Freelancer: Terminus (Freelancer/MassEffect)

[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry
 
[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry
 
Hm... Kelenas, why Police Informant instead of deploying our fleet? We'd have a 90% victory chance if we went all in.
 
Hm... Kelenas, why Police Informant instead of deploying our fleet? We'd have a 90% victory chance if we went all in.
I can see several draw backs. Red Hessians motivated to go after us. Outcasts motivated to go after us. And whatever other groups that the Outcasts have their stranglehold over.

Also. Brings more attention than we need T the current juncture.
 
[x] Artefact Trade +focus point
-[x] Option 1: Illegal
--[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry
 
[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry

I just hope we don't crash the artifact trade unless what we have stockpiled is large only in proportion to what is normally found.
 
[x] Artefact Trade + Focus Point.
-[x] Option 1: Illegal.
-[x] Option 3: Cooperation.
[x] Saarland.
[x] Red Hessians.
-[x] Option 2: Police Informant.
[x] Enigma.
[x] Explore Alpha07.
[x] Solitude Industry.
 
[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry
 
[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry
 
[X] The aliens of Omicron Lambda

[X] Saarland

[X] Fuel Supply

[X] Expand Northern Route

[X] Grey Market:
[X] Option 2: Daumann+Focus Point

[X] Red Hessians:
[X] Option 2: Police Informant

Logic: a small economy boost + more local area development + cheaper fuel + expanding our trade along the northern route (to more that fuel we just made a deal for of course - not to jilt any of our current backers) + playing go-between with one of those backers and the Corsairs + helping the cops mess with the Hessians = (in my opinion) a well balanced turn.

fasquardon
 
Huh. No expanded escort this time around? Oh well.

[x] Artefact Trade + Focus Point
-[x] Option 1: Illegal
-[x] Option 3: Cooperation
[x] Saarland
[x] Red Hessians
-[x] Option 2: Police Informant
[x] Enigma
[x] Explore Alpha07
[x] Solitude Industry

Seems like it'll set us up for a first contact in a turn or two. On that thought, we are going to have to expand our forces. One or more corvettes for bigger ship punch and escort for the Hood. The income from the artifact trade should help a lot with expanding our forces. I'd say we focus next turn on building up our forces and getting mining operations going. If no pressing issues come up anyways.

The increased attention could be annoying. Such as the Outcasts deciding to have us be targeted. But it should be worth it to increase contacts with the Corsairs and legalizing artifact trade.
 
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Turn 9: Rogue Trader - End
Turn 9: Rogue Trader
Date: 06/815 AS


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.

[] 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

Needed: 40 Rolled: 119

(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 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: 70%, Result: Cooperation with Corsairs in the artifact trade (+10 if you take Cold Trade)
Bonus: Previous dealings +15, Zoner +5

Needed: 30 Rolled: 68


Ever since the Nomad War commercial artefact trade in Sirius is highly regulated and only a few trusted companies and auction houses have the necessary licenses to operate in this area, though even they are often limited to a single House. And the first reaction of the various agencies to your request for such a license is far from optimal, with only Bretonia and Rheinland signalling the possibility of a positive outcome.

But then lady luck strikes, for somehow news of your actions reach the ears of several Liberty philanthropes and collectors who, unwilling to lose to their rivals from the other houses, start to lobby on your behalf. A few well placed rumours about you possessing several amazing and unique pieces fan the flames even more and soon the hype spreads to the other houses, with collectors, museums and Co. pressuring their governments to allow you to trade.

The only holdout seems to be Kusari where the Hogosha, which controls the illegal artifact market there, and violently suppresses any would be contender but Davis, Alexandra and you come up with a plan to overcome that hurdle. Thanks to your newly established ties to the Blood Dragons, who also hate the Hogosha, you manage to convince them to mobilize their sympathisers on your behalf which proves to be enough to tip the balance and convince the Shogunate to rule in your favour.

To surprise of all DSX thus manages to secure trading licenses for all four Sirius Houses, transforming your organization from a non-entity to a, if not the, major player in the artefact trade within a few short months.

The Houses are however not the only battlefield in this campaign, your agents are also busy on Crete where they try to convince the Corsairs to cooperate with you in this project. Here your reputation as a trustworthy and honourable partner that you built over the last few years pays off with many of the major smugglers willing to entertain the notion. And once you convinced them that you were able to guarantee similar if not higher prices to their current partners from the Junkers and Hogosha it was a relatively simple matter of politics and negotiation to get the Corsairs to agree to let you handle most of the artifact trade.

At the moment you still in the progress of building up the infrastructure behind the whole trade and establish and staff offices on the major worlds but the first few preliminary auctions have been very promising indeed. But it is not only the money that you stand to make that makes you happy but also the added contacts and political influence that will come in very handy in the future. The amonisity of the Hogosha and Junkers is in your opinion a small price to pay.

Result: Big artefact trading organization established, massive reputation increase, local economy strengthened, Junkers irritated + Hogosha are starting to view you as rivals, ties with Corsairs and Zoners strengthened


[] Saarland:
Your friends in Daumann have informed you that the Rheinland government is starting to look into fully developing a new star system to revitalize the economy and quieten the more nationalistic members of the coalition. Several possible options are on the table and it has approached Daumann (and other mega companies) for their input/suggestions, who in turn approached you due to your deeper understanding of the political situation in the border worlds as well as the possible economic prospects of the new sector. They are currently favouring a system near New Berlin, located deep within Rheinland, but are willing to consider alternatives if you think it worthwhile to do so.

And after looking over the possible locations you have in fact noticed a system that is suitable for development and lies within possible jumpgate reach of the Omircon Theta system, making it an ideal location for establishing safe and fast connection from your region to Rheinland, and from there the rest of Sirius. Granted this would be a longterm plan with the normal build time of a jumpgate raging between 5 years (if both sides are easily accessible and worked on at the same time) to a decade or more if facing less ideal circumstances but it is never to early to plan for the future.

Chance of success: 80%, Result: Rheinlands decides to pick a spot on its eastern border


Needed: 20 Rolled: 96

Your arguments in favour of your preferred system are apparently so convincing that Daumann not only uses them to convince the Rheinland government but they cause them to decide they should contribute to the financing of the jumpgate. This in turn not only allows Rheinland government to speed up the whole process but also proves to be a great PR coup for Daumann, causing many in Rheinland to view them far more favourable. Talks with Deep Space Engineering are scheduled for early next month and the hopes are that the project will begin early next year with the the goal being a 820-21 completion.

Result: Rheinland will expand toward its eastern border, Daumann becoming more popular + government is thankful for their help, whole process sped up considerably


[] Red Hessians:

The Red Hessians are reeling after the numerous attacks on them in the last few months and it is highly unlikely they will be able to threaten your souther supplies anytime soon but if experience has taught you anything it is that this is the perfect opportunity to push the blade even further in. With the added experience form the Corsairs and some very interesting information from your infiltrators Alexandra has come up with several options to truly put the heat on the Red Hessians
(You can pick multiple actions if you want though every single option costs one action)

[] Option 2: Police Informant
The Rheinland Federal Police would very likely be quite interested in your information and Alexandra is quite confident in her ability to keep your sources secret.
Result: Give information to Federal Police


One of your agents has managed to secure a position as bartender on Vogtland, the Red Hessian headquarter in the Dresden system, and his information about smuggling routes and drop-off points have been of great use for the Rheinland Police who managed to intercept several Red Hessians smugglers. After years of growth and expansion the Red Hessian are forced back for the first time in decades but they remain a dangerous foe and attacks in Dresden and Omega 11 have increased, with both Rheinland police and corporate security reporting a marked increase Red Hessian combat ability. Nevertheless the Rheinland Police is thankful and owes you a favour, which may come in handy in the future.

Result: Red Hessians operations hindered, Rheinland Police thankful


Terminus Sector:
The new frontier, full of alien artifacts to discover and resources to exploit.

[] Enigma:
You have captured a lot of signal intelligence during your operations in Alpha05 but deciphering them takes a lot of time, even with the added manpower you recruited last year. It might be time to approach Junko Zane, currently back in the LSF, as well as your friends in the Order for some truly specialised help.
Chance of success: 70% Result: Decode alien language and data more quickly

Needed: 30 Rolled: 67


As you hoped the help provide by Juni and the Order is enough to allow you people to at least partially crack and translate the intercepted transmissions from Alpha05. Once understood it seems like the technology behind those transmissions is not nearly as advanced as suspected and near if not below human capabilities which surprises many of your scientist since the alien jump-drive suggested a far higher technological level.

You haven't yet cracked their video encryption and so don't have a picture of how they looked by you have managed to crack some of their audio and text files. Content wise most of them seem to be status updates between the various ships and their base(s) and the planet, quite similar to what you would expect to see on a human world and lacking in any interesting cultural or military information. Of more interest is however that many of your linguists, anthropologists and xeno scientists think that the intercepted messages suggest that the colony world views itself as an independent faction and that contact with the rest of the galaxy is a rare occurrence. Also of interest is that the actual spoken alien language lies within the spectrum of what a human can hear and could theoretically be at least partially reproduced by a human. Their language also seems to be monogendered which could either point to a monogendered civilisation or an interesting cultural tick. A deeper analysis will likely unveil more information but your scientist are already confident that they could produce a primitive but workable translator in the coming weeks which could be be very useful if you decide to contact the aliens.

Result: Alien transmission partially cracked, information suggests independent colony and comparable technology level (at least in information/computer sciences), primitive translation possible, more information in the upcoming turns


[] 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

Needed: 30 Rolled: 85


After the disappointment of the last system you hoped that the last known jumphole would lead to a more interesting system and you weren't disappointed. On the first glance Alpha07 might be an ordinary system consisting of five planets, one of the located in the life bearing region, orbiting around the small, beautiful blue sun. Initial survey showed several noteworthy mineral deposits but the true find was the fact that the the terrestrial pülanet has a breathable atmosphere as well an active biological system. The true surprise however was when a close survey of the planet showed signs of it being populated by what appears to be a "primitive" civilization with technological capabilities that similar to the medieval age on ancient earth. YOu expect that debates about how you should proceed will be fierce but for the moment you are simply astonished to have discovered a second, possibly even third, alien civilisation so quickly after you arrival in this part of space.
Inner system:
1 lava planet

Middle system:
asteroid field - transitional metals, especially notable deposits of palladium
terrestrial planet

Outer system
2 barren rock planets - ???
Gas giant+moons - several valuable gases that may be possible to extract as well as deposits of nickel (one one of the moons)

Result: Alpha07 scouted


[] Solitude Industry:
As your organization continues to grow so does its need for basic goods and resources which means it might be time to expand the fabrication capability of Solitude.
Cost: Medium, Result: More Industry


After expanding the food supply last time you now turn your attention to the industrial capabilities of Solitude. Even more of the asteroid is hollowed out to make place for the advanced machinery and installations necessary to transform raw resources into useable goods. Naturally your focus lies producing goods that help you with maintaining your numerous spacecraft and bases and at the end of year you have increased the amount of in-house production of replacement parts from 10% to 25%, which will have a positive effect on your fiscal balance. The added infrastructure and experience means that you may soon be able to look into establishing production facilities for more complicated machinery and goods.

Result: Industrial capability of DSX increased, Solitude is nearing full capacity

GM: sorry for delay. I am visiting my parents of Christmas and forgot the charger for my laptop at home. Still I should hopefully be able t do one update per day. I am also sorry for the rarther underwhelming crit on the Saarland option but I really couldn't come up with something suitable impressive for that option.


Name: Deep Space Exploration (DSX)

Reputation: Powerful Minor Power
People are starting to treat you like a proper, if rather small, mega-company and as always success begets envy. Competitors start to take you seriously and criminals start to take note of your ships and their contents.

Ethos: Mostly 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. Your recent activities however have started to encourage a more open minded and practical position when it comes to criminals.

Supply: Extremely well supplied
Your supply network not only finally catched up to your increased demand but the recent influx of capital and resources from the artifact trade have allowed Müller and Davis to seriously "future" proof your logistics network and you now have to resources for a number of serious investments

Manpower: 11.000
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 but your security has been up to the task so far. However some of fellow directors have started to complain about lacking personnel skilled enough for upper/middle management positions, especially since your recent additions to DSX have increased the need for those immensely.


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 three 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 decrease of ready military forces
Long range escorts for artifact trade - notable decrease of ready military forces

"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.

Vega:
Padirac Station: A small space station whose primary duty is to serve as an logistical and command hub for any DSX activities in the Vega system,

Hyrule:
Hylia Base: A well armed base located in the Hyrule system it serves the dual purpose of a military staging ground as well as a launching pad for further projects of the system.

Special:
Hood: The Hood is a refurbished battleship that now serves as a civilian carrier. It can carry up to four wings of fighters and operate independently from any base for long amounts of time. It may lack most of its offensive weaponry but even its current state it packs a nasty punch when going up against smaller spacecraft.

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) Nirn
 
Well... if we do things, let's not do them by halves, yeah?

Seriously; wow. Nevermind what it'll do for our finances, helping the Corsairs sell off their artifacts to the rest of Sirius should be a pretty big boost to their various moderate factions. Effect on the Red Hessians wasn't that great, though it should be able to apply some fairly persistent pressure on them, and maybe help with later operations.

Though, what surprises me a little is that we have found absolutely no additional jumpholes in the Terminus. Meaning we have to make contact with the colony (which sounds like it might be Asari, from the mono-gendered thing, but maybe that's just a red herring to throw us off) and either explore their system for additional jump holes, use our crappy non-jump FTL, or trade for ME FTL tech.
 
This is good, right?

You certainly hade some very solid rolls and ended up "skipping" several intermediary steps with the artefact option (seems like your waiting paid off ;) ). But it also means you are noch longer the total underdog you were before which brings its own baggage.

Well... if we do things, let's not do them by halves, yeah?

Seriously; wow. Nevermind what it'll do for our finances, helping the Corsairs sell off their artifacts to the rest of Sirius should be a pretty big boost to their various moderate factions. Effect on the Red Hessians wasn't that great, though it should be able to apply some fairly persistent pressure on them, and maybe help with later operations.

Though, what surprises me a little is that we have found absolutely no additional jumpholes in the Terminus. Meaning we have to make contact with the colony (which sounds like it might be Asari, from the mono-gendered thing, but maybe that's just a red herring to throw us off) and either explore their system for additional jump holes, use our crappy non-jump FTL, or trade for ME FTL tech.

There are some jumpholes and you will get a lot of the info and options for them next turn. The delay mostly comes from the fact that i was still worldbuilding/modifying the Terminus sector/your neighborhood and wanted to make sure it meshed well together and gives you some interesting possibilities.
 
We need to strengthen our officer and manager corps so that we can expand our military to allow for more patrols.

Also I find it hilarious that in the game a wing of fighters can potentially fight an entire fleet and kill some of the battleships.
 
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