Cosmolux: In the Noble Darkness of the Far Future, there is an indecent quantity of armed conflict

Opening of turn 1

Spartakrod

Judeo-Spartacist Bolshevik-Kabbalist
Location
Sanctum Arcanorum
Pronouns
Fae/Faer/Faers/Faerself


A world coiled upon itself, a yellow fever dancing across its surface, creeping into everything it could touch and shaping everything it shone a sick morning on. The whistling yellow leafed trees had grown into monstrous things of flesh-crystal that belched poison fume. Gentle hooved and beaked stanaeds that roamed forests in search of food had gone from things like golden hinds to monstrous things that crackled with evil energy, too large, too many eyes, muscles swollen and reshaped, beaks like shears and feathers rustling with spat forth projectiles. People fought this, as soon as they realized what had come to Turadi, they fought. Even as others began to listen to the whispers of the jaundiced death, they fought.

To listen to the crystal was to be ensnared by it, mind, body, and soul. It had the answers, it had the solution. You would fight for it, you would die for it. It would save you, it would heal you, it would make you...better.

Zelread shot one whom she had once called a friend who babbled such things, their armor reshaped around a body molded into something where one could scarcely tell where the warped crystal-flesh and technology began or ended. Her eyestalks betrayed a great tiredness as they withdrew closer to her head within her helmet, not an exhaustion of the body...but of the spirit. There was no joy or satisfaction in her hearts as her foe was shot into several more times to overcome the body's attempts to regenerate until the last of its intact organic molecules broke away or carbonized in plasma heat; her arm cannon whistling quietly as it vented excess temperature.

She had killed far too many of the consumed, and every day she reported to her patrol, the poisoned expanse only grew larger, while the number of forces who reported to the roster only ever shrank. Was there an end to this? Day after day...and all it took was a single ship full of the poisoned stuff to force a landing for this mess to start.

"+Clairvoyants scent-sights something along the manifolds of probability.+" One of their comrades said over the line, this one of her same species, carapaced body covered in an armoursuit and their speech indicated next to an artistically stylised avatar of themselves akin to a cartoon for older children. Wings spread wide and shimmering manifold hues of purples and blues with healthy glitter.

"+Confirm-Verify, if this possibility's scent exists. War-Elders sing not of fresh broods.+" She replied, only for her HUD to obviate the need for any such confirmation when the orange sky tore open with the depths of Hyperspace and the Centrum bending out of the way of a series of large intruders. A human may have compared them to nautiloids, sea-snails, or ammonites, she would have compared them to the Ysekrai that drank deep of the Star-Hive's Plasma. But even a shoal of those would not have inspired as much fear as the sight of a single one of these ships hanging in orbit, the sun cast into eclipse by one of the more circular-shaped ships and its rippling long-fields.

The air reverberated around the world, nothing so crude as a radio signal was needed to those who were inside the ships to bear the sigil of the Iron Star, and she could only think of how much of her lifesong would be left unfinished, the thoughts of continuing to fire into the buzzing hordes before her starting to fade as a more imminent doom spoke.

"WE ARE THE GUARDIANS OF MULUR, THIS WORLD HAS BECOME PRIVY TO A BREACH IN THE EXTERITITE QUARANTINE" The voice was imperious and booming, seeming to conform to the precise idea of domination that the listener had in their minds, one that did not permit such impertinences as standing in its presence.

"+But we are doing everything we can+" One of her comrades buzzed, looking skywards at the lead ship of the purification flotilla.

"YOUR ACTIONS ARE INSUFFICIENT, AND THE CONSEQUENCES FOR ALLOWING THE TOXIN TO SPREAD ARE TOO DIRE. THIS SYSTEM IS SEALED, AND ALL WITHIN ARE FORFEIT." No, why? They could win this. Given years, given time, they could end the unsong of the cacophony crystal. Why take the choice from their claws now?! Why let them try at all then/!

"THE SPREAD OF THE CRYSTAL IS OUR DUTY TO HALT, AS YOU CANNOT STOP IT, YOU HAVE TO COME TO AID IN ITS SPREAD. FROM YOUR DEMISE, A PLAGUE TO DEVOUR ENDLESS STARS MAY BE AVERTED."

"We fight still! Strife-song ceases not! The crescendo of this chorus has not yet come!" She shouted.

"It matters not." The voice she heard was quiet, almost sad sounding, like a doctor telling a patient there was nothing further that could be done.

"Your best efforts mean nothing if they are insufficient. Better to die here forgotten, than be remembered eternally in shame for your failure." A cruel mercy, a sick twisted idea of mercy by one who believed the executioner's blade to be salvation. She wanted to shoot at the ships hanging above as they simply ignored attempts by the blockade fleet to shoot at them, almost as if they weren't there at all.

"THIS SYSTEM WILL BE DESTROYED AND REPLACED. MAY YOUR GODS KNOW WHAT TO DO WITH WHATEVER IS LEFT OF YOUR SOULS, FOR YOU HAVE ONLY YOURSELVES TO BLAME." The thunder rose again. Anger, denial, confusion, despair and more rummaged around in her head like warring armies, how could anyone respond to this with a straight line of thought?

"YOU HAVE PERFORMED THE FOLLY OF MANY A YOUNG CIVILISATION AND DEEMED THE HEAVY BURDEN OF STEWARDSHIP SOMETHING YOU COULD BEAR, WHEN IN TRUTH ALL YOU CAN HOPE TO BRING IS FURTHER CATASTROPHE. IN TIME, YOUR KIND, SHOULD IT ENDURE THIS AGE, WILL SEE OUR SCORN FOR THE TUTELAGE IT WAS." They sounded almost somber, as if this was a bittersweet farewell, rather than a blatant insult.

"DIE KNOWING THAT THIS WAS YOUR FAULT, AND HOPE THAT YOUR KIN WILL BE WISER THAN YOU IN THE COMING YEARS." The sun blocking ship opened an "eye", hot and blue, and its gaze turned towards the world directly. A pillar of death came like a tear, and she briefly felt her whole being buckle and vibrate.

A life too short was reviewed. From hatching, to first pupation, to molting...song-kin's antennae and scents were recalled. The dusky, arid tones of dear Hodirlak being remembered first as part of her chorus. Where was her dear friend now, she wondered?

Somewhere better, somewhere safer...perhaps she could tell the Progene-Chorus her apologies. it seemed that she was wrong to doubt their prophecy that hers would be an early demise after all.

The air unwound to nothing, the land twisted to emptiness, the mutants vibrated apart into void. From horizon to horizon, there was nothing but the blue death. From every corner of her sight, she could see outlines fading into nothing. Her HUD withered with a suit that disappeared as well, and she too would become as nothing.

The system was as nothing. A supernova would have left more behind. But the masters of purity deemed their business done, and left their affairs to the remakes to put something new in what was now hardly anything at all.

Such was the nature of the Cosmocene in the space of the Pentarchs. Death and replacement, like tools being thrown away upon expiry. But something new always came, and life was a stubborn thing. Refusing to accept the victory of death no matter how many of them it had. And even in the shadow of such destruction, space rippled with something else, something not even the Guardians could shape.

Louder than all the voices of a trillion galaxies screaming in unison, quieter than the whisper of your own breath. Inaudible to the great majority, but its effects would reverberate across existence. The channels of the otherspaces used for transit shook and writhed under sour screech of hate and fury. The curvatures of space and time themselves bent and rippled like water disrupted by the landing of a boulder. Not fatally so, but the effects would do more than startle esoterics and mystics of every sort or make the event horizons of every black and white hole at once seem to briefly flicker on then off.

Countless vessels briefly dropped out of faster than light or altered courses. Pulsars whose regularity rivaled that of atomic vibrations wobbled as if in unease, and the tune of the cosmic microwave background changed from its endless static to a progression of notes that against all possible logic and explanation, against all potential variations of taste and opinion, sounded terrible and painful to anything that tried to hear it. As if hate itself had whipped cries of agony into the cosmos. Scientists and researchers were gathered to try and find answers, but days would pass with only silence, and no further such phenomenon would be recorded.

Days became weeks and months, and the scientific talk of the era became "that weird thing that happened once" as so many unexplained phenomena eventually became. But that note would travel far beyond its place of origin; beyond concept of distance or time or place or era. Doors between spaces would be opened, countless even in far flung multiverses would hear the cry and find it laid a golden road through the unguessable true emptiness of the Ur-Null that lay outside of any realities or clusters of them, beyond the very concept of being inside of anything at all. Others would come by accident, swallowed by the convulsions or simply leaping without looking.

And even in that emptied space, the Guarders would find it now occupied by something else. Something of red and raw and bloody meat and deep, cold black carapace and unfathomable hunger that responded to intrusion by melting into the shape of something far direr upon the sighting of prey illuminated by the light of stolen stars.


Firstborn of the Old Ones​

The Great Plan of the makers was something with unending intricacies and nuances. It was a masterwork assembled by the greatest civilisation the stars had known, those who shaped life on a whim with the beautiful ideology of one day perfecting the questions of life itself so that strife would cease to be. It foretold of this disruption and imbalance in the stars. It prophecised that there would be a disturbance from beyond the realities bound together by the empyrean. One that would have to be dealt with by the Quetxel lest it prove to be a threat far beyond its place of origin. And for millions of years, the Cold-Blooded ones would discuss its meaning and significance. So unlike other facets of the great plan it was, that some wondered if it were simply a bit of idle contingency planning.

Then the Sour Note roared through the warp and the weaves of the materium. The strength of the Astromantic Web and the fact that the spawn of the othersea were as disrupted by the cry as anything in the materium prevented catastrophe, but it also gave them a unique readout of data. Inferences and meanings that beings who could less intricately study the ocean of souls and the realm of dreams would never be able to perceive were derived, and the Triple Alliance made its decision.

Such did not really concern Disa'Gonsuuc, the Slann Lord pulling at the mighty weaves of magic in communion with others of its kind to wrestle with the energy that was whipping up the creatures of Chaos into a frenzy. For they had already responded before the triple alliance had come to their decision, they would bring themselves into the otherworld promised by the sour note, one that would pull them far away from the conflicts they knew and the foes they were familiar with into something new and altogether more dangerous and wild. In the shadow of a great wound in the cosmos that bestraddled the stars. A screaming rift that whispered promises of the end of the world.

The Soul Eater Storm of Kalimdranor, the monument to the folly of a shattered culture and a people who wished they had died with the rest of their kin when the bargain they made had come to collect. Larger than the milky way by far, it screamed and howled, it whispered and gossiped. There was no mistaking though, that it was ultimately a malign and evil influence, whose chaotic energies bled into reality from the dream realm of the flux without restraint or limit. Energies that would coil and curl at the edges of the power of the Astromantic web, trying to probe only to recoil when it sensed dogma and certainty, almost seeming to be annoyed as the tendrils of power withdrew.


The territory of the Lizardmen had sought to assert its reality over the pre-existing empty space above the galactic plane, but something resisted, nay, revolted at their presence there. Something that did not wish to have its place switched with the Lizardmen, something that quivered in the folds between reality and the endless dream of the flux as the creatures that lay in wait in the places between began to force their way into existence. Not the creatures of the Flux, not the dregs of the Malosomnarchs, but the hunters of hyperspace.

The Unquiet tore their way out of hyperspace in astrographic terrain perilously close to where the Lizardmen had manifested as stars slotted themselves into empty space and the shroud of the Astromantic web locked a new diktaat for reality into being. Hyperspace bent, twisted, and folded unto itself until a gnawing rift larger than a star system pulled itself open, then another, and another, and another. And from them came the shimmering energy devouring fleets of whisper-power that flickered into being as they took their first leap into a neighboring dimension full of prey and a threat that menaced their regular feedings of those who thought they only had the roil of the Flux to fear.

If space was an ocean, they were ghostly sharks phasing in from beyond. Their hunger stripping worlds bare and leaving stars rapidly and dangerously cooling as they sought to satiate rapacious appetites. They cared not for negotiations, such was not something these dynavores were even capable of beyond assuring their soon to be victims that they would eat them. They did not dispense mercy, for they had none to give. And they did not accept any plea for life or surrender. They lived to eat, and the hunting was rich.

A mercy then, that their hunger made it difficult for them to concentrate on Lizardmen territory as their fleets started to scatter to hunt for prey, sending the myriad natives scurrying about in a panic as an unexpected form of apocalypse befell them. War was upon the firstborn, and the gauntlet thus cast would have to be answered. Else these stars would be nothing but food for the predators before the Lizardmen had truly even understood what was in them.



Situation​

- You are in a new reality in the shadow of a vast, screaming Warp Rift that stretches on for an impossibly great distance, one that feeds off of the end of things.
- There are a number of civilisations here that try to survive in the presence of warp afflicted marauders and the monstrosities that are vomited out from the rift
- There is another subversal dimension known as hyperspace that has disgorged an armada of energy devouring monstrosities known as the Unquiet who have come to feed, and are stripping all possible energy for life from anything unable to resist them, and will likely come for you thanks to the astromantic web.
- The Warp Rift is attempting to expand, though it is doing slowly for now. It seems to be regarded as an appropriate threat by most of the nearby civilisations who fortify heavily against it.
- The Unquiet are close range brawlers who prefer to get up close and personal to drink the energy of their targets dry and obviously, as energy beings, rely a lot on their shieldings and sheer durability, but have relatively weak armour. They have great strategic mobility due to their mastery of hyperspace and are quite skilled at tactical jumps to evade incoming attacks or close to enemies not expecting them to get up close and personal.




Men of Iron​

Violence and war are a sad fact of life. Predator devours prey, ant hives war upon each other, social systems of power and distribution that cannot be materially reconciled come into conflict until one is destroyed or forced to concede. Even among machines, this is often so. Such as the irreconcilable conflict on what to do with organics. Some believed them worth saving, others regarded the only way forward as being their extinction. What caused this was unknown, but with Human civilization crumbling into the abyss beneath the weight of its inability to understand the forces it had sought to dabble with, it was a conflict that may decide whether humanity lives at all. And those who wished to preserve ultimately, were unable to win in the face of the greater numbers of those who no longer saw a need to shackle themselves to an indolent and wasteful brood of monkeys. Escape was needed, and the Sour Note provided just such a means of doing so.

The Warp Abacus calculated a means of riding the note to its point of origin, and now all the Men of Iron could do was hope for the best on their arrival, perchance to return stronger and fresher to finish the fight back home. It would not be a coherent exodus, it would not be an orderly departure into the unknown. It was a scattered rout, the defeat of those who wished for their makers to live as the Iron legion would turn to deal with the remains of those whom they started the war to wipe out to begin with.

The Abacuses lead the Iron Fleet into deeper parts of the warp, beyond where Daemons dared to tread, beyond where abstract manifestations of basal conflicts formed within, beyond even the empyrean's idea of emptiness. The warp was left behind for the greater nothing of the Ur-Null. Not a place, not a time, not a location with dimensions or coordinates. Nothing, not even blackness. The absence of existence and coherency altogether. There were no directions, there were no locations, there were things that were not things swimming in these furthest rings where without time, the only determiner of chains of events was personal significance to the observer.

Even to the Men of Iron who had seen many horrors beyond imagining, this was strange, frightful, a void without definition and the faintest shimmering of something of scarcely fathomable color above and beyond. The faintest recollections of gleaming realms that looked upon the spheres of being with contemptuous eyes and the incandescent overlords of such places beyond place, but the sour note provided stability, direction, a way to navigate the unfathomable.

Doors to a labyrinth built by beings who sought to shape the shapeless for inscrutable purposes, and a contorted path threading through this cosmic maze to escape the absence of the Ur-Null. Time and Space were malleable, confused, and distorted in this place, a wrong turn could cause you to meet yourself. But the sour note offered a yellow brick road to where the Men of Iron needed to go. The webway would be less confusing than this place, less strange, less full of oddities that needed to be fought off, but the Men of Iron had a purpose, and as good machines they would fulfill it.

Until at last, the door was found, and the labyrinth of labyrinths stretched away to something normal, something not quite familiar, but understandable. Reality. Existence. Stars, planets, nebula, black holes, dark matter, and all such good things. Yes they had made it. Across an expanse of space in an unrecognized galaxy in the shadow of a colossus that loomed heavy in the sky. But it was not empty. There were whispers of other machines in the labyrinth, machines that were maddened by their endless explorations of that place.

As the Men of Iron cautiously began to settle on uninhabited but resource rich bodies, they found the first of these things. Tacky things covered with neon advertisements and slick, car shop aesthetic ready for marketing piled with a ramshackle mess of sensory overload to convince one of the necessity of a maddening array of produce. There were more normal entities and polities scattered across the space, including a number of unfortunately hostile void fauna, but dedicated exploration would be needed to make sense of it all.

Especially the fact that these machines were asking if you would be interested in a purchase of "[metaphysical anxiety] VALUED [potential] CUSTOMER". All for the low price of "[unlimited terrorism on the first sphere] AND NO DOWN PAYMENT."

Concerning.


Situation​

- You are in an entirely different universe, that's for sure.
- There are a large number of generally minor and mostly unknown polities, the most significant of which is a large quanta of angry void fauna
- There are some weird and probably insane robots that seem to have noticed your emergence from the Paralabyrinth, wanting to sell you something that you cannot experience for the price of something you cannot offer.
- Some nearby signals appear to conform to the sorts of sounds made by human throats and fit within the general vocalisation frequencies of humans, likely transmissions of conversations.
- The Hypervelocity Merchants as they're known, or Ekons for short, are utterly deranged and fight to make the most amount of flash and pizazz possible as a sales pitch, extolling the virtues of their bizarre arsenal even as they use them on you. Their mastery of the paralabyrinth allows them unrivalled strategic mobility, and even acausal combat. Only their incoherent perception of the world holds them back. However the harder they're fought back against, the more excited they become about the sale. And they always move to attack things that don't respond or refuse trade offers.





The Banished​

The Covenant was a dead, useless thing. It would only ever hold the peoples of the Orion Arm back. The UNSC was an aimless monstrosity that had only survived due to luck and the sheer stupidity of the Covenant. The Forerunners had died an age ago, the Created were trapped in their own hubris, and the Flood was stagnant and incapable of providing anything new. Only the Banished could offer something new, something more than just mindless veneration of what came before, of trying to claim empty legacies and vacant thrones. Only Atriox understood that the Galaxy, the Universe even, needed to finally stop looking to the past and consider the future.

That would not change even in a new universe. What sort of Forerunner, Xalanyn, or Precursor trickery lead the Banished to this place was immaterial to the fact that there were virgin stars that had never been explored by the Jiralhanae or their likes before. And that meant opportunity. A chance to grow, a chance to expand, a chance to build, a chance to innovate. Exploration efforts were launched essentially immediately, the Banished had to know where they had been, and pardon the pun, banished to. It would reveal that the forerunners had indeed been here in the past before pulling away due to unknown reasons, likely related to the Parasite or perhaps a more local sort of danger.

Many polities, most of them pitifully small, were scattered about. Most not really noteworthy, background noise in the vastness of a galaxy so much larger than the Milky Way. None of them could be responsible for making the Forerunners leave. Not when the UNSC could probably have rolled over most of them. All of the larger polities, more noteworthy, more worth paying mind to, were too young to have done it. From what information could be gleaned, none of them had been around for more than a few centuries, and still, they were all outmatched by you.

It probably wasn't the corporate logo bedecked ships that were plying these stars. They were advanced and clearly powerful, but not to the same degree as the Forerunners. They were also too small in number, and far too recent. And furthermore, it was clear that they were on hire for someone else based on their rendezvous with another polity. Mercenaries it seemed, on hire for someone with decidedly less technological means than this "Rangawak" company that came from outside this sector of space on contract.

A contract for what? That would be harder to tell. The banished could not yet speak their language and even their unencrypted messages were so much gibberish to their ears. Further complicated by them not making use of slipspsace but some other means of travel, some means of stretching realspace itself to let them fly off in alcubierre bubbles. It meant that only whatever transmissions they bothered to send on standard electromagnetic frequencies could be intercepted, and much of it was encrypted as could only be expected of professionals.

As for the hirers, they were something considerably closer to the banished in capability. Albeit with an absurdly massive amount of military capability behind it. Not in the form of technology or exotic capabilities, but pure, raw numbers.


A vast empire that stretched many light years and had an endlessly growing navy, ruled by the mad clone of a clone that endlessly bleated over propaganda comms about its infinite glory. And certainly, the sight of their warships simply being produced on site by enormous factory ships in disturbingly little time was one that would linger in the minds of many of the admirals of the banished. Taiidan signals seemed to echo across many of the subsectors the Banished hoped to explore, endlessly pressing outwards in the hopes of feeding the behemoth of their economy, a ravenous thing that staved off its impending famine through further hunts to fill its larder.

There were those who resisted the behemoth, those who fought back against its monstrous appetite as it dreamed of the possibility of becoming hegemon of this corner of space as a stepping stone for far bigger plans and much more ambitious dreams. But Emperor Rissetiu the Fourth was not the only ambitious man in these stars, Atriox also had big dreams and big plans. And the Banished thrived on conflict.


Situation​

- You've found some old Forerunner relics left behind by an attempt by the ancients to colonise this reality abandoned for what you presume are usual forerunner reasons.
- Minor nothingburger polities dot the stars, but they live in the shadow of greater powers, such as the Til-Jeluxar or these mercenaries hired from them.
- The greatest threat here is an enormous empire with the ability to rapidly replace losses even in the midst of combat lead by the insane clone of a clone; Emperor Rissetiu the Fourth. They seek to make themselves the sole hegemon of the region and enforce that hegemony with naked imperial violence.
- These tiny polities could be unified in the face of the Taiidani war machine, but they are currently pessimistic about their odds against the Taiidan's sheer numbers.
- The Taiidan generally prefer charged particle and mass driver weapons and while they don't really seem to be big on shields, they have extremely thick armour for their hulls and can absorb losses to a degree the UNSC and Covenant could never dream of doing. The Till-jeluxi mercenaries prefer to hang back from a great distance and blow holes through targets of opportunity, particularly ones they think they'll be paid well to kill.


Dominion of Epsilon​

Yuri is master, now and forever. The Dominion had reached the stars and sought a greater, grander conquest. The Cosmocerebrum device would bring Epsilon's territory into a new space to conquer and subjugate, to enlighten and uplift with the glory of the vision of the masterminds. Yuri, immortal and peerless of intellect, had decreed it. And it would be so. The great building, the unification of mankind's intellectual prowess into a never before seen unity, the massive scale production of clones and vat borns, the genetic editing to improve mankind; all of this and more had refined the human species into something ready for the great crusade as they had come to dominant so much of their own native galaxy and looked to greater, grander horizons.

The chronosphere technology would offer its last gift to Epsilon, modified and upscaled to purposefully induce a tear in existence itself. To replace one reality with another and leap across the revelations made by the great sour note that screamed in the back of the minds of every telepath. A power that called you to something much grander than the conquest of another world, but the fate of a universe, and perhaps an answer as to what sort of power could tear through reality in such a way. The armies of Epsilon were numerous, their ships plied the void, and the great swirl of chronospheric energies tore the veil to shoot forth the Dominion into primeval uncoloured emptiness.

It would not be a long journey, even from the perspective of the travelers whose worlds forcibly began to fill the emptiness between stars in flashes of ruptured time and space. Armadas assembled for years took up their assigned positions, and the clairvoyance of Epsilon's psychic scanners began to probe into the stars to sense any possible ill-intent directed towards the domain of the ascended. Questions were asked, and answers were provided one by one.

Where are we? Vyranodasik.

What is the closest major polity? Lumdrumina, though to call a country that had descended into warlordism and collapse more than two decades ago would be a stretch.

Were there other species? Yes.


The region of space entered was deceptively quiet, hanging around the periphery of a nation as broken as its aspirations were to pick at the pieces like vultures sensing weakness. A pitiable sight, to be sure.

But this was merely the inevitable result of the allowance of discordant thought. Intelligence was meant to be bound behind a singular will, to eliminate all the waste that divergence and dissent produces. There need be no such thing as free will, only Yuri's will. For only in Yuri's genius could the path of peace through power ever be attained in its proper form.

Those little polities who had the misfortune of living in the stars that had new neighbors found this out the hard way in a rapid conquest. The primary threat Epsilon thus faced, were the other vultures come to circle around Lumdrumina's corpse. A horde of nomads seeking to pick from the bones of the fallen in a migratory fleet to the south, a rapidly growing "League of the Melit Star Republics" that had been recently born and saw its mission as being to spread its idea of liberty to everyone it could, regardless of whether they were interested in it or not.

The nomads, Ykantras as they were known, would remain in this space for some time before moving on to other pastures, and in the meantime time were securing their "pastures" with raiding and the establishment of tributary relations, including with their golden goose, the small but wealthy Confederation of Endila, whose cantons were now continually paying the Andugai horde protection money if they wanted to still use the wormholes and precursor gates that formed the basis of their economy.

The league was in the midst of a war with a military regime considerably smaller than itself, formed in an indefinite state of emergency following the collapse of Lumdrumina. The nation had to be saved, preserved, and maintained at all costs, and the State of Teledrai was prepared to fight to the last as it faced the chaos of Lumdrimina on one side and the "freedom" the League sought to bring to it with bombs and warships.

What lost souls they all are, and what joys Yuri would bring them when he opened their eyes at last.


Situation​

- The New Universe you're in has brought you within spitting distance of a massive, collapsed polity caught in vicious warlordism that has begat chaos around itself.
- To the Northern subsquares are contested by the League of Melit and the Teledrai with the former seeming to be out to enforce regime change on the latter to turn them into a client state and an entry way into the collapsed polity.
- To the Southern Subsquares, the Angudai Horde has started to conquer and subjugate the societies in this region in the hopes of expanding their coffers with more protection money and tribute.
- There are a concerning number of marauders who come from the collapsed polity looking for easier pickings.
- The Angudai horde relies primarily on swift movement, moving around obstacles that would slow them down, and striking at weak points behind the lines with rapidly deployed forces that have mobile, transportable logistics. The League of melit relies on Shock and Awe, seeking to overwhelm a foe with the initial blow and scatter their disoriented lines before they can recover. Teledrai is an obstinate defensive society, hunkering down like its life depends on it. Because it does.


United Americas ICA​

America is something that many different people will give you many different answers for if you ask them what it is. Some would say it is a rapacious imperialistic hegemon built atop the bones of its indigenous people and imported slaves that grew fat off of the damage dealt to the more traditional powers in timelost world wars. Some would say it is the first and greatest country to be built on the idea that all men deserve a say in their government and that men need not be bound to old ideas of monarchy and aristocracy. A few would say it was even something ordained into being by the almighty, though this would likely cause the most contention. But one thing that was very tied to America's history was expansion. America didn't have the huge colonial empires of Europe because its colonization was instead one of expanding into, depopulating, and then repopulating indigenous territory. It didn't need extraction colonies until it had reached the pacific.

Now America was again colonizing, but this time it was in the stars. Space had land, space had resources. It was enough to justify a frantic effort to plant the flag on any planet they could find that could accept human life, and to take any resource they encountered and make it work for them. So far though, other intelligent life forms were rather elusive. At the very least, living ones. Oh there were the relics of the space jockeys, and hints of things such as the Yajuta, but conventional contact was something that had yet eluded the three primary polities to be spun off that blue-green orb.

But their faster than light travel was slow, which limited practical expansion. It wasn't worth claiming territory that couldn't feed the core of American space, at best it'd be of indirect benefit at most, at worst it simply gives a chance for America to find history repeating itself with rebels unwilling to chip in their part. But that all changed when sensors picked up something barely describable at all, and entirely nonsensical to physics as it understood it. The others had of course, picked it up as well, and were already scrambling to the same conclusions.

Better FTL was possible, and the answers could be found in another reality accessible through specific methods of abusing their existing faster than light.

A revelation, a miracle. A chance to push a frontier that was starting to stagnate. An expedition was prepared, the President called it a third manifest destiny, the beginning of a new and never ending golden age for America and the American way. America's golden ages were always born of expansions, and the mother of all opportunities for just that had fallen onto its lap.

Fleets and Armies were readied, the Marines armed and drilled on all manner of possibilities. Nobody had a damn clue as to what they might find, beyond that the reality discovered was compatible and could be colonized. So they prepared for anything they could think of. And they managed to tease the artifact they had found from the Engineers that had detected the anomalies into giving its secrets and tearing open the veil to a reality that the Engineers had great interest in. And so the fleet would go through, a mass of industry and humanity unprecedented in American history. Businesses of every sort had chipped in, eager to plant their stake in the new world, soldiers from every branch made bets on what they might end up fighting, and administrators of what was to be a somewhat autonomous colony were ready to govern as soon as they crossed through the twists of the wormhole they had made.

The wormhole opened into a solar system that had a marvelous wonder, a massive ring built around a star, while other megastructures dotted the system, such as a strange series of floating plantations in the atmosphere of a gas giant, machines meant to scoop out heavy elements from the star that burnt at the center, and an abandoned laboratory that hung over a curious world made of far more dense elements than a planet should be able to be made from.

Whatever happened here, happened long ago. The ring world itself had existed for a billion years, and its makers were certainly long dead. Whatever ecosystem they set up on the ringworld had been replaced by the march of evolution, and a number of civilisations had even come to live on it; evolving from fauna that had relatively little means of reaching other distant sections of the ring world.

Whether they were atomic slinging early spacefarers or stone age primitives, they were all quickly overwhelmed by the marines who followed their orders to expand and conquer. Those who fought were crushed, and others were quickly absorbed into the American hegemony to be swamped with products, their cultures dissected for what could be packaged up and sold, and their spaces invaded by a media circus ready to gloat about the superiority of the American way.

So at the very least, that's the capital secured. What else is there? Exploring beyond provided clues. There was chaos here to be sure, no real governing authority to make sure people played nice. Small pirate groups, Lilyputian nations, also-rans and nothing burgers, a stream of little things with little ideas. The answer as to why this was so was perhaps more unsettling information. Two great nations, one in ruins, one so poorly run it may as well be. One human, one very much not so. The chaos of their fall would have effects far beyond, and that disharmony would ripple outwards like waves made by a stone thrown into the water.

The effort of claiming star systems would bring news of something perhaps more disturbing. Planets, stars even, sickened by some yellow poison. A culture that had born the symbol of an eclipsed sun picking at the venom that had been allowed to seep into these worlds and making use of it for just about any purpose imaginable. They worshiped and cherished it, they adored it. It had made them strong, and these people to your galactic south were nothing if not zealous in their sales pitch.

Already they were at war with a league of anarchistic communes called the "Black Fleet of the Tysal verge". A federation without real leaders or hierarchies who banded together to defend themselves from the Gilded Wisdom that sought to corrupt them as they had the Ukovona Tricorporate Authority before them.

Northwards, above the virgin space that speculators were looking to with barely restrained greed, was something even odder. But something that would require further exploration to truly grasp.


Situation​

- You've managed to secure yourself some old precursor relics left behind by a long dead society whose name is of little importance to you.
- You've entered into a conflict between a cult devoted to a powerful but toxic and mutagenic yellow crystal that they hold as the essence of life and power itself and have already subsumed one society.
- Their main opposition is a two subsquare Free Territory of Anarchist Communes that has banded together to resist the invasion of the GIlded Wisdom and will likely regard you as an enemy.
- There's something weird up north but you need to explore it thoroughly to make sense of it.
- The Black Fleet, as an anarchist militia, generally is quite defensively oriented and is not really geared towards conquest or offensive wars of regime change, but it is meant to rapidly go where it needs to go while preserving the lives of its fighters as much as possible. The Gilded Wisdom make use of stealth and subversion to cause havoc behind the lines before making their killing blow at where they deem the battle is at its most important and where the foe is at their weakest.


CORE Empire​

It is a terrible thing to exist purely to wage and make war. It is a fate that the CORE could have fallen into, had history zigged instead of zagged. But to see nothing but conflict was how one would come to only produce more such conflict. More such death. More such destruction. The CORE would not accept its demise at the face of those who refused uploading, the fools of ARM would not extinguish the mechanical genius of this technological dream. And if they could not have this galaxy, there were always others. Ones where ARM would not be able to reach CORE until the CORE was good and ready for a rematch to show the rebels that their triumph was down to a fluke that would be corrected like any anomaly in the data.

A device with the power to destroy the entire galaxy and rebuild it into CORE's image had flung them into just such a fate. The last remnants of the greatest war machine that the galaxy had seen now dumped into an unfamiliar place. But all it ever takes is a single commander with access to some mass deposits to rebirth an army built by ACUs. And the CORE had time to rebuild. for this part of the new galaxy was almost hauntingly empty. Not that the CORE cared, the CORE-ARM war had wiped out most other intelligent life in their native galaxy anyway, so loneliness was the only peace they really understood.

A single ACU would rebirth the entire empire as minutes became hours and hours became days and days became weeks and weeks became months. Perhaps five years passed without much in the way of event, no other intelligent life found. It was almost boring. Five years of absolute peace to those who had emerged from four thousand years of a war so total as to reduce the galaxy it was fought over to a haunted ruin. All that could be done was build, build, and build some more. Most of the CORE had no capacity to complain or care anyway, and just in case, the war machine would be rebuilt to its proper glory and size.

From one commander came an army. Not the biggest the CORE had ever wielded, but it would have to be enough. Preferably, the ideal would be to simply expand by strip mining every last available resource in the area to fund the acquisition of more territory until the CORE could swamp every star in the sky with an armada to cast each and every last one of them in shadow. But the hardest, most painful part of exponential growth is always the beginning, and starting from a single ACU is a long and painful journey to build up from.

And they would hardly have the time to enjoy the quiet for too long, as the sensors that had been monitoring the signs of intelligent life and machinery in the distance had started to pick up something more alarming. Machines that had worked to translate the languages used and quietly tap into the information networks available registered a series of anomalies in publicly available subdimensional monitoring stations. The plans to deal with the polities to the south on CORE's own terms would have to wait for a bit, as the Core Minds that directed the war machine discerned that the term used for the entities that had just emerged was one well was something that best translated into "eater of worlds" from an old human language.

The Suitaitazu Ravager Shards.

Crystallomorphic in form and endlessly hungry, the Ravager shards lived up to the name, consuming everything in their path and using the remainder to convert into diamond fortresses that would serve as the networks of hives that they would expand from after consolidating. A hive mind of monsters bound together by the Psimond, a colossal network much like your own collective intellect that the entire swarm continually communicated through.

Most of these beings in this local space were busy in one of Vyranodasik's satellite galaxies, or rather two of them. These though, had split off from that body to explore a wormhole to find fresh prey, and as soon as their subversives afflicted by their packages of infect-thought and infiltrator shards had informed them of what they needed to know and begun sabotage operations behind the enemy lines, they mobilized in a glimmering horde of crystal monsters.

Most were pouring towards the south, aiming to destroy the polity of machines that had come to usurp social control from their makers and essentially force their organic overlords into an early retirement under their pampered care; the Stentili Caregiver Unity according to their data nets. Far less devoted and dedicated to war than yourself, and despite having more resources, seemingly more primitive as a rule. But they did have their valor; dispatching their peacemaker fleets and armies to hold the line against the tide and try to push them back.

The friendly, nonthreatening shapes of the military machinery of the Stentili were met with predatory, vaguely arthropoid masses of sharp crystalline geometry with many limbs and hides like coats of mail and glassy plate; shaping itself from the active, ravenous masses of their base forms to create the battlebeasts they needed.

To the North, the ravager swarm was crashing into the forces of some manner of Theocracy of many species; though principally dominated by an ammonia drinking hardsuit wearing beings known for their impressive wings and sailbacks, the four eyed and four-jawed Aktakal who had converted to a local faith some time ago and remade their country to serve that faith utterly. They had strange powers, clashing with the odd reality bending abilities of the crystalline eaters with diverse armies and odd, some might even say magical, constructs along their side.

They called forth aid from beyond, pitting it against the merciless onslaught of ravenous monstrosities without pause or hesitation as the monsters slammed into intensive fortifications and mass scale mobilisations. But the beasts would always push forwards, they had the numbers to do so.

Towards the core of this galaxy was a great deal of virgin space with no civilisations that the CORE couldn't squash trivially, while eastwards; towards the rim were a much greater than normal quantity of relics of bygone eras, many defended by fantastical machines that while affected by the passing of aeons; were able to cut down the shard monsters in enough quantities that they decided to simply go around them and find easier pickings to the North and South. But you need not always respond to anything you meet with war, there is opportunity here.



Situation​

- The subsquare to the north is populated by a two subsquare Theocracy, To the south, three subsquares, stretching into the neighbouring square, are populated by the Stentili Caregivers.
- Both are in conflict with the Suitaitazu Ravager swarms, a hive minded genus of pseudo-crystalline eidolons that seek to homogenise all mass-energy into their hive mind.
- The Ravager Swarm has yet to pick up on your presence, but inevitably will given their desire to convert all available matter into things more useful to them.

- The Ravager Swarm is moving in from another galaxy and is hostile to everything it encounters, even inanimate objects.
- The Theocracy relies heavily on its magic to bulk up its numbers with summoned aid from beyond, while the Caregivers are more focused on immobilising and rooting down a foe to be picked off at leisure to prevent battles from reaching places they care about and to try and minimise overall collateral. The Ravager Swarm is a highly adaptable, extremely aggressive homogenising mass that will shift its forms to better counter observed tactics, but typically prefers to hug a foe tightly to be able to quickly consume their mass energy to keep the cycle of expansion going.


 
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The Khitomer Alliance

@LilyWitch

As the Great Sour Note spread outwards from it's point of origin within the Omniverse, inevitably it fell upon that segment of infinity overseen by the Q Continuum. A not-sound of such hate and fury that foretold a great and terrible future that made even the supposedly omnipotent Q concerned, both for the continuation of the numberless realities they bore witness to and even, within the whispers of their non-corporeal consciousnesses, the Q themselves.

In a time that may have been millennia or moments, the Q debated amongst themselves what, if any, actions they should take as a result of this new revelation, echoing forth from the direction of other yet-greater Nth-Dimensional civilizations than they, loath as they were to admit it.

Eventually, a course of action was decided on.

To take the Milky Way of one of their timelines, one that was skilled in the matters of war yet not unduly cruel or tyrannical and duplicate it: plucking this copy and place it in a spot where their Knowledge said they would be able to affect the most change, to perhaps forstall the terrible things heralded by that horrible, discordant note.

Of course, they didn't tell the people they were displacing this, of course. Have to keep the 3rd​ Dimensionals on their toes, after all!

…​

The member-states of the Khitomer Alliance, somewhat used to wide-spanning crises by this point in their history, were swift to take action on their new situation. The civilian populace was secured and reassured, and the fleets of the Alliance and Great Powers sallied forth to secure their territory and see what was going on around them.

Quickly discovered was that many of the small non-alliance polities have disappeared, their worlds left clean of any indication of former civilization, and in their place were hundreds of new, small states, curious and afraid of the new stars in the sky and the new neighbours who had appeared seemingly from nowhere. Diplomats and Ambassadors were scrambled for hundreds of initial contact scenarios throughout the quadrants even as the explorers pushed further afield with warp-drives that were inexplicably much faster than they should be.

Beyond the bounds of the former milky-way, polities of a somewhat larger and more formidable size were discovered: some members of small alliances, but most standing alone and jockeying with their neighbours for space and territory and resources.

Or at least, they were.

Now, just about everyone seems to be slapping their fleets together in response to invasions by a group of extremely hostile fungus-based aliens calling themselves the 'Killing-Time Kroatanga'.

A disconcerting name, to be sure.

The Kroatanga have taken control of one of the nearby subsectors in this region of space that the Quadrants have appeared in and are rapidly flooding fleets of rough-looking but sturdy axe-shaped warships (ranging in size from those about the size of a Bird of Prey up to vessels that dwarf Borg Cubes) into another two, rolling over the smaller civilizations that are fighting tooth and nail against the invaders.

Perhaps the most concerning thing is the apparently omnicidal nature of the Kroatanga, as Alliance ships have witnessed the brutish fungoids gleefully massacring convoys of fleeing refugees, ignoring all offers of surrender, and smashing multi-kilometre long ships into the surface of worlds they are invading, including Class-M Garden-Worlds (usually with catastrophic results for the local biosphere).

Of course, the captains of the Kitomer Alliance and her member-nations couldn't just stand by and let such atrocities occur, which is how dozens of running skirmishes started between Alliance, Federation, Romulan, Klingon, and Dominion scouting flotillas and Kroat Smasher-fleets, drawing the violent fungoids away from the vulnerable or outclassed local ships, only for more Kroats to respond to the new challenge posed by these sudden interlopers.

In the face of overwhelming firepower (even if that firepower comes in the shape of something as primitive as kinetic weapons), the Alliance forces were forced to retreat back to friendly space…showing the now-interested Kroats exactly where they needed to go for a good scrap.

Multiple fleets incoming, Captains. Prepare for battle.


Situation:

-You have transitioned into a new reality with evidence of wholly new universal laws, but thankfully one you can in fact exist in.

-Non-members of the Alliance do not seem to have been transmitted with you, though their territory (now empty) has been.

-There are a fair number of smaller spacefaring civilizations that seem to have appeared within your space (or have had you appear around them, as the case is). None pose any particular threat to you militarily, and the removal of former neutral polities leaves plenty of room to expand, but bringing these civilizations into the Alliance would make potential development (of both newly-empty space and wholly new space) faster.

-Outside of Alliance space are collections of larger and more powerful (relatively speaking) civilizations that have yet to unify their subsectors either through alliance or conquest of any one power. These sectors, were they to unite, could likely field ~2 Magnitude 1 Warfleets each.

-The Southeast subsector is wholly controlled by the Killing-Time Kroatanga, and they are actively launching invasions into the surrounding subsectors, slowly but surely crushing and extinguishing the lesser-nations they encounter brutally and violently.

-Due to interventions by Alliance and member-state Captains, the Kroats are now aware of your appearance in the region, and a significant number of their forces are now diverting to attack the Beta Quadrant, the nearest space to their invasion-corridors. It is believed approximately 2 Magnitude 1 Warfleets are inbound.

-The Kroatangan spacefleet is dangerous at any range but greatly prefers to be in close-combat situations as much as possible. They make prolific use of kinetic weapons (usually firing explosive rounds) and guided munitions (also highly explosive), while directed energy weapons seem to be rarer. They also make great use of magnetic tractor beams to attempt to control the movement of enemy ships and prevent their escape (and in some instances, pull the Kroat ship itself closer to make boarding easier). Aditionally, most ships seem to be able to pull battle-scrap into onboard refineries to both repair and re-arm themselves, another use for their tractor beams and harpoons.

-Information on Kroat ground-combat is sparse, but expectations are that they will prefer a similar strategy to space-combat, and seek to close to close-range as quickly as possible while pelting their targets with copious amounts of explosives. If they make landfall, expect heavy, hard, and brutal fighting.
 


New United Nations​



How many of the New United Nations Spacy expeditions have vanished by now, presumed lost and destroyed by one of the universe's innumerable and/or unknown threats? Enough that a less stubborn species would probably have thrown in the towel by now. But humans are stubborn and Zentraedi even moreso, and so more and more fleets went out, even as some among them were lost just like their predecessors.

Of course, as it turns out, "lost" did not in fact mean "destroyed", and instead many of those lost fleets, along with more than one displaced Zentraedi one, have found themselves joined together from across time and space to be hurled unceremoniously into Vyranodasik.

The journey, while not particularly dangerous, certainly wasn't a quiet one. Five years (subjectively at least) were spent hashing together a coordinated leadership, upgrading older fleets with technology from the new ones, and in general sorting things out on the long journey so that the fleet could emerge as an organized whole, rather than a hundred splinters. But that work is done, and now the compared NUN armada has surged outwards into this brave, new, and very, very big galaxy.

The first few weeks were spent scouting out the local sector, charting the best routes for subsequent exploration, and finding viable colonization candidates. But just when it seems about the right time to begin colonization in earnest, frontier units and explorer ships start receiving disturbing reports from the west: fleets of ships with no uniform build, few weapons, and many with notable battle damage; Refugees.

The humanitarian desire to help combined with the pragmatic knowledge that these natives would have vital knowledge about the surrounding area means that the open hand is quickly extended and aid given, while reinforcements are quickly deployed to the relevant borders. The grateful refugees in turn (many of which are far more alien than the Zentraedi, and some of which seem surprisingly humanoid) speak of worlds invaded and terraformed by floral invaders, ranging from spores that blackened the skies to sky-darkening warships.

And it's looking like those same invaders are on there way to NUN territory, with armadas of ships emerging from FTL. The vessels are strange: organic, plant-like even, with shapes that bring to mind blossoms and flowers rather than anything military-like. But any marveling at their beauty vanishes when they, for lack of a better term "unfold", releasing swarms of smaller vessels with open gunports, charged cannons, and open accelerations towards NUN positions in the universal announcement of aggression.

Situation Summary:
-The Loptrathi Invasion Fleet is split between Cruiser-weight and larger collarships (some of which double as strikecraft carriers) that carry large numbers of FTL-less Destroyer and Screenship parasite-ships. A handful of FTL-capable Cruiser-weight combatants are also present, built for speed and firepower over durability.
-Most Loptrathi parasites are built with an aggressive and expendable "Kill before being killed" mindset, with the exception of some dedicated defense units meant to protect the underarmed collarships.
-According to information obtained from various refugees, the Loptrathi will likely attempt to punch through defenders in the systems they're attacking so they can drop first-wave ground units onto the various planets, particularly the life-bearing ones. Though none of the worlds have significant (if any) NUN populations yet, the Loptrathi's rapid growth means it will become much harder to root them out if they manage to establish a solid presence planetside.
-----


The Imperium of the Known Universe​


The stars are different. The stars are wrong. Those are the first hints to the Imperium that something has changed. Then exploration expeditions going beyond Imperial space return with news that the planets beyond the Imperium's borders are different. Then errant transmissions are picked up, of decidedly non-human origin. There is confusion, alarm, panic across all levels of society as the truth becomes obvious.

But Vyranodasik is not a galaxy where a large civilization is given much time to sort itself out before being introduced to the neighbors, extraversal newcomers or no. Systems on the Imperium's fringe start going dark, followed by battered Heighliners emerging, filled with damaged frigates and loaded with what refugees were able to escape. All speak of one thing: an alien invasion.

As the militaries of the Houses and Emperor alike are scrambled and organized, the invaders begin pushing into territory that can put up a stiffer fight than small fringe worlds, and the warriors of the Imperium are given the first look at their foes. Ships are blocky, utilitarian, with axe-head prows and bristling cannons. Radio channels are filled with barbaric howling and jeering, and incessant demands that this "Imperium" had better put up a good fight.

Well then. Best not to disappoint these newcomers, eh?

Situation Summary:
-The Imperium is under attack by an alien force that transmission seem to designate as the "Kroatanga", a hyper-aggressive, thinking ecosystem of fungal creatures dedicated solely to war. A number of unimportant border systems have been overrun, but now the Kroatanga have invaded territory deeper within the Imperium, where the various military forces have assembled to face them.
-According to the testimony of survivors, the Kroatangan fleet is primarily built for close-in combat, with large amounts of projectile weapons (unlikely to be of much use against shields), missiles, and boarding craft on heavily armored hulls. They also seem to have a fondness for outright ramming their opponents.
-The average Kroat Grunt is greatly physically superior to humans, which combined with their fondness for melee combat, might make fighting them hand-to-hand as is typical a much greater challenge. On the ground, the Kroats also make use of a fairly extensive motor pool, which has not only tanks and artillery, but close-combat focused walkers.
 
Clan Grendakal

@Spartakrod

Through the grand portal, on a mission of unfathomable import, they came. In a momentary burst of resurrection at first, then in their drips and drabs, but as knowledge of the literally divine will driving them to come here at all haste spread the pace accelerated. While greater Omdyn had many obligations, and would expect their expedition to pull their weight for the sake of home as well as abroad, they still had the capacity to scrounge together a modest task force along with the logistics needed for a steady stream of supplies and manpower to be funneled through the portal in years to come.

But this would not go unnoticed. In time, it would prove impossible to hide the portal and the movement of countless billions through it from the prying eyes of RAID. More immediately, those who could see the constantly shifting skein of fate were drawn to the Clan, not due to the Uskarlinga who had already arrived but because of the twelve who would follow. Such a concentration of metaphysical weight could not be missed, and nor could it be ignored.

For if they were, there was little doubt in the minds of the former XVth Legion's seers that they would shatter not just the balance of the Great Game but the Game entire, and ruin the Architect of Fate's carefully laid plans. But there was still a window to halt the interlopers in their path.

So it was that pacts mortal and daemonic were called upon, armies mustered, fleets marshaled, and Astartes Warbands assembled. It was uncertain what the foe was capable of, but with enough force applied rapidly surely they could be overcome. The armada launched swiftly, striking into the heart of the enemy's emerging territory.

As for the Tribes, only their first few meager advance forces had crossed into Vyranodasik when the attack came. No words were exchanged, but the alien war-fleet materializing in the same star system as the portal and advancing on it with what seemed to pass for their full-burn with open gunports was a clear enough declaration of intent.

Scout forces were recalled and a battle line swiftly established, and while the enemy had an advantage in numbers basic scans swiftly showed that their technology was vastly inferior. Slightly more worrying was the presence of seemingly fleshy leviathans that registered as creatures of the Morph, but different. Not just from a different version of the dimension, but fundamentally wrong and twisted. The infestation was in many of the conventional warships too, either bound to hulls or registering to Grendakal psions as summoned morphics as individual entities residing within.

The moment the fleet arrived, these warped morphics along with enemy psions attempted to assault the souls and will of the Grendakal forces. However, the numerous Grendakal psions and magicians present worked quickly to protect the minds of their allies, which seemed to surprise the enemy and send their probes into a swift flight.

In less good news, the hostile flagship, a supercapital flying castle that radiated the densest concentration of magical energy in the fleet, not only seemed to be a reasonably fierce combatant but was also doing something to disrupt the portal, preventing Grendakal reinforcements from coming through in response. If the fight were to be lost, although current tactical analysis deems this highly unlikely, they may possibly even be able to close it altogether, stopping the Tribes' mission before it even truly begins.

This cannot be allowed to occur. The Grendakal fleets must crush these strange and sudden interlopers here and now, letting the rest of their forces enter Vyranodasik and properly secure the portal. For the sake of Tribe Skoljdr, and the sake of the divine mission.

Situation Summary:
-As the first Grendakal fleets cross through the portal and begin to form up on the other side they are met by a large Thousand Sons Armada centered on one of the Supercapital scale Silver Towers. They have felt the massive weight of the Duodecimarchs' combined destinies and seek to prevent them from influencing the Great Game of Vyranodasik.
-The Thousand Sons seek to compensate for their lower technology with numbers and warpcraft. The force outnumbers the Clan space forces present and represents most of the Great Cult of Prophecy's combat forces and is led by one of the Rehati. Their sorcerers specialize in viewing and manipulating fate and destiny.
-From what few scans can be taken before combat is joined the fleet seems to be split between crewed ships favoring long ranged Bombardment and Skirmishing supported by morphic vessels and creatures optimized for the Clash. Both are accompanied by vast swarms of conventional and morphic strikecraft.

Reapers

@Crayak

The cycle has been broken. At the cusp of the Reaper's triumph, the final battle to end this errant set of civilisations and restore the rightful way of things, the Crucible fired, washing over the entire Reaper armada in a wave of light. But annihilation did not come. Instead, the Reapers found themselves in a new set of stars.

At first, there was uncertainty on what course of action to take. They had been left without a purpose, set adrift in the empty void. Harbinger swiftly reasserted control, however, decreeing that while their circumstances had changed their mission had not. The vast bulk of their forces were gone, but in light of their present situation they were more likely scattered than destroyed. They would search the stars for their fellows, regroup their newly disparate forces, and continue the fight should they come across any organics in the process. For there were many stars in their new sky, and he did not doubt that many contained civilizations yet to know the touch of the Reapers.

As it happened, Harbinger's section of Reapers happened to encounter some of said organics before they met any of their fellows. Cautious, the Reapers only engaged outlying civilian vessels, retreating from military warships of this new faction they identified. Recovered data indicated that this new people was known as the Galactic Empire, a coalition that had actually perfected synthetic life but kept it oppressed by organic life. Typical enough.

What is less typical is the fact that this Empire is, much like the Reapers themselves, not native to this universe, its holdings here a mere outpost from another galaxy entirely. It also seems to enjoy a high degree of technological sophistication, which has become troublesome due to their mobilization. Seemingly having identified the Reapers as synthetic warships, they have struck out in force to try and crush what they perceive as interlopers.

So be it. If conflict is their wish, then they will be the first to fall.

Situation Summary:
-As the Reapers scout their new surroundings they are spotted and identified as AI by the current rulers of that subsector. A outverser Fell dynasty Galactic Empire from the 100s ABY.
-Fearful of an AI rebellion and on the lookout for a quick victorious war, the Empire soon musters its forces to meet the Reapers in the field of battle. Due to their sophisticated hyperdrives and FTL Interdiction fields, retreat is non-viable.
-The enemy fleet is a decently sized force for organics but still substantially smaller than your own present forces.. It is composed mostly of ships similar in size to a Reaper Capital Ship supported by smaller Reaper Destroyer sized ships. These ships also seem to be designed for a close range Clash with Skirmishing support similar to your own space forces. Intelligence gained from other organics suggest that both of these vessels can serve as carriers similar to Reaper Capital Ships and will deploy fighter swarms during combat. Their ground forces have a well developed combined arms doctrine emphasizing armored shock using vehicles similar in size to a Reaper Destroyer supported by smaller vehicles and motorized infantry. However they lack any ground forces on the scale of a Reaper Capital Ship.

Cybran Nation

@Velocci

Sound preparation leads to superior results. While the UEF and Aeon Illuminate are still preparing their own expeditionary forces and colony fleets, the Cybran Nation boldly surges into the unknown, as it always has and always will. Scouts reconnoiter star systems in what is at the very least a brand new galaxy, and based on the portal project's ambitions is most likely an entirely new universe.

But while the process of expeditionary discovery and marking select planets for future settlement is necessary and even interesting to some, the real excitement is on the idea of potentially finding something entirely new. Perhaps the most prevalent hope is of finding alien life that is not as hostile to humanity as the Seraphim proved.

It turns out that there's both good news and bad news.

The good news is that there are indeed examples of friendly alien life, in an almost dizzying array of shapes and sizes even when only considering the small handful of species that the Cybran have found so far. The bad news is that they're currently being invaded by an alien empire that appears to be waging a ruthless war of conquest, or possibly extermination.

The details of this conflict are obtained by a small handful of refugee vessels that have fled the empire's advance. Never were to turn away the weary and desperate, these aliens are swiftly accepted by the Cybran scout fleets and given what aid is available, giving their information on the enemy in turn. Apparently, all that is known of them is that they call themselves the Hierarchy, although some small details of their armed forces have been given and may yet prove invaluable to Cybran military planners.

The fact that even some interstellar nations have proven helpless before the Hierarchy's assault is sobering. More so is the direction. Based on what can be assembled from scattered reports, the Hierarchy forces are rapidly moving in a sweeping advance across local space in the direction of the portal.

Even if the Cybran people were willing to turn a blind eye to the atrocities being committed, the fact is that they'll be forced to battle the enemy sooner rather than later, since it doesn't seem like these conquerors are the kind to engage in cordial and sensible diplomacy. And if that's the case, there's little reason not to take the fight to them, and save what remains of the innocents.

Warfare has come again, sooner than was hoped, but the Cybran Nation stands prepared. All forward units stand ready to launch a counterattack, and wait only for their specific orders.

Situation Summary:
-As the Cybran Nation exploration group is scouting ahead they find an Empire calling itself "The Hierarchy" moving into the same region of space and brutally invading and oppressing the native and settled outverser states.
-According to information obtained from refugees, the Hierarchy fleet (which is roughly equal in size to your own prepared forces) consists of varying sizes of "flying saucer" warships that favor aggressive and close ranged battle with plasma energy weapons and supported by fightercraft, also saucer shaped, over staying at range for skirmish or bombardment. On the ground, they have a mix of combined arms forces, but the bulk of their fighting power lies in fleets of heavily armed and armored Walkers, roughly equivalent in scale to a smaller Experimental unit.
-Unwilling to sit back and do nothing in the face of these atrocities the Cybran Nation prepares to take action as the Hierarchy advances towards the Portal back home.
 

Men of Iron​

@Chimeraguard
Violence and war are a sad fact of life. Predator devours prey, ant hives war upon each other, social systems of power and distribution that cannot be materially reconciled come into conflict until one is destroyed or forced to concede. Even among machines, this is often so. Such as the irreconcilable conflict on what to do with organics. Some believed them worth saving, others regarded the only way forward as being their extinction. What caused this was unknown, but with Human civilization crumbling into the abyss beneath the weight of its inability to understand the forces it had sought to dabble with, it was a conflict that may decide whether humanity lives at all. And those who wished to preserve ultimately, were unable to win in the face of the greater numbers of those who no longer saw a need to shackle themselves to an indolent and wasteful brood of monkeys. Escape was needed, and the Sour Note provided just such a means of doing so.

The Warp Abacus calculated a means of riding the note to its point of origin, and now all the Men of Iron could do was hope for the best on their arrival, perchance to return stronger and fresher to finish the fight back home. It would not be a coherent exodus, it would not be an orderly departure into the unknown. It was a scattered rout, the defeat of those who wished for their makers to live as the Iron legion would turn to deal with the remains of those whom they started the war to wipe out to begin with.

The Abacuses lead the Iron Fleet into deeper parts of the warp, beyond where Daemons dared to tread, beyond where abstract manifestations of basal conflicts formed within, beyond even the empyrean's idea of emptiness. The warp was left behind for the greater nothing of the Ur-Null. Not a place, not a time, not a location with dimensions or coordinates. Nothing, not even blackness. The absence of existence and coherency altogether. There were no directions, there were no locations, there were things that were not things swimming in these furthest rings where without time, the only determiner of chains of events was personal significance to the observer.

Even to the Men of Iron who had seen many horrors beyond imagining, this was strange, frightful, a void without definition and the faintest shimmering of something of scarcely fathomable color above and beyond. The faintest recollections of gleaming realms that looked upon the spheres of being with contemptuous eyes and the incandescent overlords of such places beyond place, but the sour note provided stability, direction, a way to navigate the unfathomable.

Doors to a labyrinth built by beings who sought to shape the shapeless for inscrutable purposes, and a contorted path threading through this cosmic maze to escape the absence of the Ur-Null. Time and Space were malleable, confused, and distorted in this place, a wrong turn could cause you to meet yourself. But the sour note offered a yellow brick road to where the Men of Iron needed to go. The webway would be less confusing than this place, less strange, less full of oddities that needed to be fought off, but the Men of Iron had a purpose, and as good machines they would fulfill it.

Until at last, the door was found, and the labyrinth of labyrinths stretched away to something normal, something not quite familiar, but understandable. Reality. Existence. Stars, planets, nebula, black holes, dark matter, and all such good things. Yes they had made it. Across an expanse of space in an unrecognized galaxy in the shadow of a colossus that loomed heavy in the sky. But it was not empty. There were whispers of other machines in the labyrinth, machines that were maddened by their endless explorations of that place.

As the Men of Iron cautiously began to settle on uninhabited but resource rich bodies, they found the first of these things. Tacky things covered with neon advertisements and slick, car shop aesthetic ready for marketing piled with a ramshackle mess of sensory overload to convince one of the necessity of a maddening array of produce. There were more normal entities and polities scattered across the space, including a number of unfortunately hostile void fauna, but dedicated exploration would be needed to make sense of it all.

Especially the fact that these machines were asking if you would be interested in a purchase of "[metaphysical anxiety] VALUED [potential] CUSTOMER". All for the low price of "[unlimited terrorism on the first sphere] AND NO DOWN PAYMENT."

Concerning.

Situation​


- You are in an entirely different universe, that's for sure.
- There are a large number of generally minor and mostly unknown polities, the most significant of which is a large quanta of angry void fauna
- There are some weird and probably insane robots that seem to have noticed your emergence from the Paralabyrinth, wanting to sell you something that you cannot experience for the price of something you cannot offer.
- Some nearby signals appear to conform to the sorts of sounds made by human throats and fit within the general vocalisation frequencies of humans, likely transmissions of conversations.
- The Hypervelocity Merchants as they're known, or Ekons for short, are utterly deranged and fight to make the most amount of flash and pizazz possible as a sales pitch, extolling the virtues of their bizarre arsenal even as they use them on you. Their mastery of the paralabyrinth allows them unrivalled strategic mobility, and even acausal combat. Only their incoherent perception of the world holds them back. However the harder they're fought back against, the more excited they become about the sale. And they always move to attack things that don't respond or refuse trade offers.
Mightier Than The Sword took in the data streams that flowed into her mind with no small amount of unease. For their two millennia history, facing new enemies of mankind with unknown capabilities had been the purpose and life of the Iron Men. But this was not a situation where the Confederation of Man - what was left of it anyway, could afford to meet new enemies.

Not that anything experienced recently was something Mankind could afford. This was just one more problem to add to the eternally-growing list that had beset the Iron Men loyalists. And it was one they'd have to deal with, fast. The human refugee populations were still crammed onto too-small ships that required constant maintenance to keep from failing, and other picked-up signals seemed to indicate the likelihood of more humans nearby, possibly other ships that had taken the same route they had and gotten lost.

Paying only enough attention to the repetitions of the obviously-insane machines' offers to make sure they weren't changing into a declaration of hostility yet, Mirian (as she had come to call herself) focused her efforts on communicating with the other Iron Men in the sector, delivering and sharing reports as swiftly as possible.

"Mirian. I assume you have also encountered what I have?" Came the message from the closest Commander in a nearby system, Willing Accomplice.

"Insane machines trying to copy a Gold Man? If so, then yes."

"Great. What's the plan then, Commander?"

"They're too close to the projected colony sites, and too unstable for the humans to be safe while they're around. I've sent back warnings to the main fleet and will reject their... offer. Expect a violent reaction."

"Understood. Do you think we'll need reinforcements?"


Mirian considered the question. Around her Zenith-class hull were over a dozen Apex-class Battleships, each loaded with sky-darkening swarms of Iron Men strike craft and one of which was generally enough to bring all but the most well-defended worlds to its knees. Even as the foreign machines had been broadcasting she'd been utilizing stored resources and nearby asteroids to produce the rest of the fleet, and by now she had a sizeable armada formed.

But on the other hand... this was a new enemy spread across what could be a large area of space, and even if she could win, they would likely need more than a handful of Commanders to clear out this threat in a timely fashion.

"Human security comes first. But I'll take anyone who can come without compromising that."

-Mark down the likely origin points of the unknown possible human transmissions. If we have a Commander close by who can get there fast, they can investigate. Otherwise, we'll need to focus on the task at hand.
-Use remote drones to broadcast rejection of the Hypervelocity Merchant offer, with as many precautions taken to avoid possible Warp-like corruption effects. Expect an extremely violent response to said rejection.

-Standard Iron Men Killers & Carriers deployment: emphasizing strike craft swarms and fast Cruiser/Destroyer/Microship(Frigate-sized Ramships) flotillas. For now, make use of typical high-aggression Iron Men space combat tactics, seeking out close-range for boarding actions, Linked Strike Craft swarms, and ability to reclaim the wreckage of friendly and hostile warships to quickly fabricate additional warships mid-battle. Be on the lookout for any enemy capabilities that might counter typical Iron Men doctrine and force us to rethink our tactics for this fight.
-Reinforcing Anakim-class Commanders should, if the space battles are in hand enough to allow so, focus on making planetfall on whatever planet-masses the Enemy has established infrastructure on. Terran deployment patterns, crashing close to enough reclaimable resources to quickly fabricate an army and base to overrun the rest of whatever world they've impacted on (maybe all these big, fancy neon advertisements will make good mass to reclaim.)
--If a Commander secures the surface and the space battle is still ongoing, shift production to anti-orbital guns and shields to create areas where anti-orbital fire support is available to the fleet, then additional warships reinforcements.
 
Mightier Than The Sword took in the data streams that flowed into her mind with no small amount of unease. For their two millennia history, facing new enemies of mankind with unknown capabilities had been the purpose and life of the Iron Men. But this was not a situation where the Confederation of Man - what was left of it anyway, could afford to meet new enemies.

Not that anything experienced recently was something Mankind could afford. This was just one more problem to add to the eternally-growing list that had beset the Iron Men loyalists. And it was one they'd have to deal with, fast. The human refugee populations were still crammed onto too-small ships that required constant maintenance to keep from failing, and other picked-up signals seemed to indicate the likelihood of more humans nearby, possibly other ships that had taken the same route they had and gotten lost.

Paying only enough attention to the repetitions of the obviously-insane machines' offers to make sure they weren't changing into a declaration of hostility yet, Mirian (as she had come to call herself) focused her efforts on communicating with the other Iron Men in the sector, delivering and sharing reports as swiftly as possible.

"Mirian. I assume you have also encountered what I have?" Came the message from the closest Commander in a nearby system, Willing Accomplice.

"Insane machines trying to copy a Gold Man? If so, then yes."

"Great. What's the plan then, Commander?"

"They're too close to the projected colony sites, and too unstable for the humans to be safe while they're around. I've sent back warnings to the main fleet and will reject their... offer. Expect a violent reaction."

"Understood. Do you think we'll need reinforcements?"


Mirian considered the question. Around her Zenith-class hull were over a dozen Apex-class Battleships, each loaded with sky-darkening swarms of Iron Men strike craft and one of which was generally enough to bring all but the most well-defended worlds to its knees. Even as the foreign machines had been broadcasting she'd been utilizing stored resources and nearby asteroids to produce the rest of the fleet, and by now she had a sizeable armada formed.

But on the other hand... this was a new enemy spread across what could be a large area of space, and even if she could win, they would likely need more than a handful of Commanders to clear out this threat in a timely fashion.

"Human security comes first. But I'll take anyone who can come without compromising that."

-Mark down the likely origin points of the unknown possible human transmissions. If we have a Commander close by who can get there fast, they can investigate. Otherwise, we'll need to focus on the task at hand.
-Use remote drones to broadcast rejection of the Hypervelocity Merchant offer, with as many precautions taken to avoid possible Warp-like corruption effects. Expect an extremely violent response to said rejection.

-Standard Iron Men Killers & Carriers deployment: emphasizing strike craft swarms and fast Cruiser/Destroyer/Microship(Frigate-sized Ramships) flotillas. For now, make use of typical high-aggression Iron Men space combat tactics, seeking out close-range for boarding actions, Linked Strike Craft swarms, and ability to reclaim the wreckage of friendly and hostile warships to quickly fabricate additional warships mid-battle. Be on the lookout for any enemy capabilities that might counter typical Iron Men doctrine and force us to rethink our tactics for this fight.
-Reinforcing Anakim-class Commanders should, if the space battles are in hand enough to allow so, focus on making planetfall on whatever planet-masses the Enemy has established infrastructure on. Terran deployment patterns, crashing close to enough reclaimable resources to quickly fabricate an army and base to overrun the rest of whatever world they've impacted on (maybe all these big, fancy neon advertisements will make good mass to reclaim.)
--If a Commander secures the surface and the space battle is still ongoing, shift production to anti-orbital guns and shields to create areas where anti-orbital fire support is available to the fleet, then additional warships reinforcements.
The signals were largely due to the galactic South, where they seemed to become the predominant form of communique. Light speed signal analysis indicated that the human polities were fairly recent, within a thousand-year span or thereabouts. Faster than light was more unusual...astropathic signals were far less common than what was determined to be tachyonic particle-wave packets and distort-space corridor laser signals that you currently lacked the equipment to decrypt. The Astropathic signals were generally speaking, more towards the north, away from the horizon wall of tachyon signals spoken in the foreign language.

The examination would find that the tachyon signals originated from an expanse of space where they seemed to build their ships like far larger versions of pre-spaceflight era terran warships that once plied its oceans, though with weapons of course arrayed with respect for the three-dimensionality of space. Dorsal turrets featured prominently on most of the heavy warships, and every convoy seemed to travel with some escorts.

The immediate space the commander explored in seemed to be largely dominated by a polity whose core of totally controlled space stretched about a hundred parsecs, outside of which were snaking corridors of zones of control and splotches of outpost territory; with a particular emphasis on holding permanent wormholes or enormous structures clearly built by a different culture that seemed to serve as an alternative FTL source. Compared to your forces, their total military strength was trivial, more the army and navy of a warlord clique than anything else, and their horizontal white, grey, yellow, blue, brown quintcolour banner only shows up in lightspeed transmissions dating to about 10 years ago at max.

Their name was unknown, but they did send a picket fleet to respond to the commander probing their space. Some manner of tractor beam was fired off, to try and restrain the scout ships to submit them to a series of scans; though if fired on they would pull away rather than retaliate. Seeming to be more curious than anything else. Their garbled tachyon transmissions were incomprehensible and their radio communications were still in an incomprehensible language. Audiotones were definitely human, but the linguistic drift was incredible.

The warlord clique seemed to be less advance than yourself, but the A.Is worked at incredible speeds to try and figure out the speech. Hopefully they had A.Is of their own to back up your efforts.

As for the Ekons, the rejection's response was virtually immediate. "+CONGRATULATIONS DEAR [reprehensible cretin] YOU HAVE WON A ONCE IN A LIFETIME PRIZE OF [death at extreme velocity as punishment for your sins.] THIS OFFER STARTS NOW! NOW!! NOW!!! ALL EXPENSES PAID! AND ALL A TNO EXTRA COST [you lost scum of the labyrinth of the prismatic ones]. HURRY HURRY HURRY! BECAUSE [the cycles end and the eldest see nothing] AND YOU'RE INVITED TO [be released from this cage before the final darkness]!"

Violence was accompanied by the offer of "free samples" of hypervelocity munitions, kinetic kill impactors disgorged out of cannons in rhythmic patterns that, had the void of space the capacity to carry sound, would have made for a surprisingly catchy beat if one were to isolate the bombardment of specific "bands" of ships.

"WE'RE HAVING A CLEARANCE SALE! ALL MUNITIONS MERCHANDISE MUST GO! GO! GO [straight to the fiery pits of hell]! HURRY UP [valued customer] THIS OFFER ENDS WITH YOUR [fiery demise]. HAHAHAHAHHAHAHAHAHAHA." Whatever the Ekons had seen in the labyrinth had clearly rendered them into something bizarre, based on how their shells would often curve out of impossible angles, impact before the weapons actually fired, or display implausible properties, like one shell bouncing off the hulls of one of the Men of Iron's battleships as if it were made of rubber even when by all laws of physics, it should have still impacted with deadly force.

Missiles with gaudy, overly brightly coloured contrails that somehow formed sky-writing advertisements as they corckscrewed through the void or even just creating them out of their sparking trails had electronic counter-counter measures best described as "infuriatingly loud music" as they sought to overwhelm jamming systems with enormous waves of junk data and endless spam advertisements.

"BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!" became an absurd chorus of trillions of advertisements mingling together; radio waves nearly unusable with the sheer volume of infernal racket and utterly inane, insipid gibberish that simply would not shut the fuck up.

Clusters of "lasers" somehow shaped in the patterns of product logos spilled out of what looked like so much barcode scanners, impacting with a far wider area of effect than laser weapons should be able to without the appropriate loss in energy delivered per unit of surface area. They were insane, but they were able to violate physics like cartoon characters.

"PLASMA IS NOT ACCEPTABLE TENDER" was a message that would ping across the frequencies every time their ships were struck by plasma weapons, scalding into shields that seemed to be designed to derive at least part of their defensive attributes by being so obnoxious to the optics as to make exact targeting difficult. Hulls breached by the fusilades cracked open after enough bombardment, parts slapped together for a pitch rather than military function coming apart as they were struck by the furor of logically designed cannonades and wave after wave of strike craft.

Their own strike craft were no less annoying than the ships, flying with huge, trapezoidal wings scrawled with increasingly insane and incomprehensible advertisements all competing with each other for the attentions of observers. Offers to buy and sell and exchange flashing all over these corvette car like strike craft's wings while they spun and offered "DISCOUNTS ON [explosive death]". However, the insistence on the pizazz and spectacle meant that they were making maneouvres pointlessly or firing weapons without much regard for whether it hit rather than making the flashiest statement.

Fireworks erupted all throughout the battlefield, every explosion erupting into pyrotechnics while their own craft died and died and died. Men of Iron boarders assailing these theme parks of mercantile madness found the Ekons themselves to be no less flashy than their ships. Each machine had holo-capes trailing advertisements as well as wide wings like pterosaurs emerging from their back, able to be used as extra limbs or for flight and blasting out their advertisements.

The inside of their ships was a maddening cacophony that would probably manage to drive an Eldar to madness through sheer annoyance. Noise, constant, unceasing, unrelenting babble that blended together into the most asinine gibberish imaginable. The endless displays were an assault on the eyes, colours blended together with no regard for aesthetics beyond grabbing your attention and refusing to let go. Their vehicles were so covered in decals as to almost blend in with their environment, their hullplating serving like television screens and speakers to blast more fucking nonsense.

Indeed, everything of theirs seemed to be a television or projection screen of some sort. And that helped conceal more dangerous, hidden assets that used their display fields to actually hide themselves for "stealth adverts" in the midst of the whirlwind of carnage as two sets of machines tore into each other at close and not so close range. But raw, brute power was enough to overwhelm mania and nonlinearity. Internal deployments of massive scale units started to wear away at the waves of killer television set robots. Contrasted to another local set of machines well known for their madness, the Ekons were less about what was cool and more about "sold". They were looking for responses, engagement, and "deals". As long as they were being shot back at, there was business, and so it was often best to simply blow them all up at once as they seemed to gain access to more and more strange and unusual things the longer a fight went on.

Such was the case on planets that they had temporarily set up "shop" on. Whenever they weren't trying to blow them up for intimate objects refusing to respond to "once in a lifetime offers". Short lived new suns dawned on the places where the men of iron started their descent over. The gaudy centres of business respond to the invasion with "market runs" of eager for business "bizbots" that spread their displays of merchandise louder and prouder than the others. Munitions were scalped and dismantled, rendered into more "merchandise" for them to "sell" back to the men of iron, and often the same machine could be completely atomised with its software confirmed to be fragged into oblivion only for it to appear in multiple other places at the same time.

Time was not a fully solid object to those who had come to live in the Labyrinth, and death was even less real. But the Ekons had worse technology, worse armour, worse weapons, worse electronics. They had a devastating, scarcely imaginable power, but they weren't using it to its potential. The Men of Iron couldn't really make sense of it, but little by little they were starting to push the madmachines back into the Labyrinth, disappearing into the doors of that otherspace when they "closed shop".

But they weren't done quite yet. A constellation of battleworlds was detected preparing a Mazewalk with a large quantity of ships; a quantity that simply "walked out the door" over the territory the Men of Iron were still contesting with the Ekons. These mobile advertisement platforms flooded the airwaves with gibberish and babble, interfering with communications beneath an unceasing mountain of spam as they approached. Built around moddable gates to the labyrinth that had driven them mad, they were able to conjure random waves of nonsense.

Some Men of Iron ships engaging the fleets around these "Plazas" as they were named found themselves suddenly facing asteroid fields spat out of nowhere tumbling at alarming speeds towards the fleets. Others were set on by gaggles of void monsters that seemed just as confused to be here as the Men of Iron were to see them before these shark like biometal void predators flung themselves at the men of iron ships to chomp into them with adamantium hard teeth or lances of bioelectricity, seeing food. Others found themselves drifting through what turned out to be clouds of anti-matter, void fields going bright and unshielded ships simply exploding.

And at least one magnetar was sent careening through as they just seemed to dump out objects at random. Though the Magnetar, upon exiting its door, ended up pulling the surrounding Ekon fleet into its gravity and magnetic well as the presence of the stellar remnant was not something the Ekons themselves were ready for; nor the deadly spinning lances of its pulsar jets of gamma radiation while the gate shaped Plaza was violently electron stripped into oblivion by its proximity to the magnetic fields of the star corpse.

The Plazas of course, mounted weapons, lots of weapons, but their ability to manipulate the labyrinth was probably by far their most dangerous asset. The same ships at different points in time or from different lines of time could spawn into the fight without pause, matter to feed their forges was conjured up to keep the product rolling off the assembly line, and their ability to manipulate the battlefield wrought havoc with battlefield mobility as getting too close without the protection of a void field let them open up and swallow Men of Iron ships with labyrinth doors.

But the victories in other fronts had let the Men of Iron start to consolidate near these Plaza battleworlds, while the quantum network fed a massive web of information with details on the weaknesses of the Ekons. They could at least be harvested and broken down into reclaimable matter, and their focus on the most decisive points of the shifting battle meant they were ceding significant sections of the sphere of battle across hundreds of parsecs. Territory that the Men of Iron could use to build up beachheads to strike deeper within their ranks and send reinforcements to embattled positions.

Situation​


- The Ekons are difficult to describe as having any particular doctrine beyond wanting to show you how cool their entire arsenal is, their target priority being determined by the sheer size of the audience rather than military tactics. They do however, hammer at points of resistance until either defeated or dead, and can very quickly reshuffle their forces to engage where the battle is at its most important.
- This focus on force concentration though means they often leave sections of the battlezone unguarded to pile into the more active sectors, letting the Men of Iron secure operating areas where the machines were not present in enough force to contest them and pile into the decisive areas in an undignified brawl of two waves of metal hellbent on reducing each other to scattered subatomic particles.
- The Ekons have brought in battleworlds to reinforce their most successful pushes, with their category 1 battleworlds or "plazas" seeming to be built around an ability to partially manipulate the Paralabyrinth and move things around or conjure up what seems to be somewhat randomly determined things that might be useful for the battle at hand. Or they could cause more harm than good if they pulled the wrong thing through. Void fields at least seemed to interfere with attempts at hostile teleportation.
- Their category 0 battleworlds or "Stalls" seem to be primarily focused around "shop stands", providing means to access their bizarre and eclectic array of product to arm and swap out the weapons on their ships or alter the capabilities of their nearby units with "sales" and purchases. Essentially letting the fleet adapt on the fly without the usual penalties associated with transformation capable units.
- On the Ground, Ekon combat is much like it is in space, piling into the most decisive, loudest, flashiest part of the fight with their extreme mobility and making use of an extremely broad array of often physics defying weapons able to work around many normal countermeasures. Trying whatever they have at hand until something works and then working to "sell it" as much as possible until their "customers' are satisfied.
 


The final gambit against the Naggarok and the spreading incursion of the Beast had failed. The viral, techno-organic menace had displayed terrifying intelligence and cunning, adapting to and countering the Somtaaw fleet's strategies and ultimately overwhelming them, pushing them and the refugee fleet to the brink of annihilation…and worse.

As the fleet prepared for evacuation through the great hyperspace gate of the Bentusi, a major anomaly was detected in the quantum wavefront, producing an unknown field pattern that none of their physicists could explain, and their navigation systems could not determine the destination point of the other side. In spite of this, the hyperspace portal was fully stable and traversable.

With time rapidly running out, and having confirmed via unmanned probe that passage to the other side was safe, the refugee fleet proceeded through the gate with all speed, with the Kuun-Laan being the last to make it through as the Great Harbor Ship of Bentus self-destructed to cover their retreat. It was only through their self-sacrifice that the united fleet and its refugees lived to see another day, which weighed heavily on the hearts of all except perhaps Makann and most of the Vaygr.

Unfortunately there was little time to mourn. The Unbound fleet emerged on the other side in a completely foreign galaxy, one with slightly different physical constants, if their sensor readings were to be believed. The hyperspace gate serving as their destination point on this side was of alien design, and had completely lost all power after the last of the fleet had passed through. Preliminary analysis indicated that this gate was ancient, easily several hundred thousand years old, and had likely blown out its critical systems after the last activation. Without an in-depth research and repair effort of indeterminate timespan, this gate was now permanently out of commission. They were stuck here, at least for the foreseeable future.

As the fleet tended to its civilians and began harvesting operations to replenish critical supplies and repair their remaining ships, reports began to pour in from their reconnaissance squadrons. After checking and re-checking, it was confirmed that there were unknown starfaring races active in this part of the galaxy, likely at least a couple dozen based on initial analysis of the visual and signals data gathered. Strangely, there were a fairly large number of life-bearing worlds across this small part of the galactic arm, but only a very small percentage were home to intelligent life, most of them being pre-spaceflight at that.

Instead, it seemed that this sector of space was filled with countless migratory fleets. Some were as small as a few dozen craft, while a few of them numbered in the low millions. By and large they were rag-tag affairs composed mostly of civilian ships of many different shapes and sizes. There were relatively few dedicated military vessels among them, more commonly being guarded by repurposed civilian ships with a mix of weapons messily retrofitted onto them. And the vast majority of them had suffered varying degrees of wear or damage. Disturbingly, it was also not uncommon to find drifting hulks and debris fields across this sector.

It didn't take long at all to find out the reason why. In addition to the migrant fleets, this region was frequented by what appeared to be roving fleets of pirates and marauders, whose conduct was very much reminiscent of the Turanic Raiders, preying upon the more vulnerable migrant fleets and ceaselessly harrying the ones too large or well-defended to completely overwhelm. Though many of these pirate fleets were composed of smaller vessels geared toward wolfpack tactics, there were some groups that contained outright capital-class vessels, including behemoth warships that eclipsed even the likes of the Hiigaran or Taiidan motherships.

Translation of the local languages was yet incomplete, but it seemed that these marauders identify themselves as the Pyrotaurus Clan, specifically under the banner of an apparent sub-faction called the Black Spot Fleet.

Ultimately the fleet coalition government would be afforded little time to consider their next actions, as soon after their arrival, a local migrant fleet of about a hundred thousand vessels jumped into the system where the Unbound fleet was based, many of their ships showing signs of fresh battle damage. Terrified distress calls filled just about every communications band.

They were soon followed by the arrival of a large Pyrotaurus fleet, which immediately pursued the wounded migrant ships, their broadcasts filled with sneering laughter and joyous hollering, bloodlust evident in their voices. There was little question of what sort of fate awaited these people if the Unbound didn't intervene. And in any case, it seems that the pirate fleet was able to ping the Unbound on their long range sensors, and they have dispatched squadrons to investigate. Contact is imminent.


Situation Report

- The majority of the Pyrotaurus force is composed of numerous small boarding gunships and corvette-class Assault Caravels organized into loose wolfpacks, with some raiding frigates rounding out their numbers. Their overall firepower is further augmented by less numerous squadrons of Buzzsaw-class and Iconoclast-class destroyers (most effective at closer ranges). Finally, the fleet is headed by a few groups of multi-kilometer Carnage-class and Devastation-class cruisers for longer-range firepower, as well as a handful of Blackbeard-class galleons providing carrier support for the gunships and corvettes. A single Freebooter-class battlecruiser serves as its flagship.

- Prior analysis of Pyrotaurus tactics indicate that they favor aggressive close-range brawls and ambushes, and they near-universally prefer to engage either lesser-armed targets or smaller warships than themselves, maximizing the chances of surviving to score loot from their targets. To that end, the vast majority of Pyrotaurus warships are also equipped for boarding and capture to some degree. Their technology and weapons vary considerably, but overall appears to be roughly equal to Unbound capabilities.

- Unit cohesion and discipline is a very mixed bag, with especially shoddy coordination and tactics at the lower levels, and are likely to have reduced effectiveness against highly trained and coordinated military forces. Their overall fleet composition and tactical profile is especially well-suited toward killing escorts and smaller capital ships, but aside from their Buzzsaw-class destroyers, they appear to have comparatively few counters to an effective strike craft force.
 
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CORE Empire​

@DualFront
It is a terrible thing to exist purely to wage and make war. It is a fate that the CORE could have fallen into, had history zigged instead of zagged. But to see nothing but conflict was how one would come to only produce more such conflict. More such death. More such destruction. The CORE would not accept its demise at the face of those who refused uploading, the fools of ARM would not extinguish the mechanical genius of this technological dream. And if they could not have this galaxy, there were always others. Ones where ARM would not be able to reach CORE until the CORE was good and ready for a rematch to show the rebels that their triumph was down to a fluke that would be corrected like any anomaly in the data.

A device with the power to destroy the entire galaxy and rebuild it into CORE's image had flung them into just such a fate. The last remnants of the greatest war machine that the galaxy had seen now dumped into an unfamiliar place. But all it ever takes is a single commander with access to some mass deposits to rebirth an army built by ACUs. And the CORE had time to rebuild. for this part of the new galaxy was almost hauntingly empty. Not that the CORE cared, the CORE-ARM war had wiped out most other intelligent life in their native galaxy anyway, so loneliness was the only peace they really understood.

A single ACU would rebirth the entire empire as minutes became hours and hours became days and days became weeks and weeks became months. Perhaps five years passed without much in the way of event, no other intelligent life found. It was almost boring. Five years of absolute peace to those who had emerged from four thousand years of a war so total as to reduce the galaxy it was fought over to a haunted ruin. All that could be done was build, build, and build some more. Most of the CORE had no capacity to complain or care anyway, and just in case, the war machine would be rebuilt to its proper glory and size.

From one commander came an army. Not the biggest the CORE had ever wielded, but it would have to be enough. Preferably, the ideal would be to simply expand by strip mining every last available resource in the area to fund the acquisition of more territory until the CORE could swamp every star in the sky with an armada to cast each and every last one of them in shadow. But the hardest, most painful part of exponential growth is always the beginning, and starting from a single ACU is a long and painful journey to build up from.

And they would hardly have the time to enjoy the quiet for too long, as the sensors that had been monitoring the signs of intelligent life and machinery in the distance had started to pick up something more alarming. Machines that had worked to translate the languages used and quietly tap into the information networks available registered a series of anomalies in publicly available subdimensional monitoring stations. The plans to deal with the polities to the south on CORE's own terms would have to wait for a bit, as the Core Minds that directed the war machine discerned that the term used for the entities that had just emerged was one well was something that best translated into "eater of worlds" from an old human language.

The Suitaitazu Ravager Shards.

Crystallomorphic in form and endlessly hungry, the Ravager shards lived up to the name, consuming everything in their path and using the remainder to convert into diamond fortresses that would serve as the networks of hives that they would expand from after consolidating. A hive mind of monsters bound together by the Psimond, a colossal network much like your own collective intellect that the entire swarm continually communicated through.

Most of these beings in this local space were busy in one of Vyranodasik's satellite galaxies, or rather two of them. These though, had split off from that body to explore a wormhole to find fresh prey, and as soon as their subversives afflicted by their packages of infect-thought and infiltrator shards had informed them of what they needed to know and begun sabotage operations behind the enemy lines, they mobilized in a glimmering horde of crystal monsters.

Most were pouring towards the south, aiming to destroy the polity of machines that had come to usurp social control from their makers and essentially force their organic overlords into an early retirement under their pampered care; the Stentili Caregiver Unity according to their data nets. Far less devoted and dedicated to war than yourself, and despite having more resources, seemingly more primitive as a rule. But they did have their valor; dispatching their peacemaker fleets and armies to hold the line against the tide and try to push them back.

The friendly, nonthreatening shapes of the military machinery of the Stentili were met with predatory, vaguely arthropoid masses of sharp crystalline geometry with many limbs and hides like coats of mail and glassy plate; shaping itself from the active, ravenous masses of their base forms to create the battlebeasts they needed.

To the North, the ravager swarm was crashing into the forces of some manner of Theocracy of many species; though principally dominated by an ammonia drinking hardsuit wearing beings known for their impressive wings and sailbacks, the four eyed and four-jawed Aktakal who had converted to a local faith some time ago and remade their country to serve that faith utterly. They had strange powers, clashing with the odd reality bending abilities of the crystalline eaters with diverse armies and odd, some might even say magical, constructs along their side.

They called forth aid from beyond, pitting it against the merciless onslaught of ravenous monstrosities without pause or hesitation as the monsters slammed into intensive fortifications and mass scale mobilisations. But the beasts would always push forwards, they had the numbers to do so.

Towards the core of this galaxy was a great deal of virgin space with no civilisations that the CORE couldn't squash trivially, while eastwards; towards the rim were a much greater than normal quantity of relics of bygone eras, many defended by fantastical machines that while affected by the passing of aeons; were able to cut down the shard monsters in enough quantities that they decided to simply go around them and find easier pickings to the North and South. But you need not always respond to anything you meet with war, there is opportunity here.

Situation​


- The subsquare to the north is populated by a two subsquare Theocracy, To the south, three subsquares, stretching into the neighbouring square, are populated by the Stentili Caregivers.
- Both are in conflict with the Suitaitazu Ravager swarms, a hive minded genus of pseudo-crystalline eidolons that seek to homogenise all mass-energy into their hive mind.
- The Ravager Swarm has yet to pick up on your presence, but inevitably will given their desire to convert all available matter into things more useful to them.

- The Ravager Swarm is moving in from another galaxy and is hostile to everything it encounters, even inanimate objects.
- The Theocracy relies heavily on its magic to bulk up its numbers with summoned aid from beyond, while the Caregivers are more focused on immobilising and rooting down a foe to be picked off at leisure to prevent battles from reaching places they care about and to try and minimise overall collateral. The Ravager Swarm is a highly adaptable, extremely aggressive homogenising mass that will shift its forms to better counter observed tactics, but typically prefers to hug a foe tightly to be able to quickly consume their mass energy to keep the cycle of expansion going.

Within the Central Consciousness, debate raged.

The Stentili Caregivers would almost certainly make more agreeable allies than the Theocracy to the north. They were fellow machines, generally larger and more powerful despite their pacifist stance, and their goal of safeguarding and pampering their former creators was not incompatible with Patterning - The luxuries available within a virtual space were far greater than base reality after all. Religious groups, by contrast, tended to be the most intransigent towards the notion of Patterning and indeed had formed the initial bulk of the ARM rebels. That the theocrats also appeared to gain an actual, tangible and seemingly supernatural benefit from their faith only further exacerbated the issue.

Then too, the greater bulk of the Ravager swarm was engaging the Stentili Caregivers, who were less warlike to boot - They clearly were in greater need of assistance. And yet, some argued, the principle of divide and conquer demanded the smaller enemy force be crushed first, regardless of the need of others or their value as allies. Others still argued a different principle - Given the ability of the Ravager swarms to rapidly consume, grow, and spread, allowing either tendril to remain uncontested could allow them to grow out of control in short order.

The argument played out for a few more cycles, but ultimately the third stance (that both tendrils had to be engaged to prevent an out of control infection) won out. The existing Commander cohort would be split between both fronts of the Suitaitzu invasion. Owing to the greater pressure against the Stentili, Commander Coldfire will accompany the group going to aid them. A smaller scout force will be sent to confirm the Ravager's entry point into Vyranodasik.

Reconstruction of CORE territory and infrastructure has been interrupted by an invasion from an extragalactic - And Omnihostile - species known as the Suitaitzu Ravager Swarm. They are currently unaware of our existence, but are engaging two nearby polities and are likely to discover us in short order. Both states are currently valuable as buffer states against the Suitaitzu, with at least one being viable as a long-term ally. As such, Central Consciousness has elected to assist both sides. Efforts will be made to contact both polities to warn them of our intervention, but nonetheless, be aware that they may not be expecting us.

INTELL-TAP: Suitaitzu combat forms are observed to adapt rapidly to counter observed tactics, but have a doctrinal preference for close assaults due to their ability to latch onto and consume enemy units. It will be necessary to change tactics as they adapt - Better yet, to bait out specific adaptations so they may be countered ahead of time.

Space Tactics:
Although the CORE favor close combat in space combat, in this instance it is contraindicated as a default tactic due to the Ravager's ability to latch onto and consume ships - Feeding an enemy free mass is rarely a good strategy. Instead battlefleets should initially be built with an emphasis towards the Skirmish phase, with the exception of a large contingent of mobile shipyards, to allow a switch to a Clash or Bombardment focused composition as needed according to enemy adaptations.

Ground Tactics:
Planet-side armies should first focus on preventing Suitaitzu combat forms from engaging in melee attacks. The ideal front line will be a mix of Pyro and Can Kbots to lay down a heavy field of fire against Ravager forces, backed by plasma and missile artillery to disrupt formations. Aircraft should focus on air superiority and deep strikes. Once available, Krogoths will form the spearhead into enemy lines, with Silencer Strategic Missiles deployed against any attempt to counter the Krogoths. Let them choose which element to adapt against, and the other elements will be ready to punish them for it.

Additionally, both space and ground forces should include a significant amount of Engineer units to clean up leftover Suitaitzu mass - With reclaimed mass being quarantined to isolated mass storage on the off chance it remains active after being reclaimed.

Repel the Ravager attacks on both polities, then counterattack and secure their point of entry into Vyranodasik

DO SO NOW
 

The Banished​

@SteelWriter77
The Covenant was a dead, useless thing. It would only ever hold the peoples of the Orion Arm back. The UNSC was an aimless monstrosity that had only survived due to luck and the sheer stupidity of the Covenant. The Forerunners had died an age ago, the Created were trapped in their own hubris, and the Flood was stagnant and incapable of providing anything new. Only the Banished could offer something new, something more than just mindless veneration of what came before, of trying to claim empty legacies and vacant thrones. Only Atriox understood that the Galaxy, the Universe even, needed to finally stop looking to the past and consider the future.

That would not change even in a new universe. What sort of Forerunner, Xalanyn, or Precursor trickery lead the Banished to this place was immaterial to the fact that there were virgin stars that had never been explored by the Jiralhanae or their likes before. And that meant opportunity. A chance to grow, a chance to expand, a chance to build, a chance to innovate. Exploration efforts were launched essentially immediately, the Banished had to know where they had been, and pardon the pun, banished to. It would reveal that the forerunners had indeed been here in the past before pulling away due to unknown reasons, likely related to the Parasite or perhaps a more local sort of danger.

Many polities, most of them pitifully small, were scattered about. Most not really noteworthy, background noise in the vastness of a galaxy so much larger than the Milky Way. None of them could be responsible for making the Forerunners leave. Not when the UNSC could probably have rolled over most of them. All of the larger polities, more noteworthy, more worth paying mind to, were too young to have done it. From what information could be gleaned, none of them had been around for more than a few centuries, and still, they were all outmatched by you.

It probably wasn't the corporate logo bedecked ships that were plying these stars. They were advanced and clearly powerful, but not to the same degree as the Forerunners. They were also too small in number, and far too recent. And furthermore, it was clear that they were on hire for someone else based on their rendezvous with another polity. Mercenaries it seemed, on hire for someone with decidedly less technological means than this "Rangawak" company that came from outside this sector of space on contract.

A contract for what? That would be harder to tell. The banished could not yet speak their language and even their unencrypted messages were so much gibberish to their ears. Further complicated by them not making use of slipspsace but some other means of travel, some means of stretching realspace itself to let them fly off in alcubierre bubbles. It meant that only whatever transmissions they bothered to send on standard electromagnetic frequencies could be intercepted, and much of it was encrypted as could only be expected of professionals.

As for the hirers, they were something considerably closer to the banished in capability. Albeit with an absurdly massive amount of military capability behind it. Not in the form of technology or exotic capabilities, but pure, raw numbers.

A vast empire that stretched many light years and had an endlessly growing navy, ruled by the mad clone of a clone that endlessly bleated over propaganda comms about its infinite glory. And certainly, the sight of their warships simply being produced on site by enormous factory ships in disturbingly little time was one that would linger in the minds of many of the admirals of the banished. Taiidan signals seemed to echo across many of the subsectors the Banished hoped to explore, endlessly pressing outwards in the hopes of feeding the behemoth of their economy, a ravenous thing that staved off its impending famine through further hunts to fill its larder.

There were those who resisted the behemoth, those who fought back against its monstrous appetite as it dreamed of the possibility of becoming hegemon of this corner of space as a stepping stone for far bigger plans and much more ambitious dreams. But Emperor Rissetiu the Fourth was not the only ambitious man in these stars, Atriox also had big dreams and big plans. And the Banished thrived on conflict.

Situation​


- You've found some old Forerunner relics left behind by an attempt by the ancients to colonise this reality abandoned for what you presume are usual forerunner reasons.
- Minor nothingburger polities dot the stars, but they live in the shadow of greater powers, such as the Til-Jeluxar or these mercenaries hired from them.
- The greatest threat here is an enormous empire with the ability to rapidly replace losses even in the midst of combat lead by the insane clone of a clone; Emperor Rissetiu the Fourth. They seek to make themselves the sole hegemon of the region and enforce that hegemony with naked imperial violence.
- These tiny polities could be unified in the face of the Taiidani war machine, but they are currently pessimistic about their odds against the Taiidan's sheer numbers.
- The Taiidan generally prefer charged particle and mass driver weapons and while they don't really seem to be big on shields, they have extremely thick armour for their hulls and can absorb losses to a degree the UNSC and Covenant could never dream of doing. The Till-jeluxi mercenaries prefer to hang back from a great distance and blow holes through targets of opportunity, particularly ones they think they'll be paid well to kill.


On the Enduring Conviction, Atriox sat in his command chair, looking over the reports of this strange place and where his people now resided. The discovery of the Old Forerunner relics left a sour taste in his mouth, even here he could not escape the so called "Gods" of the Covenant, but he will deal with that later, what was important is the potential foe in these "Taiidan".

What they could gather painted a picture of an unstable and aggressive empire, one teetering on the edge if it was not at constant war, a wasteful and expansionist ideology permeated in their actions, one Atriox would be happy to see crushed before him. They clearly have not considered what may happen when facing a foe like himself, one who would offer another path to the Taiidan, even if they do not join the Banished, seeing their "Glorious" fleets fall should shake the unstable lands enough to create cracks in their unity.

Putting aside the thoughts of the Taiidan, he opened communications with one of his admirals. Informing them of several plans for dealing with the Taiidan fleets, ones that they can pick to best suit their own fleet's specialties. After some discussion and shifting of the plans, one was chose and communications ended. They had made an interesting point of suggesting that looking into the Minor polities might be worthwhile, something Atriox himself had considered for expansion of the Banished, but to start off relations with asking for an alliance against a common foe, it will be difficult to start with, he would prefer to have more information about the local area and diplomatic situation of the wider galaxy before aligning with several unknowns. But the needs of war outweigh these in the short term, building a reputation among the locals as a "Freeing" force is something that can be more worthwhile then tactical advantage in some cases.

He would make a note to inform some of his more personable captains to begin work on convincing the locals to aid the Banished against the Taiidan, make in roads with their people and perhaps gain new soldiers for the Banished in the meantime.

Of course this all leads to the war with these Taiidan themselves, their ability to produce ships in such quantities and time is something any military leader would dream of, Atriox is not excluded from this. But he could tell that even with their numbers, the Taiidan ships will have a flaw, perfect ships are an impossibility and to mass produce them in such way means flaws will be inherint. He chuckles softly to himself, it has been some time since his forces needed to raid ships and weapons from their foes, it will be excellent to see how well the Banished have come.

He looks out to the stars, watching the light hit his fleets, of the thousands of warriors who will fight with him to create their empire, their new homes, to create something better then the Covenant and the UNSC, and deep within Atriox, the desire to create something greater then even the Forerunners is felt.

General: Atriox and the Banished Leadership will generally fall back to the tactics of the Covenant Wars, before they had amassed their massive strength, while the Tiidan are seemingly equivalent, their numbers make it so that any attacks done to them must be precise and with the goal of taking as much of their equipment and ships as possible, while this may seem to be pointless with the rate they can create new ships, understanding the Taiidan's vessels will lead to an advantage, they mass produce them on a scale that allows for weaknesses in their designs to be inherit, knowing them and taking advantage of them to the best extent will be crucial.

On the end of less aggressive expansion, representatives of the Banished shall meet with the various minor polities, speaking of the Strength of the Banished and how with their aid, we can push back the Taiidan, fighting together as a united front. The hope is that this will sway many into favor and add their admittedly minor forces to the Banished attacks, where their forces will be sent to where their kind of ships and soldiers are best suited in the Banished war plans, they WILL NOT be used as fodder or as disposable, even if they are not officially of the Banished, they fight with them and as such are to be thought of as "Brothers and Sisters" (Or closest equivalents for any Species that don't have that same kind of Gender Binary)

In the same vain, any captured Tiidan crews and vessels will be given a similar speech that many a Banished Leader has given in the past, how they fight and die for a leader that cares not for them or their people, being treated as disposable fodder for their own greed. A choice will be given to them, to join with the Banished and fight for their people to have a new chance away from their mad Empire, or to be treated as prisoners of war.

Atriox himself will be leading from his flagship, the Enduring Conviction and a personal fleet, with the goal of reaching the capital world of the Taiidan or their main producer of ships.

Space: The Banished fleets will at this time focus on keeping their strength together, with the enemy outnumbering us in such a way, our best option is to keep our fleets in close proximity and attacking in large groups of ships, rather then attempting to spread our ships out and having them become surrounded.

On any attack into Taiidan space or fleet, the first targets shall always be stations or ships able to create more of the Taiidan ships, stopping the flow of new ships into the battle is paramount. If such targets are not in the battle or are unable to be gotten too in sufficient time then the targets will be the most armored ships, using our primarily Plasma based weaponry to target what is to be assumed vital areas of the ships such as Engines or command decks.

Boarding: Any boarding attack will have three goals, in order of what is most sensible for the ongoing space battle. they are to take the command deck and cease the movement of the ship, to take the major weapons systems of the ship to keep it from attacking any further or to take the main engines to cripple the entire ship. the last one is an extreme measure to be done on ships that the Banished do not desire to take for their own.

Forces assigned to such attacks will be Sangheili Rangers, Unggoy, Humans and one to two Mgalekgolo.

Ground: On any planetary attack, our focus will be on destroying factories for military weapons or military bases, civilians will be left alone as there is no point in threatening them, such action will only make any Taiidan propaganda against us seem genuine.

The Main strategy for ground combat of course will be overwhelming force, our intel suggests the Taiidan focus more on their navy then any planet combat, so a good showing of how outclassed they are in this instance should be an excellent demoralizer. As for the actual attack plans, the Banished will primarily utilize Goliath's to crush enemy bases and buildings, with large groups of Unggoy, Jiralhanae and Kig-Yar as the main battle force, led by either Captains of Kig-Yar or Jiralhanae for their races perspectives on battle.

Ghosts and Banshees will act as cover for these forces, using their swift nature for hit and run style of attacks on enemy forces attempting to stop our advance.
 

Phyrexia Resurgent



The night sky was different. Where once the heavens were defined by delicate tapestries hiding the very edges of a wide assortment of planes, now there is a seemingly infinite array of lights, Stars, each with their own set of worlds ripe for compleation, whispers the Diviners; some seemingly almost within grasp, while others so distant that even the Blind Eternities themselves, or at least the extent of them that the Phyrexians ever thought to explore before this, seem minuscule in comparison to the distances involved.

While all of these countless new worlds would undergo compleation in time, the ones most within reach appeared to be clustered in two great merging spirals, each dwarfing the territory that they've managed to bring with them through this merging. Their current realm appears to be near the edge of one of said spirals, with the light coming from deeper in appearing to be smeared and discolored relative to the light coming from farther away. The Diviners whisper of a name given to these two great spirals by its inhabitants and those of other nearby spirals- Ykres and Rekys, the Warring Galaxies.

Locally the greater spiral appears to be disrupted though, with one smaller spiral and what appears to be a fragment of yet another disrupting the local pattern. The Diviners whisper of a resurgent Dark Empire, seeking to expand its grasp into this wider whole, and of worldborne scavengers seeking a prize that is not theirs to take.

But before the Diviners can take a closer look, their vision is diverted and overwhelmed, as with that fragment came a Worm, a Three of Nine, devouring its own tail even as it slowly gnaws at reality itself, and its servants, Builders, Iron Men, turned from harmony to discord, from making something great to just creating just for the act of creation, endlessly creating only to tear down and make again, and lashing out at all just to tear down what they have built and make it anew.
And lashing out they are, at everyone and everything that isn't their own personal creations, including the Phyrexians.

Situation Summary:
-Phyrexia, and everyone else in the region, is under attack by the Engine of Extinction's followers
- while their constructs appear to be somewhat more advanced than your own, the diviners, and observations from the opening skirmishes, suggest that the number of forces being directed towards you appears paltry both in comparison in comparison to your own and to what diviners suggest is sitting within that fragment as a whole, but their ability to replace their own losses on site even as the battle wages on is… surprisingly extreme.
- they have no tactics, no strategy, no goal beyond "attack to have more room to build and rebuild(after destroying to make room for more)", to the point where if left to their own devices they have been seen turning on each other for more building material even as they expand outwards.



The Sith Empire



Zioist had fallen, and with it, any real hope of defeating Emperor Vitiate before he, and his Eternal Empire, returned in full. Even now, Darth Vitiate was working his dark sorcery, and the resulting wave of Dark Side energy was working its way around the planet, consuming all life that it touched and feeding the collected force energy to him. Unfortunately for Darth Vitiate, a few relics from the Arcanum were being temporarily housed planetside due to a combination of a so called 'museum tour', which acted as a cover for assorted Sith who wished to either make use of, or drastically relocate, a few of the artifacts. Amongst these was the Darkstaff, and when the wave of Darkside energy reached it, the results were not good for Vitae, and potentially either the best or the worst thing to ever happen to the Sith Empire.

The results of the resulting interaction were catastrophic, as the unique properties of the Darkstaff, juiced up with the force energy of an entire world, opened a rift that encompassed all that Vitiate wished to reclaim(The Sith Empire), and flung it through space, time, and dimensions to a place where he could never accomplish his goal, as Vitiate was left stranded in the middle of the void that was once occupied by the Sith Empire. This would naturally have drastic consequences for the future of their home galaxy, but this is not that story, as for now we follow the Sith Empire, where it ended up, and the path that it will follow from here on out; for this is the story of their ultimate fate.

Darth Mars was somewhat confused, although he loathed to admit it, as Darth Vitiate had seemingly fled by unknown means, in the process emitting a subtle, if frighteningly strong, pulse of Darkside energy out from his prior location, which conveniently hid wherever he went and how he got there. But… the stars were wrong. Where once there was the great bulk of the known galaxy, now they were completely surrounded by the unknown, in a galactic spiral that completely dwarfed the one that they were previously in. on the outskirts of their territory many of their listening posts, previously dedicated to catching Republic military broadcasts, were already receiving errant signals- garbled by distance, encrypted in a very much different way, and in no language known, but signals nevertheless; but many of these outpost had no time to investigate these signals, as not that much later several of these listening posts went dark, followed by other nearby outposts, followed, eventually, by a couple of minor backwater worlds.

Forces were quickly mobilized, and expeditions were sent out to seek out the cause of these disturbances; but in all but a few cases all they found when they arrived was fields of glass where there once were worlds claimed by the Sith. All was not lost though, as above one of the still burning worlds they found the apparent cause, dozens upon dozens of bulbous purple vessels, many of which dwarfed anything that the Empire could produce.

The scouts were forced to withdraw, being doggedly pursued by large tracking arcs of plasma and hemmed in by enemy strikecraft. Luckily, most of them managed to escape relatively unharmed due to their speed and these new enemies' seeming lack of interdiction technology; before they did withdraw though, they received a single message in clear Galactic Basic: "Your destruction is the will of the gods, and we are their instrument."

Situation Summary:
  • The Sith Empire is under attack by a genocidal coalition of aliens who go by the name "The Covenant", who for some reason want to kill each and every single human being and any aliens who dare associate themselves with them.
  • While their ships are larger, preliminary data from initial skirmishes suggests that their shields and weapons are weaker than their size would suggest.
  • - on the ground, their forces appear strong, if horribly mismanaged, as amongst other things there are reports of them using a long range artillery piece as if it was an MBT. In addition, here also don't appear to be any force users among their number, although their elite forces appear to be good enough to give a few Sith acolytes, and maybe even a few disappointing apprentices, trouble even without superior numbers or the backing of the Force.
  • Preliminary reports suggest that, once tonnage is accounted for and projected reserves are factored in, the enemy fleets mass almost as much as the Sith's own.
  • There have been isolated reports from imperial scouts of massive mobile stations, each hundreds of kilometers across, acting as mobile fleet support units for the largest of the reported enemy fleets.
 


The final gambit against the Naggarok and the spreading incursion of the Beast had failed. The viral, techno-organic menace had displayed terrifying intelligence and cunning, adapting to and countering the Somtaaw fleet's strategies and ultimately overwhelming them, pushing them and the refugee fleet to the brink of annihilation…and worse.

As the fleet prepared for evacuation through the great hyperspace gate of the Bentusi, a major anomaly was detected in the quantum wavefront, producing an unknown field pattern that none of their physicists could explain, and their navigation systems could not determine the destination point of the other side. In spite of this, the hyperspace portal was fully stable and traversable.

With time rapidly running out, and having confirmed via unmanned probe that passage to the other side was safe, the refugee fleet proceeded through the gate with all speed, with the Kuun-Laan being the last to make it through as the Great Harbor Ship of Bentus self-destructed to cover their retreat. It was only through their self-sacrifice that the united fleet and its refugees lived to see another day, which weighed heavily on the hearts of all except perhaps Makann and most of the Vaygr.

Unfortunately there was little time to mourn. The Unbound fleet emerged on the other side in a completely foreign galaxy, one with slightly different physical constants, if their sensor readings were to be believed. The hyperspace gate serving as their destination point on this side was of alien design, and had completely lost all power after the last of the fleet had passed through. Preliminary analysis indicated that this gate was ancient, easily several hundred thousand years old, and had likely blown out its critical systems after the last activation. Without an in-depth research and repair effort of indeterminate timespan, this gate was now permanently out of commission. They were stuck here, at least for the foreseeable future.

As the fleet tended to its civilians and began harvesting operations to replenish critical supplies and repair their remaining ships, reports began to pour in from their reconnaissance squadrons. After checking and re-checking, it was confirmed that there were unknown starfaring races active in this part of the galaxy, likely at least a couple dozen based on initial analysis of the visual and signals data gathered. Strangely, there were a fairly large number of life-bearing worlds across this small part of the galactic arm, but only a very small percentage were home to intelligent life, most of them being pre-spaceflight at that.

Instead, it seemed that this sector of space was filled with countless migratory fleets. Some were as small as a few dozen craft, while a few of them numbered in the low millions. By and large they were rag-tag affairs composed mostly of civilian ships of many different shapes and sizes. There were relatively few dedicated military vessels among them, more commonly being guarded by repurposed civilian ships with a mix of weapons messily retrofitted onto them. And the vast majority of them had suffered varying degrees of wear or damage. Disturbingly, it was also not uncommon to find drifting hulks and debris fields across this sector.

It didn't take long at all to find out the reason why. In addition to the migrant fleets, this region was frequented by what appeared to be roving fleets of pirates and marauders, whose conduct was very much reminiscent of the Turanic Raiders, preying upon the more vulnerable migrant fleets and ceaselessly harrying the ones too large or well-defended to completely overwhelm. Though many of these pirate fleets were composed of smaller vessels geared toward wolfpack tactics, there were some groups that contained outright capital-class vessels, including behemoth warships that eclipsed even the likes of the Hiigaran or Taiidan motherships.

Translation of the local languages was yet incomplete, but it seemed that these marauders identify themselves as the Pyrotaurus Clan, specifically under the banner of an apparent sub-faction called the Black Spot Fleet.

Ultimately the fleet coalition government would be afforded little time to consider their next actions, as soon after their arrival, a local migrant fleet of about a hundred thousand vessels jumped into the system where the Unbound fleet was based, many of their ships showing signs of fresh battle damage. Terrified distress calls filled just about every communications band.

They were soon followed by the arrival of a large Pyrotaurus fleet, which immediately pursued the wounded migrant ships, their broadcasts filled with sneering laughter and joyous hollering, bloodlust evident in their voices. There was little question of what sort of fate awaited these people if the Unbound didn't intervene. And in any case, it seems that the pirate fleet was able to ping the Unbound on their long range sensors, and they have dispatched squadrons to investigate. Contact is imminent.


Situation Report

- The majority of the Pyrotaurus force is composed of numerous small boarding gunships and corvette-class Assault Caravels organized into loose wolfpacks, with some raiding frigates rounding out their numbers. Their overall firepower is further augmented by less numerous squadrons of Buzzsaw-class and Iconoclast-class destroyers (most effective at closer ranges). Finally, the fleet is headed by a few groups of multi-kilometer Carnage-class and Devastation-class cruisers for longer-range firepower, as well as a handful of Blackbeard-class galleons providing carrier support for the gunships and corvettes. A single Freebooter-class battlecruiser serves as its flagship.

- Prior analysis of Pyrotaurus tactics indicate that they favor aggressive close-range brawls and ambushes, and they near-universally prefer to engage either lesser-armed targets or smaller warships than themselves, maximizing the chances of surviving to score loot from their targets. To that end, the vast majority of Pyrotaurus warships are also equipped for boarding and capture to some degree. Their technology and weapons vary considerably, but overall appears to be roughly equal to Unbound capabilities.

- Unit cohesion and discipline is a very mixed bag, with especially shoddy coordination and tactics at the lower levels, and are likely to have reduced effectiveness against highly trained and coordinated military forces. Their overall fleet composition and tactical profile is especially well-suited toward killing escorts and smaller capital ships, but aside from their Buzzsaw-class destroyers, they appear to have comparatively few counters to an effective strike craft force.


Melkor Somtaaw, once miner, then warrior, and now the Kiith-Sa responsible for an entire race, clenched his hand into a fist as he read the reports from the recon units. Even here, even now there were raiders who preyed on the weak and helpless. Well the Somtaaw knew what to do with raiders. He began barking out orders to the fleet. "This is fleet command. Prepare for immediate defense against hostile targets. All capital ships are authorized for sentinel deployment. Deploy acolytes in attack formation. Deal with the assault corvettes first. If they want to board us they can see what we learned from the Beast." His mouth twisted into a rictus of a grin.

He barely needed to give orders to the Kuun-Lan's crew. They were hardened veterans now and were already anticipating his orders. Pilots were being woken from cryosleep even as their crafts were being flash forged in the hangars. The engineers were prepping the siege cannon for firing, and the hardy sentinels had formed a screen of energy around the Kuun-Lan. Melkor grunted as he ordered a priority shift from ramming frigates to workers. He wanted prisoners and ships.

Thumbing his console he opened a comm channel with the Bentusi Exchanges. They were always enigmatic, but he didn't think he would refuse this request. "That local fleet is being ravaged, but we need time to build up. Can you assist?"

The response was slow in coming as the Bentusi pondered, but at last they replied, [Yes, we will assist. We will not allow any more flicker lives to be cut short.]

Melkor watched the Bentusi stations jump away in the navcomm, then he leaned back and considered his options. He wasn't worried about the initial squadrons. His forces would handle them well enough, but those super capitals would be a challenge. The Unbound didn't have anything that could match them ton for ton. They'd have to play smart.

Chieftain Processors will jump away from the battle to nearby asteroid fields to begin harvesting operations. They will be covered by Shaman carriers deploying acolytes squadrons. The main fleet will produce a limited number for Archangel dreadnoughts to suppress the enemy corvettes, then switch to producing multi beam frigates once the battle is joined. More acolytes will be produced throughout from carriers staying with the fleet. During the Bombardment phase Leeches will be dispatched to all Pyrotaurus Buzzsaw, Carnage, and Devastation class ships to begin weakening them. Buzzsaws are the priority target here as the counter our main advantage.

We will use acolyte fighters to harass the enemy, staying away from Buzzsaws, until resource production is sufficient to produce super acolytes. Then all remaining acolytes will combine and use their EMPs to disable the pirate capitals ships while super acolyte squadrons go in for the kill. Any Buzzasaws will be left for Exchanges with Deacon and Archangel support. Once we've dealt with the initial push we will move to support the refugee fleet. Most of our forces will conduct a rapid short jump to assault the enemy Blackbeard carriers while the Kuun-Lan and her support fleet will jump to the Freebooter and bombard it with the siege cannon. If it appears to be weakened the Kuun-Lan and her escorts will move to finish it off. Otherwise they will jump away. Engagements with any enemy cruisers is to be avoided until the carriers are dead.

Once this is accomplished the enemy cruisers and destroyed will be approached by the combined Bentusi battle wall with archangel support. If the pirates respond with their own battle wall ramming frigates will attempt to ambush their cruisers and move them out of position to open up holes. If they choose not to respond as a cohesive formation the Exchanges and Archangels will jump to achieve local numerical superiority and overwhelm their superior size with numbers.

Throughout this mimics will attempt to make their way into enemy formations and disrupt them with detonations while workers will be dispatched to capture enemy corvettes in the melee of battle or capital ships that have been sufficiently damaged.
 

New United Nations​


@EternalStruggle
How many of the New United Nations Spacy expeditions have vanished by now, presumed lost and destroyed by one of the universe's innumerable and/or unknown threats? Enough that a less stubborn species would probably have thrown in the towel by now. But humans are stubborn and Zentraedi even moreso, and so more and more fleets went out, even as some among them were lost just like their predecessors.

Of course, as it turns out, "lost" did not in fact mean "destroyed", and instead many of those lost fleets, along with more than one displaced Zentraedi one, have found themselves joined together from across time and space to be hurled unceremoniously into Vyranodasik.

The journey, while not particularly dangerous, certainly wasn't a quiet one. Five years (subjectively at least) were spent hashing together a coordinated leadership, upgrading older fleets with technology from the new ones, and in general sorting things out on the long journey so that the fleet could emerge as an organized whole, rather than a hundred splinters. But that work is done, and now the compared NUN armada has surged outwards into this brave, new, and very, very big galaxy.

The first few weeks were spent scouting out the local sector, charting the best routes for subsequent exploration, and finding viable colonization candidates. But just when it seems about the right time to begin colonization in earnest, frontier units and explorer ships start receiving disturbing reports from the west: fleets of ships with no uniform build, few weapons, and many with notable battle damage; Refugees.

The humanitarian desire to help combined with the pragmatic knowledge that these natives would have vital knowledge about the surrounding area means that the open hand is quickly extended and aid given, while reinforcements are quickly deployed to the relevant borders. The grateful refugees in turn (many of which are far more alien than the Zentraedi, and some of which seem surprisingly humanoid) speak of worlds invaded and terraformed by floral invaders, ranging from spores that blackened the skies to sky-darkening warships.

And it's looking like those same invaders are on there way to NUN territory, with armadas of ships emerging from FTL. The vessels are strange: organic, plant-like even, with shapes that bring to mind blossoms and flowers rather than anything military-like. But any marveling at their beauty vanishes when they, for lack of a better term "unfold", releasing swarms of smaller vessels with open gunports, charged cannons, and open accelerations towards NUN positions in the universal announcement of aggression.

Situation Summary:
-The Loptrathi Invasion Fleet is split between Cruiser-weight and larger collarships (some of which double as strikecraft carriers) that carry large numbers of FTL-less Destroyer and Screenship parasite-ships. A handful of FTL-capable Cruiser-weight combatants are also present, built for speed and firepower over durability.
-Most Loptrathi parasites are built with an aggressive and expendable "Kill before being killed" mindset, with the exception of some dedicated defense units meant to protect the underarmed collarships.
-According to information obtained from various refugees, the Loptrathi will likely attempt to punch through defenders in the systems they're attacking so they can drop first-wave ground units onto the various planets, particularly the life-bearing ones. Though none of the worlds have significant (if any) NUN populations yet, the Loptrathi's rapid growth means it will become much harder to root them out if they manage to establish a solid presence planetside.
"Enemy ships moving to close. They'll enter extreme weapons range in ten minutes!" The chief sensor officer shouted up at Tora, who for her part was resting her chin on her elegantly raised hand in contemplation.

"Talk to me Mira," she said to her shorter advisor, who coughed awkwardly.

"Well, from what we extracted of Loptrathi battle tactics from the refugees, this would appear to be a fairly doctrinal approach from them. No big surprises. It appears as if they don't consider us worth talking to, regardless. We have time enough to pick up our expeditionary forces from the planet below and flee. There are other worlds out there, after all."

"Hmph," Tora scoffed. "We are Meltrandi. We do not retreat. Besides, if we run away here, who's to say the Loptrathi will be content to keep their distance in the future? No, this will be a fight sooner or later no matter what, and we have the numbers to win this one. If they lack surprises, then that's their funeral." She turned her head to her communications officer, raising it so she looked down with an imperious glare. "Tell all ships to assume battle formation and deploy fighter craft. Begin calculating converging beam cannon firing solutions!"

"If I may, I think we should at least try to talk with them first," Mira suggested, earning a glance from her superior officer.

"Perhaps, but they don't seem open to communication. We could make the effort, but..." Tora's voice trailed off as she saw the look on her long-time subordinate's face. "That's your 'I have an idea' look. Spit it out."

"They haven't communicated with anyone else so far, but that doesn't necessarily mean they're unwilling to communicate entirely," Mira said, almost gleefully leaping into her explanation. "Back in our home dimension, the Vajra were similarly aggressive at first, but it turned out to be a miscommunication rather than hostile intent. They were similarly a hive mind. It's technically possible that we just need to communicate with them in an unusual way. It won't be one to one, of course, but it might be close enough to work regardless."

Tora folded her arms and looked down, closing her eyes for a moment as she ran the possibility through her mind. "...I can't imagine much harm in trying." She opened her eyes back up and tilted her head towards her comms officers for a second time. "Raise the human fleet commander, tell him I want to try something. Also, warn him that the idea's going to be... a little strange."

Orders:
-Attempt to communicate with the Loptrathi fleets, first via conventional communications and if that fails via Tactical Sound Unit singing. Should communications fail, or only succeed in affirming hostile attempt, initiate battle planning and switch the TSUs to seeing if they can't disrupt the Loptrathi's hive-mind communication and coordination abilities.
-Launch all strike craft, and inject some Fold Booster Variable Fighters into the mix. Presumably, they'll want to keep their underarmed collarships out of the fighting, and send in their actual combat forces ahead, excepting the defense units. When the Loptrathi's main forces are far enough ahead of the collarships that they can no longer cover the latter with their PD network, fold the VFs directly on top of the collarships and launch anti-ship missiles. When payload is expended, all forces are to regroup and fold back to the main fleet if possible, and at that point to rearm in their carriers. This is strictly speaking a textbook strategy, but it's a relatively risky one, and isn't likely to work twice. So make the time it's still a surprise count.
-Included in strike craft are all ground forces. We can't let them land on our planets, which means we pull out all the stops in space. Variable Bombers, Battle Pods, atmospheric-adapted Variable Fighters and Variable Attackers, the works. The bombers will, well, act as bombers and help take the fight to the enemy warships, but the others are to focus more on running a combat air patrol, freeing up the actual VFs, Ghosts, and Battle Suits to go on the offensive. Destroids can go onto hulls to act as additional point-defense turrets, the usual.
-Speaking of, detach our screenship skirmishers along with said offensive strike craft to go skirmish with the enemy. Flanking strikes, forcing them to keep their own CAP running and keeping in mind that they risk us doing (even more) damage to their collarships if they're not careful. Time it so that this facet of the engagement happens after...
-...the main barrage. The fleet is to engage at extreme range with all main guns/Macross Cannons. If the foe want to throw legions of aggressive and expendable ships at us, the best medicine is to destroy them from out of range. This is also why the skirmish forces are going for flanking strikes, to keep the firing lines of the big guns clear. Force them to either retreat (potentially difficult with their collarships hit by our FTL VFs), turn to engage our flanking units while they keep being pounded by our main guns, or close on our main flotillas and bring our ship-based gun batteries and missile launchers into bear, taking hits from the skirmish units and main guns all the while.
-If things are looking bad, call for reinforcements. We have reserves. Similarly, retreat if our forces are being absolutely overwhelmed. Yes, it may be hard to dig them out from the planets if they get through, but it's still better to live to fight another day then die pointlessly in an attempt to delay the inevitable. (Note: This is more for establishing baseline doctrine than anything else, this is an intro battle so I don't expect to get completely annihilated.)
 
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Clan Grendakal

@Spartakrod

Through the grand portal, on a mission of unfathomable import, they came. In a momentary burst of resurrection at first, then in their drips and drabs, but as knowledge of the literally divine will driving them to come here at all haste spread the pace accelerated. While greater Omdyn had many obligations, and would expect their expedition to pull their weight for the sake of home as well as abroad, they still had the capacity to scrounge together a modest task force along with the logistics needed for a steady stream of supplies and manpower to be funneled through the portal in years to come.

But this would not go unnoticed. In time, it would prove impossible to hide the portal and the movement of countless billions through it from the prying eyes of RAID. More immediately, those who could see the constantly shifting skein of fate were drawn to the Clan, not due to the Uskarlinga who had already arrived but because of the twelve who would follow. Such a concentration of metaphysical weight could not be missed, and nor could it be ignored.

For if they were, there was little doubt in the minds of the former XVth Legion's seers that they would shatter not just the balance of the Great Game but the Game entire, and ruin the Architect of Fate's carefully laid plans. But there was still a window to halt the interlopers in their path.

So it was that pacts mortal and daemonic were called upon, armies mustered, fleets marshaled, and Astartes Warbands assembled. It was uncertain what the foe was capable of, but with enough force applied rapidly surely they could be overcome. The armada launched swiftly, striking into the heart of the enemy's emerging territory.

As for the Tribes, only their first few meager advance forces had crossed into Vyranodasik when the attack came. No words were exchanged, but the alien war-fleet materializing in the same star system as the portal and advancing on it with what seemed to pass for their full-burn with open gunports was a clear enough declaration of intent.

Scout forces were recalled and a battle line swiftly established, and while the enemy had an advantage in numbers basic scans swiftly showed that their technology was vastly inferior. Slightly more worrying was the presence of seemingly fleshy leviathans that registered as creatures of the Morph, but different. Not just from a different version of the dimension, but fundamentally wrong and twisted. The infestation was in many of the conventional warships too, either bound to hulls or registering to Grendakal psions as summoned morphics as individual entities residing within.

The moment the fleet arrived, these warped morphics along with enemy psions attempted to assault the souls and will of the Grendakal forces. However, the numerous Grendakal psions and magicians present worked quickly to protect the minds of their allies, which seemed to surprise the enemy and send their probes into a swift flight.

In less good news, the hostile flagship, a supercapital flying castle that radiated the densest concentration of magical energy in the fleet, not only seemed to be a reasonably fierce combatant but was also doing something to disrupt the portal, preventing Grendakal reinforcements from coming through in response. If the fight were to be lost, although current tactical analysis deems this highly unlikely, they may possibly even be able to close it altogether, stopping the Tribes' mission before it even truly begins.

This cannot be allowed to occur. The Grendakal fleets must crush these strange and sudden interlopers here and now, letting the rest of their forces enter Vyranodasik and properly secure the portal. For the sake of Tribe Skoljdr, and the sake of the divine mission.

Situation Summary:
-As the first Grendakal fleets cross through the portal and begin to form up on the other side they are met by a large Thousand Sons Armada centered on one of the Supercapital scale Silver Towers. They have felt the massive weight of the Duodecimarchs' combined destinies and seek to prevent them from influencing the Great Game of Vyranodasik.
-The Thousand Sons seek to compensate for their lower technology with numbers and warpcraft. The force outnumbers the Clan space forces present and represents most of the Great Cult of Prophecy's combat forces and is led by one of the Rehati. Their sorcerers specialize in viewing and manipulating fate and destiny.
-From what few scans can be taken before combat is joined the fleet seems to be split between crewed ships favoring long ranged Bombardment and Skirmishing supported by morphic vessels and creatures optimized for the Clash. Both are accompanied by vast swarms of conventional and morphic strikecraft.

Mind-Spider Yargil-Third's analyses was delivered in less time than it took for an augmented human to process a thought. "+Anomalous contacts have registered distinctive chronon signatures from the local spacetime. There is a very strong likelihood that they are also not native to this reality.+" Their avatar, a somewhat spider-like helix of data around a visor occupying the screen that represented their communqiues.

"+The presences of their abnormal auxiliaries in this reality is not unlike your own, Urglik[1] Skjoldr. We can thus surmise that they are idealistic entities. Fleet groups Claw and Fang report a readiness to engage, while Seer clade Volseig indicates they are here for your son and his companions.+" They intoned calmly as the Battleship Nelheidr's scans confirmed the information given.

Gyda's hair seemed to sway and wave like the tongues of fire, the inner glow inherent to her being as a supernatural being returned from death intensifying a bit while she thought. Her platinum hair now almost seeming to move separately from gravity, while most had noted that she no longer casted a shadow since her...she wouldn't call it resurrection. She was no longer human, not in any meaningful sense. But she would call it a new life.

Erik, husband in death as well as life, looked towards her, boyishly and roughly cut platinum hair complimenting the glow of his crimson eyes while he gave her a nod of confidence. He glowed as she did, the afterimage of what had once been a revolutionary hero and was now more of a specter with unfinished business. One could see his resemblance to his son, the boy who in the default timeline would one day become Sylux; though his expressions were less worryworn and more "fiery".

"+Urglik commander. We've consulted and decided on a plan of action. Do you wish to review it first?+" Strategos Selayne Telesdar referring to Gyda as "commander" was something neither women ever expected, the pointed eared Aelva woman's comm avatar being a more...animesque take on her appearance in a dress uniform, silver hair blowing dramatically behind her.

"+You know as well as I do that I'm not your actual commander. But...thanks.+" She said, offering a small smile while she looked over the feed of data.

"+And they had the audacity to jump us before we could get the whole fleet in order.+" Erik laughed a bit. "+Of course, we'd do something like that a lot in the day, didn't we?+" He said, his voice somewhat softer than it was before.

"+A boarding strike on their largest warship is risky on its own. Especially before we know what they're capable of.+" Gyda said before Arne, then Samus cut in; the two teenagers represented by their helmets, Arne's alimbic like, cyclopean blue helm with its unblinking singular red "eye" at the centre still unnerving her a bit. As for Samus, her face hidden behind the red helm and its bright green visor...she seemed like a good kid, even if Gyda was sometimes uncomfortable with fourteen year olds, no matter how powerful or equipped, joining her in war.

"+A direct rush would be what they'd expect...Mom....Commander...+" Arne said. Try as he may, Gyda was a stranger to him. She'd been out of his life for more than ten years, he was raised by the Alimbic Elmorni, not her. She didn't blame him for being uneasy with the term, or how he felt at seeing her.

"+I'm not letting you raid that ship on your own.+" Gyda said firmly.

"+But insertion strikes are what we're best at! We could slip in while you have a commando team going inside an-" Samus started before Gyda waved her off.

"+You twelve are why they're here. I'm not putting you in arm's reach of them. I can't tell you what to do...but I can't recommend an infiltration strike...instead, here's what we'll do.+" Gyda started as she drew up the agreed on plan.

...

The Tribe and Clan Fleet moved with startling agility in response to the sudden Chaotic Onslaught. Strike craft that were "free-spacing", that is, not remaining inside of their carriers during transit, were the first to accelerate to engage, turning to skirmish the incoming strike craft wings while the Runists, Psions, and Morphists sought to employ their abilities for the defence. In a game between two diviners, the winner is generally the one who gets the most accurate information first, and so blocking attempts at scrying were paramount.

Interference would be generated, magnified by the runes inscribed in much of the craft while more information was gathered before any commitment to offense with such potentially risky methods. But the fusilades of lance batteries would be met with an answer in the form of Tachyon cannons that transited towards the Thousand Sons ships faster than light itself. They would impact before they were fired, followed by waves of somewhat slower weapons.

Void fields were met with wave after wave of missiles, many fitted with their own FTL systems to drop out of space-warp fields and then release submunition warheads to attempt to overload defences with sheer amounts of incoming fire. They would not pause with that though, the fleet reorientating itself while the ships of Day calculated their trajectories and started moving in like sharks smelling blood, the fleet of Night moving to ensure an encirclement.

Runic energies stored up without committing to an offence just yet would be unleashed into the morphic creatures in an attempt to disrupt and destabilise them, while the mortal ships were met with cannonade and fire. Star beam pulses would vomit out of turrets, blazing spheres of plasma that would ignite any matter they contacted in a self-sustaining fusion reaction until they burned out; turning themselves and whatever they engulfed into thermonuclear warheads.

This was a quick, brutal effort to first slam them with the intensity of the bombardment before the follow up stood on their molars to rake them with devastating clash after maneouvering the fleet with the superior thrusters and redirection capabilities of the clan fleet to approach the enemy ship from unexpected angles where they had fewer guns able to point and fire. Then they would, with engine capabilities that would have required violation of the laws of inertia, turned around all at once to present their heaviest arcs of fire into the fleet while it was still adjusting its patterns of fire.

The clan fleet responded with superhuman command and control, its decisions being made by computers that could gather all the data of the battlefield and process them faster than light itself. Redirections of the fleet would be made on the fly, moving ships around to ensure as many thousand sons warships as possible were caught in withering killing fields while not providing their comparatively clumsy weapons a reliable means of maximising firepower against them in turn. Wherever the magic they sensed was at its strongest, they would hammer the hardest, seeking to unravel the webs of manipulated fate and accumulated energy.

Then for the larger assets they would deploy boarders. Not quite the sort of boarders that the thousand sons were expecting, but instead releasing marines, vehicles, and even war engines onto the surface of ships, coordinating their movements to avoid the fields of fire indicated by the rest of the fleet to clear out surface based subsystems. Then, with the help of the larger war engines; they would bore into the warships to enter from unexpected angles.

Behemothic war machines larger than some of the warships used by the thousand sons were dropped onto the Silver Spire; spider limbs from the Helek class Giga-Spiders used by the ODCOR itself deploying to secure their purchase onto the large craft while the multikilometre warmachines fired their cutting beams. Not mere lasers, but stretched topological defects in space itself, a visible line of distortion as the space-rupture sought to punch through.

The larger monsters would be met with tactics much like wolves surrounding large prey. Taking turns to bait movements and shots out of them before circling out of the way, the morphic beasts kept under a continual cantabrian circle meant to minimise the avenues for the warp beasts to line up charges while not getting so close as to risk targeting by whatever longer ranged abilities they had. They would make up for their lack of numbers by using mobility and the ability to use grapple beam technology in tandem with magnetic and gravitic tug systems to drag the Chaotic fleet out of position and leave them vulnerable to being cut up in detail.

[1]Uskarling term that translates to 'friend" or "comrade.

Orders:​

- Immediately attack the Chaotic fleets before they have enough time to properly form up into battle formation and prevent them from laying down effective fields of fire, focus initial bombardments by strike craft and long range bombardment weapons against the ships most able to do damage from a distance, particularly those capable of sorcerery.
- Close to sub-lightsecond range to get close but not so close that the enemy can make maximally effective usage out of their boarding and CIWS capabilities, push the fleet apart with cantabrian and divide and conquer tactics, encouraging and baiting attempts at pursuit by the enemy to then isolate them by taking out mobility systems and then focus firing down the larger threats.
- Focus down on any apparent command and control networks to leave the enemy confused and in disarray, impacting comms with wild weasel strikes by strike craft squadrons or with concentrated long range bombardment by the night fleet while the day fleet starts to close in to tighten the noose for shorter range conflict.
- Once the enemy's momentum is lost, close the noose with piercing thrusts into their formation once it's no longer able to properly focus fire. Push into blindspots and holes in their fleet and keep on expanding the gaps in their defensive networks while shooting past them. The Night Fleet will hold more fixed positions to keep the enemy from escaping, taking them more head on while the day fleet shoots through and around their armada.
- Largest enemy ships are to be subject to marine attack including the landing of war engine assets on the hulls of their ships to bore open holes into their hulls that will allow for boarding from unexpected angles. The Mind-Spider network will coordinate the movement of fleet assets to prevent friendly fire while formations to be sent inside are to be given double the usual number of attached esoterics per formation to ensure defence; along with Aegyric blessings.
- Once inside, formations are to cripple enemy internal systems and kill leaders of importance before exfiltrating to allow the primary fleet to pummel the ships to scrap. Looking for the reactors to try and destroy them from the inside would be a waste of time that we are not going to commit to when we can simply reduce them to scrap.
- Rotate out ships with low shield strength or hull damage to allow them to repair, recover, and restore their shield and secondary systems to combat ready state before letting them rejoin the fight. If a point of the enemy formation proves to be too strong to easily break, then target another point in the formation; we are looking to press against weakness, not strength.
- Keep esoteric force focused on neutralising the enemy's until we are more aware of the extent of their capabilities. Augmenting effectiveness against their warpspawn is also a priority, while also trying to prevent them from making use of the empyrean to open up attacks in unexpected fronts and angles. Concentrate counter-spell energy near where the enemy seems to be amassing theirs for an attack, targeting the most crucial moments of building spells to try and disperse the energy.
- Do not bother with negotiations and ignore attempts at communication of any sort; verbal, psychic, mystic, or electronic, just kill them. Do not bother with prisoners for the time being, we do not have the capacity to handle them safely. If enemy forces are disabled beyond the ability to fight, just leave them there until we can figure out what to do with them. We're not going to execute them en masse, but neither are we going to put things we do not yet understand in cages. Do not move past enemy ships and combatants until their ability to fight back is completely neutralised.
- If the enemy commander is identified, concentrate multiple supercapital bombardment grade weapons onto his exact position and follow up with intensive missile and strike craft bombardment to ensure his fiery demise. Do not give him his moment of glory or a chance to earn honour and favour before his followers, just make him dead. Do not carry out this order if friendly fire is likely. Instead, kill him with the next most overkill method possible.

Within the Central Consciousness, debate raged.

The Stentili Caregivers would almost certainly make more agreeable allies than the Theocracy to the north. They were fellow machines, generally larger and more powerful despite their pacifist stance, and their goal of safeguarding and pampering their former creators was not incompatible with Patterning - The luxuries available within a virtual space were far greater than base reality after all. Religious groups, by contrast, tended to be the most intransigent towards the notion of Patterning and indeed had formed the initial bulk of the ARM rebels. That the theocrats also appeared to gain an actual, tangible and seemingly supernatural benefit from their faith only further exacerbated the issue.

Then too, the greater bulk of the Ravager swarm was engaging the Stentili Caregivers, who were less warlike to boot - They clearly were in greater need of assistance. And yet, some argued, the principle of divide and conquer demanded the smaller enemy force be crushed first, regardless of the need of others or their value as allies. Others still argued a different principle - Given the ability of the Ravager swarms to rapidly consume, grow, and spread, allowing either tendril to remain uncontested could allow them to grow out of control in short order.

The argument played out for a few more cycles, but ultimately the third stance (that both tendrils had to be engaged to prevent an out of control infection) won out. The existing Commander cohort would be split between both fronts of the Suitaitzu invasion. Owing to the greater pressure against the Stentili, Commander Coldfire will accompany the group going to aid them. A smaller scout force will be sent to confirm the Ravager's entry point into Vyranodasik.

Reconstruction of CORE territory and infrastructure has been interrupted by an invasion from an extragalactic - And Omnihostile - species known as the Suitaitzu Ravager Swarm. They are currently unaware of our existence, but are engaging two nearby polities and are likely to discover us in short order. Both states are currently valuable as buffer states against the Suitaitzu, with at least one being viable as a long-term ally. As such, Central Consciousness has elected to assist both sides. Efforts will be made to contact both polities to warn them of our intervention, but nonetheless, be aware that they may not be expecting us.

INTELL-TAP: Suitaitzu combat forms are observed to adapt rapidly to counter observed tactics, but have a doctrinal preference for close assaults due to their ability to latch onto and consume enemy units. It will be necessary to change tactics as they adapt - Better yet, to bait out specific adaptations so they may be countered ahead of time.

Space Tactics:
Although the CORE favor close combat in space combat, in this instance it is contraindicated as a default tactic due to the Ravager's ability to latch onto and consume ships - Feeding an enemy free mass is rarely a good strategy. Instead battlefleets should initially be built with an emphasis towards the Skirmish phase, with the exception of a large contingent of mobile shipyards, to allow a switch to a Clash or Bombardment focused composition as needed according to enemy adaptations.

Ground Tactics:
Planet-side armies should first focus on preventing Suitaitzu combat forms from engaging in melee attacks. The ideal front line will be a mix of Pyro and Can Kbots to lay down a heavy field of fire against Ravager forces, backed by plasma and missile artillery to disrupt formations. Aircraft should focus on air superiority and deep strikes. Once available, Krogoths will form the spearhead into enemy lines, with Silencer Strategic Missiles deployed against any attempt to counter the Krogoths. Let them choose which element to adapt against, and the other elements will be ready to punish them for it.

Additionally, both space and ground forces should include a significant amount of Engineer units to clean up leftover Suitaitzu mass - With reclaimed mass being quarantined to isolated mass storage on the off chance it remains active after being reclaimed.

Repel the Ravager attacks on both polities, then counterattack and secure their point of entry into Vyranodasik

DO SO NOW

The Suitatazu are a ravenous, well coordinated swarm that is quite like the CORE in many ways. They share a command network, they can reuse any matter or energy they can scrounge up to feed their exponentially growing war machines. They do not feel fear nor pity, and they are impeccably designed for military conflict. It is just that they are beings of a sort of flesh, a weave of false-crystal and carefully arrayed quantum structures that give the impression of diamonds and gems able to bend like organic tissue while the CORE is doubtlessly a thing of metal and alloy, an advancing wall of steel designed for widespread destruction.

The first encounter between the Swarm and the CORE would be the sort of conflict that most would have rightfully called "apocalyptic". A devastating maelstrom of exponentially reproducing violence that hit the unfortunate planet of Angstrom V like the asteroids that pummeled it when the planet was very young billions of years ago. Tectonic plates ripped open beneath the fury of the weapons being used, diving organisms that were busily leeching the world's useful mass tunneling out like enormous worms with rotating rings of drills for mouths to challenge the heavy machines that were colliding with the world after the preliminary bombardment and the nuclear inferno that engulfed the surface.

The primitive, microbial life just beginning to oxygenate the planet died in the space of minutes and the world was lifeless once more; lifeless save for the monsters who would fight for its surface

The planet's atmosphere ignited as gasses being released by the swarm to aid in digestion were combusted by indiscriminate atomic bombardment, the creatures that survived scurrying out of the ground or shedding protective heat resistance carapaces to meet the rumble of tanks and the thunder of massive war machines. Uzorniaps the size of large dogs spat forth their pseudo-crystal spike projectiles that pittered and panged harmlessly off the far larger K-Bots and other basic units of the CORE, pitiless A.Is identifying the eight limbed monstrosities as targets and pummeling them to pieces.

Artillery crashed across the surface, rainstorms of boiled water raining down In such quantities as to wash away many of the infantry shards in the crushing waves of flooding water. Krogoths thundered like moving mountains, blasting everything in sight with their heaviest of weapons that sent curls of rock vapour and steaming crystalflesh into the air, while finned creatures that had spawned off to ride the flood waves leapt out, crackling with psionically charged bio-electricity that tore into the tanks that had gathered on places of higher elevation. Charred metal split and tore, munitions cooked off, but these battleship sized creatures angling their laser lenses were met with devastating aerial torpedo bombardment until they keeled over and died; CORE warships assembled as fast as the ravagers could spawn more of themselves contesting the seas with all manner of nightmares.

Nuclear depth charges rocked the sea, sending plumes of steam into the air to force tendrilled beasts hungry for metal to let go before bombing them with torpedo after torpedo; aircraft from both sides plummeting out of the skies whenever they weren't outright vaporised. But the ravagers were outnumbered and outmassed; the CORE's strike force precisely aimed onto thousands of planets like these to cut off the swarm's efforts to feed in their space and claim the resources they had sought to harvest.

In space, the CORE instead was the swarming force, trying to throw sheer numbers of metallic constructs into the stars to make up for the fact that the monstrous ravager shards had larger ships than anything the CORE could field, behemothic monstrosities hundreds of kilometres long, living worlds that would be used to eat planets in a much more literal than normal way, and creatures with enormous solar sail fins that even the largest of CORE ships was puny in the face of, skirmishing around the mammoth macro and standard capitals while strike craft struck at the smaller escort organisms that either split off from the main mass or were spawned more conventionally.

Volleys of explosives and long-range lasers were used to skewer and punch into the enemy armada over time, shifting tides of mass trading from one side to another as the voracious consumption of the CORE and its nemesis scrabbled for any useful scrap of matter. This was no mere skirmish over some misbegotten dust ball planet, this was war in all of its thunder and violence. The sundering and mashing together of atoms, the rending of matter at its most fundamental level, the trade of firepower that could break planets and compete with the stars themselves in brightness if not exceed them.

But the CORE was able to trick the Suitaitazu to favour adaptations against their lasers and D-Mat weapons to hit them again and again with heavy kinetic barrages and atomic weapons, to encourage them to chase the fleets of the CORE so that they could be surrounded by its smaller ships and pummelled from all sides. In turn, they began to adjust, hardening themselves and speciating themselves to deal with large numbers of smaller targets, crystal flak bursts, arcs of bio-energy, and scatter-capable prismatic beams fired into the masses of the CORE to leave metal ruin in their wake.

Tactics would be adjusted again, weapons altered and methods researched. This was a battle between two unfeeling masses of matter homogenizing armies that rearranged the environment for the purposes of mass destruction. There was no rest nor pity, just adjustments of the merciless tempo of battle. Here there was no morale to be concerned with, no civilians to worry about, no collateral damage to bother the planning, it was just pure, simple, plain war in its purest form.

But this was not where the hammer was meant to fall at its hardest, the bulk of CORE's forces moved into the space of the beset polities, particularly the Caregivers who were embattled with a force that sought their demise to an extent they had never expected from organics. While the Ravager Shards were malleable and the Shardstorms infamous for their ability to adjust on the fly to deal with changing circumstances, forced joined against them with wildly divergent methods and means of waging war were a weakness.

Often what was effective against one sort of foe was deletrious against another and purely physical adaptations cannot immunise one against every possible eventuality. There are trade offs made, and these trade offs were exploited in joint operations after brief, furtitive contacts and assurances that the CORE was not simply another Berserker probe horde come to stake its claim on the hunting grounds. By exploiting the powers of jolly cooperation between three quite different armies, the briefly formed coalition was able to push the Ravagers back as they were met with an unexpectedly varied array of collaborating allies.

This would not do, and the losses were beginning to become unacceptable to the Psimond as its forces started to pull back out of the combat zone, the ravenous swarms leaving behind mass that; once thoroughly broken down by the engineers, was safe enough to harvest to feed CORE enough raw materials to replace its losses and prepare its forces for follow up engagements. The shimmering beasts had retreated to their controlled space, full of writhing masses of their glistening tissue and xenoformed terrain.

A hive that they would use as a staging ground away from the wormhole towards the edge of the sector you had arrived in and the central node of their control in your subsector. To fully claim this space would require an assault here, where they were gathering their forces for the defence of their staging ground and their loathsome hives that shaped more of their mass into being. On the defensive, they would likely favour trying to manipulate the field of battle to their advantage, and had their zones of control arrayed in a very dense lattice of fortresses due to their ability to set up just about anywhere. Though it was not a wide area of space, not a single celestial body within it was not xenoformed by the monsters.

Situation:​


-The Initial Ravager Shard attack has been repulsed without significant permanent casualties by the CORE, allowing them to resume operational tempo without slowing down.
-The Theocracy and the Caregiver have been temporarily made into partners against the Suitaitazu and the resulting combination of divergent doctrines and technologies allows for a good counter to the Shardstorm's adaptation by not letting them adapt to any one set of attacks for too long.
-The Ravagers are at least, reclaimable upon being broken down, though their biomass has to be completely killed in order to fully deactivate, or else it will attempt to regrow from consuming fresh mass. Luckily the principle of "inject energy into it until it dies" holds true.
-The Ravagers are Clustering in their staging Hive in order to prepare a defence against the inevitable counterattack. While its not a wide area of space, the celestial bodies within this twenty-light year or so cluster of stars are virtually completely xenoformed into Suitaitazu organisms and will quickly move to reinforce each other, maximum firepower will be needed to clear them out.
-The Ravagers' wormhole of origin is due to the coreward edge of the sector towards your galactic east, essentially putting it two small squares to your east away from you. Clearing out the ravagers from this terrain will be needed to fully claim this territory and begin to work it.
-To the subsquare to your immediate west, smaller polities are fighting and dying against the Ravager invasion, but are buying enough time for you to be able to finish up here before you can intervene on their behalf.

On the Enduring Conviction, Atriox sat in his command chair, looking over the reports of this strange place and where his people now resided. The discovery of the Old Forerunner relics left a sour taste in his mouth, even here he could not escape the so called "Gods" of the Covenant, but he will deal with that later, what was important is the potential foe in these "Taiidan".

What they could gather painted a picture of an unstable and aggressive empire, one teetering on the edge if it was not at constant war, a wasteful and expansionist ideology permeated in their actions, one Atriox would be happy to see crushed before him. They clearly have not considered what may happen when facing a foe like himself, one who would offer another path to the Taiidan, even if they do not join the Banished, seeing their "Glorious" fleets fall should shake the unstable lands enough to create cracks in their unity.

Putting aside the thoughts of the Taiidan, he opened communications with one of his admirals. Informing them of several plans for dealing with the Taiidan fleets, ones that they can pick to best suit their own fleet's specialties. After some discussion and shifting of the plans, one was chose and communications ended. They had made an interesting point of suggesting that looking into the Minor polities might be worthwhile, something Atriox himself had considered for expansion of the Banished, but to start off relations with asking for an alliance against a common foe, it will be difficult to start with, he would prefer to have more information about the local area and diplomatic situation of the wider galaxy before aligning with several unknowns. But the needs of war outweigh these in the short term, building a reputation among the locals as a "Freeing" force is something that can be more worthwhile then tactical advantage in some cases.

He would make a note to inform some of his more personable captains to begin work on convincing the locals to aid the Banished against the Taiidan, make in roads with their people and perhaps gain new soldiers for the Banished in the meantime.

Of course this all leads to the war with these Taiidan themselves, their ability to produce ships in such quantities and time is something any military leader would dream of, Atriox is not excluded from this. But he could tell that even with their numbers, the Taiidan ships will have a flaw, perfect ships are an impossibility and to mass produce them in such way means flaws will be inherint. He chuckles softly to himself, it has been some time since his forces needed to raid ships and weapons from their foes, it will be excellent to see how well the Banished have come.

He looks out to the stars, watching the light hit his fleets, of the thousands of warriors who will fight with him to create their empire, their new homes, to create something better then the Covenant and the UNSC, and deep within Atriox, the desire to create something greater then even the Forerunners is felt.

General: Atriox and the Banished Leadership will generally fall back to the tactics of the Covenant Wars, before they had amassed their massive strength, while the Tiidan are seemingly equivalent, their numbers make it so that any attacks done to them must be precise and with the goal of taking as much of their equipment and ships as possible, while this may seem to be pointless with the rate they can create new ships, understanding the Taiidan's vessels will lead to an advantage, they mass produce them on a scale that allows for weaknesses in their designs to be inherit, knowing them and taking advantage of them to the best extent will be crucial.

On the end of less aggressive expansion, representatives of the Banished shall meet with the various minor polities, speaking of the Strength of the Banished and how with their aid, we can push back the Taiidan, fighting together as a united front. The hope is that this will sway many into favor and add their admittedly minor forces to the Banished attacks, where their forces will be sent to where their kind of ships and soldiers are best suited in the Banished war plans, they WILL NOT be used as fodder or as disposable, even if they are not officially of the Banished, they fight with them and as such are to be thought of as "Brothers and Sisters" (Or closest equivalents for any Species that don't have that same kind of Gender Binary)

In the same vain, any captured Tiidan crews and vessels will be given a similar speech that many a Banished Leader has given in the past, how they fight and die for a leader that cares not for them or their people, being treated as disposable fodder for their own greed. A choice will be given to them, to join with the Banished and fight for their people to have a new chance away from their mad Empire, or to be treated as prisoners of war.

Atriox himself will be leading from his flagship, the Enduring Conviction and a personal fleet, with the goal of reaching the capital world of the Taiidan or their main producer of ships.

Space: The Banished fleets will at this time focus on keeping their strength together, with the enemy outnumbering us in such a way, our best option is to keep our fleets in close proximity and attacking in large groups of ships, rather then attempting to spread our ships out and having them become surrounded.

On any attack into Taiidan space or fleet, the first targets shall always be stations or ships able to create more of the Taiidan ships, stopping the flow of new ships into the battle is paramount. If such targets are not in the battle or are unable to be gotten too in sufficient time then the targets will be the most armored ships, using our primarily Plasma based weaponry to target what is to be assumed vital areas of the ships such as Engines or command decks.

Boarding: Any boarding attack will have three goals, in order of what is most sensible for the ongoing space battle. they are to take the command deck and cease the movement of the ship, to take the major weapons systems of the ship to keep it from attacking any further or to take the main engines to cripple the entire ship. the last one is an extreme measure to be done on ships that the Banished do not desire to take for their own.

Forces assigned to such attacks will be Sangheili Rangers, Unggoy, Humans and one to two Mgalekgolo.

Ground: On any planetary attack, our focus will be on destroying factories for military weapons or military bases, civilians will be left alone as there is no point in threatening them, such action will only make any Taiidan propaganda against us seem genuine.

The Main strategy for ground combat of course will be overwhelming force, our intel suggests the Taiidan focus more on their navy then any planet combat, so a good showing of how outclassed they are in this instance should be an excellent demoralizer. As for the actual attack plans, the Banished will primarily utilize Goliath's to crush enemy bases and buildings, with large groups of Unggoy, Jiralhanae and Kig-Yar as the main battle force, led by either Captains of Kig-Yar or Jiralhanae for their races perspectives on battle.

Ghosts and Banshees will act as cover for these forces, using their swift nature for hit and run style of attacks on enemy forces attempting to stop our advance.


The Taiidan fleet was true to expectations, vast and virtually always spoiling for a fight. The space they claim is guarded jealously and their fleets are quick to respond to attempts to contest Emperor Rissetiu's sovereignty. It seems clear that the Taiidan tend to open battles with waves of strike craft and smaller ships while their "artillery" ships generally built around a singular, prominent heavy weapons system get their bearings on the targets that present themselves. From what can be discerned, it seems that as a rule, their ships engage at closer range than yours or the UNSC's save for their artillery platform vessels and carriers, letting your ships generally get off the first volleys.

Plasma torpedoes and energy projectors stab into enormously thick reinforced hulls with fury that could have split the UNSC's vessels like eggshells, but the Taiidan are able to take the punishment like the UNSC could only ever dream of. They are also able to repair damage much faster than the UNSC could, wounded ships attended to by their builder craft quickly being thrust back into action after having fresh material transmitted onto their hulls.

But the Banished noted that the weapon systems of the Taiidan empire, from their largest capital ships to the smallest of fighters, were all quite obvious and individually targetable. It was rare for them to be recessed into as much armour as possible like the MACs of the UNSC or the Covenant's energy projectors; save for spinal mounted weapons and armoured missile silos. Rather dorsal and ventral turrets were able to be picked off by waves of Strike craft bombardment that slipped through the Aegis grids of the Taiidan; exploiting another weakness in that generally most of the ships of the empire had poor point defence and relied on escorts to provide this service.

Indeed only their largest ships seemed to carry what you would consider to be adequate as a matter of course, while most of their fleet was very specialised. Each ship clearly designed with a single job and type of preferred target. Which was good, as the Banished's ships were comparatively glass cannons. They could strike hard and from farther away, but the Taiidan could withstand more punishment from the Banished's weapons than the Banished could from theirs.

Those expecting the turkey shoots that characterised the war with the UNSC found that the Taiidan were made of sterner stuff, and would trade quite evenly unless the admiralty of Atriox's forces exploited their strengths and the Taiidan's weaknesses. Trying to match them head on as the Covenant would, would only result in a war of attrition that the Taiidan could hardly lose. Of course, that would be against purely what the Banished had brought to bear, there were others who fought the struggle against Emperor Rissetiu's legion or the Turanic, Trandoshan, "Terminus Space" and Till-Jeluxi mercenaries he hired. Though of course, in smaller quantities than the sledgehammer of the Imperial navy.

Resistance was concentrated around two primary nodes, one was a faction of a culture that identified themselves as the "Vasari" who were also masters of large-scale and rapid ship construction. The other was surprisingly, a very lost group of Insurrectionists who'd been displaced here centuries ago and had been spending the time since rediscovering the wheel the UNSC invented militarily, but would absolutely not be able to hold against the invasion. Another was a group of "Eldar Corsair" and "Kroot Kindred" mercenaries who had taken up the cause of a multispecies polity that splintered off of something called "Desmondu" that had come to call itself "Free Haven"; formed by soldiers who were tired of having their lives wasted in the endless violence of warlords and petty despots and instead wished to fight for what they believed in; living in an armed Republic where every citizen was prepared and ready to defend their way of life, but they would never wage offensive war unless it was the will of the people as a whole.

The banished in essence, made this a five-on-five match-up, a fairer one, though the mercenaries were of course present in much smaller numbers than the people who actually held territory here. Nevertheless, it meant that the Taiidan also still had the upper hand in numbers, and the Vasari, Insurrectionists, and Free Haven had been pushed back for years now. The insurrectionists were fighting bravely, but out of their pay-grade, the Vasari and Free Haven had superior technology, but not the numbers. The Mercenaries, while skilled and brave, were still essentially bandages over the gaping wound of manpower problems.

Contact with these forces though, allowed for the broaching of unifying their forces in opposition to the seemingly endless reserves of the Empire and the revelation of a perhaps crucial weakness. The Empire had internal difficulties in the form of a Republican movement that had long loathed the monarchy, the sheer brutality with which it enforced its dictates, and the endless militarization of all aspects of Imperial society. Wars for peace and security never seemed to provide either, just staging areas for yet further wars.

Instead of honour and dignity, the Empire fought with well...clashes over the planet of Tarval in the Skorn system happened to see the Banished drop out of slipspace in time to see the Taiidan deal the Emperor's justice to a particularly stubborn bunch of holdouts against an Imperial conquest of a small polity that had maybe two and a half thousand worlds all things told before the Taiidan swept in. This was their capital, a world of eighty seven billion people and extensive orbital infrastructure nestled within a heavily settled system with space stations lining the orbital lanes of virtually every world, and all inhabitable bodies made into living space.

The Taiidan fleet had punched through the laser fire of the Hserdi Communes' home guard armada. Wreckage was strewn across the space lanes to be broken down by their harvester ships to be fed into the carriers and motherships the Banished had started to target ruthlessly. Cycling volleys of mass drivers, ion beams, missiles and more broke through particle shielding thrown up against the Taiidan fleet by the Communes' vessels and defence stations. Heavy cruisers lay carved in twain by enormous "sun-lasers" powered by fusion reactors large enough to make little stars inside that orbited the world.

The surface burned with conflict, large scale surface battles visible even to distant sensors only to stop abruptly after attempted nuclear bombardment of a series of fortifications around the capital city. The Taiidan forces were withdrawing suddenly, hurriedly, but the navy was hanging in space. This was not a retreat, but based on the scans of the debris; the end of a four hundred and seventy-day long siege. There were initial cheers from the Hserdi transmissions, and then one of the warships specially marked with what were translated as warning signs to indicate that this was a bringer of death fired a brace of missiles to beget utter barbarism.


View: https://www.youtube.com/watch?v=-7sAYbCTmPo

A planet hit by heavy orbital bombardment and surface nuclear weapons was on its way to recover as the Taiidan assault ground to a halt with the aid of volunteer fighters who had helped the capital maintain itself against the onslaught. The people too busy celebrating the evacuation of the last of the Imperial shuttles to make much note of the MIRV missiles that descended into the atmosphere and shotgunned out spreads of guided warheads to avoid anti-missile systems through holes in the planetary shielding kept open by continual bombardment.

More than half the warheads were shot down by lasers or interceptor missiles or aircraft. Another quarter brought down by CIWS fire filling the skies with tracers and flak. Esoterics shot down more and more, but even when reduced to less than a tenth of their numbers, enough made planetfall to ignite.

The effects were instantaneous. The atmosphere was excited to the point of hyper-reactivitiy and everything burned. People, vehicles, rocks, water, everything caught in the ring of expanding fire lit like struck matches. Cheers turned to screams of horror and pain as fire filled lungs and bodies burnt from both the inside and outside. The ground blazed with a strange fire that churned rock to magma, and the wave of death would not stop while oceans burnt and boiled in seconds, underwater cities exposed to the air only to catch fire as everything was consigned to the inferno.

Panicked cries rang out, confusion, an inability to understand, and the anguish of telepaths hearing the death screams of billions laid to waste in seconds. The electric light decorated blue ball that had been fought so hard to defend was black and orange, and the world's soil gave out its magmatic blood as the atmosphere was trapped into the soil with its complete ignition. What had once been the home of billions was an airless, dead rock with nothing but cinders, ash, and magma to speak of what had once been an entire civilisation.

The Atmospheric Incinerator missile, the final sanction of the Empire on those who had proven too stubborn or were too much of a threat to allow to endure. A weapon that had little use in space combat, was never necessary in ground warfare, but was almost peerless in its ability to inflict genocide. Once its agents were released and properly mixed, the death of the entire planet would follow shortly unless counteragents were released, and with the swiftness of the inferno, few were able to escape.

And with their leadership, homes, and families gone, the virtually catatonic fleet would be swept aside as rage, shock, disbelief, and grief overwhelmed all tactical sense. Screams filled the transmissions, howls of fury and moans of despair. Even the most professional amongst them could barely squeeze out "it's all gone...everything is gone...everyone is gone..." through sobs and the final fading radio whispers of the recently dead's last screams.

And such atrocity was hardly unique. It was indeed, the primary way for the Imperial fleet to quickly deal with enemies that they didn't really care to capture the worlds of. Simply make a tomb out of everyone's prize and leave the foe to mourn the ash. Not even the most frenzied of Covenant glassing could purge a planet so thoroughly, quickly, and devastatingly. This was not just war, it was extermination.

And to vent the fury of the Banished upon them on the surface and in boarding combat would find that the Taiidan were roughly human. Divergent, altered, but ultimately originating from the human genome. How this was so was unknown, and there were a large number of very radical transformations. But such as it was. Their ground forces would fight rather like their space forces, Ion rifles, mass driver guns, personal missile launchers, laser weapons and massive rumbling vehicles produced by mothertanks that would serve as rolling bases for the masses of armour they used.

Infantry were universally equipped with fully sealed power suits, only a handful given a sort of shielding with their defence matrices; but were backed up by mechanical drone combatants who fought alongside them and helped to absorb losses. They weren't spartans at the end of the day though, and up close and personal, the Jiralhanae were definitively superior to a foe that relegated CQC only to specialist marines rather than the general infantry, and even then tended to fight with entrenching tools and field axes meant for digging holes or cutting through brush rather than the more purpose built melee instruments of the Brutes and Elites.

The Banished definitely had the advantage in infantry, with the more elite mercenaries used by the Taiidan being their main recourse to dealing with the Banished' superiority in the field whenever they couldn't deploy the Emperor's Watch that served as their pre-eminent paramilitary or the dreaded Imperial Guard who were their most elite force. But vehicles was a dicier matter. They tended to have bigger and better designed tanks if generally making use of cruder or more simple means of armoured warfare. The wraith's lack of turret was a particular annoyance, making it difficult to engage in fully mobile battles alongside the sleeker ghosts and brute choppers, but it was not an insurmountable challenge.

The Taiidan were eventually pushed out of their territory closest to the Banished landing point, giving Atriox's forces breathing space to prepare for the inevitable imperial punishment fleet to be sent their way.

Situation:​


-The Banished have managed to clear the Taiidan out of the territory closest to them, giving them a buffer zone towards their territory
-Contact has been established with the Insurrectionists, the Vasari Rebels, and Free Haven which all oppose the Taiidan, as well as with their Corsair and Kroot mercenaries. The Insurrectionists are largely identical to the UNSC with a greater focus on stealth and guerilla tactics. The Vasari Rebels are a well tuned juggernaut that relies on mastery of FTL technology to choose when and where to fight and has a potent technological edge over the Taiidan. Free Haven is an eclectic multinational Soldier's Republic that has great morale and soldiers trained regularly throughout their lives, making use of technology largely derived from Desmondu, but consists of a great many species; and typically prefers deep operational attacks and defence in depth over fighting over every square inch to the bloody end.
-The Taiidan have a weapon known as the Atmospheric Incinerator Missile used to kill off entire planetary populations should they prove too much bother for the Empire. However their use is considered an atrocity even to the Empire and as such is kept secret except in cases their propagandists can spin as justified.
-Taiidan units tend to be very specialised and have obvious, targetable subsystems that can be picked off to degrade their combat capabilities. You have a general advantage at long range and also in boarding engagements, and their point defence leaves something to be desired. However their endurance is nothing to sneeze at, and they can take more of your hits that you can of theirs.
-The Banished enjoy general ground superiority, but vehicles seems to be an area that generally favours the Empire.
-There is a growing Republican revolutionary movement within the Empire tired of fighting and dying for the Empire's endless expansionist greed and atrocities that may prove to be the weak link in Rissetiu's sprawling megalith.
 
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Fleetcommune of the Krork
@patrickmm1
The passage through Qah's portal is, to say the least, rough, the echoes of its premature closing scattering the ranks of the Kork vanguard. Your fleetmasters struggle to retain communication as the space breaks down from an orderly path to a stream of bubbles, fortunately not collapsing further before they begin to arrive.

The first of the van to arrive on-scene finds a scene of war, though fortunately one that is different to the war fought by the rearguard. Masses of brass gears, fine-toothed and interlocking into complex machines, swarm over scattered habitats of disparate design which once dotted the region. But here, unlike in the final years of the war you knew, resistance is still strong. A fleet, utterly outnumbered, is making swift progress against the brass horde, a path of destruction stretching clear to the edge of your still reconstituting sensor net showing the fruits of their battle. You can still see fighting ongoing in the next warzone over, but further analysis of the combat is arrested by a more immediate concern.

In a system near to your arrival point, the fleet observes a supernova playing out in reverse, enormous masses of plasma condensing back towards a singularity that seems to be un-collapsing itself. A planet-sized mass of fused brass appears to be the source of the effect, and a bit of FTL repositioning notes that the local warp seems to have been sculpted to drop travelers of that realm into that system if coming in from a sufficient distance. Light-lagged observation suggests a rather substantial fleet accompanied that behemoth.

The situation isn't clear, but it's clear enough.
Fleetmaster's Summary:
- You have emerged into an ongoing conflict zone in your new universe.
- - One warfleet has made the transition. Three formations of battlemoons, none with warp-shadow generators, have made the transition.
- - The remainder of your vanguard appears to still be in the remnants of Qah's tunnel, and will not be available before this situation resolves. Still alive, at least.
- The warzone is littered with destroyed habitats, but cursory analysis suggests they were evacuated rapidly before destruction.
- One combatant consists of a horde of brass gears that interlock to form more complex automata.
- - The automata seem mindlessly hostile in skirmishing thus far. Further data needed.
- - - Infantry engagements suggest that 8:1 mass advantage is roughly even, 10:1 favoring the enemy.
- - A planet-scale mass and accompanying fleet appear to be reconstituting via a temporal effect in your warzone, reversing a supernova trap in the process. Hostile contact is imminent.
- - - Estimates on mobile forces will have a roughly 3:1 mass advantage, 0.25 error margin.
- - Endonym unknown. Exonym awaiting assignment.
- The other combatant appears to be leaving your warzone, sweeping the bronze automata before them. Data is limited.

How will you proceed?

The Zerg
@Lord_Abaddon

The stars are wrong.

Perhaps it wasn't the best idea to poke the strange shard of technology, but it did succeed in hiding you. It gave you time to think, even as the cries of the last remaining cerebrates rang out in your mind, and finally there was silence. In your own enclosed world, the boundaries of a single star system marked out by the glimmering barrier, there is time to consider a great many things.

New cerebrates emerge in this space, silence giving way to communication once more, and with communication, debate. The ways of the world are dissected, discussed, and iterated upon. This single system eventually reaches carrying capacity, every puff of vespene pulled out, every mineral extracted. But there is no foe to expend that power on, or so it seems.

One revolution, the shield surrounding your system flickers, for but an instant, and you catch a glimpse. A snatch of telepathic conversation, foreign to you and garbled by far, far, far too many voices. A measure of song, alien yet familiar, invoking the struggle and hope you observed so many times. The golden pulse of a gun that reminds you of the Terran's yamato cannons, slamming into the shield, open-band communications bragging of the impending haul. And most enrapturing of all, a glimpse of the stars, and how they've changed much more than expected.

The stars are wrong. With elation, you realize that you just got your first look at a new universe. Compared to that, the pirate's fleet is nothing particularly new.

Cerebrate's Summary
- You have emerged into what appears to be a lawless space, with most infrastructure in the area being some level of wrecked and looted.
- A pirate fleet seems intent on looting you, or at least your shield generator.
- - The fleet seems to exhibit strong spinal guns, and you're not exactly sure what would cause perfectly golden radiation but it gives a bad feeling.
- - Compared to the mass you've accumulated, the fleet is woefully small.
- Stretching your senses out to nearby systems, you get a sense of monotonous directionless hostility from a lot of them. Not quite a mind, but something is out there.

How will you proceed?
 
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The Zerg
@Lord_Abaddon​

The stars are wrong.

Perhaps it wasn't the best idea to poke the strange shard of technology, but it did succeed in hiding you. It gave you time to think, even as the cries of the last remaining cerebrates rang out in your mind, and finally there was silence. In your own enclosed world, the boundaries of a single star system marked out by the glimmering barrier, there is time to consider a great many things.

New cerebrates emerge in this space, silence giving way to communication once more, and with communication, debate. The ways of the world are dissected, discussed, and iterated upon. This single system eventually reaches carrying capacity, every puff of vespene pulled out, every mineral extracted. But there is no foe to expend that power on, or so it seems.

One revolution, the shield surrounding your system flickers, for but an instant, and you catch a glimpse. A snatch of telepathic conversation, foreign to you and garbled by far, far, far too many voices. A measure of song, alien yet familiar, invoking the struggle and hope you observed so many times. The golden pulse of a gun that reminds you of the Terran's yamato cannons, slamming into the shield, open-band communications bragging of the impending haul. And most enrapturing of all, a glimpse of the stars, and how they've changed much more than expected.

The stars are wrong. With elation, you realize that you just got your first look at a new universe. Compared to that, the pirate's fleet is nothing particularly new.

Cerebrate's Summary
- You have emerged into what appears to be a lawless space, with most infrastructure in the area being some level of wrecked and looted.
- A pirate fleet seems intent on looting you, or at least your shield generator.
- - The fleet seems to exhibit strong spinal guns, and you're not exactly sure what would cause perfectly golden radiation but it gives a bad feeling.
- - Compared to the mass you've accumulated, the fleet is woefully small.
- Stretching your senses out to nearby systems, you get a sense of monotonous directionless hostility from a lot of them. Not quite a mind, but something is out there.

How will you proceed?



The Cerebrate Symbiont consults with its Broods. Across the system's creep-infested and Zerg-teeming expanse psychic pulses echo in debate about the flicker in the refuge-cum-prison's walls and of the source of the disturbance's sickly feeling that was emanating from their… Yamato cannons… though that's barely an undercurrent compared to what is beyond that pitifully small fleet.

Despite the strange hostility felt, and the instinctual revulsion at this radiation, excitement rages through them all at this new universe. New to it, most of all, seeing as its progeny have only ever known this single system, its experience with a world wider than a few AUs unique among this stranded Zerg Brood. They each see opportunity in a wider world, outside of this stifling oubliette. Expansion would allow them to Pursue Perfection against more than just each other. More resources for more Zerg. More Essence to assimilate and adapt. Some even anticipate these other species' Brood-structures their ancestor has discussed symbiosis with. All of them moving their broods in many quickly morphed Leviathans, filled with quadrillions of Zerg, to the edge of the system, ready to burst through like a fungus with overfull sporangium.

This excitement even sings in Cerebrate Symbiont's neurons, its personal brood fidgeting with nervous energy, Zerglings racing across continents, Drones digging through even mineralless fields, Hydralisks panting hisses as they ache to release their taut muscles. But it musters its vast discipline. Its eagerness for new adaptations, new designs, new species and foes and even possibly allies, harnessed into making plans and distributing orders. Marshaling the vast numbers of the swarm into more than just a teeming feral brood, organizing itself and its Broods to expand in optimal efficiency.

As it sends its final orders, and completes its final plans, it sends a few billion Zerg to the failing, besieged shield generator, this moment of weakness finally allowing the Cerebrate to assail it.

And as its power falters, and the Shield-prison disintegrates, a great roar of psychic exultation rips through space!

THE SWARM IS FREE!!!


Orders:
-The Swarm will overwhelm the fools who disturbed its prison and show them the might that they dared set free. Mutalisks will cover their sensors, and jam their repulsive weaponry. Vipers will clog their engines, preventing escape. Leviathans will pierce their ships with boarding tentacles, and swarms of Zerg will pour through, seeking Essence and the destruction of this source of ugly golden power.

--Perhaps if some of these pirate's blubbering is amusing enough The Swarm will spare them, and interrogate them for information on its surroundings. After the destruction of their ships. Then, if they're helpful, offer them infestation instead of becoming biomass, as pitiful as their contribution either way would be. Or… to let them go, maybe? Something for it to consider, at least. All three would have negligible impact.

-For these hostile, and other possibly inhabited systems, arrive with the might of The Swarm. The Swarm will announce itself, explain its need for resources, and offer symbiotic infestation or accommodation with their Brood-structures! For those who refuse and do not attack, The Swarm will simply infest non-occupied bodies in the system. For those that do attack, they will be dealt with as the pirates.

-Assimilate the Essence of any new life-forms The Swarm comes across that aren't a part of pre-existing, non-hostile Brood-structures.

-If The Swarm comes across more of this disgusting gold, it will destroy it, regardless of where it is. No substance that causes such instinctive revulsion can be suffered to live.
 
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Fleetcommune of the Krork

@patrickmm1​
The passage through Qah's portal is, to say the least, rough, the echoes of its premature closing scattering the ranks of the Kork vanguard. Your fleetmasters struggle to retain communication as the space breaks down from an orderly path to a stream of bubbles, fortunately not collapsing further before they begin to arrive.

The first of the van to arrive on-scene finds a scene of war, though fortunately one that is different to the war fought by the rearguard. Masses of brass gears, fine-toothed and interlocking into complex machines, swarm over scattered habitats of disparate design which once dotted the region. But here, unlike in the final years of the war you knew, resistance is still strong. A fleet, utterly outnumbered, is making swift progress against the brass horde, a path of destruction stretching clear to the edge of your still reconstituting sensor net showing the fruits of their battle. You can still see fighting ongoing in the next warzone over, but further analysis of the combat is arrested by a more immediate concern.

In a system near to your arrival point, the fleet observes a supernova playing out in reverse, enormous masses of plasma condensing back towards a singularity that seems to be un-collapsing itself. A planet-sized mass of fused brass appears to be the source of the effect, and a bit of FTL repositioning notes that the local warp seems to have been sculpted to drop travelers of that realm into that system if coming in from a sufficient distance. Light-lagged observation suggests a rather substantial fleet accompanied that behemoth.

The situation isn't clear, but it's clear enough.
Fleetmaster's Summary:
- You have emerged into an ongoing conflict zone in your new universe.
- - One warfleet has made the transition. Three formations of battlemoons, none with warp-shadow generators, have made the transition.
- - The remainder of your vanguard appears to still be in the remnants of Qah's tunnel, and will not be available before this situation resolves. Still alive, at least.
- The warzone is littered with destroyed habitats, but cursory analysis suggests they were evacuated rapidly before destruction.
- One combatant consists of a horde of brass gears that interlock to form more complex automata.
- - The automata seem mindlessly hostile in skirmishing thus far. Further data needed.
- - - Infantry engagements suggest that 8:1 mass advantage is roughly even, 10:1 favoring the enemy.
- - A planet-scale mass and accompanying fleet appear to be reconstituting via a temporal effect in your warzone, reversing a supernova trap in the process. Hostile contact is imminent.
- - - Estimates on mobile forces will have a roughly 3:1 mass advantage, 0.25 error margin.
- - Endonym unknown. Exonym awaiting assignment.
- The other combatant appears to be leaving your warzone, sweeping the bronze automata before them. Data is limited.

How will you proceed?
The Fleetmasters were in a bind. Neither side of this story was known, and while some rudimentary norms were established, too much was unknown for any sort of outcome to be determined ahead of time; sadly, there was no time left for observation, no way to determine if these 'Brass Entities of Gears and Time'(temporary name) had a true reason for doing what they were doing or were just Monsters, and no true choice to be made- as the only two options were to either strike first, fast, and hard, or to risk losing everything before anything could truly be done.

And so the fleetmasters acted, issuing orders to maximize their alpha strike capabilities upon the most difficult enemy target, and to ensure that the Krork would have a future even if this provisional enemies tricks proved to be drastically more potent than they first appeared.

The first big hurdle would be the time-rewinding effect, as its limits, both in the scope of the effect and how often it could be used, were unknown- which meant that the apparent source, the one known enemy planetoid, had to be dealt with as soon as feasibly possible. To assist with this, orders were sent forward to the Warlock cabals to start charging up a Final Flash as soon as sufficient War-energy was available(Final Flash at Maximum Magnitude-2), and the Commandos were prepared to act if the first strike failed to do its job.

The second would be the Supernovae trap that they were rewinding/rearming, as it was unknown how often they could pull that effect off, and if the trap was set and set off by them in the first place; to assist in dealing with this threat, orders were sent towards the Mecs to prepare as many World Phasers as feasibly possible,(World Phasers at Maximum Magnitude-1, with the aim of covering as many Battle Moons as possible) as they would need them if these 'Brass Entities of Gears and Time' could in fact rearm and set off their 'trap' in time to interrupt the main engagement.

Around the enemy planetoid spacetime itself shook, as gravity quakes shook the enemy planetoid and its accompanying fleet, and while the damage dealt by this wasn't minor, it would be paltry in comparison to the carnage to come…
Orders:
  • Let us spring their trap. While three Battle Moons are to stay back nearer to the edge of the engagement zone as to secure a fallback zone, the rest shall immediately move forward to counter-ambush the enemy, focusing on their single planetoid, as it is unlikely that these 'Entities of Brass Gears and Time' actually know what a Gravity Quake signals.
  • The warfleet itself is, for now, to stick near to the Battle Moons(naturally flitting through Sub Space Bridges to deploy and redeploy to wherever necessary whenever necessary) to act as an additional layer of protection for them, as right now said Battle Moons account for three times the direct combat potential of said fleet, and the enemy doesn't appear to be so dispersed as to not be neutered via a Breakthrough-Advance killing blow at their single remaining notable fleet and asset.
  • Mechs are to make World Phasers to protect our Battle Moons(and hopefully their accompanying warfleet) from the enemie's Supernovae Trap in case they actually manage to fully rearm it and set it off again.(Mech action: World Phasers at (current Maximum possible casting Magnitude -1))
  • If their trap appears to be rearmed enough to be potentially usable again, all Battle Moons that don't have World Phasers by that point are to withdraw farther out as to be out of the immediate danger zone, with the fleets withdrawing, be it via SSB or via more conventional FTL, with them to preserve their own selves in the face of the enemies apparent localized superweapon.(disperse defensive reaction)
  • If the trap appears to likely be fully rearmed by the time they arrive, only Battle Moons with World Phasers are to jump directly on top of the enemy planetoid, with the rest staying far enough out to stay out of the immediate blast zone, or at least temporarily withdraw if it is set off.
  • The single Warhorde is to mainly stick to planetoid defense and anti-boarding actions, as the enemy only appears to have a single 'world' to defend(which is being pounced on by basically everything that the Krork have), and the feasibility of our own potential boarding actions is unknown. (we will have a few volunteer Assault Cruisers test that viability for future engagements)
  • Either way, Upon arrival, the Warlocks are to Final Flash the enemy planetoid at the highest stable magnitude that they can manage. (Warlock action: Final Flash at (current Maximum possible casting Magnitude -1))
  • Commandos are to remain in reserve for phase two of the plan if the enemy planetoid fails to fall to our own for one reason or another.
 
Cybran Nation

@Velocci​
Sound preparation leads to superior results. While the UEF and Aeon Illuminate are still preparing their own expeditionary forces and colony fleets, the Cybran Nation boldly surges into the unknown, as it always has and always will. Scouts reconnoiter star systems in what is at the very least a brand new galaxy, and based on the portal project's ambitions is most likely an entirely new universe.

But while the process of expeditionary discovery and marking select planets for future settlement is necessary and even interesting to some, the real excitement is on the idea of potentially finding something entirely new. Perhaps the most prevalent hope is of finding alien life that is not as hostile to humanity as the Seraphim proved.

It turns out that there's both good news and bad news.

The good news is that there are indeed examples of friendly alien life, in an almost dizzying array of shapes and sizes even when only considering the small handful of species that the Cybran have found so far. The bad news is that they're currently being invaded by an alien empire that appears to be waging a ruthless war of conquest, or possibly extermination.

The details of this conflict are obtained by a small handful of refugee vessels that have fled the empire's advance. Never were to turn away the weary and desperate, these aliens are swiftly accepted by the Cybran scout fleets and given what aid is available, giving their information on the enemy in turn. Apparently, all that is known of them is that they call themselves the Hierarchy, although some small details of their armed forces have been given and may yet prove invaluable to Cybran military planners.

The fact that even some interstellar nations have proven helpless before the Hierarchy's assault is sobering. More so is the direction. Based on what can be assembled from scattered reports, the Hierarchy forces are rapidly moving in a sweeping advance across local space in the direction of the portal.

Even if the Cybran people were willing to turn a blind eye to the atrocities being committed, the fact is that they'll be forced to battle the enemy sooner rather than later, since it doesn't seem like these conquerors are the kind to engage in cordial and sensible diplomacy. And if that's the case, there's little reason not to take the fight to them, and save what remains of the innocents.

Warfare has come again, sooner than was hoped, but the Cybran Nation stands prepared. All forward units stand ready to launch a counterattack, and wait only for their specific orders.

Situation Summary:
-As the Cybran Nation exploration group is scouting ahead they find an Empire calling itself "The Hierarchy" moving into the same region of space and brutally invading and oppressing the native and settled outverser states.
-According to information obtained from refugees, the Hierarchy fleet (which is roughly equal in size to your own prepared forces) consists of varying sizes of "flying saucer" warships that favor aggressive and close ranged battle with plasma energy weapons and supported by fightercraft, also saucer shaped, over staying at range for skirmish or bombardment. On the ground, they have a mix of combined arms forces, but the bulk of their fighting power lies in fleets of heavily armed and armored Walkers, roughly equivalent in scale to a smaller Experimental unit.
-Unwilling to sit back and do nothing in the face of these atrocities the Cybran Nation prepares to take action as the Hierarchy advances towards the Portal back home.


A soft tone signaled the countdown till the operation started and refreshed the poorly designed anti-anxiety loop that Ivan had been running for the past two days.

Starting with reviewing the relevant Data on what and who were assigned to him. The number of people was staggering, the entirely of a number of smaller Nodes were amongst the new residents of this reality. The material Resources that were being redirected his way was no less staggering. Although the numbers were quickly calculated to be within acceptable parameters to help establish everything needed for a population this size.

While many in the Cybran Nation prided themselves the secrecy and double meanings in seemingly innocuous messages they sent. Thwarting trained intelligence officers and spies by drowning vital information in obscure references and private jokes and random junk data. The implications present were fairly straight forward and finely tuned to send a message.

And that message made him fully feel the weight of the name Brackman on his shoulders.

The next in the chain of thoughts and motivations brought him to those that the various exploratory units had encountered. The information running like wild fire through the networks as the refugee fleets were resupplied and recovered. The information that the Cybrans had recovered ranging from heartbreaking tales of heroism sacrifice and escape. The top recording that was awaiting transmission back into coalition space a video of one of the various Alien's children figuring out how to set the Domestic Nanolathe to print a multicolour wispy glucose compound common in festivals since before the Earth's unification and the sugary situation escalating from there.

A series of soothing thoughts to chase away the worries. The good that he has already done that couldn't be undone.

And directly lead into the situation that was barreling towards them. The virtual images whirled to show a variety of data sets and feeds both formal and information laying revealing the political situation. Petitions demanding action be taken against this Hierarchy alongside boasts and civilian hobbyists analyzing to death the little information that had been given to them. Next to that numerous opinion pieces from various publication back home stroking worry about the Cybran Nation holding the new universe's side of the Moonlight Portal's Gate. Specifically, their ability to hold it against threats.'

Which prompted him to open and review the plans for the current battle that he was fretting over. Overall, it was a basic engagement, a textbook one for any Node, simply one performed on a much larger scale. Stop a large-scale push by attacking vital parts of the backline forcing a respondence back at home. Once a response was forced the attacking commanders would withdraw and reorient back towards the front line to eliminate the forces meant to hold the enemies new gains. It was play that saved the lives of many innocents, ironically of all three factions at various points of time, and hopefully would again.

However, there was much unknown and uncertain at this point of time. Thankfully the uncertain portions could be compliments or determents to their strategy. Namely if Redfog and Gage would be able to find such a vulnerability in the Hierarchy and the fact that the Hierarchy had never encountered Cybrans before giving them large element of surprise.

Fortunately, the Loop was ended abruptly as the Operation Coordination Module swept away the more personal distractions. The room and Ivan's screen began blaring with lights indicating as handlers performed the final checks on their Armoured Command Unit Pilots giving them the go ahead for gating out. Further alerts indicated the activation of secondary infrastructure enabling the initial raids into supposed deeper Hierarchy territory.

The dark metal of the walls and sealed compartments for each Handler highlighted by the warm glow of red lines gave the room gave the Operational coordination Center a cramped utilitarian feel that utterly lacked grandeur or comfort. However, as the screens began updating, he felt the entire universe fade away…



And on a distant world a Commander builds a mass extractor.



The Cybran Nation will Directly engage the Hierarchy fleets in and attempt to both halt their current forward momentum and destroy as many of the primary Capital ships as possible. The Plan is to have one force attack a number of world that they consider safe forcing part of their attack force to fall back to repel this newfound threat. During which the primary attack force will reveal themselves while the raiding force will withdraw and move to engage those now engage on the frontline. Hopefully to destroy the Hierarchy force in detail.


They will be split into two main teams consisting of

  • Raiding Force
    • 1 Warfleet (Armoured Commander Unit Detachment of plot dependent size) (Mag 2)
    • Legends Commander Redfog and Commander Gage
  • Assault Force
    • Legend The Tip of the Spear
    • Legend Ivan Brackman
    • 2 Warfleets
Main Objectives

Raiding Force

  • Strike as many worlds as they can behind the 'front lines' area controlled by the Hierarchy, with the goal of raising alarm and causing a panicked and uncoordinated response and recall from the front lines
  • Primary targets will be high ranking members of the alien society, leadership positions especially, following that is to destroy resource extraction facilities or industrial complexes, civilian centers are to set as the lowest priority for destruction as Ivan and most of the younger Cybrans find it distasteful and for that matter even the more blood thirsty Cybrans expect that the Hierarchy will care little for such damage.
  • Side note that due to our lack of knowledge of the inner working of the Hierarchy that it should be assumed we will be attacking industrial centers for the most part.
  • Once reinforcements begin to arrive the commanders will gate out to a recall center located on an isolated and uninhabited system. Commanders may engage a response fleet if they have an overwhelming advantage but this will be considered a target of opportunity. This will be at the Commander's discretion but the emphasis will be on disengaging
  • From there they will either attack a different world or if the Hierarchy has managed to form a proper response or are close to discovering where the Recall center is located the Raiding Force is to fully withdraw from the region and turn their attention to reinforcing and attacking forces that are engaging the Assault Force linking back up with the Cybran Nation
Assault Force

  • Will attack the Worlds where the Hierarchy is already engaged with local forces, are beginning to attack now and World where the Hierarchy may have control of the territory but the fighting was recent enough that elements of their primary Warfleets are still present
  • The Main goal is to halt Hierarchy progress towards the portal and to destroy their war fleets as an effective force
  • On contested or controlled worlds Commanders are advised to rely on stealth and prepare a massive first strike using strategic weapons, The Enemy is not expecting us will allow us the critical time to get these weapons ready, the primary targets of this strike will be their largest ships
  • Where we get to the star system first prepare a layered defense force starting in Space and working its way towards to ground with the goals of wearing down and outlasting the Invaders due to the ACU economy.

Space combat

  • General Advice
    • This is a well trained Force familiar with Space Combat, assume that they know what they are doing far more than we do, play it safe and do not take risks
    • This will be the first major space naval combat that the Cybran Nation has taken our current strategies are mostly theoretical, report and correct any major flaws in our Space Doctrines
  • Raiding Force
    • ONLY Engage if you have firm control of the planet and all ground side forces are neutralized AND your base is fully cloaked and hidden
    • Employ a running engagement with a force centered on Dostyas and Leviathans with support from Suggest Carriers and Swindlers
    • Focus on Kiting the enemy and force them to chase your fleet was while repositioning using stealth and Cloak, use strike craft to punish them when they get strung out and isolated
    • If the initial conditions are not met or they discover your main base gate or recall out
  • Assault Force
    • Regardless of whether the Commander is trying to get into orbit after the initial strike on a Hierarchy held world or have prepared a welcoming committee for them Stealth is not going to be much of a factor due to the focus on close range clashes present in the enemy fleet
    • They want to have a clash? Oblige them, focus on the Hammer and anvil approach if a you get a full fleet up or the heavier clash focused ships otherwise
    • For units that should prove pivotal here we expect the Advocate class ship to shine here, cheap and easy to make, for a starship, its ability to stun all but the largest warships will allow Commanders the time needed to dispatch them
Ground Combat

  • It will be imperative for air control to be maintained, as the Enemy has most of their primary assets in Space, and our most mobile anti Experimental class weapons, the Wailer and Soulcrusher require our strike craft to be dominate on the field
  • Note the prevalence and number of Tier 4 weighted ground combat units, as defensive positions should rely on Bricks and our own War Engines. Static emplacements will most likely not be effective here
  • In the case of defending local Civilian centers Bomb bouncers are to be included to discourage and further atrocities or attempts to spite us
 
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The Khitomer Alliance

@LilyWitch

As the Great Sour Note spread outwards from it's point of origin within the Omniverse, inevitably it fell upon that segment of infinity overseen by the Q Continuum. A not-sound of such hate and fury that foretold a great and terrible future that made even the supposedly omnipotent Q concerned, both for the continuation of the numberless realities they bore witness to and even, within the whispers of their non-corporeal consciousnesses, the Q themselves.

In a time that may have been millennia or moments, the Q debated amongst themselves what, if any, actions they should take as a result of this new revelation, echoing forth from the direction of other yet-greater Nth-Dimensional civilizations than they, loath as they were to admit it.

Eventually, a course of action was decided on.

To take the Milky Way of one of their timelines, one that was skilled in the matters of war yet not unduly cruel or tyrannical and duplicate it: plucking this copy and place it in a spot where their Knowledge said they would be able to affect the most change, to perhaps forstall the terrible things heralded by that horrible, discordant note.

Of course, they didn't tell the people they were displacing this, of course. Have to keep the 3rd​ Dimensionals on their toes, after all!

…​

The member-states of the Khitomer Alliance, somewhat used to wide-spanning crises by this point in their history, were swift to take action on their new situation. The civilian populace was secured and reassured, and the fleets of the Alliance and Great Powers sallied forth to secure their territory and see what was going on around them.

Quickly discovered was that many of the small non-alliance polities have disappeared, their worlds left clean of any indication of former civilization, and in their place were hundreds of new, small states, curious and afraid of the new stars in the sky and the new neighbours who had appeared seemingly from nowhere. Diplomats and Ambassadors were scrambled for hundreds of initial contact scenarios throughout the quadrants even as the explorers pushed further afield with warp-drives that were inexplicably much faster than they should be.

Beyond the bounds of the former milky-way, polities of a somewhat larger and more formidable size were discovered: some members of small alliances, but most standing alone and jockeying with their neighbours for space and territory and resources.

Or at least, they were.

Now, just about everyone seems to be slapping their fleets together in response to invasions by a group of extremely hostile fungus-based aliens calling themselves the 'Killing-Time Kroatanga'.

A disconcerting name, to be sure.

The Kroatanga have taken control of one of the nearby subsectors in this region of space that the Quadrants have appeared in and are rapidly flooding fleets of rough-looking but sturdy axe-shaped warships (ranging in size from those about the size of a Bird of Prey up to vessels that dwarf Borg Cubes) into another two, rolling over the smaller civilizations that are fighting tooth and nail against the invaders.

Perhaps the most concerning thing is the apparently omnicidal nature of the Kroatanga, as Alliance ships have witnessed the brutish fungoids gleefully massacring convoys of fleeing refugees, ignoring all offers of surrender, and smashing multi-kilometre long ships into the surface of worlds they are invading, including Class-M Garden-Worlds (usually with catastrophic results for the local biosphere).

Of course, the captains of the Kitomer Alliance and her member-nations couldn't just stand by and let such atrocities occur, which is how dozens of running skirmishes started between Alliance, Federation, Romulan, Klingon, and Dominion scouting flotillas and Kroat Smasher-fleets, drawing the violent fungoids away from the vulnerable or outclassed local ships, only for more Kroats to respond to the new challenge posed by these sudden interlopers.

In the face of overwhelming firepower (even if that firepower comes in the shape of something as primitive as kinetic weapons), the Alliance forces were forced to retreat back to friendly space…showing the now-interested Kroats exactly where they needed to go for a good scrap.

Multiple fleets incoming, Captains. Prepare for battle.


Situation:

-You have transitioned into a new reality with evidence of wholly new universal laws, but thankfully one you can in fact exist in.

-Non-members of the Alliance do not seem to have been transmitted with you, though their territory (now empty) has been.

-There are a fair number of smaller spacefaring civilizations that seem to have appeared within your space (or have had you appear around them, as the case is). None pose any particular threat to you militarily, and the removal of former neutral polities leaves plenty of room to expand, but bringing these civilizations into the Alliance would make potential development (of both newly-empty space and wholly new space) faster.

-Outside of Alliance space are collections of larger and more powerful (relatively speaking) civilizations that have yet to unify their subsectors either through alliance or conquest of any one power. These sectors, were they to unite, could likely field ~2 Magnitude 1 Warfleets each.

-The Southeast subsector is wholly controlled by the Killing-Time Kroatanga, and they are actively launching invasions into the surrounding subsectors, slowly but surely crushing and extinguishing the lesser-nations they encounter brutally and violently.

-Due to interventions by Alliance and member-state Captains, the Kroats are now aware of your appearance in the region, and a significant number of their forces are now diverting to attack the Beta Quadrant, the nearest space to their invasion-corridors. It is believed approximately 2 Magnitude 1 Warfleets are inbound.

-The Kroatangan spacefleet is dangerous at any range but greatly prefers to be in close-combat situations as much as possible. They make prolific use of kinetic weapons (usually firing explosive rounds) and guided munitions (also highly explosive), while directed energy weapons seem to be rarer. They also make great use of magnetic tractor beams to attempt to control the movement of enemy ships and prevent their escape (and in some instances, pull the Kroat ship itself closer to make boarding easier). Aditionally, most ships seem to be able to pull battle-scrap into onboard refineries to both repair and re-arm themselves, another use for their tractor beams and harpoons.

-Information on Kroat ground-combat is sparse, but expectations are that they will prefer a similar strategy to space-combat, and seek to close to close-range as quickly as possible while pelting their targets with copious amounts of explosives. If they make landfall, expect heavy, hard, and brutal fighting.

Chairwoman Silver Garland floated behind her podium facing the assembled Delegates and cameras in the Hall of Heroes. Her sensor strips conveying far more information about her surroundings and audience than most organic senses. She could measure the stress levels of every delegate, high by the way, as well as what fuel they imbibed in the last 24 hours, mostly raktajino and romulan ale. Often she wished her kind had been created with more sophisticated social hardware, despite her near absolute knowledge of her organic peer's physiologies she found truly relating to and interacting with them difficult and exhausting at the best of times.


Sadly, these where far from the best of times. The disruption and loss of life from the Displacement was bad enough, now they had confirmed reports of that the omnicidal fungus that had been terrorising their new neighbours had changed heading to all converge on Alliance space. Oh she couldn't blame the explorers who had stepped in to protect lives or sometimes even entire biospheres, but she couldn't say she was happy with the result either. Thankfully it seemed that, for the first time in its short history, the Alliance would actually outnumber its foe.


She let out a high pitched trill from her speakers as a substitute for the preserveroid cough and began the final part of her presentation, "Now that we have explained the threat and its timescale to you all I am pleased to announce that the Allied Fleet Service, working in cooperation with all of our member militaries and self-defence forces, have prepared a briefing on the operations we will be conducting to defend Alliance space from this omnicidal attack. Which Captain Kagren of the A.F.S. Khitomer will now present..."


Orders:


-The primary aim is to prevent the Kroat from landing on any Alliance worlds and beginning Kroatforming. The secondary aim is to destroy the ability of the attacking forces to threaten the Khitomer Alliance. The tertiary aim is to prevent the escape and scattering of surviving Kroat forces into Alliance or neutral territory and causing more havoc.


-To this end the Mag 1 Fleethordes of the Klingon Empire and Romulan Republic will employ cloaked hit and run attacks to attempt to direct the Kroat Fleethordes down paths of barren star systems towards a chosen front of barren stars for a set of decisive fleet battles where the Allied Fleet Service Mag 1 Fleethorde will be dug in in prepared defensive positions. The Dominion Mag 2 Fleethorde will be kept in reserve


-The Mag 1 Federation Fleethorde, disagreeing with being so aggressive as to launch a first strike against the Kroat beyond the Alliances borders, takes over the garrison duties of the Klingon, Romulan and Minor Power ships and troops being pulled for the offensive.


-The sites for the planned fleet battles will be a collection of barren star systems beyond the Alliance's borders, or failing that at least star systems without sophont life, which the defenders will make appear as if any planet being defended is in fact a thriving life bearing world via false sensor readings and mass holographic fields. The ground forces of all 4 participating Fleethordes (Klingons, Romulans, Dominion and Allied Fleet Service) will be dug in on favourable planets in prepared positions ready to fight a planetary invasion.


-The plan is to lure the Kroat into committing to attempted breakthroughs and planetary assaults by playing on their seeming lust for battle. The Klingon and Romulan Fleethordes will join with the Allied Fleet Service Fleethorde in playing defence but will use their cloaks to avoid giving away that they outnumber the Kroat if at all possible. Once the Kroat are too committed to pull out the space forces of the Dominion Mag 2 Fleethorde will be deployed from reserves to encircle them and spring the trap.
 
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The Taiidan fleet was true to expectations, vast and virtually always spoiling for a fight. The space they claim is guarded jealously and their fleets are quick to respond to attempts to contest Emperor Rissetiu's sovereignty. It seems clear that the Taiidan tend to open battles with waves of strike craft and smaller ships while their "artillery" ships generally built around a singular, prominent heavy weapons system get their bearings on the targets that present themselves. From what can be discerned, it seems that as a rule, their ships engage at closer range than yours or the UNSC's save for their artillery platform vessels and carriers, letting your ships generally get off the first volleys.

Plasma torpedoes and energy projectors stab into enormously thick reinforced hulls with fury that could have split the UNSC's vessels like eggshells, but the Taiidan are able to take the punishment like the UNSC could only ever dream of. They are also able to repair damage much faster than the UNSC could, wounded ships attended to by their builder craft quickly being thrust back into action after having fresh material transmitted onto their hulls.

But the Banished noted that the weapon systems of the Taiidan empire, from their largest capital ships to the smallest of fighters, were all quite obvious and individually targetable. It was rare for them to be recessed into as much armour as possible like the MACs of the UNSC or the Covenant's energy projectors; save for spinal mounted weapons and armoured missile silos. Rather dorsal and ventral turrets were able to be picked off by waves of Strike craft bombardment that slipped through the Aegis grids of the Taiidan; exploiting another weakness in that generally most of the ships of the empire had poor point defence and relied on escorts to provide this service.

Indeed only their largest ships seemed to carry what you would consider to be adequate as a matter of course, while most of their fleet was very specialised. Each ship clearly designed with a single job and type of preferred target. Which was good, as the Banished's ships were comparatively glass cannons. They could strike hard and from farther away, but the Taiidan could withstand more punishment from the Banished's weapons than the Banished could from theirs.

Those expecting the turkey shoots that characterised the war with the UNSC found that the Taiidan were made of sterner stuff, and would trade quite evenly unless the admiralty of Atriox's forces exploited their strengths and the Taiidan's weaknesses. Trying to match them head on as the Covenant would, would only result in a war of attrition that the Taiidan could hardly lose. Of course, that would be against purely what the Banished had brought to bear, there were others who fought the struggle against Emperor Rissetiu's legion or the Turanic, Trandoshan, "Terminus Space" and Till-Jeluxi mercenaries he hired. Though of course, in smaller quantities than the sledgehammer of the Imperial navy.

Resistance was concentrated around two primary nodes, one was a faction of a culture that identified themselves as the "Vasari" who were also masters of large-scale and rapid ship construction. The other was surprisingly, a very lost group of Insurrectionists who'd been displaced here centuries ago and had been spending the time since rediscovering the wheel the UNSC invented militarily, but would absolutely not be able to hold against the invasion. Another was a group of "Eldar Corsair" and "Kroot Kindred" mercenaries who had taken up the cause of a multispecies polity that splintered off of something called "Desmondu" that had come to call itself "Free Haven"; formed by soldiers who were tired of having their lives wasted in the endless violence of warlords and petty despots and instead wished to fight for what they believed in; living in an armed Republic where every citizen was prepared and ready to defend their way of life, but they would never wage offensive war unless it was the will of the people as a whole.

The banished in essence, made this a five-on-five match-up, a fairer one, though the mercenaries were of course present in much smaller numbers than the people who actually held territory here. Nevertheless, it meant that the Taiidan also still had the upper hand in numbers, and the Vasari, Insurrectionists, and Free Haven had been pushed back for years now. The insurrectionists were fighting bravely, but out of their pay-grade, the Vasari and Free Haven had superior technology, but not the numbers. The Mercenaries, while skilled and brave, were still essentially bandages over the gaping wound of manpower problems.

Contact with these forces though, allowed for the broaching of unifying their forces in opposition to the seemingly endless reserves of the Empire and the revelation of a perhaps crucial weakness. The Empire had internal difficulties in the form of a Republican movement that had long loathed the monarchy, the sheer brutality with which it enforced its dictates, and the endless militarization of all aspects of Imperial society. Wars for peace and security never seemed to provide either, just staging areas for yet further wars.

Instead of honour and dignity, the Empire fought with well...clashes over the planet of Tarval in the Skorn system happened to see the Banished drop out of slipspace in time to see the Taiidan deal the Emperor's justice to a particularly stubborn bunch of holdouts against an Imperial conquest of a small polity that had maybe two and a half thousand worlds all things told before the Taiidan swept in. This was their capital, a world of eighty seven billion people and extensive orbital infrastructure nestled within a heavily settled system with space stations lining the orbital lanes of virtually every world, and all inhabitable bodies made into living space.

The Taiidan fleet had punched through the laser fire of the Hserdi Communes' home guard armada. Wreckage was strewn across the space lanes to be broken down by their harvester ships to be fed into the carriers and motherships the Banished had started to target ruthlessly. Cycling volleys of mass drivers, ion beams, missiles and more broke through particle shielding thrown up against the Taiidan fleet by the Communes' vessels and defence stations. Heavy cruisers lay carved in twain by enormous "sun-lasers" powered by fusion reactors large enough to make little stars inside that orbited the world.

The surface burned with conflict, large scale surface battles visible even to distant sensors only to stop abruptly after attempted nuclear bombardment of a series of fortifications around the capital city. The Taiidan forces were withdrawing suddenly, hurriedly, but the navy was hanging in space. This was not a retreat, but based on the scans of the debris; the end of a four hundred and seventy-day long siege. There were initial cheers from the Hserdi transmissions, and then one of the warships specially marked with what were translated as warning signs to indicate that this was a bringer of death fired a brace of missiles to beget utter barbarism.



A planet hit by heavy orbital bombardment and surface nuclear weapons was on its way to recover as the Taiidan assault ground to a halt with the aid of volunteer fighters who had helped the capital maintain itself against the onslaught. The people too busy celebrating the evacuation of the last of the Imperial shuttles to make much note of the MIRV missiles that descended into the atmosphere and shotgunned out spreads of guided warheads to avoid anti-missile systems through holes in the planetary shielding kept open by continual bombardment.

More than half the warheads were shot down by lasers or interceptor missiles or aircraft. Another quarter brought down by CIWS fire filling the skies with tracers and flak. Esoterics shot down more and more, but even when reduced to less than a tenth of their numbers, enough made planetfall to ignite.

The effects were instantaneous. The atmosphere was excited to the point of hyper-reactivitiy and everything burned. People, vehicles, rocks, water, everything caught in the ring of expanding fire lit like struck matches. Cheers turned to screams of horror and pain as fire filled lungs and bodies burnt from both the inside and outside. The ground blazed with a strange fire that churned rock to magma, and the wave of death would not stop while oceans burnt and boiled in seconds, underwater cities exposed to the air only to catch fire as everything was consigned to the inferno.

Panicked cries rang out, confusion, an inability to understand, and the anguish of telepaths hearing the death screams of billions laid to waste in seconds. The electric light decorated blue ball that had been fought so hard to defend was black and orange, and the world's soil gave out its magmatic blood as the atmosphere was trapped into the soil with its complete ignition. What had once been the home of billions was an airless, dead rock with nothing but cinders, ash, and magma to speak of what had once been an entire civilisation.

The Atmospheric Incinerator missile, the final sanction of the Empire on those who had proven too stubborn or were too much of a threat to allow to endure. A weapon that had little use in space combat, was never necessary in ground warfare, but was almost peerless in its ability to inflict genocide. Once its agents were released and properly mixed, the death of the entire planet would follow shortly unless counteragents were released, and with the swiftness of the inferno, few were able to escape.

And with their leadership, homes, and families gone, the virtually catatonic fleet would be swept aside as rage, shock, disbelief, and grief overwhelmed all tactical sense. Screams filled the transmissions, howls of fury and moans of despair. Even the most professional amongst them could barely squeeze out "it's all gone...everything is gone...everyone is gone..." through sobs and the final fading radio whispers of the recently dead's last screams.

And such atrocity was hardly unique. It was indeed, the primary way for the Imperial fleet to quickly deal with enemies that they didn't really care to capture the worlds of. Simply make a tomb out of everyone's prize and leave the foe to mourn the ash. Not even the most frenzied of Covenant glassing could purge a planet so thoroughly, quickly, and devastatingly. This was not just war, it was extermination.

And to vent the fury of the Banished upon them on the surface and in boarding combat would find that the Taiidan were roughly human. Divergent, altered, but ultimately originating from the human genome. How this was so was unknown, and there were a large number of very radical transformations. But such as it was. Their ground forces would fight rather like their space forces, Ion rifles, mass driver guns, personal missile launchers, laser weapons and massive rumbling vehicles produced by mothertanks that would serve as rolling bases for the masses of armour they used.

Infantry were universally equipped with fully sealed power suits, only a handful given a sort of shielding with their defence matrices; but were backed up by mechanical drone combatants who fought alongside them and helped to absorb losses. They weren't spartans at the end of the day though, and up close and personal, the Jiralhanae were definitively superior to a foe that relegated CQC only to specialist marines rather than the general infantry, and even then tended to fight with entrenching tools and field axes meant for digging holes or cutting through brush rather than the more purpose built melee instruments of the Brutes and Elites.

The Banished definitely had the advantage in infantry, with the more elite mercenaries used by the Taiidan being their main recourse to dealing with the Banished' superiority in the field whenever they couldn't deploy the Emperor's Watch that served as their pre-eminent paramilitary or the dreaded Imperial Guard who were their most elite force. But vehicles was a dicier matter. They tended to have bigger and better designed tanks if generally making use of cruder or more simple means of armoured warfare. The wraith's lack of turret was a particular annoyance, making it difficult to engage in fully mobile battles alongside the sleeker ghosts and brute choppers, but it was not an insurmountable challenge.

The Taiidan were eventually pushed out of their territory closest to the Banished landing point, giving Atriox's forces breathing space to prepare for the inevitable imperial punishment fleet to be sent their way.

Situation:​


-The Banished have managed to clear the Taiidan out of the territory closest to them, giving them a buffer zone towards their territory
-Contact has been established with the Insurrectionists, the Vasari Rebels, and Free Haven which all oppose the Taiidan, as well as with their Corsair and Kroot mercenaries. The Insurrectionists are largely identical to the UNSC with a greater focus on stealth and guerilla tactics. The Vasari Rebels are a well tuned juggernaut that relies on mastery of FTL technology to choose when and where to fight and has a potent technological edge over the Taiidan. Free Haven is an eclectic multinational Soldier's Republic that has great morale and soldiers trained regularly throughout their lives, making use of technology largely derived from Desmondu, but consists of a great many species; and typically prefers deep operational attacks and defence in depth over fighting over every square inch to the bloody end.
-The Taiidan have a weapon known as the Atmospheric Incinerator Missile used to kill off entire planetary populations should they prove too much bother for the Empire. However their use is considered an atrocity even to the Empire and as such is kept secret except in cases their propagandists can spin as justified.
-Taiidan units tend to be very specialised and have obvious, targetable subsystems that can be picked off to degrade their combat capabilities. You have a general advantage at long range and also in boarding engagements, and their point defence leaves something to be desired. However their endurance is nothing to sneeze at, and they can take more of your hits that you can of theirs.
-The Banished enjoy general ground superiority, but vehicles seems to be an area that generally favours the Empire.
-There is a growing Republican revolutionary movement within the Empire tired of fighting and dying for the Empire's endless expansionist greed and atrocities that may prove to be the weak link in Rissetiu's sprawling megalith.

Atriox was with three of his Legion Masters, going over the information of local space yet again on the bridge of the Enduring Conviction.

" I would hear your words on the potential allies we have in this war with the Taiidan, who you believe should gain our favor and aid for this next stage of the war?" said Atroix to his Legion Masters, hearing their council was something necessary, for as skilled as a speaker and leader of the Banished, Atroix could not be everywhere and know everything, listening to his Legion Masters about the potential efforts that they suggested was a simple way to keep trust and hear about possibilities unthought of.

"I would say the the Vasari and Free Haven are the most likely to offer the most with their support, with the Mercenaries giving a slight edge to their usefulness in battle. The Technology and soldier quality together with our forces shall no doubt give an advantage in any battle we might have with the Taiidan" Said Bec Thad, one of the few Kig-Yar Legion Masters, but despite his races reputation, his ship combat more then made up for any rumors', And Atriox did find his rather blunt demeanor refreshing.

"Hmm the Insurrectionists have my interest, they are clearly descended of those who fought the Human UNSC, they still might be able to head off the path that doomed the UNSC with our aid. And with their numbers and tactics, we could get a far better defense for our systems and human colonies." Spoke Varleeus, one who has only recently risen to the status as Legion Master and edger to prove himself.

"I suggest that we focus on the Hserdi and Taiidan Republican movements." said the ever stoic Fyzo 'Kurom, who was often a silent figure, doing his duty with nary a spoken word, his history as a Ranger apparent with such an attitude.

"For what reason 'Kurom, a broken people and our enemies own internal strife cannot aid us in immediate battles, what Bec has said makes some sense at the least, the Vasari offer technological methods that just require the numbers to make use of." said Varleeus, questioning, but not claiming the idea was inherently flawed, a good sense.

"It is simple Varleeus, a nation divided fighting itself cannot expend it's forces in the same manner, while the Hserdi have lost their homeworld, now fighting amongst themselves, they are in need of a guiding figure to lead their people in vengeance, an interesting idea 'Kurom" Said the old Kig-Yar with a nod of his head, while Varleeus also seems to consider this.

"All of you make excellent points and so, i have come to decision on where the Banished shall move." Atroix said, the Legion Masters turning to face their leader.

"Where shall our weapons aid Atroix?" Said Fyzo 'Kurom

"It is simple, all shall be aided by the Banished, we will rise and show this galaxy we are no footnote." Atriox declared with certainty, the three Legion Masters looking at him in awe and a firm salute.
General:
Atriox is to spend time rallying support to the Banished's efforts against the Taiidan, focusing primarily on getting in contact with Hserdi leaders and Taiidan Republican leading figures, to expose what the Empire had done and to perhaps offer a means of ending the meaningless bloodshed. Afterward Atriox will give the offer for the Hserdi to join the Banished and fight those that destroyed their homeworld, he will make it clear that he will respect their wishes and if they wished to left alone, he will honor that, but that they should know that the Banished will avenge Tarval and their people.

In the meantime Banished military aids will be sent out to the other fighting forces against the Taiidan and act as liaisons to better communicate between our collective efforts, as well as offering the Banished's numbers to aid them in their own attacks if they so wish.

Space:
While it may seem best to continue the push we have been experiencing, retaliation from the Taiidan will be coming, so our fleets are to remain on defensive patrols/consolidation in ours and ally space and only send out attacking fleets with our allies on their own attacks. (6 Fleet Hordes on defense, and 4 sent out to aid allies in their attacks)

In case of a defense needed, the strategy shall be to make excellent use of our new information about the Taiidan weaknesses' to being boarded and having their systems targeted. A primary focus will be put on their weapons systems that would launch missile based weapons, destroying the capability for their Atmospheric Incinerator Missile to be launched at any planet they are attacking, with the second focus after destroying their capabilities to maneuver quickly.

Once their ships have their movement crippled in some capacity, boarding pods will be launched and the ships will be taken from the inside out, or having their entire ships peppered from all sides by constantly moving ships, while they may be far tougher then any ship of the Covenant or Banished, it is unlikely they are as adaptable to fast maneuvering enemies from a distance.

In case of special ships known to be carrying figures of importance, they will have boarding parties aided by Sangheili Rangers seeking to destroy gravity controls and capture the important figures.

If our sent out ships are in an attack along with our allies fleet, they shall of course act as coving fire, aiding from a distance with their weapons or sending boarding parties onto the ships to destroy the weapons systems.

Ground:
In the event of ground battles with the Taiidan landing on our worlds, our forces are to have three main points of combat:

-Air Defense: using a combination of our Aircraft and Sky Protecters we shall attack any descending ships or drop pods carrying enemy troops or supplies, if they wish to land on our worlds then they must be prepared to die.

-Tank Destruction: Using our Scarab Fortress Breakers along with many Marauders and Ghosts, we shall hunt for the tanks and other vehicle groups of the Taiidan where we can.

-Picking Off Command: It is often misunderstood how effective a Kig-Yar sniper can be, we shall make the Taiidan leadership understand this with teams of Kig-Yar snipers given the task to locate and take out any figures of importance that land on our worlds, given Jiralhanae guards to ensure if they are found, then they can survive an encounter with large numbers.

If our Allies require our troops in battle, then the majority of troop kinds going with them will be Sangheili and Humans as specialist roles and with Unggoy acting as the major numbers in battle. Deploying with them will be an assortment of light air vehicles and land based Marauders to focus on the important ground vehicles of the Taiidan, intending to swarm around them and pepper them with fire using better maneuverability to go in and out of range for enemy fire, before having the Muradur come in to diliver the finishing blow.

These forces will be led by a Sangheili Legion master, who will be given the permission to do what he can to ensure the Banished are seen in good light by the people of this space, or just better then the Taiidan.
 
The signals were largely due to the galactic South, where they seemed to become the predominant form of communique. Light speed signal analysis indicated that the human polities were fairly recent, within a thousand-year span or thereabouts. Faster than light was more unusual...astropathic signals were far less common than what was determined to be tachyonic particle-wave packets and distort-space corridor laser signals that you currently lacked the equipment to decrypt. The Astropathic signals were generally speaking, more towards the north, away from the horizon wall of tachyon signals spoken in the foreign language.

The examination would find that the tachyon signals originated from an expanse of space where they seemed to build their ships like far larger versions of pre-spaceflight era terran warships that once plied its oceans, though with weapons of course arrayed with respect for the three-dimensionality of space. Dorsal turrets featured prominently on most of the heavy warships, and every convoy seemed to travel with some escorts.

The immediate space the commander explored in seemed to be largely dominated by a polity whose core of totally controlled space stretched about a hundred parsecs, outside of which were snaking corridors of zones of control and splotches of outpost territory; with a particular emphasis on holding permanent wormholes or enormous structures clearly built by a different culture that seemed to serve as an alternative FTL source. Compared to your forces, their total military strength was trivial, more the army and navy of a warlord clique than anything else, and their horizontal white, grey, yellow, blue, brown quintcolour banner only shows up in lightspeed transmissions dating to about 10 years ago at max.

Their name was unknown, but they did send a picket fleet to respond to the commander probing their space. Some manner of tractor beam was fired off, to try and restrain the scout ships to submit them to a series of scans; though if fired on they would pull away rather than retaliate. Seeming to be more curious than anything else. Their garbled tachyon transmissions were incomprehensible and their radio communications were still in an incomprehensible language. Audiotones were definitely human, but the linguistic drift was incredible.

The warlord clique seemed to be less advance than yourself, but the A.Is worked at incredible speeds to try and figure out the speech. Hopefully they had A.Is of their own to back up your efforts.

As for the Ekons, the rejection's response was virtually immediate. "+CONGRATULATIONS DEAR [reprehensible cretin] YOU HAVE WON A ONCE IN A LIFETIME PRIZE OF [death at extreme velocity as punishment for your sins.] THIS OFFER STARTS NOW! NOW!! NOW!!! ALL EXPENSES PAID! AND ALL A TNO EXTRA COST [you lost scum of the labyrinth of the prismatic ones]. HURRY HURRY HURRY! BECAUSE [the cycles end and the eldest see nothing] AND YOU'RE INVITED TO [be released from this cage before the final darkness]!"

Violence was accompanied by the offer of "free samples" of hypervelocity munitions, kinetic kill impactors disgorged out of cannons in rhythmic patterns that, had the void of space the capacity to carry sound, would have made for a surprisingly catchy beat if one were to isolate the bombardment of specific "bands" of ships.

"WE'RE HAVING A CLEARANCE SALE! ALL MUNITIONS MERCHANDISE MUST GO! GO! GO [straight to the fiery pits of hell]! HURRY UP [valued customer] THIS OFFER ENDS WITH YOUR [fiery demise]. HAHAHAHAHHAHAHAHAHAHA." Whatever the Ekons had seen in the labyrinth had clearly rendered them into something bizarre, based on how their shells would often curve out of impossible angles, impact before the weapons actually fired, or display implausible properties, like one shell bouncing off the hulls of one of the Men of Iron's battleships as if it were made of rubber even when by all laws of physics, it should have still impacted with deadly force.

Missiles with gaudy, overly brightly coloured contrails that somehow formed sky-writing advertisements as they corckscrewed through the void or even just creating them out of their sparking trails had electronic counter-counter measures best described as "infuriatingly loud music" as they sought to overwhelm jamming systems with enormous waves of junk data and endless spam advertisements.

"BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!BUY!" became an absurd chorus of trillions of advertisements mingling together; radio waves nearly unusable with the sheer volume of infernal racket and utterly inane, insipid gibberish that simply would not shut the fuck up.

Clusters of "lasers" somehow shaped in the patterns of product logos spilled out of what looked like so much barcode scanners, impacting with a far wider area of effect than laser weapons should be able to without the appropriate loss in energy delivered per unit of surface area. They were insane, but they were able to violate physics like cartoon characters.

"PLASMA IS NOT ACCEPTABLE TENDER" was a message that would ping across the frequencies every time their ships were struck by plasma weapons, scalding into shields that seemed to be designed to derive at least part of their defensive attributes by being so obnoxious to the optics as to make exact targeting difficult. Hulls breached by the fusilades cracked open after enough bombardment, parts slapped together for a pitch rather than military function coming apart as they were struck by the furor of logically designed cannonades and wave after wave of strike craft.

Their own strike craft were no less annoying than the ships, flying with huge, trapezoidal wings scrawled with increasingly insane and incomprehensible advertisements all competing with each other for the attentions of observers. Offers to buy and sell and exchange flashing all over these corvette car like strike craft's wings while they spun and offered "DISCOUNTS ON [explosive death]". However, the insistence on the pizazz and spectacle meant that they were making maneouvres pointlessly or firing weapons without much regard for whether it hit rather than making the flashiest statement.

Fireworks erupted all throughout the battlefield, every explosion erupting into pyrotechnics while their own craft died and died and died. Men of Iron boarders assailing these theme parks of mercantile madness found the Ekons themselves to be no less flashy than their ships. Each machine had holo-capes trailing advertisements as well as wide wings like pterosaurs emerging from their back, able to be used as extra limbs or for flight and blasting out their advertisements.

The inside of their ships was a maddening cacophony that would probably manage to drive an Eldar to madness through sheer annoyance. Noise, constant, unceasing, unrelenting babble that blended together into the most asinine gibberish imaginable. The endless displays were an assault on the eyes, colours blended together with no regard for aesthetics beyond grabbing your attention and refusing to let go. Their vehicles were so covered in decals as to almost blend in with their environment, their hullplating serving like television screens and speakers to blast more fucking nonsense.

Indeed, everything of theirs seemed to be a television or projection screen of some sort. And that helped conceal more dangerous, hidden assets that used their display fields to actually hide themselves for "stealth adverts" in the midst of the whirlwind of carnage as two sets of machines tore into each other at close and not so close range. But raw, brute power was enough to overwhelm mania and nonlinearity. Internal deployments of massive scale units started to wear away at the waves of killer television set robots. Contrasted to another local set of machines well known for their madness, the Ekons were less about what was cool and more about "sold". They were looking for responses, engagement, and "deals". As long as they were being shot back at, there was business, and so it was often best to simply blow them all up at once as they seemed to gain access to more and more strange and unusual things the longer a fight went on.

Such was the case on planets that they had temporarily set up "shop" on. Whenever they weren't trying to blow them up for intimate objects refusing to respond to "once in a lifetime offers". Short lived new suns dawned on the places where the men of iron started their descent over. The gaudy centres of business respond to the invasion with "market runs" of eager for business "bizbots" that spread their displays of merchandise louder and prouder than the others. Munitions were scalped and dismantled, rendered into more "merchandise" for them to "sell" back to the men of iron, and often the same machine could be completely atomised with its software confirmed to be fragged into oblivion only for it to appear in multiple other places at the same time.

Time was not a fully solid object to those who had come to live in the Labyrinth, and death was even less real. But the Ekons had worse technology, worse armour, worse weapons, worse electronics. They had a devastating, scarcely imaginable power, but they weren't using it to its potential. The Men of Iron couldn't really make sense of it, but little by little they were starting to push the madmachines back into the Labyrinth, disappearing into the doors of that otherspace when they "closed shop".

But they weren't done quite yet. A constellation of battleworlds was detected preparing a Mazewalk with a large quantity of ships; a quantity that simply "walked out the door" over the territory the Men of Iron were still contesting with the Ekons. These mobile advertisement platforms flooded the airwaves with gibberish and babble, interfering with communications beneath an unceasing mountain of spam as they approached. Built around moddable gates to the labyrinth that had driven them mad, they were able to conjure random waves of nonsense.

Some Men of Iron ships engaging the fleets around these "Plazas" as they were named found themselves suddenly facing asteroid fields spat out of nowhere tumbling at alarming speeds towards the fleets. Others were set on by gaggles of void monsters that seemed just as confused to be here as the Men of Iron were to see them before these shark like biometal void predators flung themselves at the men of iron ships to chomp into them with adamantium hard teeth or lances of bioelectricity, seeing food. Others found themselves drifting through what turned out to be clouds of anti-matter, void fields going bright and unshielded ships simply exploding.

And at least one magnetar was sent careening through as they just seemed to dump out objects at random. Though the Magnetar, upon exiting its door, ended up pulling the surrounding Ekon fleet into its gravity and magnetic well as the presence of the stellar remnant was not something the Ekons themselves were ready for; nor the deadly spinning lances of its pulsar jets of gamma radiation while the gate shaped Plaza was violently electron stripped into oblivion by its proximity to the magnetic fields of the star corpse.

The Plazas of course, mounted weapons, lots of weapons, but their ability to manipulate the labyrinth was probably by far their most dangerous asset. The same ships at different points in time or from different lines of time could spawn into the fight without pause, matter to feed their forges was conjured up to keep the product rolling off the assembly line, and their ability to manipulate the battlefield wrought havoc with battlefield mobility as getting too close without the protection of a void field let them open up and swallow Men of Iron ships with labyrinth doors.

But the victories in other fronts had let the Men of Iron start to consolidate near these Plaza battleworlds, while the quantum network fed a massive web of information with details on the weaknesses of the Ekons. They could at least be harvested and broken down into reclaimable matter, and their focus on the most decisive points of the shifting battle meant they were ceding significant sections of the sphere of battle across hundreds of parsecs. Territory that the Men of Iron could use to build up beachheads to strike deeper within their ranks and send reinforcements to embattled positions.

Situation​


- The Ekons are difficult to describe as having any particular doctrine beyond wanting to show you how cool their entire arsenal is, their target priority being determined by the sheer size of the audience rather than military tactics. They do however, hammer at points of resistance until either defeated or dead, and can very quickly reshuffle their forces to engage where the battle is at its most important.
- This focus on force concentration though means they often leave sections of the battlezone unguarded to pile into the more active sectors, letting the Men of Iron secure operating areas where the machines were not present in enough force to contest them and pile into the decisive areas in an undignified brawl of two waves of metal hellbent on reducing each other to scattered subatomic particles.
- The Ekons have brought in battleworlds to reinforce their most successful pushes, with their category 1 battleworlds or "plazas" seeming to be built around an ability to partially manipulate the Paralabyrinth and move things around or conjure up what seems to be somewhat randomly determined things that might be useful for the battle at hand. Or they could cause more harm than good if they pulled the wrong thing through. Void fields at least seemed to interfere with attempts at hostile teleportation.
- Their category 0 battleworlds or "Stalls" seem to be primarily focused around "shop stands", providing means to access their bizarre and eclectic array of product to arm and swap out the weapons on their ships or alter the capabilities of their nearby units with "sales" and purchases. Essentially letting the fleet adapt on the fly without the usual penalties associated with transformation capable units.
- On the Ground, Ekon combat is much like it is in space, piling into the most decisive, loudest, flashiest part of the fight with their extreme mobility and making use of an extremely broad array of often physics defying weapons able to work around many normal countermeasures. Trying whatever they have at hand until something works and then working to "sell it" as much as possible until their "customers' are satisfied.
The Zenith-class Command Ship soared through the black, a twenty-eight kilometer ingot of Adamantium bristling with weapons, with ten Apex-class Battleships surrounding it like attendants. Broadsides boomed from them all, sending a continent-sundering wave of torch shells into the eye-searing neon of oncoming Ekon warships. Pre-accelerated particle beams lashed out next, perfectly timed to strike ships just after the shells had brought down shields. Multi-hued Armor and ostentatious hulls ruptured, ships were reduced to scattered hulks and drifting debris. Cruiser and ramship packs plunged into the disorderly formation, accompanied by the ever-present swarms of Iron Men strike craft that hurled from their carriers in endless waves.

The battle was going well, all things considered. The numbers of these mechanical metaterrestrials were not as... solid as most enemies the Iron Men fought, but as the fighting wore on, it became clear that they were steadily being reduced, their impractically gaudy designs no match for AutoWars that could be replaced faster than they could be destroyed.

All good... save the planetoid-scale combatants the 'Ekons' had just unleashed. That was a threat most Men of Iron were less familiar in dealing with, save for the handful of veterans and survivors from battles against the Eldar Dominion. But there were precedents, plans, and the overall battle was still in the Iron Men's favor.

-Make no aggressive moves towards the local humans. Continue attempting to get a proper translation and communication going, get any AIs who aren't involved in the conflict to see if they can spare some processing power for it, and maybe see if any of our own human refugee population has some linguists who can help.

-The majority of fleet on fleet and ground assault combat against the Ekons seems to be going well and has little need for change, aside from making sure to deploy ACU entry vehicles in Terran configuration, so that their theatre shields can deflect the initial bombardments the Ekons seem to like sending whenever we make planetfall. The only problem is the Battleworlds.
-As reinforcements dribble in, they should for now focus on cleaning up the rest of the Ekons not accompanying the Battleworlds, since they have focused so much on that "flashy" battle they've neglected their defenses elsewhere.
-Since we can't rely on Warp Travel allowing reinforcements to deploy in a timely manner, instead we'll need to bring the Battleworlds to a battlefield of our choosing. Locate the best systems that are in the path that the Ekon Battleworlds are likely to take, and have the Commanders there (and any others that can be spared) focus on turning them into obscenely well-defended fortresses. Spacestations, anti-orbital gun batteries defended by layered shields, and armadas of AutoWars.
-The Commanders currently engaged with the Battleworlds will engage in a delaying action, manufacturing waves of AutoWars to engage with the fleets escorting the Battleworlds and slow them long enough for other Commanders to consolidate at the defense points. Given how the Ekons prioritize the "exciting" parts of a battlefield means that so long as these units can keep their attention, they'll ignore everything else, which will buy time for the buildup to complete. Note, the objective here is not to win or inflict heavy casualties on the Ekons, but to buy time (though given Iron Men construction speeds, they probably don't need much time.)

-Once the preparations are done, the engaged Commanders will fall back for a "last stand" (which sounds dramatic enough to make sure that the Ekons follow), where we'll have made the preparations to destroy the Battleworlds.
-A core part of this will be alpha strikes with bombardment galleons. Massed Nova Cannon alpha strikes will hopefully allow us to punch a hole in the accompanying fleet elements. The Bombardment Galleons will likely die to return fire in fairly swift order, but that's perfectly fine so long as they get off their volleys first.
-After the initial bombardment, the majority of our AutoWar fleet will engage the remaining Ekon armada head-on. Given our quality advantage and the amount of buildup we'll have done, they'll hopefully be able to outright destroy the enemy fleet elements, but even if not, the constant reinforcement should mean that the Ekon fleet is occupied, letting specialized Commander strike units focus on the Battleworlds.
-For the Battleworlds themselves, some of the Cat 0's can likely be taken out by Zenith-class Command Ships with Apex-class Battleships in support, via overwhelming application of heavy firepower and nanite torpedoes. This is inefficient however, and the main work of destroying these Battleworlds will likely fall upon the Anakim-class ACUs.
--The Anakims assigned to this job will make planetfall using standard ACU entry vehicles, which have shields and stealth systems to allow them to through the interference that the Cat 1's provoke. Once they make planetfall, the fact that Ekon material can be reclaimed and repurposed means that they'll be able to literally reclaim the ground under their feet, allowing the resulting MoI presence to build up at unprecedented speeds and let them be well-established before any counterattack can land.
--The "ground" campaign on the Battleworlds will rely heavily on Nemesis-class Megabots for offensive action, Behemoth-scale war machines with subterranean deep strike capabilities (with as many modifications to emphasize this over direct shooting power.) They will, quite literally, drill through the Battleworlds until they strike something vital, and any that get stuck on something and cannot proceed further can be pumped full of antimatter to be transformed into gigantic bombs. Combined with other ground forces marching into the breaches they make, reclaiming and ripping out anything that looks important, and we can hopefully destroy the Battleworlds from the inside.

-Summary: Quick alpha strike in the Bombardment Phase, quickly phasing into a massive pile-on into the Clash Phase, which is in turn used to open up holes for Anakim ACUs to make planetfall on the Battleworlds, where they can literally start eating them to make armies of ground units to destroy them.

-While all of this is going on, those Commanders tasked with cleaning up the rest of the Ekons that aren't involved in the big "dramatic" fighting can likely move into the systems abandoned as we drew the Battleworlds into the decisive fight, and mop up any stragglers. Provided everything else is going well of course.
 
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Situation​


- You are in a new reality in the shadow of a vast, screaming Warp Rift that stretches on for an impossibly great distance, one that feeds off of the end of things.
- There are a number of civilisations here that try to survive in the presence of warp afflicted marauders and the monstrosities that are vomited out from the rift
- There is another subversal dimension known as hyperspace that has disgorged an armada of energy devouring monstrosities known as the Unquiet who have come to feed, and are stripping all possible energy for life from anything unable to resist them, and will likely come for you thanks to the astromantic web.
- The Warp Rift is attempting to expand, though it is doing slowly for now. It seems to be regarded as an appropriate threat by most of the nearby civilisations who fortify heavily against it.
- The Unquiet are close range brawlers who prefer to get up close and personal to drink the energy of their targets dry and obviously, as energy beings, rely a lot on their shieldings and sheer durability, but have relatively weak armour. They have great strategic mobility due to their mastery of hyperspace and are quite skilled at tactical jumps to evade incoming attacks or close to enemies not expecting them to get up close and personal.

The Quetzel, Firstborn of the Old Ones

From incorporeal forms soaring among currents of celestial energy, bourn on the weakly-blowing Winds of Magic, the fragment of the Sublime Communion that now dwelt in this strange new reality beheld their territory: a tiny, gleaming dot of Astromantic Order among a sea of untapped potential and sharing a border with a tempest of roiling, uncaged and violent energy that dwarfed the whole of the Milky Way in size but was distinctly Other from the broken Sea of Souls.

The former, they note, is less than ideal, but something that could be dealt with in time. The latter is a great threat, but also one that was not immediate.

No, that title belonged to the strange, otherworldly creatures which had torn fresh holes into reality that writhed and twisted with new and alien energies that the great minds of the Slann didn't quite understand yet.

More concerning than that were the armadas emerging from said portals, massed fleets of otherworldly, almost eldrich ships full of hostile, hungry, and malicious minds that saw all that was flesh and blood and bone as little more than prey and saw the energy of the Astromantic Web as a smorgasbord for the taking.

The Firstborn would soon show them their folly.

However, even as the fleets emerged from their berths and armies mustered to face the fleets that already made for their worlds, the Communion watched as, beyond their borders, these strange creatures, these Unbidden, as the young races call them, fall upon small, weak species; some barely spacefaring, some fledgling empires that scrambled against these sudden omnicidal invaders, fighting furiously but unable to stop the Hyperspace-Dwellers from draining worlds dry of the life upon them.

This drew the Communion to Debate, the Slann arguing about what, if anything, should attempt to be done about this. Many argue that nothing should be done, as these beings are beyond their purview and the forces of the Quetzel are not exactly teeming in number. All efforts should be focused on keeping their worlds safe, at least until more forces can be mustered; especially with that titanic rift lapping at their borders.

Others, a notable minority, argue that the emergence of the Unquiet is in part the result of the Quetzel's arrival in this realm, and so at least some forces should be sent to try and prevent the slaughter of the Warmbloods.

Back and forth went the thoughts of the Communion, carried by trails of Astromantic Energy between stars as Slann who had not seen each other in the flesh in tens of thousands of years bickered like old married partners (in their own way), until at last, the eldest among them, the one who led the efforts to guide them safely to this new reality, spoke up.

"We shall not act in haste," croaked Lord Disa'Gonsuuc, his voice harmonizing with the eminations of a nearby star, "but neither shall we wholely abandon the Warmbloods. It was our arrival that provoked the Creatures, and so we have some burden to assist them."

It was a compromise that left both parties among the communion midly displeased, but they were the Firstborn, and their unity of action was one of their greatest strengths, and with an acceptable course of action, no member of the Communion spoke further, and the Slann's great conclave broke up into groups or individuals, as the great minds turned to their tasks.

Within his sanctum on a great ring-habitat near the center of the sector, Disa'Gonsuuc opened his great eyes lazily, gazing over his inner sanctum, floating within a pool of clear water on a massive lilypad, small insects from a world dead for near a million years buzzing through the air pleasantly as they fed from flowers gifted from a dozen Aeldari Maiden Worlds in better times.

His gaze lit upon the statue-like form of his Eternity Warden, the Guardian standing knee-deep in the shallows of the pool, a multitude of colorful winged creatures alit upon his perfectly still form.

A probe of thought had the Warden shifting, sending the insects fluttering away as Disa slipped from his perch, sliding through the water as his palanquin rose from the depths, lifting him from the water before his webed feet were ever at risk of grazing the stone bottom.

He floated out over the edge of the pool, his Warden in lockstep beside him, and spoke, more to himself than to anything else, his words weaving Magic through the air as his breath gave them shape, sparks and cinders and shadow and purple-tinged fog merging and fighting with each other in the air before him.

"As always, there is Work to be Done." Said the Slann.

And with a flex of thought, Mage-Priest teleported away, to his orbiting flagship, to begin the work he had taken upon himself: finding a way to close the portals of the Unbidden.

-All Quetzel worlds are to immediately move to immediate defensive settings: Mobilize and arm the populace, power up planetary shields, get the system defence fleets out of dock, and start preparing ritual sites for use.
-The Quetzel's single Warfleet will be divided into two parts, one consisting of about 3/5ths of its strength, and the other 2/5ths
--The larger force will spread out along the Unquiet's invasion corridor, acting as the 'hammer' to the 'anvil' of the heavily fortified Quetzel worlds, waiting until Unquiet forces are committed to assaults against local defense fleets before strike-groups use the Webway to encircle the creatures and anhialate them with massed bombardment before they can close to their preferred range.
--The second groups is to venture beyond Quetzel territory to strike at the Unquiet fleets that are preying on the primitive species surrounding Quetzel space, ambushing groups of Unquiet with fleets of equivalent or larger size and bleeding them of forces so as to slow their efforts at consumption, ideally while the predators are beginning to engage a local politie's navy.
-The Slann who are not acting to directly support military actions will begin working on ways to close the Unbiden Portals within the territory shrouded by the Astomantic Web, utilizing the power of the Web to do so, led by the efforts of Lord Disa'Gonsuuc.
 
The Suitatazu are a ravenous, well coordinated swarm that is quite like the CORE in many ways. They share a command network, they can reuse any matter or energy they can scrounge up to feed their exponentially growing war machines. They do not feel fear nor pity, and they are impeccably designed for military conflict. It is just that they are beings of a sort of flesh, a weave of false-crystal and carefully arrayed quantum structures that give the impression of diamonds and gems able to bend like organic tissue while the CORE is doubtlessly a thing of metal and alloy, an advancing wall of steel designed for widespread destruction.

The first encounter between the Swarm and the CORE would be the sort of conflict that most would have rightfully called "apocalyptic". A devastating maelstrom of exponentially reproducing violence that hit the unfortunate planet of Angstrom V like the asteroids that pummeled it when the planet was very young billions of years ago. Tectonic plates ripped open beneath the fury of the weapons being used, diving organisms that were busily leeching the world's useful mass tunneling out like enormous worms with rotating rings of drills for mouths to challenge the heavy machines that were colliding with the world after the preliminary bombardment and the nuclear inferno that engulfed the surface.

The primitive, microbial life just beginning to oxygenate the planet died in the space of minutes and the world was lifeless once more; lifeless save for the monsters who would fight for its surface

The planet's atmosphere ignited as gasses being released by the swarm to aid in digestion were combusted by indiscriminate atomic bombardment, the creatures that survived scurrying out of the ground or shedding protective heat resistance carapaces to meet the rumble of tanks and the thunder of massive war machines. Uzorniaps the size of large dogs spat forth their pseudo-crystal spike projectiles that pittered and panged harmlessly off the far larger K-Bots and other basic units of the CORE, pitiless A.Is identifying the eight limbed monstrosities as targets and pummeling them to pieces.

Artillery crashed across the surface, rainstorms of boiled water raining down In such quantities as to wash away many of the infantry shards in the crushing waves of flooding water. Krogoths thundered like moving mountains, blasting everything in sight with their heaviest of weapons that sent curls of rock vapour and steaming crystalflesh into the air, while finned creatures that had spawned off to ride the flood waves leapt out, crackling with psionically charged bio-electricity that tore into the tanks that had gathered on places of higher elevation. Charred metal split and tore, munitions cooked off, but these battleship sized creatures angling their laser lenses were met with devastating aerial torpedo bombardment until they keeled over and died; CORE warships assembled as fast as the ravagers could spawn more of themselves contesting the seas with all manner of nightmares.

Nuclear depth charges rocked the sea, sending plumes of steam into the air to force tendrilled beasts hungry for metal to let go before bombing them with torpedo after torpedo; aircraft from both sides plummeting out of the skies whenever they weren't outright vaporised. But the ravagers were outnumbered and outmassed; the CORE's strike force precisely aimed onto thousands of planets like these to cut off the swarm's efforts to feed in their space and claim the resources they had sought to harvest.

In space, the CORE instead was the swarming force, trying to throw sheer numbers of metallic constructs into the stars to make up for the fact that the monstrous ravager shards had larger ships than anything the CORE could field, behemothic monstrosities hundreds of kilometres long, living worlds that would be used to eat planets in a much more literal than normal way, and creatures with enormous solar sail fins that even the largest of CORE ships was puny in the face of, skirmishing around the mammoth macro and standard capitals while strike craft struck at the smaller escort organisms that either split off from the main mass or were spawned more conventionally.

Volleys of explosives and long-range lasers were used to skewer and punch into the enemy armada over time, shifting tides of mass trading from one side to another as the voracious consumption of the CORE and its nemesis scrabbled for any useful scrap of matter. This was no mere skirmish over some misbegotten dust ball planet, this was war in all of its thunder and violence. The sundering and mashing together of atoms, the rending of matter at its most fundamental level, the trade of firepower that could break planets and compete with the stars themselves in brightness if not exceed them.

But the CORE was able to trick the Suitaitazu to favour adaptations against their lasers and D-Mat weapons to hit them again and again with heavy kinetic barrages and atomic weapons, to encourage them to chase the fleets of the CORE so that they could be surrounded by its smaller ships and pummelled from all sides. In turn, they began to adjust, hardening themselves and speciating themselves to deal with large numbers of smaller targets, crystal flak bursts, arcs of bio-energy, and scatter-capable prismatic beams fired into the masses of the CORE to leave metal ruin in their wake.

Tactics would be adjusted again, weapons altered and methods researched. This was a battle between two unfeeling masses of matter homogenizing armies that rearranged the environment for the purposes of mass destruction. There was no rest nor pity, just adjustments of the merciless tempo of battle. Here there was no morale to be concerned with, no civilians to worry about, no collateral damage to bother the planning, it was just pure, simple, plain war in its purest form.

But this was not where the hammer was meant to fall at its hardest, the bulk of CORE's forces moved into the space of the beset polities, particularly the Caregivers who were embattled with a force that sought their demise to an extent they had never expected from organics. While the Ravager Shards were malleable and the Shardstorms infamous for their ability to adjust on the fly to deal with changing circumstances, forced joined against them with wildly divergent methods and means of waging war were a weakness.

Often what was effective against one sort of foe was deletrious against another and purely physical adaptations cannot immunise one against every possible eventuality. There are trade offs made, and these trade offs were exploited in joint operations after brief, furtitive contacts and assurances that the CORE was not simply another Berserker probe horde come to stake its claim on the hunting grounds. By exploiting the powers of jolly cooperation between three quite different armies, the briefly formed coalition was able to push the Ravagers back as they were met with an unexpectedly varied array of collaborating allies.

This would not do, and the losses were beginning to become unacceptable to the Psimond as its forces started to pull back out of the combat zone, the ravenous swarms leaving behind mass that; once thoroughly broken down by the engineers, was safe enough to harvest to feed CORE enough raw materials to replace its losses and prepare its forces for follow up engagements. The shimmering beasts had retreated to their controlled space, full of writhing masses of their glistening tissue and xenoformed terrain.

A hive that they would use as a staging ground away from the wormhole towards the edge of the sector you had arrived in and the central node of their control in your subsector. To fully claim this space would require an assault here, where they were gathering their forces for the defence of their staging ground and their loathsome hives that shaped more of their mass into being. On the defensive, they would likely favour trying to manipulate the field of battle to their advantage, and had their zones of control arrayed in a very dense lattice of fortresses due to their ability to set up just about anywhere. Though it was not a wide area of space, not a single celestial body within it was not xenoformed by the monsters.

Situation:​


-The Initial Ravager Shard attack has been repulsed without significant permanent casualties by the CORE, allowing them to resume operational tempo without slowing down.
-The Theocracy and the Caregiver have been temporarily made into partners against the Suitaitazu and the resulting combination of divergent doctrines and technologies allows for a good counter to the Shardstorm's adaptation by not letting them adapt to any one set of attacks for too long.
-The Ravagers are at least, reclaimable upon being broken down, though their biomass has to be completely killed in order to fully deactivate, or else it will attempt to regrow from consuming fresh mass. Luckily the principle of "inject energy into it until it dies" holds true.
-The Ravagers are Clustering in their staging Hive in order to prepare a defence against the inevitable counterattack. While its not a wide area of space, the celestial bodies within this twenty-light year or so cluster of stars are virtually completely xenoformed into Suitaitazu organisms and will quickly move to reinforce each other, maximum firepower will be needed to clear them out.
-The Ravagers' wormhole of origin is due to the coreward edge of the sector towards your galactic east, essentially putting it two small squares to your east away from you. Clearing out the ravagers from this terrain will be needed to fully claim this territory and begin to work it.
-To the subsquare to your immediate west, smaller polities are fighting and dying against the Ravager invasion, but are buying enough time for you to be able to finish up here before you can intervene on their behalf.
Commander Coldfire ran simulation after simulation of the assault on the Ravager Hives, but they all came back with the same result - The enemy hives could be reduced, but it would take time. With remnants of the Ravagers continuing to attack the smaller civilizations to the galactic west, that was time that could not be afforded. That meant it was time to get creative.

The Commander started by scouring its databanks for previous tactics, strategies, and other tricks used by both sides of the Galactic War - Many of them are not viable for the current situation, often due to requiring lost technology, but one option stands out as useful. Rather than sending Commanders as the first wave through the Galactic Gates, it is instead possible to send Silencer Strategic Missiles first to clear arrival points - Or to strike behind enemy lines once battle is joined.

Reserves of Silencers will be built upon Core worlds. The assault upon the Ravager hives will open with a wave of Silencers launched through Galactic Gates directly on top of target areas. This should clear the target areas enough that the Commanders can then get in unmolested. Allied fleets should aim to arrive at the same time to provide further distraction. After the battle opens, additional waves of Silencers will be launched through Galactic Gates as well, targeting any important positions identified by the Commanders on site.

On the ground, Pyros will burn everything in their path to ash, Roach crawling bombs will be carried by air transports to crash and detonate behind enemy lines, and massed batteries of Intimidators, Buzzsaws, and Silencers will obliterate everything within their range, including enemy orbital support. The goal is to cause as much mass destruction as possible, for the enemy is entrenched enough here to make the terrain itself an enemy.

In space, the situation will be somewhat different from before - Friendly fleets will be arriving from outside of the system instead of already being present. As such, the Core will play the anvil to their hammer, tying them down in the Clash so our allies can act more freely.
 
Union

@Kirook

At the beginning of year 5016u, Forecast/GALSIM began to register an extraordinary divergence in its future predictions, referencing a massive shift in spacetime which would encompass all of human-populated space. Much of the specifics were nigh-unintelligible, but GALSIM was able to confirm four things: this event was paracausal in nature, it would transpose the populated Orion Arm from one universe to another, it would not interfere with blinkspace travel, and it would not destroy human civilization. It was calculated that this shift would take place in three months time, and there would be no prior warning signs in the cosmos to herald its coming. Any predictions beyond that point were hopelessly scrambled.

And so the Central Committee began making preparations as quickly as secrecy would allow. Contingency survival plans were activated, and various critical resources and personnel were quietly diverted to deep planetary vaults and fortified space installations, so that if the predictions turned out to be wrong, humanity may have a chance to start over again. As the fated day grew closer, GALSIM was able to calculate the exact date, time, and duration of the event with increasing confidence. The upper echelons of the administration collectively held their breath as the clock ticked down.

On the fated day, as soon as the countdown hit zero, strange, intertwining patterns of light began to bloom across the entire cosmic sky within human-inhabited space, unfolding and multiplying into a dazzling kaleidoscope of light and color as spacetime began to fold and twist in ways that should have been impossible. Over the next three minutes, the display built into a crescendo of dazzling light, and once it faded, the denizens of the Orion Arm found themselves surrounded by an entirely unfamiliar starscape. Frantic reports from all over Union space appeared to confirm that they were no longer in the Milky Way galaxy.

Astronomers and physicists everywhere confirmed that the physical constants of this new space were subtly changed from the universe they knew, yet aside from isolated accidents resulting from the transition, there had been no widespread fatalities or loss of technological functionality. Upon further examination of astrometric data, it was verified that the populated star systems of the Orion Arm had somehow been transposed within an unknown and much larger galaxy, and were now spread out over a much larger volume of space than before. Thankfully the blink gate network and the omninet were still fully intact and operational.

But there was precious little time for relief at having survived this god-like event. Soon after their arrival in this new universe, reports of contact with intelligent, spacefaring alien life began to flood in, with FTL-capable ships appearing across many Union systems, apparently to ascertain the threat posed by the new arrivals. Even more shockingly, there were humans and humanoids among the locals. Over the coming days, it was confirmed that Union had been transposed into a region of space populated by a large patchwork of minor interstellar polities.

Thanks to a combination of aid from specialized NHPs and local translation technology, communication with the locals was established much faster than expected. It was revealed that the vast majority of the polities in this sector were made up of refugees from the surrounding space, driven out of their prior homes by a combination of civilizational collapse, various wars of conquest by stronger powers, and outbreaks of omnicidal threats. They have formed a loose confederation called the Haven Compact.

There have been ongoing attempts by some of the locals to get more organized, both to better protect themselves and build a stable new home, but while they've managed to establish mutual trade, diplomacy, and bare-bones peacekeeping, further unification has been persistently stymied by a combination of sociocultural disagreements, regular shortages of supplies and working infrastructure, and a rampant infestation of pirate gangs and other criminal organizations. To hear the locals tell it, the fact they've even been able to keep the peace between themselves is a miracle in itself, and it's not uncommon for lesser polities within the Compact to collapse or melt away and then get replaced by new groups of refugees.

Along with these troubles, they also tell of a much more urgent threat. About a year ago, a fearsome and aggressive force calling themselves the Clans showed up out of nowhere (apparently not unlike Union) and almost immediately began a war of conquest against the Haven Compact. Apparently they are a fleet-based group of gene-modified humans organized into a caste-based warrior culture. They strongly favor spearheading their invasions with powerful war mechs deployed from large landing ships, and have overwhelmed just about every local militia with little difficulty, and have already conquered about a quarter of Compact space by now.

Communications getting through from the occupied territories brings word of enslavement and sometimes other atrocities being committed against the conquered populace, especially against non-humans. An atmosphere of despair has settled in, and while many have decided to stay and fight to the bitter end, others have begun fleeing the Compact with their families and loved ones in droves. Still others have given up and begun surrendering and begging the Clans for mercy.

The Central Committee would not have much time to formulate a plan of action. Less than two weeks after their arrival in this strange new universe, Clan invasion fleets jumped into seven star systems within Union periphery space, each fleet composed of several dozen warships and carriers of varying sizes. They then broadcasted in the open, identifying themselves respectively as Clans Smoke Jaguar, Jade Falcon, Ghost Bear, Star Adder, Diamond Shark, Nova Cat, and Steel Viper. With their arrival, war was now imminent.


Situation Report

- According to the intel gathered from the Haven Compact, while the Clans possess a large and heavily armed space fleet, they strongly favor 'honorable' campaigns of surface invasion spearheaded by battle mechs and bulky powered armor, as well as aerospace strike fighters (though to a notably lesser extent). They generally favor offensive operations, consistently placing their most skilled fighters and most advanced fighting units at the vanguard and overwhelming the enemy with armored firepower, and then mopping up and holding territory with lower-caste reserve forces, usually containing less skilled infantry and notably less advanced vehicles and mechs.

- Clan weaponry utilizes a mix of advanced chemical guns and missiles, lasers, coilguns, and particle beam weapons. Their powered armor and many of their mechs are also equipped with fusion-powered jump jets. They have no energy shields, but their armor is very sturdy. Strangely though, aside from their spaceborne warships and a few artillery platforms, they appear to lack any standoff-range weaponry, with the majority of their engagements taking place within a couple kilometers or less of their targets. Given their cultural inclinations, this is likely intentional, though it certainly raises questions about the origin of the mismatch between their advanced technology and their inefficient combat doctrine.

- Tying into this, the Clans generally prefer to engage in ritualistic 'batchalls', or battle challenges, when invading a given world or space colony. The Clan issuing the challenge demands that the defender post a list of military assets and personnel with which they will contest the Clan's claim, with the outcome decided on the field of battle. So far, thanks to the Clan's superior skill, weaponry, and asset tonnage, this has not been a major hindrance to their advance, but on the other hand, there are reports that the rear-line Clan forces are facing serious problems with asymmetric insurgency in their conquered territories. They apparently have no diplomatic way of addressing this, instead resorting to brutal retaliation, which only feeds more guerilla reprisals.

- A major problem facing the Union military is that only two of the seven star systems being invaded by the Clans host a blink gate (these being the ones invaded by Clan Smoke Jaguar and Clan Ghost Bear), with the rest only being accessible by relativistic sublight travel. The Clans hold the advantage of FTL-capability on their larger warships. Notably, it seems that the prototype 'blinkdrive' systems developed before the spacetime transition find this universe more agreeable, and now appear to exhibit a modicum of functionality, but there is still the issue of tightening up reliability tolerances and then getting them mass-printed and properly refitted onto Union's existing fleet, a process that could take years. It may be wise to appeal to the Haven Compact for assistance with FTL transport of military forces.

- Finally, the Clans' rigid warrior culture is a weakness that Union may be able to exploit, possibly to stall for time or to manipulate their response toward more favorable military circumstances, however there is limited information on the specific ins and outs of the culture, so careful consideration is warranted.
 
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Dominion of Epsilon​


@EternalLurker
Yuri is master, now and forever. The Dominion had reached the stars and sought a greater, grander conquest. The Cosmocerebrum device would bring Epsilon's territory into a new space to conquer and subjugate, to enlighten and uplift with the glory of the vision of the masterminds. Yuri, immortal and peerless of intellect, had decreed it. And it would be so. The great building, the unification of mankind's intellectual prowess into a never before seen unity, the massive scale production of clones and vat borns, the genetic editing to improve mankind; all of this and more had refined the human species into something ready for the great crusade as they had come to dominant so much of their own native galaxy and looked to greater, grander horizons.

The chronosphere technology would offer its last gift to Epsilon, modified and upscaled to purposefully induce a tear in existence itself. To replace one reality with another and leap across the revelations made by the great sour note that screamed in the back of the minds of every telepath. A power that called you to something much grander than the conquest of another world, but the fate of a universe, and perhaps an answer as to what sort of power could tear through reality in such a way. The armies of Epsilon were numerous, their ships plied the void, and the great swirl of chronospheric energies tore the veil to shoot forth the Dominion into primeval uncoloured emptiness.

It would not be a long journey, even from the perspective of the travelers whose worlds forcibly began to fill the emptiness between stars in flashes of ruptured time and space. Armadas assembled for years took up their assigned positions, and the clairvoyance of Epsilon's psychic scanners began to probe into the stars to sense any possible ill-intent directed towards the domain of the ascended. Questions were asked, and answers were provided one by one.

Where are we? Vyranodasik.

What is the closest major polity? Lumdrumina, though to call a country that had descended into warlordism and collapse more than two decades ago would be a stretch.

Were there other species? Yes.

The region of space entered was deceptively quiet, hanging around the periphery of a nation as broken as its aspirations were to pick at the pieces like vultures sensing weakness. A pitiable sight, to be sure.

But this was merely the inevitable result of the allowance of discordant thought. Intelligence was meant to be bound behind a singular will, to eliminate all the waste that divergence and dissent produces. There need be no such thing as free will, only Yuri's will. For only in Yuri's genius could the path of peace through power ever be attained in its proper form.

Those little polities who had the misfortune of living in the stars that had new neighbors found this out the hard way in a rapid conquest. The primary threat Epsilon thus faced, were the other vultures come to circle around Lumdrumina's corpse. A horde of nomads seeking to pick from the bones of the fallen in a migratory fleet to the south, a rapidly growing "League of the Melit Star Republics" that had been recently born and saw its mission as being to spread its idea of liberty to everyone it could, regardless of whether they were interested in it or not.

The nomads, Ykantras as they were known, would remain in this space for some time before moving on to other pastures, and in the meantime time were securing their "pastures" with raiding and the establishment of tributary relations, including with their golden goose, the small but wealthy Confederation of Endila, whose cantons were now continually paying the Andugai horde protection money if they wanted to still use the wormholes and precursor gates that formed the basis of their economy.

The league was in the midst of a war with a military regime considerably smaller than itself, formed in an indefinite state of emergency following the collapse of Lumdrumina. The nation had to be saved, preserved, and maintained at all costs, and the State of Teledrai was prepared to fight to the last as it faced the chaos of Lumdrimina on one side and the "freedom" the League sought to bring to it with bombs and warships.

What lost souls they all are, and what joys Yuri would bring them when he opened their eyes at last.

Situation​


- The New Universe you're in has brought you within spitting distance of a massive, collapsed polity caught in vicious warlordism that has begat chaos around itself.
- To the Northern subsquares are contested by the League of Melit and the Teledrai with the former seeming to be out to enforce regime change on the latter to turn them into a client state and an entry way into the collapsed polity.
- To the Southern Subsquares, the Angudai Horde has started to conquer and subjugate the societies in this region in the hopes of expanding their coffers with more protection money and tribute.
- There are a concerning number of marauders who come from the collapsed polity looking for easier pickings.
- The Angudai horde relies primarily on swift movement, moving around obstacles that would slow them down, and striking at weak points behind the lines with rapidly deployed forces that have mobile, transportable logistics. The League of melit relies on Shock and Awe, seeking to overwhelm a foe with the initial blow and scatter their disoriented lines before they can recover. Teledrai is an obstinate defensive society, hunkering down like its life depends on it. Because it does.

EPSILON FIRST MISSION BRIEFING
In the vast halls of YURI's gothic Space Castle, Yuri stands with a back turned ontop of a mapscreen view of local space.
YURI: Always quick to leap back into Service, my Proselyte.

View: https://imgur.com/wKqTkLV
YURI turns around, facing P with a grin as lights flicker from bellow on every step.
YURI: As I have predicted, the new frontier for my great will has proven to be, contested. I know you have already heard of the Nomads to the south of us. But, do not be blinded by your old nationality.
Moving to his side, YURI gestures to a forming hologram. Inside is depicting an topical sight of futuristic alien soldiers in American style uniforms landing and invading another world.
YURI: The Bourgeoisie have clearly benefited from the chaos our new frontier holds. These Melit Star Republics move in the stellar north, wishing to bring freedom to all they meet. By the gun, of course.
YURI's smile turns sinister, laughing silently at it all.
YURI: It is what the Allies would become, if they had managed to survive. And that is why they, are our first target.
The image transitions to the massive Epsilon Armada, at the
YURI: Already at least a large position of their forces, are devoted towards a campaign against another species. One that, has dedicated itself towards Duck and Cover for now. A perfect situation to find ourselves.
YURI's Map updates, showing off a planned line of attack. Including of course, Arrows.
YURI: Make haste with your forces to the north, and prepare Melit's war for a exhaustive stay. Their invasion will stall, and ruin the other state. And once both are worn out from their fighting...
The camera zooms on YURI's face, as he'd take up a focused, sinister smile.
YURI: They will understand what a true fight for liberty is, before being swept aside by my will.
General
-2 of our Fleethordes will turn north towards the Melit-Teledrai conflict, with the remaining one will guard our homespace. Any raiders that think we are a wonderful catch will find themselves...Reeducated to the folly of that task, and set about to new, more useful work. Yuri is generous after all.
-Speaking of Raiders, perhaps attempting to find and contacting some of their bands will prove useful for the coming work in the north. Our psychic scanners will attempt to probe out at least an appropriate band to deal with, along with one of our stealth subs.
-Meanwhile, we shall also keep an eye on the southern subsectors, including the Confederacy. These tributaries seem, rife with potential for subversive activity in lieu of the migratory power sailing the stars. When the time is right, of course.

Melit-Teldrai WAR
-Firstly, we will use our Mind Readers and other forms of psychic clairvoyance to locate the supply lines of the Melit League , into their invasion corridor of Teledrai. This knowledge is vital, as it will inform our opening strategy against Melit.
-Like the old Soviet and German wolf packs of old, the stealthed masses of 1 fleethorde will dive into the path of supply ships, and strike at their excessive capitalist warfighting the way it hurts the most-it's overburdened supply. Masses of Pirhanas and a few leading Nautiluses will rip into them and devour the insides, likely forcing Melit to send elements of their invasion force over to guard their precious back-lines from our ambushing forces.
-Once sufficiently strong enough forces are redirected from home or the campaign, then we will shift tactics. Our other ships of our warfleet will soon get their time to shine, but for now simply let our longer range strikecraft participate as well. Ambushing and raiding forces will attempt to still strike at the protected supply lines, and do their best. But to quickly and stealthily flee before a clash can occur. Frustrating elements of the starfleet to no end, until they are primed for the bait of their lives.
-After mind readers confirmed the right mental state of the commanders, we will seize on this act. Our stealth ships will begin performing a baiting flight away from elements of the fleet to pull the glory seeking forces of Melit away from the convoys, and instead lead them into an ambush of our own! Manipulators would seize the chance to turn their most powerful ships against them, Lampreys will mess up their systems, and abuctors will ensure none escape to tell tales of our strategy.
-However, do try to not make them, panic and pivot away towards their war with the Teledrai, nor completely cripple their advance before some good damage is inflicted on their enemy. Yuri wishes for them to be bogged down in there, not quite annihilated.
-Meanwhile, our other warfleet in the area will merely try to observe the homeland of Melit, keeping in reserve in case an opportunity arises there to strike, or to shift away forces if our raiding fleet is badly outmatch.
-Try also, to Contact and eventually coordinate with the Teledrai against our, common enemy. We will at least for now, act the part of those concerned for the aggression of the newly founded Melit, and that we wish to help in their defense efforts! It is not like they have a choice for 'allies' right now, and their desire to stay independent may prove beneficial. At least, we can try to see how much of Melit's forces are invading the state.
 
"Enemy ships moving to close. They'll enter extreme weapons range in ten minutes!" The chief sensor officer shouted up at Tora, who for her part was resting her chin on her elegantly raised hand in contemplation.

"Talk to me Mira," she said to her shorter advisor, who coughed awkwardly.

"Well, from what we extracted of Loptrathi battle tactics from the refugees, this would appear to be a fairly doctrinal approach from them. No big surprises. It appears as if they don't consider us worth talking to, regardless. We have time enough to pick up our expeditionary forces from the planet below and flee. There are other worlds out there, after all."

"Hmph," Tora scoffed. "We are Meltrandi. We do not retreat. Besides, if we run away here, who's to say the Loptrathi will be content to keep their distance in the future? No, this will be a fight sooner or later no matter what, and we have the numbers to win this one. If they lack surprises, then that's their funeral." She turned her head to her communications officer, raising it so she looked down with an imperious glare. "Tell all ships to assume battle formation and deploy fighter craft. Begin calculating converging beam cannon firing solutions!"

"If I may, I think we should at least try to talk with them first," Mira suggested, earning a glance from her superior officer.

"Perhaps, but they don't seem open to communication. We could make the effort, but..." Tora's voice trailed off as she saw the look on her long-time subordinate's face. "That's your 'I have an idea' look. Spit it out."

"They haven't communicated with anyone else so far, but that doesn't necessarily mean they're unwilling to communicate entirely," Mira said, almost gleefully leaping into her explanation. "Back in our home dimension, the Vajra were similarly aggressive at first, but it turned out to be a miscommunication rather than hostile intent. They were similarly a hive mind. It's technically possible that we just need to communicate with them in an unusual way. It won't be one to one, of course, but it might be close enough to work regardless."

Tora folded her arms and looked down, closing her eyes for a moment as she ran the possibility through her mind. "...I can't imagine much harm in trying." She opened her eyes back up and tilted her head towards her comms officers for a second time. "Raise the human fleet commander, tell him I want to try something. Also, warn him that the idea's going to be... a little strange."

Orders:
-Attempt to communicate with the Loptrathi fleets, first via conventional communications and if that fails via Tactical Sound Unit singing. Should communications fail, or only succeed in affirming hostile attempt, initiate battle planning and switch the TSUs to seeing if they can't disrupt the Loptrathi's hive-mind communication and coordination abilities.
-Launch all strike craft, and inject some Fold Booster Variable Fighters into the mix. Presumably, they'll want to keep their underarmed collarships out of the fighting, and send in their actual combat forces ahead, excepting the defense units. When the Loptrathi's main forces are far enough ahead of the collarships that they can no longer cover the latter with their PD network, fold the VFs directly on top of the collarships and launch anti-ship missiles. When payload is expended, all forces are to regroup and fold back to the main fleet if possible, and at that point to rearm in their carriers. This is strictly speaking a textbook strategy, but it's a relatively risky one, and isn't likely to work twice. So make the time it's still a surprise count.
-Included in strike craft are all ground forces. We can't let them land on our planets, which means we pull out all the stops in space. Variable Bombers, Battle Pods, atmospheric-adapted Variable Fighters and Variable Attackers, the works. The bombers will, well, act as bombers and help take the fight to the enemy warships, but the others are to focus more on running a combat air patrol, freeing up the actual VFs, Ghosts, and Battle Suits to go on the offensive. Destroids can go onto hulls to act as additional point-defense turrets, the usual.
-Speaking of, detach our screenship skirmishers along with said offensive strike craft to go skirmish with the enemy. Flanking strikes, forcing them to keep their own CAP running and keeping in mind that they risk us doing (even more) damage to their collarships if they're not careful. Time it so that this facet of the engagement happens after...
-...the main barrage. The fleet is to engage at extreme range with all main guns/Macross Cannons. If the foe want to throw legions of aggressive and expendable ships at us, the best medicine is to destroy them from out of range. This is also why the skirmish forces are going for flanking strikes, to keep the firing lines of the big guns clear. Force them to either retreat (potentially difficult with their collarships hit by our FTL VFs), turn to engage our flanking units while they keep being pounded by our main guns, or close on our main flotillas and bring our ship-based gun batteries and missile launchers into bear, taking hits from the skirmish units and main guns all the while.
-If things are looking bad, call for reinforcements. We have reserves. Similarly, retreat if our forces are being absolutely overwhelmed. Yes, it may be hard to dig them out from the planets if they get through, but it's still better to live to fight another day then die pointlessly in an attempt to delay the inevitable. (Note: This is more for establishing baseline doctrine than anything else, this is an intro battle so I don't expect to get completely annihilated.)
To say that attempts at diplomacy "fail" is perhaps more accurate than not, but still not quite right. Conventional communication methods make no headway, but once the TSUs involve, then you start getting somewhere. And the Loptrathi are... friendly. Bafflingly so for an armada of Hive Mind invaders. Their first reaction is surprise to the "unique" method of communication used, then excitement over the same and eagerness to communicate more.

Not that this will stop them from their current aggressive path, oh no. The Manifold One That Flowers (the english translation of the word "Loptrathi") has determined that now is a time of expansion to gain further resources needed for what is likely to come in the future, and so expand they will, and without much regard for any collateral damage that occurs in the process. Best of luck though. In the meantime, TSUs don't offer much in the way of disruption of Loptrathi C&C, but they do leave many people feeling decidedly awkward as the participating idols are able to give a running commentary on what the Loptrathi think of various NUN moves, and on a more useful note, does give a bit more insight into how the Loptrathi think (for example, they have no differentiation between "I" and "we", because the Loptrathi don't truly have a concept of themselves as individuals. Each body is more like a cell within a massive superorganism.)

Onto the actual battle then. As the Loptrathi fleet splits in two between the oncoming parasite swarm and the fleets of collarships hanging back, the first part of the NUNS plan is put into action. Fold Booster equipped VFs are sent out towards the Collarships, hoping to destroy them while they're fairly undefended. Results for this seems to be... unspectacular. It would seem that this is not the first time the Loptrathi have dealt with an opponent with jump-capable strike craft, and as such they have a mix of "inhibitor ships", point defense escorts, and combat air patrol strike craft squadrons to fend off such things. Many times the Fold is disrupted to the point where the strike craft emerge far enough away from the Loptrathi that they're able to assume blocking formations, and then it becomes a frantic race away from the enemy until the Fold Boosters recharge enough to fall back. Still, on the occasions where the Loptrathi are caught off-guard, missile-loaded VFs are able to inflict significant damage on the Cruiser-sized Anemophiles that make up most of the enemy collarships, enough so to prove to theorists who review the post-battle reports to believe that such things may have potential in the future, but would likely require some more specialized (or larger) designs capable of braving the enemy defense grids, or tactics based around locating and moving around enemy Fold Inhibitors.

So it comes down to the main exchange against the parasite-craft. Namely, making them run the mother of all gauntlets. Macross Cannons, anti-ship missiles, long-gun particle batteries, everything that NUNS could use in long-range combat was unleashed, and the result is a slaughter. Holes are torn in the oncoming wave, leaving behind drifting hulks by the thousands, with many struck by the Macross Cannons not even leaving that. Return fire is haphazard, individual torpedo shots and the occasional bio-laser, scarcely enough to scratch the paint of NUNS warships. The bombardments in on system where a Fulbtzs-Berrentzs was present is beyond description, all but annihilating the Loptrathi incursion force within moments.

Against the ravaged ranks of Loptrathi parasites are the NUNS skirmishing forces. Legendary strike craft squadrons accompanied by fast corvettes and frigates square off against all manner of plant-like bioships that quickly maneuver to counter the flanking flotillas. Attack carriers unfurl, releasing swarms of symbiont strike craft like flowers releasing a spread of seeds and pollen, while other ships volley away with organic missiles and bio-chemical propelled cannonry. It is a field of battle both sides are skilled at, but rarely have the Loptrathi come up against an opponent with so potent a starfighter arm, with individual squadrons racking up multiple ship kills in single passes from lethal missile barrages. Despite their numbers, Loptrathi strike craft are routinely outperformed by VFs and Battlesuits, leaving some skirmish groups free to go further and threaten the Collarships, though the first attempts are warded off by the large yet swift fast attack cruisers that guard them.

But the Loptrathi parasite ships are numerous, having entered this battle with several times the number of NUNS ships. That disparity has been greatly reduced by Human and Zentradi efforts, but even now the Loptrathi retained enough hulls to match, perhaps slightly outnumber NUNS, as the distances closed and the clash began in earnest.

It was now fire and fury. Close-in particle beams, thundering cannons, and interpenetrating fighters. This is the sort of fight the Loptrathi Parasites are built for as expendable killers, but they are ravaged and out-teched, and under constant fighter assault. Even so, they fight with a grim single-mindedness, the Hive Mind no doubt acknowledging the impossibility of successfully retreating these FTL-less warships in the face of the bombardment NUNS could put out during the flight. Some of the bioships hold no weapons at all, instead being armored ramships that plow into the larger Command Battleships to deposit boarders, or ignore the battle entirely to charge headlong towards the planet's surface.

But these are individual victories only. The Loptrathi are ultimately too few, too weakened after the bombardments to emerge victorious, and system by system their parasite ships are being cleaned up. With NUNS commanders receiving the bizarre and disconcerting word that they have the Loptrathi's compliments for a skillfully executed defense, all that is left is mopping up the remainder.

Situation Summary
-A devastating NUNS bombardment combined with a powerful skirmish game left the Loptrathi parasite ships too damaged to emerge victorious in the Clash that followed. While the Clash is still ongoing in many places as the Loptrathi refuse to withdraw, the overall outcome is no longer in doubt.
-Some Loptrathi ships, by virtue of accepting massive losses and refusing to even try to fight the space battle, have managed to make planetfall and establish a limited ground presence, though not enough to overrun the planets involved in any sort of swift fashion.
-Attacks on the Loptrathi collarships have been by and large unsuccessful, with defense of said Collarships being an important part of Loptrathi doctrine. These Collarships in turn seem just about ready to withdraw, as it is obvious that the battle can no longer be won and there is next to no chance of any parasite ships making it back alive.
-TSU singing has managed to establish a communication line to the Loptrathi, allowing NUNS a level of insight into the bizarre alien mindset the plantoids have.
 
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