Turn 6: Alien Discoveries
Date: 07/813 AS
A simple stroll through Solitude makes it clear how much DSX has changed over the years. No longer do you stumble over quickly assembled electric lines or get lost in badly illuminated, eerily silent storerooms while everything smells of fresh paint. Instead the thousands of people now working and living here have filled the former empty halls with life and a sense of purpose. Be it the laboratories on deck 9 where some of the brightest and best of Sirius are analysing every single speck of dust coming from Pandora to the machinist shops near the main hangar which bring back memories of your youth with Tobias in his shop on Leeds, thousands of lightyears away and yet so similar. Truly, you can be proud of what you have accomplished so far-
You have 6 Action Points that you can spend anyway you wish at 1 point per action. You can also add 1 Focus Point (giving a + 20 Bonus) to a chosen action, representing DSX focusing on that action.
(Survey actions, especially in the Terminus sector will also have a chance of unveiling new Jumphole connections/unlocking new systems)
Sirius Sector:
You may be hundreds of light-years removed from the Sirius sector with the goal of exploring a completely new part of space but that doesn`t mean you can ignore what happens in the Sirius sector.
[] Expanded Escorts: Southern Route
Omicron Theta, your supply base, can generally be reached via two possible routes. The northern route, through the Sigma systems, leads to the GMG and Kusari and is currently one your transports only use rarely (though it is the main smuggling route for artifacts for the Corsairs). The southern route, through most of the Omega system, meanwhile is your main supply line and connects you to both your contacts in Rheinland and Bretonnia.
The ships, many of them not working directly for you but the Zoners, on that route have so far required only minimal escorts since the Corsair, who claim most of that territory, generally respect both their agreement with you as well as Zoner neutrality. And even with the conflict in Sigma 17 winding down Alexandra, your intelligence adviser, fears that the Red Hessians, a ruthless Rheinland criminal faction and avowed enemies of the Corsairs, could try to expand into Corsair territory and thus endanger your transports.
And with the additional reinforcements that Lord Admiral Hamilton of the BAf has promised you scheduled to arrive in the near future you would actually have enough manpower to give your patrols some bite, especially since the Zoner's have agreed to give you basing rights for their Freeport 5 base.
Cost: Small, Result: Long Range patrols along the southern supply route, more information about events there
[] Hired Gun's:
Both Samura and Cryer hired a lot of extra security during the Sigma 17 crisis to protect their investments in the area. With the crisis over they are now in the process of downsizing their military forces which means that a lot of experienced mercenaries are suddenly looking for a job. It is a buyer's market and a nice opportunity to further expand your military forces.
Cost: Small, Result: Hire several wings of experienced Freelancers
[] The Hood:
With the Molly presence in Dublin now a thing of history the IMG plans to expand their operations there which means that the Hood is no longer viewed as a suitable base of operations. In return for your help in securing some claims in the former Molly Gold Field, which shouldn't be that difficult for a man of you connections, they would be willing to give it to you. Granted the Hood is little less than a hulk of metal but with your contacts in the BAF there might be a way to change that.
Battleship:
The term battleship is something of a misnomer considering that most of the ships classified as such act far more as carrier and command centers than as frontline ships. Even so they command a fearsome array of large weaponry that very little in Sirius can stand against it for any amount of time while their defensive capabilities, both active and passive, make attacking them with anything less than a fleet a suicidal endeavour.
Bretonian battleships are known for their robustness and reliability while generally being less advanced compared to the ships built by the other houses.
[] Option 1: Refurbishment:
The BAF would be willing to repair, or perhaps rebuilt would be a better word, the Hood for you at the Southampton shipyard for little more than factory costs. Granted even they are unwilling to give a civilian like you openly access to capital ship grade weaponry which means those parts would have to be transported separately to Solitude and installed there but it would still represent a possibly game changing upgrade in firepower available to you. However maintaining such a massive ship, especially in active combat, could be beyond the capabilities of your current organization.
Cost: Extreme, Time: 3 turns, Result: Access to an old but still dangerous battleship, most Sirius factions will take notice of you
[] Option 2: Civilian variant
A less ambitious plan would be to rebuilt the Hood according to civilian spec. It would mean a slight downsizing of its original reactor and defensive system and foregoing the installation of any capital ship offensive weaponry, making it somewhat similar in capability to for example the luxury cruisers of Orbital Spa and Cruises. It maintenance would be somewhat less likely to break you and the ship could still serve as an mobile carrier and command base. Plus such an action would be far less likely to arouse the suspicion of other Sirius factions of just why you need that ship since everybody is aware of just how dangerous the Border Worlds can be.
Cost: High, Time: 2 turns, Result: Access to a slightly less powerful Hood, Sirius factions will still take note of you
[] Option 3: Trade-in:
The easiest option however would be to "trade" the Hood for a more useful ship. Several officers you met during the festivities on New London after the defeat of the Molly's expressed a desire to either turn the Hood, now that it no longer serves as a constant reminder of the humiliation it suffered at the hands of the Mollys. into a museum ship or perhaps even a training ship for the BAF. In return for gifting them the Hood you might get acces "retired and demilitarized" gunboat or corvette (naturally including a separate shipment of the necessary weapons to remilitarize it).
Cost: Low, Chance of success: 70% (to get a corvette, otherwise a gunboat), Result: Some positive publicity, access to a gunboat or corvette
[] Artefact Trade:
The excavation of Kappa 4 is progressing as planned and you are slowly amassing significant amounts of artefacts, which are currently being stored in secure warehouses on Kappa 4. There are several possible ways of how you and the DSX could make use of those artefacts.
[] Option 1: Illegal
Unlike the Corsairs you actually have connections in the highest echelons of the various governments that you could utilise to allow you to trade the artifacts legally. You would likely make less profit than if you did so illegally but the greatest effect would probably the massive public attention such an action would entail (though some of your directors actually see that as an advantage..).
Cost: Medium, Chance of success: 60%, Result: Legal trade of artifacts established
Bonus: BAF +10, Daumann +5
[] Option 2: Cold Trade
With the help of some your less legitimate friends and allies, especially in the Zoner's, it should be possible to create your own smuggling network and supply the various black markets in Sirius. You could likely make a significant profit and establish connections to various criminal factions but establishing such a thing could take quite some time and upset certain people.
Cost: Significant, Chance of success: 60%, Result: Smuggling operation established, more options unlocked
Bonus: Zoner +10
(Corsairs and artefacts - Most known Dom'Kavash ruins are located in Corsair territory and this has resulted in them having a near monopoly over the artefact trade. However while the Corsairs maintain their own smuggling lines directly into the Houses they are generally pretty open minded when it comes to "independent" organisations arranging their own routes (caveat being that of course they still get their cut due to being the source of the stuff) ).
The other question you would have to answer is how you plan to deal with the Corsairs who are unlikely to be very happy about getting a serious competitor
[] Option 1: Ignore them
Omicron Kappa is not their territory and thus they have no claim over what you find there. Either they accept that or they will learn that they are not the only skilled pilots in the Omicron systems.
Chance of success: 30% , Result: Corsairs allow you to trade unhindered
[] Option 2: Protection racket Mk2
Paying of pirates is not something you like to do but you can't really afford to get drawn into a conflict with them at this state.
Cost: Medium, Result: Pay Corsairs
[] Option 3: Cooperation
The Corsairs have a lot of experience in dealing with artifacts so it might be good idea to look into cooperating with them, even if it means cooperating with known criminals.
Chance of success: 50%, Result: Cooperation with Corsairs in the artifact trade (+10 if you take Cold Trade)
Bonus: Previous dealings +5, Zoner +5
[] Outpost Kappa:
With you steadily increasing your presence in Omicron Kappa it might be time to establish a proper outpost in the system to assist your operations there and serve as an administrative and military center.
Cost: High, Result: Outpost established in Omicron Kappa (allows for example further development of your mining operations)
[] Frontier Post Lambda:
Despite Omicron Theta and Freeport 9 only being a single jump away it might be a good idea to build a small outpost in Omicron Lambda. It would give your transports and patrols a place to rest and resupply and, more importantly, allow you to keep a close eye on the only known route to your homebase. And thanks to your previous exploration of the system several suitable sites for a base have been located, lowering the cost of considerably.
Cost: Low, Result: Small base in Omicron Lambda, increased surveillance of the system
[] Cretan Embassy:
The close proximity of the Corsair territory as well as current events make dealing with the criminal organisation a necessary fact of life. Because of that Alexandra and Davis have suggested that you look into establishing a permanent mission on Crete to assist with that.
Chance of success: 60%, Result: Embassy on Crete
(Boni possible if you pick other pro-Corsair options)
[] Red Hessians:
Alexandra still hasn't found any definitive proof of Outcasts and Red Hessian cooperation but she strongly suspects it. Hoping to counter the threat before it becomes truly problematic she has prepared several plans on how to deal with the problem.
[] Option 1: Political pressure:
One area the Red Hessians have been very active in lately is the Omega systems, which mark the border between Bretonia and Rheinland where they capitalize on the lack of cooperation between the two Houses. Your friends in Daumann and the BAF might however be able to convince the two governments to start working together.
Cost: Small, Chance of success: 60% , Result: Closer cooperation between Rheinland and Bretonia in the Omega systems
[] Option 2: Infiltration:
Rheinland has had very little luck when it came to infiltrating the Red Hessians but Alexandra has access to an avenue the Federal Police didn't, the IMG. The two groups share an interesting history for the IMG was initially one of the few groups which maintained some positive ties with the Red Hessians, viewing them as something akin to brother in arms in opposing the evil mega-companies and their exploitation of the common worker. However as time went one the two groups drifted apart, the IMG moving away from its more radical positions and viewpoints and becoming a well respected mining consortium while the Red Hessians grew ever more radical and violent, eventually becoming the violent and ruthless criminal organization it is today. Even so, some ties between the two organization still exist and your Director of Intelligence wants to exploit them to insert some of your own men into the Red Hessians.
Cost: Small, Chance of success: 70%, Result: More information about Red Hessians
[] Option 3: Shadow War:
Even if the Outcasts and Red Hessians have started to cooperate it can't have gone on for long. And since trust, especially since two organizations like these, takes time to grow it should still be possible to slow down or even derail their cooperation if one is daring enough. False flag operations, anonymous rumours that suggest one side is crossing the other and the many other tools of subterfuge and misdirection. If successful it's payoff would be immense, however if it fails and the two organizations find out it was you it could mean open war with two of the biggest criminal organizations in Sirius.
Cost: Medium, Chance of success: 40%, Result: Cooperation between Red Hessians and Outcasts stopped/slowed down.
Terminus Sector:
The new frontier, full of alien artifacts to discover and resources to exploit.
[] Another ruin:
While not exactly the most pressing matter you could extend Sinclair's operations to the ruins found on the supermassive planet in Alpha01/Nirn.
Result: Research alien ruins, more artefacts
[] Science Base:
The massive alien construct in Voss/Alpha03 has so far resisted any attempt of your scientists to even begin to understand it and even the most optimistic of them has to admit that it could years if not decades before they make any notable progress. They have also asked for your okay to begin constructing a small space-station near the tuning fork like object to assist in their research. As a side note, they have also suggested that you held off of exploiting the system till they can be sure that the object is truly as passive as it seems which seems surprisingly sensible to you.
Cost: Medium, Result: Small science base near Mass Relay
[] Explore Alpha04:
While seemingly devoid of any alien constructs the survey of Alpha04 suggests that several notable mineral resources can be found there making it a tempting target for a in-depth study.
Result: Survey of Alpha04 finished
[] Explore Alpha05:
Located in the same asteroid field that also houses Pandora your people have discovered a jumphole leading to a unexplored system.
Chance of success: 70%, Result: Alpha06 explored IMG+10
[] Explore Alpha06:
Found in the outer parts of Alpha02 the system this jumphole leads to a so far unexplored system.
Chance of success: 70%, Result: Alpha06 explored IMG+10
[] Explore Alpha07:
The newly discovered Jumphole to Alpha07 is located deep inside the system and leads to a so far unexplored system.
[] Frontier Post:
Henry, you military adviser, would like to establish a small station in Alpha02 to assist in patrols and other projects there.
Cost: Medium, Result: Small base built in Alpha02[/SPOILER]
Events in Sirius
Liberty: Liberty has unveiled its new battleship class in a bombastic ceremony last month and news of it being fully stealth capable have shocked the people of Sirius. While rumours stubbornly persist that several Rheinland ships also had that capability during the crisis of 800 AS this is the first time that the public has definitive proof of the technology. The repercussions of this are difficult to predict and will likely depend on just how good their stealth system is
In less welcome news LPI had to admit that both of its Texas prison orbital facilities have suffered multiple mass breakouts in the last few months leading to severe doubts of the LPI ability to actually do it's job. Some even go so as to suggest that another company should take over the running of the facilities if LPI continues to be unable to do its job.
Kusari: Kusari and Bretonian official are expected to meet in the coming weeks to discuss Kusari plans to annex the Tau 29 system as well as the continued problem of the Outcasts in the Tau systems.
Meanwhile both Golden Chrysanthemum and Blood Dragons have continued to lose ground against the KNF offensive with former group even forced to give up their base in the Hokkaido system.
Bretonia: The defeat of the Mollys lead to widespread celebrations on the streets of New London, Leeds and Cambridge. Both BMM and Bowex have increased their expected profit margins and the mood on the New London stock exchange is optimistic, though the falling gold price has led to some problems
Rheinland: It is official, Rheinland will sell all it claims to both the Bering and Hudson to Liberty, opening them up for a complete annexation and exploitation by its rich neighbour. Traditionalists may call Chancellor Gerhardt Schmidt a greedy, incompetent republican in public but in private even they have to admit that this was probably a necessary move.
The rumours of the Rheinland government coming to an agreement have also solidified over the last year with several leading Bundschuh figures openly seen on New Berlin though so far there has been no official statement.
The Brotherhood (Bretonia)
A relatively new criminal organization operating in Bretonia. Founded by a group of disillusioned Gaians who found a life of crime more rewarding than ideologically purity the group found widespread popularity with many of the small time criminals ignored by the other big criminal organizations in Bretonia. Inspired by the example of the Liberty Rogues, who through seemingly nothing but pure gut and willpower managed to secure a premium position in Liberty underworld, the Brotherhood is currently mostly involved in theft, smuggling and maybe some opportunistic piracy. The recent addition of members of the former Mollys have brought this this group into the limelight and Bretonian Police has sworn to eradicate the threat.