A Hive for The Galaxy (Sci-Fi CK2-style Quest)

Okay... guys, next turn, we probably need to do a lot of the naval options it seems... well, it's very advantageous if we do them...
 
Hm. We failed some pretty useful stuff, but most of it wasn't nearly as bad as it could have been. We also spent a little more wealth than we earned, but in return we have mostly cut off the lashec influence on our budget. Our income is going to drop ass a result of the tax breaks though, so we should look at ways to earn more money next turn, and with our new Stewardship advisor it should make things easier to do.

We took a huge hit to wealth on the buyout, and we have assholes in accounting, but thank (insert whatever Deity you wish) we didn't screw up the tax codes.

I'm also curious if our success on (Hive) Unhelpful Taxes will have an effect on Exemptions Must Go and Lower Taxes
 
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Ok... yeah, we are doing Officer Bug and Security or Liberty next turn as they have a +15 to their chance... as well as Take a Pill because there is a boost for it next turn...

Or at least, we should... but we should probably also take a few of the naval category choices to pull those out of the Military Options lists... However I'm not sure if we should take the Admiral option till we can take all the naval category opening options left that turn... or something like that.
 
However I'm not sure if we should take the Admiral option till we can take all the naval category opening options left that turn... or something like that.
That's EXACTLY the reasoning that left us unable to take any naval category actions next turn due to the need for reforms. Better to take them one at a time than to be unable to take any at all because you're saving up to use regular slots for it.

We never have that many regular slots that there's not another crisis to cover with them
 
The only reason I'm saying that is because I want to be able to take the capacitors option on the same turn, to ensure we get the benefit, and if it fails, we can possibly try again the turn after. So I'm all for choosing the Admiral next turn, but seeing as we don't know what other options there are, I've put it down as 'Only if 2 slots are available' .
 
We have two crucial reforms, and a passel of other urgent military reforms/actions in the line, that leaves us only one action, which MUST be Admiralty, if we are to have the ability to do anything for Naval at all.
 
That turn wasn't half as bad as I feared.

No catastrophies, or large fires we must put out and just money/time sinks.

We should make a list of policies or reforms we need to do, sorted after priority.

A la actions we need to do now because they are important and timesensitive, actions that are important but of no immediat concern, actions that are not really important but still timesensitive and at lowest priority actions that aren't important and not timesensitive.
 
That turn wasn't half as bad as I feared.

No catastrophies, or large fires we must put out and just money/time sinks.

We should make a list of policies or reforms we need to do, sorted after priority.

A la actions we need to do now because they are important and timesensitive, actions that are important but of no immediat concern, actions that are not really important but still timesensitive and at lowest priority actions that aren't important and not timesensitive.
Don't forget actions which are not directly time sensitive or urgent, but which greatly facilitate time sensitive/critical actions, OR which add more income/actions, both of which grant much more benefits the earlier they come in.

Well and look out for continued upkeep actions, as those need to have some kind of payoff.
 
You forgot Actions which are of no immediate concern, that are tied into other actions...

Which means normally we can just leave it for a while, but if we pick another action, suddenly it might greatly increase in benefit...
 
Turn 5--Stewardship Adviser choice
Count the Costs: Stewardship Hunt 2829


The candidates were carefully chosen, but not all presented themself carefully. Gaerka was a brash, bold individual, given to bombastic statements and bold financial risks that paid off often enough for them to be one of the richest of the Merchant Caste. While they sold themselves as someone who had started from the bottom, and had even been a very, very distant candidate during the selection for the role that became 'Speaker', they were actually middle-caste, and from a caste whose function, long since subsumed, meant that it was entirely reasonable for them to enter business. This they did well, though, there's no doubt, but even more than their financial acumen, what drew Vorzhan to them was their knowledge of the business world.

They could wine, dine, and convinced wealthy donors and backers that the government meant them no harm. While they were merely smart and good at making money, not an economist at all, they'd certainly contribute quite a bit with their connections, and they wouldn't be horrible at base economic issues, though they neither know nor care much about the legal issues, and they'd have advisers for that sort of thing.

Mauris Law-Caste, on the other hand, was a clever investor in small ways, yes, and they knew several economists who could eventually help them catch up on the basics, but their real advantage was their great knowledge of the law-books, and the fact that they had been working for Kikkizit and the Speaker for free on a large number of issues already. They were 'clued in' at least to the nonclassified actions, and even had some intimation of the economic warfare and sabotage that was going on. They'd bring plenty of knowledge and ability to reform the laws and knowledge of how laws and economics interacted, but they would certainly not be the choice that brought the most talent to the fore or pleased the business castes.

Finally, Taklirn represented the economists. Some had approved of the Speaker, some had disapproved, and ultimately theirs was not a demographic that mattered much either way, even compared to the Intellectuals. What did matter was that they were known, at least on Gazinitah, as the go-to talking-head for economic matters. There were rumors of a rather dissolute lifestyle and a tendency not always to follow their own macro-economic wisdom on a micro-economic scale, but on the other hand, Kikkizit could vouch that they were brilliant and radical, perhaps even Communal in outlook while still aware of the realities of the modern intergalactic economy. They could be a voice of reform--not moral, nobody would believe that--but this very possibility meant that it wouldn't be a popular decision with the business castes. Not merely 'neutral confusion' as with Mauris, but outright surprise and hostility.


Choose a Stewardship Bug

[] Gaerka
[] Mauris Law-Caste
[] Taklirn


A/N: Not too much to say. A big post by my Co-QM next, to buy time/allow me to write the War Turn start, then the War Turn, then the Rumors section. Then we go onto Turn 6!
 
[X] Mauris Law-Caste

Good at what he does, brings a lot of advantages, and won't anger the businesses too much.
 
[X] Gaerka

Risk-taking isn't exactly a good trait when running an entire economy, however his contacts within the business world would be incredibly useful in both keeping things in line, and in getting business to follow our lead.

[] Mauris Law-Caste

Very good at law, but with little in the way of economic capability. While I might take him in other times, we're only being kept afloat financially by the massive luck on economic rolls. And Zaeswin hasn't made any major moves against us yet. It's been too quiet, and I suspect that whatever he actually does will cost us a lot of money and time to fix.

[] Taklirn

Very good economic credentials, but he's radical enough that everyone would be upset if we chose him. We need business to be supportive - or at least neutral - in order to get things done, and this just won't get that done.
 
[X] Mauris Law-Caste

They are already a part of our group, know of the general situation and are acquainted with the legal reform we try to press through.

I think they are the bug we will need for building the institutions that will protect and guide our citizens and our economy.
 
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OOC: The New Space Combat System
THE NEW SPACE COMBAT SYSTEM

The space combat system has received a number of changes since the Battle of the Pirates' Moon – while the core mechanics are still the same, other things have been added in. For example, ships' maneuvering ability now actually matters. To demonstrate this and show off the system as it currently stands, I thought I'd share a few examples with the thread.

To demonstrate the new importance of maneuver ratings, I conducted a test engagement between a division of battleships and a division of battlecruisers. The opposing sides:

BATTLESHIP DIVISION
- ISS Dependable (Steadfast class battleship) (Flagship - Command 24)
- ISS Formidable (Steadfast class battleship)
- ISS Leviathan (Steadfast class battleship)
- ISS Relentless (Steadfast class battleship)

BATTLECRUISER DIVISION
- ISS Incredible (Fearless class battlecruiser) (Flagship - Commander 27)
- ISS Daring (Fearless class battlecruiser)
- ISS Intemperate (Fearless class battlecruiser)
- ISS Valiant (Fearless class battlecruiser)

Incorporated Suns STEADFAST class Battleship
HP 26 – Size 9 – E Def 17.5 – M Def 18.9 – E Atk 18 – M Atk 7.2 – Maneuver 59.1

Incorporated Suns FEARLESS class Battlecruiser
HP 20 – Size 6 - E Def 7.6 – M Def 8.9 – E Atk 18.5 – M Atk 7.9 – Maneuver 18.5

Size defines how likely a ship is to get hit relative to other ships in the same formation. Because all the ships in each formation are the same size here, it doesn't really apply much.
E Def – Energy Defense
M Def – Missile Defense
E Atk – Energy Attack
M Atk – Missile Attack
Because of the way that maneuvering ability is calculated, a higher Maneuver stat indicates a less agile ship, while a lower stat one with better thrust-to-weight ratio.

The mechanic of two forces first engaging each other with missile salvos, then with energy weapons, during each pass remains the same- less than a minute from contact, the two divisions start launching missiles, firing until their autoloader drums are empty. The salvo weights are very similar- the battleship force launches a total of 640 missiles, the battlecruisers 704.

THE MISSILE ATTACK ROLL

BB Force: 4d10 + (BB Force Missile Attack Total) – (BC Force Missile Defence Total)
4d10 + 28.8 – 35.6
23 + 28.8 – 35. 6 = 16.2. 16 hits scored on BC Force

BC Force: 4d10 + (BC Force Missile Attack Total) – (BB Force Missile Defence Total)
4d10 + 31.6 – 75.6
27 + 31.6 – 75.6 = -17. 0 hits scored on BB Force.

Distributing the damage: 16d4 = 2,3,4,3,3,4,1,1,3,4,2,4,1,1,2,2 : 1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4

4x 1, 4x 2, 4x 3, 4x 4

Despite the battlecruisers' slightly heavier salvo weight overall, they were unable to achieve any meaningful result- not only were they having to contend with missile defence systems, but also with the battleships' more powerful shields and thicker hull armor. In response, the battlecruisers' lighter protection allowed the battleships to inflict some damage- each battlecruiser loses 4 hit points. Not enough, however, to impair their combat ability yet.

BC FORCE
ISS Incredible – 16/20 HP
ISS Daring – 16/20 HP
ISS Intemperate – 16/20 HP
ISS Valiant – 16/20 HP

THE MANEUVER ROLL
Now, mere seconds from energy range, each force performs a last-minute course change to try and angle for a better position. How well they do at this relative to each other is represented by the Maneuver roll.

BB Force: 1d100 + BB Force Command rating – BB Force Maneuver rating
1d100 + 27 – 59.1
43 + 27 – 59.1 = 10.9 (round to 11)

BC Force: 1d100 + BC Force Command rating – BC Force Maneuver rating
1d100 +24 – 18.5
64 + 24 – 18.5 = 69.5 (round to 70)

Courtesy of their superior thrust-to-weight ratio and some good rolling, the battlecruisers achieved a superior position – the difference between the rolls means that they will be able to ignore 59 points of damage, having placed themselves where the battleship commanders, in the seconds before contact, will only just be able to bring their batteries to bear in time.

THE ENERGY ATTACK ROLL

BB Force: 4d10 + (BB Force Energy Attack Total) – (BC Force Energy Defence Total) – (BC Force Maneuver Advantage)
4d10 + 72 – 30.4 - 59
22 + 72 – 30.4 – 59 = 4.6. 5 hits scored on BC Force

BC Force: 4d10 + (BC Force Energy Attack Total) – (BB Force Energy Defence Total)
4d10 + 76 – 70
17 + 76 – 70 = 23. 23 hits scored on BB Force.

Distributing the damage:

5d4: 3,4,4,1,2 : 1,2,3,4,4
1x 1, 1x 2, 1x 3, 2x 4

23d4: 1,1,2,1,2,2,4,3,4,4,3,2,3,4,1,4,1,2,3,3,4,1,3 : 1,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4

6x 1, 5x 2, 6x 3, 6x 4

BC FORCE
ISS Incredible – 15/20 HP
ISS Daring – 15/20 HP
ISS Intemperate – 15/20 HP
ISS Valiant – 14/20 HP

BB FORCE
ISS Dependable – 20/26 HP
ISS Formidable – 21/26 HP
ISS Leviathan – 20/26 HP
ISS Relentless – 20/26 HP

The maneuverability of the battlecruisers allowed them to pass mostly outside the battleships' weapon arcs, though not entirely- each battlecruiser received enough damage to take it below 75% HP. At this point, they suffer a minor reduction in offensive and defensive capability. The battleships all took heavier hits, but they have more HP to burn than the more fragile battlecruisers and their superior defenses stopped most of the fire headed their way.

With the first pass finished, one thing becomes clear- it is foolish at best for battlecruisers to engage battleships with equal numbers. Even with their maneuvering ability they were unable to evade all of the battleships' fire, and it did nothing to protect them from the missile salvo beforehand. In addition, their continued survival during each pass relies largely on luck- had the maneuver rolls been reversed the battlecruisers would have only been shielded from 17 points of damage during the energy exchange and as a result they would have sustained a near-catastrophic total of 47 hits, enough to take all of them below half health assuming an even distribution of damage.

Shall we see if the other variety of battlecruiser, which trades in firepower for its maneuvering advantage instead of protection, fares any better?

BATTLESHIP DIVISION
- ISS Dependable (Steadfast class battleship) (Flagship - Command 24)
- ISS Formidable (Steadfast class battleship)
- ISS Leviathan (Steadfast class battleship)
- ISS Relentless (Steadfast class battleship)

ARMORED BATTLECRUISER DIVISION
- HFS Zerachiel (Seraph class armored battlecruiser) (Flagship - Command 22)
- HFS Cassiel (Seraph class armored battlecruiser)
- HFS Sachiel (Seraph class armored battlecruiser)
- HFS Uriel (Seraph class armored battlecruiser)

Incorporated Suns STEADFAST class Battleship
HP 26 – Size 9 – E Def 17.5 – M Def 18.9 – E Atk 18 – M Atk 7.2 – Maneuver 59.1

Holy Free State SERAPH class Armored Battlecruiser
HP 23 – Size 8 – E Def 12.6 – M Def 13.9 – E Atk 7.2 – M Atk 5 – Maneuver 12.9

MISSILE ROLL
BB FORCE: 4d10 (23) + 28.8 – 55.6 = -13.8 (0 hits scored)
BC(A) FORCE: 4d10 (27) + 20 – 75.6 = -32.6 (0 hits scored)

MANEUVER ROLL
BB FORCE: 1d100 (60) + 24 – 59.1 = 24.9 (round to 25)
BC(A) FORCE: 1d100 (80) + 22 – 12.9 = 89.1 (round to 89)

BC(A) Force evades 64 points of damage.

ENERGY ROLL
BB FORCE: 4d10 (24) + 72 – 50.4 – 64 = -18.4 (0 hits scored)
BC(A) FORCE: 4d10 (18) + 28.8 – 70 = -23.2 (0 hits scored)

The answer: not really. Both sides' defenses rendered them almost immune to missiles, though the battleships would have scored a few hits had they rolled high. The battlecruisers' maneuvering allowed them to completely evade all damage, while their lighter, heavy cruiser grade batteries couldn't have made any impression on the battleships even if they'd rolled four tens.

However, again, if the maneuver rolls had been reversed, the battlecruisers would have only been able to evade 24 points of damage, meaning they would have taken 5/6 points of damage each on average. Their survival is again dependent on good maneuver rolls, and unlike the other variety of battlecruiser they are completely incapable of inflicting any damage at all in return. Hardly a winning proposition!

While handy for the purposes of proving a point, battleships and battlecruisers engaging each other alone is hardly a realistic set-up. For the third example, we're going to use a scenario that should prove rather familiar!

1st (Provisional) Heavy Cruiser Division
· Prince Izec (Prince Izec class) (Flagship - Command 21)
· Prince Iltixx (Prince Izec class)
· Prince Zaynzem (Prince Izec class)
· Guardian (Warrior class)
· Thunderous (Warrior class)
1st Light Cruiser Squadron
· Aspereiz (Aspereiz class)
· Brazen (Aspereiz class)
· Crescent (Aspereiz class)
· Hunter (Aspereiz class)
· Skirmisher (Aspereiz class)
· Watchkeeper (Aspereiz class)
2nd Light Cruiser Squadron
· Active (Aspereiz class)
· Chaser (Aspereiz class)
· Denguard (Aspereiz class)
· Pathfinder (Aspereiz class)
· Patrol (Aspereiz class)
· Pioneer (Aspereiz class)
1st Destroyer Flotilla
· Afen (Zynshos class)
· Greai (Zynshos class)
· Kleyika (Zynshos class)
· Orvestath (Zynshos class)
· Ozos (Zynshos class)
· Shraw (Zynshos class)
· Uznal (Zynshos class)
· Zeyri (Zynshos class)
2nd Destroyer Flotilla
· Ektin (Zynshos class)
· Ilnik (Zynshos class)
· Irabrius (Zynshos class)
· Kluos (Zynshos class)
· Phen (Zynshos class)
· Styax (Zynshos class)
· Zim (Zynshos class)
· Zynshos (Zynshos class)
1st Frigate Flotilla
· Asteroid (Pulsar class)
· Comet (Pulsar class)
· Constellation (Pulsar class)
· Eclipse (Pulsar class)
· Meteor (Pulsar class)
· Nebula (Pulsar class)
· Pulsar (Pulsar class)
· Quasar (Pulsar class)
Gazinith PRINCE IZEC class Heavy Cruiser
HP 16 – Size 3 – E Def 4.3 – M Def 5 – E Atk 4.5 – M Atk 3.2 – Maneuver: 9.3

Gazinith WARRIOR class Heavy Cruiser
HP 15 – Size 2 – E Def 3.4 – M Def 3.7 – E Atk 4.2 – M Atk 0.5 – Maneuver: 9.6

Gazinith ASPEREIZ class Light Cruiser
HP 12 – Size 2 – E Def 2.1 – M Def 2.5 – E Atk 2.1 – M Atk 2.5 – Maneuver: 2.5

Gazinith ZYNSHOS class Destroyer
HP 5 – Size 1 – E Def 0.5 – M Def 0.7 – E Atk 1 – M Atk 0.3 – Maneuver: 0.7

Gazinith PULSAR class Frigate
HP 3 – Size 1 – E Def 0.3 – M Def 0.7 – E Atk 0.7 – M Atk 0.3 – Maneuver: 0.7
- Phoenix Wing
o Heavy Cruiser Division
§ Gorgon (Restitution class) (Flagship - Command 18)
§ Basilisk (Restitution class)
§ Griffon (Restitution class)
§ Hydra (Restitution class)​
o Light Cruiser Squadron
§ Aventail (Caveat class)
§ Escutcheon (Caveat class)
§ Gauntlet (Caveat class)
§ Lorica (Caveat class)
§ Morion (Caveat class)
§ Spaulder (Caveat class)​
o Destroyer Flotilla
§ Assegai (Tort class)
§ Cinquedea (Tort class)
§ Gladius (Tort class)
§ Kirpan (Tort class)
§ Kukri (Tort class)
§ Rapier (Tort class)
§ Tulwar (Tort class)
§ Zaghnal (Tort class)​
o Frigate Flotilla
§ Bombard (Writ class)
§ Carronade (Writ class)
§ Culverin (Writ class)
§ Falconet (Writ class)
§ Howitzer (Writ class)
§ Mortar (Writ class)
§ Saker (Writ class)
§ Serpentine (Writ class)​
- Pirates
o 3x assorted Light Cruiser (count as Barsa United Harmony class CL)
o 10x assorted Destroyer (count as Barsa Wading Stone class DD)
o 19x assorted Raider (count as Gazinith Diamond class FF)​
Mercantile Republic RESTITUTION class Heavy Cruiser
HP 16 – Size 3 – E Def 3.1 – M Def 4.2 – E Atk 6.2 – M Atk 5.2 – Maneuver 12.6

Mercantile Republic CAVEAT class Light Cruiser
HP 9 – Size 2 – E Def 1.2 – M Def 1.9 – E Atk 4.1 – M Atk 3.5 – Maneuver 5

Mercantile Republic TORT class Destroyer
HP 5 – Size 1 – E Def 0.4 – M Def 0.6 – E Atk 1.4 – M Atk 0.8 – Maneuver 1.4

Mercantile Republic WRIT class Frigate
HP 3 – Size 1 – E Def 0.3 – M Def 0.7 – E Atk 1.1 – M Atk 0.8 – Maneuver 1.6

Pirate Light Cruiser
HP 10 – Size 2 – E Def 1.6 – M Def 1.8 – E Atk 2.6 – M Atk 0.3 – Maneuver 5.1

Pirate Destroyer
HP 4 – Size 1 – E Def 0.4 – M Def 0.5 – E Atk 0.8 – M Atk 0.1 – Maneuver 1.2

Pirate Raider
HP 2 – Size 1 – E Def 0.3 – M Def 0.4 – E Atk 0.3 – M Atk 0.1 – Maneuver 0.8

We pick up just after the pirate flotilla has scattered to the four winds, falling for your feint and trying desperately to get out of the way. A single light cruiser and a group of eight raiders pull towards the Phoenix Wing force, and the rest just go every which way. Three minutes before contact, the Gazinith force turns back toward Phoenix Wing, now facing a more favourable prospect. Missiles are flung from launchers, even the scattered pirate vessels managing to contribute in that regard, if not in any meaningful way.

Gazinith Missiles at Phoenix Wing: 5d8 (25) + 12d6 (51) + 24d4 (64) + 34.6 – 43.6 = 131 (131 hits)
Phoenix Wing Missiles at Gazinith Force: 4d8 (17) + 7d6 (25) + 24d4 (59) + 55.7 – 69.2 = 87.5 (88 hits)
Pirate Missiles at Gazinith Force: 2d6 (11) + 21d4 (46) + 2.7 – 69.2 =-9.5 (0 hits)

CH Prince Izec – 13/16
CH Prince Iltixx – 12/16 (Light Damage)
CH Prince Zaynzem – 10/16 (Light Damge)
CH Guardian – 12/15
CH Thunderous – 14/15
CL Active – 10/12
CL Aspereiz – 12/12
CL Brazen – 8/12 (Light Damage)
CL Chaser – 9/12 (Light Damage)
CL Crescent – 9/12 (Light Damage)
CL Denguard – 8/12 (Light Damage)
CL Hunter – 8/12 (Light Damage)
CL Pathfinder – 10/12
CL Patrol – 8/12 (Light Damage)
CL Pioneer – 7/12 (Light Damage)
CL Skirmisher – 8/12 (Light Damage)
CL Watchkeeper – 7/12 (Light Damage)
DD Afen – 4/5
DD Greai – 2/5 (Moderate Damage)
DD Ektin – 2/5 (Moderate Damage)
DD Ilnik – 5/5
DD Irabrius – 5/5
DD Kleyika – 5/5
DD Kluos – 4/5
DD Orvestath – 3/5 (Light Damage)
DD Ozos – 1/5 (Heavy Damage)
DD Phen – 3/5 (Light Damage)
DD Shraw – 5/5
DD Styax – 3/5 (Light Damage)
DD Uznal – 3/5 (Light Damage)
DD Zeyri– 3/5 (Light Damage)
DD Zim – 2/5 (Moderate Damage)
DD Zynshos – 5/5
FF Asteroid – 3/3
FF Comet – 3/3
FF Constellation – 1/3 (Heavy Damage)
FF Eclipse – 3/3
FF Meteor – 2/3 (Moderate Damage)
FF Nebula – 2/3 (Moderate Damage)
FF Pulsar – 1/3 (Heavy Damage)
FF Quasar – 3/3
CH Gorgon – 13/16
CH Basilisk – 4/16 (Heavy Damage)
CH Griffon – 6/16 (Moderate Damage)
CH Hydra – 9/16 (Light Damage)
CL Aventail – 8/9
CL Escutcheon – 1/9 (Heavy Damage)
CL Gauntlet – 6/9 (Light Damage)
CL Lorica – 4/9 (Moderate Damage)
CL Morion – 4/9 (Moderate Damage)
CL Spaulder – 2/9 (Heavy Damage)
DD Assegai – 2/5 (Moderate Damage)
DD Cinquedea – 2/5 (Moderate Damage)
DD Gladius – 3/5 (Light Damage)
DD Kirpan – 3/5 (Light Damage)
DD Kukri – 4/5
DD Rapier – 2/5 (Moderate Damage)
DD Tulwar – 3/5 (Light Damage)
DD Zaghnal – 1/5 (Heavy Damage)
FF Bombard – 0/3 EXPLODED
FF Carronade – 3/3
FF Culverin – 1/3 (Heavy Damage)
FF Falconet – 0/3 Wrecked
FF Howitzer – 1/3 (Heavy Damage)
FF Mortar – 0/3 EXPLODED
FF Saker – 0/3 EXPLODED
FF Serpentine – 1/3 (Heavy Damage)
Pirate CL – 2/10 (Heavy Damage)
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 Wrecked
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 1/2 (Heavy Damage)
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 Wrecked

Well… that had to hurt.

THE MANEUVER ROLL

Now, Phoenix Wing are going to do something different here. They've just taken a hard hit, and if the Gazinith fleet manages to bring them into energy range then they'll be hit even harder- so, instead of trying to maneuver for an advantageous position before contact, the Phoenix Wing force is going attempt to avoid engagement entirely. If they roll higher than Gazinitah in the maneuver roll, then they break off and there is no energy attack roll.

Gazinith Maneuver: 1d100 (24) + 21 – 9.6 = 35.4 (round to 35)

Phoenix Wing Maneuver: 1d100 (20) + 18 – 25.2 = 12.8 (Round to 13)

Unfortunately, hobbled by half of their heavy cruisers having damaged drives, they don't manage to do so. This is going to hurt, a lot.

THE ENERGY ROLL

Gazinith Force: 5d8 (25) + 12d6 (43) +16d4 (39) + (8d4 / 2) (10) + 56.8 – 15.6 = 158.2 (158 hits)

Phoenix Wing Force: 2d8 (11) + (2d8 / 2) (5) + 2d6 (5) + (5d6 / 2) (9) + 5d4 (16) + (8d4 / 2) (9.5) + 40.1 – 46.1 = 49.5 (50 hits)

CH Prince Izec – 11/16 (Light Damage)
CH Prince Iltixx – 9/16 (Light Damage)
CH Prince Zaynzem – 8/16 (Moderate Damage)
CH Guardian – 12/15
CH Thunderous – 12/15
CL Active – 8/12 (Light Damage)
CL Aspereiz – 5/12 (Moderate Damage)
CL Brazen – 6/12 (Moderate Damage)
CL Chaser – 7/12 (Light Damage)
CL Crescent – 7/12 (Light Damage)
CL Denguard – 7/12 (Light Damage)
CL Hunter – 6/12 (Moderate Damage)
CL Pathfinder – 9/12 (Light Damage)
CL Patrol – 6/12 (Moderate Damage)
CL Pioneer – 7/12 (Light Damage)
CL Skirmisher – 5/12 (Moderate Damage)
CL Watchkeeper – 6/12 (Moderate Damage)
DD Afen – 4/5
DD Greai – 2/5 (Moderate Damage)
DD Ektin – 2/5 (Moderate Damage)
DD Ilnik – 5/5
DD Irabrius – 5/5
DD Kleyika – 5/5
DD Kluos – 4/5
DD Orvestath – 3/5 (Light Damage)
DD Ozos – 1/5 (Heavy Damage)
DD Phen – 2/5 (Moderate Damage)
DD Shraw – 5/5
DD Styax – 3/5 (Light Damage)
DD Uznal – 2/5 (Moderate Damage)
DD Zeyri– 1/5 (Heavy Damage)
DD Zim – 1/5 (Heavy Damage)
DD Zynshos – 5/5
FF Asteroid – 1/3 (Heavy Damage)
FF Comet – 1/3 (Heavy Damage)
FF Constellation – 0/3 Wrecked
FF Eclipse – 3/3
FF Meteor – 2/3 (Moderate Damage)
FF Nebula – 0/3 Wrecked
FF Pulsar – 0/3 EXPLODED
FF Quasar – 3/3
CH Gorgon – 0/16 Wrecked
CH Basilisk – 0/16 EXPLODED
CH Griffon – 0/16 EXPLODED
CH Hydra – 0/16 EXPLODED
CL Aventail – 2/9 (Heavy Damage)
CL Escutcheon – 0/9 EXPLODED
CL Gauntlet – 0/9 EXPLODED
CL Lorica – 0/9 EXPLODED
CL Morion – 0/9 Wrecked
CL Spaulder – 0/9 EXPLODED
DD Assegai – 0/5 Wrecked
DD Cinquedea – 0/5 EXPLODED
DD Gladius – 0/5 EXPLODED
DD Kirpan – 2/5 (Moderate Damage)
DD Kukri – 1/5 (Heavy Damage)
DD Rapier – 0/5 Wrecked
DD Tulwar – 1/5 (Heavy Damage)
DD Zaghnal – 1/5 (Heavy Damage)
FF Bombard – 0/3 EXPLODED
FF Carronade – 3/3
FF Culverin – 0/3 EXPLODED
FF Falconet – 0/3 Wrecked
FF Howitzer – 0/3 EXPLODED
FF Mortar – 0/3 EXPLODED
FF Saker – 0/3 EXPLODED
FF Serpentine – 0/3 EXPLODED
Pirate CL – 0/10 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 Wrecked
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 EXPLODED
Pirate Raider – 0/2 Wrecked

And, all that's left is one badly damaged light cruiser, four badly damaged destroyers, and one miraculously unscathed frigate all frantically transmitting their surrender, along with seven drifting wrecks. A crushing victory, though one that doesn't leave a lot for the victors to recover afterward. Mind, Gazinitah, despite only losing three frigates, didn't escape unscathed- most if it's capital ships damaged to one degree or another.

McClenahan: Questions? Comments? Suggestions? Tell us what you think! Also, why yes, I have worked out warships for most of the major polities. Just in case!

The Laurent: Also, vote is still open on Stewardship choices, am working on the 'From the Ashes?' war turn thing, will hopefully post it tomorrow afternoon/morning/something!
 
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Turn 5--From the Ashes
From the Ashes, Part 1

It's not really the decision of one bug, and yet there are choices that have to be made in planning and executing the operation. But choices don't begin in a vacuum. It takes information to make them, and time and dedication, and Vorzhan, being one of the cleverest Xvorzit I ever met, and brilliant at both planning and executing undercover operations and causing mayhem, had them both. They also had an elite information network which managed to gather a considerable amount of information about--to translate it into a human approximation--57 Xu Haztin Station. Sometimes known as the 'Big 57.'


Information:

The 'Big 57' had been an important Iashec trading station for a long time, but it was only in the past twenty years that it became so vital and its purpose changed. Whereas before it had been primarily mercantile though also no doubt supporting plenty of mercenary bands, it had grown more military in latter days, and was now a haven of black-box and mercenary operations in this sector of the Mercantile Republic's overall galactic presence. With a population in the ten millions, the system was even less populous than that containing the Pirates' Moon but it had a large influx of people leaving and arriving, perfect for infiltrating as Lucille had already done.

In fact, some of Lucille's and Vorzhan's agents had even infiltrated the more 'civilian focused' aspects of the military, the ones that were officially defense forces. What was harder to get a grip on was the constantly changing cast of Iashec-backed mercenaries that served as the primary security force for the facility where the Phoenix Wing ships were held.

Simply put, any assault would have to gain control of the docks covertly and then crew the recovered ships with trained spacers. Humans would stand out, but not as much as Xvorzit, so it'd likely have to be a force primarily provided by Phoenix Wing. They'd then need to escape and reach the hyperspace terminator intact, using any number of methods to avoid a fight which would likely end poorly at best.

Detection before the ships were ready to go would make the escape much more difficult, and an escape where the enemy ships would be able to fully pursue was unlikely to succeed for one reason.

The facility was near the center of the system, close to the sun, and some of the mercenary ships were being repaired at backup facilities far closer to the terminator. A clean escape would thus have to be well timed and well planned, and would come with a number of risks. However, the rewards were deemed well worth it.

Enemy Asset Data:


The Iashec had an up to date security system as well as plenty of mercenaries on the ground, and in docks and patrolling up above were enough mercenary ships to present major difficulties even for the entire Gazinith navy. They would not be easy to deal with, and the most logical frame of action would be to avoid direct conflict with as much of the enemy as possible, hitting what is contacted with maximum force.

Assets are ever shifting, but while positional data will be entirely outdated, averages for the number of enemy ships have been drawn based on past observations, and a wide variety of information that has been carefully aggregated to find a 'median range' of ships that will be found, and their type can be confidently assumed since Iashec mercenaries use Iashec ships. Mostly older classes like the ones encountered over the Pirates' Moon, but some current generation designs have been observed also.


Battleships- 1-2 confirmed, Executive class. Cannot rule out presence of full division or more modern Director class
Battlecruisers- 1-2 confirmed, Liquidation class. Cannot rule out presence of full division or more modern Abeyance class
8-12x Heavy Cruiser (mostly Restitution class, 2-3x Abrogation class)
12-18x Light Cruiser (mostly Caveat class 3-5x Contract class)
24-32x Destroyer (mostly Tort class, 6-10x Liability class)
16-24x Frigate (mostly Writ class, 4-7x Clause class)


Goals of Operation:

Primary Goals:

  1. Retrieve the Phoenix Wing ships and gain control of them and the facility.
  2. Escape the facility with minimal casualties.
  3. Successfully rendezvous for a debriefing.
Secondary Goals

  1. Avoid large numbers of civilian casualties.
  2. Create distractions in order to weaken the Iashec response.
  3. Avoid getting any operatives caught or lost that might point the way directly to Gazinitah.
Optional Goals

  1. Sabotage long-term Iashec slaving/raiding activities.
  2. Download significant information on Iashec operations for future counter-Iashec spycraft.
  3. Steal or gain access to up-to-date military data on Iashec ships for the purpose of the

Operational Decisions:

The first important thing they had to address was what assets they were going to deploy. Hazitean argued that she should go, but there were risks and challenges associated with this. Most of all, she was becoming somewhat famous, and samples of her DNA or images that can be verified as her would make it somewhat more difficult to cover this up or deal with the backlash, and so instead a team can be sent. Well, a team would already be sent, but someone well-trained and experienced, but not as well known and perhaps not as skilled as Hazitean could head it.


[] Bring Hazitean.
[] Don't.

Next, the question was how much of the Gazinith network to deploy. Too many cooks could spoil the stew, or so Lucille said, yet too few agents, in addition to special forces and Lucille's own 'crew' would make success far more difficult.

Specify what assets to deploy:


[] You could send a number of hackers via a long route around and have them arrive on civilian transports that would pass close to a number of facilities, thus giving them a chance to potentially even the odds a little, though also some risk of discovery.
[] Elite infiltration agents, including a turncoat Iashec, could be sent in to assassinate a number of key figures, but besides the possibility of failure, there is a greater risk of escalation, though in certain plans this is inevitable.
[] Agents among the spacers. You could have a number of the few non-Phoenix Wing spacers you take aboard be covert agents, a symbol of lingering distrust against Phoenix Wing, and yet perhaps necessary for all of that.
[] Flooders: A new type of agents, their job is to flood convention forms of media and communication with spam that helps obscure or confuse what's really going on. They'd have to extract themselves, however.
[] Attempt to send hired agents to infiltrate further into the mercenary operations that are confirmed to stick around the area constantly. High risk, high reward.
[] Write-in: You can ask about some form of asset you think Gazinitah might have and I'll tell you if they do and it's available!

The next question is under what circumstances the Gazinith navy should interfere, or if it should be involved at all. They could arrive at the time of departure to ward off chasers, or at least arrive close to it and hope the timing went well, they could lurk out of system, or they could wait at the 'meeting point' for all of the ships. In the latter two cases they wouldn't be able to help, but it might reduce the 'implications' of the attack.


Deploy Gazinith Navy?

[] Yes.
[] No.


There was also the question of further mayhem. Many believed that Iashec designs could again be stolen, or even ships scanned, in order to advance naval tech, while others wanted to use the chaos to implant a number of elite agents or bugs that could thus not be traced, and Lucille wanted to set up, on her own time beforehand, but drawing from the resources for the operation, a network on '57 in order for future actions, most likely related to mercenaries. As well, there were no doubt some slaving ships in the area that could be hijacked during the escape. It'd be a drop in the bucket, but it might have propaganda advantages.


Which optional missions do you activate, if any?

[] Steal the Designs, Mark 1. This is less ambitious, and just involves a little sneaking and hacking. Relatively low risk, relatively low reward.
[] Steal the Designs, Mark 2: This needs 'Agent Spacers' to work, and is a moderate to high risk for moderate to very high rewards. Take an actual military-grade Iashec ship, one of their current designs, even if it's just a frigate or destroyer. It'd be tough getting it out, but successful exfiltration would give technology that could be worked up to battleship levels, at least in theory, saving months or years of development.
[] Set up extended operations. Moderate risk, moderate reward.
[] Plan Chaos: Cause a lot of damage, and free the slaves. Unknown risk and reward.


Finally, a few more issues present themselves. First, whether or not to tell Sol about the upcoming mission, and whether or not, if they were told, to ask for help and support if the Iashec came to accuse them. Cover for their own actions, economic support...it'd be a lot to ask, and so Sol would at least ask for tokens of some sort of deal, or an advantage, and just asking for support and expecting it could end poorly.


Tell Sol About the attack?

[] Yes
-[] And ask their help/support in front of the councils in the face of any accusations.
-[] Ask for their help and offer something in exchange.
--[] Either Write-in something, or leave it blank and see what sorts of terms Sol comes up with.
[] No.


Also of importance, assuming that the mission succeeds, is what, on top of the obvious spoils already gained, should Gazinitah ask from Phoenix Wing for this help? The more they asked for, the more they might get...but also the more chance that this might all have to be closely negotiated. Meanwhile, asking for a single thing could have good or bad effects, and it was all an interesting dance to read about, even second hand, looking at the old transcripts, which I did to create this document.



What is asked for? (Pick as many as you like, though consider what was said above)

[] Information, knowledge they have that they might tell or pass to you in the future.
[] Favors they will owe you that might be called on at some later date.
[] Technology
[] Contacts - Phoenix Wing have a good number of contacts in the Technocrat Imperium. Who knows where that could lead?
[] Intrigue Support: They could be a cover for a number of operations, essentially, and who knows what it might lead to? Or might not.

A/N: Not much to say, get down to voting!
 
[X] Don't.

[X] You could send a number of hackers via a long route around and have them arrive on civilian transports that would pass close to a number of facilities, thus giving them a chance to potentially even the odds a little, though also some risk of discovery.
[X] Agents among the spacers. You could have a number of the few non-Phoenix Wing spacers you take aboard be covert agents, a symbol of lingering distrust against Phoenix Wing, and yet perhaps necessary for all of that.
[X] Flooders: A new type of agents, their job is to flood convention forms of media and communication with spam that helps obscure or confuse what's really going on. They'd have to extract themselves, however.
[X] Attempt to send hired agents to infiltrate further into the mercenary operations that are confirmed to stick around the area constantly. High risk, high reward.

[X] Steal the Designs, Mark 2: This needs 'Agent Spacers' to work, and is a moderate to high risk for moderate to very high rewards. Take an actual military-grade Iashec ship, one of their current designs, even if it's just a frigate or destroyer. It'd be tough getting it out, but successful exfiltration would give technology that could be worked up to battleship levels, at least in theory, saving months or years of development.
[X] Set up extended operations. Moderate risk, moderate reward.

[X] Yes
-[X] And ask their help/support in front of the councils in the face of any accusations.

[X] Information, knowledge they have that they might tell or pass to you in the future.
[X] Contacts - Phoenix Wing have a good number of contacts in the Technocrat Imperium. Who knows where that could lead?
[X] Intrigue Support: They could be a cover for a number of operations, essentially, and who knows what it might lead to? Or might not.
 
[X] Don't.

[X] You could send a number of hackers via a long route around and have them arrive on civilian transports that would pass close to a number of facilities, thus giving them a chance to potentially even the odds a little, though also some risk of discovery.
[X] Agents among the spacers. You could have a number of the few non-Phoenix Wing spacers you take aboard be covert agents, a symbol of lingering distrust against Phoenix Wing, and yet perhaps necessary for all of that.
[X] Flooders: A new type of agents, their job is to flood convention forms of media and communication with spam that helps obscure or confuse what's really going on. They'd have to extract themselves, however.
[X] Attempt to send hired agents to infiltrate further into the mercenary operations that are confirmed to stick around the area constantly. High risk, high reward.

[X] Steal the Designs, Mark 2: This needs 'Agent Spacers' to work, and is a moderate to high risk for moderate to very high rewards. Take an actual military-grade Iashec ship, one of their current designs, even if it's just a frigate or destroyer. It'd be tough getting it out, but successful exfiltration would give technology that could be worked up to battleship levels, at least in theory, saving months or years of development.
[X] Set up extended operations. Moderate risk, moderate reward.

[X] No.

[X] Information, knowledge they have that they might tell or pass to you in the future.
[X] Contacts - Phoenix Wing have a good number of contacts in the Technocrat Imperium. Who knows where that could lead?
[X] Intrigue Support: They could be a cover for a number of operations, essentially, and who knows what it might lead to? Or might not.

The same as Wingstrike but without Sol's support. I don't think they're in the position to aid us politically, especially when this conflict appear to be more geopolitical positioning rather than on slavery itself.
 
[] Bring Hazitean.
[X] Don't.

The whole point is not having a traceable connection to us. Hazitean gives too many chances to put damning evidence that we're involved

[X] You could send a number of hackers via a long route around and have them arrive on civilian transports that would pass close to a number of facilities, thus giving them a chance to potentially even the odds a little, though also some risk of discovery.

Extremely useful, though potentially traceable, nothing that links to us directly.

[] Elite infiltration agents, including a turncoat Iashec, could be sent in to assassinate a number of key figures, but besides the possibility of failure, there is a greater risk of escalation, though in certain plans this is inevitable.

Assassination ups the stakes if we're caught, and we lack a suitable high value target that's worth that risk. Naw.

[X] Agents among the spacers. You could have a number of the few non-Phoenix Wing spacers you take aboard be covert agents, a symbol of lingering distrust against Phoenix Wing, and yet perhaps necessary for all of that.

Needed for a later phase, and since shipjacking iis part of our plans already, might as well do it right.
Potentially tracable though. But not damning if caught

[X] Flooders: A new type of agents, their job is to flood convention forms of media and communication with spam that helps obscure or confuse what's really going on. They'd have to extract themselves, however.

Spammers might alert people to what's going on, but they're more or less completely deniable especially if we mask them as an unrelated operation that intersected.

[] Attempt to send hired agents to infiltrate further into the mercenary operations that are confirmed to stick around the area constantly. High risk, high reward.

Difficult, we simply don't know enough about the operations to send effective long term infiltrators.


Deploy Gazinith Navy?
[X] Yes. Deploy the Navy

Modified the vote option a bit to make it actually distinct for the vote counter. Once we've jacked a suitable high value target, we need to keep it. And it's easier to excuse anyway.

[] Steal the Designs, Mark 1. This is less ambitious, and just involves a little sneaking and hacking. Relatively low risk, relatively low reward.

Low risk, low rewards. Not so useful for our long term goals.

[X] Steal the Designs, Mark 2: This needs 'Agent Spacers' to work, and is a moderate to high risk for moderate to very high rewards. Take an actual military-grade Iashec ship, one of their current designs, even if it's just a frigate or destroyer. It'd be tough getting it out, but successful exfiltration would give technology that could be worked up to battleship levels, at least in theory, saving months or years of development.

This would catch us up on a LOT of the naval tech. It's a moderate to high risk, so worth the gamble.

[X] Set up extended operations. Moderate risk, moderate reward.

Great for our long term operations, if a bit hard on deniability if caught.

[] Plan Chaos: Cause a lot of damage, and free the slaves. Unknown risk and reward.

Morally satisfying, but this could fuck everything up good. We can't even take the credit for the slave liberation without revealing ourselves.

[X] Yes, inform Sol

I suspect if we don't, odds are good that Sol would be acting on their own and we'd probably wind up in a clusterfuck. But at the same time our relations aren't so good that they'd offer a no strings support, so we just inform them so they don't get blindsided and don't ask for help. If they offer it on their own, we could take it of course.
Also modified to be distinguishable.


[X] Information, knowledge they have that they might tell or pass to you in the future.

Knowledge is power, and as prices go, it's fairly light. Information can be given without being lost.

[] Favors they will owe you that might be called on at some later date.

This is probably the most onerous and the most difficult to gain of the items. Open ended favors make everyone nervous

[] Technology

We'll steal/borrow/buy/research our own. Thanks

[X] Contacts - Phoenix Wing have a good number of contacts in the Technocrat Imperium. Who knows where that could lead?

Contacts is something we don't have much of. This is gold.

[] Intrigue Support: They could be a cover for a number of operations, essentially, and who knows what it might lead to? Or might not.

Intrigue...I honestly don't think getting an external force to help do our spying is a good thing. It's a security hole if nothing else. We'll build our own networks.
 
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Consolidated version for anyone who doesn't want to wade through a hugeass page.

[X] Don't.

[X] You could send a number of hackers via a long route around and have them arrive on civilian transports that would pass close to a number of facilities, thus giving them a chance to potentially even the odds a little, though also some risk of discovery.
[X] Agents among the spacers. You could have a number of the few non-Phoenix Wing spacers you take aboard be covert agents, a symbol of lingering distrust against Phoenix Wing, and yet perhaps necessary for all of that.
[X] Flooders: A new type of agents, their job is to flood convention forms of media and communication with spam that helps obscure or confuse what's really going on. They'd have to extract themselves, however.

[X] Yes. Deploy the Navy
[X] Steal the Designs, Mark 2: This needs 'Agent Spacers' to work, and is a moderate to high risk for moderate to very high rewards. Take an actual military-grade Iashec ship, one of their current designs, even if it's just a frigate or destroyer. It'd be tough getting it out, but successful exfiltration would give technology that could be worked up to battleship levels, at least in theory, saving months or years of development.
[X] Set up extended operations. Moderate risk, moderate reward.

[X] Yes, inform Sol

[X] Information, knowledge they have that they might tell or pass to you in the future.
[X] Contacts - Phoenix Wing have a good number of contacts in the Technocrat Imperium. Who knows where that could lead?
 
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