Freelancer: Terminus (Freelancer/MassEffect)

There's that, yeah. Honestly, the best-case scenario in my mind would be that we somehow get the Corsairs to go legit. Get them to stop their pointless raiding and focus on non-violent means of getting money, such as legitimately selling artifacts, or maybe trading their ships and fighters to mercenary companies and the like. Would take a good deal of strain off Bretonian and Rheinlander law enforcement, and allow them to focus more attention on fighting the Outcasts.

Of course, there's also the option of simply selling Mass Effect FTL tech in combination with a few dozen tonnes of Eezo to the four Houses. Both Outcasts and Corsairs would have a lot of trouble keeping their shit up if the House Navies can just show up with a few capitals and blast their shipyards and homeworlds to rubble.

And as an interesting side-effect, it's going to shred a fair number of monopolies to pieces, such as Ageira's and DSE's jump gates and trade lanes, or US' transportation monopolies. The Gas Miner's Guild is also going to see a heavy reduction in its influence and importance, since easily accessible FTL means ships will likely burn a LOT less fuel to get around.

Of course, that's dependent on sufficiently large quantities of Eezo being made available. But still; the resulting fallout is going to be epic to watch. From a nice, safe distance, of course.
 
There's that, yeah. Honestly, the best-case scenario in my mind would be that we somehow get the Corsairs to go legit. Get them to stop their pointless raiding and focus on non-violent means of getting money, such as legitimately selling artifacts, or maybe trading their ships and fighters to mercenary companies and the like. Would take a good deal of strain off Bretonian and Rheinlander law enforcement, and allow them to focus more attention on fighting the Outcasts.

Of course, there's also the option of simply selling Mass Effect FTL tech in combination with a few dozen tonnes of Eezo to the four Houses. Both Outcasts and Corsairs would have a lot of trouble keeping their shit up if the House Navies can just show up with a few capitals and blast their shipyards and homeworlds to rubble.

And as an interesting side-effect, it's going to shred a fair number of monopolies to pieces, such as Ageira's and DSE's jump gates and trade lanes, or US' transportation monopolies. The Gas Miner's Guild is also going to see a heavy reduction in its influence and importance, since easily accessible FTL means ships will likely burn a LOT less fuel to get around.

Of course, that's dependent on sufficiently large quantities of Eezo being made available. But still; the resulting fallout is going to be epic to watch. From a nice, safe distance, of course.
While forcing Corsairs to somewhat rightfully claim their position as independent nation descended from Hispania would be rather good thing it would require that we or Houses can threaten their homeworld directly which means ME FTL equipped warships otherwise they aren't likely to do that.

As for GMG, ME also uses fusion reactors and drives plus Eezo FTL need power from somewhere because Eezo cores aren't powersource so fusion.
 
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While forcing Corsairs to somewhat rightfully claim their position as independent nation descended from Hispania would be rather good thing it would require that we or Houses can threaten their homeworld directly which means ME FTL equipped warships otherwise they aren't likely to do that.
ME FTL Warships would be one obvious solution, yes. There's also the possibility that they might slowly change as legal, or at least semi-legal businesses become more profitable than raiding and pillaging.

As for GMG, ME also uses fusion reactors and drives plus Eezo FTL need power from somewhere because Eezo cores aren't powersource so fusion.
Correct. But the easy FTL means that not only will ships with Eezo FTL likely expend a fair amount less fuel to get around, which would reduce demand and thus prices, it would also make a lot more sites for He-3 mining accessible, meaning they'd likely quickly face competition from other companies looking to break the GMGs monopoly.
 
I was trying to think of stuff that might be a bit more practically useful than a bunch of alien finger-paintings. :p

Weapons, forbidden/limited/stolen technology, drugs, luxury/stolen goods or just simple supplies to maintain their ships/bases... There is very little that can`t be bought or sold on the black market. Not everybody has the support of a whole military and multiple mega-corps,the average criminal has a far harder time getting the resources he needs ^^.

You're cutting off, there.

Also, btw @Erandil, the last two updates aren't threadmarked.

Thx, will fix that.

While forcing Corsairs to somewhat rightfully claim their position as independent nation descended from Hispania would be rather good thing it would require that we or Houses can threaten their homeworld directly which means ME FTL equipped warships otherwise they aren't likely to do that.

As for GMG, ME also uses fusion reactors and drives plus Eezo FTL need power from somewhere because Eezo cores aren't powersource so fusion.

That would be one way to force the Corsairs to change (or at least severely weaken them) but not necessarily the only one.

And yeah GMG is unlikely to run out of business soon, fuel will always be needed and upgrading all of Sirius to ME would be extremely difficult if not impossible. Without the limitation of eezo availability (which makes for quite expensive ships) humanity has a far more numerous space presence than a similar sized realm/state from the Citadel races would have. Hell even Deep Space and it's jumpgates remain useful since they allow for cheap civilian traffic/transport at a still okay speed. Humanity for example employs massive "trains", which can be several kilometres long, to transport insane amounts of resources that would be prohibitively expensive to upgrade to ME drives.

The key advantages of the ME drive is in military use and exploration.

ME FTL Warships would be one obvious solution, yes. There's also the possibility that they might slowly change as legal, or at least semi-legal businesses become more profitable than raiding and pillaging.

Correct. But the easy FTL means that not only will ships with Eezo FTL likely expend a fair amount less fuel to get around, which would reduce demand and thus prices, it would also make a lot more sites for He-3 mining accessible, meaning they'd likely quickly face competition from other companies looking to break the GMGs monopoly.

That hinges on enough eezo being available which is no something I would bet, especially at the beginning.
 
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Weapons, forbidden/limited/stolen technology, drugs, luxury/stolen goods or just simple supplies to maintain their ships/bases... There is very little that can`t be bought or sold on the black market. Not everybody has the support of a whole military and multiple mega-corps,the average criminal has a far harder time getting the resources he needs ^^.
All true. :)

That would be one way to force the Corsairs to change (or at least severely weaken them) but not necessarily the only one.

And yeah GMG is unlikely to run out of business soon, fuel will always be needed and upgrading all of Sirius to ME would be extremely difficult if not impossible. Without the limitation of eezo availability (which makes for quite expensive ships) humanity has a far more numerous space presence than a similar sized realm/state from the Citadel races would have. Hell even Deep Space and it's jumpgates remain useful since they allow for cheap civilian traffic/transport at a still okay speed. Humanity for example employs massive "trains", which can be several kilometres long, to transport insane amounts of resources that would be prohibitively expensive to upgrade to ME drives.

The key advantages of the ME drive is in military use and exploration.
Oh, ME FTL definitely isn't going to supplant jump gates and trade lanes anytime soon. But the mere fact that an alternative FTL method is available is going to have a massive impact on things, undoubtedly going to drive down jump gate and trade lane prices, for example, along with shipping and insurance costs. The sheer speed of a vessel using Mass Effect FTL (something along the lines of 4-5000 c), for example, means that even a single cargo-ship using an Eezo core could replace a number of equal-sized Freelancer cargo vessels, because it could make the same trip not only much faster (no need to move between trade lanes, wait for jump gate access, etc) but also safer (no way of intercepting ME FTL, unlike trade lanes which can be disrupted).

So, yeah. Both House governments and various companies are definitely going to think twice or thrice about paying Ageira's exorbitant prices for jump gates and trade lanes, if they could get a few dozen old ME freighters from some Terminus shipyard for the same money, and save on insurance they'd normally pay on the cargo. Not to mention the costs of maintaining trade lanes and the like that they'd have to pay as well.

Eezo also isn't that expensive, I think, due to how extremely ubiquitous it is in ME. It's valuable, sure, but seems overall more akin to Oil, rather than, say, Rhodium, or Platinum, or whatever. Though it obviously has the benefit of not being consumed upon use. With that said, yeah, this is definitely going to be an advantage that the Freelancer ships will have.

Overall, though, I think that the introduction of Eezo FTL is going to be a good thing, since it's basically guaranteed to bring down the prices for travel and transportation (since Ageira and IC have to remain competitive), which in turn is going to help the economy. Especially those Houses that rely on resource extraction and industry, such as Bretonia and Rheinland. Kusari as well, since the reduced shipping costs would reduce the prices of raw materials their industry needs.

Interestingly enough, there will be a rather similar effect on the Mass Effect side of things. Freelancer has a number of technologies that can replicate the effect of ME techs without relying on Element Zero. For example, the various types of shields are going to replace Kinetic Barriers, ME guns become effectively obsolete given the presence of DEWs of all scales, Freelancer stations and larger vessels can create artificial gravity without Eezo, and so on. All of that are technologies that normally rely on Element Zero, and could then be created without it, which will reduce the demand for Eezo, and thus lower the price.

Overall, it's rather regrettable that there's no Chinese in Sirius (what with them theoretically being left on Earth after winning the war), or they could gleefully comment about how "interesting times" are ahead.
 
[x] Plan Kelenas
[x] Transports
[x] Violet Diamonds
[x] The Sigma Crisis
-[x] Option 1: Freelancer
[x] Asteroid Mining
[x] Monster Hunter
-[x] Option 3: Daumann
[x] Open the Box
-[x] Focus Point: Open the Box
 
So I know enough of the basic's of Freelancer to sorta understand what's going on, but how much of this quest is going to be driven by random events happening back in the houses?
 
So I know enough of the basic's of Freelancer to sorta understand what's going on, but how much of this quest is going to be driven by random events happening back in the houses?

Hm, that depends to a large degree on you guys and how you want to proceed. I will "develop" Sirius in the background and you will get options/plothooks to those developments/to interfere with them but you should be able to ignore most of those if you want to focus on the ME side of things or internal affairs.

Edit:

Plan Kelenas won
 
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Turn 4: Sigma Crisis - End?
It took nanowrimo to get me writing again but the one deserving most praise is @Kelenas for reminding me to get this done numerous times.

Turn 4: Sigma Crisis - End

Date: 12/812 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.

[] Transports:
With you expanding your industrial capacity the demands on your logistic network have also increased significantly, severely taxing your logistics. And while the normal supplies you get from your backers should be enough to solve that issue you should probably look into ordering additional transports if you plan to expand your industry this turn.
Cost: Medium, Result: Logistics improved


Over the next few weeks DSX, and several shell companies owned by it, place orders for a few dozen freighters at shipyards in Rheinland, primarily the Order and Alster Shipyard. Daumann as well as a number of your own personal contacts ensure that your ships are not only placed in the priority queues but also that they are provided with the best equipment possible.

Result: You take possession of a significant number of high-end Rheinland freighters.

Ship Class: Freighter
The term freighter covers a very wide range of ships that can range from small in-system transports which are not even capable of travelling with Jump Gate to deep space transports like the Dromeda which are designed for nearly autonomous operation in the dangerous and hazardous frontier regions. The main difference between it and the next bigger transport oriented ship class, ironically knows as Transports, are the fact that their cargohold is part of the ship itself instead of the container based systems utilised by bigger ships, allowing for great flexibility in regards to what cargo it transports. They are also generally viewed as the biggest shipclass with which it it is safe to transverse Jumpholes.


[] Violet Diamonds:
Diamonds may no be longer as rare as they were when humanity was still limited to a single planet but they are still a very valuable trade good, be it for industrial purposes or as a luxury good. They are relatively easy to excavate, requiring only minimal infrastructure, and your contacts in the IMG and Daumann can not only provide you with the necessary tools and equipment but also give you an easy access into the market (while still remaining hidden).
Cost: Minimal, Result: Small diamond mining operation established


Normally one of the biggest challenges your organization faces when it comes to expanding its industry this far out is neither securing the necessary technology nor the transport of the machines disfar into the frontier but securing the necessary manpower. After all not many are happy to abbadon almost any connection civilisation for years if not decades to work in one of the most dangerous regions of space for a pretty mysterious organization (especially when the end up doing a job they could have easily found at home). In fact only your cooperation with the IMG, which has always attracted and employed exactly that kind of spacer, has allowed you to maintain your rapid pace of expansion so far.

However when it comes to crewing your new diamond operation finding the necessary staff proves to be surprisingly easy. In fact your recruiters are practically overrun by Daumann employees the moment they start. It seems like working for even, even with all its disadvantages, is preferable to working in either the Dresden system and its constant attacks by Red Hessians or, even worse, working in Omega 11 where miners not only have to deal with constant pirate attacks but also extreme radiation and the possibility of deadly sun flares. And while you are unsure of how you should feel about how callous Daumann treats its workers the influx of talented and experienced miners is certainly welcome.

Result: Access to diamonds, a universal accepted tradegood (medium income boost for now)


[] The Sigma Crisis:
Sigma 17 is quickly developing into a free for all between Corsairs, Outcasts, Samura and Cryer which not only forces you to reorganise your supply lines but also presents you with an opportunity. The various factions are all hiring freelancers and mercenaries to assist in their operations and as it happens you have access to a not insignificant military force just waiting to do something other than endless, boring patrols. This could be a good idea to get some of the factions involved here in your debt, see how well trained your pilots really are and make a nice payday!

(Your current military status allows you to use a second action to choose an additional action (or pick the same for additional benefits/higher success chance) at the cost of stripping your systems of all your reserves. The options are also listed according to their "difficulty" - since "success" might be nearly certain but the amount of casualties you take can vary. I also wanted to note that your "Ethos" limits the options here (for example you have no option to attack another lawful organisation or assist the Outcasts (other than not getting involved))

Option 1: Freelancer
Cryer Pharmaceuticals has always depended on Freelancers and Bounty Hunters to ensure the safety of its Atka facility and is currently desperately trying to reinforce its security force. Likely enemies are mainly the Outcasts though Alexandra fears that Samura may use the chaos for an opportunistic strike to solidify its claim over the system.
Result: Support Cryer


Kalom rolls 1d100+20 = 55 #Sigma

Kalom rolls 1d100+10 = 30 #Sigma- Corsair


It is perhaps a sign of how dire the situation has become that Cryer accepts your offer of assistance without any of the typical endless back and forth negotiations you normally associate with Liberty companies.

Due to the difficulty and danger of the task, as well as seeing an opportunity to gauge the skill of your pilots firsthand, you decide to take personal command of the operation and arrive only days after the signing of the contract in Sigma 17. Once there you quickly understand nervousness of the pharmaceutical giant because the system is practically getting flooded with ships by Outcasts and Corsairs.

On the trip from the Omicron Theta Jumphole, located in the southeast of the system, to Atka station, located in a minor asteroid field in the northwest, you happen to come across a small skirmish between the two pirate factions which both mesmerizes and terrifies you for it demonstrates once again that their boast of being the best pilots in the Sirius sector is far from empty. Their individual ship handling is simply perfect and both factions seem to have a flair for such small scale conflicts that borders the supernatural, their wingmen are nearly always in perfect positions and they can swap positions at the a moment's notice.

But both you and Henry had ample experience in fighting those factions and thus know that they are neither immortal nor unbeatable. Together with the Cryer security forces you thus quickly devise a plan to secure the base till reinforcements from Liberty can arrive or the conflicts dies down. Sadly the standard tactic of the House militaries and policies, holding them in position till you can deploy fast capital ships like destroyers and corvettes against them, is beyond your current capabilities leaving you with the alternative of simply trying to ensure that you have local numerical superiority in any possible battle (and to avoid fights where this isn't the case), ideally baiting any attacker into the range of the considerable weapons of Atka base. And while your pilots might not be as superhumanly good as the Corsairs or Outcasts they are certainly a well skilled and well trained force with great understanding of both tactical and strategic requirements of space battle (and lacking the perhaps most fatal flaw of their enemies, overwhelming pride).

This allows them to repulse the two major offensives the Outcasts start during the year, although at considerable cost of both man and material, and ensure that Atka base survives long enough for reinforcements, a small fleet of both corporate security as well as a significant detachments of bounty hunters led by a destroyer, to arrive from Liberty.

Result: Cryer is very thankful, surviving pilots gain significant experience, manageable cost in both lives and material (expected time till complete replenishment: 1 year)


General situation in Sigma 17:
After some initial gains Corsairs get too cocky and overextend dangerously in an attempt to attack the Sigma-19 Jumphole. Outcasts, expecting such an attack, manage to trap the Corsairs between two fleets and nearly annihilate the Corsair taskforce. After that is Outcasts who make significant gains, pushing the Corsairs back the Omicron Theta Jumphole and would in all likelihood completely destroyed them hadn't they also tried to deal with Cryer at the same time. Towards the end of the year the conflict starts to die down but both sides fortifying their positions and bringing in reinforcements it is clear that both of the expect this to continue next year.

Cryer has decided to try and defend Atka for now (rumour suggest that they have managed to secure some interesting samples from the failed Outcast attacks) though it is also prepared to pull back if the situation becomes untenable.

Samura's presence meanwhile has been restricted to the planet of Kurille, which so far has escaped any major attack, and after suffering several complete losses stopped any transports into the system for the foreseeable future. It is however putting considerable pressure on the Kursari government and navy to become active and would likely have succeeded at that task if its rival, Kishiro, hadn´t decided that it really liked to see Samura suffer (though even they have a hard time opposing such a clear anti-piracy action).


Terminus Sector:
The new, unexplored frontier.

[] Asteroid Mining:
The inner asteroid field of Alpha01 is rich in various valuable resources and it might be a good idea to establish an operation similar to Omicron Kappa.
Cost: Medium, Result: Small Mining operation established


Establishing a mining operation in Alpha01 is at this point nearly a routine maneuver though the distance involved and the presence of radioactive materials complicate the matter notably. But thanks to your experienced foremen and their decades of experience the mining operation is established according to plan and soon shipments of valuable materials are their way from the asteroid belt to Alpha Base where they most of them get either stockpiled or shipped towards your contacts in the Border Worlds.

Result: Access to valuable materials (as well as radioactive materials utilized in certain weapon types), small increase in wealth


[] Monster Hunter:
The alien organisms found in Alpha01 seem roughly similar to those found in the Edge Worlds (like for example Kurile) and could possible be a valuable trade good used in the agricultural industry. However as it stands none of the organisations you work with have had any experience with such things which complicates the matter somewhat since you can`t simply sell them through them.

[] Option 3: Daumann
Just because your allies are currently not involved in this part of economy doesn't mean this has to be so forever. Müller has suggested that you cooperate with Daumann to help them get a foot in the market and expand their portfolio.

Cost: High, Chance of success: 60%, Result: Cooperate with Daumann to sell the Alien Organisms


-> 93

Initially Daumann doesn't think much of your idea of establishing a subsidiary company whose primary focus are the newly discovered alien organisms you have found. In their opinion the complicated extraction as well as lengthy and difficult logistics involved in actually transporting it to rheinland make it too expensive for most markets, leaving only very specialised research and pharmaceutical companies as potential buyers.

However this quickly changes once one of their scientists, inspired by the Juno fishfarms, looks for possible uses in Daumann colonization of the planet Holstein. At the start it looks like a failure for unlike the organisms harvested by Samura on Kurille the organisms from Alpha01 seem to have no special use in the agricultural or fishing sector but once the scientist widens the net he quickly notices that the microorganisms allow for on in situ purification of several of the locally mined minerals (mostly Bor), greatly lowering the cost of the process and as a nice side effect several of the byproducts of the process can actually serve as fertilizer. Within days after the discovery Daumann Exognesis is incorporated, widening the catalogue of both Daumann and DSX.

Result: Large amount of wealth, increased reputation, cooperation with Daumann


[] Open the Box:
Your study of the alien mining base has so far created far more questions than answers and you don`t think that you will ever be able to answer all of them, no matter how much you probe the installation, but an in-depth analysis might still solve a few questions.
Chance of success: 50%: Result: More information about Pandora/Aliens

-> 59


The report that Aaron, the lead scientists on Pandora, gives you at the end of the years sadly doesn't really answer the burning question of who or what built and operated the station. However what they unearthed so far is highly interesting, the atmosphere of the station consisted of a mixture that is eerily similar to what found on most life bearing planets, though with an uncomfortable high percentage of oxygen and several trace amounts of gases not normally found on human planets. Further analysis of the architecture of the station also shows that the alien has most likely been a bipedal, possibly tripedal, with a height of around 2,5 meters and that the structure never experienced any noticeable gravitational change as would be the case with most human station, though it is hard to predict the exact reason for that. Sadly the search for any true archaeological remains has been fruitless so far though nobody is willing to guess if this is by chance or design.

Result: Some information about aliens

Organization:

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 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: Extremely well supplied
The support of Daumann and Zoner's mean that your organisation is well supplied with basic resources and construction materials. Your ongoing expansion has greatly increased the amount of materials needed for the smooth running of your operations but at the same time you have managed to secure several new sources of materials which counters this development so far. You are also slowly but surely building up a significant cash reserve.

Manpower: 7.500
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 various battlefields and skirmishes.

Military forces:
Your military currently consists of a several wings of BAF fighters (each made of 4 squads), a few squads from the IMG and as well as four squads of Order heavy fighters. Over the last six month you got heavily reinforced, giving you a significant taskforce not busy with patrol or security work.

Readiness:
75% - Currently replacing losses from the fights in Sigma 17


"Ground" Forces:
A battalion of Royal Marines (BAF)


Installations:

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 up to 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.

In regards for active defenses it features numerous military grade point defense turrets as well as a lesser number of anti fighter guns.

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
 
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Glad to see this continued. :)

Curious who the station belonged to, since I can't really think of any ME races fitting those criteria.

Also, with freighters apparently being the largest ship capable of passing through wormholes, and wormholes being our main methods of long-range travel, it might be worth considering to see if we can create a sort of gunboat. Essentially, taking a freighter like the Humpback or Dromedary, stripping out most (if not all) of the cargo space, and cramming in more armor, better engines, bigger power plant, stronger shield generators, more turret mounts, and so on. Could allow us to bring some heavier firepower to bear if necessary than if we were restricted to fighters alone, even heavy/superheavy ones.
 
Well, at least we aren't going to have financial problems for a long time. I'm thinking we might want to increase our military presence next. We have a lot to protect now, and with a nearby war we're probably going to get raiders taking advantage of the chaos.
 
More troops would indeed be good, yeah. Though we should also keep working on continuing our exploration of the Terminus, and setting up/securing our supply lines.
 
Well, at least we aren't going to have financial problems for a long time. I'm thinking we might want to increase our military presence next. We have a lot to protect now, and with a nearby war we're probably going to get raiders taking advantage of the chaos.

Actually you are in the nice situation that most of the possible raiders are currently not only busy shooting each other but are still powerful enough to prevent any other group from moving in. The only one you worry about are the Red Hessians which could theoretically use the weakness of the Corsairs to threaten your southern supply line but even here it would most likely be a more a target of opportunity thing than anything planned (since they would focus on said Corsairs). That said a decisive win by the Outcasts would certainly place your northern supply line (not that important in the moment) within their reach while it is anyone's guess how the Corsairs would react in such an event.

Glad to see this continued. :)

Curious who the station belonged to, since I can't really think of any ME races fitting those criteria.

Also, with freighters apparently being the largest ship capable of passing through wormholes, and wormholes being our main methods of long-range travel, it might be worth considering to see if we can create a sort of gunboat. Essentially, taking a freighter like the Humpback or Dromedary, stripping out most (if not all) of the cargo space, and cramming in more armor, better engines, bigger power plant, stronger shield generators, more turret mounts, and so on. Could allow us to bring some heavier firepower to bear if necessary than if we were restricted to fighters alone, even heavy/superheavy ones.

What you are looking for already exists and is called a corvette ;).

And the wormhole thing is a) not 100% - it is simply an increased risk of something going wrong b) military ships are generally more robust/powerful and thus can risk jumps that a civilian ship wouldn't c) the power of most jump-holes fluctuates and given enough time (in most cases weeks/months) you can find a nice window to relatively safely fit a bigger ship through (granted that is more useful if you want to add defensive power to a system than anything else)

And in regards to the races, yeah it is one of the new ones.
 
Actually you are in the nice situation that most of the possible raiders are currently not only busy shooting each other but are still powerful enough to prevent any other group from moving in. The only one you worry about are the Red Hessians which could theoretically use the weakness of the Corsairs to threaten your southern supply line but even here it would most likely be a more a target of opportunity thing than anything planned (since they would focus on said Corsairs). That said a decisive win by the Outcasts would certainly place your northern supply line (not that important in the moment) within their reach while it is anyone's guess how the Corsairs would react in such an event.
Basically, best case scenario for us (and probably the rest of Sirius) would be if the Corsairs and Outcasts both keep smashing each other's faces in, yet achieve nothing more than a stalemate. At least that's how it sounds to me.

What you are looking for already exists and is called a corvette ;).
I guessed as much, though we don't really see all that many military vessels outside of the fighters within the game. Though I remember fighting against so-called gunboats at some points that might fit the bill.

And the wormhole thing is a) not 100% - it is simply an increased risk of something going wrong b) military ships are generally more robust/powerful and thus can risk jumps that a civilian ship wouldn't c) the power of most jump-holes fluctuates and given enough time (in most cases weeks/months) you can find a nice window to relatively safely fit a bigger ship through (granted that is more useful if you want to add defensive power to a system than anything else)
For adding defensive power, stationary defenses such as stations, automated turrets, etc. could serve as well. The main attraction of a ship heavier than fighters that can reliably use jump holes would be for things such as exploration, offenses, and the like.
Still, it's probably nothing really urgent.
And in regards to the races, yeah it is one of the new ones.
Here's hoping they're nice, then.
 
Yeah it would probably be good if we can keep the Corsairs and Outcasts busy with each other. Meanwhile we should really look into increasing our military while we should also go and explore the ME systems more.

Our ressource base seems pretty good now and we've got a significant boost in reputation. It's probably time to expand.
 
Basically, best case scenario for us (and probably the rest of Sirius) would be if the Corsairs and Outcasts both keep smashing each other's faces in, yet achieve nothing more than a stalemate. At least that's how it sounds to me.

Yeah it would probably be good if we can keep the Corsairs and Outcasts busy with each other. Meanwhile we should really look into increasing our military while we should also go and explore the ME systems more.

Sure that would be great for everybody else in Sirius (though at some point somebody would probably fill the void) but I wouldn't bet too heavily on that happening. Both organisations are well aware that they can't really afford to get bogged down in yet another "siege" situation and they are smart enough to stop doing so at some point in the future. At this point however both sides still think a "win" is possible and, like so many other military forces in history, are convinced to see a worthwhile return for their investment so far or so your spies and analysists report.
 
Turn 5: Sigma Crisis II
Turn 5: Sigma Crisis II
Date: 01/812 AS

It is shortly after your return from Sigma 17 that you come across a junior comm-officer loudly complaining to his friends about the boring and unimaginative naming of the Alpha systems, saying that even a toddler could come up with something better. He stops grinning when you announce how happy you are about him volunteering to research a new and improved naming scheme that you expect him to present at the next directorate meeting. Believing that this should teach him a much needed lesson you were ready to forgot about the whole incident when a few days later the young ensign appeared in your office, ready to present the results of his research for your pre-selection.

And so it came that the first topic of the agenda for the third quarter was the possible selection of a new, retroactive naming scheme.
(Pick 1, write-in are allowed) (This is a purely cosmetic choice)

[] Levant/Crusader States (for example: Jerusalem, Alexandria)
[] Ancient Rome (Rome, Ravenna)
[] Famous Explorers (Columbus, Magellan
[] No change
[] Write-In


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. But with them being busy in Sigma 17 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.

She suggests that your ships start some preliminary patrols in the areas most likely to suffer from increased Red Hessian aggression. At the very least it should give you a better idea of what you are up against. It would however represent a significant investment of manpower that might not be necessary if the Corsairs manage to counter the Red Hessians, something they have managed to do for a long time.
Cost: Small, Result: Long Range patrols along the southern supply route, more information about events there (limits other combat deployments (Sigma17) to 1)


[]A Royal Quest:
The Bretonian Armed Forces have approached you with an interesting request. Bretonnian High Command, taking note of the current slowdown of Corsair and Outcasts attacks, has decided to finally deal with the Molly separatists hiding in the Dublin system and they wish you to lead an elite taskforce to clear a path through the minefield surrounding their main base in the Molly asteroid field. After all the support the BAF has given you over the last few years returning the favour seems like a good idea, plus it would give you an opportunity to reconnect with some old friends.
Chance of success: 85% Result: Additional support from BAF, deeper relationship with BAF/Bretonnia, Mollies destroyed/severely weakened, ???


[] Hired Gun's:
With DSX continuing to expand their operations acquiring additional pilots and ships has become necessary. The easiest and quickest way to achieve that would be via hiring some Freelancers. With your and the Zoner's contacts finding some likely lads and lasses should be of little challenge, even if the quality of what you get could vary.
Cost: Medium, Result: Hire several additional wings of Freelancer's


[] In-House Training:
The alternative to hiring new pilots, or hoping that your allies increase their support, would be to train and equip new recruits yourself. Getting set up would be a quite an expensive endeavour and you are initially likely getting fewer and greener pilots than you would otherwise but it would ease security concerns and ensure you with a steady form of reinforcements
Cost: High , Result: Pilot training school established on Alpha Base (gain ~1 wing per turn)


[] 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


[] Explore Omicron Kappa Mk2:
While you have managed to map most of Omicron Kappa you have so far discovered no other Jumphole and while it wouldn't necessarily be impossible that Omicron Kappa is limited to one Jumphole experience suggests that a system of this size and environment should have more than one. Finding such a Jumphole would certainly be a challenge, even with the experience your men have as well as specialized equipment, and the rest of the directors don`t think it is a pressing matter but you and Henry still worry about the possible security threat such an undiscovered Jump Hole could present.
Chance of success: 50%, Result: Omicron Kappa surveyed for Jumpholes
Bonus: IMG +10

[] Outpost:
With you heavily 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)

[] Explore Omicron Lambda:
Omicron Lamda is the waypoint between Kappa and Theta and has only been minimally surveyed.
Chance of success: 70%, Result: Omicron Lambda surveyed
Bonus: IMG +20

[] 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)


[] The Sigma Crisis:
Sigma continues to be a place of opportunity and danger. The Corsairs were forced to retreat in the last few months but a steady force of reinforcements Crete shows that they haven't given up. The Outcasts meanwhile are also gathering their forces for a final push while both Samura and Cryer, the latter heavily reinforced, have adopted an extremely defensive mentality. Recent intelligence suggest that the GMG, who has a longstanding feud with the Outcasts and controls the system north of Sigma 17 which thanks to this also suffers from increased Outcasts raids, has started to pressure Kisiro, with which it cooperates with in the h-fuel trade, to allow the deployment of KNF forces that Samura is pressing for.

(Your current military status allows you to use a second action to choose an additional action (or pick the same for additional benefits/higher success chance) at the cost of stripping your systems of all your reserves. The options are also listed according to their "difficulty" - since "success" might be nearly certain but the amount of casualties you take can vary. I also wanted to note that your "Ethos" limits the options here (for example you have no option to attack another lawful organisation or assist the Outcasts (other than not getting involved))


Option 1: Freelancer
Thanks to your support Cryer Pharmaceuticals Atka base survived long enough for reinforcement to arrive but despite the added firepower the Liberty company has enquired if it would be possible to extend the previous contract,.
Result: Support Cryer

Option 2: Thrill Seekers:
A surprising offer employment came from one of your contacts in Liberty. Orbital Spa and Cruises, a company which operates numerous luxury cruise ships, space stations and hotels, wishes to hire your company to provide security for one of its luxury cruisers currently active in Sigma19. When hostilities broke out it initially planned to recall the ship but it seems like the wealthy of Sirius are willing to pay enormous sums for the privilege of having a front seat view of the current conflict.
Result: Support Orbital Spa and Cruises

Option 3: Common Enemy
Last but not least you could also approach the Corsairs and offer your support for their fight against the Outcasts. Cooperating with pirates may leave a sour taste in your mouth (and that of many of your men) but the Corsairs are the only force able to truly content with Outcast and thus your best bet if you want to prevent the Outcasts from becoming your new neighbours. Such clear and open support of the Corsairs would however mean the clear and lasting enmity of the Outcasts which could create problems in the future.
Enemies would be limited to Outcasts.
Result: Support Corsairs


Terminus Sector:
The new, unexplored frontier.
[] Directorate of Intelligence
Alexandra does an impressive job with the resources she has but when DSX was set up intelligence gathering abilities inside Sirius were not viewed as a priority task. If you plan to continue your heavy involvement with the various faction in Sirius expanding her directorate might be a good idea. Even if you donÄ't the increased manpower would do wonders for your internal security, which might not be a issue at the moment but is certainly something to keep in mind.
Cost: High, Result: Intelligence capabilities increased


[] Another ruin:
While not exactly the most pressing matter you could extend Sinclair operations to the ruins found on the supermassive planet in Alpha01.
Result: Research alien ruins, more artefacts


[] Explore Alpha02 Mk2:
Gravitational analysis suggest the presence of another jumphole in the Alpha02 system.
Chance of success: 60%, Result: Last jumphole discovered


[] Explore Alpha03:
Located on the other side of the Alpha01 system is a jumphole leading to a so far completely unexplored system.
Chance of success: 70%, Result: Alpha03 explored IMG+10


[] Explore Alpha04:
Located in the inner asteroid field of the Alpha01 system is a jumphole leading to a so far completely unexplored system.
Chance of success: 70%, Result: Alpha04 explored IMG+10


[] 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


[] 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


GM: Once you get to writing ~1k words a day the trick is simply to never, ever stop (or at least it seems that way to me ;) )
 
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I think Royal Quest, Hired Guns and In house training and put the rest on exploring ME-space.

Not sure about the naming sheme. I don't really like any of the options (and IIRC there is already a Magellan system in Freelancer)
 
So much to do, so few actions, as usual... @Erandil, how do we get additional action points? Upgrading out capabilities, such as expanding our stations/building new ones, expanding resource-extraction operations, etc?

Action-wise...

[x] Fictional Planets/Continents (Faerun, Toril, Thedas, Tamriel, Nirn, Azeroth, Hyrule, etc.)

[x] A Royal Quest + Focus Point
[x] In-House Training
[x] Explore Omicron Lambda

[x] Directorate of Intelligence
[x] Explore Alpha03
[x] Explore Alpha04

Fictional Planets/Continents should provide more than enough material that Erendil isn't going to run out of names anytime soon. :p
For the rest, Royal Quest seems a bit like a must-have. Paying back favors owed is just sensible, and with some luck, the Mollys being eliminated means the BAF could spare some additional wings for us afterwards. Not to mention that one less criminal group in Sirius would likely help pretty much everyone, overall.
In-House Training means we won't have to worry about additional forces, so the sooner we get it, the better. Not really seeing a reason to hire Freelancers at this point, especially if we're limiting our military operations at this time.
Intelligence Directorate is just incredibly useful in general, in my opinion. Means we have to worry much less about leaks and the like, and we get a better idea of what's going on in SIrius. What's not to like?
And the rest is exploration actions. Lambda to finish the remainder of our logistics chain back to Sirius, and Alpha03/04 in order to finish exploring the systems directly adjacent to our main base of operations.
 
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So much to do, so few actions, as usual... @Erandil, how do we get additional action points? Upgrading out capabilities, such as expanding our stations/building new ones, expanding resource-extraction operations, etc?

That would be the normal path though you shouldn't expect too much there since I don't want to bloat the quest too much. The current number of possible projects is pretty much at the maximum and in the future I will probably "autocomplete", delete or fuse some of the existing options to make room for new ones.
 
Things like explorations being more thorough, so we don't need to do them twice or more in order to find all jump points, for example? Or systems in which we set up bases/outposts being automatically surveyed for jump points and the like, such as the Omicron Kappa system?
 
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