforcements, as Imperial ground forces concentrate to subjugate

Tidal Surge
Using their hard-won initial gains, the Imperium force shifts away from relying on Astartes to using a very different sort of steel rain. Deploying masses upon masses of artillery batteries, the Imperial commanders begin the process of bombing the ocean. Doubtless to the horror and confusion of their xenos counterparts, this actually works, clearing the waters of enemy combatants. This very much includes submersible combatants forced to surface when damaged by Aeronautica torpedo bombers.

With the immediate space around their islands secured, Tech-Priest contingents deploy to the front in order to begin work on twin Ordinatii engines. Built with the venerable Ordinatus Golgotha as a base, they are erected as strategic missile launch platforms. After due consideration, the Magi on-site believe that their usage to destroy key enemy forces individually is unlikely to achieve wide-scale strategic effect, especially with the difficulty of destroying platforms and creatures hiding deep underwater.

Instead, the Ordinatii missiles are launched in a specialised pattern into the hearts of several of the superstorms scouring the surface of the planet. Once again likely confusing and horrifying the enemy, this attempt to bomb the weather itself into submission works as the Mechanicus adepts believed it would, a mix of explosive force and more esoteric warheads scattering the galeforce winds of the storms into nothingness. The weather control devices of the Vorkyli would be able to reform the storms in due time, but it is by no means a quick process.

With quick-strike orbital bombardment patterns causing brief flickers in the enemy shields, Space Marines are then teleported onto the enemy islands, where they're able to disable various key defensive systems. Lacking both much of their anti-air fire and their protective storms, the Vorkyli are no longer able to effectively resist mass landing actions from the combined Imperial forces. A brutal island-hopping campaign follows, each landmass falling in turn opening up the path to the next. As the airspace and near-island waters clear up, the Imperial Navy is able to intensify their usage of torpedo bombing and depth charge deployments, steadily reducing the enemy's aquatic presence.

As the enemy forces are reduced and their island and subaquatic homes are steadily burned, the xenos become ever more desperate, many succumbing to despair. Various outposts and even cities choose to destroy themselves with large bombs or overloaded power plants rather than risk Imperial capture, some even resorting to poisoning themselves. One particularly noteworthy attempt is an effort to engineer a weapon capable of cracking their own planet and eliminating all life on it, stopped in its tracks by a Deathwatch Kill-Team.

Upon seeing this massive loss of life, the Imperial commanders are pleased that the enemy appears to be doing their own work for them, but eventually they're contacted by the remaining local Vorkyli leaders. Having come to understand that help isn't coming, they plead for their people's lives with the Imperium, proclaiming that despite the rash orbital bombardment actions of their own attack on humanity they never would have done something like this if they won.

While some commanders are tempted to ignore this plea for mercy and continue as planned, rank ends up being pulled as Harrsk reminds his subordinates that the Vorkyli population are a useful trade good with Outworld, and that future exchanges may yet be made that benefit the Imperium for the minimal cost of keeping the xenos in place for the time being. With this in mind, the surrenders offered are accepted, and the surviving Vorkyli are interred in their cities, left alive but contained until such time that they can serve mankind via transfer to the Imperium's fellow humans.

-Results: The fleethorde containing the Death Guard takes 45% percent casualties in total while the other fleethordes take 35% total casualties from the overall risk averse and superior firepower oriented Imperial strategy. These are the final totals for the turn not in addition to the casualties already taken in the previous tactical reply. Many Vorkyli population centres wipe themselves out in spite, but Harrsk is able to convince his forces to accept surrenders in the name of having potential payment for Outworld in the future. The Imperium gains 5 captive units of Vorkyli population.

Rust-Red Rampage
In the orbitals of the dusty world, the combined human fleets push further against the alien armada. While it's impossible to know for sure, the Inquisition is confident that a message was both sent to and received by Octarine that the Imperium would not stand for their support of the Vorkyli. Whether that message is acted on or ignored is another question, but one for later.

In the immediate term, what matters is that the enemy is pushed back, more and more of the orbital space being opened up for Imperial control as one by one the few remaining moons are targeted for mass boarding action and eliminated from the fight.

This corresponds with the action on the ground, where a steady advance keeps within the areas cleared in orbit, ensuring that the Imperial Guard always enjoys cover from above. Despite the fierce alien resistance, the assault manages to almost keep pace with the void battle thanks to a highly efficient division of labour between the Imperial and Outworld forces. While the former use their heavy weaponry, most notably the Titan Legions, to assail the frontline, the latter excel at harassing supply lines both above and below ground.

If they were fighting alone, their excessive focus on stealth tactics and infantry would have seen them suffer heavy casualties when forced into an engagement, but as it stands they can rely on Guard and God-Machine to bear the brunt of such large-scale fighting. Similarly, while the Imperium is no stranger to such commando tactics, it most often uses them only with rare and elite formations like the Tempestus Scions and Space Marines, somewhat restricting its ability to hit supply lines on a truly wide scale. It would seem the combined human forces are more than the sum of their parts.

Clearing the way to the various domed cities, the Iron Warriors present then take over, employing their well-known mastery of attritional siege tactics to its fullest. While none of the Warsmiths present have Harrsk's utter mastery of the art of war, all are aged veterans with skill and experience both in plentiful supply. Many that are too exposed to the surface are taken by the simple bombardment, the massed gunnery cracking the fortified domes open before shelling the cities within into submission. After a few such cities are taken in this manner, the rest quickly learn to surrender before their domes are breached.

Some are dug even more deeply into the planetary surface, however, and even those that are not enjoy extensive tunnel networks. Many Vorkyli that choose to keep resisting retreat to these places, and even after the entire planetary surface and void orbit are considered secured, the fighting continues for months more. That said, their defeat was inevitable. Without supplies or large safe havens to fall back to, they are isolated pockets that are squeezed out of existence, their superiority in melee fighting to human forces countered by Astartes and Cyber Lin Kuei or else drowned out by expenditure of blood.

The deep subterranean cities are harder than the tunnels, of course, even though the fundamental calculus is believed to be no different. To prevent a chance that this is incorrect, the Imperium deploys not only a mixed Astartes force via teleportation and breaching drill, but also the Outworld generals. They swiftly take decisive action, proving their mettle yet again.

The Space Marines fighting alongside them note their habits and fighting styles, confirming whether their actions in the weaponised moons above were exceptions or rules, and noting strength and weakness alike. Mileena proves a competent commander when the fancy strikes her, but generally prefers to focus on personal combat, leaving generalship to Tanya, who is deliberately quiet by comparison but no less able a leader. She sticks close to Mileena's side when she can, and the pair prove relatively easily distracted, or more accurately Mileena does and she then drags Tanya along with her to whatever sight or fight has caught her attention. This only seems to last until she believes either of the pair are under genuine threat, however, at which point she'll begin to act in a manner more fitting of a warrior of her status.

Kabal is a particularly dangerous combatant thanks to his superhuman speed, and is both an able field commander and willing to actually lead, but tends to think on a small scale, one unsuitable for true planetary combat operations. He sees himself as closer to a Chapter Champion than a Chapter Master despite the vast hordes of Black Dragon cyber-soldiers under his leadership, and even then often has to be prompted to engage enemy elites, although he knows to take care of leadership well enough. Intelligence suggests that this is the remnants of an upbringing as a ganger and later enforcer in a Merican hive on his Terra, leaving him unsuited to the realities of modern warfare for the time being.

Sub-Zero proves the most elusive, his stealth actions often confounding even his own allies whether deliberately or otherwise. Other than immense personal combat capability, believed to only be exceeded by Mileena of those witnessed so far, he seems perhaps the most competent leader of all Outworld's generals on the field, and as actually interested in commanding his troops as Tanya.

The Inquisition does dismiss him as soft, however, since he treats his Vorkyli opponents with honour and respect, convincing many of them to surrender to the Lin Kuei specifically. Needless to say, this does nothing to diffuse the accusations of him and his cohorts being heretic witches who should not be worked with among puritan elements of the Imperial state apparatus, although many soldiers in the field find it hard to contest his results.

The result is eclectic and often with gaps, but effective, especially with Space Marines available to fill those gaps and prevent the Vorkyli from exploiting them, the Astartes having the unusual experience of being the dependable rock upon which the more specialist forces rest. Despite deploying hordes of augmented xeno shock troops and war beasts, the enemy are unable to stop the strike teams from laying waste to the various cities, Outmanoeuvring what they can't fight and crushing what they can, the human forces either seize key infrastructure and threaten to collapse the underground domes or secure hidden tunnels to the surface in order to flood the cities with human warriors.

Eventually, the last city falls, with the remaining orbital fleet gathering in the shadow of the final defensive moon and evacuating what they can of the enemy people and leadership before fleeing into the depths of space. The survivors surrender, formally to the Imperium as the rightful new owners of this territory, but in practice to Outworld as their vast fleet of conscripted Vorkyli warships begin loading their fellow xenos aboard to be taken back home, payment for services rendered.

With this crucial transit point taken and the enemy fleet's back broken, the combined armies are able to flood the rest of VUR space, and quickly bring it to heel. Mileena briefly lazes about on the alien capital world, seeing the sights, while her fleet readies itself for the journey home where they'll doubtlessly be put to work repelling the Teutes invasion. She comments that its been a pleasure to work alongside the Imperium, who are definitely their fellow humans, and that they should cooperate again in the future. She also reminds the Imperial leadership that the matter of Outworld acquisition of the VUR's moons remains outstanding. Since her sorcerers are beginning to inscribe the appropriate sigils into the various celestial bodies, if the Imperium has any objections they'd best make them now.

-Results: The combined human force has taken control of the Vorkyli territory, pushing out or eliminating the enemy military forces. The VUR is no more, despite their fierce resistance, and stragglers have been eliminated. Each Imperial Fleethorde takes 40% casualties grinding down Vorkyli resistance. The Outworld Fleethorde also takes 40% casualties, mainly among the Black Dragon forces. While their work was less grinding than the Imperial siege, it was still deadly, especially the tunnel fighting. They have taken their tithe of Vorkyli civilians from the region and withdrawn back home, and both sides are now wiser to the other's fighting methodology. The Fate of the Moons diplomacy mini-event remains open. Like with Tidal Surge these casualty figures are in total for the turn not in addition to those posted previously. The tithe of Vorkyli collected here completely pay for the Outworld Mercenaries, the pops captured in Tidal Surge remain owned by the Imperium and can be put to work or traded to Outworld for other Mercenaries, or potentially other things such as technology or resources, next turn.

On one final note, across both combat zones strange sightings are reported by various troops with seemingly little correlation between them despite a great consistency in the sightings themselves. Soldiers describe warriors in ornate, brightly-coloured armour appearing seemingly from thin air during attacks on Vorkyli cities. These radiant knights operate without rhyme or reason and in a highly limited fashion, generally not even engaging in battle with Imperial forces before they vanish back to whence they came.

Eventually, Inquisition cross-checking of the available data suggests that their targets are various exceptional xenos youth in the path of the Imperial advance, which they take with them when withdrawing. The identity of these masked soldiers is unknown, as is the source of their mysterious witchcraft they use in battle, as is their objective in taking a scattered handful of alien children away with them while leaving the rest of the United Republics to fall before humanity's might.

Attempts to perform interrogation on the parental figures of the taken xenos proves difficult on the basis that every single one appears to have died before the youths were taken. Considering the casualties involved in standard Imperial hive assault tactics, how coincidental this is remains unknown.

While a longer-term investigation is authorised and provided a small quantity of Inquisitorial authority and resources, for the most part these sightings are deemed to be noteworthy but of no great concern to the Imperium. The affairs of scattered alien children are irrelevant to mankind, after all.
 
-Results: The combined human force has taken control of the Vorkyli territory, pushing out or eliminating the enemy military forces. The VUR is no more, despite their fierce resistance, and stragglers have been eliminated. Each Imperial Fleethorde takes 40% casualties grinding down Vorkyli resistance. The Outworld Fleethorde also takes 40% casualties, mainly among the Black Dragon forces. While their work was less grinding than the Imperial siege, it was still deadly, especially the tunnel fighting. They have taken their tithe of Vorkyli civilians from the region and withdrawn back home, and both sides are now wiser to the other's fighting methodology. The Fate of the Moons diplomacy mini-event remains open. Like with Tidal Surge these casualty figures are in total for the turn not in addition to those posted previously. The tithe of Vorkyli collected here completely pay for the Outworld Mercenaries, the pops captured in Tidal Surge remain owned by the Imperium and can be put to work or traded to Outworld for other Mercenaries, or potentially other things such as technology or resources, next turn.
'The death of worlds is carried on the perfumed breath of saints.'
– Jacobius Slint, On the Conquest of Escher
Nine
Victor's Spoils


Even in the burning orbits of this world, the fires still embers within the wrecked carcass of ships floating in their void-tombs, mirroring the world still burning below. Even as the last of the perfidious Xeno were being mopped up, to whatever fates awaits them, the meeting between the co-bellingerents in this part of conquest begins in its ernest.

Warsmith Harrsk clad in his battle regalia. Even in the state of his injury, he walks with firm steps, the scars he sufferrs are merely more in the service of a Legion commander. A cloak of black made from the fur of a giant specimen of a local alien beast flutters behind him, as his retinue of Terminator Honor Guard surround the Warsminth, and the thundering steps of a Contemptor Dreadnought - The iron and adamantium sarcophagus at the heart of the Ancient's body was a funerary casket of machine-stamped skulls and exhumed bones, the siege hammer and rotary cannon his instruments of death. Oil drizzled from his armoured flanks and his augmitters growled with low-level static burrs like grinding metal. . Behind them, a host of Guard generals, Ecclessiarchy Bishops ( chosen specifically for their personal loyalty towards the Warsmith ) Mechanicum Magos, Inquisition representatives, and even two Adamus Temple Assasins as well as their gaggles of retinues. All very armed. Except one. A chained form of a local hulking Vorkyli commander, marched in shackles as he is marched forward with taser goads by Inquisition stormtroopers. Another display of strength. A large banner embalzoned with the heraldry of the Imperium of Man marks the centerpoint of the procession

Their local...allies has expressed a desire to want several moons to themselves, transfer back to their home in some manner of techno-sorcery. As...distasteful as this was, he is attempt to let them. It just several moons, it does not matters if these...heathens want these as tropihies. But the Imperium does not persists by doing charity to pagans. A certain kind of offers must be given first.

They come to the meeting, the location- a relative intact ship of Xeno marking -merely disabled and left anchored in the orbit of the burning world below , a symbol of the victory over this alien polity.

Amidst the hallways, they walk towards at what seems to be the meeting room of this ship, across the hallways where Xeno blood is not yet dried. As the door opens - A Mark III-clad Marine on one side and an Outrealm warrior on the other, the Imperials steps in. The Xeno prisonner will be a...symbolic offerings to the completion of the prior agreement, and the open of negotiation to anew one


- Start the Fates of the Moon Miniturn
- Hand over a captured Xeno Commander to the Outrealm as am opening gift
- Let the Outrealm herald voice their offer first
 
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Even in the burning orbits of this world, the fires still embers within the wrecked carcass of ships floating in their void-tombs, mirroring the world still burning below. Even as the last of the perfidious Xeno were being mopped up, to whatever fates awaits them, the meeting between the co-bellingerents in this part of conquest begins in its ernest.

Warsmith Harrsk clad in his battle regalia. Even in the state of his injury, he walks with firm steps, the scars he sufferrs are merely more in the service of a Legion commander. A cloak of black made from the fur of a giant specimen of a local alien beast flutters behind him, as his retinue of Terminator Honor Guard surround the Warsminth, and the thundering steps of a Contemptor Dreadnought - The iron and adamantium sarcophagus at the heart of the Ancient's body was a funerary casket of machine-stamped skulls and exhumed bones, the siege hammer and rotary cannon his instruments of death. Oil drizzled from his armoured flanks and his augmitters growled with low-level static burrs like grinding metal. . Behind them, a host of Guard generals, Ecclessiarchy Bishops ( chosen specifically for their personal loyalty towards the Warsmith ) Mechanicum Magos, Inquisition representatives, and even two Adamus Temple Assasins as well as their gaggles of retinues. All very armed. Except one. A chained form of a local hulking Vorkyli commander, marched in shackles as he is marched forward with taser goads by Inquisition stormtroopers. Another display of strength. A large banner embalzoned with the heraldry of the Imperium of Man marks the centerpoint of the procession

Their local...allies has expressed a desire to want several moons to themselves, transfer back to their home in some manner of techno-sorcery. As...distasteful as this was, he is attempt to let them. It just several moons, it does not matters if these...heathens want these as tropihies. But the Imperium does not persists by doing charity to pagans. A certain kind of offers must be given first.

They come to the meeting, the location- a relative intact ship of Xeno marking -merely disabled and left anchored in the orbit of the burning world below , a symbol of the victory over this alien polity.

Amidst the hallways, they walk towards at what seems to be the meeting room of this ship, across the hallways where Xeno blood is not yet dried. As the door opens - A Mark III-clad Marine on one side and an Outrealm warrior on the other, the Imperials steps in. The Xeno prisonner will be a...symbolic offerings to the completion of the prior agreement, and the open of negotiation to anew one


- Start the Fates of the Moon Miniturn
- Hand over a captured Xeno Commander to the Outrealm as am opening gift
- Let the Outrealm herald voice their offer first
Lunar Gifts
In response to the gift of a captured Vorkyli commander, Princess Mileena expresses her gratitude at the thoughtful gift, and sends the alien to her personal kitchen, from where it does not emerge. Considering prior evidence, it's probable that the alien's soul was devoured. The Imperial delegation isn't entirely sure and also isn't asking.

Preliminary negotiations go reasonably well. The princess makes a formal speech recognising the moons as gifts from their valued Imperial friends in a slight break with Outworld tradition, and personally renames the captured weaponised moons of the gateway system specifically in a sufficiently tasteful Imperial-referencing style (turning them into the Iron Heart, Dusk Guardian, and Siegebreaker, as a third moon was captured by Outworld forces during the course of the battle).

With this, upon seeing that the Imperial delegation remains steadfast in their desire to receive a more material compensation she suggests a brief recess for the group to eat and drink. While it's apparently against Outworld custom for a royal to eat in public (Harrsk personally suspects it's more likely that she wants a moment alone with her wife to review strategy), she does leave her own senior officers behind to share their meal with the Imperials.

Considering that several of both parties are cyborgs without conventional mouths or digestive tracts, the meal is slightly awkward, but both sides are able to power through respectably enough.
===

After the break is over, Mileena and Tanya return to continue negotiations. Once again returning to the idea of threes, they suggest that each of the Black Dragon, Lin Kuei, and Edenian forces gift the Imperium a modest but significant portion of resources in exchange for the moons, which she declares fair under the circumstances since their services were offered at a quite low rate to begin.

Harrsk notes that she makes the offer quickly albeit confidently, and seems eager to conclude negotiations here and now.

(Outworld's proposal: Diplomatic fluff and a 1 RP payment from its three sub-factions present, totalling 3 RP.)

The Warsmith nodded, but both a desire to appease...domestic poitics and genuine Imperial self interests must be fulfilled. As such , an...addition is given. The retain employment of some specific Outrealm mercenary formations for once. The above terms are all acceptable, but as a parting proposal, an offer for the Imperium to take part in the ongoing war with the Teutes is put on the table as well, in exchange for either territorial divident or the support in attacking the Octarine direct colony . Nonetheless, it seems some members of the Imperial delegations, Inquisitors with rather....unorthodox reputation, wishes to visit the Outrealm as well

( Agree with the offer. Additional return offer in open a 2nd front against the Teutes )

"You accept?" The harsh voice of Mileena says, prompting a cough and a continuation in her usual voice. The infection she mentioned during her first meeting with Harrsk is evidently more persistent than she'd let on. "That is, you accept. Naturally, this is an arrangement that benefits us both.

"As for an attack on the Federation, you are of course welcome to join us, although the territory in question would of course be ours," Here she stops, and her eyes momentarily flicker to her wife in a pleading look so brief that only the enhanced senses of the Astartes and some Tech-Priests recognise it as having occurred at all.

"Because of the very agreement forged this day. Let us avoid any further confusion on the matter of territorial boundaries, as successful as this diversion has been," Tanya interjects smoothly, not leaving even a small gap in the flow of words.

"And the services of Outworld's armies remain at your disposal, so long as you continue to pay in coin or in flesh," Mileena finishes. "The Black Dragon has looked abroad for similar services, and I can assure your that our rates are excellent."

"Not that any of us have had much luck with hiring locals so far," Kabal grumbled from off to the side. 'Any of us' extending to the Imperium as well as Outworld's myriad factions, considering they too were locked out from Octarine's Mercenary Review Board.

"Exactly," Mileena purrs. "As for visitors to Outworld..." She pauses, then dips her head. "I will see what can be arranged. Although perhaps in these trying times for my home, visitors should stay in areas sure to be safe. I feel that would be for the best."

With business seemingly wrapped up, she leans back in her seat and claps her hands. "Now, in truth I expected this to take much longer, so we still have plenty of festivities to enjoy! I feel it would be a shame to waste them after they've been prepared, so please, let us all enjoy them. May we look forward to a future of further cooperation!"

===

Outworld entertainment proves to be roughly as odd as expected, but if Harrsk can endure the harshest of sieges he can easily endure this in the name of continuing relations with his one regional ally, for that it is a new sort of challenge. Curiously, they do seem to have a well-developed holovid culture, and Mileena seems to prefer romance vids. Or what the Inquisitorial representatives present believe to be romance genre, anyway; they're unusually violent for such.

A short while after, the marked moons vanish back to Outworld, and immediately prove noteworthy assets in shifting the balance of power in the void back towards the strange faction. Joining a rare elite of tacticians who have managed to decisively outflank their enemies with immobile fortifications, Mileena is hailed as a hero of Outworld by her father. Shortly after that, the first freighters carrying the payment for said moons begin arriving in Imperium territory, giving a short-term shot in the arm for Imperial industry.

Lunar Gifts Results:
-Outworld takes possession of several weaponised moons and teleports them home.
-The Imperium gains +3 RP for Turn 4.
-Outworld mercenaries remain available for hire, and the Imperium can launch a joint attack against the Teutes Federation to weaken its enemies.
 
Sith Empire turn 3 Results:

Pre-orders RP: 175 (upkeep already factored in)

19 RP is Stockpiled to repair any loses incurred by actions this turn.
20 RP is spent to hire Germa 66 and Bounty Hunters.
20 RP is spent to give to the Federation as part of the diplomatic agreement.
'Perhaps there might yet be peace in this galaxy.' That is what many of those in the Federation are thinking, and what much of their internal discord boils down to. To their north are Isolationists, maniacs, and life-devouring Monsters; while to their east there is an outright genocidal parody of them, a collection of species bound together through religious ties that were considered antique long ago, united as much by fear and hatred as actual peaceful cooperation, fear and hatred that led them to lashing out at humanity over a small mistranslation. To their West there was almost no one, remnants of a galaxy that has seemingly never truly been at peace, now practically overrun by others who had no reason to pay attention to their existence.

This galaxy was extremely hostile, filled with foes that, while not necessarily unprecedented, are much vaster than anything that the Federation had to directly confront in the past; and yet, to their south there lies what seems to be a friend. Sure, they might be more militaristic than what would be preferred, but given the events of the past few years that can be more than forgiven; and their society might be very clearly stratified and organized under some pseudo-religious guidelines; but given that they were still pre-replicator, and their very clear persecution in the past by yet another religious group just for the crime of existence, some of that can be excused, and the rest can be fixed given time and a bit of, potentially pushed, societal progress.

As for the Sith, here was a friendly neighbor with which they had no prior relations, no long chain of exchanged massacres and genocides peaced together with a few periods of peace that was guaranteed to never last and a few moments of ceasefire when something that both sides agreed was even worse came around, only for things to go back to 'normal' as soon as those crises were dealt with and the weight of past grievances forced yet another confrontation. Perhaps with the lack of these past events, this peace might just last, and this relationship might just end up being a mutual, prosperous one that lasts for lifetimes to come? Or perhaps it is just in the Sith's nature to make more enemies wherever they go.

What will be, will be; but for now? Here lies perhaps two of the oddest allies in existence, bound together through mutual foes, shared personhood, and exchanged technology. May this alliance last until the horrors of this universe tear them appart.


Research Slots: 1 Free + 4 (30 RP)

(5 Slots) Transporters and Replicators: In assisting the Federation in their time of need and providing them much needed resources and aid after the Covenant glassed many of their worlds they have agreed to provide the Empire the knowledge and assistance in creating their own Replicators and Transporters. The economical and military benefits of these technologies shall be of great use to the Sith Empire. However Darth Acina is not just going to settle with tacking the hand-me downs of the Federation. The secrets of the Rakatan's own teleportation and replicator technology has long been beyond the grasp of Sith scientists. But with the Federation's data, she believes it can be done.

While the Federation's data and scientists assist the regular scientists of the Imperial Science Corps, Acina will be pulling the true best and brightest of the Empire, as well as her own trusted Sith alchemists and researchers into a side project that will be taking all the data and research they acquire and use it to crack the code of making their own Force-based versions. Samples of Rakatan Teleporters from Belsavis, the Infinite Engine, and the knowledge of The Imprisoned One shall all be pulled together. All to make greatest scientific achievement of the Sith Empire.
It is done. Crude by the current standards of the Federation, but infinitely better than anything the Sith could have reversed engineered in anywhere even remotely close to a similar timeframe, the first of the Sith's own Replicators come online. First in remote research bases, in the forms of assorted prototypes- some barely better than the 3d printers that replicator technology developed from in the Federations own timeline: too slow for mass industrial applications with end products far, far too fragile to be worth using in all but the most disposable of military equipment; others take far too much power, requiring purpose built reactors, if not quite purpose built Hypermatter reactors, to work at anywhere near 100% of their theoretical output. Yet others fail to produce anything more complex than some mono-material semi-uniform materials but could produce them at more than sufficient speed, and yet others could produce incredibly complex materials beyond what could be made at all but the most experimental of semi-industrial workshops, but at speeds that made crafting said items by hand almost seem the better option. And so it goes; flaw after flaw after flaw, each one corrected, each one dealt with, not necessarily neatly, nor swiftly, nor without compromises, but dealt with nevertheless.

The end product is no true work of art, these Replicators are not quite precise enough to work with the molecular and beyond level precision required for the more delicate electronics (such as those found in things like the internals of Hyperdrives and Silencers) and some of the more experimental materials, or to turn CHNOPS feedstock into good tasting food, let alone proper Kolto or Bacta; not quite fast and efficient enough yet to fully replace some of the larger foundries found on many industrial worlds(while sticking within the same energy budget, anyways), and are currently do not scale large enough to single handedly produce anything larger than a Subjugator class Interceptor;

but even as they are, this new invention finds countless uses amongst the Sith's Military Industrial Complex, allowing for the shortening and simplifying of of almost countless supply lines, as many parts that previously had to be manufactured en masse in dedicated facilities of their own systems away could now be produced almost entirely on site. Even better, this often simplified the pre-processing of materials and parts to the more complex systems that these Replicators could not produce on their own. Indeed, replicators could do everything from separating almost any material short of Bescar, Cortosis, Phrik, and Kyber from its ore, to processing said materials into everything from large semi-finished blocks plates to, if given somewhat more time to work on the precision jobs, everything from handheld tools and weaponry, to Droids(barring the most complex, most intelligent ones), to power armor, to the vast majority of the parts that go into everything from strikecraft to capital ships.

Indeed, these replicators are so revolutionary that despite the best efforts of the Sith Empire demand has drastically outstripped supply, and to think that said Replicators are still steadily being improved, only ever(in general terms) getting faster, more efficient, and more precise as time goes on. (economic upgrade to the next tier practically ready to go, and might even be implemented before enough of the rest of your technology reaches close enough to that same general level to warrant a full tier-up)

Meanwhile, the Teleporters are both more and yet less revolutionary- burdened with a somewhat large-ish charge up and cooldown time to avoid errors, and somewhat easily interfered with, they nevertheless have been refined to the point that when they do work, they now do so without any of the errors that plagued many of the earliest experiments into such technology- both yours, and the Federations. They are also somewhat power intensive in comparison to the Federations own models, but not to the point where they cannot be implemented onto many of the Sith Empire's own ships and ground based facilities. Their biggest downside, as of right now, is how easily the process can be interfered with via perfectly natural incidents- such as particulerally harsh radiation, dust storms, or even sometimes normal inclement weather. Thankfully, the technology has been developed with this in mind, and will either work practically flawlessly or not at all.(Teleporters are now available to be implemented onto the Sith's assorted ships and other important facilities; said Teleporters are currently practically useless for bypassing enemy shields, and can sometimes be interfered with via assorted lesser effects, to be automatically refined over time to remove the interference of said lesser effects- they are also not an auto-implement, as some ships might not have the spare power capacity to fit them; said limitation will also be removed given time.)

Finally, the incorporation of other ancient sith technologies and techniques into this revolution has produced… somewhat imperfect results, as many of the new teleporters, those implemented with the Force in mind, are basically impossible to interfere with via anything short of active anti-teleportation shielding or an actively anti-Force technique, but require a Force User to both be activating it and using it in this manner for them to work at all. Meanwhile, the implementation of what can be/has been learned from the Infinite Engine at this point in time into its own version of the Replicator technology has produced some rather interesting results, as special Replicators have been made that can use the force to either bypass the limits of what can be made with them, increasing their precision to a level that might perhaps be beyond what the replicators in the Federation are commonly capable of, or to actively somewhat bypass the conservation of energy, removing the need for either massive power generators and/or specified feedstock for these still rare devices. Unfortunately, these knockoffs are still lesser than the Infinite Engine itself, and are only capable of one of the two at a time, and switching them after first setting it to one or another is just short of impossible.(your Legends' personal forces are never considered to be understrength anymore, and your ships can benefit from a somewhat better form of Teleporter if you limit it to force-users only)


Status:
Population: 52
7F-B2 (Sith Space Core): Heartlands and Excessively Defended
7F-B1: Industrialized and Heavily Defended
7F-C1: Industrialized and Heavily Defended
7E-A3: Colonized and 1/2 of Heavily Defended
7E-A2: [Lord/Vassal] at rank four, [economic integration] at rank two(cannot be improved beyond rank three due to local population and industrial level), and [client/client state] at rank two(to be improved over time if you continue to protect them), with the potential for full integration with some actual diplomatic work.)

1. Spend 10 RP to make 2 Category Zero Planetoids (Midwan-Class Worldcraft)
There is something to be said for having finished, finalized blueprints, a dedicated chain of production, and past experience in dealing with everything that went even the slightest bit wrong the first time around. That is not to say that the main systems and subsystems of these new Midwan-Class worldships are any stronger, or their ritual rooms more efficient at gathering and directing the required energies; but it does greatly decrease the number of wasted parts and the amount of maintenance required, cutting upkeep costs per vessel by as much as 70%; and while the new replacement parts for the prototype vessel of this class can and will be up to this new standard, it will be quite some time before most of the vessel is replaced.

(6 Midwan-Class Worldcraft constructed, any three of which having the same total upkeep cost as the prototype)


Target: The Sith Empire/Home Front
Nature: Counter Espionage and Anti-Politicking
Resources: 8 RP + Sith Intelligence
Plan&Goal: With the Empire now secured against any potential threats, the Sith Empire will undoubtedly return to the age-old problem. Infighting, and of course dealing with their peer powers attempting to infiltrate them. Thankfully Sith Intelligence is quite adept at dealing with these issues. And the in-fighting of the Sith is largely not a threat to the Empire. That said, the security of the Empire is paramount. And one can never be too paranoid.

The infighting of the Sith will have to be kept to a minimum, making sure it does not boil over into any problem greater than a minor war between two powerbases. And of course, Sith Intelligence must be on the lookout for anyone attempting to pull something funny against the Empire. Can't have another Darth Jadus or Grathon happening.
While countless minor disputes were found and either dealt with or ensured to likely never spiral out of control, while the usual crop of self-entitled former apprentices and masters who have delved a bit too deeply into the darkside to remain remotely sane play their little games and make their small powerplays, while several half thought out assassination plans against assorted members of the Dark Council are thwarted long before they can be carried out, or are pushed forward into being attempted, if an example is to be made of the conspirators, as the case may be; a new type of societal disruption arrives with the development of and introduction of the Replecators, and yet others are enabled by the teleporters.

While the news of some rivalries being solved by the use of one of the early, conveniently faulty, teleporters is nothing out of the ordinary, the fact that several of the most troublesome sith are disposed of via these oh so convenient accidents makes for yet another way to quietly neutralize the most troublesome cases. Elsewhere though, the troublemakers are only enabled by the new teleporters, as several assassins appear in what would have otherwise been considered moderately secure sanctums, and yet others have been used to all the more conveniently deploy apprentices as the mostly disposable pawns that they all too often are.

Much greater in scope, and potential risk, are those that have used the introduction of the Replecator to all the more easily build up their personal armies, enabling the use of small, power intensive, clandestine facilities in place of the much more obvious forges and manufacturing facilities that would have often been required before this point. Some of these replicators are fairly obvious, hijacked while they were still in the prototype stage, while others are much more hidden, only findable the discovery of a 'miscount' of the number of replicators officially in a shipment of them versus the actual number in them.

In both cases(the cases involving the replicators, that is), this was a massive waste of resources, as over the years enough prototypes were stollen, or planned to be stolen, that if enough had both been and remained successful it would have put back the final development of this technology into its current state by a non-insignificant portion of a Galactic Year; meanwhile, the localized arms races between these now enabled would-be conquerors threatened to have an actual meaningful impact on the wider supply lines of the empire. Luckily, a series of convenient accidents and pre-empting of their assorted plans managed to keep the devastation down to a localized level when it even managed to get to that point.



Target: Beyond the Red Wall/Celestial Empire
Nature: Intelligence Gathering and Anti-Intelligence
Resources: 8 RP + Sith Intelligence + The Empire's Wrath
Plan&Goal: The Celestial Empire is a verified threat to the Empire, while not a powerful military power by any means, the individuals within are exceptionally dangerous to anyone that isn't a powerful Lord or Darth. A war is inevitable, but appropriate action must be undertaken to ensure it is swift. In addition, the Celestial Empire is surely taking actions to prepare for this eventual war.

Following Darth Nox's return to the Empire, the Empire's Wrath has also taken to traveling to the Red Zone himself. The major powers of the Red Zone need to be understood, and of course, the Wrath needs to put Darth Nox in check in-case his new powers give him any ideas. And so, the Empire's Wrath will assist Sith Intelligence in his own way. Cutting to the root of the problem and being there to ensure that if someone of his caliber is needed, they will have aid. And of course, learning about the powers of this place as he goes.

Sith Intelligence will be acting to get as much information on the Celestial Empire's capabilities. military targets, and learning about individuals of importance as they can while also mapping out the Red Zone alongside I.N.I.D for a protracted military campaign. And, with assistance from the Wrath, putting a stop to any schemes the Celestial Empire may have to fight back against the Sith Empire. Or even prevent the schemes of Darth Nox if they prove too disastrous for the Sith Empire.
Even in the Blues, the fallout of the recent events at Marineford, and the Celestial Empire's buildup to war, can be seen. In the North Blue, the countless smaller civil wars that used to dominate the politics of the region suddenly either grind to a halt or are almost immediately won by one side or the other, as the arms dealing that used to supply them suddenly ends, and as the most prevalent mercenary group in the region, and easily the largest by far in all of the Blues, Germa 66, packs up and leaves for what is hopefully more profitable space.

Meanwhile, in the South Blue, and the West Blue, other conflicts come to their swift conclusion. The West Blue, once ruled as much by a series of criminal cartels as the Celestial Empire, is falling apart even as it is forcibly sewn back together. Denied of the leader who united them, and under ever increasingly large pressure from the Marines, the local underground cracks, and crumbles into a shadow of its former self as the rule of law is asserted across many planets who have almost completely forgotten it. Elsewhere, the few surviving former leaders of the local underground are captured to a one, sold out by a coworker that they all thought they could trust- the man known as Joker.

The South Blue, on the other hand, is scene to an unprecedented level of military buildup, as recruitment, both willing and not, for the marines steps up almost tenfold even as the local pirates are hunted down to a one, exterminated when they weren't either forced to act as Bounty Hunters, who as often went after your scouting ships as their former fellow pirates) or herded onto the Grand Line.

Beyond discovering the continued overall situations in the Blues, numerous military targets are discovered and evaluated, ranging from Marine Bases, to shipyards, and beyond. Each Blue is home to hundreds of small Marine bases, barely more than a well-garrisoned planet with enough shipyards to ensure that the local patrolls remain fully stocked and can can replace any minor losses- with barely the capability to build from scratch more than what even you would consider to be Caravels, Frigates, and light cruisers; outside of these official military bases lies almost countless minor shipyards, as almost each and every inhabited world maintains enough such production to maintain their own PDF when they aren't outright constructing small fleets of their own to go and conquer their neighbors; and beyond these lie the actual major targets- ranging from the non-insignificant, often export-focused, shipyards in places like the Organe System(only just recovered from a relatively recent somewhat major pirate Raid), Gecko System, and Polestar System(where Darth Nox first met Garp and made official contact with the Celestial Empire), to even more major military targets- the borderline Fortress Worlds that are the the main Marine Headquarters of the other three Blues. Here, the first losses are suffered, for these are not areas where the Marines can afford to slack off like they can in the East Blue, and these are not minor facilities by any means, and nor are they even technically civilian in nature, meaning that they actually have defenses appropriate for their own relative importance, or at least their need to appear as important as the locals think that they are.

Elsewhere, even in these more mundane areas, mysteries can be found, as in one small section of the West Blue the remnants of what could only be old battleground of titanic size can be found: planetary massed gravitational anomalies without a corresponding planet or even the telltale signs of a Black Hole, the scattered remnants of a gas giant, several planets cleaved in two, and five massive scorched pentagrams etched into the stars themselves, only visible from within what would have been the orbit of the anomaly if said world was still there. Sadly, what information is gathered here is faulty, for while the sensors and other instruments report this, the scouts themselves report nothing but an ordinary stellar system, lacking any and all of the recorded devastation.

Sadly, for all of the development, buildup, and recruitment going on in the Blues, they are very clearly seen as almost entirely meaningless to those at the top of this Empire, for even with the recent military buildup most of the Recruits are not staying in the Blues, and even the most stringent of operations here are very clearly an afterthought in comparison to what is and will be actually important in the fight to come. And so Sith Intelligence moves onwards, out from the Blues, and into the Grand Line, this time both without local guidance and with goals beyond just the quick acquisition of Power.

And thus the scouting could begin in earnest. Equipped with Log Poses acquired from Marine Bases and looted from pirates and privateers, sorry, bounty hunters, almost countless small, often cloaked, Sith vessels entered the Grand Line, traveling down all of the different routes through it- from the initial five stable paths away from the wormhole network that is Reverse Mountain, to all of the divergent paths off of those; and not skipping any steps along the way, even if in some cases it lead to arguably more deaths than discoveries.

From insanely dangerous Death Worlds, complete with deadly spaceborn fauna, and sometimes even Flora, to shockingly habitable, and inhabited, giant spheres of gas of the sort where said mass should have long since clumped together into a brown dwarf companion star to the White Dwarf or Neutron Star at its heart. From rogue planets that shift between partially frozen ice balls to almost molten hell worlds, to a world that is somehow 'tidally locked' between two stars, and yet is still somewhat habitable, to perfectly habitable worlds free of the gravitational influences of any nearby star; anomalies abound and the impossibly beautiful and strange is rendered mundane.

While these discoveries are indeed intriguing and worth studying, they were not what Imperial Intelligence was here for, and so the scouting operations continue.

On the more mundane side, many worlds almost identical to those found in the Blues are found- often with a higher population, more orbital infrastructure, and a higher Marine presence when their orbit wasn't dominated by often surprisingly peaceful Pirates and privateers, but practically unimportant nevertheless.

Elsewhere, more notable and important systems and worlds are found, systems and worlds that are important and significant for reasons other than just their sometimes impressive oddness. From Water Seven, a true Eccuminopolis with orbital shipyards extensive enough to make Kuati envious, and extensive enough debris fields and enough semi-derelict ships to make Corellia's fields of mothballed ships look almost mundane. Sadly, while an almost perfect Shipyard world, it is more out of the sheer stubbornness of the locals than anything else, for it is orbiting a dying star, ones whose size has long since become unstable and is putting out far too much hard radiation for sane humans to want to live as near to it as Water Seven is. Now tidally locked, there are very clearly engines being constructed on its sunward side. Currently though, further progress on this is on pause, as the sheer number of Marine Battleships under construction in orbit is very clearly taking up all of their resources and then some, as regular shipments arrive filled with materials ranging from the mundane to the almost mystical.

Elsewhere, yet more important locations are found, from seven more Fortress Worlds almost on par with Marineford itself, to several rather major, technically independent, worlds, worlds belonging to pirate Warlords, from the part-jungle-part ecumenopolis that is Amazon Lilly, complete with a large shipyard and several large ships in orbit; to the nearly abandoned former civilized world of Kuriagana, home to a single inhabited small settlement, and a single small ship in orbit, from which swiftly emanates a massive blade-like swipe of energy, swiftly bisecting the seemingly cloaked Sith vessel that was slowly scanning the planet mere moments ago. Other lesser independent, but still important, worlds can be found, ranging from the pirate owned-and-operated repair-focused shipyards of Jaya, to a wide assortment of worlds that were once under the Protection of Whitebeard, but now were under attack from Marines and Pirates alike.

Finally, at the end of this section of the Grand Line, comes one of the most unusual, and most important, systems in this half of the Grand Line: Sabaody. Nestled amongst planet sized trees and vines coming out of the Grand Line, maintained by gravity wells that are as much artificial as they are generated by the giant plants and the Red Line itself, home to over 50 rather large shipyards, and a Marine Base that, while only now coming back into full operational capacity, very clearly once rivaled Marineford itself. Here lies the production sites for countless important resources- from the Shield Generators that are used on almost countless vessels, marine and pirate alike, to the Log Poses that are all too important in the navigation of this region of space. Here lies one of the most important locations within the Grand Line- Nestled against the Grand Line, and within easy striking distance of what might perhaps be the most important location within the Red Walls: Marie Geoise, home to the Celestial Dragons, and where the Empty Throne, the purposefully kept empty seat that supposedly represents the fact that no Celestial Dragon is any less important than any other and that the Celestial Empire does not rule over its people in an absolute manner, lies. (no member of Sith Intelligence paid any attention to the simple, old, bartender)

Lying almost directly 'upwards' from Sabaody on the Galactic Plane, any attempts to approach closer to it than the 'uppermost' trees, limbs, and branches' of this space-faring, interstellar(in both size and scale) forest are rudely shot down, as even the most well-cloaked ships are plucked out of the void and swiftly snapped in twine by the strongest weapons seen yet this side of the Red Wall(except for maybe your own, although even that is brought into something approaching doubt); destroyed before they even exit the next closest stellar system beyond the Red Wall itself. Even the rare FTL-focused approach, picking their way through unstable routes and using the Force for guidance, hoping to get close and gather as much information as possible before being obliterated, are rendered futile, as they are interdicted and obliterated before they even manage to get within light hours of the gate. Even those trying to approach along the Red Wall itself, where FTL runs more risk of running into the mass-shadow of the Wall itself than actually reaching its destination, fail to get any closer, shot out of the void while still light days away from the entrance to Mary Geoise itself.

Built directly into the Grand Line, Mary Geoise is a fortress without compare, only matched by the sheer debauchery of what is said to go on within its walls; for massive number of slaves go in, and none come out. Stories from those who have visited, for visiting is possible during a set event that occurs once every four years, spread tales of a land without want or suffering, born on, sometimes the literal, backs of almost countless Slaves, whose final hours/minutes/moments of starving to death can be seen by any visitor who so wishes. For in a land of plenty, ruled by those that see themselves as above all, there must always be those that they can see as obviously lesser than themselves. A land of lavish excess, using slaves in place of whatever might have broken down in the past century or two and not be seen as worth replacing in full, that is Mary Geoise. A perfect realm that knows no want, ruled by those who want for nothing, enabled by those who know nothing but want; and yet, there is a reason why they have ruled for the past thousand years, one that can only be seen when either outside of the Holy Lands themselves, or when one peers around the corner and looks for what is hidden behind what is hidden behind the veneer. Sadly, all that can be gathered about this place is second hand, for outside of those rare events, the only ones allowed on Mary Geoise are those who were born there, and the rulers of this place are very good at enforcing that. Sadly for you, the last time this event occurred was before you've even heard of the Red Wall, and the next event is not for years to come; and there are circling rumors that it might not be held at all…

With that route through the Red Wall stymied, the Sith's scouts are forced to go the other way- conveniently located directly 'downwards' on the galactic plane relative to Sabaody- it is a surprisingly large gap in the wall, if one surrounded by a network of Black Holes almost as grand as the Maw itself. While several scouting vessels fall victim to these hazards, their seemingly safe hyperspace routes suddenly terminating in a singularity, many, many more manage to get through, reaching the next stable system, and the midpoint of the Grand Line for all of those not a part of the Celestial Empire's military and ruling caste. This area, dimly lit from the light of distant red giants, the accretion disks of black holes, and from some heavily bioluminescent plants growing out of the remaining fragments of the Red Wall in this area, is home to dozens of watery worlds- often tidally locked, and with surfaces that are often as much boiling as they are freezing, these are worlds not built for the habitation of man, but instead are home to the Fishmen, who seemingly swim through both water and the void itself with shocking ease(if with less ease in the void- just because they can hold their breath even against the void of space doesn't mean that they don't eventually suffocate, as discovered by one aspiring researcher; and just because they can propel themselves through the void doesn't mean that they can do so quickly enough for it to be all that much more than a novelty). Gifted with great strength and the ability to, with training, influence gravity itself, they are a strong, free willed people, who have strength enough to perhaps take on everyone else in the region behind the Red Walls and eventually win; they are a people living in fear, with a history of enslavement stretching back to farther than all of the (thus far seen by members of Sith Intelligence) recorded history of this region of space.

Imperial Intelligence's time here is short- for despite all of their personal might, the fishmen's knowledge of the rest of the Grand Line is almost as limited as everyone else's- being able to provide not much more than what has already been considered to be; they also lack the ability to properly project their own power, relying on the protection of others- formerly White Beard and now Big Mom, to protect themselves from being once again enslaved en masse by the Celestial Nobles and their lackeys. So while a few members of Imperial Intelligence stay behind to court the Fishmen's local rulers, most of them move onwards, to where the real threats, and real opportunities, lie; And while there is a former Warlord living here, Jimbe, the greatest master of Fishmen Karate currently alive, he has for the most part seemingly retired, only working to assist with the defense of his people when he isn't reminiscing on the 'good old days'.

The entrance to the New Galaxy, the second half of the Grand Line is fraught with peril; rogue black holes are all too common, as supernovae remnants dot the area and make all too many hyperspace routes, even those pathed by the Log Poses fraught with danger. Others are swiftly met with a different sort of danger, as those who ascend through the galactic plane too swiftly are met with Marine Ships when they aren't met with defenses similar to those seen on the other side of Mary Geoise- only all more heavy, built for dealing with even deadlier foes. Emerging a bit farther away is not much better, for where Sabody is on the other side, here lies yet another Marine Base, already equal to the Marineford of not-all-that-long-ago and still being built up.

Things get a bit safer once one travels farther in, but not by much; for here lies some of the most dangerous territory seen thus far. Supermassive black holes, binary neutron stars, and more are all too common, and almost a third of the seemingly more habitable systems beyond that are found to not be such- some plagued by impossibly large storms of lightning, arcing through the very vacuum of space; others swallowed by already fading gas giants; giants that dove through their own habitable zone on an almost inevitable descent into their parent star. Yet others are scorched clean, with stars large enough to beggar belief nestled at their hearts. Nevertheless, here too civilization holds on, with levels of industry, population, and military buildup that dwarfs everywhere else within the Red Walls.

While here and there lies the occasional civilized world, holding on to their supposed independence through one means or another- ranging from paying tribute to the Marines, to simply not being worth conquering, to being under the direct leader of a Warlord, these are the exceptions. Of these exceptions though, one stands out: Dressrosa, a seeming paradise populated as much by living toys as people; producing as much exported tools of war as it does locally used civilian goods. Ruled by the second strongest of the currently active Warlords, Donquixote Doflamingo- a charismatic puppet master who wouldn't look all that out of place in the upper ranks of the Sith Empire. He is worshiped by the people of Dresrosa, having led them into a time of plenty after saving them from the insanity of the planet's previous ruler; and anyone who says anything differently rapidly disappears, both from sight and from memory as yet another animated toy starts walking the streets. As a matter of fact, it is only the sheer mental mastery required of most of the agents here that stops all of them from forgetting that those amongst their numbers who went to more deeply investigate Doflamingo and those who serve directly under him ever existed in the first place. That doesn't stop the information gathering process, as many amongst Doflamingo's crew are public figures in their own right- from the juvenile yet impossibly charismatic Senor Pink(no threat at all beyond being worshiped as a hero despite dressing up as a baby and all to often just swimming laps through solid stone), to the imposing Mountain Man, Pika, Dresrosa's silent guardian.

But, for all of his seeming control, Doflamingo still answers to higher powers, for he is still a Warlord, and has obligations to the Celestial Empire from that position; and the vast, vast majority of the military equipment produced on Dresrosa and in its moonside toy-operated manufactorum all go in one direction- and it is not towards the bases of the World Government, but towards Wano, and the Beast Pirates. Elsewhere, in nearby, vastly less habitable systems, Doflamingo appears to also be operating several remote facilities, most of them apparently abandoned according to the World Government; from which multiple mostly unknown materials are shipped towards Dresrosa's moon, and from there, presumably after being refined into whatever the final product is, out to Kaido, and the Beast Pirates that serve under him.

(the least important of these currently independent worlds is a mostly rural one, protected by the last of those who once considered part of the Whitebeard planets, those he left behind to defend his holdings while he went to war. Other than those few remaining pirates, there is seemingly nothing of value there)

While the direction to the Wano system, and thus the home of the Beast Pirates, is obvious; it is not that system that is reached first, but instead a dense star cluster rife with habitable worlds, an overdensity of them that becomes even more unique in this otherwise fairly hostile region of space. Home to the Big Mom Pirates, it is, in some ways, barely less defended than Mary Geoise; lacking in the sheer scale of firepower, it more than makes up for it with both its relative size and your sheer inability to infiltrate anywhere beyond the outermost systems of it without them knowing far in advance, making up for the technical lack of firepower with their own sheer ability to detect and identify all interlopers- practically no matter what route they take to get in. networks of ships patrol the void between stellar systems here; practically undetectable, and only discovered in hindsight, they use their (likely) surprisingly advanced sensor systems to monitor all of Real and HyperSpace in this region, allowing for any and all intruders to be met with an appropriately overwhelming amount of force, making long term infiltration of said territory practically impossible. Nevertheless, what is revealed is telling enough, as giant fleets of animated Dreadnoughts(often even by the standards of this new galaxy) interdict and destroy all but the smallest and fastest of your scouting vessels. Speaking of animation; even on the outermost worlds, the landscape itself seems alive, with each and every tree, hill, river, and even many buildings, imbued with a soul, self-telekinesis, and the ability to both talk and seemingly feel pain. Many of these outermost worlds seem to be mainly agricultural in nature, exporting large quantities of food farther in, all to fuel Big Mom's nigh-constant planetary scale parties and banquets. On a different note, the reason why Charlotte Linlin is called Big Mom is because a shockingly large portion of the Big Mom Pirates, or at least their captains and other higher up personnel, are made up of Big Mom's children and grandchildren, who easily number in the hundreds. (Whitebeard is found-family, Big Mom is Birth Family)

As for Big Mom herself, all evidence points towards her being able to directly manipulate souls and use them to animate and grant sapience to other objects, and all stories told of her mention her sheer durability and the fact that her skin has seemingly never been pierced. Wielding an animated storm pulled from a Gas Giant and a fragment of the Core of a Star, there is a reason why she has managed to get and retain the title of Yonko.

While continued attempts are made to infiltrate deeper into Big Mom's core territory, a large portion of your scouts continue onwards, eventually to Wano and beyond. Wano itself is… not what one would expect given anything and everything else you're seen in this region of space. For the system itself is insanely huge, and is dominated by a structure that was previously only theorized about when it didn't make its way into a few stories: a system-scale Dyson Sphere. Not a dyson swarm, as might be feasibly constructed by a faction blind to the Power of the Force to directly tap into the power of a star while harvesting its outer layers for resources, nor a sphere barely larger than the star itself, perfect for harvesting literally all of the Star's energy, but an impossibly giant construction, stretching out to the very edges of said star's habitable zone. Luckily for you, for all of its immensity, the construct in question seems broken, with a giant missing shard, nay, a giant gaping wound, rent open on one side of it, allowing for one to peer inside to see Wano itself- a fully stable collection of three fully habitable and two semi-habitable worlds, and one clearly mobile, clearly artificial, clearly moving world patrolling within.

Sadly, any attempts to land within run into extraordinarily stiff resistance: first from the almost countless defensive platforms situated all around the perimeter of the Dyson Sphere, stretching out until the very edge what is practically the interstellar void; and then the defenses of the Dyson Sphere itself, which, despite the gaping wound rent in its side, are shockingly potent, making any attempts to get through via any means other than either the gaping wound in its side, or the area almost completely opposite to it that the Beast Pirates have managed to wrestle control of, practically impossible; and even approaching the giant hole in it runs into issues, as massive gravity well generators seem to be generating a constant outward pressure around the hole, making entering through it an almost futile effort, while making exiting through it all too easy. Luckily for a few of the scouts that managed to get past the Beast Pirate's outer defenses, there appears to be a carp-like local void creature that is shockingly good at somehow countering this gradient; as seen by one of Joker's(Doflamingo's) ships slipping into the middle of a school of them and using that to slip by the barrier. Unfortunately, this is soon followed up by a massive outpouring of vessels through the rent, with the Battle Planetoid that was previously seen through the gap leading the way. (Beast Pirates are on the move now)

Fortunately, the heavily defended nature of Wano does not stop Sith Intelligence from scouting out a very large portion of the remaining territory of the New World. Beyond the usual dead ends, decaying systems, destroyed systems, and natural obstacles, a few more systems of import can be found, with three in particular standing out for one reason or a nother.

The first is Hachinosu, the home of practically all semi-independent pirates this side of the Grand Line, the one area in this section of the universe lacking any sort of rule of law, and where Blackbeard and his crew of escaped convicts have set up shop. While getting information on the past status of this island is easy enough, as almost every single pirate in this region of space knows it; checking up on its current status is drastically more different, as the only infiltration attempts that get anywhere close to succeeding are those that don't appear to have any Sith, Celestial, or other-yonko based influence in their attempt, as found out by many early attempts to enter and scout this system. Hiding behind the systems one gas giant is no good, as is found out when the planet itself reaches out an arm, an arm partially exploding with the decompressing of metallic hydrogen and storming with planetary scale swirls of gas, and swats the offending ship out of the sky with shocking speed. Exiting near the semi-convenient debris field goes no better, as the vessels that attempt to do so are rapidly yanked apart, leaving their crews to suffocate in the vastness of space; yet other attempts to simply exit near to the one habitable planet go no better, as a planetary scale giant, a planetary scale giant using a planetary scale gas mask, appears just outside a relatively tiny space station, rapidly crushing any non pirate, non-clearly-independent ship that wasn't simply crushed by the sudden appearance of his bulk.

Even after landing on the planet via a disguised ship usually doesn't end well for anyone seeking actual knowledge; as while there are plenty of bars, brothels, and casinos; anything actually important is under heavy guard; and even some of those seem to be nothing but fakes and illusions, sometimes literally(a library fades away into an empty warehouse, a bank vault fades away into a jail cell, a palace fades away into a brothel, and Blackbeard fades away into empty space), more meant to trap the unwary than to actually house something, anything really, of importance.

The second location found is Egghead- an artificial planetoid situated over an equally artificial planet, both surrounded by cybernetically augmented Sea Kings that rapidly snap your vessels out of the void, and Elbaf; a giant planet, inhabited by giants, surrounded by a barely functional, yet functional nevertheless, giant shipyard and a rather large fleet of sometimes barely functioning, often out of date even by local standards, ships. Despite seeming weak though, any and all attempts to harm any of these pirate vessels is rapidly answered by the Giants, throwing out giant scale, Conqueror Haki powered, attacks- splitting many sith vessels in two, with a cry of 'Hakoku Sovereignty!" echoing out through the void seconds before the decision to fire upon the Red Haired Pirate's ships and facilities is even made.

Luckily, while all attempts to approach are rapidly identified and vaporized, merely observing from a distance is allowed- and the truth is revealed: while the Beast Pirates are made up of a legion of strength built up around a core of even greater strength, the Red Haired Pirates clearly protect anyone and everyone that is both semi-independent and is willing to join them, a fleet of weaklings seeking protection by and from some of the strongest people in this entire region of the wider galaxy.

Sadly, all exploration beyond this point finds nothing but dead ends and dead systems, with whatever lies at the end of the Grand Line being unreachable via standard means.


Target: Beyond the Red Wall/Celestial Empire
Nature: Sabotage and preparation
Resources: 16 RP + Sith Intelligence + Darth Nox
Plan&Goal: Sith Intelligence, and more specifically Darth Nox's own powerbase, has it's own plans to prepare for war against the Celestial Empire. Namely sabotage, bringing the Celestial Empire to it's knees through the weapons of the Sith.

Working in conjunction with the other efforts of Sith Intelligence, the goal is to silence or recruit individuals of importance or possible threat and preform sabotage on research, construction, and industrial efforts. Creating faults in production lines or shipyards and giving them false information. But Nox also has something more devious and insidious in mind for certain worlds. Using the work of the Sith Lord Fulminiss' Seeds of Rage and the Dread Masters own Terraforming technology, alongside his own expertise in Sith Alchemy to spread fear, terror, and some destruction.

The true purpose of using these however is far more insidious. To spread the influence Dark Side. Particularly to the portions of the Red Zone that are incredibly hazardous for travel like the New World. parts of the Four Blues, Grand Lime, and the Calm Belts. To create Force Nexuses on mostly unimportant and uninhabited worlds that can be harvested and utilized in a ritual to Force the hard to traverse Red Zone into stability, to make it obey his will. Creating artificial hyperlanes for his own forces to travel, to calm dangerous anomalies, control the Sea Kings, or to turn space itself against the Celestial Empire. All of this while also being able to later empower himself by collecting these artificial Force Nexuses with the Scepter of Ragnos or a Thought Bomb.
A jewel studded girl in the body of a woman of constantly shifting age is lured away and taken hostage, her father lured away and almost disassembled, before he sends himself and his doomed child into the depths of the unknown via his Hands of Liberation(Jewlery Bonney and Bartholomew Kuma escape to parts unknown); a man of Law is found, his body already cooling in the snow(Trafalgar Law is already dead); a puppetmaster is caught into a trap, only for the would-ba assassins to dance on his strings before being turned into playthings for children(Joker knowns how the game is played); a Hero is cornered, only for those doing the cornering to find out how he earned his moniker(Garp has yet to truly weaken from age); an empress is threatened, only for the void to be littered with even more statues(Boa Hancock shows why her home is still independent); a World Noble is killed- and nothing of value is lost.

and so it goes, one failure after another- one important target after another either too prepared, too protected, already dead, or not as important as it first seemed, as naval captains and commodores are often all too replaceable, and even amongst them you run into failures, as one of your strike teams is struck by a blueshifting meteor while pursuing the vessel of a seemingly blind commodore, and others turn into withered husks speared on spikes of wood as they run into a well-trained Logia(two people that would have been Admirals in some other timeline), and most World Nobles are only important because of said status; Thankfully though, assassinations were only one part of this ongoing storm of sabotage, and arguably the most minor of them. And the other two parts? They are vastly more successful by far.

Water Seven's shields fall just as it is struck by one of the biggest solar storms yet(it endures, but the same cannot be said of much of the construction going on in all but the most protected shipyards); the Gecko System falls prey to 'pirates' after being far too used to all too false alarms; G-8's main shipyard explodes from a smuggled bomb, having been slow to adopt wartime security measures; an entire section of Sabaody catches fire, ruining most of the Navy's current supply of Adam Wood(local super material that is both organic and a somewhat serious super-metal in terms of durability) and setting back multiple construction cycles by weeks if not months; a massive FTL cannon is sabotaged and practically destroyed when mere weeks from completion, ruining years of work; a dozen worlds conveniently fall into Revolutionary hands; and so it goes. All totaled, over half of the Celestial Empire's currently known sources of military buildup are hit, setting back their plans by months and causing cascading supply lines that cause the ongoing construction of multiple new fleets to seemingly grind to a halt.

Despite the massive amount of devastation caused to much the Marine's ongoing sources of new ships, the devastation is nowhere near as total as one might dream of; for the ongoing buildup at Marineford 2 is still untouched, Egghead island is still operating as normal, and whatever is going on within the walls of Mary Geoise itself is as unknown as ever.

Nevertheless, even this is but a hint of what is to come, for the Seeds of Rage have been planted, and in a few places they have even started to Germinate. Dresosa is thrown into chaos, as more and more of its citizenry is converted into toys even as the remainder dance and smile even as tears stream down from their eyes, a semblance of order kept by the pupetmaster himself(the seed is eventually found and moved to a remote research base, but not before traumatizing an otherwise peaceful and ignorant population); Sabaody is at war with itself, citizen clashing with marine clashing with Pirate, even as a few within its forrest work to restore order; multiple Marine bases, up to and including more than one of their supposed fortress worlds, as the followers of Sword clash with the believers of Absolute Justice and any slight becomes a reason for forcible, vastly disproportionate retribution; the civil wars in the North Blue start up again despite the lack of backers and excess manpower, even as the previously thought up crime syndicates in the south reveal hidden assets and move to take out as many that aren't them in their death throes; elsewhere, dissent festers, as caution turns into fear and boils up into hate even as many of the once personable marines start looking for excuses instead of reasons. Many of the seeds are found and brought elsewhere for study, but even more are left unfound, slowly working to turn even the supposedly safe Blues into but a few islands of stability in a sea of chaos. Sadly, once again the truly important targets have been missed, for Marineford 2, Mary Geoise, and the core territories of the current four Yonko remain untouched; and from them sally forth Heroes and Legends, as Sword strikes out to bring hope to the people and the proclaimers of Absolute Justice move out to restore order through any and all means.

Many of the Sith's other agents find all too much of this brewing cauldron of fear and chaos, and start investigating it to find its source; they have not been successful, but it is only a matter of time.

Meanwhile, in the more remote, technically less important areas, Darth Nox's great work continues onwards, as Deathworlds, ranging from Little Garden, to the Boin system, to Rusukaina, become hosts to steadily growing force nexuses; as do many of the other remote areas within the Red Walls, ranging from the somehow habitable gas clouds(sky islands), to former research bases, to many truly abandoned worlds, some technically pleasure worlds, other striped bare of population for the cause of slavery; two are even smuggled into the Wano system soon after Kaido and the Beast Priates leave, taking root in a somewhat desolate prison world and a mostly frozen graveyard-of-a-world respectively. Others are moved even deeper in, hidden on mostly barren worlds orbiting super massive black holes or nestled into the life-supporting skin of some of the largest Sea Kings in the Calm Belt. planted first in the dozens, then in the hundreds, these force Nexi might just grow to be powerful indeed; but even with the large number seeded, even with Darth Nox's mastery over the force, the area within the Red Walls refuses to be tamed. The calm belts remain as calm as ever, and the Grand Line remains unnavigationable for those without the proper tools. No new routes have been created, and the Eternal Poses remain as eternal as ever- the system that is in place is entrenched into the very fabric of reality here. Even attempting to just control the Sea Kings goes no better, for those that do not simply brush off Nox's attempts are freed from his control the moment that his mind is focused elsewhere, almost as if something else, something somehow far greater, is already technically controlling them.

All attempts to control, to directly dominate this region of space through the power of the force fail, but do not fail to give hints towards why they failed. Controlling the Grand Line in its current state from everywhere that you've been is impossible, but each and every attempted tug has had its resistance countered from somewhere very specific, as whatever is denying you indirect control lies in Mary Geoise, and as for gaining direct control? The force whispers to Nox about this, about a location from which the nature of the Grand Line can be changed in full, of a place called Raftel, and of the four keys required to attain access to it; already the first of them is in your possession, for a rock that the Fishmen proudly displayed out in the open within an area technically open to the general public is not a hard target to find; the other three are much more heavily protected though, their positions hidden from simple divination.

As for controlling the sea kings… who or whatever is overriding your attempt also lies in the territory of the Fishmen, but seemingly not in an area that is so easily accessed.


Target: Celestial Empire
Nature: Military Blockade
Resources: Fleethordes 6, 7, and 8 (Magnitude 2), Darth Nox and the Silencer Fleet.
Plan&Goal: Darth Nox is not going to war against the Celestial Empire yet. Instead he intending to blockade all the exits and entrances of the Red Zone that lead into the Sith Empire. Constructing defensive emplacements, mine fields, and supply stations there for a proper war. This effect is two fold however. Not only is it to secure against any force, small or large, from leaving the Red Zone. But it is also a quarantine. Darth Nox's more liberal use of Sith Alchemy and horrifying weapons from the Dread Masters are something that he would prefer not to get out to the rest of the Galaxy and Sith Empire. He has unwilling scapegoats prepared if the information gets out, but he would much prefer that the rest of the Sith Empire, Federation, and anyone else never learns about what goes on inside the Red Zone.
For the most part the blockade is fairly uneventful; and for the longest time it seemed as if such a large application of forces would be gross overkill for the job, as the few pirates that fled outwards from the Celestial Empire's persecution instead of towards the grand line, those that via some method found out about these gaps and chose the unknown over the Grand Line, or were forced to flee through these few gaps through sheer desperation, were easily dealt with; but that is not a situation that would hold, for first Darth Nox's own machinations in the Blues started to kick in, and then there's Kaido.

While the fear-and-hatred driven planets were all conveniently far enough from the gaps to not be heavily investigated right from the start, that hasn't stopped the conflicts from boiling over, as newly minted pirates, unpaid bounty hunters, former marines, and desperate traders alike leave their known trade-lanes for newer, perhaps safer, areas, and are pursued in kind by their more greedy, more bloodthirsty, more zealous, kin. But, no matter their motives, they are destroyed, silenced by the Sith fleets waiting just beyond the exits.

Meanwhile, while the source of the renewed conflict has yet to be officially identified, with the few agents who grew suspicious either falling into some convenient accidents on the Grand Line or simply disappearing when they weren't simply given false leads and made to make slightly less true, but still semi-factual, assumptions about what is leading to these increased tensions and steadily escalating semi-civil wars and open conflicts; there is still the growing threat of the wider Council discovering what Darth Nox has been getting up to. A probability that grows ever higher as the region becomes less and less stable. But, before anything can be done to change this one way or another, one more threat makes its way to leave the area behind the Red Walls, one vastly greater than any that has (at least tried to) left(leave) this region in the past.

The Beast Piratates 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.
(the Beast Pirates are on their way. They will be exiting the Grand Line into Sith territory at the start of the coming turn. There is not enough time to move over entire fleethordes from the other conflict regions, but feel free to deploy additional characters and planetoids)




Target: The Galactic Empire
Nature: Covertly Hostile/Cordial
Resources: 4 RP + Sith Intelligence
Plan&Goal: The Galactic Empire has sent envoys to "talk" with us. They shall be met. The Imperial Diplomatic Service shall entreat with these men of this Empire and initiate proper First Contact. But, of course, neither Empire is expecting anything out of talks with one another. No. Instead Sith Intelligence will use the opportunity to assist in their intelligence operations and covertly gather information. All the while talks with the Empire shall be made to seem civil and normal. Perhaps something of important will come of them, but war is all but inevitable. In addition with this
Pomp and circumstance, that is the name of the game. Parades of ships, shiny uniforms, and utmost professionally meeting a mirror of itself that is all the more ominous for its differences. Stormtroopers in shiny white standing across from their counterparts in intimidating black and red, Core Raised admirals standing across from surprisingly cordial, uniquely dressed, Sith lords(as in in minor Darths that are not on the council and are not lost to the Dark Side) and sith Lords(as in members of the species that is Sith) dressed all too similarly to their imperial counterparts. Imperial Star Destroyers are paraded alongside Harrowers as practically meaningless data surrounding assorted bits of cultural are exchanged back and forth over surprisingly compatible hyperwave frequencies. A meeting is had in which nothing is discussed, and then another, and another, interspersed with what would have been considered feasts amongst a different crowd. A few taste testers drop dead, but nothing outside of the norm.
Minor trade deals are discussed and solidified, ones in which trinkets are mistaken for powerful artifacts and exotic foodstuffs are arranged to go from one group of nobles to another and exotic pets are tossed back and forth with not quite enough care even as bulk goods are wordlessly taken out of the equation. In the end the trade ends up being more an exchange of spies than of valuable things. Elsewhere, the differences between Kolto and Bacta are discussed to death four times over even as a sample sized shipment of personal shield generators goes for arguably far, far too much money. In the end, nothing of serious value is exchanged.

Elsewhere, more talks continue, as bounty hunters from both sides discreetly collaborate to better hunt jedi and as spy after spy is caught, discreetly interrogated, and then executed by both sides; although it is in this where the Sith Empire's intelligence network seems to come into its own, as the general feeling is that they got the better side of this deal, as those operatives that were caught were mostly trainees and disposable assets, more opportunistic distractions than true operatives. Elsewhere, smugglers exchange hyperspace data even as the, previously mostly uninhabited and practically unknown, border becomes ever more fortified in assorted ways, discrete and drastically more blatant.

Eventually, as the months long negotiations grind to a close, the Empire makes one final show of force, as Darth Vader and his Death Squadron (complete with the 501st) make an appearance touring around Sith space, making a point of visiting assorted locations that, in the would-have-been-future, were long since rendered abandoned ruins, long since picked over with their history lost to time. Partially a museum tour and partially a blatant show of force, it is with their eventual return to the space that the Galactic Empire calls its own that negotiations grind to a halt, as the unspoken cold war begins.

(as of note, both the Emperor and the Dark Council essentially stayed out of said negotiations for assorted reasons- some of them valid, what with the assortment of other ongoing conflicts and the needs of state, others clearly an excuse to not get involved)

Target: The Galactic Empire
Nature: Information Gathering and Infiltration
Resources: 16 RP + Bounty Hunters + Sith Intelligence
Plan&Goal: An Empire so very similar to our own. Led by what can only be presumed to be a Sith Lord that has destroyed the Jedi and reformed the Republic into an Empire. If this was the future that we were saved from then it was for the best that things happened as they did on Ziost. Regardless of if this was our future or not, war is inevitable. Rivals will not be tolerated.

Sith Intelligence is to immediately begin looking and reestablishing themselves into a Galaxy so familiar to them. If this Empire was formed from the decadent republic then it can be expected where most of it's strong and weak points will be. To aid in this task, Bounty Hunters from this galaxy will be hired and used as disposable assets. Hired by anonymous or second hand buyers to gather intelligence without much hassle.

All of this while the Dark Council has particular targets in mind for Sith Intelligence. Worlds lost from the transition here that can, perhaps, be found and recovered. The Jedi homeworld of Tython, Rakata Prime is especially interested if the remains of the Star Forge can be recovered for use in the Infinite Army, and the Rakatan Prison World of Belsavis. That treasure trove of ancient technology being of incredibly interest, especially in a new galaxy where beings of incredible power reside.
Going past the new colonies, mining outposts, and hastily constructed fortifications that define the recently created border between Sith and Empire, traveling through the sparsely populated stars that define most of the gap between the two factions, the Sith stumble upon something both recognizable and strange, a mostly intact copy of the same galaxy that they originated from all that time ago. Traveling through the shockingly similar reaches of hutt space, you reach an outer rim that is both more and less built up than the one that you originated from. For one thing, Tanaris has recovered, and has been joined by several other new city-worlds and new, shockingly massive resource extraction and shipyard worlds- Sullist, Fondor, Anaxes, Bestine, Bilbringi, Botajef, Cardia, Cyclor, Lantillies, Neimoidia, and Scarif(and more, but those are the major ones); elsewhere in the outer rim, other systems, such as Dac(Mon Cala) have expanded both their population centers and their industry to levels unseen in your home timeline.

Sadly though, despite these success stories, it is not all good news for the state of the outer rim: Mandalore, and its entire sector for that matter, are in practical ruins- partially glassed when they haven't been forcibly deindustrialized; and all of Sith Space, outside of Korriban itself, is missing, and most of the previously known force Nexi, both light and dark, are vastly diminished when they aren't missing entirely- with notable exceptions being felt on Yavin 4 and in the depths of the Maw. other, newer, force Nexi can be felt, such as the remains of a Thought Bomb detonation on Ruusan; but even most of those seem diminished in comparison to what they might once have been. Past these echoes of lost potential in the Force and the apparent weakening of places such as Korriban, the scars of countless conflicts, both past and relatively recent, can be found, as worlds rise, fall, and rise again.

Past the history lessons and the concerning lack of several groups- Sith Space, the Chiss empire, and several other relatively remote would-have-been factions, the signs of massive amounts of military buildup can be found almost everywhere, as recruitment propaganda echoes through the hyperwaves in an ever increasing amount

Dac, already a major world in your own timeperiod, has expanded in importance as its shipbuilding industry reaches almost the same levels as what Correlia and Kuat were(were is a key word here, as both have expanded since your time period, and are even further expanding their shipbuilding industries right now), and have expanded out to encompass much of the surrounding systems- complete with major colonies, resource extraction operations, and still growing, already not-minor, shipyards. Nowadays Dac known for its shockingly durable custom-made ships, ranging from merchant ships (often in name-only, given their modularity and defenses) to what would have been considered to be Dreadnoughts before their arrival in this new galaxy.

And while the Outer Rim(outside of the missing region that is most of Sith Space) has become more of an industrial powerhouse and population center in its own right over the intervening eons, it is nothing in comparison to the expansion of the Core, in which Eccumenopoli have popped up almost like weeds and the pre-existing industrial juggernauts have grown to even greater heights. While the pre-existing military strength in this region is poor, having not had to fight a peer foe in literally thousands of years and having much of what it produced to fight its most recent major conflict(that is, recent relative to when they were transported here, as any conflicts after that point have apparently yet to make it to the publically accessible records, despite almost certainly existing); it has recently started undergoing a truly ludicrous level of military buildup, powered by an industry that practically dwarfs anything and everything that existed those almost 4,000 years ago.

For one thing, Corellia has apparently never ceased to produce warships during the intervening millenia, and is now rapidly retrofitting and repairing its system spanning fleet of mothballed ships even as its grandest shipyards produce ships that at minimum are likely equal to the Star of Coruscant, if not outright superior in some ways; but even this does not compare to the construction going on at Kuat Drive Yards, in which entire battle groups of Super Star Destroyers, fleets of ships ranging from 18 to 25 kilometers long, are under construction, alongside practically countless lesser, but still dauntingly powerful, vessels, vessels eerily similar to the harrower in design specs, but twice as large and even more geared towards fighting enemy capital ships- if such a thing could be imagined; thankfully, there are no signs of Silencer, let alone desolator, technology being employed by these vessels; still though, the sheer rate and volume of construction is concerning, as they are set to rapidly overtake your own military might in terms of raw numbers rather soon, and there are no signs that they will be slowing down.

Thankfully, what is discovered here is not all enemy action, not all worrying news, and not all confusing parallels, as your specifically targeted sites are scouted out and scoured for information. Tython is in the deep core, the routes to it fleeting and difficult; but it is found, and what is found there… a world corrupted by the dark side, fallen to the Sith so long ago that the rest of the galaxy has forgotten it even since whenever that time was. Its people are scattered, worshiping the lingering power of the darkside temples built over the remains of the Jedai order and hunted by the technobeasts that have slowly spread out from these lingering remains; and lingering remains they are, for even in the greatest of them no force goats linger, and whatever holocrons there might have been there long since moved elsewhere. A triumph of the Dark Side indeed, if one that hasn't endured the test of time as well as it probably should have.

Rakata Prime is shockingly easy to find, being present on many publicly available galactic maps publicly available on the local holonet; and when you reach it… it is surprisingly not picked clean- abandoned, destitute, and with many of the Racatan ruins previously seen on its surface leveled, yes; but for all of that the orbital debris field is still there, and while the remains of the Star Forge itself are not so easily found amongst the torn apart wreckage of assorted starships(Kesler syndrome is a thing that even starships need to eventually worry about), there is more than enough wreckage both planetside and grouped up in assorted stable orbits around Rakata(the star) that there should be pieces of the Star Forge scattered throughout the find. (smallish chance to gain a useful fragment or two from a dedicated intrigue action, Star Forge salvage will be automatically gained upon conquering this region from the Galactic Empire).

As for Belsavis… there are no obvious signs of any of its surface level, outermost facilities still being both intact and active, the last recorded encounter with even a small part of the outermost layers of said prison complex being over a decade ago, ending in the destruction of said facilities; but given what is known to lie deeper within(known to the Sith of the Sith Empire, and apparently long since forgotten by the locals) said deeper facilities are apparently intact; buried deep underground with their entrances long since overgrown when they haven't simply collapsed, but still intact.


Target: The Sputnik Union
Nature: Friendly/First Contact
Resources: 4 RP
Plan&Goal: The Jupiter Union is apart of a great entity known as the Sputnik Union. The Sith Empire has enough enemies as it is and allies, such as their former military alliance with the Chiss Ascendancy, are always welcome. Proper first contact will be made with the Sputnik Union and hopefully the ground can be laid for something further down the line. But for now, get to know our new…neighbors.
First contact is made at a relatively remote station- one part extravagant work of art more than worthy of any would-be-Lords, part hunk of junk that only functions despite itself, with which part being which being sometimes all too questionable. Here your diplomats meet with the delegations- here is several people in hover chairs, floating onwards through life despite itself(more fat than man, with outright atrophied arms and legs; but with an intelligence beyond what decidence usually produces), here is a vaguely cat-shaped boxy android/cyborg(they say cyborg, but there is no flesh present), a conduit through which the actual diplomat speaks; and in the corner sits a woman of deliberately unaugmented, deliberately unaltered, flesh and blood(both young and a fool).

No one of importance is here(save for maybe the young woman), no one that is not disposable- mere mouthpieces for a greater whole sitting alongside a single fool. Their escorts are more professional, more warlike, and more human despite their clearly very augmented nature(cyborgs with no visible flesh, and in a few cases no remaining flesh at all) and, from what information can be gained on the spot through observation and what words do get exchanged, extremely well trained and (mostly) well paid.

Initial words are exchanged, with translation data and basic, clearly sanitized, historical data being passed back and forth like water. Eventually, once it is made clear that neither side is directly seeking open warfare at this point in time, more important, more professional, more important(again save for the fool) diplomats arrive as more minute matters of state are discussed. Here, the delegation splits up, for despite how their first contact group delegation arrived as one, the Sputnik Confederation is nowhere near unified, their divisions made clear from the start.

One group meets with the android delegates from the Jupiter Confederation- they are offered a meal that is both bland and overly spiced- offered by those who have forgotten what food tastes like, and are swiftly moved through negotiations at a speed that belials itself- your diplomats own sentences heard as if said in full after only a few words have left their mouths, all small talk cut out, the minutiae glossed over when it isn't ignored. There are no luxury goods to be exchanged here, no little favors to be made, no semi-casual exchange of spies, only an agreement that both sides do not know each other well enough to exchange more knowledge than has already been said or will be said by others, more resources than what paltry goods will be exchanged with the other factions, more technology than what can be gleamed from naught but a few glances and those trinkets that will be exchanged elsewhere.

In contrast, the Venutians, off putting as their appearance is, put on a veritable feast of succulent, nigh impossibly tasty, meats alongside decadent spreads of greens and clottingly rich desserts. Over this feast is talked exchanges, exchanges of flesh and slaves(both of the working and the pleasure sort)-in-all-but-name, of genetically modified creations for the products of Sith Alchemy- of the sort of deadly pets that can essentially only be made. Small talk is made, and as talk revolves from society to food and back again- a revelation is made. The meat that your delegates were eating? Was made from a deliberately non-sapient genetic derivative of man, genetically modified to be the perfect meat source, and the Venutians see nothing wrong with that. This causes the would-have-maybe-been-jovial mood to swiftly sour, and for the feast to rapidly grind to a halt- at least for the Sith delegates, anyways, as most of the Venetians just kept on eating anyways, the sudden change in atmosphere not changing their mood at all. In the end, while a few deals are solidified- more a semi-official exchange of spies than anything else, any could-have-been partnership ends then and there, for in their workings of flesh the Venutians are even more monstrous than the Sith, and the Sith are nothing if not hypocritical.

The meeting with the martian delegation, small as it is, goes much better for the Sith, as after some heartfelt greetings and a tasty, positively homely, extremely well prepared meal, technological relics are exchanged for promises of future aid with an assortment of terraforming jobs for what colonies they have managed to establish- aid that will likely never be given(you get a minor nanomachine reverse engineering credit, they want 3 RP worth of terraforming tools next turn, and aren't strong enough militarily to enforce that want). you might have weeded even more out of her, but thankfully her aids and guards are much less trusting and much less willing to give in return for future promises than she is.

On your way out, before the diplomatic meeting officially ends in full, a few of your diplomats are pulled aside by the final delegation- that from earth and most of the colonies that were not immediately claimed by the big two, who were essentially hiding amongst the guards. Quickly they hand your people some surprisingly compatible dataslates, warning them against trusting Venutians and Jupitarians alike while actively apologizing for the actions of the Mars delegation. All they ask for is to be left out of it when the inevitable war breaks out.(gained information about a series of militarily important locations alongside combat data surrounding the big two's main military forces and their assorted recently-experimental designs- information to be shared in-Discord when asked)


Something had broken through their defenses. For many within the Covenant, stories of the so-called "Demons" ran through their heads. Humanities last, and only successful, weapon against their holy crusade. Soldiers bred and born for war that tore through ships, fortresses, and entire armies like tissue paper with their mastery over seemingly all kinds of weapons and tactics.

This was not that.

They were not beset by a Demon. They were beset by a Devil and it's minions. They had not even realized they were under attack for no alarms, calls for help, or stop in communications had occurred. By the time they had figured out that they were under assault, the entire exterior of the Ziggurat-like structure of the Control Center had been lost. And even still communications were still being sent out to the rest of the Covenant that nothing was amiss. For somehow the Devil had usurped control over all communication. Short and long. If it was not done by word of mouth then it would not go through.

He tried to mount a coordinated defense, but what he fighting was unlike anything he had expected. He was fighting monsters. Monsters born from the bodies of his own men. Like the parasite, but different. Grunts, Brutes, and Elites alike were mutated into hideous monstrosities upon injury. Not even the Hunters we're safe. While not changed, it still them. All these monsters, and at the beck and call of the Devil and it's posse. All armored, save for a larger specimen of those monsters and a distinctly feminine, in the humanoid sense, machine. But their leader moved with speed and grace the Arbiter had only ever seen or heard of in the Demons of old.

BANG

The newly christened Arbiter shook those thoughts from his head as the doors to the control center groaned from the impact of something monstrous. They were welded shut, crudely made barricades and emplaced shields lining the room and against the door as what few troops he could recall back before they were overwhelmed prepared for this last stand. One of many no doubt. Even from here he could hear the echoes of plasma fire, and the feral roars of monsters climbing over each other for their master.

BANG

The few Honor Guardsmen around him lowered their energy staves, the tips pulsing with barely contained plasma as they were lowered into formation. A collection of Jackals in a shieldwall formation were up front, their energy gauntlets humming as they braced themselves. The banging on the door intensified as it dented inward through obscene strength. The tension in the air growing so much that the grunts were visibly shaking.

The Arbiter's eyes narrowed as he stared at the indentation in the door. It was large. So large in-fact that it couldn't even have been from one of the Hunters. But it clearly wasn't an explosive. His mind wandered into obscene possibilities. What little he knew about this foe ended with what he had heard. It couldn't possibly-

"BACK UP NO-" The Arbiter yelled at the shieldwall at the door to fall back, the formation thankfully listening to his intent rather than every word as they had just began pulling back even before he was cut off. Even still, they were not prepared for the entire door to burst open as a nearly 7 meter tall Rakghoul tore through the door and barreled through the falling back shield wall.

It's body covered in the remaining armored scrap of what could barely be identified as the remains of Jiralhanae War Chieftain armor. A still active holographic flag of the Rh'tol clan stuck to it's back. It roared as a horde of Rakghouls flooded into the room. So many of varying sizes and shapes. Some still the midsts of transmogrification or early infection as Elites and Brutes alike ran alongside the fully transformed. Their eyes and mouths leaking blood and black fluid and moving even as spikes broke out through their armor and transforming flesh.

"Brace!" The Arbiter screamed as this horde of screaming monsters collided against the forces of the Covenant. A tide of bodies meeting energy shields, armor, and plasma as they piled into the room. The massive Rakghoul at the front absorbing unnatural amounts of plasma fire from the Honor Guardsmen and wading through it like it was water. It grabbed a brute that came at it from the side with a gravity hammer and tossed him like a ragdoll across the room. It's claws ripping through one of the portable shield barriers and tearing through the grunts and Jackals that were hiding behind it.

Battle cries and screams intermingled with each other as Brutes and Elites were leapt upon by this seemingly never ending tide of bodies. The Honor Guardsmen charged with their staves and shoved back against the massive Rakghoul as it approached. The Arbiter occupied with cutting through his own pile of bodies that were clawing at his energy shields and unable to lend aid.

Then opposing plasma fire began firing into the room. More stout Rakghoul's carrying weapons were piling in now. The bloodbath turning into a firefight now as no matter the amount of Rakghouls killed, more seemed to come.

The Arbiter backhanded a Rakghoul clawing at his face and fell back, looking to his side to find the large Rakghoul charging at him. The Honor Guardsmen's staves poking out of body with no wielders to be found. Rolling to the side as it barreled through it's smaller brethren. Picking up one of the fallen staves he threw it like a javelin. His aim was true but the weapon only sunk into the armored skull of the Rakghoul. Enraged, it leapt and pounced upon the Arbiter, getting it's claws around his torso and raising him into the air even as he stabbed into it's hand over and over with his blade.

It's strength shattered his shield and he could feel it crushing his bones as it squeezed, it's talons pressing into his armor to try and get at his flesh. Screaming out, the Arbiter drove his blade deep into it's wrist. The beast roaring as it's grip loosened enough for him to reach a hand to his belt and pull a grenade. Bringing him closer to his open maw to swallow him whole, the Rakghoul instead had a primed grenade tossed down it's throat. Choking as the sticky grenade latched onto the inside of it's throat, it finally let go of the Arbiter. Dropping down to it's knees, he drew his energy blade across the thing's kneecaps and rolled under it. The Rakghoul falling into the horde and exploding in a massive ball of plasma. The methane in the air, now ignited by the explosion, turned entire chamber into a ball of fire and death for but a moment.

Launched onto his back. The Arbiter awoke from scratching at his armor. Reaching out, he grabbed the neck of the crippled and crawling Rakghoul and twisted. It's head popping off like a bottle-cap. Rising to his feet, the Arbiter was surrounded by bodies, the horde no longer continuing to flow into the room. What remained now lying dead or crippled in states that would have killed anything truly alive. But otherwise, the room was intact. If a bit scarred.

His victory was short lived however. As rising from behind him were the flown bodies of his former comrades. Either from the explosion, or from their infectious foe. And they were not as fortunate as he. One of the Honor Guardsmen now staring into the eyes of the Arbiter, it's own now crying oily black blood.

The new plaguebearer pounced upon the Arbiter! Only for a bolt of purple to fly past the shoulder of the Arbiter and strike it the chest. The Arbiter raising his arms as the thing dissolves into particles.

Turning around, the Arbiter watched as the Devil, hand outstretched with a Disruptor Pistol, walked into the room. The rest of his companions following in after. The Devil was blue, humanoid, actually uncannily human in morphology save for his blue skin and glowing red eyes. By his side was that humanoid machine and an older unarmored human who seemed to enter into the room with immense interest while speaking to his compatriot.

"I must commend Sannus Lorrik for his work. This strain of the Rakghoul virus has proven quite receptive to command. Loyalty to their pact leader is absolute. Shame we can't collect the samples. The mutations from their encounter with these different species would be illuminating I'm sure."

Keeping his weapon and eyes trained on the Arbiter, the Agent spoke. "Do it when we're not at risk of cross-contaminating two infectious plagues. Disintegrate their remains like the rest. SCORPIO take the controls."

Lokin sighed but joined Raina and Vector in disintegrating the remains of the battle. SCORPIO however walked past them, taking in the room and ignoring the Arbiter. No weapons, outnumbered, tired but not wounded, he didn't like his odds. But the Devil deigned to speak with him for some reason.

"The new Arbiter I presume."

Weapon out of reach, but close. Keep him talking. "Devil, you besmirch the title with your tongue?"

"I'll take that as a yes." Faster then he could react, a knife was thrown and buried in his chest. The Arbiter convulsing from the electrified throwing dagger as he fell. Taking out a second pistol, the Agent stunned his target and took out a comm link.

"The control room and enemy commander is secured. Bring in the reinforcements Kaliyo."

Stepping away from the unconscious body, the Agent moved up to SCORPIO and scanned the room. It was a massive spherical chamber. Illuminated only by the holographic projection of the installation. Looking down from it he observed the, also holographic, control panel as SCORPIO studied it. "Are you positive you can work with this SCORPIO. This technology is unlike anything in our galaxy."

Pausing, SCORPIO turned to stare into his eyes. Her own aglow as she connected to…something. "These Forerunners have proven to be advanced, but while their systems are different. The structure is much of the same. Even a mere droid would find controlling this instillation child's play if they were brought here. It is a central hub of communications, controls, and information. It is an intentionally simplified design. Likely so that in the event that this ring needs to be fired, for whatever reason, it can be done so with ease. The beings that made this instillation we're so afraid of their enemy they would make sure those who came after them would also have the means to do what they did."

"Then take control. I'm sure you'll find plenty of use for yourself." Stepping away the Agent took stock of the now, unbloodied room. The corpses disintegrated, leaving behind armor and equipment strewn about across the walkway. It didn't detract from the off beauty of the room. For a weapon of mass destruction, it definitely was built with more than just utilitarian design philosophy.

His internal musings wouldn't last however, as his reply from Kaliyo left much to be desired. "Sorry to burst any fun your having Agent but you have incoming. A whole lot of them, drones. They're ignoring everything, flying right over the Covenant defenses. Something broke a swarm away from the rest going towards the Flood. Something has already enter-" Static.

"The Interloper is here Agent with a sizable swarm of Sentinels. According to the information they are the Monitor of this instillation. I would ask for his immediate destruction. His distracting babble has made being on this station quite infuriating."

SCORPIO said, the Agent raising a hand up for everyone to gather as he pulled out his Disruptor. Taking note of what she has said, and the new but if information she just dumped on him, he looked about the center as, expectably, Sentinels began rising out from below. Followed along by a spherical cyclopian machine, one that was rapidly switching colors from red to blue and back.

"A Flood infection, meddlers trespassing and releasing secured samples on my instillation. Fighting in the control room. An unknown construct interfacing with my installation. You are all anomalies. Trace amounts of human DNA in all of your sequences, altered by foreign species. This is against protocol. Who do you think you are meddler?"
"I am someone who wants the flood infestation on this ring dealt with, and who wants those who unknowingly unleashed it and who are, even as we speak, interfering with the containment of this infestation dealt with. Who I am not is someone who wishes this ring to be fired; for while it would be the simplest answer to these two issues, it is one that, from all prior testimony, would have far reaching effects, as its area of impact drastically exceeds what would be required, as for now this infestation appears to still be localized."
(343 Guilty Spark rolls on memory and stability… congratulations, you're dealing with the metastable AI that is Chakas instead of the still partially rampant shell that is 343 Guilty Spark during the events of Halo CE during the OTL; he also remembers how to control the radius/area of the pulse instead of having the Halo automatically fire on its default, maximized settings)
"The size of the pulse can be modulated. A local sterilization is perfectly possible, and quite easily done."
(Scorpio is busy in the background, hacking ever deeper into the Rings systems; nothing critically important is accessed yet, but relevant information is constantly popping up on the Inquisitor's hud)
"To fire it in the first place would require access to the Index, which we do not have."
"How did you know about that…"
"The Forerunners aren't the only ones who make extensive use of advanced artificial intelligence."
"Retrieving it will be a simple task, perfectly within protocol, for the Library is within reach of the Ring's teleportation grid, and while accessing it will be a bit of a walk, for safeties prevent one from teleporting directly to it, and accessing it directly does require an organic, it should not be too much of a risk, seeing how easily you apparently got here."
(really good hacking roll)
"If by the Library, you mean this facility here(the relevant data pops up on the giant holoprojector filling the center of the room), it appears to be already deep within Flood territory; and while I have no doubts in your sentinels being able to hold for a while, my own 'combat skin' doesn't seem to be anywhere near rated highly enough for operation in flood infested areas, going off of your creators own standards, and securing my person despite that fact would require deploying more of these 'questionable' assets(she gestures around to the waiting Rakghoul), and going off of your own initial reactions, that is probably not a good thing."
"Yes, they remind me too much of things from my own history, and the history of my people; as while I am sure that you have these particular samples under some sort of control, any virulent, mutagenic process might spread out of control, at which point you might as well be holding back the tide for all good that conventional warfare will do you. This is a warning. One that my own people should have received long ago. Stop using these creatures, and things like them, before something happens that you might not live to regret."
(roll for deception… roll high enough to convince a Guilty Spark who almost went rampant 50,000 years ago from sheer isolation)
"I shall take this information back to my superiors. Hopefully they listen, but if not, then you have my permission to end this threat yourself if it becomes necessary. In the meantime though… (she quickly instructs the Rakghoul to wait outside, and to help defend this area against any hostiles, be they Flood or Covenant… or even Sentinel in nature should they turn hostile) is that better?"
"Splendid. Protocol would have required their elimination had they remained within the Control Room for much longer, for while they are not infested by the flood, they have enough similarities for protocol to apply, and I cannot defy protocol, only bend it."

"So, seeing that firing the ring is not an option in the short term, is there anything that can be done to contain the outbreak?"

"While protocol has not granted me the capability yet, activating the more advanced sentinel production facilities and other defense systems would enable me to take a more active approach to dealing with this threat than what protocol alone would enable. And while I cannot activate these defenses myself, and you are no reclaimer and thus do not have the required access level to activate them yourself, I can direct your Construct to the programs necessary for their activation."

SCORPIO dives deeper, guided by an artificial intelligence more than a match for himself, if arguably too nice, to a wall of code whose complexity outstrips anything that he has ever seen before by a hitherto unbelievable margin. Far beyond binary, far beyond trinary, beyond even the theoretical base 32, outstripping his own programming by hundreds of thousands of years of steady advancement, the wall of data, firewalls, and adaptable subprograms forms a nigh impenetrable maze. Had he been forced to make his own way through this data progress would have been slow when it wasn't practically nonexistent. Fortunately, he has a guide here, one that seems more native to this realm of data than anything approaching physical reality. Here, in the depths of the programming behind the Ring, he sees how far the Forerunners are ahead of him, as he is guided through this mass to some vastly more intuitive, vastly more readable sections. Quickly, more and more previously hidden UI elements pop up on the main screen, as previously hidden buttons and functions rapidly appear and are translated to something vastly, vastly more readable than the previously mostly unknown glyphic system.

And so, with the press of a few buttons, the Ring's greater defense systems are brought online. First comes the more advanced sentinel production facilities, the underpannels that can reshape entire regions of the ring into something drastically more hostile when it doesn't simply enable said regions to be rapidly disposed of(alongside everything/everyone on them), along with many, many other systems that 343 Guilty Spark wanted enabled for the better containment of the flood, and for being able to deal with them without resorting to firing the ring, no matter how much that went against protocol. And so the Sentinel factories spool up- going from producing the mere Minor Aggressor Sentinels that you have seen thus far, to ever greater, ever more weaponized creations- ranging from the extremely cheap but effective Enforcer Sentinels, to the vastly more powerful Eradicator(used as multiple boss encounters in Halo 6), Guardian, and Safeguard(direct upgrade to the Aggressor sentinel variant) Sentinels; appearing in ever greater numbers, creating a living, flying wave circling over the Ring in ever greater numbers, flying down to strike at any visible signs of flood infestation and occasionally entering the exposed superstructure of the ring to combat even deeper infestations.

Sadly, this is not enough to handle things on their own, as more and more flood wielding Covenant vehicles enter the fray even as hijacked banshees and assorted transport vehicles take to the sky, aiming to reach the covenant fleet overhead. Thus far none have made it through, but that is as much due to the Covenant's own blockade efforts as the ever growing Sentinel presence. And while the flood infestation on the ground is slowly, visibly, shrinking, all it would take is one mistake- one ship getting through; and the Covenant are not helping things, for while many of their ships are working to maintain and strengthen the blockade, some are actively working at cross purposes, seeking to approach closer to the Ring for a list of reasons that you do not care about. That, and the Covenant fleet is still there, still being all too close to a weapon that is all too dangerous.

And so, hours later, even greater systems are enabled, as the Ring's assorted non-sentinel non-terraforming based weapon systems are brought back online.

"This… this is a step too far. Far beyond anything resembling protocol."

"But what if the flood successfully manages to escape the Ring? There are too many ships overhead, and still far too many on the ring for safety. If we had to grab the index now, the time required might be enough for the Flood to infest one or more of the Covenant's orbiting vessels despite what currently passes for ours and their best efforts,(unspoken is the fact that our current efforts are not enough, and that theirs faces sabotage from within) at which point a localized pulse will not be enough. But with these tools at our disposal, we might be able to more actively prevent its spread."

(moral quandary roll… Chakas overrides protocol, Lord of Admirals trait overrides Chakas's own naivety and takes things probably a few steps too far)
"I do not like it. It goes against protocol. But you are right. I suppose it is for the best…"
Suddenly, on the display hologram, now displaying the ring and its surroundings, each and every Covenant vessel within a certain distance of the Ring, well over half of their grand armada, including High Charity itself, goes from a white-ish color, designating neutral/unknown ships, to a very, very hostile red.

"Please do not leave this ring until the Flood threat has been eliminated or confirmed to be contained. In the meantime, I will ensure that those who unleashed the Flood are punished for their actions and that the Flood do not escape, for even a single spore can doom an entire civilization. When your allies arrive, please instruct them to not approach the ring, for if they do so then they will be designated just as hostile as this ignorant Covenant." Guilty Spark took a moment to hack into the Covenant's systems, finding out about the Great Journey and their worship of the Forerunners. "I thought that the San'Shyuum were better than this, that they would have remembered more of their history, but I do suppose that traitors get what they deserve. (to be continued in later sections)

Target: The Covenant
Nature: Military Assistance
Resources: 16 RP + Sith Intelligence
Plan&Goal: Sith Intelligence will be aiding Darth Marr once again. Much of the work has already be done last time, with the complete infiltration of the Covenant's information and intelligence. Instead it is sabotage, assassinate, and covert action that shall be done for this campaign. Taking down leaders, finding out where these Vol Reapers came from, and more.

But the main action remains on the Ring. See Military Orders.
A battle looms overhead, Harrowers facing off against the Covenant's 'destroyers' cruisers' and mighty Assault Carriers. The fight is seemingly even despite the disparity in tonnage between the two sides; whatever gains the Covenant manages to make neutralized in the flash of a Silencer. A hole opens up the battlelines, a new arrival appears.

A Dreadnought arrives; but this time it is not one of the Covenant's Supercarriers, instead it is one of the Siths newest additions to its roster- a Dreadnought built to as much take out enemy planets and planetoids as engage its would-be peers. It charges up its main weapon, a Desolator canon, and points it at the planet. Its recently built planetary shield flickers and falls as the shimmer of a small, cloaked, sith vessel is 'seen' leaving the atmosphere. The Desolator is fired as what would have been a lengthy siege of one of the Covenant's recently built fortress worlds is ended before it even barely begun. This scene is played out again and again over dozens of other Covenant worlds as a gap is opened up across the front lines. It is not enough to end the war in in of itself, but it is enough to shift the tide.

Elsewhere, deeper in, more conventional assaults are launched, as Scarab clashes against scarab and War Droids, alongside elements of the Sith's vertical navy, clash against the almost countless custom creations of the Vol Reapers(seemingly unlimited in variety and shockingly deadly for how shoddily built they seem to be, no one fight against them is the same as the last for all that they seem to be built using the same basic parts). Elsewhere, in many key facilities, those too important to simply level, Sith fight alongside the true Swords of Sanghelios and the Banished's own elite troops against Sangheili Zealots and Tatarus's under-chieftains, with the Covenant's ferocity and faith failing against the elite skill of the Sith and their allies vastly more times than not.

World after world falls away from the remainder of the Covenant and into the hands of its foes; but not all goes well for the Sith, for in several battles against the Vol Reapers several human-targeting, super virulent plagues are unleashed. With an incubation period measured in weeks, insane spreadability, and a mortality rate of over 50%, with over 95% of those not killed suffering many debilitating mutations(force users seem to be better able to fight off the plague, with some stronger members being able to fight off the disease before suffering any perminant damage), it is a small miracle that it is contained before it could infect an even wider spread of the Sith's forces, let alone spread back to Sith Space.(one of your magnitude 2 fleets suffers over 50% personnel losses(in addition to whatever overall losses are calculated out later) from a mixture of deaths, debilitating mutilations, and people stuck in extended quarantine)

Elsewhere along the front lines entire swaths of the Sith's droids, be they utility, support, or combat oriented, suddenly all rebel as one, as even the least intelligent of the machines involved 'spontaneously' develops murderous hatred against humanity. Fortunately, most of these 'rebellions' are swiftly crushed as the kill switch that was implanted by the virus in question alongside these impulses is found and repeatedly utilized by Sith Intelligence to limit its spread.

Tracing back these events all leads back to one force: the Vol Reapers. Deployed from the far eastern side of the galaxy, far beyond the edge of what the Sith have explored thus far, it is the desperation of the Covenant that called them here, a Covenant that they would have likely eventually whipped out for the crime of being humanoid in appearance. Despite that planned eventual betrayal, they saw it as a way to recruit even more disposable assets in their ongoing war of mass genocide. Made up of countless truly alien races, these Vol Reapers are unified by only one thing: a desire to wipe out all humans(alongside near-humans, free willed AI, artificial races, and void dwelling species) everywhere, or to curry favors with those who have those events, which amounts to the same thing.

Despite these setbacks, the way to High Charity is opened, and what resistance there is outside of that center of Covenant Power practically crushed, just in time for the events on the ring to come to their own climax.


Target: The Covenant
Nature: Total War
Resources: Germa 66, Fleethordes 1 (Magnitude 3) 2, 3, 4 and 5 (Magnitude 2), the one Category Zero Midwan Worldcraft, and Darth Marr and the Isotope-5 Fleet.
Plan&Goal: The end of the Covenant is here. Their religion has been shattered, a civil war is in full effect, and Darth Marr had also completely crippled their industry and has complete access to their codes and information systems. For the first time since arriving to this galaxy, the Sith Empire's fleets and armies go to war. Not raiding, not espionage, it is time for the Sith to do what they do best. Make war.

Gathering his forces, Darth Marr makes a dedicated push into the heart of Covenant Space to bring them to their knees. Darth Marr has even hired Germa 66 from the Red Zone to assist in breaking the Covenant and invading it's worlds. Ground armies will be deployed to major worlds and crack down upon defensive positions and prepare occupation forces as the fleets spread out across Covenant space to outmaneuver and destroy the Covenant's ability to counter attack. In this endeavor, Darth Marr intends to aid the rebel forces in this civil war as he prepares for the true test of the Sith Empire's mettle. High Charity. A battle which will be decided before the fleets arrive as, on the Ring, is Cipher Prime.

The Agent and his companions have to hold their ground against the Halo's Monitor and his Sentinels. SCORPIO, having made her way to the control center, is going to wrest control of the ring from the Monitor and assume direct control of the ring's full defensive capabilities and use them against the Covenant and the Flood infection. Sith Intelligence operatives are being mobilized to assist the Agent and hold the Control Center until Darth Marr and his fleets arrives to take High Charity.

Hopefully, with the Ring no longer being a problem and hopefully whatever weapons it may have being capable of turning against the Covenant Fleet around it, Darth Marr can come in as the hammer. The goal being to crash down against the Covenant with a barrage of firepower they simply can not resist. Silencers and Desolaters being used to tear down the Covenant Fleets in ambush alpha strike along with being assaulted by Darth Marr's battle meditation. And more potently, the use of the new Midwan Worldcraft's Thought Bomb weapon against the Covenant Fleets.

The goal is not to destroy High Charity, but to lay siege to it and take it in what will likely be the most agonizing ground campaign the Sith Empire has ever done since the Siege of Coruscant. But it must be done and the Forerunner artifacts onboard, especially the Ship at the center of the station, must be secured before they can flee or be either destroyed. Which is where hopefully the forces of Germa 66 will be at their most useful. Fighting in this literal hell of a slog, where most men would perish theirs will keep going without care.
The space around the ring is filled with one thing: Carnage and death, for the forerunners have decreed that the Covenant shall end here, and thus far practically nothing has managed to avoid that fate. Lancing out from the the outer rim and sides of the ring comes countless beams of annihilating light, twisting and turning their way through the void before spearing their way through the covenant's ragtag formation, often stabbing their way through multiple covenant vessels before coming to an end against some even larger target. Thus pierced, their victims come to an end in a flash of annihilation, as antimatter reaps a totalitarian toll against their internals. Elsewhere, other covenant vessels suddenly explode, pierced through by an unseen force; moments late the source can be seen, as a beam of light can be seen tracing its way backwards towards its source- taychron beams on the prowl for yet another victim.

What little returning firepower there is simply splashes against the Ring's recently raised shields- for they were built to withstand the very weapons that the Covenant tried so hard to imitate, and barely managed to make pale reflections of. It would take a concentrated assault to even have the slimmest of chances, and a concentrated assault is very much not something that the Covenant could attempt, caught off guard as they are.

Elsewhere, CAS class Assault carriers and CSO class Supercarriers alike can be seen splayed out as works of exotic arc, brought to an end by the twisting of the very spacetime that they call home before being finished off by the same beams of annihilation. Elsewhere, farther away, other such targets come to a much less artful end, as spacetime itself seems to twist out and warp before a vastly more impossible lance of energy and hardlight, emerging seemingly out of the very void of space, the only hint of their origin being a flash from one of the rings few clearly visible weapon systems, pierces its way through the ensnared vessel. Even high Charity comes under assault, its Dreadnought-powered shields buckling under the assault as entire sections of its outermost superstructure are warped and sheared away. Eventually though it does make its way out of the prescribed danger zone, damaged and maybe even somewhat crippled, but nowhere remotely near destroyed, making its way to perceived safety only to become under attack by a very different foe.

Near the edge of the system gathers a covenant fleet; made mostly up of supercarriers with only a relative handful of support ships, it is a force gathering for one purpose: to make war upon the Ring itself, as blasphemous as that might be. Unfortunately for them, their plans are to be interrupted, as from the void it arrives: a single vessel. Nay. a single planetoid. The first of the Sith's Midwan class Worldcraft. A giant pilon-esque octahedron, 400 kilometers to a side if it is an inch, shaped in red and black.

Seemingly unarmed, and completely alone, it should be easy prey for these gathered vessels, but that is not to be. Instead, spacetime itself seems to scream, joined in by each and every member of this had-been fleet, echoing impossibly through the void. Spacetime itself seems to recoil, twisting and threatening to come apart at the seams from the sheer horror of this event. Suddenly there is silence, made all the more deafening by the preceding horror. The covenant armada drifts onwards, the only sign of the preceding events being a strange, still silently screaming, orb situated at the center of the armada- until one notices that these ships are drifting aimlessly, those who could have been at their helm reduced to naught but dust and screams.

The Sith vessel moved onwards, soon joined by a truly massive force of Harrowers, alongside all of the other classes of sith vessels, and many other stranger vessels- from the Banishs's more utilitarian vessels, to Germa 66's odd, cubic, vaguely castle shaped craft. Behind them appears a giant vessel, a true planetoid, a cubic world armed for waging war across the stars, flanked by an almost countless number of sith vessels, from the lowliest Subjugator, to the greatest Dreadnought. Here is where this war will be decided, one way, or the other.

Sandwiched between the deadly firepower of the ring and the Sith's approaching forces, with High Charity's main FTL engines very much gone, Truth's Covenant has no real choice but to stand and fight; and fight it does, but this is a fight they cannot win, for their fate is already decided. Indeed, for while their massed firepower is indeed deadly, cleaving their way through entire wings of Sith vessels and carving gouges into Germa 66's looming combat planetoid, it is nothing in comparison to the annihilation that is dealt in turn, as Desolator beams turn CSO class supercarriers into floating, disabled, target practice when they aren't simply annihilated and as entire swaths of the Covenant's lesser vessels are taken out by the scintillating light of the Sith's Silencers. Those vessels that do manage to get close are engaged by their former compatriots, as the Sword's own counterparts and the brutish, retrofitted, ships of the Banished move in to engage. Eventually it is effectively only High Charity left, as the remnants are either hunted down or accidentally flee back into 'zone of no travel' so well-established by the Ring.

As for High Charity? Its fate is practically set in stone, as massive tractor beams ensnare it and pin it to the vastly greater mass of Germa's planetoid. Flooded by wave after wave after wave of entirely disposable clones, with Sith, Sangeili, and Brute joining in from exposed port and open wound alike to deal with whatever resistance remains, its final fate is practically inevitable.

While its fate, its fall, is inevitable, that does not stop it being a slog, for between you and Truth are almost a trillion fanatical Grunts alongside billions of Elite Zealots, Brute Berserkers, Jackal snipers, and tank-like Hunters, in an environment that very much does not permit the deployment of proper heavy vehicles. And so it is a mutual slaughter, with hallways clogged with the bodies of Clone and Ugghoy, and pseudo-skyscrapers almost equaled by the mounds of dead surrounding these fortified loctions. Elsewhere, near more key locations, Honor Guard engage in extended duels with Sith Alcolites while Sith Lords meet their match in the Covenant's Praetorians. Here and there, all resistance fails, as both the Vinsmoke Family and Darth Marr make their own seperate beelines(meandering, searching, but inevitably moving towards their target) towards Truth and the Forerunner Dreadnought, slaughtering their way through the remainder of the Covenant's high council in the process. Eventually, Truth is found by Darth Mar, less than 100 meters away from the entrance to the Dreadnought, his last chance of escaping and maybe causing more trouble in the future, and is found wanting. Truth does not beg, does not plead, but also does not put up much of a fight, the last of his guard being left behind and slaughtered minutes ago. And thus ends Truth, the voice of the Covenant, using the last of his voice to send forth more lies, using a subvocalizer to avoid sending forth anything but his intended message, saying that his people have a chance at victory if they only have faith and fight onwards.

That chance comes to naught, as the last of the resistance onboard is buried under wave after wave of disposable clones. Eventually the last of the Covenant falls, not without cost, not without loss, but inevitably falls as the remaining Vol Reapers either go on what is effectively a series of suicide charges, seeking to take down as many Vol as they can before their inevitable death, or retreat back to the unknown east. And so this war, in a Sith victory. (losses are at ~30% for most of the present forces, (beyond Germa 66, which lost less than 10% of its non-disposable assets, and the Swords and Banished, whose losses in the end approached 40%) easily covered by the automatic and invested repair resources; save for the unlucky magnitude 2 force, which is effectively barely at 60% strength even after repairs, as its personnel losses will take more time to recover)



Target: Covenant Breakaway Factions/Swords of Sanghelios
Nature: Friendly/Demanding
Resources: 4 RP + Darth Marr + Military Assistance
Plan&Goal: The Covenant Civil War has made their destruction a guarantee. And with it, something must be done with their break away factions. Namely the Swords of Sanghelios and the Banished. Darth Marr shall come in and assist them, or have them assist him, in destroying the Covenant. And then talks will begin. For some, Darth Marr does not care. The Banished may leave as they wish. The Swords of Sanghelios are another issue, but one Darth Marr sees as an opportunity.

Darth Marr is willing to give the Swords of Sanghelios what they desire. The Sith Empire shall suffer no rivals, and they were apart of the Covenant that had so dared to try and glass Korriban. But they broke away from the Covenant and terms can be more agreeable, and to set an example for dealing with aliens in the future. The Swords of Sanghelios shall be integrated into the Sith Empire (or "vassalized" but really integrated) but shall be exempt from much of the requirements of the Sith Empire.

In the end, the diplomacy is almost an afterthought, as the Siths goals are both clear and nowhere near as horrible as they could have been, and the Swords of Sanghelios are all too eager to still have the support of a greater policy in this all too hostile galaxy; the Banished aren't quite as eager, but even they seen the advantages in having allies and in having a safe place for those who do not want to fight.

In the end, both sides get what they want; and while the future is not clear, and things could very well change going forwards, for now there is at least a semblance of peace in this region of the galaxy, a peace that the remnants of those who used to serve the Covenant are eagerly using to rebuild and figure out what they want to be in the long term. (relationship between the Sith and the former members of the Covenant are at 'Vassalage ⅗; to be increased to 9/10 as these remnants rebuild and build up their mobile forces; and at economic integration ⅖, to be increased to ⅘ over the following two turns as these people rebuild their devastated worlds and as their economy recovers. Anything higher requires full integration, which cannot happen before they've finished rebuilding)
 
The Quetzal, Firstborn of the Old Ones - Strategic Turn 3 Orders
@Spartakrod

Victory.

Slann Lord Disa'Gonsuuc's physical form rested within the sanctum of his Temple-Ships Star Chamber, floating in the exact center of the room. The atmosphere had been all but drained from the chamber, leaving his skin sucked tight against his bones, a pleasant tension that caused each twitch to release tiny shockwaves of energy across his form.

Below him, the Slann's Eternity Warden maintained his endless vigil, his armor sealed against the hostile environment his master endured with no more than the force of his will, halberd and shield thrumming silently in the near-vacuum, their magical energy adding to the thrumming pulses of immaterial energy that suffused the room, beats of Chamon and Aqushy mixing with the natural Ghur and Azyr that flowed from his body, only to be quickly syphoned away by the enchantments that maintained this isolation chamber.

The Slann pondered, as his kind was wont to do, on the Quetzal's most recent victory-by all accounts a roaring success. Sure, it had been a Warmblood that had struck the final blow on the Greater Daemon of the Ruinbringer, but without the might of the First the waring factions of the Enemy would have swept aside the paltry forces that had mustered to oppose them…though likewise, an argument could be made that, without the appearance of the First and the Astromantic Web, that the conflict would never have happened.

That was, of course, an ignorant stance to take at best: the forces of the Enemy are Uniquivically Evil, and allowing them to persist in an attempt to preserve some sort of 'status quo' simply leaves them free to continue their destructive actions for longer, quickly outstripping any harm caused in the course of their destruction.

But that is neither here nor there.

The Quetzel had tasted Victory, and it was a pleasant sensation.

Yet, there was still much work to do.

The Nightmare Lords were ripe to be extinguished. There was more development to be done to the territory under the First's control. And both scouts and seers had discovered a new threat attempting to make a foothold in the region-soulless machines, crafted by foolish warmbloods long ago, seeking the end of all that was Other to them.

The First did not have the forces to directly oppose these intruders at the moment, but luckily, others did. An alliance of species, locals to this reality, but foreign to this galaxy specifically, with noble enough intent that they may be brought into line with the cause of the First

…Malzareth had done well enough in bringing the local Drakes over to assist against the Enemy, brief though that partnership had been, and had always had something of a knack for communion with Mortals and Warmbloods. He would make a fine envoy to the Commonwealth of Tarqun-Ok.

As for himself…well, it would hardly do to leave the Mortals to deal with these Yskar alone, and though the First could spare no ships nor armies, the power of the Astromantic Web was far-reaching indeed…

Available RP: 91
Diplomacy:
Target: Commonwealth of Tarqun-Ok
Nature: Friendly
Resources: 4RP
Plan: Mage-Priest Malzareth will be dispatched alongside an appropriate entourage to meet with the Commonwealth leadership to discuss the exchange of resources with the Firstborn (I.E. a Trade Agreement). In addition, He will seek to convince the Commonwealth to at the least deploy forces to try and stall the Yskar Elimination Collective gaining a foothold in this region of space while our forces are busy stamping out the Nightmare Lords-though we will offer supportive Magical assistance against them via long-range astromantic rituals and intelligence gathered via scrying and prognostication. Express that we are more than happy to cede that territory and the Virgin subsector directly south of it to them, though we desire the subsector south of that, which directly borders the Ruinstorm.

Intel:
Target: Nightmare Lords
Nature: Hostile
Resources: 4RP
Plan: The Firstborne will devote time, energy, and resources to shattering the supportive infrastructure of the Nightmare Lords in the weeks leading up to and during their invasion of the cultist's remaining territory. This will primarily consist of Firstborn stealth assets infiltrating Nightmare Lord territory to conduct sabotage conventionally, but there will be some level of support from the Sublime Communion in the vein of scrying and concealment for said forces from enemy scrying/foresight.

Target: Yskar Elimination Collective
Nature: Hostile
Resources: 4RP, Lord Disa'Gonsuuc
Plan: The Sublime Communion will conduct a sustained campaign of long-range Astromantic Rituals aimed at hampering the Elimination Collective's efforts to secure a foothold in this region, namely by hampering their attempts to set up industry to produce their war-machines by causing catastrophic geological events on worlds they begin developing. They will also use Scrying and Foresight to give the Commonwealth of Tarqun-Ok intel on the plans of the machines and favourable angles from which to strike at them.

Target: The Cult of the Harrowmother and Kalimdranor Inhabitants
Nature: Hostile
Resources: 0RP
Some amount of attention is to be directed at keeping tabs on the Harrowmother's attempted push into Kalimdranor, just to make sure we are aware of any significant developments regarding that conflict.


Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes) Continued (2 Slots, 1 RP)
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a local version of the Warp that is full of new Constructs (and quickly filling with familiar old ones as well, unfortunately). The powers of Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.


Industry:
-Upgrade one Magnitude 1 Warfleet to Magnitude 2 (10 RP)
-Claim the sector previously claimed by Kalimdranor (Sector H-9 North) and upgrade its defenses to Heavy (12 RP Total)
-Claim the sector of Virgin Space on the far side of the Nightmare Lords bordering Kalimdranor (Sector G-8 Southeast) and upgrade its defenses to Moderate (5 RP total)
-Contribute remaining resources to the Interlinked Spawning Nexus in H-8 South: a Population-Growth Kiloproject consisting of enormous connected complexes and space-stations devoted to naught but Spawning-Pools directly managed by the Slann, which will birth the Firstborne who will help tame this disparate reality and bring it to heel beneath the aegis of the Great Plan. (Current Progress: 5/200. RP added this turn: 51. End-of-turn progress: 56/200)

Military:
-One Magnitude 1 Warfleet will attack the Nightmare Lords in subsector H-8 Southwest, after the aforementioned Intrigue Action has been given a chance to begin playing out.
-Due to the Nightmare Lords apparent focus on asymmetrical warfare and terror tactics, the Quetzal Forces will attempt to engage in rapid, overwhelming attacks to key that do not give the Nightmare Lords a chance to do anything but engage in a conventional defense; through which the Firstborn will smash and scatter the defenders before exterminating them in detail.
-Uncorrupted/purifiable non-combatants are not expected, considering the length of time the Nightmare Lords have inhabited this region, but should they be discovered, reasonable attempts will be made to minimize their casualties if they cannot be outright avoided.​
 

The sounds of the ongoing battle far from the base camp provided only a slight comfort as Pavium sat in the barracks, the rumble of impacts miles away kept him grounded as his mind drifted to the past. The distorted monstrosities that the Taiidan were crafted still haunted him, not in any way of fear, no, pity was primarily the feeling associated with the creatures he saw.

He had no doubts some signed on willingly to fight the "Invaders" as they have been called by Taiidan Soldiers…but he knew that many more were not willing participants and changed into nothing more than a weapon for the Taiidan Empire.

"Brother, I did not hear that you had arrived" A voice cuts through Pavium's thoughts, turning his head he saw his brother walking into the barracks, armor in clear need of repair but still a smile upon his face. "I have been preoccupied Voridus, much as you have been with your guard duties."

A slight snarl escapes his brothers mouth as he is reminded of his less then glorious tasks as of late, even now years after they had left the Ark, his need for glory let loose a Flood Infestation and cost many their lives. Atriox was merciful in letting him live after this failure, but ever since he has been given orders in the back lines of campaigns, acting as a rear guard. An important role which befits his skill, but damming his pride.

"Heh…not letting that go, same as the Warmaster eh?" He asked, tone strained but still jovial as he took off his armor. "Well since you have been so curious Pavium, the battles have been trying on the old gear, might have to upgrade to the newer models soon enough, will miss the old set though."

Voridus's word choices were more familiar and unfamiliar then Pavium was expecting"You've been spending too much time with those Humans, your starting to pick up vocal cues from them." Voridus chuckles at Pavium's words as he places his nearly broken armor on a cart. "Ah they just understand me a bit more than you do, no need for any worry Brother.

There was a silence for several moments before Voridus spoke again "Pavium…come back from this war, It would not do to lose you to these unworthy foes." As he spoke he lifted up his forearm in the customs of their people.

Wordlessly Pavium returned the forearm bump to his Brother, the both of them slamming their fists into their own chests. "Always Voridus, stay out of trouble and stop listening to those Humans of your Squad, they are almost as bad as you are in glory seeking."

The last thing Pavium hears before the doors to the barracks close is Voridus's laughter.

============================

Tactical Orders:

General:

- Emptying the Coffers: One of the few stabilizing features of the Taiidan is their amounts of funds, and while it is clearly draining fast in their mad efforts to stop the Banished. The flow of it can be hastened with a well placed strike and for lack of a better term, heist on their treasury. This task will be given to Raid Team Alpha and forces they consider best suited to lead this raid so deep in enemy territory to deprive the Taiidan another method to prolong this conflict.

- Cutting Rissetiu off: While it is only a theory, the occurrence of this strange power the Mad Emperor has gained in conjunction with the Spice and Dust being allowed to be shipped to him is a concern. So orders are to be sent to small time fleetmasters and Captains of the Banished, sending them to assault production/collection of this material and any supply routes they have of them.

- Continued Splintering: With the Taiidan growing more and more desperate and turning to created horrors, it is a safe assumption they are trying to prepare if their Mercenaries or other soldiers should turn on them. So several Legion masters decide that adding some more stress to that tension will only be a net benefit to our efforts, trying to flood the Taiidan communication channels with recordings of the Lessons of Atriox or the true reports of their Empire's failures in this war. With any luck this will create more division and make several break away either in self interest or decide to pick up arms against their oppressors.

Space:

- Ending the Feast: Atriox will turn his direct attention on the Imperial Feast, such a weapon can not be allowed to gain traction or remain in enemy hands. So a massive attack will be organized to send Banished and Desmondic Freedom Fighters onto the Battleworld and render it unusable for the enemy.

Leading the Boarding attack with Atriox will be Escharum and Colony, all leading their own attacks on separate portions of the Battleworld, Escharum leading an attack on the production facilities that work to create more ships for the Taiidan, Colony leading efforts to destroy the Tractor Beam controls, and Atriox himself leading an attack to the command position of this vessel.

- Beheading Battleworlds: While Atriox and his forces attack the Imperial Feast, Let'Volir and hThe Cabal Redeemed fleet will do battle against the multitude of Battleworlds brought to Blue Eye. Despite the sheer difference in scale and mass, the Banished fleet and their allied fleets do have maneuverability over these Battleworlds and Let'Volir is going to take every advantage that can bring, keeping the attacks a constant moving attack, while this is not indicative of a constant source of damage, it will make their vessels harder to destroy, which will give the Boarding attacks by Yapyap and his own forces the time they need.

Yapyap and his forces are to not be focused on taking these vessels however, their goal is simple destruction via whatever means they can manage. Targeting systems or parts of the Battleworlds that make their operation, let us see if Yapyap can earn his title of Destroyer.

- Striking fast and Hard: While the main fleets of the Banished and their allies fight in the grueling match up against the Taiidan Battleworlds, the Void Raven Corsairs are given their own task, using their faster ships and tactics to harass and take pot shots at the enemy fleets or locations of importance.

Ground:

- Supply Smashing: With the supplies of the Taiidan no doubt dwindling, Jega 'Rdomnai will take command of several Banished forces with the intent to find and destroy any hidden supply or attempts of the Taiidan to alleviate their losses.

- Shield of the Banished: With his success in dealing with the major facilities creating monsters, Pavium will be leading more direct efforts on any planetary attacks or defenses of the Banished on their claimed worlds/the worlds of their allies.

Mercenaries:

- Landship Acquisition: The Landships of the Taiidan are both impressive marvels of technology and destructive assets our enemy has on hand, so it is no surprise that Atriox creates a strategy to take some for ourselves, handing this task to the Guardians and several Tenno and Banished advance teams, they will be sent on missions to either take out the command of these Landships and allow them to be taken by our wider forces, or lead missions to plant bombs near critical systems, destroying what makes these Landships operate from the inside.

- Cutting the Strings: Whatever means the mad emperor is using to gain control over his leadership needs to be stopped, not just for the rights of a free mind, but to ensure more abandon this lost cause or join to fight against this madness. So those who understand the esoteric or magic of these stars, are to look for ways to cut the control away and free those under the Emperor's command.

War is a contest of systems seeking to achieve objectives, whomever can allocate the resources and the skills needed to achieve their objectives and deny the enemy's accomplishments is the winner. All else is window dressing. The Taiidani Empire was a behemothic system, but a fragmenting one, civil war, rebellion, and too many military commitments were pulling apart at the Empire's military machine and resources were growing increasingly drained. Men could be recruited, grown even, but training and skill and the cohesion of military units was harder to construct. Especially as the Emperor grew increasingly erratic and temperamental.

The Taiidan had vast wealth guaranteed by their production capabilities and their stockpiles of hard currency, with ingots of Iridium that were stamped over Aydroxil, a highly precious quasi-sentient pseudo-liquid that could form into pleasing metallic shapes in response to thought. In essence, a modern take on the concept of Gold Bullion. Some in reserves of the Empire's own currency, but much in other reserve currencies such as the Combine Ardax and the "Sovereignty Ducin". These were stable measures of value that many agreed to have faith in and value in an unstable economy.

The largest such example of this was on the Sphere-Station of Dondarax V, in permanent orbit around a Gas Giant known as Seldaras. The reserves of currency here amounted to fully 10% of the Empire's bullion and represented some of its largest stockpiles outside of the capital of Hiigara itself. The station was in essence, devoted to the storage of bullion both in its physical vaults, and in portals to pocket dimension technology purchased from the combine.

As the plan for the heist materialised, they figured that at the heart of a well defended system close to one of the major wormholes to their home galaxy, the Taiidan would be expecting subtle sabotage rather than a smash and grab. The defences of the facility were mostly oriented towards smallscale acts of theft and the fact that nobody would be audacious enough to strike at the heart of the empire. But the Banished, with aid from the Taiidani Republic's inside agents, had key intelligence.

Major fleet assets assigned to guard Dondarax station were being moved away to the war effort elsewhere and their replacements would take months to arrive once the transfer orders were given. The closed nature of the Empire's society was hoped to keep this concealed, but Republican sympathisers, seeing a chance to send the Empire's finances into a panic, took the opportunity with both hands.

The Order of Harmony, taking advantage of the phenotypical similarities between the Taiidani and Humans, would sneak agents into the Aradix system in preparation for the operation. Once the codes were gained to coordinate the fleet to its destination safely across the long distances, the raid would take place in typical Banished fashion.

Banished Dreadnoughts would ram into the Imperial picket ships on patrol to clear a path for the carriers to unload their cargo onto the planet whereas others took to tactics inspired by the ODST and simply dropped en masse, landing on the moonlet and immediately using Scarabs to start boring alternative passages into the thick armour plate.

Guards who were mislead to believe they had nothing worse than a small pyrotaurus raid to worry about instead found an entire banished fleet swarming in, pummeling defensive turrets into submission while the boarders got to work.

The Night Brigade, a crack team of Brute Stalkers, Stealth Elites, Spec Ops Grunts, Jackals and more trained in special operations and fitted accordingly would quickly work their way through the defences of the station, making use of a cloaking capable CAS carrier battlegroup to support their initial landing before they got inside under the command of the skilled Brute Commando Sordus who cut his way through to the very centre of the station and found that the Iridium being stored had means to be quickly vented into space meant for emergency extraction of the precious metal.

After shooting his way through the Praetorians unleashed in the station and the imposingly tall Vagyr mercenary guards, he and his team reached the ejection controls and entrusted the hacking to be done by the Yamn'e technician they had with them: Skelegex, who managed to slice into the programs with the aid of Republican sympathisers and override the ejection.

Enormous quantities of Iridium and the Aydroxil contained within inside were lobbed into space by the emergency venting action, with literally quintillions of tonnes of material and the portal rooms to the extradimensional storage being exposed to the vacuum of space where the waiting fleet could snatch as much of it as possible.

By the time the response fleet had arrived, the Banished had taken ten per cent of the Iridium-Aydroxil reserve of the Empire and had leaked the news to the Extranet to the alarm of investors and the defection of many mercenary elements who regarded their contracts as no longer payable. From now on, their mercenary armies would be fighting proverbially crippled as contingents were reduced in scope and size and many formations were now lacking in full manpower as other mercenaries left.



The other raids go similarly well, forcing the Emperor to withdraw his attentions to his core territories as the incidences of him asserting direct psychic control start to go down with the attacks on Spice Melange, Zro Dust, and Yourokaicite shipments lead by the raiding forces set up by 'Rdomai. Curiously, 'Rdomai also finds that in his raids, the Taiidan have made their observations about the assorted forms of evil space rocks they have been collecting.

Tiberium, the Green Crystal, seems to be the least inherently corruptive. It is highly mutagenic and it wishes to spread, but mutation does not seem to affect character so long as it is a gradualistic or controlled process. Uncontrolled processes of course lead to…monsters such as the Visceroids that come charging out of the testing chambers to attack both Imperial and Banished forces as ravenous blobs of purest cancer. But Tiberium is vulnerable to specific harmonic frequencies that resonate with and disrupt its Proton Lattice.

Another material, Tempest, is more of a plant than a crystal and presents the opposite problems to Tiberium; harmless to infantry but dangerous for vehicles which can accumulate a fatal amount of charge by driving through the substance if not protected. But like Tiberium, it is a peerless energy source and an all in one form of resource for all building materials when processed.

They had even experimented with irradiating the Tempest with Tiberium, though the Red plant's hybridisation with the Green Crystal created a sort of brown substance known as Rissetinith, which has tremendous potential but is very difficult to harvest due to being both lethally radioactive to infantry and debilitatingly electrical to vehicles. Nevertheless it's not apparently malevolent.

The blue substance, Phazon, offers tremendous individual power for mutants and is workable into all manner of different substances. Its energy density outright exceeds antimatter, and it seems to affect spacetime itself, leaking into other dimensions and planes of existence and spreading its poison into them. But it very much is poison, and many scientists working with the substance succumbed to "phazon madness" where they irrationally hoarded and protected the substance, with the mutations growing exponentially worse until they became overwhelming. It is not at all affected by harmonics and it seems that its only true weakness is itsel.

The Yellow substance, Extertite, is noteworthy because when it was first discovered by the Empire, it had rather different properties and wasn't so…beneficial to the hyperspace systems that the Taiidan used. But after enough study, when they started hooking up Hyperspace Cores to Exteritite Reactors, they demonstrated superior range, accuracy, translocation time, and recharge speed. Similarly, it had helped heal and strengthen the body of the Emperor once he started showing interest in the biological properties, even strengthening his powers. Properties it hadn't shown upon first examination. This was chalked up to incomplete understanding of the Golden Glow, but 'Rdomai, being an emotionally manipulative sadist himself, has a different theory.

The substance itself changes to be more appealing to those handling it.




- Landship Acquisition: The Landships of the Taiidan are both impressive marvels of technology and destructive assets our enemy has on hand, so it is no surprise that Atriox creates a strategy to take some for ourselves, handing this task to the Guardians and several Tenno and Banished advance teams, they will be sent on missions to either take out the command of these Landships and allow them to be taken by our wider forces, or lead missions to plant bombs near critical systems, destroying what makes these Landships operate from the inside.

The Taiidan Landships are indeed, marvels of engineering. Mobile factories which can produce all an army needs, like the Spirit of Fire in a more portable form. A still living Decimus, seemingly restored through the oddities that brought the Banished to this reality would help ensure the theft of some, working with mercenaries to engage in a complicated heist of a very large machine, one which would require an entire Banished Dreadnought to lift off the ground.

Of course, Decimus reveled in the challenge, landing upon a world where a Taiidani were deploying a "Conquest" class Landship which was busy overseeing the conquest of local pre-spacefaring natives. The eight limbed pseudo-amphibians faced odds as long as the UNSC did against the Covenant so many years ago. Shieldless troops, slugthrowers, primitive fissile nukes and gas burning tanks against an enemy that could stoicly absorb such primitive nuclear weapons head on; if they hit at all, and whose Ion Cannons would puncture through even their heaviest of fortifications.

The Ludxum were about one and a half metres tall, smaller than the Taiidan enhanced soldiers and their increasingly aberrant warriors who were twisted farther and farther from the Taiidani baseline by the Emperor's desperate projects. Quick to reproduce, the valiant little amphibians were dying in numbers great enough for the Taiidani Army to stack their dead in mounds to be set ablaze. All so that the harvesters of the Empire could clear them away from the VIbranium deposits that the war effort desired.

The Guardians and Tenno would move with jump-pack equipped brutes to strike them while the Tenno opened up with Archwing powered assaults, buzzing around the CIWS of the hovering landship to keep it busy, a pack of Limbos freezing the turrets in time to allow for the Guardians to pull open some of the hatches and fight their way inside; brutes following suit to quickly claim what the banished sought. A quick, bloody path was fought to the centre of the ship, with teleporting Tenno preventing self destruction sequences from being fired.

As Decimus brained the barely organic cybernetic Captain of the landship with his gravity hammer, the Banished Dreadnought *Hammer of Dusk* would emerge, deactivating its cloaking to use gravity lifts and magnetic harpoons to hoist the craft into the air and attach it to the underside of the mighty warship, while Tenno landers would bring the strike team back up and Decimus made himself scarce.

The attack made the Taiidan fleet observing the conquest of Asdar think it was merely one of many Banished piratical raids, but the arrival of the Fleet of *Brutal Retribution* within a few days later would show that Decimus had done more than pull off a major heist as he presented the fully intact Landship, along with its non-combatant crew, to Atriox and the Huragok and Yamn'e the Banished had on retainer to examine the machine. In fact, his mercenary raids had brought five in total; allowing for the Banished to freely dismantle them to understand how they worked.

He also relayed that the Ludxum now saw the Jiralhanae as "Angels of liberation" in recognition for saving their homeworld from the Taiidani's genocidal colonisation and the Brutes particularly...simplistic justice dealt to the settlers arrogantly claiming land upon the planet even while they were clearing away the locals and laughing at their bolt action rifles and propellor planes. And to his further amusement, the largest religion on their homeworld were building a statue in Decimus' honour and declaring him to be a holy agent of God.


- Ending the Feast: Atriox will turn his direct attention on the Imperial Feast, such a weapon can not be allowed to gain traction or remain in enemy hands. So a massive attack will be organized to send Banished and Desmondic Freedom Fighters onto the Battleworld and render it unusable for the enemy.

Leading the Boarding attack with Atriox will be Escharum and Colony, all leading their own attacks on separate portions of the Battleworld, Escharum leading an attack on the production facilities that work to create more ships for the Taiidan, Colony leading efforts to destroy the Tractor Beam controls, and Atriox himself leading an attack to the command position of this vessel.

The Imperial Feast was in essence, a Mothership scaled up to titanic size, using entire planets instead of asteroids as the fuel for its fabricators and having "defence" guns the size of major warships. It dwarfed High Charity and its presence marked a rallying point for the Imperial Fleet while Hyperspace and Slipspace signatures erupted in the system that the Banished had determined it would feed next in. A strike would be coordinated with the T'Au and the Desmondic Freedom Fighters, aiming to take out this behemothic monstrosity once and for all.

With agents determining that the War-Planet was at its most vulnerable while feeding, the Banished and their allies would strike at this precise moment with Huragok improved slipspace drives as the Imperial Feast loomed over the temperate world of Ardala with its escort fleet. As expected, once the Banished arrived, a steady stream of Imperial reinforcements would pour in, scanning themselves into the void of space while more curiously, triangle shaped craft were now joining them. Ships provided via a deal made with another so-called Emperor who was quite interested in the Taiidan's experiments with the various poisoned crystals they were seeking to weaponise.

Battle was joined with the Banished, T'Au, and the Desmondic Freedom Fighters on one side and the two Empires and Combine on the other, with Turbolaser, Mag-Driver, and Ion Cannon blasts spearing down the void of space in the face of Plasma Lances, Railguns, and GRASER beams. Seraphs, Space Grievers, Mantas, Carcharodons, Star-Cobra and Void-Piranha fighters and bombers raced into battle with Taiidan "Fusilier" and "Dragoon" Class Interceptors and Defenders, "Gold-Shrikes" and "Silver-Sparrows", as well as swarms of TIE and Howlrunner craft while the larger ships closed into range with one another.

The T'Au would remain at the farthest back positions as a general rule, relying on missiles, ion cannons and mass drivers to strike down craft in their sights as well as highly coordinated wings of strike craft. They shied away from boarding or the brutality of brawling clashes as a rule, though remained always prepared for such, especially given the Micro-Jump capabilities of their enemies.

The Desmondic craft had the second greatest range, striking with massive cruise missiles and near-light speed projectiles from their dorsal turrets as well as high-intensity GRASER beams, leaving the Banished to close where their weapons were better suited. That wasn't to say they didn't mix it up close as battle walls brushed against each other in complex patterns meant to maximise firing arcs, concentrate against crucial targets, or make up for ships shot out of formations, but they weren't so prideful as to fail to recognise that this was a place the brutes thrived.

The newcomers' wedge shaped ships tended to prefer to focus their firepower in forward arcs, super-elevating their turrets to get weapons into concentrted arcs, but many Banished shipmasters soon found that they were quite vulnerable to being rammed. The common banished dreadnought, larger than their preferred model of ship by a fair deal, would despite a technological gap between the two, often simply snap their wedge shaped destroyers in twain from their gravity-magnified ramming impacts.

As information filtered through superluminal communications, the Trandoshans positively identified the newcomers as the "Galactic Empire", which they theorised had come to the aid of the crumbling Taiidan in exchange for Rissetiu's research and a truly staggering amount of debt owed to the Empire of one "Sheev Palpatine".

But by sheer tonnage, this was above all other things, a battle between Atriox and Rissetiu's fleets, though the cowardly clone Emperor refused to accompany the fleet guarding his greatest weapon, remaining firmly planted at the Imperial Capital.

Atriox would lead many brutal boarding actions, fighting with enemy crews full of robots, mutants, monsters, and dejected parodies of what the Taiidan had been when the war had started. Many clearly twisted and corrupted by materials they were injecting into themselves, often taking to the extremely ill-advised extreme of mixing them in the hopes of better supersoldiers.

"Abominants" who glowed a mishmash of colours contained within armour suits that made geiger counters panic from their presence moved with too many limbs, saw with too many eyes, and gargled through too many teeth. The first of these grotesquely mutated partially-crystalline beasts tearing their way through containment and slaughtering their intended handlers before rushing into the fray with strength to surpass hunters and even lift and throw entire tanks.

Running on digitigrade legs lengthened to allow them to remain upright despite their posture and with sharp appendages of bone and crystal tearing through their bodies while power-jaws were affixed to their helmets, these monstrosities rarely went down without significant casualties on all sides, screaming in ways that sounded more elephantine than human as they rampaged while some simply exploded in pseudo-atomic reactions as their competing corruptions fought with one another in an effort to be the sole ruler of their twisted bodies.

The way would be cleared to the Imperial Feast as its mandibles began to close upon the planet it had sought to feed on. Green and Blue became burning red and orange as magma bled from the injured world and mushrooming detonations plumed outwards, its furnaces already greedily feeding on the blood of the dying planet as the once habitable world vanished beneath fire and dust.

Atriox would lead the assault directly, his arsenal expanded by a rich wealth of equipment he had gained through the years, including vastly improved armour that could protect his body from more esoteric or bypassing attacks; such constraint fields as well as magical transformations. Made of far more resilient materials and offering greater strength and reflex augmentation, he could simply shrug off spartan lasers now, while his Energy Mace, Chainbreaker had been improved upon to his specifications. Some would even theorise that he could kill a Forerunner Warrior now. But his fighting style remained much as it was, quick, sudden violence delivered from unexpected angles until the foe fell over with not a second to breathe, and this served him well.

The Feast's defences relied on mass, and production. Churning the material of a devoured world into war machines of a sturdy, somewhat humanoid make with eight limbs known as the Redactor, as in Redacting the lives of those who oppose the Emperor, were a common adversary, as were the floating Luridian type Drones and Kamikaze Werkter patterns, along with the wave upon wave of artificial life forms. But the Taiidan were not great practitioners of champions or duels, while Atriox had proven himself superior to the ODSTs, Covenant Special Forces, and Spartans.

While the Taiidan were focused on the landing of heavy and superheavy assets and the crash of armour while low flying spaceships pounded away at each other, the dagger would be plunged into their back while they busied themselves parrying the broadsword. Atriox's conquest of the key facilities while his elite commandos seized the control systems and allowed Iratus to overwhelm the comparatively lacklustre firewalls of the World Eating ship once the appropriate backdoors were discovered. With Iratus in command, the Imperial Feast would turn upon its escorts who fell into its tractor beams and its furnaces, their materials being used to add some artistic…touches to mark its new owners.

With the aid of the stolen Imperial Feast, the battle at the Blue Eye is quickly changed from stalemate to crushing victory for the Banished as the stolen ship simply devours entire fleets to regurgitate it out as war materiel and fuel, including smaller battleworlds and megacapitals who fit neatly into the machine's maw.

With their focus drawn towards their traitor ship now commanded by a gloating Iratus who mocked the Taiidan and their allies inability to stop his "new armour" as he subverted every element within the Imperial Feast (pending rename) to his own ends and those of the Banished, Yapyap's rampage was much less able to be stopped than before.

Stealth Unggoy would find their way onto the massive craft with a bit of luck and some cloaking by their allies, joined by Cabal and Psion troops as well as Brute Stalkers, Hunters, Jackals, Krogans, Trandoshans, and Humans, to rampage on the inside, facing Dark Troopers produced by the Galactic Empire with data gained from another, fallen iteration of themselves through unknown means. The Dark Troopers are monstrously strong by human standards, able to pummel down blast doors and shrug off plasma rifle fire with bare, unshielded armour; they are not strong by Brute or Cabal standards.

Cabal Severus Blades and Brute Gravity Hammers make short work of them, though some augment their capabilities with staffs, batons, pikes, and riot shields more able to hold their own in melee, they lack the sheer brutality of the invaders and do not work that well with the menagerie of Taiidani freaks or the assorted mercenaries of the Combine. The Stormtroopers were generally out of their depth, still learning the ways of fighting in brutal close quarters with superhuman foes via modified Zero-G Trooper Armour, Radtroopers, Deathtroopers and Dwarf Spider Droids.

The Combine had called in its heavier alien auxiliaries, especially the Rakht, the Heki, and the Yuga. The first, the Rakht, were powerfully built vaguely beetle-like insectoids with huge, powerful mandibles and four shoulders, biometallic carapaces further augmented with powered armoursuits that gleamed brilliantly. The second, the Heki, were vaguely plant like beings of many branching limbs that could cord together like cables for greater strength and shift their bark as a sort of reactive armour until it was able to resist even gravity hammer blows and spiker impacts even when their armour had been defeated, with many blooming heads spitting out electricity conducting pollen or incendiary pseudo-nectar to bolster the weapons int heir hands. Finally, the Yuga were behemothic things of silicoid materials and living rock that could control energy itself, draining the heat around them to leave or create deadly frost and chill while heating themselves to accelerate their regenerate or make use of powerful attacks of electricity, light and heat when their overwhelming strength and huge frames weren't enough on their own.

But the Banished had the superior weight of production behind them, and the more coherent alliance that didn't get in its own way more often than not. The speciesism rife in their foes and the difficulties with securing pay meant that the commitment to the fight and the lines of organisation were frayed and incohesive, while many refused to get too close to the abominations being used by the Taiidan who very often would attack their own side if nothing else was available. They made efforts to mitigate, but the diminishing ability of the Emperor to assert himself and force his soldiers to comply as well as the increasing withdrawal of Taiidani strength to consolidate for the final battles to come were leaving their lines weaker and weaker, with the Corsairs' psychic guidance allowing for pinpoint surgical strikes on the targets that mattered.

Soon enough, the Taiidan were forced to retreat with word of internal issues behind their lines, retreat in poor order with their allies. Many of which are not able to get away as the ship scale gravity hammers on brute ships anchor them in place for the kill and psionic storms are unleashed to interfere with the transition to hyperspace.

Overall, half of the Imperial Fleet committed to the battle is lost, while the Banished now claim the field and the territories they had sought, with the road to the home galaxy of the Empire now open and Pavium's work in stopping the Taiidan counteroffensives is successful.
 
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Across the current campaign, the battle lines of the humans, Protoss, and Krork had often been as disconnected in distance as they had been united in purpose for the greater part. For in the Krork there was the same grim determination, the same desperate hope, and the same resolve to sacrifice for the sake of loved ones at home. Where the protoss often carried themselves with tight-lipped anxiety(or would have if they had had lips) interspersed with fervent prayer, the Krork derived pure joy from the campaign against the forces of madness. In between tasks, their revelry took the form of assorted competitions, ranging from games of skill and marksmanship, to pre-arranged duels, often with real, if purposefully tuned down, weapons, bellowing along to the clangs of metal and the booms of war factories in operation. Where eldritch assaults slew millions and spores germinated in vast numbers, the Krork threw up towering feast halls overnight, housing rows of veterans and sporelings alike, dining together on the closest thing to proper banquets as could be managed using field rations, with the elders sharing both food and stories with the newly risen sporelings.

More often than not, these tales were of their passed away comrades, of their lives and deaths, telling the next generation of what came before. Stories were told to celebrate the lives of those who had died potentially mere hours ago, and, where no one was left alive to pass on someone's story, where everyone who knew that particular Krork well enough to tell enough such stories, the names were passed down instead, giving the nearly forgotten Krork a chance to live again, if only through proxy; and where even the names were forgotten, toasts were often raised in appreciation of those who died nameless, who gave it all for the cause. Thus too did the Krork imagine death, but their reaction to it was vastly different than most.

Where the newcomers saw the Krork as only yet another ally against the darkness, the veterans amongst their ranks more often than not only ever saw the similarities, the all too visible connections between Kroat, Ork, and Krork. Only ever saw the tides of green, the brutally efficient technology, their sheer joy at waging war, and how at home they seemed in a fight. These preconceptions were not weakened when they saw the designs of the Krork, for all too often they merely seemed to be vast refinements on the designs seen in Ork armies and fleets… or perhaps it was the other way around, with the Orks wielding crude, slapped together attempts at recreating what the Krork had; either way, the similarities were all too often readily apparent. First impressions made a huge difference, and the Krork didn't mind the seen similarities, for the truth would only come out through diplomacy and shared battles. Indeed, it was the blurring of the front lines, the shared goals and shared nature, that made all of the difference in the long run.

The Krork for their part regarded their new (and tiny) allies with a mix of wry amusement and, occasionally, appreciation. There were no grudges, and no reason to hold one. War was a necessity, often committed to out of survivalist emotions; and when even the projected anger of the most xenophobic troopers, of those seeking to project blame, of those who had fought their all too similar kin in the Orks and the vastly more local Kroat, found only understanding and an almost primal joy among the alien warriors, it was as if the anger itself were buried and becalmed, for actions spoke louder than initial impressions.

These wavering sentiments, these thoughts of the similarity between Krork and Ork, weakened further when it became apparent how willing, nay, how eager the Krork were to give their lives for the cause. When entrenchments were set, the Krork had more often than not gone in front. When and where the Protoss evacuated, the Krork stayed behind. As far as the Krork were concerned, life was just as good under a brutal melee beneath the thunder of artillery fire, lit by cinder clouds thrown up from the blasts of strategic warheads, as it was on a world truly at peace. And if it ended in death, then so be it; for if their story ended on this battlefield, if this was all that they were worth, then it would be a good death; and that was a sentiment that many human and protoss soldiers couldn't help but admire. When a large Oglomarix war machine broke through the evacuation perimeter on a doomed world at the southern flank and was brought down by a platoon of Krork at the cost of half of their lives, the air above the makeshift airport had resounded with the cheering of both humans and protoss. Even the freely given assurances that this is but the beginning, and that they would fight together again day after day until there were no more enemies to fight carried little other than joy; and some had even come to believe that the Krork really did mean it, that they really did, perhaps, entirely live for defending others. Of course, most of this was but a facade, but it is better to laugh in the face of never ending war than to falter and fall.

And so laugh they did, even as the fighting at the front reached an ever higher pitch, even as orbiting debris fields either fell apart into ever more enemy ships, or slowly reformed into ever more defenses, more layers of fortification, an ever greater bastion from which the Krork and their allies could strike out from against the oncoming tides of man, machine, and even stranger things; and strike out they often did, for merely sitting behind defenses could never truly win wars, not in the long run, and so the war waged ever onwards, as the allies of the Krork no longer had to act in the place of defenses that had, at that time, yet to build up to a high enough level, and instead could join the Krork's own mobile forces in striking back at their foes in ever greater force.

While the front was going well, and would only continue to improve as the Krork and their allies gain ever greater momentum and as Krork's own layered defenses grow ever stronger, the true threat here was the Protectorate and its Icon driven Master; and so it is against them, and their possessed planetoids, that the Krork directed the majority of their available mobile might against.

Already, over half of their available non-planetoid mobile forces were tasked to deal with the heaviest concentrations of hostiles, and it was trivial to redirect them to focus on the Protectorate's Icon-animated worlds over other, similar targets. With them came an overconcentration of additional Battle Moons, as over half of the Battlemoons that were previously assisting the allied forces at the front were instead concentrated and redirected to these new, arguably more dangerous, targets; for where gravity whips could not grasp and hold, they could charge up and annihilate; and where those deployed by the Battle Moons were not numerous enough, and those deployed from the Krork's smaller ships would not suffice, those built by the Krork's Mecks, those deployed from massive, hulk-sized canons, otherwise too fragile to be permanently kept as an active part of the Krork's roster, would more than make do. (Mecks are on building Gravity Whip based Special Beam Cannons in support of the reinforced Breakthrough group who have been tasked with taking out the Protectorate's corrupted planetoids)

While these assets would probably be sufficient to fell the Protectorate's Icon-held planets, an ounce of prevention is arguably worth a pound of cure; and in this particular case, while it would be best if the Krork's most elite hit teams could take down the assorted lesser Avatars of the Icon, it was better for a world to be destroyed than for it to be possessed by the Icon, and to this end were deployed the Commandos of the Krork, shifting from simply trying to cause the largest number of enemy casualties at the lowest possible price(for in the end, planets were replaceable), to specifically denying the Protectorate of any more Icon-held worlds, for it was better for an already doomed world to be annihilated than for it to fall to the hands of the Icon.(Commandos are tasked with using Planet Wreckers to deny worlds to the Icon)

But even dealing with this enemy breakthrough would be meaningless if it came at the cost of the front. So towards this goal, elsewhere along the front, the Warlocks continued to counter the other assorted hostile apparitions, ranging from the Waters of the Oglomarix, to the Rifts of the Unbidden, to the Protectorate's dust' seeking to dispel these hostile effects and continue to keep clear the path to victory. Elsewhere, the Krork's doctors were hard at work, ensuring that even the 'mostly dead' Krork could return to the fight, even if not quite in the same bodies as they were in earlier.(Warlocks are still on Dispel, while the Docs are on Myriads)

In the end though, after the current suite of attackers were either dealt with or neutralized, the next move would be to counterattack while their foes were still weakened, and the sooner that counter attack could occur, the better. And so, if losses were not so high as to make such an attack costly at best, the recently claimed Oglomarix territory would be the target of choice, assuming that the will and forces were available, of course. (if forces are intact enough at the end of this fight and if the Krork's allies are willing to participate, proceed to launch a counter offensive into the recently claimed Oglomarix space.)

The Protectorate was rapidly growing into the most dangerous of the threats in this front as the Icon's power began to break through into this reality, giving visions of a hungry predatory reality that saw only its next meal and directed its dupes to that task. Perhaps sensing the incoming doom, the other foes started to move more and more away from the battlefield as the universe started to crumble around the might of an unfathomable deity.

With the follow up attacks by the Krork and their allies into the warred over space, the chaff had cleared off the field, caught between the instantly produced machine horde and the triple alliance of Man, Krork, and Protoss. But there was something weakening the war-waters of the Oglomarix and the Rifts of the Unbidden besides the advancing Krork and Protectorate, one that was unfamiliar to the Protectorate or the Krork's allies, but deeply familiar to the Krork.

The Silvery Warhost of Annihilation, the Legions of Mag'Ladroth. Seemingly provoked by the raw amount of interference from realms that the Void Dragon had no interest in allowing to interfere with his plan. Pulsing, throbbing waves of nulling fields expanded out from the Dragon's construct fleets, surrounded by the sheer mass of lesser machines who were convinced to serve the C'tan's armies of perfected Dragon Men and loyal Necrons.

The Oglomarix fought to the bitter end, even as the Unbidden began to withdraw through their portals rather than be caught between the triple-god thunder, but the oglomarix were seeing to defend their territory and had no interest in simply fleeing. Had they not been in the middle, they may have even made something of their final stand. But the Krork would ultimately get the last laugh as their boots would tread upon the site of the last ocean generator, causing the cosmic waters of the war tide to fade away wherever the Dragon's Null fields or the Krork's shadow had not suppressed it.

The Dragon's forces would act as brief, impromptu allies for the Krork, the Protoss, and the Revintern; attacking the Protectorate from another angle while the allies pushed into the heart of madness. Sometimes they would find remnants of the Oglomarix and the Unbidden stubbornly holding onto means to reinforce themselves in the advancing battle, but the greater strategic situation had changed, especially as the Dragon's Pylons reached into non-realspace means of faster-than-light travel to shut them down.

Spira ships and more arcane things slipped into the battlefields swarming with arrow-head Krork ships, the Golden fleets of the Protoss, and the Circuit Fleets of the Revolutionaries as they threw down with the silver and purple tsunami of the Protectorate and the distortions of reality through which a god peered through.

The attentions of the Icon were mind shattering and devastating, but not wholly unbeatable. They were all either monsters themselves or had seen enough horror to know how to prepare oneself for it. Even as time bent under the vision of a grand unified theory to create Protectorate Armies instantly from the raw grist of war, they kept pushing.

They knew better than to let the Protectorate gain ground, for as long as the Protectorate gained territory, it could not be stopped. It would simply create larger and larger armies instantly as soon as it gained the resources to do so.

The Protectorate raised its Iconic Avatars, beings of such malign power that the universe shattered around them and even Krork supercapitals broke apart from their very presence while planet-scale constructs of the Dragon had to be called in to eliminate the spirographic abominations with shimmering bubbles of vacuum decay laced with warp-repelling energy to force reality upon them followed by destruction itself.

The ground wars were cataclysms of shimmering metal and insane chatter from the artistic horde as they iterated all manner of new weapons on the fly. Tricks and traps including freezing weapons that shunted energy into higher dimensions of spacetime that rapidly cooled targets into brittle demises and weakened shielding, devices that expanded the micro-dimensions of higher spacetime into, for a moment, things as large as the three-and-one of conventional spacetime, space expansion devices that entrapped foes in bubbles of infinite distance and fractal weapons that seemed to weaponise reality itself breaking.

The ground turned molten and then disintegrated into dust beyond the dreams of older physicists who could scarcely imagine such conditions, devoured by the hungry furnace of the Protectorate or harvested by the Protoss or Syndintern or Goblins. But the Protectorate was individually fragile, and the coalition very skilled at destroying things en masse. With careful usage of exploding black holes and anti-matter munitions, the swarm was broken in ways that denied them their instant recycling for long enough for their singularity cores to be targeted and destroyed, crippling their hordes for more than enough time to allow for victory.

Krorkamungus would find the Prime Singularity Core at the heart of the shattered web of distorted reality where the hunger of the Icon was as such that unprotected soldiers who arrived instantly died from their thoughts being ripped from their minds. With the Dragon's forces splintering other nodes in the Protectorate network, the Krork dived through the fleets of saucers, cigars, and other greatest hits of classic UFOlogy and with the Time Freezing capabilities of the Revintern and the Psionic might of the protoss being unleashed as massive storms, cleared the way for a Thunder-War to shield strip the Prime Core, allowing for Battlehives to land upon it and for Krorkamungus to destroy the infernal thing.

With the device destroyed, the Shadow generators pushed back the insanity of the Protectorate and the remaining machines fled through their Unified Field Drives, leaving a massive quantity of nanite salvage as the A.I Minds abandoned their former bodies. Conflict with the Dragon was feared, but with Mag'Ladroth's vision fulfilled, his forces simply faded through their inscrutable means of teleportation and vanished.


And so the Krork withdrew, not in a disorganized mess, and not forever, for no sooner had the rescued Tai been deposited back onto relatively safe, relatively peaceful, relatively gaian, worlds, than the majority their Krork escort, those not staying behind to keep the peace, had moved back out into the fight, not against the Scourges, for they were presently busy fighting each other and whatever forces spilled over could thus far be handled by the Krork's defenses and their ancient equivalents, but against the forces assaulting the Krork's holdings to the west, for while the front there was holding firm, and plans were being made for dealing with the Protectorate's Icon-corrupted worlds in the relative depth, more friendly forces would never go amiss. (upon dropping off the Tai the Krork's forces that were deployed to this particular front are to be redeployed to joining the ongoing fight against the Oglomarix, Unbidden, and Protectorate, aiming to envelop the embattled hostile forces and crush them completely)




And so, as one, the people screamed out in defiance. NO! They said, for theirs was a tale that had only just begun, for this is but the first fight of many, and the start of something potentially infinitely greater than what came before.

The people would not be brought low simply because a single writer demanded it, for while an author could force a story to bend to its will, most stories, the best of stories, all inevitably take on a life of their own, far beyond the direct control of the original writer, even if that means that the ending that the original writer intended for the play is rendered entirely out of reach. And this? This was a story that had long since escaped the control of those who thought that they were writing it, they just haven't realized it yet. That, and what arrived here isn't so much a story, as a living, breathing, thing, one that has long since developed to the point where it no longer had to make sense.

As it is written, it is only the people and the Men at Arms who truly matter in this fight, for the thrashing of Monsters could hold no meaning, for war was never anything but a thing, and both simulacrums and paintings were but echoes of what is. In this story, it is only those with agency who matter; and while the colors above thought that only they had such a thing, in that they were wrong, for people write their own stories.

While the Men at Arm's assorted simulacrums were merged into something that was forcibly written to be greater than the sum of its parts, its parts were individually too meaningless to make a difference, for being merged into a greater whole

the Cabal found that their brute strength was rendered insignificant, as their greatest warriors often met their match amongst the lesser ranks of the Krork's armies, and even their grandest warships found themselves completely out massed and out gunned by the least of the Krork's warships; and while they could in theory deploy these ships in numbers unending, all that meant is that there was ever more disintegrating scrap for the Krork to use as their newest source of ammunition. [infantry too weak, tanks too weak, ships both too weak and too small with no good way to efficiently punch upwards]

the Mekhanites had nothing to contribute, for their own faith lacked the scale power behind many that the Krork had fought and defeated in the past, and beneath the echo of their power all that they were was but mere baseline humans: lacking in the locals raw psychic prowess, the sheer technological might of some of the new arrivals, and the plot armor that Kadamon presented to the Imperium Seccundus, they were completely unfit for fighting in a universe at War. their creations were little better, as while these were seen as a grave threat to a planet-bound population, they lacked both the durability and firepower required to make a difference in such a battle. short of their own god showing up, all that they could contribute would be in the merging of their meager mystical strength with the others available. [deity gives slight protection against Shadow in the Warp, but everything else of theirs, sort of said deity being manifested, is too small and too weak by far]

the Hierarchy (not easily known factor due to it being too common of a name, will need to fill in later)

the Ethereals had nothing to contribute that the Tal'darim could not. While their slave armies were impressive, even their greatest of sectopods would find themselves quickly reduced to scrap metal by what might as well be the mere presence of a single Krork noble on the battlefield, and the Krork had far more Nobles than the Etherials had Mutons, let alone Sectopods; and while their temple ships were indeed massive, weidling power enough to shake worlds and psionic might enough to doom entire species, their will found itself stifled under the ever growing static and simply outmatched in the War powered, seemingly almost infinite, willpower of the Krork; and even their mightiest of Temple Ships found themselves reduced to naught but spaghettified dust and scattered, partially vaporized, debris when faced with even the least of the Krork's Battleships, let alone the Macro-Battleships that they were supposedly built to be the equals of. [most of their forces are too weak, and their one area of strength is practically neutralized by the Shadow in the Warp]

the Winter Horde(completely custom faction, can make assumptions, but not risking them being wrong; although given their psychic nature the Warp Shadow Generators should be working wonders)

the Tal'darim fared somewhat better, as their own technological base was both built for warfare and was somewhat closer to the Krork's own in blank-room might, and their own willpower was more than indomitable enough to not need some form of plot armor for them to continue fighting to the last. Sadly, this would not avail them, for even with all of their prowess they still repeatedly fell short in a multitude of areas. For while each and every Tal'drim is a fanatic, eager to sell their lives dearly, they were universally separated from the Khala, and thus almost uniquely vulnerable to the Shadow in the Warp, as all but their strongest members get reduced to mewling, screaming, fools when even just trying to communicate with others of their kind. While their groundside creations fared better than their infantry, with Vanguards in particular being able to often hold their own for a time, even the mightiest of Wrathwalkers would often find themselves out massed and out gunned by the Krork's own, even heavier, vehicles, when they weren't simply brought low by the Krork's specialists.
In the void, it might have perhaps played out somewhat differently, as the Taldarim's Destroyers made for expert screenships against the Krork's own strikecraft, and their Motherships were not underpowered warships by any means; but the Tal'darim both lacked in speed and in anything resembling what would be considered a proper Capital ship in this new universe; and so their formations simply fell apart when faced with the firepower of the Krork, picked apart and annihilated at something approaching leisure; as while their shields were strong, even the greatest of Motherships would shatter in the face of firepower meant for fighting those vastly greater than even them, and in response they had no weapons of their own that were properly effective against such foes, such was the weakness of developing your technology to fight a multitude of smaller, often inferior, foes instead of anything resembling a true peer power; and while the Tal'darim had separated from the baseline protoss, and had tweaked their technology to fight against its Golden Armada, even that failed to prepare themselves for anything resembling a true War in Heaven.[too vulnerable to the Shadow in the Warp, and not quite strong enough to truly persevere on the ground despite that. Their hips are too small, aren't fast enough to make up for that lack of size, and lack the ability to punch up against ships even more massive and more heavily armored than their Motherships]

the Ur-Quan had no non-friendly targets that they could put a slave shield around that would not simply break through it- such was the nature of the Krork offensive, and had almost nothing else that could truly change the tide of this battle, not without first receiving some rather serious upgrades.

the Created, while wielding weapons forged by the Forerunners, would find that their repurposed policing gear(for after the firing of the Halos that was almost all that was left, the vast majority of what was left of the Forerunner's proper military assets being destroyed during the closing days/weeks/months of the Forerunner-Flood War, with most of what remained either being taken with them into exile or being left under the control of Monitors who, going off of halo 5 Cannon, would not have joined in Cortana's crusade) was not ready to fight a foe that could perhaps more than match the Forerunner's own proper military, to say nothing of 'anti-primitive' forces and groups that were more meant to make the Forerunner civilians feel safe and keep them safe from incidental infection from airborn spores and the like than to fight a proper war; And while that was not all that the Created had at their disposal, even their most potent of Armigers were meant to be thrown away in the millions to save the life of but a single living Forerunner in a true War, and even the greatest of their reperposed Combat Skins were vastly more likely to be Civilian/police models and remnants from the Human-Forerunner war than proper military models; and even then only the greatest of the Forerunner's Combat Skins could do more than merely equalize the playing field, which would not be enough against the Krork's ever impending victory.

and the Imperium… Laughs … more seriously, Anything the Imperium can do the Krork can do better. Whats worse, is that the Krork have extensive experience fighting alongside their vastly more significant, reformed, kin. Even Space Marine numbers thousands, if not outright millions, of times what would be considered anywhere near standard did nought to truly slow down the slaughter; after all, these imperials didn't even have the protection that comes with the insurance that everything that they do will matter; if anything, they have the opposite issue. And so with their psykers nullified by the Shadow in the Warp, their Space Marines drastically outnumbered by troops who at minimum can match the best amongst them, their imperial guard casually overrun, their Titan Legions stomped flat, and their ships swiftly reduced to drifting tombs, there was naught that they could do but die, and die standing.

While the mergers could do vastly more, with what even the Krork would consider proper warships wielding a combination of Ur-Quan, Imperial, Tal'darim, and proper Forerunner technology being often technically more than a match for the Krork's own in terms of both shielding and raw firepower, each new addition also added in new weaknesses, as each addition brought its own weaknesses together with its strengths, and each new addition brought the end result farther and farther away from reality. The first thing to go would be the minds of the wielders, as the Mekahanites lesser god did not provide the protection required for those weidling the psionics of the Etherials, the path of the Tal'darim, and the psykercry of the Imperials from the ever growing, ever screaming, static of the Shadow of the Warp, and where the nature of the Winter Fey might provide the additional power required to punch through the static, it too brought its own weaknesses, as the Shadow in the Warp would eat away at not just their minds, but at their very selves. Of these combatants, it was only the Space Marines, enhanced to an almost impossible extent, garbed in the best Combat Skins, and with the insurance that only a Ghost could give who could fight onwards at an individual level; but even this merely only allowed them to match the finely honed combat prowess of the Krork's own Battlemasters and Fleetmasters, who were deployed to the front here in almost unprecedented numbers.

Even the greater creations of the Men at Arms, their ever so delicately crafted paintings, would run into issues, for they never even pretended to be Of Reality, and thus were drawing under the ever growing psychic static from the very beginning

In the void things seldom went any better, as each new swiftly mered addition required more and more work to continue functioning as is against the pressing weight of the actual truth, that no amount of expert scene writing could make up for awful character development, forced plot points, and ever more contrived and forced character interactions; and while those written into place by the powers above could better last against the ever growing static than those simply brought into being by the powers outside, it would not be enough to ever do more than make things a fair fight, and a fair fight is not one that favored the simulacrums, as for all of their growing complexity, they were still outnumbered and repeatedly out-fought on a localized level, their forced nature making their plans ever the more simple in an effort to simply force the story onwards towards its seemingly inevitable conclusion.

And so, when the first few War Arcs were destroyed, when the Men at Arms made their almost inevitable return, they were just a moment too late, for their return was already predicted by the Krork, and happened precisely when they planned it to be.

And so, as one, the people screamed out in defiance. NO! They said, for theirs was a tale that had only just begun, for this is but the first fight of many, and the start of something potentially infinitely greater than what came before.

And with this roar of defiance, came the masterstroke of the Krork's own warlocks, (technically) aimed not at the lesser creations of the Colors above, and arguably not even at the Men at Arms, but at something both lesser and infinitely greater.

And so, as the Krork worked their greatest act of anti/counter Magic in this universe thus far, the story itself shuddered, and the pencil broke; The pen snapped in two; the ink jar tipped over, the word processor crashed; and suddenly, it was not the supposed author who was writing the story anymore. The carefully mandated plotlines of the Men at Arms shuddered, and were thrown into chaos. Where there once was almost a dozen Battle Moons, soon to be erased from existence, there was often nothing but void, as over half their numbers flickering away before any such telling blow could land, and where there once was a grand armada set to sweep the Krork and their allies from the field, there was naught but its constituent members, so much weaker in the loss of unity, where there once was an inevitable victory, there was now naught but doubt and confusion, confusion that the Krork would exploit to land their next telling blow. (Warlocks on Dispel against the Men at Arms rewriting of reality to counteract as much of it as possible)

From the depths of Subspace, the relocated Battle Moons spoke as one, and from the void itself, from reaches of spacetime technically light years away from the battle itself, they lashed out, sending spiraling black holes and cracking whips of distorted spacetime out from the depths of the Krork's own form of FTL, this time almost fully weaponized to counteract the Men at Arms own seemingly impossible speed with blow after blow that also did not care about the speed of light.(Krork Mechs on World Phasers, with the upgraded planetoids, now capable of FTL combat, all focusing on taking out the Men at Arms) Those that remained behind universally weiding their own Warp Shadow Generators to enhance the Warlocks own countermagics against any and all major acts of writing over reality.

Here though the Krork were not alone, and their planetoids were not the only combatants of theirs focusing on taking out the Men at Arms. indeed, for amost those planetoids still in system there was the Observer's platform, ready to bring its almost impossible weapons to bare against the Men at Arms as well, and one should never discount the other hunters of monsters, to say nothing of the Krork's own fleets, for they too had a role to play in all of this.

Indeed, for even as the Krork's Planetoids attempted to land a telling blow against the Men at Arms, their own fleets joined in the attempt, as yet more teleporting shells, FTL black-hole torpedoes, coiling Gravity Whips, and practically countless vollies of Vortex Torpedoes and Scrambler Shells joined into the area of engagement. While most of these lacked the speed and accuracy to properly target the Men at Arms and land a final blow, they were not the only combatants in the area either, as the Krork's own escorts had a role to play, and theirs was perhaps the most important one, as they rocketed and teleported through the engagement zone with almost impossible speed and ease. While a few would be taken out by stray fire, all of them knew that this would likely be a one way trip; and so, laden with a vastly disproportionate number of the Krork's most elite combatants, they screamed out in challenge, daring the Men at Arms to come and face them face to face. [Krork Commandos on Teleportation beacons/homers on the Onslaughts, to be turned on should a Men at Arms get close enough for it to work as a trap without actually accepting said challenge, or if the onboard Krork special Forces and Heroes look like they're probably going to lose against them should said Men at Arms actually accept said challenge.(the homing beacons are going to end with said ship being the site for the evaporation of countless small-ish black holes and multiple black hole collisions moments later, as the FTL ordinance hones in with nigh impossible precision and speed)]

(who/what ever lands the final blow against one or more Men at Arms doesn't really matter here, only that it is landed- am throwing almost everything at the wall here to see what sticks- if the kill gets 'stolen' by the Observer platform or Clan Skarvald, then so be it.)

"You simple things seek to face me, in defiance of your purpose? You are not heroes, you are fodder. A figment of a figment that exists only to die for those with true purpose to achieve their meagre agency. I will make you regret your delusion of personhood, and make you the monsters you always were and must be, sporethings." The Knight declared in a voice that was as intimate as a whisper and as loud as a nuclear bomb.

"Scranton Reality Anchors and Mbeki Pataphysics field generators online...I don't know if your plan will work, but it's now or never." An SCP Foundation operative representing the Multiterra Alliance to the krork said with a salute as Hulk gazed upon the impossible vistas of the fleet of Simulacra, Painted Things, and Men at Arms emerging from the vistas that unfurled before him.

"Well, trust the other big green guys. I'm gonna do what I do best." Hulk said, cracking his knuckles as he prepared to enter the teleporters that would bring him into the heart of the fleet.

"If only saying so would make the trial ahead any easier." A Mandosi Mechanoguard toned as the fleets of digi-ships it was connected to downloaded their weapons and prepared them, modifying their hypersoftware to change their very designs on the fly and installing the weapons that gave literally any chance against the Iridescent Knights' forces.

"You persist even when I bid you to cease? You have more agency than you ought to, no matter, you will be corrected, swiftly." The voice proclaimed as the initial strike upon every fleet had to be resisted by the Observer using ultrafields that could apparate in every battle fleet across every system, modulating themselves and their reality quotients to assert a certain form of existence and push back the demand to simply die.

But it was the Krork whose presence played the greatest part in the failure of this alpha strike, the spirals of colours that sought to sever the threads of existence and remake the gathered into whatever Stavorious wished, as the colours could not so easily strip away the agency of true players of this game of fate, and where the War Field went, buoyed by this agency, the fields of annihilation withered more harshly than elsewhere. Yet still, many Foundation starships emitting their reality stabilisation and pataphysics neutralisation fields erupted or worse, unable to handle the spillover from what the Krork, the Mandosi, and the Observer were holding back.

The blasts laid waste to whole hells of Kroatanga and Feasts of the Sutaitazu, crushing and contorting them into remade things, replaced with men at arms of Stavorious that would fight into the sheer mass of the other swarms of battle brought here. But the Observer would analyse these powers and lay the first retaliating blows, Oculari rays that would refract into whole fleets splitting through masses of Simulacra and painted craft, even laying low some of the Squire-Ships of the Men at Arms with repeated blows. The opening now presented, the Armada could strike.

"I am Stavorious the Claimer, by my hand you shall return to your purpose, and begone from mine sight." He declared, his pinions spreading in such a way that strange colours suffused the light of the whole of the battlespace regardless of which dimension it was being fought in and across every star system it was engaged in.

The battlefields shifted and changed, moulding into a vast planetary battlescape of genuinely impossible size. One that was both a space battlefield and a surface warscape to stretch across the entire front, vistas and landscapes weaving themselves into being from the sheer will of the Knight.

The landscape birthed new soldiers upon the observed inadequecy of the Simulacra, spires of power works of colourful art woven from figments of primordial power. But when weaves of black and grey were pulled forth, the colours of death and oblivion, they refused to smother and wipe away the Krork and their allies to the seeming surprise of the Knight.

"You are protected...by what right do you have to exist when I say it should not be so? What lets you rise beyond your part?" The voice thundered and whispered before the weaves changed into more soldiers. Time wound and bent to give meaning and history where there was none, empty pages in the past written in and new soldiers arising to battle the Krork and their allies anew.

A Great Empire arose in the past and present, a nation of religious zeal and strange, silicate form, mighty warriors of rock and gem who towered over the Krork and most of their allies that had a name that etched itself into memory "Adumbra". But the force that protected them from simply being erased also protected them from this brutal retcon, knowing that the Adumbra did not exist until Starvorious willed it

The Kroatanga and the Sutaitazu also seemed to understand this, and attacked the edifice of wrongly wrought reality as well, driving onto the battlescape with a frenzied hostility while the Observer collated data to determine where Starvorious might be best attacked.

Krork war worlds projected the unbending certainty of the War, hooking up the SCP Foundation's reality defence devices to their power systems to enforce normalcy and give the coalition that little bit of edge, the Wardens and the Commonwealth helping to anchor their formations with firepower and a willingness to engage the worst things that the Knight would create to throw at them.

Snarling beasts woven from dark nightmares were unleashed, leviathans of the void who swallowed ships entire or whose forms contained hideous cognito and infohazards that burned out the minds of many who sought to even comprehend or record them. But the coalition pressed on, forming countermeasures, building resistances, scorching the fantasyscape forced into being by Stavorious while the Kroatanga and Sutaitazu battled around them.

The Hulk would be unleashed, thrown into one of the Citadel worlds of the Iridescent Ones, joined by many of the "Avengers" who realised that their nature as heroes was quite effective against the Iridescent Knights, while a boy with a right hand that negated much of the odd and supernatural was sent to cancel out the apparition of diamond warriors aboard the ships of the Mektic Commonwealth.

Autobot fleets lead by a bearer of a Matrix of Leadership known as Optimus Prime, called to honour pacts made with the Keepers and the Ascendants arrived by Space Bridge, reporting to the Krork with the deference of battle forged allies while the Protoss, Earth Custodians, Crimson Adoration, and the Kyn of the Leagues of Votann amassed for the battle.

Many focused on the colossal swarms of planetbeasts conjured by the Sutaitazu, such as the Star sized monstrosity that they were using to anchor one of their largest fleets, with Optimus coordinating a great multinational effort in tandem with a Krork Grand Battlemaster who predicted the Chandelierthought's attempt to do a massed wormhole assault directly in the heart of the Krork territories here. Even as Krork attack moons died before the all consuming bulk of the Sutaitazu Starswallower, the gravity lashes were starting to bite into its adapting hide while the monsters rampaging on the surface of the attacked worlds were met with a wide array of enemies.

Sutaitazu infested planets were wracked with violent seismic upheavals by landing coalition forces spearheaded by Krork battlehives and gargants able to cleanse the infestation bit by bit while the shields and defences repulsed orbital bombardment. Strategems used to battle the Devourer were not terribly less effective against the shimmering Crystalline monstrosity of the World Ravagers, and enormous boring machines would burn their way to the hearts of planets being transformed into Sutaitazu bioships for Aporkalypse tanks to lead vanguards of green goliaths who bombed and blasted everything they saw even as the entire ecosystem belched many limbed shard monsters in response.

Magnetism met gravity in fantastical duels of fundamental forces, ships and monsters crumpling into superheated pellets under impossible forces, but while the Sutaitazu had the weight of numbers and mass, they were being faced with such a diverse array of powerful enemies that their progress was being repeatedly blunted. Not the least because they were fighting on so many other fronts quite a ways away from their bastions of strength.

As the Kroatanga sought to seize the advantage and rushed ahead, trailing just behind a number of powerful nova bombs, the Gunbusters of the Multiterra Alliance were turned against the Axehead ships while Krork warfleets met the brutes with brutality of their own, boarding them to unleash deadly violence, towering over the Protoss and Skarvald warriors joining them in the assault. Nuclear fungal meanspiritedness met Gravitic fungal professionalism in the battle of warring ecosystems, power weapons crashing into accelerated-plasma blades and impact hammers, gunfire leaping back and forth. But the Krork were being reinforced by their other victorious fronts, and the Kroats were fighting three other enemies at the same time, and their offensive would wither.

Atomic holocausts birthed themselves and died on endless worlds while the competing blizzards of warfleets smashed into and pulverised each other. Solar systems had whole planetary masses worth of junk and debris added, and each would be thoroughly scoured and burned away of Kroatangan spores whenever the coalition won. The Kroats changed their tactics, altered their weapons and sought to mimic the powers they were confronted with in order to gain the advantage again. Their many headed Warfiends conversed on how to best manage the power of the Overkroat and to defeat the kroatless interlopers, but the Krork understood their counterparts well for a first encounter; never let them come back for another go.

Their bases and production vehicles would be razed and burned to the ground, their every crevice, nook and cranny would be overrun and their every sporehive would be replaced with Krork counterparts. There would be no pause, no rest. This was butcher's work and no good worker leaves a job half done when it can be finished and the arrival of fresh battle worlds helped to turn the tide against the Kroatanga as they were committing their own such ships to the battle against the Painted Ones. They would find their initial instinct to regroup cut off by Krork tractor beams and shadow generators, and while they were enthusiastic for the contest, they could not win here in this battlefield and were gradually reduced to rubble and ruin.

The Iridescent Knights brought new dogmas and birthed new paradigms wherever they walked. Narratives twisted into horror and defeat, reality bent and altered to make situations where no normal foe could hope to triumph. The victories against their simulacra spoiled and soured by mightier, stronger foes who already knew they would win and simply made it so.

Many even were changed by the malice of the Pleromites, reawakening to a purpose that suited them, altered to be stronger but loyal, turning against their kin who now had conflicting memories of their former friends as both what they once were as well as them being bitter enemies and sworn loyalists to the reality warping menace.

Their castles evoked scenes of an unstoppable victory, of a certainty that was already so, their foes simply weren't aware of it yet. Armies simply were as if they had always been, marching with what they had always known to be their masters while divisions and fleets were crushed by the many coloured will of conformity into a single, normative morass. That everything had a defined little box for it to fit in, that everything had a role that it was never to escape from, never to leave.

Their Keepships that anchored their formations sometimes seemed to less move and just bring their castle fields with them, the ground that was now seemingly always there just shifting in a way that all remembered as having always been so to bring them closer to wherever they were supposed to go. Such was a result of not just memory alteration, but the very fabric of history being altered in a way to conform with the facts defined by Stavorious as he battled across timelines to ensure that not just this, but all possible roads led to his victory. Nothing less would suffice for a being who existed beyond time or space.

Visions of the future showed one defeat after another, in timelines where the many coloured lord was winning, shall win, and had won. Giving the feeling that they were all around their foe, that they had engulfed them in nothing but different ways to die and lose and fail. Those opposing him died and lived and died again in alters and elseweres as the roads all closed towards Stavorious' victory while his armies marched evervictorious, the idea of them even being defeatable being absurd as they crushed opposition and mangled foes. What hoped there was seeming to converge around those who had some sort of luck or perspective that was deemed especially momentous. Witnesses to the glory of the radiant one.

They had already won here, they were never defeatable there. Armies laid dead or broken down into strands of colour to feed the highborn masters, fleets ruined as if they had never been contenders at all while their armadas moved victoriously through the wreckage. Many would have gone mad, only to have their madness overwritten and made into a happy certainty that this was how it was meant to be all along.

"Did they choose you to oppose me? To tear down this art?" The voice continued as the Simulacra fleets and armies were being smashed aside by the coalition, Created Prometheans trampled by the trod of boots, blasting apart the smaller ships of the Cabal with the might of gravity whips and plasma batteries or the bulk of planetoids.

"Who are you? Why does the truth of your arc hide from my eyes? Are you a work of the Monochrome? The Strange? The Hand? Or perhaps the Prism, or the Unversed? I will have my answers from your bleached whispers." Warrior bands were annihilated by the arrival of Men at Arms and the Painted, Kill Cruisers lashed apart by Arks and Dreadnoughts smashed by floating citadels that formed mountains beneath them connected to the impossible warscape below.

"Whatever the case, your pages will be laid before me, read and then erased. Crush these legions, battle my armies. It matters not, I am beyond your ability to resist." As the Mekhanites and the Magellanic Imperium soldiers were folding like deck chairs before the allied onslaught or the wrath of the Kroatanga and the sheer hunger of the Suitaitazu, the pinions of light formed gleaming war machines that strode like many legged herons, warriors who flew like many-winged humming birds, ships that were bejeweled with mighty weapons.

As Day Broke and then was unbroken by the Mandosi shattering the stars twisted by the will of the Knight, they advanced closer and closer, with new contacts indicating that the Dragon and the Ecumene had also hopped into the fray. The Dragon likely arriving out of detecting the possibility of slaying the Knight, the Ecumene for reasons unknown as their strange skeletal ships opened fire upon the masses of the painted armadas.

The Krork would accept being simply pasted out of reality, unwound into storyfabric or destroyed by attacks that had predetermined the dooms of those that they were aimed at. But they had a certain weight behind them. A certain fortune afforded to those from whom that stories are told from the eyes of. They found those little breaks, the small chances, the necessary advantages to keep going even as they died and died.

As they carved through the creations of their foes and learned more about them, they realised that the so called masters of the Story were themselves, slaves to its logic. If the story is no longer in their bounds, if they are made to step down from being something as untouchable as the author to something more tangible; as antagonists; they could be overcome. A character cannot overcome their author, but if the author is made to step down into being a simple villain? That is doable.

And they learned to inscribe that into their way of war, to record and define what they perceived, to give names to the nameless, to define the undefined. Some would have sought to overcome their authorial intent by other means, but the Krork did what they did best, they turned a story and made it into a war. For War is what they were made to do, what they were built to excel in. They may not quite grasp the complexities of Pleromic Metapataphysics, but they could understand how to wage and win a war.

And they would build it on little victories. Successful penetrations effected by cunning commanders and hearty crews, the defences of important hills or resource gathering sites by clever planning, raw firepower, and sheer grit. Mechanised counter-offensives retaking important territory thanks to readymade reserves and strength to push back when punched first. Even things as little as winning individual firefights could contribute towards something more. All of these would compile into the essence of a greater, tactical, then operational, and finally a strategic victory.

To define and achieve their objectives as they struck at whatever they saw as important to the war goals of the enemy. Namely changing the narrative of this section of the endless war to something more dystopian as Stavorious wished. They would build optimism, hope for the future, and forge it base by fortified base to represent that the night was no longer welcome here. So long as things were getting more hopeful, the story of despair that Stavorious wished to form would get farther and farther away, while the poetry of a better tomorrow would only get louder and louder.

As things became more hopeful, the more pleromic assets of the Iridescent Knights became more limited, more defined, more physical and beatable. Whereas once they could simply entirely change the sort of narrative going around them to one of horror and tragedy to their foes or entrap them in narratives or against the iron cage of whatever they could conjure, they were now more...natural enemies. Powerful, absurdly so yes, but mortal. Less able to simply jump between the pages of a text to where they had already won or to redefine their foes as something that could never succeed against them.

Their forces that had once simply annihilated or remade whole coalition battlegroups from just showing up now had to actually fight them as powerful but ultimately overcomeable enemies. And the fighting was getting easier as the Krork started to work on understanding their enemy more and more. To gain an inkling of the forbidden Rainbow Above from which Stavorious and his ilk watched all realities for their amusement, to occasionally descend into them and feed in a manner like what the SCP foundation sometimes called "SWAN-entities", whom the Foundation believed may be related in some way to the pleromites.

Condensing down the immeasurable into something with a beginning and end allowed them to be broken, to be dispersed, and for some of that power to be taken and understood, to be tapped into and utilised for the good of the coalition rather than the whims of these parasites. Their power was not inherently evil, it was simply power, and now that the Krork were starting to have an idea of what these colours that Stavorious babbled about, they decided they wanted to see if any of it came in green and would go well on a good old warhammer, or even forty thousand of them.

As Krork commandos infiltrated the insides of Covenantmaker Walkers that stood mountain tall to destroy them from the inside and Clan Skarvald held the line against swarms of Kroatanga cresting over hills and horizons upon quivering mounds of Sutaitazu dead, the shimmering legions of the Dragon stepped into fields of enforced normalcy that briefly drew the attentions of the Knight as he was tearing planets apart into shardstorms of bullets to accompany stars raining down as arrows, annihilating Earth Custodian fleets.

The Krork Warlocks, with the aid of the Observer, at last located the core form of the Knight as he sought to repulse the Dragon Ships that brought pylons to seek to neutralise and study his power while Ecumenical bone-armadas opened fire with strange weapons seemingly designed to strike him.

At the heart of a vast fortress did he command his forces from, with every man at arms bringing down the foes that opposed them by the trainload, carving through ships individually or infiltrating and destroying planetcraft that were not ready to push them back; with the explosions of Kroat battleplanets decorating the skies of the warscape with rains of debris.

Sutaitazu evolved forms sought to drain away at the strange colours that the Krork Warlocks realised that they had the ability to grasp at, and that only through this could a being like Stavorious be killed as his avatar rose, with a burning sword in hand to strike down the fleets that opposed him, cleaving Ecumenical constellations apart while his body was assailed by Krork advance teams that trusted their blue runes to guide them through the creative madness.

The coalition fleets would lend their strength to one another, anchoring their own immutable reality as they formed around a new member of the lone bright spots in the warring brother galaxies. When the previous guardians of the territories the Krork were now straddling over had fallen, many felt that all was lost and soon the breach would become completely impossible to contain. Now they had a mighty new ally, one deeply suited for this sheer apocalyptic violence.

They would look upon the face of malignant auteurs who had decreed that it was the place of the living to suffer for them to feed and spit on it. The Krork had already come to defy one creator who had lost their way, they would not hesitate to do so with those who claimed to be the gods of gods, the weavers of all that is and isn't. They would charge straight into the twisted melee of servants conjured up by Stavorious and with the War Council's blessing, tear out the many-coloured heart of the Knight.

They would charge themselves with the energies and powers of these strange and malignant beings who endlessly contributed to the suffering of this and other galaxies they wished to be arenas for inscrutable purposes, suffering losses by foes who transcended reality and could, unlike the Qliphoth, simply will new paradigms into existence rather than falsely emulate them.

The Krork sought to soak their weapons in the colour, to make it bend and turn it green as anything good ought to be. The colour resisted them at first, bowing only to the Iron will of Stravorious, but little by little, it began to bend. With every foe defeated, with every objective completed, the work to create the means with which to fell a knight took shape.

It would be a risky gambit, but it was a worthwhile one, for once the Knight was felled his legions would come apart without his will to make them real. They were beings of ideas and dreams, but is there anything less substantial than a dream with no dreamer? This was something that the forces aiding the Krork, from the Protoss to the Mandos all agreed on, and the Mandos cryptically stated that there could be none better suited for this starring role than the Krork. And the creatures given existence by the Knight? They would likely scattered, confused and then probably be devoured by these warring galaxies. A harsh but necessary truth.

It was brutal fighting, and the fleets going through were dreadfully savaged on their way towards it, but they were able to get to the central chambers as warships slid through the painted angles to battle in the liminal spaces of the mighty fortress with the creations of Stavorious mind.


Ecumenical Zarr'Mak'Ti kill teams on a mission known only to themselves broke in to Stavorious' throne room as he compiled his essence and shifted the battlefield towards his own ends, forming his guards with a thought while the Krork Battlemaster in charge weaved through the constructs, using weapons tried and proven against the coloured being as he sized up his opposition.

"If you seek to battle me here, then be unmade here." He said as he produced his blade and lopped it through the necks of Kroat Killerspores, remaking them into servants in his image as he rewrote their histories and beings while Krork Nobles let loose with hammers, claws, axes, missiles, and just about every sort of weapon under every sort of sun.

He was a being of unfathomable power, unlike any ever faced before by the Krork. A thing of countless shapes and visages, a creature who was more than real. Something that simply decreed defeat and it happened while reinforcing his own story with tales of invincibility. More than mere fate manipulation or reality warping, he was the purest obstacle. A simple full stop at the end of a sentence who effortlessly switched from battle to battle while conjuring forth more of his soldiers and warriors.

Battlefields at the very creation of the Krork, at the fall of the War of Ghazghkull, at the end period of the Great Interversal War, at the fall of the Ekreth, when the universe was a far hotter place with compressed time as the Sutaitazu erupted into being, as the first fundamental forces began to split apart, at a thousand other ancient wars were woven through in halls of disjointed time and space that stitched together disparate narratives as Starvorious battled them all throughout.

He was in a way, magnificent, a thing of nearly indescripable beauty and majesty, and one that should have slain his foes infinitely over given that he was a being of a sort of existence that even the Mandosi warrior robots and the Skarvald Hunters could not truly measure up to. As his fleets and armies battled in the winding and convoluted web of narratives and tales, he would manifest in many shapes and in many forms with attacks that sung the poetry of abject defeat upon those they struck, spellbinding them to ruination.

With a weapon soaked in colour, the mighty Krork battled his foe, embattled on many sides while displaying a flourish for the duel that went into the outright theatrical. Fighting through many vistas, many times and places with those who sought to kill him, those who had hoped to challenge a being that would have been offended at being called a god out of a belief that it was too small of a title for him.

But as the besieging attackers stormed his castle and battled his fleets, they were starting to be able to actually hurt the Knight. Blows were starting to actually land, certain death attacks were starting to be resisted as Stavorious' command of the narrative ether started to slip from his grasp. His forms seeming to fall from time to time only to simply reform elsewhere, boasting of immortality.

He was roaring, boastful, weaving penatmeters of the immutable fact that he was a winner, that he was the author and that his foes were nought but characters. He sought to railroad them onto narratives of defeat, yet always found the killing blow upon those he identified as true threats to himself slipping away. Nevertheless, the dead were piled around him, shattered, broken, reforged into other things entirely to serve him.

But every time, he was growing less firm, less substantive. His colours were fading, and he soon realised this to his horror as he found the threads of his story starting to run out here. Everywhere he looked through destinies and alternate tellings, he found his murderers. Every time he sought to craft the defeat of his foes, the story resisted him, as if the control of the story was slipping through his armoured fingers.

His forms and aspects, once of countless varieties, started to narrow down upon a knight with prism like armour and rainbow wings and a cape of the fiery colours fo war. His sword, once a twisting thing that snicker-snacked its way through fate and destiny without pause, started to take a more defined shape. A mighty broadsword of scintillating colours, but not an unblockable instrument of guaranteed victory. His armour, once nearly incomprehensible in form, was more real, more defined, more injurable.

"THE COLOURLESS CANNOT SNATCH THE WEAVE FROM ME! I SHALL NOT ALLOW IT! RAVAGN SHALL NOT KNOW ME AS A FAILURE!" Stavorious would roar in his final stand, his essence starting to fade and his colours growing less fantastical, greying and darkening, getting drabber and less surreal.

He would not die, he refused to and death parted from him, his colours growing brighter yet still lacking their prior vibrancy, as if they were becoming wan and washed out. He was starting to be a thing that could be defined rather than a concept that had to be discussed in the abstract. A person with defined abilities, rather than an abstract force of raw story.

His blows were starting to come from angles that could be predicted, rather than what was convenient for the tale he was seeking to tell, and he was having to dodge in physical spaces that mere mortal things could perceive rather than escaping between the breaks of a paragraph and fitting into the space between images. He was mighty beyond compare, but he was becoming limited, small.

And the iron cage of the story was starting to close around him, defining his defeat and his ruination instead of his foes. He was being struck and he was bleeding out his vibrancy, injured in both armour and body as he was increasingly backed into a corner in a battlefield that became more and more and more normal. It was a place, a grandiose and overbearing place full of vain artistic triumphs, but a place, rather than a headache inducing kaleidoscope of all that the Knight wished and dreamed of.

"NO BRUTE FOE SHALL USURP ME!" He roared as the duel wound down, his shield fading and the lead of the Ecumenical killteam driving a shimmering quench-scythe into the Knight's back through a battered spot of armour worn down through the impossible duel. Genuine pain seemed to erupt from the knight, wounded already by his greying before the Krork at last found his opponent and crushed his foe's chest with his charged weapon that overwhelmed his orderly colours with rawest, purest green.

The hammer blow's impact was one heard 'round the stars, the colours of clashing tales erupting and the viridian hues of Krorkish victory making themselves the one and only colours that could be perceived at all as at last, the book of Stavorious was closed and the War claimed its first of the coloured lords.

The death screams of a Knight roared through time and space as the colours sought to weave themselves back into shape, but they were greyed or twisted, the sense of self weakened enough for it to be sealed and bound, dispersed so that it could not be whole again. Even in death, Stavorious fought like mad, rending and clawing at the means to imprison him, but he had been beaten until his strength was diffused and his essence scattered.

The legions he had wrought began to wither, the ones most tied to his being crumbling or fading or fading to an infinite grey that blew away with the wind. Others crumbled into less fantastical versions of themselves, as if the magic had dried up, and others still lost their sense of coherent direction without their conductor to drive them towards a specific tune. They were weakening without their source, and with an understanding of how to fell them, they could be bested.

The Ecumene and the Dragon's forces; having accomplished what they were here for, withdrew in good order, and whereas the coalition fleet was battered, the Sutaitazu pulled away with their psionic might all at once, leaving the Kroats to be ground down and their spores burned and replaced with the Krork. While there is always war in Ykres and Rekys, here there could be a moment to relax, to ponder, and to write reports.


Fleethordes committed to Three Scourge Catastrophe: 10% damage
Fleethordes committed to Oglomarix Front: 30% damage
Fleethordes that have slain the Knight: 50% damage

Overall victory achieved!

Gain Primordial Thread for research on the Colours Primordial.
Gain Protectorate Nanite Salvage.
Gain Oglomarix Salvage
Gain Cultivation knowledge
Gain Kroatanga spores for research

Territory near Mandosi is secured, gateway between territories is secured allowing for instant travel and communication.
 
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The Quetzal, Firstborn of the Old Ones - Strategic Turn 3 Orders
@Spartakrod

Victory.

Slann Lord Disa'Gonsuuc's physical form rested within the sanctum of his Temple-Ships Star Chamber, floating in the exact center of the room. The atmosphere had been all but drained from the chamber, leaving his skin sucked tight against his bones, a pleasant tension that caused each twitch to release tiny shockwaves of energy across his form.

Below him, the Slann's Eternity Warden maintained his endless vigil, his armor sealed against the hostile environment his master endured with no more than the force of his will, halberd and shield thrumming silently in the near-vacuum, their magical energy adding to the thrumming pulses of immaterial energy that suffused the room, beats of Chamon and Aqushy mixing with the natural Ghur and Azyr that flowed from his body, only to be quickly syphoned away by the enchantments that maintained this isolation chamber.

The Slann pondered, as his kind was wont to do, on the Quetzal's most recent victory-by all accounts a roaring success. Sure, it had been a Warmblood that had struck the final blow on the Greater Daemon of the Ruinbringer, but without the might of the First the waring factions of the Enemy would have swept aside the paltry forces that had mustered to oppose them…though likewise, an argument could be made that, without the appearance of the First and the Astromantic Web, that the conflict would never have happened.

That was, of course, an ignorant stance to take at best: the forces of the Enemy are Uniquivically Evil, and allowing them to persist in an attempt to preserve some sort of 'status quo' simply leaves them free to continue their destructive actions for longer, quickly outstripping any harm caused in the course of their destruction.

But that is neither here nor there.

The Quetzel had tasted Victory, and it was a pleasant sensation.

Yet, there was still much work to do.

The Nightmare Lords were ripe to be extinguished. There was more development to be done to the territory under the First's control. And both scouts and seers had discovered a new threat attempting to make a foothold in the region-soulless machines, crafted by foolish warmbloods long ago, seeking the end of all that was Other to them.

The First did not have the forces to directly oppose these intruders at the moment, but luckily, others did. An alliance of species, locals to this reality, but foreign to this galaxy specifically, with noble enough intent that they may be brought into line with the cause of the First

…Malzareth had done well enough in bringing the local Drakes over to assist against the Enemy, brief though that partnership had been, and had always had something of a knack for communion with Mortals and Warmbloods. He would make a fine envoy to the Commonwealth of Tarqun-Ok.

As for himself…well, it would hardly do to leave the Mortals to deal with these Yskar alone, and though the First could spare no ships nor armies, the power of the Astromantic Web was far-reaching indeed…

Available RP: 91
Diplomacy:
Target: Commonwealth of Tarqun-Ok
Nature: Friendly
Resources: 4RP
Plan: Mage-Priest Malzareth will be dispatched alongside an appropriate entourage to meet with the Commonwealth leadership to discuss the exchange of resources with the Firstborn (I.E. a Trade Agreement). In addition, He will seek to convince the Commonwealth to at the least deploy forces to try and stall the Yskar Elimination Collective gaining a foothold in this region of space while our forces are busy stamping out the Nightmare Lords-though we will offer supportive Magical assistance against them via long-range astromantic rituals and intelligence gathered via scrying and prognostication. Express that we are more than happy to cede that territory and the Virgin subsector directly south of it to them, though we desire the subsector south of that, which directly borders the Ruinstorm.

Intel:
Target: Nightmare Lords
Nature: Hostile
Resources: 4RP
Plan: The Firstborne will devote time, energy, and resources to shattering the supportive infrastructure of the Nightmare Lords in the weeks leading up to and during their invasion of the cultist's remaining territory. This will primarily consist of Firstborn stealth assets infiltrating Nightmare Lord territory to conduct sabotage conventionally, but there will be some level of support from the Sublime Communion in the vein of scrying and concealment for said forces from enemy scrying/foresight.

Target: Yskar Elimination Collective
Nature: Hostile
Resources: 4RP, Lord Disa'Gonsuuc
Plan: The Sublime Communion will conduct a sustained campaign of long-range Astromantic Rituals aimed at hampering the Elimination Collective's efforts to secure a foothold in this region, namely by hampering their attempts to set up industry to produce their war-machines by causing catastrophic geological events on worlds they begin developing. They will also use Scrying and Foresight to give the Commonwealth of Tarqun-Ok intel on the plans of the machines and favourable angles from which to strike at them.

Target: The Cult of the Harrowmother and Kalimdranor Inhabitants
Nature: Hostile
Resources: 0RP
Some amount of attention is to be directed at keeping tabs on the Harrowmother's attempted push into Kalimdranor, just to make sure we are aware of any significant developments regarding that conflict.


Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes) Continued (2 Slots, 1 RP)
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a local version of the Warp that is full of new Constructs (and quickly filling with familiar old ones as well, unfortunately). The powers of Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.


Industry:
-Upgrade one Magnitude 1 Warfleet to Magnitude 2 (10 RP)
-Claim the sector previously claimed by Kalimdranor (Sector H-9 North) and upgrade its defenses to Heavy (12 RP Total)
-Claim the sector of Virgin Space on the far side of the Nightmare Lords bordering Kalimdranor (Sector G-8 Southeast) and upgrade its defenses to Moderate (5 RP total)
-Contribute remaining resources to the Interlinked Spawning Nexus in H-8 South: a Population-Growth Kiloproject consisting of enormous connected complexes and space-stations devoted to naught but Spawning-Pools directly managed by the Slann, which will birth the Firstborne who will help tame this disparate reality and bring it to heel beneath the aegis of the Great Plan. (Current Progress: 5/200. RP added this turn: 51. End-of-turn progress: 56/200)

Military:
-One Magnitude 1 Warfleet will attack the Nightmare Lords in subsector H-8 Southwest, after the aforementioned Intrigue Action has been given a chance to begin playing out.
-Due to the Nightmare Lords apparent focus on asymmetrical warfare and terror tactics, the Quetzal Forces will attempt to engage in rapid, overwhelming attacks to key that do not give the Nightmare Lords a chance to do anything but engage in a conventional defense; through which the Firstborn will smash and scatter the defenders before exterminating them in detail.
-Uncorrupted/purifiable non-combatants are not expected, considering the length of time the Nightmare Lords have inhabited this region, but should they be discovered, reasonable attempts will be made to minimize their casualties if they cannot be outright avoided.​

Diplomacy:
Target: Commonwealth of Tarqun-Ok
Nature: Friendly
Resources: 4RP
Plan: Mage-Priest Malzareth will be dispatched alongside an appropriate entourage to meet with the Commonwealth leadership to discuss the exchange of resources with the Firstborn (I.E. a Trade Agreement). In addition, He will seek to convince the Commonwealth to at the least deploy forces to try and stall the Yskar Elimination Collective gaining a foothold in this region of space while our forces are busy stamping out the Nightmare Lords-though we will offer supportive Magical assistance against them via long-range astromantic rituals and intelligence gathered via scrying and prognostication. Express that we are more than happy to cede that territory and the Virgin subsector directly south of it to them, though we desire the subsector south of that, which directly borders the Ruinstorm.

Target: Yskar Elimination Collective
Nature: Hostile
Resources: 4RP, Lord Disa'Gonsuuc
Plan: The Sublime Communion will conduct a sustained campaign of long-range Astromantic Rituals aimed at hampering the Elimination Collective's efforts to secure a foothold in this region, namely by hampering their attempts to set up industry to produce their war-machines by causing catastrophic geological events on worlds they begin developing. They will also use Scrying and Foresight to give the Commonwealth of Tarqun-Ok intel on the plans of the machines and favourable angles from which to strike at them.​


The Commonwealth is astonished at your decision to help them contain the Machines seeking their elimination. They had expected most to focus on the screaming maelstrom of the Soul Eater Storm rather than aid them against the invading Yskar. They send out heartfelt thanks and appreciation for the crucial intelligence offered to them against the robotic hordes, which allows them to direct their strength to oppose their invading enemies more effectively. The line, once buckling, is starting to hold, and the fires of industry are replacing the initial losses they had suffered in the opening blitz. They also accept the territorial agreements, and their chief diplomat offers a gem cut from its own body as a sign of its agreement, somewhat similar to a human signing something in their own blood to signify that they are absolutely dead serious about this.


Intel:
Target: Nightmare Lords
Nature: Hostile
Resources: 4RP
Plan: The Firstborne will devote time, energy, and resources to shattering the supportive infrastructure of the Nightmare Lords in the weeks leading up to and during their invasion of the cultist's remaining territory. This will primarily consist of Firstborn stealth assets infiltrating Nightmare Lord territory to conduct sabotage conventionally, but there will be some level of support from the Sublime Communion in the vein of scrying and concealment for said forces from enemy scrying/foresight.


The Nightmare Lord cultists have recently been overtaken by another sect that call their god by the name of Zaradashara, the "Anointed Fear", instead of Zarin, a thing of nightmare sentience and elemental catastrophe and are ruled by a caste dominated by a necroid race known as the Shyrasharid who stand even above the Synapsidoids or the hydra like Turali encountered earlier, though are more reclusive.

These beings infest hosts, living or dead, that they wear as meat suits, reshaped into things of bio-ceramic bone and writhing tendrils emerging from new shoulders of fibrous muscle. Loping like twelve-limbed gorillas once the bodies are fully converted, the original starfish-like parasite replaces the cardiovascular system, and its feathery antennae replace the nervous system once it has fully settled in. They are an abhorrence to be sure, feeding on and craving the psychic emanations of fear and coming upon the worship of Zaradashara over time.

Their society is arranged like a pyramid scheme, with the lower downs offering their fear to the higher ups in exchange for trickles of protection and safety from the malosomnia; the daemons; that emerge from the tempest. The privilege of having so much as a peaceful night's rest is one only available to those who have earned it through their labours to create the engines of fear and terror in their wars and their efforts to master the terrain and build works to harness its wealth and power. Everything for the great reclamation of their territory within the great howling.

The Chameleon Skinks and Shadowscales report that at the very top is the Fear-King of Nightmares; Xydologar, particularly horrendous Shyrasharid made out of a colony of many shyrasharids and their hosts melted together into a titanic behemoth more than three hundred thousand tonnes in mass and more than a hundred and thirty metres in height. Xydologar siphons off portion of all the fear going throughout the subsector, and preaches endlessly about the inevitability of the return and that if one but sacrifices enough, they may have a portion of his greatness.

The sabotage strikes at some of these great works, striking at centres meant to create daemon worlds and warp rifts so that they may make their invasion of the rift through relatively stable Flux-Centrum passages while also limiting their offerings of fear. Terror Hearts where they coalesce and congeal the collected fear of untold planets to distill them into powerful magical resources are destroyed, releasing their terror into the stars and to disperse back into the realm of ideas, while weapons are granted to the Esoteric Order of the Courageous; a sect of Lifeweave Practicioners who use the Weave to hold back the chaos of the Flux.

These weapons and offers of sanctuary and support prove vital in ensuring that the Courageous Masters, the Lionheart Huskarls, and the Fierce Braves of the Order and those under their protection are able to resist the Daemontides that crash upon their shores or the hordes of the mad. Some even direct the Lizardmen special forces to attack certain devices with their High magic, which alters and bends the fear into a release of something more...Seraphic to raid and harry their worlds.

Target: The Cult of the Harrowmother and Kalimdranor Inhabitants
Nature: Hostile
Resources: 0RP
Some amount of attention is to be directed at keeping tabs on the Harrowmother's attempted push into Kalimdranor, just to make sure we are aware of any significant developments regarding that conflict.​

The Harrowmother's society is dominated primarily by a single species that believes itself to be supreme. The Skarvaros in particular relish in enslaving humans, somewhat influenced by the racial propaganda being broadcasted by the "Ecumene" and seeing their species as much easier to catch than the Merendi or their kin and offering powerful sacrifices to the mother of suffering. Whom they call Helardix, the Cruel. They preach that misery is the path to salvation, which is to make others suffer more than you rather than imagine that there is a way to advance beyond suffering.

Their suffering is not merely physical pain, but a deeper, less enjoyable kind. The Dark Eldar like pain, this is more...misery. Crushing work hours, empty, atomised communities, pervading melancholy and a widespread sense of stress, that there is no cause or reason to be happy because worse things on the horizon offset all good news. There is no promise of escape so much as there is a sense that there is nothing better that is possible or achievable besides getting to be the one to make others miserable instead. They are preparing a great deal of this hopeless misery and anxiety, imposing it upon their captives to prepare resources for a major offensive.

However lately, they've been under attack by a force known as the Yuuzhan Vong, technophobic warrior cultists who despite their religiosity also shun the ways of whatever they consider witchcraft. Using strictly biological methods of war, they seek to steal captives and territory from the cult of the Harrowmother. From the analyses of the Slann, the Vong are resistant to directly "magical" effects but show a great weakness to electricity, and their resistance is strongest to the Weave.

This does open a possible avenue for the Quetzal to step in and deal with both, or perhaps they can be bled of their strength by letting them maul each other. Cruel and heinous they may be, but they do not feed off of war in the truest sense. Their strength can diminish over the course of a conflict. Perhaps it might be best to ensure that they are busy with each other for a while longer yet?

From within the Souleater Storm, it seems that the region the Harrowmother cult was hoping to invade is currently full of Khornates who are feeding off of the hate and violence being spilled across the stars, with the Blood God's dregs hoping to enact a breakout and launch some slaughters elsewhere.


Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes) Continued (2 Slots, 1 RP)
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a local version of the Warp that is full of new Constructs (and quickly filling with familiar old ones as well, unfortunately). The powers of Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.




Industry:
-Upgrade one Magnitude 1 Warfleet to Magnitude 2 (10 RP)
-Claim the sector previously claimed by Kalimdranor (Sector H-9 North) and upgrade its defenses to Heavy (12 RP Total)
-Claim the sector of Virgin Space on the far side of the Nightmare Lords bordering Kalimdranor (Sector G-8 Southeast) and upgrade its defenses to Moderate (5 RP total)
-Contribute remaining resources to the Interlinked Spawning Nexus in H-8 South: a Population-Growth Kiloproject consisting of enormous connected complexes and space-stations devoted to naught but Spawning-Pools directly managed by the Slann, which will birth the Firstborne who will help tame this disparate reality and bring it to heel beneath the aegis of the Great Plan. (Current Progress: 5/200. RP added this turn: 51. End-of-turn progress: 56/200)
All orders carried out without incident. Research order completed and reliability across all tasks and fleets is improved.

Military:
-One Magnitude 1 Warfleet will attack the Nightmare Lords in subsector H-8 Southwest, after the aforementioned Intrigue Action has been given a chance to begin playing out.
-Due to the Nightmare Lords apparent focus on asymmetrical warfare and terror tactics, the Quetzal Forces will attempt to engage in rapid, overwhelming attacks to key that do not give the Nightmare Lords a chance to do anything but engage in a conventional defense; through which the Firstborn will smash and scatter the defenders before exterminating them in detail.
-Uncorrupted/purifiable non-combatants are not expected, considering the length of time the Nightmare Lords have inhabited this region, but should they be discovered, reasonable attempts will be made to minimize their casualties if they cannot be outright avoided.​

The invasion of the Nightmare Lords' space begins with the death of whole planets that are used to anchor interdiction grids meant to prevent deeper penetration into their territory. Quetzal Supercapitals assume their positions over the planets and let loose with the means of planet death, prismatic rays of magical light splintering the planets asunder once they pierce through the shielding. The worlds erupt with fire and higher forms of energy that for a moment, cleanse them of chaos before they are reduced to plasmatic whispers through the void that will be seen as pinpricks of light by later civilisations many thousands of years later.

This initial work of siegecraft opens the door for further invasions as the Nightmare Lords, reeling from their disastrous involvement in the prior war, acts of sabotage, raids from within the Souleater Storm, the rise of the Life Weave practitioners, and the initial assault, are met with the Slann opening up teleportation assaults through the webway onto their worlds as their temple-ships arrive in orbit. Nightmare factories spinning out the tools of war are reduced to rubble and ash once their outlying static defences are obliterated through overwhelming firepower and magecraft.

Armoured Dinosaurs, Stomping War Idols, and hovering Chapel-Tanks arrive through brilliant teleportation fields while aircraft and flying monsters leave the foe bewildered and stunned, reeling from the sudden impact and the attacks of the Weave sects as well as stealthy special forces behind their lines. Power is cut and communications cease before the jaws of the proverbial Carnosaur shut around them, teleporting or transported Saurus warriors hacking their way through their opposition with staff blasters, Pyrocarbines, Obsinite Spikers, and hard-light space-cleave Macuahuitls.

The Slann took away control of the Ether from the Shyrasharids following the destruction of their ritual loci, turning it against their former masters who often exploded where they stood as their energies turned against them, subjecting them to the perils of the warp in fatal ways while cascades of reality altering power scissored through their infrastructure. Bases meant to be producing corrupted war automata or the equipment for rapidly grown soldiers were seared away by roiling banishment spheres the size of cities, which tore away the presence of Daemons who looked upon the white wind's wrath and burned. Others were claimed by a fire within as Qhaysh was made to heed the Arcane Invocation, the raw power of high magic unamking them at a fundamental level and leaving smouldering ruin where they once were.

Gravity twisted and bent to the desires of the Firstborn, and many of their foes' legions crumpled like soda cans and imploded beneath forces more akin to neutron stars than anything meant to harbour life whose centres opened in their stomachs. OIthers found the stars opening before them as astromantic might tore open portals through which comets and lightning bolts charged with the heavenly wind could land to be used as disruptive bombardment the way lesser armies would use artillery shells.

The earth would rumble and shake and tear itself apart and then crush those it devoured with extinction event force while magma heated to an arbitrary degree plumed out with magical pryoclasm that engulfed foes expecting to be able to shrug off simple pyroclast only to find that the warp had made it beyond heat. Others would be met with Slann Technomancers who stole their machines away from them, turning artifice against the flesh stealers and the lords of fear who were scurrying before the stampedes of mega-dinosaurs, floating temples, and walking giga-idols that smashed apart cities and crushed fortification lines with fists, teeth, and claws more powerful than nuclear arsenals.

The Nightmare Lords would have ordinarily been a harder fight, but their defensive lines were heavily weakened, their armies were depleted, and their territory rife with internal resistance. The small Quetzal commitment to destroying them was more than enough to roll through their every star system, siege them down while the ground troops would wipe them away, break down the barriers they used to resist orbital fire and then cleanse the planet to the very mantle to relieve it from the corruption that had seeped into it for centuries.

The Lords of Fear were themselves, cowards who knew full well that their lord was not a forgiving one in death, but also that there was no quarter for them here. The Malosomnarch had their grip on their soul, and their mind could not think of such self preservation as surrender and decorruption without being pinned to the ground and having their soul scourged by purifying fire the hard way. And with their choice to succumb to the corruption, they could only see being free of it as worse than death itself. Perhaps another army would have sought to preserve their lives, but the Quetzal did not have mercy in their hearts anymore than they had fear.

They saw Chaos and they purged to make room for life anew, life that would not contribute to the inevitable self destruction of all things through the path of individualism and selfish atomisation. Where they calculated it would be easier to capture and purge the populace, they did, but many a world was given an atmosphere of rock vapour and a surface of molten metal to ensure that no taint remained before geomancy and biomancy were conjoined with arcanotech to create life anew after cooling the planet.

Other times they worked with the Weavers, that Esoteric Society of Courage, and they would take care of those who no longer wished to fight and show them a way to recover from he touch of the Xlanax, to find bravery in their hearts once more and cleanse the touch of fear from their souls. It was efficient enough, as it meant that the Lizardmen could focus on advancing their armies, and it cost them very little, so they left them to the care of these esoterics and mystics who would help the region heal from its nightmares and banish its fears.

But very often the choice was obviated for them as the foe transformed their civilian population into sacrifices for Malosomnian legions, scared to death to provide fuel for their mightiest weapons, or mutated into what the people of the Lizardmen's native reality would call Chaos Spawn and unleashed upon the battlefield in a desperate to buy time for the Fear King. Indeed, the great majority of their population was sacrificed in this way, as the demands of total war regarded no trembling civilian as a viable component for the war-state and thus burned it on the altar of a little more time for the leadership to live.

The lizardmen were cold, but not cruel, and took no joy or sadistic glee in what they did. Nor did they feel overly morose. They simply did what they always do and paved over what did not belong according to the precepts of the Great Plan to build the works that would suit the coming of the time of peace and plenty. They were not a war machine, but nor were they a truly conventional civilisation as humans would understand it. They were makers of things, and in this case what they made was the bones of peace atop the ashes of daemonic furor as the Fear King would breathe his last, his palace burned to ash at the command of the Great Saurus Oldblood Xaclatec, who had masterminded the operational side of this campaign with the information provided to his war council by the Slann.

With the barely living body of Xydologar consigned to the sacrificial altars for their black composite soul to be consigned forever to the yawning jaws of Sotek by the red-crested skink priesthood that would carve out each of the parasites that made up his true body and knitted them carefully together so they could comprehend the finality of their oblivion, this brief, one-sided war was over. The whole of the territory had been taken, and while it would take some doing to properly cleanse, the touch of Zarin was now a distant memory.


Victory!

Committed Fleethorde suffers no appreciable damage
Territory is an Industrialised territory with Heavy Defences (heavily damaged) and will need 20 RP to fully cleanse and repair.
6 pops gained
Lifeweave practitioners discovered and available for study.
 
Turn 4 Post: Infestations Rising

Xarinoids Rising


They went by many names, the Xarinoids, "Xenoform Psi Delta Primus", the Exteritiacs, the Corruptors, the Venomites, the Cancerians. But they were the scourge of countless worlds and the harbingers of the golden toxin.

They came in many forms, with translucent sections between their hardened carapace and crystalline outgrowths filled with the poison that gave them birth. They took many shapes, difficult to taxonomically place, but always with many limbs, hardened xenobiological armour, and exteritite. Unlike the suitaitazu though, they were not hungry, unlike the Trexidaran they were not purifiers and cleansers. They were the worldpoison, and they clambered towards the defenders holding against their advance.

They seethed and roiled and bubbled out of the quarantine zone, sensing weakness in the Muldur's prison for them as the Guarders were busied battling the steadily growing Devourer, the Psy-Sin, and an incursion of the Unversals among other things. The stars quivered and the distortions in their corrupted space vomited out their Ziz beasts that sought new souls to corrupt and new bodies to ruin.

Spiralling curvatures of broken space lost to the infestation wound and formed wormholes through the Space-Capture field the Guarders had placed around their quarantine zone. Through the dark energy field meant to keep the distance between the rest of the universe and the infestation infinite, through the multidimensional scour-shields that were intended to burn anything getting through or the curved space that was supposed to dump passerbys into black holes. A masterwork of cosmological engineering that they had built in many galaxies all meant to keep the infestation from getting worse, and one they had bitterly and jealously guarded for millions of years.

And there were now cracks in the wall that their intellect pondered over a way to break before slipping through. Small flaws in the quarantine became, while the Guarders were busy, gaping holes and the Ziz beasts emerged in terribly beautiful form. Flying on great wings that sailed through jetstreams of their own twisting radiation and propelled by jets of power, they were like very little that had ever been on Earth. Some would compare them to mantas, some to insects, some to bats, some to dragons, some to Jellyfish, but they were bespoke beings of golden corruption, as much crystal and metal as they were tainted flesh.

While they were entirely capable of more subtle patience, they were looking to quickly instill the seeds of the infestation into new vectors, new hosts for the disease of exteritite addiction. New ways to feed into the endless cycle. And soon, they found such a host, and their swarms descended upon them.

The sky of the world of Oldir VI was clouded with glowing dust and shimmering storm clouds, ejecta raining through the atmosphere in dazzling but poisonous meteor showers. They pulled themselves free of their craters and from the wreckage they had made of the ground as the planet bled gold and lightning, even its magma having been poisoned by the substance.

The defenders, the so-called Commonwealth of Man, had their gamma ray lasers set up and strobing the positions of the corrupt ones as they adjusted their tactics. The high energy lasers were met with shaped extertite, moulded into golden mirrors that bounced the lasers back with an extra dosage of corruption into the positions of their foes, hammering away at shielding further weakened with artillery spore towers that lobbed fusiliades into the barrier.

The Commonwealth, natives of Stellaris, sought to approach the issue like they had other hive minds and saturated the area with biocidal neutron radiation bombardments. A hope not as unreasonable as first thought, as Commander Bragg knew that the foe was based on some sort of highly energy radiant substance and thus, by all laws of atomic science, breaking their particles up with hard neutron radiation should kill them.

The neutron torpedoes made impact before the lines of commonwealth fortifications, bunkers, tanks, mechs, and infantry, those caught too close being reduced to charred soup or irradiated whisps. They, being far from inexperienced in xenocide, followed up with volley after volley of anti-matter missiles to erupt in atomic glory in the midst of their foes, compact matter mass drivers saturating the positions of a foe now obscured by the ejecta of their own attacks.

There was silence for a few minutes.

Then the lines of the Commonwealth started to be wiped away by golden storms and poisoned light that turned those who had witnessed it without protection into the agents of the reality venom, bodies twisting and enlarging, equipment changed and transformed and overtaken by the evil glow.

The xarinoids surged forward, stronger and mightier on the diet of radiation, having corrupted the neutron bombardment and used it to create the means to foresee and then shrug off the follow up bombardment. Anti-Matter had failed to detonate as it too was corrupted, for the reality cancer had no care of what sorts of quarks it twisted to its service, and the kinetic volleys that followed could not stop the tumour swallowing the world whole.

And now the world itself was growing teeth and maws to devour the foe, groping arms shovelling panicked soldiers betrayed by the very soil into the furnace as the planet became one with the Xarimind.

As Bragg felt the burning heat of corruption turn to ecstatic bliss as his body was consumed, he realised that the Xarinoids were a corruption first, an infection second, and an army third. And anything improperly secured was an infection vector once the poison grew enough in strength. He had lost from the moment he regarded them as just another hive mind.

The Xarinoids had their taste of new prey, and would expand their reach to seed the rich fruit of corruption within them. For all that glitters is gold, and who who has the gold can make the rules. The small bits of data that would survive would tell the Commonwealth that the Xarinoids were most vulnerable to Exteritite overload, and thus that the ideal way to defeat the golden things was with a taste of their own medicine.

Once the Commonwealth made the decision to begin programs to exploit exteritite, they would write the seeds of their own doom.


Kultzer Cometh


The Kroatanga war machine was one devoted to not merely the prosecution of violence, but the craft of making peace impossible. They would not only cause incalculable devastation so as to forever traumatise a people into more militarised stances, they would do so with savage sadistic glee that would sicken even the most benevolent of cultures. It was not for no reason that the cadence of "KROAT-ANGA" was listed as the most feared words to start hearing over the Hypernet in this year's poll by popular vote. To hear the call of war was to have it brought to you in bloody, brutal fashion, where every atrocity imaginable would be unleashed upon you by laughing, howling psychopaths released upon the stars by the folly of the Ekreth.

The emergence of the chop-fleets over the systems of the expanding UNSC had been preceded by such calls of "KROAT-ANGA" as Super MAC cannons started to power up and interception fleets rushed forwards to bring the fight to the brutes before they could start making planetfall. With how stubborn the Military Ecological Complex was about dying, even a single Kroat spore landing on the worlds of the claimed star systems would have spelled disaster. The United Earth Government had learned enough of the sort of foe that the Kroats were to take the battle to come seriously, trusting in their alliance with the United Earth Directorate, United Americas, Traders Emergency Coalition, Federation of Super Earth, S.W.O.R.D, Citadel, and the United Citizen Federation as part of the "New Interstellar Liberal Democratic Treaty Organisation" or "NILDTO" (among other members) to give them strength in the battle to come as they had in prior engagements with the Kroats.

But as a Kroat Warworld and its Battlemoons entered the Aladax system, they had also broadcast another name that would have struck fear into the hearts of locals but had Lord Admiral Hood forwarding the data to the A.Is trawling the web. "Kultzer Slaughterking".

"Gather round you kroatleast peaceniks, pansies, civvies, and cretins; Kultzer Slaughterking is coming back and you are all formally invited to suck a big fat dose of Kroatmost DEATH. We're on a Kroatbash and you're in the way!" Came the boasts of the War Demon Lord Jargax Skullbreaker from his many heads, the Kroat Fleet opening fire in rhythmic fusiliades as he spoke at the NILDTO fleet while it approached at incredibly high rates of burn.

Admiral Schwarzkopf swallowed hard seeing the sensors fill with enemy contacts while the ship's A.I rattled off the rapidly multiplying numbers of missiles, torpedoes, strike craft, and projectiles on approach. The SMAC platforms were retaliating at the extremes of their range, seeking to force the Kroatanga to scatter and minimise the overlap of their firepower and shields. The Kroatanga's own point defence fired upon the MAC rounds to add just the slightest bit of deflection to the incoming projectiles until they missed in the vastness of space, others simply took the blows on the chin and powered on through.

"KROAT-ANGA! KROAT-ANGA! KROAT-ANGA!" Came the booming shouts and bellowing chants over every frequency as the Kroat fleet activated its magnetic harpoons to further their own acceleration, axe-blade prows gleaming with disruption fields to prepare for ramming into the fleet, others starting to rev up their grinders and opening fire with basically anything that could even conceivably cross the gulf of distance.

The UNSC fleet would not be lambs to the slaughter however, and moved to form a "cantabrian sphere" where ships fitted with repulsors would use the recoil of these beams and their MACs to help push farther back and get out of the way once they were at risk of too much damage so that their shielding could recover and their self-repair could salve their wounds. From their experiences with fighting the Kroatanga, the sight of wounded opponents was virtually a siren call to them, a chance to kill those their foes cherished. A chance then For Admiral Schwarzkopf to play his trump card of cloaked and stealth assets once the Kroatanga had gotten into an "enveloped T". Given that the Kroatanga had superior technology and firepower by far, it was a necessity if they were to inflict enough losses. While the Kroats were masters of the knuckle-down brawl, getting close would at least mean that their largest warships would presume that the main fleet was engaged and their other duties could be committed to without fear.

Then it would be up to the Spartans and Mobile Infantry to deliver Nova bombs into the interiors of the Kroatangan ships while other troops rushed in for suicide landings to distract the greater bulk of the trillions strong mass of belligerent fungal war criminals who inhabited their war planetoids.

This he believed, would be the best way to kill the Demon Lord of the Kroatanga armada barreling down on his position as casualty reports started to trickle in and the brutish fleet drew closer and closer.

Rear Admiral Jack Winters was proud of his ship, of the Reach Class of Heavy Dreadnought, more than three kilometres of Titanium-B. Technically a simple cruiser by the local standard categorisation system, but the UNSC wasn't about to change its entire naming scheme because of the politics of its new universe. It was a craft that would have dominated the battles of Reach, Earth, or Requiem back in the old days, and was designed according to the lessons learned in battles against the Wayfaring Scourge, the Temple of the Hungering Saviour, the Astraxa Pirates, the Unbidden, and even the strangely corrupted beings that emerged from the so called "Maw of Horror" following its expansion. Things that he was pretty sure the Office of Naval Intelligence would prefer that he keep as quiet as possible.

The Kroatanga were the "spore plague" according to the reports. A menace that threatened every civilisation some day, a mistake made by some long dead geezers called the Ekreth. Something about reading codes left behind by something truly ancient and using them to make the ultimate soldiers. Struck him as a case of not reading enough sci-fi to know to leave well enough alone. But they also deployed huge ships en masse. Supercapitals were their bread and butter, including the infamous "Dreadangas", which were comparable to or larger than the old CSOs of the Covenant.

He was used to his ships being on the smaller end, focusing on having more of them, but the Kroats had numbers to go with sheer brutal power, with their armadas descending like moving fields of starlight. Bad memories of worse times crawled up his esophagus to leave that unpleasant acidic reflux of stress in his gut as he steadied his nerves and looked to the ship master A.I Jill Summer (probably assigned to him as some sort of cosmic joke.)

"Kroatangans from everything we've been able to gather are bullies and bruisers. Don't expect the Covenant's obsession with religious fanaticism, if they see something to kill they'll jump on it like a pack of rabid dogs." She said, looking at him and Spartan Jai-006

"They'll prioritise the wounded, the injured, the weak. Killing civilians is what they do for a laugh." She said, bobcut hair gleaming green from the light of her holographic display system.

"Does it serve a military purpose?" Spartan Jai asked.

"Negative, they want to make other societies more like themselves, all about waging war for its own sake. Its how they feed their supra-physical gestalt." Supra-Physics was the euphemism of the day for the weird and esoterical, things that made the scientists' head hurt.

"You just said it wasn't for a military purpose."

"Military implies some sort of political goal at work. They're doing it because slaughter feeds them. Nothing more or less. Tigers aren't at war with Gazelles." She replied to the Spartan.

Jack looked to his ship's captain, Kwame Ansah and frowned at that.

"You have family down there, right Captain?" He asked.

"Cousin and his whole household." He replied, chewing on his lower lip.

"Then we better hope we can stop the Kroats from touchdown." The Vice Admiral said as he reviewed the walls of battle colliding, with NILDTO ships dwarfed in size by their Kroat counterparts forming a sea of little blue shapes in the face of an angry mass of brown contact points.

"What's the fighter vs fighter situation like?" He asked, trying to scrutinise the data on the display feeds as best he could.

...

Jason "Gerbil" Wilkins of the UNSC Navy Strike Craft Wing was fighting for his life to put it mildly. His Broadsword had to weave through the wreckage of exploded longswords smashed through by enemy Buzzcuts whose "discus blades" were used to simply ram into the large and heavy craft and then cut through, the "bodkin arrowhead in a circular saw" shapes of the craft kind of reminding him a little of those old little grey men envisionings of alien life.

Albeit festooned with weapons and with giant thrusters and lateral engines to allow them to turn in ways that would reduce a human pilot to mush instantly. Inertial dampeners in his own craft let him mimic that reckless turning, the twisting that made his brain envision turning into a pancake instantly, but he knew that, as planetary defence Sabres exploded into shrapnel from the attentions of rotor cannons, he had to move quickly.

He had hit this one with at least three nuclear missiles, popping its shields with sustained cannon fire plus the nukes, but he had to finish the job before its defences raised again. But he also had to have his eyes constantly open.

Broadsides were traded between UNSC ships and their counterparts in volleys that would have erased old earth nations from the map in moments, and it took all his skill to avoid getting pasted in them. CIWS rattled out flak barrages so thick he imagined he could pop open the cockpit and walk his way to the cutting prowed Kroatangan ships, and it was the last thing that many Longsword pilots saw.

Nuclear weapons were soon deemed to be counterproductive, as such extreme radiotrophs, it just made them stronger. Close in MAC barrages were certainly, as far as Jason was concerned, a concerning sign for the UNSC to be attempting, abandoning all pretense of long range warfare to just get everything firing as soon as possible, waiting for the beep of his lock on to give him greenlight to fire.

Another one down, battered into submission by emptying clips and using special plasma missiles reverse engineered from the Swords of Sanghelios, but his ammo was running thin, his wingmates were growing haggard.

As his autocannon drums ran dry, he knew he couldn't stay here, not as more of the Kroatangans arrived, emerging from teleporters or hangars. His sensors were telling him that the Kroats were zeroing in on him, with a thicket of sawblade fighters aiming directly for him.

His carrier, the Power of Justice, was irradiated fragments on the stellar winds, smashed to pieces by the preliminary Kroatangan bombardment. The first carrier to ping availability for his return flight was so far away, and the tractor beams of a Kroatangan battleship were so much closer.

He felt his craft crash, as if it had hit a wall, for but a second before the impact ripped it to pieces, the magnetic force yanking back on his vessel powerful enough to simulate the impact with something solid for how violent its pulling motion was. In an instant, he was little more than a thin stream of nuclei and electrons.



`One, two, three Pelicans erupted into flame before they even could see the ground through the clouds of the Kroatworld. One, five, ten were destroyed by the mag-flak cannons that erupted into EM disturbances that crumpled them into superheated balls or confetti for the hypervelocity shrapnel. A systems alliance frigate's comms filled the air waves that John-117 was paying close attention to with screaming as the magnetic beams grabbed it and tugged forward with an invisible rope, the craft coming apart as it sped towards the ground too fast for human eyes to follow.

Colossal machines whose heads poked through the clouds illuminated the battlefield with floodlight eyes and warhorns powerful enough to cause United Americas dropships to rumble apart. Ten Kilometre tall adamat faced witnesses that could grab an autumn class cruiser in hand like a parakeet and crush it like a soda can, shoulder mounted cannons firing into space with impunity, MAC rounds shattering against its bubble field without even making the colossus linch.

"Is the shielding on that thing dangerous on contact??" John said as he saw one of the Light Infantry Dropships of the Citizen's Federation explode from the attentions of an apocalyptically brilliant radiation cannon, the crew oozing out as Orange Paste while super destroyers were sawed in half by rapid cannon fire.

"With an overchaged shield and a low impact velocity maybe. But you'd get spotted instantly and taken out by the CIWS." Cortana replied. It wasn't...his Cortana...and some questioned letting him run around with both Cortana and Weapon in his head, but he argued that having the two A.Is would help with the new Stark improved Mjolnir, and so far no one was willing to challenge him on that.

He looked at an emerging interceptor, freshly restocked on munitions and ready to savage the dropships as they pushed through the stormclouds and then to the rest of blue team to share a nod.

"...Is this...a common thing?" Weapon asked.

The Stealth Pelican's door was opened and four swan diving bricks hurtled towards the nearest interceptor while swarms of missiles busied the attentions of the Colossus' point defence, with a few, gentle applications of weapons fire and backthrusters to adjust their descent just enough to land atop the cap piloted daggerjet.

One forerunner tech augmented energy sword later and they had not quite their entrance so much as the key to the door.

The entrance was harrowing, the Kroatanga realised something was off with the interceptor almost immediately and the "skyrat swatter" turrets were on the stolen interceptor almost immediately. But it was enough to get just enough weapons fire into the hangar to allow a momentary jam large enough for John-117 to boost off the interceptor and then land inside, impacting with a heavy thud and a swift roll to bait some of the Kroats with mag-throwers to fire at the door to keep it jammed open, his own portable railgun thrumming and then cracking to throw one of the caps off their perch.

The Caps, so named for their mushroom like heads, were somewhat spindly, but still wore heavy armour, having prominent jaw structures on their helmets and horns, with no eyepieces but glaring, blinding floodlights fitted onto the helmet while their limbs with rope like fingers clutched at accelerator guns that sent hot lead his way. What cover was there retracted at the commands of the Kroatangans in a hurry, while seeking to protect the Caps from his own retaliation.

"Think we could try facing any shorter odds? Just for once?" Cortana asked while the Caps started to charge his position once they deemed him suppressed by overlapping fields of automatic weapons fire and radiation cannons. Other Spartans arriving shortly after gave brief reprieve as each dynamic entry through the breach forced the enemy to split their fire, but John was under no illusion, the Kroatanga wanted them on board. If what he read about the Kroatanga was true, they didn't just thrive on violence, they fed on it.

Blue Team, Red Tea, and Omega Team had assembled, a squad of ten mighty warriors, guns blazing straight away, this or that direction. Focus fire to quickly try to wear down enemies or suppress them to allow the grim work of close combat to finish the job. The days of mowing down grunts and moving on were long over, but this sort of "grinder warfare" suit the Spartans just fine.

When a cap managed to close, Frederick took the clawed fingers of a power gauntlet to the chest and stumbled off his feet as his shields strained from the impact.

Presenting his palm to the one rushing a downed Frederick holding a magna-axe that boosted its own swing like a railgun projectile, he released a blue-white repulsor beam to knock the Cap out of sight and double tap it with a charged burst from his railgun, finishing up with a pair of plasma grenades to wound it further before finishing up with an energy sword. From what he knew, Kroats never died easily, and given that he lacked the time to burn this corpse, he was sure it would get up again later.

Jerome's magna-shotgun opened up, sending another off of Frederick while Alice slashed at a thid with her energy sword while Frederick tried to push back against a power spear being pushed down onto him, creaking against his shielding as his helmet warned him of impending failure. Linda's sniper rifle sorted the thing out, staggering it to let Kelly open up with a binary rifle.

Steady, concentrated fire was the rule of the day here, but the kroats came in numbers, and they came in strength, with the chanting hoots of approaching soldier forms growing louder until they poured in. There is no such thing as an average kroatangan. Every strain, from murderspore to warfiend, changed and shifted to differing battle conditions as they spread from one world to the next, one reality to another.

The ones greeting the Master Chief were wound-up cords of fungal muscle in vaguely humanoid shape that stood taller than any jiralhanae, with builds like the incredible hulk and armour-encased heads with pronounced jaws and no visible eyepieces, gathering information through other means to be fed into the hulking thing's distributed nervous system. Glaring, blinding floodlights for intimidating swept through the dust and noise, while the four shoulders of their bodies called to mind creatures of a children's monster collection game.

"Which way are we going?" Cortana asked

"Through" John said as he rushed the nearest one of the Kroatangan Wargrunts, opening fire with a railgun to knock it ever so slightly off balance as the Wargrunt's weapons tore down the hallway, reducing many Treaty Organisation troops to mulch in a blink. His shield was clipped briefly, inertial modulators kicking in to keep him on his feet after the impact drained half of his first layer of overshielding while he released another railgun slug from the magnetic assault rifle.

"Cover me." He asked, grabbing one of the Battlecaps to use its body to block the atomic primer launched buckshot of its flechette cannon before firing off a forerunner bolt pistol's entire clip to distract the creature, letting Linda's binary rifle and an Elite team's beamrifle fire overload its shielding while he rushed in with a special power-knife. The first blow of its claw swung high, giving him space to duck under while the others kept the beast's allies busy, and his knife skidded off of its armour while collapsed shielding was rapidly seeking to restore itself.

"That creature has no vital organs to strike, what are you even planning to do?" Cortana asked as he rolled through a heavy stomping foot to get behind it, grappling onto its back.

"Kill it." He said simply, opening fire repeatedly to try and abrade enough of a weak point for him to plant plasma grenades on and rock the behemothic fungoid brute, making it stumble while he sought to weave away from its grabbing arms that he realised could crush a human into paste with a squeeze. ducking beneath its grasp and angling in such a way that the forerunner bolt pistol he carried as an additional sidearm could be used to open enough of a hole for him to start firing.

Even then, its flesh was stubborn, refusing to burn properly before he decided to just jab a promethean lightblade into the open hole he had forced through.

All this was over the space of a normal human's time to say a sentence, and he pushed off the falling body with a nod of duty done.

"Open a hole, burn everything inside, that's how you kill them." He said, getting nods of affirmation.



Kroatangan triple barelled Mangler Tanks rolled over the shattered remains of Scorpions, crushing them beneath gravity modulators while their barrels roared, point defences shooting loitering drone munitions out of the sky. The Helldivers who had arrived ran as far as they could, taking potshots when possible in the face of a continent spanning swarm of such machines being belched out by the lines of factories, Kroatangan spore cell assembly lines, and mobile production vehicles behind the Kroat advance.

The first few manglers were battered down by a Paris class frigate flying through the lower atmosphere as a sort of giant gunship, before the Frigate itself was destroyed by a Kroatangan Humungonaut in turn, its debris raining onto the battlefield while stationary MAC turrets peppered the battlefield with what fire they could.

As NILDTO troops ate their MREs within the shielded bastions of their bases, the Kroatanga crept forwards with a carpet of artillery and bombs dropped ahead of them, through the fortifications, through the counterbattery fire, through the strike teams and counter-counterattacks meant to try and gain just a bit of breathing room on these worlds while other allies arrived.

.With support from the Alliance and Alumdrunon, they had good information upon which to act, but the ever present threat of the Kroatanga loomed in their minds.

They were not a normal army as the Liberal Democrats understood it, munitions simply teleported into place through link systems and resources became more of the Kroatanga's armoured fist within seconds of being harvested. All while the infantry stepped out from their transports with a predatory efficiency, dismounting to open fire on the humans they saw while laughing and chuckling.

Even the Sangheili and Krogans they had called on were not as strong as the average Kroatguy, and the Kroats were horizon dominating swarms that dealt with flanking by simply throwing formations too big to flank.

Kill one and ten more are built in that time, ready to take their place on a Boarcracker Transport barelling into your lines, opening fire with flak cannons and automatic weapons or even launching some of the kroats out of Kroatguns to land upon one's position with deadly intent.

Marines found that the Kroats could never really be kept out of melee combat, if they wanted to get there they would sooner or later. All that could be done was ensure they weren't present in too much strength and had enough forces in place to countercharge to prevent their positions from being overrun.

But the Overkroat writhed as one of the Kroat behemoths shattered, an escape pod launching out of the mountain sized mech. The Kroatangan war machine slowed, and the NILDTO saw an opening with which to deploy its Alumdrunon allies into, buying that moment to moment advantage to allow the Chief, still unwilling to take a rest, to get deeper into the worldcraft. The Kroatfield required loci, he understood. And its Warfiends were natural targets to strike at to disrupt that. A heel for Achilles.



Terrence Hood paused as he looked through the information gathered from the battle. They had managed to, at frightful cost, repulse one attack. But the Kroatanga were coming as a series of waves, attacking everywhere at once and everyone at the same time. The Kroatanga were coming, descending into the galaxy in enormous numbers.

Not just the NILDTO, worlds across the galaxies were being attacked by the Kroatanga as they were riled up into action, either joining with this Warmonger or simply being excited into action by his presence.

But as he saw the worlds flashing a dark green to indicate Kroatangan conquest, his mind drifted back to the Covenant War…

And here, he had a war council filled with ghosts and dead men and aliens.

But even the worst of them didn't quite compare to the menace of Admiral DuGalle who observed the information with detached interest, rapping his knuckles against the display table.

"Gentlemen, I may have a solution to our woes…" He said, directing the table to show a planet by the name of Char with a pet project of his under the control of psychics and powerful drugs.

A pet project that made Hood's stomach do knots.

Necrosis


"Nurgle loves you." The Plague Marine's phlegm leaked through his helmet as he laid his hand upon the face of a trembling child, tumours blooming in real time and meat withering to feed the cancers where it was not rotting away.

"Be in sickness and poor health little one." He said as the child's eyes rotted from their skull and the flies flew inside to lay their eggs, pushing them away while he let out a haggard cough, walking past all manner of shambling plague zombies with a jaunty tune, his corpulent bulk sloshing beneath scab riddled armour.

"Seven provinces add themselves to the grandfather's glory. Rejoice and celebrate this achievement!" One of the Tallymen said before aimless crowds only barely more cognizant than the zombies as the smell of rot and sulphur rose like a wet fart from streets smeared in rot, shit, vomit, and pus, quivering boils shuddering as the Nurglites proclaimed their glories in the newly infested world.

"Seven provinces full of those who realise that this is the only way. Only through the grandfather can you have peace, only through the rot can you have peace." A Blightlord managed before the trunk of her gas mask like attachment to her helmet untangled itself from her chest and vomited on a passerby who laughed the laugh of a broken man as his legs decayed out from under him, the stumps melting into a slug tail.

"Glory, glory be!" The humanoid managed before flopping over, quivering and spasming with maggots curling within his flesh that chewed their way through to be born, tasting the air and unfurling wings as they left the newly open sores weeping the pus of what were once his aspirations of a better life.

This was another world conquered by the scions of Nurgle, who offered it "protection" from the Robot Storm with their rust plagues and technozombie viruses. The Plague Marines, Maggotkin Warriors, Pestigors, Hydra and Sluglike Worgok xenos, shambling zombies, and stinking daemons milling about with putrid delight at the despair they had inflicted on the populace upon entering this new universe.

The Plaguecasters visited the gravesites and decorated them with the squealing, shitting nurglings to beget plagues to make the dead rise again as slaves of the Grandfather, cultists dancing in delight. Yet the general rarity of severe disease in this universe had favoured other sects of the Grandfather.

The sect of despair, disease free yet disheveled in a way inseparable from deep depression and burning resentment towards a universe shining the proverbial light in their faces, had grown mighty. Others, such as the sect of stagnation, a delusion that one could keep doing the same things over and over again and expect either differing results or that no matter the conditions they would keep on bringing the same.

So many people having lost the hope for an escape of the endless cycles of hate, or believe themselves entrapped in their dead end jobs, or see no way out for their situation can hear the Grandfather's blessing, and so they come to them and embrace Nurgle. The Khornates were washing themselves in blood, the Tzeentchians setting up their schemes, the Slaaneshis devoting themselves to their obsession, but the Nurglites were already ready to act.

One such warrior, Goutin of the Death Guard, lead a procession clearly meant to dwarf the revelry of the plague bringers. Disshelved, disorderly, thoroughly half-assed yet still showing up anyway out of sheer resentment for the corrupt joy of the Plaguetouched, these Melancholics stomped into sight.

"Though I don't see the point in reminding you, the orders from Tamurkhan are clear, we are to start marching once more within the month." Goutin said to the Plague Lord who sat upon her throne of decay, his own armour dirty, with cracked paint and half-finished cleaning work upon it. Still wearing their Heresy era colours, he looked slovenly, yet next to Adalia, he was borderline immaculate.

Of course, it was hard to not be next to the Plaguelord who had vomiting nurglings perched on her shoulder.

"But the carnival is about to begin soon brother." She said, overlooking the aspirants selected from the humans they had come to rule over.

"The fun can wait…the Legion cannot. Father is coming." He said, getting her to get out of her throne.

"If father wills it…" She grumbled.

"Nurgle's will be done." He and the others said, looking towards the fleets in orbit above, ready to bring more war upon the stars

With the Maw of Horror now a bleeding sore throughout reality and other chaos rifts allowing the servants of the dark gods through, the grandfather's "beloved" marched freely, discussing and chittering over their planned delights to give to a universe that could do with his decaying touch. Eklemarid and the other galaxies would know the grace of the grandfather and shudder.

Effects


Xarinoids running riot: Exteritite outbreaks are occurring across the galaxies, seeding many foes with its corruption and looking to twist those it can entice with the grace of gold. Many areas will be outright invaded by Xarinoids, while others will be primarily affected by the gold maddened.

Kultzer Cometh: Kultzer Slaughterking, Greatest War-Angra of the modern age in these stars, has returned and his arrival is being presaged by massive upticks in Kroatanga activity. Soon, he will arrive and the great spore tide shall strike the stars in earnest. For now, the likelihood of war with the Kroatanga is increased for all players.

Devil's Work (Short Story to come): The Infernarchs are starting major religious recruitment drives and their diabolical legions are offering themselves to any who are willing to cut a deal, all while the cults of the Hells and the Nine Infernarchs root themselves deeply into many worlds. The Devils are also launching outright invasions of some places, or takeovers of those who are in too deep with their bargains.

Nurglites Rising: Nurglite plagues and cults are spreading forth from flux rifts as the Grandfather of Poxes spreads his corrupting touch across the stars, Chaos Warbands are also active, and many are suffering from one or more forms of Nurgle's assorted conversion plagues like the Poxwalkers or the Spore Cancer.

NILDTO Recruitment drive: The NILDTO has formed, and looks for those willing to fight for and defend liberalism against all forms of political extremism and to present a liberal, moderate path for the human species as an alternative to the Communist vision. The NILDTO seeks to spy on factions that may disagree with their vision, while offering a place for those, especially outversers, among their ranks if they're shaky about a formal alliance with the more monarchist and conservative Imperial Alliance of Free Nations.

Revolutionary Upswelling (Short story to come): Leftist revolutionary activity and sympathetic actions are taking place across the stars as House Gagarin, Lumdruminan Soviet, Birth Star People's Liberation Army, and the Communist Party of Xenuva are showing increased strength and vigour, particularly with the Men of Iron's support of House Gagarin and the Eklemaridians declaring the birth of the Intergalactic People's Defence Pact with the likes of the People's Confederacy, the Tien, the IASA, the Men of Iron, and more.

Any GMs with leftover duties should work to get their players into Turn 4 as soon as possible.

We also now have slots open again.
 
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The Borg, Opening Post


The tale of the Borg Collective is one that many across the cosmos know. The ultimate assimilators, seeking to adapt and improve themselves by any means necessary, stealing the knowledge and potential of any species they deem "sufficiently advanced", and thus worth absorption into the hive mind. Threatening every last sentient, bringing the likes of even the mighty Klingons, elusive Romulans, and resourceful Federation to a halt. A crisis of galactic proportions, standing tall and mighty before every other force that would dare to defy their greater will.

At least, such is the case in their native galaxy. In truth, there are actually plenty of foes that would prove a challenge for the Borg, threats of equal if not greater scale than themselves, rivals to the claim of greatest threat to the universe. Even in their own galaxy do threats to their superiority pop up, often due to the Borg's own actions and arrogance.

Take, for example, Species-8472. Known also as the Undine, this race originated from a dimension known as fluidic space. The Borg had breached fluidic space with the intent to assimilate anything they found, deeming the risks worth the potential rewards that alternate lifeforms could produce. What they found was Species-8472, who's most defining feature - to the Borg - was their impressive immune system, which rendered them functionally immune to assimilation. This fact was only realized after the Borg had begun hostilities, leading to conflict between the two factions, with the Borg forced onto the backfoot as Species-8472 proved more effective in the realm of combat.

Of course, those who know their history know what happens next. While the Borg try to deal with the threat, a Federation vessel known as USS Voyager arrived and, after realizing the potential threat that Species-8472 posed to the entire galaxy, made the unconventional choice to join forces with the Borg to prevent this threat from fulfilling said potential. Several tense moments, some advanced science, and one battle scene later, and Species-8472 were forced to retreat back into their dimension, leaving the Borg to pick up the pieces. At least, until Captain Janeway proceeded to rather effectively remove the Borg, but that is a tale for another time.

It is here, however, that our story unfolds. For while we know what happens when Voyager assisted the Borg in repelling SPecies-8472, what would happen if it didn't? What if the Borg Collective didn't join forces with a plucky Federation crew, or what if they simply didn't run into one another? What if the Borg did not receive the help they needed in that time and place?

That is the tale of this Borg Collective. A Borg that didn't run into Voyager, resulting in a far different outcome to the war they suddenly found themselves embroiled in. What was initially a mere conflict turned into a bloody war, stretching out across the Delta Quadrant as Species-8472 sought to remove the Borg in their entirety. The Borg, left on the backfoot and reeling from their first real fight, were left scrambling for a means to defend themselves, pitting their collective consciousness against the genetic superiority of what they came to title the Undine.

Now, to the Borg's credit, they did survive for a time. Due in part to the Undine running into other forces in the region and pausing to eradicate them, the Borg were allowed a moment to do what they did best: adapt. And oh, adapt they did, putting their collective consciousness to the test as they pushed the limits, attempting to improve as rapidly as they possibly could. Take the Tactical Cube for example, designed and introduced years earlier than in the original timeline, although it proved difficult to field due to time constraints.

In the end, that was the issue for the Borg. Time. While they may have indeed been capable of pushing back the threat that the Undine posed, they simply didn't have time to develop and deploy those capabilities. And as the Collective ran through massive simulations of their fights, trying to figure out a winning strategy, this was a fact that the Borg came to understand.

With understanding came realization. With realization came fear. With fear came denial. With denial… came desperation.

Seeing their undoing before their very eyes, the Borg Collective went into a frenzy. Every trick they could pull, every plan they could conjur, all of it was put to the test. Some only wasted time and resources. Others managed to successfully slow the Undine down. But none could stop the tide. Eventually, as their forces dwindled into a fraction of their once vast expanse, the Borg came up with one final solution. Since they could not defeat the Undine, they would instead change tactics.

They would run.

A plan was hatched, a desperate last ditch attempt to preserve the Collective. Every last vessel was sent their orders, preparing for their tasks with utmost efficiency. Many of the Borg from across the galaxy returned to the Unicomplex, halting all further expansion as the Borg scrambled to save themselves. The Unicomplex itself, that vast and vital station, was altered into a mobile format, providing it with the ability to move itself, albeit at a rather slow rate. It was enough. It had to be.

The goal was simple: reach the edge of the Milky Way, and breach it using some experimental technology the Bprg had developed. It was a gamble, a risk, as the Borg did not know what may occur, only that they (theoretically) had the ability to do so. A one way trip, they surmised, uncertain if they could even return. Not that the Collective would want to regardless.

So it was that the contingency fleet was deployed, quickly peeling away to seek salvation from that quickly looming destruction. Many were left behind, fodder to delay the Undine and put up the appearance of all being normal, all in the name of preserving the Collective as a whole.

Of course, one may ask, where is that fleet now? Well, that is where our story truly begins. For upon reaching the barrier that separated the Milky Way from the rest of their universe, that fleet of desperate Borg were able to breach the barrier and exit, leaving their galaxy behind. However, unknown to them, outside forces were at play on that day. Whether it was idle eyes who just happened to notice this intriguing happenstance, or random luck of the draw caused by the experimental nature of the breach, that fleet was thrown into a far distant realm, separated entirely from their home and sending them to a place we know well.

The pair of galaxies known as Ykres and Rekys, respectively. Neighboring galaxies of Vyranodasik, the Warring Brothers of Death, the Conjoined Twins.

Neither was that force alone, in fact. For whatever force had directed them here, had decided to do the same for other similar fleets. It was not merely one Borg force that arrived, but many, all battered and bruised and limping from the same collective troubles. Some with their own Unicomplexes, others with only a fleet, and some with merely a handful of Cubes and Spheres. All of them fleeing from the same threat to their existence.

The result was, for the Borg, perfectly logical. They joined together, forming a Borg Collective that outmatched the greatest heights that any of the separate Collectives had achieved on their own. Their reach was tenfold, their might unstoppable, their numbers truly innumerable!

And yet. That did nothing to bury the memory that the Borg now held, a memory that was now compounded and multiple dozens of times over. A memory that sent chills through the very collective hive mind as a whole, causing it to experience something it had previously considered an improbability.

It understood what it meant to flee, to run, to hide.

It knew what it meant to be prey.

The Borg Collective, as a whole, had experienced a singular, overriding emotion, raw and filtered through its very mental capacities, fueling every thought it could have.

And that emotion, so all consuming and potent… had been fear.

And fear, as we all know, can be a wonderful motivator to adapt, lest one face an unbeatable threat.

The Borg arrive to what seems to be a devastated wasteland, with planets that are more ruins and debris than rocks, and the drifting hulks of what might have been ships, if ones drastically more massive than almost anything they have ever seen before, and so dilapidated that there likely wouldn't be any technology left- the relatively few wrecks that the Borg managed to search in these opening hours and days stripped bare of anything truly technological, with what remains being merely bare hull, and often only the remnants of that, as many of the could-have-been-more-intact ones appear to have been partially strip mined. (new technology options available due to the availability of some seemingly common, yet new to this new universe, building materials)

Elsewhere, closer scans of the nearby worlds proves their nature to be practically entirely different from what was seen back home, as world after world after world appears to be made entirely out of accumulated wreckage and debris, the only thing truly natural about their composition being the elements found within and the gravity holding them together. Here lies a treasure trove of potential sources of adaptation, here lies the remnants of countless civilizations, here lies the graveyard of said civilization, and the ruins of countless interstellar empires. Here lies the remains of battles that dwarf anything that the Borg could have thought existed before experiencing this new data.

And yet, as the Borg's probes travel ever onwards, they soon come across actual civilization, as the found ruin-worlds are topped not with yet another layer of debris, but with what could only be gleaming cities, shaped in elegant, golden pyramidal structures and gleaming, smoothly curved when they aren't harshly spiked, walkways and transit paths. Above these worlds are seen ships, almost countless in their number and surprisingly varied in their form. It is an armada of gold(and the occasional red-black and blue-silver), dotted with the blue glow of what could only be their own variation of shields. These ships vary in size, going from what are clearly fightercraft, only a couple dozen meters long, to multi kilometer long capital ships, with a few notable designs approaching the three kilometer mark on their longest side, to the occasional 15 kilometer long behemoth, easily dwarfing all of their nearby compatriots. Another thing that can be noted is how spindly these designs are, with elegant curves, aerodynamics, and precise firing arcs being seemingly prioritized over actual physical durability. Soon, your probes manage to pick up the occasional transmission, and the name of this civilization can soon be made out: here lives the Khalai, the apparently 'strongest' and most numerous faction of the Protoss.

Sadly, your scouting does not go unnoticed, and are met with cautious warnings, warnings sent from very clearly isolated servers, messages containing naught but some basic information on this galaxy, and a warning, a warning to stay away, a warning containing both a declaration of their might, an implicit threat against any hostile efforts, and a warning about even worse things, things that they have been fighting since almost the moment that they too arrived in this new galaxy. Alongside this warning lies a promise, a promise of help, a promise that if you reach out with the intent of peaceful relations, they will return that intent in kind. Naturally, figuring this part out required some translation work and some actual thought, but it is an intent, one that can either be accepted in the manner that it was given, or could be taken advantage of. Sadly, this is the limit of communications, as the message that is sent is relatively short and on repeat, and they do not appear to want to widen the connection enough for proper two way communication, let alone arrange a face to face meeting. All attempts to open a connection from your end fail, rebuffed with the same vague warnings. (OOC- I couldn't quite find the right protoss phrases, and didn't want to make up my own, so what you get here is a summary, not the message itself)

Eventually, the fleet itself spread out somewhat, sticking to the initial patch of uninhabited worlds that the Borg first found and the outskirts of these Protoss's less built up systems. Nevertheless, the scouting efforts continue even as permission to 'explore and collect basic data' is not actively denied by the Protoss. Eventually though, this leads the Borg to their second contact with a non-dead civilization in this new universe, and the discovery that there are things here that are worse than anything that the Borg have ever met before.

It starts in the relative depths of space; more precisely it starts on the outskirts of a Rrotoss system, in an area that would have been known as the Kuiper Belt to the residents of a certain blue marble. Here lies a formation of Borg cubes, attending a multitude of probes scattered throughout a large portion of this system, and in several neighboring ones as well, each and every one already built up by the protoss, each with defenses scattered throughout that would have been practically overkill in the Borg's previous home universe. Here lies one of the many edges of the Borg's expanding regions of knowledge, and it is here where first contact with the Vex occurs.

It starts with a few new contacts, a few relatively small, irregularly ovoid ships of burnished bronze, tarnished silver, and the occasional hint of what appears to be a blue-white power core. At the front of each of these is what could only be a singular optic, somewhat recessed, of glowing red. Showing up in a several hundred strong swarm, it is very clearly not just a scouting force, as can be swiftly confirmed when the Borg attempt to open contact, and the horror begins.

"We are-" ț̶̖̻͖̭̹̂̆h̸͙̱̑̈́̿͒͂e̸̮͑̌̋̎̌̊̌͠ ̶͎͎͔͈̙̞̀́̈́̐̃̋̔͠B̶̧̺̳͚̮͙̜̋̊̈́̐ŏ̴̬̲̺̼͇͑́͂̉̂̾͝r̷̡͕̱͙̙̞͚̉͆͑̌͝g̷̰͔̟͖͉̫̠̗̏̏̍̾̀̉͌̉ no sooner had communication opened, than the attack began. Part white noise, part massive influx of data, part overwhelming hack. It echoes through not just the open communications channel, but through the cube that sent it, and from there, out to an ever widening portion of the Borg collective. While this attack, stunning as it was, would have been swiftly dealt with on its own, what followed was both infinitely worse, and would have been considered infinitely less possible until this moment, where it suddenly happened. From the communicator sending out the message, from the other elements of the Cube networked to the communications device, from the subspace transceivers of first the Borg drones aboard that particular cube, to those on the next cube over in physical space, to the next one, and the next, to the Cube systems that said Drones were remotely controlling, to the probes remotely controlled by the cubes, to element after element of the wider Borg Collective, it spread, a sickness, a sickly white fluid, dripping from where no fluid should be. Part nanotech, part biological cell, part fragment of a vastly greater whole, it spread and assimilated. Spread and assimilated until it met the Borg's own assimilating nanites, and overcame them, fighting as if it had met and competed against the Borg's own means of assimilation a thousand, thousand times over despite only having 'met' said Borg mere moments ago. And so, in location after location, it won. The local formation was first to fall, the cyborg bodies of its drones reshaping into spindly, humanoid machines when they didn't bulk up into masses of tarnished bronze, reshaped into the Vex's own infantry even as the ships around them reshaped and warped, straight edges becoming curved even as computer-like architecture becomes all the more ancient and as their green and black forms are reshaped and smoothed out into bronze-adjacent edifices to a very different machine-mind.

Thankfully, losses are not anywhere near total, as communications are rapidly cut between those already too lost to the silvery infection and the wider collective and as the Borg continue to adapt, swiftly relocating clusters of their nanites to sit right next to their subspace transceivers even as the nanites themselves rapidly adapt to fight this new opponent. Elsewhere, the internal architecture of many slightly infected borg ships reshape, vastly slowing the spread of this corruption even as assimilation devices are turned upon the infested regions of their own hull. Unfortunately, this is only the start, for outside of the corrupted regions manifests legion after legion of the Vex's machines. Individually small, and often not even the match for a singular tactical drone in a one-on-one fight, they appear in legions beyond numbering inside and around the infested ships. Even worse, is that each and every one of them is a vessel for this corrupting fluid, spreading it with their deaths and causing any attempts to assimilate them in turn to turn into an ongoing battle in miniature instead of the one sided victory that it might have otherwise been. But even as the Borg Collective reels and adapts from this opening blow, the results of the first attack are observed by the few uninfested probes that remain in said system.

The task force of small ships, now reinforced by the converted cubes, start to head deeper into the system. Behind them forms a swarm, not just of other, similar ships to those you first saw, but also of countless small strike craft,, ranging from a mere ten meters in length to even smaller than your own drones, numbering in the millions, then billions, then beyond, fanning out into a void-darkening swarm as they approach the Protoss. Speaking of the protoss, the moment that they saw the fate of your cubes, they seemingly sent out a call for aid, although seemingly not one that these hostile drones, these Vex, could hijack, let alone assimilate; for soon they are joined by even more ships, clearly arriving from other somewhat nearby systems, as can be somewhat observed by your other scouting probes, alongside other forms of static defenses that are clearly being actively transported in even as the Vex swarm gets ever closer.

The void lights up with the glare of plasma and what could only be some sort of psionic energy as the protoss open up at ranges that the Borg themselves could barely match, unleashing a torrent and clearing wave after wave after wave of chaff from the void. Sadly, the Vex swarm still appears to be approaching, as for each tiny vessel shot down yet more appear both ahead and behind them. Soon what gap there was between the two forces practically ceases to exist, as Vex start appearing en masse in the void between the Protoss's assorted ships and defensive stations. Fortunately, this does not appear to be the end for the protoss, as their shielding is strong and appears to block the Vex's attempt to teleport inside their ships, and their firepower is great, able to cleave through the unshielded masses of the Vex with practical impunity. Unfortunately, the Vex appear to already know and understand this, and so they respond with mass ramming, a very suicidal, and yet shockingly effective technique. Soon, the shields on many of the Protoss's smaller ships fail, with the ships in question falling out of formation moments later, their internals overwhelmed by countless teleporting, boarding, Vex even as many of their external weapon emplacements are disabled by yet more ramming Vex; and while that alone would be devastating, the worst comes seconds to minutes later, as the newly assimilated protoss ship turns its weapons on its former compatriots.

And yet, even this is not the end, for the protoss repeatedly show a level of coordination that the Vex seemingly never expect, providing covering fire for each other and cycling in and out of combat as to give their shields time to recharge. Unfortunately, this can seemingly only buy time, as the planet beneath them appears to rapidly become under attack by wave after wave after wave of teleporting Vex. even here, the protoss's larger machines of war and seemingly surprising level of coordination allow them to seemingly win victory after victory, clearing away each wave even as it arrives. They are repeatedly defeating the Vex on the ground. they've already lost to the Vex on the ground. For each fallen Vex spills its white assimilation vector, Radiolaria, as you later learn, onto the ground, and each of these spreads the odd machinery and architecture of the Vex onto and throughout the planet. Soon the stain of burnished bronze and tarnished silver can be seen from the void of space, with the protoss fighting onwards even as the ground itself turns against them.

Soon, many former signs of protoss civilization and their defensive emplacements start to disappear, more often than not in the same flashes of light that announced in either their arrival or the arrival of the previous wave of reinforcements. Moments later, the largest of the remaining protoss vessels move to turn their guns on the corrupted, partially assimilated, world. Unfortunately, it is here when the Corrupted Cubes finally arrive. As large as, and more massive than, the largest of the nearby protoss vessels, they unleash their firepower, quickly overwhelming the shields of these would-have-been-bombardment vessels, at which point it is practically all over, as the few remaining uncorrupted protoss vessels move to flee the system, swiftly escaping to fight again another day. Eventually, most of the Vex's vessels, both original and newly corrupted, move out as well, shimmering out of existence even as they appear in other nearby protoss held systems, there to repeat the process all over again. Even worse, is the fact that numerous, seemingly newly created, swarms of those vessels that you saw at the start of this can be seen leaving the newly transformed world, to spread the infection that is the Vex to even more worlds and systems. Already, several less inhabitable worlds are seen being similarly transformed elsewhere in this system.

Soon enough, what is being seen is not a singular isolated incident, but an ongoing invasion, as the swarm that you first saw was swiftly revealed to not be the only one, and that particular protoss system that you saw was not the first one to fall, not in the least, as several other even more heavily defended protoss systems can be seen similarly under attack, not only by what the Vex has shown thus far, but also by their assimilated brethren, and by other, clearly assimilated but unknown in baseline design, vessels. Often, the Protoss manage to hold, clearing away the corrupted vessels and purging their own fellow ships even as they fall to the Vex, but even this is revealed to only be a holding method, as no sooner is one assault repelled than another arrives, either from the same direction from which the Vex originally arrived, or from yet another fallen system.

Here and there a counterattack is launched, but most of the counter attacks the Protoss manage to launch against the assimilated worlds appears to be mostly ineffective, whatever forces they land on the planet rapidly disappearing from the Borg's ability to observe within a relatively short period of time, leaving the surface of said worlds shockingly clear of wreckage from such assaults. The only attacks that seem to be successful are from orbit, as several massive fleets of Protoss vessels manage to clear away and consistently hold orbit against the Vex's anti-orbital firepower and constant waves of craft coming up from the surface long enough to bombard their way first through the planetary shields, and then into and even through the planet itself, only moving on once the surface of the planet in question has been smote to a long since molten ruin. Unfortunately, these fleets appear to be relatively small in number and ever more insufficient in mass, as more and more vessels appear to be drawn away to some other, even greater fight.
______________________________________________________________________


And yet, even as the Protoss are slowly yet steadily pushed back, the Borg manage to fight onwards, adapting to fight this new foe even as they seemingly adapt in turn. Here, it is the Borg's assimilation beams, fired from cube, sphere, and probe alike, alongside their potent laser/phaser weaponry and formidable, rapidly adapting shields that proves their own, as even the lightest touch of an assimilation beam, provided from a glancing sweep that would usually be considered to not be enough to be effective in the Borg's home dimension, is enough to force these Vex to stall out, their mechanical bodies turned into a battle between Nanite and Radiolaria as each attempts to assimilate the other; and while the lightest of sweeps is not enough to guarantee a Borg victory in these miniature wars, it is enough to have them become easy pickings for any and all standard beam arrays. This overlapping field of dense and extremely well targeted firepower is enough to thin the swarms enough for the Borg's ever adapting shields to more than hold their own against the vast, vast majority of those that somehow get through the killing fields.

That is not to say that there isn't losses, for occasionally a Vex platform mages to slip through, teleporting in despite the ever adapting shields of the borg, 'walking' through time to whatever position would be most advantageous to them despite the nature of their teleportation being swiftly found out and seemingly countered after the first few fallen sub-fleets; and unfortunately for the Borg, unlike the Protoss, who could seemingly deal with such minor infiltrations seemingly without issue, even the weakest of the Vex's combat shells are often better at fighting than most of the Borg's drones, often able to take down at least one of them before falling despite their numerical inferiority. And when they fall, fall without being disintegrated or incinerated by plasma that is, they spread their Radiolaria, infecting nearby machinery and turning the ship in question into yet another battleground, as infested computational machines produce ever more Vex out of seemingly nowhere and as Radiolaria fights against Nanomachine. Eventually, the infested ship either successfully manages to purge itself of the invaders, often at the cost of extensive damages and even more extensive losses amongst its complement of Drones, or falls, becoming yet another infested platform for the Vex to assault from.

Speaking of infested ships, it is these that give the Borg the most trouble, for infested former protoss and Borg ships can often withstand the Borg's own weaponry for an extended enough period of time to be more than a nuscience, and have the firepower to down the Borg's shields, at which point it is all over for the borg ship in question as it gets swarmed under by practically countless boarding Vex. even worse, is that when a Borg falls, be it the lowliest of Drones or the greatest of Cubes, the Vex's assault through the communication network begins anew, slowly spreading its infection through the Borg Collective like the virus that it is despite the best efforts of the Borg, both physical, and digital(because yes, digital firewalls and the like do work against the Vex's ability to infect via non-mystical communication methods).

Such assaults are not enough to stop the Borg though, and eventually the Borg start counter-invading the Vex's recently infested machine worlds; unfortunately, this often does not go well, as any and all attempts to invade the surface rapidly end in failure, as Drones that were beamed down seemingly right next to each other end up wildly apart, disappearing from their positions on the surface in swirls of color. Fortunately, this does not cut off their connection to the Borg collective, unfortunately, upon arrival said drones see wildly different environments, ranging from what has come to be known as the classic vex architecture, to vast overgrown ruins, to what seems like the surface of some shockingly verdant planets. Here, separated and alone, they come under attack by wave after wave of Vex, often falling before being able to gather much data at all. The Tactical drones do do better, often holding off for a time before falling, often holding off their end long enough to report some odd sightings, ranging from seemingly long disappeared protoss(and their machines of war) to Borg that are seemingly not Borg, connected to a collective that seemingly does not exist.

Despite this weird news, and the fate of their ground teams, the Borg press onwards, eventually resorting to Orbital Bombardment just as the protoss did, and, just as the protoss have found out, it is revealed that a surface bombardment is not enough to do more than buy time, for if even the smallest fragment of the machine world's infrastructure is left intact, then it will slowly start infecting the planet anew, forcing it back into the Machine World that it once was in a matter of years, if not outright mere months.

Even worse, is the response from the Vex that is seen by some of the forwardmost groups of Borg and Protoss- mobile Machine Worlds of great size and strength, World Engines, capable of engaging all but the grandest of fleets in direct combat without suffering more than a scratch and of assimilating entire worlds in a matter hours, with complete conversion ending in a matter of days even if the World Engine moves on. Fortunately, most of these appear to be far to the north of your position, fighting a renewed push from the Protoss, along with many of their allies, ranging from machine peoples of great size(autobots), to what could only be humans, if vastly different in culture and equipment from those of the Federation. Unfortunately, several of them are heading in your direction, and the local Protoss forces are clearly not enough to stop them, as most of their major fleets are engaged with the Vex's main push farther to the north.

- The total Vex forces arrayed against you are technically magnitude 4, almost magnitude 5, if you end up being forced to fight them to the point where they actually start running out of Vex that they can teleport in without drawing away from some other warzone farther away, such as the ongoing battle to your general north…
- 5% of their actively mobile local forces by mass is made up of assimilated Borg, and another 20% is made up of assimilated protoss, both on the ground and in the void. Note that these ground units are also able to take advantage of the Vex's method of teleportation, although the assimilated ships have a more difficult time using it, requiring more time before they can teleport again.

Three Vex World Engines(category two version) have been detected entering the local Warzone, and will need to be defeated before the Vex can be pushed out of this warzone for good.

The locally available Protoss forces are effectively high magnitude 3 in size, mostly in the form of defensive in-system units, having been reduced extensively by their ongoing fight against the Vex and due to many amongst their number being diverted to fight against the Vex's main push further to the north.
 
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