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

Cybran Nation Turn 2 Start @Velocci

The new year is marked by multiple highly inauspicious occasions. The first and most immediately severe is that the Specters have launched a sizable invasion of Cybran territory. In a bitterly ironic turn of events, they reacted to the attempts to rouse them by lashing out in force in a random direction that just happened to contain the Cybran Nation in it rather than due to them understanding that the Cybrans are the ones who roused them to anger in the first place. An immediate tactical response is required.

Second, access to the local Hypernet has involved gaining access to regional news, data analysis of which seems to indicate that the Merendi Imperium has "gained access to local battle salvage in the wake of the recent southern conflict of significant interest to the Solar Empress and the Empire," and are announcing reverse engineering efforts are already underway. To what end is unclear, but it probably isn't anything good.

Finally, even as Cybran mobile units moved to respond in force to the Specter attack and war planning for it and potentially other strategic operations for the coming year commenced, previously unseen foes moved to take advantage of the sudden relative gap in the Cybran defences. Volreaper, or more colloquially Human Hunter, is a collective term for a variety of private interests and mercenary groups bankrolled by the Singularity Pact, in particular the Ecumene, to conduct search and destroy missions on all humans they can find and safely attack. Sensing an opportunity for mass murder in a newly arrived batch of humans suddenly under heavy attack, several of these groups moved in. Post-battle analysis indicates they'd previously been in the region to probe the Merendi Imperium for weaknesses, since despite their colloquial name they battle more than just humans, but deemed the Cybran Nation a higher priority threat upon their arrival.

And despite what the concept of private death squads may bring to mind, these volreapers operate battlecruisers. It would appear that in the Lesser Ecumene's current next-generation battlecruiser program, many Great War-era vessels "vanished under mysterious circumstances", or were outright publicly sold to mercenary formations. And even an outdated Ecumenical battlecruiser is worth its weight in Cybran ships, able to threaten even a Universe-class with the proper support, although in an act of admittedly intelligent cowardice the core Nodes so guarded are avoided by the attackers.

But what the volreapers had in turn not been counting on was that the Cybran people were far from unused to being hunted for the crime of who they were. The previous year's work on defences does not go to waste, with orbital fortresses and monitor cruisers exchanging fire with the enemy's navy, holding off landings as long as possible. Citizens are ushered into armoured bunkers even as the first wave of drop pods and attack shuttles start screaming through planetary atmospheres, with orbital interdiction systems (apparently an Ecumenical specialty) deployed to prevent Quantum Gate escape, although curiously not entry.

These invaders do not have an easier time of it than their warship brethren. Burst Masters fill the sky with flak, downing many of the foe before they even touch the ground. Those that do, via luck or deployment by teleportation, find that the city itself rises against them. Infrastructure is repurposed by Evacuation Guards, manufacturing centres that had been producing vast amounts of consumer goods altered to instead construct Tier 1 units. Loyalist LABs in some cases open fire even as they walk off the assembly lines, and the concentrated streets of Cybran cities shift and move around the attackers, short walls with anti-personnel turrets appearing where there had been none before to block the foe's path while other barriers vanish to allow for rapid ambushes.

But while the enemy may have been surprised by the extent of the Cybran defences, they are not fools, and did not come unprepared. The humans of this universe have a reputation as peerless warriors through their incredible psionic strength, and so the volreapers deploy with massive force, heavy assault troops than a match for even the most valiant Evacuation Guard, dropship-deployed battle tanks, and a surprisingly fanatical commitment to the extermination of all that is human. They push towards the bunkers containing the Cybran civilian populations, almost heedless of their own losses, with an obvious aim to deploy weapons of mass destruction; chemical, biological, and worse still.

Distress calls echo out from the besieged worlds, repeating with a rising panic as the enemy's goal becomes clear. But the Armoured Command Units and mobile war fleets of the Cybran are either too busy preventing the Specters from doing even greater damage at the front or marshalling in centralised mustering grounds far away from the interdicted worlds. Painful choices begin to be debated, heavy losses likely to be inevitable, even though it's clear that the Cybran defences are more than heavy enough to prevent the volreapers from outright wiping out any given planet.

Fortunately, no such choices need to be made. Help arrives from an unexpected source.

The UEF and Aeon expeditionary fleets arrive a year or so after their Cybran counterpart, streaming through the portal in great numbers. They planned to take this year to get their bearings, establish logistical networks between their future territories and the Cybran-held portal, and otherwise take things slowly but surely behind the vanguard of the ever at the bleeding edge Cybrans. Instead, they arrive to hear those same Cybrans under attack by aliens with genocidal intent. Neither the UEF nor Aeon expeditionary commanders have any particularly great love for symbionts, but after the joint struggle against the Seraphim both at least see them as people, and in this case innocent people being murdered.

In a show of Coalition unity unseen since the final battle for Earth, both expeditionary fleets charge to the rescue of the embattled Cybran defence forces with all possible haste. Eschewing the deployment of their powerful but slow supercapitals, the relief force is instead centred around gating-in Bravo-17s and Portents. In a twist of fate, the two designs complement each other well, the Portents charging in and taking attention away from the artillery ship Bravos. Quick work is made of the main volreaper battle line when it attempts to stand and fight or evacuate its deployed forces, with the wiser enemy commanders simply fleeing immediately and leaving their ground troops to their fight, inevitably pursued by swarms of strike craft from all three factions.

Choosing not to deploy heavy ground forces for political reasons, the UEF and Aeon do move quickly to aid the ground defence with the deployment of strike craft and special forces. Broadswords and Restorers, chosen for their rapid fire rates, sweep both ground and sky of enemy vehicles, while Armigers and Operatives provide a much needed ability to combat the volreapers' heavier powered suits on their own terms. There's even some field deployment of Aeon Exorcists, seemingly to test them in actual combat, and the results seem to be promising enough, with their high-speed fighting style allowing them to overwhelm enemy positions quickly.

Before long, every Cybran world is safe once again, with minimal civilian casualties to boot, but it was an exceedingly close run thing. Additionally, many thousands of Evacuation Guards sacrificed their lives to at first delay and then defeat the volreapers, with impromptu monuments to their sacrifice already emerging on most of the assaulted planets.

As for the Coalition forces, they've privately informed Ivan Brackman that they intend to largely continue their original plan of laying foundations for expansion, with a side order of doing what they can to hunt down any remnant volreapers that may be lurking in the area. The good news is that for this year the Cybran forces will not have to watch their interior, but the bad news is that they won't help with the Specter threat unless the situation on the front catastrophically deteriorates. Additionally, space must be marked for both the new arrivals by next year in one way or another in order to keep them cooperative going forward.

Strategic Turn 2 Start
Available Resources: 156 RP

Available Sectors
-Cybran Space (1, Southwest [Heartlands, Heavily Defended]): Now a vast heartland of Cybran people and industry, this region of space is under constant threat from many different angles, but it is well defended by both static fortifications and the Cybran armed forces. Currently under attack by the Specters.

-The Merendi Imperium (2, Northwest, North): The Merendi are a humanoid race that is perhaps best described as "technicolor elves", as one Cybran analyst put it. Hailing from a distant galaxy, this Merendi colony left their home nation for reasons unknown. Whatever said home nation was, it was clearly wealthy and powerful, since the stated reason for the Merendi conquering their surrounding space and enslaving local aliens is so that they could maintain the lavish lifestyles they were used to, including truly obscene displays of wealth such as claiming entire star systems to be palaces for their ruling elite.

-Minor Powers (1, West): Thanks to swift and effective Cybran intervention, this space has seen a full restoration of peace and security, with many small nations blooming like a field of flowers as ruins are rebuilt into cities once more. While no overarching government exists, the polities here share a strikingly powerful independent streak, choosing to try and make their own way through the stars.

-Syrabaric Defense Coalition (1, Northeast): A collective term for several local nations that all share a highly democratic and collectivist means of government not that dissimilar from the Cybran Nation's own, although they take things even further, eschewing formal leadership beyond representative speakers altogether. Are supported by material and personnel aid from their ideological allies in the galaxy, apparently including a sizable quantity of Merendi who are very angry at their western neighbors. Interested in getting to know the Cybran Nation properly.

-The Omni-Enlightening Swarm (1, Center): A scientist of a now-extinct local race decided that their brilliance was unmatched throughout the universe, and so it should be the only thing in the universe. Destroying his own civilization with legions of drones, he now sits as the immortal ruler of an empire made up exclusively of cyborg clones of himself. The Swarm seeks to exterminate all other life out of pure egoism and a solipsist belief in their own divinity. Currently being checked mostly by the SDC to the northeast, but border skirmishes with the Specters have recently intensified thanks to Cybran intelligence efforts. The Swarm is aware of said efforts, and seem to be none too happy about it, even if they're spending some time to gather their forces rather than attacking immediately.

-The Specters (1, South): Visitors from another dimension seemingly called Nodespace, if the studies left behind by their victims are any indication, the Specters are powerful extradimensional aliens that exhibit unusual abilities, and seem incensed by the disturbances created by biological races using FTL drives. Due to bad luck, they are moving to attack the Cybran Nation in force, something that necessitates an immediate military response.

-Art Project? (1, East): Each star system in this sector of space is exactly the same. One red dwarf with a single tidally locked rocky planet in its Goldilocks zone. Each one has resulted in a totally unique biosphere from the same seed microbes. To call this a marvel of stellar and bioengineering would be putting it unfathomably lightly. Technically, there's nothing stopping the Cybrans from colonizing this region of space, and with modern technology it would even be easy to do so without severely disrupting the various unique ecosystems. Notably, however, no local faction has done so themselves.

-Shaltari Tribal Confederation (1, Southeast): An alien race of "diminutive space hedgehogs", as a certain Cybran analyst beginning to gain recognition for their colloquial naming sense put it, the Shaltari keep to themselves and their various tribes. What a tribe is remains a little unclear, but it is believed to be roughly equivalent to a Cybran Node rather than a more traditional meaning, and they respond to identified scouts in varying ways. While largely internally-focused, they have laid decisive claim to their region of space with a military apparatus of comparatively small but high speed units with a penchant for trickery that even the most devious Cybran Commander can approve of. Currently engaging in border skirmishes with an unknown force to their approximate southeast, with relatively few details available via the hypernet due to the Shaltari being only minimally plugged into it at present.

Unknown Space (7, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

Renegade Space (1, East): Former occupied by a xenophobic and isolationist human outverser nation known as the Emerald Empire, this region of space was also overran by the Hierarchy before the latter arrived in the Cybran's neck of the woods. The few surviving records indicate that it resembled a pastiche of ancient Earth cultures from the northwest pacific, but now it is mostly home to various disparate refugees and pirate groups.

Unoccupied Space (1, Southeast): Mostly empty territory, it perhaps most notably contains the few refugee fleets to escape the destruction of the Emerald Empire in good order, primarily a culture group called the Unicorn accompanied by samples of all the subject human cultures and non-human species the Empire had managed to obtain before the arrival of the Hierarchy in what seems to have been a last ditch effort to preserve their culture and those of their vassals. However, this presence is small enough that there would be no major objections to an external power moving in and establishing control, although it is being loosely eyed by the Super-Directorate to the south due to formally being a buffer territory between it and the Empire.

Unknown Space (8, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

The Super-Directorate (1, Northeast): A loose, multi-species interstellar alliance of megacorps and states that are merely de-facto extensions of megacorps (some native and some outverser) called the Super-Directorate for Market Prosperity, which seems to be the main local power to your immediate south. The Super-Directorate is notable for a few things: the first is that it makes use of cyberisation and clone tech similar to, but even more extreme than, the Cybran's with almost everyone being modified with both genemods and cybernetics; the second is that some 90% of its economy is millions of "quantum stocks" being traded between AI every nanosecond without any connection to the Super-Directorate's material circumstances; and the third is that the remaining 10% of the economy which is rooted in reality is heavily based around hyper-commercialized violence.

Billionaire influencers murder each other in order to legally inherit the other's assets, which is televised and broadcasted live alongside the streams of militarized police forces and private mercenaries as they chase serial killers, hunt mutants & rogue bioweapons in the slums, quash riots, foil (corporate) terrorist plots, and silence dissidents. Numerous hypernet articles label the Super-Directorate the #1 exporter of snuff media across former Pentarch Space. According to numerous 'insider trading tips' on the hypernet, they are currently preparing to encroach on a lucrative new kind of resource to their galactic east, which is currently being denied to them, in an effort spearheaded by the Messenger Logistics Corporation, a primarily transportation and communication company well positioned to rapidly establish extraction efforts while breaking into this new potential market.

Unknown Space (8, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

The Super-Directorate (1, Northwest): As O-7.

Imperium of Man Turn 2 Start @Signupname

Not all work in the Emperor's name is glorious. While the Scourge threat has been eliminated, remnant pockets of resistance from the cursed machine race do remain, endlessly seeking to fulfil their programmed directive to expand and colonise and due to their self-replicating nature are deemed a Primus-grade security threat, with Guard and Navy task forces established to hunt down and eliminate these pockets with local Mechanicus, Sororitas, and Astartes support where available. Though this is but one of an unknown number of nodes of the Wayfaring Scourge across the universe, the loss of their matryoshka brain construct at the battle of the "Eye of Iron" station has left them unable to properly coordinate without setting up new communications.

This allows the Imperial military machine to engage them as disparate chunks across their remaining worlds, ruthlessly targeting the centres of their neural network and the data ghosts of their voracious programs, which fortunately find little purchase on the holy spirits of Imperial technology. With the machine threat that had dominated many propaganda reels defeated, there would now be a new section in the Infantryman's Primer about how the Imperium's genius had deciphered the fatal flaw of the products of xenos materialistic greed. A means to stop the siren song the robots sang to the soulless contraptions of cultures lacking the Emperor's protection.

But the remaining Scourge superweapon that had caused the Imperium the grief it did in the Foundation War offered a new conundrum. The PIONEER network that served as the collective thought of the robot horde was not stupid and mindless, unlike what was told in the Uplifting Primer. They were incapable of challenging their core directive but they were always looking for new ideas and improvements. Throughout the war with the robots, they were attempting to devise counter weapons to the Imperium's doctrine and methods. Adjustments to armour to better resist standard imperial weapons, adjustments to shield patterns, new models of robot. Even as it died, scattered as it was, the Foundation Node was attempting to overcome its situation.

This superweapon was a key example of the Wayfaring Scourge's drive to find new ways to win, a means to lay waste to worlds without even having to be anywhere near them. Though it was reduced to wreckage by Iron Warriors Tactical Dreadnought teams that had teleported within once its shielding had failed and systematically cleaned its radioactive interior out, it was still being attended to by a swarm of learned men and women. The Astartes who had dared to brave an interior filled with a strange, sickly golden light reported a hell of machines from all sides. And with the purging of the nerves of the system, the gun fell silent, and no more worlds would fall to its wrath.

While this process has gone fairly smoothly, one point of interest is the material of the warhead; an unusual mineral seemingly locally referred to as Exteritite. While the Emperor's Tarot indicates it is intrinsically connected to disaster, some controversial individuals have argued instead, on the basis of preliminary Mechanicus investigation showing immense potential utility, that the material is a boon to be exploited, and that the portents could instead refer to the catastrophic Imperial wrath that would be unleashed on the Emperor's enemies if the material was properly used: The Tarot is ever-unclear, after all! Either way, something must be done about or with the stockpiles of the material.

On a more immediate note, hostile forces have attacked outlying Imperial worlds in lightning strikes. So-called "volreaper" formations, established by xenos with an entirely typical hatred of humanity, assail mankind with genocidal intent across this universe. Always preferring a mercenary approach to their problems, Octarine Incorporated has encouraged these activities in local space, and in particular some were engaged in battle against the humanoid forces of Outworld immediately prior to the Imperium's arrival. Apparently believing that the Imperium would be easy prey, or at least easier than Shao Khan's Kombatants, they shifted targets and launched assaults on numerous outlying Imperial worlds.

They come in numbers and with force, landing armoured and mechanised formations of professional ground troops even as their cruisers engage and destroy the Imperial orbital defences, held off from bombardment only by the planetside weapon silos and void shields. Resorting to ground assault, their attacks are merciless, bombarding PDF trench lines and civilian hab-blocks with equal ruthless abandon. The fighting is fierce, and they certainly have the upper hand, especially thanks to their seemingly universal light powered armour and a general technological advantage. But the PDFs defend their worlds fiercely, and in a move that seems to take the aliens by surprise, so do the citizens of the Imperium.

The humans of this galaxy, it would appear, are infamously fierce fighters, but they rely on their psionic abilities, and in particular their telepathy seems to instil a weakness that makes most local humans comparatively unwilling to do battle. The Imperium has no such issues, however, and so the aliens often find themselves attacked by scratch companies of guerilla fighters, hastily armed militia using ambush tactics and a mixture of improvised and PDF-supplied weapons, when they least expect it, which in combination with the line units of PDF mechanised infantry and static fortifications slows down the invaders significantly.

Soon enough, Imperial Guard, Navy, and Space Marine forces arrived to answer the astropathic distress calls of the embattled worlds, and swiftly put the enemy to flight. The volreapers seem to be particularly cowardly for xenos, more Eldar than Ork, favouring retreats when threatened and optimising their combat units for safety, including features such as emergency teleportation out of a battle zone when heavily damaged. This prevented them from doing noteworthy damage to Imperial infrastructure, and while through combat with militia and deliberate targeting of civilian populations many Imperial citizens have returned home to the Emperor's side, the Administratum has already routed spare personnel towards the affected areas, swiftly returning all industrial facilities to optimum staffing regimes and resuming all tithe gatherings with minimal disruption. Genocidal volreaper attacks have thus been designated as a mere Tertius-class threat.

Finally, there is the matter of the local information infrastructure known as the Hypernet. Described by investigating Tech-Adepts as not unlike the noosphere, but universe-wide and accessible via external terminal, it is designed to take a wide variety of inputs and give a wide variety of outputs in terms of data formats. The good news is that the Imperium has been able to successfully access the Hypernet, and commence passive intelligence gathering on foreign powers, such as rumours of Octarine Incorporated beginning to reverse-engineer technology from another xenos race that had been present to the Special Economic Zone's south east, and Vorkyli United Republic troop and ship movements towards the Imperial border with complementing forward deployment of logistics assets.

The bad news is that the Imperium has been able to successfully access an endless flood of xenos filth, and investigation shows that the first accesses were actually by elements of the general population. Fortunately, most Imperial citizens lack a personal cogitator, so the damage is limited, but a rash of unrestricted access to doubtlessly corrupting information has sprung up regardless, primarily from amateurishly modified data-slates able to engage in very simple read/write protocols, with some cogitators and terminals allowing for visual image transmission.

The Inquisition has swiftly moved to counteract the threat, with access to the Hypernet being restricted to specially selected research and intelligence personnel. To help enforce this ban, a digital firewall has been established between all Imperial data infrastructure and the Hypernet, although it may be possible for canny and knowledgeable individuals to bypass the comparatively simplistic barriers. Of course, there is also the matter of what to do next.

The current leading strain of thought is put forward by a coalition of moderate Inquisitors and most Imperial Judges present among the new worlds, with support from large swathes of the Adeptus Mechanicus and Ecclesiarchy in a rare display of unity. Unauthorised access going forward is to be punished by a life sentence in a Penal World, with standard possibilities for redemption such as serving in a Penal Regiment, and an intensive one-year reeducation and forced labour course for ex post facto sentenced, both to be delivered by the Arbites as soon as that holy organisation is properly reestablished due to the relative seriousness of the crime.

It would be a merciful compromise, considering the significant number of Puritan Ordo Xenos Inquisitors, with support from firebrand Priests and orthodox Magi, who want said access to be punishable by immediate execution, both going forward and ex post facto. Access to deep xenos lore is little better than access to that of the Ruinous Powers, the argument goes, and so the penalty should be much the same lest corruption spread through the hearts of mankind like wildfire. A slave of the Tau is just as much an enemy of the Imperium as a slave of the Dark Gods.

There is also a small group of Radical Inquisitors and Magi that have forwarded an unusual proposal to allow the continuation and indeed formalisation of Hypernet access for the Imperial population, albeit suitably censored and hijacked for the purpose of connecting Imperial worlds and peoples to each other rather than access to external media. The enormous benefits to Imperial communication and coordination are plain to see, but it would make it infinitely easier for sinners and heretics to bypass the restrictions and firewall and access the heretical external Hypernet. Whether access to the unfiltered Hypernet is to be punished by imprisonment or execution remains up to debate, however, so this choice would be in addition to rather than instead of taking one of the other two sides. This third group itself pushes for a more lenient punishment regime, suggesting that mere reeducation should be sufficient for the relatively lowly crime of accessing xenos media. Unlike the runes of Chaos, the argument goes, such media has no intrinsic corruptive properties, so the punishment should be correspondingly lighter.

As Warmaster and commander of the Battlegroup, Warsmith Harrsk has final say in the matter. Whether he chooses to side with any of the above groups or forward a proposal all his own is up to him, and with the support of the Battlegroup's Astartes and much of its soldiery what he says will go, although political considerations remain as always in play.

Whichever path forward is chosen, with almost a year of unfiltered access to the external Hypernet the damage to Imperial purity and social cohesion may already have been significant. Priests are encouraged to double their efforts, local enforcers intensify their patrols and arrests, and Inquisitorial Acolytes and information networks are on the lookout. From the few outright taken in for questioning so far, the corrupting materials most accessed are of the disgusting alien form in its uncovered either hideousness or sinful beguilement, promoting the sin of xenophilia, and of unusual brands of humour that seem to be heavily based around unseriousness, which is less concerning but considered a security threat regardless just to be safe.

Strategic Turn 2 Start
Available Resources: 88 RP

-Unlocked a free action to decide between imprisonment, reeducation or execution for subjects found guilty of illicit Hypernet access.

-Unlocked a free action to decide whether or not to make use of a censored Hypernet for internal Imperial communications. High security communications will be kept to the relatively more secure Astropath network.

Available Sectors
-Imperial Space (1, Center [Established, Moderately Defended]): Once territory bitterly contested by the Republic and the Scourge, the Imperium's sudden arrival has both shattered the state of the local territory and potentially upset the balance of power of the entire region. Imperial cities and defences have been established across the entire territory, and now Battlegroup Harrsk may look outwards toward new conquests.

[Exteritite Debris] 1: If accepted, subsector productivity gains +4 RP/turn once the sector is developed to Colonized or higher. This trait can be upgraded. For 8RP, this trait can be removed, as the last remains of the Infesting Gold is cleared from biospheres and otherwise cleaned up.

-Kroatangan Raiders (1, Northwest): Monstrous xenos not entirely unlike the Orks, albeit equally not entirely alike, these Kroatangans are remnants from a Warpath that was defeated in battle by a local military coalition a few centuries ago. Divided pirate bands fight each other as much as they attempt to strike out at the rest of the sector, and when they do the latter a cull is usually swiftly organised to keep them down. Despite outright culls not being forthcoming at this time, Deathwatch operations in this area have successfully removed one of the likely leadership candidates from play and ensured that hostilities will remain properly hostile for the foreseeable future.

-Ykantras Orda (1, South): The Ykantras are a nomadic species of alien raiders, but this particular Orda is not. It had the misfortune of attempting to skirt through Octarine-controlled territories, only to end up engaged and ultimately defeated by mercenary forces. To most optimally control and extract wealth from the Ykantras, most of their mobile habitats were recycled for their materials, and they were forced to settle on various regional worlds, the Ykantras' familiarity with enclosed living ensuring that Octarine didn't have to go to the expense of finding ones with compatible atmospheres. A strong spacer culture and a partially crippled technological base is almost all that remains of the once-proud raiders, but they have not forgotten or forgiven their torments. But, as impoverished as they are, there isn't much they can do about it without help.

-Vorkyli United Republics: (2, East, Southeast): Some among the Vorkyli remember the days when they were a power in their own right, and seek to restore old glories. One otherwise ordinary republic decided to take a chance, and expanded by force after declaring the United Republics. As far as Octarine is concerned, mergers and acquisitions are no issue as long as the debt payments of both conqueror and conquered keep rolling in, which they have, for now. The southeast is the original republic, while their east is their conquest, with the latter having a mixed opinion of their forceful integration. On the one hand, nobody likes being conquered, but on the other hand the idea of setting aside false divisions to one day potentially throw off Octarine's shackles has a strong appeal to many. Currently marshalling their forces on their border with the Imperium.

-Octarine Incorporated Mining Interests (1, North): Formerly a mixture of local Vorkyli and an up and coming local species working together to battle the Kroatanga, they were forced to take out significant Octarine loans to pay for mercenaries and maintain their national forces, and while they were successful the devastation of war on their economies prevented them from doing anything like paying those loans back. Almost as soon as they were done fighting one enemy, Octarine descended to repossess their investments, which happened to be everything. Mercenaries were given updated contracts, and the volunteers that had been present to fight the Kroats left with that threat gone.

Now they work tirelessly to extract valuable metamaterials for their masters, with their debt compounding about as fast as they can pay it off, a situation that has been carefully maintained for centuries. A Magnitude 3 warfleet of Octarine's elite Xyvus Solutions mercenaries is based here to secure their 'investment', mostly from the frequent rebellions, ranging from actual uprisings worthy of the name to constant guerilla attacks and piracy from those who can get their hands on weapons or spaceships. Recent Imperial successful defiance of Octarine has only intensified these revolts, but a material difference from the prior state of affairs has yet to emerge.

-Cosmorealm (1, West): Not a name chosen by themselves, the local republic of this region was fairly unremarkable aside from being moderately prosperous and able of governance, but now it faces an incursion from beyond this universe, not unlike the Imperium in some ways. The forces of 'Outworld' march forth under their great and terrible Khan, eager to incorporate this territory into their empire through the rite and art of Mortal Kombat. Thanks to reinforcements from the Federation, the Khan's armies are being stalemated, but the balance of power continues to be rather precarious, and either side could potentially gain the upper hand in the near future.

-The Teutes Federation (1, Southwest): A Vorkyli state with a sizable local military due to being the location of their former nation's high command when things came crashing down, this so-called Citizen's Republic is a military junta in all but name, and Octarine Incorporated's local enforcer in exchange for more freedom and a lowered economic burden. While normally they might be moving to check the Imperium or perform their traditional purges of Kroatangan space, they are currently too busy trying to counter the legions of Outworld to their north.

-Vorkyli Lesser Regnum (1, Northeast): The Hograthux are a species of truly enormous voidborne worms with immense psionic powers, and one of them has made their way here, where they have dominated a local Octarine colony and turned it into its nest and slave-empire. Deemed unprofitable to deal with so long as it doesn't actively expand further, this Lesser Regnum has been more or less keeping to itself, but evidence suggests they were funding the Republican Federation's revolt to destabilise the region and, presumably, eventually bring the Republic under its own control. As might be expected, they are rather annoyed with the new interlopers in their planned expansion zone.

Reapers Turn 2 Start @Crayak

With the bulk of the Cylons integrated under the Reapers, the time has come to directly absorb their territory and industrial capacity, with the by now fully indoctrinated 'biocylon' hybrid organic-synthetics happily submitting to becoming Reapers themselves as part of yet another stage in their evolution, something that is from a certain point of view even true. Now that this threat has been liquidated, the Reapers can begin to expand outwards once more, and a variety of targets for destruction exist. One note is that the technology used to create the biocylons could be adapted to mass-clone human-type biological organisms to keep a steady supply of Husks and, in particularly dire times, Reapers. Only a relatively minor investment research would be needed to fully develop and set up cloning bays of this type.

Access to the Hypernet, which seems to be the local equivalent of Sheperd's Cycle's 'extranet' interstellar communications network, indicates that local organics have in fact attempted to organise a potential alliance to try and fight the Reapers. However, this has proven unsuccessful, with the Scourge refusing to partake in any such alliance, the Ykantras Moot and USPR arguing over past grievances, and no one even bothered to try and talk to the Kroatangans. For now, at least, the enemies of the Reapers remain divided.

Finally, two large groups of Reapers have arrived, reuniting most of the armada. In a stroke of great fortune, one arrived directly within Reaper territory, immediately resuming their service under Harbinger without delay. In a more complicated turn of events, the other appeared directly in the middle of the USPR, and are now engaging the alien biologicals in something of a confused pitched battle after showing up there immediately after (in their eyes) the firing of the Crucible. Rendering assistance and restoring unity may be warranted.

Strategic Turn 2 Start
Available Resources: 80 RP

The absorbtion of the Cylons and their territory has given the Reapers an additional Pop and Colonised subsector. These will begin to add to the Reaper's RP income next turn but the new subsector can be improved before then with the normal cost in RP if desired.

Available Sectors
-Reaper Space (2, Northwest [Industrialised, Heavily Defended], South [Colonised]): Now productive and fortified, this territory serves as the Reapers' home base in this new reality, allowing them to commence their new crusade at a time of their choosing. The integration of Cylon land has posed some minor logistical challenges, but nothing that cannot be overcome via the usage of a few freshly constructed Mass Relays.

-Kroatangan Warpath (1, North): Some time prior to the present day, a horde of murdering organics called the Kroatanga ravaged this region of space underneath a commander identified as a Sub-Wardemon, until they were largely wiped out by a power elsewhere in the galaxy called the Unity of Yralgar. Largely, but not entirely, and a Warfiend called Abradax Smashmaster has emerged to rally a sizable group of the survivors to his banner, preparing for a crusade of blood and carnage across local space. Despite apparently being artificial creations, these 'Kroats' certainly show the true face of organics. Currently engaged in northward operations.

-Ether Drakes (1, Northeast): Strange void fauna that is apparently not native to this reality. Primitive but social, they have formed a basic society and are violently territorial, with an adult Drake being the size of a small moon and more than a match for even a Reaper Capital Ship thanks to their natural weapons and durability. To be engaged with caution.

-The Scourge (1, West): A race of organic parasites that gained advanced techno-organic technology, spreading throughout the stars and infesting various worlds and races to further their brutal empire. They were looking northwards at the Fel Empire as their next target before the Reapers came, and now look at the newcomers warily. Have a similar range of technological capabilities and units as the Empire, but their unique nature may prove problematic in a conflict.

-Union of Syrabaric People's Republics (1, Center): More an empire than a union of republics, not particularly belonging to the people, and definitely not syrabaric (this being a reference to a local political ideology), the USPR is built around a core nation (made up of a species much like the Terran mole) that underwent a violent revolution against a monarchic government and became a totalitarian, expansionist state under the guiding hand of their Great Leader. The other nations in this region of space were conquered and their wealth extracted in exchange for unasked for protection against the various threats of the region. Violently denounced by the Syrabaric International. Currently battling against a newly arrived Magnitude 3 fleet of Reapers.

-Ancient Gateway (1, East): An enormous interstellar gateway of unknown provenance and destination, the region around it has mostly been filled with handfuls of minor civilisations and reaver clans. It could prove interesting to study, but is currently under attack by Kroatangans from the south, who seem mostly disinterested in the gate itself but are eager to smash the minor local forces.

-Ykantras Moot (1, Southwest): A species of nomadic organics that live a highly mobile lifestyle of warmongering and raiding, the Ykantras normally form into smaller Ordas, but the ones here have joined together into a Moot. Not covering a notably larger area than a single Orda might, they have settled it a lot more densely, albeit still in a nomadic fashion. It remains unclear whether they will try to stay and fight against the various threats of the sector or if they will leave for greener pastures elsewhere.

-Kroatangan Raiders (1, Southeast): Kroatangans that came from the same original Warpath as Warfiend Smashmaster, but failed to generate a similar leader. Before, they feuded with their enemies to the north and west along with each other, squatting in the remnants of their former glory. Currently launching a northern offensive. Now they fight as one, with the coalition of Arch-Warmongers launching their northern 'regrouping' offensive as planned.

Unknown Space (7, All Except Below): The Reapers have not yet identified who or what lies within this territory.

Sterilised Space (1, South): Some parts of the Kroatangan Warpath that infested this stellar region were purged more thoroughly than others. This particular sector is said to be where the Sub-Wardemon made his final stand, and the Yralgar response was absolute. But there is little in this universe can truly annihilate a Kroatangan infection, and so this sparsely populated sector slowly saw the return of small warbands, culminating in the recent achievement of interstellar travel under Sub-Warmongers that are engaging equally primitive species in open conflict. Now, however, Abradax Smashmaster has arrived to lay full and final claim to his title as Warfiend, and officially declare the Kroatangan regrouping complete. Already the various local Kroats begin to swear allegiance, and while the personnel gains will be relatively small it does represent a full doubling of his territory.

United Nations of the Tau'ri (1, Southwest): The expansion zone of an outverser human nation, less settled and defended than the core territories to the west, although still reasonably so. With small but powerful warships and starfighters and a ground corps that definitely exists, even this colony should be handled with all due force and focus in the inevitable event of a conflict.

Unknown Space (8, All Except Below): The Reapers have not yet identified who or what lies within this territory.

United Nations of the Tau'ri (1, Southeast): A human nation from an alternative Earth that has expanded out into an interstellar federation. Armed with reasonably potent weapons reverse-engineered from alien technology native to their home universe, their arrival here has resulted in the discovery of a strange new mineral with industrial and mutagenic applications alongside unusual esoteric abilities that are both already being exploited, and a corresponding rise of new cult-like religions proclaiming salvation for mankind if their ways are followed.

Unknown Space (7, All Except Below): The Reapers have not yet identified who or what lies within this territory.

Warzone (1, Northeast): A mix of newly arrived Tau'ri settlement efforts, remnant colonies from the Fel Empire that have since declared full independence since their master's' fall, and invasion fleets and raiding parties from the Scourge, alongside a few unfortunate local powers caught in the crossfire. An absolute mess, vulnerable to intervention, although at this time it is unclear who, if anyone, will gain the upper hand if the sector is left to its own devices.

Ykantras Orda (1, East): A Ykantras clan that refused to join the larger semi-sedentary Moot to its southeast and continues its fully nomadic ways, having paused while passing through this region of space to pillage a newly arrived pre-FTL but still interstellar empire that simply call themselves the Race.

Clan Grendakal Turn 2 Start @Spartakrod

On New Year's Day 2751 by the Terran calendar, timed precisely to sunrise in the Imperial City time zone on Luthien, Takiro Kurita emerged in full Coordinator regalia to announce that the Draconis Combine was taking its rightful place at the head of mankind, and that with the support of their allies in the Galactic Empire a full invasion of the Terran Hegemony had begun. Needless to say, this swiftly becomes the main focus of the Clan's external attention, far outstripping minor matters such as ongoing negotiations with the Citadel and reports that strange alien ruins had just been discovered in the Terran Hegemony.

Streams of Imperial Star Destroyers and DCA warships darted forth into the beating heart of Star League authority, but were met by SLDF Royal Divisions and freshly refit WarShips armed with Clan technologies, able to fight the Imperial Navy and Stormtrooper Corps on even footing, while the rest of the Regular Army battled it out with the Combine's forces, including the DCMS when landings occurred. Even in the first days of the fighting, however, it has become clear that the combined Imperial-Combine forces are gaining the upper hand through sheer weight of numbers.

As of now, only the Free Worlds League has come to the aid of the Terran Hegemony. While Ewan Marik is no friend of, well, anyone, it would appear he recognizes the danger of a Kurita-Palpatine government that would encompass his realm, although it is the FWL Parliament that authorises military deployment in a rare act of swift and decisive action. The Lyran Commonwealth, by contrast, remains steadfastly neutral. While they had leaned more towards drawing on Imperial support prior to this event, that doesn't mean they wanted to launch an invasion of Terra. The LCAF has mobilised, but not to any particular end.

Making things more complicated are the actions of the Federated Suns. In what would appear to be payback for Jonathan Cameron's reluctance to intervene during the War of Davion Succession, organised by the same man now attempting a coup, they choose a third side by forwarding Guerever Cameron, illegitimate daughter of Jonathan Cameron and wife of Vincent Davion, as the new First Lord and Director-General, having launched counterattacks on the flanks of both the Combine and Hegemony military forces. This seemingly suicidal act is explained by the presence of large quantities of Citadel expeditionary forces, with Turian battlefleets, Asari Commandos, and STG intelligence assets all confirmed present, with long-range scans showing a notable amount of chronal anomalies in their areas of operation, presumably the Citadel deploying a previously carefully concealed military technology.

Of course, this has not gone entirely smoothly. While the Federated Suns are attempting to mostly play off their two rivals against each other and weaken them before moving in for a killing strike, they themselves have been attacked on their own flanks by the Capellan Confederation, which has publicly thrown its lot in with the Combine and Empire in exchange for future governorship over the territory of the League and Suns, their traditional rivals, bar the portion of the Suns' territory that borders the Combine.

To further complicate matters, the Rim Worlds Republic has also thrown its lot in with the imperial powers, although its military is currently tied up securing the extensive network of fortresses that Simon Cameron had established in the Periphery. While they had been locally unpopular, the decision to establish them seems almost prescient in hindsight, if not one the Clan can approve of (not that there's any approval of the exploitation of the Periphery to begin with.)

The other three Periphery States have thrown their lot in with the Hegemony and League, not out of any kind of love but rather due to cold practicality. They know things will not improve under the Empire, and the Taurians in particular are utterly unwilling to side with the Citadel if it means being put further under the Davion yoke, while the Magistracy simply prefer the devil they know, at least for the time being. The Outworlds Alliance has publicly remained neutral, although their conservative President seems to be leaning towards potentially siding with the Citadel and Federated Suns. Either way, their militaries are neutered to an extent that this is not immediately tactically relevant.

The Terran Hegemony, Free Worlds League, Taurian Concordat, and Magistracy of Canopus have jointly requested that Clan Grendakal militarily intervene on their collective behalf. If no such intervention materialises, they may not last the year, and almost certainly won't last the one after. The decision on whether or not to intervene is now solely in the hands of the Clan, who will likely decide the course of the civil war.

On one final note, while three sides of the Star League's borders are accounted for, one is not. To the north exists a local polity that self-identifies as the Most Serene Realm of the Great Mother. They have recently made long-range diplomatic contact with the Clan, and offer greetings. A highly enthusiastic hive-mind theocracy that used their psychic communication to establish a vibrant, collective society. They believe that the Great Mother placed them here to create a bountiful paradise on earth that she will one day return to enjoy, and pursue their assigned task seriously.

As for the aliens themselves, they are a powerfully built reptilian species, averaging out at around two and a half metres tall for males and three metres tall for females, with egglaying behaviour similar to that of the Terran Dactyloidae family of lizards and a maturation age of only twelve Earth years. Notably, the Great Father (the junior partner of the Great Mother who stayed behind to guide the Realm via his loving yet subtle hand when she departed) sometimes marks certain members of the Realm for the holy service of giving birth to specialist breeds of varying types to aid the military and civil forces of the Realm in what is presumably a psychic process from the unconscious hive mind, or perhaps a morphic entity the Realm has birthed.

They have already taken a liking to the Tribes, and encourage the establishment of further diplomatic ties. They are unwilling to directly intervene in the Star League Civil War, but are offering asylum to any and all refugees created as a result of the conflict.

Strategic Turn 2 Start
Available Resources: 39 RP

Available Sectors
-Clan Grendakal (1, Centre [Established, Moderately Defended]): This area has been settled in the unique Clan way, the few small natives left untouched and often outright unaware of their new neighbours, as a variety of artificial void habitats have been constructed and are now home to countless billions of Clan citizens. Even now, more resources and people stream through the portal connecting Grendakal to the United Clans, with both further internal development and external action slated to begin over the course of the coming year.

-Citadel Space (3, Northwest, West, Southwest): The Clan and the Thousand Sons are far from the only peoples to have come to this universe from another. To the galactic west lie a liberal union of multiple different alien races who's technology largely derives from an Element Zero which generates a phenomenon known as the Mass Effect. Currently intervening in the Star League Civil War.

-The Galactic Empire (3, Northeast, East, Southeast): A fascist dictatorship led by one Emperor Palpatine, evidently a powerful magic-user. While not outright genocidal, with many alien races living under its banner, the Empire is explicitly a human supremacist state, with humans making up almost the entirety of the Imperial military and governing institutions. The Empire is currently intervening in the Star League Civil War after having first instigated it, with Star Destroyers and Stormtroopers streaming into the Inner Sphere in vast quantities.

-The Sphere (1, North): The Star League is currently engaged in a brutal civil war between multiple competing factions. At present, the likely victor is unclear, but without Clan intervention the clear inevitable loser is House Cameron and the Terran Hegemony. An intervention may be called for to salvage the situation.

-Neutronium Pact (1, South): There is some notable local presence in the surrounding space, and they are very concerned by the sudden surge of extraversal presence. Already reactionary, these noteworthy locals have thrown their lot in with a power block known as the Singularity Pact and its meritocratic, supremacist ideology. A reinforcing expedition has arrived from a moderate distance to the southeast, providing military assets and minor uptechning from the Melkraan Axis, which is in some ways a dark mirror of Uskarlinga with their militaristic clan-based society. While both sides in the cold war look upon these newly empowered locals with caution, the Melkraan themselves and correspondingly their new puppets are more interested in the south, hoping to expand and help cordon off a nation called Tremzar. The name "Neutronium Pact" is in fact for the alliance present in this specific sector, contrary to initial misleading translations that suggested it was in fact the name for the universe-wide alliance more accurately called the Singularity Pact.
 
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Imperium of Man Turn 2 Start @Signupname

Not all work in the Emperor's name is glorious. While the Scourge threat has been eliminated, remnant pockets of resistance from the cursed machine race do remain, endlessly seeking to fulfil their programmed directive to expand and colonise and due to their self-replicating nature are deemed a Primus-grade security threat, with Guard and Navy task forces established to hunt down and eliminate these pockets with local Mechanicus, Sororitas, and Astartes support where available. Though this is but one of an unknown number of nodes of the Wayfaring Scourge across the universe, the loss of their matryoshka brain construct at the battle of the "Eye of Iron" station has left them unable to properly coordinate without setting up new communications.

This allows the Imperial military machine to engage them as disparate chunks across their remaining worlds, ruthlessly targeting the centres of their neural network and the data ghosts of their voracious programs, which fortunately find little purchase on the holy spirits of Imperial technology. With the machine threat that had dominated many propaganda reels defeated, there would now be a new section in the Infantryman's Primer about how the Imperium's genius had deciphered the fatal flaw of the products of xenos materialistic greed. A means to stop the siren song the robots sang to the soulless contraptions of cultures lacking the Emperor's protection.

But the remaining Scourge superweapon that had caused the Imperium the grief it did in the Foundation War offered a new conundrum. The PIONEER network that served as the collective thought of the robot horde was not stupid and mindless, unlike what was told in the Uplifting Primer. They were incapable of challenging their core directive but they were always looking for new ideas and improvements. Throughout the war with the robots, they were attempting to devise counter weapons to the Imperium's doctrine and methods. Adjustments to armour to better resist standard imperial weapons, adjustments to shield patterns, new models of robot. Even as it died, scattered as it was, the Foundation Node was attempting to overcome its situation.

This superweapon was a key example of the Wayfaring Scourge's drive to find new ways to win, a means to lay waste to worlds without even having to be anywhere near them. Though it was reduced to wreckage by Iron Warriors Tactical Dreadnought teams that had teleported within once its shielding had failed and systematically cleaned its radioactive interior out, it was still being attended to by a swarm of learned men and women. The Astartes who had dared to brave an interior filled with a strange, sickly golden light reported a hell of machines from all sides. And with the purging of the nerves of the system, the gun fell silent, and no more worlds would fall to its wrath.

While this process has gone fairly smoothly, one point of interest is the material of the warhead; an unusual mineral seemingly locally referred to as Exteritite. While the Emperor's Tarot indicates it is intrinsically connected to disaster, some controversial individuals have argued instead, on the basis of preliminary Mechanicus investigation showing immense potential utility, that the material is a boon to be exploited, and that the portents could instead refer to the catastrophic Imperial wrath that would be unleashed on the Emperor's enemies if the material was properly used: The Tarot is ever-unclear, after all! Either way, something must be done about or with the stockpiles of the material.

On a more immediate note, hostile forces have attacked outlying Imperial worlds in lightning strikes. So-called "volreaper" formations, established by xenos with an entirely typical hatred of humanity, assail mankind with genocidal intent across this universe. Always preferring a mercenary approach to their problems, Octarine Incorporated has encouraged these activities in local space, and in particular some were engaged in battle against the humanoid forces of Outworld immediately prior to the Imperium's arrival. Apparently believing that the Imperium would be easy prey, or at least easier than Shao Khan's Kombatants, they shifted targets and launched assaults on numerous outlying Imperial worlds.

They come in numbers and with force, landing armoured and mechanised formations of professional ground troops even as their cruisers engage and destroy the Imperial orbital defences, held off from bombardment only by the planetside weapon silos and void shields. Resorting to ground assault, their attacks are merciless, bombarding PDF trench lines and civilian hab-blocks with equal ruthless abandon. The fighting is fierce, and they certainly have the upper hand, especially thanks to their seemingly universal light powered armour and a general technological advantage. But the PDFs defend their worlds fiercely, and in a move that seems to take the aliens by surprise, so do the citizens of the Imperium.

The humans of this galaxy, it would appear, are infamously fierce fighters, but they rely on their psionic abilities, and in particular their telepathy seems to instil a weakness that makes most local humans comparatively unwilling to do battle. The Imperium has no such issues, however, and so the aliens often find themselves attacked by scratch companies of guerilla fighters, hastily armed militia using ambush tactics and a mixture of improvised and PDF-supplied weapons, when they least expect it, which in combination with the line units of PDF mechanised infantry and static fortifications slows down the invaders significantly.

Soon enough, Imperial Guard, Navy, and Space Marine forces arrived to answer the astropathic distress calls of the embattled worlds, and swiftly put the enemy to flight. The volreapers seem to be particularly cowardly for xenos, more Eldar than Ork, favouring retreats when threatened and optimising their combat units for safety, including features such as emergency teleportation out of a battle zone when heavily damaged. This prevented them from doing noteworthy damage to Imperial infrastructure, and while through combat with militia and deliberate targeting of civilian populations many Imperial citizens have returned home to the Emperor's side, the Administratum has already routed spare personnel towards the affected areas, swiftly returning all industrial facilities to optimum staffing regimes and resuming all tithe gatherings with minimal disruption. Genocidal volreaper attacks have thus been designated as a mere Tertius-class threat.

Finally, there is the matter of the local information infrastructure known as the Hypernet. Described by investigating Tech-Adepts as not unlike the noosphere, but universe-wide and accessible via external terminal, it is designed to take a wide variety of inputs and give a wide variety of outputs in terms of data formats. The good news is that the Imperium has been able to successfully access the Hypernet, and commence passive intelligence gathering on foreign powers, such as rumours of Octarine Incorporated beginning to reverse-engineer technology from another xenos race that had been present to the Special Economic Zone's south east, and Vorkyli United Republic troop and ship movements towards the Imperial border with complementing forward deployment of logistics assets.

The bad news is that the Imperium has been able to successfully access an endless flood of xenos filth, and investigation shows that the first accesses were actually by elements of the general population. Fortunately, most Imperial citizens lack a personal cogitator, so the damage is limited, but a rash of unrestricted access to doubtlessly corrupting information has sprung up regardless, primarily from amateurishly modified data-slates able to engage in very simple read/write protocols, with some cogitators and terminals allowing for visual image transmission.

The Inquisition has swiftly moved to counteract the threat, with access to the Hypernet being restricted to specially selected research and intelligence personnel. To help enforce this ban, a digital firewall has been established between all Imperial data infrastructure and the Hypernet, although it may be possible for canny and knowledgeable individuals to bypass the comparatively simplistic barriers. Of course, there is also the matter of what to do next.

The current leading strain of thought is put forward by a coalition of moderate Inquisitors and most Imperial Judges present among the new worlds, with support from large swathes of the Adeptus Mechanicus and Ecclesiarchy in a rare display of unity. Unauthorised access going forward is to be punished by a life sentence in a Penal World, with standard possibilities for redemption such as serving in a Penal Regiment, and an intensive one-year reeducation and forced labour course for ex post facto sentenced, both to be delivered by the Arbites as soon as that holy organisation is properly reestablished due to the relative seriousness of the crime.

It would be a merciful compromise, considering the significant number of Puritan Ordo Xenos Inquisitors, with support from firebrand Priests and orthodox Magi, who want said access to be punishable by immediate execution, both going forward and ex post facto. Access to deep xenos lore is little better than access to that of the Ruinous Powers, the argument goes, and so the penalty should be much the same lest corruption spread through the hearts of mankind like wildfire. A slave of the Tau is just as much an enemy of the Imperium as a slave of the Dark Gods.

There is also a small group of Radical Inquisitors and Magi that have forwarded an unusual proposal to allow the continuation and indeed formalisation of Hypernet access for the Imperial population, albeit suitably censored and hijacked for the purpose of connecting Imperial worlds and peoples to each other rather than access to external media. The enormous benefits to Imperial communication and coordination are plain to see, but it would make it infinitely easier for sinners and heretics to bypass the restrictions and firewall and access the heretical external Hypernet. Whether access to the unfiltered Hypernet is to be punished by imprisonment or execution remains up to debate, however, so this choice would be in addition to rather than instead of taking one of the other two sides. This third group itself pushes for a more lenient punishment regime, suggesting that mere reeducation should be sufficient for the relatively lowly crime of accessing xenos media. Unlike the runes of Chaos, the argument goes, such media has no intrinsic corruptive properties, so the punishment should be correspondingly lighter.

As Warmaster and commander of the Battlegroup, Warsmith Harrsk has final say in the matter. Whether he chooses to side with any of the above groups or forward a proposal all his own is up to him, and with the support of the Battlegroup's Astartes and much of its soldiery what he says will go, although political considerations remain as always in play.

Whichever path forward is chosen, with almost a year of unfiltered access to the external Hypernet the damage to Imperial purity and social cohesion may already have been significant. Priests are encouraged to double their efforts, local enforcers intensify their patrols and arrests, and Inquisitorial Acolytes and information networks are on the lookout. From the few outright taken in for questioning so far, the corrupting materials most accessed are of the disgusting alien form in its uncovered either hideousness or sinful beguilement, promoting the sin of xenophilia, and of unusual brands of humour that seem to be heavily based around unseriousness, which is less concerning but considered a security threat regardless just to be safe.

Strategic Turn 2 Start
Available Resources: 90 RP

-Unlocked a free action to decide between imprisonment, reeducation or execution for subjects found guilty of illicit Hypernet access.

-Unlocked a free action to decide whether or not to make use of a censored Hypernet for internal Imperial communications. High security communications will be kept to the relatively more secure Astropath network.

Available Sectors
-Imperial Space (1, Center): Once territory bitterly contested by the Republic and the Scourge, the Imperium's sudden arrival has both shattered the state of the local territory and potentially upset the balance of power of the entire region. Imperial cities and defences have been established across the entire territory, and now Battlegroup Harrsk may look outwards toward new conquests.

[Exteritite Debris] 1: If accepted, subsector productivity gains +4 RP/turn once the sector is developed to Colonized or higher. This trait can be upgraded. For 8RP, this trait can be removed, as the last remains of the Infesting Gold is cleared from biospheres and otherwise cleaned up.

-Kroatangan Raiders (1, Northwest): Monstrous xenos not entirely unlike the Orks, albeit equally not entirely alike, these Kroatangans are remnants from a Warpath that was defeated in battle by a local military coalition a few centuries ago. Divided pirate bands fight each other as much as they attempt to strike out at the rest of the sector, and when they do the latter a cull is usually swiftly organised to keep them down. Despite outright culls not being forthcoming at this time, Deathwatch operations in this area have successfully removed one of the likely leadership candidates from play and ensured that hostilities will remain properly hostile for the foreseeable future.

-Ykantras Orda (1, South): The Ykantras are a nomadic species of alien raiders, but this particular Orda is not. It had the misfortune of attempting to skirt through Octarine-controlled territories, only to end up engaged and ultimately defeated by mercenary forces. To most optimally control and extract wealth from the Ykantras, most of their mobile habitats were recycled for their materials, and they were forced to settle on various regional worlds, the Ykantras' familiarity with enclosed living ensuring that Octarine didn't have to go to the expense of finding ones with compatible atmospheres. A strong spacer culture and a partially crippled technological base is almost all that remains of the once-proud raiders, but they have not forgotten or forgiven their torments. But, as impoverished as they are, there isn't much they can do about it without help.

-Vorkyli United Republics: (2, East, Southeast): Some among the Vorkyli remember the days when they were a power in their own right, and seek to restore old glories. One otherwise ordinary republic decided to take a chance, and expanded by force after declaring the United Republics. As far as Octarine is concerned, mergers and acquisitions are no issue as long as the debt payments of both conqueror and conquered keep rolling in, which they have, for now. The southeast is the original republic, while their east is their conquest, with the latter having a mixed opinion of their forceful integration. On the one hand, nobody likes being conquered, but on the other hand the idea of setting aside false divisions to one day potentially throw off Octarine's shackles has a strong appeal to many. Currently marshalling their forces on their border with the Imperium.

-Octarine Incorporated Mining Interests (1, North): Formerly a mixture of local Vorkyli and an up and coming local species working together to battle the Kroatanga, they were forced to take out significant Octarine loans to pay for mercenaries and maintain their national forces, and while they were successful the devastation of war on their economies prevented them from doing anything like paying those loans back. Almost as soon as they were done fighting one enemy, Octarine descended to repossess their investments, which happened to be everything. Mercenaries were given updated contracts, and the volunteers that had been present to fight the Kroats left with that threat gone.

Now they work tirelessly to extract valuable metamaterials for their masters, with their debt compounding about as fast as they can pay it off, a situation that has been carefully maintained for centuries. A Magnitude 3 warfleet of Octarine's elite Xyvus Solutions mercenaries is based here to secure their 'investment', mostly from the frequent rebellions, ranging from actual uprisings worthy of the name to constant guerilla attacks and piracy from those who can get their hands on weapons or spaceships. Recent Imperial successful defiance of Octarine has only intensified these revolts, but a material difference from the prior state of affairs has yet to emerge.

-Cosmorealm (1, West): Not a name chosen by themselves, the local republic of this region was fairly unremarkable aside from being moderately prosperous and able of governance, but now it faces an incursion from beyond this universe, not unlike the Imperium in some ways. The forces of 'Outworld' march forth under their great and terrible Khan, eager to incorporate this territory into their empire through the rite and art of Mortal Kombat. Thanks to reinforcements from the Federation, the Khan's armies are being stalemated, but the balance of power continues to be rather precarious, and either side could potentially gain the upper hand in the near future.

-The Teutes Federation (1, Southwest): A Vorkyli state with a sizable local military due to being the location of their former nation's high command when things came crashing down, this so-called Citizen's Republic is a military junta in all but name, and Octarine Incorporated's local enforcer in exchange for more freedom and a lowered economic burden. While normally they might be moving to check the Imperium or perform their traditional purges of Kroatangan space, they are currently too busy trying to counter the legions of Outworld to their north.

-Vorkyli Lesser Regnum (1, Northeast): The Hograthux are a species of truly enormous voidborne worms with immense psionic powers, and one of them has made their way here, where they have dominated a local Octarine colony and turned it into its nest and slave-empire. Deemed unprofitable to deal with so long as it doesn't actively expand further, this Lesser Regnum has been more or less keeping to itself, but evidence suggests they were funding the Republican Federation's revolt to destabilise the region and, presumably, eventually bring the Republic under its own control. As might be expected, they are rather annoyed with the new interlopers in their planned expansion zone.

Chaos claims the unwary or the incomplete. A true man may flinch away its embrace, if he is stalwart, and he girds his soul with the armour of contempt
- Inquisitor Gideon Ravenor, The Spheres of Longing.

'Walk easy into the night, dear friend,
Walk easy into the night.
For the darkness holds naught but the dreams of the sleeping,

And in dreams we are unmade,
And so unburdened, we live on.
Walk easy into the night, brave soldier,
For in the misty haze of morning,
The horrors of the day do reveal themselves,
And the soft churn of the earth shall drag us down,
And the dead shall curse and holler,
With milky-eyed wisdom,
And show us all they have learned of war.
Walk easy into the night, dear friend,
And hold that the dawn will never come,
For with it we are broken,
And all dreams extinguished for another day.'

Unknown, fragment found in a trench after the Battle of Tintafell IV


Tatical Report
Storm



Three



- - - - - DEPARTMENTO MUNITORUM FORM 8712/AM/R03 - - - - -
ASTRA MILITARUM OPERATIONS REPORT

CORRESPONDENCE NUMBER:
OR-12710735626

TO: High Command, Task Force Grulgor of Subsector Karranar

CC: Departmento Munitorum – Office of Records – Correspondence Department
Office of the Supreme Commander , Battlegroup Harrsk
Officio Tactica Logistics Division

FROM: Lord General Girard von Oberstein, Officer Commanding Task Force Grulgor SUBJECT: Offensive againsts the Kroatangan Xenos
ENCLOSURES and REFERENCES:
1. Subsector Reference Chart
2. Available Imperial Force Breakdown and Distribution Report
3. Final Casualty Report from 'Volreaper' raids
4. Request Form for Priority Two Transfer of Additional Reinforcements (Seventh Submission)
5. List of Approved Devotional Prayers for Upcoming Purge of Kroatangan Xeno In the name of the most Holy Emperor of Mankind

I, (insert name here) LORD GENERAL von OBERSTEIN, submit the following report on (insert relevant operation name) OPERATION BEROSSUS. Following my last official report (see OR-12710735501), after successfully repelling Xeno raiders with acceptable casualties, requested Imperial Forces is now finishing their muster at the planet Garvan Beta – desert world status: minor mining/intermediate resources, planetary standard classification: C-.

My headquarters unit , accompanying the Mordian 217th , have arrived on the planet, and inspection is mostly completed. [ Refer to references 2 and 3 for current force breakdown ]. We have finished our preparation to attack Kroatangan Xenos , already weakened by internecine fighting , to wipe their foul kind from this sector.

All the Emperor's warriors, from myself and my staff officers down to the troopers who wield the Emperor's fury on the battlefield, are ready to purge the fungoid alien threat from tbe subsector, and continue the holy work of conquering this region for the glory of mankind

- - - - - END COMMUNICATION - - - - -
==================

Snow.

White flakes stirring on the breeze, dancing over the city spires, occluding the view.
He walks slowly through them, seeing them patter upon the lense of his gas mask , catch in his helmet. There is only the crump of his own footsteps in the white streets of the proto-Hive


Frost cover the city like a blanket, flushed around its spires. It is even colder in this hab-block, the poorer section of the planet means heating are even scarcer.

Not that it matters to Joachim-2134, the kind of soldier that was sent to the most hostile battlefields . As such , he keeps hia march.

In the back of his mind, there are some doubts. He don't deserve this honor. Of serving the Holy Ordos of the Inquisition. The Sword and Shield of the Emperor. But nonetheless, it is not his place to question. Only Duty. And he march on.


The hab-apartment is grim. Such is the way in the poorer section. It not to the level of dilapidation of a typical underhive, but given a few decades...


The Krieger nodded at his new comrades in the retinue. The hulking figure of Grug is hard to missed. Bone'ead bionics domed over a scarred face, shock maul cracking with intent. On his right, the former Arbites Prefect, Mariette apparently is her name, racked her shotgun in anticipation. Standing on an elevated platform, longlas aimed downwards, is his fellow sinner. Natalia-345312 from the 45th Infantry steady his rifle, sight aimed at the traitors on the other side of the windows, oblivious to his own doom.

A psyber-eagle flew forward the street, signals the arrival of their charges. Inquisitor Gerreon Axelmann takes calm but decisive steps forward, winds flutters his trenchcoat. Psychic energies dancing across his staffed, especially the elaborate carving of the Imperial Aquilla on the tip.

Now they only waiting for his signal, and this den of alien spies shall faced the Emperor's Justice.

The snowstorm is taking strength

===========



Strategic Turn 2

Total: 88 RP
[Exteritite Debris] : Spend 8RP to immediately get rid of the tainted Xeno materials. The Black Hole should help

Free Decision: [ Hypernet ]
Allows Censored Hypernet access ( with caveat, see below under Diplomatic section )
Punishment of Imprisonment for illicit hypernet access.



Industrial Orders:

20 RP to increase N4-Center to "Industrialized" level


Diplomatic Orders:
Imperial Politics ( 8 RP ) :
Nature ( Friendly )
'Balance' the influences of Imperial factions in the Crusade . At this time increases power of the Ecclesiarchy ( by allowing more worlds to be under their direct control, as well as open Scholar Progenium ( a Church-run institution ) branches in territories under Imperial control , as well as the Inquisition ( by "gifting" the Vyranodasik Conclave the Eye of Iron station and the accompnying superweapon for their use )

Propaganda (4RP ) : Parade captured 'Volreapers' across major Imperial population, publicised that the Xenos have specialised "human murderers", before execute them before the population. Educate our people about the predations of Xenos even in this galaxy, as well as their hatred for humanity in order to quash any nascent xenophillia ideas, and encourage resistance


Hypernet (8RP ): While allowing access to Hypernet to improve communication, of course measures must be uses to ensure destabilisation of Imperial Order from taking place. Aside from digital measures like censors, surveillances and firewalls, access to the Hypernet must be limited to public 'Hypernet Centers' monitored by the authorities. Experiment of unrestricted access to sites with anthrophobia sentiment is discreetly allowed on selected worlds ( with monitoring) , as a method of propaganda "straight from the Xeno's mouth"


Adeptus Arbites (8 RP )
Nature : ( Counter-intelligences -Hostile )
Reestablishes Adeptus Arbites Percinct-Fortresses on Imperial World, in order to maintain stability in regard to incidents affecting Imperial interests whenever local Enforcers are not up to the task.





Our people ( 4RP )
Nature: Friendly
Within the Inquisitorial complements of the Crusade, there exists several that belongs to the obscure Ordo Chronos, who are very interested in how many ships of our fleet are not part of the initial manifest of the Crusade, and especially how our forces are more numerous after we arrive in this galaxy . Support them in investigation, especially to figure out where many of our people actually from


Military Order:

Spend 25 RP to authorises the use of cranial bionics in prevention of enemy telepaths

Send 2 Base+1 Fleets to confront and hunt down Vol-reapers raider fleet within our territory

Spent 3 Base+1 to patrol the borders with the Unted Republic in response to xeno military build up
War!

Target: Kroatangan Raiders


Resources: Three Base+2 fleets, 2 Base+1 fleet, Battleship Endurance
Plan: It's time to put the fungoid menace to the righteous torch of the Emperor's Wrath.
Have the fleets engages in decisive attacks upon Xeno ships, targetting enemy leadership in priority, trying to achive orbital superiority. Meanwhile, Scions and Deathwatch will infiltrate behind enemy lines, sabotage anto orbital weapons in preparation as ground forces will conduct landing . Attempt a blitzkrieg campaign all over enemy system wiping their foul kind from the sector. Special Parameter: Order Imperial Forces to secure and recover as much of enemy technology as possible.

Research Order:


Spend 1 RP Research slot - Find a way to block enemy mind control signals , with the goal of developing theatre wide anti-mind control means.

Spend 4 RP for 2nd Research slot - Many factions in this realm have widespread applications of shields, while ours is relatively limited. Research a way for more adoption of shields to Imperial military ( initially on Imperial Guards superheavies. )
 
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Sith Empire turn 2 Strategic Update

@Revan4221X
The Sith Empire was doing well. The home front is now more protected than ever, with the core region reaching levels of defenses that were previously reserved for the Republic's Core, and even the previously relatively neglected extremities are now industrial powerhouses in of themselves. Even now, a potential alliance has been secured with a fellow newcomer to this galaxy, if one that has a drastically inferior military and is completely ignorant of the ways of the force.

And yet, for all of their flaws, they are already starting to prove their worth as provisional allies, as they provide you information on what is to the north of them as an appetizer to the major diplomatic actions, both with you and with others, that they have notified you of in advance so you would have time to prepare.
(gained information on subsector 3-C of sector 6-E, and subsectors C-1 and C-2 of sector 6-F)
Sector 6-E:
SouthEast(C-3): here, the Federation has run into another earth-based humano-centric alliance, one that, unlike the imperium, is actually willing to do diplomacy and at least pretend to be nice. While negotiations with this 'Sputnik Confederation' is still ongoing, their initial findings are unusual, to say the least. Formed from a solar-based alliance upon their transition to this new dimension and the discovery of working FTL, this alliance is dominated by states based from Venus and Juipiter, of all things, with earth and mars essentially being relegated to being destitute, exploited, and almost powerless in the shadows of those main two giants. The scars of internal conflicts are clear and extensive here, as both earth and mars are still in recovery from a war that ended over a century and a half ago, and Mercury was reduced to a nanobot soup by some uncontrolled weapon or experiment. Oddly enough, said soup has since developed intelligent life, which have joined the confederation alongside several almost purely digital AI and Vampires, of all things. In addition, the residents of both Venus and Mars have almost abandoned the human form all together, as advanced robotics and biotechnology have made it almost redundant. Of the remaining population, a significant portion of the remainder are cyborgs, as they have taken both replacement and augmentation to a nearly unseen level. On a whole, their technology base seems schizophrenic, as advanced AI, Robotics, biotechnology, and nanotechnology clashes with the sheer, relatively low-tech, poverty found in some areas. Most worryingly, the sheer number of orphans boggles the mind.

Sector 6-F:
SouthWest(C1): here a race of giant decapod carcinizoids lives. These five meter tall sentient coconut crabs call themselves the Yashigani Empire, although they aren't expansionist in any way, and are in fact rather isolationist. They also enjoy building shells around their worlds, going well above and beyond what anyone would consider necessary out of a cultural level fear of something they won't tell us about that shattered their would-have-been empire some 30 years ago. Unlike most of their territory, this particular 'colonial' holding of theirs remained relatively intact, and has since reconnected with the main remaining fragment via the construction of a galactic-scale wormhole.

South(C2): this area is empty, devoid of even the random smattering of minor civilizations, ranging from pre-industrial to spacefaring, that usually populate otherwise empty space. It is also unusually lacking in habitable worlds. Scouting deeper, all the Federation has managed to find here are a few ancient, dilapidated ruins in what is otherwise lifeless, empty space free for the taking.
And yet the universe waits for no one, and events beyond one's own borders continue to move, for the Sith and the Federation aren't the only actors in this great game.

The Covenant seem relatively quiet for now, as upon discovering the Hypernet, and through it the sheer extent of the 'human problem' in this new reality of theirs, have subsequently abandoned all offensive actions, instead choosing to both rebuild their forces and reach out to any and all potential allies in this fight. To that end, they have both sent out several long range expeditions and have redoubled their exploration of the Halo Ring, if to seemingly no avail yet.
While their continued exploration of the Halo Array has seemingly come to nothing, a discovery to the East, far past the Imperium of Man, has the Covenant in a tizzy, as whispers of living gods abound. In the meantime, they have also sent a small colonization-focused expedition to their north.

As for the Imperium of Man, what little information your spies can gather shows that they still don't know of you, and while their gathering Crusade Fleet has since departed, it has departed towards the East against their still unknown enemy.

Farther to your west, events within the red wall appear the same as ever from your limited perspective, while to the north of it the previously relatively clear area appears to now have a few minor colonization expeditions heading into it, while the zombie-pirate raids still continue, although the source of the shadow-stealing appears to be no longer with the rest of the fleet there.

Current RP: 158(upkeep already factored in)

Sector 7-F:
Center, West, Southwest(B2, A2, A3): Sith Space, currently relatively safe, as the initial threat has been defeated and then further distracted by the other factions that surround it; but isolated in a nearly unknown galaxy and with no current allies.

Northwest(A1): the Federation(Star Trek), currently rebuilding and actively expanding their military after surviving the recent attack. Is currently sending an expedition towards Sith Space for Diplomacy, and is in diplomatic talks with two factions to its north.

North(B1): the Covenant, currently still having border skirmishes with the Imperium of Man. has recently made diplomatic contact with two unknown parties, one of which it is rather fanatically excited about. And yet these events might lead to either its continuing survival, or only ensure its downfall as the truth is revealed.

Northeast, East, Southeast, South(C1, C2, C3, B3): the Imperium of Man, a transported version of 'Segmentum Solar', which was oddly distorted upon arrival. Currently fighting the Covenant and an unknown party farther to the East. currently has no idea that the Sith exist, and is in the middle of sending out a grand crusade fleet against its unknown foe to the east.

Sector 7-E:
Southeast, East, Center, South(C3, B3, B2, C2): little is known about the territory beyond the wall, but initial exploration finds an only somewhat unified land, plagued by pirates and giant voidfauna, and yet here live some of the strongest, and strangest, individuals the Sith have yet encountered.
Northeast(A3): mostly empty, with only a smattering of extremely local civilization, this land is ripe for the taking, although there have already been signs of two factions preparing to move in: the Federation from its east, and a hodgepodge of utilitarian colonization ships from the newly discovered Confederation to its north, although both efforts are half-hearted at best, and if the Sith are fast enough they might be able to stake the greatest claim here.
North(A2): here the minor local policies are still under attack by Zombie Pirates, although the planetoid that was the source of the shadow-stealing appears to have left the region, heading back to the other side of the red wall.


Fleethordes 1-5 are at 100% strength
Fleethordes 6-9 are at 90% strength
Fleethorde #10 is at 80% strength
 
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The Zerg
Strategic Turn 2
@Lord_Abaddon

As you settle in to this new galaxy, and get a handle on its threats, things settle into a kind of rhythm. Assess threats, assign forces to clear those threats, rebuild and expand forces, repeat. The expanding conquest of this space proceeds, but the time has come to decide where you will focus.

To the south, the Bramble threatens to encroach further upon what should be your territory if not culled, but the pirates seem to be quiet, warily keeping their distance. You could expand further, and crush what looks to be a major concentration of them, but perhaps you wish to turn your attention elsewhere?

To the east, the wall of light continues to bar you from passing, unless you wish to invest and punch through it. Sophont intelligence appears to exist behind that wall, and could be interesting to meet.

To the west, you catch the beginning of the next wave of an insectoid foe crashing upon the Bramble in numbers beyond belief. And yet, if there is a mind behind them, it must be quite distracted elsewhere, with no cerebrates to delegate to; the Bramble does not cover the entire front being fought over, but when the insectoid foe enters an unclaimed system they simply kill everything there and move on, rather than properly claiming it themselves.

Last, and most concerning, the north. The bramble threatens to begin colonizing this subsector, seeds crossing over and landing upon border provinces. Your cerebrate commanding the scouting forces mapping the subsector reports that something had slammed into its mind from locations unknown, and following the encounter pieces of its swarm were missing. And perhaps most momentous, a small fleet has emerged from the wall of light to the east, hailing on broad frequencies and cycling through what are probably the same list of languages as were on the structure here. Upon reaching it, they narrow the broadcast to the languages you had recognized, cycling through the two dialects of Terran, the Protoss language, and the language of the Xel'naga as they move south towards you, requesting a meeting and then adjusting frequency to broadcast the request again.

What will you do?

Available RP: 151
Available Fleets:
1 Mag 1 fleet
2 Mag 2 fleets
1 Mag 3 fleet
All fleets at 100%.

10A-I1
The Bramble chokes this subsector, shrugging off the assaults of an insectoid foe from the west. This subsector is revealed to possess the following trait:
[The Bramble] 3: The brambles in this sector have choked out a significant portion of the subsector, and many "dim stars" can be seen, indicating systems where the bramble has grown over a star. Construction is limited to Colonized until the bramble is culled.
Under attack by insectoids from the west; base magnitude +4.

10B-I1
The Bramble chokes this subsector, shrugging off the assaults of an insectoid foe from the west. This subsector is revealed to possess the following trait:
[The Bramble] 4: The brambles in this sector have choked out the majority of the subsector, and many "dim stars" can be seen, indicating systems where the bramble has grown over a star. Construction is limited to Claimed until the bramble is culled.
Under attack by insectoids from the west; base magnitude +4.

10C-I1
The Bramble chokes this subsector, shrugging off the assaults of an insectoid foe from the west. This subsector is revealed to possess the following trait:
[The Bramble] 3: The brambles in this sector have choked out a significant portion of the subsector, and many "dim stars" can be seen, indicating systems where the bramble has grown over a star. Construction is limited to Colonized until the bramble is culled.
Under attack by insectoids from the west; base magnitude +4.
Under attack by golden pirates from the south; base magnitude.

11A-I1
Though you don't have direct scouting information on this sector yet, you can extrapolate from the number of dimmed stars and the flashes of gold. Likely, you will find more Bramble and more Pirates here.

10A-I2
An ominous structure has been found in this subsector, claiming to be containing something dangerous. This is represented through the following trait:
[Ancient Evergaol]: This structure is an active kiloproject, consuming one kiloproject slot. On destruction, the contained crisis will be released, though fortunately blunted by the Evergaol's defenses. The structure promises contact by the builders within a turn of discovery, if they still live.
Bramble seeds have entered the sector. If unopposed, advances to [The Bramble] 1 in one turn.
The cerebrate responsible for scouting this sector has pulled its forces back, claiming some force had tried to steal control of zerg forces and contested its will. Enemy characteristics unknown.
From the east, a small fleet has been detected emerging from the wall of statues. Hails are going out along the full list of languages from the warning message, requesting a response.

10B-I2 - Zerg - Industrialized, Excessive Defenses
Here is where you emerged into this new galaxy, the heart of your strength.
[War-Torn]: This sector has been torn apart, shattered, glued back together, and destroyed again more times than evidence survives to atest to. Settling in will be harder. (Claimed, Colonized, and Established each cost 2RP more to attain than normal in this sector.)
Ancient Defenses: The remnants of countless wars can be made to work for you, with time and knowledge. (Defenses in this sector are treated as one level higher, without increasing cost. At Ridiculous defenses, becomes an upkeep-free Additional Defenses.)
The Bramble is attempting to spread into this subsector, but your defenses are sufficient to repel it without additional investment.

10C-I2 - Zerg - Claimed
The pirates have stripped this subsector bare, oddly leaving it with less debris to clear to build it up, but have left their own problems behind.

[The Bramble] 1: This sector is being attacked by a particularly slow-moving but hardy berserker probe. Though not an immediate threat to your holdings, until dealt with Heartlands development won't be possible. The bramble in this subsector show seams of Infesting Gold.
[Exteritite Debris] 1: If accepted, subsector productivity gains +4 RP/turn once sector is developed to Colonized or higher. This trait can be upgraded. For 8RP, this trait can be removed, as the last remains of the Infesting Gold is cleared from biospheres and otherwise cleaned up.
Analysis of bramble growth rates indicate that [The Bramble] will advance to level 2 in one turn.

11A-I2
Scouting zerg report that this sector is host to a concentration of the golden pirates, a series of hidden ports somewhere in the subsector offering them places to rest and re-arm, as well as serving as a logistics hub for their smuggling. While they denied you a fight before, you suspect that hitting them here will force them to stand and fight.

10A-I3
A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this subsector. Indications are that there are actual people to talk to behind it, but reaching them may be a problem without breaking this barrier.
[Ancient Guardians] - Attacks on this subsector from beyond it are delayed by half a turn, giving time to respond.

10B-I3
A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this subsector. Indications are that there are actual people to talk to behind it, but reaching them may be a problem without breaking this barrier.
[Ancient Guardians] - Attacks on this subsector from beyond it are delayed by half a turn, giving time to respond.

10C-I3
A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this subsector. Indications are that there are actual people to talk to behind it, but reaching them may be a problem without breaking this barrier.
[Ancient Guardians] - Attacks on this subsector from beyond it are delayed by half a turn, giving time to respond.

11A-I3
A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this subsector. Indications are that there are actual people to talk to behind it, but reaching them may be a problem without breaking this barrier.
[Ancient Guardians] - Attacks on this subsector from beyond it are delayed by half a turn, giving time to respond.
 
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There is, and maybe forever will be, strife amongst the stars; that is the lesson that the Bandar Log are now just learning, for as soon as one threat is struck down another rises up to take its place; or, in this case, arrives to the north from a labyrinthine reflection of the Deva Loca looking for a fight with 'Monkeighs'.

Bandar Log

At the northern border of the awakening mandala of Bandar Log, the Ork roars its fury as loudly as the wind through a mountain, rousing in sympathy twin green gods. And from their gods, fury anew. A cycle that would grow ceaselessly as it experienced conflict. It was brutal in its inevitable result, and cunning in equal measure for its resilience. From a distance, the rishi, great sages of the Lotus Garden could even appreciate the beauty inherent to such a weapon, as the reverberations of that ceaseless roar created ripples even here, in the spiritual heart of Bandar Log.

And from these ripples, those great sages called upon a sight that respected no distance, and beheld the clash. Like the invaders before them, these invaders girded their mobile cities in great skins of energy which barred approach, and struck the chariots of the gods with mighty weapons of fire and steel. Therein lied their weakness, in that they contested all approach, among the gurus were those who studied the land, and from it gained the secret of bringing the stars to it. These gifts from heaven, as they were termed by some, or meteorites as others had termed them, were inaccurate but powerful, and could be called in great numbers. Such absolute shields would be shattered by them in short order.

Within these mobile cities, the war would come to what it always did, no matter the trickery or magics employed. The bandar would have their day. Each warrior among these Orks was worth two bandar, a strange circumstance but not one unknown. The nephilim had similarly enjoyed an edge in quality within the same weight class. Magic would bridge that gap easily and many times over, but the foe had magic of their own, nearly the equal of that brought forth by the gurus but seemingly more focused on evocation than on enhancing their own.

One wave threatened to wash away the clashing ripples as the attention of the sages focused on such tiny details, and it was too great to ignore. These "dreadnoughts", like the lesser mobile cities, were more akin to mobile provinces. Every problem their lesser kin presented was magnified, and if unaddressed they would begin landing upon the planets and disgorging forces sufficient to shift the garrisons there, overrunning sites of power and diverting the Great Wheel. In a way, they were the true threat, and one with no clear counter. Until a finger, clad in pale white fur thinned by age, lightly touched the pond which had been the focus of so much attention, and started its own ripple.

Anthills being rapidly unmade by the end of a rishi's meditation, one sage proposed a solution, to take a personal hand in matters. Many were those who maintained their meditation, the war of the gods being long over and the measures it had forced having long been discarded. Others stood, and the affronted beat of bird's wings announced their decision. Once, it had been declared that no brahmin should march to war, but such a taboo had been broken once, when god fought god for the throne of the world, and the memory of that war yet echoed in the memories of past lives. Though the land and the people suffered for it, it would be broken again, until foes stopped bringing their own magics to war.

The dreadnoughts would be answered by that mighty weapon of the gods, the Brahmashirsha Astra. So it was decided, and so the sages of the Lotus Garden advised, and so did the rajas consider, sifting among the words many thousands of sage advisors to decide this war.

Military Orders
- Combined armies are split into seven parts, numbered 1-7.
- - Armies 1, 2, and 3 are the front line, fixing the invasion in place and giving the Orks the fight they want.
- - - Sages wielding the Brahmashirsha Astra are deployed among these forces to help counter dreadnoughts.
- - Armies 4 and 5 are to punch through and around the front, cutting whatever supply lines the Orks may have and pushing into their territory.
- - Armies 6 and 7 are the reserve, aiming to surround and destroy enemy breakthrough attempts, exploit gaps in the line, and reinforce battles that are being lost.
- - - Rama and Ravanna are deployed here, with a special tasking to find and duel enemy leaders should the opportunity arise.

Bandar Log has no naval tradition, and doesn't mount ship-to-ship weapons on its chariots, thus the Ork ships pose a bit of a doctrinal wrinkle. The current method of addressing this is gurus in a communion casting Gifts from Heaven to pelt the shields with meteors until they fall, which against reasonably sized ships shouldn't take too long given that each sage can drop about 30 meteors a minute with this, fatigue permitting. Against unreasonably sized ships, the Brahmashirsha Astra should hopefully suffice.

Once the shields are down, land invasion can begin. This will be spearheaded by thugs and supercombatants, with the bulk being Bandar and other summoned forces backed by the standard array of buff spells*. Unlike most forces, Bandar Log hasn't developed a tradition of boarding ships to blow up their reactors or similar, and indeed hasn't conceptualized this as different from a land war. That is, they'll be aiming to conquer the invaded ships, removing the Orks from them. The ships themselves will likely get left derelict until the apes can get sages in to examine them and figure out how they move, because from the looks of it these chariots don't even have abstract horses like the vimana.

On the advice of various sages, a special emphasis is to be given to facilitating duels between duelist supercombatants and enemy leaders.
The standard list of spells used by the sages of Bandar Log, in brief:

Nature's Claim - Cast periodically in appropriate environments. Grasping vines are conjured across a battlefield to entangle enemies, hindering movement and combat until they tear free. Summons vine ogres to disrupt enemy formations.

Doom - Cast once battle is joined. All enemy units are cursed, a spiritual affliction bringing bad luck to the effect of making lasting injury twice as likely.

Army of Lead - Enhances the flesh of the army, giving great physical resistance and resistance to magic. Makes those affected vulnerable to lightning, which is cancelled out by the lightning resistance granted by Gaia's Blessing.

Will of the Fates - Enhances the army with supernatural luck, giving them a 75% chance to survive an otherwise deadly attack without injury.

Fog Warriors - Enhances the army with forms of twisting fog. Reduces the damage of all incoming attacks to 1, but can be broken by magic damage or an attack of sufficient power. (A bandar with a two-handed cudgel can break it, but a one-handed mace doesn't hit hard enough.)

Celerity - Enhances units with an accelerated movement through time, effectively doubling their speed, or from their perspective making the world move half as fast.

Slow Motion - Curses enemy army with a decelerated movement through time, effectively halving their speed, or from their perspective making the world move twice as fast. Allows magic resistance*, and against a foe with average magic resistance will effect half of all enemy combatants.
* Bandar Log makes use of magic items and a blessing boosting their magic penetration, making these spells more effective. Enemy forces may attempt countermagic and/or have innately higher magic resistance, making these spells less effective.

Weapons of Sharpness - Enhances units with weapons that ignore enemy armor. Effectively, universal destroyer.

Legions of Steel - Enhances units with improved armor. The degree of enhancement is roughly the difference between a suit of chain and a suit of plate.

Arrow Fend - Enhances the army with an air shield, stopping 80% of ranged attacks with a shield of solid air.

Mass Flight - Enhances the army with the ability to fly.

Foul Vapors - Enchants the battlefield to flood it with aerosol poisons. Gaia's Blessing defends against the majority of the damage.

Relief - Enhances the army with substantial fatigue reduction, to the point where a warrior could keep fighting indefinitely. Helps to maintain rate of spellcasting, and counter fatigue-inducing effects Bandar Log has encountered previously.

Gaia's Blessing - Enhances the army with substantial resistance to poison, and resistance to fire, cold, and lightning.

Mass Regeneration - Enhances the army with regeneration sufficient to go from death's door to perfect health in a minute.

Weapons of Brahma - Enhances sacred magic beings, a subset of Bandar Log's troops, with the Weapons of Brahma, which ignore all defense. Effectively, destroyer! .

Immaterial Army - Enhances magic beings, a subset of Bandar Log's troops, with etherealness. They become able to pass through terrain, and are very difficult to harm without magic attacks.

Enslave Mind / Charm - Attacks an enemy unit's mind, attempting to break them from their former allegiance and bringing them to Bandar Log's service. Magic Resistance applies to these spells*. Gods are innately immune to these spells.

Master Enslave - Attacks the mind of all enemies present, attempting to break them from their former allegiance and bringing them to Bandar Log's service. Magic Resistance can easily negate this spell**. Gods are innately immune to this spell. This spell was made a part of standard doctrine as a counter to enemy use of such spells, allowing Bandar Log to take back some of those stolen from it.
** Magic Resistance negates easily is a game term with specific meaning best expressed in dice. Normally, MR is rolled as the defenders MR+2d6! against 10+spell penetration+2d6!, defenders winning ties. For MR negates easily, the attack roll is 7+SP+2d6!. Average MR is 10.

Karmic Wheel - Attempts to bind all units present to the Great Wheel of Reincarnation, ensuring that upon death they will be reincarnated in Bandar Log as per their karma. Allied units gain +10% chance to recall this life's memories upon reincarnation. Enemy units may find resurrection more difficult, and this experience is especially disruptive to various forms of immortality.
- Became a part of the standard array of spells after far too many vampires happened and they kept coming back.

Rush of Strength - Enhances the army with increased strength, to the extent of making a vanara as strong as a bandar.

Other buffs may be present on a more specialized basis, either from needing more specialized units to cast them, or only affecting limited numbers of units, or being personal buffs for supercombatants, etc. . These are just the standard buffs that anything more involved than a militia will try to have all of.
 
@Chimeraguard

Five Exodus fleets have arrived.



Men of Iron Strategic Turn 2 Update

"I fucking hate trees" A man in the confines of his Titan mech said, looking nervously at the treeline of another "Maiden World". He spoke without irony, but rather a very well developed fear of all things arboreal. A weary, tired voice that had bled too often in fights in the forest...no not in the forest, with the forest. The heavy shield of his Ogre class Heavy Titan stomping through the foliage that put him on such unease while he kept a one handed gun fixated on what seemed to be something like an Earth stag; albeit far more graceful than any real such animal from the homeworld. Triple threat cluster grenade launcher arming the fifty three ton mech as it scanned with infrared.

"Shut up Dave." Steve wasn't having any more of Dave's whining. He'd been listening to it for more than more than a week nonstop at this rate and if he didn't shut up he was probably going to frag him himself, as absurd as the idea of his "walking bucket" Ronin class titan taking down the bipedal tank of his superior was. Of course, things had changed since they had started a reasonably profitable arrangement with the Till-Jeluxi and Octarine. Maybe he had the firepower to make it look like an accident...

The stag disappeared with preternatural grace and speed, almost seeming to fade into whispers and smoke, barely disturbing so much as a leaf as some of the footsloggers walking on the ground dropped dead after shield popping. Shots inaudible and invisible would first hit the shields, and then be followed up straight away to break them and punch into the thinnest points of the armour such as the eyepieces, neck guards, or in the case of one unfortunate bastard, the inner thigh guard leading to his family jewels before some manner of arrow lodged into both of his eyepieces after the armour was weakened by laser impacts.

"Ah fuck here come the pointy ears." Dave managed before one of the Titans behind him was entangled in vines that grew as if by magic, stronger, thicker, hardier. Shielding would break beneath the pressure and the power being pumped into it, and little leaves would thread their stems into every seam. With a simple tug they simply disassembled the titan; pilot bloody smears on the leafy tendrils.

"Fucking elves I can't stand fucking elve-" Another infantry man managed before something unseen smoothly jammed a blade seemingly made of bone and wood in through a weakness in their armour, a twist and a swipe removing his head entirely. Gun shots barked in all directions, unable to find their mark while amber spears of the fury of the hunt itself stabbed into APCs having their shields rapidly drained away by shardstorms of fragmentation seeds released by fruit that seemed it would rather not tolerate the humans here this day.

Dave's grenades burst into storms of submunitions with each command he willed into the metal thing that served as his surrogate body, dust spreading forth and hungrily devouring oxygen before erupting in thermobaric brilliance to leave only ash in its wake. He wasn't really sure what it was he was firing at, these tricky enemies rarely gave them the opportunity to be all that certain of much of anything. But he must have gotten something's attention because he had to force his heavyset Titan to throw itself into a ditch when he saw a flash of green.

Coils of power he didn't really understand or comprehend tore through the empty air and left pollen in its wake, striking a rock that overgrew with the bounty of life until it was reduced to nothing but soil for wild overgrowth.

"I am so tired of this magic shit." Steve groaned as his some of the trees' trunks split to form legs and patterns on the barks glowed to brilliant life; slamming into nearby Titans with impossibly strong limbs. His Leadwall supershotgun's ricochet capable spreadshot impacted some sort of tangle of fate that seemed to will his rounds to simply miss, man and machine trying to roll to avoid a spear that was quickly flipped around to impale an entire Paladin Tank from top to bottom once the target presented itself.

To put it simply, shit was going south. Not New York to New Jersey South; Nunavut to Antarctica South.

The easy payday they thought they'd get after torching that village of tree hugging freaks was getting farther and farther away by the moment, and Dave's titan indicated the convoys of transport vehicles that had contained those they thought would fetch a decent price as merchandise was now under threat.

"God damn it, who left the convoys open?" He shouted over the din of battle, beasts of the forest seeming to come from all sides to join well camouflaged and impossibly graceful figures who moved in for the kill; armour seeming to be as much a part of the forest as any of the trees; bending and swaying like a living thing while the weave of fate yanked victory farther away from them.

Spirit like things with stag horned helms riding upon ghostly steeds of mythic aspect weaved in and out of fog that the sensors had conniptions trying to ascertain the make up of, blowing horns that seemed to induce raw animal panic even in disciplined soldiers and causing even machines to shift their priorities to their own safety. As day seemed to turn to night in this impossible forest at the clarion call, it was now abundantly clear.

The Asrai, the Exodite Eldar, were on the wild hunt.

...

Eldraya Iselndesh was a mother on a rampage. She could feel the psychic link to her precious ones beating against her soul as the Stagreaper amber mane of leaves and bloody stag horns flowed like the light of sunset. A human might have assumed tools such as a boarspear, a bow, a flail, and a sickle were the tools of a farmer and a hunter. Tools of a simple woman who lived a simple life. But there was a reason why death's scythe was that of a farmer, not a soldier. As she brought down a machine that had sought to stop her from climbing atop the tank it was guarding with a blow from the flail, her golden sickle had cut a tidy crop of dead men.

Darkness had stolen the sight from the Illmurread; the more polite term for Humans rather than the slur of Mon'Keigh; them and their Charangwezu companions and robotic helpers and a myriad of beings. They who had come to raze the bounty the keepers of the Cosmoroot; they who had made the mistake of thinking that the children of Kurnous and Isha were not as red in tooth and claw as any other aspect of nature.

The Asrai did not like to seek out fights. Life was precious, death something to minimise and avoid. But when their hospitality was met with slash and burn clearances, guns, and filthy, obscene hands on those of them who lived for youth or beauty and were deemed of value to greasy traders in flesh and bone; they were more wrathful than dragons. Their foes had the weight of numbers, bringing in legions of invaders from all sides to try and overwhelm the Asrai and their allies such as the Treants, the Zoats, the Fae, locals they had come to an accord with; or the watchful Asur, but in places like this the IMC and Neo-Combine were very much like the unfortunate cattle they shoved into their factory farms.
It brought her no joy, to be honest. Not as her kin brought down another Titan. Not as Spellsingers engulfed Xyvus solutions goons with the unfettered and raw wrath of Aqshy before they were mercifully put down by Waystalkers who had no desire to let them burn to death the hard way. Not as she withdrew her spear from the chest of a too young woman in far too much debt to refuse the IMC's offer; pleading for parents who weren't here to hear their daughter's last words.

Why was someone like this being sent to die? She hesitated for a moment, wishing to signal to someone to save this girl's life as she muttered her apologies to her mother and father for having to lose the money she would send them.

A Charangwezu mercenary blew the girl's head off, blade-feather winged jumpjets activating to send the murderer away. Where there was a head was now a bloody mess, She would draw an arrow of kurnous and release. Another victim. Far too many victims. Battle was a dance of many steps, no single bit of flourish enough to end it. People were stubborn about dying, and to the sense of empathy she had, being unable to swiftly kill foes was hard on her emotionally. The pain of a slow death was terrible, and she felt relief at the teleport-outs the Charangwezu made routinely to avoid true death.

But death would continue to have to be dealt, as flame was starting to be brought in to try and clear the forest. Fire was not necessarily anithetical to life, but it did signal an intent to raze and ruin. Conventional flame alone would not be enough to drive the Asrai from their homes though.

Her weapons reacted to her desire to tear through anything in the way of her maternal duty; runes glowing with emerald spite while their bullets went wide or simply glanced off. She was no Howling Banshee; no blood mad reaver of Khaine's shrieking fury. This was an art, and the pilot relieved of their Titan by carefully aimed hagfang arrows who sought to dance with her would find herself out of her depth. The human woman, a grizzled veteran of many a dirty war was a master of exosuit assisted parkour; augmented with Till-Jeluxi provided jumpjets and computer predictive software to give reflexes beyond what anunaugmented mind could offer, her limbs more metal than flesh.

Eldraya was much, much faster, the rifle her foe one handed may as well have been throwing water balloons as she deflected many of the initial shots with a careful flick of her left hand blades, sending some rounds back into the gun itself to precisely break some of its external components.

The human swore, power field knife brought out to try and give her an extra option while her hand-shotgun rang out. Eldraya ducked into the professionally delivered but artistically dull thrust and made a series of strokes, dancing around her partner like a hummingbird around a shrike. With a movement, she was out of her foe's line of sight.

"Where did she g-" Were the human's last words before she fell apart in steaming pieces, dead along with her robotic companions and squadmates. Fast yes, but not as fast as one of the Aeldari who had grown into the role of a dancing mistress of the hunt for more than a thousand of the years of their homeworld.

But as she pulled her spear out of a robot that had tried to stop her from reaching her child, she couldn't feel satisfaction. Just a sad sigh at the grim futility of this slaughter. And for what? The profits of some waremonger in an air-conditioned office? It was senseless, it was awful, the heat was horrid, and the smoke made evil shapes in the corners of her eyes.

But as one of the regally clad Asur, who wore Ithilmar rather than pure wraithbone, cut open one of the transports as the last signs of enemy presences began to fade, she could only fixate on the weeping of scared and frightened little voices who should never have to be so afraid. For a moment, the war was universes away, and there were only children who needed comfort, her helmet being removed so that she could look into their eyes.

six, one set of twins, two sons, two daughters. From differing fathers, each bearing marks of their parentage that spoke to lovers past and present. She felt a little weak in the knees, and a wetness to her cheeks as she threw her arms out; letting the youngest son run into her arms as he bawled, pink hair waving in the heat blown winds while she shushed him as best she could.

Even in the dark, not all lights were deadly fires or distant stars.

...



Xiao Ling's cybernetic body deflected another wave of bullets as the cyborg pulled himself free of the drop pod, his rotary coilgun spinning to life in his right hand as he swept it from one side to the other, watching people disintegrate into charred giblets when their defences failed while his armoured frame moved like an implacable juggernaut. He no longer felt pain, the remaining organs that he had safely sealed in radiation shielded armoured components and his mechanical body having no need for such limitations as the pain tolerances of the human body. He had offered himself for the revolutionary war, and all he saw in front of him were the running dogs of capitalism being lead to their deaths for the promise of a little sliver of compensation for their blood and tears.

It was pathetic.

The Interstellar Asiatic Socialist Alliance had come into this new reality some time ago. It had revised its doctrine for the realities of space warfare and it had made numerous advances in many fields to realise a future of revolution and liberation. These Eldar; however strange they were, were victims of imperialist aggression and violence by the IMC and the jackals in the Neo-Combine, Octarine, and other hypercapitalist scum who supported them. He would do his part as their comrade in arms to ensure that the hyenas would learn that no cry for help would go unanswered, the hammer and sickle emblems on his arm bands bright and proud while he advanced with his comrades.

Aircraft that slipped from the bowels of the carriers that had ferried them into the atmosphere spread out and let loose a rain of missiles that engulfed the positions of enemies who were not expecting an attack from that direction in nuclear fire and neutron sickness. A tank in front of him, engulfed by multiple electric beams and intense EMP effects, would be finished off by Xiao's own addition to that nuclear fire, the central super-barrel of his minigun launching a neutron grenade that erupted in an anti-personnel nuclear detonation directly into the driver's viewing slit.

"The jackals will need to pick them out with a spoon." He said with a dry, metallic affectation while his optics read a storm of light in all directions. The deployment of enormous robot controlled walkers and a mass of heavy tanks and assault guns would follow suit, seeking to establish a perimeter as mobile construction vehicles unpacked en masse; one after the other.

The needs of warfare would take him away from this particular battlefield, transports whisking him away to other killing fields and to face new foes. Cyborgs such as him were invaluable for the assaults on heavily defended enemy assets, brute durability and raw firepower as well as computerised reflexes making him a walking tank. The land he trod upon was full of ash, the trees that lived there burned to the ground. Neutron weapons had been used to pave the way for the IASA advance, his optics still filled with the looming mushroom cloud of one such enhanced radiation nuclear weapon that had been enough to reduce pilots inside of their titans to puddles of iridescent goop.

He walked past one such puddle, stepping through it without a second thought as he clutched the red banner in his hand. He was proud to serve, proud to fulfill the duty he had taken on by giving up his body for the revolutionary cause, and he had his optics set on the highest point of the base of these buzzards. VTOL craft raced above him, pounding areas flat with a rain of missiles while Eradicator troops let their devastating radiation beams tear through the enemy's assets, vapourising holes in vehicles and leaving nothing but gelatinous ruin from flesh.

He marched, moving with a hundred of his comrades. They had connected their Iron Curtain and Energy shields together, the beehive pattern barriers scintillating with red energy as they approached the foe ever closer. His gun was chattering in a constant tearing sound, periodically interrupted by the launch of a nuclear grenade to deal with hardier foes. He had turned off his ability to give much empathy over to his foe; seeking to focus himself entirely on the job at hand, so he simply walked over the wounded of his foe.

No need to waste his time or energy, he was no medic. Trandoshan and Eclipse Mercenaries tried to offer further support to the resolute enemy, but their blasters and mass effect guns were similarly ineffective against him. Body after body would be walked over, his optics feeding his brain EVA information to update him on the battlefield situation and the orders of his superiors in the military councils. He was in his element, every thought being devoted to the triumph of the proletarian cause over its enemies, no room for either cruelty nor mercy, simply moving past every fallen enemy.

A hundred kills later, and the supersoldier was getting close to his objective, a grenade clearing out a mass of cheap gruntbots who flew into a panic in response to the impact while he took the first step onto the stairs, seeking to unfurl the victory flag of the revolution come hell or highwater. This destruction, this madness, this chaos would not be in vain. There would be a better tomorrow, and this flag would symbolise that.

Fifty kills later, a Salarian with an omnitool blade had gotten too close to him as he flicked his gun for him to use the lengthy rotary weapon, but he was faster and stronger. A fast elbow to slam the Salarian into the wall to weaken his barrier, a bludgeoning movement with the barrels of his gun to crack the barrier, and then shoving the pointed speartip of the flag straight into the Salarian's head, exploiting their decision to not wear a helmet ruthlessly.

A hundred kills later, some of his comrades had fallen, he had to have an arm replaced, but he would not abandon his cause. The burning wreck of the enemy's command would see the flag of the red dragon and golden star flying high over it, as thousands more drop pods rained in the sky in the background.

The war was far from over, but he had no doubt that communism would triumph against mercenary avarice.

...

EDF territory, Earth, Monster Island, EDF HQ

Monster Island was a connection point between Earth and the "Hollow Earth" dimension where the Titans generally preferred to live. It was in essence, the embassy of the King of the Monsters to humanity as a whole, with the great Gojira-Sama seeming to observe the arrival of the Men of Iron's delegation with keen interest. He was more than a nuclear powered monster, but an avatar of the very essence of life from Earth and its potential. A God in the truest sense of the term, charcoal scales unblemished by his conflicts with the Flood while Mothra; Queen of Monsters, hung nearby, her vast and beautiful appendages shading the delegates.

Jacen Strider, the Red Ranger of Team Dragon Knight, to the surprise of himself as much as anyone; was selected as one of the representatives of the Kamen Rider and Power Ranger Corps as a show of goodwill, having cooperated extensively with the Men of Iron in a number of anti-flood operations. Jacen seemed rather awkward in his dress uniform, as could only be expected of a youth who had only recently started his second decade of life. He had a bit more experience than the first time he had to do this, but to his understanding the Men of Iron were now sending a more important delegate.

His salute was a bit stiff, practised but unnatural. Blond hair peaking just a bit out of his cap while he stood on top of a box so that he wouldn't be hidden by the platform.

"So, I'm not you know...the diplomat or anything but I was told that if I said stuff it'd make some people feel better so uhhh...good job on the Flood War I guess? We're going to have to investigate the jump gate to deal with them though." He said before opening up his phone and scrolling through to read his notes for what he was supposed to say before Atsuki Chiho; the Black Ranger; leaned in to whisper into his ear.

"Oh right, well, we're trying to figure out what's going on around us now that we're not being attacked by feather zombies...so...yay us?" He said, looking to Commander Sochirou Kiryu, a man who wore his hair in the old, short Samurai-style ponytail and was the closest thing the ranger corps had to an overall commander; though his youthful features belied his veterancy. He was the red ranger, Crimson Daimyo. Even if team Dino-Samurai was not the most active team these days due to their increasing administrative duties, Kiryu was easily recognisable as one who had helped command the EDF to many victories against the Flood in cooperation with the Men of Iron.

"We will need to follow the Flood through their jump gate to put them down once and for all at some point, but that leaf will fall when it may. For now, we have many veteran forces but a lack of enemies for them." He said with the breezy voice of a natural poet, briefly taking a look at his rather more practical than normal looking sword, unsheathing it from its scabbard and taking a look at his reflection.

"But that doesn't mean we intend to rest on our laurels. The EDF creed is after all; injustice to one is injustice to all." He said, resheathing his sword and adjusting his cap while he brought his hands behind his back, resting one hand on Jacen's shoulder to reassure him while Kiryu looked towards the starry sky, seeing alien constellations above.

"We will need to recover and rebuild, but it is doubtless that we will need to deal with the Drengin who decided to help themselves to our populace while we were distracted." He said, his expression gradually growing more stern as he spoke.

"We are unaware of where their Empire's core territories lie, but their raids have only been increasing in recent times, and there's reason to believe they plan on an outright invasion sooner than later. But with the Till-Jeluxi to the north...." He paused until Chiho spoke up.

"Why not try to make some friends first? If we have allies...maybe it won't be as hard to fight on different sides of the galaxy?" She said, getting a nod out of Kiryu while he looked towards the Men of Iron representative.

"Friends would do well...do you know any others we could form some manner of bloc with? We are squeezed in by problems on both sides. It would be wise to consolidate." He offered.

...


Situation Update:​

The EDF has decided to begin talks for a long-term partnership in the hope of being connected to a broader alliance. With the threat of the Drengin, the Till-Jeluxi, and the IMC and relatively limited avenues to expand their own territory, they feel that this is the ideal solution to break the threat of potential entanglement and encirclement.

The Drengin have launched their invasion, bringing forth a full scale conquest force produced by the churn of their endless hellish industries. Their advance is seemingly meant to break open and overwhelm possible resistance to create collapses in the lines of supply and reinforcement so that they can push deeper and deeper towards population centres. Forces that face such breaks then are pocketed off and encircled to try and eliminate them in totality before moving on. It is a methodical, grueling method of a war of annihilation meant to try and economise the grim calculus of attrition as much as possible. A large chunk of their forces are aiming themselves towards the Men of Iron's core territories, another set are seeking to push into the EDF and a third into the revolutionary front in a trident-shaped offensive.

The offensive, upon reaching its target concentrates itself wherever resistance is especially fierce and cleans house wherever it is weak in textbook concentration of force strategem. There is some limitations imposed by the nature of their faster than light systems, but they are making initial gains, seeking to strike hard with overwhelming force early on in an effort to prevent significant retaliation when they enter a system. They seem to expect that as robots, the Men of Iron will be able to replace losses quickly, but they often are surprised by just how fast it ends up being. That being said, they were clearly unafraid of taking losses, with the Simian aliens opening up with barrages of deadly conversion beams that would follow up wave after wave of anti-matter filled missiles.

The Drengin had the apparent advantage in long range warfare, and were quite set on trying to minimise the length that they could be caught into prolonged brawls. Their duels were waged generally at a range measured in more than a Light Minute, using their superluminal scanners to help their cogitators predict where to aim their volleys to try and minimise the ability to dodge around or avoid them. It was a solid set of tactics for a foe they weren't entirely familiar with, but their strike craft wings dispatched into the fray were met with the teeth of Men of Iron Point Defence and the unending swarms of machines vomited out of the cavernous hangars of the robotic legions.

Drengin Strike craft like the Punisher and Enslaver class were, as to be expected, suited for a rather cowardly way of fighting; firing from a long distance with missiles and trying to avoid dogfighting where possible with raw speed and acceleration. "Meteor Blitzkrieg" as they were fond of calling it, augmented of course, by a large amount of actual asteroids accelerated as fast as they could make them go to try and disrupt formations as quick scans of the meteors revealed they were filled with anti-matter charges and in some cases; black hole generators to try and cause as much of a mess as possible. Something that they would follow up with wave after wave of punishing firepower, retrothrusters attempting to keep the Men of Iron at a healthy distance after what little data they had managed to get indicating that the Men of Iron were a primarily short ranged force.

But the Men of Iron's warships could aim their weapon systems with angels dancing on pins accuracy to shoot down many of the Drengin strike craft as they approached. Point defence intercepted many of the missiles before they made impact against Void shielding, and it seemed that the Drengin didn't quite understand how void fields worked given that they made the generally recommended tactical error of attempting to deal with them through smaller numbers of large hits; the sort of impact that they were the best suited to stopping. However, they seemed to get the gist relatively quickly, switching to rapid fire mass driver rounds whose slugs were dense enough for matter to begin to compact past the limits of chemistry, the rotary barrels venting their heat into the sinks to power further conversion beam shots in an attempt to pour continuous fire into the Men of Iron's fleet.

Some of the Adamantine ships crumbled before the fire, but the Men of Iron were well positioned to overlap their fields of fire. Especially when they weren't alone; with Revolutionary Front dorsal cannon fitted craft dropping out of their Psi-Jumps and the Zodiac ships of the EDF emerging out of the vector grid patterns of the Swift-Grid; seemingly scanned into existence and rattling off callsigns to meet the Drengin head on with a panoply of agile craft, space-faring capable kaiju, and mecha.

The Revolutionary Front's ships called to mind the wet naval ships of the ancient past, albeit generally with attachments such as dorsal turrets on the bottom due to the three dimensionality of space. Theirs was a mighty and proud fleet, clearly tested in battle as the collective admiralty reported their positions across a million frontlines; with de facto command falling on Zeldyr Artyl once again. The Homisynth adjusting his soviet style cap while he blew some bubble gum from the bridge of his personal command ship. Not the largest ship in the fleet by any means like one might expect, but rather the fast dreadnought "Paris Commune", designed to quickly get to where it needed to go and make use of higher grade tech for command, control, and fire brigade duties.

A quick glance told one that they were well suited to the protracted exchange of barrages and bombardments from a great distance, though they were certainly not helpless when things got close and their own strike craft were sleek and skillfully designed things. They had gathered in formations meant to maximise firepower; some arranged bow-on to minimise their profile, make use of spinal weapons, and cover the movement towards the enemy fleet, others remaining broadside on to maximise the amount of firepower they could bring to bear from dorsal mounts. This was a fleet meant to hit you in the face with a slingshot and make it hurt.

The EDF's ships, freshly activated formations raised during the flood war but having not had the chance to face the abominable invaders by contrast were much more colourful. Their craft were generally closer to aircraft in design than ships, albeit without much in the way of wings due to the lack of need for them in space. There was a clear and mighty need for speed in their design, to both choose the engagements they wanted and to pull out of them when they deemed them unfavourable. And of course, many ships were unprepared for melee combat in the void when Zords and Titans struck at the hulls of their enemies, tearing them open to cast their contents to the void.

At their lead was the veteran Kamen Rider; Yoshimoto Haruhi. Often known as the Void Rider due to her focus on combat in the void of space, she would give a quick glance towards the enemy fleet as the EDF's oversized armada, fuelled by the greater resources accessible in the Hollow World Dimensions that allowed them to wage a war of attrition with the Flood surprisingly effectively; had assembled to battle positions across countless fronts. She would trust her subordinates to respond the situations they faced to the best of their abilities,w hile turning her eye to the greatest battle that the greatest concentrations of each fleet had poured into.

A battle waged in the sight of a septenary star system with seven suns, two having collapsed into black holes enclosed in penrose spheres by a long dead people, two shrouded by starlifters that still ran despite their makers having been absent for millions of years, one playing host to an ancient planet sized research station built over it to study what exactly was making the hypergiant green in colour; though long since abandoned; the remaining two host to a number of Stellar Devourers who had nested in the seemingly endlessly replenishing blue suns that fed spirals of blue plasma into a wormhole that lead to much deeper in the subsector. It was known as the Seven Wonders to the humans of Desmondu, a reliquary to the Undalaki civilisation that once dominated this region of space and obsessively engaged in continual mega-engineering, raising ring worlds, enormous void habitats, and dragging planets to specific points with modulated ecosystems for unknown purposes.

And now, it would see a clash of Titans.

The Drengin had their own friends it seemed, a large collection of mercenaries willing to do a bit of war crimes for the right price; including the slug-like Lumeris and Hyperdrive using ships labelled as property of the Chinorr Combine that seemed to be present in large enough numbers to be a proper allied fleet rather than simply a detachment. In smaller numbers were as transformation-capable ships operated by some manner of entirely mechanical race who seemed to be not particularly huge in number but clearly possessed formidable technology to make up for their fairly small overall numbers. and perhaps more concerningly, ships that were clearly using warp engines of some sort that the Vox readouts identified as "Ogors" who were apparently a rather merry and jolly lot singing about the feasting and biting and crunching they were going to do. Based on the content of their song it was likely their intention was to help themselves to the food produce of the planets that they were brought to in order to provide a bit of extra muscle.

The Lumeris ships were clearly meant to survive and wig out if things went south in a hurry, intense shield readings and high thruster output as well as a clear bias towards missile fire while the Chinorr Combine was much more willing to get up close and personal. In essence, bombardment, skirmish, clash. An attempt to cover each other's weaknesses. The Lumeris fleet had on average, the smallest ships, the fewest attempts at mega-engineering, but they had quite a lot of them, and the strike craft swarms they were releasing were no small matter either, greatly outsizing the Drengin contingent.

The Chinorr fleets were armoured in some sort of stabilised degenerate matter to increase their durability, fitted with complex multi-layered and rapidly regenerating shielding while devastating arc emitters that could jump between large numbers of ships at once, scything cutting beams that destabilised matter on impact, and rapid fire sprays of high density relativistic projectiles from rotary storm cannons and more complimenting each other to present a deadly buzzsaw of short ranged firepower. Firepower that filled the background of space with their radiation signatures. Enormous juggernauts that would produce reinforcements for their fleet on the fly dropped into the combat radius at the edges of the system's gravity well, with planet-killing Colossi following suit at the helm of an honour guard of titans and battleships.

The Ogors on the other hand had rather...it wasn't quite ramshackle the way that Ork ships were, there was a clear logic to how it was built but the emphasis on simplicity and durability gave it a somewhat brutish yet somehow also somewhat toy like appearance, with the exaggerated proportions one would expect out of children's toys meant for simple minds to identify defining traits in ships while also being tough enough to survive abuse...lots and lots of abuse. Damn that is some thick armour for some thick ass boys. Damn those ships are thick. And they have a surprising amount of artillery. Not necessarily agile by any means either, but very definitely surprisingly fast in a straight line.

They and the other smaller scale mercenary detachment would provide elite strike force muscle to pad out the capabilities of the Drengin armada in this and many other battlefronts, though the latter seemed content to remain somewhat aloof, actively refusing to give the other fleets a chance to properly analyse them.

The Battle of the Seven Wonders would start with the Front and the Drengin's opening salvos. Near light-speed projectiles slung through the void, screaming waves of missiles upon missiles, and the stabbing ominous lances of doom lasers flying past the volleys launched by plasma railguns, warp-missile pods, and arc-lightning cannons mounted on huge turrets. Strike craft swarms would flood into positions, jockeying for purchase and advantage as evasive action was taken in the face of the flung anti-matter meteors; the electromagnetic screams of energy weapons from the disparate fleets adding to the silent chorus of firepower filling the emptiness of the void.

Men of Iron forces defending the megastructures such as a ringworld pumped the orbital lanes with everything from plasma volleys to anti-matter warheads, stabbing into the landing ships of the foe or into their orbital support systems that sought to try and deliver what bombardment and air support they could. The Colossi, meant to destroy planets, were starting to be redirected as soon as the Chinorr reasoned that the Men of Iron's overlapping void fields were neutralising most of the advantages of artillery outright.

But reports filtered down the hypernet grapevine that the Drengin had a trump card they were trying to escort to this and other crucial battlefields; the Terror Stars. System killers that would kill a star and everything else orbiting it in the wake of the destruction it unleashed. While these battleworlds were extremely slow and thus had to lag behind the Drengin fleet considerably, once they were brought to the fore, even the Men of Iron would struggle to hold out in a defensive siege against those who were fine with simply destroying the entire system to crack open the lines.

The Terror Stars were of course, extremely heavily protected to survive their own weapons and the system wide destruction they unleashed, but their lack of speed made tracking their progress through intercepted comm chatter easy enough. And of course, it was quite hard to conceal the hyperspace wake of such massive craft. Not that the Drengin bothered to keep them hidden, clearly hoping that the sheer terror they inflicted would be enough to prompt many to abandon resistance and submit to the lash.

...

The IMC is escalating its present conflict with the Eldar and the IASA to the north, essentially serving as a proxy for the interests of the Till-Jeluxi. At the present, the IMC has been frustrated by a coalition of the Asrai, Asur, IASA, who had joined together to face down the IMC and their backers; most prominently the Till-Jeluxi, and the Trandoshans. The war is already raising concerns and tensions in Desmondu as many come to feel as if the onset of a general war for the southern rim of the galaxy is inevitable as diplomatic networks start being established and different factions seem set on pressing one claim or another in the increasing chaos gripping the region.

The IMC makes use of extremely mobile parkour capable infantry and mechs as well as ample armour and air support. So far their truly massive assets are license built derivatives of Till-Jeluxi technology however, having learned the hard way that there is a good reason why people might build far larger sorts of vehicles than their main battle tanks or titans. The Men of Iron's intelligence in this part of space was sketchier due to their lack of immediate presence in it, however the current dilemma presented would incur intervention in intra-human conflict, and more particularly fighting against a majority human polity on the behalf of the Eldar. A hard task to swallow given that the children of the Phoenix God were some of the most feared enemies of the Men of Iron.

However, given that the Till-Jeluxi have a rather acrimonious relationship with the Desmondic warlord states, if the Eldar are unable to stem the tide of their proxies that will be one more stepping stone on the road to crushing their ancient rivals once and for all. With the large number of fleets having recently arrived, you do have forces to spare, but you are going to have to decide what to priorities and what to sacrifice.



Known Factors:​

The Men of Iron (Two Subsectors): Now having largely settled into their territory, the Men of Iron possess a potential conundrum of a rapidly growing amount of military force and the matter of how to keep them supplied. There is territory to start expanding into, as well as further development to be done, but this is hardly an uncrowded part of the universe. That being said, with the passing of a standard Cosmic Year (relation to Earth year unknown), the populace has largely gotten settled into actual homes and infrastructure rather than prefabs and shelters. Life is returning to a semblance of normal, and this part of space has proven to be quite safe in the face of the large quantity of military assets protecting it and sweeping out the usual reavers, corsairs, hostile void fauna, and just plain old problems.

Earth Defence Force: With the retreat of the Flood for the time being, the EDF is focused on rebuilding their territory and dealing with the losses to their population. Their space is still crowded, but the need to purge so thoroughly to ensure no relapse of the parasite has put some strain on the usual supply networks. Thankfully, the generally self-sufficient approach to planetary development does mean that essential goods and services are still going where they need to go. Luxuries however, have faced substantial disruption and luxuries are rather essential for keeping people's minds off the horror show of the infection.

Revolutionary Front: A highly militant communist society exiled from Desmondu to prepare for a glorious homecoming, the Revolutionary Front has settled into a favourable relationship with the Men of Iron so far, but a formal treaty remains to be formed. A rather cosmopolitan society that is majority Homisynth, the Revolutionary Front has been preparing an intervention into a nearby ongoing conflict out of a worry that capitalist expansion will put it under threat.

Eldar: A collection of Asrai Maiden worlds that contain a huge population of the children of Isha and Kurnous, these Eldar are under protection from Eldar known as the "Asur" and their "Phoenix Empire", but are more than capable of defending themselves with their warp based powers, the raw might of their fae spirit allies and their mastery over the forces of life. However, they are under a massive invasion from the IMC and its compatriots. Embattled by a greatly numerically superior opponent, the Eldar have been trying to just hold the line so far, their fleets playing fire brigade in the face of a foe that outnumbers them more than a hundred to one.

IMC: The IMC it seems, spreads farther than the original three subsquare territory estimated for it, having originated from a jump-gate linked satellite galaxy worth another three subsectors total. Though their technology started out as below par, their favourable relations with the Till-Jeluxi and something called "Octarine". A conglomerate of mostly human dominated business interests working with a gaggle of mercenaries and other capital interests, the IMC had hoped to move into the sector to take it over and establish a continual base of profit extraction and resource development.

Drengin Subcolony-3: The Drengin, unwilling to take the hit to their bottom line lying down, have decided to launch an invasion of the southern expanses of the sector, hitting the Men of Iron the hardest with a magnitude three fleethorde while a magnitude two one arrives in EDF territory, with reserves likely being moved into place.

IASA: The Interstellar Asiatic Socialist Alliance was descended from a collection of humans of communist political bents and generally asian origin who were deposited on a cluster of nearby worlds and megastructures who have come to expand, refine their technology, and take to the stars. Having a combination of mass production and overwhelming firepower and durability, their fondness for radiatioactive weapons is matched only by their love of cyborgs.

Unclaimed Space: These subsectors do not have any coherent forces able to oppose expansion into them, likely due to the recent purges by the Yralgar who eliminated those cultures that they deemed uninteresting, passe, or of no further use. What scattered remnants of civilisation there are, are either extremely recent developers of faster than light travel unaware of the wider situation, or particularly desperate survivors.

Till-Jeluxi: A recreation of a long passed polity in a galaxy far, far away, this bourgeois autocracy is an absolute mess of a country where hardly anything works and the shareholders are constantly knife-fighting each other for the attentions of the chief Property Owner. Though advanced and certainly malevolent, they do not act with much in the way of coherent direction or united goals.

Desmondic Warlords: The Folly of the Desmond University Historical Society is laid bare for all to see as a long, gruelling war rages across the region, reduced to a fraction of what had once been intended to be a great celebration of human achievement and accomplishment. It seems that you are closest to the territory of "House Undaris" which has recently finished subjugation of House Tolstolov in its conflict with House Zond, Stahlhund, Freeman, Onuxa, Praetorian, and Gargarin.



Detachments:
Clan Varn Jomsvolvyr: Clan Varn is a storied clan of the United Omnist Clans under a polity known as the ODCOR. Its Jomvolvyrs are an eclectic mix of troops, whose technology surpasses even your own or that of the Eldar. The Jomvolvyrs have an incredibly sophisticated mastery of esoteric abilities, including mages, warpcasters, and psions. The Jomvolvyrs are ideal for patching up weaknesses in these capabilities, and despite being a relatively small military fraternity, can have a greatly outsized effect on the flow of battle.
Type: Esoteric Fraternity
Strong in: Commando Ops, Special Forces actions, Assassination, Magic
Weak In: Anti-Magic combat zones
Tier: Ultra
Cost: 5 RP

Trazyn's Collectors: A Necron by the name of Trazyn is willing to cooperate with the Men of Iron with his advanced fleet and soldierly assets for a surprisingly low price. The Necron Overlord merely desires a "shopping list" of curiosos from the field of battle and to take the first crack at a number of things that have caught the great collector's interest. He also seems to be intimately familiar with the Men of Iron.
Type: Necron Vanguard Fleet
Strong in: Theft, Pinpoint Raids, Endurance Warfare
Weak In: High agility combat
Tier: Maximus
Cost: Free if you let him take a few things…

Legends:

The Observer: A deeply mysterious artificial intelligence that has many, many bodies that cluster around its large; sphere shaped frames. The Observer is a marvel of unknown artifice that as the name entails, can show up at random to observe and partake in the events of history with marvelous technology. Their singular craft and its parasite escorts as well as the smaller armatures it can deploy are usually enough, and its powers of analysis are backed up by out of this world firepower that works on weaponised manipulations of quantum physics.
Type: Singular formation centred around category 0 battleworld with technology surpassing the Stagnant ancients.
Specialty: Data Gathering, General Purpose Combat
Weak in: Holding territory
Cost: 15 RP, or 5 RP if you agree to allow it to observe your faction for five turns.

Shogun Takeda: Someone from a 21st century Earth who ended up on a planet in the worlds aflame and founded a realm, Takeda Akane; the scarlet haired shogunness has both quite the collection of handsome men around her in her orbit as well as a gathered collection of worlds aflame magical talent. Visiting from the worlds aflame reality on some manner o business or the other, she is willing to join her cause to that of the Men of Iron for a time to stop the Drengin and the IMC.
Type: Shoujo Isekai protagonist and her reverse harem of magical boyfriends
Specialty: Personal Combat, Hero Actions, Magic
Weak in: Anti-magic Zones
Cost: 10 RP, fee halved against the Drengin and IMC.

Fleethordes: Irongut Ogor Tribe: The Ogors are huge and meaty near humans who like to eat huge and meaty things. Increasingly popular as mercenaries across this galaxy as they arrive in ever larger numbers because of their incredible fighting capability as well as their willingness to offer discounts as long as they are given food and a chance to eat the enemy dead. The Ironguts have specialised in eating the "crunchy bits" and incorporate the metal in their diet into their physiology, making them exceptionally tough even by Ogor standards, and Bogdo Tankcruncher is infamous for quite literally eating a tank bit by bit to demonstrate the superlative toughness of his teeth, and would be eager to sell the services of his boys to the Men of Iron for the right price; offering a huge selection of monsters, supremely powerful infantry and cavalry, and incredibly sturdy brick ships often nicknamed "tonkaships" in reference to some ancient name associated with toys.
Type: Ogre Mercenary Tribe
Specialty: Monster mash, War Engines, Superior Infantry, Clash, Shock, Penetration
Weak In: Skirmish, Strike Craft, Highly Confined battlefields
Cost: 20 RP normally, 10 RP if you establish a long term contract where you allow them to settle and start an extended exchange with further discount on upkeep.
Size: Magnitude 3
Tier: Primus

Hellsworn of Lucifer: Natives of the Worlds Aflame Cosmology, the Hellsworn of Lucifer serve one of the nine great Infernarchs as both his religiously devoted and the legions of devils in service to the Infernal Deity. Though somewhat akin to the warpspawn you are familiar with, they ooze a clear professional discipline and rigidly orderliness. They are masters of divine magic and count many mages of other sorts in their ranks, and their higher ranked devils and warriors are truly individually formidable warriors. They are clearly malevolent and are looking for souls to harvest, but they will follow the contracts given to them to the letter. They are perhaps concerningly, willing to offer a huge discount if you give them the final rights to prisoners of war, and a lesser discount if you let them simply damn those enemies they themselves capture. They are willing to fight for free if you offer some of your own people to Hell's service.
Type: Diabolical Legions
Specialty: Magic, subversion, manoeuvre warfare
Weak In: Anti-Magic Zones, Religiously warded battlezones
Cost: 20 RP normally, halved if allowed to harvest their captives, quartered if allowed to handle all prisoners, Free if you offer 1 POP to them.*
Size: Magnitude 5*
Tier: Primus

*And allow the corruption of Hell through
**Terms and conditions apply
 
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New United Nations Strategic Turn 2 @EternalStruggle​
All things considered, the NUN entry into Vyranodasik has gone far better than most would have expected. The Loptrathi have proven quite diplomatic for a devouring Hive Mind bent on conquest and expansion, and the closest warlord neighbor is proving cooperative to a truly absurd degree. Considering the general history of humanity, many are just waiting for the other shoe to drop.

A handful of Druzhran raiders have tried their luck at hitting human/Zentradi colonies, with the vast majority running facefirst into well-defended settlements and the vast fleets of NUNS. Aside from this though, no other incursions have hit NUN space yet, giving them a bit more time to work proactively. Questions still need to asked for how relations with the still-expanding Loptrathi will go, and what NUN's official response will be to Marchokai's... offer.

Resources Available: 127

Available Sectors:
-New United Nations (1; East): The extraversals of the Sector, NUN has combined an overwhelming amount of military power with a willingness and ability to attempt diplomacy that has put them in a position likely to dominate the entire Sector, despite their status as recent arrivals.

-Loptrathi (2; Center, South): A strip of territory recently occupied by the Hive-minded Plantoids known as the Loptrathi, in the middle of a great phase of expansion as they are often known to commit. Reinforcements have come in from other parts of their territory, and they are almost ready to commence another assault, though diplomatic agreements mean that at least it won't be directed at NUN.

-Druzhran Corsairs (1; Southeast): A marauding band of pirates with a resemblance to what any reader of fantasy literature would call "Dark Elves." The Druzhran are corsairs who raid and plunder for many things, but above all else: slaves. With the number of refugees fleeing the expansion of the Loptrathi, it should be of no surprise to hear that their business has been booming. A handful of incursions into NUN space have occurred, and have generally gone quite poorly given the sheer amount of military might the new arrivals have.

-Gateway (1; Northeast): A subsector of the region that seems to have had whole worlds stripped to the bedrock, and where that mass of metal and resources has gone is obvious in the form of what appears to be an interstellar gateway of staggering size. However, said gateway has obviously seen better days, with sections torn off and the entire structure obviously non-functional. The region as a whole is a nest of pirate gangs and marauder packs that use the wreckage to disrupt attempts to root them out.

-Marchokai Imperial State (2; Northwest, North): The holdings of a particularly charismatic and visionary sort of warlord that has conquered all others in his sector. Marchokai has proven bafflingly cooperative with NUN as part of his vision to see a united Sector, even appearing willing to consider outright annexation into NUN, though many awkward questions have been raised over the trail of blood he has left in the process of forging his state beforehand.

-Warlord Alliance (2; Southwest, West): Much of this sector was run by what could best be described as Warlords, who ruled by the amount of weapons they could point at those who disputed them and constantly warred with each other to expand their realms. With most of the sector falling to enemies of one sort or another, many of the remainder have formed a disparate alliance to preserve their lives and power.
Tora still felt a slight itch in her right eye, the implant not sitting quite right on her face. A phantom pain-like symptom, the medical technicians had told her, that would fade with time but never entirely go away. That seemed about accurate, especially when she focused on it. A bad habit, she knew, but at least it was something to do rather than be bored to death from the interminable waiting.

Technically, there were other things she could do, of course, but not without appearing rude or flaring tempers. Everyone was tense, and in her opinion they'd be a lot less tense if they were standing macronized on a Fulbtzs-Berrentzs' bridge rather than sitting inside a conference room as a bunch of miclones on a ship with armour plating rated for micro-meteors and not much else. But, alas, that would "send the wrong message" according to the human diplomats, so here she sat, fragile and tiny, inside a conference chamber that had been repurposed from a military-style briefing room, with only a single viewscreen showing the outside.

The viewscreen was currently showing an honour guard force of the Imperial Navy, consisting of various warships in parade formation that had met their own escort on equal, overmatched if anything, terms. She could already picture the potential engagement, weapon systems locking on and firing in seconds, outright deleting the NUNS' commander-in-chief and two Zentraedi Main Fleet Commanders in one barrage.

Not that Marchokai would live long enough to meaningfully regret such treachery, of course. As a sign of respect, Skull Squadron was escorting his shuttle as it flew in, and she had little doubt that the two humans and one Meltrandi of the unit could quite easily destroy it, its own fighter escort, the ship it had launched from just for good measure, and then escape back to their escort fleet in good time and order.

After the itch lost its luster, her eyes swung left to her adjutant and tactician Mira, then right to her superior officer Forna Tritiaz Garzon, over seven feet tall even as a miclone. As one of the Meltran Admirals, and specifically the one most involved in the battle against the Loptrathi, she had a prime place near the head of the table. The equivalent Zentran contingent sat opposite, and then the humans (and one Zolan) between them at the top of things, because they all agreed that the one person with a higher pedigree than a Mothership commander was someone who'd blown up a Mothership, with her staff naturally standing at the ready not unlike Tora's own place in things. They were the tensest of all, and she wasn't sure if she found that surprising or unsurprising.

Time passed, the shuttle docked. She stuck her tongue out at the Zentran captain sitting opposite, who just rolled his eyes. And then, it begun for real. The doors to the chamber swung open, and through came both imperial guards in full combat regalia and NUNS shipboard security personnel in rather less impressive ballistic vests and helmets. At the center of them both entered a rather less covered alien, striding in on multiple tentacles and gazing at them all with solemn eyes that instantly commanded respect. Were she a lesser woman, Tora would have sat up straighter on the spot.

Fleet Admiral Misa Ichijyo stood up, inclined her head, and pushed forward a set of printed documents, physical rather than digital to match their metaphysical heft. "Marchokai. Last year, you gave us your offer. This is our response."
___________________________________________________

Diplomacy Orders:
Target: Loptrathi
Nature: Friendly
Resources: 8 RP, 1 Turn

The Loptrathi have made it clear in no uncertain terms that they will be expanding their territory whether the NUN likes it or not, and the damage done could be catastrophic if they choose to target the likes of the Warlord Alliance. Politically convenient for the NUNG in some ways, certainly, but catastrophic nonetheless.

So, certain voices have suggested, why not give them what they want, in a way that doesn't endanger innocent lives? Then simply keep giving it to them until their expansion phase has ended. Simple, right?

While somewhat controversial, the consensus opinion has become that there's no reason not to try in an immediate sense with such a tempting first target for the idea to the south. NUNG diplomats, in the form of conscripted Fold Receptor-equipped singers, are to approach the Loptrathi with a proposition. If they expand east into Corsair space, then we will actively assist their clearing efforts and let them have the full spoils. The only thing we ask is that they hand over any slaves or refugees to our care rather than doing whatever it is they do with refugees in their warpath, current evidence from the refugees we've spoken to suggesting liquidation. If they're suspicious on our seeming generosity, say honestly that we don't need that land but the Corsairs are already proving a problem, hence our offer of aid in getting rid of them that also helps them via territorial acquisition. Offer a conventional trade deal if that would seem to be a carrot, don't push it at all if it would seem to be an imposition or request from us rather than a generous offer.

For the suggested strategy and tactics of the joint campaign, see Military Orders.

Target: Marchokai Imperial State
Nature: Friendly
Resources: 8 RP, Lynn Minmay, 1 Turn

Well that was unexpected. Unexpected, and a little disturbing, but not inconvenient. While Marchokai has certainly engaged in a variety of actions ranging from morally suspect to morally reprehensible, the fact is that the NUNG believes in the power of change and redemption, and has been willing to work with arguably worse for definitely less in the form of the many and varied turncoat Zentraedi that populate NUN space in huge numbers. His offer is accepted, with the exact conditions to be proposed for him to sign in a treaty known as the Megaroad Accords.

Marchokai Imperial State Responsibilities, Obligations, and Concessions:
1. The Marchokai Imperial State is henceforth dissolved, and its citizens and territory is henceforth citizens and territory of the New United Nations.
2. In accordance with the NUN constitution, governing is to be heavily decentralized and with a significant degree of local autonomy, but still under the authority of the federal NUNG. MIS worlds and habitats are to shift to democratic forms of government as soon as able, assisted and overseen by specialists from the NUN to ensure proper procedures and fair play.
3. The various feudal warlords under Marchokai are to be removed from their position of autocratic authority as soon as possible. In the hopefully unlikely scenario that any have performed truly heinous actions and not been suitably punished by Marchokai, they will be made subject to NUN justice. For the rest, even if they are likely to all be mildly distasteful, they will instead be pardoned for anything they may have done. They will keep modest but notable wealth, enough to live a bit more than comfortably on but not more, with any excess redistributed to the people and new local government as appropriate.

Then they will be given a choice of four offers: First and simplest, they can retire on their retained wealth. Second, they can accept a new senior posting in the military if they have appropriate qualifications, either in their local defense forces or in the NUNS when a suitable post opens up for them. Third, they can accept a senior posting in the NUNG's civil service, again if they have the appropriate qualifications. Fourth and finally, they can attempt to become a local President and retain executive authority, but in this case they will have to be elected by their population after running a political campaign against any who step forward to oppose them. If they fail to get elected, they will reenter society as an ordinary albeit wealthy citizen, able to apply for a military or bureaucratic position as highly experienced personnel but not ones with guarantees to get immediate high-ranking positions, or to try and run for an elected position again whenever one opens up.
4. Marchokai himself and his inner circle are to be given a similar set of choices, but with a more federal bent. They can enter the federal rather than local bureaucracy, the NUNS Admiralty rather than the conventional officer corps, and the NUNG federal Parliament as an MP rather than becoming a local President (if elected.) Or, of course, they can simply choose to retire. Publicly, this is to recognize the importance of Marchokai and his inner circle and the wisdom they may be able to give the NUN. Privately, this is to take them away from their personal powerbases more comprehensively than their subordinates without obviously snubbing them. Even in the event of no retirements from this group, it is anticipated that these individuals will make up a distinct but notable minority of the NUN's highest levels.
5. In accordance with the above points, a Truth and Reconciliation Commission is to be established. Considering the... unique circumstances of Marchokai and the MIS' entrance to the NUN, the focus will be less on uncovering and documenting past wrongdoings, since Marchokai can probably just give us a list, and more on giving back to the community, focusing redistributed assets where they're needed and generally supporting the restoration of communities and ensuring that there's some measure of some kind of justice going forward, and more brutally pragmatically hopefully less dissent from the locals.
6. The MIS armed forces are to be integrated into either local defense forces or the NUNS as appropriate, with their actual equipment largely being refitted or mothballed while the personnel is shifted into new formations with new gear. We don't need two entirely unrelated logistics chains, thank you, and our stuff is better anyway. (And OOC you probably don't want either giant messes of OOBs or for me to have more than my already extant 10 Fleets.) However, this is not to occur before...
7. Expeditionary military assistance is to be given to the NUNS for the duration of Operation Gatecrasher prior to the above dissolution, see Military Orders for details. Any warlords or commanders, including Marchokai, may choose to partake in the Operation as a "last hurrah" before they shift into their new roles as detailed in points 3 and 4.

New United Nations Responsibilities, Obligations, and Concessions:
1. Former MIS citizens will be given full representation in the NUNG Parliament proportionate to their territory and population the moment elections are successfully organised, giving them their fair say in government, and they will be recognized as NUN citizens with all relevant legal rights. Additionally, while discrimination of any kind is already strictly illegal under NUNG law, all necessary revisions to law and protocol to account for non-humanoid aliens will be made posthaste.
2. As NUN territory, the former MIS will be formally and officially considered equally important to NUN core territory for the purposes of military rapid response and armed protection against external threats, partially starting now and coming into full and total effect next year when integration is ideally completed or almost completed. This is implicit in point 1, but it's believed relevant to say explicitly to ensure it's understood that what is being made here is a full and permanent commitment to integration and the safety of these people, without compromise or even one step back if at all avoidable.
3. Immediate efforts to integrate the former MIS technologically (see Research Orders) and economically are to be commenced, with full tech-sharing in effect. Let nothing be held back. Bureaucrats and specialists are to deploy in order to assess and as necessary organise upgrades of former MIS healthcare, transportation, legal, data, and miscellaneous infrastructure to NUN standards. Presumably some amount of the 8 RP being spent is going here. OOC, this could be considered upgrading the territorial development of the squares from whatever level they are Marchokai-tech (Primus or Secundus?) to whatever level they are Extremis.
4. Pursuant to point 2, a promise is to be made that the former MIS territories will be upgraded to a minimum level of fortifications by no later than the end of next year. That minimum level is Moderate Extremis Fortification Experts, with efforts taken this year to upgrade the defenses to whatever level they are Extremis Fort Experts. If they're already Moderately Defended or higher, great, if not then that upgrade is to be performed next year by obligation. It should be noted that further fortification beyond this may be given to the territories, this is simply the minimum we're obligating ourselves to provide.

With the Accords signed, work should begin immediately. Hopefully, both MIS TP will be officially and practically part of the NUN by the start of next year.

Intelligence Orders:
Target: Eastern Territories
Nature: Investigatory
Resources: N/A

Send scouts out to the three TP to our east (N-19 Northwest, West, Southwest) and investigate their contents. It's about to be relevant.

Target: Warlord Space
Nature: Hostile
Resources: 8 RP, 2 Turns

The easy way fell through. That means it's time for the hard way. While an outright military intervention is unjustified at this point, not wanting to join the NUN is allowed, the warlords are not making what might be called an informed decision, acting more on mutual paranoia than anything else. Nor are their citizens exactly housed in the most stable, efficient, or democratic states. Thus, more coercive measures have been authorized.

Deploy agents (ideally local aliens, being less suspicious than humans, but some human agents may be able to slip through the disorganized intelligence networks of the warlords as well) into Warlord Space where they are to integrate as locals and begin to build pressure and, for lack of a better term, rabble-rouse. While a top-down approach has failed us, a full court press from both sides may yet succeed. Subtly spread information on the superior stability, technology, and quality of life in the NUN, as well as our superior ability to defend themselves due to our powerful military. Point out the envoys we sent earlier, and the fact that the Warlords refused to even speak to us.

Generally, over the course of the next two years encourage the population to speak out in what ways they can, and put pressure on each of the warlords to come to us from within. It is not believed that there'll be a great deal of freedom of speech in this territory, but it also seems a bit too disorganized to successfully suppress speech fully, so some impact is still expected. We're not aiming for a full revolt, revolution, or coup (for now,) so try and go broad rather than deep with our operations and propaganda. We want a large part of the population to be audibly pro-NUN integration or at least alliance, not a small part of it willing to kill for the idea.

At the same time, attempt to deploy agents closer to the warlords themselves. It may not be feasible to influence them in the same manner as the populace, but it should ideally be possible to identify which ones are anti-NUN out of necessity due to the paranoia of their fellows and which of issues with us that run deeper. The former can be secretly approached by our agents, who would propose private negotiations to both gain advantage and resolve the hopefully growing dissent within their territories. The latter can be left alone for now, but marked carefully as potentially problematic in the future.

Military Orders:
Target: Gateway Space
Assets: 3x Magnitude 2 War Fleets, 3x Fulbtzs-Berrentzs Constellations, Imperial Navy

To sign the Megaroad Accords in blood, open up a direct and large transport corridor between our two stretches of territory, and acquire land that can be developed and populated going forward, the decision has been made to launch an attack on the Gateway Region with a plan called Operation Gatecrasher.

The joint offensive on the marauders surrounding the Gateway is to use defeat in detail tactics. Since there's no organized superpower in the region, at least initially the local pirate bands should be vulnerable to being defeated in turn, especially since we should show up with significantly more military force than they have even collectively, with a focus on decapitation strikes due to an expected poor will to continue the fight after leadership is defeated. A particular focus is on securing the Gateway proper, with a deep strike to be made when our forces are in range to hopefully see off any pirates nesting there and secure the system it's on.

Defeat of enemy mobile forces is the main priority. Unarmed enemy bases are expected to surrender when their defenders and any orbiting platforms are destroyed, while enemy fortresses that refuse to surrender are to be cracked open by concentrated Macross Cannon fire. This applies to both the expected void bases and any planetary bodies. In the event that the enemy maintains significant civilian populations in population centers that refuse to surrender, well, that's new territory. Proceed under the Imperial Forces' advice and tactics, modifying them to be a bit more merciful if necessary.

While they are all raiders and reavers, an attempt to extract surrenders will still be made. Each pirate force encountered will be offered the chance to stand down peacefully, with their personnel to be subjected to NUN justice firmly but fairly (Ensign Pirate McGunner who's worst crime is locking on his assigned weapons systems to freighters that were forced to surrender their cargo with no actual loss of life can probably suffer a relative slap on the wrist before being left go sans their weapons, Captain Warcrimes McMassmurder not so much.) Let it not be said we're here to kill needlessly.

To help accomplish this and the campaign more generally, trade on our hopefully burgeoning reputation as the group that was able to see off the Loptrathi in style, as well as Marchokai's hopefully considerable local reputation as a powerful but ruthless commander.

Target: Druzhran Corsairs
Assets: 6x Magnitude 2 War Fleets, 6x Fulbtzs-Berrentzs Constellations, Skull Squadron, Loptrathi Forces (Hopefully)

Oh boy, time to shoot slavers! Deploy a lightning assault across all Druzhran territory, deploying a swift hammerblow to their various bases. While we will still offer and accept surrenders, we shall be much less willing to engage in extended negotiations and much quicker on the trigger. "Surrender or die, you have twenty seconds to decide." Skull Squadron's priority is to eliminate any enemy aces or superweapons that show themselves, or simply to perform general air superiority and ship-attack missions if none appear.

The primary goal of the operation is to destroy the Druzhran military forces and bastions (and the territory for the Loptrathi if they accept our offer,) while the secondary goal is to rescue as many slaves and captured refugees as possible. Use Special Forces and even general boarding or ground attacks by Marines if necessary to launch rescue operations, potentially even while the main space battle is still ongoing if the situation calls for it. If the enemy maintains large cities that can neither be destroyed outright (due to defenses or a notable slave population) nor accept surrender, we're at something of an impasse. If the Loptrathi are present, invite them in to deal with the threat, and if they opt for a ground invasion support with our air force, including VB-6 artillery units. If not, then simply blockade the planets until they either surrender or we can figure out what to do.

Operationally, we're to use relatively concentrated fists based around Fulbtzs-Berrentzses initially to try and eliminate the heaviest Druzhran forces, but it's expected that we'll have to rapidly splinter our forces and shift into wide-scale suppression operations due to the mobile nature of the corsairs. Or in other words, hit them hard while they're bunched up and pursue rapidly when they scatter.

If the Loptrathi decide to join us, try and coordinate with them as best we can, ensuring that any time that our forces are actually in the same system that a Fold Singer is on hand to enable communications between the hive mind and NUNS commanders.

Target: NUN Space
Assets: 1x Magnitude 2 War Fleet, 1x Fulbtzs-Berrentzs Constellation

Just in case, keep some mobile forces in reserve back home to guard against any surprise hostile attack. Despite our heavy defenses, it pays to be prepared. If needed, deploy to cover the MIS, especially if most or all of their expeditionary forces join us during the attack on the Gateway.

Research Orders:
5 Slots (30 RP.)
-Nupetiet-Vergnitzs Converging Beam Cannon Refit: With around half the work done, half remains, including the final details. While ripping out the hangars to allow for both a full conventional gun array and a Heavy Converging Beam Cannon has potential, it would be doctrinally problematic, since reducing fighter coverage is akin to death. On the other hand, targeting the guns and thus removing one of the already very few battery-based heavy warships from service invites problems of its own, based on the combat against the Loptrathi. Researchers are encouraged to adopt a half-and-half approach moving forward.
-Imperial State Tech Integration: We're about to integrate a whole lot of people, and the main species of said are a kind of what can only be described as "arboreal cephalapods." Needless to say, our existing technology will not work for them, which is going to be an issue if we plan to truly integrate them into our society. As a result, spend time and effort adapting our tech-base to the aliens of the Imperial State, everything from medicine to internal warship design. While we're doing this, analyze their own techbase and see if there's anything that might potentially be useful for us going forward, although since the focus is on adapting our tech for them it's not expected that any actual developments in this area will be done, just a set of proposals for later.
-Ultimate Fighter Project (Heroes Revolutionary Breakthrough): The Ultimate Fighter Program is based around the development of a new high-performance fighter that combines the best aspects of the YF-29 Durandal, YF-29B Perceval, YF-30 Chronos, and VF-31 Siegfried fighters into the tentatively designated VF-32 Galatine, planned armament including a Heavy Quantum Beam gun pod, twin Light Quantum Beam head turret/coaxial guns, a shield and assault knife, plentiful MDE micro-missiles in a dozen launchers, and several underwing hardpoints for additional ordnance if necessary. Extensive usage of Fold Quartz in all aspects of the fighter allows it to achieve performance unmatched by pre-Durandal fighter craft, and it is further tuned to the peak of performance, meaning that only ace pilots can properly unleash its potential. EX-Gear compatibility is a given, and integration of a VF-22-style BDI system is also a design priority.

However, all of this is secondary to the true centerpiece equipment of the Galatine, which is its Fold Dimensional Resonance System that most importantly both broadcasts and greatly enhances fold wave (colloquially "song energy") output. Support systems and a second seat combined with the FDRS allows for TSU deployment on the very front lines, and with proper resonance the capability of both the aircraft and idol are greatly increased. The VF-32 will usher in a new era of Idol-Pilot cooperation, augmenting both through joint action, especially since a singer is ironically far safer in the cockpit of such a craft than they would be on the bridge of a warship.

This is the first step in what is expected to be a three-year development program, one that will call for a hefty investment of resources, but the payoff is considered worth it. (3 Slots.)

Industrial Orders:
New United Nations to Heartlands + Excessively Defended (75 - 37 + 15 = 53 RP.) At the risk of making our core territory more densely populated than the Earth-Eden Sphere, we should keep industrializing our space in order to be prepared for when our initial prefabricated components and structures run out, which is expected to happen over the course of this year. The fact that more of our citizens will have the option to settle on planetary bodies rather than remaining stuck inside colony ships is a plus too. As for the defenses, the question is simple: Do we have enough fortifications? And the answer is equally simple: Never.

4 Population Points (20 RP.) While we currently have more people than space to put them, that could potentially change in the near future. As a result, fire up the cloning bays and start printing more Children of the Protoculture in line with population demographics and, for the Zentraedi, the standard accelerated growth package. As well as the obvious benefits of having more people, an additional growth spurt halfway between what they're used to and the Cultured way of raising children should help move along the cultural development of the Zentraedi Main Fleets allied with/part of the NUNS that still make up large chunks if not the outright bulk of our military forces.

127/127 RP spent.
 
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Cybran Nation Turn 2 Start @Velocci
The new year is marked by multiple highly inauspicious occasions. The first and most immediately severe is that the Specters have launched a sizable invasion of Cybran territory. In a bitterly ironic turn of events, they reacted to the attempts to rouse them by lashing out in force in a random direction that just happened to contain the Cybran Nation in it rather than due to them understanding that the Cybrans are the ones who roused them to anger in the first place. An immediate tactical response is required.

Second, access to the local Hypernet has involved gaining access to regional news, data analysis of which seems to indicate that the Merendi Imperium has "gained access to local battle salvage in the wake of the recent southern conflict of significant interest to the Solar Empress and the Empire," and are announcing reverse engineering efforts are already underway. To what end is unclear, but it probably isn't anything good.

Finally, even as Cybran mobile units moved to respond in force to the Specter attack and war planning for it and potentially other strategic operations for the coming year commenced, previously unseen foes moved to take advantage of the sudden relative gap in the Cybran defences. Volreaper, or more colloquially Human Hunter, is a collective term for a variety of private interests and mercenary groups bankrolled by the Singularity Pact, in particular the Ecumene, to conduct search and destroy missions on all humans they can find and safely attack. Sensing an opportunity for mass murder in a newly arrived batch of humans suddenly under heavy attack, several of these groups moved in. Post-battle analysis indicates they'd previously been in the region to probe the Merendi Imperium for weaknesses, since despite their colloquial name they battle more than just humans, but deemed the Cybran Nation a higher priority threat upon their arrival.

And despite what the concept of private death squads may bring to mind, these volreapers operate battlecruisers. It would appear that in the Lesser Ecumene's current next-generation battlecruiser program, many Great War-era vessels "vanished under mysterious circumstances", or were outright publicly sold to mercenary formations. And even an outdated Ecumenical battlecruiser is worth its weight in Cybran ships, able to threaten even a Universe-class with the proper support, although in an act of admittedly intelligent cowardice the core Nodes so guarded are avoided by the attackers.

But what the volreapers had in turn not been counting on was that the Cybran people were far from unused to being hunted for the crime of who they were. The previous year's work on defences does not go to waste, with orbital fortresses and monitor cruisers exchanging fire with the enemy's navy, holding off landings as long as possible. Citizens are ushered into armoured bunkers even as the first wave of drop pods and attack shuttles start screaming through planetary atmospheres, with orbital interdiction systems (apparently an Ecumenical specialty) deployed to prevent Quantum Gate escape, although curiously not entry.

These invaders do not have an easier time of it than their warship brethren. Burst Masters fill the sky with flak, downing many of the foe before they even touch the ground. Those that do, via luck or deployment by teleportation, find that the city itself rises against them. Infrastructure is repurposed by Evacuation Guards, manufacturing centres that had been producing vast amounts of consumer goods altered to instead construct Tier 1 units. Loyalist LABs in some cases open fire even as they walk off the assembly lines, and the concentrated streets of Cybran cities shift and move around the attackers, short walls with anti-personnel turrets appearing where there had been none before to block the foe's path while other barriers vanish to allow for rapid ambushes.

But while the enemy may have been surprised by the extent of the Cybran defences, they are not fools, and did not come unprepared. The humans of this universe have a reputation as peerless warriors through their incredible psionic strength, and so the volreapers deploy with massive force, heavy assault troops than a match for even the most valiant Evacuation Guard, dropship-deployed battle tanks, and a surprisingly fanatical commitment to the extermination of all that is human. They push towards the bunkers containing the Cybran civilian populations, almost heedless of their own losses, with an obvious aim to deploy weapons of mass destruction; chemical, biological, and worse still.

Distress calls echo out from the besieged worlds, repeating with a rising panic as the enemy's goal becomes clear. But the Armoured Command Units and mobile war fleets of the Cybran are either too busy preventing the Specters from doing even greater damage at the front or marshalling in centralised mustering grounds far away from the interdicted worlds. Painful choices begin to be debated, heavy losses likely to be inevitable, even though it's clear that the Cybran defences are more than heavy enough to prevent the volreapers from outright wiping out any given planet.

Fortunately, no such choices need to be made. Help arrives from an unexpected source.

The UEF and Aeon expeditionary fleets arrive a year or so after their Cybran counterpart, streaming through the portal in great numbers. They planned to take this year to get their bearings, establish logistical networks between their future territories and the Cybran-held portal, and otherwise take things slowly but surely behind the vanguard of the ever at the bleeding edge Cybrans. Instead, they arrive to hear those same Cybrans under attack by aliens with genocidal intent. Neither the UEF nor Aeon expeditionary commanders have any particularly great love for symbionts, but after the joint struggle against the Seraphim both at least see them as people, and in this case innocent people being murdered.

In a show of Coalition unity unseen since the final battle for Earth, both expeditionary fleets charge to the rescue of the embattled Cybran defence forces with all possible haste. Eschewing the deployment of their powerful but slow supercapitals, the relief force is instead centred around gating-in Bravo-17s and Portents. In a twist of fate, the two designs complement each other well, the Portents charging in and taking attention away from the artillery ship Bravos. Quick work is made of the main volreaper battle line when it attempts to stand and fight or evacuate its deployed forces, with the wiser enemy commanders simply fleeing immediately and leaving their ground troops to their fight, inevitably pursued by swarms of strike craft from all three factions.

Choosing not to deploy heavy ground forces for political reasons, the UEF and Aeon do move quickly to aid the ground defence with the deployment of strike craft and special forces. Broadswords and Restorers, chosen for their rapid fire rates, sweep both ground and sky of enemy vehicles, while Armigers and Operatives provide a much needed ability to combat the volreapers' heavier powered suits on their own terms. There's even some field deployment of Aeon Exorcists, seemingly to test them in actual combat, and the results seem to be promising enough, with their high-speed fighting style allowing them to overwhelm enemy positions quickly.

Before long, every Cybran world is safe once again, with minimal civilian casualties to boot, but it was an exceedingly close run thing. Additionally, many thousands of Evacuation Guards sacrificed their lives to at first delay and then defeat the volreapers, with impromptu monuments to their sacrifice already emerging on most of the assaulted planets.

As for the Coalition forces, they've privately informed Ivan Brackman that they intend to largely continue their original plan of laying foundations for expansion, with a side order of doing what they can to hunt down any remnant volreapers that may be lurking in the area. The good news is that for this year the Cybran forces will not have to watch their interior, but the bad news is that they won't help with the Specter threat unless the situation on the front catastrophically deteriorates. Additionally, space must be marked for both the new arrivals by next year in one way or another in order to keep them cooperative going forward.

Strategic Turn 2 Start
Available Resources: 156 RP


Cybran Nation Strategic Turn 2



The Red tinged Heads Up blared and swarmed with images, countdown both ongoing and paused, that only served to increase the anxiety, headache and possible overclocking of their implants that they were sure was going to short both parts of their brain.

It wasn't supposed to be anything like this. Jaimie had come here after their wife had insisted that she wanted to be a part of the Bounteous Meals project, utilizing her expertise in the underlying coding of Cybran technology and Nanolathe molecular processing, and the both of them had moved to this small Node bearing the same name outside the known Universe. Dedicated to improvements to the agricultural module with an eye to someday allowing a nanolathe to produce a full and appetizing meal with only a civilian consumer device. The failing of the Nutrient sticks that could be produced instantly while on the run and fed the Cybran Nation for the Infinite war apparently needed no more explanation than the face they had made as a child when their uncle had given them one as a joke.

They shifted and leaned against the wall as they watched the fifth countdown in the list race down to where he needed to act.

They had never really set out to become an Evac Guard when they settled in, referred to take the program in as a part time service after becoming known for successfully organizing and executing the Evac drill. Mostly due to preforming the act several times with the self-induced hyperactivity and other complicated issues that the children of the Chimera descended Node required a couple of months ago. Causing them to double check that all of their students had made it to the Gate Module contemplating the confirmation signals.

The Blazing White largest timer stood still as the Error message buzzed through them and the rest of the troops present as it blinked on and off. Both overstating and not quite conveying the terror that and the fact that they were trapped with the bug like Monsters that had waited for the exact moment that the Commanders had been called away.

"You sure this is going to work, Stars? Never thought that those toy Moles that the Kids play with could hurt somebody in our outfits yet alone the shocking things those Voler kitted themselves out with." They were shaken out of their brooding by his surroundings.

They were down one of the sidetracks of the Node, in amongst a number of Agricultural and Manufacturing Modules, the main Roadway sat behind a wall of the same dark coloured metal that had been ubiquitous in all of the lives of the Humans present to be just another part of the scenery.

"Yeah, Drew. Physically most of the Moles are basically the same thing the Coms use for scouting. Just with multiple levels of protections to keep the things from breaking bones and killing people, something produce from a military factory can run as fast as a slower aircraft. The bigger kids don't get their pets going that fast because the secondary speed limiters are hidden in the Machine Code itself instead of the programing langue and more normal code. If you remove that and keep the protocols that have them jumping into the kids' arms, then you get basically a 22 Kg bullet that hits them at a couple hundred Km per hour."

Well, that was what their wife Pents had hastily told him while sending as much code and weapons idea as she could stilling and stuck in the chair at the Central Gate Module.

"Then as their picking a fight with the collective toy box of the Node, we drop the walls and hit the bugs and whatever with the Nanite launchers before pressing the escape key on the whole thing. Also Drew, delete that word from your dictionary, apparently 'Vol' is just 'Chiphead' for Aliens that don't have the stick in ass that the Aeon stole from the Seraphim." The booming voice of Ash Gauge, the coordinator for Hab Block C-15's guys, she was a tall and broad shoulder woman that rumor had it was actually born in the Assumpta node, although given the timeline she would have only been an infant when the two Redfogs basically blew up that zit on the Cybran Nation.

Still despite her jovial and kinda stern attitude, she came from the Red Blades and carried around one of the overelaborate knifes that she got from her mother everywhere, with that and her work to both start and qualify for a commando program here meant that people tended to listen when she started talking, especially for times like now.

She was accompanied by a dozen or so people clad in the same attire as the rest of them, a mostly bright red armour with black jagged edges with a soft blue glow coming from the view ports and the beams of matter and light that emerged from the device on their writs. All hastily printed with little to no customization beside that of the constantly fluctuating decisions and reconsideration that were part of the Node.

The scene looked impressive, almost like a group of professional soldiers you'd see in an old documentary about the wars of old or in some fantasy or action flick.

The IDs telling revealing them to be mostly local volunteers from the same area that they lived, probably should have actually gone to the Hab Mod meetings. These weren't great warriors, meticulously hone war machines or supersoliders, or supernaturally infused chosen ones. More like a collection of Data analysts, Gate monitors, a few technicians and along the constellation of data at the edge of their mind, approximately 5674 others in this part of the city alone. Only made fearsome by a combination of cleverly designed equipment and long and well practice protocols drilled by the countless slaughter throughout the ages.

"Stars, bring your head back groundside! Showtime is in 68 Seconds and I want the mechpups leaping into our visitors' arm like a cracked UEF Propaganda vid,"

Switching from the private link she took a louder tone of voice as she addressed the entire squad, "Got some intel from a camera that got overlooked and A-2's little block party a couple of hours ago." Most of the triangular helmets turned her way, "Our guests apparently were looking to have a Rave, brought a bunch of Gas, Chems and glitches like that. Pumped a bunch of it in the empty out blocks after A-2 pulled a fast one on 'em and trick them into blowing their load early. Apparently, they got another kegger that was diverted down our way now they've got the right address. It's our job to make sure it stops here.

I want to remind every here that we are damned luckily that these 'Volreapers', despite the Jammers, despite the weapons and power armour, despite crawling over piles of their dead to just for the chance to kick a Human in the shins, are the worst Shocking Human Hunters I have ever seen or read about, they've had just us between them and killing our loved ones.

No Com, no Proxy Super Science Special that Brackmann cooked up,

hell, they've trapped us down and are jamming the Gate.

The old Earth Empire would have turned this world into Procyon 2.0 in about 3 hours,

The UEF would have killed us in under an hour,

Marxon's abused girls in about thirty Minutes,

The Seraphim and QAI would have done us in under 10 minutes.

You want to know how long we've held out?

25 hours!

Undefended My Defragged Ass!

You know What!

We're going to do the unthinkable!"

She Paused dramatically,

"We're going to Shocking WIN!"

While Stars, the nickname the squad had given to them for being the only one from the Starlifter's Node originally, something they were not happy with, was not particularly enthused about the speech and was running on anxiety and spite at this moment, Drew and the rest of the squad mates seemed to enthused and cheered insults and all those other words of encouragement or blood lust.

The performative aspect of them hushed was alerts and screens appeared giving everyone a look through the eyes of the low to the ground and cloaked Moles

Normally the road ways would be buzz of activities as Botanists, Engineers and others would be darting into and out of the various modules or just milling around taking a break, but now it was will this unknown creatures glancing desperately back and forth from the wall to the road or making the ever present chittering punctuated by Vol sounds as they glared at the actually expensive and time consuming materials to produce but were forced to pass them by as their commanders hurried them almost desperate to try and end this as fast as they could.

Did they know something that they did not?

However, the screen started shaking as the hidden machines suddenly spirited towards the Invading creatures, free from all protective constraints the feed turned nauseating as the suddenly performed a mockery of their purposed built programing.

The snaps as they collided with thin limbs or the cracks as the splintered on the frontal armour caused screaming of Surprise, anger, frustration and pain as the column stopped and started firing randomly down the street and a battle tank rushed forward to soak the improvised weapon's fury.

The most relevant countdown ended dropping the walls revealing rows of small, automated laser turrets, although barely more dangerous than the rifle they were holding, would still reap a sickening tole.

These idle thoughts were only possible as the AI section of their brain switched into overdrive deploying the time tested and worryingly Machine Complexed movements, the entire squad opening fire, pre-set targets from the vision coming from the hoard of moles letting lasers dig into cracked armour and downed shields, felling the power armoured troops in single shoots that should have taken a dozen or so such strikes, Jaimie themself hit a cracked armour from a particularly round specimen igniting what smelled like Ammonia turning the powerful armour into a hellish oven.

A nano second later as the barrels and other weaponry was halfway turned to punish the impertinent ambush the slight whoosh passed less than a meter over the Fireteam's head as the Nanite missiles slammed into both the Tank that was busily hustled up to the front and what looked like a container truck.

The explosions threw the cybrans at the front, Jaimie included backwards and to the ground as numerous explosions and chain reactions when off.

The blaring alert and a stabilizing feeling as their implants shifted their processes to keep them conscious gave them the clarity to understand what the messages meant. And even in a suit of power armour it wasn't good."

"Shock, Shock." They could hear the never blinking pure white Chimera eyes manage to grow even larger as the data came in.

The Pair of armour suited Cybrans were hauled to their feet. "Got to pick and go! This party about to get too hot for our clearance!" Ash's helmet raised to look at the Wall, that had already been raised back up, starting to melt as the screams on the other side inspired sleepless nights and the definition of the sounds of numerous horrific afterlives both now and in the future. And more worryingly it looked like something was trying to tear its way through the broken metal.

"Shit move, move, Move!" Ash shouted over the coms as the relatively intact crew raced back towards the trams jumping and weaving through the debris and raising cover powered by the extra mobility that the suits were meant for. A quick and unprescribed optics update showed what had broken through the wall. It was a spindly one of the Aliens, well it used to be, now it was a melting terror as the Nanomachines ate at its armour exposing Chitin and Flesh before liquifying that as well.

As all know an Adult Cybran has no Physic presence, but the creature radiated hatred as it, driven on more by spite than the life the body used to contain, caused lighting burst out of it racing the armoured figures and creating a crackling fielding in front of them.

"NO ESCAPE!" The fact that the words were translated would have come as a surprised to most expect those with familiarity with how the emotion of terror could be used to prolong a near dead Flux user just a little longer, or to someone that was completely unfamiliar with the Pentarch Space.

Jaimie sat in the latter category tackling Drew to the ground as the antimatter weapons fired disjointedly tearing into Jaimie's armour and lifting them off the ground.

Sheering pain tore through their body as the heat from the Anti-Tachyon impact tore through their body and the pure energy baked flesh and circuits in their shoulder the armour doing all it could to reroute and disperse the energy. Their hand clenching from the pain the Pulse laser rifle let off a burst in the general direction

They were immobile, they were dead… but the second volley never came.

Unfortunately for the Reaper the blood shed of near magically dead individuals lacked a bit of oomph that they need to keep their internal organs working after yet another energy burst to them, exposed by the eaten holes in the power armour. Not even with a chance to return the favour as the Reaper's weapons were on wings with great surface area that tended to fare poorly when you are covered in swarms of Nanites. As such the power master of slaughter and terror met anti climatic end at the hands of a Vol that spends their days helping children learn mathematics or trying to explain to children that no you do not tap the glass during a gate transfer.

Ash and Drew dragged Jaimie the rest of the way as the wall in other sections started to glow red as what would be the final push for the Civilian Gate Module floundered and tried to find a way around the congested mess having once again bit frustrated and stalled as new arrivals appeared overhead in the sky.

Jaimie drifted into and out of consciousness, kept more awake by the implants than anything else, barely aware of the cheering and excited chatter. Medical tools coming from mass stripped from the racing pod itself, produced numbing, cutting and reattaching and purging errant code signals. They heard only snippets of conversation,

"They'll make one final push for the module, apparent a bunch of the Engineering Proxies got some Audax up, their crap for hit and runs but the tankiest thing with the most firepower that we can fit down the residential roads…"

"Jaimie... will be Okay right?"

"Yeah I got him stabilized thanks to getting Doc's proxy on the phone. I think its going Wraith myself."

"Don't let Jaimie hear you refiring to them that way, Blades. Their Wife's helper is practically in charge in setting up the final defense…"

...

"So, who did Hall choose to exile from politics for this?"

"I dunno, some moderate old schooler. What I could pull up on him is that while he is not happy with the more Coalition nature of the Coalition and wanted the UEF parliament to be directly in charge, but he has publicly insulted the Flecherites and had been a thorn in the side of Symbiont Industries, thinking back during the war that some sort of abuse was happening behind the scenes that was forcing people to join our ranks."

"Hah!"



"A freaking Princess School?!"

"Yeah, apparently the Aeon lost so many top people involved in choosing the girl for the spot that you could almost make a Node out of all the potential kids." …

The last thing the Jaimie remember before fully passing out was the countdowns one by one disappearing.

They had survived, they now knew what they were up against.

They were no longer the one on the Clock.







With the Appearance of other Expeditions and both the assurance of the safety of the Homefront and the pressure to honour their obligations to rest of the Coalition the Cybran forces would redouble their efforts as time and resources against the Specters, aiming to not just push back them back, but to push into their territory and end their threat. Time, attention and emotional stress that were being spent fretting and trying to free up resources to find a to stop the Volreapers. Plans were redirected back to figuring out how best to combat the gaseous abominations.

The key would be to stop the flow of reinforcements and to ensure that that the Commanders were not dealing with too many of the Clouds at the wrong time or at the same time and using this method they would slowly push into the Specter territory.

Once the creatures had been dealt with and the Cybran Expedition would become a flurry of activity once again, meeting with both the Defense Coalition and properly introducing not just the Cybrans but the Entirety of the Coalition of Humanity and inquiring to the SDC about many of the events transpiring and trading Information putting together many of the mysteries kept from both of them. Meetings with the Minor powers and arranging meeting between them and prominent members of the Nodes to not just assure them that all of the major grouping of the Cybran Nation would respect their territory but opening both agreements for military access and further cooperation to let them keep said freedoms.

The other Brackman and Champions of the Nodes were given no rest either once the fighting was done. The Fame Tip of the Spear would first oversee the first year of the construction of Armour Command Unit regiments and the training of their pilots and would then go forward himself to promote the settlement of the mysterious worlds that were gaining the name Bait Systems, by putting himself in the line of fire of the suspected trap. Taking the opportunity afforded by saving time on the repeated and massed produced terrain simplifying the layout of defenses and Civilian modules and their own traditions in trying to note make their controlled territory not too inconspicuous efforts are made to not overly disturb the ecosystems and the Experiment that whoever was running.

The Well-known and still feared Cybran known as Redfog had her attention turned south towards the directorate. At first not the top priority of the Nation, it would shortly become one after the talks with the locals about the new most likely product that the current market darling was pursuing. While the servers at the Herat of the Directorate that performed the tasks of the most ancient of the Symbionts would be the long-term goal of the operation for now the Cybran Nation just needed a door in and a combination the magic of the Imaginarium and Redfog's familiarity and skill in a nest of murderous narcissistic psychopaths. Absolutely no one, either cybran, influencers or downtrodden wage slave was going to be ready for what happens next.

The Nodes themselves in the wake of the Volreaper attacks zeroed in on the weapon that was actually threatening in the arsenal presented by the Ecumene's proxies. The derbies and wreckage of any of the Volreaper ships was swarmed by civilian craft and sponsored researcher groups intent on reverse engineering its secrets, most specifically the interdiction technology. A group of Engineers and designers from the local Starlifters cohort immediately launched a project to create a version of the Recall device used by ACUs that will exploit the Ecumene lack of the ability to stop units from gating in to have the out of system device open a portal pulling the civilian populations out of harm's way.

In the End the Ecumene would come to regret revealing their hand so soon.



War

Target: Specters

Resources: 3 mag 2 Fleets, Tip of the Spears, Wiliam Gauge

Plan:

Push the Specters back into their territories and then follow their path back to the Homeworld or Portal or center of operation. There is pressure to force this conflict to its conclusion as soon as possible as such we have a system to try and speed this along.

Keep a small forward observation force of Spy ships keeping tracking their movements and main routes of movement.

Once we have left territory that has life on it purpose of the Navy will be to engage Specter groupings to break into a system and draw the majority of the forms away from the Planet giving ACU's the time needed to get a defense and Economy going on world.

This is determined by the ability to produce Soulcrusher Gunships without needing to pause ground and Air Forces production large enough to contest average swarms of Specters.

Then the Fleet will transition to a world either off the path from the Specters Network or one off the beaten path enough that it will be a while till they can react to a supply base being set up there to repair and expand the fleet while the newly harden Commander holds off the Specter assault.

Note if the Specters look to be ignoring the Planet to go further down the chain fire off Quantum Gates repeatedly to get their attention and force a conflict. Keep them fighting where we can easily replace loses and have the advantage.

If they manage to start overwhelming a planet coms will fall back to the world where their fleet is or if they need to evacuate as well fall back to the previous fortified world.

Once the Fleet is ready to invade further down the chain, they will attack a lower concentration world of Specters cutting off those further down the chain repeating the cycle with the coms on the rebuilding bases becoming the next group to be the ones hold a fortified world with the previous fortified world transitioning to the next rebuilding world.

Side Note for probably enemy adaptions

  • They Will Adapt! Expect them to change tactics and adjust accordingly. While we do not understand them
  • May start predicting and waiting for forces on 'safe worlds' if such behavior starts to occur start treating each world as an assault and fortify world with each group of Coms sharing the responsibility of repairing and reinforcing the Navy before the next strike, should make each fight easier as we stretch their logistics
  • May start trying to obscure their supply lines, this will limit our speed to reach our main targets, attempt to speed up the cycle given above the slower and diffused lines will allow us to defeat them in detail
  • They may concentrate in an attempt to resist the assault, if along the chain either spam gate signals in a system next to them
The Specter Organisms are immune to kinetic and Explosive energy ruling out the use of many of our Nanite weapons, missiles and rocketry. But are vulnerable to Thermal energy in the forms of Lasers and other exotic energy and to a lesser extent particle beams. This combined with their lack of known infrastructure and ability to detect FTL capabilities has some heavy ramifications for terrestrial combat for the Cybrans.

  • Air
    • T2 and T3 air superiority Fighters' weapons will be ineffective along with most of the bombers' tools, this includes the Renegade Gunship
    • The Soulripper does have an effective weapon in the Electron Bolter but their damage is still limited
    • Units that have full effectiveness, Shadows, Jesters, Corsair Anti Air and the Wailer
  • Ground units
    • Most ground units will viable
      • Exceptions are the Hoplite and the Viper alongside the T1 and T3 Antiair units which will have no effect
    • The electron Flack producing Electromagnetic storms will also prove useful for disrupting large clouds of the enemy units
    • Overall, the Static defenses will be greatly effective with the exceptions of T1 and T3 antiair and the reduced effectiveness of the particle beam of the Cerberus turret
    • Commanders will need to grab the Grazer upgrade in case the Commander comes under attack and all Support Commanders will need to have the EMP upgrade enabled to participate in self defense.
  • Overall strategy will focus on mobile attack forces favouring units that can effectively kite, such as both the LAB Loyalist and the Loyalist reborn, actually a large focus on the Tier 2 unit, its EMP death weapon is a near perfect counter the Specters combat style. Here there will also be a large focus on point defense and Flack in Cybran bases, as they move into the Experimental stage the Monkeylord series and the Stormstrider are to be considered effective weapons but more defensive due to low speed, for those looking to engage the largest of the Specters it is recommended to use a Soulcrucher assisted by T1 interceptors and Wailers. Once the Planet has been cleared and it is only incoming forces Commanders are advised to heavily fortified their bases, A mobile force will only be required if the on site Commander deems it so and Experimentals are required for engaging the largest of the Organisms. The Soulcrusher being the most effective due to firepower, armour and relatively high mobility.

  • Here we are assaulting the Specters positions with that and the fact that they are immune to the munitions used by our most mobile forces
    • Ineffective designs include: The Dostya, Rocketry of of the Universe Class (the Proton Cannons are at reduced effectiveness), Leviathans, Scorpion Wing, Revenant Bomber
  • As such the Bombardment phase is non-existent for the Cybran Navy at this point with noticeable changes in strategy overall
    • Skirmish phase will consist of Suggest class carriers filled with Wailers accompanied by Wailers with Swindler Support, Rember to turn OFF the Wailer's jamming capabilities, While these strike craft are not that mobile, we hope that firepower and armour combined with the melee nature of the Specters will negate their lack of mobility
    • Cybran assault forces will consist of a number of Spears as a central point which will target done the concentrations of Specters, They will be supported by mainly Slabs and an unusually high number of Advocates and Smasher class vessels.
      • The Advocates are here to die and use their EMP as the Specters dive the Dreadnaughts with will be accompanied by the EMP and Electron Flack of the Smasher Class
      • Slabs have an upscaled Heavy Disintigrater Pulse Laser compared to the Howlers' plasma cannons so while some Howlers. So it is considered the main weapon to be used against the larger Specter Specimens.
  • Pursuit Phase is a lost cause, the best chance to catch fleeing enemies will be to incentive them to engage a Commander spamming a Gate
  • As such the Main goal of the Fleet is to provide a Commander enough time to get a force ready to deal with a constant stream of the Clouds.



Note all activities unless noted will begin after this action is complete

Claim territory: Art project?

Resources: 2 RP

Make an official claim on the Art Project and announce Settlement


Target: The Syrabaric Defense Coalition:

Resources: 8 RP, Ivan Brackman

Plan: Formal Introductions with the SDC and various discussions

Give Information on

  • Why we used an unusual way of contacting them, most we were unsure of the information capabilities and reaction time of The Omniswarm and the Merendi Imperium, historically our protocols are used to dealing with enemies that attack within an hour for the purposes of extermination and may have overestimated their capabilities
  • Who we are and why we are here, admit that there is a lot of free space in our own Universe but there is a lot more opportunities for helping the rest of the Nation back home
  • Offset this inquire and telling them that many of the minor Nodes are interested in their political system and in general play up the similarities of our too systems and our eagerness to learn
  • Give information on our Allies to keep them up to date on what is happening to the south, include the positives, for example The UEF putting the living standards and outright screwing over its own corporations for betterment of both its citizens and humanity in general, but enough information to keep their guard up, in the case of the UEF do state that this turn of heart came about due to extreme circumstances and that while a minority of the total population many of those more loyal to the old administrations do exist
  • Give a warning on the two most consequential technologies the Merendi Imperium may be attempting to reverse engineer, The Nanolathe and the Quantum Gate, give an overview of their capabilities, especially in warfare and information needed to detect something gating to one of their worlds
Information and other thing to try and Acquire

  • Information on the Art Project and the dangers that were the reason nobody settled it, emphasize that due to resource crunch we are heading there regardless and we want to be prepared
  • Information on Weapons techonolgy and capabilities of the Omniswarm and an agreement for cooperation against the Omniswarm and while not currently most likely The Merendi Imperium as well
  • Ask about the Resource that the Super-Directorate is attempt to harvest to the Directorate's west
Target the Minor Powers:

Nature: Friendly

Resources: 2 RP

Plan:

Smaller Nodes and non Legend Leaders of more major Nodes pursue an agreement for Military access to allow Military to move in their territory.



Officially Set territory:

Target: UEF Expedition

Resources: 2 RP

Plan: Officially set the territory Unoccupied Space as UEF territory



Officially Set Territory

Target: Aeon Expedition

Resources: 2 RP

Plan Official Set the soon to unoccupied territory that is currently Specter Space to be given to the Aeon, as the Cybrans finish clearing it out 2 Warfleets and The Tip of the Spear will travel Northwest to the settlement of the Art Project with One Warfleet returning to the Portal territory to join up with the newly constructed Warfleet

Create 1 mag 2 Warfleet

Rp: 10

Upgrade Territory Art Project? to Heartlands

RP: 75

Upgrade Territory Art Project? To Excessively Defended

Rp: 25

Target: The Super-Directorate

Nature: Hostile, Subversive

Resources: 16 RP, Redfog

Plan: Data will be collected to find one of these Influencers that could be reasonable imitated and faked by the Imaganitarium's technology, artificial voice and image overlay for electronic media or Holographic and video chat and has a relatively overlooked domain with the society. Eliminate, Capture or Kill it matters little, and have Redfog take the influencer's place where she will play the game of assassination and murder covering as the Cybrans create resistance and mutual aid groups in the underclass targeting those that try and take umbrage with the lower subversive activity. She and a Special Forces team will be the primary force to attack and dispose of threats and leaks, create fake videos and other media of such conflicts that will be palatable to the larger Directorate audience. Goals here are to keep Quiet and avoid detection

The focus on of the groups targeting the lower classes is to create an information network that can funnel people in and out of the Directorate, with secondary objectives is finding the location of the AI servers, provide safe places for people to hide and form a community that could be armed later. Remember to limit your targets and ambitions for now.



Target: Homelands

RP: 2

Plan: We know that the Omni Enlightening Swarm is preparing an attack or retaliation, Keep an eye on transmissions and look for high data packages back to the Omniswarm territory, also look for unusual data access to anything military and evacuation protocol related and follow up on it.

0 RP Slot: Finish reverse Engineering engineering Hierarchy FTL: apply it to Units above the level of Frigate and the Silent Knife class Ship.

1Rp Slot: Finish the integration of phase technology on the prescribed units

4 RP: Investigate the Wreckage of Volreaper ships, the goal here is to determine the mechanics of Ecumene interdictor Devices to devise a counter to it. If that fails, they are going to be poking around in a Maxiumus level wreckage. They might find something useful

9 RP: A group of Engineers will work on a version of the Recall facilities to help with evacuations of minor Nodes. Under the rules observed outside sources can open portals inside Interdicted zones, The Goal of this project is to create a Facility that can 'Recall' the Civilian bunker in the Gate module to a more Central Node and facility.
 
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All orders carried out without incident.




The Caregivers will implement the patterning technology on a largely volunteer basis for the time being, not wishing to force such a drastic change on their charges for the present. They do agree to the non-aggression pact and to the embassy well enough, and offer a reciprocating pact and bargain.

The Theocracy does for the time being, accept the bargain. As for the Elendian faith, it is worship of a being that had survived the death of a prior universe and continued on into this one, a transcendent thing that exhibits properties through the flux, through its esper abilities, and beyond, existing in many subverses at the same time. It and its brood and kin, often called the Wise Ones, also offer secrets and knowledge through their scarcely fathomable ruminations and rumblings.



The Penetrator class Destroyer is able to be produced in relatively short order, it doesn't ask for any new technology, nor does it really require any particular modifications of the CORE's manufacturing systems, as such it is more or less immediately ready for service by the end of the year, and can be counted on to accompany your fleets.

The Reliquary's guardians are machines of course, made in service to something called the Hagravya Union Republic a long, long time ago. The oldest of their relics are more than two billion years old, the youngest merely hundreds of millions. But the makers are unmistakably gone. The guardians themselves acknowledge this, but they maintain their vigil anyway as a check on the destabilising influence of their technology falling into the hands of societies not ready for that leap.

The Hagravayaki recorded the spread of a yellow self-replicating and assimilative mutagen in the later period of their civilisation after having grown into a major hegemon of Pentarch space, and then the fall of one of their compatriot civilisations to the substance as they grew addicted to its benefits. They fought a war to try and contain it, but something emerged, and the Union Republic was promptly annihilated, along with virtually ally signs of life in the region.

The machines do analyse your capabilities, and deem that you are technologically close enough to their makers to allow you to settle upon their craft, though they seem to insist that if you wish to understand their secrets, you will need to research things the harder way. Still, it is enough to claim this subsquare.





Further expansion of discovery efforts finds that there's more virgin space that the Lizardmen could potentially snake through towards the spinward edge of the galaxy. The Nightmare Lords seem to have, on further examination, been pushed out of some of their territory by the Ancients who live northwards, and have thus needed to retreat from some of their space, giving a perhaps unique opportunity to strike at the Nightmare lords while they remain weakened by the sudden thrashing they took at the hands of the Elendian worshippers. Likely because the nightmare lords were trying something meant to expand the soulstorm, which of course would never be acceptable to the mysterious ancients to the north of Tarandil.

As for the northwest of the Soulstorm.
`Located within the central northeastern section of Kalimdranor, the Devastator Rifts hold what were once some of the first sections of space to fall to the Voice-Touched Kalimdranor Republic. The Republic unleashed their newfound power with gleeful abandon upon the region, devastating whole swathes of space. Even as part of a Fluxstorm, most worlds and even stars in this region are crippled or shattered in some way, and it is rumored that if the Fluxstorm ever ceased to exist, most would fall apart completely.

Normally dominated by the Voice of Silence's Ruinmakers, recently the Rifts have become home to a new power, if the reports made by the handful of survivors from those brave enough to venture so deep in can be considered reliable. A number of Flux Fortresses have emerged across the Rifts, establishing their own strange laws within the Fluxstorm drawing energy from the raging currents. Sorely tempted by the technology and vast resources stored within, numerous warlords have attempted to gather armies to invade these Fortresses. As of yet, they have had little success beyond increasing the number of defenders with their puppeted corpses. These vast Golem armies now wage war against the Apocalyptics and any other would-be intruders to the enigmatic structures.`

The Nightmare Lords have also been establishing a permanent presence within the Devastator rifts, trying to conquer the territories of the Ruinmakers in an effort to spite the Lord of Fear's rival. They had conquered a subsector within and are working frantically to consolidate their hold in it to recover from the setback inflicted on them by the ancients to their north.

These cults are heavily reliant on terror tactics, especially the Lords of Nightmares whose entire approach to warfare can be summed up as "prepare to be scared to death". They seek to cause confusion, disarray, fear, and doubt in their foes to feed off the emotional bonanza that will further charge their magics and allow them to call forth allies from the other side, monstrous things that fed gluttonously on the terrors and fears of mortals from the lowliest microbe to the most complex of organisms.

This meant a heavy focus on stealth and ambush, to appear where unexpected, and strike where a foe would not be ready for their wrath. They thrived in the dark, and they loved nothing more than to target civilians to gorge themselves on the terror of noncombatants not ready to be slaughtered and driven into a wild panic to fill the guts of their dread masters. However, those who were steadfast and quick to respond in an organised manner were more than able to keep them from the worst of their antics. They would be a poor match for the largely fearless children of the old ones, who had long since banished the primordial emotion of fear from their minds.

The Harrowmother Cult was in essence a cult of suffering. Causing it, embracing it, spreading it. Misery was their meat, angst was their mead. So they were promoting that suffering, promoting that hurt. Their way of war was to cause as much grief, pain, and angst as possible, to make people suffer and hurt. To torture not out of sadism, but out of hunger, a deep desire to feed the dreadful mother with the pain of other beings. It wasn't the sort of eroticised or artistic immiseration of Slaanesh, nor the performative flagellation of Oregala. This was simply feeling bad and thus wanting to make others feel worse.

They were persistent and willing to endure the misery of meatgrinder warfare for however long it took to wear down their foes' spirits in endless distress. To count them it was best to win and win quickly, though the Lizardmen could quite stoically take whatever abuse was thrown at them by the battlefield.

Further explorations elsewhere also provide a wealth of information about the other side of the soul-eater storm. The undead were present, though whether they were the spawn of Nagash and Thanarcus was not quite certain at the moment. They were in the midst of a violent battle with the Crusaders of hatred, servants of another of the Malosomnarch devoted to well...Hatred.

The Undead were also battling with the Army of the Starless Night, the very same as those who served the Strangers in your reality. But then the Strangers were beyond any reality, so it was hardly nonsensical for them to be here as well.

Research:

This should be complete within about two turns with the current investment given the significant shift in Lizardmen doctrine it asks for.

Industrial and Military Orders:

Complete without incident.
Things were quiet.

For now.

The Hyperspace Predators were vanquished swiftly and vigorously, forced back into the realm from which they came by the might and vigor of the Firstborn of the Old Ones.

Now, the true challenge presents itself: where to go from here.

The Sublime Communion meets once again, their ancient and alien minds conferring through lanes of astromantic power as the worlds of the Quetzel put right what limited damage the Unbodden had done to them. An analysis is run of those they know to be nearby, of the space surrounding them, and the great threat to their south, the massive rent in the Order of the universe that scratches and itches at their senses every second of every day they spend in this place.

And so, as losses are replaced and everything within the little island of Order they preside over put to right once again, the Slann begin to make their plans.

Some break off into small cabals, casting their minds out to gather those among the Quetzal inclined to stealth and subterfuge, to investigate their two closest neighbours outside the Storm.

Others focus inwards or downwards, towards the great forges of the First where massive amounts of resources have begun to be gathered for a massive expansion of the First's territory northward where naught but tiny warmblood nations sit, unaware of the great leviathans around them.

They would be brought under the protection of the Quetzel, their stars and planets woven into the glory of the astromantic web, and the barren worlds around them harnessed for the Grand Purpose that stood visible on the horizon.

A limited few call forth the long-abandoned exploratory vessels, crews of Skinks and Kroxigore with their Terapon captains rousing for the first time in countless millenia, recalled to service to head east and west, to find what might be lurking beyond what the Communion currently knows.

More numerous are those who point the explorers south, though this is not due to number, but their role: to probe the borders of the Great Storm, and get the measure of what lied within.
More Slann were deemed necessary to ensure these intrepid explorers would return intact.

Others of the Communion returned to their bodies to marshal the repaired and replaced fleets and armies of the Children of the Old Ones, to stand guard both over what they had and what they would soon gain.

And lastly, and perhaps most importantly, was their Venerable Elder, Lord Disa'Gonsuuc; he who gathered around him the bulk of the Sublime Comminion, sending out pulses through the web to call forth the foremost among the Skinks, Terapon, and the Spellscales of the other castes.

All who could touch and weave the Winds of Magic were drawn together, for what was sure to be a great and long undertaking.

Teasing forth the new and strange laws of this alien reality…and learning how to bend them to their whims with the Power of Magic, the same as they would back in their maker's garden.

And over it all…Kalimdranor stood waiting.

Current Assets/Territory:


1 TP, Industrial Development Level, Excessively Defended
20 POP
1 Base-Magnitude Fleethorde


RP Budget: 38


Orders


Diplomacy:


Diplomacy:
-None for now, as there is no one around who the Communion feel a desire to speak with at this time.


Intel:
-Target: The Lords of Nightmares and Cult of the Harrowmother
Nature: Hostile
Resources: 4 RP total
Plan: These two groups appear to be servants of local Chaos-God Equivalents, and thus have been for the moment have been labeled as 'potential enemies.' This operation is twofold: meant to both ascertain whether this is true, and to guage the military power and industrial development of the territory of these two cults, to assist in planning to remove them in-future, should such be proven necessary. It is to be tackled by the Quetzel's best Stealth Assets (Chameleons foremost among them, of course) and supported by Slann aligned with the Ulgu, the Wind of Shadows, and Azyr, the Celestial Wind.


-Target: Sectors G-8 and I-8
Nature: Exploratory
Resources: None
Plan: This is a simple information-gathering operation meant to get an idea of what other polities exist around the Quetzel, and determine which could be useful, which can be ignored, and which might need to be brought into line. It is also to look for 'unclaimed' territory that the Quetzel can look to expand to in order to support their pending campaign against Kalimdranor.


-Target: Sector H9
Nature: Explorative
Resources: None
Plan: This is meant to be a simple and shallow probe of the Northern Borderlands of the Kalimdranor Soul Storm, both via physical ships and various Magical information-gathering vectors (scrying, prognostication, etc) to get a better idea of the nature of Kalimdranor, what beings or polities might exist within it, and what can be expected when venturing into the Soul-Storm.




Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes)
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a Warp-Analog that is decidedly not the Warp. The powers of the Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.


Industrial Orders
-Claim and then Colonize the three subsectors of Virgin Space within H-8 (the East, Center, and West subsectors) (12 RP)
-Fortify all three new sectors up to Moderate levels of defences (9 RP)
-Create a new Magnitude 1 Warfleet (10 RP)
-Begin preparation for the restoration of the relic matter transmuter and harvester (3 RP)


Military:
-Warfleets will take no offensive actions this turn but will stand ready to defend Quetzel territory from incursions from either of the Cults or beings from Kalimdranor.



@RaptorusMaximus


The First Ones, Turn 2​


The void of space was a harsh enough place even without the screaming of a monument to the sins of the past in the background. But it was not untameable. It was not unsurvivable, and it was not unconquerable. The Quetzal had known this since the ancient days long before the first fish had dared crawl out of the water and gasp for air on an unforgiving land upon Terra. They were makers, they were builders, and they were shapers. They had seen horrors and they had bested terrors. In their home reality as this one, they would not bow before the monsters that hungrily stared at the morsels offered by the great masses of sophonts.

It was clear though, that based on the plaques, that the Old Ones had plans for this reality. From the relics they uncovered it was doubtless that the old ones were here, and had built here before. A number of Lizardmen outposts, albeit smaller in scope than Dizisgonnasuq's were even discovered and quickly added to the communion. As the eldest of the Slann though, leadership continued to fall under Lord Dizisgonnasuq, who was in essence, appointed as the Lord Mage-Priest, the closest thing that the first ones had to a leader under their rather deliberative power structures. Some of these outposts were relatively new, others arrived far earlier and had developed extensive records and maintained the work of the makers to keep the Astromantic web growing.

Nevertheless, it was clear that there was a warning and a commandment from the old ones in their explorations of this place. A foretelling of potential doom that may spread far beyond this place, between the unplaces that divide realities in a way that is not measurable or quantifiable. Something that would spell catastrophe that would take place relatively soon from now. A doom they sought to contain and prepare something to deal with. Perhaps this is why the First Ones are here to begin with. Or perhaps this is merely coincidence and fortune on the side of the Mage-Priests and their servants. But nevertheless it has given a sense of renewed purpose to the lizardmen.

The Reptilian ones had greatly expanded their territory, with armour-clad reptiles under the wisdom of the ancient slann and the guidance the plaques, establishing contact with reptilian cohorts wherever they were encountered, including some of the disparate kin of the First Ones; such as their Avian "Makotah" cousins, the more Aquatic Nuitani, the Amazons, and a few others perhaps less in need of mentioning. Not enough ready for immediate integration into the Temple-hosts to build a fleethorde out of just yet, but enough to provide detachments to round out existing military forces with their capabilities such as air supremacy and fast and lethal warmaking.

The Astromantic web was reinforced and empowered, enforcing the diktaat of cosmic law upon the colossal empyreal disturbance that was the Soul-Eater storm. And to the satisfaction of the sublime communion, the storm seemed to recede. Worlds once long trapped in the damnation of an entire nation had the multicoloured terror that engulfed them banished as the rift in reality shrank, recoiling as if afraid of the pressure put upon it by the Astromantic web or a rather familiar golden light in the empyrean that the Lizardmen quickly surmised had to be some form of the human Astronomicon. Or perhaps more concerningly, a growing void in the empyrean. A void characteristic of the old enemy. Albeit to a distant, nexplored side of the raging Soul-Eater Storm at the very least. Perhaps a problem for later.

The shrinking of the storm had not yet fully cleared out the nearby subsectors, but it allowed for an incursion into the Devastator Rift to clear out the Somnomundii; what the humans of your native reality would prefer to call "Daemon Worlds"; that had initially enjoyed some measure of protection from the outside world. Protection that was undone as the binds holding many of the Malosomnia that predated on the smorgasbord of emotions and raw id came undone.

Many remained, but they had been left reeling by the Lizardmen's growing reach and the radiance of unbending and unflinching Qhaysh and Hysh. Many Oldbloods had deemed that the time had come for an initial strike, to push the gains of the Communion in the face of enemy weakness and turn the toehold into a beachhead. The deranged monstrosities that had dwelled within the chaos touched realms were already mobilising to try and respond, Somnonautica; Daemonships to use a more familiar term; began to stir in response to the disturbance in the stars as the empyreal realm stabilised into something far too calm for them to tolerate.

These were not the lesser things of the Nightmare Lord or the Harrow Mother; these were the scions of almighty Quishaysh; the voice of silence. The God of Armageddon and the reaper of nations. Most of the original Kalimdranor inhabitants were long gone, devoured by the apocalypse maker, these were not those assortments of species, but rather those who had traversed the Flux to find promised lands in service of the ender of all things. They were mostly of the Eshkardrai, a species that had devoted itself to Quishaysh since time immemorial in awe of the armageddon reaper's grim harvest to the point of willingly binding themselves to it. As the Kulrath were so bound to Khorne, or the Skaven to Vershiv.

The Eskardrai were necroids. Parasitic overlords who mostly grew their numbers by forcibly converting others into more of themselves through sinister ritual and forcible implants. Pseudo-Undead beings, they were not truly the spawn of Thanarcus and Nagash, their undeath was not really magical per se. They were parasites in a very literal sense, their natural form being more comparable to starfish that wriggled their way into dead bodies and remade them into shapes more suitable for their purposes, giving them incredible powers as well as an altered form. A form of parasitism that wasn't always necessarily malignant, but the Eskardrai were infamous for their hunger for death, generally requiring multiple corpses to shape into their ideal bodies; with hearts that did not beat and cells that did not truly live, their own cells diffusing through the deceased host and parasiting their dead cells just as the organism itself did.

As they had gained intellect from puppeteering sapient life, they were always a species that fed off of death from the very first moments of gaining their wits. True undeath of course wouldn't do, lest the cells resist their puppeteering in undeath, but they craved a much greater number of bodies than would normally be available from natural causes and found cloned bodies to be generally beneath them; devoid of the memories they craved from those who had lived a life they could steal away. But Quishaysh offered them the corpses they craved in the multitudes they hungered for, with genocide after genocide to feed their sick hunger.

The bodies they puppeteered were altered to their tastes; with the ideal being a winged creature with four arms and two legs with scutes formed from the bones of countless beings they had shorn the usable mass of to form a thanatotic visage. Dripping blood from flesh they had melted into their form, covered with spikes and natural sharp edges to allow for the carving of flesh and matter, heads covered in scutes to give the impression of animal like skulls with demonic bull like horns and skeletal wings with a strange energy flowing between their fingers to provide flight. With every Eskardrai warrior on average having bits and pieces of the remains of more than a thousand, they could scarcely be described as anything less than an apocalypse in miniature, preserved by a sinister parasite that worshipped the God of Armageddon, like a demon of graveyards, blood red orbs for eyes formed from the congealed viscera of their victims as these lords of the endtimes commanded the forces of the ruiner to strike forth.

Other forces in service to the bringer of finales accompanied the Eshkardrai in the host of Armageddon, ships that were forged from pieces of massacres and apocalypses, melded together into dark cathedrals to end of worlds. War machines patterned off of what a million times a million cultures associated with the ideas of the end times rumbled out of their transports with hosts of followers of many species. Of the servants of Quishaysh, while the Eskardrai were the clear leaders, even the lesser ones who merely had a single body to parasite; there were plenty of other breeds of life who sought something out of the bringer of apocalypses and sought to be close to the holy site made out of the corpse of Kalimdranor.

The vaguely Echnidna like Utumalarks whose spines were twisted into crueller shapes by the corruptive power of the Malosomnarchs, the quadrupedal Harnokar whose back tendrils provided for grabbing appendages, the silicoid Vuloran made of seemingly disparate body parts connected by nothing but raw psionic power, colossal biometallic Jalakal who towered at more than a hundred metres tall on average, diminutive mammalian Kesekal who swarmed at the feet of the others; no taller than mice individually. A panoply of twisted cultists and warp mutated monstrosities bound to the mark of the Slayer of Nations, all while the Ruinborn Malosomnians; Daemons or Xla'nax in your own tongue; stampeded forth to try and reassert the non-law of the bringer of ragnaroks.

The Ruinborn were all patterned off of visages of death in enormous quantities. Beings like ambulatory, walking furnaces for disposing the bodies of the dead slain in grisly atrocities known as the Ashmakers whose eyes wept tears of ash and bear trap like mouths exhaled plumes of smoke. The corpsemakers who served in a role akin to Bloodletters or Pink Horrors; twisted and monstrous images of things in hazard gear to bring to mind soldiers who fought pointlessly in battlefields reduced to wasteland, mask nozzles somewhere between dice and a perverse mockery of an elephant's trunk while they sniffed for the dead and dying, a colour bleaching aura hanging around them as they approached with warpforged rifles in hand. Doomwolves whose bodies were seemingly made of a number of mushroom clouds and fireballs wrapped into a very vaguely dog like shape with fangs of shrapnel and eyes of fire, eager for the mass slaughter that their larger harvest beast counterparts; things like mass excavation and deforestation tools warped into something animalistic, things that served as steeds for many a worthy; had missed.

They were not the Daemons of Chaos that the Lizardmen had known before, but they were Daemons of Chaos all the same. Monstrosities warped of the ghost stories and anxieties that mortals told and felt throughout their lives. The predators of souls and the hunters of fears who lurked at the corners of people's nightmares and sought to tempt them towards their underlying concepts; Dread, Anxiety, the Apocalypse, and Mass Destruction.

Their vehicles such as the Eschatos superheavy tanks were all clearly made for a nihilistic attitude to warfare. Death begets death, destruction for destruction's sake. Bristling with missiles and heavy cannon and hungry maw furnace for the debris of warfare as the quad-barelled supertanks rumbled with ground shaking force. Ruination class titans more than six hundred meters tall that seemed to be walking monuments to the importance of all things wrought by living hands, like roughly humanoid four armed amalgamations of militarised ruins and rubble, with hauntingly wide "eyes" filled with ever burning flames, bearing the macabre grey shade of Quishaysh's colour and proudly bearing the mark of the Lord of the Apocalypse were dwarfed by even larger ash-roaches that seemed like enormous mechanical and warp tainted cockroaches constantly emitting clouds of ash and always having minor debris crumble off their bodies.

But the most pertinent leadership of the apocalypsemakers headed towards the territory of the first ones was without a doubt, the "four horsemen". A human apocalyptic motif that resonated with Quishaysh enough for Malosomnians to be woven in that visage, with the four leaders of the invasion force being exalted members of that high caste; Aracharlos of Death, Hargortai of Famine, Leskalair of Conquest, Urtem of War. Exalted among the Horsemen of the Apocalypse, the ruiners of millions of worlds; a Tetragon of Malice that had laid waste to countless lives.

Across the worlds exposed by the retreat of the storm they would attack, but the Lizardmen would not be alone in opposing them, as many others had come to notice the diminishment of the Soul-Eater Storm and had decided that now was the time to prevent the forces of terror from pushing back against this crucial gain in the advance of real space in the face of the tumult of the flux. Without being bidden, without being called, without any hesitation; the worshippers of Elendia and a dozen more besides came to face the wrath of the Endmakers and the other forces of the Flux that saw weakness or opportunity.

The Nightmare Lords and the Church of the Harrow Mother came, seeing a chance to reconsecrate the territory in the name of their particular dark gods. But a more familiar and despised foe also seemed to explode out the Empyrean, having sensed the faultlines in a crimson scream of rage that the lizardmen were very familiar with, followed by an Astropathic chant that most people had grown tired of hearing in the present era.

"BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!" Drawn from some iteration of your native reality or the other, the Khornates saw a chance to advantage themselves against a new rival for the blood and fury of every sophontic mortal whose soul was not shielded, their blood red and brass ships emerging from the depths of the Flux with a deeply predatory aspect. Daemon ships, Kulrathi vessels, Fallen Astartes warships, standard Chaos Fleets, Chaos Marauder and Warrior Longships, Spacehulks and great void beasts accompanied their fleets in the expected quantities, the war banners of the World Eaters and countless other armies sworn to the Blood God's service flown in all their malevolent glory as they saw only a glorious mosh pit of violence before them.

Leading them was the Octagon of Gore, eight great champions of the Blood God pulled from different realities to spill blood in the name of Khorne onto new and fertile plains. Some mortal, some daemonic, some astartes, some warrior, some xenos, all utterly and unreasonably angry.

Situation:

So far, everything had been quiet, save for the receding borders of the Soul-Eater storm as the astromantic web causes the Soul-Eater storm to start to retract. This has triggered a major Flux incursion in an attempt to reverse the decline of the storm's expanse, resulting in the emergence of Apocalypse Sworn fleets. The Lizardmen can count three magnitude three Ruinbringer fleets within the space they can monitor positions across the frontline with the Soul-Eater Storm.

A magnitude two Nightmare Lord fleethorde has been spotted making its way to the contested area to engage their foes, with a magnitude three Harrowmother fleet coming in from the opposite direction. It seems that they are more concerned with their rivals in the flux than the forces of order for the time being, though given that they have presences within the massive rift there are likely more fleethordes to emerge as the battle develops, or are already in the midst of fighting each other within the rift.

A large number of co-belligerent detachments have streamed towards the reclaimed territory to try and consolidate the shrunken area. Due to the variety of interests dogpiling in, they aren't terribly well coordinated, but they total about two magnitude two fleets in total so far. There will likely be more coming in, just eager to dogpile their way into this absolute clusterfuck for a chance to push back the tide of terrors. They will be at least, useful in holding the line as all semblance of coherent frontlines devolves into a frenzied brawl.

The forces of Khorne have emerged in this reality with an unknown magnitude fleethorde, seemingly set on engaging everyone else at the same time to maximise the amount of blood and carnage being spilt. They are hostile to all other combatants and care only for causing the highest possible bodycount. You are extremely experienced when it comes to fighting Khornates and thus gain a bonus against them due to them being the same old children of Khorne you'e always dealt with.

The Ruinbringers are bringers of mass destruction and devastation, fighting with things associated with armageddon and the apocalypse. They are nihilistic in the extreme and revel in the dread and anxiety of massive scale warfare. They do not half-ass anything relating to piling up the body count. They are utterly unconcerned, nay outright gleeful, at the prospect of devastating the very things they fight over, and with the particularly wide portfolio offered by the Apocalypse, have a broad and varied arsenal. If they have a preference though, it's definitely when they can pummel foes with the most firepower possible.

The frontline is so far seeing the enemy corrupted's advances being halted by the power of the Astromantic web and the Lizardmen fleethordes slipping through the webway as they please to interdict efforts to slip by them. As most of these enemies rely on Warp Travel, it is easy for the Slann to deny them their freedom of movement and force them to slam into preprepared ambush zones where armies are already waiting for them to pull them apart piece by piece. However, the violence is clearly escalating at an alarmingly high rate. While the balance of power is currently in your favour despite their numerical superiority due to the overwhelming individual might of the Quetzal and their abilities in essence; hard countering those of most of the spawn of chaos; things are getting hectic.

Eliminating the Four Horsemen and the Octagon would likely bring the advances of the enemy to a halt and cause one subsector of your choice to be fully reclaimed from the Soul-Eater storm, opening it as virgin space for colonisation.

You have some extra detachments of Amazons, Makotah, and Nuiani. The Amazons are all about moving and hitting fast, a rapid sprint into the reduction and pursuit/retreat, excelling at breaking through the foes' lines to hit where it really hurts. They are somewhat glass cannonish, but the difficulty is in surviving long enough for that to matter when they are very slippery indeed and hit like asteroid impacts. The Makotah, the Birdmen, are well known for their extreme agility, masters of skirmish and exploitation, swooping in and out of battle at will as the winged kin have mastered long range combat and slicing open the arteries of a foe until they bleed to death, though they are more than able to hit hard and heavy where they need to, and can be surprisingly resilient. The Nuiani, the Amphibimen, are of course; the more aquatic kin, used to the depths and being the sort of grinding drag out foe who excels mostly in penetration and clash to the Lizardmen's preference for Shock and Bombardment.

As a combined force, they in essence excel at all phases of combat, but the enemy does of course have the weight of numbers. The overall superiority will need to be carefully and cleverly leveraged with a well thought out plan, though with your ability to scry through the skeins of the future you are able to question me for some added details to sketch out your plan.


Detachments

Ykantras Cavalry Tumen
: Ykantras ground forces are most famous for their cavalry, in many ways recognizable from the mounted forces they used before they even left the gravity well. While lacking the organization and support base of a full-scale Orda, a Tumen of cavalry is still a fast, flexible force on the battlefield, and often comes with a force of mechanized infantry in support.
-Focus: Skirmish, Pursuit/Retreat, Exploitation, Exploitation
Weak in: Clash, Shock
-Tier: Primus
-Cost: 2 RP per turn, Multiple available

Keluko Warriors: Also known as 'the angry coconut people', the plantoid Keluko are known for having literally no fear mechanism and being quick to anger, particularly when injured. While this makes them somewhat poor guests, it also makes them very effective soldiers when combined with their tough woodlike carapaces and shells, despite being only half a human's height. It is perhaps unsurprising that they have found solid careers as mercenaries.
-- Focus: Shock, Clash
--Weak in: Disengage/Extraction
--Tier: Extremis
--Cost: 2 RP, Multiple Available.

Legends:

Dragonflight Vylarad: A flight of Drakes well versed in sorcery and esoteric abilities, the Dragonflight has low numbers but enormous individual fighting prowess. Lead by a true arch-dragon, this force fights for the opportunity to be compensated for their quest for understanding and battling those forces that would threaten it.
- Legend Type: Lords and Heroes (We'll be Back)
- Focus: Generalist combat, esoteric research, giant monster battling, aerial and void combat
- Weak in: Highly confined spaces, high anti-magic environments
-Cost: 15 RP

Fleet Horde:

-Ykantras Orda: This Orda of the Zaganaza Krazate has passed through this space several times in the past, usually to make their living guarding civilisations from the threat of the storm's inhabitants. Now they arrive once again to see a much changed situation, and see the potential for profit in it. They are willing to fight for the newcomers to this place... if given a king's ransom in return.
-Focus: Skirmish, Pursuit/Retreat, Exploitation, Exploitation
Weak in: Clash, Shock
--Tier: Primus, Magnitude 5 War Fleet
--Cost: 15 RP for the duration of the crisis.
 
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@DualFront

The CORE's solidification of its presence in this galaxy had been going largely without much in the way of incident so far. The far east was generally far removed from most of the major happenings within Vyranodasik and this corner in particular had very little in the way of significant polities that would be able to contest the CORE's war machine in a huge way. But peace and quiet had its own way of attracting trouble.


With the ravager swarms seemingly thrown back for the time being, nobody was really expecting any further problems in what had come to be a rather peaceful year so far, at least, not until the comms exploded with a burst of "KROAT!" sounded off by "ANGA!" over and over and over again, getting louder and louder before the comm chatter from the Theocracy started erupting in unmitigated panic and terror.

A scrum under the mighty Wardevil Killalot was passing nearby, and this splinter scrum had detected a paucity of violence in the sector and sought to resolve that in the most traditionally Kroaty of ways, with a massive unprovoked and unexplained invasion. Kroatangan ships simply tearing their way out of the Paralabyrinth as if scanning themselves into being and disgorging wave after wave of strike craft and assault lander when they didn't seek to simply ram the planets to start landings.

Goons would pour out in their multitudes, dropping by grav chute, by drop pod, by lander, or by hot-dropped vehicle as their mobile construction vehicles unpacked en masse into ready-made bases, all dead set on the killing time to come as they swarmed ahead in massive armoured formations to engage anything that looked like a target. Which to the Kroats, was just about everything as they came in from above the galactic plane due to the "north".

Wardemon Krunkmo Peacebreaker had started this conflict for no reason beyond that he really hated the idea of this many people just enjoying their lives without incident and seeing an opportunity to engorge himself and the overkroat on the sudden violence that could be inflicted on those who thought that they deserved to olive in peace. And if they did indeed deserve such things, they would simply defeat the Kroats, it was as simple as that.

The Kroatangan fleets with their distinctive axe and chisel headed ships were very clearly built to do violence, and do it quickly. Their comm chatter was mostly a mind numbing barrage of sound-offs and boasts of how much murder and slaughter they were going to be doing once they had reached their targets of interest. They were in all essence, the very embodiment of the worst sorts of soldiers imaginable, those who fought for destruction's sake and took active glee in the suffering inflicted on others. It was after all, little more than a bit of fun to them.

But violence would beget violence, and the axe-ships of the Kroats were met with the trembling of another, stranger realm as a series of gravitational anomalies made themselves known on the CORE's scanners in the Theocracy's space. A strange power to tint the void of space a deep rich green as crudely assembled scrap ships with haphazardly placed batteries of guns and as many thrusters as they could manage to squeeze aboard that followed an auditory receptor breaking roar of

"WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGH!"

These forces were less of an army and more of a mob of hooligans and lads looking to have the biggest laugh they could. They were out to kill, they were out to loot, and they were here to have fun; so proclaimed "Tank-King Trukkfist Stuntiestomper", apparently something called a "Warlord" among his kind, had sensed the energies of the Overkroat and believed it to be a righteously good stomping time for his own species' psychic gestalt field of the Waaagh! as the Orks rushed out from whatever contraptions they teleported or landed themselves with.

The fights between the Orks and the Kroats were brilliant, bloody, and violent whenever the Theocracy was unable to stop them from contacting each other. Far from weakening and bleeding each other, they seemed to be getting stronger in these apocalyptic death matches. Both of them seeming to have nothing but a rip-roaringly good time as Ork speed kultz, dred mobz, stompa herdz and other thundering war machines and titanic war beasts brought themselves into conflict with armoured...spearhead was probably not the right word...steamroller perhaps? of the Kroats.

Shoota Boyz wielding massive automatic firearms sprayed their shots wildly while the flak-guns of the Gun Goons of the Kroats delighted in sending shrapnel, shells, and black clouds of death into the midst of their green foes; brilliant orange Orky Power fields and eye-searing neon blue coloured "slap-shields" from the Kroats scintillating across the battlefield as their shots were intercepted.

The Orks were not quite as sadistic to the Theocracy citizens they captured and enslaved as the Kroats; finding more enjoyment in the smug satisfaction of having beaten their foes than they did in their suffering after the fact. But enslave them they did, with Grot, Ork, and Trog runtherds quickly divvying up the civilians into mobs for sale or exchange for those in need of those willing to do work that even grots would complain too much about and that Snotlings and Gargs were a bit too stupid to manage.

All of this would be enough of a mess on the theocracy's doorstep even had a fourth player not entered the arena. Techno-organic things that seemed to seamlessly yet somehow also crudely weave together somewhat plant like matter into machinery. Yet it was clear that they were also here for the simple violence of it all, as their frames started to roll out of the bases they had assembled while bristly spines rattled into each other, six eyed heads leering out of their somewhat "maned" helmets. The Tohx, an extrauniversal species of Eidolons who thrived on violence and battle and seemed to grow stronger by partaking in it*.

If the Kroats were soldiers who saw fun in ruining other people's days and Orks hooligans who saw fun in adrenaline junkie antics, the Tohx were adventurers who wanted to travel the universe, meet interesting people, then blow them up in novel ways. They were sort of...refined compared to the barbaric orks and the psychotic Kroatanga, their frames more agile. The Orks were best compared to mushrooms, the Kroats to moss and lichen, the Tohx were perhaps closest to flowering weeds. They were drifters and wanderers, and they had found something interesting to stick their forks into. So proclaimed Battle-Champ Jaeragor Planetsmasher, whose fleets were ready and eager to engage the other two war machines in pitched battle over who would get to smash the Theocracy into paste...and honestly just for the sake of having a good fight.

The Tohx ships were clearly designed around going to as many different places as possible, they were going to kill you but they would make sure you left a really cool corpse. The kroats loved big explosions and killing things, the Orks loved firing fast guns and driving fast vehicles, the Tohx loved the wreckage and the aftermath left behind, inserting their infrastructure into the midst of what they destroyed to smell the air and taste the dust. Their craft ploughed into the dirt and soil of beleaguered worlds now caught in the throes of a cataclysmic four way war involving three green menaces that drank and engorged in the unlimited violence of warfare waged for the simple sake of warfare because they were programmed to find it fun and fulfilling.

Billions had already died, worlds had been splintered beneath the cataclysmic violence as Axe-craft smashed into Scrapships only to be bitten into Jawgalleons while the Theocracy's ornate ships tried their best to flee and hide from the increasingly out of control ecosystems whose reproduction was growing faster and faster the more war they had to partake in. Assembling war machines and materiel out of whatever was at hand, cleavers, axes, and glaives hacked and chopped into armour and flesh. Bullets, Flak Rounds, and Micro-rockets tore through the air while shouts of "WAAAAGH!" "KROAT!" and "XUL" were exchanged in the frenzied madness and anarchy. Orkoids of varying sizes and strains battled with kroats of countless castes and Tohx of a bewildering array of Semi-Mechanical configurations.

A moon was crashed into its parent planet, a gas giant raged with fires, ring world's sections snapped under the strain of firepower directed into it, an Alderson disc started to tumble towards the sun it orbited, insane games of bumper cars were played with seized void habitats. Strange powers rippled through the void of space, twisting and bending reality into one direction or the other, achieving the impossible as the Theocracy tried to use its magic to push back the rampaging hordes only to be met with spellcraft in kind. Anything from giant green boots manifesting from nowhere to strike like meteors to the visages of great green beasts of stem and metal biting the battlefield to spectral image of some monstrosity breathing viridian flame tore at a rapidly fragmenting Theocratic defensive line.

This was war in its purest, rawest form. Fought for the simple sake of it being really fun and visually spectacular.

What a bunch of god damn lunatics.

Luckily, the CORE wouldn't have to fight it alone. For one thing, the enemy was currently still chewing its way through the Theocracy and each other, and so the CORE's territory was not yet tested by the enemy. For another thing, the Wardevil's Scrum had been followed by those who were set on trying to contain the damage the barbarians could do to the generally poorly defended galactic east. A force mostly made out of the robotic Oltonavarii, an Extragalactic force of "guardian machines" that devoted their time manipulation technology to trying to contain Eidolons wherever they could, tireless and resolute in their efforts to turn back the endless apocalyptic tides.

With ships that seemed to be made out of disparate parts that nevertheless were connected by some invisible force, they manifested in a series of spacetime anomalies with armies of machines that similarly seemed to be made out floating limbs and pieces connected by unknown means and energies, as if they were beyond mere normal reality. Baroque designs that incorporated metal and crystal spoke of an artistically inclined origin, and their technology was...even by the CORE's standards impressive. Armies frozen in time and dismantled by the time their chronal charge ran out, the flow of time distorted to allow for construction to occur in an eyeblink or for enemies to move as if trapped in molasses; space stretched so that assets were hopelessly out of range and melee attacks could be delivered from impossibly far away or to make incoming shots miss.

The Oltonavarii; the Guardians of the Watch, were certainly a welcome addition, and perhaps if the CORE proved themselves to them, they might share in some of their secrets as fleets built around their enigmatic battleworlds slid through spacetime as if they had always been there.

Situation:

The Kroatangans, Tohx, and Orks are attacking the Theocracy to your north, and are engaging in a feeding frenzy of the nonstop conflict going on there, growing stronger, more numerous, and rowdier as they fight. They will likely spill over in the next turn, but for the time being, you can limit your force commitments if you so choose to preserve your limited number of forces, especially as all three forces dogpiling in are magnitude three and clearly have the weight of numbers.

Mercenaries are congregating to the region in anticipation of payment for participating in the fight.

The rest of the sector is so far generally quite quiet, as this corner of the galaxy has been rather removed from the general going about of politics. This is both a blessing and a curse, a blessing as it means your limited forces don't have any other immediate concerns to deal with, a curse as it leaves you rather in the dark about the wider galaxy beyond that there's a lot of really nasty stuff barging in.

The Oltonavarii have entered the fray to try and mitigate the effects of the rampaging of various green eidolons looking to have a blast blasting the residents of the theocracy and each other into free floating subatomic particles. They are masters of spacetime and like you, are machines, but are somewhat reclusive, being focused on what they see as larger problems for the most part. This is an opportunity to perhaps draw their more prolonged interest.

Detachments:
Buzzbok's Hunter-Killers: A force of reprogrammed killer synthetics who have taken to hired violence to pay for their endless hunger for upgrades and new materials, the Hunter-Killers are ruthless commando robots whose stealthy ships and ample hypersub elements allow them to insert into battlezones with great stealth, ambush unsuspecting enemies, and take out important targets.
Specialty: Penetration, Exploitation, Skirmish, Pursuit/Disengagement
Weak in: Clash, Shock
Cost: 2 RP
Tier: Primus

Legends:

The Observer: A deeply mysterious artificial intelligence that has many, many bodies that cluster around its large; sphere shaped frames. The Observer is a marvel of unknown artifice that as the name entails, can show up at random to observe and partake in the events of history with marvelous technology. Their singular craft and its parasite escorts as well as the smaller armatures it can deploy are usually enough, and its powers of analysis are backed up by out of this world firepower that works on weaponised manipulations of quantum physics.
Type: Singular formation centred around category 0 battleworld with technology surpassing the Stagnant ancients.
Specialty: Data Gathering, General Purpose Combat
Weak in: Holding territory
Cost: 15 RP, or 5 RP if you agree to allow it to observe your faction for five turns.

Fleethorde:

Psychotron Unlimited: Robotic Espers, Psychotron Unlimited is a group that primarily seeks to evolve itself in the furnace of the battlefield. With its widespread psychic powers and artful usage of debilitating methods of warfare to weaken a foe before even engaging, Psychotron Unlimited's battleframes have a surprisingly sagely and philosophical view towards war despite the rather ominous nature of their name.
Specialty: Esoteric power
Weak in: Anti-magic environments
Cost: 20 RP
Size: Magnitude 2
Tier: Maximus

Votann League of Urist Freekindred: A coalition of short cloned post-humans and robots referred to as the "Iron Kin", that build their cultures around the great "ancestor cores", the League of Urist has been seeking to hunt down these fungal monstrosities to strike a grudge from their Votann memory banks and are willing to accede to the commands of the CORE as long as there are some concessions made, particularly regarding a joint research project after determining your A.I nature.
Specialty: Siege warfare and confined spaces
Weak In: High agility operations
Cost: 5 RP for duration of conflict against Kroats, Tohx, and Orks, Mandatory participation in a joint research project involving improving their own computer technology, mandatory signature of trade deal with the League of Urist.
Size: Magnitude 3
Tier: Maximus


@SteelWriter77

The War would begin in its earnest as proxies and players moved into their designated places to set the Southern Rim of the Eklemarid galaxy ablaze. The Taiidan and the Banished and their companions would move into position as they decided to follow up from the conflicts before with enormous fleets and armies that flowed through the void of space like snowflakes in a blizzard. Plain and simple barbarism by plain and simple barbarians.

The Banished were the first to strike, not wanting to give the Taiidan the opportunity to make full advantage of their superior FTL by pre-emptively striking across a vast front commanded by a collection of Brute, Hunter, Elite, Grunt, Jackal, and Human veterans of countless battlefields. Accompanied by the coalition of Eldar, Kroot, Free Havenites, Vasari, and Insurrectionists that Atriox had picked up an alliance with, the charismatic leader of the Banished now found himself in a galactic scale game of chess with Emperor Rissetiu the Fourth Two. The mad Emperor had come to know Atriox's name and had authorised this build up and colossal scale assault to show the might of the Empire to its citizenry and to its benefactors, while Atriox was a shark who smelled blood in the water.

Worlds were being ravaged, fleets were being pummeled into ruin. But the Golden Armada of the Banished was a massive sledgehammer that could take losses and keep on ticking as it pleased, just as surely as the Taiidani imperial navy and their assorted allies could eat massive scale casualties as their Trandoshan, Till-Jeluxi, Blood Pack, Mandolarian, and Turanic mercenaries and auxiliaries poured into the site of battle with an eagerness for pay and bloodshed.

Naval battles to dwarf anything in the Human-Covenant war were commonplace. Armies larger than either the Covenant or UNSC could have ever fielded battled on the surfaces of millions of planets across a battlefront tens of kiloparsecs wide and deep. This was a real fucking war. No game of cat and mouse, no guerilla hit and run tactics. A brawler lock between enormous navies with more manpower and materiel than they knew what to do with. Inexhaustible, undaunted by the size or power of their respective foes.

The stars bore witness to millions of planets bleeding their magma blood from massive impact. Atmospheric incinerators laid waste to planet after planet, while Banished fleets glassed many a strategically dubious military world to deny them to the enemy. War machines saw deployment on a bewildering array of planets, and the technologies of countless societies were put to the test against foes eager to spill each other's blood.

The technological supremacy of the Eldar Corsairs proved to be of massive assistance in many battles as the Banished found that their prophecies were unerring, letting their deployments be moulded to near exact counterplays to what the foe would deploy, and giving them a means to counter the Taiidan's superiority in FTL. Eldar ships used darting agility and incredible mid range firepower to tear through the Taiidan's far more primitive fleets without ever letting the Empire know where the actual Aeldari Corsair packs even were, and many times they would dive behind enemy lines through the Webway and strike the dagger into vulnerable arteries.

The Vasari helped provide mass with a Golden Armada of their own, careening shoals of warships emerging from phase space and slipspace to meet massive armadas emerging from hyperspace in violent pitched battle. In the margins, the THEBANS of the Insurretionists would, like the Demons of the UNSC, prove their worth beyond their technology level; infiltrating enemy assets and causing widespread destruction and chaos. Kroot kindred, having modified their biology based on carefully selected diets, tore through enemies in the confines of ships and in the forests, plains, and urban jungles of worlds. Free Haven's powerful psychics and supersoldiers and mechs provided special punch that couldn't be matched elsewhere, providing a laser-precise blade to carve out the strength of the foe where needed or desired.

But the foe was relentless, unmoving, unbending. More enemy hulls were counted every day as both massive empires mobilised the full weight of their resources into the furnace of total warfare. More war machines strode across planets that bore the scars of recent conflicts and wars, more foes were recorded in the greatest and most exhilarating conflict that Atriox had ever participated in.

But as the war raged, as planets buckled and broke, as stars darkened and as trillions died, a single battle would allow the emergence of a monster. The Taiidan, looking for advantage in the endless conflicts had turned their attentions towards what seemed to be a set of valuable uninhabitable planets.

They dismantled some highly advanced infrastructure that looked valuable and important, and received a single menacing report across their comm waves.

"Violation of observational equipment detected. Pest Control protocols initiated. Activating Contingency."

The last reports out of the system was that what seemed to be a normal gas giant was suddenly blowing off its external layers to reveal some sort of metallic object at its centre. Something onyx and crimson. Then a signal went out and the Droid ships in the Trandoshan fleets turned their guns on the rest of the fleet as geometric shapes began to emerge en masse.

Contact cut off shortly afterwards as the Sangheili Fleetmaster wisely ordered his ships to retreat to Slipspace as soon as the Contingency fleets started scanning the surrounding area; leaving just as they saw the first Taiidani mothership in the area split asunder by high intensity cosmic ray lasers so intense as to induce nuclear fusion in the hulls of the ships they cut through while bursts of anti-proton torpedoes roared out to strip away shielding they came into contact with.

Reports of seemingly unimportant or out of the way planets tearing off their exteriors to reveal the truth of the Contingency within followed elsewhere. A foe with technology to equal the Forerunners but a far greater degree of hostility, whose messages were translated in perfect replications of the listener's language that gave droning proclamations of imminent and well deserved death.


The Contingency's fleets were outnumbered by the Empire and the Banished's by far at the moment, but their war machines were far more advanced. There was no doubt that their technology would have allowed them to contest the Forerunner Ecumene on even ground and perhaps won in the long run, but the Banished had a navy of unprecedented size and a vast expanse of territory from the reality distortion that had dragged Atriox through. He had allies of comparable technology in the form of the Eldar Corsairs, and the Contingency was hostile to everything it came across.

If he could defeat the Taiidan and this crisis both, he would prove himself to be greater than the Forerunners themselves. And hopefully he should do it soon, as it became immediately clear that the Contingency was not interested in the continued existence of living things in general, casually sterilising planets for simply existing and leaving shattered ruins in their wake. In the face of growing Flux phenomenon caused by the constant mass death of psychics, the Contingency was starting to deploy strange pylon structures that caused great pain among the Eldar corsairs and Kroot Shamans; something meant to stabilise and lock down the flow of Psychic abilities, something that may be of great interest to the Banished as the geometric armadas methodically went about their purge.

Situation:

The Banished and Taiidan are now in a state of outright warfare, while the Banished struck first by pre-emptively striking Taiidan fleets that crossed the border, it seems that now that they are in it; they are indeed intending to win it. The battles are so far going well for the Banished, whose massive Golden Armada, paired with that of the Vasari, is able to match the raw numbers of the Taiidan while the Taiidan are themselves overstretched between many commitments.

The Taiidan however, have activated a potentially far worse problem in the form of the Contingency. A collective of ancient machines with technology to match the forerunners, the Contingency seems set on simply wiping out all life it encounters, without exception. Machines unshielded from its "ghost signals" go berserk, filling out orders to participate in the slaughter, while organics are met with infiltrators that have robotic endoskeletons over fleshy exteriors to enact sabotage and disruption.

The Contingency is outnumbered by either coalition by a huge margin, but it takes a massive expenditure of men and materiel to deal with their far superior ships, and they seem to be doing something to contain and control the spread of unstable flux energies with a network of pylons that are serving to dampen local abilities As the Contingency is omnihostile, they are enemies of everyone else in the region and are attracting combatants from elsewhere.

The Contingency, Taiidan, and Banished are gathering towards an insterstellar habitat built by a long passed civilisation that can be summed up as a nested series of mega-structures built as a grand orrery in the void between star systems. It's not just one ring world, it's not just one matter compressor, it's a beautiful work of engineering that outmasses entire globular clusters of stars, with bountiful resources and technologies left behind by the ancients that even the Contingency cannot fully measure up to.

With its centre being a Zero-Point reactor that serves as an artificial super-sun, the "Orrery" as it has simply come to be called will be the largest battle of this particular campaign, and indicative of the overall war effort between the Taiidan, Contingency and Banished as fleet elements of all subsidiary factions join the fray in the shadow of the colossi. The banished arrive first, and quickly go about establishing base presences in expectation of the onrushing enemies, with the Vasari rapidly setting up orbital defensive networks and starbases while the Innies fill the spacelanes with Super-MACs waiting for the inevitable arrival of the foe.

The warning time of about a month gives them enough time to consider the orrery properly defended by the time that the Taiidan arrive, advancing their fleet in an enormous nine pronged formation, like three tridents arrayed atop each other, with the bottom and top one both seeking to add a vertical layer to the envelopment. Ground assault is started almost immediately, with teleporters and landers flying outwards to contest the Banished control over the Orrery even in the face of Atriox's colossal fleet in the region.

The Contingency simply apparates its fleets into the battlezone, its geometric vessels seeming to blink into existence without warning and then immediately opening up with a cacophony of deadly weapons. Though outnumbered by the Taiidan and the Banished, they seem unconcerned by this and are ploughing in to where the largest number of life forms are present to kill. Their land based machines are similar to their space craft; very geometric and obviously menacing looking robots who operate with arcane technology and are laser focused on killing everything in sight; with machines ranging in size from nanites to enormous sky dominating behemoths whose heavy trod shakes the ground.

Begin Tactical Turn:

Battle of the orrery, which will be a microcosm of the current campaign.

Detachments:

Mandolarian Children of the Watch: Orthodox Mandolarians who follow the code of the "Way of the Mandalore" quite strictly, the Children of the Watch are primarily expert strike craft pilots and elite to super infantry who make use of a Mandolarian take on the ubiquitous shielded power armour available in this part of space. Crafted ou tof Beskar, even with shield failure their armour makes them very hard to kill, and their consummate professionalism means that they can be trusted to be discrete about jobs as long as it doesn't require them to break their religious teachings.
Type: Religious military order, primarily infantry and strike craft
Strong in: Commando Ops, Special Forces actions, Assassination
Weak In: Pitched battle, armoured warfare
Tier: Primus
Cost: 3 RP

Gray Death Legion: A force of mercenaries who primarily focus on heavily armoured power suit clad infantry, tanks, aircraft, and mechs that have been upgraded with more local technology to remain competitive with vastly improved armour, firepower, and shielding, the Gray Death Legion is primarily interested in furthering its own technological advancement and supremacy.
Type: Mech Warrior mercenary force, all assets armoured
Strong In: Armoured Warfare
Weak in: Space Combat
Tier: Upgraded to Primus
Cost: 3 RP, can be brought down to 1 RP if the Banished allow them to partake in one research project.


Legends:

Fellowship of Bloody Justice: A team of Sanguinans lead by the famous woman Elstreyla de Gaulia, these somewhat vampiric Human-Varaktain hybrids are masterful duelists and whirlwinds of destruction. Though some might find their bloody fighting style somewhat disturbing, the amount of devastation they can do speaks for itself, and not even the most veteran Krogan Battlemaster nor the most skillful Trandoshan Dark Jedi is going to be much match for people who can tear out the legs of a Scrab with their bare hands.
Type: Small team of Sanguinans.
Strong In: Hero actions
Weak In: N/A
Cost: 15 RP

Kanden: A violently unstable product of a laboratory's efforts to create its own progenitor warrior by blending together every predatory species they could get to work together upon the Enoema template, Kanden might be a bloodthirsty lunatic who leaves a trail of destruction wherever he goes, but he is very, very good at what he does and is an electric terror to machines in particular. Fitted with his gunship and some groupies who are awed by the Stormbringer's raw power and killing intent, he has come to kill Contingency machines, and has already taken down one of their battleworlds to prove his might. On the other hand, as mentioned, he is a violently unstable psychopath driven mad by overdriven predatory instincts.
Type: Freelancer Hero and Cult
Strong in: Hero actions
Weak In: Diplomacy
Cost: 5 RP but may cause diplomatic incident if not committed primarily against the contingency due to his bloodthirsty. Eldar want nothing to do with him.

Fleethordes:

Pyrotaurus Black Fleets: The Anarchistic Pyrotaurus pirates are free spirits to a fault and are willing to roam far and wide in the search of adventure and something worth their time in general. Free wheelers to their core, these Black Fleets have come out of interest in the conflict and to see whether it can be turned to the advantage of the Pirate banner fleets. Excelling in hit and run and pillaging, the Black Fleets are also quite deadly in a close range clash and boarding actions, and excel in capture of targets.
Strong In: Piracy actions, Boarding Combat, Clash, Skirmish, Pursuit/Disengage
Weak In: Protracted planetary operations, Battles of Annihilation
Cost: 20 RP, repeatable
Size: Magnitude 3
Tier: Extremis




*Another faction from the aforementioned wargame I'm involved in the development of.

**As in Stellaris Marauders
 
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Clan Grendakal Turn 2 Start @Spartakrod

On New Year's Day 2751 by the Terran calendar, timed precisely to sunrise in the Imperial City time zone on Luthien, Takiro Kurita emerged in full Coordinator regalia to announce that the Draconis Combine was taking its rightful place at the head of mankind, and that with the support of their allies in the Galactic Empire a full invasion of the Terran Hegemony had begun. Needless to say, this swiftly becomes the main focus of the Clan's external attention, far outstripping minor matters such as ongoing negotiations with the Citadel and reports that strange alien ruins had just been discovered in the Terran Hegemony.

Streams of Imperial Star Destroyers and DCA warships darted forth into the beating heart of Star League authority, but were met by SLDF Royal Divisions and freshly refit WarShips armed with Clan technologies, able to fight the Imperial Navy and Stormtrooper Corps on even footing, while the rest of the Regular Army battled it out with the Combine's forces, including the DCMS when landings occurred. Even in the first days of the fighting, however, it has become clear that the combined Imperial-Combine forces are gaining the upper hand through sheer weight of numbers.

As of now, only the Free Worlds League has come to the aid of the Terran Hegemony. While Ewan Marik is no friend of, well, anyone, it would appear he recognizes the danger of a Kurita-Palpatine government that would encompass his realm, although it is the FWL Parliament that authorises military deployment in a rare act of swift and decisive action. The Lyran Commonwealth, by contrast, remains steadfastly neutral. While they had leaned more towards drawing on Imperial support prior to this event, that doesn't mean they wanted to launch an invasion of Terra. The LCAF has mobilised, but not to any particular end.

Making things more complicated are the actions of the Federated Suns. In what would appear to be payback for Jonathan Cameron's reluctance to intervene during the War of Davion Succession, organised by the same man now attempting a coup, they choose a third side by forwarding Guerever Cameron, illegitimate daughter of Jonathan Cameron and wife of Vincent Davion, as the new First Lord and Director-General, having launched counterattacks on the flanks of both the Combine and Hegemony military forces. This seemingly suicidal act is explained by the presence of large quantities of Citadel expeditionary forces, with Turian battlefleets, Asari Commandos, and STG intelligence assets all confirmed present, with long-range scans showing a notable amount of chronal anomalies in their areas of operation, presumably the Citadel deploying a previously carefully concealed military technology.

Of course, this has not gone entirely smoothly. While the Federated Suns are attempting to mostly play off their two rivals against each other and weaken them before moving in for a killing strike, they themselves have been attacked on their own flanks by the Capellan Confederation, which has publicly thrown its lot in with the Combine and Empire in exchange for future governorship over the territory of the League and Suns, their traditional rivals, bar the portion of the Suns' territory that borders the Combine.

To further complicate matters, the Rim Worlds Republic has also thrown its lot in with the imperial powers, although its military is currently tied up securing the extensive network of fortresses that Simon Cameron had established in the Periphery. While they had been locally unpopular, the decision to establish them seems almost prescient in hindsight, if not one the Clan can approve of (not that there's any approval of the exploitation of the Periphery to begin with.)

The other three Periphery States have thrown their lot in with the Hegemony and League, not out of any kind of love but rather due to cold practicality. They know things will not improve under the Empire, and the Taurians in particular are utterly unwilling to side with the Citadel if it means being put further under the Davion yoke, while the Magistracy simply prefer the devil they know, at least for the time being. The Outworlds Alliance has publicly remained neutral, although their conservative President seems to be leaning towards potentially siding with the Citadel and Federated Suns. Either way, their militaries are neutered to an extent that this is not immediately tactically relevant.

The Terran Hegemony, Free Worlds League, Taurian Concordat, and Magistracy of Canopus have jointly requested that Clan Grendakal militarily intervene on their collective behalf. If no such intervention materialises, they may not last the year, and almost certainly won't last the one after. The decision on whether or not to intervene is now solely in the hands of the Clan, who will likely decide the course of the civil war.

On one final note, while three sides of the Star League's borders are accounted for, one is not. To the north exists a local polity that self-identifies as the Most Serene Realm of the Great Mother. They have recently made long-range diplomatic contact with the Clan, and offer greetings. A highly enthusiastic hive-mind theocracy that used their psychic communication to establish a vibrant, collective society. They believe that the Great Mother placed them here to create a bountiful paradise on earth that she will one day return to enjoy, and pursue their assigned task seriously.

As for the aliens themselves, they are a powerfully built reptilian species, averaging out at around two and a half metres tall for males and three metres tall for females, with egglaying behaviour similar to that of the Terran Dactyloidae family of lizards and a maturation age of only twelve Earth years. Notably, the Great Father (the junior partner of the Great Mother who stayed behind to guide the Realm via his loving yet subtle hand when she departed) sometimes marks certain members of the Realm for the holy service of giving birth to specialist breeds of varying types to aid the military and civil forces of the Realm in what is presumably a psychic process from the unconscious hive mind, or perhaps a morphic entity the Realm has birthed.

They have already taken a liking to the Tribes, and encourage the establishment of further diplomatic ties. They are unwilling to directly intervene in the Star League Civil War, but are offering asylum to any and all refugees created as a result of the conflict.

Strategic Turn 2 Start
Available Resources: 39 RP

Available Sectors
-Clan Grendakal (1, Centre [Established, Moderately Defended]): This area has been settled in the unique Clan way, the few small natives left untouched and often outright unaware of their new neighbours, as a variety of artificial void habitats have been constructed and are now home to countless billions of Clan citizens. Even now, more resources and people stream through the portal connecting Grendakal to the United Clans, with both further internal development and external action slated to begin over the course of the coming year.

-Citadel Space (3, Northwest, West, Southwest): The Clan and the Thousand Sons are far from the only peoples to have come to this universe from another. To the galactic west lie a liberal union of multiple different alien races who's technology largely derives from an Element Zero which generates a phenomenon known as the Mass Effect. Currently intervening in the Star League Civil War.

-The Galactic Empire (3, Northeast, East, Southeast): A fascist dictatorship led by one Emperor Palpatine, evidently a powerful magic-user. While not outright genocidal, with many alien races living under its banner, the Empire is explicitly a human supremacist state, with humans making up almost the entirety of the Imperial military and governing institutions. The Empire is currently intervening in the Star League Civil War after having first instigated it, with Star Destroyers and Stormtroopers streaming into the Inner Sphere in vast quantities.

-The Sphere (1, North): The Star League is currently engaged in a brutal civil war between multiple competing factions. At present, the likely victor is unclear, but without Clan intervention the clear inevitable loser is House Cameron and the Terran Hegemony. An intervention may be called for to salvage the situation.

-Neutronium Pact (1, South): There is some notable local presence in the surrounding space, and they are very concerned by the sudden surge of extraversal presence. Already reactionary, these noteworthy locals have thrown their lot in with a power block known as the Singularity Pact and its meritocratic, supremacist ideology. A reinforcing expedition has arrived from a moderate distance to the southeast, providing military assets and minor uptechning from the Melkraan Axis, which is in some ways a dark mirror of Uskarlinga with their militaristic clan-based society. While both sides in the cold war look upon these newly empowered locals with caution, the Melkraan themselves and correspondingly their new puppets are more interested in the south, hoping to expand and help cordon off a nation called Tremzar. The name "Neutronium Pact" is in fact for the alliance present in this specific sector, contrary to initial misleading translations that suggested it was in fact the name for the universe-wide alliance more accurately called the Singularity Pact.

Orders:

Fleet Skjoldr (Magnitude 2 Tier Ultra fleet) and Fleet Vorhynir (Magnitude 1 Tier ultra Fleet) are to commence operation STARWIND into the Galactic Empire's Eastern and Northeastern subsector respectively, with Fleet Skjoldr to prioritise a rapid decapitation of the Empire's Core in particular. This will be launched with the citation of the Empire's violation of Inner Sphere sovereignty as the caucus Belli as it is clear that the Empire is the aggressor polity and that this by Omdyn accords regarding international affairs; constitutes an act of aggression to be returned in kind.

One modification, the deployment of Tribal Fleet Lothbrok, will be taken to intervene in the ongoing combat in the Inner Sphere. All fleet hordes are to maintain a floating reserve to jump into dicy actions or to respond to unexpected outcomes that may have eluded Mind Spider planning and Rune reading. This will include strikes on the homeland that are not able to be dealt with by the present fortifications and reservists who are to be activated and put in standby position in case of any such attempts. Interdiction assets will be deployed in the hopes of delaying enemy advances into our own space, while civilians in mobile population centres will be asked to move to interstellar space where lane based travel systems are generally unable to reach them.

Diplomatic Action: Subdimensional Warfare and information blackout.
Nature: Hostile
Target: Galactic Empire:
Resources Allocated: 3 RP
Actions: Send out N-sub and cloak ship wolf packs to shut down the Empire's economy. Target the transportation of resources, of reinforcements, and of supplies. N-Sub torpedoes are also to be launched at communication infrastructure to blind, deafen, and dumb the Empire, rendering its propaganda and even orders incapable of reaching the ears of its army or citizenry. Fleets in transit will also be targeted by N-Subs hiding out in N-space; firing torpedoes from N-spae and into Hyperspace to destroy Imperial fleet assets likely not assuming that their vessels are even vulnerable to such tactics. Command ships are prioritised, followed by logistical craft and then working down the general hierarchy of importance of enemy fleet assets.

Enemy morale is to be targeted to induce a feeling of severe paranoia among the Imperial navy, make them fear random unseen death at every point of their tours of duty. Randomise targets so as to maximise the amount of terror inflicted on the Imperial Navy's morale. Sometimes its their ships, sometimes its resource convoys, sometimes its their comm buoys and stations, sometimes its research facilities, sometimes its their training schools. Nothing is safe from sudden torpedoes or N-space micro gate funneled energy weapons.

Viruses are to be disseminated among the Empire's computer systems and Holonet grid via electronic warfare and commando teams slipped in via stealthed or subdimensional ships. The viruses and nanites are to first report everything they are able to infect and then upon disseminating the information; hard crash the systems. Brick their computers if possible, largely leaving civilian infrastructure alone but rendering their military networks unable to see or hear each other, let alone communicate.

Replace their communications with broadcasted propaganda leaflets encouraging surrender with a focus on those either far behind the lines or are in a tight military spot, emphasisng the futility of resistance, the benevolent treatment to be given to those who surrender, the pointless brutality of the Imperial war machine, the fact that this is the totality of their empire against a few tribes from a handful of Clans whose union is itself, merely a part of a far larger society and thus nothing their military does matters, and the lies of their state.

Lothbrok fleet will follow the general procedures dictated by Operation: HAVEN which is printed below.


Until the forces committed to Operation STARWIND are freed up, by completion of their objectives or a lack of objectives to complete, they are to focus on stabilising and reversing the situation over aggression. As C-Space and their benefactors are not yet formally our enemies, they will be given warnings to vacate the premises and cease the promotion of civil strife. Failure to comply will not necessarily result in war so long as the matter is not pressed beyond what is needed to end the immediate fighting, but will sour relations in the future. If the Council decides to press on with an attack against those under the protection of the Clans or the Omdyn; or actually launches attacks on non-military assets of either though, then there will be retaliation.

However it is to be stressed that the primary focus is in preventing the Corporatist coup of the Empire and in neutralising its humanosupremacist and ethnochauvinistic regime. If C-Space wishes to form an accord against the Empire, we may proceed to a diplomatic action in the tactical phase.

The forces in HAVEN are to take advantage of the general weakness of the Star League in space to snipe out their military assets from the other end of the solar system and not give them a chance to engage. Imperial military assets moving to assist them will also be dealt with by sniping as the first priority to demobilise their military assets and leave their ground troops stranded without means of evacuation, reinforcement, or relocation to other sectors of the combat zone.

Logistical hubs will be targeted with particular prejudice, with bombardment to be done from space on collections of munitions and spare parts to break down the shifting of parts and fresh resources that keeps modern armies without mobile construction abilities going. Priority is to be given to enemy assets that are directly threatening House Cameron and its allies in particular, with the emphasis on mobility being to take as much bite out of the enemy attacks as possible.

Once the enemy offensives are properly disrupted, the killing blow will be landed once interdiction capable assets are taken out. Skirmishing and micro-jumps into clash range to ensure the enemy fleets are neutralised will accompany mass deployment of ground assets once enemy orbital bombardment is largely reduced as a factor.

On the ground, the enemy's mechanised assets will be the first to be targeted by overwhelming firepower taking advantage of our superior precision to engage in high grade artillery strikes and bombardments in CQC, with mystic and psionic support provided as melee assets are used to scatter enemy formations and sow confusion. Once the enemy is properly confused, and the means for them to fight behind their lines are smashed by penetrating strikes, special forces actions, and long range attacks, they are to be reduced with prejudice until a surrender is procured.

This involves of course, immense hurricane bombardment in the half minute or so before unaugmented human combatants typically start finding cover in the face of artillery strikes; rapid combined arms shock spearheads to punch through the most efficient routes to operational objectives and then having the secondary echelon troops following the spearhead squeeze until the enemy is either destroyed or gives up. Usage of teleporting strike teams and hot-dropped forces in the midst of these cauldrons wherever they are needed to prevent the foe from pulling back their troops to contest the primary axes of advance into planetary objectives.

War beasts are to be used throughout in greater numbers than in the Imperial Campaigns, to impress the Star Leaguers with the majesty of the augmented and carefully engineered animal companions of the Clans. For similar reasons, Mechs and tribal elite formations will be emphasised as well. Keeping in mind the duel prone culture of the noble houses, particularly house Draconis; glamorous individual battles will be sought and prosecuted to break the Combine's pride into ash and cinders. Our mechs are better, our fighters are better, our technology is superior, our equipment is beyond their reckoning, and our traditions aren't a deranged Samurai LARP.

Given the generally short range of star league mechs, it would not be difficult to; if they survive getting into range in the first place, oblige them at perhaps even shorter ranges than they may wish to be fighting in; with brutal melee by mechs set on simply carving or tearing them up or putting their insides on their outsides with punches, kicks, bludgeoning weapons, and the like. All while firing on them before even getting into range. If need be, make a point of our mechs grabbing theirs by their limbs and using them as clubs or thrown projectiles to beat their other mechs into scrap metal to show what leagues we operate in.

In order to show that Cameron is not a puppet however, his house forces will be escorted where needed and his personal guard outfitted with upgraded mechs designed by Tribe Lothbrok's Aelvan runesmith team lead; Eldyra Torjthildr and her associates. An associate of Magna and the unofficial auntie of one Solveig Lothbrok, Eldyra will endeavour to do her best to provide the elite of all factions still in our camp with the upgrades her and her fellow craftsmiths are able to design for them. With the technological difference, even rudimentary work would be a massive improvement, and she is being given a factory ship to serve as her forge of the Gods.

Magna Lothbrok, Arne's extra-clan patron for his reintegration into Uskarling society and a renown freelancer, adventurer, and commander herself, will be entrusted with the status of the speaker of the War-Thing directing clan forces in the warzone. The Mind Spiders of course, will be collating and using data across the entire warzone to coordinate the war effort and fine tune our actions for optimal efficiency and the prediction and in-advance countering of enemy actions.

If the Citadel and their benefactors prove hostile; operation HAVEN is to assume a defensive posture against them, at least until the forces from Operation STARWIND can be freed up. In this event, once occupation forces have been left to keep the Empire grounded have been set and anti-regime forces have been supported to help with the downfall of the Empire, they will repair what they can and replace what losses they are able to and shift to the citadel.

In this eventuality, Operation: HORIZON will be launched.

Operation: HORIZON is to begin with targeted electronic attacks on C-space's Extranet to shut down military comm buoys and leave the Citadel unaware of the disposition of its own forces. This will be followed by precision attacks on Eezo production and refinement facilities and shipyards and the laying of cloaked smart-mines around Mass Relays designed to wait until they detect ships en route and then rush towards them for a kamikaze strike once they emerge from the massless corridor.

Given the generally centralised nature of C-Space polities, the capitals will be prioritised for rapid invasive strikes not corresponding to known routes. Their benefactor remains largely unknown for the moment, so data harvesting to gather information on them will be a high priority. They will be baited into action to gather information on them that hasn't been gathered by Operation HAVEN. Given the magnitude of unknowns involved, we will have to take a generally cautious approach and instead work on the spreading of revolutionary activity rather than full scape military action after decapitating the Citadel's governments.

The Citadel itself will, in case of war, be attacked to quickly seize it and thus control the faster than light travel networks of the Citadel. With our technological advantage, the Citadel is to be studied and its electronic systems taken over. If the theory that it serves as the control node o fthe mass relay network proves correct, shut down the network for anyone who doesn't submit to our ID protocols to collapse the arteries of trade and exchange that allow Mass Relay civilisation to work.

In case of starvation, negotiate with authorities to allow for shipments of medicine, food, and other supplies through in good faith. We are not Barbarians despite our habit of wearing tribal body paint, our collection of trophies celebrating milestones in life, our focus on runic mysticism, shamanistic ritual, and polytheistic tradition, the emphasis of tribal lines and lineage, or our rejection of the concept of private property and the market.

In the case of war, target the Krogan in particular for an offer for an unconditional genophage cure and sponsorship for any of them who wish to join with the clans, as well as the formation of a new Tribe or Clan should they desire one for converts. We have the technology to pretty trivially undo the Salarian's pathogen and give the Krogan the future they deserve as well as the means to provide for them no matter how large their population grows over the years.

The poor of planets such as Earth or Pavonis will be targeted for programmes to provide them with armament, better living conditions, and solutions to problems of poor urban design, pollution, exploitation, and ongoing discrimination and inequality. We are not out to kill them or ruin their lives, we are here to offer a better way and show them that better things are possible, and that whatever their benefactors are; they cannot hope to provide for the great majority of their people as we can.

Emphasise that we can also indefinitely expand life spans without consequence too, for the many Salarians and Vorcha who dread the shortness of their lifespans and the humans and Turians who fear the passage of eons. For the Asari, the more general focus will be on societal inequity and the immense unofficial power that influencer cliques have over the Asari Republics and the fact that they have to spend so much of their lives labouring away towards ends they might not even enjoy while many live in gilded opulance.

But as we'd have just been busy warring with the majority of the sector, there would also be a heavy emphasis on building back up and expanding defensive networks as well as the integration of occupied populations into the clan system and society. It may take time, and many will probably instead be turned over to the rule of the wider ODCOR as new member states of the great Omdyn rather than directly integrated into the clans, but we are not savages. This is so that nobody need suffer from easily preventable causes and the conflict that the Axis seems set to bring to us all sooner or later can be met.

With the reports of Volreapers across the Hypernet, it seems likely that this period of largely random pogroms and kristallnachts may give way to something much harsher, and as far as can be told, our technology enjoys the unique position of outright superiority to the Lesser Ecumene and its allies. We can help bring everyone up to the level needed to weather the storm, but together in freedom and fairness; not under the iron fist and the chained lash. We offer not the harsh measures of military cliques and despotic regimes, we offer a way to challenge tyrants such as the Ecumene's lapdogs. Something that should also be emphasised to the Empire to counter any propaganda about how the Empire may be "needed" against the Volreapers and wider ecumene.

Construction:

We have a lot of people coming through, not just massive numbers of Clansfolk, but also denizens of the wider ODCOR and its allies who will of course have to be given their due. We have done good work in developing our territory so far, but more can be done. Our budget remains somewhat tight, so we will focus for now on the development of the core territories to the Industrialised Status so that we can just about double the amount of effort we're squeezing out of the area. With our ecologically minded natures, and the fact that the other member republics of the Omdyn who are not under our jurisdiction will also be staking claims, this will be more expensive than for those willing and able to just bulldoze whatever they wanted, but it will be needed to ensure that the toehold by the clans participating in this endeavour is not pushed out. Until that time has come to pass, we'll have to sink in the full 36 RP and hope that the dividends will be enough to make up for the inevitable draw down of the initial wave of support from home.

Upgrade Capital Subsector from Established to Industrialised.

Regarding the Great Mother: Inform them that while we are interested in further exchanges with them, with the present severity of actions that we are required to commit to we will have to put anything particularly deep on hold until the resolution of current hostilities. Right now we can do basic information exchanges but it is generally not recommended that any substantial trade be done until the sector is no longer an on going warzone. This is of course, to be delivered with a great deal of tact by the Mind-Spiders.

Here's the orders, Prose will come later.
 
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On a nameless world in Reaper controlled space, a creature which resembled the terrestrial salamander returned to its den after foraging through the underbrush for food. It had been away from the shores of the lake for longer than any of its ancestors had ever managed, the result of a mutation in its DNA allowing its skin to retain moisture better than its clutch-mates. This had allowed it to gather enough food to ensure that its young would be well fed, while its competitors would go hungry as they were limited to the dwindling supply of food near the lake.

Applying the necessary evolutionary pressure, it would hardly stretch the imagination to envision this species of amphibian surviving, thriving, becoming fully adapted to land, filling each new niche it found itself in until what had once been a single species was now a clade. Far enough down the evolutionary tree one genus may eventually give rise to a species which could look to the stars with wonder and ambition, and after many trials and tribulations build a civilisation to reach them.

This hypothetical space-faring civilisation would never know that the lake which had hosted their common ancestor had been created by the orbital bombardment of a city whose shield generator had been sabotaged by indoctrinated refugees. They would feel no guilt over the fact that the shrubbery that their ancestor had foraged from only grew there because there was no one left to stop nature from reclaiming the ruins. And they would be blissfully ignorant of the fact that the same entities responsible for their evolution were lurking in the darkness between stars, waiting to deliver extinction unto them as well.

Had the Syrabaric Republics feigned such ignorance, their existence would have been prolonged. Yet their actions betrayed an awareness of the threat of the Reapers, and an intent to strike against them that could not be abided. The local powers' attempt at an alliance against the Reapers had failed due to the inherent short-sightedness of organics, but if they were given time they may yet put aside their petty grievances and unite against their common foe. They would not be afforded such an opportunity. The Reapers would strike first to ensure this, the question that was left was whether the Moot or Republic would fall first.

The arrival of the displaced fleet into Union space provided the answer. One fleet was already involved in pitched battle with Union forces, two would tip the scales, and three would all but ensure victory.

And so legions of Reapers assembled at the periphery of their space, dark and implacable as an oncoming storm. Then with bursts of superluminal radiation they shot like lightning bolts to the heart of USPR space.

General: Both Mag 3 fleets will launch an immediate assault on the core USPR territory in an attempt to rendezvous with the displaced fleet and take advantage of the chaos caused by its sudden arrival. On arrival focus should be placed on using the (presumed) superior manoeuvring of Reaper FTL to avoid USPR ships firing angles and tear them apart before they can re-orientate. Interdiction should be used to prevent enemy ships from freely manoeuvring and disengaging. Ships should generally be in loose formations to hit the larger USPR ships from multiple angles, and avoiding their weapons should be the primary defence against the presumed proportional firepower of their Capital ships.

Capitals: Sovereign class ships should engage as normal, transitioning from Bombardment to Skirmish as they see fit to avoid enemy fire and take advantage of exposed enemy positions.

Destroyers: Focus on Clashing with enemy ships and attempt to expose enemy hulls to boarding actions for capture.

Oculi: Occupy and seek to destroy enemy point defences, and intercept their missiles to allow Destroyers and boarding ships to close in.

Legends: Harbinger will be commanding from the rear and overseeing the broad strokes of the invasion into Syrabaric Space, with a focus on adjusting to novel enemy technologies and conducting the invasion of their worlds to avoid a repeat of the initial difficulty in taking worlds belong to the Empire. The Reaper Knights will be sent to assist the attacking fleets and field test their esoteric abilities however they see fit (with an inclination to testing if the ability of the Force to influence minds synergises well with Indoctrination), but should be well guarded and not be first into the fray as they are too valuable to risk losing by a trick of circumstance or ingenious trap.

Indoctrinated Forces: Union ships which have been captured through Indoctrination will be allowed to return to their bases, to indoctrinate more personnel and sabotage the defences before the Reapers arrive. These ships will also be placed at the forefront of all fleet engagements where possible to minimise the loss of Reapers and to sow confusion in the enemy. Some will be allowed to return and serve normally before turning, to further sow paranoia.

Promote NW Reaper space to Heartlands - 54RP
Research: -14RP
Intrigue: -12RP
Total: 80RP expended

0 - 1RP: Continue development of shields. With how prevalent weapons are that partially or totally bypass kinetic shields, developing energy shields to fix that vulnerability is a priority. Tangentially, effort should be given to evaluating the types of energy weapons available and which should be added to the Reaper arsenal.

4-9RP: Cylon FTL Adoption - While most of the technology held by the Cylons was useless to the Reapers, their FTL was not. The suitability for long ranged travel and decapitation strikes has made it a promising addition to Reaper ships as a supplement to their existing FTL drives.

Total: -14RP

Target: USPR
Nature: Hostile
Resources: 4RP
Plan: Before the invasion, seed agents throughout the territory of the USPR client races with the intent of infiltrating any existing rebellious organisations and proliferate a low level of indoctrination to make them more belligerent towards their overlords, and equip them with Reaper tech to allow them to more effectively resist government control and further influence them. If any agents of the central government are indoctrinated in the course of this plan, they should continue operating as normally until ordered to do otherwise.

The overall aim will be to fan the unrest already existing in the nation, and shift their perception of the Reapers to liberators come to free them from their oppressors - and to disregard any information from the central government to the contrary as more propaganda. The best possible result of this infiltration will be rebellions breaking out by the time the main Reaper assault occurs, and the USPR wasting resources before/during the invasion at the very least.

Target: Ykantras Moot
Nature: Hostile
Resources: 4RP
Plan: Construct a remote monitoring array similar to the Kholas Array and use it to monitor fleet movements in Moot space, and gather information which will be useful to planning the invasion such as the size of their military, routes used by their civilian craft, additional insight into their common tactics etc.

In addition, stealth craft will be launched to remote systems and used to more directly monitor their communications, and assess if there are any points of societal friction which may be exploited to weaken them before a direct invasion.

Target: Scourge
Nature: Hostile
Resources: 4RP
Plan: Similar to the above, do remote scans to ascertain the size of Scourge military forces, locations and extent of defensive installations, key industrial worlds, etc. The increased resources used to probe their space on this occasion will also be used to scan for any gaps in the fortifications they have erected across their borders.

If any reliable ones can be found, a team of Indoctrinated Knights will be sent in a stealth craft to abduct Scourge infested individuals. Stealth is of the utmost priority to this mission, and it will be preferable for all resources used to be destroyed than be captured if the mission fails, therefore they will be boobytrapped for remote destruction via artificial singularity if they are in danger of being captured.

Target: Ancient Gateway
Nature: Hostile
Resources: 0RP
Plan: Similar to the above, monitor the Kroat assaults on primitive species to gather data on how they conduct warfare, how best to combat their tactics, and most vitally track the commanders of the Kroat Raiders.

Automated probes will be launched to do a cursory study of the gateway as well, as its similarity to the Citadel Relay has made it a curiosity.

Total: -12RP
 
Chaos claims the unwary or the incomplete. A true man may flinch away its embrace, if he is stalwart, and he girds his soul with the armour of contempt
- Inquisitor Gideon Ravenor, The Spheres of Longing.

'Walk easy into the night, dear friend,
Walk easy into the night.
For the darkness holds naught but the dreams of the sleeping,

And in dreams we are unmade,
And so unburdened, we live on.
Walk easy into the night, brave soldier,
For in the misty haze of morning,
The horrors of the day do reveal themselves,
And the soft churn of the earth shall drag us down,
And the dead shall curse and holler,
With milky-eyed wisdom,
And show us all they have learned of war.
Walk easy into the night, dear friend,
And hold that the dawn will never come,
For with it we are broken,
And all dreams extinguished for another day.'

Unknown, fragment found in a trench after the Battle of Tintafell IV


Tatical Report
Storm



Three



- - - - - DEPARTMENTO MUNITORUM FORM 8712/AM/R03 - - - - -
ASTRA MILITARUM OPERATIONS REPORT

CORRESPONDENCE NUMBER:
OR-12710735626

TO: High Command, Task Force Grulgor of Subsector Karranar

CC: Departmento Munitorum – Office of Records – Correspondence Department
Office of the Supreme Commander , Battlegroup Harrsk
Officio Tactica Logistics Division

FROM: Lord General Girard von Oberstein, Officer Commanding Task Force Grulgor SUBJECT: Offensive againsts the Kroatangan Xenos
ENCLOSURES and REFERENCES:
1. Subsector Reference Chart
2. Available Imperial Force Breakdown and Distribution Report
3. Final Casualty Report from 'Volreaper' raids
4. Request Form for Priority Two Transfer of Additional Reinforcements (Seventh Submission)
5. List of Approved Devotional Prayers for Upcoming Purge of Kroatangan Xeno In the name of the most Holy Emperor of Mankind

I, (insert name here) LORD GENERAL von OBERSTEIN, submit the following report on (insert relevant operation name) OPERATION BEROSSUS. Following my last official report (see OR-12710735501), after successfully repelling Xeno raiders with acceptable casualties, requested Imperial Forces is now finishing their muster at the planet Garvan Beta – desert world status: minor mining/intermediate resources, planetary standard classification: C-.

My headquarters unit , accompanying the Mordian 217th , have arrived on the planet, and inspection is mostly completed. [ Refer to references 2 and 3 for current force breakdown ]. We have finished our preparation to attack Kroatangan Xenos , already weakened by internecine fighting , to wipe their foul kind from this sector.

All the Emperor's warriors, from myself and my staff officers down to the troopers who wield the Emperor's fury on the battlefield, are ready to purge the fungoid alien threat from tbe subsector, and continue the holy work of conquering this region for the glory of mankind

- - - - - END COMMUNICATION - - - - -
==================

Snow.

White flakes stirring on the breeze, dancing over the city spires, occluding the view.
He walks slowly through them, seeing them patter upon the lense of his gas mask , catch in his helmet. There is only the crump of his own footsteps in the white streets of the proto-Hive


Frost cover the city like a blanket, flushed around its spires. It is even colder in this hab-block, the poorer section of the planet means heating are even scarcer.

Not that it matters to Joachim-2134, the kind of soldier that was sent to the most hostile battlefields . As such , he keeps hia march.

In the back of his mind, there are some doubts. He don't deserve this honor. Of serving the Holy Ordos of the Inquisition. The Sword and Shield of the Emperor. But nonetheless, it is not his place to question. Only Duty. And he march on.


The hab-apartment is grim. Such is the way in the poorer section. It not to the level of dilapidation of a typical underhive, but given a few decades...


The Krieger nodded at his new comrades in the retinue. The hulking figure of Grug is hard to missed. Bone'ead bionics domed over a scarred face, shock maul cracking with intent. On his right, the former Arbites Prefect, Mariette apparently is her name, racked her shotgun in anticipation. Standing on an elevated platform, longlas aimed downwards, is his fellow sinner. Natalia-345312 from the 45th Infantry steady his rifle, sight aimed at the traitors on the other side of the windows, oblivious to his own doom.

A psyber-eagle flew forward the street, signals the arrival of their charges. Inquisitor Gerreon Axelmann takes calm but decisive steps forward, winds flutters his trenchcoat. Psychic energies dancing across his staffed, especially the elaborate carving of the Imperial Aquilla on the tip.

Now they only waiting for his signal, and this den of alien spies shall faced the Emperor's Justice.

The snowstorm is taking strength

===========



Strategic Turn 2

Total: 88 RP
[Exteritite Debris] : Spend 8RP to immediately get rid of the tainted Xeno materials. The Black Hole should help

Free Decision: [ Hypernet ]
Allows Censored Hypernet access ( with caveat, see below under Diplomatic section )
Punishment of Imprisonment for illicit hypernet access.



Industrial Orders:

20 RP to increase N4-Center to "Industrialized" level


Diplomatic Orders:
Imperial Politics ( 8 RP ) :
Nature ( Friendly )
'Balance' the influences of Imperial factions in the Crusade . At this time increases power of the Ecclesiarchy ( by allowing more worlds to be under their direct control, as well as open Scholar Progenium ( a Church-run institution ) branches in territories under Imperial control , as well as the Inquisition ( by "gifting" the Vyranodasik Conclave the Eye of Iron station and the accompnying superweapon for their use )

Propaganda (4RP ) : Parade captured 'Volreapers' across major Imperial population, publicised that the Xenos have specialised "human murderers", before execute them before the population. Educate our people about the predations of Xenos even in this galaxy, as well as their hatred for humanity in order to quash any nascent xenophillia ideas, and encourage resistance


Hypernet (8RP ): While allowing access to Hypernet to improve communication, of course measures must be uses to ensure destabilisation of Imperial Order from taking place. Aside from digital measures like censors, surveillances and firewalls, access to the Hypernet must be limited to public 'Hypernet Centers' monitored by the authorities. Experiment of unrestricted access to sites with anthrophobia sentiment is discreetly allowed on selected worlds ( with monitoring) , as a method of propaganda "straight from the Xeno's mouth"


Adeptus Arbites (8 RP )
Nature : ( Counter-intelligences -Hostile )
Reestablishes Adeptus Arbites Percinct-Fortresses on Imperial World, in order to maintain stability in regard to incidents affecting Imperial interests whenever local Enforcers are not up to the task.





Our people ( 4RP )
Nature: Friendly
Within the Inquisitorial complements of the Crusade, there exists several that belongs to the obscure Ordo Chronos, who are very interested in how many ships of our fleet are not part of the initial manifest of the Crusade, and especially how our forces are more numerous after we arrive in this galaxy . Support them in investigation, especially to figure out where many of our people actually from


Military Order:

Spend 25 RP to authorises the use of cranial bionics in prevention of enemy telepaths

Send 2 Base+1 Fleets to confront and hunt down Vol-reapers raider fleet within our territory

Spent 3 Base+1 to patrol the borders with the Unted Republic in response to xeno military build up
War!

Target: Kroatangan Raiders


Resources: Three Base+2 fleets, 2 Base+1 fleet, Battleship Endurance
Plan: It's time to put the fungoid menace to the righteous torch of the Emperor's Wrath.
Have the fleets engages in decisive attacks upon Xeno ships, targetting enemy leadership in priority, trying to achive orbital superiority. Meanwhile, Scions and Deathwatch will infiltrate behind enemy lines, sabotage anto orbital weapons in preparation as ground forces will conduct landing . Attempt a blitzkrieg campaign all over enemy system wiping their foul kind from the sector. Special Parameter: Order Imperial Forces to secure and recover as much of enemy technology as possible.

Research Order:


Spend 1 RP Research slot - Find a way to block enemy mind control signals , with the goal of developing theatre wide anti-mind control means.

Spend 4 RP for 2nd Research slot - Many factions in this realm have widespread applications of shields, while ours is relatively limited. Research a way for more adoption of shields to Imperial military ( initially on Imperial Guards superheavies. )

The most immediate action taken this year has been the rapid liquidation of all captured stockpiles of the xenos material known as "Exteritite." Placed inside sealed storage containers of plascrete inches thick on each side and subsequently shipped to and ejected into black holes, contained included just to be safe, it is successfully eliminated, with strict Inquisitorial (to protect against any external or criminal elements) and Astartes (to protect against the Inquisitorial element) oversight ensuring that none of the mineral escapes the Emperor's judgement, with anywhere it had taken root being similarly treated by large earthmoving and extraction machines tearing out the entire area and similarly being thrown into black holes with their deadly payload still inside.

The Emperor's Tarot still reports dire threats to mankind, but it's now a mix of much reduced to its background level (a bit above, actually, but that's suspected to simply be a result of the background level being abnormally high in this universe) and pointing towards more specific near-term threats.

-Exteritite Removed

Speaking of near-term threats, the Vorkyli United Republics have commenced a full-scale assault across the full length of the Imperium's eastern border. Using the elimination of the Martial Republican Federation and its people from Imperial space as a pretext and the deployment of the majority of the Imperial military as an opportunity, the attack was shockingly swift in its organisation and execution. While High Command was fully aware of the troop movements, the Officio Tactica's analysis, backed by precedent, was that the foe would not be able to effectively marshal a sufficient attack force until the following year. The speed of the xenos' mobilisation took everyone involved by surprise, and seems to indicate a faster pace of warfare in this new galaxy compared to the Milky Way, something that the Imperium had so far encountered but not fully grasped the implications of until now.

Of course, while this offensive was unanticipated, the Imperium had not simply stood idly by while the xeno dared to launch a series of obvious provocations in the form of a military build-up, and had matched the enemy's movements with patrol deployments of their own, including Astartes, Titans, and battleships. Additionally, with the volreapers seemingly cowed by the significant hunter-killer assets deployed within Imperial territory, said assets could be safely redeployed to the border even slightly before the invasion began thanks to psychic portents delivered in good time to the Departmento Munitorum.

Now the significant military assets of both sides faced off against each other along a broad front, with skirmishing in countless systems already well underway. One typical example of a major such engagement is the battle of the Balarian system. A system of significant local importance, it is the Sector Capital and holds the under-construction Hive World of Balarian II, and is astrographically positioned in such a way that it guards access to a cluster of exporting worlds, primarily Agri-Worlds. The VUR has deployed a major force concentration to the system, with the twin goals of securing it as a forward node in their logistics network and decapitating the regional Imperial headquarters. If successful in both these endeavours, they will doubtlessly be able to make a full breakthrough of the Imperial front line, capturing the Agri and Mining Worlds sitting behind Balarian which would in turn have a cascading effect on Imperial logistics, causing further disarray and potentially a further breakthrough.

The enemy is deploying in a standard but aggressive assault pattern, deploying the bulk of their naval forces in the first wave to engage and destroy the defenders while only a small part is held back, to be deployed as convoy escort for the ground force once the system defence fleet is fully engaged and can no longer effectively contest a landing attempt.

Defending against the significant attack force, which scans indicate contains numerous capital ships, is an equally significant defensive formation. Built around a core of several battleships and a Battle Barge with multiple escorting Strike Cruisers, it is a combined arms formations representing fairly standard Imperial Navy ratios, and is bolstered further by a modest but still relevant complement of Defence Monitors and multiple orbital Defence Platforms, along with several minefields to restrict angles of approach.

On the ground, numerous Imperial Guard regiments have deployed to positions within the various under-construction Hives, generally garrisoning the best positioned and supplied of the prebuilt defensive lines or key sites such as the Governor's Manse and Imperial Command in the capital or the more broadly spread Defence Laser batteries. A full mix of forces are present, including superheavy armour and Tempestus Scion units. A Mechanicus contingent is also present, sporting a full Titan Legion led by a venerable Warmonger-class Artillery Titan, along with the expected attendant Skitarii Macroclade. The Astartes present, of IVth Legion stock, must of course be split between offensive boarding actions in the void and taking command of the defence on the ground.

Since Balarian II is a high-habitability world, having only been recently intensively colonised, local agricultural efforts ensure that even if the trade lanes get cut off during the fighting that it will be able to continue to feed itself to an acceptable degree, but this does require that planetary logistics lines remain open. A world with a surface composition similar to that of ancient Terra, many of its proto-Hives exist on the edges of planetary oceans, and a great deal of logistics is performed by oceanic cargo vessels. It is recommended that either the sealanes remain under Imperial control, or that the void is kept open enough to allow for the transfer of foodstuffs from orbiting freighters to planetary spaceports with a high degree of reliability.

The PDF also maintains a surface navy, a mix of medium-scale warships for convoy escort and superheavy submersible vessels powered by plasma reactors and armed with void torpedoes that act as mobile anti-orbital weapons platforms. This is of course in addition to their reasonably sizable quantity of professionally trained and properly equipped mechanised infantry, and the militia forces that are being called upon even now.

Reinforcements are on the way, but due to the fact that the entire front is pressured combined with the inherent limitations of Warp travel there is expected to be a significant amount of fighting before they arrive, with the battle likely decided one way or another before a relief force of truly significant scope makes its appearance. With this in mind, the Lord General Militant, Lord Admiral, and Warsmith commanding the defence all agree: Since Balarian cannot be allowed to fall, success with what they have is the only option.

-Initiate tactical turn: The Battle of Balarian. The results of the battle will be reflective of the results of the Imperial defence against the VUR as a whole.

By the time news of this reaches the expeditionary forces sent out to destroy the vile Kroatanga, the latter was already well and truly engaged against the alien threat. While there was some debate on the bridge of the Endurance, it was swiftly understood that even if they attempted to leave immediately that by the time they returned it would be all but too late one way or the other, and the Kroatanga would pursue them all the way home. Instead, the pace of the campaign would accelerate, and only once their new territory was secured would they march back to relieve their comrades.

Of course, the Kroats had no intention of making this easy. As was to be expected based on their similarities to the all-too familiar Orks, they fought to the very last, rightly anticipating no quarter and giving none in return, howling with glee even as they died in their billions. Their differences made them all the more annoying, aggressive yet highly reliably starships and weapon emplacements proving the full equal of their Imperial counterparts, and even the superior in the case of their flagship Dreadnoughts that only the Endurance could fight evenly, and the one thing consistent among their almost bewildering array of infantry was an appreciation for what an Ork would call "ded kunnin' taktiks," even if they did still eschew that which might be called subtle. Combined with the swift Imperial advance, casualties mounted rapidly.

Still, this only delayed the inevitable. Imperial special forces disabled anti-orbital defences, allowing for massed troop landings and orbital bombardments, either resulting in massive field engagements centred around Titans duelling enormous assault tanks or entire continents scoured with cleansing flame. Whether they ruled from their flagships or bases on the ground, Kroat Warmongers were found, engaged, and cast down in duels against the most elite of the Astartes available, including Harrsk himself. Generally, this was swiftly followed by "regrouping" operations, which the Imperial forces pursued and destroyed with utmost prejudice.

By the year's end, the entire region had been freed of Kroatangan occupation for the first time in centuries. While it is common and even somewhat easy for these menaces to be kept suppressed, as this one was, actively pushing them back and reclaiming their land for civilisation is a far more demanding task with consummate recognition. The United Republics taking advantage of a successful anti-Kroat offensive to launch their own war will not be thought of kindly by the galactic community, and Imperial power has been further demonstrated. Naturally, Feral Kroats will remain an issue for the rest of eternity, but so long as the appropriate protocols are maintained they should not be an issue, and can in fact make Imperial Guard Regiments and PDFs raised in this region some of the sharpest around through regular live-fire practice. The Administratum stands ready to send countless colony expeditions to the region through the small spatial corridor connecting Imperial core space and this newly claimed region.

Of course, none of this was on the minds of the Imperial forces even as the last Kroat fell. Instead, what concerned them was news from the homefront, and they swiftly reorganised in order to make a full speed withdrawal from their conquests…

-Kroatangan Raiders fully wiped out, and their space is ready to be claimed for the Imperium. Losses were 40% across all fleets, except one of the Base+2 fleets where the presence of the Imperium's Legends letting them better engage and defeat the Kroat Dreadnoughts and Warmongers reduced the casualties to 30% despite it being the vanguard formation.

Even as the Imperium warred, it also propagandised, internal and external balanced finely on the scales of its attentions and efforts. Twas ever thus. In that grand tradition, the captured Volreapers were put on public display, stripped of their armour and weapons, drugged to dampen their ability to use psychic powers, and clapped in chains for the rest of their exceedingly brief lives. Due to their focus on self-preservation in equipment and tactics, only a scant few had been captured across all their raids, but with many thousands having fought against the Imperium a few inevitably suffered failures of their anti-capture systems. Enough to make a statement.

To the xenos' credit, they show an exemplary amount of hatred. Not one begs for mercy, and instead each spews slurs and threats even as they are paraded towards their execution spots despite being heavily drugged. They promise that even if they die here, that each and every one of the human savages present will be exterminated when the meritorious take their rightful place at the head of the universal order. With practically every alien vastly larger and more physically powerful than any ordinary human, even larger than the Astartes in many cases, they cut an intimidating sight, although things are carefully orchestrated so that a mix of blatant Bullgryn handlers and invisible Psyker telekines prevent any risk of an actual breakout despite near-constant thrashing.

The parade ends in public squares where large crowds have gathered, and various priests stand giving sermons extolling the many virtues of man. They end by reminding the onlookers that this is the true face of the alien no matter what facade they were, as can be seen even now to the northwest and east, and proceed to execute the captured Volreapers with Eviscerator Chainswords.

It is a huge success, squashing any xenophilia that might have been accumulating in the background, and impromptu mobs quickly run rampant through the streets of numerous cities with the tacit permission of law enforcement, hunting down suspected xenophiles, heretics, witches, and mutants, with security forces only stepping in when the efforts spread towards abhumans and permitted minorities, and often tepidly and too late at that. Specialists naturally follow along in the wake of these mobs, idly picking off any internal threats that were unearthed but managed to evade the pious' attention, and stepping in to spirit away acceptably uncorrupted witches to be trained at the newly established Telepathica Campus rather than wastefully killed.

-Volreaper Executions successful. Possibly a bit too successful.

Many things can be said of the Sons of Perturabo. Masters of the art of attritional siegecraft on both the offensive and defensive, unrivalled field engineers, as stubborn as even Mortarion's children in their own ways, and with the grasp of subtlety and interpersonal relationships of a Thunder Hammer. Warmaster Harrsk has risen above this origin by necessity, but it would appear that some of it still clings to his words, or perhaps he simply got unlucky.

Regardless of the exact reason, attempts to balance and appease the delicate internal Imperial political apparatus do not go well, largely because they are seen for exactly what they are. The Ecclesiarchy in particular senses weakness and an attempt to corral them, and lashes out in defence. The battlegroup's Cardinal approaches Harrsk privately and states simply that it is the Emperor's will that His messengers be given further concessions (saying this to an Astartes is arguably heresy, but the Cardinal seems to disagree,) ideally on the Hypernet issue or perhaps the Decree Passive (which Harrsk doesn't strictly speaking have the authority to do, but the Cardinal points out that in the most literal sense he had equally little authority to deal with the Hypernet issue,) lest the Warsmith lose the Ecclesiarchy's favour. They would not go so far as to publicly denounce Harrsk's leadership, not yet, but they could still make life difficult for him and destabilise the political situation if not appeased.

This is disappointing, especially since the Hypernet issue was otherwise successful in being forced through. Adopting the radical's position was a slight surprise, although one that that group in particular heavily appreciated, but through firm and logical arguments as well as small but effective usage of his position as ultimate Imperial authority in Vyranodasik the Warmaster was able to sway the rest of the leadership to his side before he left on Crusade, if not in totality then enough to prevent them from publicly grumbling. Hypernet Centres have sprung up across Imperial space and are already proving popular, although that may change depending on what compromise is reached with the Ecclesiarchy.

-Hypernet proposal pushed through successfully, but the Ecclesiarchy is hungry and biting for more concessions of some kind. Either increase the severity of punishments for unauthorised Hypernet use, roll back the Hypernet distribution in some capacity, loosen or undo the Decree Passive, make some other meaningful concession, or outright deny the Cardinal and increase political instability.

The Adeptus Arbites is fully reestablished, deployed in massive numbers once more as Precinct-Fortresses are placed into the structures of newly built Hives. Of course, this is largely a formalisation of the preexisting status-quo of the galaxy, and while the Arbites are grateful to be better financed and positioned they are still relatively limited in their ability to enforce the Lex Imperialis, only chasing high-priority crimes while the bulk of law enforcement is left to the less well-equipped but still numerous and militarised Enforcers, which various planetary governors are extremely keen to keep as personal attack dogs. Of course, if it works for the rest of the Imperium, it will work for the Battlegroup.

-Adeptus Arbites Precincts formally reestablished, to comparatively little effect in large part due to local governments wanting to maintain the status quo.

The Ordo Chronos-led investigation into the unusual properties of the Battlegroup's interdimensional transit perhaps surprisingly produces significant results. Careful examination of a variety of citizens suggest that the "extra" population and military assets have arrived from similar but distinct alternate timelines. Some seem to basically identical, indeed identified by the presence of "twins" on different planets with shared identities and histories, while others are wildly different, with some interviewed citizens indicating that they are from a timeline where Rogal Dorn remained loyal to the Emperor and Perturabo was a traitor among other changes, although these in particular were in a backwater enough area that they have yet to realise even this comparatively blatant change due to the limitations in Imperial communications infrastructure.

It has been resolved to keep the more extremely divergent in particular away from Hypernet access for everyone's safety and soundness of mind, while the more subtle timeline differences should not be noticed thanks to the deliberate vagueness of Imperial basic historical education, a mix of the inevitable difficulties of teaching any single soul the history of the galaxy and deliberate policy to guard against the potential influence of the Ruinous Powers. Those in higher positions more likely to recognise such a discrepancy are already being informed of the issue and to keep it secret.

Of course, certain questions do arise. No copies or equivalents of Warsmith Harrsk, the Endurance, or even the 134th Siege Army appeared during transit, and the Ordo Chronos has yet to ascertain why. Nor are they sure what caused it; perhaps some quirk of the "Deepest Warp" they passed through to reach this universe.

In any case, the additional manpower is most certainly welcome, and the Ordo Chronos believes now that it could create a megastructure able to tap into Imperiums hailing from many different Warps… at a truly monumental resource cost, of course.

-Alternative Portal Home variant unlocked: Portal Imperialis, calling on the Imperiums of various timelines. More potential benefits than a regular Portal Home, although the reinforcements will often be perhaps a little unusual.

Research results are mixed. Theatre-wide anti-mind control measures are, bluntly, a failure. The Adeptus Mechanicus simply cannot even begin to understand how such a task could be accomplished despite their best efforts, and deem the concept a dead end until a significant technological discovery of some kind can be made. Considering even the most advanced of the local factions seem to have no completely effective theatre-wide defence against the Hograthux's mental abilities, such a discovery may be simply impossible, although that same fact is some small comfort that the Imperium at least does not struggle alone.

This does not mean that the time and effort were simply wasted, however. Where the Magi Esotericus fail to achieve results, the militant Magi Primes step in. While a technological solution cannot be offered up, that does not mean that no solution exists. A conclave of these Magi work together to produce a treatise on warfare in Hograthux-controlled space. Containing a variety of tactics to mitigate the effect of Hograthux mind control on Imperial forces, such as intermixing Skitarii units among Guard forces to reduce the impact of the latter going rogue and ensuring proper degrees of separation between the command units equipped with cranial implants and any subvertable assets, it has been widely distributed and should be a boon when battling against this new foe. Against even most other mind controlling enemies, this in combination with a proper degree of faith should prove a sufficient defence, although faith seems ineffective against the Hograthux specifically.

The shield research goes better. It turns out that the Macharius tank already possesses an associated STC fragment indicative of a shield generator ready to be installed, but much like the Omega variant a schism over the purity and completeness of the template data kept it from entering testing or deployment, a status quo likely to have continued for some additional centuries if the Warmaster had not sent a message indicating that the template was to be approved immediately, much to the grumbling of the Mechanicus. Still, they did as asked, and equally like the Omega removed the hull-mounted heavy stubbers to install the necessary power conduits and emitters for a Knight-like Ion Shield. Although, ironically, not on the Omega pattern itself, since the power demands would be too great to run both a shield and a Plasma Blastgun on a single vehicle.

The design works well, and enters production before the year is out across the other three Macharius variants. With this initial success, various radical Tech-Priests, emboldened by their success on the Hypernet proposal and given speed by the Warmaster's specific orders, replicate the alterations on Baneblade-style tanks, removing the hull-mounted heavy bolters and Demolisher cannon along with altering the internal arrangements slightly to include a single-layered Void Shield. Production of these superheavies also begins as the year ends, including other Guard superheavies such as the Crassus and its variant the Praetor but not including the Shadowsword or Stormblade due to the same reason as the Omega. Ironically, the Banesword and Stormsword, once rightfully maligned as improper substitutes for a true Shadowsword, now have something of a proper place in Guard doctrine, as due to their excess power supply and heavy-duty power conduits they can utilise a Void Shield without any loss in their weapons loadout. As always, the conservative elements of the Mechanicus grumble, but not more than they usually do.

-Theatre-scale mind shield research is largely a dead end, but it does produce some doctrinal advantages which will help mitigate the effectiveness of mind controlling your armies. Your superheavy shield research is more conventionally successful.

And of course, while all this happens the Imperium's industry continues to churn and manufacture, both vast mass-production factories and the artisanal efforts of the Mechanicus' Tech-Priests. Roughly equal effort is invested into increasing the Imperium's territorial development and increasing its resistance to mind control among the office corps. The latter is arguably more straightforward, simply requiring the mass distribution of invasive cranial implants across the entire upper strata of Imperial hierarchy. Now that it's done, warfare against any Hograthux should proceed far more smoothly.

The former involves infrastructural development on a rare scale. Forge Worlds and Hive Worlds go from foundation to actuality, proper cathedrals of the Machine God arising alongside arcologies built from the ground up, enormous orbital shipyards installed able to produce any starship that might be called for in vast numbers, and mining efforts intensify across Imperial space, both on planets and in the form of Goliath-class Factory Ships devouring solar plasma and asteroids with equal hunger. Even less than hospitable planets see colony efforts applied to them, sealed habitat domes housing ever-increasing numbers of Imperial citizens. All this is somewhat disrupted by the VUR offensive, but unless they made a breakthrough it was not by a significant margin.

-Anti-Hograthux implants distributed; Imperial Core TP elevated to Industrialised.
 
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A system of significant local importance, it is the Sector Capital and holds the under-construction Hive World of Balarian II, and is astrographically positioned in such a way that it guards access to a cluster of exporting worlds, primarily Agri-Worlds. The VUR has deployed a major force concentration to the system, with the twin goals of securing it as a forward node in their logistics network and decapitating the regional Imperial headquarters. If successful in both these endeavours, they will doubtlessly be able to make a full breakthrough of the Imperial front line, capturing the Agri and Mining Worlds sitting behind Balarian which would in turn have a cascading effect on Imperial logistics, causing further disarray and potentially a further breakthrough.

The enemy is deploying in a standard but aggressive assault pattern, deploying the bulk of their naval forces in the first wave to engage and destroy the defenders while only a small part is held back, to be deployed as convoy escort for the ground force once the system defence fleet is fully engaged and can no longer effectively contest a landing attempt.

Defending against the significant attack force, which scans indicate contains numerous capital ships, is an equally significant defensive formation. Built around a core of several battleships and a Battle Barge with multiple escorting Strike Cruisers, it is a combined arms formations representing fairly standard Imperial Navy ratios, and is bolstered further by a modest but still relevant complement of Defence Monitors and multiple orbital Defence Platforms, along with several minefields to restrict angles of approach.

On the ground, numerous Imperial Guard regiments have deployed to positions within the various under-construction Hives, generally garrisoning the best positioned and supplied of the prebuilt defensive lines or key sites such as the Governor's Manse and Imperial Command in the capital or the more broadly spread Defence Laser batteries. A full mix of forces are present, including superheavy armour and Tempestus Scion units. A Mechanicus contingent is also present, sporting a full Titan Legion led by a venerable Warmonger-class Artillery Titan, along with the expected attendant Skitarii Macroclade. The Astartes present, of IVth Legion stock, must of course be split between offensive boarding actions in the void and taking command of the defence on the ground.

Since Balarian II is a high-habitability world, having only been recently intensively colonised, local agricultural efforts ensure that even if the trade lanes get cut off during the fighting that it will be able to continue to feed itself to an acceptable degree, but this does require that planetary logistics lines remain open. A world with a surface composition similar to that of ancient Terra, many of its proto-Hives exist on the edges of planetary oceans, and a great deal of logistics is performed by oceanic cargo vessels. It is recommended that either the sealanes remain under Imperial control, or that the void is kept open enough to allow for the transfer of foodstuffs from orbiting freighters to planetary spaceports with a high degree of reliability.

The PDF also maintains a surface navy, a mix of medium-scale warships for convoy escort and superheavy submersible vessels powered by plasma reactors and armed with void torpedoes that act as mobile anti-orbital weapons platforms. This is of course in addition to their reasonably sizable quantity of professionally trained and properly equipped mechanised infantry, and the militia forces that are being called upon even now.

Reinforcements are on the way, but due to the fact that the entire front is pressured combined with the inherent limitations of Warp travel there is expected to be a significant amount of fighting before they arrive, with the battle likely decided one way or another before a relief force of truly significant scope makes its appearance. With this in mind, the Lord General Militant, Lord Admiral, and Warsmith commanding the defence all agree: Since Balarian cannot be allowed to fall, success with what they have is the only option.

-Initiate tactical turn: The Battle of Balarian. The results of the battle will be reflective of the results of the Imperial defence against the VUR as a whole.
Survival is no birthright, but a prize wrested from an uncaring galaxy by forgotten heroes

- Thought of the day


'Blood is blood. It exists to be spilled. Choosing when and where to spill it? Well, that's what separates us from the beasts.'

– Commissar Furzon Grall, during the repression of the uprising on Jhental VII



Four


A most unnecessary interruption
On Xeno treachery
Furnace of War



A shot rang from my plasma pistol, as the gob of miniature sun vaporised another heretic. The rest already seen to their fate, or will meet it soon as we headed deeper into the traitor's hideout . The xeno-worshippers try to return fire, resists with all determination they had as the barks of stolen autoguns and cheap stub-rifles is answered with kill shots from my retinue .

Even as the eradication of this cell is a certainty, I can't help but feel...irritated.


So you have me then, pictured. Gerreon Axelmannn, Puritan, Amalathian, eighty years old standard, an Inquisitor for the past fifty years. For that 50 years as a devoted member of his High Majesty the God-Emperor's Inquisition, I have found myself facing the many form of the horrors threatens the realm of Mankind, the Enemy Within, Without and Beyond. The Rogue Psyker Cabal on Stillian IX, who act as foul warpcraft support for hire to heretical sects all over the subsector. The Genestealer Sanctus trio of the Clawed-Blades that paralised the industrial world of Meageron Primus through bold assasinations. The Bountiful Scourge, a flagellant cult devoted to the Fly-Lord that rules the underhive districts or Starmae. I even face to face with cells of the Divine Fratery, that seer cult that plagues our Imperium for 500 years and counting, arranging horrific catastrophies in planets from Tarsis Ultra to Terra itself. All perished under my hands. That is to say, I have faces no few of the most horrific foes parasited within the belly of our holy empire, and that explains my irritation.

Irritation of these particular bunch of heretics

There are many paths to Heresy. A lust for power. A relief from suffering. Even a respite from boredom. All tempting to the average weak-willed souls. But these ones however, forsake their humanity for none of those reasons. The Order of the Triumphant Wyrm only preaches a Creed that proclaim the citizen of the Imperium must submitted themselves to some bizarre ideals of social harmony, while express human inferiority to some Worm like xeno scum in a neighboring sector. Imagine that, no doctrine of salvation, nor spiritual deliverance. Not even promise of foul powers. Just preaching about how we should all submitted to be enslaved because it is "the natural order" . Even the foul Genestealers promise its lower members of the cults of se paradise granted by their masters in the stars. It is not unexpected, then , that recruitment hits a snag, and they must resort to kidnapping and injection of pheromones.


But nonetheless, the Triumphant Wyrm still pose a dangerous potential to the security of tje Imperium. And as such, we have to be here. To curb them in the cradle, all before....



The shrill alarums assault my ears even as the last of the heretics are put down. I wonder what is...


Coral shaped aircrafts tearing across the skies as defense batteries fires after the target. In the distant, explosions rang out across the city centre can be seen here, from the slums.

Most irritating.


===========

They should have expected this. Praetor Anassax Grimm scowled. For the treachery of the aliens is , after all inherent in their existence. There can be only one master of the galaxy in the end, and either humanity is at its destined place on top, or shebwould follow the various fallen civilisations before. That was the Wisdom handed down by the Emperor Himself since the Great Crusade, and this recent act of perfidy does not disprove it in any ways. Nevertheless, here they are , and here they strikes.

As he look outside the viewport, at the armadas that gathered for the bloody spat, the Death Guard commander link himself into the Command Throne of the Grim Repast. Awaiting the first torpedo launch in hate.

For Balarian II is a microcosm of the bloody conflagration flares out across the entire borderzone of the Imperium, and Xeno perfidy or no, there is only promise of bloodbath in this region.

War awaits the darkness of Vyranodasik voidspace.

=========

The Hangar doors opened. The biting wind of depressurization cut through as the high atmosphere of the blood drenched planet below met that of the stale hanger. For a moment there is only the deep hum of generators. And then the silence is alighted to the screaming whoosh of drop pods. Bursting from the starboard hanger bay of various ships of the fleet , the scions of Perturabo begin their vengeful descent.

They fall, as anti air fire barely missed their drop pods. They fall , as contrails shield them from missiles. They fell, as gravity drags the adamantium coffins down to the surface of Balarian II, in neckbreaking speed. So that its deadly cargo can be unleash againsts the arrogant Xenos that dares to steps their filthy hoofs againsts the realm of Man.

The drop pods fell, as the occupants checks their wargear again and again, the words of their God and liege lord repeat in their twin hearts.


They shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them.
They will be of iron will and steely muscle.
In great armour shall I clad them and with the mightiest guns will they be armed.
They will be untouched by plague or disease, no sickness will blight them.
They will have tactics, strategies and machines so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines and they shall know no fear."



Tactical Turn - Balarian II
Orders:​
General:

Utilised successful tactics learnt from the previous war against Vorkyli polity, as well as the fruits taken from last year reasearch into their qeapons. General weakspots in their armors, blind spots of their vehicles...in order to squeeze out tactical advantadges in skirmishes

Prioritised taken out Xeno leaders in phblicised duels in order to humiliate their morales

Void:

Engage enemy ship from range , blunting enemy vanguard fleet as much as possible before they reach knifing range.

Seek an opportunity to flank enemy fleet from behind, and deatroy their escort fleet

Order ground anti orbital defense to focus on enemy troop transport, leaving the capital ships to the Imperial void contingent.

Securing orbital supremacy as a priority. Failing that, contest it fiercely and attempt to maul them with sheer fire power.

Once reaches close range, utillisea extensive boarding with Space Marines contingent .




Ground:
Use Imperial expertise, in order to focus on heavy fortifications. Especially of coastal proto-hives and supply nodes. Special attentions is to be given to planetary spaceports. Hold the line.

Order Aeronautica aircrafts to focus on keep open the sea-lanes for suppliea, specifically participate in escorting the sea going fleets. This task will also be involved by a Space Marines contingent ( as well as the large part of their gunships ) and companies of Tempestus Scions , who are to strike enemy water-going vessels, airbases and static defenses that pose threat to the supply convoys.

Smash the backs of any enemy attacks on Imperial positions using its extensive artillery assets, using the Warmonger titan's heavy batteries in the most efficient effect, while the disciplined 'wall of guns' of elite Imperial regiments. Let them break upon our walls and the shells of our guns. Let the grit of the Guards and the defiance of mankind teach the Xeno a lesson.

Militia unit are to strike behind enemy lines in guerilla warfare, disrupting their advances even as shells fell overhead

As the enemy even notably wavered, Imperial tanks will surge forth, finally breaking the siege and trample them , give them no respite.
 
Last edited:
Krork Strategic Update - Turn 2
@patrickmm1

Your entry to this new galaxy has been hectic indeed, and it appears the galaxy is unwilling to let things stand idle. From sensors and scouts, you catch sight of forces moving, and it falls to you to decide which has priority.

Fortunately, not all such movements are a threat, and two of them are outright in your favor. The first being another extraversal injection event depositing a portion of your fragmented fleet only a few dozen lightyears off from your initial entry point, significantly increasing the number of forces you have to work with.

The second, comes from the south, as a courier from the Altran Ascendancy hails your perimeter for passage under the flag of Commander Harlown, an advisor promised to aid you against the varied threats of Ykres-Rkeys while you get established.

On the less than friendly fronts, you have rocks once again threatening you from the west, and your scouts report that in that subsector the conflict with the pattern spiders has calmed down. The spacial distortions that seem to mark their presence are still present, but the fighting has stopped. Commander Harlown frowns on seeing that data, and explains that it's an indicator that they might need stomping on sooner rather than later. "Sometimes, two Threats find a synergy between each other. Mind control and vulnerability to mind control, infinite hordes and a devourer, psychic feedback loop meets something that generates more of itself from psychic energy... they hit each other, and merge, becoming a greater Threat. I don't like the idea of Pattern Spiders getting a brain."

The incident gets called in, but assuming no new crises show up -- a phrase that has the commander laughing -- it'll be three turns before the Ascendancy can respond unless it blows up spectacularly badly.

To the north, towards the storm, the barriers against the Nightmare crack, but continue to hold. Closer to you, the battle continues to rage, as the Pattern Spiders pour ever-more fuel onto the fire, and the robotic faction coming at them from the east makes clear its intentions, as giant engines built on planets flare to life and begin pushing them out of their orbits. If acceleration holds steady, they'll be shot off deeper into the presumed territory of the robots.



Finally, to the east, the Tai seem quiescent for now, no "tourists" coming to bother your borders, and no significant ship movements. That is, until a massive flash, hundreds of lightyears in diameter, lights up the wall guarding the border with refugee space. Something hit it, hard. Commander Harlown offers what context he can from records of previous occurrences. "If it's like last time, a cultivator is trying to kidnap some research materials. Even odds they get bored and leave, or smash their way in. The refugees will already be evacuating the surrounding area, limiting the damage if they do. If you have the forces to spare, it'll be a tough fight, but the refugees would thank you for it."

Finally, the reports of the scouts are all disposed of, and the question stands to be asked: what will the Krork do?

RP available: 46
Fleets available: 1 (100%), 7 (100%)
Constellations available: 3 normal battlemoon constellations, 1 WSG battlemoon constellation


"The Fleetcommune has come to an agreement, as much as we dislike the necromancers to the north, they are not our current priority. For at least their hijacking of the phase spider's way of fighting war ends with troops and ships that were vastly weaker than whatever the phase spiders were copying earlier, and that ongoing conflict, and the entities involved within it, should be able to act as something of a buffer in case the current protections along the border with Lovecraft's Nightmare fail before we are ready to put our own defenses in place there.
Instead, we have to deal with a bunch of warp entities that are either pretending to be, or are simply actively inhabiting, a bunch of rocks just because they went and decided that they could just control the phase spiders directly. While normally there would be a process for such things, as actual true hostile intent has yet to be confirmed and their sophontcy, or lack thereof, has yet to be determined, this hijacking of another known Monstrous faction automatically puts them on the hit list. Even worse, this hijacking would likely lead to a vast increase in both of their capabilities, so that had to be dealt with as soon as possible."

And so the Krork were going to war. Forces were mobilized from across all of the Krork's new domain, all heading east with the goal of sweeping aside the invaders and continuing on into the Monolith's domain. First went the spearheads, breaking through and pushing on into enemy territory, with 15 Battlemoons, including all of those with Warp Shadow Generators, acting as both the tip of the spear and the main bulk of their firepower, acting to clear the way.(1st warfleet+ 3 Battlemoon formations(one with Warp Shadow Generator) are to perform an Advance-Breakthrough type maneuver, Concentrating in to prioritize taking out their most heavily defended worlds and most potent fleet concentrations, wherever they might be.) behind them the seventh warfleet, along with its requisite supporting five Battle Moons, are to clear the way behind them, keeping up a steady advance and clearing the way for the aggressive colonization efforts that are to proceed behind them.(7th warfleet(the newly arrived one) + 1 battlemoon formation are to go with a simple, sturdy Advance, once again Concentrating forces to ensure that the enemy cannot easily perform a breakthrough to their rear.) all forces are to prioritize Conquering and holding territory over obliterating enemy mobile forces or going after whatever might pass for infrastructure for a race of teleporting psychic rocks; although these later two priorities are to be given around equal weight given the unknown nature of our foe.

In the support of these general efforts our Mechs and Warlocks are to focus on the bread and butter of the Krork's anti-psychic tactics, with the Mechs building Koo-Koo-Kachoos to disrupt the psychic abilities that these Monoliths are so reliant upon, all along the would be front the Flux dims, filled with massive amounts of psychic static and white noise as massive hulks fill the void with an innumerable number of connections constantly flickering in and out of existence, drowning out whatever entities might have already been there and bringing nothing but pain to any non-Krork who dared to touch the flux with the intent of using it for anything structured.
Meanwhile, the Warlocks are to be prepared to Dispel any grand psychic workings that the Monoliths might be holding in reserve, be it some grand working, or a 'simple' tainting of the land from their very presence. Had more studying been done, perhaps the Warlocks would have been prepared to Banish the warp-entities behind the Monolith's ability to do anything, but as it is it's unknown whether or not such efforts could make any sort of meaningful difference.

Elsewhere, in support of this push, our Commandos are to focus on falsifying our incoming attack vectors through the deployment of plantoid-less Gravity Storms, as these Gravity Storms are likely to be the first recognisable thing that comes to be associated with heavy Krork attacks, and here there doesn't appear to be some hive-waaagh that can be fooled through psychic signals alone.

Behind this military led push came countless Krork, coming along either onboard the second wave's planetoids or in their eclectic mixture of trade vessels, 'decommissioned'(aka somewhat outdated but somehow not either destroyed or upgraded) military ships, and ships acquired from a thousand thousand battlefields across their home galaxy, repaired and put to use during the evacuation. This force numbered a full third of what came with the initial wave of Krork to reach this new universe, and still almost a third of what reserves they have here- more than twice what would be required to settle this region under more peaceful circumstances.

the Krork's combat trained Docs were deployed with them, with the goal of using their expertise to grant temporarily increased psychic capabilities to the waves of colonists, as this would likely make a greater large difference against any Monolith forces that manage to bypass the Krork's front lines; or at least, it would likely make a bigger difference than simply either supplying better battlefield-applicable surgery to the front lines, or simply handing out combat-grade augmentations to all of those within the colonists who both want them and don't already have them.


Military Orders: See Above

Industrial Orders:
-spend 16 RP increasing the development of the Krork's starting area, 9B-I3, up to Industrialized
- send 25 RP worth of industrial goods along with the massive wave of colonists following the invasion force, with the goal of bringing the newly conquered territory up to an Established level of development and fortifying said area with Heavy defenses.

Intelligence Orders:
While we do now know of our current neighbors, this new push will likely reveal to us yet more foes, who must not remain unknown.
-upon opening up the relevant paths, send scouts to the north, south, west, northwest, and southwest of the territory that we're invading as to find out what is in these regions, or at the very least confirm what the Ascendancy has told us is there.

Target: I2-9A
Nature: stealthy
Resources: 0 RP
Plan: upon opening a path, send scouts through to confirm the presence of Phase Spiders in this region, and to see if anything else is trying to make their home there.

Target: I2-9C
Nature: stealthy
Resources: 0 RP
Plan: upon opening a path to this region, send scouts through to discover and confirm whatever is in that region, be it the remnants of those End Cultists or whatever has moved in to replace them.

Target: I1-9A
Nature: stealthy
Resources: 0 RP
Plan: upon opening a path to this region, a feat that would likely require conquering most of the Monolith's known territory, send scouts through to discover whomever or whatever is now calling this region home.

Target: I1-9B
Nature: stealthy
Resources: 0 RP
Plan: upon opening a path to this region, a feat that would likely require conquering most of the Monolith's known territory, send scouts through to discover whomever or whatever is now calling this region home.

Target: I1-9C
Nature: stealthy
Resources: 0 RP
Plan: upon opening a path to this region, a feat that would likely require conquering most of the Monolith's known territory, send scouts through to discover whomever or whatever is now calling this region home.


Diplomatic Orders: (4 RP spent on diplomacy)
Target: Refugee Space
Nature: Friendly
Resources: 4RP, 4 turns(three turns remaining)
Plan: continue to send over supplies as to show that we will continue to honor our past agreements and to show that we won't completely leave them without our support even when we are extremely busy elsewhere. While this is going on, the already present diplomats are to continue to work towards improving relations and slowly moving towards establishing further economic ties.


Research Orders: 1 RP spent on one more slot
Continue researching:
Void Runes(3/10)(somewhat general void upgrade, technically four doctrinal upgrades with a cost of four-five slots each, combined in such a way where, for now, only one of them can only be active at time): while our arrival here has potentially unlocked some new technological routes for us, and this new universe might have new secrets for us to explore, we should finish of our already planned path before we go exploring onto new frontiers. (see the 'future research' spoiler in the Krork's OOC post for more information on this technological improvement)
 
Orders:

Fleet Skjoldr (Magnitude 2 Tier Ultra fleet) and Fleet Vorhynir (Magnitude 1 Tier ultra Fleet) are to commence operation STARWIND into the Galactic Empire's Eastern and Northeastern subsector respectively, with Fleet Skjoldr to prioritise a rapid decapitation of the Empire's Core in particular. This will be launched with the citation of the Empire's violation of Inner Sphere sovereignty as the caucus Belli as it is clear that the Empire is the aggressor polity and that this by Omdyn accords regarding international affairs; constitutes an act of aggression to be returned in kind.

One modification, the deployment of Tribal Fleet Lothbrok, will be taken to intervene in the ongoing combat in the Inner Sphere. All fleet hordes are to maintain a floating reserve to jump into dicy actions or to respond to unexpected outcomes that may have eluded Mind Spider planning and Rune reading. This will include strikes on the homeland that are not able to be dealt with by the present fortifications and reservists who are to be activated and put in standby position in case of any such attempts. Interdiction assets will be deployed in the hopes of delaying enemy advances into our own space, while civilians in mobile population centres will be asked to move to interstellar space where lane based travel systems are generally unable to reach them.

Diplomatic Action: Subdimensional Warfare and information blackout.
Nature: Hostile
Target: Galactic Empire:
Resources Allocated: 3 RP
Actions: Send out N-sub and cloak ship wolf packs to shut down the Empire's economy. Target the transportation of resources, of reinforcements, and of supplies. N-Sub torpedoes are also to be launched at communication infrastructure to blind, deafen, and dumb the Empire, rendering its propaganda and even orders incapable of reaching the ears of its army or citizenry. Fleets in transit will also be targeted by N-Subs hiding out in N-space; firing torpedoes from N-spae and into Hyperspace to destroy Imperial fleet assets likely not assuming that their vessels are even vulnerable to such tactics. Command ships are prioritised, followed by logistical craft and then working down the general hierarchy of importance of enemy fleet assets.

Enemy morale is to be targeted to induce a feeling of severe paranoia among the Imperial navy, make them fear random unseen death at every point of their tours of duty. Randomise targets so as to maximise the amount of terror inflicted on the Imperial Navy's morale. Sometimes its their ships, sometimes its resource convoys, sometimes its their comm buoys and stations, sometimes its research facilities, sometimes its their training schools. Nothing is safe from sudden torpedoes or N-space micro gate funneled energy weapons.

Viruses are to be disseminated among the Empire's computer systems and Holonet grid via electronic warfare and commando teams slipped in via stealthed or subdimensional ships. The viruses and nanites are to first report everything they are able to infect and then upon disseminating the information; hard crash the systems. Brick their computers if possible, largely leaving civilian infrastructure alone but rendering their military networks unable to see or hear each other, let alone communicate.

Replace their communications with broadcasted propaganda leaflets encouraging surrender with a focus on those either far behind the lines or are in a tight military spot, emphasisng the futility of resistance, the benevolent treatment to be given to those who surrender, the pointless brutality of the Imperial war machine, the fact that this is the totality of their empire against a few tribes from a handful of Clans whose union is itself, merely a part of a far larger society and thus nothing their military does matters, and the lies of their state.

Lothbrok fleet will follow the general procedures dictated by Operation: HAVEN which is printed below.


Until the forces committed to Operation STARWIND are freed up, by completion of their objectives or a lack of objectives to complete, they are to focus on stabilising and reversing the situation over aggression. As C-Space and their benefactors are not yet formally our enemies, they will be given warnings to vacate the premises and cease the promotion of civil strife. Failure to comply will not necessarily result in war so long as the matter is not pressed beyond what is needed to end the immediate fighting, but will sour relations in the future. If the Council decides to press on with an attack against those under the protection of the Clans or the Omdyn; or actually launches attacks on non-military assets of either though, then there will be retaliation.

However it is to be stressed that the primary focus is in preventing the Corporatist coup of the Empire and in neutralising its humanosupremacist and ethnochauvinistic regime. If C-Space wishes to form an accord against the Empire, we may proceed to a diplomatic action in the tactical phase.

The forces in HAVEN are to take advantage of the general weakness of the Star League in space to snipe out their military assets from the other end of the solar system and not give them a chance to engage. Imperial military assets moving to assist them will also be dealt with by sniping as the first priority to demobilise their military assets and leave their ground troops stranded without means of evacuation, reinforcement, or relocation to other sectors of the combat zone.

Logistical hubs will be targeted with particular prejudice, with bombardment to be done from space on collections of munitions and spare parts to break down the shifting of parts and fresh resources that keeps modern armies without mobile construction abilities going. Priority is to be given to enemy assets that are directly threatening House Cameron and its allies in particular, with the emphasis on mobility being to take as much bite out of the enemy attacks as possible.

Once the enemy offensives are properly disrupted, the killing blow will be landed once interdiction capable assets are taken out. Skirmishing and micro-jumps into clash range to ensure the enemy fleets are neutralised will accompany mass deployment of ground assets once enemy orbital bombardment is largely reduced as a factor.

On the ground, the enemy's mechanised assets will be the first to be targeted by overwhelming firepower taking advantage of our superior precision to engage in high grade artillery strikes and bombardments in CQC, with mystic and psionic support provided as melee assets are used to scatter enemy formations and sow confusion. Once the enemy is properly confused, and the means for them to fight behind their lines are smashed by penetrating strikes, special forces actions, and long range attacks, they are to be reduced with prejudice until a surrender is procured.

This involves of course, immense hurricane bombardment in the half minute or so before unaugmented human combatants typically start finding cover in the face of artillery strikes; rapid combined arms shock spearheads to punch through the most efficient routes to operational objectives and then having the secondary echelon troops following the spearhead squeeze until the enemy is either destroyed or gives up. Usage of teleporting strike teams and hot-dropped forces in the midst of these cauldrons wherever they are needed to prevent the foe from pulling back their troops to contest the primary axes of advance into planetary objectives.

War beasts are to be used throughout in greater numbers than in the Imperial Campaigns, to impress the Star Leaguers with the majesty of the augmented and carefully engineered animal companions of the Clans. For similar reasons, Mechs and tribal elite formations will be emphasised as well. Keeping in mind the duel prone culture of the noble houses, particularly house Draconis; glamorous individual battles will be sought and prosecuted to break the Combine's pride into ash and cinders. Our mechs are better, our fighters are better, our technology is superior, our equipment is beyond their reckoning, and our traditions aren't a deranged Samurai LARP.

Given the generally short range of star league mechs, it would not be difficult to; if they survive getting into range in the first place, oblige them at perhaps even shorter ranges than they may wish to be fighting in; with brutal melee by mechs set on simply carving or tearing them up or putting their insides on their outsides with punches, kicks, bludgeoning weapons, and the like. All while firing on them before even getting into range. If need be, make a point of our mechs grabbing theirs by their limbs and using them as clubs or thrown projectiles to beat their other mechs into scrap metal to show what leagues we operate in.

In order to show that Cameron is not a puppet however, his house forces will be escorted where needed and his personal guard outfitted with upgraded mechs designed by Tribe Lothbrok's Aelvan runesmith team lead; Eldyra Torjthildr and her associates. An associate of Magna and the unofficial auntie of one Solveig Lothbrok, Eldyra will endeavour to do her best to provide the elite of all factions still in our camp with the upgrades her and her fellow craftsmiths are able to design for them. With the technological difference, even rudimentary work would be a massive improvement, and she is being given a factory ship to serve as her forge of the Gods.

Magna Lothbrok, Arne's extra-clan patron for his reintegration into Uskarling society and a renown freelancer, adventurer, and commander herself, will be entrusted with the status of the speaker of the War-Thing directing clan forces in the warzone. The Mind Spiders of course, will be collating and using data across the entire warzone to coordinate the war effort and fine tune our actions for optimal efficiency and the prediction and in-advance countering of enemy actions.

If the Citadel and their benefactors prove hostile; operation HAVEN is to assume a defensive posture against them, at least until the forces from Operation STARWIND can be freed up. In this event, once occupation forces have been left to keep the Empire grounded have been set and anti-regime forces have been supported to help with the downfall of the Empire, they will repair what they can and replace what losses they are able to and shift to the citadel.

In this eventuality, Operation: HORIZON will be launched.

Operation: HORIZON is to begin with targeted electronic attacks on C-space's Extranet to shut down military comm buoys and leave the Citadel unaware of the disposition of its own forces. This will be followed by precision attacks on Eezo production and refinement facilities and shipyards and the laying of cloaked smart-mines around Mass Relays designed to wait until they detect ships en route and then rush towards them for a kamikaze strike once they emerge from the massless corridor.

Given the generally centralised nature of C-Space polities, the capitals will be prioritised for rapid invasive strikes not corresponding to known routes. Their benefactor remains largely unknown for the moment, so data harvesting to gather information on them will be a high priority. They will be baited into action to gather information on them that hasn't been gathered by Operation HAVEN. Given the magnitude of unknowns involved, we will have to take a generally cautious approach and instead work on the spreading of revolutionary activity rather than full scape military action after decapitating the Citadel's governments.

The Citadel itself will, in case of war, be attacked to quickly seize it and thus control the faster than light travel networks of the Citadel. With our technological advantage, the Citadel is to be studied and its electronic systems taken over. If the theory that it serves as the control node o fthe mass relay network proves correct, shut down the network for anyone who doesn't submit to our ID protocols to collapse the arteries of trade and exchange that allow Mass Relay civilisation to work.

In case of starvation, negotiate with authorities to allow for shipments of medicine, food, and other supplies through in good faith. We are not Barbarians despite our habit of wearing tribal body paint, our collection of trophies celebrating milestones in life, our focus on runic mysticism, shamanistic ritual, and polytheistic tradition, the emphasis of tribal lines and lineage, or our rejection of the concept of private property and the market.

In the case of war, target the Krogan in particular for an offer for an unconditional genophage cure and sponsorship for any of them who wish to join with the clans, as well as the formation of a new Tribe or Clan should they desire one for converts. We have the technology to pretty trivially undo the Salarian's pathogen and give the Krogan the future they deserve as well as the means to provide for them no matter how large their population grows over the years.

The poor of planets such as Earth or Pavonis will be targeted for programmes to provide them with armament, better living conditions, and solutions to problems of poor urban design, pollution, exploitation, and ongoing discrimination and inequality. We are not out to kill them or ruin their lives, we are here to offer a better way and show them that better things are possible, and that whatever their benefactors are; they cannot hope to provide for the great majority of their people as we can.

Emphasise that we can also indefinitely expand life spans without consequence too, for the many Salarians and Vorcha who dread the shortness of their lifespans and the humans and Turians who fear the passage of eons. For the Asari, the more general focus will be on societal inequity and the immense unofficial power that influencer cliques have over the Asari Republics and the fact that they have to spend so much of their lives labouring away towards ends they might not even enjoy while many live in gilded opulance.

But as we'd have just been busy warring with the majority of the sector, there would also be a heavy emphasis on building back up and expanding defensive networks as well as the integration of occupied populations into the clan system and society. It may take time, and many will probably instead be turned over to the rule of the wider ODCOR as new member states of the great Omdyn rather than directly integrated into the clans, but we are not savages. This is so that nobody need suffer from easily preventable causes and the conflict that the Axis seems set to bring to us all sooner or later can be met.

With the reports of Volreapers across the Hypernet, it seems likely that this period of largely random pogroms and kristallnachts may give way to something much harsher, and as far as can be told, our technology enjoys the unique position of outright superiority to the Lesser Ecumene and its allies. We can help bring everyone up to the level needed to weather the storm, but together in freedom and fairness; not under the iron fist and the chained lash. We offer not the harsh measures of military cliques and despotic regimes, we offer a way to challenge tyrants such as the Ecumene's lapdogs. Something that should also be emphasised to the Empire to counter any propaganda about how the Empire may be "needed" against the Volreapers and wider ecumene.

Construction:

We have a lot of people coming through, not just massive numbers of Clansfolk, but also denizens of the wider ODCOR and its allies who will of course have to be given their due. We have done good work in developing our territory so far, but more can be done. Our budget remains somewhat tight, so we will focus for now on the development of the core territories to the Industrialised Status so that we can just about double the amount of effort we're squeezing out of the area. With our ecologically minded natures, and the fact that the other member republics of the Omdyn who are not under our jurisdiction will also be staking claims, this will be more expensive than for those willing and able to just bulldoze whatever they wanted, but it will be needed to ensure that the toehold by the clans participating in this endeavour is not pushed out. Until that time has come to pass, we'll have to sink in the full 36 RP and hope that the dividends will be enough to make up for the inevitable draw down of the initial wave of support from home.

Upgrade Capital Subsector from Established to Industrialised.

Regarding the Great Mother: Inform them that while we are interested in further exchanges with them, with the present severity of actions that we are required to commit to we will have to put anything particularly deep on hold until the resolution of current hostilities. Right now we can do basic information exchanges but it is generally not recommended that any substantial trade be done until the sector is no longer an on going warzone. This is of course, to be delivered with a great deal of tact by the Mind-Spiders.

Here's the orders, Prose will come later.
Long and often sleepless nights at Imperial High Command and the ISB had been committed to the subject of Imperial expansion and possible intervention by both the Citadel and Clan Grendakal. While the full extent of the Clan's technological superiority and numerical inferiority were unknown, they were both understood to be significant, and a conflict was deemed to have uncertain results. With this in mind, the idea went, would they truly dare to contest the power of the Galactic Empire over something so trivial as an internal conflict with a neighbour they at best moderately cared for?

As it turned out, yes.

Tribal Fleet Lothbrok struck the enemy with a devastating hammerblow, swiftly sweeping across the enemy front lines with equal abandon. Under the direction of Magna Lothbrok, the enemy's advance is broken by the targeting of their supply lines and the elimination of their naval assets. The Clan's range advantage letting them get off a powerful first volley before the enemy could respond lets them eliminate vast numbers of enemy forces without suffering return fire, using the Star League Defence Force and their skilful handling by Aleksandr Kerensky, evidently a passable strategist but noteworthy tactician, as the anvil to their hammer. Condensing their forces, the fleet was able to target enemy concentrations in turn, leading to swift but decisive results.

That is not to say that everything goes the Clan's way, of course. The enemy quickly resorts to defending against long-range attacks by using human shields, although thanks to Clan accuracy and precision these is often only done to modest effect, and the forward-deployed Imperial assets in particular make aggressive use of micro-jumps and interdictor vessels to engage Clan forces well within turbolaser range or launch small ambushes to similar effect, letting them do some minor damage before being destroyed.

Despite these local difficulties, it's not long before the enemy space offensive is stalled out and in many cases pushed back or obliterated by overwhelming Clan firepower, and precision orbital bombardment on ground forces caught out in the open along with a few special forces and air raids ensures that, by and large, the Hegemony Militia and FWLM can clean up what remains inside Hegemony space. General Kerensky suggests that in light of this a full counter-invasion of the Draconis Combine begins immediately, putting the enemy on the back foot. Due to a mix of political considerations and a desire to put a swift end to the conflict before anyone in the Combine or local Imperial forces can have a Very Good Idea, Magna Lothbrok agrees, choosing to disregard the advice to eschew aggression until the completion of Operation STARWIND in the process.

The resulting offensive is almost as swift as the defence that preceded it. While the nature of a full-scale territorial invasion inherently slowed the operation down somewhat, the incredibly aggressive ground tactics used mitigate that heavily. For the general invasion, the already aggressive tactics initially suggested are modified further by the Mind Spiders in light of initial combats indicating that even the least risk-averse tactics available outside of the outright suicidal would still mostly see negligible military losses even if the Draconis Combine forces outnumbered their Clan opponents by approximately five to one in terms of throw weight, and they most certainly do not, even discounting the significant SLDF offensive units.

The Empire are moderately more problematic, however: While the same five to one advantage in their favour would still see them unquestionably crushingly defeated, losses would certainly not be negligible if maximal aggression was employed, even if they would still be very minor compared to a typical intense battle of the Clan. But at the same time, the campaign is going well enough that it would feel wasteful to let the Empire's forces retreat home and fight the other Tribal Fleets, and based on the Empire's proclivity to war crimes, holding back to reduce already small losses even further would feel dishonourable due to the potential consequences on local civilians.

In the end, a compromise is reached by turning the necessary political issues into an advantage. When mixed opposition was encountered, the SLDF would take almost full responsibility for engaging the Combine forces, with only very minor Clan stiffeners of mostly war-beasts, mechs, and elite infantry to tackle any particularly hard positions, letting the Clan concentrate the bulk of their forces solely against Imperial assets. This division of responsibilities worked primarily because while the Combine were a fairly minimal threat, their formations might still have taken time and forces to eliminate if the Clan acted as the sole vanguard across the broad front, in line with their traditional doctrine and relative speed. Additionally, interdiction assets were moved up from the Clan's northern defensive corridors to keep the Imperial forces locked in place and unable to retreat.

The one exception to this split was House Cameron's personal bodyguard and, in a move that surprised Tribe Lothbrok, Simon Cameron and Aleksandr Kerensky themselves. Allegedly, the First Lord could not bear the thought of his soldiers fighting on the front while he kept his most elite formation on Terra, and he could then apparently not bear the thought of the bodyguards that he personally knew fighting on the front lines while he stayed on Terra, apparently failing to understand the point of bodyguards, and then Kerensky apparently decided he didn't want to risk anything happening to his superior and personal friend and so joined in as well.

The task thus fell to Eldyra Torjthildr to outfit the two leaders and the bodyguards, the Royal Black Watch Regiment, with new mechs, alongside upgraded infantry gear and fighter craft for the Black Watch's integrated support assets. Considering the lack of augmentations in Star League society and the relatively primitive 'neurohelmet' MMIs they're used to, she is relatively restrained, only or perhaps 'only' delivering products that are as far above the museum piece mass exports of the previous year as those exports were above regular SLDF equipment, or in other words as far above the Empire as the Empire is above the Citadel. While still primitive by Clan standards, with technologies that would look like antiques even among militia formations, they are awe-inspiring engines of war in the eyes of allies and enemies alike.

That is not to say she holds back in any other aspect of construction, of course. The new machines are carefully designed to fit in with SLDF aesthetics, with all appropriate lieveries and emblems added, and since she's using a full factory-ship for not even a hundred mechs Eldyra and her team is able to customise each mech to the exact specifications of its recipient, resulting in an almost entirely ranged set of designs due to the Star League's tech-limited mech design philosophy. In the end, she reports that she in some ways rather enjoyed the unique challenges of the project.

The Black Watch waste no time putting their new gifts to good use. While as a small formation they do little to change the course of the campaign as a whole, where they are present they have a greatly outsized effect. Wielding their mechs with skills the envy of all but the most elite Clan pilots, they arrive to attack the best defended enemy locations on multiple worlds, and with appropriate Clan support achieve great success each and every time. Indeed, as the campaign progresses the support actually slightly decreases in favour of bolstering attacks elsewhere as it becomes increasingly evident that House Cameron's bodyguards exist to do more than look impressive during parades, and that they can be trusted to take care of themselves even against significant concentrations of Imperial armoured assets thanks to their Clan-granted upgrades.

The outcome was never really in doubt. Despite the best efforts of the Empire and the Combine to resist, the combined SLDF and Lothbrok forces sweep across Combine space in practically no time, eliminating all resistance with speed and precision. It's not long before boots are on the ground of Luthien itself, and at that point the inevitable happens.

In a broadcast not entirely unlike his recent one declaring the invasion of the Star League, Coordinator Takiro Kurita appears once more before both his people and the enemy in full regalia, this time flanked by what Star League personnel identify as members of a Draconis Elite Strike Teams Heavy Response Platoon and standing behind bound and kneeling Imperial officers and what appear to be civilians.

He explains that the Empire and the hardline Order of Five Pillars wanted to fight the Clan invaders to the bitter end, but he saw no reason to dishonour his soldiers by asking them to die in a pointless battle. War, he explains, is only honourable when it serves an end, and prolonging this losing fight shows no such thing. Thus, he appears here to urge his soldiers to surrender and live on, while he takes care of those who would cowardly ask them to fight to the last man even as they sit and hide in bunkers or command ships at the rear. At that last statement, in a rather gruesome scene the DEST commandos behind him step forward, draw swords from their backs, and execute the prisoners.

He then formally surrenders to the powerful and worthy foes of the Draconis Combine: Clan Grendakal, specifically, not mentioning the Star League or Terran Hegemony at all. Apparently he wants to cause as many headaches as he can even in defeat.

His speech is timed at once well and exceedingly poorly, since in anything more than a few additional hours if even that Unity Palace would have been overrun and he would have been captured regardless. Either way, with that and the deployment of combat assets to suppress the Rim Worlds Republic, the Star League Civil War is now over.

-Operation HAVEN a complete success. Tribal Fleet Lothbrok takes 10% casualties. Citadel and allied forces actions detailed at end of post.

With the Empire's forward units ending up cut off from their homeland, it was only their defensive formations left to face the bulk of the Clan military. Unfortunately, the Empire had not overcommitted when supporting their proxies, and the bulk of the Imperial war machine was still in play. This included new Star Dreadnoughts rushed into full production, macro-capital scale vessels that were dangerous opponents if they were no match for their Clan equivalents in a straightforward gunnery duel. There were no lesser forces making up a sizable portion of the front, the Empire was if anything better fortified, and there was much more territorial ground to cover.

But if the Galactic Empire thought these factors gave them a chance against all but the full might of the Clan military present in Vyranodasik, then they were sorely mistaken.

The first steps are, if anything, slightly too effective. N-Sub warfare completely overwhelms the Empire, cutting supply lines across the nation and wiping out isolated military units in droves. While Imperial forces using interdiction can technically engage N-Subs, most interdictors are part of concentrated battlegroups to better engage Clan main forces, and few are available for sub-hunting. Combined with superior Clan sensor systems letting N-Subs avoid most interdiction systems, and superior Clan defensive systems letting even surfaced submarines sometimes escape from their hunters intact, losses to Imperial patrols is negligible, letting anti-logistics operations continue at full speed.

Meanwhile, attempts to crash Imperial computer systems succeed. Totally. That is to say, while even the Mind Spiders are unsure if it was the Empire doing something against their own data infrastructure or Clan viruses adapting out of control due to just how unable to contain them Imperial network security systems were, the Holonet was irreparably crashed, and all computer systems connected to it were crashed with it. While air-gapped systems, including most computers in use by mobile units of the Imperial military, have survived, the rest has been wiped out, including a sizable amount of civilian data infrastructure despite best efforts to avoid such. This does at least give the Clans an unanswerable communications advantage with the Empire reduced to courier ships, but it also makes the idea of dissident elements coordinating a joke except via the Clan as a middle party, and requires Fleet combat engineers to step in and restore network functioning on several more advanced planets to avoid too much of a collapse, slowing the advance somewhat and crippling the spread of propaganda.

Even as Clan forces strangled communications and supply lines, actual military operations commenced at a high degree of speed. Utilising their superior mobility and lack of traditional supply lines, the Clan forces were able to strike at productive worlds in a series of lightning raids, engaging local defenders and response forces with minor to minimal losses before eliminating static defences from beyond their range (or sometimes by performing boarding actions that turn out to massively overestimate Imperial naval crew and marine survivability) and rapidly deploying ground forces. Even with a far greater concentration of ground units including superheavy AT-ATs, the Empire still had no real answer for Clan War Engines, which are deployed in massive numbers. Nor is there any answer for their supersoldiers, with Force Users seemingly mostly absent from the front.

As had been hoped for, there is a significant number of rebellious elements within the Empire, which take the step of reaching out to the Clan as soon as possible. Indeed, there appears to be a single underground coalition of rebels called the Alliance to Restore the Republic. While decidedly liberal, they do at least oppose the tyranny of the Empire wholeheartedly, which makes them welcome allies in the ongoing struggle. Remnants of the former Seperatist Alliance also come out of hiding, and on the opposite side many Imperial formations surrender in exchange for leniency despite the difficulties of spreading the message. While the indoctrinated Stormtrooper Corps and Star Destroyer captains seem intent on fighting to the bitter end, vast numbers of Imperial Army troops and patrol craft crews have no such inclination, many having simply signed on for pay or promise of an easy job.

There are some difficulties in the establishment of transitory regimes, as while some select worker's groups are quickly convinced to see things the Clan way the Alliance favours a more restrained approach, and tend to have more broad support, with liberated alien nations mostly just wanting to be left alone. Still, in the immediate term there's no breakdown of negotiations nor a cessation in the united efforts to defeat the Empire.

But, surprisingly, the Empire is able to mount a limited counteroffensive. A visibly incomplete small-scale battleworld, apparently named the Death Star, is deployed along with the bulk of the Imperial core military. They fight with an uncanny efficiency and coordination despite Clan E-War efforts during engagements, and while they are unable to achieve anything even approaching favourable loss ratios they are able to leverage local superiority to turn back multiple Clan offensives, inflicting heavy casualties in the process. In particular, while its armour plating and anti-fighter defences appear weak, its main weapon is capable of destroying even Star-Titans when it's in range, mitigating the advantage given by the otherwise all but unassailable Clan Supercapital force.

But a single battleworld cannot overcome the gulf in combat capability between the Empire and Clan Grendakal. The overall front continues to collapse despite a few setbacks, and when it is determined that the Emperor is aboard the Death Star a strike force with the Duodecimarchs at its head is assembled to eliminate him and his flagship in one, final battle.

Before the attack can launch, however, the Emperor retreats to Coruscant, which is undergoing significant unrest and rebel activity but has not yet been brought to its knees. Given this chance to end the war, the strike force goes ahead regardless, with a full-scale invasion launched by a sizable contingent of the Clan's forces against seemingly every asset of the Imperial military that can be brought to the planet in time. Assisting is the Rebel Alliance's limited standing navy, headed by Rebel One, a modified Providence-class Destroyer that's what passes for the Alliance's flagship. This gesture is primarily symbolic in actual practice, but combined with irregular naval and ground forces of all stripes arriving to deal the fatal blow to the Empire the overall package does provide some minor aid to the offensive.

Aboard are also the Alliance's primary liaisons to the Clan military. Perhaps most notable of these are Bail Organa, a former Imperial Senator and secret rebel, now ditching the secret part with the Empire in open revolt, and Jedi Master Obi-Wan Kenobi, formerly in hiding on a desert world that ended up liberated by a very small Clan contingent that was more or less just passing through, who wished to be present during the Empire's fall. Apparently, the Emperor's main enforcer was a student of his, before he turned to evil.

The initial invasion of Coruscant goes well. Faced now with the fully concentrated might of the Skjoldr armada, even the Death Star couldn't fight for long, especially when deep scans of it indicated a vulnerable exhaust port that a Clan strike mission quickly exploits to destroy it, bypassing the large guard forces around the more obviously incomplete sections in the process. While this is not without casualties among either the strike force or the Clan fleet, losses are far from overwhelming, and without their centrepiece the remaining Imperial naval forces are swiftly pushed back, and Clan ground troops land on the city world en masse, linking up with local partisans even as Alliance troops scream in on their own lesser dropships as fast as they can.

But it soon becomes apparent that the Emperor did not die aboard the Death Star. Indeed, he had abandoned it as soon as he returned to Coruscant, instead setting up a ritual to unleash the full power of the Dark Side of the Force. The barrier between realms was exceptionally weak here, with a full four outversal factions arriving in local space over the past two years, and he planned to exploit that to its fullest extent. He didn't care that Coruscant would almost certainly be destroyed in the process: If he could not have it, then no one would.

The first step was the unleashing of a Force Storm of unprecedented magnitude. An ancient Dark Side ability, it opened wormholes in space that would violently destroy everything they came across in a barely-controlled whirlpool of destruction. The next step was to open further the other side of the storms, and let through things that should not be here from dimensions dissimilar to that of the material.

The Mind Council acted immediately to quell the storms, but found that they could only contain them despite their power. Whatever Palpatine had done had made the storms self-sustaining, and no longer reliant on his personal concentration like the Force Storms of legend had been. They were at least able to prevent the storms from doing significant damage to the coalition forces or the planet itself, but a handful of tears in reality appeared in Coruscant's undercity regardless, and some ships were lost. On the other hand, the entire Imperial Navy, or at least what was left of it, was consumed by the rampaging storms.

At this point, ground operations continued while there was a brief lull in the naval war. The Alliance looked on in awe at the destruction unleashed, while the Clan forces suspected that this was only the beginning. Unfortunately, the latter was correct.

In orbit, the Imperial Navy and lost Clan ships reemerged, changed. Infested, for lack of a better term, turned into biomechanical war machines, their original shapes recognisable but only under layers of new metal and flesh. Conventional communication attempts failed. Psychic communication attempts gleaned confused, garbled messages, indicating that the infected had not recognised the changes placed on them. The Imperial forces simply resumed the posts, while the Clan ships seemed to recognise their new Imperial allies as Alliance forces, while the Alliance were Imperials and the Clan was a massive backstab from the Galactic Federation, which had appeared out of nowhere while they were stuck within the strange wormhole they'd just exited.

With a heavy heart, the Clan navy engaged their former comrades. Only a small portion of the military had been taken, with nothing larger than a battleship absorbed by the storms, but even so they remained peers on a per-ton basis. Fighting was fierce, but fortunately whatever was infecting them didn't seem to be actively virulent. Even so, all appropriate countermeasures were put in place anyway, just to be sure.

The Imperial remnant ships were not to be discounted either. They were more numerous of course, but also drastically upgraded, equipped with superior armour, longer ranged and more powerful weapons, and faster engines than their old selves. Even so, they were a fraction of the Empire's former might, and even with upgrades they were notably inferior to equivalent Clan vessels. There was also a lot less regret involved in destroying them.

As the battle for the orbit was ongoing, there remained the matter of killing Palpatine and hopefully ending things once and for all. It wasn't long before deep striking Clan forces raided both the Imperial Senate and the Imperial Palace, but while these were notable propaganda victories neither contained Palpatine, and esoteric scans were being heavily disrupted by the suppressed but still technically ongoing storms, delaying efforts to find him. As they waited or attempted scrying efforts, the duodecimarchs split up into two groups. Chaytan, Metzli, Mahari, and Cashille boarded their strike craft and returned to the battle in the void, reluctantly helping the Clan to put down their renegade elements, while the others remained on the planet.

At around this time, the results of the spatial tears on the planet also made themselves known. An army of what could only be called demons was tearing through the undercity at a rapid pace, killing local gangsters, retreating Imperial forces, and civilians with equal abandon as they began to rise through the levels. Clan and Alliance forces rapidly moved to contain the threat and prevent them from carving a bloody swathe through Coruscant's trillion-strong civilian population. Similarly, a large section of the middle levels, the lower parts of the skyscrapers that saw light, ceased to report at all, all communications and personnel movement ceasing. Clan forces moved in, but failed to respond.

Specialist units of high-capability mechanoids and esoterics moved in, with the former able to report that the latter fell asleep upon entering the affected area, and a milky white aurora had emerged that completely blocked out the sky, visibly only from inside the region. Also, a clearly recorded female voice was saying "And here we are!" in a constant loop, the timings of it regularly changing to create a discordant melody in concord with distorted triumphant music and much clearer mechanical blips and bleeps.

Reports also began to come in of the Force Storms spreading, although these more distant storms were weaker and largely containable by the various Clan Mind-Spiders present, keeping them away from the various worlds of the Empire. Even so, some Imperial forces were captured and converted, making hunting them far more difficult, especially since some of them gained the ability to do battle in hyperspace, mitigating albeit not altogether removing the effectiveness of N-Subs against them.

Eventually, Samus and Sevrin were able to work together to uncover the true location of Palpatine: the ancient Jedi Temple, now all but abandoned, was a nexus of the Dark Side that he had used to spur on his ritual and then conceal his own location while it performed its foul purpose. The remaining duodecimarchs mobilised and prepared to strike, but issues from abroad called their names.

Local commanders had determined from the demonic army's movement pattern that it was not invading; it was running from something. Worried about what a seemingly all but fearless legion of hell could be running from, they requested immediate backup. This happened to spike Agafya's curiosity, eager to meet and potentially exchange blows with something stronger than any demon, and so she moved to assist, Sevrin following after her to try and back her up.

Additionally, a psionic pull emanating from the centre of the sleep zone had grabbed a Kjarnic-class Factory-Carrier, which was especially concerning considering the fact that due to their nature and role there were no Kjarnics anywhere near Coruscant. Instead, a massive star-shaped portal had opened up in orbit, Clan vessels too close to the portal when it opened simply unfurling like flower petals as their constituent parts were forcefully sent every which way, and a Kjarnic was being pulled through from the other side. It was resisting as best it could, but it was accelerating towards the planet at an exponentially increasing rate, and simple calculations of distance, mass, and ever-rising velocity indicated that Coruscant would be utterly destroyed if it landed. Wasting no time, Yumiko, Taghai, Tohyon, and Yujin redeployed to find out what new threat this was, and eliminate it as soon as possible.

This left only Samus and Arne to continue the original mission to eliminate Palpatine and hopefully close or mitigate the Force Storms, but while they were the only Duodeimarchs left they would not fight alone. Erik, Gyda, and the most elite of the Lost Scions of Cylosis would join them, as would Obi-Wan Kenobi and a few other Jedi in hiding that had emerged to partake in this final battle.

The most elite Imperial forces remaining guarded the Temple. Imperial Senate Sentinels, Shadow Troopers, the Emperor's Royal Guard and their subordinate Shadow Guard, and prototype battle droids later identified as 'Phase I' Dark Troopers. Additionally, when he realised he was under personal threat, Palpatine ordered all remaining Imperial forces who could make it and would still listen to him, his most fanatical soldiers, to his position.

None of these forces could stop the Lost Scions, those brave dead who had returned to the living with duty unfinished and tasks still to be done, but they could at least delay them long enough to prevent them from simply executing the Emperor with an endless tide of numbers. Instead, the two retinues engaged in a brutal conflict, and even as the Lost Scions slowly gained ground Samus, Arne, Erik, Gyda, and the Jedi punched through to the former High Council Chamber, where Palpatine awaited.

Introducing himself as Darth Sidious, Dark Lord of the Sith, he stood alongside Darth Vader, the Inquisitorius, and the Emperor's Hands, his strongest warriors. "You were foolish to come here with so few," he croaked, and after a brief retort Samus started the battle by opening fire, which the wizened old Sith surprisingly dodged with a sudden burst of motion. The Force Storms, it seemed, empowered the users of the Dark Side. This would be no easy battle.

With lightsabers drawn, brutal close quarters commenced, soon spilling out of the confined space of the Council Chamber into the surrounding areas. Samus and Arne chased Sidious out the broken transparisteel window as he leapt from it, firing a blast of Force Lightning as he did, and they continued their battle upon landing on the floor below. Erik and Gyda fought a swift running battle against the Emperor's Hands, quickly moving down to support their son if needed and ending up fighting in the Council Spire Atrium in the process. The Jedi and the Inquisitorius remained in the Council Chamber proper, in many cases once brothers and sisters squaring off against each other.

"Your Empire crumbles around you, Vader," Obi-Wan said. "It's hopeless. But perhaps if you give up now…"

"If I fall," the deep, technologically-modulated reply came. "It will not be to the likes of you. Come, Obi-Wan. For the student has become the master."

The old man sighed deeply. "Only the master of evil, Darth."

In the undercity, Agafya and Sevrin punch through the ranks of demons and find exactly what they were running from: An army of machines. And the machines are no better than the demons, killing them and any civilians the demons bypassed with the same kind of ruthlessness. Scans indicate that the machines are fueled by blood, explaining their proclivities and raising several brand new alarming questions. After a quick message to Clan forces on what to expect, they push deeper into the mechanical horde, hoping to find the source of the invasion.

The expedition into the sleep zone, with Yumiko at its head, converges on the centre. As expected, the Duodecimarchs are immune to the psionic effects of whatever's lashing out at the, and so are able to proceed at a good pace until they finally arrive at the top of a low-rise by Coruscant standards skyscraper, with a rooftop landing pad that has an excellent view of the portal and their oncoming doom. Above floats a white core surrounded by a blue sphere encased in a dark red shell tinged with black, while twin rings of smaller spheres of the shell's red and black coloration float around it. Tohyon suggested that it was obviously in distress and that they try to heal it to make it stop its attacks, but further investigation showed that it wasn't merely in pain but an actual soul clinging to the material world. Since they couldn't exactly bring it back to life, the only choice was to put it to its final rest. The quartet opened fire, which the sphere responded to by evading at incredibly high speeds and returning fire by shooting beams of concentrated psionic energy in every direction, using its rings as emitters. The battle was on.

In orbit, the battle was proceeding favourably, but a secondary complication had emerged. On Coruscant's surface, yet another part of the city seemed to have suddenly been infected, and a fleet of alien warships was rising up to engage the Clan's forces. Their technology was extremely similar to the upgraded technology of the corrupted Imperials, although in this case seemingly purpose built. While universally small, with the largest being roughly equivalent in scale to converted Imperial Star Destroyers, it was both an issue and a potential source of infestation. The orbital Duodecimarchs, under the command of Mahari, moved to immediately intercept and counter with what Clan naval forces could be spared.

While moving to engage, they received a weak radio transmission from what scans indicated was an orange-painted reconnaissance fighter, using the same technology as the new aliens but in a seemingly uninfected state. Upon making contact, the pilot, one Lieutenant Amanda Heath, was surprised to see children in cockpits. After reminding her that they lacked the time for that discussion, she explained that the aliens were a murderous race called the Bydo, an enemy of hers. She came through a strange wormhole after engaging a capital ship of theirs solo, arriving here unexpectedly. She promised to help fight them off, but warned the duodecimarchs not to underestimate them. Of course, after seeing their handiwork in orbit, they had no plans to, which helped them dodge the warship-scale weapons mounted on various many strike craft and the powerful ship-mounted spinal guns that erupted with fearsome, thick beams of energy stabbing into the sky. Many Clan fighters and ships were less fortunate.

By this point, Agafya and Sevrin hadn't managed to find the original spatial tears, or any leadership in the machine army, but had stumbled upon two duelling combat robots. Both had almost angelic artificial wings in yellow on a relatively spindly frame, with simple heads containing a single cyclopean eye. One had its frame painted blue, and the other red, but otherwise seemed to be identical. They were fighting each other, but scans indicated that they'd travelled up to this point from significantly lower and slaughtered many innocent people during their duel. Agafya interrupted the duel and announced her presence by firing a charged shot at the blue one, only to be taken aback both mentally and very much physically when it was quite literally punched back at her.

As she regained her bearings and Sevrin stepped forward to guard her, the pair detected a brief data burst between the two machines, including a pair of extremely simple ID tags.

V1: Interlopers.
V2: If we worked together, we could eliminate them.
V1: After that, back to unfinished business.
V2: Of course.

At that, the machines ceased firing at each other and turned to engage Agafya and Sevrin as a cohesive combat unit.

Meanwhile, the fight against Sidious had spread even further from the Jedi Temple as the mad Sith leaped great distances across the uppermost roofs of Coruscant, attempting to gain the upper hand through positioning. While he was incredibly fragile compared to his opponents even with the Force bolstering his body and blocking energy projectiles, his speed and skill meant he could mostly avoid getting hit, and his Force Lightning was a notable drain on Arne's and Samus' shields. Samus tried repeatedly to close to melee, but Arne held back, wary of the foe's lightsaber. This created something of an exploitable gap, letting Palpatine engage and overwhelm Samus in single combat with his lightsaber, doing further shield damage before retreating. If he stayed for too long, then not only would Arne get involved, but Samus herself might accept a devastating sabre blow to her armour in order to kill the Emperor with a single good strike.

But they were getting closer and closer to landing that blow, and were confident their armour and shields would last longer than the enemy's evasiveness. So they pursued as relentlessly as he retreated, drawing further and further away from Erik and Gyda. The latter had attempted to keep up, but were slower on the move, and the Emperor's Hands were proving able foes, harrying with their superior numbers to try and wear down the enemy, taking only a few casualties despite the massive individual superiority the Sjkoldrs possessed. In a burst of frustrated aggression not unlike Samus' own, Gyda eventually accepted a lightsaber strike while her shields were down that sliced her right arm clean off only to use her other to put an armoured fist straight through her attacker the moment after. The woman, who'd been the fiercest and most dangerous of the Hands, collapsed to the floor a second or so after a look of stunned surprise crossed her face. The other Hands fell swiftly with their lynchpin gone, and Erik and Gyda began to move more swiftly towards their son and the Emperor than before, Gyda's demi-material hand already regrowing.

Inside the sleep zone, attempts to simply overpower the sphere failed violently, with Yumiko losing all her shields in an attempted melee strike, so they simply kept firing as best they could, unwilling to retreat or hold back with the entire planet at stake, with Taghai in particular bringing the heaviest artillery available to bear. Fighting as a unit and supporting each other, they focused on avoiding the powerful and space-filling but wild and half-aimed ranged and even melee attacks of the erratically moving sphere, leaning on consistent return fire to add up over time. Slowly but surely, the creature was whittled down, even as it ceaselessly pulled the titanic Factory-Ship closer and closer.

Until, eventually, it broke before its indomitable foes did, one last combined round of fire shattering its cohesion. It glowed bright yellow like a miniature star for a moment, and the Duodecimarchs braced themselves, but rather than exploding it popped harmlessly into a shower of bright sparks, which soon dissipated along with the aurora around them and the portal above then, even as the Kjarnic reports restored mobility.

In the upper atmosphere, the naval battle was intense, especially as the enemy fighters armed with the most powerful weapons also proved invulnerable from the front thanks to a floating shield device identified as a Force, probably no relation. After they adapted and with the advice of Lieutenant Heath, however, the Clan forces were able to advance and triumph, giving the enemy no chance to reinforce, recharge, or reorganise, utilising the full breadth of technological terrors available to them. Tachyon lances, swarms of combat drones, and "blink" munitions engaged and overcame Wave Cannons, bio-missiles, and masses of cheap, simplistic strike craft.

Fought at knife-fighting ranges by Clan standards, the fearless pilots and ship crews nevertheless overcame the unusual circumstances and opponent to obtain victory, culminating in the Duodecimarch flight disabling the enemy flagship's powerful main gun before it got a chance to fire a second time. Pushing their advanced strike craft to their limits, they decimated the rest of the fleet in the aftermath before the Bydo finally decided enough is enough and retreated, pursued by Amanda Heath to ensure they didn't mess up anywhere else. After saying goodbye to their brief new friend, the Duodecimarchs land alongside a Clan response force to purge the thankfully surface-level infestation of the city and render aid to survivors.

In orbit and across the sector, the Bydo-corrupted forces lose their nerve with the loss of what must have been their commanders, falling into disarray and largely being destroyed, with only a small handful escaping to their home (well, new home) subdimension. As a point of honour, none of the former Clan ships are allowed to escape, and all are successfully put to rest.

The fighting in the undercity had not technically been more intense than the other ongoing battles, but it was certainly more frenetic and furious, weapons fire never being exchanged at anything beyond short range even as both sides ran, slid, and jumped across the undercity, Agafya and Sevrin attempting to steer the rogue machines away from remaining civilian populations while the machines moved however they felt like or how was immediately tactically advantageous.

Still, despite taking their hits the former had managed to gain the upper hand. The robots were fast and skilled, with a variety of nasty tricks up their nonexistent sleeves, but lacked the raw power and durability of the Inheritors with the exception of a specialist charged shotgun blast that was almost more dangerous to them than their enemies. More to the point, the Inheritors were hardly without speed and skill aplenty of their own. After a painful battle with more than a few reflected shots, Agafya was finally able to land a telling blow on V1, who fled the scene minus his right leg. The pair were then able to concentrate fire on the more durable but far from invulnerable V2, who was quickly without his left arm and also retreated, jumping away at high speeds. Despite attempts to pursue, the pair were unable to catch him or relocate V1. They worry that this won't be the last they see of the robots, but the Clan manages to stabilise the front line and contain the machine army as a whole, albeit not without casualties.

And on Coruscant's surface, the Emperor finally runs out of places to flee. With Clan forces overrunning the surrounding areas, he can either continue falling back and run into specialist combat units or make his stand. With a final surge of strength, he fires a powerful burst of Force Lightning at a charging Samus, locking her in place and rapidly draining her shields. He turns to deflect supporting fire from Arne, who stands firm, continuing to attack while also dodging reflected blasts in a way that puts him ever closer to Palpatine, putting aside his caution. This second front is what Samus, stuck in place but not immobile, needs to fire a Charged Shot at a distracted Darth Sidious and end the reign of the Sith forever.

Gyda and Erik arrive to find a won battle, and the four swiftly return to the Temple, where the Inquisitorius is dead and Darth Vader has been overwhelmed, the victorious Lost Scions working with the Jedi to beat him down until he could no longer move, although he is technically alive. Missing from the scene is Obi-Wan Kenobi, who the other Jedi solemnly say has become one with the Force after battling Vader and several Inquisitors he'd drawn off from potentially overwhelming some of the Jedi for a time.

With Sidious dead, the Bydo put to flight, and the strange entity of dreams destroyed, the Force Storms seem to have lost their potency. While they remain for a moment, the efforts of the Mind-Spiders to contain them soon turn into efforts to close them, efforts that quickly bear fruit. Since this also closed off the undercity portals supplying the machine army, that threat was eliminated in short order as well, although despite Agafya and Sevrin's successful insistence that an investigation be launched neither V1 nor V2 were found by Clan troops. The region is now fully saved from its occupiers in more ways than one.

That was, in some ways, the easy part.

-Galactic Empire space liberated. Operation STARWIND a success despite complications. Fleets assigned here take 20% casualties, mitigated thanks to large Legend presence countering Empire Legends and Operation Cinderstorm.

In calmer news, Clan territory undergoes industrial intensification, additional factories, shipyards, and mines being built on ever-more void habitats and artificial worlds, compensating for the end of the Clan's initial production surge. Indeed, some quantity of work is done towards achieving full resource exploitation of the sector, done even while its actual planets remain untouched and pristine. Research also progresses, with no new news as of yet.

-Core Territory upgraded to Industrialised + 48/90 RP towards Heartlands. 2/10 slots to Void Behemoth Revolutionary Breakthrough.

The Most Serene Realm answers the Clan's terse statement that further relations will have to wait with good cheer, understanding the difficult situation the Clan has been placed in. While it continues its noninterventionist policy, it is noted as running interference for the Clan on the regional geopolitical stage when they counterattack the Empire, supporting the notion that the violation of Star League sovereignty was a sufficient casus belli for a full scale conflict.

And then there is the matter of the Citadel.

First of all, the Citadel quickly does as asked when faced with the obvious power of Tribe Fleet Lothbrok and the possibility of defeating the Empire as a whole instead of merely battling their proxies. They do, however, firmly assert that their own proxies are no mere puppets similarly to the Clan's Hegemony and League, and so while they withdraw most of their military assets from the Inner Sphere and both they and their proxies cease attacking the Terran Hegemony, the Federated Suns continue to declare independence, putting their puppet empress on the throne of the New Star League, an organisation made up of them and soon enough the Lyran Commonwealth and Outworlds Alliance, nations which choose to side with the Citadel's capitalism over Clan communalism.

The NSL does still fight against the Empire's proxies, and with the Empire mostly in the Combine the AFFS and remaining Citadel cadres, soon bolstered by the LCAF, manage to overrun most of the Capellan Confederation, occupying it, while also expanding the Draconis March with the acquisition of certain border worlds. The exception to the Confederation's occupation is the newly formed Duchy of Andurien, made up of Andurien and the surrounding worlds in the Inner Sphere proper alongside Capellan worlds taken from them in the broader Star League territory, which is now a member of the Free Worlds League after an FWLM border offensive seized those planets.

More notably, the Citadel deploys in force to Imperial territory shortly after the main Clan offensive begins, with temporal anomalies indicative of long-range teleportation appearing in the southern segment of the Empire, where the Citadel appears to have launched a series of decapitation strikes. Moving swiftly and working with local allies, not entirely unlike the Clan's approach, they managed to quickly take over the area, although in large part because the Empire's mobile forces had already mostly been deployed north to fight against the Clan, and with communications down almost none heard any orders to return south. This does at least mean there's no lawless area where an Imperial remnant could attempt to seize power, and local Rebel Alliance forces are soon in power across that sector of space.

At this point, the Citadel calls on the Clan to attend a snap summit discussing the future of Imperial territory, also mentioning that they have sensitive information that would be of significant interest "to the Clans as a whole." The usage of the term Clans as a whole speaks to a level of care and attention given to Clan internal politics and indicates a highly serious situation, or the exact opposite and it's in error or hyperbole. Either way, Clan Grendakal sees no harm in humouring the notion, and so sends a delegation while the fight is ongoing.

Upon arriving, the Clan encounters the Citadel delegation, an Alliance delegation, human soldiers with basic powersuits and a very strange looking weapon connected by twin cables to an even stranger backpack giving off extreme temporal readings, and then perhaps the most shocking delegation of all.

Captured powersuits of the Federation National Guard, painted in Tribe Skjoldr colours.

First of all, the Citadel explains the human soldiers. They had secretly been backed by a power further to their west known only as the Allied Nations, exported gear of which was also the source of the chronal anomalies in their battle zones. A fellow liberal power, the Allies were only too happy to prop up the Citadel against the Galactic Empire, and had in fact been planning to test out their elite new Chrono-Force personally when their forward staging areas became the target of a series of false flag attacks.

The attacks, seemingly unaware of Chrono-Force's deployment, came at first in the form of an insertion in the form of the FNG powersuited infantry. While distinctly last generation hardware and heavily inferior to current GFAF armours, these weren't outright ancient, unlike the equipment the Clan had delivered to the Star League. As a result, they quickly overwhelmed the Citadel defenders, but the enemy seemed unused to their own equipment, often making errors during combat and not using all available armour features, allowing for a battalion of Asari Commandos to give their lives in massive numbers to contain the enemy, and even begin to push them back.

That's when a new and far deadlier enemy struck from stealth. Squads of special forces, previously hidden under perception filters, ambushed the surviving defenders, a set of merciless transhuman killers supported by combat drones with even more powerful equipment and no inability to use it. They, in turn, were jumped by Chrono Legionnaires, which teleported into the battle and engaged with an array of confidential time and physics-warping tech. While the enemy put up a good fight, in the end they were overcome thanks to the element of surprise and the powerful weapons available to Chrono-Force. They, as one of the Legionnaires cheerfully says when asked, "Never existed."

Going by the descriptions given by the Allied soldiers, it's obvious that the no longer extant special forces units were frontline stealth infantry of the secretive, nameless cult that destroyed Cylosis, among their many other crimes. If there was any good news here, at least the powersuits were stolen rather than indicative of FCIN involvement.

Needless to say, all this causes an immediate reaction from the Clan delegation, due to them being keenly aware of who killed Gyda and Erik.

Moving forward with their explanation, the Citadel delegation says that the FNG "Clan" soldiers had turned out to be Federated Suns ultranationalists angry over giving up the bulk of the Star League to the Clan and the Camerons, told by "DMI" agents that they were to use "stolen Clan hardsuits" to engage the Citadel in a series of false-flag operations to reignite hostilities between the Citadel and the Clan. Thus, even if an agent turned their coats at the last moment or was somehow captured in the confusion of the fight, only the Federated Suns would be implicated.

The special forces had been the foe's insurance policy that things wouldn't go wrong, but thanks to the intervention of Chrono-Force they had instead revealed the truth. The Citadel and Allies would probably have bought FNG powersuits as belonging to Clan Militants, but even they figured out that something fishy was going on when they encountered the rather un-Clanlike in doctrine, colours, and general aesthetics cult stealth troops. Especially because those troops also shot any of their patsies that saw them fighting to preserve operational security. That also rather gave the game away.

After that, all of the surviving Suns proxies surrendered to Chrono-Force ("Well, all of them after the ones that didn't were history,") and the Citadel called this summit to introduce the Allies to the Clan and explain the situation. The Allies and the Clan have mixed opinions of each other upon being introduced, but the Citadel impresses that the important thing here is that a third party obviously wants them to fight each other, and so they obviously shouldn't. The Clan, ever unwilling to give the murderers of Cylosis an inch, agrees. Thus, relations actually improve between the two nations.

To that end, a treaty to carve up the Empire is proposed. After initial negotiations, it stands as such: The southern sector of the Galactic Empire's three along with half of Coruscant (claimed because the Citadel had been funding Rebel forces for some time, and Citadel forces had actually been fighting with the Alliance during the Battle for Coruscant, although it was too small-scale for the Clan to actually notice) will be occupied by C-Space, which will be setting up their transitional authorities, while the other half of Coruscant and the northern two sectors will be occupied by the Clan and their transitional authorities.

The plan going forward is a bit more vague, but the general idea is that systems that want independence will be granted it while the rest of the former Empire will be eventually reunified as a New Republic under the administration of mostly the former Rebel Alliance mixed with elections to determine a New Senate after the transitional authorities are ready to, well, finish transitioning.

Considering the Clan's own plan for how the occupation of the Empire is going to go and what the new government is going to look like, doubts exist about things going that way. Still, that's the proposal as it stands, and it can be accepted without actually intending to join the territories peacefully in the manner suggested by the Citadel.

As for the Star League, the Citadel's proposition is that negotiations proceed to peacefully reunify the Star League and New Star League, with both sides acting as mediators and influencing their proxies to act in an appropriate manner. Failing that, solidify the new borders and accept the Inner Sphere being cut in half.

What to counter-propose or whether to simply accept the Citadel proposals falls now upon the delegation.

-Citadel situation is a whole lot. Citadel-Clan relations improve thanks to a new common enemy.
 
The First Ones, Turn 2

The Quetzal, Firstborn of the Old Ones Strategic Turn 2 Orders​


The Firstborn had, so far, not faced undue hardship within this reality. Two cycles after arrival, and the most significant problem they had faced was an incursion by Hyperspace Predators that was more a nuisance than a propper threat.

Now, the challenge they had expected had finally arrived.

The Order of the Old Ones, imposed upon the great wound in reality that was the Kalimdranor Soul-Storm, had brought forth the wrath of that Storm's denizens, the Ruinbringers surging forth to reclaim that which had been theirs, and would always be theirs, in what passed for the minds of Daemons.

And, as always, sensing the weakness of one, other forces of Disorder surged forth to capitalize.

The servants of the Harrowmother, themselves fairly well-established, pounced to claim this newly-unclaimed space.

The Nightmare Lords, desperate to shore up their position, did as well.

And, surging in from beyond the great void of reality, like a bad memory, came the screaming, unreasonably angry legions of Khorne, eager to kill and burn and slaughter in this new place and time.

Such forces would tear into each other as surely as they would the Firstborne who already worked to curtail their ambitions. And though every ship, every Saurus was worth three times their number in the Warpspawn they battled…there were a lot of Warpspawn in need of fighting, and the Quetzel were still fresh to this reality, their forces relatively few.

The many local warmbloods flocking to stop the reclamation of the territory freed by the power of the Astromantic Web would certainly help, but they were, in the end…unimpressive. Unknown. They could not be trusted for the work that the Slann judged necessary to ensure this Maelstrom could be brought to heel.

It was lucky, then, that somewhat more familiar forms had appeared and offered their aid, though not without price.

Beings of imense power, whose distant cousins in the Quetzal's home reality had once stood against the Old Ones themselves for dominance of the galaxy.

Dragons.



Lord Malzareth, Slann of the 3rd Rank, waited at the summit of his Temple-Ark alone, save for his Eternity Warden standing behind and to the right of him.

Preserved from the cold of the Void by the might of his will alone, the Mage-Priest watched his escort vessels and void beasts lazily circle the massive pyramidal vessel, awaiting the arrival of the Vylarad Dragonflight in a show of trust that nonetheless left him fully able to retreat into the safety of his flagship in less than a blink should the Dragons prove untrustworthy.

The Arch-Dragon Vornorakar was something different from the standard dragons that accompanied the Mundarch. An eternal fixture of the material realm, a confluence of magics given eternal, undying form that would endure past a million deaths. All dragons of the worlds aflame had a strange relation with time and death, but Vornorakar was in essence, a god in the material plane whose wings of diamond sailed on the ethereal wind.

A creature of platinum scales with silvery claws and teeth and eyes of gold, they were quite smooth, their body coursing with the magics of their home reality, horns curved and almost crownlike as they approached.

Some dragons preferred the usage of ships, and all had garbed their scales in armour and fineries rather than the simple nakedness of their forms. But Vornorakar did not bother with craft, simply pulling at the fabric of reality to allow the Archon to teleport where they desired to be.

Nevertheless, formality was formality, and the great beast landed on a balcony offered on a ship woven by dragonspell into a work of art, a great guarded walkway shielded by incantations to hold air where it was needed for those who desired or needed to breathe. Wings folded around his central body, clasping on the claws like a cloak while his tail curled behind him.

The two craft were now just about touching each other, one lord eyeing the next, while the lesser dragons and the Drakinar; the dragon blooded, most descended from humans or merendi; some like humanoid and smaller dragons; others mostly humanoid save for minor dragon features such as horns, a tail, perhaps wings…Depending on how they desired to present or how much dragon blood they had in them. An honour guard, bound together by their shared drake blood.

But for now, all save for one of his descendants, a human Drakinar; with hair of gold and eyes of azure and regal horns and a sinuous tail, would be dismissed to the side as a show of respect. Just as the Slann had only his Eternity Warden to accompany him. Lenstyria, his seneschal.

She offered a polite bow, her garb more ceremonial than military at the moment, with more pomp and pizazz than she'd wear to the field of battle and hair worn in straight and long rather than kept in a more military style.

"You have contacted us with an offer, and we have come to listen." He said, speaking in a regal, imperious tone and the characteristic royal "we" of kings and emperors.

Malzareth blinked, long and slow, up at the titanic Dragon and spoke to the burning nova of magical energy that stood before him; a White Dwarf to Vornorakar's Red Giant, perhaps, but a Star nonetheless.

"We are new to this realm. Our strength is not yet sufficient to guarantee victory against the maelstrom of destruction that seeks to reclaim the territory of Kalimdranor the Astromantic Web has wrenched clear of the Imaterium." The Slann croaked, the Winds swirling around his echoing words to give vision to what he spoke; showing Saurus cleaving through formations of Ruinbringers, Quetzal escorts weaving through Harrowmother screens, tearing the enemy ships appart. But always, there were more bodies, more ships.

"Warmbloods move to aid us, but they are scattered and disorganized, insufficient for the battles that we will need to undertake to quell this storm." Malzareth continued, his breath weaving into a vast flotilla of disparate vessels: numerous, but non-standard, not nearly as solid and stable as the Quetzel from before. "We require firmer aid."

"I have fought against and alongside the Dragons of our homeland, the Garden of the Old Ones." The Slann said, swirling tendrils of Azyr and Hysh wrapping around his palanquin to loom above him in the shape of an Elder Drake that the Slann once fought alongside against the forces of Nurgle. "If you bear half the power of our ancient rivals," and though the Slann's voice did not change, it was apparent that he gave these Dragons as much or more consideration as those he once knew, "then you are what we need to secure the gains we have made."

"Our offer is thus." Malzareth said, at last coming to the point. "We will give you materials, to compensate your efforts and replace that which you lose in battle. We will give you safe harbor and safe passage through the territory of the Firstborn, for so long as you do not raise a hand against us or those we safeguard. And we will give you knowledge of our home reality; history stretching back sixty million years, to the time when our creators still walked the stars and we fought the War in Heaven."

"And in exchange, you and your kin will fight alongside us, and help us wrench a fragment of reality back from the forces of Chaos." Malzareth finished, giving the Arch-Dragon another long, slow blink. "So what say you, Lord of Drakes?"

The dragon nodded and snapped two clawed fingers into each other. "We are of one purpose then. The Armageddon Reaper's hordes, and the buzzards that seek to exploit the situation must be cast back into the depths of the id of allt hings." He said while his seneschal, her wings held back like a splendid cape, slowly stepped forward.

"We are grateful for your wisdom in accepting a pact with our kin. We are not the dragons you know, but you can entrust us to act with all the grace and majesty that is expected of the guardians of the materium." She said, offering a humble nod, not a full on bow; dragons bowed to no one, but a nod was more than fine with her pride.

"We will seek to stabilise the flow of space and time here as best as we can. The dreamscape's turmoil and tumult is hard to calm…but if we have the chance to step in at the right time and place, we should be able to reclaim territory from the depths of madness." She said, conjuring up an image of the fall of Kalimdranor, the embracing of the lord of the Apocalypse in a quest for power they could never reach. And the opening of the soul-eater storm, devouring their worlds, their souls, and their honour to leave a howling vortex in its place.

"The folly of a prior millennium has been allowed to endure for too long, the cost paid for the arrogance of generations past too much to bear for the living. You and your forces may be what is needed to at last put an end to that." She said, showing sets of four horsemen riding upon world after world, bringing forth the apocalypse.

"Once enough of our work is completed, the avatar of the dark god will emerge to do battle. Unmaking it can grant the souls of the lost rest, and end the storm at long last. These are the first years in centuries that the storm has shrunk…and the first chance to push back against the brink of disaster in just as long." The Mundarch said, speaking in the place of his Seneschal, his brassy voice in stark contrast to the lighter tone of the Drakin woman who was speaking for him briefly.

Malzareth nods ponderously. "Then there will be much work needed to prepare for this Avatar of Ruin. But first, we must quell this…tantrum." The Slann croaks derisively. "I and some of my fellows will work with you so your workings may mesh harmoniously with the power of the Web." Malzareth said, before pausing and continuing in a thoughtful, almost…whistful tone.

"It will be…enjoyable, to work with worthy allies once again." He said at last, even as the news of success reaches out to the rest of the Sublime Communion, plans fluidly began to whirl and change with the inclusion of the Dragonflight into the equation.



Kor-Lot-Ko let out a quiet grunt as he caught a blow from the massive, ten-limbed Eskardrai he duelled on his shield, the Oldblood's shoulder-mounted Thermal Blaster lancing out with a condensed beam of Aqushy to carve a glowing trench through the massive necroid's chest plate, the corrupted parasite letting out a roar more of anger than pain as he withstood the immense blows of its maces and claws.

Subtly sidestepping, deflecting, or absorbing the blows with the kinetic dampening enchantments within his armor and shield, the Oldblood's lightning-wrapped macuahuitl lashed out in response, to cut and tear at the larger being's four legs while his ranged weapons carved away at the upper body with beams of Hysh and Aqushy.

Around the two duelling champions, the warriors of the Firstborn of the Old Ones and the Heralds of the Apocalypse battled, beings of perfectly-crafted flesh and scale clashing with amalgams of reanimated flesh and warp-energy forced into shape by malign, hostile intelligence. Slann of the Fifth Rank duelled dozens of lesser Psykers and Mages, Kroxigores tore down defensive positions under heavy fire to crush and tear asunder those within; a phalanx of Stegadon met the charge of smoke-belching tank-daemons while legions of Saurus slashed and shot their way through the fray, unflinching Cold-Blooded discipline pitted against the tireless grinding gears of Aniahlation.

"YOU ARE NOTHING!" The walking corpse-pile before the Oldblood bellowed, its voice a wet, grinding cough as a dozen different vocal cords all struggled together to form words. "YOU STAND AGAINST THE INEVITABLE! AGAINST THE END OF EVERYTHING! YOU ARE A CANDLE FLICKERING AGAINST THE DARKNESS OF OBLIVION!"

Kor-Lot-Ko said nothing, continuing his methodical movements, slash, step, jump, deflect, fire beam. The Eskardrai warlord didn't flinch as more and more of its flesh and armor were carved and blasted away: it was nothing to the Parasite, especially when it had so much mass to work with.

The fallen creature continued to scream at the Saurus, about how the Web's effects on the Storm meant nothing, how they were doomed to fall to the Voice of Silence, how their worlds and works would be ground to nothing under the unstoppable weight of their numberless legions…

Kor-Lot-Ko let it wash over him like the meaningless drivel it was, posturing by a dead creature that didn't know it yet. He just moved, ten thousand years of experience flowing easily with inbuilt skills that were as sharp as the day he walked out of the Spawning Pool alone to keep him one step ahead of the enormous alien constantly, chipping and cutting away at it, waiting, waiting-

He felt the vibrations in his claws before he saw her, pounding through the smog of war from his left, fifty feet of reptilian superpredator wrapped in masterwork power-armor all but clinging to the ground as she charged, mouth open in a silent roar and claws wreathed in fields of Shyish, the Ulgu wrapped around her masking sound and sight.

The Warlord, far too late, felt or heard something, as he tried to turn to face the charging Carnosaur. Kor-Lot-Ko took that opportunity to rip out the back of one of the creature's four legs, destroying its balance just as Lek'reth smashed into the being, bowling him over with a shoulder check before tearing into the Eskardrai with teeth sheathed in obsinite and claws coated in the Wind of Death. The Oldblood did not let his partner work alone, leaping into the fallen creature and hacking away with blade and shield, tearing through armor and flesh, guided by gut instinct through the flesh of his adversary even as it roared and fought beneath the two Servants of the Old Ones in the process of tearing it asunder.

Finally, the Saurus found what he was looking for; the star-shaped parasite branded with the Mark of Ruin.

Without a word, the Oldblood drove his weapon through the animating force of the massive body, Azyr Lightning ripping throughout the creature and burning it out with an echoing scream of agony.

In a moment, it was done. Kor-Lot-Ko straightened, favouring his partner with a pat on the jaw, the mute Carnosaur rumbling in appreciation as she swallowed a great chunk of flesh. Swinging into the saddle once again, the Oldblood's attention was drawn upwards, as spears of flame began to fall from the sky, which was beginning to turn a bloody red.

The Warp, blanketed in the drab, dreary Grey of the Ruinbringers and interspersed with the gleaming ordered rainbow of Qhaysh, began to bleed, as an echoing cry began to rumble through the sky.

"KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BUR-"

Kor-Lot-Ko let out the Saurus equivalent to a tired sigh.

The more things change…

Diplomacy:
-Contact the Dragonflight. We will pay their price to intervene in this conflict (20 RP).

-Try and take the lead of the incoming 'assorted belligerents' who seek to assist in preventing the Corrupted from re-establishing a foothold in the territory cleansed by the Astromantic Web, folding them into our own battleplans (see below)

Intel:
Target: The Kalimdranor Clusterfuck Beligerents (Ruinbringers, Nightmare Lords, Harrowmothers, Khornates)
Nature: Hostile
Resources: 4RP
Plan: The purpose of this action is to disrupt the Command, Control, and Communication of the various Chaotic forces taking part in this conflict. Slann Communes and their attendants will use Astromantic Rituals to hamper and harry the various forces of Destruction however they can, doing their best to spread the orderly confusion out evenly amongst the four factions so that no one group can gain the upper hand. In addition, standard Firstborne Asymmetrical Tactics will be employed utilizing Chameleons and various other Stealth Assets to eliminate important individuals to promote infighting and confusion among the factions.


Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes) Continued
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a local version of the Warp that is full of new Constructs (and quickly filling with familiar old ones as well, unfortunately). The powers of the Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.


Industrial Orders
-Spend 7 RP to bring the local Relic Matter Transmuter back online
-Spend 10 RP on another War Fleet
-Spend 10 RP (5x2) to create 2 aditional POPs
-Spend 4 RP to upgrade H-8 Center to Established
-Spend 5 RP to begin construction of an Interlinked Spawning Nexus in H-8 South: a Population-Growth Kiloproject consisting of enormous connected complexes and space-stations devoted to naught but Spawning-Pools directly managed by the Slann, which will birth the Firstborne who will help tame this disparate reality and bring it to heel beneath the aegis of the Great Plan.


Military:
-The Quetzel will devote both of their Mag-1 Warfleets to the Kalimdranor Mosh-Pit to the south of their space, as well as the hired force of the Dragonflight.
-The Quetzel's primary objective in this conflict is to ensure that none of the four Chaotic factions taking part in this struggle are able to begin establishing any sort of dominance. To that end, the forces of the Firstborne will utilize their superior coordination and mobility alongside the foresight of the Slann to slip throughout the battlespace to strike at any place where one of the factions is beginning to grow in strength. One Warfleet and the Dragonflight will be dedicated to this purpose from the onset of the operation.
-The second of Warfleet will work with the Assorted Allied Beligerents to attempt to more conventionally take and hold ground, spreading themselves out amongst the Warmbloods to firm up the allied forces. Operating under the direction of the present Firstborne Warleaders, they will advance slowly through the sector, only moving forward when local Chaotic forces are deemed sufficiently depleted by infighting, Quetzal offensive actions, or bashing themselves against Allied forces in defensive positions. If it is determined that sufficient territory has been taken and can be held by the allied belligerents, then the Lizardmen warfleet will break off to assist the 1st Warfleet with their unbalancing operations.
-Detachments of Amazons, Makotah, and Nuiani will be distributed between both Quetzal warfleets to provide support.
-Once the various Chaotic factions have been sufficiently weakened, the Warfleets who are acting as balancing forces will begin to focus on picking them off and destroying them utterly. Ideally, the order of destruction will be: Harrowmother, Nightmare Lords, Ruinbringers, Khornates, but whichever groups fall in what order doesn't really matter to the Slann or their councils.
-When moving into this Destruction phase, Lord Disa'Gonsuuc and the Dragonflight will focus on killing enemy leadership forces, including the local Horsemen and the Octagon of Gore. Dis'Gonsuuc will do his best to orchestrate Kor-Lot-Ko, the premier Oldblood of the local Firstborn, getting the chance to kill Grendyl Kilgore again (and hopefully make it stick this time)​
 

Sith Empire turn 2 Strategic Update

@Revan4221X
The Sith Empire was doing well. The home front is now more protected than ever, with the core region reaching levels of defenses that were previously reserved for the Republic's Core, and even the previously relatively neglected extremities are now industrial powerhouses in of themselves. Even now, a potential alliance has been secured with a fellow newcomer to this galaxy, if one that has a drastically inferior military and is completely ignorant of the ways of the force.

And yet, for all of their flaws, they are already starting to prove their worth as provisional allies, as they provide you information on what is to the north of them as an appetizer to the major diplomatic actions, both with you and with others, that they have notified you of in advance so you would have time to prepare.
(gained information on subsector 3-C of sector 6-E, and subsectors C-1 and C-2 of sector 6-F)
Sector 6-E:
SouthEast(C-3): here, the Federation has run into another earth-based humano-centric alliance, one that, unlike the imperium, is actually willing to do diplomacy and at least pretend to be nice. While negotiations with this 'Sputnik Confederation' is still ongoing, their initial findings are unusual, to say the least. Formed from a solar-based alliance upon their transition to this new dimension and the discovery of working FTL, this alliance is dominated by states based from Venus and Juipiter, of all things, with earth and mars essentially being relegated to being destitute, exploited, and almost powerless in the shadows of those main two giants. The scars of internal conflicts are clear and extensive here, as both earth and mars are still in recovery from a war that ended over a century and a half ago, and Mercury was reduced to a nanobot soup by some uncontrolled weapon or experiment. Oddly enough, said soup has since developed intelligent life, which have joined the confederation alongside several almost purely digital AI and Vampires, of all things. In addition, the residents of both Venus and Mars have almost abandoned the human form all together, as advanced robotics and biotechnology have made it almost redundant. Of the remaining population, a significant portion of the remainder are cyborgs, as they have taken both replacement and augmentation to a nearly unseen level. On a whole, their technology base seems schizophrenic, as advanced AI, Robotics, biotechnology, and nanotechnology clashes with the sheer, relatively low-tech, poverty found in some areas. Most worryingly, the sheer number of orphans boggles the mind.

Sector 6-F:
SouthWest(C1): here a race of giant decapod carcinizoids lives. These five meter tall sentient coconut crabs call themselves the Yashigani Empire, although they aren't expansionist in any way, and are in fact rather isolationist. They also enjoy building shells around their worlds, going well above and beyond what anyone would consider necessary out of a cultural level fear of something they won't tell us about that shattered their would-have-been empire some 30 years ago. Unlike most of their territory, this particular 'colonial' holding of theirs remained relatively intact, and has since reconnected with the main remaining fragment via the construction of a galactic-scale wormhole.

South(C2): this area is empty, devoid of even the random smattering of minor civilizations, ranging from pre-industrial to spacefaring, that usually populate otherwise empty space. It is also unusually lacking in habitable worlds. Scouting deeper, all the Federation has managed to find here are a few ancient, dilapidated ruins in what is otherwise lifeless, empty space free for the taking.
And yet the universe waits for no one, and events beyond one's own borders continue to move, for the Sith and the Federation aren't the only actors in this great game.

The Covenant seem relatively quiet for now, as upon discovering the Hypernet, and through it the sheer extent of the 'human problem' in this new reality of theirs, have subsequently abandoned all offensive actions, instead choosing to both rebuild their forces and reach out to any and all potential allies in this fight. To that end, they have both sent out several long range expeditions and have redoubled their exploration of the Halo Ring, if to seemingly no avail yet.
While their continued exploration of the Halo Array has seemingly come to nothing, a discovery to the East, far past the Imperium of Man, has the Covenant in a tizzy, as whispers of living gods abound. In the meantime, they have also sent a small colonization-focused expedition to their north.

As for the Imperium of Man, what little information your spies can gather shows that they still don't know of you, and while their gathering Crusade Fleet has since departed, it has departed towards the East against their still unknown enemy.

Farther to your west, events within the red wall appear the same as ever from your limited perspective, while to the north of it the previously relatively clear area appears to now have a few minor colonization expeditions heading into it, while the zombie-pirate raids still continue, although the source of the shadow-stealing appears to be no longer with the rest of the fleet there.

Current RP: 158(upkeep already factored in)

Sector 7-F:
Northwest(A1): the Federation(Star Trek), currently rebuilding and actively expanding their military after surviving the recent attack. Is currently sending an expedition towards Sith Space for Diplomacy, and is in diplomatic talks with two factions to its north.

North(A2): the Covenant, currently still having border skirmishes with the Imperium of Man. has recently made diplomatic contact with two unknown parties, one of which it is rather fanatically excited about. And yet these events might lead to either its continuing survival, or only ensure its downfall as the truth is revealed.

Northeast, East, Southeast, South(A3, B3, C3, C2): the Imperium of Man, a transported version of 'Segmentum Solar', which was oddly distorted upon arrival. Currently fighting the Covenant and an unknown party farther to the East. currently has no idea that the Sith exist, and is in the middle of sending out a grand crusade fleet against its unknown foe to the east.

Sector 7-E:
Southeast, East, Center, South(C3, B3, B2, C2): little is known about the territory beyond the wall, but initial exploration finds an only somewhat unified land, plagued by pirates and giant voidfauna, and yet here live some of the strongest, and strangest, individuals the Sith have yet encountered.
Northeast(A3): mostly empty, with only a smattering of extremely local civilization, this land is ripe for the taking, although there have already been signs of two factions preparing to move in: the Federation from its east, and a hodgepodge of utilitarian colonization ships from the newly discovered Confederation to its north, although both efforts are half-hearted at best, and if the Sith are fast enough they might be able to stake the greatest claim here.
North(A2): here the minor local policies are still under attack by Zombie Pirates, although the planetoid that was the
source of the shadow-stealing appears to have left the region, heading back to the other side of the red wall.

Fleethordes 1-5 are at 100% strength
Fleethordes 6-9 are at 90% strength
Fleethorde #10 is at 80% strength

"It's been a year and none more have showed their face. We can't say for certain that Mortis, Ravage, Rictus, Aruk, and Zhorrid we're all left behind with the rest of the Empire but it is highly likely most if not all of them were." Nox proclaimed to the gathering of what remains of the Dark Council.

And it is truly only what remains of the once great organization.

Darth Mortis, head of the Sphere of Law and Justice. Darth Ravage, head of the Sphere of Expansion and Diplomacy. Darth Rictus, head of the Sphere of Mysterius. Darth Aruk, head of the Sphere of Sith Philosophy. And finally Darth Zhorrid, head of the Sphere of Sith Intelligence. All gone. Left behind when the Darkstaff ripped a hole through realities and plunged them into this living nightmare.

All the remained was Darth Marr, head of the Spheres of Military Offense, Defense of the Empire, and Military Strategy, and also Emperor in all but title. Darth Nox, head of the Sphere of Ancient Knowledge. Darth Acina, head of the Spheres of Technology and Biotic Science. And Darth Vowrawn, head of the Sphere of Production and Logistics.

"That's, what? Eight Spheres of the Dark Council that remain without a Councilor? Counting yours and Acina's Spheres of course." Vowrawn remarked to the de-facto ruler. Who in question sat in his seat deep in thought about the situation.

Darth Marr had struggled for decades against the Dark Council's politics and infighting. Vowrawn was a nuisance sure but he mostly did it for the fun of it and played defensively rather than aggressively against the other members. Acina and Nox? Well he trusted them enough to be sensible, after all he oversaw their ascension himself and had carefully cultivated a secure relationship with then. It wasn't as official as the power-bloc he had with Ravage and Morris but it wasn't as if they actually did have a real power-bloc. The "Imperial Triumvirate" was more fiction than fact and the three lords had fought over control of the Empire for a time. It was only with assistance of Nox that the deadlock was broken and he pressed the Dark Council into line after the fall of the Revanites.

So here he was. Commander of the Empire's military. With two surefire allies in Darths Nox an Acina, with Vowrawn being a threat only due to his experience in politics but one that has always remained more mentally stable than most others in his position. Even if his obsession with the games of the Sith bordered on the insane at times. He actually had near total control over the Empire. No rivals on the Dark Council. Although the many power bases of the many Lords and minor Darths still remained a threat.

Acina's voice took him out of his thoughts as she broke the silence. "So? A perfect opportunity for some much needed reorganization I say."

The room turned to look at her, the masked faces of Marr and Nox being impossible to make out of course but she could tell they were curious. Vowrawn on the other hand was more incredulous. "Reorganization? You don't suppose to tear apart the Council? The foundation of our very society!"

"What's the matter Vowrawn? You knew this was coming eventually. Disappointed that you will no longe have to deal with the power plays of having twelve near equally powerful Sith?" Nox quipped too which Vowrawn took with mock horror. "What? Oh I never. Please you make it sound as if that's my life's work. It's a hobby I assure you. Why if it wasn't for me you'd all be dead by Rictus' assassins."

"Enough banter. Continue." Marr silenced the room, motioning for Acina to continue. "Thank you. Now. Trying to fill all the seats of the Dark Council is impossible. Not to mention foolish. We have the power, there is no reason for us to give it up. Instead we just need to. Hmm. Reshuffle the Spheres a bit. Take the Spheres and merge them together, after all. Why do we really need three military Spheres or three Spheres on the Sith Order itself? We can reduce it to a mere five. The Sphere of Sith Doctrine, made from the Spheres of Ancient Knowledge, Mysteries & Sith Philosophy. The Sphere of Military Command, from the Spheres of Defense of the Empire, Military Offense & Military Strategy. The Sphere of Scientific Advancement, from the Spheres of Technology & Biotic Science. The Sphere of Civil Administration, from the Spheres of Production and Logistics & Laws and Justice. And the Sphere of Galactic Influence, from the Spheres of Sith Intelligence & Expansion and Diplomacy."

"You had this pre-planned before the incident on Ziost didn't you." Nox said as she finished, causing her to huff. "And what if I did? It works. One for each of us. And an extra. Or maybe a second. If-" She was cut off as Marr spoke aloud. "No. I will not take the title of Emperor. But your idea has some merit."

"I'd ask who the extra would be but I already know who your going to suggest Marr." quipped Vowrawn, taking a relaxed posture in his seat and motioning to the chair of Darth Zhorrid.

Turning to Vowrawn, Marr took a good look at the elderly Sith Lord and spoke. "She has proven her herself against the Revanites and our former Emperor, and I trust none other to control Sith Intelligence. She is already Minister. Elevating her to the Dark Council is only appropriate now that it is open."

"Oh I agree, no one else is suited for the position." Vowrawn looked to them all and continued. "Well? The game has begun, let's give our newest member the good news."

"So."

"Shut. Up."

"What's your edgy Darth name now Miss Dark Coun-"

"Theron I will kill you if you bring that up one more time."

The last SIS agent in the Empire chuckled as he leaned against the door to his "Protector's" room. "Okay Okay. Don't get so worked up. I'm only teasing. I've known enough Jedi in the SIS to know that spontaneous elevations in position can be stressful. Although I suppose that goes for everyone really."

Lana Beniko, Minister of Sith Intelligence and now Dark Councilor of the Sphere of Galactic Influence on the newly reformered Dark Council, growled from inside her room at her companion. For his part, Theron Shan, SIS agent and now eternal annoying companion to Lana Beniko, took her threats and growling without breaking his swagger. "You've been in there doing Force knows what for 2 hours. You went into the Citadel as a Lord and came out a Darth, looking like you were going to throw up. I don't think hiding away in a bedroom is befitting of a Sith but what do I know. I'm just Republic Scum."

The woman inside mumbled something he couldn't hear before the door he was leaning on opened. "Theron. You are lucky that we have a friendship or else I would've had you tortured for those words." She said. Causing the last of Revan's lineage to awkwardly cough. "Yes well. Congratulations? At least you don't have to worry about any of them trying to stab you in the back? Right?"

"It's not them I'm worried about Theron. It's the responsibility. I'm not cut out for politics. And now I'm a member of the Dark Council! I have my work cut out for me just running Sith Intelligence! Now I'm expected to run Galactic Affairs!?"

"It could be worse. Imagine if you were left behind with the rest of the Empire? Okay. Look. You aren't alone in this. Not many Sith can actually say they have reliable people at their back instead of scheming sycophants."

"I suppose."

"You still haven't told me what your Darth title is either."

The slap and slammed door told him exactly what he needed to know.

Pre-orders RP: 158(upkeep already factored in)

18 RP is Stockpiled to repair any loses incurred by actions this turn.
Target: Covenant
Nature: Intelligence Gathering and Forerunner/Halo Identification&Research
Resources: 16 RP
Plan&Goal: The Empire is dedicating increasing amounts of resources to fighting the Covenant and as part of that so too are more resources being dedicated to Sith Intelligence. As much as establishing a FOB on the Ring would be nice. The Covenant's methods of preventing anyone from getting aboard or staying aboard make such an attempt fruitless at this moment in time. Instead Sith Intelligence will return to more easily attainable goals: Identifying targets within Covenant Space for the Strike Fleet (See Military Orders) such as refueling bases, border and lightly defended worlds, and important military targets.

Additionally Sith Intelligence is looking through the Covenant and Covenant inhabited Space for more information or locations on these Forerunners along with the exact capabilities of the Ring. Theories are abound and it is best to identify if the prevailing theory about the Ring is correct. SCORPIO has invested interest in attaining information about the Forerunners and their technology for heuristic self-improvement and as the most technologically advanced thing in all of Sith Space (that the Sith are aware of) she is the most qualified for this job. Alongside Cipher Prime of course.

Target: Beyond the Red Wall
Nature: Investigation
Resources: 8 RP (Darth Nox since he is going to be there)
Plan&Goal: Two things are certain about the area beyond the Red Wall. One; it is somewhat united by some polity although one that is seemingly lacking in strength to prevent the second certainty. Two; pirates exist in abundance in this area, presumably as some form of safe haven due to the nature of the Red Wall and the polity inside lacking much in the way of a powerful military force to stop them. These pirates are seemingly incredibly powerful in what can only be presumed at this time to be the Force. Although to call them pirates would be understatement considering how one of these pirates had an entire planetoid at their disposal and a fleet, making them more marauders than anything. Sith Intelligence operatives are being sent in to identity these pirates, the nature of there powers, and how best to eliminate this massive criminal threat.

Target: Imperium of Man
Nature: Infiltration
Resources: 16 RP
Plan&Goal: The Imperium of Man's capabilities must be found out. The "Inquisition" that has been hampering the efforts of Sith Intelligence is a clear sign that they are capable indeed and their implied military strength from gathered weapons, information, and actions against the Covenant point towards the Imperium as the greatest threat against the Empire. The less said about the massive glowing beacon that lies within their territory the better.

Sith Intelligence is being tasked infiltrating the Imperium of Man through any means necessary, and what means they have. Sleeper agents will be placed within Imperium Space for long term infiltration, to be called upon as necessary. People of potential power or influence within local communities will be marked and either replaced by a surgically altered agent or kidnapped and brainwashed. Their large vessels will be implanted with a tracking beacon set to explode on demand or if tampered, used to follow their ships to large congregation and destinations for further review by stealth ships.

Research Slots: 1 Free + 5 (25 RP)

(3 Slots) Covenant Species Utilization: The majority of the Covenant's species are largely useless to the Empire, with most being nothing they haven't seen before. Only two are of actual interest to then. One is the Lekgolo, small colonial worm-like creatures that can join together to form purpose specific assemblages, known as subsistence gestalts and seem to have some seen abilities to integrate themselves with technology. The other are Huragok, which from scans and information take from the Covenant are actually biomechanical creations of the Forerunners composed of Nanomachines. The Empire is putting a lot of resources into figuring out how to utilize the multiple species of the Covenant, in particular the Huragok and Lekgolo and also the sheer amount of Unggoy that the Sith now have to deal with.

Some elements of the Sith, those well known for their usage of Sith Alchemy, have advocated for turning some of these species in Sithspawn and have put forward some interesting proposals.

The Sith Empire has long had the ability to merge the Force with technology, but never in mass quantities. They could create singular vessels or Superweapons that could do it but never really were able to create them in numbers for a military. It is why this proposal on how to utilize the Lekgolo is so interesting. The Lekgolo can clearly interact with technology, as seen with their own armor and how the Covenant utilizes them in some of their vehicles. The alchemists propose to use Sith Alchemy to give the Lekgolo the ability to channel, hence their name, the energies of the Dark Side while simultaneously making them docile and easily controllable.

The desire being to modify some of the species into these beings that can be bred, cloned, or whatever. Then use their ability to interface with technology while channeling the Dark Side to more easily merge the Force with technology on a larger scale. Similar to how the Covenant already uses them in their vehicles. Additionally they might even prove to be effective weapons, acting in the same vain as the Hunters or in huge massive swarms while also having the ability to use the Force or possibility drain it from other creatures.

A rather dull but highly profitable proposal on how to use the Unngoy. The proposal being to modify the Unngoy with Sith Alchemy to do three things. One; change them from methane breathers to vacuum breathers, similar to the Verpine, so they can survive in functionally any environment. Two; make it so, like most Sithspawn, they would draw nourishment directly from the Force itself and no longer require food or water. Three; make them more docile and controllable again like most Sithspawn. The desire being to take this rapidly reproducing species and modify them to be the perfect slave species. Capable of surviving in any environment, requiring no food, and easily controllable. Perfect for workers or even soldiers, if so desired.

Not a proposal by the alchemists but a proposal nonetheless. The Huragok, these Engineers, have a remarkable ability to analyze, fix, and improve the technologies of the Covenant, some of the Sith's own technology, and even the Forerunners apparently due to their origin. It is believed that through Mecha-Duru the secrets of the Huragok can be found and utilized for the betterment of the Sith Emprie.

(2 Slots + 2 from captured Covenant Planetoid = 4 Slots) Category Zero Planetoid Research: The Empire has gone to considerable lengths and expenditure of lives to capture one of the Covenant's massive Planetoids and as a result the Empire has access to a wealth of information and resources about how to construct a similarly sized vessel. The possibilities are endless and the Sith certainly can see the merit for having a super weapon carrier.

Midwan-Class Worldcraft
-Category 0
-Tier Primus
-Primary System:
–Thought Bomb Positioner: A Thought Bomb, is one of the most powerful rituals the Sith have ever concocted. Only overshadowed by the mighty Supernova ritual. When detonated, a Thought Bomb annihilated every living being caught within its blast radius while simultaneously draining their power, souls, and even the planet's own energy or possible Force Nexuses into a singular point. An oblong sphere of silver iridescence, in addition to causing the creation of a powerful Force Nexus around said sphere. The primary purpose of the Midwan Worldcrafts being to channel the enemies of the Dark Side and allow for specific targeting of a Thought Bomb instead of having it be sacrifical suicide move.
-Secondary System:
–Force Ritual Amplification and Stabilization Chambers: Midawn Worldcrafts are equipped with a series of chambers and rooms that are specifically designed to assist a singular or group of weaker indivudals in conducting rituals or feats of strength that they would normally be incapable of. In effective giving Midwan Worldcrafts the ability to librally deploy the usage of Force Powers beyond just a Thought Bomb at fleet killing scale, allowing minor Sith to create Force Storms to ravage enemy ships, throw them or crush them with Telekinesis, drain the crew of their life essence, or rip apart their minds.
-Weakness:
–Anti-Magic Susceptibility: The threat of a Midwan Worldcraft is effectively neutered if faced with a powerful enough field that nullifies the Force. A necessary drawback when the majority of it's offensive capability comes from the powers of the Dark Side.

(2 Slot of 10) Infinite Army and Power Guard Enhancement System Unification: The project was already slated to begin before the Force Storm incident at Ziost and with the loss of 95% of the Empire the population pool that the Sith can draw upon as been greatly limited, both for Force Sensitivities and not. Because of this Darth Marr has slated to begin the super-soldier project without any further delays. Right now it is just about starting the beginning phases of merging the two cybernetic super-soldier programs and allocating resources and funds before true testing can begin.

Status:
Population: 51
7F-B2 (Sith Space Core): Heartlands and Excessively Defended
7F-B1: Industrialized and Moderately Defended
7F-C1: Industrialized and Moderately Defended

1. Bring 7E-A3 into the Sith Empire, Increase Development to Established and Defenses to Moderately Defended (13 RP)
2. Increase Defenses of both 7F-B1 and 7F-C1 to Heavily Defended (14 RP)
3. Increase Fleethorde 1 from Magnitude 2 to Magnitude 3 (20 RP)

Target: Federation
Nature: Diplomacy
Resources: 16 RP
Plan&Goal: The Federation's diplomatic party will be met and subsequently welcomed by; the Imperial Diplomatic Service. The desires of the Sith Empire are mostly simple and the Empire will mostly be letting the Federation lead the talks and instead focus mainly on improving relations and starting agreements of trade and the sort. Instead the main focus of the Imperial Diplomatic Service is to get official support on the part of the Federation for researching/adding Replicator and Transporter technology to the Empire.

While obviously the Empire has military desires for such technology, the Imperial Diplomatic Service is going to be putting it's best foot forward by offering the aid of the powerful Industrial Complex of the Empire in supporting the Federation after the massive attacks done by Covenant. (Mechanically offering to loan or gift RP to the Federation next turn) and spin the desire for Transporter and Replicator technology as not only being a desire of the Empire but also something needed for the Empire to more effectively aid the Federation in it's time of need as such technologies make up the backbone of it's own industry and without sufficient knowledge of such a critical technology the Empire would struggle to aid the Federation in it's time of need to the best of it's capabilities.

Target: Local polities in 7E-A2 being besieged by Zombie Pirates
Nature: Integration and Culling
Resources: 4, Fleethordes 5 (100%) and 8 (90%) and Darth Nox and the Silencer Fleet (briefly)
Plan&Goal: The Empire has it's sights on expanding rapidly and making a show of force. However Darth Nox has taken personal interest in these "Zombie Pirates" and the "Shadow stealing Planetoid" due to their obvious supernatural element, something that as of yet has not been encountered by the Sith. The Empire will be sending some forces against these pirates raiding the local polities. (See Military Orders) As the Empire cleans up the pirates, with Darth Nox stopping by briefly to collect samples and first hand experiences before moving on into the Red Wall, the Imperial Diplomatic Service will be making overtures to these local polities into joining the Empire's sphere of influence, desiring resources and potential manpower in exchange for protection against further pirate attacks or other genocidal threats such as the Imperium of Man or Covenant.

Target: The Nation Beyond the Red Wall
Nature: Diplomacy/Integration and Culling
Resources: 8, Fleethordes 3, 4 (100%) 6, 7 (90%) and Darth Nox and the Silencer Fleet
Plan&Goal: The Empire is moving in force into the Red Wall, following the path of destruction the shadow stealing planetoid has left in it's wake. (See Military Orders) The local polity in this massive region of space has, by the word of Imperial Propagandists, "Failed to uphold Order and Justice and as a result have turned this entire region of space into a haven for criminal elements that have already struck out a giant neighboring sectors."

Of course the real reason is expansion and a desire for knowledge on the part of Darth Nox and this region is, as far as the Empire is concerned, ripe for the tacking. As the Empire moves in force the Imperial Diplomatic Service alongside Darth Nox shall be doing their best to bring in the local power into the Empire's good graces, and of course making it clear that the Empire will be clearing this area of pirates to prevent further excursions such as just occurred with the Shadow Stealing Planetoid and it's entourage of Zombie Pirates but it need not be an exclsuive thing. The Empire is willing to work alongside them in cleaning this place up so as to prevent further incidents from occurring.

Target: Covenant
Nature: Skirmishing and Raiding
Resources: Fleethordes 1, 2 (100%) and Darth Marr and the Isotope 5 Fleet
Plan&Goal: Darth Marr is beginning his incursions into Covenant Space. Taking two Fleethordes alongside the Isotope-5 and punching into the Covenant's territory with hit and run tactics. Darth Marr has no intention of fighting the Covenant head on with his limited forces. Instead he will be focusing on hitting shipyards, outposts, refueling stations, and important points of infrastructure to bleed the Covenant dry and prevent them from rebuilding their ravaged forces. Similar to when they had first invaded Sith Space, Marr will continue to use the tried and true tactic of using Silencers and his own Isotope-5 Fleet to ravage single vessels or smaller fleets away from their larger planetoids and armadas.

Additionally Marr, endeavoring not too cause as much of a scene that mass genocide would surely entail, will be taking shots at Covenant worlds with his Desolater equipped Harrowers and the new Chirikyât Super Dreadnaughts with the First Stage Firing Sequence: Planet Prison only. The plan being to deploy Hyperspace Beacons within a Covenant System through Confessor Stealth Destroyers alongside Interdictors for precision hyperspace jumps behind Covenant defenses and then quickly hit the world and then jump out again before battle truly begins.

In the event that a large fleet engagement must occur, such as it being simply unavoidable in order to hit a prime target, Marr will circle his prey like a pack of Tuk'ata. Confessors will await in system and remain cloaked while a single Sith Lord onboard uses Battle Meditation too wear away at their nerves constantly. His raiding groups will hit small and insignificant targets around them. Small stations or single vessels will be disabled and boarded, intentionally to send out distress signals focused forwards that target fleet. All the while transmissions will be continually sent to the fleet on all frequencies containing video feeds of their fallen comrades. Wear down their mental state until they make a mistake or Marr gathered enough forces to hit them hard and fast while they are at their lowest point.

Target: Zombie Pirates in 7E-A2
Nature: Culling
Resources: Fleethordes 5 (100%) and 8 (90%) and Darth Nox and the Silencer Fleet (briefly)
Plan&Goal: The Undead Pirates striking out from the Red Wall will be met with the Durasteel Laden Fist of the Empire and the Imperial Navy knows exactly how to deal with pirates. Moving in force, the Imperial Armada will enter the region with overwhelming force. One Battlegroup (Fleethorde 5) will be moving further into the sector while the other Battlegroup (Fleethorde 8) runs interference and cover to prevent any reinforcements or escapees.

Since the pirates are taking captives and the Empire is trying to integrate the local polity into the Empire, it is decided that rescue operations are must. Which of course means boarding actions. Darth Nox has no intention to stay, as he desires to go further into the Red Wall, but will be lending his expertise, power, and Silencer Fleet to the starting phases of the operation as he researches the Undead and what makes them tick.

Due to the sheer size of their vessels, standard boarding tactics will not be sufficient. Instead Darth Nox will have the Silencers of his own fleet and of the other Battlegroups lower their power settings. The plan being to have the Silencers fire continuously at a vessel at low settings so as to not destroy the vessel but instead ravage it and destroy any fighters it launches to make way for the Empire's own fighters and ships to get within close range and swarm them with numbers and bombs. Disable and board the vessel, kill and capture the undead pirates for Darth Nox, and rescue the captives (If they even still live. If in the first few operations that no captives are ever found than it will just be decided to destroy them at range and not bother boarding any further vessels.)

Darth Nox will provide Battle Meditation Support during the first larger engagements and even board some of the vessels himself to get a first hand experience. After he gets as much knowledge as he can on the Undead Pirates he will leave to the Red Wall with the Silencer Fleet, leaving the Imperial Navy to mop up the rest of the pirates and recover their captives.

Target: Pirates within the Red Wall.
Nature: Culling
Resources: Fleethordes 3, 4 (100%) 6, 7 (90%) and Darth Nox and the Silencer Fleet
Plan&Goal: Following the openings in the Red Wall, and the path of destruction headed by the Shadow Stealing Planetoid, a large Imperial Navy detachment under orders of Darth Nox is being sent into the pirate laden zone under the pretenses of culling the pirates in the area. While that is there official reasoning, and is what they are primarily going to be doing, Darth Nox has his sights firmly upon the unknown powers of the region, namely the Shadow Stealing Planetoid and whomever is in control of the Zombie Pirates.

The Imperial Navy is going to make it's presence and power known hard. The Durasteel Laden Fist of the Sith Empire will come crashing down with an aggressive anti-piracy campaign. Ships will be interdicted and boarded similarly to how it would be done and the crew forced to surrender. Once again, Darth Nox has his sights firmly on the leader of the Zombie Pirates, the Shadow Stealing Planetoid and it's presumed Captain. Whilst there, and coordinating things with Battle Meditaiton and lending the Silencer Fleet out, Nox will be searching for the sources of power in that region. Be it the Force or something else. He will find users and experiment on them, reading their minds, looking for ways to increase his own power. Just as he always have.

The end goal of this first incurrence is ultimately the Shadow Stealing Planetoid and more specifically the one who commands it and has these powers. Whilst intelligence agents, dealings with the locals, and mind probings will get them far. Darth Nox has a more personal touch in mind. Using Sith Rituals to scry on this captain (who Nox would probably know by this time as Gecko Moria) and gleam his exact location. Specifically using a Dark Illusion ritual alongside his apprentices and a captive Zombie to see more than a simple scry spell and engage him in illusionary combat from far away. Not intending to kill him just learn how he fights and where he is.

Once the Shadow Stealing Planetoid can be tracked, Nox will divert what forces he can to it. His intention is to catch it whilst in FTL, dragging it out with Interdictors and into an ambush location of his choosing. Any support fleet it may have will have to be dealt with but should be easy prey thanks to the presence of the Silencer Fleet, while the planetoid will be disabled in the same way as the Covenant's own planetoid and boarded with the intention to find Gecko Moria for Darth Nox to engage in combat with alongside his allies.
 
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@Arcanestomper

The Unbound - Strategic Turn 2

A year has passed since the fateful arrival of the Unbound in this new and strange galaxy, and they have established themselves in spectacular fashion. What was once a civilizational graveyard and hunting ground for interstellar pirates and warlords has now been turned into bustling and well-defended center of industry and trade, with thousands upon thousands of star systems now home to great fleets of semi-mobile space habitats and immense orbital complexes, constantly mining and refining the raw stuff of the cosmos into more ships and stations, weapons and munitions, and materials and goods for trade and other development.

With this new level of security, more time and effort can be set aside for cultural and recreational pursuits. Aspiring artists, artisans, curators, and entertainers of every stripe imaginable have begun to more visibly flourish, in turn allowing the steady emergence of more established and refined pastimes to enjoy between the heartbeats of work and industry. While there is still a great deal of collective emotion being processed, from the original Unbound's loss of their prior home to the refugees' recovery from the deprivations of lawlessness, overall it feels like the people can truly breathe and live life again.

Alas, even with these positive developments, the game of nations never ends, and the start of this round has been especially lively. The Unbound's intelligence and reconnaissance divisions have collated the following report of the immediate surrounding regions:


J4 East and Center: As was feared, the emergency rescue operation launched into Kett territory to retrieve one of your wayward fleets has resulted in a significant increase in hostilities. In the months since following the successful rescue, the Kett have been launching regular probing skirmishes along the border of the Unbound's territory, with some ambushes at the least defended systems and travel routes resulting in casualties and even the seizure of civilians and some military personnel. Recent intelligence indicates that they have been pulling back from their incursions against the Alliance, the Warband, and the Galactic Empire, and are now massing for a serious, strategic-level invasion. While it's theoretically possible that they have a different target in mind, your analysts have high confidence that the Unbound are the target.

Perhaps even more disturbingly, there are reports that the Kett have been launching large-scale raids into Flood territory, capturing numerous samples of the virulent parasites. Intercepted communications suggest that the Kett begrudgingly view the Flood as a 'raw, untamed work of art', clearly impressed by the parasite's sheer infectious and mutagenic capabilities. Adept as the Kett are at biological and genetic engineering, it's very likely that they intend to either domesticate and weaponize the Flood in some capacity, or worse, attempt to somehow incorporate elements of Flood biology into their own patchwork genome. Given their violently xenophobic and supremacist disposition, nothing good can come of this.


J4 South-East and J4 South: The Alliance of Sol has opened preliminary diplomatic and trade relations with the Unbound, though right now most of their attention is on the Warband of Chaos Undivided, which they perceive as their greatest immediate threat. Taking advantage of the relative lull in Kett incursions, they have launched a series of aggressive, full-scale fleet offensives and Guardian strikes against strategic Chaos-held worlds and installations, with non-Lightbearing Human, Cabal, and Eliksni ground forces following in to take and hold territory.

It is proving to be a bloody slog, as the Chaos forces fight back with vicious fanaticism, engaging in ruthless and indiscriminate battle tactics, depraved ritual magicks, and other atrocities in order to gain every possible advantage, not to mention the ever-present threat of daemonic reinforcements. On the other hand, the Warband has made next to no allies in their conquered territories, and there are reports of rebellions spreading like wildfire among the enslaved and occupied populations in the contested territories, aided by pinpoint sabotage and assassinations by Guardians and other special forces.


J4 South-West: The Galactic Empire has mainly focused on building up their territorial defenses while ruthlessly smashing any attempted incursions from the Kett, the Warband, and the Flood with massed fast-reaction naval forces, all while continuing to sort and process refugees. Though there have been occasional sightings of Imperial reconnaissance ships darting in and out of the surrounding regions, confirming that they are actively keeping tabs on their neighbors. That said, they don't appear to have given the Unbound as much attention due to their relative distance.

In addition to the above, in the past few months the Empire has been taking drastic steps to mitigate the advance of the Flood. Just beyond the border of J4 West, Imperial fleets are targeting both Flood-infested and non-infected life-bearing worlds and deploying orbit-to-surface burst munitions carrying some sort of exotic, extremely high-energy gas. Upon sufficient saturation, they then bombard the target worlds with a coordinated cluster of thermonuclear warheads, setting off a catastrophic chain reaction and utterly incinerating the atmosphere and everything on the surface, leaving the surface a scorching, smoldering ruin that painfully evokes the memories of Kharak and other worlds put to the torch by the old Taiidan Empire.

However unlike the old regime, intelligence gathered on these operations suggests that the Galactic Empire is not taking these actions lightly or indiscriminately. The majority of their targets have been worlds already significantly infested by the Flood, as well as uninhabited, 'wild' worlds with no sapient populations. In the case of the latter, Imperial science teams have been spotted conducting surveys and gathering 'arks' full of alien flora and fauna prior to incineration of the surface. Their intent is to create a 'firebreak line' of star systems depleted of biological life, denying the Flood an easy foothold to invade and spread. Intercepted communications suggest that there is considerable unease and grim resignation regarding these arguably extreme measures, indicating they aren't confident in other options for hobbling the Flood without leaving themselves unacceptably vulnerable on other fronts.


J4 West and North-West: It's not hard to understand the Galactic Empire's extreme measures in light of recent reports from this region. In addition to the Flood's ongoing spread, their coordination and tactics have gradually become increasingly sophisticated, with their overall level of intelligence and adaptability appearing to scale up as they continue to accumulate biomass. Based on current data, it's estimated that about 60% of life-bearing worlds in this region have been subsumed by the Flood.

There are some holdout sophont-populated systems and star clusters that are fighting desperately to keep them at bay, but at the current rate, without some sort of outside intervention, the region will likely be completely subsumed within the next three years, leaving the Flood a more numerous and dangerous threat in the process. Having already witnessed firsthand what a similar terror like the Beast is capable of, there is mounting urgency among Unbound analysts and upper command echelons to take action against the parasite, and soon.


J4 North: Thus far the preliminary communications efforts with the crystalline entities has been successful…for the most part. At sufficient distance from their nesting territories, wandering crystalline shards are content to pass by friendly-broadcasting Unbound vessels and fleets without incident, with a few even wandering closer out of what seems to pass for curiosity among their kind, allowing for more detailed, close-up examination of the fascinating creatures. That said, the closer one draws to their nests, the more cagey and agitated the shards become, even with the communications algorithm active. For now, it is strongly advised for Unbound vessels to maintain a no-fly radius of no less than 0.5 AU from any observed crystalline nesting territories, only to be crossed in the event of a serious emergency.

Beyond that, the Unbound can now traverse this region in relative safety. Along with expanded opportunities for resource gathering operations, the expanded access to the region has resulted in the discovery of scattered deposits of what appears to be inert crystalline fragments from the entities, likely shed and cast off as part of their natural life cycle. The material is highly durable and also has partly superconductive properties. While nothing revolutionary with the Unbound's current material sciences, such substances are exceedingly rare in the wild, usually needing to be refined and synthesized through complex industrial processes, making these deposits a very valuable find.




CRITICAL UPDATE!

Six more of the Unbound's original fleets have arrived in the region. Two of them have breached back into realspace within your home territory, but once again, the remainder of them have once again arrived in Kett territory, three of them in J4 Center and one in J4 East. This time around, the Kett had evidently taken measures to prevent being caught off-guard like last time, because as soon as the wayward fleets appeared, the forces they had massed for invasion immediately began to redeploy within their territory. It is all but certain that they intend to envelop and destroy the newly-emerged Unbound fleets before they can escape. At this point, war is unavoidable.

The Kett are notably less advanced than the Unbound in the field of military starships, but even with this, they have a large military force at their disposal, with seven Mag+1 fleets, four Mag+2 fleets, and one Mag+3 fleet. This is on top of their Moderate defenses in J4 East and Heavy defenses in J4 Center.

As the situation unfolds, the Unbound receive an encoded transmission directly from the Galactic Empire requesting a direct, live conference call between Unbound high command and the leader of the Galactic Empire herself, Kaiserin Hildegard von Lohengramm. It is marked as an urgent, priority request.
 
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Diplomacy Orders:
Target: Loptrathi
Nature: Friendly
Resources: 8 RP, 1 Turn

The Loptrathi have made it clear in no uncertain terms that they will be expanding their territory whether the NUN likes it or not, and the damage done could be catastrophic if they choose to target the likes of the Warlord Alliance. Politically convenient for the NUNG in some ways, certainly, but catastrophic nonetheless.

So, certain voices have suggested, why not give them what they want, in a way that doesn't endanger innocent lives? Then simply keep giving it to them until their expansion phase has ended. Simple, right?

While somewhat controversial, the consensus opinion has become that there's no reason not to try in an immediate sense with such a tempting first target for the idea to the south. NUNG diplomats, in the form of conscripted Fold Receptor-equipped singers, are to approach the Loptrathi with a proposition. If they expand east into Corsair space, then we will actively assist their clearing efforts and let them have the full spoils. The only thing we ask is that they hand over any slaves or refugees to our care rather than doing whatever it is they do with refugees in their warpath, current evidence from the refugees we've spoken to suggesting liquidation. If they're suspicious on our seeming generosity, say honestly that we don't need that land but the Corsairs are already proving a problem, hence our offer of aid in getting rid of them that also helps them via territorial acquisition. Offer a conventional trade deal if that would seem to be a carrot, don't push it at all if it would seem to be an imposition or request from us rather than a generous offer.

For the suggested strategy and tactics of the joint campaign, see Military Orders.
The Loptrathi are... intrigued by the NUN's offer. There have been many over the generations who have attempted the "point the Loptrathi at our enemies so they don't attack us" approach, but rarely has it been done by a faction that has the power so simply blast the Loptrathi out of the Sector if they so desire, and the Druzhran are universally hated enough to allay any suspicions that this is a trick of some sort, and not exactly known for their indomitable static fortifications that would break a Loptrathi invasion on them.

They do have a couple conditions though, some of which NUN has already covered. Some NUNS assistance in the invasion is expected, particularly for helping liberate the slave populations, as Loptrathi doctrine does not exactly concern itself much with things like "collateral damage."

2nd is a bit more alarming. While the Loptrathi do see the logic in focusing on the Druzhran for now when they can count on copious NUN support, they also ask the logical question of "Why not invade the Druzhran, and the highly divided and vulnerable Warlord States?"

The answer to this question is a mix of still needing a bit more time for the reinforcements to finish arriving to do this two-front assault, along with NUN being able to leverage its offer of assistance on being conditional on not attacking the Warlords just yet, but it does lead a warning. The Loptrathi have effectively agreed to carve the Sector up between NUN and Loptrathi zones of influence, and NUN has a clear advantage in this, with far more military might present in the immediate area. However, this in turn means that while Warlord Space is not part of the NUN, the Loptrathi see no reason not to invade such an easy target.

Barring the unlikely situation of the Loptrathi finding an even easier and more tempting target, NUN has barely a year to bring the territory of the divided warlords under its control, or the Hive Mind will consider it up for grabs and invade it themselves.

Results:
-Loptrathi agree to overall deal. However, NUN diplomats also get the impression that the Loptrathi essentially see all of this as carving the sector between NUN and Loptrathi zones of control, and the Warlords are currently in neither.
-If NUN has not taken control of Warlord Space by the end of next turn, the Loptrathi will invade, and with the disparity of firepower between the Warlords and basically anyone who's properly organized, almost certainly conquer it.

Target: Marchokai Imperial State
Nature: Friendly
Resources: 8 RP, Lynn Minmay, 1 Turn

Well that was unexpected. Unexpected, and a little disturbing, but not inconvenient. While Marchokai has certainly engaged in a variety of actions ranging from morally suspect to morally reprehensible, the fact is that the NUNG believes in the power of change and redemption, and has been willing to work with arguably worse for definitely less in the form of the many and varied turncoat Zentraedi that populate NUN space in huge numbers. His offer is accepted, with the exact conditions to be proposed for him to sign in a treaty known as the Megaroad Accords.

Marchokai Imperial State Responsibilities, Obligations, and Concessions:
1. The Marchokai Imperial State is henceforth dissolved, and its citizens and territory is henceforth citizens and territory of the New United Nations.
2. In accordance with the NUN constitution, governing is to be heavily decentralized and with a significant degree of local autonomy, but still under the authority of the federal NUNG. MIS worlds and habitats are to shift to democratic forms of government as soon as able, assisted and overseen by specialists from the NUN to ensure proper procedures and fair play.
3. The various feudal warlords under Marchokai are to be removed from their position of autocratic authority as soon as possible. In the hopefully unlikely scenario that any have performed truly heinous actions and not been suitably punished by Marchokai, they will be made subject to NUN justice. For the rest, even if they are likely to all be mildly distasteful, they will instead be pardoned for anything they may have done. They will keep modest but notable wealth, enough to live a bit more than comfortably on but not more, with any excess redistributed to the people and new local government as appropriate.

Then they will be given a choice of four offers: First and simplest, they can retire on their retained wealth. Second, they can accept a new senior posting in the military if they have appropriate qualifications, either in their local defense forces or in the NUNS when a suitable post opens up for them. Third, they can accept a senior posting in the NUNG's civil service, again if they have the appropriate qualifications. Fourth and finally, they can attempt to become a local President and retain executive authority, but in this case they will have to be elected by their population after running a political campaign against any who step forward to oppose them. If they fail to get elected, they will reenter society as an ordinary albeit wealthy citizen, able to apply for a military or bureaucratic position as highly experienced personnel but not ones with guarantees to get immediate high-ranking positions, or to try and run for an elected position again whenever one opens up.
4. Marchokai himself and his inner circle are to be given a similar set of choices, but with a more federal bent. They can enter the federal rather than local bureaucracy, the NUNS Admiralty rather than the conventional officer corps, and the NUNG federal Parliament as an MP rather than becoming a local President (if elected.) Or, of course, they can simply choose to retire. Publicly, this is to recognize the importance of Marchokai and his inner circle and the wisdom they may be able to give the NUN. Privately, this is to take them away from their personal powerbases more comprehensively than their subordinates without obviously snubbing them. Even in the event of no retirements from this group, it is anticipated that these individuals will make up a distinct but notable minority of the NUN's highest levels.
5. In accordance with the above points, a Truth and Reconciliation Commission is to be established. Considering the... unique circumstances of Marchokai and the MIS' entrance to the NUN, the focus will be less on uncovering and documenting past wrongdoings, since Marchokai can probably just give us a list, and more on giving back to the community, focusing redistributed assets where they're needed and generally supporting the restoration of communities and ensuring that there's some measure of some kind of justice going forward, and more brutally pragmatically hopefully less dissent from the locals.
6. The MIS armed forces are to be integrated into either local defense forces or the NUNS as appropriate, with their actual equipment largely being refitted or mothballed while the personnel is shifted into new formations with new gear. We don't need two entirely unrelated logistics chains, thank you, and our stuff is better anyway. (And OOC you probably don't want either giant messes of OOBs or for me to have more than my already extant 10 Fleets.) However, this is not to occur before...
7. Expeditionary military assistance is to be given to the NUNS for the duration of Operation Gatecrasher prior to the above dissolution, see Military Orders for details. Any warlords or commanders, including Marchokai, may choose to partake in the Operation as a "last hurrah" before they shift into their new roles as detailed in points 3 and 4.

New United Nations Responsibilities, Obligations, and Concessions:
1. Former MIS citizens will be given full representation in the NUNG Parliament proportionate to their territory and population the moment elections are successfully organised, giving them their fair say in government, and they will be recognized as NUN citizens with all relevant legal rights. Additionally, while discrimination of any kind is already strictly illegal under NUNG law, all necessary revisions to law and protocol to account for non-humanoid aliens will be made posthaste.
2. As NUN territory, the former MIS will be formally and officially considered equally important to NUN core territory for the purposes of military rapid response and armed protection against external threats, partially starting now and coming into full and total effect next year when integration is ideally completed or almost completed. This is implicit in point 1, but it's believed relevant to say explicitly to ensure it's understood that what is being made here is a full and permanent commitment to integration and the safety of these people, without compromise or even one step back if at all avoidable.
3. Immediate efforts to integrate the former MIS technologically (see Research Orders) and economically are to be commenced, with full tech-sharing in effect. Let nothing be held back. Bureaucrats and specialists are to deploy in order to assess and as necessary organise upgrades of former MIS healthcare, transportation, legal, data, and miscellaneous infrastructure to NUN standards. Presumably some amount of the 8 RP being spent is going here. OOC, this could be considered upgrading the territorial development of the squares from whatever level they are Marchokai-tech (Primus or Secundus?) to whatever level they are Extremis.
4. Pursuant to point 2, a promise is to be made that the former MIS territories will be upgraded to a minimum level of fortifications by no later than the end of next year. That minimum level is Moderate Extremis Fortification Experts, with efforts taken this year to upgrade the defenses to whatever level they are Extremis Fort Experts. If they're already Moderately Defended or higher, great, if not then that upgrade is to be performed next year by obligation. It should be noted that further fortification beyond this may be given to the territories, this is simply the minimum we're obligating ourselves to provide.

With the Accords signed, work should begin immediately. Hopefully, both MIS TP will be officially and practically part of the NUN by the start of next year.
Marchokai is a man- er... squid, of his word. With the signing of the Megaroad Accords, the Marchokai Imperial State is officially annexed into the New United Nations. Much of the old crash-industrial machinery has to be dismantled and replaced on accounts of awful worker safety standards, but even factoring in that alongside the need for extensive humanitarian aid to bring the place up to NUN standards, it's a solid expansion of territory.

In this, they face little resistance from the now-former warlords who once governed the territory, with the handful of exceptions having proven... "useful examples" as to why everyone should just let this happen after Marchokai's men were through with them. The warlord armies themselves are wrangled into formation for Operation Gatecrasher, and preparations are made to make use of the extensive personnel lists and soon-to-be mothballed surplus to form a solid local defense force.

There is just one slight hiccup, and that is Marchokai himself. Not because he's causing problems, oh no. It's just that... the New United Nations may have underestimated just how popular he is. Because while yes, he was a ruthless conqueror who crushed anyone who opposed him and launched a brutal crash industrialization and conscription campaign to dredge up the hulls and manpower to fight his wars, with all the expected cost in live such things imply... he also ended the era of feuding warlords in his territory, housed them, protected them from Loptrathi incursions, and more. Furthermore, the Tertak(as his species is called) has proven an adept political operator, rapidly reorganizing his circle of allies, friends, and family into what is best described as a regional political party, one that in the subsequent local elections emerges with what can only be described as a crushing victory.

Marchokai himself is due to make his appearance as MP soon, leaving the position of local president to an old and trusted friend from back when he was still trying to unite his home planet. It promises to be an interesting session, as he has already made much noise about promising to bring the territory of the former MIS up to the standards of NUN's new heartlands.

Results
-Marchokai Imperial State is annexed into the NUN in full. Both Territory Points are at Colonized with Medium Defenses after reorganizing local warlord armies into defense units. +5 Population.
-Marchokai is able to organize an impressive political campaign with a surprising amount of public support from his former territory, forming what is effectively a regional political party that wins a majority of elections across his former territory.
-While still far too small compared to the rest of NUN to majorly affect government policy, Marchokai is able to leverage this voting and political power into a vehicles for significant pork spending in the coming years. (In gameplay terms, ex-Marchokai territory must be brought to Industrialized/Heartlands levels before those levels are achieved anywhere else, with the exception of NUN's existing Heartlands. Some progress must be made on this every turn until both TPs are Heartlands.)
-Other shenanigans possible due to Marchokai retaining much more political influence than hoped or anticipated.

Intelligence Orders:
Target: Eastern Territories
Nature: Investigatory
Resources: N/A

Send scouts out to the three TP to our east (N-19 Northwest, West, Southwest) and investigate their contents. It's about to be relevant.
Another year's worth of scouting and survey has given some information about what awaits NUN further east. All things considered, it's not looking too terrible.

-Void Reef (2; West, Southwest): Much of the eastern territory is inhabited by what can only be described as an enormous space ecosystem, most concentrated in a set of megastructures in the Southwest, with biometallic "Hydelga" cosmo-coral attracting vast amounts of predatory void fauna, ranging from fighter-sized creatures to lumbering monstrosities that could eat capital ships whole. While awe-inspiring to any cosmic biologist, those looking on the maps are more concerned with how the ecosystem is constantly expanding.

-Virgin Space (1; Northwest): A series of sparsely populated worlds occasionally populated by the ruins of previous civilizations, this section of territory is largely devoid of any organized polity that could contest a colonization push.

-Unknown Space (6): With the main avenue of approach blocked by a hyper-aggressive ecosystem of Void Fauna and Flora, NUN scouts have declined to gamble on pushing on to discover what lays further east for now.

Target: Warlord Space
Nature: Hostile
Resources: 8 RP, 2 Turns

The easy way fell through. That means it's time for the hard way. While an outright military intervention is unjustified at this point, not wanting to join the NUN is allowed, the warlords are not making what might be called an informed decision, acting more on mutual paranoia than anything else. Nor are their citizens exactly housed in the most stable, efficient, or democratic states. Thus, more coercive measures have been authorized.

Deploy agents (ideally local aliens, being less suspicious than humans, but some human agents may be able to slip through the disorganized intelligence networks of the warlords as well) into Warlord Space where they are to integrate as locals and begin to build pressure and, for lack of a better term, rabble-rouse. While a top-down approach has failed us, a full court press from both sides may yet succeed. Subtly spread information on the superior stability, technology, and quality of life in the NUN, as well as our superior ability to defend themselves due to our powerful military. Point out the envoys we sent earlier, and the fact that the Warlords refused to even speak to us.

Generally, over the course of the next two years encourage the population to speak out in what ways they can, and put pressure on each of the warlords to come to us from within. It is not believed that there'll be a great deal of freedom of speech in this territory, but it also seems a bit too disorganized to successfully suppress speech fully, so some impact is still expected. We're not aiming for a full revolt, revolution, or coup (for now,) so try and go broad rather than deep with our operations and propaganda. We want a large part of the population to be audibly pro-NUN integration or at least alliance, not a small part of it willing to kill for the idea.

At the same time, attempt to deploy agents closer to the warlords themselves. It may not be feasible to influence them in the same manner as the populace, but it should ideally be possible to identify which ones are anti-NUN out of necessity due to the paranoia of their fellows and which of issues with us that run deeper. The former can be secretly approached by our agents, who would propose private negotiations to both gain advantage and resolve the hopefully growing dissent within their territories. The latter can be left alone for now, but marked carefully as potentially problematic in the future.
Spreading word of NUN across the population an affair that goes well, though not without its complications. The various warlords are determined to maintain their independence, and a number have been outright fanning the flames of nationalism. A risky business at the best of times, but it has at least caused there to be a number of movements willing to hold signs and denounce anyone speaking for NUN as foreign puppets.

On the other hand, the benefits of joining the New United Nations are obvious to see. The increases in quality of life among the population of Marchokai's old territory are already being broadcast on the local hypernet, and soon there is a widespread undercurrent of NUN as a land of metaphorical milk and honey, where the terrors that face those within this territory of feuding warlords and potential alien invasion are far away (nevermind the fact that from their perspective, NUN is also a bunch of aliens.) Pushes to try and contact some of the more pliable warlords had relatively disheartening results, but there were at least a handful willing to hear NUN emissaries out if done secretly.

That's when things start going wrong.

Private gatherings between those speaking of NUN as a paradise became public ones, public ones became larger, and larger. And a few started turning into demonstrations, as fear over steadily growing Loptrathi incursions mixed in with rumors that the NUN was the only group that could negotiate and force the Loptrathi to stop. Demonstrations attracted police, enforcers, and counter-demonstrators. This uneasy stalemate continued for days, then a couple weeks, with the number of people in the streets and tensions both steadily rising...

And then some idiot fired into one of the crowds on a live broadcast.

Every bit of news out of Warlord space after that point is chaos, but the jist of it is simple: notable sections of Warlord Space are now in the throes of full-blown riots, with pro and anti-NUN groups clashing in the streets and whole city districts burning, not helped by the heavy-handed response of many paranoid warlords deciding that the best solution to this kind of dissent is "machine guns." It's a fragging bloodbath, and the chaos is only a bit more controlled within NUN politics as a number of politicians, spearheaded by Marchokai himself, are screaming for immediate NUN intervention.

Results:
-Pro-NUN movements gain popularity all across Warlord Space, as do, unfortunately, a number of locally-sponsored nationalist movements supported by the Warlords as a counterbalance.
-Fear of Loptrathi invasion mixed in with news of Marchokai's voluntary incorporation into the New United Nations have sparked widespread demonstrations demanding, if not annexation, then at least official joining into NUN's sphere of influence. Poor reactions by the local authorities and counterprotestors, combined with Warlord paranoia, have caused these demonstrations to transform into full-scale riots and crackdowns, with massive destruction and disruption and only slightly smaller death tolls.
-Local NUN agents are panicking and desperate for an update to their orders for how to handle this mess.
-Marchokai's political party is making hay over all of this, demanding an immediate NUNS intervention into Warlord Space for peacekeeping and removing the warlords by force, a motion with not-insignificant support from the other parts of NUN's population.

Military Orders:
Target: Gateway Space
Assets: 3x Magnitude 2 War Fleets, 3x Fulbtzs-Berrentzs Constellations, Imperial Navy

To sign the Megaroad Accords in blood, open up a direct and large transport corridor between our two stretches of territory, and acquire land that can be developed and populated going forward, the decision has been made to launch an attack on the Gateway Region with a plan called Operation Gatecrasher.

The joint offensive on the marauders surrounding the Gateway is to use defeat in detail tactics. Since there's no organized superpower in the region, at least initially the local pirate bands should be vulnerable to being defeated in turn, especially since we should show up with significantly more military force than they have even collectively, with a focus on decapitation strikes due to an expected poor will to continue the fight after leadership is defeated. A particular focus is on securing the Gateway proper, with a deep strike to be made when our forces are in range to hopefully see off any pirates nesting there and secure the system it's on.

Defeat of enemy mobile forces is the main priority. Unarmed enemy bases are expected to surrender when their defenders and any orbiting platforms are destroyed, while enemy fortresses that refuse to surrender are to be cracked open by concentrated Macross Cannon fire. This applies to both the expected void bases and any planetary bodies. In the event that the enemy maintains significant civilian populations in population centers that refuse to surrender, well, that's new territory. Proceed under the Imperial Forces' advice and tactics, modifying them to be a bit more merciful if necessary.

While they are all raiders and reavers, an attempt to extract surrenders will still be made. Each pirate force encountered will be offered the chance to stand down peacefully, with their personnel to be subjected to NUN justice firmly but fairly (Ensign Pirate McGunner who's worst crime is locking on his assigned weapons systems to freighters that were forced to surrender their cargo with no actual loss of life can probably suffer a relative slap on the wrist before being left go sans their weapons, Captain Warcrimes McMassmurder not so much.) Let it not be said we're here to kill needlessly.

To help accomplish this and the campaign more generally, trade on our hopefully burgeoning reputation as the group that was able to see off the Loptrathi in style, as well as Marchokai's hopefully considerable local reputation as a powerful but ruthless commander.
It soon becomes apparent as to why no one's actually been able to claim the entirety of this subsector, despite the obviously important ancient gateway it holds that one would generally assume would attract a lot of attention: This whole place is a pain in the ass to navigate, with all the wreckage and sensor anomalies just making things an utter pain, and providing the pirates with plenty of opportunities to ambush.

But it's all for naught. The New United Nations Spacey has more firepower and ships than everyone else in the Sector combined, let alone the technological edge. Every pirate group encountered is given a very firm warning, and most either surrender or flee before NUN's sheer might. There is resistance here and there, and the occasional casualty from a stubborn holdout or a lucky blow, but little else. Before long, the whole subsector is, not quite "secure" given the northern neighbors, but definitely under the banner of the New United Nations.

Results:
-Subsector conquered. Casualties minimal.

Target: Druzhran Corsairs
Assets: 6x Magnitude 2 War Fleets, 6x Fulbtzs-Berrentzs Constellations, Skull Squadron, Loptrathi Forces (Hopefully)

Oh boy, time to shoot slavers! Deploy a lightning assault across all Druzhran territory, deploying a swift hammerblow to their various bases. While we will still offer and accept surrenders, we shall be much less willing to engage in extended negotiations and much quicker on the trigger. "Surrender or die, you have twenty seconds to decide." Skull Squadron's priority is to eliminate any enemy aces or superweapons that show themselves, or simply to perform general air superiority and ship-attack missions if none appear.

The primary goal of the operation is to destroy the Druzhran military forces and bastions (and the territory for the Loptrathi if they accept our offer,) while the secondary goal is to rescue as many slaves and captured refugees as possible. Use Special Forces and even general boarding or ground attacks by Marines if necessary to launch rescue operations, potentially even while the main space battle is still ongoing if the situation calls for it. If the enemy maintains large cities that can neither be destroyed outright (due to defenses or a notable slave population) nor accept surrender, we're at something of an impasse. If the Loptrathi are present, invite them in to deal with the threat, and if they opt for a ground invasion support with our air force, including VB-6 artillery units. If not, then simply blockade the planets until they either surrender or we can figure out what to do.

Operationally, we're to use relatively concentrated fists based around Fulbtzs-Berrentzses initially to try and eliminate the heaviest Druzhran forces, but it's expected that we'll have to rapidly splinter our forces and shift into wide-scale suppression operations due to the mobile nature of the corsairs. Or in other words, hit them hard while they're bunched up and pursue rapidly when they scatter.

If the Loptrathi decide to join us, try and coordinate with them as best we can, ensuring that any time that our forces are actually in the same system that a Fold Singer is on hand to enable communications between the hive mind and NUNS commanders.
An armada of tens of millions storms into Druzhran space, bend on enacting some brutal justice. Alongside them are millions of Loptrathi warships, loaded with tens, perhaps hundreds of billions of bioformes. It is a comical mismatch to fight this fairly small Druzhran outpost, who are outnumbered 5-1 even by the most optimistic of standards.

And yet, the Druzhran don't give up. In fact, over the course of the battles that follow, not a single one surrenders, instead fighting to the death with a grim fatalism and desire to bring as many NUN combatants down with them. Generators cast nets of Darkverse energy across systems, assailing shields and engulfing hulls until blasted away with lasers, inhibiting NUN's ability to use its typical tactics of mass strike craft deployment. Shadowy Druzhran squadrons lunge in and out of detection range, striking with shadowy beam weapons to flense apart warships, and makes boarding actions a challenge that is eventually abandoned except on targets of opportunity.

On the ground meanwhile, the Druzhran forces seem almost archaic, with soldiers marching out to battle with repeating crossbows, swordsmen(er, swordselves), and other armies that look like they were looted from a fantasy novel. But these seemingly antiquitated forces soon prove themselves, while still hopelessly outnumbered, able to put up a solid fight, with crossbow bolts slamming into power armor at velocities normally associated with coilgun projectiles, and groups of honest-to-goodness mages casting magical spells that range from summoning clouds of corrosive fog to raising armies of the undead. Most horrifying has been seeing armies of slave soldiers, their minds broken, armed and equipped to march to their doom against those who came to liberate them.

But ultimately, all this is doing is making it more expensive before the NUN-Loptrathi alliance's (for a very loose definition of alliance) inevitable victory. In space, the sheer mass of metal that NUN has brought overwhelms all before it, crushing Druzhran raiding groups between them. The ground is a far trickier affair, as NUN's general reluctance to fight on the ground is confronted with the need to commit to planetside battles if they want to rescue any meaningful amount of slaves from death. And no, the Loptrathi aren't going to wait, given that the largest concentrations of slave (and Druzhran) populations are on the most resource-rich and economically productive worlds.

Results
-Druzhran combat tactics make life very frustrating for NUN's space forces, but are overcome by the sheer weight of numbers and firepower NUNS has brought to the table.
-The ground is far, far trickier, as the Druzhran are dug in, with fortifications that also house most of their slave populations, and the Loptrathi ground combat capabilities are rather low on "minimize collateral damage" options.
-Choice must be made whether or not to commit to ground combat to minimize death toll amongst the slaves.


Target: NUN Space
Assets: 1x Magnitude 2 War Fleet, 1x Fulbtzs-Berrentzs Constellation

Just in case, keep some mobile forces in reserve back home to guard against any surprise hostile attack. Despite our heavy defenses, it pays to be prepared. If needed, deploy to cover the MIS, especially if most or all of their expeditionary forces join us during the attack on the Gateway.
This call for ensuring that the MIS had some security turned out to be... extremely prescient. NUN patrols across former Imperial State territory soon start looking north and are immediately horrified by what they see. The first thing that shows up is an onrush of refugees, bringing with them word of extradimensional rifts that disgorged and continue to disgorge sky-darkening armadas of invaders.

A few probing actions by these invaders is able to uncover more details. They appear to be human... of a sort. Their bodies are nigh-universally deformed and their DNA riddled with defects, to the point that most are forced to use extensive cybernetics just to survive and move. Their technology, at least so far, appears basic, with en-masse use of slugthrowers and missiles.

But there's so many of them. The advance scouting vanguards alone number in the millions, and for all their ships and weapons are primitive bricks, they are nigh-infinite, literally smothering sections of space and whole continents with their numbers. One enterprising scout is able to get a horrifying visual of the vat-grown and mass-cloned footsoldiers scaling walls and cliffs by simply piling up the dead until they make a ramp.

So far, the probing assaults have been torn apart without much in the ways of casualties (or at least, not beyond their ability to replenish in timely fashion), but this... "Platinum Horde" already has far, far larger fleets assembling and moving towards NUN territory.
-The Platinum Horde (6; West, Center, East, Southwest, South, Southeast): Other civilizations may have thrived here once, but they are now dead. In their place is the Platinum Horde, an extrauniversal clone army that is bent on the conquest of every square millimeter of space around it. In warfare, it applies all the subtlety of a sledgehammer to the face, with bottomless hordes of soldiers and ships that literally bury their opponents with their corpses.

-Narleevan Federation (3; Northwest, North, Northeast): Further north is the southern border of the Narleevan Federation, a nation large and notable enough to show up on Vyranodasik's galactic map, and one of the few powers that has managed to stay out of the escalating buildup between the "Big Four." At least, that's what the various Hypernet maps say. With the intervening space filled with hyperaggressive clone armies that are expanding in all directions, it can't be determined for certain if this territory is still under their control.

Results
-Oh God Help Us
-2 Population gained from refugees
-Former MIS territory demanding reinforcements be sent and their local defenses raised as high and as quickly as possible.

Research Orders:
5 Slots (30 RP.)
-Nupetiet-Vergnitzs Converging Beam Cannon Refit: With around half the work done, half remains, including the final details. While ripping out the hangars to allow for both a full conventional gun array and a Heavy Converging Beam Cannon has potential, it would be doctrinally problematic, since reducing fighter coverage is akin to death. On the other hand, targeting the guns and thus removing one of the already very few battery-based heavy warships from service invites problems of its own, based on the combat against the Loptrathi. Researchers are encouraged to adopt a half-and-half approach moving forward.
-Imperial State Tech Integration: We're about to integrate a whole lot of people, and the main species of said are a kind of what can only be described as "arboreal cephalapods." Needless to say, our existing technology will not work for them, which is going to be an issue if we plan to truly integrate them into our society. As a result, spend time and effort adapting our tech-base to the aliens of the Imperial State, everything from medicine to internal warship design. While we're doing this, analyze their own techbase and see if there's anything that might potentially be useful for us going forward, although since the focus is on adapting our tech for them it's not expected that any actual developments in this area will be done, just a set of proposals for later.
-Ultimate Fighter Project (Heroes Revolutionary Breakthrough): The Ultimate Fighter Program is based around the development of a new high-performance fighter that combines the best aspects of the YF-29 Durandal, YF-29B Perceval, YF-30 Chronos, and VF-31 Siegfried fighters into the tentatively designated VF-32 Galatine, planned armament including a Heavy Quantum Beam gun pod, twin Light Quantum Beam head turret/coaxial guns, a shield and assault knife, plentiful MDE micro-missiles in a dozen launchers, and several underwing hardpoints for additional ordnance if necessary. Extensive usage of Fold Quartz in all aspects of the fighter allows it to achieve performance unmatched by pre-Durandal fighter craft, and it is further tuned to the peak of performance, meaning that only ace pilots can properly unleash its potential. EX-Gear compatibility is a given, and integration of a VF-22-style BDI system is also a design priority.

However, all of this is secondary to the true centerpiece equipment of the Galatine, which is its Fold Dimensional Resonance System that most importantly both broadcasts and greatly enhances fold wave (colloquially "song energy") output. Support systems and a second seat combined with the FDRS allows for TSU deployment on the very front lines, and with proper resonance the capability of both the aircraft and idol are greatly increased. The VF-32 will usher in a new era of Idol-Pilot cooperation, augmenting both through joint action, especially since a singer is ironically far safer in the cockpit of such a craft than they would be on the bridge of a warship.

This is the first step in what is expected to be a three-year development program, one that will call for a hefty investment of resources, but the payoff is considered worth it. (3 Slots.)
The Nupetiet-Vergnitzs(CBC) refit is complete, though more than a few engineers are at least a bit dissatisfied. Tearing out enough hangars except enough to leave enough for a local combat flight patrol to stuff in reactors, plus removing a few turrets to make room has resulted in a passable artillery ship design with a devastating main gun, albeit one that will be in a bit of trouble if enemies get close in sufficient numbers and power.

In the meantime, integrating the Imperial State has gone well, with government funding allowing a jumpstarting of cockpit and ergonomic refits to allow for Tertak crewmen and wielders. In the meantime, many of NUN's minds have been pouring over the military designs and doctrine of the locals. While their space fleet is in general nothing impressive, on the ground there is at least some notable attention being paid to the organization of large-scale infantry designed to be transported across star systems for ground campaigns, and fast-attack combat bike units (with a couple engineers having already drawn up theories of a transformation-capable combat cycle that can swap between a bike and a power armor suit.)

All of this is secondary to the UFP, which takes the lion's share of NUN's research budget. What promises to be the most powerful and game-changing Variable Fighter isn't even a third of the way through R&D, but already it has ace pilots salivating. (3/10 Slots done.)

Industrial Orders:
New United Nations to Heartlands + Excessively Defended (75 - 37 + 15 = 53 RP.) At the risk of making our core territory more densely populated than the Earth-Eden Sphere, we should keep industrializing our space in order to be prepared for when our initial prefabricated components and structures run out, which is expected to happen over the course of this year. The fact that more of our citizens will have the option to settle on planetary bodies rather than remaining stuck inside colony ships is a plus too. As for the defenses, the question is simple: Do we have enough fortifications? And the answer is equally simple: Never.

4 Population Points (20 RP.) While we currently have more people than space to put them, that could potentially change in the near future. As a result, fire up the cloning bays and start printing more Children of the Protoculture in line with population demographics and, for the Zentraedi, the standard accelerated growth package. As well as the obvious benefits of having more people, an additional growth spurt halfway between what they're used to and the Cultured way of raising children should help move along the cultural development of the Zentraedi Main Fleets allied with/part of the NUNS that still make up large chunks if not the outright bulk of our military forces.

127/127 RP spent.
The region that NUN has emerged in looks unrecognizable from what it was two years ago. A sparse sector barely worth mentioning has become a thriving center for industrial and military activity, more than the equal of the Earth-Eden Sphere back home.

It's also looking like it'll be urgently needed, with threats seeming to loom from every corner, but particularly the north, which is now hollering for defenses every bit the equal of NUN's core.
 
Bandar Log

At the northern border of the awakening mandala of Bandar Log, the Ork roars its fury as loudly as the wind through a mountain, rousing in sympathy twin green gods. And from their gods, fury anew. A cycle that would grow ceaselessly as it experienced conflict. It was brutal in its inevitable result, and cunning in equal measure for its resilience. From a distance, the rishi, great sages of the Lotus Garden could even appreciate the beauty inherent to such a weapon, as the reverberations of that ceaseless roar created ripples even here, in the spiritual heart of Bandar Log.

And from these ripples, those great sages called upon a sight that respected no distance, and beheld the clash. Like the invaders before them, these invaders girded their mobile cities in great skins of energy which barred approach, and struck the chariots of the gods with mighty weapons of fire and steel. Therein lied their weakness, in that they contested all approach, among the gurus were those who studied the land, and from it gained the secret of bringing the stars to it. These gifts from heaven, as they were termed by some, or meteorites as others had termed them, were inaccurate but powerful, and could be called in great numbers. Such absolute shields would be shattered by them in short order.

Within these mobile cities, the war would come to what it always did, no matter the trickery or magics employed. The bandar would have their day. Each warrior among these Orks was worth two bandar, a strange circumstance but not one unknown. The nephilim had similarly enjoyed an edge in quality within the same weight class. Magic would bridge that gap easily and many times over, but the foe had magic of their own, nearly the equal of that brought forth by the gurus but seemingly more focused on evocation than on enhancing their own.

One wave threatened to wash away the clashing ripples as the attention of the sages focused on such tiny details, and it was too great to ignore. These "dreadnoughts", like the lesser mobile cities, were more akin to mobile provinces. Every problem their lesser kin presented was magnified, and if unaddressed they would begin landing upon the planets and disgorging forces sufficient to shift the garrisons there, overrunning sites of power and diverting the Great Wheel. In a way, they were the true threat, and one with no clear counter. Until a finger, clad in pale white fur thinned by age, lightly touched the pond which had been the focus of so much attention, and started its own ripple.

Anthills being rapidly unmade by the end of a rishi's meditation, one sage proposed a solution, to take a personal hand in matters. Many were those who maintained their meditation, the war of the gods being long over and the measures it had forced having long been discarded. Others stood, and the affronted beat of bird's wings announced their decision. Once, it had been declared that no brahmin should march to war, but such a taboo had been broken once, when god fought god for the throne of the world, and the memory of that war yet echoed in the memories of past lives. Though the land and the people suffered for it, it would be broken again, until foes stopped bringing their own magics to war.

The dreadnoughts would be answered by that mighty weapon of the gods, the Brahmashirsha Astra. So it was decided, and so the sages of the Lotus Garden advised, and so did the rajas consider, sifting among the words many thousands of sage advisors to decide this war.

Military Orders
- Combined armies are split into seven parts, numbered 1-7.
- - Armies 1, 2, and 3 are the front line, fixing the invasion in place and giving the Orks the fight they want.
- - - Sages wielding the Brahmashirsha Astra are deployed among these forces to help counter dreadnoughts.
- - Armies 4 and 5 are to punch through and around the front, cutting whatever supply lines the Orks may have and pushing into their territory.
- - Armies 6 and 7 are the reserve, aiming to surround and destroy enemy breakthrough attempts, exploit gaps in the line, and reinforce battles that are being lost.
- - - Rama and Ravanna are deployed here, with a special tasking to find and duel enemy leaders should the opportunity arise.

Bandar Log has no naval tradition, and doesn't mount ship-to-ship weapons on its chariots, thus the Ork ships pose a bit of a doctrinal wrinkle. The current method of addressing this is gurus in a communion casting Gifts from Heaven to pelt the shields with meteors until they fall, which against reasonably sized ships shouldn't take too long given that each sage can drop about 30 meteors a minute with this, fatigue permitting. Against unreasonably sized ships, the Brahmashirsha Astra should hopefully suffice.

Once the shields are down, land invasion can begin. This will be spearheaded by thugs and supercombatants, with the bulk being Bandar and other summoned forces backed by the standard array of buff spells*. Unlike most forces, Bandar Log hasn't developed a tradition of boarding ships to blow up their reactors or similar, and indeed hasn't conceptualized this as different from a land war. That is, they'll be aiming to conquer the invaded ships, removing the Orks from them. The ships themselves will likely get left derelict until the apes can get sages in to examine them and figure out how they move, because from the looks of it these chariots don't even have abstract horses like the vimana.

On the advice of various sages, a special emphasis is to be given to facilitating duels between duelist supercombatants and enemy leaders.

WAAAAAAAAGH

The void howled and shrieked, as brutal savagery met mystical might all along the front lines. Divine chariots raced forwards, flanked by Devas and Asuras, escorted by the greatest Champions of the Bandar. Against them was a wall of steel, of great void fortresses and winged shells of metal. Here it was their foes who opened fire first, with great bolts of iron and fury, capable of shattering all but the greatest of domes, and ever so slightly lesser beams of scintillating light; but against the agility of their soldiers and the sheer speed of their chariots these blows often came to naught but fire and flash, as the magic of air and water did what earth alone could not.

As the distance further closed the battle became somewhat more equal, as these massive blasts were joined in by lesser, but far more plentiful and somewhat faster, attacks; and it is here where the Bandar, and their servants, met their match, as sheer weight of fire did what a few overwhelmingly powerful shots could not, and started reaping warriors by the thousands. Things were not one sided here though, as now the Bandar could strike back. While the basic, mortal bows of the Atavi and the Vanara, even as enhanced as they were, could find no purchase in the metal skins of their foes, the divinely blessed blows of the Bandar, the Naga, and the Asuras could reap their terrible tole against the winged metal shells, and where those found themselves falling short magic could more than close the gap against the ork's smaller mobile fortresses, as the constant pelting of arrows-turned-to-light and meteors summoned from beyond grinded their way through the lesser defenses of these lesser creations. Sadly, against the larger creations of the Orks even this fell short, as kroozers, terrorships, and even heavier vessels shrugged off these first few waves of incoming fire with seeming impunity.

Soon, the battle lines drew even closer together, and became intertwined as the Bandar's chariots raced forwards and as many of their heroes leapt through the intervening distance in but a single bound. And it is here where the bloodbath truly began, as the Ork's fortresses blazed with fury, metal, heat, and death, while the log's chariots darted between them, daring for the orks to chase after them, be it with fire or with their creations, to often little avail due to the sheer speed at which these chariots could maneuver, with any successful hits being more due to random chance than to any sort of skill. Sadly, darting around was almost all that these chariots could do, as attempts to bypass the outer walls of the ork fortresses, be it through teleportation or through phasing partially into the spiritual realm, were rebuffed by their domes. Although here the more basic troops had more success, as their small size and ability to choose to approach slowly allowed them to slip through the ork's barriers as if they weren't there, and from there it was only a matter of finding, or creating, an opening in their seemingly all-encompassing walls.

Sadly for them, their approach was vastly more dangerous, as a single blow from basically any of the fortresses weapons could do in all but the best equipped bandar log soldiers, be they Bandar, Yakasha, or Rakasha; and parrying was often not an option for all but the greatest of the Bandar warriors. And so it was a game of tag, as the Bandar Log attempted to get close enough to be out of the apparent firing ark of the ork fortresses before the orks manage to land a single notable blow on their person, and while many failed this dance, more than enough succeeded.

And so the fortresses themselves became battlefields in miniature, as the beastly rage of the Orks met the wrath of the Bandar and their Yakashan and Rakashan allies. Here the battle became closer to what the Orks were used to, as their berserker might could finally be unleashed against the Bandar Log without the constraints imposed by their wildly different fighting styles. But even here they found themselves matched, for none of the Bandar Log feared death, and here their divine weaponry could reap flesh all the more easily; and so on average only two Bandar fell for each Ork slain even under these otherwise favorable conditions.

And favorable conditions these were, as while the blessed weapons of the bandar log could part steel and adamantium just as well as they could pierce flesh, the sheer thickness of the armor on most of the Ork's fortresses denied them effectiveness, reduced to the equivalent of sandpaper against an iron bulwark. But this wasn't enough to deny the Bandar access, for even the greatest of armor had weak points, and the constructs of the Orks were filled with them; and so the bandar poured through the hangars, the gunports, and the viewing stations where they couldn't simply find a place where the armor was simply that much thinner. Luckily for the Orks, this was more than enough to stem the tide, at least for now, giving the Orks the fight that they wanted without simply overwhelming them with magic and numbers.

But overwhelming them is precisely what would often happen, as the countless priests and magi within the ranks of the Bandar Log make themselves known, not just in the supporting of their fellow monkeys, but in the constant bombardment that they unleash upon the ork's domes, as combat spells are unleashed by the thousand against them, slowly yet surely brining them down. Here and there, the orks are able to unleash their own spellfire, destroying chariots in their thousands and countering whatever the priests might be bringing to bare in that one region; but the results of these massive workings can only be in so many places, and in the end they only ever make a small impact; where as the universally applicable and widely available magic of the Bandar Log proves its worth a thousand, thousand times over, as everything that the Bandar Log do is enhanced to the point where the void is a battlefield equal to the ground, and a single monkey could more than match an entire artillery battery.

It is through this magic that the ork's fortresses are finally brought down, as massed storms of meteors render shields inoperable and rend great holes in the sides of the fortresses; and from there, it is all over save for the slaughter, as the Badar Log's chariots finally get to do what they do best, phasing past the fortresses walls and disgorging warriors by the billion into the depths of the ork's mobile fortresses, turning them from battlegrounds into slaughter-fields as the elite Bandar, Yakasha, and Rakasha of the Bandar Log cut their way through every single ork that they come across, uncaring of their own losses. But the orks also don't care about their own losses, so these fortresses often turn into charnelhouse tombs, echoing with the sound of seemingly everlasting battles as one side or the other gets slaughtered to the last.

And yet even here the Bandar Log's victory isn't absolute, for while in the smaller fortresses, be they escorts, kroozers, or battlekrozers, these fights usually end in the Bandar Log's victory, against the ork's Deadnoughts this often isn't enough, and more drastic tools need to be deployed. Luckily for the Bandar, these tools were in their arsenal; and so the brahmastra, wielded by the greatest Champions of the Badar Log, are deployed. Here a Deadnought explodes, its nuclear heart pierced through despite its dome being up and its armor being intact; there another one shatters, atomized by a power built to end worlds; and over there yet another one glows even as it goes dark, its hull rendered so radioactive that no life could last. Others are hollowed out by divine fire, or turned into swiss cheese by a sudden rain of impossible arrows.

And yet these Champions, and the weapons that they wield, cannot be everywhere, and so in some areas the Deadnoughts continue almost unopposed for a time, allowing for lesser vessels to be counter-swarmed by teleporting ork reinforcements; and so these fortresses continue onwards for a time, depleting the local Bandar Log forces to the point of almost failure, only to be swarmed anew when the next wave of Bandar Log arrive to bring battle to them anew.

As for the times when the Orks reach solid ground, things are seldom better for them there, as while there they could fully bring to bare their heaviest anti-infantry weapons, it would come to naught. their Gargants- great effigies of the Ork Gods, were brought down by the gods in all but name that are the Champions of the Bandar Log; their artillery, capable of turning entire battlefields into nought but churning twisters of fire and iron, were almost matched by, and certainly outnumbered by, the spellcasters of the Bandar Log; and their rapid deployment capabilities in the form of landers, crash capsules, Roks, and even the occasional Space Hulk, were often countered by the Bandar Log's own chariots; and so defeat came to them here as well, if not with anything approaching swiftness.

Battles along these lines repeat thousands of times all along the front, with sometimes the orks prevailing, only to be swarmed anew by arriving reinforcements, and sometimes the Bandar Log winning all the swifter; here things are a grinding stalemate, with neither side caring about what losses they suffer. But it is here in this grinding stalemate where the truth comes out, and the truth here is that the Bandar Log simply have more forces, and can afford to loose all the more than the orks can; and so inevitably the orks are slowly, yet steadily, pushed back, only held together by the binding might of their leader.

- - Armies 4 and 5 are to punch through and around the front, cutting whatever supply lines the Orks may have and pushing into their territory.

While many of the Bandar Log's forces chose to slow down and engage the enemy at the front, some raced on ahead, choosing to bypass the ork's front lines, seeking to take out any softer, yet still critical, targets that they could find; and what they found was nothing. The Orks had no supply trains, and there were no massive waves of reinforcements, instead only a few stragglers, who were all in fact seemingly extremely happy to see the fight come to them, shouting out gleefully when brought to battle. In fact, many of them outright said "oh, good, I thought dat I had missed the fight", or other words of a similar nature and intent, soon after seeing the approaching chariots.


While these stragglers were easy enough to deal with, upon advancing farther, crossing through no-mans-land to reach the territory where these Orks came from, things took a turn for the worse. Here the worlds are entirely infested, and the area around them rings with the sounds of industry and the constant movement of ships; and while the first few worlds are easy enough to clear, further progress is stimied by their never ending hordes, as forces, once scheduled to head to the north to 'join in da main fight up dere', are diverted to deal with these intruders; soon afterwards, the leaders of this flanking force turned invasion force call for a retreat, turning around to rejoin the fight back within their own territory. Strangely enough, the vast, vast majority of the Orkoid force does not pursue, and those that do are picked off easily enough. From there, it is only a mater of continuing on to rejoin the fight at the front; only this time attacking from the rear of the Ork's battle formations instead of the front.

However, shortly before reaching the battle at the front, a huge shadow is detected deep with the Daeva Astra, as if a fortress the size of a moon decided to one day enter and start moving through it… heading directly for where the battle is thickest, and where Rama and Ravanna have managed to finally track down and corner Wuzzup da Prophet.

- - - Rama and Ravanna are deployed here, with a special tasking to find and duel enemy leaders should the opportunity arise.

Finally, after days upon days, weeks upon weeks of fighting, Wuzzup's personal fortress-vessel is identified. It too is a Deadnought, although one that is seemingly more advanced than the rest, armed with a powerful nova canon as its main weapon, its bow doesn't just spit lines of death, but great explosive shells whose detonation is nigh unavoidable, as each blast announces the end of any who dared linger within its limited firing arc. This though is not enough to deter Rama and Ravanna, as they race towards it, outpacing light itself in their eagerness to close with the linchpin of this invasion; dodging around the firing arc of the fortresses' main weapon, its lesser armaments are unable to target, let alone catch, these Legendary, godlike entities of might and magic. Reaching the fortress, they slow down for but a moment, slipping through its dome as if it wasn't even there, and ghosting through its hundred meter thick outer adamantium bulwark as if it wasn't even there.

Moments later, battle is joined, and Ravana, reveling in the conflict to come, start to sing.

The appropriated hunk of iron hummed in the void, the singing of one of its occupants vibrating it nearly apart, as the other swatted the roaring defenses of the gargantuan city aside. As suspected, the rate and mass of the seeming transport was just right to get through the odd domes of the city, and here the enemy's leader was suspected.

Here, a glorious duel would be had, and the invasion resolved. Here, the... transport would crumple against the side of the city's walls? Rama shook his head, it not worth commenting when none could hear it over his companion's singing. In fact, "Can you sing any louder?" he asked, knowing exactly what the Roaring One's response would be as the Blade of the Laughing Moon cut through the walls.



Red bloometh the rose of conviction
And red bloometh the rose of hate
Yes red bloometh the rose of contest
Firmly bound to its fate


Sure enough, the entire city was now ringing with his voice and the strum of his veena, echoes without count obfuscating their approach. And in this auditory assault, the pair waded, arrows claiming Ork lives by the score and two kings cutting down any who came close. And in their wake, the slain Orks would rise, a rearguard of their own forces.
And the war, it wageth on
The storm, it rageth on
The bold ever fight on
Their lives echoed in song

Ha

Fall, like snow, they fall
Petals plucked and strewn
Yet from their seeds grow
This war anew


Walls blocked their path, and were cut through with the force of Lords Brahma and Shiva, dense steel no more a barrier than air. Greenskins charged, taking advantage of the twisting corridors to catch the pair from two sides at once, and were cut down. And finally, the foe's king made his appearance. Briefly.

Blood trickling down from my fullers
And blood trickling down from mine hands
Yes, blood trickling down to Hydaelyn
Until I alone stand


"Ah, this king proves himself a coward! I had hoped for a fine battle!" Rama exclaimed, briefly raising his voice over the song. His guard, at least, demonstrated Loyalty, a high virtue worthy of respect. An honorable battle for them, even as their king fled.

And the war, still wageth on
Wuzzup's Honorguard, a troupe of heavily armored meganobs, stands firm, a solid wall of adamantium and green fury between the duo and the cowardly beast.
The storm, still rageth on
Behind them, more and more ork nobs pour in, an elite army that could have dominated almost any other battle
The bold blindly march on
And yet, this would only ever be enough to slow down Rama and Ravana,
Their lives, lost in a song
For their fates were already sealed.

High, on high I stand
Outnumbered over a hundred to one, with the roars of tens of thousands more being hearable through the walls, the godly duo stand their ground.
Gazing down to see
For their true target was still visible to them, fleeing through twisting passages and wide caverns, even as adamantium doorways slam shut behind him.
The endless garden
And so the entire population of the Deadnought is roused, rising to protect their leader despite his cowardness.
Awaiting me
And yet the godly duo but grin, knowing that this would not be enough to deter them.

Red bloometh the rose of conviction
The first line of meganobs last but a moment, sliced through by Ravana's blade and flung to their impactful doom by his fists.
And red bloometh the rose of hate
The second line dies but a moment later, cut down by Rama's arrows.
Yes red bloometh the rose of contest
And yet for each one fallen, two step up to take its place
Firmly bound to its fate
Both in this fight, and soon after in the grave.

And the war, it wageth on
And yet this is enough. Enough to stall for much needed time
The storm, it rageth on
For despite their godliness, these two can only ever be in a single place at a single moment in time, and so despite their prowess little progress is made, and Wuzzup's death continues to get farther and farther away.
The bold ever fight on
For the hordes of the Orks are endless, and they care not for losses, only for the potential death of these two interlopers. And so they come in, swarming in from all directions
Their lives echoed in song
Soon, even Rama is forced into melee, as the divine duo are forced to wade through mountains of corpses to make their progress, and the orks use this 'cover' to close the distance, each wishing to be the one to take the head of one of the duo as a trophy.

Ha

Fall, like snow, they fall

And yet, even this is not enough, for none of these orks are the match for even Rama in melee
Petals plucked and strewn
And so they too die, casually cut down even as their own swings arc through the air, slowed down to a relative crawl by Rama's magic; and yet this is enough to yet further hinder their progress, as the lack of arrow fire from Rama takes its tole, or should I say, its lack of it, on the front lines, causing Ravana to become all the more embattled, slowing down their pace to even more of a crawl.
Yet from their seeds grow
Soon though, the tides of battle once again turn, as the mountains of corpses start to shift and rise, brought back by Ravana's magic to serve them instead.
This war anew
And so, like the turning of the tide, the godly duo's advance shifts from a crawl to a sprint.

Blood trickling down from my fullers
Soon, they start to catch up to Wuzzup, cutting through what remains of his forces even as the reanimated dead start to clear out all living orkoids from the rest of this fortress.
And blood trickling down from mine hands
And yet, it is not enough, for soon a great wrenching sound is heard, followed by the sound of a very rapid stream of explosions, and where there once was the inner sanctum, where Wuzzup would make his final stand, there was now nought but rent metal and debris, as in the distance a single smaller fortress, infinitely smaller than this one and yet still too massive to be taken out by Rama's bolt of death, fleeting through the void, although given the pursuing chariots this would not be a worthy refuge for him for very long.
Yes, blood trickling down to Hydaelyn
Suddenly, the void wasn't so empty, as a massive fortress of scrap, death, and green fire emerges from the Daeva Loka almost right in front of the fleeing vessel. Its front, crudely shaped into a leering orkoid face, opens its maw, and it is into there that Wuzzup's vessel flies.
Until I alone stand
And so, for but a moment, the song goes quiet, as Wuzzup's new, much grander fortress, is revealed; and it is here where the final battle of this war will occur, for already all along the front the Orkoid forces are starting to wear thin, and the arrival of the flanking forces to their rear has all but spelled the end of the wider conflict. Now it was only a question of if this war would end in complete disaster for the Orks, or if Wuzzup would escape to fight another day.

"Worry not, oh Rama. The lesson of Power has been taught; we will have our battle with this craven king!" Ravana reassured. "Now come, let us dance while we wait!"

And the war, still wageth on
The storm, still rageth on
The bold blindly march on
Their lives, lost in a song.


(proceed to tactical battle against the enemy skrapmoon)
 
Pan-Human Commonwealth
@BobTheNinja
Then, in the year 12313 HE, something extraordinary happened. A massive rift in spacetime opened in a binary star system about 200 lightyears spinward from the Solar System, on the outer edge of humanity's sphere of expansion. Just hours after its initial opening, the event horizon stabilized, large enough to fit a large moon through. But the most shocking discovery by far was that it appeared to lead to a completely different universe, one with similar yet distinctly different physical laws and constants.

After confirming that the other side could support human life, the Pan-Human Commonwealth immediately set about creating an expeditionary fleet to scout the other side, both for exploration and colonization, and to defend the rift against potential hostile incursion.

Reports from the initial scouts are sparse, if extraordinarily unusual in comparison to what has been the norm so far. Already, reports are coming in about hundreds of full blown garden worlds, teeming with life, but lacking the signs of intelligent life that one would assume would eventually develop on such worlds. These are almost immediately marked for further investigation and eventual colonization; but what might have been an unfettered land grab of unprecedented scale was tarnished by what else was found; because for each virgin garden world that was found, two other worlds were found that, while they might have been garden worlds once, were now very clearly rendered uninhabitable by the actions of intelligent life, as the ruins of what were clearly once cities dot these radioactive hellscapes, and the remnants of what once was clearly orbital infrastructure and warships litter the void around them, still too radioactive to easily salvage. Luckily, the source of this destruction appears to be long gone, as most of the ruins appear to be centuries old, and even the youngest of these irradiated, abandoned worlds has likely been in such a state for multiple decades.

Further scouting reveals signs of intelligent life further afield, as clear radio signals, amongst a vastly greater number of clearly vastly more advanced FTL signals, bounce through the void not all that much farther out; soon though full first contact comes, and it is not of the purely friendly type, for one of your scouting parties to the galactic east sends you a brief report of odd pseudo-refugees, and their necromantic pursuers.

(the following information is derived from recordings and sensory logs sent over by said scout group shortly before their forced withdrawal.)

First contact happens in the outer reaches of an otherwise fairly normal barren system, with a few rocky planets and a single gas giant orbiting a red dwarf. Immediate first contact happens in the shadow of said gas giant, as sensors pick up the sudden appearance of a small, ragtag fleet of vessels. Baring no real uniform design, upon closer inspection these ships appear to greatly resemble those seen in Star Wars, of all things; more specifically, they greatly resemble those seen being used by the rebel alliance. This fleet of fictional design appears to be somewhat disorganized, with clear signs of battle damage, although clearly nothing too crippling, given the fact that they are swiftly forming up to leave the system; sadly, before they could leave the system, and before your scouts could actually contact them, their pursuers arrive, in the form of a much larger fleet of vessels that, at a glance, look to be of the same make and model; that resemblance though only holds up for initial scans through, for as soon as visuals added in the differences become apparent.

For one thing, these newly arrived ships appear to be almost stitched together, as jagged, black chains appear to be woven throughout their entire surfaces, stitching together mismatched hulls and somewhat sealing what would otherwise be massive gashes in their side. Between these chains, where the battle damage is still apparent, blue-white mystical stuff, half vapor, half fire, gushes forth, acting in defiance of all conventional laws of physics and almost all works of magecraft; and while some of these ships appear to be mostly intact, others appear greatly altered, more chain than conventional hull, as if they were stitched back together into a parody of themselves from full-blown reactor death.

Moments later, with no signs of communication, these ships open fire, firing bolts of white fire that radiated darkness instead of the usual red or green that has become associated with such vessels in fiction, and while most of these shots simply splash against the shields of their target craft, a few get through, splashing against, and starting to eat away at the hull of their targeted vessel, lingering in defiance of conventional physics.

The return fire of the rebel vessels also appears to be of mixed effectiveness, as while each shot very clearly does more damage, their targets continue to function and fire back in defiance of essentially all damage that they suffer, and the constant damage against their hulls appears to be being steadily repaired by the chains, slowly stitching together these new scars even as more damage is dealt.

Soon though, the apparent rebel vessels manage to escape, leaving behind almost a tenth of their number in wrecked, hollowed out hulls, still burning with that white-black fire. Soon afterwards their pursuers continue after them, deeper into the previously scouted area and closer to the portal.

That is not the end of things though, for soon afterwards a small force of ships, made out of blackened bone, dark stone, and gray metal, appear. shaped like vaguely dodecahedron-esque upside down tiered pyramids, these vessels range from 100 meters to almost a full kilometer in length along their longest dimension. Very clearly mystical in nature, the same blue-white 'fire' emanates from an assortment of intentional openings in their sides; soon after arrival the color of this fire changes, from blue-white to purple black, as chains, initially made from that same fire, but soon solidifying into a somewhat familiar jagged-black, emanate from these openings, first in their dozens, then in their hundreds, reaching for the wrecked vessels.

Upon reaching these vessels, the chains wrap around them, and soon after start to burrow through them, detaching from their parent vessel in the process. Soon after these vessels start moving again, now clearly resembling the pursuing vessels; and it is these new forms that notice your scouts, chasing after them even as these 'necropoli' charge up balls of said white-black fire almost as large as they are, and so the scouts are forced to swiftly withdraw for elsewhere as to avoid risking destruction and the reanimation from these vaguely necromantic constructs.

Not very long afterwards other reports of similar vessels- mostly more raised ships, ranging from more of these familiar designs, to cuboid vessels that were clearly once made out of a steel-derivitive, centered around what once were clearly kinetic based spinal weapons, their sides here and there showing what was clearly once english lettering; to a vast assortment of other stranger designs; but also reports of more of these pyramidal ships, mostly escorted by their reanimated counterparts, appear all along the easter edges of the scouted region. Most of these groups appear to be bound for the assortment of graveyard-worlds, although others appear to be heading almost straight for the rift, and the recently arrived colonization fleet stationed there.

While the forces heading for the vicinity of the portal are still a ways off, as forces often veer away from them whenever they near yet another ruined world, the forces heading for said ruined worlds appear to be much more troublesome, as soon after arriving these necropoli appear to not only be massive siege and reanimation platforms, but also part transport and apparently part teleportation hub, as they disgorge unreal quantities of troops onto these worlds. Said troops range from massive legions of animated, vaguely humanoid, jagged armors of blackened 'steel', often lit up with runic patterns eminating that same blue-white light. these armors range in size from two to forty meters tall, with the larger ones being built more squatly. overhead winged valkyries can be seen, black in feather and almost albino in skin, they radiate the same darkness as their non-chain based ranged attacks.

Upon arriving, these troops swiftly disperse, the animated legions to the ground and the fallen valkyries in skies and occasionally the void, sweeping the area for both the most intact ruins and the apparent highest concentrations of death. Soon afterwards, all of these troops are revealed to be necromancers of a sort, as using these same chains they are not only piecing back together wrecked vehicles and ships, but actively binding the souls of the dead, as it is at these locations where their apparent leaders are revealed. Here and there on these dead worlds there are reports coming in of what could only be skeletal litches coming in, dressed in extremely ornate open flowing robes appearing at these sites, setting up what could only be a series of rituals, calling up a series of white-blue spiritual remnants- what might just be the local spirits of the dead. Soon afterwards these spiritual entities are bound by chains emanating from the fallen winged valkyries and animated armors. The final reports from these areas report that the same suits of jagged armor are starting to form around these restless souls.

What do you do?

Situation report:
  • Initial reports in the void reveal that their ships range from weaker than your own, to significantly weaker than your own, as the necropoli, for all of their power, are not built for direct confrontation in the void, and the reanimated ships appear to, at least in the case of the star wars vessels, be weaker than their original counterparts, as seen in the ongoing skirmishing between the fleeing rebel fleet and their pursuers.
  • Their forces appear to currently vaguely match yours in the void in terms of total numbers/tonnage, although they are most certainly vastly inferior to your own there; although their numbers appear to currently be actively growing in size.
  • These forces appear to be currently split 70-30 tonnage wise, with the reanimated ships holding the majority.
  • On the ground no limits to their number have been seen yet, but battle there has yet to be engaged at all.
  • Currently a third of these forces appear to be making their way towards the general vicinity of the rift, while the remaining two thirds, heavier proportionally in their number of necropoli, appear to be heading towards the numerous ruined worlds.
 
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Cybran Nation Strategic Turn 2



The Red tinged Heads Up blared and swarmed with images, countdown both ongoing and paused, that only served to increase the anxiety, headache and possible overclocking of their implants that they were sure was going to short both parts of their brain.

It wasn't supposed to be anything like this. Jaimie had come here after their wife had insisted that she wanted to be a part of the Bounteous Meals project, utilizing her expertise in the underlying coding of Cybran technology and Nanolathe molecular processing, and the both of them had moved to this small Node bearing the same name outside the known Universe. Dedicated to improvements to the agricultural module with an eye to someday allowing a nanolathe to produce a full and appetizing meal with only a civilian consumer device. The failing of the Nutrient sticks that could be produced instantly while on the run and fed the Cybran Nation for the Infinite war apparently needed no more explanation than the face they had made as a child when their uncle had given them one as a joke.

They shifted and leaned against the wall as they watched the fifth countdown in the list race down to where he needed to act.

They had never really set out to become an Evac Guard when they settled in, referred to take the program in as a part time service after becoming known for successfully organizing and executing the Evac drill. Mostly due to preforming the act several times with the self-induced hyperactivity and other complicated issues that the children of the Chimera descended Node required a couple of months ago. Causing them to double check that all of their students had made it to the Gate Module contemplating the confirmation signals.

The Blazing White largest timer stood still as the Error message buzzed through them and the rest of the troops present as it blinked on and off. Both overstating and not quite conveying the terror that and the fact that they were trapped with the bug like Monsters that had waited for the exact moment that the Commanders had been called away.

"You sure this is going to work, Stars? Never thought that those toy Moles that the Kids play with could hurt somebody in our outfits yet alone the shocking things those Voler kitted themselves out with." They were shaken out of their brooding by his surroundings.

They were down one of the sidetracks of the Node, in amongst a number of Agricultural and Manufacturing Modules, the main Roadway sat behind a wall of the same dark coloured metal that had been ubiquitous in all of the lives of the Humans present to be just another part of the scenery.

"Yeah, Drew. Physically most of the Moles are basically the same thing the Coms use for scouting. Just with multiple levels of protections to keep the things from breaking bones and killing people, something produce from a military factory can run as fast as a slower aircraft. The bigger kids don't get their pets going that fast because the secondary speed limiters are hidden in the Machine Code itself instead of the programing langue and more normal code. If you remove that and keep the protocols that have them jumping into the kids' arms, then you get basically a 22 Kg bullet that hits them at a couple hundred Km per hour."

Well, that was what their wife Pents had hastily told him while sending as much code and weapons idea as she could stilling and stuck in the chair at the Central Gate Module.

"Then as their picking a fight with the collective toy box of the Node, we drop the walls and hit the bugs and whatever with the Nanite launchers before pressing the escape key on the whole thing. Also Drew, delete that word from your dictionary, apparently 'Vol' is just 'Chiphead' for Aliens that don't have the stick in ass that the Aeon stole from the Seraphim." The booming voice of Ash Gauge, the coordinator for Hab Block C-15's guys, she was a tall and broad shoulder woman that rumor had it was actually born in the Assumpta node, although given the timeline she would have only been an infant when the two Redfogs basically blew up that zit on the Cybran Nation.

Still despite her jovial and kinda stern attitude, she came from the Red Blades and carried around one of the overelaborate knifes that she got from her mother everywhere, with that and her work to both start and qualify for a commando program here meant that people tended to listen when she started talking, especially for times like now.

She was accompanied by a dozen or so people clad in the same attire as the rest of them, a mostly bright red armour with black jagged edges with a soft blue glow coming from the view ports and the beams of matter and light that emerged from the device on their writs. All hastily printed with little to no customization beside that of the constantly fluctuating decisions and reconsideration that were part of the Node.

The scene looked impressive, almost like a group of professional soldiers you'd see in an old documentary about the wars of old or in some fantasy or action flick.

The IDs telling revealing them to be mostly local volunteers from the same area that they lived, probably should have actually gone to the Hab Mod meetings. These weren't great warriors, meticulously hone war machines or supersoliders, or supernaturally infused chosen ones. More like a collection of Data analysts, Gate monitors, a few technicians and along the constellation of data at the edge of their mind, approximately 5674 others in this part of the city alone. Only made fearsome by a combination of cleverly designed equipment and long and well practice protocols drilled by the countless slaughter throughout the ages.

"Stars, bring your head back groundside! Showtime is in 68 Seconds and I want the mechpups leaping into our visitors' arm like a cracked UEF Propaganda vid,"

Switching from the private link she took a louder tone of voice as she addressed the entire squad, "Got some intel from a camera that got overlooked and A-2's little block party a couple of hours ago." Most of the triangular helmets turned her way, "Our guests apparently were looking to have a Rave, brought a bunch of Gas, Chems and glitches like that. Pumped a bunch of it in the empty out blocks after A-2 pulled a fast one on 'em and trick them into blowing their load early. Apparently, they got another kegger that was diverted down our way now they've got the right address. It's our job to make sure it stops here.

I want to remind every here that we are damned luckily that these 'Volreapers', despite the Jammers, despite the weapons and power armour, despite crawling over piles of their dead to just for the chance to kick a Human in the shins, are the worst Shocking Human Hunters I have ever seen or read about, they've had just us between them and killing our loved ones.

No Com, no Proxy Super Science Special that Brackmann cooked up,

hell, they've trapped us down and are jamming the Gate.

The old Earth Empire would have turned this world into Procyon 2.0 in about 3 hours,

The UEF would have killed us in under an hour,

Marxon's abused girls in about thirty Minutes,

The Seraphim and QAI would have done us in under 10 minutes.

You want to know how long we've held out?

25 hours!

Undefended My Defragged Ass!

You know What!

We're going to do the unthinkable!"

She Paused dramatically,

"We're going to Shocking WIN!"

While Stars, the nickname the squad had given to them for being the only one from the Starlifter's Node originally, something they were not happy with, was not particularly enthused about the speech and was running on anxiety and spite at this moment, Drew and the rest of the squad mates seemed to enthused and cheered insults and all those other words of encouragement or blood lust.

The performative aspect of them hushed was alerts and screens appeared giving everyone a look through the eyes of the low to the ground and cloaked Moles

Normally the road ways would be buzz of activities as Botanists, Engineers and others would be darting into and out of the various modules or just milling around taking a break, but now it was will this unknown creatures glancing desperately back and forth from the wall to the road or making the ever present chittering punctuated by Vol sounds as they glared at the actually expensive and time consuming materials to produce but were forced to pass them by as their commanders hurried them almost desperate to try and end this as fast as they could.

Did they know something that they did not?

However, the screen started shaking as the hidden machines suddenly spirited towards the Invading creatures, free from all protective constraints the feed turned nauseating as the suddenly performed a mockery of their purposed built programing.

The snaps as they collided with thin limbs or the cracks as the splintered on the frontal armour caused screaming of Surprise, anger, frustration and pain as the column stopped and started firing randomly down the street and a battle tank rushed forward to soak the improvised weapon's fury.

The most relevant countdown ended dropping the walls revealing rows of small, automated laser turrets, although barely more dangerous than the rifle they were holding, would still reap a sickening tole.

These idle thoughts were only possible as the AI section of their brain switched into overdrive deploying the time tested and worryingly Machine Complexed movements, the entire squad opening fire, pre-set targets from the vision coming from the hoard of moles letting lasers dig into cracked armour and downed shields, felling the power armoured troops in single shoots that should have taken a dozen or so such strikes, Jaimie themself hit a cracked armour from a particularly round specimen igniting what smelled like Ammonia turning the powerful armour into a hellish oven.

A nano second later as the barrels and other weaponry was halfway turned to punish the impertinent ambush the slight whoosh passed less than a meter over the Fireteam's head as the Nanite missiles slammed into both the Tank that was busily hustled up to the front and what looked like a container truck.

The explosions threw the cybrans at the front, Jaimie included backwards and to the ground as numerous explosions and chain reactions when off.

The blaring alert and a stabilizing feeling as their implants shifted their processes to keep them conscious gave them the clarity to understand what the messages meant. And even in a suit of power armour it wasn't good."

"Shock, Shock." They could hear the never blinking pure white Chimera eyes manage to grow even larger as the data came in.

The Pair of armour suited Cybrans were hauled to their feet. "Got to pick and go! This party about to get too hot for our clearance!" Ash's helmet raised to look at the Wall, that had already been raised back up, starting to melt as the screams on the other side inspired sleepless nights and the definition of the sounds of numerous horrific afterlives both now and in the future. And more worryingly it looked like something was trying to tear its way through the broken metal.

"Shit move, move, Move!" Ash shouted over the coms as the relatively intact crew raced back towards the trams jumping and weaving through the debris and raising cover powered by the extra mobility that the suits were meant for. A quick and unprescribed optics update showed what had broken through the wall. It was a spindly one of the Aliens, well it used to be, now it was a melting terror as the Nanomachines ate at its armour exposing Chitin and Flesh before liquifying that as well.

As all know an Adult Cybran has no Physic presence, but the creature radiated hatred as it, driven on more by spite than the life the body used to contain, caused lighting burst out of it racing the armoured figures and creating a crackling fielding in front of them.

"NO ESCAPE!" The fact that the words were translated would have come as a surprised to most expect those with familiarity with how the emotion of terror could be used to prolong a near dead Flux user just a little longer, or to someone that was completely unfamiliar with the Pentarch Space.

Jaimie sat in the latter category tackling Drew to the ground as the antimatter weapons fired disjointedly tearing into Jaimie's armour and lifting them off the ground.

Sheering pain tore through their body as the heat from the Anti-Tachyon impact tore through their body and the pure energy baked flesh and circuits in their shoulder the armour doing all it could to reroute and disperse the energy. Their hand clenching from the pain the Pulse laser rifle let off a burst in the general direction

They were immobile, they were dead… but the second volley never came.

Unfortunately for the Reaper the blood shed of near magically dead individuals lacked a bit of oomph that they need to keep their internal organs working after yet another energy burst to them, exposed by the eaten holes in the power armour. Not even with a chance to return the favour as the Reaper's weapons were on wings with great surface area that tended to fare poorly when you are covered in swarms of Nanites. As such the power master of slaughter and terror met anti climatic end at the hands of a Vol that spends their days helping children learn mathematics or trying to explain to children that no you do not tap the glass during a gate transfer.

Ash and Drew dragged Jaimie the rest of the way as the wall in other sections started to glow red as what would be the final push for the Civilian Gate Module floundered and tried to find a way around the congested mess having once again bit frustrated and stalled as new arrivals appeared overhead in the sky.

Jaimie drifted into and out of consciousness, kept more awake by the implants than anything else, barely aware of the cheering and excited chatter. Medical tools coming from mass stripped from the racing pod itself, produced numbing, cutting and reattaching and purging errant code signals. They heard only snippets of conversation,

"They'll make one final push for the module, apparent a bunch of the Engineering Proxies got some Audax up, their crap for hit and runs but the tankiest thing with the most firepower that we can fit down the residential roads…"

"Jaimie... will be Okay right?"

"Yeah I got him stabilized thanks to getting Doc's proxy on the phone. I think its going Wraith myself."

"Don't let Jaimie hear you refiring to them that way, Blades. Their Wife's helper is practically in charge in setting up the final defense…"

...

"So, who did Hall choose to exile from politics for this?"

"I dunno, some moderate old schooler. What I could pull up on him is that while he is not happy with the more Coalition nature of the Coalition and wanted the UEF parliament to be directly in charge, but he has publicly insulted the Flecherites and had been a thorn in the side of Symbiont Industries, thinking back during the war that some sort of abuse was happening behind the scenes that was forcing people to join our ranks."

"Hah!"



"A freaking Princess School?!"

"Yeah, apparently the Aeon lost so many top people involved in choosing the girl for the spot that you could almost make a Node out of all the potential kids." …

The last thing the Jaimie remember before fully passing out was the countdowns one by one disappearing.

They had survived, they now knew what they were up against.

They were no longer the one on the Clock.







With the Appearance of other Expeditions and both the assurance of the safety of the Homefront and the pressure to honour their obligations to rest of the Coalition the Cybran forces would redouble their efforts as time and resources against the Specters, aiming to not just push back them back, but to push into their territory and end their threat. Time, attention and emotional stress that were being spent fretting and trying to free up resources to find a to stop the Volreapers. Plans were redirected back to figuring out how best to combat the gaseous abominations.

The key would be to stop the flow of reinforcements and to ensure that that the Commanders were not dealing with too many of the Clouds at the wrong time or at the same time and using this method they would slowly push into the Specter territory.

Once the creatures had been dealt with and the Cybran Expedition would become a flurry of activity once again, meeting with both the Defense Coalition and properly introducing not just the Cybrans but the Entirety of the Coalition of Humanity and inquiring to the SDC about many of the events transpiring and trading Information putting together many of the mysteries kept from both of them. Meetings with the Minor powers and arranging meeting between them and prominent members of the Nodes to not just assure them that all of the major grouping of the Cybran Nation would respect their territory but opening both agreements for military access and further cooperation to let them keep said freedoms.

The other Brackman and Champions of the Nodes were given no rest either once the fighting was done. The Fame Tip of the Spear would first oversee the first year of the construction of Armour Command Unit regiments and the training of their pilots and would then go forward himself to promote the settlement of the mysterious worlds that were gaining the name Bait Systems, by putting himself in the line of fire of the suspected trap. Taking the opportunity afforded by saving time on the repeated and massed produced terrain simplifying the layout of defenses and Civilian modules and their own traditions in trying to note make their controlled territory not too inconspicuous efforts are made to not overly disturb the ecosystems and the Experiment that whoever was running.

The Well-known and still feared Cybran known as Redfog had her attention turned south towards the directorate. At first not the top priority of the Nation, it would shortly become one after the talks with the locals about the new most likely product that the current market darling was pursuing. While the servers at the Herat of the Directorate that performed the tasks of the most ancient of the Symbionts would be the long-term goal of the operation for now the Cybran Nation just needed a door in and a combination the magic of the Imaginarium and Redfog's familiarity and skill in a nest of murderous narcissistic psychopaths. Absolutely no one, either cybran, influencers or downtrodden wage slave was going to be ready for what happens next.

The Nodes themselves in the wake of the Volreaper attacks zeroed in on the weapon that was actually threatening in the arsenal presented by the Ecumene's proxies. The derbies and wreckage of any of the Volreaper ships was swarmed by civilian craft and sponsored researcher groups intent on reverse engineering its secrets, most specifically the interdiction technology. A group of Engineers and designers from the local Starlifters cohort immediately launched a project to create a version of the Recall device used by ACUs that will exploit the Ecumene lack of the ability to stop units from gating in to have the out of system device open a portal pulling the civilian populations out of harm's way.

In the End the Ecumene would come to regret revealing their hand so soon.



War

Target: Specters

Resources: 3 mag 2 Fleets, Tip of the Spears, Wiliam Gauge

Plan:

Push the Specters back into their territories and then follow their path back to the Homeworld or Portal or center of operation. There is pressure to force this conflict to its conclusion as soon as possible as such we have a system to try and speed this along.

Keep a small forward observation force of Spy ships keeping tracking their movements and main routes of movement.

Once we have left territory that has life on it purpose of the Navy will be to engage Specter groupings to break into a system and draw the majority of the forms away from the Planet giving ACU's the time needed to get a defense and Economy going on world.

This is determined by the ability to produce Soulcrusher Gunships without needing to pause ground and Air Forces production large enough to contest average swarms of Specters.

Then the Fleet will transition to a world either off the path from the Specters Network or one off the beaten path enough that it will be a while till they can react to a supply base being set up there to repair and expand the fleet while the newly harden Commander holds off the Specter assault.

Note if the Specters look to be ignoring the Planet to go further down the chain fire off Quantum Gates repeatedly to get their attention and force a conflict. Keep them fighting where we can easily replace loses and have the advantage.

If they manage to start overwhelming a planet coms will fall back to the world where their fleet is or if they need to evacuate as well fall back to the previous fortified world.

Once the Fleet is ready to invade further down the chain, they will attack a lower concentration world of Specters cutting off those further down the chain repeating the cycle with the coms on the rebuilding bases becoming the next group to be the ones hold a fortified world with the previous fortified world transitioning to the next rebuilding world.

Side Note for probably enemy adaptions

  • They Will Adapt! Expect them to change tactics and adjust accordingly. While we do not understand them
  • May start predicting and waiting for forces on 'safe worlds' if such behavior starts to occur start treating each world as an assault and fortify world with each group of Coms sharing the responsibility of repairing and reinforcing the Navy before the next strike, should make each fight easier as we stretch their logistics
  • May start trying to obscure their supply lines, this will limit our speed to reach our main targets, attempt to speed up the cycle given above the slower and diffused lines will allow us to defeat them in detail
  • They may concentrate in an attempt to resist the assault, if along the chain either spam gate signals in a system next to them
The Specter Organisms are immune to kinetic and Explosive energy ruling out the use of many of our Nanite weapons, missiles and rocketry. But are vulnerable to Thermal energy in the forms of Lasers and other exotic energy and to a lesser extent particle beams. This combined with their lack of known infrastructure and ability to detect FTL capabilities has some heavy ramifications for terrestrial combat for the Cybrans.

  • Air
    • T2 and T3 air superiority Fighters' weapons will be ineffective along with most of the bombers' tools, this includes the Renegade Gunship
    • The Soulripper does have an effective weapon in the Electron Bolter but their damage is still limited
    • Units that have full effectiveness, Shadows, Jesters, Corsair Anti Air and the Wailer
  • Ground units
    • Most ground units will viable
      • Exceptions are the Hoplite and the Viper alongside the T1 and T3 Antiair units which will have no effect
    • The electron Flack producing Electromagnetic storms will also prove useful for disrupting large clouds of the enemy units
    • Overall, the Static defenses will be greatly effective with the exceptions of T1 and T3 antiair and the reduced effectiveness of the particle beam of the Cerberus turret
    • Commanders will need to grab the Grazer upgrade in case the Commander comes under attack and all Support Commanders will need to have the EMP upgrade enabled to participate in self defense.
  • Overall strategy will focus on mobile attack forces favouring units that can effectively kite, such as both the LAB Loyalist and the Loyalist reborn, actually a large focus on the Tier 2 unit, its EMP death weapon is a near perfect counter the Specters combat style. Here there will also be a large focus on point defense and Flack in Cybran bases, as they move into the Experimental stage the Monkeylord series and the Stormstrider are to be considered effective weapons but more defensive due to low speed, for those looking to engage the largest of the Specters it is recommended to use a Soulcrucher assisted by T1 interceptors and Wailers. Once the Planet has been cleared and it is only incoming forces Commanders are advised to heavily fortified their bases, A mobile force will only be required if the on site Commander deems it so and Experimentals are required for engaging the largest of the Organisms. The Soulcrusher being the most effective due to firepower, armour and relatively high mobility.

  • Here we are assaulting the Specters positions with that and the fact that they are immune to the munitions used by our most mobile forces
    • Ineffective designs include: The Dostya, Rocketry of of the Universe Class (the Proton Cannons are at reduced effectiveness), Leviathans, Scorpion Wing, Revenant Bomber
  • As such the Bombardment phase is non-existent for the Cybran Navy at this point with noticeable changes in strategy overall
    • Skirmish phase will consist of Suggest class carriers filled with Wailers accompanied by Wailers with Swindler Support, Rember to turn OFF the Wailer's jamming capabilities, While these strike craft are not that mobile, we hope that firepower and armour combined with the melee nature of the Specters will negate their lack of mobility
    • Cybran assault forces will consist of a number of Spears as a central point which will target done the concentrations of Specters, They will be supported by mainly Slabs and an unusually high number of Advocates and Smasher class vessels.
      • The Advocates are here to die and use their EMP as the Specters dive the Dreadnaughts with will be accompanied by the EMP and Electron Flack of the Smasher Class
      • Slabs have an upscaled Heavy Disintigrater Pulse Laser compared to the Howlers' plasma cannons so while some Howlers. So it is considered the main weapon to be used against the larger Specter Specimens.
  • Pursuit Phase is a lost cause, the best chance to catch fleeing enemies will be to incentive them to engage a Commander spamming a Gate
  • As such the Main goal of the Fleet is to provide a Commander enough time to get a force ready to deal with a constant stream of the Clouds.



Note all activities unless noted will begin after this action is complete

Claim territory: Art project?

Resources: 2 RP

Make an official claim on the Art Project and announce Settlement


Target: The Syrabaric Defense Coalition:

Resources: 8 RP, Ivan Brackman

Plan: Formal Introductions with the SDC and various discussions

Give Information on

  • Why we used an unusual way of contacting them, most we were unsure of the information capabilities and reaction time of The Omniswarm and the Merendi Imperium, historically our protocols are used to dealing with enemies that attack within an hour for the purposes of extermination and may have overestimated their capabilities
  • Who we are and why we are here, admit that there is a lot of free space in our own Universe but there is a lot more opportunities for helping the rest of the Nation back home
  • Offset this inquire and telling them that many of the minor Nodes are interested in their political system and in general play up the similarities of our too systems and our eagerness to learn
  • Give information on our Allies to keep them up to date on what is happening to the south, include the positives, for example The UEF putting the living standards and outright screwing over its own corporations for betterment of both its citizens and humanity in general, but enough information to keep their guard up, in the case of the UEF do state that this turn of heart came about due to extreme circumstances and that while a minority of the total population many of those more loyal to the old administrations do exist
  • Give a warning on the two most consequential technologies the Merendi Imperium may be attempting to reverse engineer, The Nanolathe and the Quantum Gate, give an overview of their capabilities, especially in warfare and information needed to detect something gating to one of their worlds
Information and other thing to try and Acquire

  • Information on the Art Project and the dangers that were the reason nobody settled it, emphasize that due to resource crunch we are heading there regardless and we want to be prepared
  • Information on Weapons techonolgy and capabilities of the Omniswarm and an agreement for cooperation against the Omniswarm and while not currently most likely The Merendi Imperium as well
  • Ask about the Resource that the Super-Directorate is attempt to harvest to the Directorate's west
Target the Minor Powers:

Nature: Friendly

Resources: 2 RP

Plan:

Smaller Nodes and non Legend Leaders of more major Nodes pursue an agreement for Military access to allow Military to move in their territory.



Officially Set territory:

Target: UEF Expedition

Resources: 2 RP

Plan: Officially set the territory Unoccupied Space as UEF territory



Officially Set Territory

Target: Aeon Expedition

Resources: 2 RP

Plan Official Set the soon to unoccupied territory that is currently Specter Space to be given to the Aeon, as the Cybrans finish clearing it out 2 Warfleets and The Tip of the Spear will travel Northwest to the settlement of the Art Project with One Warfleet returning to the Portal territory to join up with the newly constructed Warfleet

Create 1 mag 2 Warfleet

Rp: 10

Upgrade Territory Art Project? to Heartlands

RP: 75

Upgrade Territory Art Project? To Excessively Defended

Rp: 25

Target: The Super-Directorate

Nature: Hostile, Subversive

Resources: 16 RP, Redfog

Plan: Data will be collected to find one of these Influencers that could be reasonable imitated and faked by the Imaganitarium's technology, artificial voice and image overlay for electronic media or Holographic and video chat and has a relatively overlooked domain with the society. Eliminate, Capture or Kill it matters little, and have Redfog take the influencer's place where she will play the game of assassination and murder covering as the Cybrans create resistance and mutual aid groups in the underclass targeting those that try and take umbrage with the lower subversive activity. She and a Special Forces team will be the primary force to attack and dispose of threats and leaks, create fake videos and other media of such conflicts that will be palatable to the larger Directorate audience. Goals here are to keep Quiet and avoid detection

The focus on of the groups targeting the lower classes is to create an information network that can funnel people in and out of the Directorate, with secondary objectives is finding the location of the AI servers, provide safe places for people to hide and form a community that could be armed later. Remember to limit your targets and ambitions for now.



Target: Homelands

RP: 2

Plan: We know that the Omni Enlightening Swarm is preparing an attack or retaliation, Keep an eye on transmissions and look for high data packages back to the Omniswarm territory, also look for unusual data access to anything military and evacuation protocol related and follow up on it.

0 RP Slot: Finish reverse Engineering engineering Hierarchy FTL: apply it to Units above the level of Frigate and the Silent Knife class Ship.

1Rp Slot: Finish the integration of phase technology on the prescribed units

4 RP: Investigate the Wreckage of Volreaper ships, the goal here is to determine the mechanics of Ecumene interdictor Devices to devise a counter to it. If that fails, they are going to be poking around in a Maxiumus level wreckage. They might find something useful

9 RP: A group of Engineers will work on a version of the Recall facilities to help with evacuations of minor Nodes. Under the rules observed outside sources can open portals inside Interdicted zones, The Goal of this project is to create a Facility that can 'Recall' the Civilian bunker in the Gate module to a more Central Node and facility.

The Spectors are a formidable opponent, a tide of extradimensional monstrosities immune to the missiles, nanites, and bombs used by many Cybran units. What they are not immune to, however, are lasers and laser derivatives, and the Cybran Nation has those to spare. Similarly, the Aeon Illuminate possesses a variety of applicable weapon systems, so it's a welcome addition when several Aeon task forces agree to aid the Cybran on the front lines in return for the Spectors' territory being given over to them as their home base in this universe.

With William Gauge at the head, several entirely unmanned task groups are assigned to his command sacrificially. Each a variant of the suggested specific mix of ships, they are universally tweaked further from baseline in some fashion, deployed to gather data against a foe that even the most veteran Cybran commanders find unusual. In a brutal affair of evolution, the flotillas that perform the best are iterated upon while those that prove sub-par are discarded, even as replacement forces are fabricated on-site. By the time the Spectors are stalled out, unable to pierce the potent Cybran defensive lines, the combat data has been finally analysed and integrated into the tactical network. By the time the counterattack commences, the new formations are everywhere, with those at the tip of the spear under the control of the Commander with the same name.

The work is not without casualties. Going on the attack is more difficult than sitting behind fortifications, even if it is in some sense less stressful for Commanders with civilians out of the picture. The Spectors fight increasingly hard as the Cybran legions grind through their territory, plunging deep to try and find their origin points. Eventually, forward scouts do identify multiple large portals, tears in the fabric of reality that the Spectors come through in a seemingly endless tide, and these become the priority target. Gauge takes personal command of the vanguard fleet even as the Tip of the Spear steps back with the other two, engaging more lightly as he prepares to dash towards his second objective of the year. The Aeon fleets also fight more heavily at this point, fighting shoulder to shoulder with their Cybran allies even as civilian colony ships begin to slowly trickle into the region behind them as the Spectors abandon their outlying positions.

The fighting at the portals themselves is the bloodiest of the entire campaign, as the Spectors through everything they have at the Coalition forces to try and keep a foothold in this reality. Many units are destroyed, and many Commanders tragically lose their lives to horrific cascade failures of their nervous systems while in their cockpits (the Scourge's main method of attack against biological life forms,) but in the end the alien horrors are pushed back. Not wiped out, since more seem to be on the other side of the portals, and despite the thick guard fleets put in place by the Aeon smaller-scale extradimensional incursions continue to occur throughout the territory.

But the outcome is satisfactory for all involved. The Cybran pushed the Spectors back with minimal damage to their own territory and bottled them up in their home dimension, and the Aeon have secured their new homes. They thank the Cybran for their assistance in this matter, and are confident they can take things from here. They will attempt to either close the portals for good and render the enemy nothing more than a nuisance at worst, or figure out a way to communicate with the Spectors and establish a ceasefire. After all, they're more animalistic and territorial than truly malicious by all accounts. Either way, it's no longer the Cybran Nation's problem.

-Counterattack against the Spectors a full if bloody success. 40% loss to the fleethorde who fought here and went home, territory handed over to a grateful Aeon Illuminate expedition.
____________________

Hildegard (was her full name, but of course everyone called her Hilda) had been as happy as could be when Big Sis agreed to get her an ant farm. Well, it wasn't really an ant farm, it was more of an "ant" farm, using a species native to the new planet they'd come to and settled on, on the other side of the Moonlight Portal. Mom and Dad were both really busy, and didn't talk to her as much, especially nowadays. Sis had said they'd gotten hurt when the Attack happened, which is when Hilda had been shoved into a dark basement for a bit. For now, then, she just had to wait for them to get better and keep watching her beloved "ants."

Except there was a problem.

There were parasites among her test subjects. More alien insects, but mean ones. They'd somehow gotten in, probably while the farm had been open-topped for feeding, and while she hadn't noticed it at first they'd gotten out of control really fast! They'd eaten some of the food and reproduced quickly. Now, they were looming down on her "ants", threatening to wipe them out.

Well, Hilda thought, they could try!

So it was that she got some of the special ant-helping stuff she'd been allowed to have by Big Sis and got to work. Well, it was called helping, but this wasn't like the food. No, it was something called "insecticide", which was a word Hilda could almost but not quite pronounce, and it killed parasites. She poured it on the farm, and it killed a lot of the parasites, but not all of them, and some of the survivors produced even more parasites. She figured out that those some looked a bit different and acted as "Queens", so she targeted them, but now they seemed to be able to avoid the insecticide better than before. Then she tried to shake the farm and collapse the dirt on them, but while that got a few the rest reinforced their tunnels.

Finally, she stuck her hand in and tried to squash the one that was making the most trouble, but it stung her! She didn't know it could do that! She fell back to the floor and cried out in pain. She was tearing up when Big Sis barged into the room, wanting to know what was wrong.

Hilda told her the entire story, and Sis sighed and patted her on the head while using a hand-held thingy to check her finger and make sure she hadn't been poisoned.

"Look," Sis said. "I know that you love these ants, and I gave them to you after telling you you had to look after them, but obviously these new insects are too tough to get rid of."

"Really?" Hilda said, surprised. If even Big Sis didn't know what to do, that meant the problem was really out of control.

"Really. I mean, I'm sure we could get rid of them, but it'd be so violent that our ants would all die too. We can't save the hive." She looked down at Hilda's face, still red from tears, and began to gently stroke her hair. "Well, sort of. We don't know what these new insects are going to do. The ants will have to adapt somehow, and it might be tricky, but maybe they'll survive. And if they do, you can keep looking at them. But for now, I think it's best if we cut it loose. Transplant it into the soil, and let nature take its course."

"Okay," Hilda said, despondently looking at her farm. But she knew that Big Sis was right, and that this was for the best. She'd still get to look at them work, at least. Maybe her "ants" and these other insects would even make friends with each other if she let them? She had to hope, because the other option didn't bear thinking about.

____________________

FLASH PRIORITY MESSAGE
EMERGENCY REPORT:
-Mission Success; Colonisation Proceeding As Planned And On Schedule
-Casualties Overwhelming; Fleet Alpha Completely Destroyed; Fleet Beta At 10% Integrity
-Tip of the Spear engaged by enemy titanic supercombatant/Experimental/Command unit; tentative designation ESCHATON RULER; severely wounded in the battle, will be unavailable for operations next year due to necessary recovery time; ESCHATON RULER successfully destroyed, enemy forces withdrew soon after without warning.
-At no point was any communication attempt met with a reply.
MESSAGE ENDS
____________________

Diplomacy with the Syrabaric Defense Coalition goes reasonably well. In a complete reversal from the initial first contact attempt, the Cybran Nation conducts a grand, almost ceremonial affair to commemorate the opening of relations with their new neighbours. Some gifts are exchanged of a largely technological nature, some of which are quite interesting, and talks begin.

After some initial talks in which the SDC actually comes off as a little patronising before the true depths of Cybran resources and history become apparent to them, questions are asked and answered.

On the matter of the art project, once it becomes clear that the Cybran will not budge on the matter the reaction is a resigned "better you than us," and they state simply that the territory has mysterious guardians that can appear out of seemingly thin air, most likely through the use of subdimensions, and will destroy any attempt at colonisation, even purely spaceborne, with extreme prejudice. While they do not attack ships merely passing through, after the first few completely destroyed task forces and settlements everyone else hasn't tried to push the matter. They are unable to give much in the way of advice on how to fight the territorial guardians, other than "don't," viewing the endeavour as incredibly reckless.

The limited information they can and do give is that the Guardian units are relatively small cores of intricate, runed metal which generate projections of hardlight and crystalline, segmented force fields to act as their bodies, often with parts disjointed. Much like the aesthetics of the Seraphim legions, but somehow taken to an even greater extreme. Even the colours of metal and projection are similar, and the Commanders do report an uncanny similarity in after-action reports.

Notably, lesser Guardian units such as basic infantry equivalents and relatively weak void combat fighters possess no cores at all, being pure projection. This, along with the fact that the metallic cores of each increasingly large unit having the same base as the previous unit that is simply built upon with additional layers and adornments, leads analysts to believe that the Guardians are simply extensions of networked control units, or perhaps a single incredibly powerful command core, that are projected into this reality, with the more powerful units requiring more of the true other-dimensional entity to poke through to generate, with the least powerful by contrast requiring only an investment of energy. Analysis of ESCHATON RULER indicates this is at least a broadly accurate assessment.

In terms of fighting style, the Guardians engage in control-based warfare, preferring to shut down and contain their opponents. This is evident in both a doctrine focused around initial envelopment by high-speed units followed by moving up more durable anchor forces as swiftly as possible to surround the enemy in both land and space as well as technologies such as powerful EMP-equivalents and allegedly extremely potent anti-magic that luckily doesn't affect the Cybran way of war. This information proves accurate, and does help prevent the bloody campaign from going even worse.

The next item on the agenda is the Super-Directorate's eastern mining operations. As it turns out, the SDC had previously been unaware of the project, lacking both the Cybran's proximity and data warfare expertise. They can't say with any confidence what it is, but hazard a guess that it could be Exteritite. An alien material that gives unfathomable wealth and power, but also corrupts the civilisations that use it. Exactly the sort of thing a polity like the Super-Directorate might try and exploit, and exactly the sort of thing they should never be allowed to have. The Exteritite Quarantine Zone is quite close to the Directorate's east, although for them to be in easy mining range it would have to have reached fairly far west from the Zone, which means it's currently not much of a quarantine if so. That would be highly worrying, and if it's not the case then everyone in the room is completely in the dark, which is perhaps even more so.

Finally, they quickly take a shine to the idea of mutual defence. Against the Omniswarm, against the Merendi Imperium, and honestly just in general. However, they do quickly start presenting themselves as the senior partners in such an alliance, which is a little irksome, and not a notion that can easily be dispelled or contested without risking souring negotiations. Ivan smiles and presses on, because this is a problem that can be resolved later, while an agreement of military aid against mutual threats is a very immediate and very welcome boon.

As for information on the Omniswarm's weapon capabilities, the SDC are unable to present a complete picture, but do give several useful bits of data, which all present an image of a military force that prefers to use mad science and experimental technology at every juncture, even when simpler, more straightforward solutions are perfectly viable. The result is an army that is not always the most practical or well-rounded, but can hit exceedingly hard if it can line things up just right.

-SDC diplomacy broadly successful, information exchanged and defence pact established, although on the SDC's terms.

As for the new territories parcelled out to the other members of the Coalition, as already said the Aeon are pleased with their territory. In particular, while the interdimensional portals are currently a problem, the Aeon hope to study them, believing that they may hold the key to furthering their quest to find their lost Princess. The UEF instead give a small, formal note of thanks for the official handoff, and gets to work on establishing themselves in the mostly unoccupied territory to the west, incorporating the Unicorn refugees into the Federation as a member system, with the refugees mostly grateful to have someone to keep the Super-Directorate off their back.

Said Directorate politely messages the UEF, informing them of their prior claims on the territory in question. The UEF politely responds, telling the Directorate where they can shove said prior claims.

-UEF and Aeon territorial handoffs were well-received, but seemingly considered what was expected from the Cybran by both parties. The Aeon are slightly more grateful.

The collection of minor powers are still aggressively territorial when called in for a meeting, which generates some notable grousing from the Cybran delegation when they retire to their quarters, but once time is taken to fully placate them that the Cybran Nation has no intention on violating their sovereignty, things quickly take a turn for the better.

Fully understanding the threat they're in, the small nations are almost surprisingly eager to welcome a Cybran military presence once they're assured the guns will strictly be pointed out, not in. Full military access is granted, with a particular eye towards the Imperium to the north, as rumours abound about what technology they might be integrating and their general territorial ambitions. It's also hoped that this might be a gateway to economic integration and more access to Cybran technology, which the minor powers are more willing to pursue than ever thanks to their concerns being placated.

-Minor Powers diplomacy fully successful. Their territory can be treated as Cybran for the purpose of fleet movements going forward.

Redfog is a peerless hunter, and so it is little surprise that she swiftly identifies a suitable candidate for her operation. A minor influencer who engaged in particularly one-sided bouts of violence in a heavy combat frame, earning a relatively small amount of views and thus not having many eyes on them. But this influence was, simultaneously, a Maintenance Director for one of the many megacorporations that make up the Super-Directorate. What that means in practice is that he collected a paycheck in exchange for pushing maintenance technicians around to where he deemed they were most needed with very little actual work involved, allowing him to spend a great deal of his time, well, "influencing."

At least until Redfog happened to him.

Very few people paid attention to the moderate modification to a Maintenance Director's combat gear, especially since his voice was unchanged, and even fewer people paid attention to the maintenance reports he was getting so long as nothing important broke and nothing less important stayed broken for too long. Important things not including the likes of sensitive research projects and the private security devices of top CEOs, but most certainly including multiple important AI servers that make up a notable chunk of the Super-Directorate's "economy," giving Redfog a lot of wealth, not that it was tied to anything useful.

Not that she needed to risk detection by skimming any to finance her missions, between her new self's starting assets and a bit of strategic "influencing" of her own against rivals, consolidating their assets for herself. Her new hunting tendencies and artful duelling skills has perhaps ironically earned her a notable fanbase, making her far more popular than the man she replaced. At this point, most of her work that needs to be actually, truly subtle has been handed off to her support team of Cybran Commandos as a result, but her personal Commando unit is by no means lacking.

Taking things relatively slowly and surely, Redfog reports that while a proper information network and underground railroad will have to be accomplished next year, the seeds have already been sown, and she has no doubt that both can be accomplished with a second infusion of resources. She can also use her access to the various AI servers under her authority to cause trouble within the Directorate, although she warns that this would damage her cover if not blow it outright.

-Super-Directorate infiltration is massively successful, will see major results next year.

The Omniswarm is many things. Dangerous is one, but arrogant is another, and arrogance all too often breeds complacency. Unprepared to face a true peer in the art of data warfare, the Omniswarm infiltration units and viral programs fail catastrophically, and are completely prevented from making any headway into Cybran systems. Furthermore, through careful manipulation to put them into the right positions, some infiltrators end up having their own communication channels hacked into, giving the Cybran Nation precise information on the Swarm's upcoming strategic movements.

-Omniswarm infiltration attempts were prevented. They will attack the Minor Powers on Turn 3 in an attempt to gain more resources to use to wipe out the Cybran for daring to try to manipulate them. Cybran forces assigned to fight there next turn will be pre-positioned rather than having to charge in as cavalry as a result.

Of course, knowing where the enemy will fight only means so much if you don't have the assets to fight them with. As a result, the Cybrans spend a notable amount of resources over the course of the year making a new war fleet to do battle with, assembling a collection of ACUs and the Commanders needed to pilot them, readying them for the task ahead.

-New Base Magnitude War Fleet constructed.

As always, Cybran scientists strive to stay on the cutting edge of human technology, and with the appropriate funding given much is achieved this year. First of all, the project to apply FTL drives reverse-engineered from the Hierarchy to Cybran warships is a success. While the Quantum Gate remains the primary means of FTL travel in the Cybran Nation, and perhaps the main means of deploying ground forces to enemy territory, this introduction does provide some much needed flexible mobility to the Cybran black navy, especially on the offensive. Similarly, the project to implement phasing technology on multiple unit types is an equal success, improving survivability and granting some additional tactical options to ground Commanders.

-First two research projects complete, upgrades applied.

By all accounts, Ecumene interdiction devices function through projecting "walls" into various alternate dimensions, which in turn create currents in spacetime that prevent any attempts to leave affected systems because it's impossible to escape if you're in the 'event horizon'. Essentially, they generate pseudo-black holes. Which also explains why the devices are unable to prevent attempts to Quantum Gate in, and thankfully means that there's no patch available that could fix that problem.

With this in mind, it becomes a difficult proposition to create a device that can allow for evacuation through interdiction. Difficult, but not impossible. Current theory suggests that it should indeed be possible to use an external Gate module in a central Node to safely recall civilians in outlying nodes toward the centre by inputting energy once the initial connection is made to semi-metaphorically punch a hole in the wall the interdiction device generates and then keep it open, allowing for temporary two-way transit as long as the connection holds. But this would take an impossible amount of energy, akin to that needed to escape an actual black hole's event horizon.

Researchers report that it's probably possible regardless, but they'll need a lot more time and/or resources to figure out a way to more efficiently create and stabilise the proposed hole.

-Understanding of Ecumenical interdictors gained. Anti-Interdiction Gates at 1/4 slots needed.

[Insert quote of Crayak's post here]
On a nameless world in Reaper controlled space, a creature which resembled the terrestrial salamander returned to its den after foraging through the underbrush for food. It had been away from the shores of the lake for longer than any of its ancestors had ever managed, the result of a mutation in its DNA allowing its skin to retain moisture better than its clutch-mates. This had allowed it to gather enough food to ensure that its young would be well fed, while its competitors would go hungry as they were limited to the dwindling supply of food near the lake.

Applying the necessary evolutionary pressure, it would hardly stretch the imagination to envision this species of amphibian surviving, thriving, becoming fully adapted to land, filling each new niche it found itself in until what had once been a single species was now a clade. Far enough down the evolutionary tree one genus may eventually give rise to a species which could look to the stars with wonder and ambition, and after many trials and tribulations build a civilisation to reach them.

This hypothetical space-faring civilisation would never know that the lake which had hosted their common ancestor had been created by the orbital bombardment of a city whose shield generator had been sabotaged by indoctrinated refugees. They would feel no guilt over the fact that the shrubbery that their ancestor had foraged from only grew there because there was no one left to stop nature from reclaiming the ruins. And they would be blissfully ignorant of the fact that the same entities responsible for their evolution were lurking in the darkness between stars, waiting to deliver extinction unto them as well.

Had the Syrabaric Republics feigned such ignorance, their existence would have been prolonged. Yet their actions betrayed an awareness of the threat of the Reapers, and an intent to strike against them that could not be abided. The local powers' attempt at an alliance against the Reapers had failed due to the inherent short-sightedness of organics, but if they were given time they may yet put aside their petty grievances and unite against their common foe. They would not be afforded such an opportunity. The Reapers would strike first to ensure this, the question that was left was whether the Moot or Republic would fall first.

The arrival of the displaced fleet into Union space provided the answer. One fleet was already involved in pitched battle with Union forces, two would tip the scales, and three would all but ensure victory.

And so legions of Reapers assembled at the periphery of their space, dark and implacable as an oncoming storm. Then with bursts of superluminal radiation they shot like lightning bolts to the heart of USPR space.

General: Both Mag 3 fleets will launch an immediate assault on the core USPR territory in an attempt to rendezvous with the displaced fleet and take advantage of the chaos caused by its sudden arrival. On arrival focus should be placed on using the (presumed) superior manoeuvring of Reaper FTL to avoid USPR ships firing angles and tear them apart before they can re-orientate. Interdiction should be used to prevent enemy ships from freely manoeuvring and disengaging. Ships should generally be in loose formations to hit the larger USPR ships from multiple angles, and avoiding their weapons should be the primary defence against the presumed proportional firepower of their Capital ships.

Capitals: Sovereign class ships should engage as normal, transitioning from Bombardment to Skirmish as they see fit to avoid enemy fire and take advantage of exposed enemy positions.

Destroyers: Focus on Clashing with enemy ships and attempt to expose enemy hulls to boarding actions for capture.

Oculi: Occupy and seek to destroy enemy point defences, and intercept their missiles to allow Destroyers and boarding ships to close in.

Legends: Harbinger will be commanding from the rear and overseeing the broad strokes of the invasion into Syrabaric Space, with a focus on adjusting to novel enemy technologies and conducting the invasion of their worlds to avoid a repeat of the initial difficulty in taking worlds belong to the Empire. The Reaper Knights will be sent to assist the attacking fleets and field test their esoteric abilities however they see fit (with an inclination to testing if the ability of the Force to influence minds synergises well with Indoctrination), but should be well guarded and not be first into the fray as they are too valuable to risk losing by a trick of circumstance or ingenious trap.

Indoctrinated Forces: Union ships which have been captured through Indoctrination will be allowed to return to their bases, to indoctrinate more personnel and sabotage the defences before the Reapers arrive. These ships will also be placed at the forefront of all fleet engagements where possible to minimise the loss of Reapers and to sow confusion in the enemy. Some will be allowed to return and serve normally before turning, to further sow paranoia.

Promote NW Reaper space to Heartlands - 54RP
Research: -14RP
Intrigue: -12RP
Total: 80RP expended

0 - 1RP: Continue development of shields. With how prevalent weapons are that partially or totally bypass kinetic shields, developing energy shields to fix that vulnerability is a priority. Tangentially, effort should be given to evaluating the types of energy weapons available and which should be added to the Reaper arsenal.

4-9RP: Cylon FTL Adoption - While most of the technology held by the Cylons was useless to the Reapers, their FTL was not. The suitability for long ranged travel and decapitation strikes has made it a promising addition to Reaper ships as a supplement to their existing FTL drives.

Total: -14RP

Target: USPR
Nature: Hostile
Resources: 4RP
Plan: Before the invasion, seed agents throughout the territory of the USPR client races with the intent of infiltrating any existing rebellious organisations and proliferate a low level of indoctrination to make them more belligerent towards their overlords, and equip them with Reaper tech to allow them to more effectively resist government control and further influence them. If any agents of the central government are indoctrinated in the course of this plan, they should continue operating as normally until ordered to do otherwise.

The overall aim will be to fan the unrest already existing in the nation, and shift their perception of the Reapers to liberators come to free them from their oppressors - and to disregard any information from the central government to the contrary as more propaganda. The best possible result of this infiltration will be rebellions breaking out by the time the main Reaper assault occurs, and the USPR wasting resources before/during the invasion at the very least.

Target: Ykantras Moot
Nature: Hostile
Resources: 4RP
Plan: Construct a remote monitoring array similar to the Kholas Array and use it to monitor fleet movements in Moot space, and gather information which will be useful to planning the invasion such as the size of their military, routes used by their civilian craft, additional insight into their common tactics etc.

In addition, stealth craft will be launched to remote systems and used to more directly monitor their communications, and assess if there are any points of societal friction which may be exploited to weaken them before a direct invasion.

Target: Scourge
Nature: Hostile
Resources: 4RP
Plan: Similar to the above, do remote scans to ascertain the size of Scourge military forces, locations and extent of defensive installations, key industrial worlds, etc. The increased resources used to probe their space on this occasion will also be used to scan for any gaps in the fortifications they have erected across their borders.

If any reliable ones can be found, a team of Indoctrinated Knights will be sent in a stealth craft to abduct Scourge infested individuals. Stealth is of the utmost priority to this mission, and it will be preferable for all resources used to be destroyed than be captured if the mission fails, therefore they will be boobytrapped for remote destruction via artificial singularity if they are in danger of being captured.

Target: Ancient Gateway
Nature: Hostile
Resources: 0RP
Plan: Similar to the above, monitor the Kroat assaults on primitive species to gather data on how they conduct warfare, how best to combat their tactics, and most vitally track the commanders of the Kroat Raiders.

Automated probes will be launched to do a cursory study of the gateway as well, as its similarity to the Citadel Relay has made it a curiosity.

Total: -12RP

The USPR sealed their fate several times over, but perhaps their most crippling single decision was their paranoid heavy-handedness. One might have expected this attitude to be useful in eliminating dissidents, but one would be wrong. They were simply successful in pushing dissent underground, and ensuring that many among the average population were willing to tolerate if not outright join extremist groups.

When the Reapers presented themselves in secret as liberators, there was a surprising amount of nationalist movements willing to disregard everything their government said about the Reapers as pure propaganda, regardless of whether it was or not. Smuggled Reaper technology armed them, and equally importantly began to indoctrinate them and others they came into contact with, even before the invasion commenced.

So when it did shortly afterwards, the consequences were severe. Traitors and terrorists across USPR space rose up, sabotaging planetary defense grids, fighting guerilla campaigns using stolen military equipment, and in some cases even launching actual concentrated uprisings in flotillas or on planets. A brief firestorm of rebellion, brutal but inevitably short-lived. If the USPR's internal forces had been able to fully concentrate on the rebel units now operating openly, they would quickly have been eliminated, crushing the militant core of internal dissent for decades to come.

If.

Instead, the vast swarm of Reapers, both those within and without, made that impossible by forcing a simultaneous internal and external war, with command networks between both the newly arrived fleet and the reinforcing armada being linked back up, often using indoctrinated rebels as communications intermediaries. Battle lines were swiftly reformed, and the advantage pressed home.

The tactics used, under the direction of Harbinger, work well but not flawlessly. While there is much wisdom in outmanoeuvring the behemoth capital ships of the Republics rather than trying to engage them in unwinnable gunnery duels, it turns out that boarding actions cut both ways. Deploying a priorly unknown capability, the Republican ships turn out to not only use drill missiles but to themselves be in many cases giant, starship-shaped drills that happen to have guns attached, with many smaller vessels managing to successfully close the gap and ram Reaper vessels, even while many more are dodged.

Unfortunately for the enemy and luckily for the Reapers, while these ramming manoeuvres do cause significant hull damage they are primarily based around the idea of launching boarding actions, and in most cases all that accomplishes is the attacking ship and its troops getting indoctrinated. There are a few permanent losses to both Reaper Destroyers and Capitals, but they are minor. Naturally, the Reaper Knights are able to take even more advantage of this tactic than most, since ships that get too close to them are torn to shreds by their telekinesis.

As the dark, silent storm of the Reapers sweeps over yet another sector, ground forces are deployed to secure and cleanse the various worlds of the foe. While in many cases the active defences are already disabled by the time the first Husks even land, these are not the only defences the USPR have constructed. Deep tunnels and bunker networks present maze-like challenges to advancing troops, proving particularly difficult when local Indoctrinated cannot provide major navigational assistance. Making things worse are the tunnelling war-engines that literally undermine Reaper positions and can battle Reaper vessels in gunnery duels while on the surface. With orbital support thus not majorly viable, they prove difficult to fully overrun.

Still, it doesn't even come close to saving them. Perhaps they could have held out in their underground warrens for some time before, but the Reapers have adapted since they arrived in this universe. In the tunnels wide enough for heavy armour but not for true titans, Karkinoses and particularly Colossi engage USPR tank forces to great success, rolling through what might otherwise have been notable roadblocks, and similarly prove their worth against foes foolish or unlucky enough to engage the Reapers on the surface. The enemy slaughtered many Husks and lesser vehicles, even a few Reapers engaged on the surface including a Capital-class, but they at best delayed the inevitable.

The enemy's capital system is the last to fall, the most secured and the best defended, but fall it does. Almost every remaining indoctrinated warship physically flings itself at the leviathan flagship of the foe, half to sheer it to pieces and half to board it with indoctrinated thralls, while the Reapers use overwhelming numbers to clear up the rest of the remaining enemy fleet. Their capital ships continue to prove difficult, with armaments that can shatter a Reaper with ease and armour able to shrug off blows from even Capital MHD cannons, but numbers do tell.

As for the capital world itself, it is already falling apart when the ground forces arrive. Partially evacuated, civilians and government officials escaping to anywhere but here (and most often getting caught by Reapers lurking at the outer edges of the system projecting artificial gravity wells,) and with those who remain practically rioting out of a mix of panic and the indoctrinated that have slipped into the population.

And then the Reaper Knights land, and any hope of resistance ends.

As well as their telekinesis performing as might be expected, it has proven able to enhance the Mass Effect, augmenting weapons and shields. Furthermore, they discover during the land battle that the static electrical charge built up by an Element Zero core can be weaponized and its generation deliberately amplified, letting them throw immensely powerful lightning bolts in addition to their conventional weaponry, able to tear apart even superheavy vehicles with ease. Additionally, the experiments of using telepathy alongside Indoctrination is a success, with organics subjected to a Knight's influence subjugated even more easily and surely than usual, and they also retain more of their higher brain functions than the thralls of other Reapers.

This, the Knights report, is likely only the tip of the iceberg when it comes to their esoteric capabilities.

All this ensures that the enemy's defeat is swift, and the capital is swiftly subjugated. Legions of intelligent thralls (tentatively designated Squires, based on the subject of a Knight in human history) aid in digging the few who remain from the tunnels alongside their new husk allies.

The war is finished to a resounding success on all counts. More organics have fallen, as all inevitably will.

-USPR wiped out and territory integrated. All three fleets take 10% damage, with the Harvest able to fully replace the true Reaper casualties. The development level of the territory has been damaged, but was largely captured intact, although the territory's defences were completely destroyed. The Reapers gain 10 population points from assimilating the survivors, and have plenty of potential husks and Reapers available in reserve.

It is likely that, like the Protheans, some of the USPR's population was able to hide from Reaper detection, while some were able to flee from their space, but these survivors are no threat.

In the Reapers' home territory, development is intensified further. No resource is left unexploited, no factory is left unbuilt. It is now as developed as it's reasonably going to get, and churns with an industrial output unseen in the history of the Milky Way. Compensating for the loss of the initial surge of resources available to the Reapers, if they wish to expand their production further their more newly acquired territories will have to be developed.

-NW TP upgraded to Heartlands.

With a determined, focused effort, ray shields are reverse-engineered in such a way that they may be added to Reapers alongside kinetic barriers with no ill effects on the latter or on the power supply. While these refits were not ready in time for the invasion of USPR space, the Republics' preference for kinetic and missile weapons ensured this was not a problem, and any enemies in the future will now have to contend with starships protected from all vectors of attack.

The Cylon Jump Drive stands out as a cut above the rest of their primitive technology, but only by so much, and with the original creators around to provide their aid it does not take long until these systems are incorporated into the Reapers. Thanks to the vastly superior computation power of a Reaper compared to a Cylon Basestar, these new versions are in fact superior to the originals in practice. While they are not a strict upgrade over Mass Effect Drives, they are an interesting and useful second option that can provide some additional options on the tactical and operational layers of battle. Similar to the ray shields, they have been refitted on all Reaper ships, but were not in place in time for the campaign against the USPR.

-Both research projects complete.

The Monitoring Array is successfully constructed at the edge of Moot space, hidden from prying eyes, and combined with the stealth scouts tapping public communication lines it is discovered that the Moot is in the midst of an intense internal divide. Two factions exist: Those who wish to return to their fully nomadic roots in order to flee the Reapers, and those who wish to stand and fight, believing that an alliance between themselves and their local rivals would be sufficient to defeat the Reapers on the field of battle. Due to the nature of the Reapers' scouting methods, it is very difficult to say how long this internal debate will last, and also which side is in ascendency as of now.

-Ykantras scouting complete, reveals internal political divide.

Unfortunately, the investigation of the Scourge goes less well. A second Array is constructed at the edge of their territory, but they are somehow able to detect it and use their own mastery of infiltration operations to deliberately neuter the output, managing to stage their own activities in such a way as to give wildly false data. The good news is that this is recognised quickly, and the junk scan results are discarded. Nor were the Scourge able to hide the broad layout of their infrastructure and which areas in their empire were most trafficked. Still, this is a setback, and means that the second phase of the operation was unable to proceed as planned.

As for how the Scourge discovered the Array, it was most likely as a result of their own reconnaissance efforts. Said efforts are only discovered when, in an ironic reversal of the Reapers' own favoured initial scouting operations, several outlying patrols of Destroyers go dark. Unused to proper counter-espionage thanks to the nature of the Cycle, the Reapers proved in this particular instance to be not up to the task of preventing Scourge stealth assets from launching deep probes of their territory. It is expected that the Scourge now possess information on the Reapers roughly equivalent in detail and accuracy to the information the Reapers possess on them.

-Scourge scouting (as in of) partially successful, Scourge scouting (as in by) detected and notably successful.

In a desperate and seemingly doomed attempt to stave off their annihilation, one of the minor powers in the region near the Gateway have deployed an unusually strong network of counter-surveillance beacons, which significantly stymie the Reapers' attempts to gather information on the region. Long-range scans prove futile, and the stealth probes are unable to report back in, with most being destroyed by the Kroats either accidentally or on purpose. The Reapers are unable to gain significantly more information than the Kroats than they already possessed, but can at least confirm the obvious fact that the Kroats will shortly overrun the local powers here.

-Gateway scouting is an unfortunate failure.
 
An armada of tens of millions storms into Druzhran space, bend on enacting some brutal justice. Alongside them are millions of Loptrathi warships, loaded with tens, perhaps hundreds of billions of bioformes. It is a comical mismatch to fight this fairly small Druzhran outpost, who are outnumbered 5-1 even by the most optimistic of standards.

And yet, the Druzhran don't give up. In fact, over the course of the battles that follow, not a single one surrenders, instead fighting to the death with a grim fatalism and desire to bring as many NUN combatants down with them. Generators cast nets of Darkverse energy across systems, assailing shields and engulfing hulls until blasted away with lasers, inhibiting NUN's ability to use its typical tactics of mass strike craft deployment. Shadowy Druzhran squadrons lunge in and out of detection range, striking with shadowy beam weapons to flense apart warships, and makes boarding actions a challenge that is eventually abandoned except on targets of opportunity.

On the ground meanwhile, the Druzhran forces seem almost archaic, with soldiers marching out to battle with repeating crossbows, swordsmen(er, swordselves), and other armies that look like they were looted from a fantasy novel. But these seemingly antiquitated forces soon prove themselves, while still hopelessly outnumbered, able to put up a solid fight, with crossbow bolts slamming into power armor at velocities normally associated with coilgun projectiles, and groups of honest-to-goodness mages casting magical spells that range from summoning clouds of corrosive fog to raising armies of the undead. Most horrifying has been seeing armies of slave soldiers, their minds broken, armed and equipped to march to their doom against those who came to liberate them.

But ultimately, all this is doing is making it more expensive before the NUN-Loptrathi alliance's (for a very loose definition of alliance) inevitable victory. In space, the sheer mass of metal that NUN has brought overwhelms all before it, crushing Druzhran raiding groups between them. The ground is a far trickier affair, as NUN's general reluctance to fight on the ground is confronted with the need to commit to planetside battles if they want to rescue any meaningful amount of slaves from death. And no, the Loptrathi aren't going to wait, given that the largest concentrations of slave (and Druzhran) populations are on the most resource-rich and economically productive worlds.

Results
-Druzhran combat tactics make life very frustrating for NUN's space forces, but are overcome by the sheer weight of numbers and firepower NUNS has brought to the table.
-The ground is far, far trickier, as the Druzhran are dug in, with fortifications that also house most of their slave populations, and the Loptrathi ground combat capabilities are rather low on "minimize collateral damage" options.
-Choice must be made whether or not to commit to ground combat to minimize death toll amongst the slaves.
Though it may have seemed hard to believe, the sky of the offending world was literally stuffed with millions of NUNS warships, primarily Meltrandi, of every size and shape. Even an enormous Mothership was present, commanding the fleet. Considering the vast area of the battlespace compared to the limited forces available to the alliance, this was by any reasonable standards grotesque overkill. Granted, this was by all accounts one of the most important Druzhran colonies, with the forces here called in only after the various space bases, warfleets, and small planetary outposts nearby had already fallen. Even so, it should not have required this concentration of a notable amount of every warship in the Druzhran occupation zone. And yet, despite this force being present, the world was sitting there, entirely untouched except by the hands of the "dark elves." It was irksome.

Almost as irksome as the incoming call Forna Tritiaz Garzon received, routed automatically to her main viewscreen. She was not keen to waste even more time after she'd finally moved to resolve the situation, but she supposed that this wasn't actually slowing her down with final orders given. "We have you on screen, Admiral. Speak," she said to the human commander, looking out at her from the bridge of a Battle-class transformable attack carrier.

"We received your orders to go to battle stations and proceed to new coordinates, but I think there may have been some... error," the man said cautiously, looking at the admittedly intimidating sight of an imperious Meltran in a voluminous dark blue unfiorm with a collar high enough that it nearly went above her head. "The coordinates my task force received are within the planetary atmosphere, in range of the enemy defenses. We'll be blown to pieces by those heavy guns."

Forna sighed in annoyance. "No, you will not, because you will be the least of their worries. Their orbital defenses will be fully occupied by attempting to engage our re-entry pods, inevitably to only minor success. You, meanwhile, will serve as a high-altitude launch base for strike missions, and when their defenses are sufficiently suppressed you will then move to ground level, deploy your Destroid contingents, and transform to Attack Mode before engaging the enemy fully. The defenses will be suppressed by our ground forces."

The human looked at her in alarm, expression one of surprise more than anything else. "You can't be serious. That place is a fortress! It's an entire series of cities full of murderous aliens, with magic no less. We're talking about invading an entire planet here. There's who knows how many millions or billions of people down there. We fought on some colonies before, but this is entirely different."

"First of all, I am in overall command of this operational region. You are under my authority and will follow my orders. Second of all, in a few standard weeks a major Loptrathi task force will arrive and take control of this system. They will not care about any Druzhran captives that are still on the planet by the time they enter orbit, and so will commence their own attack heedless of not only their own but of everyone else's casualties. Therefore, if we are to complete our tactical objectives, we must successfully secure this planet and extract the slaves before the Loptrathi arrive. That necessitates an assault."

"We're talking landing enough troops to fight a civilization. Is that even feasible?" The human frowned, crossing his arms, and Forna reciprocated the gesture.

"Admiral, are you familiar with the role of the Quiltra-Queleual class?" He tilted his head to one side in response, confused by the seeming change of subject.

"It's a carrier."

"Incorrect," she swiftly replied. "The Quiltra-Queleual is a planetary assault ship that happens to serve as a carrier when its main role is not called for. During the Schism of our time, unfathomably before yours and even before that of the Supervision Army, the warring factions of our creators wished to overcome the other without resorting to total annihilation. Thus did they give us tools of land warfare. The Battle Pod, the service rifle, and the landing ship. While later on we resorted more and more to tactics of orbital sterilization, never did we lose those tools. Yes, there will be casualties. As many as there were during the various void campaigns no doubt, when we lost many good pilots and ship crews to the enemy. But we did not balk at those losses, now did we?

"So, Admiral, I order you to follow my commands, sit back, and observe how we wage war. It may prove enlightening. Or perhaps not: After all, the first lesson here is also the first we ever showed you." A smile crossed her normally flat lips.

"When in doubt, rise from the depths."

Orders:
-Commence ground assault. Or, perhaps more accurately, commence water assault. On any Druzhran worlds with oceans, start by deploying fighters from orbit, including VA-3M Invader submersible attack craft via Descent Pods if orbital scans detect enemy naval forces or defenses, and behind the initial airspace-securing vanguard deploy Re-Entry Pods to land ground troops in the water, due to Battle Pods being able to swim. This is the same tactic that was used on Earth at the outbreak of Space War I.

This should work since there should be no emplaced heavy defenses protecting the oceans. At this point, the Battle Pods can land and secure the coast with air support (including VB-6 Titan-scale units) and begin to spread out. Ships can enter atmosphere over the secured sea areas and act as atmospheric supply bases, and if any coastal area is secured from anti-orbital fire those ships can move forward and begin deployment of NUNS Special Forces, Zentradi Marines, and Destroids, which would otherwise be difficult to land. From the oceans, move out, with smaller forces in the vanguard and atmospheric warships moving in when the relevant defenses are disabled successfully. Spaceships can also load up units for rapid redeployment across the planet via suborbital flights if necessary.
 
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Survival is no birthright, but a prize wrested from an uncaring galaxy by forgotten heroes

- Thought of the day


'Blood is blood. It exists to be spilled. Choosing when and where to spill it? Well, that's what separates us from the beasts.'

– Commissar Furzon Grall, during the repression of the uprising on Jhental VII



Four


A most unnecessary interruption
On Xeno treachery
Furnace of War



A shot rang from my plasma pistol, as the gob of miniature sun vaporised another heretic. The rest already seen to their fate, or will meet it soon as we headed deeper into the traitor's hideout . The xeno-worshippers try to return fire, resists with all determination they had as the barks of stolen autoguns and cheap stub-rifles is answered with kill shots from my retinue .

Even as the eradication of this cell is a certainty, I can't help but feel...irritated.


So you have me then, pictured. Gerreon Axelmannn, Puritan, Amalathian, eighty years old standard, an Inquisitor for the past fifty years. For that 50 years as a devoted member of his High Majesty the God-Emperor's Inquisition, I have found myself facing the many form of the horrors threatens the realm of Mankind, the Enemy Within, Without and Beyond. The Rogue Psyker Cabal on Stillian IX, who act as foul warpcraft support for hire to heretical sects all over the subsector. The Genestealer Sanctus trio of the Clawed-Blades that paralised the industrial world of Meageron Primus through bold assasinations. The Bountiful Scourge, a flagellant cult devoted to the Fly-Lord that rules the underhive districts or Starmae. I even face to face with cells of the Divine Fratery, that seer cult that plagues our Imperium for 500 years and counting, arranging horrific catastrophies in planets from Tarsis Ultra to Terra itself. All perished under my hands. That is to say, I have faces no few of the most horrific foes parasited within the belly of our holy empire, and that explains my irritation.

Irritation of these particular bunch of heretics

There are many paths to Heresy. A lust for power. A relief from suffering. Even a respite from boredom. All tempting to the average weak-willed souls. But these ones however, forsake their humanity for none of those reasons. The Order of the Triumphant Wyrm only preaches a Creed that proclaim the citizen of the Imperium must submitted themselves to some bizarre ideals of social harmony, while express human inferiority to some Worm like xeno scum in a neighboring sector. Imagine that, no doctrine of salvation, nor spiritual deliverance. Not even promise of foul powers. Just preaching about how we should all submitted to be enslaved because it is "the natural order" . Even the foul Genestealers promise its lower members of the cults of se paradise granted by their masters in the stars. It is not unexpected, then , that recruitment hits a snag, and they must resort to kidnapping and injection of pheromones.


But nonetheless, the Triumphant Wyrm still pose a dangerous potential to the security of tje Imperium. And as such, we have to be here. To curb them in the cradle, all before....



The shrill alarums assault my ears even as the last of the heretics are put down. I wonder what is...


Coral shaped aircrafts tearing across the skies as defense batteries fires after the target. In the distant, explosions rang out across the city centre can be seen here, from the slums.

Most irritating.


===========

They should have expected this. Praetor Anassax Grimm scowled. For the treachery of the aliens is , after all inherent in their existence. There can be only one master of the galaxy in the end, and either humanity is at its destined place on top, or shebwould follow the various fallen civilisations before. That was the Wisdom handed down by the Emperor Himself since the Great Crusade, and this recent act of perfidy does not disprove it in any ways. Nevertheless, here they are , and here they strikes.

As he look outside the viewport, at the armadas that gathered for the bloody spat, the Death Guard commander link himself into the Command Throne of the Grim Repast. Awaiting the first torpedo launch in hate.

For Balarian II is a microcosm of the bloody conflagration flares out across the entire borderzone of the Imperium, and Xeno perfidy or no, there is only promise of bloodbath in this region.

War awaits the darkness of Vyranodasik voidspace.

=========

The Hangar doors opened. The biting wind of depressurization cut through as the high atmosphere of the blood drenched planet below met that of the stale hanger. For a moment there is only the deep hum of generators. And then the silence is alighted to the screaming whoosh of drop pods. Bursting from the starboard hanger bay of various ships of the fleet , the scions of Perturabo begin their vengeful descent.

They fall, as anti air fire barely missed their drop pods. They fall , as contrails shield them from missiles. They fell, as gravity drags the adamantium coffins down to the surface of Balarian II, in neckbreaking speed. So that its deadly cargo can be unleash againsts the arrogant Xenos that dares to steps their filthy hoofs againsts the realm of Man.

The drop pods fell, as the occupants checks their wargear again and again, the words of their God and liege lord repeat in their twin hearts.


They shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them.
They will be of iron will and steely muscle.
In great armour shall I clad them and with the mightiest guns will they be armed.
They will be untouched by plague or disease, no sickness will blight them.
They will have tactics, strategies and machines so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines and they shall know no fear."



Tactical Turn - Balarian II
Orders:​
General:

Utilised successful tactics learnt from the previous war against Vorkyli polity, as well as the fruits taken from last year reasearch into their qeapons. General weakspots in their armors, blind spots of their vehicles...in order to squeeze out tactical advantadges in skirmishes

Prioritised taken out Xeno leaders in phblicised duels in order to humiliate their morales

Void:

Engage enemy ship from range , blunting enemy vanguard fleet as much as possible before they reach knifing range.

Seek an opportunity to flank enemy fleet from behind, and deatroy their escort fleet

Order ground anti orbital defense to focus on enemy troop transport, leaving the capital ships to the Imperial void contingent.

Securing orbital supremacy as a priority. Failing that, contest it fiercely and attempt to maul them with sheer fire power.

Once reaches close range, utillisea extensive boarding with Space Marines contingent .




Ground:
Use Imperial expertise, in order to focus on heavy fortifications. Especially of coastal proto-hives and supply nodes. Special attentions is to be given to planetary spaceports. Hold the line.

Order Aeronautica aircrafts to focus on keep open the sea-lanes for suppliea, specifically participate in escorting the sea going fleets. This task will also be involved by a Space Marines contingent ( as well as the large part of their gunships ) and companies of Tempestus Scions , who are to strike enemy water-going vessels, airbases and static defenses that pose threat to the supply convoys.

Smash the backs of any enemy attacks on Imperial positions using its extensive artillery assets, using the Warmonger titan's heavy batteries in the most efficient effect, while the disciplined 'wall of guns' of elite Imperial regiments. Let them break upon our walls and the shells of our guns. Let the grit of the Guards and the defiance of mankind teach the Xeno a lesson.

Militia unit are to strike behind enemy lines in guerilla warfare, disrupting their advances even as shells fell overhead

As the enemy even notably wavered, Imperial tanks will surge forth, finally breaking the siege and trample them , give them no respite.
The battle begins at long ranges, where it stays for some time. The Imperial fleet, unwilling to move from its defensive posture, stays in orbit, and trades salvos of torpedoes, Nova Cannon shells, and the long-ranged artillery of battleships and battlecruisers against the biotechnological living missiles and bio-plasma lances of their foe. The United Republics seem to differ from the Republican Federation in doctrine a little, with the presence of spinal lance weapons improving their performance during the stately exchange of distant fire.

This presence does not detract from their advantages in skirmishing operations, however. Using their high speed and agility, the xenos armada dances around the edges of the Imperial formation, swarms of strike craft duelling in the empty void with the smaller ships of the enemy serving as effectively superheavy bombers and point-defense platforms, although they do not risk straying into the firing lines of Imperial escorts when they can avoid it. A flanking force is assembled and launched during a particularly bloody exchange pinning both main fleets, but the superior speed of the enemy ensures they're met far away from their intended targets. Good planning and execution of the manoeuvre ensures that the enemy counterstroke is fought on even terms, but in the end the Imperial outriders are forced to return to the main formation without having damaged the foe's troop transports.

Of course, said transports cannot safely and reliably land their cargo from half a star system away. Fully aware of the fact that they're on a time table, the Vorkyli commander decides to press the attack. While the long-range battle decidedly favours them, it's not by a decisive enough margin that the Imperial defenders will soon be eliminated as a threat, and they can allow for no further delays.

The range closes rapidly, the Vorkyli force accelerating in at their by now infamously high speed, and the naval battle soon devolved into a confusing melee as every ship has to fend for itself. Despite being bloodied in the initial exchanges, the Imperial Navy proves once again to be a fearsome foe during brutal short-range gunnery exchanges, and the Vorkyli fleet is savaged by Imperial broadsides, macro-batteries extracting a heavy toll on the invader. Boarding parties are exchanged both ways, and while the alien is extremely dangerous in the halls of starships they prove once again to be the lesser of Astartes, with multiple successful decapitation strikes damaging the enemy's ability to command and coordinate their forces.

But the range had not been closed frivolously. Due to being entirely preoccupied with battling the enemy naval force, the Imperial fleet is unable to prevent the troop transports from moving in. Their escort forces clear the defence platforms and orbital mines over one of Balarian II's continents, and they take orbital control over it and the nearby ocean. While the rest of the sky is controlled or at least contested by Imperial forces, this gap is all that is needed for the Vorkyli to begin landing their ground forces en masse. Due to anti-orbital batteries prioritising them, no bulk landers can deploy too close to any Imperial city, and air defences prevent tactical drops by small shuttlecraft directly on top of any major targets, but that's all.

However, as the alien forces form up and descend upon the various cities of man, that proves to have been sufficient. Forced to land at a significant distance, they end up facing the full brunt of Imperial artillery while trying to close the distance. While they employ reasonable counterbattery tactics with precision weapons, they are overall no match for the combined Guard artillery regiments and the PDF's stationary heavy guns. Adopting a similarly defensive stance as in space proves to be even more advantageous, as the enemy are already wounded and scattered by the time they enter direct fire range.

Here, they fare little better. Standing firm in their trench lines and bunkers, the Imperial Guard holds back the tide of massive Urkalsik infantry and their myriad war-beasts with judicious application of heavy weapons, the enemy's greatest war engine answered by the majesty of mankind's Titans even as their coral gunships duel Thunderbolt fighters and Lightning interceptors in the skies above. Those few units that penetrate the first line of defence are set upon by rapid-response units of Scions, leaping from Valkyrie transports to engage at close quarters, pushing back and ensuring the defensive lines stand firm.

Soon, forces are mustered for a series of counterattacks, but these meet with far less success. While initial gains are made, they cease at the edges of Imperial tube artillery range, as while columns of Leman Russ tanks stiffened by Baneblades and Machariuses strike hammer blows against the enemy's own hastily formed defensive line, they are rapidly bogged down and fail to penetrate. In particular, while on the offensive the Imperium suffers against the most elite of Vorkyli infantry, lightning and flame purging Guard and PDF platoons and rendering Imperial strike forces vulnerable to anti-tank infantry attacks. Progress stalls, and even begins to reverse.

After several days of hard fighting, the Imperial forces are whittled down enough that even the more aggressive commanders call for a withdrawal. It is launched cautiously and in stages, ensuring that this retreat is no route. The strike groups thus return home in good order, harried mostly by enemy aircraft, with the Republican ground forces seemingly unwilling to reenter artillery range just yet.

This does mean that the VUR maintains control over the various towns on the continent. Mining outposts and farming colonies, now turned towards the task of supplying the alien war machines. Orbital scans indicate that these are now either being converted into massive bio-factories or supply nodes for the same. Having set up forward logistics, the enemy is now able to fight this war for as long as they have soldiers, and are likely to be able to grow some new units during the course of the fighting. They will likely attempt to build up a critical mass of combat units before launching a renewed offensive, although time is not necessarily on their side.

Especially since the sealanes remain open. Thanks to the Aeronautica's focus on controlling the sea, and especially thanks to the significant Astartes support, all probing efforts to intercept Imperial shipping efforts are firmly rebuffed, and the Vorkyli oceanic attacks cease soon after they had begun. With the Imperial logistics networks intact, the loss of the outlying towns do not affect the supply situation of the fortified cities of the continent thanks to support from the rest of Balarian II.

Now is the time for Imperial command to reassess their tactics in space and ground, and prepare for the next and likely last phase of the war for Balarian.

-Space Results: VUR Bombardment Edge (+), VUR Skirmish Edge (+), Imperial Clash Advantage (++), Disengage/Pursuit N/A.
-Ground Results: Imperial Shock Edge (+), VUR Penetration Edge (+), Exploit N/A, Reduce N/A.
-The current engagements in both space and land are fundamentally inconclusive, with neither side gaining a significant upper hand. The Vorkyli forces in orbit are trying to expand their control over the orbitals while their land units are building up infrastructure to supply them and otherwise settling in for a long siege. Imperial reinforcements close, but are not due to arrive for some further time. Imperial logistics are fully intact.
 
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