Turn 7: The Slow Approach
Date: 01/814 AS
<< Progress Report: Archaeological dig Omicron Kappa 4 >>
The excavation of the Dom'Kavash ruins on Kappa 4 has made steady if slow progress over the last few years and we have now explored most of the initial digsite. As we initially suspected this planet to has been settled towards the end of the Dom'Kavash activities in the Sirius sector and the colony presents a surprisingly uniform building design if compared to other, older dig sites like the one on Sprague and the ice, though devastating to the general structure of the city, has protected and conserved many artifacts. I expect that we may soon be able to pain a much clearer picture of Dom'Kavash society and maybe even their physiology though deeper understanding of their technology continues to elude us. We have however found what we think is a map of several nearby Dom'Kavash installations which, once properly deciphered, could prove highly useful for the Order.
Prof. Sinclair
<< Report: End >>
In appreciation of your continued support of Sinclair's dig and perhaps more importantly the fact that you have finally encountered active aliens, the Order has decided to transfer some of its troops to your organization.
What boon do you pick?
[] Stealth Fighter Squadron:
Equipped with some of the few remaining intact stealth generators originally created by the Nomad infiltrators of the Rheinland military those fighters are nearly impossible to detect (Though the House militaries have made significant advances in that area since the Nomad War which they will likely intensify after the Orion announcement by Liberty)
Result: Stealth Fighter squadron
[] Infiltration Team:
The Order has always preferred to operate in the shadow and Orillion's operators are some of the best in the business. Be it gathering information, sabotaging an enemy base or the discrete elimination of a problematic enemy VIP this team has done it all.
Result: Infiltration Team
[] Order technology cache:
The Order employs some of the best scientists in the Sirius sector and over the years they have not only come with some truly powerful weapon and shield system but even developed a heavy fighter that is on par, if not better than anything the House militaries have to offer. The Order would be willing to grant your access to most of their technology though it would likely be years before you can properly capitalise on them.
Result: Access to Order technology (roughly equivalent with high-end House military technology)
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
[] 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: High, 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)
[] The aliens of Omicron Lambda:
The alien organisms found in the Omicron Lambda system might not be anything special but with Cryer, who is always interested in such stuff, operating a major base only a few jumps away it might still be worth setting up a small harvesting operation.
Cost: Small, Result: Small income increase and small reputation boost with Cryer
[] Blood Dragons:
Some of your old contacts in the Blood Dragons have contacted you and asked for your help in acquiring large quantities of building materials and machines. They have been unwilling to say just why the need them but the sheer amount, as well as their current problems in Hokkaido, suggest they are looking into relocating their main base. Ozu, the Blood dragon who assisted you during the Nomad crisis, was a good friend and this may be a chance to start repaying his sacrifice.
[] Option 1: Middleman:
While you personally feel indebted to the Blood Dragons it might not be a good idea to get the DSX get too deeply involved in the whole matter. You will introduce the Blood Dragons to several of your friends in the Zoner movement as well as some of the more opportunistic Daumann leaders but not more.
Chance of success: 80% Result: Help Blood Dragons to make a deal with some of your allies while keeping your own hands mostly clean
[]Option 2: Salesman:
Building materials and machines are one of the things you have in abundance and so you could sell them directly to the Blood Dragons. This would implicate the DSX to considerable larger degree, potentially upsetting some of your allies, but you would be far from the first mega company preferring a quick buck over deep background checks (which is how you would sell it to any Kusari inquiry).
Cost: Small, Result: Sell goods to the Blood Dragons
[]Option 3: Gift-giver:
Ozu and the Blood Dragons helped you when you needed it most and it feel wrong to to turn them away in their moment of need. Giving them the required resources might upset some of your backers (mostly Daumann and BAF who feel slightly uncomfortable getting implicated in such a thing) but repaying your old debt is well worth that price.
Cost: High, Result: Give goods the Blood Dragons
[] 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: 70%, Result: Embassy on Crete
(Boni possible if you pick other pro-Corsair options)
[] Red Hessians:
Your spies have finally managed to observe several meetings between leading Red Hessians and Outcasts members on the Junker's base in New Berlin, proving what you long suspected. And while this cooperation may not strictly fall within your area of responsibility you still worry that this could have serious negative impacts on the stability of your "neighbourhood" which turn would seriously complicate the smooth running of your organisation. Getting Bretonia and Rheinland to cooperate has already had a notable impact on Red Hessian operations in the Omega area and rumours from Rheinland suggest they have also something in the works but when dealing with organization like those overkill is practically impossible.
[] Option 1: 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: 65%, Result: More information about Red Hessians
[] Option 2: 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: 35%, 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
[] Vega exploitation:
The survey of the Vega system, formerly called Alpha04, has revealed it to be rich in resources making it an ideal candidate for further development.
[] Option 1: Outpost:
You normally set up an outpost after you have already established a significant presence in the system since that way you can get started on exploiting the local resources as soon as possible but going the other way would mean that the base could assist in setting up the other industries, likely lowering their initial costs significantly.
Cost. High, Result: Set up a small outpost in the Vega system
[] Option 2: C-mining:
Even in space Californium remains a relatively rare resource meaning that it would be worth setting up a mining operation in Vega despite its distant location (since your own industry is as of yet not up to the task of utilizing it themselves to any significant degree).
Cost: High, Result: small mining operation set-up
[] Option 3: Silicates:
The outermost planet of the Vega system is an ice giant with several deposits of useful and rare silicates as for example used by the Kishiro in the production of their optical chips. Setting up a mining operation would be doable though most of the profit would likely be eaten be the effort of shipping them into Kusari space alongside the currently only sparsely used northern route.
Cost: High, Result: small mining operation set up
[] Jumphole Fortification:
With Jumpholes being the only known method of traversing space quickly it makes a lot of sense to fortify the Jumphole leading to their system. Automated turrets, minefields and the works should give you as a defender a definitive advantage.
Cost: High, Result:Fortify Alpha05 Jumphole
[] Border Post:
In fact in might be a good idea to build a dedicated defense station near the Jumphole where said minefield and turrets can be controlled from while also serving as a base for your fighters
Cost: High, Result: Defense Station established near Alpha05 Jumphole
(This action can but doesn't have to picked as a "booster" for Jumphole fortification at no additional action point cost)
[] Here be dragons:
The initial exploration group prioritised getting back alive and undetected over getting information, which was the correct action but which also means you know far less about the the aliens that you would prefer. Sending additional expeditions into the system is a risk but probably one you have to take at some point.
[] Option 1: Like a Ghost:
The most important thing is staying undiscovered, even if it means a less than optimal intelligence yield. By sending only a minimal task force and focus on passive surveillance systems you can reduce the risk of discovery significantly.
Chance of discovery: 5%, Result: Gain information about aliens, crit failure impossible
[] Option 2: Like a Snake:
Staying undetected is important but so is getting actual intel. If you requisition some of BAF's high tech spy-satellites you can increase the amount of information gathered significantly while still being quite sure that you won't be discovered.
Chance of discovery: 10%, Result: Gain information about aliens, crit failure impossible
[] Option 3: Like a Ninja:
Humanity didn't get where it is without taking some risks and this may yet be another place where such an approach is needed. You employ some of the best pilots in Sirius so perhaps you should trust them and let them dotheir job?
Chance of discovery: 20%, Result: Gain additional information about aliens
[] 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.
Chance of success: 70%, Result: Alpha07 explored
IMG+10
[] Frontier Post:
Henry, you military adviser, would like to establish a small station in Alpha02 to assist in patrols and other projects there. This project has become especially pressing now that you know that one of the Jumpholes in Hyrule leads to an system inhabited by aliens.
Cost: Medium, Result: Small base built in Alpha02[/SPOILER]
GM: So here you go, I hope I didn't forget anything this time (if you feel something is missing say so). And since I am pretty sure that the question will come up -at your current resource/supply level you can do 2 High (~ 4 medium) cost actions without any negative effects on your current logistical situation. More are possible and not that dangerous, especially since your current supply situation is quite good, but may have negative impacts.
Name: Deep Space Exploration (DSX)
Reputation: Relatively Unknown
Your organization has so far managed to stay secret though rumours about your presence in the Omicron region have begin to surface, especially since Daumann Exogensis has started to operate.
Ethos: Lawful
The large presence of highly trained military and industrial personnel means that your people tend to follow the rules and avoid ethically questionable actions.
Supply: Well supplied
The support of Daumann and Zoner's mean that your organisation is well supplied with basic resources and construction materials and the increased support from the BAF means you are well supplied with military goods as well.
Manpower: 8.000
You are reasonably well staffed with many experienced people in non-combat roles, especially space exploration and mining. Your organisation has expanded significantly to deal with the increased need for manpower. Space on Alpha base is getting sparse and your security and intelligence operation had to work overtime to screen the new hires.
Military:
Level of equipment: Standard
Your military is well equipped and can maintain several ongoing operations
Average experience:
Veteran: Nearly all your pilots and soldiers have proven their mettle on various battlefields and skirmishes.
Size (compared to other factions in Sirius): small to average
- You command a military force roughly equivalent to two aircraft Groups
Force composition:
The large majority of you military force consists of (former() BAF pilots who mostly field heavy and medium fighters. You also employ a double strength squadron of heavy fighters from the Order while the rest of your forces flies a wide spread of semi-"civilian" ships.
Readiness:
100%
Current deployments:
Short ranged patrols - minimal strain towards military operations
"Ground" Forces:
A battalion of Royal Marines (BAF)
Installations:
Nirn:
Solitude/Alpha Base: The main base of DSX is located in one of the bigger asteroids, circa ten kilometers in diameter, of the outer asteroid field in the Alpha01 system. The metal heavy composition of the asteroid paired with advanced stealth systems mean that the base is hard to detect for any known sensors.
The base is still undergoing construction but can already house more than five thousand people as well as their associated ships and equipment with the current goal to create enough room to comfortably house ten thousand people. Recently a small industrial complex has been added to it, allowing it to produce a small amount of basic materials.
It is also home to a well equipped pilot training school where the next generation of DSX is getting trained.
In regards for active defenses it features numerous military grade point defense turrets as well as a lesser number of anti fighter guns.
Omicron Lambda:
Cintra: Located near the Omicron Theta jumphole in Omicron Lambda this small asteroidbase primarily monitors said jumphole and to oversee the local patrols.
Voss:
VossKa: Located near the Mass Relay in the Voss system this small station is currently home to a detachment of scientist trying to research said Relay.
Mining operations:
Small mining operation (rare metals) in Omicron Kappa
Small mining operation (diamonds) in Omicron Kappa
Small mining operation (Ice) in Omicron Kappa
Small mining operation (diamonds) Alpha01