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

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.

"There was a purity to ruins."

- Primarch Mortarion.

"'I was on board the Stainless when she crashed into Balzac Minora. I was at the Eternal Fortress when the sons of Lorgar rained fire from orbit. At Phall , the mongrels of Dorn tried to drag me to hell under a burning wreckage of metal and corpses. Yet, here I am. A word of advice to you, then. If you're going to kill me – you'd better kill all of me."
- Warsmith Idriss Krendl at the siege of Velcanos Magna

Five

Apotheosis of War
SSuffocatd in cradle.


The battlefield. Armies of millions laying waste to each other in a relentless grind. The cracking of las weapons, the shrieking of plasma , the thumping of artillery. All amidst the howling wind of an irregular storm , spiralling and amalgamating like debris in a maelstrom. All condensed to a singular orchestral of war. So loud it bleeds into other senses. So loud it becomes blinding, so loud it tastes of ash.


The war lulls, but the war goes on. As the line slow down to stasis on the holographic maps of the generals, the trench lines still trades ordnances with one another. Artillery on both sides spat outs their deliverance of death, as soldiers in their millions of emotions huddled in their fortifications, awaiting for a single waver in enemy defences, a single stream of reinforcements that tip the mercurial scales of battle.

Here, a position annihilated by a barrage, their entrails painted the defenses walls with crimson. There, an entire Vorkyli squad , left to the Scav-gull birds , each suffered fatal wound from a sniper. All these deaths, and more, besides , has becomes routine, become familiar as the siege claims more and more in its jaws of industrialised slaughter. Such is the nature of war. Such is the fate of species swallowed in its grip. Apotheosis of war. There are no more apt descriptionn of the bloody battlefield in the east of Balarian II. No more apt description because there are no more words. No more words to describes the artillery craters and gore splattered foxholes. No more words to describe the microcosm of war's industrialised slaughter.

Comparison of Balarian II as a microcosm to the galaxy at large will be popular to future Imperial historians in their works, but those pagss are too simplistic to describes the sheer totality of war, as Vorkyli and humans trading deadly shells and stare at one another. All while artillery screaming among them.

=============


"2 minutes to location"

The Tempestor report to a speaker , as the kill squad clear out the passage . The vat chambers are obly up ahead, and the arrogant Xeno will be dealt a vicious blow.

The vial of potent toxin is handled with care, the chemical within are oily but clear, and with that, the murder of this entire Vorkyli batch can be fulfilled. The task naturally fell to the elite Scions , as the matter of course.

"Three. Two. One...Breach, breach, breach.!"

The Scions stormed the door and gunned down any alien present in the clmmand center, felling the two security guards who only start turning around. WlEnemy technicians hadn't managed to react. They would die with shock and bewilderment on their faces.

The Tempestor prime stood over the corpses, and look ahead. The creature on the nearest tank to him has already half formed.

Ready the toxin provided by the Mechanicus, the rest of the team set out to work, looking for enemy intel. The Tempestor Prime jab the concoction into a tank nutrition synthenthyzer.

As the alien alarm continue to wail, the Scions ready their hellguns. It seems a hot exfil will be neccessary after all.


Such is one operation in the thousand across the planet. The thousands that hopefully would crippled enemy build up, so they may be further feeble againsts the might of the Imperium of Man






Tactical Turn 2 - Balarian II
Orders:


Void:

Contest heavily planetary orbit with the enemy, this time prioritise slugging down VUR ships in close range barrages and boarding . Retake orbital control at all cost.







Ground:
Keep holding the line. Keep pushing Imperial artillery advantadges to bombard any incoming strikes. Drag the enemy into vicious trench warfare where the Imperium has advantadges. Make clear that the Imperial forces are capable to wait this siege for longer than the enemy could afford to. Continue to bombard enemy position with heavy artilleries, coordinated by select Iron Warrior officers . If we can't smash the enemy totally with relentles artillery strikes, atleast it would drive enemy to desperation to either conduct a poorly thought out siegebreak, or delay them enough until reinforcement arrives


In the meantime, further fortified controlled cities, ensuring the enemy has to faces house to house urban warfare in its highest ferocity if they managed to breach any defenses. As the enemy already finishes landing troops, orders anti orbital weapons to resume targetting enemy void ships in support of contesting orbit

Imperial Guards Rough riders and sappers recon teams , as well as Space Marines scouts will look for any weakness in the enemy line. Any particularly vulnerable point will be struck with heavy armour push when viable. As the enemy attempt to response to the pushes, offensive utillising Hades and Termite tunneler vehicles will takes place, with participation of both Guardsmen and Astartes , ultimately make these offensive a 2 pronged assaults. Tunneling attacks will be also involves larger infantry units transported in larger tunneling vehicles like Moles /Akteus . Some tunneler vehicles will also carry with them, aside from infantry, also teleporter homer beacons, that will deep strike in squads of Terminators as additional support .

Order Aeronautica aircrafts to continue on keeping sea-lanes open. Divert part of the Astartes contingent and Scions to other operation as needed

Astarted and Scions are to conduct strikes and sabotages on finishing enemy biofactories and supply nodes. Try to poison bio fabricators with toxic and radiation weapons. (If failed, use explosives )
 
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The Swarm's Second Turn
@Logos

Danger is what defines this new galaxy The Zerg finds itself in. To The Swarm's west is an unerring tide of brambles and plant matter, to the east a… giant wall… in space, with the north being some sort of prison for an incredible, indestructible power. Which The Swarm will not open. It's never been The Zerg to unlock a cage with clear warning signs and unleash terrible woe on an unsuspecting galaxy.

That's the Terrans' job.

And finally, the seemingly weakest, but most insidious are the pirates to the south. The Infesting Gold they use permeates their existence, and they spread it wherever they touch. It takes vast amounts of energy and biomass to mine, extract, and sop up the mineral, and it needs to be done quickly, as it infests more and more matter with itself. And the hub that they have to the south can be used as a launching point for raids and other harassment.

Symbion gathers with its descendant Cerebrates, intent to inform them as to its invasion of the pirates' logistic node. It feels that as long as there's no node to be a vector of Infestation The Swarm won't have to deal with any clean up from pirate raids. Alongside this it will seize territory, and therefore minerals to fuel the weeding of The Brambles and the defense of what it has. It instructs them to prepare simulation battles behind lines in preparation for planning. For the attack on the pirates, as well as testing how to deal with The Brambles in the future.

The Brambles are a passive, constant pressure. One that needs to be pushed back against, but not immediately.

The Swarm rumbles with their progenitor's decision, vast hive complexes shifting to produce more leviathans, the new Impalers, scourge, mutalisks, and more. Preparing for conflict and expansion.

Cerebrate Haspyt worries, even while Vesma's drones salivate their acidic lubricant. Preparing to feel the crack and heave of mining minerals. Droves upon droves of drones are being spawned, along with the overlords to survey them, however all are being turned to more hives, for more drones to mine more, for more hives, like sporangia. The Swarm isn't turning their attention and mutation to defenses on the planets and in the asteroid fields it gnaws on. It is asking for its meal to be stolen, or at least threatened. And it would stop the invasion of more Brambles into the sectors held by the Zerg.

But its worries are slightly assuaged by the assignment of a new pair of Broodswarms to two Cerebrates, Arganoth and Rylum. The Swarm is intent to use Arganoth as a custodian for the Evergaol, waiting for the potential gaolers to check in, while Haspyt clears The Brambles away. Their additional support in control over The Swarm as a whole will be helpful as they come into their own. While Rylum is by itself, clearing away the Brambles while Kner tests his ideas for the Impalers.

The Swarm is disconcerted by the east. The obvious, and seemingly necessary, entrenchment in the sectors on its outskirts has been helpful, but it pales in comparison to a wall of light in space, and the question arises from its minds. What is that wall protecting, and why did they need to make it.

But that is an answer that isn't needed immediately, even as its absence niggles.

Finally, beyond The Brambles is another, almost certainly more powerful than the others, and most certainly more than The Swarm at its current level, assuming that the glimpse seen wasn't their entirety. Fortunately there is time to prepare, as fighting the full brunt of the Bramble's attention isn't simple, nor quick.

Thought is being exchanged between the Cerebrates, the minor cerebrates and minor flashes of thought and senses filtering up through The Zerg, reporting through the Broodswarms' cerebrates to Symbion, who replies if its attention is necessary. For the moment, however, The Swarms main currents have to do with Kner's excitement for the Impaler Leviathans, and their potential as an explosion and acid delivery mechanism. And Symbion's research into making larger Zerg for The Swarm's space force, in reaction to the sizes of creature seen battling the Brambles.

An idea percolates from below. What if The Swarm infested the Brambles? Found a way to turn that sheer biomass against itself and bolster The Swarm in the process. As well, understanding its essence well enough to infest it would certainly discover sequences to incorporate into the Zerg.

But foremost, The Swarm must diversify, it must discover the niches and adaptations it has yet to fill. And it must hope to find some species cooperative in that goal.








Budget: 151 RP

Two more fleets (20, 20) Arganoth and Rylum
Heartlands (10B-I2) and Industrial(10C-I2) (75)
Dispose of Infesting Gold (8)
Secure the Evergaol to Established (10) (Broodswarms Haspyt and Arganoth)

Research: try to imbue those spine launchers on the leviathan to have effects such as explosions, acid, or exploding acid, on recommendation of Kner (0, 1)
And Symbion is interested in seeing how to go about creating larger space faring Zerg, and experimenting with some examples.(4, 9) (Legend)

A first contact team led by Arganoth to… be near the Evergaol, and not attack the envoys. Express intent to keep it closed and offer symbiosis in keeping it protected. (4RP)
Target: Gaoler Attache
Nature: Friendly and Questioning

Plan: Arganoth will use a Queen, as the Zerg with the closest approximation of humanoid vocal cords, to attempt to communicate if its psychic greeting doesn't work first. intend to find out what's in the Evergaol, and how to combat it if it does escape. As well, Introduce the Zerg, and The Swarm's mission to Pursue Perfection, and the new strategies it's determined to diversify its modes of survival by infesting, improving, and cooperating with symbiotic organizations!


Invade the Pirates with Broodswarm Symbion (M3) and Vesma (M2)
Have Kner (M1) clear the Brambles in (10C-I2)
Haspyt (M2) beat back the Brambles around the Evergaol (10A-I2)
 
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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, Bombardment, Shock, Penetration, Pursuit
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

[Fluff pending.]
---
Resources Available: 30 RP
Military: 8 Magnitude 1 War Fleets

Mercenary Hiring
Nature: Friendly
Resources: 10 RP
Summary: After much deliberation, it has been decided that Trazyn's Collectors and the Irongut Ogor Tribe are to be hired to assist the Confederation of Man in its war against the Drengin. Trazyn's requests for payment are... eccentric, but not expensive, nor anything morally unacceptable. We can provide him with what he desires and get additional military support given the ongoing emergency, and reimburse anyone who has to give up personal items to satisfy him.

The Ogors are expensive, but also an opportunity. A long-term contract could be the start of making a new client state, and we have a great deal of fairly empty space in our sphere of influence for the Ogors to settle and a relatively small population to settle them with. The tribalistic nature of the Ogors may also be turned to our advantage, as from what we've been able to observe, Bogdo may be a key to causing the Ogor mercenaries employed against us to turn coat.

As such, we will accept the Irongut offer of a long-term contract. We will be attempting to negotiate them down from their initial price in exchange for early access to the land to settle, along with supporting Bogdo in taking control of the Tribe(s) serving as mercenaries of the Drengin, but if Bogdo remains truly obstinate, we will be content with the initial payment.

So, are we a government now?
Target: Internal Diplomacy
Nature: Friendly
Resources: 0 RP, 4 Turns
Summary: Up until this point, the Confederation of Man In-Exile has been operating under what amounts to emergency military leadership where everyone just did what the Men of Iron said. This was fine when we were busy fleeing for ourselves and then desperately trying to secure a safe place to live, but with the current situation relatively stable (alien invasion notwithstanding), we should at least begin laying the groundwork for civilian leadership and administration, at a local level if nothing else.

United Front
Target: Revolutionary Front, EDF
Nature: Friendly
Resources: 0 RP, 1 Turn
Summary: We have two neighbors that are both in the same boat as us with regards to the Drengin attacks, and as fortune would have it, they both like us and want closer ties (with the EDF desiring and will get a mutual defense pact.) We should set up a joint military command and coordination effort, so we can better complement each other's strengths and cover for each other's weaknesses.

Alongside military affairs, we are hoping for closer economic ties, with establishing trade between all three of our nations. The EDF in particular could benefit from this, as shortages in luxury goods can be made up for via imports and nanolathes to aid their civilian population. As for the Revolutionary Front, resources currently don't allow for the dreamed synthesis of Nanolathes and Psionics to be experimented on, it will be put as something to be worked on when resources become more available.

The Northern War
Target(s): Eldar, IMC, IASA
Nature: Friendly/Neutral
Resources: 0 RP, 1 Turn
Summary: The northern war is a mess that the Men of Iron are highly conflicted on. On one hand, the natural instinct is to support humanity against the Eldar, given prior experience fighting the Dominion. Muddying the water however, is the fact that the humans fighting the Eldar are essentially Men of Gold wedded to a lamentably outdated system of economics, and are furthermore also engaged in war with other humans.

Ultimately, the immediate threat of the Drengin and other commitments means that no major military force can be spared to intervene one way or another anyway. With that in mind, instead we'll be sending emissaries and intelligence assets to get a better picture of what's going on in the north and establishing official diplomatic contact with the various warring factions before we decide what to do.

Scouting Missions
-Our expanding territory is beginning to brush up against the Neo-Combine of Til-Jeluxi, and while we have a general idea of what's going on in Desmondu, we only know some bare-bones generalities who controls exact what on our southern border. Scouting missions should be launched to uncover more details about the parts of these Failed States that border us.

Defense Against the Drengin Invasion
Forces: 2 Magnitude 1 War Fleets, Irongut Ogor Tribe, Mirian, Medium Defenses in MoI Territory, ??? Defenses in EDF Territory, Revolutionary Front and EDF Forces
Location: Encompasses all territory of the MoI and its allies (mostly EDF in this case since the two of us are between RevFront and the Drengin) being invaded by the Drengin.
Summary: The main military crisis hitting us right now is the invasion of the Drengin, and this section of military orders will be focused on fighting the main Drengin incursion into our territory. In this campaign, we will be fighting alongside the EDF and Revolutionary Front, as they are also under threat and being invaded.

Currently, the Drengin seem to fail to understand the advantages of the AutoWar system, and as such have chosen a rather counterproductive strategy to fight us with, attempting to encircle, strain, and eventually reduce individual pockets of Iron Men forces. Given that we don't use supply lines and every individual Commander can keep on building their own fleets and armies, this overall accomplishes nothing except tying down disproportionately large numbers of Drengin for each Commander.

We will take advantage of this. Overall the goal for our MoI forces will be to drag the Drengin into a series of knock-down, drag-out battles of attrition where AutoWar capabilities can grind down and tie up much larger quantities of enemy forces, forming a frontline that limits their ability to send more forces deeper into our territory. Tactically, making use of Bombardment Galleons under theatre shield layers will inflict heavy damage on any Drengin force that tries to whittle us down from long range, which can be used to force them into more close-in engagements with the rest of our fleet and into the teeth of anti-orbital guns.

Ultimately, we are banking on the Iron Men ability to manufacture new ships faster than the Drengin can destroy them, turning their attempts to overrun what appear to be isolated and cut-off redoubts into a series of bloody attrition battles that we will win.

Meanwhile, while we cannot expect full control over our allies, it is hoped that the Revolutionary Front and Earth Defense Force fleets, along with our Ogor mercenaries, can act as more of a mobile force, engaging Drengin forces that attempt to bypass the Iron Men defense lines and catching others that are engaging MoI positions as the hammer to our anvil. Mirian can assist here, providing coordination with MoI Commanders on the frontline so the mobile fleets can be deployed to wherever they are most needed (such as breaking apart a major Drengin force concentration that's trying to slowly roll up individual Commanders for example.)

If the opportunity presents itself, the Irongut Tribe should particularly be deployed against the Drengin's own Ogor mercenaries (with allied support.) If the enemy Ogor leader can be killed, there is a possibility of the Ironguts being able to absorb his men and flip them to our side. This is strictly secondary compared to defeating the overall enemy invasion however.

Terror Star Hunting
Forces: 1 Magnitude 1 War Fleet, Trazyn's Collectors, EDF/Revolutionary Front contributions
Location: Drengin Frontline/Wherever the Terror Stars are going.
Summary: Of everything the Drengin are throwing at us, the Terror Stars are the most concerning given their sheer level of force concentration and firepower. Therefore, a specialized task force will be assembled, consisting of one MoI War Fleet, Trazyn's own forces (provided he's willing to listen to us on where we want him most, and maybe he'd like a Terror Star souvenir?), and what we hope will be relatively small but high force-concentration units from the EDF and/or Revolutionary Front (aka: a Legend or two.)

Since the Drengin are making it extremely easy to track the Terror Stars' movements, we can be in place to intercept them without much trouble. Once we've found a good location, we can have our Commanders build up a massive fleet in waiting, which will be used to engage, occupy, and destroy the escorts.

Meanwhile, EDF/Revolutionary Front forces and Trazyn's Collectors will be used for their force concentration to punch a hole for our ACUs to use to land on the Terror Stars themselves. Once they make planetfall, they can Reclaim mass from the Battleworlds themselves to build armies to wreck the Terror Stars from the inside out. Let's see how well these star-killers do with Nemesis Megabots and armies of AutoWars rampaging through their innards.

Should a victory happen relatively early, then the forces involved can go to support either the defensive action or the assault into Drengin territory, depending on the situation.

Simultaneous Counterassault into Drengin Territory
Forces: 3 Magnitude 1 War Fleets
Location: Drengin Subcolony-3
Summary: General Iron Men strategy against opposing alien empires has had one general feature: the AutoWar system and limitations of Warp FTL means that the Men of Iron are best served being on the attack. So, while the Drengin are launching their assault, we will be sending forces to hit their own territory, taking advantage of our own lack of supply lines and the nature of AutoWar warfare (and the Drengin's lack of familiarity with the above.)

We will be targeting major industrial sites, supply nodes, and command & control centers, utilizing Terran Pattern deployment directly on top of enemy population/industrial centers and high mass concentrations, which is easy to Reclaim and immediately print into massive armies and bases within seconds and minutes of deployment, which given the Drengin unfamiliarity with how ACUs and AutoWars fight, should allow us to overwhelm defenders before they can organize.

While it is our hope to eventually conquer the Subcolony, the primary goal of all of this is going to be to wreck havoc on Drengin supply lines and reinforcements, destroying reserves before they have organized and forcing significant portions of their military to pull back to defend. If enough of them do, then perhaps some of the forces assigned to defense of friendly territory can even join the offensive. Effort should be made to make maximum use of the window we have while the Drengin don't understand how ACU/AutoWar doctrine works and still believe we fight like a largely conventional army. It is unlikely to last beyond this campaign.

Gateway Expedition
Forces: 1 Magnitude 1 War Fleet, optional EDF contributions.
Location: Flood Territory on the other side of the Gateway in EDF Space.
Summary: The war against the Flood isn't over, even if they've been repelled for now. The gateway still works and they could come back at any time, emerging to threaten the EDF heartlands once more, and given the nature of the Flood, they're growing in numbers and strength every moment. While the Drengin must obviously take up the majority of our attention, we shouldn't entirely ignore the Flood, and so a single War Fleet will be used to secure a beachhead on the other side.

Since this is a gateway, we should be able to build a large fleet in-system before using that to push through the gateway and deal with any Flood defenses on the other side. Once that's done, we'll fortify the opposite side of the gateway to ensure we have a clear line for reinforcements and retreat.

While the security of the gateway is the first goal, afterwards our fleet should move to secure and purge as much territory as they can from the Flood, as well as getting into contact with any native civilizations that are currently under threat from them. Optimistically, we may be able to seize the entire Subsector from them, but that is an optimistic stretch goal rather than a realistic objective. Just inflicting some significant damage on the Flood, securing a foothold, and making contact with others who are threatened by them will be enough.

This operation of course, will need permission from the EDF, which we hope to argue for via the Flood method of spreading meaning that every moment they're left unchecked they risk growing much faster than any more conventional empire can do. The EDF may also wish to contribute forces of their own for a retribution attack, but that will be their decision if they think they can spare the troops.

Staking Claims
Forces: 1 Magnitude 1 War Fleet
Location: The 3 Unclaimed Space TPs
Summary: All of our known neighbors are busy fighting each other, and between the additional wave of colonists arriving with our brethren, plus our deal with the Ogors, we should set ourselves up on the remaining unclaimed territory. So, we'll dispatch one of our War Fleets to stake our claim over the new colonies, with the northernmost of the TPs (the one that borders the Eldar) being reserved for the Irongut Tribe.
-Upgrade N-10 West (our more eastern territory) from Colonized to Established (6 RP)
-Take N-10 Northwest and Center and upgrade the former to Established and the latter to Colonized (14 RP)
-Any savings made by lowering the Ogor hiring costs will be spent on advancing N-10 Center from Colonized to Established.

0 RP, 1 Slot
-Alternate FTL Systems: Of the alternate FTL systems found thus far, the most appealing one to the Men of Iron would be Wormhole generation, which seems to rely on static structures and would benefit most from the natural construction capability of all Men of Iron ACUs. We might change in the future, but for now, it seems the best path to investigate (2/10 required slots filled)
 
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Imperium of the Known Universe StratTurn 2
"By God and His Saints, what the fuck do you think your doing?!"
The foreman's shout startled Johann out of his reverie as he stopped his loader. "I was just loading these onto the transpo-"
The foreman cut him off almost immediately. "No, what your doing is endangering yourself, and everyone else on this worksite. Those" she pointed at the cluster of cylinders on Johann's loaders cradle "are Class-15 metamaterials, manual-only. Do you know what a Class-15 does when its exposed to a Holtzmann field?!".
"They explode?"
"No, the opposite. Runaway virtual mass makes a small singularity. You nearly killed everyone in a kilometer radius." She examined his face, and her expression changed from anger to concern "Have you been sleeping?"
"Hard to with the schedule they're working us at"
Sympathy now. "I know the feeling. Look, take one of these" she palmed him a small tablet "its a new stim out from the KDL. Should keep you up for the rest of the shift. I'll try and get you a day or two off"
Johann scoffed. "Alien drugs? Really?"
"Hey, its a cleaner one than the shit from Giedi they put in our rations. Now get back to work, you still got two hours left in this shift"
Johann dry-swallowed the tablet, waited for a team of stevedores to move the barrels off his loader, re-keyed it, and moved for the next pallet.

A hundred thousand similar scenes played out in the hundreds of stations orbiting a brown dwarf in the far reaches of the Kaitan system, as the first stellar lifter in the Imperium's history was assembled by dint of hundreds of billions of Solaris and hundreds of thousands of workers.

-50 RP: Mega Mining Project
-30 RP on 5 Research Slots, continuing the research on incorporating firearms into Imperial combat doctrine
-15 KDL Negotiations
-25 Petty Regnum Intel Network
Undermine the Atreides
Target: The Home Front
Nature: Hostile
Resources: 15RP, 1 Turn
The Atreides are becoming too damn powerful for the Emperors liking. The same problem that was nearing a breaking point, and had led to the abortive pact between him and the Baron Harkonnen before the shift into Vyranodasik has if anything gotten worse. Whispers in the Palace on Kaitan indicate that the Emperor is beginning to regret not dealing with the Atreides earlier. But the Atreides are far too popular and powerful to attack directly, and any direct attack would fatally undermine the current line of the Imperium United. So a more subtle approach is needed. Analysts will return to the Battle of Arrakis and find that the Atreides contribution has been overstated. Scandals will be manufactured. Any and all means to indirectly stunt the rise of their star to allow the Corrinos to catch up and overtake them.
 
Tactical Turn 2 - Balarian II
The Lord Admiral's orders: Not one step back. Enough had been given over to the alien threat. Now was the time to advance, counterattack, and inevitably obtain victory in the name of the Emperor. Despite being evenly matched with their foe, and having already taken notable attrition, the various units of Battlefleet Balarian complies, and hundreds of drive flares push them deeper into the fray.

In other circumstances, such a headlong charge might be the last resort of the foolish or truly desperate, but the fact is that the modern Imperial Navy has always excelled at close range compared to many of their adversaries, and it is no different against the VUR. Armoured prows and void shields shrug off incoming fire long enough for the Imperium to fly straight through the midst of the foe, and lash out with both broadsides.

This is not a manoeuvre without losses. When the order to charge was given, the Vorkyli fleet was in the middle of deploying their own minefields of suicidal organisms with highly explosive biochemistries to try and secure their section of the orbit from this exact sort of counterattack. The speed and ferocity of the Navy's advance managed to catch them before their work was complete, but not before several mines were already in place, and the emphasis of speed over surefootedness ensures that several vessels, including capital ships, are lost as a result of these deadly beasts. While the damage is mitigated by escort defence turrets and Fury Interceptors destroying many if not most of the mines before they impact, this does weaken the Imperium's ability to counter the VUR's skirmish forces, who reap a toll of their own.

But the Imperium is nothing if not built upon the bones of its martyrs. The casualties are more than acceptable if it means getting into position, biting down on the foe's throat, and refusing to let go. Macro-batteries of every stripe; shell, laser, and plasma; strike down the foe. Lances carve through even the thickest armour, and strike craft duel at the shortest of ranges. It is a fight the Imperial Navy was built to win, and win it they do, even if it costs as the enemy returns fire with their own shorter-ranged weapons.

But part of this victory was from the success of the Imperium during the initial bombardment. Rather than answering mankind's torpedo volleys and nova cannons in kind, the heavy and long range weapons of the VUR's navy point downwards.

Imperial artillery regiments had begun to push forward, preparing to launch a campaign of reclamation across the embattled continent. Supported by armoured and mechanised formations, the veritable exclusion zones the Imperial Guard's artillery superiority represented would in theory let them attack the Vorkyli with far greater success than before. In practice, as they exited the cities proper and entered the sprawl beyond, they fell under orbital fire. Void shields flared to life, defending the cores of the various proto-hives, but the countless millions lying outside their defensive perimeters had no such protection against the city-killer ordnance deployed against them. This included not only the outlying regions of the cities, where many Guard formations were currently deployed, but also various mid-sized coastal towns that had not yet been overrun by the foe but lacked void shield protection.

Apocalypse came to Balarian II, taking many loyal children of the Emperor with it.

And then, a moment later, it was over. Retaliatory fire from ground installations forced the bombardment ships away, destroying several vessels and making the Navy's job that much easier in the process. If it was not for said Navy's charge, then continuing fire had a strong chance of overwhelming the relatively meagre theatre shields and wiping out several or all of the cities of the continent outright, wiping out the entire Imperial resistance. Fortunately, the foe was too pressured to achieve this, but even so the toll is great.

The goal had been to cow the Imperium, which the VUR believed to be weak without the psychic abilities humanity natively possessed in this universe, into surrendering, in part if not in total, but the xenos once again misunderstood the heart of man. The almost instantaneous destruction of everything beyond a sharp perimeter, in some cases even literally cutting streets or individual buildings in half, was indeed a shock to the system. But instead of cowering away in fear, the citizens of the Imperium demanded vengeance.

While the casualties to the Imperial Guard were great, they were far from absolute, and with the orbital fighting turning in the Imperium's favour mobile forces from across the planet were deployed in great transports, oceangoing and aerial, to redeploy to the front line, leaving in many cases solely Arbites to maintain the defence of the rest of the planet. In the cities where many had just lost friends or family, the already significant quantity of volunteers swelled beyond belief, a minor War of Faith being declared that saw thousands upon thousands flock to join groups of Frateris Militia that practically sprung forth fully-formed from the weather.

Frustrated with being unable to overcome the Imperium's defensive lines with conventional forces, the Vorkyli had resorted to relying on orbital fire. But they lacked orbital superiority, and more than that they underestimated humanity's resolve.

VUR forces did still advance at this point, even reaching the coast and overrunning various mid-size shipping towns and constructing naval yards to contest the waters going forward, sometimes building in craters where certain towns had been levelled. But the Imperium was not content to let this state of affairs persist, and with the enemy currently engaged in a brutal melee they were no longer able to launch an additional wave of bombardment.

The Imperium presses against the full front of the enemy, wave after wave of screaming fanatics physically throwing themselves against the enemy lines while supported with the full strength of the Imperial Guard's remaining artillery park. Despite the vast physical superiority of the Urkalsik, the carapaced crustaceans are in many cases physically torn down and beaten to death by mobs of enraged humans, although more commonly militia at close range act as suicide bombers using Krak Grenades.

While the casualties of such tactics are inordinate, they do provide ideal opportunities for special forces diverted from water patrol and Guard recon units to probe the enemy's lines with immense subtlety, acting to gather information without it being obvious that they're even doing so. As a result, when the now more targeted armored columns launch forth to hit the Vorkyli lines at their weakest points, it comes as an actual surprise to the foe, and far more success is achieved than before. Titans and battle tanks overcome their biomechanical opponents, and begin to drive deep into the enemy positions, with mechanised units pouring in after them, holding open the gap and threatening to eventually roll up the enemy or pursue them if they route.

That said, they only do so with the help of the tunnelling attack, which also proved highly prescient for a separate reason, that being that the VUR had struck on the same idea. Deploying either newly built or held in reserve tunnelling beasts to undermine the Imperial positions, they run face first into the Imperium's own subterranean vehicles, and a bizarre underground war ensues, characterised by three-dimensional movement and newly innovated tactics. While many kills are achieved through going head to head with the Vorkyli beasts, just as many are achieved through flanking strikes or collapsing their own mining efforts on them.

The Hades Breaching Drills suffer terribly, only able to overcome their counterparts through overwhelming numbers, but Astartes Termites and Mechanicus Aktaeuses with their superior pilots and phase-shield backed drilling in turn outperform the Vorkyli forces, with the Space Marines in particular once again proving that they are the masters of war in any environment, no matter how unusual.

In the end, due more to having superior numbers than anything else, the Imperium takes the lead in the underground war, and while delayed compared to expectations do manage to launch surfacing attacks against the Vorkyli. Forces emerge in the deep rear to sabotage enemy artillery, skewing that aspect of the war even further in the Imperium's favour, while others emerge to ambush enemy armoured concentrations. Terminators teleported in prove particularly effective here, landing right where the enemy least wants them, with line squads all but deleting Vorkyli infantry compliments while Assault Terminators hammer heavy vehicles to so much scrap and paste.

These operations turn what otherwise risked being a second round of stalemates into successes, and the Imperium presses on. This includes the successful deployment of biological and radiological weapons in the enemy's logistics chain, crippling their biofactories and supplies. The VUR does escalate in kind, but only on the battlefield, and results are generally moderate at best, with the Imperium simply routing militia away and Death Korps regiments towards affected areas.

Unfortunately, the threatened rout does not materialise, but only because the Vorkyli retreat across all fronts, albeit in good order. They pull back to the centre of the continent, abandoning their recently taken positions on the coast, and dig in to their new positions. Expectations and intercepted transmissions indicate that they initially hoped to escape into orbit, but that is not possible.

As their retreat commenced, the Imperium finally achieved lasting success in the void, as the enemy warlord clearly believed their position untenable and pulled out of orbit, likely hoping that either their ground forces would achieve lasting success on their own that they could make a second breakthrough when Imperial forces were more whittled down. It was not to be, however.

At long last, reinforcements have arrived.

Only in their dribs and drabs at first, but there is a steadily increasing trickle, sure to become a tide sooner rather than later. Whether the Vorkyli underestimated the portion of forces the Imperium left at home or the total forces available to it is unknown, but either way their hopes of a quick and decisive knock-out punch had thoroughly failed to materialise. As the fresh and righteously angry Imperial naval reinforcements burn in from their Mandeville points, the Vorkyli commander makes the decision to withdraw, abandoning their ground forces. While the relative position of both sides mean that boxing the enemy in is impossible, and the main Imperial force is too battered to pursue, this does mean that not a single transport is able to evacuate the Vorkyli's ground troops, and the relief forces are able to eke out additional damage by striking the foe as they flee, before they can escape the system.

As for the surviving ground forces themselves, they know their fate. The Imperium has made no secret of its hatred, of what it does to alien prisoners, and even had they not the orbital bombardment of civilians would be enough to make even a more reasonable opponent vengeful. They hide in their captured towns and villages or scatter to fight guerilla wars to avoid retaliation in kind, either pinned or spread too thin to meaningfully resist. Even with the ground reinforcements also arriving in the system, combat will have to continue throughout the rest of the year to push off their remaining positions, and beyond to find and exterminate the last of them, but there is no debate as to who Balarian II belongs to.

With the system secured, the systems behind it are safeguarded, and continue to export their vital resources throughout the local sector, allowing it to continue to hold and repel the foe despite some local defeats, especially as what remains intact of Battlefleet Balarian lances out to reinforce flagging defenders nearby. It is a tale repeated across the length of the border regions, and by the year's end the VUR are in full retreat, albeit only back to their borders.

Casualties were significant, but not sufficient to prevent either side from fighting round two shortly. This was but the first move in what is sure to be a bloody conflict, but it is a first move that the Imperium of Man has won.

-Space Results: Imperial Bombardment Advantage (++), VUR Skirmish Edge (+), Imperial and VUR Clash Advantage (++) and Edge (+) respectively, VUR Disengage Advantage (++), Imperial Pursuit Edge (+.)
-Ground Results: Imperial and VUR Shock Advantage (++), Imperial and VUR Penetration Advantage (++) and Edge (+) respectively, Imperium Exploit Edge (+), Reduce N/A.
-Final Results: Both sides take 20% losses and the VUR are forced back to their borders. The battle is won, but the war has only just begun.
 
Finally got my life in order enough to start replying regularly.





Epsilon was a terror to face. To fight them was to fight your brother as much as the foe before you. Enough to drive people to very bad decisions and terrible ideas in the hopes of survival in the face of something worse than extinction. The Melhit were crumbling, within and without. Their worlds enthralled by the whispers of the toers of Babel that the Dominion created on planet after planet, in orbit after orbit. The Beacons, the Amplifiers, the Dominators; there was no need to think for oneself rather than submit to the purple eminence of the advancing armies of Yuri.

The monstrosities that they had conjured would not save them, not in the face of overwhelming force lead by coordinated geniuses who had extracted knowledge on how to counter the threats from their memories. They would starve the Voice of its influence in the region, smothering its worship and the fear of the end that ultimately begat its turbulence within the Flux. There was no room for such anxiety in Yuri's vision. Only the unbending, unthinking acceptance of the dogma of the Epsilon Army. There was no place for fear, no time for fright. This was the new era and the new age.

The fears and doubts in the army of Yuri's forces were quashed by a combination of psychic might and terminus drugs, there was no need for such human weaknesses as cowardice even in the face of the unknown that the Flux represented. It was ultimately a thing of thought and ideas, and the mind was merely another front for Yuri to command and conquer. The terrors of the soul would bow before the unbreakable iron of the Dominion, until they learned to call Yuri master just as his mortal followers did. And so they would press on without doubt or fear, confident in victory and unafraid of the end.

And the malosomnarchs, like any nightmare, did in fact lose some degree of power to harm those who rejected their core narrative conceit. To not be afraid of the end because you were convinced that you were, yourself the bringer of a new dawn was to reject the very foundation of Quishaysh. To be certain that you would build something anew atop whatever ashes, or even rejecting the idea that there would be shes at all, was to spit in the face of the lord of Apocalypses. And Yuri's army had no place in their minds for the thought of failure, only absolute certainty that they were the enlightened ones in ignorant stars.

And whatever monstrosities they had up their sleeve, they still did not have an abomination on the level of Libra. Though the Flux was still unusual to her, raw, overwhelming power was generally enough to deal with most of the denizens of the collective id of all things when they crawled into pseudo-reality in this universe. And Libra had virtually matchless amounts of such raw power. At the helm of armies guided by the genius of the Proselytes and Rahn, Libra would tear her way through to the heart of the problem.

They fought back to be sure, desperate to avoid the fate of all those who fail their end of the bargain with the Voice of Silence. But the Dark Gods would not offer more gifts to those who had shown no sign of having anything left to offer, and the Republics had nothing left to sell to the lord of the Apocalypse in exchange for more power, and promises were not enough. They would simply die, and die, and die. They did not sell their lives entirely without cost, unleashing all their remaining fury and spite with the frenzy of a dying and cornered beast, but they were dying all the same.

The terrors they hoped to unleash on the Purple Legions were nullified by pulses of drugs, energy, and telepathy to remove the possibility of fear and invigorate the doubting with endless confidence that they would win. Purpose enough to gladly die for Yuri if it were needed. There was nothing greater than that purpose, to cling onto mortal flesh before the goals of the great teacher was the height of selfishness. For it was he who had shown the path and he who had taught the way forward. And they would simply absorb and replace losses churned out from their war factories and cloning vats without a second thought. "If I die, I die" indeed.

The twisted mutates warped by the power of the nightmares of the Flux were met with equally twisted creations of deranged genetic and cybernetic science, beings "perfected" by the horror doctors of the dark dominion. The fanatical cultists brainwashed by the energies they seeped their heads into met with equally fanatical zealots brainwashed by the endless telepathic thought modification they were subject to at all times. They loved the ideals of the great one, they cherished the dream of the wise one, they prayed to the genius of the mighty one, and trusted in the strength of the enlightened one.

Sure they were not as a rule, the most durable of forces, but losses were so easy to replace, and they were a fluid, swift, and deceptive force that was skilled in making themselves appear weak when they were strong to bait foes to their doom, or to appear strong where they were not to avoid fights they had no interest in. Such had allowed their fleets to advance deeper and deeper into the space of their enemy, even in the face of increasingly bizarre and dangerous distortions of reality to allow for ever more monstrous perversions of existence be vomited out of the collective unconsciousness of all things that ever were, are, and shall be.

On benighted, confused, terrifying battlefields they battled, cutting the columns supporting the terrors. There were losses, hideous, frightful losses, but the Epsilon Army were the monsters one checked under the bed for. They did not scare. They did not fear. And with the subversion of the mercenaries and the rebels of the Mellit against the turned, the hammer would fall. Any mind that was open to new ideas was open to falling to the control of Epsilon, and they would fight against those they had once served gladly. They would be paid nothing for their treachery, and they would be happy.

And of course, ultimately nothing could stop the hands of Ereshkigal save for truly mighty displays of psychic might. While limited to the range of where they could be controlled by sufficiently powerful psions, they were invulnerable to virtually any conventional harm and their psychic electricity would tear through even things normally immune to the power of lightning. Starships, mechs, infantry corps, artillery divisions, weapons of mass destruction, teleportation scramblers, even pseudo-black holes; the ominous hand shaped airships would simply ignore any and all fire thrown their way and methodically, lethally destroy those foes who gained the attentions of the controlling psychic.

Though killing the controller would stop them, it wasn't exactly impossible to hide and protect the powerful mentalmeister orchestrating the mighty hands, and in the case of Yuri himself or Libra for example; trying to get close was often worse than trying to deal with the Hands; as the few assassins who thought they had outfoxed Epsilon's surveillance systems to get close to Yuri's palace in Translyvania found. Something that the postsophont supersoldier assassins who were dispatched discovered was only allowed so that Yuri could mind control them for himself to see for himself how flux corruption and post-sophontic alterations affected the mind.

Those who believed that just because they could withstand the mental attentions of an Adept that they had any chance against the clones of Yuri; nevermind the man himself; of course found that not even machines were safe from his control, nevermind things with minds he understood all too easily. And with that discovery, the forces of Epsilon would start mind controlling those not so corrupted by the Flux as to chance spreading undesireable memetograms within Epsilon's unimind as well as work on ways to filter out such harmful thought. It was not an effortless or fool proof system, but soon even the corrupted would find themselves puppeteered by the purple legions.

Yuri's forces had the weight of numbers and the technological advantage as well as the overwhelming psychic fury of the legions of the great one. Every foe was a new recruit, and Libra would tear down the edifices they built to their dread god to prevent the birth of their flux maelstrom, pulling apart a great megastructure assembled with a ring world as a basis to try and punch through the veil between dimensions and let the Flux spill through. Her power manifested in devastating arcs of psychic lightning that defied the laws of the speed of light and colossal, wrenching telekinetic power as well as maddening telepathic pulse waves that stilled the thoughts that fed into the Flux.

The green glow of Tiberium would be spread across every world conquered just as surely as the psychic beacons would be raised. Cultivated, managed, controlled. The crystal had gifted Yuri's army with many benefits, and it would continue to be spread to feed the insatiable industrial engine of the Dominion. All contributing to the snowballing and escalating nature of the armies of Yuri that were overrunning world after world like a cancer. To Epsilon, it was simply one tool of many tools, but very often a world would be cleansed of the corruption of the Flux after Epsilon figured that its taint in its early stages generally needed something actively anchoring it; only to be subsumed under a newer, greener corruption.

With her cackling giggle, she crushed the very heart of the edifice to the dark god they had hoped to make, ruining the work of many months in moments while Epsilon's forces ran rampant and unchecked. With the edifice brought down, the ripples would spread beyond, precipating a general collapse of the fighting strength of the maddened mellit across the entire battlezone. There would be nothing left in short order.

Nothing, save Yuri's will.




Situation:

Victory​

All Mellit Subsquares conquered

Centre, West, East: Dominion Core Space: A nightmarish realm of mad science and mind control, nothing that occurs in this place that does not ultimately follow Yuri's vision. The minor civilisations, pre-spacefaring cultures, and small-scale outversal arrivals have been made to heel. Those who are able to resist the mind control are herded into the grinders or used as fodder for Terra Nova processes; mutating them into more useful forms. The space pirates and marauders who once called this place home, if not crushed by Epsilon, fall with everyone else to the Psychic Amplifier network without their hideouts even needing to be known to yuri; simply being the area of effect is enough to shut down any semblance of independent thought and reveal their secrets to the Great One. The beauty of the unimind is in full force here, where all share their thoughts under the guidance of the Great Yuri.

North and Northwest: Former Mellit League Space: After a bloody war, the Mellit League is nothing but memories. Whatever salvation its people may have hoped for in the face of the End of Nations has been crushed as the psychic beacons start being placed and independent thought is rapidly swept away. They will be happy servants, and the isolated pockets of those able to resist the whispers grows weaker and more feeble every day. Already, the Resh Vav Yod banner was flying atop what had once been an earnest, if flawed dream for the spread of liberal democracy through the stars, and Initiates watched in silence as the unworthy were herded to their deaths in the grinders. Perhaps the cruellest fate befell the Rebels, who were subsumed into Epsilon's empire almost incidentally. Fighting for freedom only to be lost to mind control for all time.

Northeast: Teledrai State: A military Junta and essentially an armed camp that has come to realise that it is now vastly outsized by the enormous stretch of territory that Epsilon controls, the paranoiac state has sought to avoid provoking the might of Yuri and largely decided to hunker down and fortify in their territory in the hopes of being left alone. Foolish to be sure, but they have no interest in waging an offensive war after correctly determining they have no hope of victory. They even close their doors to the refugees from Melit space, fearful of contamination from the Cult of the Voice of Silence or sleeper agents operating under psychic programming from Epsilon; leaving those hoping to flee Yuri with nowhere within the sector to escape from the mind control waves.

Southwest and South: Anguidai Horde: A polity of starfaring nomads who receive tribute from the people they serve as suzerain over. Having so far not paid too much heed to the chaos to their north, the filtering down of news about the fate of the enemies of Epsilon seem to have spooked them, as they start to check their armouries and prepare for a potential threat from the North. However, they cannot devote all their energy and forces towards opposing Yuri, seemingly busy with matters to their south.

Southeast: Confederation of Endila: A Wealthy but not particularly militarily strong polity, Endila is most noted for its massive number of gate junctions as well as wormholes that allow it to hold a particularly dominant position in trade networks across the galactic system. While its standing army is not large, they can mobilise a citizen's levy in short order if threatened, and they seem to be somewhat afraid of the massive new polity to have just emerged above them.

I-8: To the West are a large number of polities sworn to the religion of the Watchers of Elendia, an extremely advanced and highly religious ancient society devoted to the worship of beings that have survived at least one cycle of spacetime death and rebirth. The Cult of the Harrow Mother dedicated to Flux monstrosities menaces the holy states near the Watchers of Elendia who patron the faith, spilling forth from a nearby flux rift of great size. However the Cult of the Harrow Mother seems more concerned with "lizardmen".

K-8: Intelligence about this sector is somewhat sketchier, But there are a large number of scattered polities that subscribe to the faith of Elendia. However a green clad force of predominantly humans has been causing trouble for the "infidels" as of late.

J-7 and K-7: Lumdrumina, an expanse of innumerable warlords and stateless squabbling over the corpse of a fallen nation riven by civil war into the point of outright collapse. The mess that has come from the once proud republic has left it a mosh pit of ideologies and aspirations, but closest to you are forces of the Lumdruninan Black Army; a proud army of free spirited anarcho-communists that call to mind the noble ideals of the CNT-FAI or Pyotr Kropotkin or Nestor Makhno. People who will doubtlessly be swept aside. To the western fringe Lumdruminum is a distant colony set up by a species of flux tainted rat men.

Suggested Research

Flux power: The Flux offers avenues of powers of ideals, emotions, beliefs, and thought that are closer to magic than the general psychic abilities that power Epsilon. Given Epsilon's mastery of the mind, perhaps this would be yet another place to conquer, to leverage the faith of Epsilon so that man can become the Gods they were meant to be?

Geneseed Augmentation: The highest grade of enemy supersoldiers had a flux-enhanced sort of "geneseed", a standardised package of post-natal augmentations that would alter the body into a template. In essence, a new avenue of creating a post-sophontic warrior, one that could subtly use the flux to achieve greater results and open an entirely new field of genetic science for Epsilon as a whole.

Attenuated Distortion Barrier: A form of deflector shield, this essentially runs a charge that warps spacetime in a way to prevent attacks from making impact and absorbing their energy in a less harmful way. Though on its own it would simply be a way to improve shielding, comparing the notes to the research done on Chrono-technology may allow for some gaps to be filled to unlock complete understanding of the legacy of Einstein.

Immortality: There are ways to ensure that those who fall in Epsilon's service need not die forever, the body is merely a vessel of the mind, and as such the consciousness and thoughts of those who fall in the service of Yuri may simply be granted new bodies without limit, a powerful form of insurance for the likes of Yuri and Libra.
Democracy was not yet lost. Though madness reigned throughout the majority of the Star League of Melit, as monsters right from the strangest nightmares of the Eccume battled against a depraved cult that now puppets his own former democracy. High Command now lays a subverted slave to a dark power from the Flux, delivering horrors onto all forms of his beloved country. But where there is hope and reason, there is always a way!

That is why Admiral Stragoth gathered here today in the fringes of the northern frontier, the last bastion of the dream of Melit. He holds a stoic glare as he observed the rest of what could remain of the real government. "Senators, generals, Governors, and fellow Admirals." He spoke first in a commanding tone. "We are gathered here once more in our joint efforts against that which has soiled our country! Though our situation is not ideal in the face of what has been wrought among our nation, the foundation of our democracy cannot be so easily destroyed." The mood inside of the conference room in question remained positive it seemed, if frowns were still present there. "...Now then, onto the agenda of our joint meeting."

"Firstly. Senator Vak, how goes our bond program?" The aged but resolute alien of tortoise inspiration simply nods in response to it. "As...We have seen…The people are more than willing...To give all they can in…Our most darkest hours. Donors sent us...Well in excess of our goal for...The Counter Revolution." A few mutters and smiles add to the mood, but the experienced admiral himself remained stoic in the face of this good news. "I see. Now, Senator Galdvish, did your outreach campaign go well?" The feathered female herself look much more dire in comparison as she sung to the rest of those gathered. "Ooooh it is a tale of woe! The thoughts of our fellows deep within the cultist's den hath been already sowed. Their heads dulled, their families taken, all seized by that which ends. They will no longer bend!" This added edge gets the mummers to turn sour as frowns emerge…"You mean, they cannot help-"

"Very well. Now then, Vice Admiral, what is high command reporting about the invaders." His stern command silences the majority, as his second would quickly reply! "That nightmare has paused for but a moment, and the southern front has stabilized. Non-Vital Shipping though remains crippled though, as the blasted reserve fleet is the only force still operating behind front lines." Most remained silent, confused at what this meant. Except of course for him as finally he shown a smile. "So, High Command has left itself open? Interesting...And how goes our talks with Star Admiral Brush?" A cloaked figure with little but tentacles displayed would quickly squawk out. "Negative. He and the entire Teledrai Campaign force has drunk well off the new powers of high command. They believe by next Holiday they will return and turn the tide."
The mood once more sank as immediately wails began to cry out. "E-even Brush?" "That's most of the military! Isn't there anyone there willing to defect?" "We can't fight them...Not without him." "Are we doomed!?"

"SILENCE!"He demanded of those that are gathered there, his leadership showing with great power! "Though it is a regret that we may be alone in our effort to topple down our egregious regime, it is not a sign of hopelessness! Already it's foes are legion, stretching it's forces thin. It focuses against Epsilon and it's wicked psychic schemes, against the Teledrai and it's fortresses, and the pirates which strangle it. Already we have secured the services of the finest mercenaries. Our people have given all they can to do this, and raise even more forces! Though the fight may look hopeless...With the unity we have wrapped ourselves in, it will be easy. One focused strike against the capital, and those criminals will be brought to justice! Democracy...Will be restored!"

Applause quickly rings out across the conference room, as the members of this resistance quickly celebrated! "Yes...We must hope!" "Our strength is uncontested compared to the weak wills of our so called countrymen." "It...Does not matter…If most get in our...Way." "The unity of our great cause shall carry us far better than whatever dark gods!"
He smiled. Proud that his people knew what exactly he stated, and reveled in his triumph. Democracy was surely saved with the true believers among his presence!
"With all of our power, we shall surely bring back peace to our space." "A song of safety and serenity to be played. All laid here." "All thanks to our great leader. He who guides and unites us!"
"Why yes, but now-"
But the fervor does not stop. It only grew like a fire among those gathered, save for Stragoth
"He has already done so much!" "Enlightened the masses, given us the power to rise!" "Baited out the rats in our great Demosociety to be thrown into the recycling pits. As they deserve." "How could we have been so blind? But we see now! The source of our triumph!"
"There is much to be done yes…" He'd try to continue, shushed by continual ravings. Even the slamming of his fist does not shock them in the slightest as babble continued to come.
"It is not over! Not until he gives the command." "Until this charade is done, nevermore to rise one more. As his armies convert all to his path!"
….His eye twitches. And then opens in horror as he spies the wide and empty eyes now all around him.
"Inevitable. For he is Alpha, and with Omega. For he is teacher and terror alike. For he is our salvation! " "FOR HE IS THE SUPREME, THE ONE THAT WILL GRANT ALL! HAIL, HAIL YURI!"
"...ALEXANDER!" The Admiral cries out, turning towards his bodyguard! "Epsilon has breached into the Lusenka!" His faithful servant nods as he immediately drew his pistol. Especially as the group quickly began to turn and head towards the man in unison, marching and crawling after him. "S-stop this madness!"
"Gladly." He'd say, firing his pistol at his true enemy. "For the will of Yuri."
And so the Admiral passed into history. Nothing more than an amusing footnote.

CASUALTIES: NEGLIGENT. REPLACEMENTS HAVE BEEN MADE BY CAPTIVE
ACTIVATING STRATEGIC INTERFACE.
INDUSTRIAL ACTIONS: 80 RP
With the knowledge gained from the fools which have previously occupied our translocated space, Espilon's miners will construct an Mining Project in Core Epsilon Space. (50 RP)
In light of the current combat operations We will also upgrade our 3 warfleets to Mag 2 levels. Using (30 RP) to do so.
MILITARY ORDERS:
Major Combat operations will be put on hold for the remainder as the corpse of a hypocritical dream is thoroughly pacified for industrial expansion, and of course up sized. However our fleet of stealth ships and small vessels will be around to silently scout out our current neighbors.
DIPLO-ERROR, EGREGIOUS WORD DETECTED. INITIATING CORRECTION...
INTELLIGENCE ORDERS

*Intelligence Gathering and Groundwork for offensive actions (Anguidai Horde)
Assets: Stealth Ships, Clairvoyance, dedicated Infiltrators (Including highly indoctrinated former pirates), 4 RP
Plan: A nomadic existence has already been all too troublesome to track down, even when it wasn't limited to only the stars. However, unlike the Kievan Rus who suffered so much we have our own means to pin them down. Clairvoyance and mind reading will slowly probe what is most valuable amidst the horde, where they would likely have to stand and fight. Stealth ships will shadow fleets for their movements and drop agent provactures to slowly stir up resistance among their tributaries. And of course, we will seek to get into their own armories in order for some...Future sabotage.

*Intelligence Gathering and Groundwork for manipulation (Confederation of Endelia)
Assets: Stealth Ships, Clairvoyance, infiltrators, Subversive messaging, mind control, 4 RP
Plan: The Teledrai have already proven the usefulness of another irritant for our enemy to deal with. And even though the Anguidai already have a fight on another front, the more the merrier. Using this distraction as a means to rouse the tributary state, we will attempt to bolster or create a movement that would serve to push for war and therefore, independence for the state against this barbarous horde. Like Makadon of old, and of course...Doomed to only failure and exhaustion. A meal readied for consumption once it has done it's part.

*Faustian Whispers to the Teledrai.
Assets: Recent display of Power against enemy, Mind Readers, Current state of Lumdrumia, stealthed infiltrators and cloned examples, 5 RP.
Plan: Though of course the Teledrai are, of course, right to fear us given what they have seen...Even this could be an asset one could say. Fear can drive a lot of things. From dark bargains, to an envious grasp on power. Our Mind readers will scan the thoughts of their desperate Military heads, and if they prove to have fertile grounds we will...Offer some manner of suculance. Agents and psychic visions will slowly whisper of the potential of our power, of how useful it could be to restore their old and forlorn dream. How it will bring about a true unity that cannot be crushed by petty minds twisting and turning for a divide, or whatever had destroyed that former state to our north. They will come to, perhaps see us as their only hope...Willingly becoming our proxies. And if not? We will simply have to settle with ensuring chaos will follow in the wake of our action against them.

*Scouting out Sector K-8.
Assets: Stealth ships, clairvoyance, mind readers, 2rp.
Plan: Just let our stealth ships and psychic powers gather further intelligence over in this direction-These religous cries have taken the eyes of the Prime Proselyte quite a bit.

RESEARCH
0, 1, 4, 9, 16 RP (30rp in total) on 5 research slots.
PROJECT ONE: ICON
All fronts of power devoted to the mind will be under his will and control, and this shall be no different. Already, we have a menial population who's every will and belief we can bend to our whim. It would be so easy to simply throw ourselves in deep with this...But that would be foolish. First using a lot of disposable test subjects and whatever scraps of knowledge we gathered from the corpse of the Star Union and it's final throes of desperate attempts at life. We will gain an understanding about just how it will be useful, how it will fit within our doctrine, and most of all how to dominate it. One Will, one Purpose.

PROJECT TWO: TEPES
Another thing that was pilfered from our most recent conquests is this newfound "Geneseed" Phenomena. Already many of our finest geneticists salivate about incorporating this wonderful new gene manipulation tool, but firstly an old project of Yuri's grand interest will receive this. Dr. Enoch has long desired to pushed the boundary of our genetic manipulation to combine the results of Terranova enhancement with the powers of the mind! Building off the work of Rahm to grant the next step of Ascendance. This theoretical "Vampyr" process has had run into...Problems being implemented, but with this Geneseed the dream of a new superior human of powerful bodies and minds will manifest. Pushing past mere superhumanity into something that will transcend it entirely.

PROJECT THREE: REVERSE-ENGINE (2 Research Slots)
Long has the fruit's of Einstein's genius eluded us. Though the wreckage of the Paradox engine and what Chronospheres we could take from Allied holdouts has given quite a bit to research, Tanya's last act of defiance devastated what notes he and his protege had on the technology...But in the end, her efforts were in vain. In this new Galaxy once more a stunning example of Spacetime manipulation has landed in our scientists hands. From researching and comparing how the ABD works to prior examples of chrono-technology we will be able to complete the remainder of our great work in unlocking the secrets of time. Even perhaps marrying the power or Siegfried's engine to psychic powers in a terrifying display.

PROJECT FOUR: GILGAMESH
Immortality. The dream of the lowliest man to the most famous of kings itself, which has driven men mad and drove entire empires to ruin. It has been the dominion of the gods for so long...And now, it is to be one step closer. From Pieces of the Puzzle Yuri himself had laid in it's very foundation.
Already we have picked apart the mind, letting it be bent and shaped to our will. Already we have managed to duplicate entire bodies of suitable psychics. In a time beyond Yuri had come up with ways to secure his continued existence through telepathically rewriting his mind to another brain. Now, with the right application of mind writing to only the finest duplicates...The very body itself will be only a vessel to be controlled. Nothing more than a choice of clothes to wear. That true next step of ascension...Liberation of the mind.
And oh so much more.
 

Sith Empire strategic turn 2 response:

@Revan4221X


Pre-orders RP: 158(upkeep already factored in)

18 RP is Stockpiled to repair any loses incurred by actions this turn.
Intelligence Orders:
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.
(an 11 post modifiers versus a zero post modifiers for stuff beyond High Charity and the Ring… nearly Flawless Victory for Imperial Intelligence)
Outside of High Charity and its attendant fleet, beyond the site of the Ring that the Covenant holds so dear, Sith Intelligence's infiltration is nearly as total as it can be between two factions that are both at war and of entirely different species.

Countless targets are identified, as ship movements are mapped almost in their entirety, homeworlds are identified, and lesser worlds are scouted heavily enough to almost be able to make an accurate census, although the heavy, and growing, level of militarization makes one wonder how much the raiders will actually be able to exploit this information.

As for the other informational goals- information on the Forerunners and on the Ring, for most of the year all they can find is rumors and hearsay bound up in religious dogma that have gone through so many levels of separation from their original source that almost all of the information gathered is basically useless, with the most valuable information gathered during this time being a, likely inaccurate, translation matrix, and the supposed reason why they started going after humanity- a bunch of religious dogma based around a single forerunner glyph, that supposedly stands for 'reclamation'.

Later on though Sith Intelligence hears of an actual expedition going out to meet said forerunners, as distant Covenant scouts have found signs of them actually being alive somewhere to the east; sadly, said expedition had already left by the time Sith Intelligence had infiltrated deep enough to hear of it; luckily for them, said intelligence agency is there to hear much of the information that was sent back from it, including a single live, apparently unfiltered broadcast. While most of the information contained within has since been filed away for later review, the gist of the information that was received is clear, and the fallout… is so obvious that no active infiltration would be required to see it.

For one thing, it turns out that the San'Shyuum, the Prophets, were at one point actually allied with their local branch of humanity, only to betray them to the forerunners… only to later betray the forerunners in the name of said humans and get almost completely whipped out for their arrogance… and now they've went and declared a holy war against humanity in the Forerunner's name, which was apparently quite amusing to the these Forerunners.

For another, the purpose of the Ring, and the broader Halo Array that it is technically a part of, was revealed in full. Turns out that it is in fact a superweapon, one that wipes out all life above a certain level of neural complexity in a very wide area as a side effect of its primary purpose, whipping out as many flood forms as possible within said radius and denying whatever remains a food supply. As for the Great Journey that the Covenant kept raving about? That was them leaving their galaxy in shame for what they had done(they activated the Halo Array to purge their home galaxy in its entirety) after reseeding it with life and ended up here, in this new galaxy.

This was almost enough to cause the Covenant to splinter, and the final nail in the coffin was the Forerunners providing them with a proper translation matrix(that naturally ended up in the hands of Imperial Intelligence) to 'avoid future issues'; in which the final nail in the coffin was revealed, as it turns out that said rune stood for Reclaimer, not Reclamation.

And so, as the year dragged to a close, the Covenant splintered, brother turning against brother even as others turned to despair as Truth espoused almost nothing but lies, decrying these Forerunners as being false and being 'left behind', Regret(amongst others) fell into 'quiet contemplation' even as the rest of the Covenant fell apart around him, and Mercy, even as he fled High Charity, began talking about reaching out to the surrounding humans to 'make amends', disregarding that they were, and technically still are, at war with them.

And so, as the final few days of the year arrived, so too did a Sith shuttle land on the Ring…(to be continued in next turn's opening)


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.
(combined with coming strategic turn, see the military order for its opening)

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.
Infiltrating the Imperium of man is the easy part; infiltrating without your infiltrators being detected and traced back to you is vastly more difficult, but Imperial Intelligence has apparently at least managed to avoid the second part of that; and so the web is weaved.

And with that weaving, the extent of the Imperium's ambitions are revealed. To the east, their Crusade fleets push ever onwards, having already secured G1-7C in the name of the Imperium, and are in the midst of defeating the remaining local resistance in G1-7B, pushing the local carcinizoids to the brink. At home, the fires of their industry are stroked ever higher, as countless idyllic civilized worlds are turned into polluted hellscapes in the name of industrial progress.(all of their territory, including the newly conquered area, are at at least Industrialized)
Already, their propaganda machines continue to spout about their impending victory over the Xenos to their east, while in back rooms deals are made surrounding their new supposed allies to their south, and of mitigating the impact of the 'new'(to them, as it's clearly a Hyperdrive, one very similar to the designs that are being used back at home) FTL systems that said 'allies' have provided for them on their wider society.(the Imperium will start to have hyperspace capable vessels next turn, although widespread implementation is still a ways off due to the political power of the navigator houses slowing it down)
those few infiltrators who made it onto the trade ships heading south report of a Galactic Empire, easily as large as, if not larger than, the Republic of old, and containing most of the same worlds, apparently led by a single Sith lord, with the jedi reduced to but rumors and myths. It is good to know that in some universe that the Sith were victorious over the republic, but it is equally odd that there are reportedly only two Sith in that entire Empire.(said Galactic Empire controls F2-8A, F2-8B, F3-8A, and F3-8B, with F3-8B being the Core Worlds)

While that news is troubling enough, the news from the eastern front very quickly becomes vastly more troubling, as their propaganda machines switch over from almost celebrating their easy victory over the xenos to decrying the xenos new shift towards being hereteks as well and consorting with the forces of Chaos; for as they were pushed to the brink by the Imperial Crusade, and the arrival of other enemies farther to the east, the unknown 'xenos' policy has turned to making a deal with the Devil.(to be continued next turn if an intelligence action is directed that way, or the turn after that through your longer term infiltrators)

In better news, Imperial Intelligence has managed to somehow divert three future scouting expeditions that would have otherwise made their way into Sith space, buying you at least one more turn of secrecy.(despite the new FTL systems, you still likely won't be discovered by the Imperium next turn.)


Research Orders:
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 Empire.
[3/12 slots completed for the full set, or 2/10 for fast-tracking two of the three, or 1/6 slots for completing any one of the trio before the others](why yes, the full trio is beyond 10 slots in difficulty, as their impact is potentially that huge)
upon completion, will be able to put further research into using these modified lekgolo as the basis for new vehicles(as while you will have the modified Lekgolo, you won't yet have designs built to fully make use of their capabilities).
will be also able to use the modified Unggoy as an alternate population source that effectively has the Rapid Breeders trait, if at the cost of not being really suited for any military uses beyond being basic infantry and maybe vehicle operators.(3 RP per population point, but if prioritized too hard over your more standard humans/sith you will run into issues related to army composition after a certain point, as they're sithspawn, not potential future Sith.)
In addition, your future huragok pseudo-sithspawn will be able to give a small boost to reverse engineering all future technologies that do not rely on the Force or some other exotic energy source to function.


(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 its offensive capability comes from the powers of the Dark Side.
Your design here goes through without a hitch, and by the end of the year you even have a single prototype vessel, although you will still need a full production run to work out any remaining kinks.

(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.
Research and development here proceeds without issue, although issues of cost start to be hinted at for spreading the full augmentation practice as widely as the Sith might dream of.(choose between 'unkillable' Legends, almost unkillable heroes, and much harder to kill super-infantry)


Industrial Orders:
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)
Most of your industrial expansions go through without issue, although your attempts to bring 7A-E3 into the Empire run into issues, mainly in the form of a massive fleet of nearly identical 12 kilometer long vessels arriving from the north, as the policy there was also expanding into this region, and the greatest of its member states, the Jupiter Union, has sent what is apparently half of its grand fleet over to enforce its claim.(magnitude 4 fleethorde interrupted your unsupported colonization effort into contested territory)

Thankfully, the swift arrival of diplomats from Sith space proper, and the returning vessels from your anti-piracy action farther to the west, have managed to allow you to keep some sort of partial claim to this region, mainly a decently wide corridor along the Red Line stretching out to your newly effectively vassalized region farther to the west. (E3-7A is effectively at Colonized level development and is half way to heavily defended, although this development level isn't due to the lack of the development of the region of it that you control, it's just that you don't control the entire territory point, or even most of it.)


Diplomatic Orders:
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.
(had to rewrite this section too many times to feel comfortable; for now, to get this piece out, I will be just putting the final results here, with fluff to hopefully be added later)


End results:
-gift 20 RP to the Federation next turn, alongside a few ship-designers to assist them with developing both larger vessels and more proper military vessels built to fight the foes found in this new galaxy.
-gain their expertise in developing your own version of the Transporter and the Replicator, the two keystone technologies of the Federation and most of the other advanced factions that the Federation has met within its home dimension, alongside the knowledge that, while not outright willing to say it, the Federation is hoping that the universal prosperity enabled by such devices will assist them in changing the sith to be somewhat more like them.
-mutually gain the trait [Economic Integration] at rank two, to be automatically improved to rank four over the following two turns


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.
(merged with relevant section under military orders)
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 exclusive thing. The Empire is willing to work alongside them in cleaning this place up so as to prevent further incidents from occurring.
(merged with relevant section under military orders)


Military Orders:
Covenant Operation:
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 tribe 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 using taking shots at Covenant worlds with his Desolater equipped Harrowers and the new Chirikyât Super Dreadnaughts with the First Stage Firing Sequence: Planet Prison. 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.
Remote outposts and mining stations are annihilated in waves of pulsing red light, trade vessels are yanked out of slipspace and annihilated, and countless worlds, including the Unggoy homeworld, are temporereally made to resemble prisons, with their planetbound vessels grounded and their industry turned off. Would be pursuers are either avoided or annihilated in turn, as the constant stream of information provided to you by Imperial Intelligence proves its worth easily a dozen times over. At one point, you even manage to forcibly tear apart a gathering fleet, drawn away and annihilated piecemeal by the constant stream of distress calls, both real and fake, that bombard them, with the ones that aren't drawn away or demoralized into breaking rank and departing are easily annihilated by the arrival of your Isotope 5 fleet; and the emergency response group, which was even larger than this fleet, finds almost nothing, your forces warned well in advance of their arrival.

For the first half of the year your raiding is successful, successful enough that, if it wasn't for the fact that the Covenant is already splintering in a civil war, they would be entering the next year with an economy deep in the red. Eventually though they catch on, and their overwhelming numbers are spread out from the staging grounds, forced into escorting duty and working to guard and restore disabled worlds; but even after that your forces continue to be able to opperate, as FTL interdiction, force-enbled pinpoint FTL jumps, and overwhelming local superiority prove their worth time and time again; it doesn't come without losses though, as several times even the forewarning from Imperial Intelligence isn't enough, and several battlegroups are caught within a gravity well and annihilated even as they burn the world that they're in orbit of for their impudence.(30% losses suffered in total over the full year, nothing that your repair funds can't handle, presuming that the forces within the Red Wall aren't obliterated for their impudence.)

(massive economic damage dealt, although it's not quite enough to forcibly degrade the quality of their territory, it's enough to make a sixth of their gross RP income for this turn effectively disappear, putting them well into the red from fleet upkeep)

Despite this, you've been completely unable to hit any of their most important worlds(other than that one extremely lucky raid), and their grand staging grounds remain almost completely unmolested for most of the year. (no actual meaningful fleet damage dealt, or at least, nothing that wouldn't be easily repaired under more normal circumstances)

Eventually though, even the most successful raiders would need to withdraw, and eventually a thousand small knicks took their toll, as battle damage, somewhat crippled ships, and outright hulked vessels piled up to the point where the next large engagement would likely be your last(at least in this theatre); it is at this point though that the news from the expedition to Forerunner space reached the homefront, and all of this became moot.(to be continued next turn if you so wish.)



Zombie Pirate Culling:
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.
Your arrival is a welcome sight to the locals, and after a few brief exchanges of words with what passes for the remainder of the local's military forces, battle is joined across dozens of systems as your forces fall upon the extremely dispersed undead raiders.

Pirates are as pirates do, and despite being undead, these pirates still act like your classical raiders- as if their ships are fast with disproportionate offensive capabilities, but no ability to actually stand up in a fight, but a large portion of their ships were five kilometer long brawlers, clearly built more for sieging fortifications, chasing pirates, and actively engaging in large scale battles rather than normal piratical activities; so their tactics often did not match what their ships were built for, and even when said ship is commanded by someone who knows how to properly use their vessel, they still aren't able to stand up to their imperial counterparts, needing a two for one tonnage advantage to even draw close to winning when they aren't simply being out-ranged, out maneuvered, and simply out-classed; and even the constant need to hold back from utterly annihilating their ships, instead consistently resorting to boarding operations, is not enough to change this equation in their favor; as despite being tireless, despite being able to shrug off, and sometimes even rapidly heal from, what would be crippling or even mortal wounds to mortal men is not enough to save them, for the vast majority of their number isn't even a match for your average sith trooper, let alone an actual Sith; although their surprisingly advanced slugthrowers did prove to be quite a bit more useful against said Sith than a blaster, and the rapid regeneration that a few of them showed did prove to be a bit more of an obstacle than the more ordinary undead.

There are also scattered reports of troopers running into masses of undead performing some oddly choreographed dances in empty hangers; and one fight between a Sith warrior and a group of zombies in a kitchen ending unusually swiftly, as despite not being alive these undead seem to be deathly allergic to table salt of all things, as one that got a salt-shaker thrown in its face collapsed immediately despite not taking all that much actual damage.

With only a few odd individuals per ship being able to put up more than what is effectively a token resistance, these opening battles ended as quickly as they began, and even what few larger congregations there were seldom held longer than that.

The most notable fight of this initial campaign was when the Silencer fleet, under the personal leadership of Darth Nox, ran into the largest congregation of pirate forces in the region, along with its commander.

It started with an intercepted internal communication coming from the landed vessels:
"Alright, orders are coming in from on high, apparently the Celestial Dragons heard of our little operation here, and want a cut of the pie; and when I say cut, I mean that apparently we will only be getting to keep the dregs that are left after they've taken their pick of the slaves."(communications officer)
"Aw, but there were a few beauties that I had my eyes on."(local commander)
"Orders are orders, and you know what going against the Celestial Dragons gets you."
"But…"
"Perhaps next time, Absalom, until then you will have to deal with your 20 other wives."
"But but but…"

Apparently though these Celestial Dragons, whomever or whatever they are, will need to go disappointed though, and Absalom won't be getting a 'next time', for their blockade was already blockaded, and their void forces were already falling apart, as Darth Nox's battle meditation made even these undead, who are supposedly not supposed to be able to feel anything, break formation and try and flee in terror. Soon, nothing is left but the slaughter, and the freeing of those who would have otherwise been slaves.

Once again, Darth Nox leads the charge against the largest of these vessels, and once again, attempting to steal the souls of these animated dead caught naught but echoes, shadows of what once might have been complete souls, for it turns out that the shadow-stealing vessel was in fact using people's shadows to animate these undead instead of their souls, contrary to what was initially theorized. Soon though the last ship in the void has fallen, and Darth Nox proceeds to join the ground-invasion, as nothing here in the void was satisfactory to him.

There, he takes his anger out upon the undead hordes, clearing his way towards the command center, wishing to take the souls of the few living members of this raid, be it for rapid interrogation, or simply for power. Soon he arrives at the first major section of open ground, the park laid before what was likely once the governor's mansion, now the apparent command center for these pirate's operation this side of the Red Wall.

With the way forward known to be clear of non-hostiles, Darth Nox stops holding back as much, unleashing a great Force storm upon the helpless undead known to be lurking within these woods. Soon the forest is naught but burning scrap, filled with burst, burning trees, and the cooked bodies of the former undead, be they former natives, human, or some sort of stranger amalgamation.

The smell of burnt wood and cooked meat fills the air, as those forces waiting behind them finally move up into the wreckage of what would have been the zombie pirate's last holdout worthy of Darth Nox's attention. Soon, they are at the doorstep of the former capital building, one that was not built up to what could pass for any sort of real defensive position, for what emplacements they have are crude things, clearly set up in a hurry against opposition that they didn't expect to face, and whatever existed before their takeover clearly didn't pass muster.

Upon storming the building though, they find no one of real note. Only more undead, with a few more intelligent than the rest, including the one who was clearly acting as a communications officer, who had several odd snails in the same room as him, several of which were clearly projecting communication screens from their eyes. These objects are collected for future study, but despite this finding, their leader, this Absalom, was apparently nowhere to be found.

That is, until almost right behind Darth Nox two sith commandos suddenly drop, their throat torn out through their armor by an undetected assailant, invisible to all forms of detection until they acted, and even now, still completely invisible and inaudible. Moments later a sith warrior, a quarter turn around relative to Darth Nox, falls midway through turning around, his arm shattered moments before he could bring his lightsaber to bare, his head flying away moments later from what was revealed to be a kick of all things, as blood splatter reveals the shape of a leg, only for those splatters to swiftly also fade into invisibility.

And yet, seconds later a scream is heard, as despite being undetectable to all standard, or even somewhat non-standard, senses other than touch, despite being fast enough to defeat a Sith Warrior before they could properly react to what their last moment precognition was telling them, it is still not enough to defeat Darth Nox's precognition, and Absalom wasn't fast enough to land any blow against Darth Nox anyways. And so Absalom fades back to visibility screaming, missing an arm and a leg from Nox's sweeping counter. Now visible, Absalom is revealed; half man, half beast in a literal manner, he had clearly augmented himself with parts from some sort of humanoid panther, what with the seams and stitch marks being clearly visible; despite the apparent crudeness of the work, it appears that said parts were flawlessly integrated, for his highly expressive muzzle and his remaining furred, clawed hand are both clearly just as reactive to the vast amount of pain that he is in as the rest of him.

While the man himself was pitiful, his abilities clearly weren't, and so Darth Nox gives him the honor of getting his soul torn from him. From there, the absorption process seemingly goes mostly as normal, although a piece of it, clearly both artificial and added after the fact, takes more work to successfully absorb, and afterwards it doesn't appear to integrate as smoothly, still filling up more 'room' within him than Nox would prefer, although right now this is nothing too hampering, it might yet become an issue down the line.
Upon getting back to his flagship Darth Nox tests these new capabilities, and alongside a few new, but mostly redundant forms of martial arts, he has gained the ability to fade away from the sights of all conventional sensors, and, from the reactions of those on the bridge, even the passive senses of most of his acolytes.(1st Devil Fruit absorbed, Darth Nox can now turn completely invisible and inaudible for however long he so wishes. Devil fruits(although that name isn't known to him quite yet) are revealed to both be artificial and be 'extras' relative to the soul of its user, and can therefore be easily discarded by Darth Nox, be it into the ether(to reform and possess a new fruit), or to the soul of someone else. ⅓ slots filled, although the fact that he only has three slots needs him to absorb a second one to find out.)

And so Darth Nox and his Silencer fleet proceed onwards, to join in the operation within the Red Wall. not very long afterwards, the remaining undead pirates beyond the Red Wall are eliminated, and in thanks the locals try and find any sort of way to keep you around for further protection, sort of selling themselves into slavery to you.
(Vassal gained due to saving them from slavery and them having both no actual way to resist you and not having much of a government left, as most of their leaders were killed to demoralize them; complete with the mutual positive relations [Lord/Vassal] at rank four, [economic integration] at rank two(cannot be improved beyond rank three due to local population and industrial level), and [client/client state] at rank two(to be improved over time if you continue to protect them), with the potential for full integration with some actual diplomatic work.)


Red Wall Operation:
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 Meditation 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.

The initial pirate hunting expedition goes no where near as well as anticipated, but about as well as one could more realistically expect, for as your forces arrive they are initially effectively divided in two, as the Red Wall also stretches down the middle of said region, and in their efforts to find the 'shadow planetoid', your forces entered both sides. Your forces to the west has it relatively easy, clearing away the local pirates, and even a couple of plantetbound bandit groups(RIP Dadan), while making their way inwards fairly easily after proving their non-hostility to the more law-abiding locals; although after meeting with said locals, who oddly call this region the 'east blue', the ability to clear away the local pirate rabble, especially right now since the most dangerous local pirate crews were dealth with or made their way to the 'Grand Line' just last year. The more experienced individuals met at the local government bases, these 'marines', also call this region the weakest of the blues, and consider being posted here a mixture between a vacation and a training area for rookies, as in comparison to the 'Grand Line' they consider this region to be a good vacation destination.

but not long after making contact with these marines they quickly called for assistance, sending orders up their chain of command, for even if you were so far sticking to your stated goals of seeking out and destroying pirates, both the sheer size of your fleets and the description of who you are after, who is identified to be Gecko Moira, apparently raises certain issues, especially since the main commander for this region apparently left some six months ago to chase the last remaining major pirate group from this region.

Elsewhere, in the north-east region, more appropriately called the 'North Blue', your forces come upon a vastly more chaotic situation, in which the line between the warring local kingdoms, some of which have startlingly powerful fleets, and the pirates that prey on them from the margins blurs. (1st of two starting decision points for moving into the more tactical side of this turn: do you try and semi-conquer this region right now, or do you just clear out the obvious pirates and deal with the other issues later?)

Having entered the more western part upon finishing up his part of the campaign in the north, Darth Nox catches up with the leading edge of the expedition within more hours of opening diplomacy with the local ruling government, or at least its main military branch, ready to lead in the coming 'negotiations', for not far beyond this region's capital world lies a wormhole, one of a quartet that, while all leading to the same place, are the last fixed bit of the route that the force gave to reach 'the Shadow Planetoid and its captain', for beyond that point the force is screaming at you about the constantly shifting nature of hyperspace routes within the region that the locals call the 'Grand Line.'; and while the force also whispers of routes that are shorter in real-space, there is an apparent void, empty of stars and yet somehow also empty of all hyperspace routes, between you and this 'Grand Line', that is much too large to travel conventionally using any of the technology that you currently have readily available. The force in that region also gives a hint of teeth, and of elder intelligences that would much prefer that you stay away.

The final complication arrives with the Marine's reinforcements and apparent diplomats, for at its helm is a man, grizzled, heavily muscled, and with graying hair, whose mere presence speaks of enough power to give even the Emperor's Wrath pause.(Darth Nox, meet Garp the Fist, one of the four strongest Marines alive today.)

(to be continued…)
 
DualFront said:

Basic Tactics Overview:


Mercenaries Hired:
Buzzbok's Hunter-Killers: 2 RP
Votann League of Urist Freekindred: 5 RP per turn, joint research project, trade deal

Overall Goals:
  1. Stabilize Theocratic defensive lines
  2. Engage in disruption attacks against enemy leadership and production centers
  3. Counter attack one (1) of the enemy hordes, to hopefully knock them out of the fight before moving on to the rest. Tentatively aiming to make the Kroats the first target

Orders:
Core Commanders, including Commander Coldfire will first gate into worlds where the Theocracy are still fighting in order to reinforce and stabilize their defensive lines, followed by building up orbital infrastructure to contest enemy fleets.
  • Ground combat focus is to be on establishing defensive positions
  • Space combat focus is to be on building Apocalypse Frigates - Both to tie up enemy fleets in Clash combat, and to blind their sensors. At this stage, allied Votann and Stentili fleets should arrive in system and move to engage enemy fleets while they are still blinded by the Apocalypse's jammers

My understanding is most of the involved combatants favor Clash combat, so aside from trying to use the jammers on my ships to let everyone else get the drop on them, combat should proceed in a relatively straightforward manner once joined.

Once enemy fleets are defeated (or as the opportunity arises otherwise), the Votann and Stentili should deploy their own ground forces to further reinforce defensive lines.

Concurrent to these actions, Buzzbok's Hunter-Killers will be used to perform surgical strikes against major production sites and leadership elements.In order to increase their combat power for this task, the Core wish to provide some of their own units and weaponry, up to and including Commanders and Silencer missiles. Intelligence suggests that while the assorted green menaces can cobble up basic infantry gear from essentially nothing, heavier assets still require dedicated facilities. Knocking these out may slow down the enemy warmachines. More helpfully, enemy command chains appear to be extremely fragile, with leadership elements being extremely, even violently competitive. The most civilized form of leadership change comes at the barrel of a gun, and the death of a commander can lead to an immediate death match to determine new leadership.


.


Briefings:

Operation Iron Line:

Greetings Commander Coldfire. The situation is dire. Three new alien races - The Kroatanga, the Orks, and the Tohx - have attacked the Great Theocracy in rapid succession. All three are confirmed Omnihostile, and have brought considerable forces with them. CORE Territory is not currently under threat, but the Theocracy's defenses are collapsing at an alarming rate, and we are the next natural target. The only saving grace appears to be that all three enemy forces are as hostile to each other as they are to everyone else.

Your task will be to lead our forces in reinforcing the Theocracy's current line of resistance.Gate into currently contested worlds, establish defensive firebases, and rally Theocratic forces. Additional assistance has been pledged from the Stentili Cargivers, and purchased from the Votann League of Urist Freekindred, but Votann forces in particular will need to jump in from the edge of the system. It will take extra time for them to arrive, and they will likely need to fight through as well. Make use of Apocalypse frigates to distract and blind enemy fleets, and our allies may be able to catch them entirely by surprise.The Stentili will also be deploying FTL inhibitors to limit the enemy's ability to bypass defended systems - Not that they are expected to try, but the precaution is worth taking.

Intel-Tap: All three enemy forces appear compulsively drawn to the largest, "best" fights. Reinforcing Theocracy positions may inspire the enemy hordes to focus more attacks on those same positions, or they may continue their present infighting. Whichever outcome occurs will decide our strategy going forward. Additional operations are in motion to tilt the scales in this regard, but be prepared for a lengthy siege. Lastly, a machine race known as the Oltonavarii have also been fighting on behalf of the Theocracy. Should their forces appear in your theater, make every effort to establish communications with them.

Ground Tactics:
  • Gate in directly in support Theocracy troops and establish defensive position
  • Gain air superiority and make use of airstrikes to eliminate critical targets such as leadership, production centers, larger formations, etc
  • Establish orbital defenses and production to contest enemy ships

Space Tactics:
  • Focus on building hordes of Apocalypse frigates to rush into Clash range with enemy ships, and hopefully use their jammers to blind enemies to the arrival of allied fleets
  • Back them up with Unity carriers to provide strikecraft support
  • If possible, follow up with Penetrator destroyers, but the priority is to tie up the enemy rather than deal decisive damage

Reinforce embattled Theocratic positions. Distract enemy forces from further allied reinforcements.

DO SO NOW

Operation Silent Avalanche:

Greetings Commander ibreakufix, Central Consciousness has secured the assistance of a mercenary troupe known as Buzzbok's Hunter-Killers for the duration of the conflict. They will be performing raids and assassination missions against enemy targets, as well as scouting enemy-held systems. Your task is to provide them with logistical and repair assistance, as well as Core units and weaponry to boost their combat power. Please ensure all appropriate black-boxing measures are in place.

In addition to eliminating leaders, production sites, and other critical assets, Central Consciousness is particularly interested in identifying planets, asteroids, and other bodies that are currently not in use by enemy forces, as these may prove to be ideal insertion points for Core commanders in future counterattacks. If enough Commanders can be spared from Operation Iron Line, such attacks may even be carried out immediately. If not, they may need to wait until a new Commander Cohort can be assembled. Central Consciousness is also analyzing the viability of seeding Stentili FTL inhibitors throughout enemy systems to further impede them.

Intel-Tap: Intelligence suggests that the Kroatanga, Orks, and Tohx all have extremely fragile chains of command. Leadership is held by the strongest, and decided purely by violence. Unexpected death of a leader typically results in an impromptu battle-royale to decide the new leader. As such, assassination strikes against enemy leadership are expected to yield the greatest disruption. Lastly, a machine race known as the Oltonavarii have also been fighting on behalf of the Theocracy. Should their forces appear in your theater, make every effort to establish communications with them.

Ground Tactics:
  • Buzzbock's Hunter-Killers will perform raids and assassination missions with the goal of eliminating enemy leadership, production sites, and other critical assets
  • The Core will provide material assistance including Core units and strategic weapons to increase the Hunter Killer's odds of success. Appropriate blackboxing measures will be implemented to make sure they can't secretly hang onto a Silencer missile or something.


Space Tactics:
  • Avoid contact with enemy void assets unless absolutely necessary to eliminate priority targets
  • Buzzbockk's forces should also keep an eye out for celestial bodies that are uninhabited or otherwise unused within enemy space.

Support Buzzbock's Hunter-Killers in assassination and sabotage missions.

DO SO NOW

[That covers the bare essentials. I think. This took a lot longer than I wanted, but work was hell this week, and I got distracted by Signalis. There are some other prose bits I had in mind but this should be all the orders needed to initiate the turn

The wise decision to hire out the forces of the League of Urist, a strange set of Clones and their Mechanical Kin lead by wise A.Is full of patterned memories and thought patterns from the weight of countless prior generations of Kin, both mechanical and organic; would give the forces of the CORE and its co-belligerents much-needed bulk.

The Oltonavarii are still rather enigmatic, but they are willing to cooperate with the gathered forces of the CORE and the Votann whose brethren ships navigate through the Flux by means of quantum beacons powered by the long passed.]

The War of the Three Greens
They deployed with all the lack of subtlety and the sheer bloody inevitability of the grim march of annihilation they would take into the very pits of Hell as worlds exploded and stars were torn apart by the violence of cataclysmic weapons and sky darkening fleets. As surfaces were swarmed by tides of green monsters and as cities were pulverised by cannonades that would shatter continental plates, the Votann, the CORE, and the Oltonavarii would march into the furnace as a series of mighty, A.I directed fleets.

The war was quite simply, bedlam. A cataclysm, a catastrophe of the senses, a real clusterfuck of the Mongolian persuasion as people in the distant past might have said. People were on fire. Buildings were on fire. Planets were on fire. By god in some cases the fire itself was on fire.

The initial strikes by the Hunter-Killers and the Time manipulating machines supported by the CORE were going well enough in an attempt to destabilise the combat hierarchy of the three green hordes cresting over the battlefields of millions of untold worlds. Warfiends, Warbosses, and Warsirs were going down to carefully targeted strikes only to be replaced by the next waves once enough heads were bashed.

The Warbosses of the Orks were quite simply bigger Orks. The more an Ork won fights, the bigger they got, the bigger they got, the stronger and smarter they got, the more the mysterious energy of the Waaagh bent to their command. And so the biggest were the bosses as every greenskin intrinsically knew that the biggest greenskin of their subtype was the leader to be followed as long as they brought the fun. Quite simply, the Orks were the ideal meritocracy, everybody was exactly the rank they deserved to be, nuffin' to it. Though even big warbosses were small compared to the sorts of machines the CORE had access to, a power klaw, flash choppa, or tankhammer could smash them open all the same, and they had a seeming instinctual knack for war that matched their lust for adrenaline junkie violence.

The Warfiends of the Kroats were entirely different strains of beast from the great masses of the Kroats than the Grot, Trog, and Ork warbosses. The "Dons" or "Nucos" (believed to be a corruption of "NCO") that formed their lieutenant cadres were multi-headed, multi-limbed monstrosities with limbs like grabbing tendrils and trunks, but the Warfiends were monstrous things closer to some hellish dinosaurian hydra with arms than anything remotely humanoid. Flytrap-like jaws full of spear-like teeth came at the end of many necks while many eyes stared out. Strange, roping arms that ended in star patterned fingers grasped around, while their armoured frames were rather integrated with their technology, walking, scuttling really, on many legs. The bigger warfiends could pull down Commanders, biting into them with power armour clad teeth or smashing at them with mighty thunder flails and other brutally destructive weapons.

The Warsirs of the Tohx were bigger and more…refined than their kin. Their armour was surprisingly well put together, with a sort of brutish elegance to it. It was very obviously meant to kill you, but it was meant to do so with style. The six eyed artificial war ecosystem's Warsirs were as much machine as they were flesh, almost as if both were grown in unison with each other, expanding with every kill, with every triumph, with every trophy. And they did like to collect trophies , with the hunt loving Tohx coming to have special places of honour in their war chests for worthy foes who would decorate their halls of past glories while their swords and bill hooks carved through those that decided to get too close or had failed to elude their derring-do filled hunts.

The Tohx prided themselves in skill and sportsmanship. They liked their heraldry, they liked their pageantry, and they especially liked their trophies. Where the Orks fought for fun and the Kroats waged war to wreck things, the Tohx skirmished to show off their skill, and yet as they fought each one found itself strengthened more and more.

The primary advance of the CORE would of course, have to be made in the face of this rolling green calamity before the chaotic endless clash broke out from Theocracy space and came to their borders.

Megacrusher walkers and Supertanks from the Kroats turned at one to fire at the few Reapers and Goliath Tanks produced in this conflict, Gargants and Megakroozers of the Orks barreled towards the new entry to the scrum, eager to get to grips with the new entrant to the battlefield… the Tohx eagerly responded to the prospect of new trophies and poured fire from every angle as they sped to come to grips with the machines.

They had no idea what they were dealing with.

CORE commanders gated in, and they brought the thunder with them. Fortifications flash constructed immediately lay down fields of fire that spanned horizons, stripping the surfaces of warzones of all combatants in minutes as antimatter cannons, massive laser beams and silencers carved out ever increasing safe zones as enemy armour was blasted to scrap again and again. The Tohx quickly learned to tactically retreat to find better ways of attacking, the Kroat war machines found new locations to plant themselves as they adjusted to the new pace of the war, firing volleys of shells against CORE armour that would have deafened any organic ears from the constant sound of their eruption. The Orks meanwhile, tried the well tested strategy of sending wave after wave of everything they had at the machine fortresses, from Gargants to Kroozers to Boys armed with choppas. It may have been a valiant effort. It may have been beyond foolish. The Orks couldn't conceive of anything but fighting, gleefully charging enemy gun lines with the shout WAAAAGH echoing from each one.

They died in droves, their war machines broken, their bodies incinerated, shredded, crushed underfoot, buried, shattered, and ultimately reclaimed to fuel the CORE economy more and more. Yet the Greenskins kept sending more, the mysterious psychic field which united their kind escalating more and more as the slaughter continued. The walkers sent at the CORE against all sense gradually improved, going from creations of practically scrap and duct tape to well bolted chrome, better engines to dodge the firing of practically unstoppable CORE emplaced guns, shields appearing on infantry to allow them to last a little longer against the machines, to level better and better shootas before their lives were extinguished.

The Kroats had more success, a similar yet distinct war ecosystem which adapted in levels of complexity rather than grow in brute strength as the Orks did. While the Orks occupied CORE defences with their constant assaults, the Kroats had been setting up artillery safe from CORE retaliation, and aimed them where the ACU driven economy was vulnerable. The metal extractors and power plants which had been driving the steady growth of the CORE, constantly at work thanks to the Orks generously providing them with material, were removed all at once as the nuclear ordnance of the Kroatanga found their marks. It was nothing that could not have been rebuilt, already construction bots began to work on replacements… Yet for just a brief period the constant flow of resources the CORE relied on to eke out an advantage in its grinding siege warfare halted, for a seemingly insignificant amount of time compared to the length of the war, the guns went cold.

That was all the green calamities needed.

Artillery pounded bases into ruin, tanks and walkers swarmed, aerial craft dove down and transformed to ground fighting forms to better partake in the feeding frenzy. Weeks, no, months of progress was reversed in these places as the warsynthetic ecosystems reclaimed what had been lost and the CORE was put on the back foot. To most armies, having their bases destroyed, ground units overrun and enemies surging back would have been the flatline as their ability to wage war died. For the CORE, veterans and victors of the Galaxy burning Rebellion of the ARM, it was a temporary setback. More Commanders were gated in, better base layouts were constructed, and as the battle lines of the endless war inevitably swept towards them again, the war continued.

While the main defensive focus meant that the ground battles were not engaged as fully as they might have been, the air was a different story. Sensing weakness in the doctrines of the enemies there, the CORE focused on airpower in volumes that not only contested, but bested the initial aerial control held by the enemies. Ork scrap fighters and Kroat jets were turned into flaming debris by Vamps and Rapier, and Hurricanes flattened Kroat superheavy artillery pieces before they could threaten the perpetual expansion of CORE bases. The Tohx were the only one of the monstrous factions who could compete with the CORE in this arena as they sought to attack from the air to get around base defences or scavenge what they could from low orbit. But in time they too are turned back by the relentless pace of CORE reinforcements.

However, with only air units venturing far from the bases and those being limited in how much they can truly focus on ground forces, the various enemy warbands are able to retreat and rejoin the bulk of their kind, broken though they may be. And so the surfaces of planets the CORE finds itself waging war on remain a constant string of enemy assaults, destruction, and retreats in waves that ebb and flow as advantages and disadvantages are traded in one area or another. To any civilians who remained on those tortured worlds, it would seem as though a fourth participant had entered the furnace of war, one every bit as endlessly replenishing and suited for violence as the others.

In space a different story is told. There is no long range duelling, all of the fleets are eager to get in close with each other, ships of the Tohx practically salivating at the prospect of tearing into the novel designs of the CORE. They do fire a few shots at long range, but this is almost a shot across the bows to test the mettle of the new prey that presented itself to them.

As the ships close in, it unfolds into a bloodbath. All sides fire at each other, nothing is spared, no target is left untouched. The higher tech ships of the CORE destroy their monstrous counterparts easily, yet are bogged down as seemingly endless reinforcements arrive. Boarding attempts against the CORE fail, both Orks and Kroats left standing on CORE Hulls with nothing to do, and as a show of disappointment the factions fight with even more fury. Yet while the CORE ships can match their equivalent tonnage opponents, the arrival of Capital ships changes the equation. It takes a sharp ratio of CORE ships to bring down these Capitals, and they reap a sharp toll in numbers before they are downed. Reinforcements keep the battles in the void frustratingly even, as the war grinds on even in space, with planetary orbits becoming choked by debris fields of ever expanding magnitude.

The first shift in the stalemate comes from the Orks, overlooked innovators as they are. Stymied on the ground and in space, the simplest and most effective solution they find is crashing their ships down onto CORE bases. Even the most hardened of fortifications could not resist these impacts, and what follows the shocking deletion of CORE controlled territory is a lightning war, Orks rushing in screaming first followed by the Tohx flying into the suddenly defenceless bases to finally claim their prizes amidst the feverish fighting.

The Kroats, never ones to be outdone, take inspiration from their green(er) cousins and on worlds that still have a Theocracy presence amidst the roiling battlefronts, begin orbital bombardment of the cities and Structural supports of the Megastructure of the Theocracy. This isn't for amusement and a misunderstanding of how humies work as they Orks might do, or a way to force out their real trophies as the Tohx desire, this is to provoke the CORE to take another step. Why leave civilians unharmed? Why leave their shelters unclaimed? Why not join them in fighting and revelling and killing over and over again, endlessly, forever locked in a glorious stalemate with the other worthy monsters?

This was a misunderstanding that would cost them as the CORE commanders work with cold fury, familiar with the mass death and the collapse of stellar sized objects as a normal part of conflict. And so, on the ground and space an almost imperceptible shift comes over the forces at work. The small advantages that the CORE had been able to press got pushed more as the commanders pushed themselves harder, as the amount of land reclaimed went from centimetres to metres each day. The orbital drops by the hooting and hollering Orks, while initially devastating, provide the reclamation machines with rich bounties of material in what had been secure zones, and with cruisers worth of resources bolstering them, CORE defensive lines can surge forwards, turrets snaking in ever widening bands across landscapes to keep the encroaching monsters at bay. With truly obscene numbers of war machines constructed hourly the tide is slowly yet inexorably pushed back, and the feedback loop which had empowered each kind of monster sapped of strength as there is less fighting and more dying. Eventually even the endless stream of enemy reinforcements slows to a trickle as FTL inhibitors limit the amount that can retreat from losing battles to reinforce elsewhere, and soon the massive pillaging fleets which had threatened the Theocracy stop their runaway inflation.

Victory was in sight for the CORE, a glimmer on the horizon which moved gradually closer each day, with each dead Boy, Warfiend or Warsir one less to kill the next day, freeing up one more shell to be used elsewhere. This was the kind of grinding, industrial war with which the CORE was familiar, and they would have been content to spend the years to see it ended by their might.

Fortunately, they did not need to wait that long. Reinforcements were on the way as mercenary contracts were called in now, to accelerate the victory from inevitable to imminent. The Oltonavarii and the Votann, two specialists in fighting against Eidolons such as these in their own theatres of war, had been called in to do their work.

Systems that had seen slow paced exchanges suddenly become bloodbaths as Oltoavarri temporal smiths lock Green ships in place, Votann fire clouds of torpedoes, lances and Gigantic Mining Lasers spear them through at range and CORE ships savage them up close. On the ground the CORE suddenly finds themselves boosted by accelerated time zones enabling the work of days to be done in minutes, and to operate with protection from the constant barrages thanks to Votan provided shield generators.

The Orks and Kroats are still eager to throw themselves into the grinder, howling with glee as they're cut down as they get to experience ever grander war. The Tohx, marginally more civilised, are able to read the writing on the wall and make fighting retreats wherever able, extracting most of their forces from systems where the fungoids are exterminated to the last. The game hunters would adjust their tactics as they come to terms with their new foe, diving for any detected gate signatures as soon as they appear to destroy CORE infrastructure before it can even begin to be place or to cause chaos on the other end. The use of the Commander inbuilt D-Guns is able to limit the effectiveness of this tactic, obliterating in one shot nearly anything that got close to the Heart of the Core army, though Commanders are still forced to be more cautious than usual when gating into seemingly clear regions of contested worlds.

The doctrine of the allied forces was tested in invaded systems, and truly put to the test in systems which were held exclusively by the Greens. Here the strength of the CORE and the mercenaries is truly put to the test as fleets which virtually blot out the skies of the held worlds turn to face them, as worlds only occupied by competing war systems had to be invaded, where even the immense armies gated in by the CORE are outnumbered and facing truly staggering amounts of firepower…

But thanks to the efforts of mapping and planning by Commanders lead by ibreakufix and the Buzzbok, locations for the Core set up locations to repeat the process of holding the Theocracy territories are found and exploited. Forgotten airless moons became littered with broken machines and corpses and Green held megastructures were broken apart by planet cracking equipment of the Votann and fleets were reduced to dust by the gravitational and temporal control of the Oltoavarri, denying the various Green faction their wanted combat.

However, the grind and then sudden destruction at the hands of the CORE and their allies fail in containing and destroying the fruits and prizes that the Greens developed from the constant combat.


The baby steps the Orks had made in improving their technology were gradually abandoned by StuntieStompa as they failed to close the gap with their new opponents. The quality of their weapons and armour hardly mattered when a newly born Ork had an average lifespan measured in minutes. Where technology failed to close the gap, the raw power of the WAAAGH succeeded. Boyz became stronger and tougher, firing junk weapons that did inexplicable damage to Core warmachines, surviving far past when they should have been killed through unnatural resilience even for Orks or by miraculously avoiding enemy weapons. Grot Tanks painted red zoomed past duelling Raider tanks and Tohx hunters, the Gretchin manning the primitive turrets firing wildly in all directions. Mekboyz constructed Gargants in effigy of Gork and Mork, and these new monstrosities blazed with green fire as they strode towards enemy lines, ignoring damage that should have been crippling to get close enough to down even one enemy unit. Weirdboyz appeared with greater frequency, protecting army groups with blazing psychic shields and firing burning lances of warp energy at Goliath Tanks.

Despite all these changes, towards the end of the conflict the Orks uncharacteristically broke off and left for the North, even as they continued to surge with unknown energy. The last transmission made by Blastamasta declared that he needed to "Go looking fo' something". He promised to return for a second greater round, with a roughly translated 'When they were 'ard enough."

He did not specify who needed to become 'arder'.

The Tohx successfully stole some information and data from one of the few Oltoavarri ships to be destroyed as the CORE started getting into the Green's territory. The WarEarl has sent messages congratulating the CORE for successfully hunting them, the Orks and the Kroats and baiting them into the trap several times. Promising a spot as the Masterpiece of the Earl's collection and the Central Processing Cores as jewels in their crown. But first a Quest needs to be undertaken as rumours of the Grail have been found.

Peacebreaker of the Kroats, the being responsible for the entire War was troubled by the conflict with the CORE and the Allies protecting their pets. Normally the Kroat would fight to the end but Wardemon Peacebreaker was both intrigued and frightened by what the CORE represents. Peacebreaker notes the extreme similarity and nature of the CORE forces. It was a Warmachine just like them, data intercepted convinced the Fungi of two things. That the CORE were and still have dedicated their entire society to war and nothing but war. However they were growing beyond the limits that had been placed on them by their conflict with the ARM. They were going to try and become something more.

Peacebreaker knew that they would eventually be destroyed, the CORE had come so close, but the removal of pressure was letting them revert away from killing. This battle had been lost and the Scrum would need to recover, but if the CORE could be pushed a little more, just a little farther.

They would be like them…


Yet in the end the CORE is successful. Whichever Monster might have proven superior will go undecided, whatever calamitous new birth might have been heralded will go unheard, as the drums of war cease, the furnace of battle cools and the War of the Three Greens comes to an end. The escalating rampaging forms of war practised by the Orks, Kroats and Tohx had proven inferior to the methodical method used by the CORE. The CORE were the unquestioned victors standing atop planets worth of scrap metal and alien corpses. And to the victors, went the spoils.


Situation:


Fallout:

Core War Fleet Alpha: 60% integrity (Took three Mag 3 fleets head on and took the brunt of the damage, but played your advantages well and prevented them from overwhelming you. Your allies helped protect you and the Mercenaries sealed the deal and prevented further damage. Escalation of the Greens capabilities were limited to smaller surviving Fleets that escaped. Majority of the damage was done by the destruction of Theocracy megastructures and Tohx rushes on Commanders gating in to Green held territory)

Theocracy territory integrity lowered by extreme combat, the loss of megastructures and infrastructure lowering development level to Heartlands.

A decision lies before The Central Consciousness.

Much of the damage done to the Organic Allies infrastructure could be repaired to its prior condition by the industry that the CORE created during combat, Alleviating the housing crises that now hampers the Theocracy, furthermore it would allow the Core to speak directly to the people about the strengths and benefits of Patterning. Their Gods and other Unknown forces may give them powers and maybe even an afterlife, but Patterning allows for them to care for those that would otherwise be left behind. It allows them to not DIE. Something that the CORE always wondered why it is so hard to understand.

(Rebuild Theocracy infrastructure giving them back Ecumendui hub trait in the affected territory, Gains additional population Growth in the form of Emigration from the Caretakers due to growing Ideological compatibility and Theocracy Citizens accepting Patterning in their Grief. Additional +10 Pops per turn with potential to peacefully assimilate both groups over additional turns. Increased worry by Established Priesthood of the Theocracy of Core influence)

Others within the Central Consciousness of Patterns that spent more time on the front lines with ARM think that this is foolish hope. Tragedy never changed the mind of those that refused in their own Universe and if the Core started gaining inroads it would produce rebellions that they are all too familiar with. The Wreckage is ours and the Theocracy is willing to let us have it. Let us use the metal to build our own society and warmachine.

This Universe is filled with dangers and apparently many of those that will pick out the weak for the sole reason of their vulnerabilities. The Organics can be saved from their own foolishness later, by helping them to realise that their lives would be saved by Patterning or if we have to save their lives for them.

(Gain 50 RP per turn for four turns, Theocracy and Caretaker Relation remain the same, Theocracy has an overpopulation problem due to having to evacuate failing Megastructures. Increased Unidentified Exotic Energy Signatures levels rising in population.)


Remaining Greens
Ork Assets:
1 Mag 1 Warfleet undergoing changes and developments, last detected heading North in order to recover and develop the unknown energies further. Determined to be a long term threat.

Kroat Assets:
1 Mag 2 Warfleet at 60% has fled West outside of known territory but given the transmissions we presume that they will remain close to CORE space.

Tohx Assets:
1 Mag 3 warfleet at 70%, Fled east and then South once the information was extracted and identified. Oltoavarri forces are in pursuit, but threats have been made on notable Commanders and we expect attacks at random intervals


Mercenaries additional offers:

Votann League of Urist Freekindred:
The Urist Freekindred is impressed with the CORE's tenacity and kill count and the chance to cross off many long held grudges against primarily the Orks but a few of the Kroat held ones as well. Side-note that many new ones were written in the process to be loaded into the Votann themselves. As such they are eager to start work on their payment for relieving your forces during such intense conflict. They have moved their fleets to the region claimed by the Core to the North of your built up territory where they have set up the protection that they believe are needed to keep the Ancestor Cores safe and with the help of the CORE, hopefully repair them.

Established Trade Deal

Action required: Research Project: The Votann Cores - Defrag of the Millennium

Buzzbok's Hunter-Killers:
The Hunter-Killers are grateful to the CORE for this opportunity to gain technological upgrades and look forward to working with the CORE in the future and have left information to contact them for further work as they follow the

Buzzbok's Hunter-Killers: Services Available for Purchase for future conflicts, capabilities will upgrade with each use assuming wreckage of higher tier factions

Cost For Purchase: 2 RP
Tier: Primus 1 additional battle to enter Extremis Tier

The Observer:
The enigmatic Machine remains to observe the outcome and the decisions of the Massive conflict and the path that the CORE takes. It makes a proposition to retrieve information from further Afield for further observation time of the CORE.

The Observer has offered to scout out the territory to your west, 6 Square to be decided by The Central Consciousness.

Cost: 5 RP and 5 Turns of additional data collecting on yourself

Note: the Observer will leave next turn if the deal is not accepted.

Psychotron Unlimited:
With the Battle for the most part won they appear to be preparing to move out towards better pastures out West or depending on what they find, South-West. There is still time to establish contact with them if the CORE wishes to call upon them again or if they wish to hire them to deal with the remnants of the Green's hordes.

Contact device: 2 RP Plus Diplomatic Rolls for impression

Cost: 20 RP

Tier: Maximus




@Shadows

The Gobal Defense Commitee
The GDC had taken to the stars in style, having built up a considerable presence in the void for some time now. A massive fleet, a huge number of troops, and a great many planets and systems claimed in the race to spread oneself over as much uncontested space as possible. Quite a lot of territory as a matter of fact. GDI's population would be spread thin over a conspicuously empty patch of the stars seemingly without incident after being displaced into this reality by the liquid tiberium bomb, and there were some concerns that its military was perhaps undersized for the task of guarding so much territory. But for the time being, anyone could have their own personal duchy if they so chose with the populace vs space ratio. Of course, humans, being the social things they are, would never spread out quite so far, but GDI would come to claim control over five subsectors of territory.

Decades passed, and for some time, many in the Global Defense Committee had the audacity to believe that they were the only major spacefaring species in this new space. That mankind would be free to largely peacefully develop and expand. Life extension technology and advances in medicine allowed legends like Nick Havoc Parker to continue to be a presence though; and the old Guard who remembered the wars with the Brotherhood urged caution against believing that all was well or would remain well forever.

And they were rather right as it turned out, as remnants of what had caused this part of space to receive the purge still lingered. Something yellow to Tiberium's green. Something that had drawn eyes that were not human and were hardly reasonable besides. Something cold and old would beget the first serious conflicts the GDC would experience in this reality, with weapons of killing cold and energy manipulation. Bolts of super-chilled plasma that seemed to leech heat as much as they imparted kinetic energy, and arctic coloured arcs of superconducted electrical prowess that provided the only significant warmth of their armies that most would feel, save for from the radioactive crystals they harvested for their war machine.

The Thyrmik would be what many had come to call them; combatants in a distant war in a distant multiverse who had known nothing but the endless violence of the Bellum Infinitum for longer than any records had gone or recorded. Tiberium was not quite the same material as what they were searching for, but it would be close enough for the endless, bitter harvest. Something that could perhaps show interesting results if mixed with their preferred, gold coloured poison of choice as their craft made of layered superconductor and superinsulator composite plating arranged in pseudo-crystalline patterns advanced with a wintery malice.

Creatures of glacial countenance and features like carapaced ice that stood ten times taller than the average person. With hearts as frigid as the winter they associated with, and whose capacity for pity had long been winnowed out by the cruelty of a war that did not end. Things of eight limbs, four large arms, two mantid-like scythe arms, two small manipulation arms, and two legs, the Wanderers cared very little as to what suffering was caused in the name of harvesting resources for this endless war. Everything suffered, everything hurt. An eternity of a war that nobody could remember the beginning of, wrapped in an endless knot of ever more convoluted perversions of time and multiversal travel had weeded out much of the capacity for being kind.

Their ships were strange things, so emptied of affectations. They went into battle already expecting to die, there was no need for personalisations, for artistry, for declarations of glory or spite. Their attempts at initial contact were brief at most, a simple message.

"You open a door to the truest frost of the endless winter. You harvest a light that provides the only real warmth. You have sought to cultivate it, this half-warmth, but we are here to take it from you. So that we who have endured the infinite chill may at last know a moment's comfort. Die now, as all must one day." Cryptic, but curiously perfectly translated into just about every language that was in use on 21st Earth.

Their voice was like the howl of blizzard winds rushing through canyons and buildings, a haunting whistle paired with a strange, inhuman moan from a complex mouth-mandible combination. Their army was one that was ominously slow, but hard to escape as they drained speed to not only augment their own, but to make foes more helpless in the face of their implacable might; as unstoppable as a glacier while many would simply be immobilised outright in layers of ice and frost or lassos of manipulated energy and magnetism that would brook no effort to escape.

Soldiers armoured in their strange alloys and guarded by powerful shields that could outright grow stronger from impacts by leeching the energy from them to their generator systems would accompany a panoply of multi-limbed walkers, corkscrew mobile vehicles, and hovercraft as they appeared to outright disdain the wheel; perhaps due to the difficulties of such things acquiring proper grip on the ice and snow they left everywhere as their horned, frilled heads towered over GDC infantrymen who had the misfortune of having to face the wanderers of winter.

The GDC's spacefleet was taking something of a mauling. The superconductor/insulator sandwich composite plates that their armour was made out of meant that the energy of Ion Cannons tended to dissipate across their hulls to relatively little impact with virtually none of the force properly transmitting through the hull, forcing the railguns and missiles to have to pick up much of the slack. Their ships also tended to be much larger, with the GDC's battleships being smaller than most of the enemy's destroyers and forcing the GDC to rely on sheer hull count and the benefits of fighting near orbital cannon platforms to pull ahead.

Many GDC ships were left frozen, brittle husks by the leeching of energy and the arresting of particle motion, causing many to simply collapse under their own weight after being struck by their cryogenic weapons, while others were shattered by follow up conventional batteries. But the GDC was always stubborn in its approach to war, and sought to hug the battlefleets of the scions of the poisoned frost.

Strike Craft would fly in huge numbers, striking with kinetic munitions to try and punch open holes in the energy leech shielding of the foe before bombers hit with heavier munitions; dancing around the slower but tougher craft of the Thyrmik like a duel between a pod of dolphins and a particularly massive shark. Though many would be claimed by their deadly beam weapons, missiles, or their kinetic shard cannons; with the coordination made possible by EVA units, they were doing good work; allowing the railguns of Soviet class battleships to deal killing blows on larger vessels or in a number of more audacious moves; start hot dropping MCVs and other ground assets onto the surface or their bigger ships.

Zone Troopers were of course, preferred to Zone Raiders in the void of space for the simple fact that sonic grenades don't exactly work optimally in vacuum and their armour technology was very good at diffusing most of the impact sonic weapons would have had anyway. Of course, the armoured soldiers of the cold ones would respond in kind; emerging from hatches in their heavy armour and plodding into battle, towering over even zone armoured troops like ogres among kindergarteners, supercooled plasma weapons engulfing many of them in ice when the supercooling fields broke and let the well below freezing point of hydrogen and oxygen slugs solidify.

Railgun rounds flew in silence in response, the twenty meter tall armoured aliens sometimes being knocked over by the rounds, sometimes coming to a stop as they died standing up from fatal wounds. The "frost giants' as they came to be nicknamed, were of course incredibly strong, and could be surprisingly quick when the time came, their long tails offering another avenue of threat towards those who thought they may be safe behind them, frequently mounting weapons on them for extra firepower while their huge hands wrapped claws around foes. For the time being though, the Thyrmik simply rolled forward as they always did.

Ground battles were however, substantially more in GDI's favour. Space was a novel field of battle for the GDC, with the current war being something of a laboratory for ideas that were before this point, largely hypothetical. On the surface though, they had carefully refined their way of war to a razor point, and while the Thyrmik were veterans of an eternal war, the benefits of so many years of experience tends to taper off without some particular means to draw power from that experience rather harshly after a few years. The press of heavy tanks and the thunder of artillery would push into the tide of enemies whose numbers were being augmented by the bases their MCV equivalents established within minutes of arrival.

The foe was less numerous, as one would expect from a far larger species, but size meant that their vehicles were proportionately larger. Tanks that dwarfed the mammoth were standard, their non-drone aircraft were massive behemoths, and their soldiers toted weapons comparable to frontline AFVs as standard and needed anti-tank weapons to deal with. Smaller drones would accompany them in huge numbers, filling out their ranks to deal with enemies who were substantially smaller than them and made use of the advantages such size could offer; such as hiding in urban spaces or fighting from within bunkers and ambush points. Escorting their large vehicles with ones closer to, or even smaller than human scaled equipment.

They would seek to jam communications of course, electronic warfare was a simple fact of life in the modern battlefield. But GDC's systems were hardened for the extreme conditions of red zones and ion storms. They would be able to keep their commanders and EVAs informed of developing situations as they emerged, and would allow the GDC's troops to better coordinate efforts to swarm around their massive foes.

Most enemies seem to have some manner of personal shielding along with their powered armour. There was a clear advantage in the degree of equipment afforded to the Wanderers, and Cryogenic weapons were something of a novelty to the GDC. Their materials weren't designed with extremely rapid drops in temperature in mind, so while they were still effective, the effectiveness was not quite as great as desired. However, sheer weight of cannonade and missiles always counted for something and the Thyrmik were big targets.

Trenchlines were dug, mines were placed, traps laid. All to ensure that their huge foes would face a difficult time just getting around. They weren't stupid, and their abilities meant that they could freeze the ground and create bridges almost at will. But it was enough to disrupt the momentum of the glacier to create a stalemate across a front spanning two sectors. The GDC had an enormous well of resources to draw on, if not necessarily a commensurately huge pile of manpower; but if they could hold, the tide could be shifted.


Situation​


Due to the rush to expand to the current five-subsector territorial expanse, the GDC's awareness of the wider surrounding area is somewhat lacking. But an extraversal invasive force known as the Thyrmik Wanderers have sought to push into GDC space, seemingly drawn by the Tiberium that seems to have some similarity to the yellow substance they prefer to use for their production.

The Thyrmik are a species of giants, standing more ten times taller on average than humans and as such their ordinary is your massive. This means they necessarily have a heavy bias towards larger categories of units, with smaller categories being reserved for drones that do not need to house their massive bulk. They are masters of superconductive and superinsulative materials that, combined with their energy-leeching abilities and technology, make them extremely resilient to non-physical weapons and make extensive use of cold based or energy/kinetic draining or manipulating devices.

The Thyrmik space fleet is much more varied than the GDC's with multiple classes per category of warship, generally built around what natives would consider to be capital ships if not even larger on occasion. Like the GDC, they are very focused on building new ships on site and replacing their losses as they arise while creating new forces to meet situations that crop up.

The war has ground to a stalemate into the westernmost two subsectors that the GDC presently controls, as the Thyrmik; being an army of glaciers to the bitter end, seek to simply grind their way through resistance. They are seemingly set on testing where the GDC's resistance is at its strongest and then moving forces around to bypass them in textbook displays of understanding of the need to strike at supply lines and population centres.

They seem to be harvesting Tiberium en masse, almost greedily as they seek to test its compatibility with their own yellow substance, and whether it can work with their own technology. Which it seems to do so, worryingly.
 
The initial pirate hunting expedition goes nowhere near as well as anticipated, but about as well as one could more realistically expect, for as your forces arrive they are initially effectively divided in two, as the Red Wall also stretches down the middle of said region, and in their efforts to find the 'shadow planetoid', your forces entered both sides. Your forces to the west has it relatively easy, clearing away the local pirates, and even a couple of plantetbound bandit groups(RIP Dadan), while making their way inwards fairly easily after proving their non-hostility to the more law-abiding locals; although after meeting with said locals, who oddly call this region the 'east blue', the ability to clear away the local pirate rabble, especially right now since the most dangerous local pirate crews were dealt with or made their way to the 'Grand Line' just last year. The more experienced individuals met at the local government bases, these 'marines', also call this region the weakest of the blues, and consider being posted here a mixture between a vacation and a training area for rookies, as in comparison to the 'Grand Line' they consider this region to be a good vacation destination.

but not long after making contact with these marines they quickly called for assistance, sending orders up their chain of command, for even if you were so far sticking to your stated goals of seeking out and destroying pirates, both the sheer size of your fleets and the description of who you are after, who is identified to be Gecko Moira, apparently raises certain issues, especially since the main commander for this region apparently left some six months ago to chase the last remaining major pirate group from this region.

Elsewhere, in the north-east region, more appropriately called the 'North Blue', your forces come upon a vastly more chaotic situation, in which the line between the warring local kingdoms, some of which have startlingly powerful fleets, and the pirates that prey on them from the margins blurs. (1st of two starting decision points for moving into the more tactical side of this turn: do you try and semi-conquer this region right now, or do you just clear out the obvious pirates and deal with the other issues later?)

Having entered the more western part upon finishing up his part of the campaign in the north, Darth Nox catches up with the leading edge of the expedition within more hours of opening diplomacy with the local ruling government, or at least its main military branch, ready to lead in the coming 'negotiations', for not far beyond this region's capital world lies a wormhole, one of a quartet that, while all leading to the same place, are the last fixed bit of the route that the force gave to reach 'the Shadow Planetoid and its captain', for beyond that point the force is screaming at you about the constantly shifting nature of hyperspace routes within the region that the locals call the 'Grand Line.'; and while the force also whispers of routes that are shorter in real-space, there is an apparent void, empty of stars and yet somehow also empty of all hyperspace routes, between you and this 'Grand Line', that is much too large to travel conventionally using any of the technology that you currently have readily available. The force in that region also gives a hint of teeth, and of elder intelligences that would much prefer that you stay away.

The final complication arrives with the Marine's reinforcements and apparent diplomats, for at its helm is a man, grizzled, heavily muscled, and with graying hair, whose mere presence speaks of enough power to give even the Emperor's Wrath pause.(Darth Nox, meet Garp the Fist, one of the four strongest Marines alive today.)

(to be continued…)

[inner thoughts + opening monologue]
And so here, in a meeting room onboard a station in orbit over a little known world whose only significant features are its trading port, small marine base, and singular stadium in which a locally famous execution platform still stands in place of whatever else might have once occurred there, two titans meet.
On one side stands a grizzled giant of a man, clad in a white suit and tailored white cape, nearly identical to those owned by a hundred other vice admirals, save for the dark blue undershirt and blue tie that he chose to wear underneath it. His mere stance speaks of quiet confidence, with even his clearly defined musculature, somewhat visible even through his finely tailored suit, merely showing a hint of his inner strength. Here stands Garp, the man who would have risen to the top of it all if it wasn't for his sheer kindness.

On the other side stands another figure, clad in black armor where the other stands in white dress clothes, slim where the other is large, wiry where the other is heavily muscled, his face masked where the other openly wears a smile, his presence nevertheless carries with it no less strength. Around him, shadows seemingly darken and grow in strength, whispering of unimaginable secrets and power without peer. Here stands Darth Nox, the man who rose to the top despite the wishes of all of those who stood in his way.

What was said in that meeting room no one knows, for the recordings have long since disappeared and no one in that room ever spoke of what happened within to others afterwards. All that is known is that in the end two men entered, and two men left, both having accomplished whatever their objectives were going into that room, and the very clear aftermath of that untold conversation.

For within minutes of the two leaving, the base's entire store of Log Poses was emptied, and courier ships were already on their way to several others to do the same thing. This signaled the arrival of a great new player to the Grand Line, as nothing on this scale had happened for over 20 years, as even the start of the Great Pirate Era didn't produce such an immediate large demand for Log Poses; and just like that event, this one would also change this realm forever, although whether or not it would be to the benefit of the Celestial Empire(World Government but void-based, and sounds better than Galactic/universal Government) even in the short term would be up in the air, despite the hopeful thoughts of one of its greatest supporters.

And so, following the directions provided, Darth Nox's personal Silencer fleet is the first to make its way towards the massive tunneling wormhole in the Red Wall, calmly traveling through the one safe route through it, guided by both a local guide and the power of the Force, for beyond this was Darth Nox's current goal, and nothing would stop Nox from accomplishing his goal.

And so despite the rushing and warping of spacetime itself, despite the constant fluctuations of the assorted wormholes, Darth Nox and his Silencer fleet made it through unharmed.(indeed, there were no losses amongst any of the sith fleets to travel this way, which was a rarity that was previously only seen in Marine fleets and New World veterans)

And so Darth Nox emerged within the Grand Line, a region of space where space itself is rarely consistent, as the rules of traveling between star systems here warps to match an unknown internal narrative, and those who don't need to conform to such things are few and far between; and thus far Darth Nox is not amongst that few..

Luckily, he already had the tools to navigate this area, as the Force and a single Eternal Pose were more than enough to bring his entire fleet to his chosen destination, which for now Was Enies Lobby.

Mind you, that wouldn't stop him from taking out any pirates along his way. Speaking of pirates… there was a giant space whale, the size of a small-ish moon, next to the exit; and while usually that wouldn't be worth noticing, this one was both heavily scarred, and had a classic skull and crossbones, if with said skull wearing a straw hat, tattooed across its front, marking it as at least being associated with a pirate crew.

[do you kill the finely decorated space whale(who just got out of a decades long suicidal depressive stint less than a year ago)? If so, please describe your forces murdering a rather large innocent creature.]

And so Darth Nox and his personal forces traveled onwards, skillfully navigating through and around hyperspatial storms, through dense nebulae, and skirting around and near several lesser and greater anomalies, ranging from those that would merely delay an unwary traveler for several days as they are forced to course correct, to others that would rip apart any who got caught within their fairly-obvious grasp; and in a matter of weeks they would approach Enies Lobby, the one entrance to a trio of systems that are otherwise surrounded by the Calm Belt, and the first line of defense for the greatest Marine base this side of Marie Geois.

Elsewhere, behind them, most of the rest of the forces that the Sith deployed on this expidition would also be making their way through the 'Reverse System'(the name of the wormhole system and its entrances and single exit), to be joined over time by the rest. They would be forced to make their way to Enies Lobby, or wherever else the chosen regroup place ends up being, the long way. On their way they cleared out several pirate groups, including two worlds, one that was way too welcoming of pirates and another that independently chose to support said pirates over its supposed ruling government. They also ran into several minor issues along the way, although the writs that they were given got them through most of said issues, with most of the remaining ones caused by a couple of awkward situations involving other local privateers, with only some careful bribes and swift talking avoiding some rather awkward situations; and so lesser stories would also be told, but their telling is for another time.
As these lesser events were going on, Darth Nox had reached Enies Lobby, and it is here where negotiations would truly begin.

While preliminary negotiations went well, as permission to land was swiftly granted even as the Silencer fleet itself formed up with the local defense forces(which it outnumbered, but did not quite outmass). Not very long after that their writ for pirate hunting in the Blues and in the first half of the Grand Line(save for those pirate groups recognized as government aligned 'Warlords'/Privateers); but that is where the good news ended, for the representatives of the Celestial Empire were being rather stubborn on the situation of Gecko Moira, for despite his antagonistic actions outside of the territory nominally claimed by the Celestial Empire, he still nominally worked for them, and as such was nominally protected by them from attacks by government-aligned forces for his actions; and while the Sith's position as outsiders did grant them some leeway, they chose to go through official channels to get permission to end him; therefore, it was only the expedition's earlier actions in pirate hunting that stopped this being a complete deadlock, for if they could but prove themselves a little bit more useful in curtailing the pirate problem in this region of space(and provided a decent bribe, which the Sith here so happened to have) it would be more than enough to prove their worth…

But while negotiations were shifting towards this almost inevitable conclusion, they were rather rudely interrupted. For in came a massive retrofittedSea Train, the largest civilian vessel to be found in this region of space,(only more durable than normal, faster than normal, with weapons bolted on is sides and a massive drill-like object fitted onto its front) barreling out of hyperspace way too close to the planetary shields for anyone's safety.

Barely slowing down, as its engines were apparently still on full steam, it slams into, and through the Planetary shields, sacrificing its foremost section in the process; soon, the 25 kilometer long vessel is falling to the ground, landing shockingly intact for a supposedly civilian vessel, and not long afterwards pirates, thugs, and other ne'er-do-wells come pouring out, with the majority of them later recognized as the Franky Family, the lead, and arguably only, gang of a nearby ecumenopolis, who were oddly fighting alongside a bunch of shipwrights and dock workers and a rather famous, or infamous, depending on who you ask, 'rising star' pirate crew, the Straw Hats, who are apparently here to rescue one of their own from the main prison here, where she was apparently being held awaiting trial for her numerous crimes.

Soon, said ship is being surrounded by swiftly built fortifications, which were erected with supernatural speed, even as the ship itself is undergoing extremely rapid repairs, using parts that should have shattered in the initial crash along with the rest of the ship.

Elsewhere, between the ship and the prison, the Strawhats themselves, along with those their apparent supporters that aren't staying back at their apparent fallback point, are making rapid progress through the local marines, and if nothing is done by the Sith they will almost certainly reach their destination, although what happens afterwards is anyone's game
[1st cinematic battle, describe how you crush the Straw Hats, as even as a full team they would loose to Darth Nox, and here he is not fighting alone. (Note that orbital bombardment is not allowed, as this is a supposedly friendly world, and your hosts would disprove of that. Also note that your hosts here are generic diplomats, so outside of basic marines and a branch of their intelligence network the Celestial Empire don't have any major enough assets in position groundside to stop the Straw Hats from accomplishing their goal here, so its up to you.)
The notable Straw Hat members that are not in prison awaiting trial are:
1. Monkey D. Luffy(lanky, wiry, short-ish, with black hair and the same smile as Garp), who due to his bodies rubber-like qualities is able to stretch his body to punch from a distance with great speed and force, with speed enough that his punch rate could be favorably compared to the firing rate of a gatling gun; he is immune to 'blunt-force' damage, to the point where even bullets just bounce back(although haki can overcome this, and he is not immune to blasters or lightsabers), and is also completely immune to electricity and lightning based attacks, up to and including force lightning. He will also never give up and has basically an unbreakable will, although his sheer stupidity is worth an entire paragraph on its own; Note that mid way through fighting him he will mutter something about 'gear second' and get even faster, as his flesh reddens and starts to emit steam.(is baseline faster and stronger than the guy who ripped out a Sith Warrior's throat before he could fully react through pure speed and stealth)
2. Roronoa Zoro(tall, heavily muscled, with green hair and a savage grin), who is as good of a swordsmen as you can be without being able to consciously use any sort of supernatural power. Likes to use three blades, one of which he somehow wields using his mouth and teeth without breaking anything. Is capable of attacking at range, using the air pressure from his swings to cut things from a distance, and is capable of cutting through several feet of steel through sheer strength and skill alone without resorting to Haki. When pressed hard enough he will seemingly gain six more arms and three more heads, each using a blade, as he subconsciously taps into his latent Conqueror's Haki to further empower his strikes, allowing him to cut through even battleship armor(assuming that said battleship is made out of the materials commonly found here) and effectively give himself more blades to use; although said mode currently can only last for under a minute and greatly exhausts him. He is also durable enough to shrug off a blow that would have killed ten lesser men through the pain alone and say 'nothing happened'.
3. Sanji(tall, lanky, blonde, with curly eyebrows and hair long enough to cover up one of his eyes, although not anything below the neck. Enjoys smoking, and will absolutely insult you with every other breath he takes), a kickboxer who refuses to strike with his hands, and is able to kick hard and fast enough to light his foot on fire through friction alone. Note that he absolutely refuses to hit women.
4. Franky, a top-heavy skin-covered cyborg with blue hair and an unfortunate relationship with pants, he has a mr-fusion equivalent(extremely safe fusion reactor that can be fed with practically anything, although he prefers to feed it with carbonated beverages) built into his chest that he uses to empower his various weaponry, including several rapid firing pseudo-railguns and a laser that, while having an extremely long charging sequence, is strong enough to match a capital grade turbolaser when he actually manages to fire it. Note that said attack has a large enough recharge time that he will probably only be able to use it once during any given fight.
5. Tony Tony Chopper, usually an innocent small reindeer-human hybrid who acts as the ship's doctor, here he has turned himself into a shaggy monster, easily as large as(and as strong as) a rancor if said rancor stood upright, and much faster, his form here is still guided by his formidable intelligence.
6. Soja King, a lanky, tanned individual with curly hair, he is wearing full body armor and an elaborate decorative yellow mask with an extremely long mask. He is a sniper almost without compare, although he also has confidence issues and preferred an extremely overpowered sling shot over a more conventional rifle.
(there is one other major straw hat crew member, although her direct combat capabilities at this point in time are basically almost worthless and thus not worth mentioning)
(note that none of the Straw Hats can consciously use Haki at this point in time)
End notes for 1st cinematic battle; you are going to win here, just a question of how and what you do with the assorted major individuals involved on the opposing side. Also note that the goal here is to somewhat-personally take out the Straw Hats before they cause a diplomatic issue, as annihilating their vessel as soon as it breaks atmosphere would be rather simple.]

Having dealt with that interruption, and averted a potentially embarrassing situation for the Celestial Empire, their representatives are much more happy to work with you going forward, and give you both a list of potentially troublesome pirates that they want you to deal with before they become a greater issue for the Celestial Empire, alongside with the time(in two months, plenty of time for you to deal with the lesser pirates and regroup with the rest of your expedition forces) and location for a much larger anti-piratcy operation that they plan to carry out in the near future. Conveniently for you, all of these pirates are in this section of the Grand Line, and they will likely all be in the same system in a month's time.

And so a deal is struck- in return for getting rid of these 'Supernova rookies' and assisting in dealing with Whitebeard when the time comes Gecko Moira will be handed over to Darth Nox to face justice upon him completing his part of the deal.

[2nd cinematic battle this one is optional, and I will PM you the necessary details if you want to write something out for it, else I will simply let you know the Devil Fruits that you might have gained from this side arc via said PM's.]

And so a bit over a month later Darth Nox and the rest of his expedition forces are traveling through the Enies Lobby system again, heading for one of the two hyperspace routes found beyond it.

Soon, Darth Nox and his forces are arriving on the outskirts of one of the most heavily fortified systems that he has ever seen, as in the distance stands a massive Fortress World, surrounded by a full magnitude 2 warfleet, a bit over half the tonnage of your full expedition fleet, currently positioned in low orbit. Elsewhere, farther out in the system, in the shadow of a gas giant, your own forces, along with another magnitude 2 fleet of marine ships, await the signal.

Meanwhile, Darth Nox himself, along with his personal guard, are already planetside, although unlike the trio of Marine Admirals and the associated 'Warlords', he is not awaiting the arrival of Whitebeard, a 'Yonko' who is here to prevent the execution of one of his top officers, in the relative open.

The main apparent battleground will be around the massive fortress that is the Marine headquarters, and the massive port situated around a massive hole in the planet, that while heavily built up and fortified, is shaped as if some creature chose to take a bite out of the world but then decided not to finish the job. And it is here, where the atmosphere thins and where one can exit hyperspace within the atmosphere of the planet, where the battle begins.

And so the battlefield is set, as tens of thousands of soldiers form up, packing and overpacking this singular world, forming a wall of well-armed men between the seeming ridiculous fortifications surrounding the port itself, and the imposing bastion of the Navy Headquarters themselves. Elsewhere on the planet, radiating out in all directions, countless heavy artillery pieces are readied in hidden bunkers, even as legions of tanks wind their way through the avenues of the outer districts. The very air shimmers, as countless theatre shields are raised. Soon though, an announcement rings out through this world and beyond, as Ace, the 2nd division commander of the Whitebeard Pirates is revealed on a giant execution platform, along with two elite guards, each armed with giant specially made pole arms, glaives with overly long blades, whose current only use is in such executions of serious Haki users. At the base of this platform sit the three Admirals, and on it, behind the main focal point, stands both Grand Admiral Sengoku, and Vice Admiral Garp, the two most experienced individuals within the Marines. Soon after the broadcast starts, Sengoku steps forward and directly takes the main audio responder snail for this broadcast.

"I have Something to tell you all. Portgas D. Ace… it's about the great significance of his death today. Ace, tell them the name of your father."
"My father is whitebeard."
"No!"
"Yes he is! Whitebeard is my only father!"
"We looked for you with our eyes wide open at that time. Because we heard that there might be a child of that man on some island. Based on a small information of reliable information from Cipher Pol, we checked all newborns… and preborn children… and their mothers but we couldn't find you. No wonder. Your mother risked her life to bear you. She used a trick that can be called mother's pride. That has misled us… indeed, the whole galaxy. There is an island called Batelira in the south blue. Your mother's name is Portgas D. Rogue. She did something that completely defied natural law… for the love of her child. She kept her baby inside her womb for 20 months! And as soon as she gave birth to you, she lost all of her strength and passed away right there. A year and three months after the father's death, the child was born with the blood of the galaxy's most heinous man in his veins. That was you! You know it, surely? Your father is… The King of the Pirates Gold Roger! It was two years ago. You took up your mother's name and rose up in the universe of the void… as the captain of the spade pirates with your exquisite speed and power. And that's when we noticed… that Roger's blood still flowed! But Whitebeard also noticed that at the same time. And to make you the next king of the pirates, he let the son of his old rival onto his ship."
"No! I got on that ship to make my dad the next king!"
"No one believes that except you. In fact, it made it harder for us to catch you. You were protected by Whitebeard. If we let you go free, we know you'll use your abilities to become the next King. that's why it means a great deal that we execute you today. Even if it means risking all out war with Whitebeard! "
A great chear arrises from the crowd

Moments later, that declaration is answered, as a massive fleet, top heavy even by the local standards and with several vessels that would be considered to be Macro-Capital ships even by the standards of the wider galaxy, and easily more than matching the size of the defensive fleet positioned around Marineford, exits just beyond the assumed range of the marine's ships and defenses.

And yet, the marine ships do not move to engage, and neigher does the fleet of pirate vessels, for Whitebeard's personal vessel has yet to arrive.

Soon though a disruption is seen in the port itself, beneath the planetary shields, as four massive whale-like vessels, each a Supercapital ship even by the standards of the wider galaxy, appear within it, taking up almost the entirety of the port. Then, from aboard the largest and least ornate of these vessels, regular clanking can be heard, as sound and video from its viewing room is somehow projected over the entire world.

Soon, a giant of a man(as opposed to an actual Giant, although there are several people that could pass for one of those on Marineford) can be seen entering the room. He is old and scarred, with a long mustache as white as snow being his only visible hair, despite his coat clearly being visible. He is visibly muscled, to an extent that even Garp could barely match, using a giant oversized glaive as both walking stick and intimidation tool, he is clad in durable, but mundane boots and trousers, with his only armor being a coat modeled off of those worn by navy admerals, if with his own symbol instead of that of the Celestial Empire, and essentially nothing else, leaving his torso and head bare to the world. his very presence on this world radiates a sort of power that Nox hasn't felt since Ziost; and yet he also felt decrepit and old, a week's stay in bacta away from retirement. Here is the man who in his prime equaled the Pirate King; here he is weakened by old age and failing health, but he is still the strongest man alive.

"gurararararararara(laugh/chuckle) It's been a while, Sengoku. You better tell me that my beloved son… is all right. gurararararararara Give me a second, Ace."(whitebeard)
"Pops!"(Ace)

Moments later, his glaive is planted into the floor, and the reason why he is in such a large viewing room is revealed, for with but an outward flex of his muscles, from crossed to mostly open, with fists still closed, he causes spacetime itself to Crack. Booms echo through the world, as the air surrounding the newly arrived ship is once again disrupted, and these disruptions continue to radiate out, growing yet vaster and more violent as they travel, and the cracks in spacetime continue to grow, soon reaching outside of the vessel as space itself cracks like faulty glass. Just as suddenly, those disruptions turn into quakes, into massive tectonic upheavals that, were they any more violent, would break the world like glass. And yet, this is nothing compared to what happens beyond the bounds of this world, for where marineford itself was merely violently shaken, and its orbitals merely heavily disrupted, with numerous larger pieces of orbital infrastructure warped out of shape, that is nothing in comparison to what occurs to its orbiting moons, for they visibly ripple and break, and start to spiral inwards ever more rapidly, swiftly descending towards a seemingly doomed world, with most of Whitebeard's fleet waiting just outside of the apparent blast zone. And so, with a laugh, Whitebeard seemingly dooms an entire world, including the person that he seemingly came here to save.

And yet, the admirals merely wait calmly, as if all of this was predicted beforehand; and so, as the shadow of destruction literally looms over the marine headquarters, a single member of the trio moves.

"Ice Age."

With these words Aokiji, the Admiral with power over Ice itself due to his Logia, freezes the vacuum of space solid. From his hands, two lances of ice, growing ever larger, lance out, swiftly reaching and encompassing both moons, growing ever thicker, slowing down the advance of said moon even as tendrils reach back and thicken, soon forming a bridge between the two moons that goes around this world, allowing for the momentum of one moon to cancel out that of the other, but this does not come without cost, nor is it an instantaneous process.

"Aokiji! You young squirt!"
Whitebeard's fist lashes out again, this time angled towards the admiral that was working to stop the destruction, forcing him to abandon directly turning the kinetic energy of the moons into more ice; instead Aokiji turns himself into an ice sculpture, which shatters into flakes mere moments from the transferred shockwave. Falling to the ground, Aokiji reforms but moments later from newly formed ice; but this does not come without cost, for with the momentary loss of control the ice bridge connecting the two moons fans out, soon forming a ring around the world, stretching from pole to pole, and slowly radiating outwards, trapping marine vessels where they were waiting for the incoming pirate fleet. More ice lances upwards and outwards from where Aokiji fell, which was within the port, trapping the four super capital ships within it.

And so the stage is set. Over half of the initial defensive fleet is frozen in formation, easy pray for the now moving pirate fleet, and the other half is seemingly certainly not enough to hold back the invaders; but Whitebeard is now trapped planetside, with nowhere to go but forward.

The stage is set, the trap is primed, and all that is left for the players to make their move.

[your move.]
 
Union - Strategic Turn 2


With the successful repulsion of the Clan invasion front and the capture of the ilKhan, the Clan forces have been driven into retreat from Union space. Current intelligence strongly suggests that their leadership has been thrown into disarray, with political faultlines breaking open both over the failure of the offensive against Union and the capture of ilKhan Leo Showers. The spread of propaganda by Union regarding these events is proving particularly effective in sowing discord in the Clan ranks and bolstering the morale of the Haven Compact.

With their highest levels of command now bogged down by infighting over the question of who can assume the mantle of ilKhan, as well as spreading demoralization in the lower ranks and renewed opposition by Haven Compact militias and rebels, Union has been given the time needed to properly assess its current strategic situation.

As of now, testing and tuning of the new blinkspace drives is completed and has passed the threshold for minimum safe operational standards. General Massive Systems and the other Corpro-States are working around the clock to get Union Navy ships retrofitted for FTL capability, and all active units should be upgraded by the time the next major operation rolls around.

Assessments from the Union Intelligence Bureau and the DoJ/HR Liberator divisions indicate that the strategy for aiding rebellions in Clan-occupied space is sound, though the sheer scale of the operation will require a substantial amount of resources to pull it off properly, as the rebel groups will need arms and munitions, food, medicine, and other supplies and logistical support in order to operate, not to mention the needs of the civilians under threat in occupied space.

They indicate that the ongoing support of the Union Navy and other allied military groups will be key, both to take back territory from the Clans and to give the rebel forces and militias the breathing room they need. Unfortunately, it will be nigh-impossible to avoid civilian casualties and Clan reprisals in the midst of this open warfare, but everyone is committed to doing what they can to mitigate it. They also advise that further investigation of the Clans' political structure to identify possible avenues of diplomatic pressure may yield tangible benefits.

Aside from that, new information has been obtained on the surrounding regions, both from expeditionary reconnaissance missions by Union Far-Field Teams and from intelligence shared by the Haven Compact.




Sector L-9

Center / West / Northwest / North / Northeast
- This is the region into which Union space was transposed. Apparently the area used to be an immense, active stellar nursery with a scattering of black holes, unpopulated except for various species of void fauna, but it's all been replaced with the human-occupied regions of the Orion Arm, encompassing all of Union space, the frontier periphery, and the Aunic regions.

Southwest / South - This region is home to the Haven Compact, though much of it is still occupied and under Clan control. Direct intervention will be needed to liberate these territories completely.

Southeast - This region is the stomping ground of a small handful of Ykantras Ordas. The Ykantras are a large semi-arthropoidal species with three arms and three digitigrade legs, averaging 2 meters tall. Though there are some exceptions, the vast majority of their people live in immense nomadic fleets, using their vast naval strength to either pressure weaker star nations into becoming vassals and tributaries, or simply conquering them by force, effectively enslaving their inhabitants and stripping their worlds of all valuable assets and materials to expand their fleets.

These smaller Ordas are more blatantly aggressive, effectively acting as roving marauder-clans, seizing people and worlds by force and crushing anyone who opposes them. There is a possibility that they could consolidate into a larger Moot, but right now the Ordas in this sector are too divided and competitive, often skirmishing with eachother over prey and territory, though generally stopping short of outright warfare.


East - This region is filled with the wreckage and ruins of a once-great star polity, with ample evidence of numerous ecumenopoli and planetary-scale megastructures, though all of it has either been reclaimed by nature or degraded by the march of time and cosmic winds. Preliminary dating from the more well preserved structures suggest that they are over half a million years old.

Ruins are not the only thing present. Most systems are occupied by highly advanced, hive-like swarms of armed drone-ships. They have preserved enough of their programming to self-replicate and defend their territory, but all other functions have degraded. They do not respond to any form of communication, and will indiscriminately attack any ships that approach the ruins. A few Far-Field teams have already been wiped out by unlucky encounters with these swarms, and preliminary combat analysis suggests that Union's current naval capabilities are woefully insufficient for dealing with them.

One particularly intrepid Far-Field team managed to evade these swarms and map out the region, and in doing so, they made an incredible discovery. A vast megastructure the size of a giant star, composed of massive interlocking rings with what appear to be artificial planets embedded in the structure. The entire array looks like a gargantuan orrery, with some sort of exotic micro-star at its center. The outermost edge of the structure is ensconced within a massive spherical energy barrier.

Strangely, while the systems surrounding this structure are absolutely infested with rogue drone swarms, the immediate space around it is completely free of them. Though like the drones, this structure, while clearly still active, does not appear to respond to any communication attempts. Whatever this enigma is, it certainly bears further investigation, though the Far-Field team that discovered it emphasizes that getting anywhere near the structure is extremely hazardous, and they could only stay near it for a short period before drone swarms began pouring in from the surrounding systems, forcing them to retreat.


Sector M-9 Northwest / Sector M-8 Southwest - This region is populated by what the locals refers to as void dragons. At first there were questions as to whether this was some sort of translation glitch, but direct observation of these creatures firmly put that question to rest. The void dragons are immense, serpentine creatures with 'fins' and 'wings' that appear to function for channeling energy and propelling themselves through space via charged particle emission, as well as armored scales and segments harder and tougher than diamond composite. Freshly hatched newborns are over a kilometer long, and the largest specimen spotted so far clocks in at a whopping 20 kilometers long, and information from the galactic hypernet suggests that they can grow even bigger.

Not only are void dragons huge and naturally-armored, they are also capable of shooting beams of concentrated star-temperature plasma from their immense maws. Their wings and scales also have energy channels allowing them to form focused 'blades' of plasma along their wings and bodies for point blank ramming attacks. They are, by far, the most dangerous apex predator in this region of space, preying on lesser void fauna and any starships not advanced enough to deal with them. In spite of the danger they represent, exobiologists from all over Union are clamoring for an opportunity to study these magnificent beasts up close, and many, many Sparri hunters and mercenaries are ecstatically eager hunt one down, as felling such a beast would bring untold honor and prestige among their people.


Sector L-8

Southeast
- This region appears to be unpopulated by any sapients or void fauna, just a ton of star systems and the odd nebula and black hole here and there. There are plenty of systems with potentially habitable worlds that can be terraformed, as well as a handful of garden worlds with live ecosystems scattered about, though none of them appear to host any intelligent life.

South / Southwest - This sector is inhabited by a star polity calling itself the Neo Zeon Empire, a militaristic and expansionist power ruled by Empress Haman Karn I. Going off their intercepted propaganda broadcasts, they appear human, though they specifically refer to themselves as Spacenoids, almost universally choosing to live in artificial space habitats and asteroid-based structures. In a disturbing parallel to anthrochauvinism, they believe themselves to be the rightful inheritors of the cosmos, bearing a disdain for those who live on planetary surfaces as naturally backward and corrupt, with 'souls weighed down by gravity'. In addition to naval warships, they make extensive use of mech frames in both space and ground warfare, with their units generally being larger than that of Union or the Clans.

Other intercepted signals intelligence indicates that this polity is another 'outverser' faction like Union, and that they also originated from their own version of Earth, which in their timeline was apparently subjected to mass orbital bombardment by Neo Zeon after their war against the Earth Federation turned genocidal. This information has not yet been released to the general public.


Sector K-8

Southeast
- This region is claimed by a faction calling itself the Global Liberation Army, another human polity from outside this universe. It appears to be an extremist militant organization, claiming to oppose any and all imperialist and oppressive powers…which appears to include even non-despotic and democratic star nations. Like the Neo Zeon Empire, the GLA makes heavy use of propaganda and will ruthlessly suppress any deviation from their hardline, radicalized political worldview. All affairs are subsumed under the goal of 'universal liberation'. Current intelligence indicates that they are actively at war with the Neo Zeon Empire, along with other factions in the larger region. They are also from Earth in their own timeline, which is being kept secret for now.


Sector K-9

Northeast / East
- This sector is inhabited by the Interstellar Manufacturing Corporation, or IMC. An immense human megacorporation of outverser origin, effectively equivalent to a corpro-state, they are a militaristic and highly extractive faction, using their military might to conquer weaker polities and exploit them for resources, funneling their ill-gotten wealth back to their core territories. It is yet another reminder of the dark days of the Second Committee and anthrochauvinism, even moreso than the Neo Zeon Empire. This faction also appears to have its roots in Earth from their own timeline, which is again being kept under wraps for the time being. They are also engaged in an ongoing shooting war with the GLA.

On a side-note, the Union Intelligence Bureau has by now determined that there are a statistically significant number of other Earths that have been pulled into this reality, and further investigation via the hypernet indicates that this universe also has its own native version of Earth. It's unlikely that this information will be able to be kept secret for long, so they advise coming up with a plan for how to handle this revelation.

Southeast - Last but perhaps most urgently, this region is populated by Kroatangan warbands. According to the Haven Compact and the hypernet, the Kroatangans are an engineered fungal lifeform that is less a species and more of a 'weaponized ecosystem'. They are hardwired with a single imperative: Take root, proliferate, and wage War. Their life cycle begins with spores, which spread and settle in the environment and then multiply, eventually spawning fully grown Kroats and supporting lifeforms. The Kroats themselves are large, heavily muscled green humanoid with instinctive knowledge of warfare and the technology to wage it, as well as a fundamental desire to fight and kill. And when individual Kroats die, they release more spores, beginning the cycle anew.

To the Kroatangans, war isn't just fun, it is THE highest reason for life itself. They cannot be reasoned, bribed, or negotiated against this principle. At best, they can only be diverted toward tougher fights, and even this doesn't always work. As such, they are inimical against all other intelligent and socialized life in the universe. Often the Kroats end up fighting amongst themselves in smaller groups and warbands, but sometimes a threat will emerge that unites them into larger warbands, allowing them to further differentiate and organize, and also resulting in the emergence of leader Kroats that are larger, more intelligent, and more skilled. If allowed to grow unchecked, the Kroatangans can become truly monstrous in strength and combat prowess, to say nothing of their technological growth.

Right now, the Kroatangans in this area are split up among fragmented warbands that are still fighting amongst eachother, but lately the emergence of the Clans has drawn their interest, and they have begun launching incursions into Clan-held territory on the western edge of their occupied territory. If allowed to go unchecked, the warbands will likely further unify and launch a full-scale invasion into the Haven Compact.


(NOTE: Work is being done to calculate starting Resource Points available, will post the figures as soon as they are finalized.)
 
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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.

Turn 2

As this was the first ever diplomatic conference initiated by another sovereign state in the Unbound's new home Baalthus personally answered the call. Having learned from the barely averted diplomatic incident with the Alliance of Sol, Baalthus has ensured that there is a video connection to his actual body deep in the center of the harborship. He had actually considered some kind of virtual mock up for this first call, but the Unbound were honest. He would show his true face and hope that Kaiserin Hildegard von Lohengramm didn't have any cybernetic phobia. Hopefully she was more sane than the last emperor the Unbound had dealt with as well. In any case the time was over. He opened the channel and greeted the Kaiserin. "Greetings Kaiserin Hildegard van Lohengramm. I am Baalthus, first speaker of the conclave. For what reason have you contacted us?"

Kaiserin Hildegard von Lohengramm appears on Baalthus' video feed. The empress is dressed in only a moderate amount of regalia, a with a white cape and sash with the imperial crest affixed at the upper chest over a black, gold-filigreed blouse. Her eyes widen a bit, appearing momentarily taken aback by Baalthus' cybernetic augmentations, but she quickly recovers and puts on a neutral, calm expression. "I see you are not one to stand on ceremony, First Speaker Baalthus. So I too shall get right down to business," she said with a hint of a wry smile, apparently amused by his somewhat brusque response.

She outlines her the overall situation between the Galactic Empire and the Kett, giving some background over their ongoing hostilities. The Empire has been wanting to do more against them, but they are presently dealing with other threats on multiple fronts, namely the Chaos Warband and the Flood, and she felt it too risky to try and attempt a serious offensive operation without some sort of other breakthrough to ease up the pressure. As it turns out, the Kett's renewed offensive against the Unbound have presented just such an opportunity. If the Empire were to strike now, the Kett would be forced to fight a war with two nations at once, a conflict in which they would be heavily disadvantaged. This would be an opportunity for both the Empire and the Unbound to rid themselves of a mutual threat, once which has proven time and again to be a virulently xenophobic menace with no desire to parley with anyone.

Baalthus does not need long to think of it. At least in objective turns. His link to the Exchange's database is as much part of him as his own brain. So he has little trouble rapidly reviewing the plans already being put forward by the Somtaaw for an invasion of the Kett. "That suits our plans well Kaiserin. We accept your proposal. Our forces will begin their assault shortly. If you don't mind we will also send a delegation to your worlds to establish a more permanent embassy. After all if you take the Kett home systems you will gain a new border with the Flood. And we wish to see them exterminated as soon as possible."


This all being said, the rest of the Empire's leadership is reluctant to commit to war without gaining some sort of material advantage. And so the Kaiserin proposes the following: the Imperial Navy will launch a full-scale offensive into Kett territory and simultaneously allocate forces to aid the Unbound's wayward fleets, and in exchange, the Empire will lay claim to the Kett's territory in the center of the sector (J-4 Center) by right of conquest. Simultaneously, the Empire will make no claim on the remainder of the Kett's territory in the east, which will be free game for the Unbound to handle as they see fit.

After the meeting Baalthus turns his attention to the Unbound's activities in their new home. Construction is proceeding at an exponential pace with new arks being built every day. They are in no danger of being uncrewed for the masses of civilian refugees that have arrived with the wayward fleets still reside in fleets of freighters that hang around the massive Ark gantries in vast clouds. They are more than eager to trade their dilapidated evacuation ships for something more permanent.

A few have even traveled west to settle in scattered outposts around the stars of the Crystal Entities. Although they are careful to stay well away from the strange void farers they make a good living mining the cast off shards even as the Unbound's scientists continue efforts to communicate with the spaceborne leviathans.


All is not peaceful expansion however. The Kett have begun to amass a grand invasion force, and the Unbound know it is likely to be used against. Thus Melkor Somtaaw doesn't see any reason to give them the advantage of the opening move. Especially when word from the scouts arrives that more refugee fleets have arrived in the middle of Kett territory.

That was a disadvantage when the Unbound were finding their feet. But looked at another way the Unbound have just placed significant fleet assets deep in Kett territory. Which ironically is probably how the Kett themselves see it. And if the Kett aren't going to make peace, then Melkor will take advantage.

But first he has another set of orders to write. These are carefully written and sealed. The main points will be public. The Soban and Naabal fleets are to venture into the areas of space currently infected by the Flood and lend their aid to the survivors there. However the fleet commanders of both fleets will also be given private authorization for construction and deployment of ADWs. No worlds will be left to Flood infestation.

With his grim orders sealed and delivered to the fleet commanders Melkor turns his attention to the larger war. He opens a channel to the fleet. "Initiate Hyperspace Jump."

Millions of quantum gates form as the Unbound fleet jumps for Kett space with the Kuun-Lan leading the way.



The fight raged around the command carrier, but it remained untouched as the elite Vaygr squadrons prevented any of these new hostels from approaching their beloved leader. Said leader resided on his command throne rapidly scanning through the tactical data and scout reports.

These "Kett" were inferior to his scratch fleet of Vaygr, Taiidan, and Turanic raiders, which was saying something in the case of the raiders. But they were still quite numerous, and their ships were worryingly large. The fleet's carriers were rapidly constructing new battle groups to even the odds, but it would take time.

An officer approached the throne, "Lord Makaan, word from the scouts. Apparently the Hiigarans have arrived as well. They are sending forces to reinforce our position."

The Vaygr warlord laughed, "What strange times has the Beast made. That mortal enemies would band together. Very well send word back that we will make for a rendezvous point. Hmm," he considers the sparse star charts the scouts have managed to piece together. "There that nebula looks rich enough. We'll meet there and build up an armada to destroy these Kett with."

The officer saluted and hurried away to disseminate the new orders. Makaan turned away and watched the battle unfold in the tactical holo tank. "Is this too Sajuuk's will?"



After Upkeep: +58 RP
Improve J4 North East to Heartlands: -44 RP
Start to Improve J4 North to Claimed: -1 RP

Purchase 2 Research Slots: -1R, -4RP

Diplomacy Action: -8 RP

First, Second, and Third Slots: Crystal Diplomacy

We will continue to work on studying and communicating with the crystal entities. There are two trains of thought here. First if they prove to be sapient, then we can gain a valuable ally who seems to be impervious to the sort of biological infestation that has caused us so much trouble with both the Beast and now this Flood.

The other option is if they are not sapient, in which case proving such an assertion will open the way for domesticating and taming the entities. Although perhaps less useful as a military ally, gaining a ready source of their crystalline materials would be quite useful for Unbound industry.

As such more science vessels will be built and deployed to study our crystalline neighbors. We will of course stay away from their nesting sites so as not to provoke them. The more curious entities that are actively investigating our ships should be sufficient for our purposes.

They'll also observe how the crystallines react to the miners moving in to claim their cast of shards.

An Actual Exchange
Target: Alliance of Sol
Nature: Friendly
Resources: 4RP, 1 turn

Plan:
Now the contact has been established further efforts will be made to establish ties with the Guardians of Sol. Since the sector is still considerably dangerous we will work on making mutual defense arrangements. Hopefully the Kett will be dealt with swiftly and we will be able to aid them against the Chaos raiders, but even if the war drags on longer than hoped we should at least begin to establish the foundation for a long term alliance. This seems to be a very dangerous galaxy we have found ourselves in after all.

A Codified Response
Target: The Galactic Empire
Nature: Friendly
Resources: 4RP, 1 turn

Plan:
The Kaiserin has reached out to us with her proposal and we have decided to accept. On the one hand some of the Taiidan war hawks are advocating against letting a foreign power claim territory when the Unbound could likely continue the conquest alone. But Melkor has made up his mind. A strategic ally is worth giving up potential conquests. Especially as it isn't entirely certain the Unbound would be able to claim anything worthwhile from the Kett. The eastern part of the sector will more than suffice, especially if it means freeing up fleets to go help the besieged sophonts in the Flood infestation zone.

As a show of our acceptance several Bentusi Exchanges carrying a full Unbound diplomatic embassy will make the journey to the galactic empire's region and establish full diplomatic contact with them.

Scouting South East
Target: K4 West
Nature: Friendly
Resources: 0RP, 1 turn

A few scouts will venture beyond the edge of Unbound territory to the east to check what is there. So we don't get surprised.

Scouting East
Target: K4 North-West
Nature: Friendly
Resources: 0RP, 1 turn

A few scouts will venture beyond the edge of Unbound territory to the east to check what is there. So we don't get surprised.

Scouting North East
Target: K3 South-West
Nature: Friendly
Resources: 0RP, 1 turn

A few scouts will venture beyond the edge of Unbound territory to the east to check what is there. So we don't get surprised.

Scouting North
Target: J3 South-East
Nature: Friendly
Resources: 0RP, 1 turn

A few scouts will venture beyond the edge of Unbound territory to the east to check what is there. So we don't get surprised.

Scouting North West
Target: J3 South
Nature: Friendly
Resources: 0RP, 1 turn

A few scouts will venture beyond the edge of Unbound territory to the east to check what is there. So we don't get surprised.

Flood Containment
Fleets: Mag 2 x2
One of the fleets that was already in the Unbound's home territory as well as one of new arrivals after it unloads its civilian passengers will cross through crystalline space into flood territory and aid the sophonts currently being besieged there. They are to be on full anti Beast protocols and take no chances with infection. The aim is to destroy as many of the Flood's naval assets as possible to deny them new worlds.

Home Guard
Fleets: Mag 2 x1

The other newly arrived fleet will patrol the Unbound's home territory. It is hoped that the Kett will be too occupied by being invaded to be able to send anything at the Unbound, but no sense taking chances.

Kett War
Fleets: Mag 1 x1, Mag 2 x6
Legend: The Kuun Lan, Lord Makaan
The Kuun Lan will lead the other two veteran fleets along with the newly arrived fleet into Kett territory. Orders will be sent to the fleets that jumped there to rendezvous with the Unbound fleets as they advance.

The main target of the advance will be the Kett's invasion forces. The intent is to find and defeat the Kett fleets before they have a chance to launch their own invasion into Unbound space. Hopefully the Kett fleet will be caught between the Unbound and Galactic Empire's forces and quickly defeated. Though plans are made for a longer campaign as well.

Once the threat of invasion is dealt with the Unbound fleets will spread into J4-East to remove any remaining resistance and claim it for the Unbound.
 
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Pan-Human Commonwealth
@BobTheNinja


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.

The year is 12,315 HE. Humanity's tentative first steps into this new universe were accompanied by incredible discoveries, both wondrous and sobering. Hundreds of life-bearing worlds of many different climates and biomes, many hundreds more irradiated tomb worlds of a long-dead interstellar civilization, and active signals of intelligent life coming from further afield. These mysteries alone would be enough to occupy entire lifetimes of research, to say nothing of the scientific and thaumaturgical inquiries made possible by the very existence of the Great Rift. It was the next great horizon, a moment in human history every bit as epoch-defining as the reawakening of magic and the crucible of the Apophis Calamity.

Of course, the Commonwealth Expeditionary Fleet embarked on this endeavor with every expectation of encountering new threats and dangers, and it wasn't long before the first of them made itself known. That said, nobody quite expected for their First Contact to be with a massive, ravening fleet of what could only be described as lich-ships, powered and bound by unknown necromantic sorcery. Even more shocking and confusing was the sighting of Rebel Alliance ships being pursued by these entities.

The Expeditionary General Council elected to keep that particular part of the report confidential pending further investigation. While certain fictional works in human history had been given form and power through the World Trees and the Throne of Heroes, this was something else entirely, with massive implications of its own. They decided that they had to be certain of whether the sighted rag-tag fleet was the genuine article or not before before making the details public.

Putting that headache-inducing conundrum aside for now, the Expeditionary Fleet attempted to make contact with this mysterious 'lich-fleet' by various methods, despite the potential communications barrier. To most everyone's surprise, the entities revealed that they were capable of understanding and replying in humanity's languages. But it was a bitter revelation, as they all replied with either outright dismissal, excitement at having new 'test subjects', or most often, pledges to bring death to all life. They quickly proved these were no idle threats, as aside from the universally hostile response to other ships in space, Commonwealth scout teams forwarded observational data of these lich-fleets disembarking armies en masse upon whatever tomb worlds they could find and initiating rituals to bind the lingering souls of the dead into their service.

It had become abundantly clear that these necromancers could not be reasoned with, and their wanton, murderous aggression and enslavement of the souls of the dead were affronts that could not be ignored. Most importantly, a huge contingent of their number were now on a direct vector toward the Great Rift. Humanity was once again under threat, and they resolved that they would not be found wanting.



Aboard the immense orbital base serving as the Commonwealth Armed Services headquarters on the far side of the Rift, an important briefing was about to take place. Hundreds of people filed into a large auditorium specially built for meetings such as this. Among them were various senior officers of the Commonwealth Space Defense Fleet and the Commonwealth Ground Defense Corps, delegates from the Expeditionary General Council, representatives of the Magecraft Association, and members of the Chaldea Security Organization, including Masters and Heroic Spirits. Dozens of holographic figures materialized in the side wings for those individuals who were not able to attend in person.

A few minutes after everyone got settled in, a figure in a dark navy blue service uniform with thin gold trim walked up to the podium, his shoulder insignia marking him as an Admiral. All members of the audience stood to attention at his arrival. The 46-year old flag officer cut a somewhat lean figure, standing at 5'11" tall, clean-shaven with short, curly dark brown hair, tan skin, and hazel eyes that seemed to subtly gleam with determination.

"Thank you everyone, please be seated," he said, the audience once more taking their seats. "For those not already familiar, I am Admiral Leon Trevelyan, commander of the CSDF Expeditionary Command. We have a lot of ground to cover and time is of the essence, so let's get right down to business."

With a tap of the touchscreen on the podium, a series of holo-projectors mounted in the floor and ceiling lit up, generating a glowing, high-definition volumetric display of the stellar cluster surrounding the Rift, along with video footage of the lich fleet.

"Just over three days ago, we made First Contact with the alien beings tentatively designated as the Necromancers. Despite almost immediately translating our language, attempts to parley with them have all failed. By all observations, they are universally, indiscriminately hostile to all living beings, and desire only to kill everyone and assimilate the dead into their numbers. We've confirmed that they are especially drawn to the ruin worlds of the civilization that once inhabited this star cluster, evidently for the purpose of assimilating wrecked war machines and binding the lingering souls of the dead with unknown magicks, turning them into more soldiers and…test subjects for experimentation," he said the last part with visible disgust.

"As of six hours ago, we confirmed that a huge Necromancer fleet has detached from their main force and is now on a direct course for the Great Rift. Needless to say, they are a menace that threatens not only our own people, but all other life, to say nothing of their violation of the souls of the departed. We must stop them by whatever means necessary."

"First, we will be deploying the 1st, 2nd, and 3rd Fleets to intercept the advancing Necromancers forces, while the 4rd and 5th Fleets remain on standby as reserve forces. With their current vector and pattern of behavior up to now, we have high confidence that the enemy will be taking a course through this cluster of star systems here," he stated, highlighting the handful of indicated star systems on the holo-map. "There is a particularly high concentration of ruin worlds in these systems, and it's all but certain that they'll try to make landfall to bolster their forces. I intend to deny them the opportunity."

From here, the holo-display switched to a 3D model of one of the enemy's pyramidal motherships.

"These motherships, which we have designated as Necropoli, are capable of deploying ungodly numbers of ground forces via teleportation, and also appear to be the enemy's primary implement for assimilating wrecked starships. Barring the emergence of any superweapons or other critically dangerous units, destroying the Necropoli is our top priority, otherwise the enemy will continue to rapidly proliferate."

"We're not yet certain of the range limits on the Necropoli's teleportation, so in the event that they're able to deploy their ground forces from afar, our other priority target will be their commanders, designated as Liches," he said, bringing up a new image of the robed skeletal leaders.

"While the regular enemy troops can bind the souls of the dead, it appears that a Lich is needed to perform the rituals needed for completing their transformation into more enemy units. At the very least, taking them out should slow down their proliferation. Ground Corps regular forces, Arcknight fireteams, and Chaldean units will be readied for deployment as needed, along with fleet escorts to provide orbital cover and fire support."

"In spite of the enemy's increasing numbers, we thankfully have at least one factor in our favor. Based on battle data recorded from Necromancer skirmishes with other alien fleets, our ships' firepower and defenses appear to be substantially stronger than theirs, so we should be able to reliably take them down in battle. That said, there's still much that we don't know about the enemy, and I want to head off any unpleasant surprises as much as possible."

"So, while our main forces move to intercept the advancing Necromancers, we'll simultaneously deploy a stealth frigate to the nearest enemy-occupied ruin world to gather more detailed information on their nature and capabilities. The mission will be spearheaded by Chaldea, with a platoon of Arcknights providing support. The following Heroic Spirits have been nominated for the mission: Medea, Nitocris, Queen of Sheba, Osakabehime, Ereshkigal, and Scáthach, with Master Galen Brightstone and Master Naomi Ackerman leading the team."

Admiral Trevelyan turned to the aforementioned heroes and their respective Masters. "The plan is for your group to prepare and deploy immediately once the briefing is over. We'll be counting on you all to collect what data you can on the enemy and alert us if anything critical comes to light. Do you have any concerns or objections?"

Galen and Naomi rose from their seats, with their assigned Servants following suit. Galen was 22 years old, standing at 5'10" with a fit medium build, light tan skin, short and messy dark red hair, and emerald eyes. Naomi was 21 years old, 5'8" tall with a fit build and moderate curves, fair skin, shoulder-length black hair tied in a thick ponytail, and amethyst eyes. Both wore the standard white and black service uniform of Chaldea Masters.

They shared a look with eachother for a moment before nodding and turning to face Admiral Trevelyan. "No sir, I believe I believe we'll have everything we need to accomplish our mission," Galen replied.

"I agree," Naomi added. "We've undergone a great deal of training and study ever since the Rift opened, and I believe the Heroic Spirits nominated are all well-suited for this operation. I'm confident that we'll succeed."

Of course, both of them were feeling nervous at the prospect of facing an unknown foe. In spite of this, their resolve was very real.

"Well said," Scáthach commented with a nod and a slight smile. "Both Galen and Naomi are among my most spirited students. And with our combined expertise in magecraft and shared domains of the dead, I'm certain we'll be able to lay bare the enemy's secrets," she stated, which got a nod of agreement from Medea, Nitocris, and Ereshkigal, along with a blush of bashful pride from the two young Masters.

"Hm, and along with that, between myself and Osakabehime, we'll have ample means of concealment as well," Queen of Sheba noted with a nod of her own. "A sound team setup all around."

Osakabehime looked vaguely crestfallen at being picked for duty, but sensing that this was a bad time for her usual complaints, she simply kept silent and nodded along.

Admiral Trevelyan nodded back. "Very good, it sounds like we're of one mind then. Now that that's settled, let's go over our general strategy for the upcoming battle…"



Tactical Turn Actions

* Three Base Magnitude+2 Fleets will be dispatched to intercept the incoming Necromancer forces before they can make landfall on the next cluster of ruin worlds.

* Two Base Magnitude+1 Fleets will be held in reserve at the Great Rift system. All civilian traffic outside of the Great Rift system is now recalled and suspended until the Necromancers have been destroyed or repulsed.

* A stealth frigate is being dispatched to the closest Necromancer-occupied world, bearing a Chaldean combat team and a platoon of Arcknights. Their objective is to observe and analyze the Necromancers' nature and capabilities, ideally while avoiding being discovered. Along with Masters Galen Brightstone and Naomi Ackerman, the following six Heroic Spirits have been assigned to the mission: Medea / Nitocris / Queen of Sheba / Osakabehime / Ereshkigal / Scáthach

* In space, the main strategy will be for the Jupiter-class battleships and Trident-class cruisers to focus down the enemy Necropoli with their anti-capital spinal super-cannons, as well as long-range missile fire. Meanwhile, Dragon-class and Phalanx-class cruisers will provide escort, the former providing direct fire support against approaching enemy ships and the latter providing additional barrier support, as well as added missile fire against both the Necropoli and encroaching enemy ships.

* Defiant-classs and Morningstar-class destroyers will provide escort and additional fire support to the cruisers, while the Tengu-class frigates bracket the core fleet elements and provide additional anti-missile and anti-fighter protection. Oracle-class destroyers will follow just behind the battle line and focus on electronic and enchantment warfare and defense (mainly shielding the fleet against possible debuffs and interference, and applying interference and curses to the enemy where possible).

*Gryphon strike fighter squadrons will be deployed to screen against smaller enemy ships and fighters, attacking other targets of opportunity as they present themselves. Additional squadrons will also be assigned to escort attack squadrons consisting of Garuda strike bombers, Thunderbird-class missile frigates, Tengu-class point defense frigates, and Vanguard-class shield frigates, which will make looping attack runs on the enemy fleet, harrying them and punching holes in their formations where possible.

* The following Heroic Spirits will provide battle support to the fleet:

Riders

* Yi Sun-sin - Assigned to the 1st Fleet
* Horatio Nelson - Assigned to the 2nd Fleet
* Michiel de Ruyter - Assigned to the 3rd Fleet

* Odysseus - Deployed on his personal mount, the Troia Hippos / Assigned to the 1st Fleet
* Jason - Deployed on his personal mount, the Argo / Assigned to the 2nd Fleet
* Captain Nemo - Deployed on his personal mount, the Nautilus / Assigned to the 3rd Fleet

* Manfred von Richthofen - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 1st Fleet
* René Fonck - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 1st Fleet
* William Bishop - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 1st Fleet

* Erich Hartmann - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 2nd Fleet
* Ilmari Juutilainen - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 2nd Fleet
* Tetsuzō Iwamoto - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 2nd Fleet

* Richard Bong - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 3rd Fleet
* Chuck Yeager - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 3rd Fleet
* Neil Armstrong - Deployed in a Gryphon heavy strike fighter / Squadron Leader, 3rd Fleet

Archers

* Ishtar - Assigned to the 1st Fleet
* Chiron - Assigned to the 1st Fleet
* EMIYA - Assigned to the 1st Fleet

* Arjuna - Assigned to the 2nd Fleet
* Napoleon - Assigned to the 2nd Fleet
* Ivar the Boneless - Assigned to the 2nd Fleet

* Hou Yi - Assigned to the 3rd Fleet
* Minamoto no Tametomo - Assigned to the 3rd Fleet
* Doris Miller - Assigned to the 3rd Fleet

Casters

* Zhuge Liang - Assigned to the 1st Fleet
* Robert Oppenheimer - Assigned to the 1st Fleet
* Charles Babbage - Assigned to the 1st Fleet

* Leonardo Da Vinci - Assigned to the 2nd Fleet
* Isaac Newton - Assigned to the 2nd Fleet
* Robert Heinlein - Assigned to the 2nd Fleet

* Helena Blavatsky - Assigned to the 3rd Fleet
* Nikola Tesla - Assigned to the 3rd Fleet
* Carl von Clausewitz - Assigned to the 3rd Fleet
 
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The Imperial-Omdyni War, Battle of Kuat​

There was a fire in the void as star destroyer yards were met with black hole warheads that erupted into short lived vortices that spun around each other before erupting into killer gravitonic waves that tore through shielding and durasteel hull alike, time itself distorting to trap the ships caught by its propagation within a bubble of slowness from which their ability to interfere further was limited.

Sabre-winged and Canard Bearing Sukhra fighters darting at the edge of the fields of distorted time to pick off critical imperial warships such as interdictors and super-star destroyers at their leisure while the black-tipped wings of "Zero Squadron" tore through the void. The distinctive x-stabilizer fins of their transformation-capable super Sukhras leaving far slower and far shorter ranged TIE interceptors in the proverbial dust while cascading volleys of chain-fusion lasers induced explosions in the vast triangular shape of the Imperator, an Eclipse Class Star Dreadnought helplessly firing its superlaser at ships that simply dodged around it or an ominous battleworld that absorbed it head on without noticeable shield loss.

Its shields ruptured by missile volleys by Zero Command, the chain-fusion laser blasts into the bridge were enough to cause the Imperator to start exploding in spectacular fashion, all the systems linked to the bridge undergoing energy-positive nuclear fusion that would induce sympathetic fusion reactions in the rest of the ship's hull while the; "Zero Two", also known as "Blackjack" or to her friends, Shaithra Elstennia; notched the super star destroyer as another kill on her registrar.

She was in her element, flechette-storm missiles tearing through swarms of TIE fighters with guided shards of monoatomic wire that cut through whole squares of her targeting grid. Not useful against the fighters of the space pirates or the federation in her skirmishes against them, but to her note, was gruesomely effective against the poorly armoured, sluggish, undergunned, and unshielded craft the Empire was throwing to the deaths of the poor unfortunate pilots by the trillions across this war.

"+Another Star-Dreadnought coming up, pinged for destruction by rebel forces. It's the one with all the X-wings trying to shoot it.+" Zero Three, aka Red-Black, aka Kyle Red said, prompting the Aelvar to note it with a thought through her ship's neural command systems and release a barrage of shield-breaker missiles designed specifically to overwhelm the Empire's shield technology with cascading unstable n-space openings. The bubble of the Executor-class star-dreadnought's shield rippled, twisted, and then popped before the multicoloured tears in spacetime opened before it, letting Zero Command's First Squadron finish off the ship with eight coordinated charged pulses.

She tried to not think about the surfeit of deaths she was inflicting, but was satisfied that they'd be going in good order to whichever afterlife they believed in, or into the abyss of oblivion if that was what they foresaw. It would have to do, especially with the massive quantity of death being inflicted by the Command as they made use of the latest and greatest sent forth by the omdyn improved with suggestions from the Duodecimarchs from what they were willing to divulge. A lot of graveyards being stuffed was to be entirely expected.

The Kuat drive shipyards' turbolasers attempted, without success to score hits on craft moving faster than their bolts could propagate striking from outside of the ranges their bolts could even maintain consistency in, and part of her almost felt bad about what she was doing. It felt like bullying, the TIE fighters had yet to score a single Sukhra kill while every single TIE fighter that had gone into combat so far was a KIA. The poor bastards didn't even have ejection systems.

But she remembered the sort of horrors that went down on planets like Kuat and sighed. This would just have to keep going. Pointless death for a pointless regime. It wasn't even that the Empire was full of poor soldiers or bad fighters. The maneouvres the TIE pilots tried to make were textbook, the overlapping fields of fire they laid down were ideal to try and deal with high mobility foes. They were forming strong, sturdy boxes and grids to save their ships and guarded their interdictors like their lives depended on it; and to be honest it did.

They were just outmatched. But she didn't find satisfaction in killing so many. She didn't even check the kill-tally all fighter pilots had running. Lightning arched from the nose mounted cannon, jumping from foe to foe, anti-strike craft small-ships exploding when their shields overloaded and their hulls dissolved before a stream of positrons. More ghosts in the void, more lives tossed into the incinerator to keep fighting an already lost war so they could burn the records of their dirty deeds now that the walls were closing in.

"+Blackjack, are you alright?+" Zero Six, aka "Pencil" aka Thyld Vaenar asked, her fellow Aelva's tone gentle as it nearly always was.

"+Just lost in thought. Do you think that they're happy about this?+"

"+About what?+" Kyle asked.

"+Throwing away their lives like this.+"

"+It's best to deal with it by finishing this quickly.+" Her WSO, "Harlequin" aka Aedrad Galad said, the Aelva's reassuring voice behind her urging her to exhale calmly while she nodded in response.

"+Obviously+" She said, briefly eyeing a Star Destroyer squaring off against an Olda Class Far monitor with its turbolaser barbettes only for the squat and stub-winged rocket-shaped ship's own turrets to tear through its hide with a quick rake of custom-particle beams that caused the star destroyer's hull to erupt into more of the Custom Particles, turning it into a popcorn barrage of pellets that tore through its TIE bombers.

"+We're getting new directives, it's time to close in for the kill.+" Aedrad said. While the Duodecimarchs kept their transformation capable gunships on the bench, Zero Command would bring them to bear in full; the eight craft of the first squadron of Zero Command transforming in sync with seven other squadrons all at once into their bipedal forms.



The Mechs would quickly descend upon the planetary surface, leaving the space battle to the closing jaws of the day fleet as they pushed in through holes opened in Kuat's defensive shielding. Surface to orbit turbolasers and ion cannons were firing until the heatsinks mounted into the ground turned the rock around them molten, missiles were being lobbed one after the other as fast and frantically as possible, but her WSO designated them all for destruction just as quickly while her vehicle's legs hit the ground.

AT-ATs were already scrambled, lumbering things seemingly as confused as the rest of the army as to what was going on. They would however, not go down without a fight as they formed into defensive circles like oxen faced with wolves. It was a reasonable strategem, especially with the smaller AT-STs striding between their feet in an attempt to provide cover for what the AT-ATs could not reach.

It would have been smart, had her own grav-cannon not been enough to crush them all into paste while anti-plasma railgun cannons from thundering Karavelak superheavy tanks evaporated one section of Imperial line after the other into superheated lances of burning wrath. Her objectives, to her note, were not to destroy the Imperial forces, as star destroyers fell onto the planet; caught and gently slid down tractor fields to prevent an overly hard landing; it was clear that Kuat was lost to the Empire.

No, the objective quite clearly read "=Halt liquidation efforts=".

An inquisitor with some manner of red plasma blade tried to rush some of the armoured infantry at her mech's feet; making a swing only for the trooper's quench-wrist bayonet to emerge and cut straight through the inquisitor's plasma blade and through his body, steaming halves rapidly burning away from the high temperatures of the quench field while she started to move. Little sights like this reminded her that for these men opposing her and her urgliks; there was no save station waiting. Death was death.

She tried to ignore the sight of the body just lingering there until it crumbled away, not in her eyes, which had already turned towards sighting the prison facilities on the world. But in her mind. An eye far more difficult to distract than those of the sockets.

"+Turbolaser turrets are attempting to lay down suppression fire, Rebel forces want them eliminated so they can get their shock troopers inside.+" Zero One, "Winner", aka Hardulr Morgonak, a Dvergr, often called "Dwarf" for their resemblance to a mythological entity the same way the Aelva were often called "Elves", said. By the sound of it, he was probably stroking his beard in thought.

"+Couldn't we just do it ourselves?+" She asked.

"+Symbolism, Zengrad.+" He replied, using a Zagdragak term for "Comrade".

Of course, she thought, somewhat annoyed at the idea of having to babysit the rebels; squishy and so very prone to dying as they were. She could have sorted them out in a hurry...nevertheless she was here to help, and help she would.

First on the path of sorting out the matter of the Empire's defences for the rebels were the shield walls. A cannon of hers was readied, modes switching to another, stronger weapon and the defences of the fortress were shattered by electro-pulse cannons that conducted a massive, self-regenerating electrical charge across the entire sphere that only grew stronger as it drew energy from the shield itself before releasing its charge on the now shieldless fortress.

Turrets and stormtroopers trying to hold them off without much success, tanks reduced to atoms.

She felt somewhat tired, tired of this slaughter, of this massacre.

So when the first hands started raising themselves up in surrender, she sighed in relief. Finally, the killing could stop, even if only for a moment.

The next great work would be rebuilding this place, but that was for the engineering commissariat, not her unit. For now, there was the time to have a drink by the Aegir and the Vynar and the Suomesk and Ukkona
...


Imperial-Omdyni war, Battle of Carida​

For Jarn Ragnvar, the Imperial-Omdyni war's beginning was no great surprise. The continued existence of the Empire was not something that could be tolerated by any decent society. To legalise slavery and to charter the inequality of the sexes and the species and to consider mechanoids lesser was in Ragnvar's mind, reason enough to invade the Empire and kick over its political systems.

And as he stomped on the throat of a Stormtrooper trying to reach for his blaster to keep fighting after having had his legs tugged off by Jarn, pulping the flesh and severing his head from his obliterated neck, he only felt pity for his foe.

"Useless deaths." He murmured, his arm cannon allowed to lay towards his side while his black, blue, and red armour's shielding reflected the blaster bolts aimed his way one after the other, not deeming the Imperial Army troops trying to suppress his position as worthy of his time when a tank had already designated them for annihilation by tesla burst; positronic lightning whiplashing across the troops who mercifully died too quickly to scream.

"Almost admirable." Thaskr snorted, the Zekmunso's feathered wings encased in power armour, horizontal, raptor like body clad from head to toe.

"No, not admirable. Dying uselessly for a bad cause is shameful, not honourable." Jarn countered, rain falling upon his shielding while the plasma railgun setting of his arm cannon released one burst after the other in methodical, precise bursts. Snipers who had less than twenty centimetres of their body exposed were reduced to smears, rocket troopers popping out to fire their weapons were killed mid-step, AT-STs pulled up from elevators blasted apart in singular shots punching through their head armour one after the other.

It was indeed, a slaughter. Useless, futile, the Stormtroopers' layered suppressive fire was pointless because the Clan militants and Omnist Revolutionary Guard Army Troops simply walked through it as if it wasn't there. Brave, but ultimately pointless. The Stormtrooper Corps had yet to inflict a single casualty even when they brought out disruptors and anti-tank munitions, as was poignantly demonstrated by Jarn snatching an anti-tank missile launched at his head with his free hand.

Primitive, like throwing rocks really. What senseless barbarism.

To demonstrate to the stormtrooper the pointlessness of their resistance he slammed the missile against his helmet to let it detonate and shot the shock trooper who had launched it straight through his deployable screen field, killing the trooper who to Jarn's concern; simply lay there in steaming stumps of legs, no signs of teleport out. What kind of barbarian sends out soldiers to die like this with no way or means to preserve their lives?

"You'd think they'd realise we are only sparing them the noose to get them to surrender by now. The idiots." Jarn grumbled, another AT-AT having a leg blown clean off by an infantry man's charged shot and crumpling to the ground, yet another giant felled in the sight of a crashed star destroyer slain by hovering Morhyne anti-aircraft drone vehicles.

But to his surprise, a white flag was raised, and Jarn quickly pinged the rest of the formation to stop firing.

"Hold it, let them say their piece." Zarnak; a Zekmunso Brigade-Leader ordered, wings extended in threat display to intimidate the Imperials who started to emerge from the rubble.

An imperial citizen's militia leader; wearing a clumsily fitted arm-band bearing the Empire's symbol over his civilian clothes, a symbol of how badly depleted the Empire's manpower was; slowly approached the Omdyni lines, with arm cannons still trained on him as he urged the child soldiers who had been helping to bulk out the front lines to stand up.

"Ornvarr's spear...can't even be ten earth years some of them." One of Jarn's squaddies murmured as the disshelved young folk emerged, blockade detachment stormtroopers on edge as some were ordered by teleporting Assault-Troops to stand away from the evidence they were trying to burn; a few too small bodies cut down from ropes as Jarn felt something rising in his stomach.

"Shooting no more! Surrender-us! Dead Imperial Government! Forever-power the Omdyn!" He said in a clumsy approximation of the preferred Omyrn language of Omanesch that had to be corrected into something that sounded less amateurish. .

Helmets translated the reply into Basic instantly.

"No need for that, we speak your language." Jarn said, looking at the man. Sixteen, hadn't shaved in a week, pimply from poor food and clearly sleepless from fighting for too long. A crying shame.

"Name."

"Militia-Commander Fi-"

"I said name." Jarn replied.

"Jesto." He swallowed.

"We'll get some proper meals in you...but first...do you mind if I speak to you in Huttese?" He said, his scan visor informing him that he spoke the language as one of his listed electives, fluently.

A nod was given, Jarn pointing a finger to the colour-marked Storm Trooper commanders and COMPFORCE troopers being escorted out of their trenchlines. "<<Are they the ones who have been hanging children for defeatism?>>" Jarn asked sternly as Jesto seemed to realise what was being asked and gave a nod following a gulp and a small admission of yes.

His eyes focused on a COMPFORCE commander with black pauldrons, a black, slightly Vader styled helm, and a discarded disruptor rifle who tried to speak in Omanesch to convey his eagerness to surrender, strike up small talk about what would be done when the war was over, and how of course he was always against the Empire from day one. It'd be funny, if the COMPFORCE weren't so transparently the Empire's paramilitary jackals.

"+Thaskr move aside from the compforce shit-eater with the black markings.+" Jarn said.

"+Any particular reason Urglik?+"

"+Blockade Detachment commanders in need of killing. Check their armour logs, then kill the guilty.+" He said as he scanned through "General Felgrith"'s suit logs and then shot him once with a tesla blast to leave only ashes as soon as Thaskr stepped out of the line of fire, other RGA Troopers and Clan Warriors opening fire on the stormtroopers, compforce troopers, and officers found guilty by the evidence in their own logs.

There were gasps of surprise by those not designated for execution; a number of stormtroopers, some imperial army men, most of the militia, almost none COMPFORCE. Jesto for his part just tried to look away, sensing where the question was going from the moment it was asked. It took only a few moments, but with the weapons already thrown down and grenades being dumped into the piles of a defeated army, there was no hope of retaliating against it.

This time, Jarn felt better about killing them, noting the way that the stumps of Felgrith's legs tilted to their sides with some satisfaction. Not a hopeless stand against the inevitable, not a waste of sophontic life, just forcing some terrible people to retry the cycle of life again hopefully a little wiser of their mistakes. He chuckled and fired off another bolt to destroy what was left of Felgrith's body; little more than his feet really, and that only because the Tesla beam bounced to multiple other COMPFORCE troops designated by his armour for death.

The thunderclap and ozone stink of the beam faded, and he turned to the youth before he patted Jesto on the shoulder.

"You have shown honour." He told the youth with pride. "Don't be proud of the death, but be proud of the justice wrought." He added as he pointed Jesto to some War-Sentinels who were to handle all POWs.


...


"Your strikes are too focused on destroying what is in front of you, rather than advancing your position to attain further advantages in combat as a whole." Grey Voice's advice to Samus as she and Arne practiced with the extendable melee weapons of their suits; alternating between the wrist-sword and the cannon bayonet as well as more specialist weapons such as Samus' chozo blade staff and Arne's warhammer.

"Why do we have to do this?" Chaytan asked, the former warrior turning his regal gaze towards the young human as he was currently taking a brief rest in the training session.

"You require greater familiarity with how to engage in melee. You have the skill and talent, but you must develop more instinct for it." The chozo said, tapping the tip of the bottom blade into the ground to signal to Samus and Arne that it was time for them to assess their performance, Samus' Cannon was pinned away from Arne's head by his free arm, but her sword-staff skidding against his gut plate while his cannon's shock coil stopped its bursts of power and the two backed away.

No bows were exchanged, nor handshakes, just a quick embrace followed by an arm lock before they parted, helmets and cannons dispersing. Arne had adjusted his hairstyle, the added length of his hair now just about at his shoulders from a pair of fringes in front of his ears and a tapering length going down the middle of the back of his head to about the small of his neck.

For her part, Samus herself had decided to adopt twin-tails to style her long golden mane of hair and out of a desire to experiment with more "girlish" hair, at Yumiko's suggestion. Though so far she wasn't quite entirely sold on it, fiddling with the ends of her hair repeatedly.

"~You may have a moment of pause, we will resume later.~" The Psychic voice of Osith, a purple coloured Alimbic said. as she folded her arms behind her back and let her tripedal legs touch the floor, neckless head floating above her chest without any visible connection.

"I get that but...we've been at this for a week, can we drill about anything else?" Metzli asked, her caramell coloured complexion framed by simple, flowing brown hair worn almost absurdly long to the point many would question how it fit in her armour at all, given how it flowed all the way down to her ankles.

"You could have helped." Cashile said, African heritage evident in both his complexion and his dreadlocked hair.

"You must remember that most of us have taken a vow of pacifism, beyond that, we were ready to step in, if the crisis proved unmanageable. But it would be ill suited of us to deny you the chance to handle that crisis on your own." Grey Voice said, the tall chozo's neck carapace plating rattling against itself to accentuate his point.

"So this was what? A test? A disaster of this magnitude was just a test??" Samus asked, never one to confront even her tutors when she felt that they were out of line on some issue as she undid her twin-tails and used her hands to tie a simple ponytail with tassels to the side, never flinching from the helmet clad gaze of the Chozo Elder.

She was angry of course, but more the anger of irritation than outrage, from not understanding everything she wanted to. And as a naturally very curious young lady, she wanted to know everything she could.

"There are forces at play that prevent us from operating so directly as to resolve every situation in your stead. Rest assured, we have had our reasons for acting the way that we have." Grey Voice responded blunt as ever to a now pouting Samus.

"Is that your best answer? Trust me?" She asked.

"Yes." Enough to tell her that as far as he was concerned, the argument was over. She huffed, clearly of a mind to push the issue further, but sighing and shaking her head when Arne flashed her an expression of concern. Old Bird was reasonable, most of the time, and while Grey Voice wasn't as malevolent or creepy as Zurvduat, Iron Wings, Argolvar, or Raven beak; he was more stubborn than the speed of light itself.

For one thing, it was possible to adjust the speed of light with the proper techniques or technologies. With Grey Voice? There was only choosing when and where you ebnt.

...

"We'll want to settle on an arrangement sooner rather than later, so that we can deal with the Axis power due coreward of our present territory." Thogon Okaron, a Dvergr; or "dwarf" as many called them; said as he scratched at his beard and gave his words some further thought, speaking to Citadel Council at the Citadel itself rather frankly as he clasped his hands together and tapped his index fingers against one another in front of his round nose.

"This sector isn't going to be secure until we get rid of the lot. But we needed the Empire out of the way to secure the flanks, wouldn't want the robed maniacs eyeing our backsides with greedy eyes." He explained, using holograms to "draw" out his map while he spoke. As was typical for clan fashion, he wore a powered hardsuit.

"Especially now that we know that these blighters are out to get us. We don't know a whole lot about them, but the honoured dead saw them in their past lives." He said, referring to the handiwork of the false flag attack. "They're something of an enigma, more rumour than fact on a good day, a parsec tall stack of nonsense on a bad day." He continued on, Kydol Motil; a silicoid whose somewhat insectile form was kept in a lower to the ground, quadrepedal stance to avoid towering over the Citadel's representatives too much as the tannish Feldgrau and red mechanical armour's joints flowed like a living thing's.

"Integration and reconstruction will be our priority for the moment, but a swift strike on the Corporatist polity might suffice to quickly remove this threat to our shared flank and allow us to fully commit to providing you with aid to your rimward threats."

"We're also looking to expand our general awareness of the area. Anything you might have on that would be of great help. Of course, we are believers in that each be awarded to their need, and that no labour go unrecompensed." Thogon said, the seasoned blonde bearded diplomat letting his offer hang in the air for a bit.

"As such, we will be open to the formulation of proper trade agreements between our two nations to provide for mutual enrichment, then we will be free to focus on cleaning up the neighbourhood." He said, gesturing to the map of the area around them.

"If you have any questions, now would be the time to ask them." he said, turning to the Council in a single clean motion.
...

Vader was now busy at his new place of residence, a mechanised farm where he could learn to tend to the needs of animals and keep his mind busy with machines, occasionally visited by Luke and Leia after determining they were biologically related to him. The planet had, before, been a lifeless ball of whispy toxic gasses and sterile rust, not unlike pre-terraformation mars. In less than a year it now had a thriving, self-sustaining ecosystem replete with rich soil and crisp air. Life forms wrought into existence in gene forges flew through the air as if they had simply always existed.

Primitive, clunky cybernetics had been replaced with biomachinery indistinguishable from organic tissue, and the imposing mask had been discarded as part of the disarmament of Vader and a number of other people sent here as part of their rehabilitation program.

Skywalker had at first, felt utterly humiliated by this turn of events, but it was far more mercy than he expected. He had believed himself only worthy of death, especially when his slaughter of young jedi was reviewed by the tribunals. But ultimatley he was allowed to be put through the rigour of war criminal restitution. It may have been unpopular with a lot of people, but he was deemed at the end of the day, a victim of circumstance and manipulation, rather than a direct agent of the Corporatist regime. At least, that's what he assumed his defence lawyer was going for.

These machines were advanced and unfamiliar to him, but they were not beyond his comprehension. Though they worked on principles of physics he never dreamed possible, they were still consistent physics, and he could understand it given time. This machine for example, though they didn't call it a speeder, he understood it as such. A freight transporter that was meant to provide for a simple to maintain and use means of providing for the needs of the planet-bound.

A peppy young man by the name of Illpo Ylitalo with medium-length strawberry blonde hair and eyes the colour of a setting sun poked his head over the speeder he was working on with a big grin on his face and AR goggles snapped onto his forehead. His supervisor...of sorts, though to be entirely honest, he conducted himself more like a nosy neighbour than a prison warden.

"Hey there Skywalker, how are your new augments treating you?" He asked, offering an earnest and gentle smile to Anakin who released a calm breath and a noncommittal "decent" to try and dodge out of the conversation as fast as possible.

"Well, that's good. Your comfort's a priority here, even if it might not seem that way at times." He said, Anakin having to resist the urge to attempt to enact his wrath upon him as the implant stuck in him would fill his brain with obnoxious music that made thought and sense impossible every time he sought to reach into the weave of all things in anger.

"So you say, but am I not a prisoner here?"

"A prison is a place to break the spirit. We're trying to help people like you adjust to a better life. Some might say that's a distinction without difference, but we're not here to punish you. You've been hurt enough" He said, scratching a bit at the top of his head while his smirk.

Well...that could be nice at least.

...


Orders:

RP Budget: 52

Industrial Orders: Our central territory is to be upgraded to Heartlands to ensure that it's able to function at full capacity to allow for further development and to get over our current resource crunch issues. We also have far more people currently settled in our territory than we have engaged in tasks of note which is something that we would likely to deal with down the line.

Military Orders: With the triumph over the Empire, the military will focus on reconstructing and replacing its losses for the time being and the retrieval of as many personnel who may currently be awaiting reload from save stations as possible. We'll be expanding the military's size very soon but until then we don't have enough forces to commit to any particular ventures while still dealing with the aftermath of the conflict.

Research: Purchase as many research slots as we can with our budget to press forward our war-engine research to b ring them up closer to the standard we've set for the rest of our ground forces. Interplanetary teleport systems to allow them to quickly shuffle their presence from one battlefield in a system to the next in particular could be of great help in ensuring they're always present in the numbers we'd want them to be. .

Intelligence Orders: Dispatch exploratory efforts to our neighbouring sectors to establish a general nine-sector awareness of our situation and what to expect in each direction. This will be done with formal exploration efforts, the acquisition of information off of public databases, Subdimensional and stealth ship efforts in areas that we aren't able to get info from more legitimate sources from, tapping freelancers, merchants, or other third-party expertise, and more esoteric auguries and divination to provide ourselves as much information as possible.

Target: Unknown Native-Reality agents
Nature: Inquisitive
Plan: Fact finding; browse through what information sources we can from the locals and compare it to what generally little we know from our own reality, filing a request to the Omnist Revolutionary Military Intelligence Corps of the Omdyn as well as to the Secretariat of Working People's Safety for any information they feel may be pertinent and that they are willing to share. Of course, accepting that the Omdyn, as our superior government, has its own standards for classification.

Target: Pact Member to our South
Nature: Hostile

Assets: Any remaining RP we have left over from research and industrial orders.

Diplomacy:

All diplomatic actions will be run by the Mind Spider Council Legends to the best of their ability.

Target: Omdyn
Nature: Friendly
Plan: File in a report to the Omdyn's Supreme Council and to the Elders of Clan Grendakal as well as to the Thagn of the United Clans to inform them of the recent events, this is a routine report meant to keep the Omdyn, as well as the Clan authorities in the loop and for them to review whatever may be needed. Our recommendations so far are to focus more on resources rather than colonists for the time being due to our surplus of manpower but our need to develop a significant span of territory now in our stewardship following a conflict with a lower tech Corporatist state.

Target: Former Imperial Territories:
Nature: Friendly
Plan: Start referendums in the currently occupied territories with an option given to be absorbed into Tribes Skjoldr or its fellow Grendakish tribes of Alsklar, Lothbrok, and Gandrling; or to the tribes of Clan Deuton currently present; Vorhynir, Udrim, and Meldi. Alternatives on the referendum include the formation of a new tribe under Clans Deuton or Grendakal, joining the Omdyn as a new member polity as the Federal Omnist Republic (F.O.R), independence, or a reformed Republic either under the Ruusan system, a wholly new one, or an older reformation of their choice. Whatever the choice, they will remain under a status of military protection by the armed forces of the gathered tribes and maintain trade relations with Clans Grendakal and Deuton and may petition the Thagn of the United Omnist Clans of Uskarla or the Supreme Cylzern (Council) of the Omdyn.

Target: Star League
Nature: Friendly
Plan: Our efforts meant to try and re-establish general peace in the star league. After the civil war and forcing many of the rebelling houses to stand down, the last thing we want to do is come off as a conqueror of the Star League. The defeated houses are of course going to be subjected to occupation, but under the leadership of the...leaders of the Star League, we're simply going to enforce the terms of that agreement. Any pirates and the like who would have arisen as generally happens when there's a lot of shipment going on, not a lot of enforcement keeping them down, and a lack of legitimate work to be done will be dealt with of course, and routine sweeps for war-eidolons and other potentially more serious threats will be done as well.

Target: Alliance of Democratic Nations & Association of Citadel Space; assorted Terminus Systems polities
Nature: Friendly
Plan: We will be accepting their established occupation zone in the Coreward Empire, though we will be holding referendums on the status of the Rimward sections of the Empire currently under our control. As for the Star League, the fate of the Star League's territories are ultimately up for the leadership of the Star League to decide and it would not behove us to intervene in such affairs after just settling a civil war. However, for the time being, we can now discuss the formation of proper trade agreements as well as a general front against the Melkraani client state that occupies the coreward subsector due directly to our galactic south. In exchange, we would be open to discussions about how we can help with their problems in the counter-spinward regions of the galactic west. Though this of course, will require an exchange in information. In keeping with our agreement, we will also offer our expertise in helping C-space figure out how to design larger ships, more affordable power armour, as well as energy shields and improvements to DEWs. The Terminus Sytems, if present will be subjected primarily to a fact finding mission before we move forward with what to do with them.

Target: ADN, C-Space, Terminus Systems, Star League, Former Imperials, New Jedi Order, Omdyni officials, Uskarling Officials, Most Serene realm of the Great Mother.
Nature: Friendly
Plan: The Star League is also invited to partake in the Duodecimarch and their minders' excursion to the Chozo facility world detected in their space, though of course with the caveat that many of the guardians on these worlds are beyond even our capabilities so if they would wish to follow, they should keep to the areas deemed safe by the children. This offer is extended to the C-Space, Former Imperial territories, the most Serene realm of the Great Mother, Terminus Systems (if they exist), the Allies, and to our patrons in the Omdyn and the United Clan All-Thagn. We do not expect great military contributions from them, simply a sort of a diplomatic effort to show them the nature of Progenitor Relics and the importance they bear from the mouths of those chosen by them to bear their legacy for reasons even we are not fully aware of.

Target: Duodecimarchs
Nature: Friendly
Plan: Given that there is an obvious imbalance in the amount of living parents in the friend circle at the moment, with Arne having the spectres of his biological sires walking the Earth, it would behoove us to try peering through the Morph to see if there is at least, some means of contacting the other eleven sets of dead parents in the hopes of providing at least some closure to the anxiety felt by the young folk. This is not meant to seal the case on the loneliness of being an orphan, but merely to provide reassurance that their birth parents are looking out for them, and that perhaps in the future something may be done to hep.
Assets: Gyda and Erik on their off-time, what esoteric aid can be acquired.
 
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Posting results of what's been decided to be my turn 1. Will be replying to this with my turn 2 strategy and hopefully fasttracked turn 2 ending.
Democracy was not yet lost. Though madness reigned throughout the majority of the Star League of Melit, as monsters right from the strangest nightmares of the Eccume battled against a depraved cult that now puppets his own former democracy. High Command now lays a subverted slave to a dark power from the Flux, delivering horrors onto all forms of his beloved country. But where there is hope and reason, there is always a way!

That is why Admiral Stragoth gathered here today in the fringes of the northern frontier, the last bastion of the dream of Melit. He holds a stoic glare as he observed the rest of what could remain of the real government. "Senators, generals, Governors, and fellow Admirals." He spoke first in a commanding tone. "We are gathered here once more in our joint efforts against that which has soiled our country! Though our situation is not ideal in the face of what has been wrought among our nation, the foundation of our democracy cannot be so easily destroyed." The mood inside of the conference room in question remained positive it seemed, if frowns were still present there. "...Now then, onto the agenda of our joint meeting."

"Firstly. Senator Vak, how goes our bond program?" The aged but resolute alien of tortoise inspiration simply nods in response to it. "As...We have seen…The people are more than willing...To give all they can in…Our most darkest hours. Donors sent us...Well in excess of our goal for...The Counter Revolution." A few mutters and smiles add to the mood, but the experienced admiral himself remained stoic in the face of this good news. "I see. Now, Senator Galdvish, did your outreach campaign go well?" The feathered female herself look much more dire in comparison as she sung to the rest of those gathered. "Ooooh it is a tale of woe! The thoughts of our fellows deep within the cultist's den hath been already sowed. Their heads dulled, their families taken, all seized by that which ends. They will no longer bend!" This added edge gets the mummers to turn sour as frowns emerge…"You mean, they cannot help-"

"Very well. Now then, Vice Admiral, what is high command reporting about the invaders." His stern command silences the majority, as his second would quickly reply! "That nightmare has paused for but a moment, and the southern front has stabilized. Non-Vital Shipping though remains crippled though, as the blasted reserve fleet is the only force still operating behind front lines." Most remained silent, confused at what this meant. Except of course for him as finally he shown a smile. "So, High Command has left itself open? Interesting...And how goes our talks with Star Admiral Brush?" A cloaked figure with little but tentacles displayed would quickly squawk out. "Negative. He and the entire Teledrai Campaign force has drunk well off the new powers of high command. They believe by next Holiday they will return and turn the tide."
The mood once more sank as immediately wails began to cry out. "E-even Brush?" "That's most of the military! Isn't there anyone there willing to defect?" "We can't fight them...Not without him." "Are we doomed!?"

"SILENCE!"He demanded of those that are gathered there, his leadership showing with great power! "Though it is a regret that we may be alone in our effort to topple down our egregious regime, it is not a sign of hopelessness! Already it's foes are legion, stretching it's forces thin. It focuses against Epsilon and it's wicked psychic schemes, against the Teledrai and it's fortresses, and the pirates which strangle it. Already we have secured the services of the finest mercenaries. Our people have given all they can to do this, and raise even more forces! Though the fight may look hopeless...With the unity we have wrapped ourselves in, it will be easy. One focused strike against the capital, and those criminals will be brought to justice! Democracy...Will be restored!"

Applause quickly rings out across the conference room, as the members of this resistance quickly celebrated! "Yes...We must hope!" "Our strength is uncontested compared to the weak wills of our so called countrymen." "It...Does not matter…If most get in our...Way." "The unity of our great cause shall carry us far better than whatever dark gods!"
He smiled. Proud that his people knew what exactly he stated, and reveled in his triumph. Democracy was surely saved with the true believers among his presence!
"With all of our power, we shall surely bring back peace to our space." "A song of safety and serenity to be played. All laid here." "All thanks to our great leader. He who guides and unites us!"
"Why yes, but now-"
But the fervor does not stop. It only grew like a fire among those gathered, save for Stragoth
"He has already done so much!" "Enlightened the masses, given us the power to rise!" "Baited out the rats in our great Demosociety to be thrown into the recycling pits. As they deserve." "How could we have been so blind? But we see now! The source of our triumph!"
"There is much to be done yes…" He'd try to continue, shushed by continual ravings. Even the slamming of his fist does not shock them in the slightest as babble continued to come.
"It is not over! Not until he gives the command." "Until this charade is done, nevermore to rise one more. As his armies convert all to his path!"
….His eye twitches. And then opens in horror as he spies the wide and empty eyes now all around him.
"Inevitable. For he is Alpha, and with Omega. For he is teacher and terror alike. For he is our salvation! " "FOR HE IS THE SUPREME, THE ONE THAT WILL GRANT ALL! HAIL, HAIL YURI!"
"...ALEXANDER!" The Admiral cries out, turning towards his bodyguard! "Epsilon has breached into the Lusenka!" His faithful servant nods as he immediately drew his pistol. Especially as the group quickly began to turn and head towards the man in unison, marching and crawling after him. "S-stop this madness!"
"Gladly." He'd say, firing his pistol at his true enemy. "For the will of Yuri."
And so the Admiral passed into history. Nothing more than an amusing footnote.

CASUALTIES: NEGLIGENT. REPLACEMENTS HAVE BEEN MADE BY CAPTIVE
ACTIVATING STRATEGIC INTERFACE.
INDUSTRIAL ACTIONS: 80 RP
With the knowledge gained from the fools which have previously occupied our translocated space, Espilon's miners will construct an Mining Project in Core Epsilon Space. (50 RP)
In light of the current combat operations We will also upgrade our 3 warfleets to Mag 2 levels. Using (30 RP) to do so.
MILITARY ORDERS:
Major Combat operations will be put on hold for the remainder as the corpse of a hypocritical dream is thoroughly pacified for industrial expansion, and of course up sized. However our fleet of stealth ships and small vessels will be around to silently scout out our current neighbors.
DIPLO-ERROR, EGREGIOUS WORD DETECTED. INITIATING CORRECTION...
INTELLIGENCE ORDERS

*Intelligence Gathering and Groundwork for offensive actions (Anguidai Horde)
Assets: Stealth Ships, Clairvoyance, dedicated Infiltrators (Including highly indoctrinated former pirates), 4 RP
Plan: A nomadic existence has already been all too troublesome to track down, even when it wasn't limited to only the stars. However, unlike the Kievan Rus who suffered so much we have our own means to pin them down. Clairvoyance and mind reading will slowly probe what is most valuable amidst the horde, where they would likely have to stand and fight. Stealth ships will shadow fleets for their movements and drop agent provactures to slowly stir up resistance among their tributaries. And of course, we will seek to get into their own armories in order for some...Future sabotage.

*Intelligence Gathering and Groundwork for manipulation (Confederation of Endelia)
Assets: Stealth Ships, Clairvoyance, infiltrators, Subversive messaging, mind control, 4 RP
Plan: The Teledrai have already proven the usefulness of another irritant for our enemy to deal with. And even though the Anguidai already have a fight on another front, the more the merrier. Using this distraction as a means to rouse the tributary state, we will attempt to bolster or create a movement that would serve to push for war and therefore, independence for the state against this barbarous horde. Like Makadon of old, and of course...Doomed to only failure and exhaustion. A meal readied for consumption once it has done it's part.

*Faustian Whispers to the Teledrai.
Assets: Recent display of Power against enemy, Mind Readers, Current state of Lumdrumia, stealthed infiltrators and cloned examples, 5 RP.
Plan: Though of course the Teledrai are, of course, right to fear us given what they have seen...Even this could be an asset one could say. Fear can drive a lot of things. From dark bargains, to an envious grasp on power. Our Mind readers will scan the thoughts of their desperate Military heads, and if they prove to have fertile grounds we will...Offer some manner of suculance. Agents and psychic visions will slowly whisper of the potential of our power, of how useful it could be to restore their old and forlorn dream. How it will bring about a true unity that cannot be crushed by petty minds twisting and turning for a divide, or whatever had destroyed that former state to our north. They will come to, perhaps see us as their only hope...Willingly becoming our proxies. And if not? We will simply have to settle with ensuring chaos will follow in the wake of our action against them.

*Scouting out Sector K-8.
Assets: Stealth ships, clairvoyance, mind readers, 2rp.
Plan: Just let our stealth ships and psychic powers gather further intelligence over in this direction-These religous cries have taken the eyes of the Prime Proselyte quite a bit.

RESEARCH
0, 1, 4, 9, 16 RP (30rp in total) on 5 research slots.
PROJECT ONE: ICON
All fronts of power devoted to the mind will be under his will and control, and this shall be no different. Already, we have a menial population who's every will and belief we can bend to our whim. It would be so easy to simply throw ourselves in deep with this...But that would be foolish. First using a lot of disposable test subjects and whatever scraps of knowledge we gathered from the corpse of the Star Union and it's final throes of desperate attempts at life. We will gain an understanding about just how it will be useful, how it will fit within our doctrine, and most of all how to dominate it. One Will, one Purpose.

PROJECT TWO: TEPES
Another thing that was pilfered from our most recent conquests is this newfound "Geneseed" Phenomena. Already many of our finest geneticists salivate about incorporating this wonderful new gene manipulation tool, but firstly an old project of Yuri's grand interest will receive this. Dr. Enoch has long desired to pushed the boundary of our genetic manipulation to combine the results of Terranova enhancement with the powers of the mind! Building off the work of Rahm to grant the next step of Ascendance. This theoretical "Vampyr" process has had run into...Problems being implemented, but with this Geneseed the dream of a new superior human of powerful bodies and minds will manifest. Pushing past mere superhumanity into something that will transcend it entirely.

PROJECT THREE: REVERSE-ENGINE (2 Research Slots)
Long has the fruit's of Einstein's genius eluded us. Though the wreckage of the Paradox engine and what Chronospheres we could take from Allied holdouts has given quite a bit to research, Tanya's last act of defiance devastated what notes he and his protege had on the technology...But in the end, her efforts were in vain. In this new Galaxy once more a stunning example of Spacetime manipulation has landed in our scientists hands. From researching and comparing how the ABD works to prior examples of chrono-technology we will be able to complete the remainder of our great work in unlocking the secrets of time. Even perhaps marrying the power or Siegfried's engine to psychic powers in a terrifying display.

PROJECT FOUR: GILGAMESH
Immortality. The dream of the lowliest man to the most famous of kings itself, which has driven men mad and drove entire empires to ruin. It has been the dominion of the gods for so long...And now, it is to be one step closer. From Pieces of the Puzzle Yuri himself had laid in it's very foundation.
Already we have picked apart the mind, letting it be bent and shaped to our will. Already we have managed to duplicate entire bodies of suitable psychics. In a time beyond Yuri had come up with ways to secure his continued existence through telepathically rewriting his mind to another brain. Now, with the right application of mind writing to only the finest duplicates...The very body itself will be only a vessel to be controlled. Nothing more than a choice of clothes to wear. That true next step of ascension...Liberation of the mind.
And oh so much more.
Teledrai proved more vulnerable to Epsilon than thought, as the combination of carefully chosen acts of mind control and the insertion of the shadows of Yuri into key positions within the military Junta's society would see dividends paid far sooner than expected. A society built on military discipline and the virtue of always following orders was the sort of society that would provide fearfully little resistance to the gift that Yuri offered to ensure that Teledrai need never fear the establishment of Malosomnian cults ever again. After all, those heroes of the Mellit wars who had gone to speak to Epsilon had come back with such high praise for the ways that the Unity had innoculated itself against even the most remote threat of subversion. They built the towers to celebrate peace and friendship, Psychic Beacons and Amplifiers that would spread and boost the signals of the Mental Omega Devices that would serve as a bastion of eternal friendship. To forever keep the Militant society of Teledrai safe from the outside world and to shield their thoughts from any possible intrusion by the Flux and the monsters that lay within. Nobody would be scared, nobody would be sad, nobody would suffer solitude. They would be safe, secure, and happy forever. With so many of the leaders of Teledrai having gone to congratulate Yuri for his victory returning with such a unanimous opinion, it was something everyone the people you could trust would recommend.
The politicians spoke of how it would bring about peace. The scientists explained its benefits in officious, reasonable terms. The religious leaders said that it would complete their ancient revelations, a new step in the evolution of the soul. The economists offered a promise of eternal prosperity for all peoples and all stations, no more would poverty threaten even the most meagre soul. Even the celebrities and the entertainers who had been to the Unity agreed, Yuri would bring about wonderful things unlike what anyone before had ever seen. It would be paradise, utopia, nobody would even have time to think to be afraid or worried.
Nobody...would have time to think at all.

The whispers were heard as soon as the devices started to go online. Suggestions, commands, editing of thought and action to replace their own desires with what the Unity recommended instead. You did not need other gods, only the wisdom of the Epsilon. You did not need your nations or your cultures, only the unity of the Epsilon. You did not need your identities or cliques, only the dominion of the Epsilon. You did not need to fight, only embrace the Epsilon. You would have nothing but the Epsilon, and you would be happy. The expressions of countless alien species changed to ones of contentment, their thoughts joining the great network of psychic whispers that bound the Epsilon together. On countless millions of worlds, people would find their priorities adjusted, those doing nonvital tasks would stop all at once, to give praise to the Great Yuri in a unified voice, others seeking to tear down their old flags and replace them with the Purple Resh Vod Yah banner, scorning a past that was as dead as their former free will. Group identities and symbols were cast into the pyre, the Orange highlights of Teledrai tossed into the ash of history as only the Purple of Epsilon would fly in these stars.
Some would resist longer, with those of heroic willpower, resistance by means of genetic accident, iron discipline, machines, cyborgs, and the especially neurologically inhuman holding out the longest, telepathic and technopathic whispers finding it difficult to find purchase as quickly as they did with the general populace. But many would succumb given time, begging and pleading with people who no longer considered them friend. Others would find their friends, their family turning on them without a second thought, children happily killing their parents, parents dragging their children to the grinders for processing.
There was no hiding. In the great unity, someone who did not think the same stood out like a sore thumb, and as the MCVs of Epsilon arrived en masse to begin conversion of Teledrai's infrastructure to Yuri's tastes alongside mobile war factories, battle rig refineries, and grinders to establish bases in blazing quick order; they would have nowhere to hide. Cloned soldiers grown into the field in minutes began their patrols, beasts dreamed up by genetic madmen sniffing for those who resisted while the people they once considered family ratted them out for conversion into genetic aberrations, more forceful control, or grinding. On one world, a teacher would see her pupils look to her with dead eyes and scream her last as they beat her to death with their desks for disobeying the great Yuri. On another, pets that whined in fear and incomprehension of what had transpired over their masters, trying to bite, claw, or nip to awaken them from their stupor would have their heads seized in the hands of a thousand species, and their necks broken in single motions while others would be stabbed with kitchen knives or shot with hunting implements. There was no room for beasts who did not understand the new era.
In a trading station, merchants trying to haggle with Yuri's initiates ceased their resistance and handed everything over to them with happy expressions, while the masses began to hunt like hounds unleashed on foxes for those who did not succumb. A synth that had been looking for information for a lost star route would be shot by security staff, shields faltering under the barrage before the astrography exploration streamer's fanclub happily took the power tools offered by the owners to reduce the machine to scrap before it could comprehend what was transpiring. On a front with remnant cultists leftover from the wars with Mellit, professional soldiers stood up as they gave into the logic of the psychic argumentation and looked to their warp maddened foes as friends, turning to those among them who did not see the light and without words; shot them for treason to Yuri. Warships on secret patrols waiting to change routes with Superluminal Subs returning home from their voyage would let their comrades emerge; uncontrolled, and when many refused to bend, they shot their torpedoes in rapid volleys to reduce them to smouldering space plasma and ash.

In apartment zones, a human child adopted by alien parents whose mind had pushed back against the encroaching beacons was running, the boy darting through the halls of the apartment as they heard the infernal whispering from every corner, their parents calling for his name, siblings twitching antennae to try and sniff him out. He did not understand, he could not understand, beyond that a great psychic voice, louder than his own by far and yet as intimate as a crush's whisper; had washed over everything. His parents called again, telling him that all would be well, if only he would bow to Yuri, guns clicking to underscore their point.
Genehounds cloned into being by Headquarters geneticists sniffed around, accompanied by the giant eyes of spooks, eager for his scent and sight, responding to his family as if they were lifelong pets. He would try to run from them, but his psychic presence was easily found by the Adepts of Epsilon and their guards; the masked acolytes of Yuri waiting for the direction they knew he would run, a Virus' needle injecting tranquilizers into his throat to bring him down while the Adept bade his biokinesis to sleep. For him, and other native esotericists like him, there would be a higher purpose than mere slavery. There were still questions that Yuri wanted answered, and the information of those deemed to be psychics, magicians, or seers all had great interest to the Great teacher who sought to crack open mysteries that had yet eluded his immortal interest.


No longer. Yuri's Revenge would be complete, to achieve understanding that his old foes could only dream of. Nobody would be safe here. Not anymore. Not with them knocking on your doors.


The Horde of Anguidai under its Krazal, Zarangut, like most of the Hordes of the nomadic Ykantras is split between the mobile ships and fleets of the horde and the stationary peoples of their tributaries who live in their nominal territory and give unto the enormous live-fleets of the Arthro-synapsids their due in exchange for protection, guidance, and partaking in the bounty of the territory they unified. The six limbed gorgonopsid like beings and their robotic and alien auxilaries would ordinarily seem eminently suitable for fleeing from any particular threat that seemed overwhelming to the expanse of their empires, but they needed to protect the tributaries if the arrangement of the horde was to work at all.
They would evacuate people in the face of a threatening enemy advance, but moving people onto their habitat-spheres was not exactly a painless process, especially not on short notice. Uprooting people from their homes was always a difficult, often expensive task, and the Horde was slow to realise what Epsilon truly was with how suddenly they apparated and with the Psychic Control network's ability to lock down any unwanted dissemination of information. They did however, know that there was a truly tremendous amount of psionic power emanating from the territories to their north, and that they would have to prepare for the coming storm.

They were as of yet, unaware of the tremendous power of Libra, or the emergence of a "family" for her as her powers and nature were explored to create equals, some would say, spares for her; known as the Zodiac. Capricorn, Aquarius, Pisces, Aries, Taurus, Gemini, Cancer, Leo, Virgo, Scorpio, Sagittarius, and Ophiuchus. With the data gained from the war with the Mellit and the Voice of Silence, at last Libra would have true brothers and sisters as part of her awakening. Brothers Aries, Scorpio, Pisces, Taurus, Sagittarius, Gemini, ; sisters Leo, Virgo, Aquarius, Cancer, and Capricorn; Sibling Ophiuscus. Just as she was the scales who had brought balance to the human mind, the Zodiac would serve as a template for the next generation of psychic humanity, the Archangels to Yuri's God almighty. (Libra Legend upgraded to Zodiac legend, now comprised out of thirteen equally powerful psychics with differing specialties. This allows for them to be deployed to multiple battlezones at once.)
Rahn, having proved himself, was similarly granted an elite from his Praetorian Guard; a Vanguard force of Headquarters that had only ever known victory even in the face of the Paradox Engine; the Mor'Shadan. Joined by both new prototypical supercommandos and field leaders that would accompany him as well as the most prized fighters of the Epsilon Headquarters, the Mor'Shadan would be the iron fist of the Epsilon Army; its greatest warriors who had awakened their mind and body to achieve things beyond any normal person with the aid of prototypical augmentations and weapons to be tried out by the great elite guard of Headquarters. Though they were already a formidable unit before, the Mor'Shadan were now promoted to a full Fleet-Army of the Epsilon, to be comprised out of nothing but heroic elites whose powers had grown to a degree of enlightenment to allow achieve the impossible. Rahn would of course, have leave to choose what his "Illitari" personal companions would specialise in, in terms of weapons and powers, while he himself grew stronger and mightier than ever before; but following the Mor'Shadan's breach of the defences of the Mellit in the eleventh hour of the war, none would ever doubt whether they still had the same skill that shattered the Southern Cross Army all those years ago in Antarctica. (Rahn legend upgraded to Mor'Shadan: Elite Guard army/fleet lead by Rahn and the Illitari; supercommandos like Rahn himself. The Mor'Shadan are fearless, universally potent psychics, have next gen weapons and capabilities, and self-healing capabilities to grant enormous endurance.)
Endelia's canton based democracy was designed first and fore most to prevent top down control that may imperil the liberty of the individual cantons. However, it also meant that once the cantons themselves were subverted, the whole system would begin to fray. And Fray they would, as Epsilon's soothsayers, infiltrators, and the guidance of the Proselytes to the Epsilon Army's secretive stealth formations would spread the basis of an idea. That Endellia's fate was to be so much more than a puppet with a hand shoved firmly up its backside. They were told of a rising power, one that had already come to surpass the Horde and would soon be ready to assist it in a war that would see its proud heritage never again pay a single red cent to the Krazal or his tumens and ordas. They need only prepare the means of war and soon, their deliverence would come and once the Horde was broken, they could join with their new siblings in a greater purpose. It had started in the border cantons, but would spread throughout until it was something pushed by referendum from the masses and by agreement among the representatives.
With the Krazal busy fighting a foe to his direct south and the spillovers of chaos to the west, Endelia would call up its citizen's militias and activate its reserves before launching its own surprise blitz offensive. Knives into the back of Yuri's enemies would occupy their attentions for some time, allowing for Epsilon to organise its greatly expanded armed forces, now bolstered by the armed forces of Teledrai that proudly bore the symbol of Yuri, fed by enormous starlifting projects to draw vast amounts of mass from the burning furnaces of stars to fuel the construction of vast new fleets and sinister research projects that would seek the answers the master had been grasping for.
In sector K-8, Epsilon's scouts would find a battle between forces strange and perhaps more familiar. Devotees of a local religion promoted by an ancient but distant power were holding a vast line against a Green Clad army that was primarily human, but clearly not of the psychic strain of post-humanity that predominated here. The Galactic Liberation Army. With a heavily improvised arsenal held together by mad genius and creative solutions as much as by consistent manufacturing, their fleets certainly stood out to a noticeable degree. Their sodiers of varying quality and forms of equipment had even assembled makeshift space combat armour suits, putting them at what locals had deemed the "secundus" grade of tefchnology when stacked up next to all their other equipment.

Suicide weapons were a favourite, as were insane mishmashes of enemy technology bolted together by ingenuity and clearly some knowledge of deep physics or magic that most couldn't imagine to get their contraptions running. Lovers of terrorism, chemical, and biological warfare, the GLA never fights clean if it can help it, and its armies ability to make use of jump-tunnels gives them a tremendous deal of mobility in territory that their workers develop any degree of infrastructure in. So much as a single one of their stealthed constructors arriving at a site to build these "tunnels" allows their fleets to emerge followed by their armies.
Their soldiers make use of reverse engineered shields and armour, as do their vehicles and war-fleet, always bearing a sort of improvised aesthetic to suggest origins from stealing and then modifying and customising the technology of others to suit their tasks; they nevertheless seem to have been, like you, an army that got its start in the 20th or 21st century. It's hard to tell exactly why, but there's clear roots of that general feel.
The GLA has been growing at a rapid pace, throwing itself at the Elendian worshippers in huge numbers to make up for technological inferiority, paired with a sort of mad genius to overcome weaknesses such as a greatly inferior esoteric warfare capability or generally being ill suited for stand-up fights on fair terms. They also it seemed, were good at getting those who may feel downtrodden in some way to rise up against their rulers in the name of their vague; Rorschach's cause. Anyone could read anything into it, and the GLA was very good at getting guns, training, and vehicles to those who would fight against their masters in its name.
That being said, they were also wary of something to their west, a foe that they regarded as a potential issue while they were knee deep into their great war with the infidels of the Elendians. Something perhaps worth investigating later.


Research:
Projects GILGAMESH and TEPUS completed.
Project Icon: 3 slots to go
Project Reverse Engine:8 slots
 
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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.
The Druzhran may have dug in well, but these outposts were never meant to be truly permanent installations, merely pirate ports to conduct raids from, and as such there are always positions safely away from the reach of heavy guns where transports can land. Veritech Fighters clear the skies of Druzhran aircraft, leaving the Descent Pods and larger transports to make their landings uninhibited by enemy fire.

Once deployed, it is for the most part over save the screaming. Oh the Druzhran certainly deploy their armies of slave-soldiers and elven warriors alike, of sorcerers blasting formations with magic, warbeasts that trample Destroids and wrestle Zentradi Marines, and undead armies to boot. But if it's a matter of resources, then NUNS outnumbers their opponents by over an order of magnitude.

There are hiccups of course. This is the first time that NUN has launched such a massive, large-scale ground campaign, and the casualties for this sort of planetary-scale warfare mount up, particularly when the fighting reaches the urban centers. But there are too many humans and Zentradi, and nowhere near enough elves and battle-thralls. Before long, the corsair ports are overwhelmed, as many slaves as possible are freed, and victory is achieved, NUN pulling back with those they've saved as the Loptrathi colonization units move in.

Victory
-2 War Fleets take 40% casualties, primarily due to ground combat. A couple others take light damage that will be repaired in full by next turn.
----
Imperium of the Known Universe StratTurn 2
"By God and His Saints, what the fuck do you think your doing?!"
The foreman's shout startled Johann out of his reverie as he stopped his loader. "I was just loading these onto the transpo-"
The foreman cut him off almost immediately. "No, what your doing is endangering yourself, and everyone else on this worksite. Those" she pointed at the cluster of cylinders on Johann's loaders cradle "are Class-15 metamaterials, manual-only. Do you know what a Class-15 does when its exposed to a Holtzmann field?!".
"They explode?"
"No, the opposite. Runaway virtual mass makes a small singularity. You nearly killed everyone in a kilometer radius." She examined his face, and her expression changed from anger to concern "Have you been sleeping?"
"Hard to with the schedule they're working us at"
Sympathy now. "I know the feeling. Look, take one of these" she palmed him a small tablet "its a new stim out from the KDL. Should keep you up for the rest of the shift. I'll try and get you a day or two off"
Johann scoffed. "Alien drugs? Really?"
"Hey, its a cleaner one than the shit from Giedi they put in our rations. Now get back to work, you still got two hours left in this shift"
Johann dry-swallowed the tablet, waited for a team of stevedores to move the barrels off his loader, re-keyed it, and moved for the next pallet.

A hundred thousand similar scenes played out in the hundreds of stations orbiting a brown dwarf in the far reaches of the Kaitan system, as the first stellar lifter in the Imperium's history was assembled by dint of hundreds of billions of Solaris and hundreds of thousands of workers.

-50 RP: Mega Mining Project
A year-long campaign is made to construct the Stellar lifter, funneling labor from across the Imperium into its construction. When one shift ends, another takes over in an around-the-clock campaign to meet the construction quota at a breakneck pace. At last, as the end of the year looms, the Lifter goes online, guaranteeing with it the resources needed to continue the various projects the Imperium will most certainly need to establish itself in this new galaxy.

-30 RP on 5 Research Slots, continuing the research on incorporating firearms into Imperial combat doctrine
Imperial infantry reforms have more or less completed, leaving the various armies of mankind with a more functional combat arm, at least in terms of direct infantry-on-infantry confrontations. Melee weapons remain the centerpiece of most formations, but it is now in more of a "pike and shot" style, with large numbers of polearm-wielders supported by brigades of gunners, ranging from Atreides marksmen to Harkonnen high-explosive cannoneers, to Ordos biochemical sprayers (and everything in-between.) It is hoped at least, that this will strike a balance between not abandoning the extensive institutions the Imperium has for training expert melee fighters while also ensuring that its armies can properly engage in a ranged firefight.

There are still many gaps that need filling, primarily in heavy support weapons like mortars and especially longer ranged artillery, but the horrifying massacres of over a dozen House Troops to kill or maim a single Kroat should at least be a thing of the past.

-15 KDL Negotiations
Negotiations with the KDL continue, increasingly taking on the form of a Great Game as the Imperium and Tau wrestle it out in the battlefield of diplomacy for influence over the small nation. This time, a twist of fate has given the Tau the upper hand for now.

It would appear that vast swathes of the galaxy, including both the Tau and the KDL, have gone far indeed when it comes to Thinking Machines. So far, in fact, that such entities are often given chasses that let them walk around as if they were regular people (you have even heard of some being so advanced they can er... reproduce in a matter familiar to humans.)

This became common ground for both the Tau and the KDL, but when the Imperium got involved discussion took an unfortunate turn to the Butlerian Jihad. An event which, suffice to say, two nations who have not-insignificant portions of their population made of Thinking Machines do not view with much respect. Thankfully, the Imperium's diplomats have managed to avoid letting either of them believe that the Imperium is composed of AI-phobic crusaders who seek to destroy every such machine in existence, but it is an unfortunate complication that is likely to come up again not just here, but in the Imperium's interactions with other nations.

-25 Petty Regnum Intel Network
Victory is achieved in setting up a proper intelligence network within the Tis'il Petty Regnum at last, from sheer amount of resources invested and a convenient vulnerability appearing. The Regnum, seeing no attempts to block them, have begun launching their invasion of the nearby Warring States. This is no doubt a great tragedy for them, as it quickly becomes clear that they are woefully outmatched by the Regnum, but it is both a golden opportunity to observe the Regnum in action, and to insert spies while the Regnum is in the process of digesting its gains.

The Regnum on the battlefield is a terrifying thing to behold. The smallest among the Horgathux, the freshly hatched "Neowurms" are still hundreds of meters long, behemoths that tear apart anything that gets in their way with either conventional armaments or their own psionic powers. Those that do not fall in battle (which given their size and might, there tend to be many) grow into Voidwurms, adolescents who have discovered how to fly in space, acting as Capital and Supercapital equivalents in warship battles.

After them come the real combatants when someone thinks of the Hograthux. The mighty, Battleworld-sized Starwurms, and the infamous yet iconic 250 gigameter long Grandwurms. Any Regnum is expected to have at least one Grandwurm, and spies have been able to covert interview eyewitnesses to confirm that yes, at least one exists in this Petty Regnum and it's terrifying.

These various Hograthux make up the core of any Regnum fleet, accompanied by their various mind-controlled slaves and vassal armies. The quality of these forces can vary depending on how long the Regnum has had to set up, industrialize, and standardize the armies, but they are universally deemed expendable compared to the Wurms themselves.

Regardless of all of this, the intelligence network of the Imperium now exists in the Regnum, though it has to spend quite a lot of time keeping its head down whenever a Hograthux shows up. But the Imperium now has a decent idea of how Regnum armies are composed, and enough eyes to get some level of warning if the Regnum makes any aggressive moves on them.

Undermine the Atreides
Target: The Home Front
Nature: Hostile
Resources: 15RP, 1 Turn
The Atreides are becoming too damn powerful for the Emperors liking. The same problem that was nearing a breaking point, and had led to the abortive pact between him and the Baron Harkonnen before the shift into Vyranodasik has if anything gotten worse. Whispers in the Palace on Kaitan indicate that the Emperor is beginning to regret not dealing with the Atreides earlier. But the Atreides are far too popular and powerful to attack directly, and any direct attack would fatally undermine the current line of the Imperium United. So a more subtle approach is needed. Analysts will return to the Battle of Arrakis and find that the Atreides contribution has been overstated. Scandals will be manufactured. Any and all means to indirectly stunt the rise of their star to allow the Corrinos to catch up and overtake them.
Oh what a splendid year to be a courtier of Corrino, and what a terrible one to be a member of House Atreides. It is true that the analysts of the Imperial court were advised to interpret the numbers of the Battle of Arrakis in a way that would find the Atreides lacking, and for agents to set loose a fabricated scandal for them.

However, it seems that they have found it a far better idea to discover a real scandal instead.

It appears that the Duke's concubine Jessica has been... rather inventive when it comes to the training of their son and heir Paul.

Through overheard conversations and recovered physical evidence, it has become clear to the agents of the Imperium that the Bene Gesserit Sister has passed on her esoteric powers to her son, currently only in part but his proficiency appears to be growing. It is believed that the Bene Gesserit suspected this, if they did not know outright.

Needless to say, this alone would be scandal sufficient for the Emperor's purposes. For two primary reasons, the Sisterhood is tolerated by the Great Houses only due to their strict neutrality outside of their own internal affairs. The first and less relevant here is the depth to which agents of the organization penetrate the security of the nobility, regularly becoming chief aides and primary concubines. The second and more relevant is their physical and mental abilities. In the hands of a more partisan individual, their powers are sufficient to make assassination all but impossible, allow for mental domination of most individuals, and give a major advantage in any dialogue. A Sorcerer-Duke on the Atreides throne would be a grave threat to the other houses, and for all intents and purposes is outright forbidden, due to the Sisterhood's status as an all-female organization that keeps its abilities to itself.

But this is not all there is. In addition to this training, it would appear that the boy's father has been simultaneously training him as a Mentat. By contrast to the induction into the Bene Gesserit ways, this is entirely legal, but worrying for very similar reasons. It is not common practice due to the rarity of Mentat affinity meaning most noble heirs lack the ability to be successfully trained in the Order's arts, but it would seem that Paul is a rare talent. The idea of a Mentat-Duke is worrying enough on its own, and although insufficient to provoke much political movement in and of itself it is plenty able to add fuel to the fire of the primary revelation, worsening an already crippling revelation.

Through carefully seeded leaks, of vague origin but to the discerning eye suggesting the stench of Geidi Prime's hand, this becomes public knowledge among the Great Houses, and it takes little time for the news to cause an uproar in the Landsraad. Despite the technical lack of proscribed actions, pressure mounts rapidly, both on House Atreides and on the one organization that is legally right and practically able to take action over the matter: the Bene Gesserit.

While at first they resist, as the Emperor lends his even-handed but gently scolding voice to the shouting and CHOAM analysts begin to rumble of potential trade disruptions in the future if the issue is not addressed, they eventually choose to bow to the whims of House Politics. Jessica is formally recalled, and talks begin on how to punish her son.

In response to this, Duke Leto moves decisively by publicly declaring a marriage to his beloved concubine, exactly as had been hoped. While this move kept Jessica at his side, potentially saving her life if the Bene Gesserit believed her continued existence to be problematic once she was back in their hands, and made him even more beloved among his direct subjects, this rash move further biased the Great Houses against him, with a political marriage no longer in the cards.

Furthermore, there is no hope of his son remaining in the line of succession. To prevent the complete political encirclement of House Atreides, the Duke has disinherited Paul, and has assigned him to study agriculture, with a position as Caladan's Minister of Agriculture, Fisheries, and Food clearly in his future. To be sure, an economically vital and very safe position that a Mentat-Sorcerer will be able to excel in, but one with limited influence even internally, and one entirely unfitting for a Duke's firstborn. Reports indicate that the three still act as a family, but that is of little relevance with the threat to the Landsraad (and of course the Emperor) thoroughly neutralized by the disinheritance.

While House Atreides still has great popular support from the commonfolk and is certainly not defeated, their rapid ascent is halted for now, and Duke Leto will be needing a new heir.
 
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Khitomer Alliance Strategic Turn 2 Results​


-[Friendly] Spend 8 RP to send the U.S.S. Enterprise-F (Legend) on a diplomatic mission to the Union to establish a positive First Contact and to hopefully gain more information on the "Blades" and the space past the Unions borders to the west and north.

In a pleasant turn of events for this conflict-ridden reality, the Enterprise-F's diplomatic mission to the 'Union' goes off without any major problems.

Upon entering Union space, the Enterprise was met, like all of our other non-cloaked exploratory vessels, by several corvette-sized ships. Captain Va'Kel then attempted to make contact with the vessels, however, this took longer than expected due to the Union ships not using Subspace Communication as their method of FTL coms, forcing both sides to resort to closer-range radio-wave transmissions.

However, after this small hurdle was overcome, Captain Va'Kel's explanation that the Enterprise was there seeking peaceful first contact between their respective nations was met with enthusiasm by Overseer Jek-Nar-Lolth, the commander of the patrol flotilla who took responsibility for speaking to the Captain. His species, the Jeridaxians, are human-like on a surface level, with a similar body shape, skin tones, and facial structure. However, they are much thinner and more angular ('sharper', as one human crewmember put it), and instead of hair have organic crystalline growths on various parts of their body including the top of the head, back of the hands, forearms/elbows, calves, and upper back due to their nature as Silicon-Based lifeforms.

During the initial conversation, Captain Va'Kel learned that the Jeridaxians are one of the 'Four Founder' races of the Union (which is properly known as the Fourfold Alliance of Dan-Var), with the other founders being the Farleth, Shalazi, the Kreketh-Tang.

After the initial contact was made, the Enterprise was escorted by Overseer Jek to the capital of the Fourfold Alliance, and the home system of the Founders; the titular Dan-Var itself.

'The universe is vast and full of horrors, but it is also chock-full of Wonders.'

Captain Shon can't quite remember where it was he heard that phrase, but he can't help it springing to his mind as the Enterprise and her temporary minders drop out of warp into the Dan-Var system.

The quiet murmur of the bridge falls silent as they observe the nearly unbelievable view before them: a strip of silvery metal, deceptively small on the viewscreen, stretching off into invisibility as it wraps around a distant yellow sun. Thousands of tiny blips of light swarm around the titanic construct, moving to and from the surface with ease to the vast industrial sites that dot the rimward-side of the Ring: the enormous shipyards and factories and foundries looking almost…tacked on, compared to the smooth metal of the Ring itself, obviously added after the fact by the four peoples who apparently called this titanic structure home.

And even with all the vast swaths being used, considerably more of the ring remains bare of development.

"The…the ring stretches all the way around the orbit of the star." The Sensor officer reported quietly. "It's about the same circumference as the orbit of Earth around Sol, nearly a hundred-fifty million kilometres. One hundred thousand kilometres in height, twenty-five thousand kilometres thick."

"That's…millions of class-M planets worth of space." Commander Winters said with an awestruck voice.

"Lieutenant S'Nuuras, is the entire inner side habitable?" Captain Shon asked the Catian sensor officer as they moved closer to the ring under high impulse, several military vessels of a similar size to the Enterprise moving to intercept at a leisurely pace, likely informed of the situation ahead of time by their escorts.

"Negative, most of it seems to be the same as the outer side of the ring. There are five sections that read as being capable of supporting life, each one equivalent to…about fifteen standard M-Class planets worth of space." S'Nuuras says with the faintest tremor in her voice, the woman's eyes wide as if she can't believe the readings the sensors are giving her.

Va'Kel and Samuel can't help but exchange a glance at that, both of them sharing a similar thought even as a com channel was opened with the approaching warships.

Five ring segments…and yet a
'Fourfold' alliance? Innocuous, or is there a story there?

Va'Kel supposes he'll find out soon enough.



The team from the Enterprise doesn't end up going down onto one of the Ring Segments, instead docking with a large space station hovering over one of them-an arid-looking splash of color in the silver of the ring that turns out to be Loropax, the Jeridaxian home-segment, on account of a Jeridaxian Commander being the one to make first contact.

An old tradition stretching back to the first days of the alliance's exploration beyond the star system, Overseer Jek-Nar-Lolth tells them.

Captain Shon, Ambassador Sundrun Utoi (a Betazoid Man that Shon hadn't spoken with beyond the mission briefings), the ambassador's human aid, Head Councilor Matthias Sloan, and their four escorting security officers are brought by to a large room on the exterior of the station, with curved unadorned walls containing an oval-shaped table in the center of the room. The only 'decoration' is a large 'skylight' directly above the table, which gives an unobstructed view of the stars.

"The Representatives will be here shortly, Captain, Ambassador, Councilor," Jek-Nar tells them with a wide smile, "It has been a pleasure to meet you. I hope we will be able to speak later, but for now, I must report to my superiors. Harmonious Chimes." The male says with a bow before he takes his leave.

The Starfleet delegation shares a glance before taking seats beside each other on one side of the table, their guards taking up positions at ease along the wall.

Barely five minutes later, the same entrance they came through opened again to allow a very diverse group of beings through.

First is another Jeridaxian, this one a woman with tan skin, her purple cranial crystals shaped and layered to look like long, flowing hair and glowing with an inner light, something Jek-Nar's crystals had not done; a trait shared by the small crystal patches on the back of her hands. She is wearing an ankle-length lilac-coloured dress with long sleeves, the plunging back displaying yet more crystals nestled along either side of her spine and covering her shoulder blades when she walks to her seat. She gives the Federation representatives a nod as she does so.

The second is a Farleth, a hulking, well-muscled apelike being that towers at nearly three meters high. They enter in a bipedal stance, regarding Va'Kel and Sundrun with four small, independently-moving eyes nestled beneath the ridge of their bony headplate. The being's wide mouth is level as they interlock their four hands and bow, the smaller lower pair folding behind their back as they rise and move to stand beside the Jeridaxian, their toga-like robe brushing the floor as they walk, two long daggers sheathed at the belt on their waist.

The third is a male Shalazi, the limber man seeming to slink into the room on digitigrade legs dressed in some form of suit, a deep green that compliments the lighter shades of his skin and proto-carapace. Like the Farleth, he regards the Andorian and Betazoid for a few moments with his primary eyes, his six solid black secondary eyes seemingly taking in the room, before he smiles at them, lips parting to reveal his fangs a heartbeat before the
Iral on his cheeks part slightly to show yet more sharp teeth. A loud cough from the Jeridaxian causes his gaze to flick away and his mouth to close, the man taking a seat on the other side of the Jeridaxian.

Lastly, comes what can only be a Kreketh-Tang. The AI floats into the room in a body that looks like an eel swimming through the air, a long sinuous shape with two glowing blue optics on a ball-shaped head above another screen with a thin blue line running horizontally through it, with two arms tucked up against the body about two feet back from the head. A translucent blue 'fin' runs along the top and bottom of the body, and the Kreketh-Tang pays the Federation officials no mind as it floats to take a spot next to the Shalazi man, curling up in the air like a snake.

Several other people enter as a cluster after the representatives, presumably aids of some sort, each of them carrying what looks like a datapad. Another Jeridaxian and Shalazi who move next to their respective species members, as well as two
more new species. One is a bipedal reptilian which honestly looks quite a bit like a scrawny Gorn but with slit-pupil eyes and larger, more defined scales, which moves to stand behind the hovering Kreketh-Tang. The other, which moves behind the Farleth representative, is a human-sized arthropod that vaguely resembles a dark-blue mantis with a cone-shaped mouthpart and an extra set of limbs bearing hands beneath the ones armed with long, dangerous-looking claws.

Once everyone is settled, the Jeridaxian woman takes the lead.

"We greet you, representatives of the Federation." She says, her voice echoing slightly in an ethereal manner. "I am Illn-Vash-Pok-Tyr, Speaker for the Jeridaxian Illuminate. With me are Speaker Orak'Wran of the Farleth Clans, Speaker Quen of the Shalazi Union, and Speaker Corynth-Seventeen of the Kreketh-Tang Remembrancers. We are pleased to meet fellow starfarers who see the value of peaceful communication and diplomacy, and we look forward to working with you for the benefit of both our peoples."

Captain Shon and Ambasador Utoi give the Alliance Speakers practices, friendly smiles.

"As do we."


Once the introductions are concluded, things progress about as well as can be expected for a meeting of what seem to be equivalent powers. Brief histories are exchanged: apparently, the reason that the Fourfold Alliance is not Fivefold, is that the Alliance was in fact formed to oppose the expansionist and genocidal actions of the fifth species that inhabited the Dan-Var ringworld, the Lauropsians (the reptile species serving as the Kreketh-Tang's aid). Nearly a century ago, they managed to achieve spaceflight before any of the other races on the ring, and quickly attempted to conquer the ring segment of the Kreketh, the Tang's creators. The Lauropsian government of the time, wildly xenophobic and fearful of the other races on the Ring, committed genocide against the largely-peaceful Kreketh and drove the amphibians to extinction despite the recently created Tang's best efforts at resistance and the other races' hurried efforts to create their own primitive spacefleets to stop the fanatical purifiers. It took twenty years to pacify the Lauropsians, and another twenty to socially engineer the culture of the survivors to a point where they could be trusted to leave their segment again as a protectorate member of the Fourfold Alliance.

Eventually, the topic of the war against their neighbours to the south is brought up, and the Speakers are more than happy to talk about the Blades.

They call them the Asith Genetic Hegemony, and they are more than happy to tell you aaaaall about them. As is the Farleth's insectoid aid: who is herself an Asith, and more than happy to speak of her former homeland with clearly discernable distaste, even through the synthetic voice of the translator she wears.

After three months of discussions and tours on the various ring segments, the Enterprise-F departs for Khitomer Alliance space once more, with well-wishes from the Dan-Var Alliance spurring them on their way.

Overall, everyone agrees: that went fairly well.

Result:
-Friendly Contact established with the Fourfold Alliance of Dan-Var. They are a Starfleet-like alliance of species led by four 'founding' species that all originated from a single orbit-spanning Ringworld. They are open and welcoming to further diplomatic conversations.
-Gained information on sectors F-15 and H-14, will be included in the next turn's initial post.
-Gained information on the Asith Genetic Hegemony, formerly designated 'Blades', which will be folded into the Offensive Intelligence Gathering Action taken this turn.


-[Friendly] Spend 4 RP on a diplomatic mission to the "Clarks". They are not to force a full face-to-face First Contact. Merely drop comm buoys with recorded messages just outside their space. These messages, aside from standard First Contact protocols, contain a promise to stay out of "Clark" space and an invitation to meet and discuss (at a neutral ground of their choosing) spheres of influence and territorial claims so that there are no misunderstandings.

Near the beginning of the cycle, a dozen or so couriers are assigned to the task of seeding comm-buoys along the rough border of the Clarks, each containing an identical message to the enigmatic aliens.

After the work is done, there is no response for months on end. It is only near the end of the year that, at last, a crescent-shaped vessel seems to just appear next to a starbase in the Delta-Quadrant, forcing a message into the station's databanks before vanishing as quickly as it came.

The message contains the coordinates of an airless proto-planet in a nameless system in the empty space of Sector I-14, a date about midway through the next cycle, and a single line of text in Romulan, Klingon, Founder, and Federation Standard English.

The Phaerakh will speak with you.

Result: A meeting is set for Turn 3. Make what preparations you deem appropriate.

-[Friendly] Spend 0 RP on establishing trade with the Northeast subsector Minor Powers who are not interested in defensive cooperation or joining the Alliance.

The Northeast Minor Powers are, for the most part, more than happy to begin trading with the Alliance, and it only takes a relatively small amount of work from Alliance negotiators for resources to begin flowing to and from the subsector.

Result: Trade Agreement established with the Northeast Minor Powers. They are, when put all together, an Established Territory with ~7 Pops.

-[Hostile] Spend 8 RP on ongoing counter-intelligence aimed against the Killing-Time Kroatanga. While they may seem straightforward it would be unwise to underestimate them. In particular seek out and prevent any attempts to seed the Kroat Military Ecological Complex behind the Alliance's defensive lines.

This cycle, the Kroats step up their efforts to probe into Alliance space. The raiding fleets increase in size, now actual organized efforts as opposed to the haphazard raids from before, and there are a few dozen attempts by primitive stealth vessels to sneak through Alliance lines by 'Spec-Kroat Nightcaps,' a few which-concerningly-carry equipment meant for seeding Kroats onto planets.

Thankfully, the considerable resources the Alliance devotes to countering such efforts prove worth it, and none of the Kroats manage to get through. This cycle.

Result: The minor Kroat efforts are stymied fairly handily. No negative effects. The Kroats seem to be escalating their efforts.

-[Hostile] Spend 8 RP on intelligence gathering aimed against the "Blades". Who are they? What are their aims? Is peaceful coexistence possible? What is their perspective on the "Union"?

The various intelligence arms of the members of the Khitomer Alliance get their first propper workout this cycle, as a significant amount of Alliance resources are pointed at Blade space-now known to be the space of the Asith Genetic Hegemony-to gather data via both through observation and intercepting civilian datasteams, and combined with the information provided by the Fourfold Alliance. What they find is…less than encouraging. Not as bad as the Kroats, but bad.

Q: Who are they?

A: They are the Asith Genetic Hegemony, a Theocratic Oligarchy populated majorly by the Asith. The Asith are a species of very large arthropods that bear a resemblance to Earth mantids but with differing mouthparts, an extra pair of manipulator limbs in addition to their 'killing arms', and an extra set of compound eyes mounted on prehensile stalks.
Asith are naturally incapable of breathing Oxygen-Nitrogen atmospheres; their natural atmosphere is a chemical compound that is similar, but not identical to, dichlorodiethyl sulphide-also known as mustard gas.
They exist as four different genetically-modified artificial subspecies, which can be differentiated by body size and carapace coloration, which are as follows:
-Halfbloods (Dark Blue, smallest size, capable of breathing oxygen-nitrogen atmosphere due to hereditary genetic modification, second-class citizens, second-most-numerous subspecies)
-Fullbloods (Purple, closest to the 'original' Asith appearance and size, still universally modified to be 'peak Asith', largest demographic)
-Purebloods (Dark Grey, larger than Fullbloods, extensively genetically enhanced, make up the upper class, near-universally hold leadership positions)
-Blackbloods (Onyx Black, considerably larger than Fullbloods, exact capabilities unknown, treated as the 'next step' in Asith evolution and given a standing similar to 'demigods of war' within Asith society)
The Asith follow a religious/political doctrine called The Genetic Mandate of Supremacy, which can be summed up as a belief that all life that did not originate from their homeworld (which orbits a black hole) is inferior. This then manifests as two semi-connected mindsets among the Hegemony, which are roughly equal in terms of public opinion
  1. All other life is inferior, so it doesn't matter if we destroy it for the betterment of the Asith and the Hegemony.
  2. All other life is inferior, and thus undesirable/disgusting. But if we introduce genetic material of lifeforms from the Asith homeworld, then they can at least become 'acceptable.'
This, along with the Asith's impressive skill with genetic modification, has led to the creation of the Asith 'softshells', sapients forcibly mutated via biological agents to express Asith features and breath only the Asith's native atmosphere. Softshells are considered chattel slaves within the Hegemony. Softshells are made up of several dozen pre-spaceflight and weak spacefaring species conquered by the Asith as well as member-species of the Fourfold Alliance from the initial invasion of their (now contested) colonies.

Q: What are their aims?

A: The Imperium's goals are both expansionist and religious in nature. The Asith believe themselves to be the penultimate form of life to exist in the cosmos, and that they thus have a Divine Right to all that exists which justifies their constant expansion and acts of conquest. There is a significant minority that also sees the Asith as having a 'divine duty' to spread the perfection of their native biosphere to other worlds and the 'primitives/savages' who also ply the stars, 'Uplifting' them into a more 'idealized' form.

Q: Is peaceful coexistence possible?

A: Under the current regime, peaceful coexistence is considered highly unlikely by Alliance intelligence agencies. Though sufficient shows of force will likely dissuade them from attempting to expand in our direction, eventually they will most likely build up enough forces to 'try their luck,' as it were. The Asith (or at least, the Asith leadership) do not see non-asith as equals and thus cannot treat them as such. However, there is the slight silver lining that they are not like the Kroats: they are people who can be spoken to and reasoned with, and (based on the noticeable minority of Asith expats in the Fourfold Alliance) the species is not homogenous in their thoughts and beliefs.

Q: What is their perspective on the 'Union' (Fourfold Alliance)?

A: The Asith leadership has a particularly low view of the Fourfold Alliance, as they are the greatest opponent their expansion fleets have yet encountered and have stalled northwards expansion for years. Their habit of taking in Asith who flee from the Hegemony (mostly Half and Fullbloods) also sours their opinion of the Alliance.

-[Friendly] Spend 4 RP on scouting the square directly east of the Local Defence Council.

Exploration of the Eastward sector has revealed yet more potential problems in need of addressing in the near future. Of the various groups encountered there, the vast majority seem to be Pirates of some shape or form. There are a few bastions of organization in the Northwest and Southeast, but most of the sector is overrun by various flavors of raiders.

Oh, and the Killing Time are here as well, though they don't seem to be doing much in the way of expanding here, content to constantly fight the Pirates on a low level while the majority of resources are funnelled back towards the fronts within your own sector.

-Killing-Time Kroatanga (Southwest): Unfortunately the Killing Time Kroats are present here as well. The subsector they control is moderately developed and defended, but the Kroats don't seem to focus much on this area of space beyond producing more bodies, ships, and weapons to feed into other theatres.

-'Mechanists' (Northwest): One of the few somewhat stable civilizations within this sector of space, the Mechanists seem to be a collection of various unknown alien races which-strangely enough-also contain a noticeable minority of what, on the surface, look to be Humans. They are actively defending their borders from the various piratical elements surrounding them using a military that seems to consist primarily of very numerous but lower-quality combat robots primarily using plasma or particle-beam-based weapons, up to and including fully autonomous warships. However, the majority of their fleet does have at least a small organic crew, based on scans. They seem to, like yourselves, not have many ships that crack 2 kms in length, which some analysts believe may indicate they are extrauniversal transfers like yourselves.

-Pirate Menagerie (West, South, East): These sections of space are dominated by a nearly uncountable number of what seem to be piratical organizations who constantly fight amongst each other while also launching (relatively) small-scale raids on the Mechanists and the new Local Defense Union, though the latter seems to be having a harder time dealing with it than the former.
-Unified Pirates (North, Northeast): The Pirates in this area of space seem to be much more organized, both in their behaviour (much less infighting) and in that they mostly use a standardized set of warships with a design that seems to mimic sailing ships in aesthetic and look to focus primarily on massive numbers of broadside kinetic cannons for armaments. Technologically, they seem to be notably behind you in many fields, but the intense level of development of their sectors and the somewhat unreasonable number of ships they seem to have could make them a significant thorn in the alliance's side should they choose to expand in this direction.

-Dimensional Anomaly (Center): Possibly the most concerning 'thing' in the sector, approximately 50% of the central subsecor seems to have been overtaken by an immense dimensional anomaly that sensors cannot get accurate readings on; it is an endless sea of shifting colors (though Pinks and Purples appear statistically more often than any other) that cause those who look at it for too long to start hearing whispers. There have been seven instances of crew on explorer vessels observing the anomaly experiencing psychotic breaks, and one Psychic Romulan officer underwent rapid spontaneous biological mutations and had to be put down by security teams after killing nearly the entire on-duty bridge crew of his vessel. And what is more, is that the Anomaly seems to be slowly spreading, and the explorers have reported seeing large, garishly-coloured warships both entering and leaving it.

-'Protectorates' (Southeast): This area of space consists of many small and lower-level technology races, much like your own Minor Powers. However, they seem to be under the protection of a larger, more powerful polity that performs regular patrols through the subsector, dealing with pirate raids and warding off the investigative probes of your exploration ships. Initial analysis indicates that these protector vessels are at least as advanced as you, and may in fact be beyond you in several fields.

-[Friendly] Spend 4 RP on scouting the square directly south of the South Contested Subsector.

The southern sector, while fairly heavily packed with yet more Killing-Time Kroats, also contains wonders: an enormous ruined space station the size of a star looms in a strangely barren area of space in the southwest, and the Southeast subsector is home to a pair of spaceborn lifeforms that blow all previous metrics as to how big life can be out of the water. And, perhaps even nicer, is that there is another group in this sector who are intensely fighting the Kroats as well: allies, perhaps?

-Killing-Time Kroatanga (Northeast, East): The Killing-Time Kroats seem to have expanded aggressively in this direction as part of their initial explosion out of your home sector: their territory is well-developed and defended, and even with near-constant conflict ongoing between them and the Crimsons,

-'Crimsons' (Northwest, West): Named for their seeming preference for Red colloration on their weapons, armor, and ships, the Crimsons are a relatively-advanced humanoid species with blue skin and cloven hooves for feet who are meeting the Kroats head-on in an all-out war for the sector. Their vessels, though large enough to possibly be locals, are also strangely slow and ponderous, making up for this sluggishness with a diverse arsenal of raw firepower, enough to make the Kroats pause. On the ground, they fight primarily at range, using various hovercraft and flight-capable bipedal combat mechs of various sizes to stay mobile and keep the Kroats at arms length, eschewing close-combat as much as possible.

-Contested Space (North, Center): The warzone between the Kroats and Crimsons, these regions are a veritable hell as battlefleets clash on the daily and planets are ground beneath the grinding boots of the Kroats and the cleansing plasma fire of the Crimsons.

-Virgin Space (South): An area of space miraculously untouched by the conflict raging just to the north of it, the only explanation your explorers can give as to why it has yet to be conquered is that the Kroats and Crimsons are too busy slaughtering each other to take it.

-Megastructure (Southeast): This region of space has a noticablely lower stellar density than surrounding regions, which seems to be the result of the construction of an enormous megastructure.

In keeping with everything else in this universe, it is completely unreasonable in scale: several black holes in the region have been contained within (now somewhat broken) dyson-spheres to act as immense reactors for the primary installation: a massive space-station built in the void of space, roughly the size of a solar system by itself, with the primary feature of the station being an absolutely immense portal of some kind that occasionally flickers into being in an enormous flash of green-white light.

Whatever this is, we'll need to take the sector if we want to find out.

-Star-Wyrms (Southwest): The other 'great wonder' of this sector, the southeastern Subsector is the territory of a pair of unreasonably large lifeforms. Vaguely resembling the Dragons of ancient earth legend, though with a cluster of tentacles emerging from the base of the 'tail' (which is in fact another, larger tentacle), these lifeforms are orders of magnitude larger than everything else we've yet seen in this reality other than the Dan-Var Ringworld and the Megastructure two sectors eastward.

Measuring in at a little less than One Astronomical Unit in length, the two Star-Wyrms seem to be some sort of mated-pair, based on their observed interactions. The two organisms take turns to patrol their territory (which seems to consist of about 1/5th of entire subsector) using some kind of biological FTL drive, while the other guards a 'nest' Star-system containing four moon-sized eggs. The 'guarding' member of the pair is often seen 'resting' by curling itself around the local star.

Beyond the Wyrms, the subsector contains a large variety of cosmozoans, some docile, and some decidedly not. None of the other lifeforms seem to be prey items for the Wyrms-indeed, neither Wyrm has yet been observed to do anything approaching 'feeding', and in fact, Alliance scientists are baffled how a lifeform as large as the Wyrms could ever generate enough energy to sustain their unbelievable sizes.

-ACSDB Walker Initiative Part 2:

Use the free slot to finish design and production of the Ankylosaur, Suraya Bay, Coil and Jem'hadar Attack Walker designs.

The Federation pours more resources into the Design Board's remaining models and has no trouble getting the remaining designs tested and implemented into the expanding roster of the Alliance's military. Not soon enough to be used this cycle, but they will be available in the next.

Result: Remaining Titan-Scale War-Engine designs may now be included in your OOB, and will be available next turn.

-ACSDB Lander and Heavy Lander Initiative:

The Lander/Heavy Lander initiative is, arguably, an even bigger leap-and thus challenge-in Alliance design than the previously-designed Walkers. Those, at least, had some basis in previous institutional knowledge borrowed from the Elachi. The only context available for these new vessels is the observations made on Kroat hyperheavy walkers and vehicles, which while useful to a certain extent, are deemed far too single-purpose and off-doctrine to be used as the basis for the Alliance's own designs.

As such, the various Lander designs put forth into testing by the initiative are all basically various models of starships modified to better perform in prolonged atmospheric operations or have some form of terrestrial locomotion to keep them motile while landed on planets.

Having taken note from the Walker project of last cycle, the amount of resources poured into the L/HLI is significant, and more than enough to get the various finalized designs into production with plenty of time to spare this cycle, allowing crews to familiarize themselves with these new designs during the last quarter prior to their official deployment to the various militaries of the Alliance next quarter.

Result: All Vehicles outlined within the project are available for use at the start of turn 3

-Joint Alliance Medical Program to Emancipate the Killing-Time Kroatanga:

This project, despite its title, is widely recognized as a Federation-backed endeavor. Nevertheless, despite the mutterings of some, a non-negligable portion of the Alliance's budget is put into establishing what becomes known as the 'Deep-Space Berzerker-Probe Analysis Site', a massive, heavily guarded mobile research station built within the heartlands of the federation in the deep black between stars, capable of being relocated if discovered by hostile forces and with its own atendant defense fleet meant to both keep hostiles out and keep the test-subjects in.

As a last resort, the station is fitted with a thaleron radiation bomb at the very center, meant to be detonated in the event of a total containment breach of the test subjects and reclamation deemed to risky or wasteful.

Once the labs are complete, about a third of the way through the cycle, the stations massive databanks are quickly packed to bursting with combat data and sensor-readings from throughout the Alliance militaries, putting plenty of scientists to work right away even before the offensives launched later on begin providing subjects both live and dead to test on.

Some scientists, presented with living, talking beings that they are expected to experiment on, back out of the project, but others push through, beginning the painstaking process of trying to work out how to fundamentally alter the very nature of an organic war-machine.

-Result: The Project is begun. Little progress has been made yet, beyond confirming that the Kroats are indeed an incredibly complex artificial species.

-Spend 1 RP to partially upgrade the Delta Quadrant to Heavily Defended.

-Spend 7 RP to upgrade the Alpha Quadrant to Heavily Defended. This is due to worries that the Union/Blade conflict might spill over into this quadrant. Notably Deep Space 9, already an old station by the end of the Dominion War over 30 years ago, is finally replaced by a brand new spacedock type station bearing the same famous name.

-Spend 20 RP to upgrade the Delta Quadrant to Industrialised. This represents truely new investment into bringing the Quadrant up to the standards of interconnectivity and industry of the rest of the Alliance taking advantage of the Borg Collective and Vaadwaur Supremacy no longer suppressing interstellar development.

Within the vastness of what was once-and to many, still is-the Delta quadrant, resources moved. Vast convoys of transport ships flew in the shadow of enormous Borg vessels, not the Cubes and Spheres that had haunted the quadrant for centuries, but new mass-construction vessels packed with industrial replicators and tractor beams, contributed by the Consensus to help fix what they had unwillingly abetted for so long.

Across the Quadrant, trillions of sapients bent their skill, smarts, and physical labour towards the grand task of raising the long-stagnated development of the Quadrant to modern levels.

On thousands of inhabited worlds, cities grow both upwards and outwards, vast industrial complexes springing up alongside residences and recreational centers. On uninhabited worlds, colonies sprout to take advantage of natural resources or convenient locations. Countless space stations are constructed, from tiny asteroid mines with a crew of a dozen to vast orbital habitats housing millions. The skeletal wombs of shipyards take shape, pumping out more vessels to help with the construction, logistics, and resource extraction to make more ships and yards in a perpetually expanding feedback loop of frantic but enthusiastic construction. Builders from all the major Alliance members come to provide their assistance, most from the Federation but many also from the Klingons, the Romulans, and even some Vorta-led Dominion work fleets: and by the end of the Cycle, the resource output of the Delta Quadrant-and the quality of life for those living there-had reached never-before-seen levels.

However, in and amongst all that construction work, was a quiet trickle of resources committed to less peaceful efforts: the skeletons of deep-space defence stations, scattered lines of sensor-bouys, and a few scattered orbital defence satelites laying the groundwork for a bolstering of the Quadrant's readiness against invasion.

Similar actions were taking place in the Alpha Quadrant, if at a much higher rate: local defence forces being stocked with out-of-date capital ships and modern escorts, terrestrial defences hardened and expanded, and various orbital and deep-space installations-from Starbases to defence satellites-are put together at a rapid rate, starting at the border shared with the Asith-Fourfold conflict and pushing back deeper into the subsector to create an overlapping series of defensive lines.

A significant lynchpin of this restructuring, and one that receives no small amount of ceremony, is the retirement of Deep Space 9, and the construction of its replacement station: a significantly larger starbase that combines Federation and Dominion elements into the design, meant to symbolize the cooperation between the polities that once fought over the station's predecessor.

There was some talk in the early phases about also including Cardasian designers, however an…energetic backroom campaign of lobbying and arguments by a cabal of influential and/or loud Starfleet officers relegated the Union to providing basic resources and technological assistance in setting up the station.

The new DS9 is more than three times the size of the original, bristling with modern offensive and defensive technologies, as well as considerable infrastructure to aid in the maintenance and repair of the Alliance's fleets, as well as housing a sizable QRF of both void and terrestrial assets, mostly consisting of Starfleet assets but with a notable minority of Dominion forces as well, again as something of a symbolic gesture of unity in this new and hostile universe.

The official dedication of the new station, dubbed Deep Space 9-2 (though only on official documentation) is attended by a veritable whose-who of influential Alliance officials. The vast majority of the original station's common crew are able to attend; Captain Kira Nerys, Captain Ezri Dax as well as her husband Dr. Julian Bashir, Worf, son of Mogh, and the entier O'brien family. Captain Nog brought his father, uncle, and stepmother from Ferengar for the ceremony, and one of the few journalists allowed in to witness and document the christening was none other than Jake Sisko.

Even Founder Odo manages to make time to return from leading the Dominion's fleets against the Kroats in the west to attend, catching up with colleagues and friends he hasn't seen in person in years.

"It has been my duty and pleasure to oversee Deep Space Nine as her commander, and I and my staff look forward to continuing to do so for many more years to come, to do our part to act as a stronghold of the Alliance from whatever threats may lurk out there in the galaxy, and a safe port for those who would call us friend."
-A portion of Commander James Kurland's speech during the christening of the new DS9.

"It's about damn time they replaced that Tacky, Facist, Cardasian Eyesore with something useful."
-A Bajoran Starfleet Leutenant, overheard conversing with Captain Kira Nerys after the conclusion of the Deep Space 9-2 dedication ceremony.

Results:
-Alpha Quadrant is now Heavily Defended
-Delta Quadrant is now Industrialized
-Delta Quadrant is 1/10th of the way to Heavily Defended


-The Federation, Romulan Republic and Klingon Empire Fleethordes will launch a full scale relief and liberation campaign towards the South Subsector to save them from being overwhelmed by the Killing-Time Kroatanga and to attempt to retake their salvageable worlds from the Kroatanga. This will be the first full scale use of Common Role Squadrons of Walkers (particularly the Qa'rol, Khellid and Zabathu classes) and Assault Ships (particularly the Andor, Ath'rel'ithar and Vo'Qih classes) in wartime operations and true battlefield conditions. These forces will include the I.K.S. Bortasqu' (Legend), R.R.W Lleiset (Legend) and be under the overall command of General Martok (Legend) who has experience commanding mixed Federation, Romulan and Klingon forces from the Dominion War.

The combined military might of the Alpha and Beta Quadrants mobilizes this cycle to fight the Kroat menace. The exact given motivations causing them to agree with the Alliance's recomendation/request vary from state-to-state, but the unspoken desire to prevent the Fungoids from gaining more territory, this time with a large hard border with the Beta Quadrant, is shared between all of them.

Coordinated in large part by General Martok and his personal staff, the offensive sweeps into the southern subsector like a great wave of tritanium and fire: mixed fleets of Romulan, Klingon, and Starfleet vessels sweeping in to relieve the beleaguered defenders of hundreds of worlds and dozens of species. The Kroat fleets, outnumbered again (though not as severely as at the line) again choose to fight the newcomers, the fighting lines once more devolving into great furballs as the local defenders desperately try to survive as giants scrabble to kill each other in their proverbial front yards, ravaged defense fleets trying to rally to these reinforcements only to be ripped asunder in the ferocity of the fighting.

The occasional polity powerful enough to field Cruisers or even Battleships manage to have some worth, with their massive but less advanced vessels acting to support the swarms of Alliance warships against their Kroat peers, but situations like this are few and far between.

The fighting in space is slightly more even facing the Kroats this time, squadrons of the Assault-Ship retrofits drastically improving overall ability to deal with Kroat multi-Km vessels, particualarly Cruisers and Battlecruisers, the mass volleys of spinal energy weapons and enormous swarms of high-powered torpedoes tearing the 'smaller' vessels appart in enormous, violent explosions.

They still maintaining some effectiveness against Battleships and the few even larger Dreadnought-class hypercapitals encountered, however at that scale 'Destroyer' sized vessels are obviously struggling to keep up, even the added firepower of the Assault Ships not enough to prevent horrific kill/loss ratios for every destroyed capital ship.

And as the space of thousands of systems is set alight by the space-battles, billions of Allaince souls descend to the surface of beleaguered planets, intent on cutting out the growing Kroatanga infestations

Helmswoman Ayell Virtronn bared her teeth as the planet grew larger on the bridge's viewscreen, fires visible from orbit marking cities where the Kroats had several days head-start on them, hands tight around the control yokes as she expertly guided her Qa'rol down, the chatter of the bridge-crew half-heard as she focused on the near-vertical dive they were making through the atmosphere.

"Shields 95% and holding," she heard as the fires of re-entery bloomed before them, the distant earth before them becoming more and more defined as they fell from the sky towards a burning blot along a strip of green running through the great equatorial desert of the planet.

More reports are called out, but Ayell can barely hear them over the pounding in her ears, the anticipation boiling in her chest, the visceral feeling of her blood pumping as the smudge of the city below grew yet more defined. She could see the Kroat army, pushing in from the desert to the east, great green and steel blots latched onto the edge of the city and trying to shove themselves inside as fast as possible.

"Infantry teams are on the ground, we have no transporter interference. Command has our target." Someone says, and the viewscreen shifts, a square in the corner showing a lumbering, centauroid Kroat titan with two huge shoulder-mounted chainguns and two arms ending in cleaver-like blades that crackle with lightning.

"Helm, move to engage." The Captain says, and Ayell is shifting before the order is even fully finished, pulling the Qa'rol around into a sharp circle that will bring them down behind the Kroat walker.

They come in fast and hard, pulling up barely two hundred meters from the surface and
screaming through the air towards the Kroats, now bare kilometers away. Missiles and artillery shoot to meet them, and Ayell's target is already turning, but it's too late, far too late. They're too fast, and Ayell's practiced this too many times.

With a roar, the Klingon woman slams a control on the side of her chair, and in the next moment is on her feet, leaping towards the viewscreen with arm outstretched like a blade to strike.

But her pilot's chair is already gone, vanished into nothing, and her control scheme has already formed around her; the hologram emitters wrapping the woman in a metallic exoskeleton, an enclosed helm wrapped around her head and her hands encased in blade-like gauntlets, the suit holding her in the air as Ayell seamlessly shifts from Flight Mode to Walker Mode.

Ayell
feels the impact as her suit slams into the ground, knees almost buckling under the impact, antigrav and integrity fields groaning to keep her in one piece, but she's moving barely a second later, her HUD informing her that her secondary weapons are free-firing into the mass of Kroats all around her, ship-scale disruptors carving through infantry and armor alike, but she has eyes only for the Kroat walker before her, turning to face her, secondary weapons firing and splashing against her shields even as she sprints towards it, her bladed feet crushing dozens of fungoids and overturning vehicles as she merely moves.

It gives her a sense of power that she knows few within the Empire, or the Alliance as a whole, will ever experience or understand.

She snarls, her disruptor cannons firing, impacting the Kroat Titan's shields, and it brings up one great, clumsy arm to swing a cleaver at her, bellowing a warbling mechanical war-cry as it did.

Ayell bellows her own challenge in return, matching the Kroat's blow with one with her own bladed-wings, and the two enormous war-machines are locked in combat, even as the Alliance's other Walkers begin to touch down outside the city, and infantry within it launches their counterattack.


The friendly nature of the worlds enables the vast majority of the Alliance's tactics and tricks to be employed freely, and the planetary landings go relatively well for them. Local security forces are generally able to provide their own armored assets to support the superior Alliance infantry, and the Walkers prove their worth as seigebreakers and peer-opponents for Kroat armor.

Still, the fighting is hard and brutal, and the Kroats are quick to resort to torturing and massacring local civillians in an attempt to get a rise out of their opponents, broadcasting the screams of children for hours as they are carved appart within shielded citadels that the Alliance ground forces are trying to take.

However, eventually, it is done, and the remaining sane peoples of the southern subsector are relieved from the Kroat assault.

Of course, once the surviving polities territories are secured, the time comes to push into Kroat occupied space.

At first, it is somewhat similar to fighting on the contested worlds, with limited groundside assistance being provided by locals and the Kroats not fully entrenched.

That soon changes, however.

Gradually, as the fleets travel further and further east, the worlds encountered are more and more fargone, overtaken by the military-ecological complex. Worlds under Kroat control for four months rarely have any sapient resistance left, with survivors having been rounded up and either killed for food or sport or fed alive into matter-grinders in titanic camps for every little scrap of usable material to feed the Kroat's desire for war. These are retaken, at cost, but not an unreasonable one by this insane universe's standards.

The further east they go, the fewer and farther between the planets deemed 'recoverable' there are. More Kroats, more Industry, more ships and guns to face them when they arrive over each world, each and every one 'unrecoverable.'

On these worlds, ones where GO24 is considered the most viable solution, the fleets generally have to contend with considerable and powerful theater and even planetary shields, which must be disabled or weakened in costly planetary assaults before orbital bombardment can wipe the slate clean of the green menace that so many in the Alliance have already grown to hate deep in their souls.

Eventually, the slog comes to a halt, as opperational objectives are deemed sufficiently achieved, and the fleets establish a rough defensive line against projected Kroat counterattacks.

The day is won, and it has given a taste of what will take to reclaim territory from the Killing Time without significant changes made somewhere within the process.

Result:
-Southern Subsector remains out of Kroat hands. All involved warfleets reduced to Bloodied status. Kroat forces suffer ~70% casualties, Warfleet is not fully destroyed.
-New designs offer some solutions to deficiencies between the Alliance and Killing-Time, but are not in-and-of-themselves gamechangers.
-Remaining minor powers near-universally willing to join the Khitomer Alliance, and as such the Sector will become part of your territory at the start of turn 3. Due to the extensive fighting, the sector's development level is currently Colonized with 3 Pops remaining.
--The Southern Subsector's defenses were shredded in the fighting prior to Khitomer intervention, resulting in their defences being Light, and their effective Mag 1 Warfleet being Destroyed.
--Extensive usage of biosphere-killing weapons on sufficiently Kroatformed worlds in the eastern portion of the subsector will make development efforts in the subsector more expensive in the future, resulting in an additional 50% RP cost to the Established and Industrialized development levels (5 and 15 RP, respectively)


-The Alliance Fleethorde and the Minor Powers (Southwest) Fleethorde will shore up the Southwest subsector's defensive lines against the "Blades" and serve as a show of force towards the Blades and a show of commitment towards the Southwest subsector. The A.F.S. Khitomer (Legend) will be present with this fleethorde.

As opposed to the massive show of force sent to smash the Kroat offensive, the Alliance Fleet's deployment to the southwestern subsector is more sabre-rattling than anything else. There are a few skirmishes with Asith advanced forces (where their propensity for Gravity-Based weapons systems is adequately-and lethally-displayed on several occasions by their capital ships) but for the most part, the show of force seems to work, with the arthropods pulling back to the planets in the subsector they had already taken, where they begin to fortify the worlds based on intelligence observations.

Result: The Asith cease their expansion in the southwest subsector, digging into the territory they have already taken.

-The Dominion Fleethorde will shore up the Local Defense Council's defensive lines against the Killing-Time Kroatanga and assist them in retaking their captured worlds. Odo and Loriss (Legend) will be present with this fleethorde.

The Dominion, comparatively speaking, has a much easier time than the Federation, Klingons, and Romulans in their military efforts in the east this cycle. Due to the more cohesive nature of the subsector allowing them to provide genuine support for the duration of the operation, and having a greater numerical disparity over the local Kroats in general, the subsector is considered secured a little over two-thirds of the way through this cycle, with similar performance results from the newly-deployed designs as in the Southern operation.

(Aehallh, in particular, have been noted to have developed a certain fondness for constrictor-type attacks on peer-scale Kroat opponents, often launched from underground.)

There is still a cost in blood, ships, and dead worlds, but it is one the Dominion is much more willing to pay than others may be, and while mop-up operations continue until the end of the cycle, Dominion leadership considers the fighting concluded more than soon enough for Founder Odo to make it back in time to witness the dedication of Deep Space Nine.

All in all, a solid victory, they believe.

Result:
-Kroats forced out of the subsector. The Defense Council thanks you for the swift assistance, and will be open to discussions regarding joining the Khitomer Alliance at the start of next turn.
-The Dominion fleethorde is Bloodied. The Kroat fleet suffers ~83% casualties.


-The combined Minor Member Fleethorde will remain on a defensive standing in the Beta Quadrant guarding against the possibility of renewed Kroatanga hostilities and to prevent the consistent raiding parties from slipping through.

The assorted minor members of the Alliance are quick to take up the torch of border security passed to them as their larger, more powerful peers venture forth to proactively deal with the Kroat menace. Luckily (depending on your point of view), the Kroats are so busy with the Alliance's various offensive actions against them that they can barely scrape together a dozen tiny raiding fleets over the course of the Cycle, which the defenders working in coordination with the Quadrant's organic defenses are able to easily crush.

Result: Kroat activities very minor, easily crushed or repelled by defenders.
 
[inner thoughts + opening monologue]
And so here, in a meeting room onboard a station in orbit over a little known world whose only significant features are its trading port, small marine base, and singular stadium in which a locally famous execution platform still stands in place of whatever else might have once occurred there, two titans meet.
On one side stands a grizzled giant of a man, clad in a white suit and tailored white cape, nearly identical to those owned by a hundred other vice admirals, save for the dark blue undershirt and blue tie that he chose to wear underneath it. His mere stance speaks of quiet confidence, with even his clearly defined musculature, somewhat visible even through his finely tailored suit, merely showing a hint of his inner strength. Here stands Garp, the man who would have risen to the top of it all if it wasn't for his sheer kindness.

On the other side stands another figure, clad in black armor where the other stands in white dress clothes, slim where the other is large, wiry where the other is heavily muscled, his face masked where the other openly wears a smile, his presence nevertheless carries with it no less strength. Around him, shadows seemingly darken and grow in strength, whispering of unimaginable secrets and power without peer. Here stands Darth Nox, the man who rose to the top despite the wishes of all of those who stood in his way.

What was said in that meeting room no one knows, for the recordings have long since disappeared and no one in that room ever spoke of what happened within to others afterwards. All that is known is that in the end two men entered, and two men left, both having accomplished whatever their objectives were going into that room, and the very clear aftermath of that untold conversation.

For within minutes of the two leaving, the base's entire store of Log Poses was emptied, and courier ships were already on their way to several others to do the same thing. This signaled the arrival of a great new player to the Grand Line, as nothing on this scale had happened for over 20 years, as even the start of the Great Pirate Era didn't produce such an immediate large demand for Log Poses; and just like that event, this one would also change this realm forever, although whether or not it would be to the benefit of the Celestial Empire(World Government but void-based, and sounds better than Galactic/universal Government) even in the short term would be up in the air, despite the hopeful thoughts of one of its greatest supporters.

And so, following the directions provided, Darth Nox's personal Silencer fleet is the first to make its way towards the massive tunneling wormhole in the Red Wall, calmly traveling through the one safe route through it, guided by both a local guide and the power of the Force, for beyond this was Darth Nox's current goal, and nothing would stop Nox from accomplishing his goal.

And so despite the rushing and warping of spacetime itself, despite the constant fluctuations of the assorted wormholes, Darth Nox and his Silencer fleet made it through unharmed.(indeed, there were no losses amongst any of the sith fleets to travel this way, which was a rarity that was previously only seen in Marine fleets and New World veterans)

And so Darth Nox emerged within the Grand Line, a region of space where space itself is rarely consistent, as the rules of traveling between star systems here warps to match an unknown internal narrative, and those who don't need to conform to such things are few and far between; and thus far Darth Nox is not amongst that few..

Luckily, he already had the tools to navigate this area, as the Force and a single Eternal Pose were more than enough to bring his entire fleet to his chosen destination, which for now Was Enies Lobby.

Mind you, that wouldn't stop him from taking out any pirates along his way. Speaking of pirates… there was a giant space whale, the size of a small-ish moon, next to the exit; and while usually that wouldn't be worth noticing, this one was both heavily scarred, and had a classic skull and crossbones, if with said skull wearing a straw hat, tattooed across its front, marking it as at least being associated with a pirate crew.

[do you kill the finely decorated space whale(who just got out of a decades long suicidal depressive stint less than a year ago)? If so, please describe your forces murdering a rather large innocent creature.]

And so Darth Nox and his personal forces traveled onwards, skillfully navigating through and around hyperspatial storms, through dense nebulae, and skirting around and near several lesser and greater anomalies, ranging from those that would merely delay an unwary traveler for several days as they are forced to course correct, to others that would rip apart any who got caught within their fairly-obvious grasp; and in a matter of weeks they would approach Enies Lobby, the one entrance to a trio of systems that are otherwise surrounded by the Calm Belt, and the first line of defense for the greatest Marine base this side of Marie Geois.

Elsewhere, behind them, most of the rest of the forces that the Sith deployed on this expidition would also be making their way through the 'Reverse System'(the name of the wormhole system and its entrances and single exit), to be joined over time by the rest. They would be forced to make their way to Enies Lobby, or wherever else the chosen regroup place ends up being, the long way. On their way they cleared out several pirate groups, including two worlds, one that was way too welcoming of pirates and another that independently chose to support said pirates over its supposed ruling government. They also ran into several minor issues along the way, although the writs that they were given got them through most of said issues, with most of the remaining ones caused by a couple of awkward situations involving other local privateers, with only some careful bribes and swift talking avoiding some rather awkward situations; and so lesser stories would also be told, but their telling is for another time.
As these lesser events were going on, Darth Nox had reached Enies Lobby, and it is here where negotiations would truly begin.

While preliminary negotiations went well, as permission to land was swiftly granted even as the Silencer fleet itself formed up with the local defense forces(which it outnumbered, but did not quite outmass). Not very long after that their writ for pirate hunting in the Blues and in the first half of the Grand Line(save for those pirate groups recognized as government aligned 'Warlords'/Privateers); but that is where the good news ended, for the representatives of the Celestial Empire were being rather stubborn on the situation of Gecko Moira, for despite his antagonistic actions outside of the territory nominally claimed by the Celestial Empire, he still nominally worked for them, and as such was nominally protected by them from attacks by government-aligned forces for his actions; and while the Sith's position as outsiders did grant them some leeway, they chose to go through official channels to get permission to end him; therefore, it was only the expedition's earlier actions in pirate hunting that stopped this being a complete deadlock, for if they could but prove themselves a little bit more useful in curtailing the pirate problem in this region of space(and provided a decent bribe, which the Sith here so happened to have) it would be more than enough to prove their worth…

But while negotiations were shifting towards this almost inevitable conclusion, they were rather rudely interrupted. For in came a massive retrofittedSea Train, the largest civilian vessel to be found in this region of space,(only more durable than normal, faster than normal, with weapons bolted on is sides and a massive drill-like object fitted onto its front) barreling out of hyperspace way too close to the planetary shields for anyone's safety.

Barely slowing down, as its engines were apparently still on full steam, it slams into, and through the Planetary shields, sacrificing its foremost section in the process; soon, the 25 kilometer long vessel is falling to the ground, landing shockingly intact for a supposedly civilian vessel, and not long afterwards pirates, thugs, and other ne'er-do-wells come pouring out, with the majority of them later recognized as the Franky Family, the lead, and arguably only, gang of a nearby ecumenopolis, who were oddly fighting alongside a bunch of shipwrights and dock workers and a rather famous, or infamous, depending on who you ask, 'rising star' pirate crew, the Straw Hats, who are apparently here to rescue one of their own from the main prison here, where she was apparently being held awaiting trial for her numerous crimes.

Soon, said ship is being surrounded by swiftly built fortifications, which were erected with supernatural speed, even as the ship itself is undergoing extremely rapid repairs, using parts that should have shattered in the initial crash along with the rest of the ship.

Elsewhere, between the ship and the prison, the Strawhats themselves, along with those their apparent supporters that aren't staying back at their apparent fallback point, are making rapid progress through the local marines, and if nothing is done by the Sith they will almost certainly reach their destination, although what happens afterwards is anyone's game
[1st cinematic battle, describe how you crush the Straw Hats, as even as a full team they would loose to Darth Nox, and here he is not fighting alone. (Note that orbital bombardment is not allowed, as this is a supposedly friendly world, and your hosts would disprove of that. Also note that your hosts here are generic diplomats, so outside of basic marines and a branch of their intelligence network the Celestial Empire don't have any major enough assets in position groundside to stop the Straw Hats from accomplishing their goal here, so its up to you.)
The notable Straw Hat members that are not in prison awaiting trial are:
1. Monkey D. Luffy(lanky, wiry, short-ish, with black hair and the same smile as Garp), who due to his bodies rubber-like qualities is able to stretch his body to punch from a distance with great speed and force, with speed enough that his punch rate could be favorably compared to the firing rate of a gatling gun; he is immune to 'blunt-force' damage, to the point where even bullets just bounce back(although haki can overcome this, and he is not immune to blasters or lightsabers), and is also completely immune to electricity and lightning based attacks, up to and including force lightning. He will also never give up and has basically an unbreakable will, although his sheer stupidity is worth an entire paragraph on its own; Note that mid way through fighting him he will mutter something about 'gear second' and get even faster, as his flesh reddens and starts to emit steam.(is baseline faster and stronger than the guy who ripped out a Sith Warrior's throat before he could fully react through pure speed and stealth)
2. Roronoa Zoro(tall, heavily muscled, with green hair and a savage grin), who is as good of a swordsmen as you can be without being able to consciously use any sort of supernatural power. Likes to use three blades, one of which he somehow wields using his mouth and teeth without breaking anything. Is capable of attacking at range, using the air pressure from his swings to cut things from a distance, and is capable of cutting through several feet of steel through sheer strength and skill alone without resorting to Haki. When pressed hard enough he will seemingly gain six more arms and three more heads, each using a blade, as he subconsciously taps into his latent Conqueror's Haki to further empower his strikes, allowing him to cut through even battleship armor(assuming that said battleship is made out of the materials commonly found here) and effectively give himself more blades to use; although said mode currently can only last for under a minute and greatly exhausts him. He is also durable enough to shrug off a blow that would have killed ten lesser men through the pain alone and say 'nothing happened'.
3. Sanji(tall, lanky, blonde, with curly eyebrows and hair long enough to cover up one of his eyes, although not anything below the neck. Enjoys smoking, and will absolutely insult you with every other breath he takes), a kickboxer who refuses to strike with his hands, and is able to kick hard and fast enough to light his foot on fire through friction alone. Note that he absolutely refuses to hit women.
4. Franky, a top-heavy skin-covered cyborg with blue hair and an unfortunate relationship with pants, he has a mr-fusion equivalent(extremely safe fusion reactor that can be fed with practically anything, although he prefers to feed it with carbonated beverages) built into his chest that he uses to empower his various weaponry, including several rapid firing pseudo-railguns and a laser that, while having an extremely long charging sequence, is strong enough to match a capital grade turbolaser when he actually manages to fire it. Note that said attack has a large enough recharge time that he will probably only be able to use it once during any given fight.
5. Tony Tony Chopper, usually an innocent small reindeer-human hybrid who acts as the ship's doctor, here he has turned himself into a shaggy monster, easily as large as(and as strong as) a rancor if said rancor stood upright, and much faster, his form here is still guided by his formidable intelligence.
6. Soja King, a lanky, tanned individual with curly hair, he is wearing full body armor and an elaborate decorative yellow mask with an extremely long mask. He is a sniper almost without compare, although he also has confidence issues and preferred an extremely overpowered sling shot over a more conventional rifle.
(there is one other major straw hat crew member, although her direct combat capabilities at this point in time are basically almost worthless and thus not worth mentioning)
(note that none of the Straw Hats can consciously use Haki at this point in time)
End notes for 1st cinematic battle; you are going to win here, just a question of how and what you do with the assorted major individuals involved on the opposing side. Also note that the goal here is to somewhat-personally take out the Straw Hats before they cause a diplomatic issue, as annihilating their vessel as soon as it breaks atmosphere would be rather simple.]

Having dealt with that interruption, and averted a potentially embarrassing situation for the Celestial Empire, their representatives are much more happy to work with you going forward, and give you both a list of potentially troublesome pirates that they want you to deal with before they become a greater issue for the Celestial Empire, alongside with the time(in two months, plenty of time for you to deal with the lesser pirates and regroup with the rest of your expedition forces) and location for a much larger anti-piratcy operation that they plan to carry out in the near future. Conveniently for you, all of these pirates are in this section of the Grand Line, and they will likely all be in the same system in a month's time.

And so a deal is struck- in return for getting rid of these 'Supernova rookies' and assisting in dealing with Whitebeard when the time comes Gecko Moira will be handed over to Darth Nox to face justice upon him completing his part of the deal.

[2nd cinematic battle this one is optional, and I will PM you the necessary details if you want to write something out for it, else I will simply let you know the Devil Fruits that you might have gained from this side arc via said PM's.]

And so a bit over a month later Darth Nox and the rest of his expedition forces are traveling through the Enies Lobby system again, heading for one of the two hyperspace routes found beyond it.

Soon, Darth Nox and his forces are arriving on the outskirts of one of the most heavily fortified systems that he has ever seen, as in the distance stands a massive Fortress World, surrounded by a full magnitude 2 warfleet, a bit over half the tonnage of your full expedition fleet, currently positioned in low orbit. Elsewhere, farther out in the system, in the shadow of a gas giant, your own forces, along with another magnitude 2 fleet of marine ships, await the signal.

Meanwhile, Darth Nox himself, along with his personal guard, are already planetside, although unlike the trio of Marine Admirals and the associated 'Warlords', he is not awaiting the arrival of Whitebeard, a 'Yonko' who is here to prevent the execution of one of his top officers, in the relative open.

The main apparent battleground will be around the massive fortress that is the Marine headquarters, and the massive port situated around a massive hole in the planet, that while heavily built up and fortified, is shaped as if some creature chose to take a bite out of the world but then decided not to finish the job. And it is here, where the atmosphere thins and where one can exit hyperspace within the atmosphere of the planet, where the battle begins.

And so the battlefield is set, as tens of thousands of soldiers form up, packing and overpacking this singular world, forming a wall of well-armed men between the seeming ridiculous fortifications surrounding the port itself, and the imposing bastion of the Navy Headquarters themselves. Elsewhere on the planet, radiating out in all directions, countless heavy artillery pieces are readied in hidden bunkers, even as legions of tanks wind their way through the avenues of the outer districts. The very air shimmers, as countless theatre shields are raised. Soon though, an announcement rings out through this world and beyond, as Ace, the 2nd division commander of the Whitebeard Pirates is revealed on a giant execution platform, along with two elite guards, each armed with giant specially made pole arms, glaives with overly long blades, whose current only use is in such executions of serious Haki users. At the base of this platform sit the three Admirals, and on it, behind the main focal point, stands both Grand Admiral Sengoku, and Vice Admiral Garp, the two most experienced individuals within the Marines. Soon after the broadcast starts, Sengoku steps forward and directly takes the main audio responder snail for this broadcast.

"I have Something to tell you all. Portgas D. Ace… it's about the great significance of his death today. Ace, tell them the name of your father."
"My father is whitebeard."
"No!"
"Yes he is! Whitebeard is my only father!"
"We looked for you with our eyes wide open at that time. Because we heard that there might be a child of that man on some island. Based on a small information of reliable information from Cipher Pol, we checked all newborns… and preborn children… and their mothers but we couldn't find you. No wonder. Your mother risked her life to bear you. She used a trick that can be called mother's pride. That has misled us… indeed, the whole galaxy. There is an island called Batelira in the south blue. Your mother's name is Portgas D. Rogue. She did something that completely defied natural law… for the love of her child. She kept her baby inside her womb for 20 months! And as soon as she gave birth to you, she lost all of her strength and passed away right there. A year and three months after the father's death, the child was born with the blood of the galaxy's most heinous man in his veins. That was you! You know it, surely? Your father is… The King of the Pirates Gold Roger! It was two years ago. You took up your mother's name and rose up in the universe of the void… as the captain of the spade pirates with your exquisite speed and power. And that's when we noticed… that Roger's blood still flowed! But Whitebeard also noticed that at the same time. And to make you the next king of the pirates, he let the son of his old rival onto his ship."
"No! I got on that ship to make my dad the next king!"
"No one believes that except you. In fact, it made it harder for us to catch you. You were protected by Whitebeard. If we let you go free, we know you'll use your abilities to become the next King. that's why it means a great deal that we execute you today. Even if it means risking all out war with Whitebeard! "
A great chear arrises from the crowd

Moments later, that declaration is answered, as a massive fleet, top heavy even by the local standards and with several vessels that would be considered to be Macro-Capital ships even by the standards of the wider galaxy, and easily more than matching the size of the defensive fleet positioned around Marineford, exits just beyond the assumed range of the marine's ships and defenses.

And yet, the marine ships do not move to engage, and neigher does the fleet of pirate vessels, for Whitebeard's personal vessel has yet to arrive.

Soon though a disruption is seen in the port itself, beneath the planetary shields, as four massive whale-like vessels, each a Supercapital ship even by the standards of the wider galaxy, appear within it, taking up almost the entirety of the port. Then, from aboard the largest and least ornate of these vessels, regular clanking can be heard, as sound and video from its viewing room is somehow projected over the entire world.

Soon, a giant of a man(as opposed to an actual Giant, although there are several people that could pass for one of those on Marineford) can be seen entering the room. He is old and scarred, with a long mustache as white as snow being his only visible hair, despite his coat clearly being visible. He is visibly muscled, to an extent that even Garp could barely match, using a giant oversized glaive as both walking stick and intimidation tool, he is clad in durable, but mundane boots and trousers, with his only armor being a coat modeled off of those worn by navy admerals, if with his own symbol instead of that of the Celestial Empire, and essentially nothing else, leaving his torso and head bare to the world. his very presence on this world radiates a sort of power that Nox hasn't felt since Ziost; and yet he also felt decrepit and old, a week's stay in bacta away from retirement. Here is the man who in his prime equaled the Pirate King; here he is weakened by old age and failing health, but he is still the strongest man alive.

"gurararararararara(laugh/chuckle) It's been a while, Sengoku. You better tell me that my beloved son… is all right. gurararararararara Give me a second, Ace."(whitebeard)
"Pops!"(Ace)

Moments later, his glaive is planted into the floor, and the reason why he is in such a large viewing room is revealed, for with but an outward flex of his muscles, from crossed to mostly open, with fists still closed, he causes spacetime itself to Crack. Booms echo through the world, as the air surrounding the newly arrived ship is once again disrupted, and these disruptions continue to radiate out, growing yet vaster and more violent as they travel, and the cracks in spacetime continue to grow, soon reaching outside of the vessel as space itself cracks like faulty glass. Just as suddenly, those disruptions turn into quakes, into massive tectonic upheavals that, were they any more violent, would break the world like glass. And yet, this is nothing compared to what happens beyond the bounds of this world, for where marineford itself was merely violently shaken, and its orbitals merely heavily disrupted, with numerous larger pieces of orbital infrastructure warped out of shape, that is nothing in comparison to what occurs to its orbiting moons, for they visibly ripple and break, and start to spiral inwards ever more rapidly, swiftly descending towards a seemingly doomed world, with most of Whitebeard's fleet waiting just outside of the apparent blast zone. And so, with a laugh, Whitebeard seemingly dooms an entire world, including the person that he seemingly came here to save.

And yet, the admirals merely wait calmly, as if all of this was predicted beforehand; and so, as the shadow of destruction literally looms over the marine headquarters, a single member of the trio moves.

"Ice Age."

With these words Aokiji, the Admiral with power over Ice itself due to his Logia, freezes the vacuum of space solid. From his hands, two lances of ice, growing ever larger, lance out, swiftly reaching and encompassing both moons, growing ever thicker, slowing down the advance of said moon even as tendrils reach back and thicken, soon forming a bridge between the two moons that goes around this world, allowing for the momentum of one moon to cancel out that of the other, but this does not come without cost, nor is it an instantaneous process.

"Aokiji! You young squirt!"
Whitebeard's fist lashes out again, this time angled towards the admiral that was working to stop the destruction, forcing him to abandon directly turning the kinetic energy of the moons into more ice; instead Aokiji turns himself into an ice sculpture, which shatters into flakes mere moments from the transferred shockwave. Falling to the ground, Aokiji reforms but moments later from newly formed ice; but this does not come without cost, for with the momentary loss of control the ice bridge connecting the two moons fans out, soon forming a ring around the world, stretching from pole to pole, and slowly radiating outwards, trapping marine vessels where they were waiting for the incoming pirate fleet. More ice lances upwards and outwards from where Aokiji fell, which was within the port, trapping the four super capital ships within it.

And so the stage is set. Over half of the initial defensive fleet is frozen in formation, easy pray for the now moving pirate fleet, and the other half is seemingly certainly not enough to hold back the invaders; but Whitebeard is now trapped planetside, with nowhere to go but forward.

The stage is set, the trap is primed, and all that is left for the players to make their move.

[your move.]

The more Nox learned about this place, the more he came to despise it. This different galaxy, the places and people within it, and especially the area behind the red wall of rock. To commandeer a massive civilian super-dreadnaught, up armor it with a massive drill on the front, and successfully ram into and through planetary shield was insane, even for his tastes. That was a few hours ago and despite the assurances of the politicking diplomats of the Celestial Empire that it would be "handled swiftly and without inconvenience." the entire situation has spiraled out of their control.

And this was supposed to be one of their main strongholds?

Traveling through this region of space was difficult to say the least. Nothing compared to trying to pilot a fleet through the metaphorical hell that is the Unknown Regions' mess of gravitational, spacial, hyperspacial, and sometimes just unidentifiable anomalies but still difficult. Which was why that Darth Nox had decided to halt his fleet in a system and await for the rest of the reinforcements while he took his personal vessel to Enies Lobby himself. It had been awhile since he had been on a mind crushing adventure with his companions. And it was only a diplomatic conversation with fools who would have been easy to manipulate through the Force.

What was the worst that could happen?

A lot apparently.

He arrived on his Fury-Interceptor, Broken Chains, and surprised the delegation with his quicker than anticipated arrival. The world, Enies Lobby, was some administrative center. Oddly specialized in the department of handling law. The Celestial Empire was obsessed with "Justice" as they so eloquently put it. Not that they are good at it. From his first visit alone Nox was able to tell how corrupt the system of law here was, not even putting into account how terrible of a gold they actually had on their own territory.

They had about as much influence on their own space as the Republic did on the Hutt Cartels. Which is to say functionally nothing. It didn't matter to him. Not yet anyway. He was there for one reason and one reason only. The accumulation of power. The "Devil Fruits" as they are so called are an unusual thing. Nox has some doubts as to them being natural at all, especially due to how they connect to a being's soul like a symbiot or parasite. Thus, he would claim them for himself. Adding onto his ever growing collection of spirits and arsenal. Who knows. He might even offer the powers to a Empire as a whole…after identifying what would be the the best too keep for himself that is.

But that was a future problem and the problem Nox faced at the time before the pirate invasion was perhaps the one problem that he hated most. Politics.

The diplomats and bureaucrats of the Celestial Empire lead him from the spaceport to the Tower of Justice to continue their talks in private and security. And it was there that he was introduced to the utter incompetency that was the supposedly highly secretive organized of CP9 of Cipher Pol. Words couldn't even begin to describe how Nox felt after meeting them. Their leader, Spandam, was the most insufferable individual Nox has ever met in this new galaxy. He, and the majority of the CP9, practically told Nox openly about their organization. Constantly they referred to things that should have been kept confidential and the group's banter within the tower was audible even from it's depths.

The negotiations were going nowhere fast and Nox had half a mind to just mind control them all, consequence be dammed. Unfortunately, or luckily depending on your point of view, it was around that time that the building quaked and the windows blew out from the force of the shockwave caused by the massive 25 kilometer vessel slamming into the ground at high speeds.

The planet was under attack. By pirates. It says a lot about the Celestial Empire that this could even happen in the first place. Supposedly at one of their most heavily defended worlds. Which says a lot more about their capabilities than even the insane crash landing conducted by the Straw Hat Pirates and their allies. Now, at that time, no one in the Celestial Empire had any inkling as to Nox's power. Only the Garp fellow had any grounds to be suspicious of him. So Nox didn't fault the Celestial Empire's representatives, this time, for telling him to stay put and let them handle things. As far as Nox was concerned it was not his problem. He would call for the Silencer fleet too arrive in a few hours and, if the Celestial Empire makes a fool out of themselves, save the day and establish his presence as something more than just a random passerby who followed Gecko Moria's path of destruction.

So he sat back and let them handle it. Silently, and sometimes not so silently, judging CP9 for their incompetence and mishandling of the situation. But of course, that meant things were going wrong and eventually he would have to step in. But until then he got his amusement at mocking CP9 whenever things came up.

CODEX UNLOCKED: The Red Zone
Named after the massive red rock barrier that stretches on for hundreds if not thousands of light years. The Red Zone is predominately controlled by a collation of worlds under the name of the Celestial Empire that preaches justice and order against any and all threats to their way of life. The Red Zone is host to a many spacial and gravitational anomalies that make traversing it without specialized equipment or Force users near impossible, also making it incredibly easy for pirates and other criminals to escape deeper. The Red Zone is a pirate haven, despite what the Celestial Empire claims, with many physically powerful individuals claiming leadership over their own fleets and armadas due to their power. Following the path of destruction by one Warlord of the Sea, Gecko Moria, the Sith Empire has entered the Red Zone with desires to purge the threat of the pirates and uncover the truth behind the secrets of the regions strange supernatural powers.

The sounds of war outside were cacophonous, endless and without restraint. It had been so long since he had last stood at the precipice of a warzone. Tapping his finger on the smooth, wooden oddly enough, table, Nox, looked out the the blasted out windows and screened the battlefield from above.

The wreck of that multi-kilometer vessel laid surprisingly intact in the distance. Not that he needed to see to tell, but even from such a distance the sheer destruction it had caused in it's crashed landing was akin to a massive explosion. For people that were apparently here to rescue someone they chose a poor way to do it, or so Nox thought. If they were even a bit off target they would have leveled the capital instead of a massive patch of land and some outskirts towns or unlucky city, killing their target.

To be so attuned with the dead, to bind them and control that which had already past the mortal coil is to sacrifice your own. To be at the event horizon of death itself but remain tether to the land of the living. Nox could visibly see the thousands of souls passing on like motes of dust as they die in ensuing conflict. Most were so insignificant that all they were represented as were sparks of light, not even having the power to maintain a facade of their living forms. Some could, but even then they were as useless to Nox as any other random soul he could pluck off the streets of Nar Shaddaa.

"Robin!"

Nox was pulled out of his thoughts by the distant shout of a young boy, man? Difficult to make out but they were yelling a name. "My master. The fools scamper about above. The ones below claim the leader of this attack is outside and had bested one of their number in a duel. Shall I devour him? They claim his body is like rubber. I have not experienced such meat before." spoke Khem Val, taking a side next to the heir of Tulak Hord. The massive Dashade taking the place of any troop of bodyguard Nox could have asked for.

"Whoever they are they have good lungs, that's for sure." remarked Nox before continuing. "Not yet. Let's see what they do first. Regardless, I'll be sure to let you have a taste before disposing of his soulless corpse."

A few moments passed without any incident until a man suddenly fell into view and then down, coming from above as if they jumped out a window. Looking above Nox watched as a massive shape rocketed out of the building by going through a wall and smashed back first into a gate, causing it to bend and crack before giving way and falling below as well.

"I suppose that's our cue. Come. Murder and Mayhem Await."

"I WANT TO LIVE! TAKE ME OUT TO THE GALAXY WITH YOU!"

There was an intense silence after Nico Robin screamed out through her tears in defiance towards the gathered Straw Hat pirates standing on the other side of the large gap bewteen the Tower of Justice and the rest of the city. Despite the roaring of battle behind and below the Straw Hats it still seemed as if the world stood stock still in recognition of this moment, that despite all the pain and death that led up to this moment, it would be okay. It wasn't all needless and without cause. Yet it dragged on, longer than it any has reason too. The tension in the air was palpable. So thick that you could cut it with a knife

"I'm afraid your desires have long since become fantasy my dear."

As one the gathered CP9, who had been standing still and not taking action for…some reason, turned to face their practically unsupervised prisoner and the on the ground Franky. Nico Robin attempted to turn around only to find a massive clawed hand grab her by the neck and forcefully drag her kicking and screaming back into the building, Khem Val pulling her away from the danger zone and past his master who had seemingly materialized the two of them behind the previously screaming woman.

"Nnnn-Nox!" The "leader" of CP9, Spandem, stammered out the eyeless masked visage of the Celestial Empire's guest. Not bothering to respond to the incompetent, Nox instead raised his hand and crushed the limbs of the quickly rising cyborg, Franky, with the Force. A gasp echoed from cross the artificial chasm as the gathered Straw Hats pirates watched as their ally's limbs were telekinetically turned into hunks of metal and ripped from his torso. Screaming in pain at the frighternly quick dismemberment Franky, in desperation, belched out a streamed of fire from his mouth. The inbuilt flamethrower scorching the ground and forcing the gathered CP9 members back from the heat alone and yet as the flames engulfed the Sith Lord it was Franky who suffered. Red lightning sparked across what remained of his body causing his remaining cybernetics to malfunction and burst and leaving him unconscious on the ground. And as the flames died down around him Nox was revealed untouched. One of the many Sith Amulets fused into his armor glowing slightly and humming with power.

Stepping forward and in front of the stunned Spandem, Nox, putting his hands behind is back and looking upon the gathered Straw Hats announced. "Appalling. Absolutely appalling." turning slightly to face Spandem he continued. "Is this it?" The jittering mess moved to speak but was interrupted as Nox spoke up again. "No matter. Go deal with your prisoners and leave me. I needed the enjoyment anyway."

In an instant Nox vanishes and reappears in front of the collected six Strawhats, space folding in on itself from the act of teleportation. Within mere seconds several things occur in a blur of motion. A double bladed Sith sword forms within the hands of Darth Nox, motes of starlight forming the blade within a fraction of a fraction of a second, and instantly causing the area to both visibly and metaphorically darken from the Force Nexus that is Nox's signature weapon of choice. The visibly ornate weapon, if one were to be able to view it within the blur that was this moment, had crystals lining the hilt and cross guards. All of which emanated with the power the Dark Side and adding to the energy flowing from the enchanted weapon, one of these crystals being literally darker and more radiant than the others. A Lignan crystal. This important crystal sitting at the center of the hilt hummed with power as, within mid swing towards Luffy, the two blades were thrummed to life as black plasma and mist thrummed at the edges and tips of the blade like a coating with the heat, or possibly the Dark Side, emanating from it causing the air to shimmer and haze alongaide the dark mist from both blades.

The moment continues as the blade slices across the unprotected chest of Luffy, instantly burning through his rubbery flesh and narrowly missing anything vital as the pirate captain reacted with a precognitive instinct unforeseen to the both of them and stepped back with equally as surprising speed. Not missing a beat, and with the rest of Luffy's allies moving, Nox twirled his blade around and stabbed it into the ground as lightning arced from both ends of the blade and flowed into ground. At once the stored electrical energy within the blade was discharged and within an instant the entire building the Strawhats were standing upon was consumed in a ball crackling lightning.

CP9 had to cover their eyes from the explosion and couldn't see as the courthouse to their tower crumbled in on itself nor could they see the Strawhats being thrown backwards onto streets below with heavy electrical burns, the two non supernaturally powerful of the crew already seemingly unconscious or perhaps even dead from the blast as Soge King and Nami crashed into a building out of view or crumpled into a heap respectively. Amongst the rubble of the dead or dying only four stood tall. One, of course being Luffy, albeit clutching a painful chest wound that continually pulsed with a pain that ached his soul. The other three being Roronoa Zoro, Tony Chopper, and Sanji. All three of which were singed and covered in electrical burns with the supernaturally durable Tony being the most well off of the three, whereas Luffy was completely unfazed by the electrical explosion.

Emerging from the flames of the courthase unharmed and relaxed, Nox nonchalantly stepped onto and then over the still body of one of three weird men that made up the Baskerville persona. Turning his head slightly he yelled out to behind him. "Khem, keep the fools up there. I'll deal with this myself." raising the tip of his blade towards Luffy. "I'll be sure to leave you the scraps of flesh left behind."

A tense standoff ensued between the four remaining pirates and the intruding Dark Lord of the Sith. The pirates waiting for another brutal attack from the ominous stranger and his unnatural blade whereas Nox held no such concerns, looking past them entirely and instead focused entirely upon the souls contained within their mortal forms. Unconcerned with the flesh puppets that they resided within.

Nox's presence was only compounded by the black mist that he exuded from his form and blade. He was partially obscured at all times and his body even seemed to flicker in and out of existence even when not obscured. It was a roiling blackness that writhed with seemingly a will of it's own. And as shadows darkened and whispers told of incomprehensible power. The masked visage of Nox stood at the center. Unpertepered and fully immersed in the Dark Side as a true master of the Sith.

One, two, three seconds passed without any movement until the two impatient warriors, Zoro and Luffy, charged the Sith. Leaving both Tony and Sanji behind in a mix between surprise and exasperation. Even Nox was momentarily stunned at their complete lack of self-preservation and also the speed at which the two moved, not having expected anything of the sort from the two non Force wielders. Stretchy rubbery arms and three blades met Nox's protective barrier and with a sound like shattering glass and with the same arcane red lightning arcing across their bodies they shattered the barrier. Only to then be met with another as the second in a series of protective amulets activated upon the failure of another. Regardless the kinetic energy of their synchronized attack forced Nox to dig in heels and skirt slightly across the pavement as his first arcane ward was shattered away before being replaced with another.

Iregardless his arcane defenses proved more than either of the two could handle. Even the rubbery flesh of the captain proved illsuited to the purely magical attack that rippled through his form. Ironically it would be Zoro who weathered it much better. The man's unyet tapped but still instinctual use of the Red Zone's Haki being a better defense than any physical armor. Even as his captain crumpled to the ground beside him the unorthodox swords man would press the attack even as his companions moved in to support.

It was an interesting experience for Nox to say the least. The man was literally fighting him with a sword in his mouth and attacking him at speeds that should not be physically possible for any none cybernetically or force enhanced human. Irregardless of his curiosity or the speed at which Zoro could fight him, Nox was his superior in every way. The blades of which Zoro tried to parry and riposte with we're unable to withstand Nox's own weapon. The double-bladed Sith sword's alchemically and technologically enhanced form cutting through his own weapons the same they would air. Forcing the man to try and fall back behind his allies with two of his three blades being half the length they were when they made contact with Nox's own. Nox had not needing to even strike at him. Merely moving his blade in the way of his opponents and letting his opponent's own momement destroy his own weapons, letting the other half of the blade fall and bounce of his arcane ward.

Even so, as he tried to move back and as his compatriots tried to aid their captain and the swordsmen, the writhing mass of smoke moved with a purpose of it's own. To protect it's master. Tendrils of the smoke-like mist whipped about at the four with strength and physicality that betrayed their ethereal state.

A flaming kick from Sanji was grabbed, the flames and force behind the blow ignored and the kickboxer held aloft in the air by dozens of whispy tendrils as he flailed about. The still humanoid monster, Tony, proved physically powerful enough to just push through the smoke to try and strike Nox, but found his fist hitting nothing as he struck the Dark Lord as he phased out of existence. The Sith Lord phasing back in and sending deep shocks of pain through his form as his blade buried and burned itself deep his fore arm, threatening to remove the limb entirely were it not for his supernaturally durability.

"NO!"

And finally the captain of the bunch. Yelling at the top of his lungs at watching one of his friends being near grievously wounded Luffy hurled one of fists at the Dark Lord from his prone position even he was being visibly consumed by the smoke around him that tried so desperately to seep into his flesh. The limb moving through the smoke and into the masked face of Nox, once again failing to make contact as another ward flared in response and struck Luffy with indescribable pain. But the effect was had and momentarily Nox was distracted for but a second, a second needed for the second hand of Tony to wrap around his waist and throw him backwards away from them.

Distance was made and the two wounded Straw Hats were freed from Nox's grasp. The smoke itself moving with the Dark Lord but maintaing it's hold on Sanji. Who has quickly gone from flailing and kicking madly to dangling limply. Completely paralyzed with eyes darting madly from the experience as the smoke was visibly seeping into his body. Already beginning to devour his soul and body from within. The true nature of Nox's defenses being that of a massive magically bound Smoke Demon.

Nox, moving with preternatural grace and easily sticking the landing of being thrown, was then beset upon an equally as enraged Zoro, now sporting two extra heads and four new arms as he tackled the Sith Lord. Now wielding nine, two still broken, swords and filled with righteous fury he attempted to duel Nox. Each swing of his swords caused shockwaves that slicing through entire buildings as Nox skillfully evading or deflecting each blow from the enraged man. Thankfully whatever supernatural element that let him assume such a form providing his weapons with the durability needed to not immediately be sliced in half. Sanji was ripped free of the Smoke Demon and tossed backwards at Tony, Zoro taking a blow to the side as he did so.

Fighting through the pain and moving with speed unseen before now he continued to push at the Sith Lord. Yet he still could not land a blow. 9 swords moving at blinding speeds meant little to Nox's enhanced reflexes and precognition. And as the smoke around him began to force it's way into his body, Zoro could only see the eyeless masked gaze of Nox staring back at him.

Then nothing. In an instant Zoro's mind just…failed. Everything vanished around him as the swordsman spaced out. There was pain for a moment and then nothing again. "Oh" was all Zoro could say as he realized that both of his arms were missing. He could faintly hear muffled screaming but in his dazed state it seemed uninportant. Even the loss of his limbs was only a mild inconvience.

And then his legs failed him and as his head slammed against the pavement his brain momentarily broke out of the Qâzoi Kyantuska induced daze. But already he was falling back into it. But as the world faded back into nothing the last thing he saw was the rapidly growing form of Chopper, Luffy's body turning red and steaming, and the unmoving burnt body of Nami across the street.

Oh and a rapidly moving locomotive in the distance that was appropatching their position.

Reflecting back on that situation. He really should have just used his magic to kill them all instantly instead of playing with them. Although after having dealing with the Celestial Empire's diplomats and Spandam for a few hours? Yeah Nox had just wanted to take out his frustration. Wasn't the smartest thing to do but it was a learning experience. Now he knew not to take things lightly. It also proved useful in convincing the Celestial Empire that he was more than just some minor Lord. CP9 having watched him explode a building, take on all of the Straw Hat pirates at once, turn an entire train into dust after it attempted to run him over just after he removing one of Luffy's arms, and then subsequently go on a killing spree against the invading pirate army in an attempt to hunt down the Straw Hats after they ran away from him.

They escaped in the chaos but not without losses. Namely failing in their mission, Franky being captured, Nami having been killed in the opening explosion of Nox's attack, their entire army, and most of their friends and allies.

Could've been worse.

His display of power seemingly got the attention of quite a few higher ups in the Celestial Empire. The Admirals of their Navy had practically hand waved everything to get him to join an operation at their main naval HQ at Marineford. They wanted his aid in killing the quote Strongest Man Alive unquote; Whitebeard. They had practically checkmated themselves when inviting his entire force to Marineford. And after a brief stint in dealing with the Suprenova Pirates, and gaining quite a sum of powers that would prove useful in the days to come, Nox arrived at Marineford at the head of his entire fleet.

And watched a world shatter.

Space Side
Assets: Magnitutde 2 Fleethordes 3, 4 (100%) 6, 7 (90%) and the Silencer Fleet + Magnitude 2 Marine Fleethorde

Sweep the board. Whitebeard's Fleet is outgunned, outnumbered, and has been completely outmaneuvered. The trap will be sprung and Interdictors activated to prevent escape. The three of the four Fleethordes will follow the lead of the Silencer Fleet and initiate the ambush, with one remaning behind as a reserve element for the coming engagement. As well as too maintain a check on the Marine Fleet incase they prove unwilling to enange.

Moving out of the shadow of the Gas Giant, with the Marine hopefully at the head to serve as a bulwark against any stranglers that might somehow make it through the upcoming chaos and bombardment and into close quarters where their size would prove more effective. Knowing that the Red Zone has singular abnormally powerful individuals, possibly those strong enough to decimate entire vessels if given the opportunity, the first actions of Sith would be to sow chaos and disorder throughout the pirates. Turning their massive vessels and crews against them as powerful Sith Sorcery and Battle Meditation will work before the fleets even move out of the Gas Giant properly to break the minds of those of the enemy fleet. Sending them into either madness or blind panic, or turning them all into mindless thralls under the effects of powerful domination Magics. Their goal being to do as much damage as possible in a a Force-Induced mutiny fleet wide, with another intention being to keep any possible powerful individuals within the fleet that may otherwise be able to effect the outcome of the battle occupied before being destroyed by the ensuing bombardment.

And what a bombardment it will be. The Silencer Fleet and it's three accompanying Fleethordes will not pull any punches and move to finish the battle before it even begins. Every Silencer will be fired, every Mass-Driver Lance shot, and every Desolater engaged in a long ranged Alpha Strike against Whitebeard's fleet. Concentrated around their Macro-Capitals that will be brought low by sheer weight of fire. If they, somehow, survive and move to close in despite the madness, chaos, mutinies, or damage then they will have to be dealt with piecemeal by wolf-packs of vessels and picked apart. That is if they survive the subsequent bombardments from the rapidly recharging fleet killers or continued mental assaults.

If and when Whitebeard's Fleet has been rendered space junk, the orbital assets will move to secure the entire system and lock it down. Ground assets will also be sent to relieve Marineford and participate in the no doubt continuing battle planetside.

Ground Side

The death of Whitebeard would be written and set in stone in the preparations before the battle begins. In his time in the Red Zone, Darth Nox has acquired the souls of many, mostly those with the abnormal Devil Fruit abilities. Having stored them in Holocrons for use later and discovered he can only safely use two at a time, Nox, for the Marineford War, has decided to settle on the Shiro Shiro no-mi and Wara Wara no-mi. Both shall serve a purpose in defeating Whitebeard, but that will come later.

Darth Nox, upon researching his target, would gain access to Ace and press the Admiralty of the Celestial Empire to not execute Ace until after Whitebeard had been slain for his powerful bond to his adoptive father could be utilized to weaken him. Such a bond would be broken on his death, and killing him during Whitebeard's invasion would only enrage the man and make killing him harder. Nox would draw blood from Ace to be utilized in his ritual and would secretly use the power of the Wara Wara no-mi to create 10 dolls linked to the captive pirate, to be used to force Whitebeard from not attacking Nox recklessly less he kill his own son. When the time to engage Whitebeard in combat comes of course.

What forces Nox could, publicly, bring to the ground alongside him would largely be of his personal retinue. Powerful Sith Sorcerers and Adepts alongside his own personal companions and apprentices. Secretly however, Nox would use the Shiro Shiro no-mi to ferry hundreds of trained Sith Assassins and Special Forces onto the surface of the planet. Trained in the utilization of Force Cloak or equipped with cloaking devices respectively. Their goals being to keep an eye on various targets, such as the still desired Gecko Moria, or required assets, namely Ace. They are explicitly meant to not engage however and are instead just lying in wait until the time is right. Additionally, hidden away with the Shiro Shiro no-mi's fortress, is an entire ground detachment alongside a personal kill squad, including Nox's companions, that would be ready to deploy at a moments notice. Namely to deal with Whitebeard when Nox takes to the field himself.

For now, Nox will settle himself near Ace and watch the ensuing battle from afar. Letting the marines handle things and weaken Whitebeard. Nox will however support them with his own Battle Meditation. Working alongside his attaché of Sith Sorcerers and his Apprentices. He won't however push things to far. Instead only working to nudge things towards his desired outcome of a weakened and completely isolated Whitebeard.

But the true reason Nox will not take to the field yet until Whitebeard is alone and weakened is that he will be conducting rituals within his own private fortress. Utilizing the double ability granted to him by the Shiro Shiro no-mi. The first of two rituals. Both prepared in advance. Using Ace's blood and his connection to Whitebeard as weapon.

The First Ritual; Is to be kept up until Nox engages Whitebeard himself. Nox's first ritual against Whitebeard will be continuous. Used by Sith Sorcerers in the past to weaken the defenses of their enemies, Nox will use it here to wear down at Whitebeard's spiritual and mental defenses. Like a wave crashing against a stony cliff, again and again. Nothing shall happen to Whitebeard. Yet. It is all in preparation for the second ritual that shall strike suddenly at Whitebeard's weakened defenses. Until then, Whitebeard shall be assailed spiritual and mentally. His mind assaulted without halt by specters of the force and Nox himself whispering and appearing at the corners of his vision. His soul, his Haki, shall be under constant threat. A squeeze that will forever tighten and constrict at him. A debilitating but nonlethal presence to expose chinks in his armor.

The Second Ritual; Is to be used upon engaging Whitebeard and shall strike at him when he is at his lowest point. Prepared with the blood of Ace and ingredients harvested from across the length of the Sith Empire. It shall strike at his body, mind, and soul all at once. A devouring presence to consume him from within with a magical plague to rip apaet asunder from the inside out. All the while continuing to burn at his soul and mind so as to drown him and force him into a pit of darkness that shall he never awake from. All the while it shall be done with Nox himself, alongside his kill squad and assassins, moving to silence him conventional with Sith Poisions, Blades, Blasters, Lightsabers, and Spells. An assault from all angels to bring low the "Strongest Man Alive" (To be used during the Second Turn of Marineford)
 
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The Druzhran may have dug in well, but these outposts were never meant to be truly permanent installations, merely pirate ports to conduct raids from, and as such there are always positions safely away from the reach of heavy guns where transports can land. Veritech Fighters clear the skies of Druzhran aircraft, leaving the Descent Pods and larger transports to make their landings uninhibited by enemy fire.

Once deployed, it is for the most part over save the screaming. Oh the Druzhran certainly deploy their armies of slave-soldiers and elven warriors alike, of sorcerers blasting formations with magic, warbeasts that trample Destroids and wrestle Zentradi Marines, and undead armies to boot. But if it's a matter of resources, then NUNS outnumbers their opponents by over an order of magnitude.

There are hiccups of course. This is the first time that NUN has launched such a massive, large-scale ground campaign, and the casualties for this sort of planetary-scale warfare mount up, particularly when the fighting reaches the urban centers. But there are too many humans and Zentradi, and nowhere near enough elves and battle-thralls. Before long, the corsair ports are overwhelmed, as many slaves as possible are freed, and victory is achieved, NUN pulling back with those they've saved as the Loptrathi colonization units move in.

Victory
-2 War Fleets take 40% casualties, primarily due to ground combat. A couple others take light damage that will be repaired in full by next turn.
War, it has been said, is a lot of waiting around for things to happen interspersed with brief specks of the most terrifying moments of one's life. It was truly an innovation of the modern age, Katie mused, that the waiting around could now be filled by movies.

Her Variable Fighter stood silently in GERWALK mode, overseeing a column of former slaves as they were escorted by security personnel to waiting transport shuttles that would take them up to waiting transport ships, a mix of passenger liners and post-Megaroad colony ships pressed back into service for the purpose of this evacuation, their original inhabitants having long since descended to various planets across NUNS territory. In this fashion, the refugees could be allowed to live in relative comfort while it was determined what to do with them. Some would be able to be repatriated to home governments, some might join the NUN, and who knew what might happen to others. The major difficulty was the fact that many of the prisoners were very much inhuman in one way or another. Issues like requiring a different atmosphere could be dealt with by adjustments to the life support systems of the various transports, but issues such as all too many of the liberated being far larger than any human but far smaller than a full-size Zentradi were harder to address. Personnel from the Imperial State had helped there, last she'd heard.

None of that was her immediate concern, though. It was a set of problems being expertly handled by other people. Her job was to make sure that these poor bastards could get to their new temporary homes safe and sound. But the thing was that most of the dark elves, or whatever they were, were well and truly dead. They'd made a habit of fighting to the last, most of the survivors had been taken prisoner, and most of those who remained had snuck away to fight another day. There were still pockets of resistance here and there, but none major. They could have easily cleared them out, but that would be wasted lives. They'd taken enough losses today. Instead, those survivors would be the Loptrathi's problem.

All that meant that she found herself rather without a real job, especially as the various Zentradi Marines dotted along the evacuation route were keeping a watchful eye on things. Hence, using her main cockpit viewscreen to watch a movie. Turned out the mad geniuses at Shinsei and L.A.I had made it multimedia compatible. It wasn't exactly a large screen, but it was good enough, and with it linked to her helmet the sound quality was as crisp as anything. It even had a feature to automatically pause it when a comms request through, which had happened twice during the production when the elves had attempted to break into the convoy a mile or so away, in two different directions. That happened to be inside the range of her leg-mounted micro-missiles, so they'd phoned her up to provide fire support. Against mostly light infantry with targeting data provided, all she really had to do was press a button to fire off a few missiles, wait for confirmation of impact, and then get back to her movie. If only wiping out slavers could always be that easy.

The movie itself was interesting, though. After over a year in this dimension, she'd finally gotten around to watching a movie that had caught her attention ever since she'd first heard of it among the full fifty years of future media that had become available to her with the sudden conjunction of NUNS fleets from across time in this new universe. Do You Remember Love?, released in 2031, billed as a historical drama based on the events of Space War 1. "Based on" was right, since there were some pretty glaring... well, historical inaccuracies would imply they tried even a little.

"But why did they make her a supercomputer?" She asked Komayna over the open communications channel. "I mean, if they killed her off before the end of the war like with Quamzin, sure, that completely breaks history but I can excuse it as a necessity. It wasn't documentary or anything. But why make her into a robot? That's just weird."

"Why make Boddole Zer into a cocoon?" Came the prompt reply, earning a shrug even though Komayna couldn't actually see her.

"I feel like that's different. That bastard was already permanently glued to the bridge of his ship, and he was bigger than everyone else already. This just exaggerated that. But Lamiz was an actual, you know, person."

"That she was. I met her, once." Komayna's permanently reserved voice seemed to carry a note of discomfort, and Katie had gotten pretty good at figuring out these things despite their subtlety.

Katie nodded. "Right. And somehow that's not even the most egregious character assassination going on. I thought we could show this to the others as like a joke, but now it'd feel mean-spirited. Although, I mean, Hikaru would have it coming. It's insane how often that man thought with his dick during the war. Misa and Minmay though? Eeesh. Makes me glad I'm not important enough to show up in the history books."

"One moment," Komayna said suddenly, pausing for several seconds as she presumably listened to something on another channel. "Done. A fire support request came through."

"At this rate, we're actually going to run out of missiles before the refugees are all in orbit," Katie grumbled. "You know, back in the day, we had actual artillery vehicles for this. We didn't have to rely on landed fighters for indirect fire."

"We did and do possess Light Missile Carriers, but they remain stretched thin after accounting for casualties," Komayna replied. Katie's expression darkened beneath her helmet at the reminder of their losses. It was hard not to be reminded of them, but it was still painful. In percentage terms it wasn't so bad, but in absolute numbers this had been one of the most expensive military operations in human history. All because of a bunch of slaving space elves. Despite the massive amount of fighter kills she'd racked up during the main phase of the engagement, Katie's trigger finger suddenly itched again. And of course, this probably wouldn't be the last military campaign of the new universe either. "Our commanders, as always, make do."

"I guess," Katie sighed, leaning back in her chair and looking up at the alien sky. It was the early afternoon, so stargazing was right out, and atmospheric disturbances had wiped out the cloud. There was just an endless expanse of blue, colour slightly off from what she was used to. "Remind me to take you somewhere nice when we get back home for my sake. This whole thing is making me depressed again."

"The movie didn't cheer you up?" Komayna said, voice taking on a (once again subtly) softer tone.

"No," Katie admitted with another sigh. "I mean, it was definitely interesting, and kinda funny, but mostly it was just surreal. I mean, fuck, I knew those guys, right? Sure, I didn't know the people who actually starred that well, but I did still know them at the time, right? And hell, I knew Roy from before the Macross, even. Phoenix pride, right? Weren't even sixty of us."

"Katie, you're rambling again."

"Yeah, I know. I know, fuck it. I'm just saying-" She was interrupted by an alert flashing up on her screen. A high-speed aerial warbeast had launched from nearby, walking close under its own power to avoid radar, now obvious as it took to the skies. One of her Sentinel beam turrets automatically swiveled up and fire, slicing it in half before it could attack the refugees. The group flinched at the firing, then redoubled their forward motion in the aftermath. "I'm just saying it's weird. And that we definitely shouldn't show it to the others even as a joke. Fucked up to think they only made this like twenty years after the War. Although I guess that's not actually weird for historical movies. I just haven't been in one of those before. Not that I was in this one, but, you know."

"I know."

Silence reigned after that. Minutes passed, Marines bringing up the end of the convoy. The last freed aliens entered the final wave of shuttles, Re-Entry Pods landing to let the Marines themselves leave the planet and return to their berths. "Let's get the hell out of here," Katie said over the comms as much to herself as to Komayna. Her Messiah's engines flared, letting her over off the ground, and then it snapped into Fighter configuration and began to fly up into the sky in a lazy spiraling pattern, other Variable Fighters falling in to help her escort the Pods as they left the ruined world. As she flew, her sensors reported organic life forms heading in the opposite direction, the first waves of Loptrathi planetary infrastructure and vanguard military forces falling down to claim the planet as theirs even as she ascended into the heavens.
 
The year is 12,315 HE. Humanity's tentative first steps into this new universe were accompanied by incredible discoveries, both wondrous and sobering. Hundreds of life-bearing worlds of many different climates and biomes, many hundreds more irradiated tomb worlds of a long-dead interstellar civilization, and active signals of intelligent life coming from further afield. These mysteries alone would be enough to occupy entire lifetimes of research, to say nothing of the scientific and thaumaturgical inquiries made possible by the very existence of the Great Rift. It was the next great horizon, a moment in human history every bit as epoch-defining as the reawakening of magic and the crucible of the Apophis Calamity.

Of course, the Commonwealth Expeditionary Fleet embarked on this endeavor with every expectation of encountering new threats and dangers, and it wasn't long before the first of them made itself known. That said, nobody quite expected for their First Contact to be with a massive, ravening fleet of what could only be described as lich-ships, powered and bound by unknown necromantic sorcery. Even more shocking and confusing was the sighting of Rebel Alliance ships being pursued by these entities.

The Expeditionary General Council elected to keep that particular part of the report confidential pending further investigation. While certain fictional works in human history had been given form and power through the World Trees and the Throne of Heroes, this was something else entirely, with massive implications of its own. They decided that they had to be certain of whether the sighted rag-tag fleet was the genuine article or not before before making the details public.

Putting that headache-inducing conundrum aside for now, the Expeditionary Fleet attempted to make contact with this mysterious 'lich-fleet' by various methods, despite the potential communications barrier. To most everyone's surprise, the entities revealed that they were capable of understanding and replying in humanity's languages. But it was a bitter revelation, as they all replied with either outright dismissal, excitement at having new 'test subjects', or most often, pledges to bring death to all life. They quickly proved these were no idle threats, as aside from the universally hostile response to other ships in space, Commonwealth scout teams forwarded observational data of these lich-fleets disembarking armies en masse upon whatever tomb worlds they could find and initiating rituals to bind the lingering souls of the dead into their service.

It had become abundantly clear that these necromancers could not be reasoned with, and their wanton, murderous aggression and enslavement of the souls of the dead were affronts that could not be ignored. Most importantly, a huge contingent of their number were now on a direct vector toward the Great Rift. Humanity was once again under threat, and they resolved that they would not be found wanting.


Aboard the immense orbital base serving as the Commonwealth Armed Services headquarters on the far side of the Rift, an important briefing was about to take place. Hundreds of people filed into a large auditorium specially built for meetings such as this. Among them were various senior officers of the Commonwealth Space Defense Fleet and the Commonwealth Ground Defense Corps, delegates from the Expeditionary General Council, representatives of the Magecraft Association, and members of the Chaldea Security Organization, including Masters and Heroic Spirits. Dozens of holographic figures materialized in the side wings for those individuals who were not able to attend in person.

A few minutes after everyone got settled in, a figure in a dark navy blue service uniform with thin gold trim walked up to the podium, his shoulder insignia marking him as an Admiral. All members of the audience stood to attention at his arrival. The 46-year old flag officer cut a somewhat lean figure, standing at 5'11" tall, clean-shaven with short, curly dark brown hair, tan skin, and hazel eyes that seemed to subtly gleam with determination.

"Thank you everyone, please be seated," he said, the audience once more taking their seats. "For those not already familiar, I am Admiral Leon Trevelyan, commander of the CSDF Expeditionary Command. We have a lot of ground to cover and time is of the essence, so let's get right down to business."

With a tap of the touchscreen on the podium, a series of holo-projectors mounted in the floor and ceiling lit up, generating a glowing, high-definition volumetric display of the stellar cluster surrounding the Rift, along with video footage of the lich fleet.

"Just over three days ago, we made First Contact with the alien beings tentatively designated as the Necromancers. Despite almost immediately translating our language, attempts to parley with them have all failed. By all observations, they are universally, indiscriminately hostile to all living beings, and desire only to kill everyone and assimilate the dead into their numbers. We've confirmed that they are especially drawn to the ruin worlds of the civilization that once inhabited this star cluster, evidently for the purpose of assimilating wrecked war machines and binding the lingering souls of the dead with unknown magicks, turning them into more soldiers and…test subjects for experimentation," he said the last part with visible disgust.

"As of six hours ago, we confirmed that a huge Necromancer fleet has detached from their main force and is now on a direct course for the Great Rift. Needless to say, they are a menace that threatens not only our own people, but all other life, to say nothing of their violation of the souls of the departed. We must stop them by whatever means necessary."

"First, we will be deploying the 1st, 2nd, and 3rd Fleets to intercept the advancing Necromancers forces, while the 4rd and 5th Fleets remain on standby as reserve forces. With their current vector and pattern of behavior up to now, we have high confidence that the enemy will be taking a course through this cluster of star systems here," he stated, highlighting the handful of indicated star systems on the holo-map. "There is a particularly high concentration of ruin worlds in these systems, and it's all but certain that they'll try to make landfall to bolster their forces. I intend to deny them the opportunity."

From here, the holo-display switched to a 3D model of one of the enemy's pyramidal motherships.

"These motherships, which we have designated as Necropoli, are capable of deploying ungodly numbers of ground forces via teleportation, and also appear to be the enemy's primary implement for assimilating wrecked starships. Barring the emergence of any superweapons or other critically dangerous units, destroying the Necropoli is our top priority, otherwise the enemy will continue to rapidly proliferate."

"We're not yet certain of the range limits on the Necropoli's teleportation, so in the event that they're able to deploy their ground forces from afar, our other priority target will be their commanders, designated as Liches," he said, bringing up a new image of the robed skeletal leaders.

"While the regular enemy troops can bind the souls of the dead, it appears that a Lich is needed to perform the rituals needed for completing their transformation into more enemy units. At the very least, taking them out should slow down their proliferation. Ground Corps regular forces, Arcknight fireteams, and Chaldean units will be readied for deployment as needed, along with fleet escorts to provide orbital cover and fire support."

"In spite of the enemy's increasing numbers, we thankfully have at least one factor in our favor. Based on battle data recorded from Necromancer skirmishes with other alien fleets, our ships' firepower and defenses appear to be substantially stronger than theirs, so we should be able to reliably take them down in battle. That said, there's still much that we don't know about the enemy, and I want to head off any unpleasant surprises as much as possible."

"So, while our main forces move to intercept the advancing Necromancers, we'll simultaneously deploy a stealth frigate to the nearest enemy-occupied ruin world to gather more detailed information on their nature and capabilities. The mission will be spearheaded by Chaldea, with a platoon of Arcknights providing support. The following Heroic Spirits have been nominated for the mission: Medea, Nitocris, Queen of Sheba, Osakabehime, Ereshkigal, and Scáthach, with Master Galen Brightstone and Master Naomi Ackerman leading the team."

Admiral Trevelyan turned to the aforementioned heroes and their respective Masters. "The plan is for your group to prepare and deploy immediately once the briefing is over. We'll be counting on you all to collect what data you can on the enemy and alert us if anything critical comes to light. Do you have any concerns or objections?"

Galen and Naomi rose from their seats, with their assigned Servants following suit. Galen was 22 years old, standing at 5'10" with a fit medium build, light tan skin, short and messy dark red hair, and emerald eyes. Naomi was 21 years old, 5'8" tall with a fit build and moderate curves, fair skin, shoulder-length black hair tied in a thick ponytail, and amethyst eyes. Both wore the standard white and black service uniform of Chaldea Masters.

They shared a look with eachother for a moment before nodding and turning to face Admiral Trevelyan. "No sir, I believe I believe we'll have everything we need to accomplish our mission," Galen replied.

"I agree," Naomi added. "We've undergone a great deal of training and study ever since the Rift opened, and I believe the Heroic Spirits nominated are all well-suited for this operation. I'm confident that we'll succeed."

Of course, both of them were feeling nervous at the prospect of facing an unknown foe. In spite of this, their resolve was very real.

"Well said," Scáthach commented with a nod and a slight smile. "Both Galen and Naomi are among my most spirited students. And with our combined expertise in magecraft and shared domains of the dead, I'm certain we'll be able to lay bare the enemy's secrets," she stated, which got a nod of agreement from Medea, Nitocris, and Ereshkigal, along with a blush of bashful pride from the two young Masters.

"Hm, and along with that, between myself and Osakabehime, we'll have ample means of concealment as well," Queen of Sheba noted with a nod of her own. "A sound team setup all around."

Osakabehime looked vaguely crestfallen at being picked for duty, but sensing that this was a bad time for her usual complaints, she simply kept silent and nodded along.

Admiral Trevelyan nodded back. "Very good, it sounds like we're of one mind then. Now that that's settled, let's go over our general strategy for the upcoming battle…"


Tactical Turn Actions
* Three Base Magnitude+2 Fleets will be dispatched to intercept the incoming Necromancer forces before they can make landfall on the next cluster of ruin worlds.
Battle is joined all along the front, as the necromantic colonization force; for that is what it was once you got past their highly mystical, highly magical, very undead nature; ran into opposition that they never truly expected. Here, a half dozen floating necropoli are annihilated, reduced to an expanding cloud of debris by a very surprising alpha strike; there, another one is caught out, its escort of re-animated ships torn appart faster than they could reform by weaponry that could have swiftly annihilated their more complete kin, let alone these pieced together facimilies.

And so, all along the front, the initial set of divinations that promised the Mawsworn a suite of dead worlds, of graveyards rich in lost souls and forgotten hatreds, proved to be false, while the Jailer's own divinations, sent out to several of his top commanders, but spread no farther, proved themselves to be shockingly true.

And so, within a shockingly swift period of time, the devastating, seemingly complete, rout turned into a solid staunch line of defense, fortified by the former hulks and husks that were reanimated from a thousand, thousand dead worlds, and hundreds of ship graveyards. For while these reanimated warships barely posed a threat to the precise formations, expert tactics, advanced weapons, and mystical might brought to bare by the ships of the Pan-Human Commonwealth, they had the numbers to more than stem the tide, and turn a route into a grinding stalemate, one that served the dead more than the living; as all they had to do was tie down the Commonwealth's forces, and buy time for their… less disposable troops and pawns to do their dirty work. (to be continued farther down this post)


* Two Base Magnitude+1 Fleets will be held in reserve at the Great Rift system. All civilian traffic outside of the Great Rift system is now recalled and suspended until the Necromancers have been destroyed or repulsed.
Here, at the homefront things were at relative peace, as the Commonwealth's civilian aspects calmly, swiftly, and easily withdrew from the region, as the front lines remained far enough away for there to initially be more trouble from disgruntled civilians than from anything to do with the war itself; that was not to last though, as eventually the refugee collem, at least temporarily freed from their persuers by the arrival of the Commonweath's main fleets, reached the safety of the Great Rift system itself.

Here, things took a turn for the political, as the remaining leader of the fleet, a fish-person(a Mon-Calamari, said one of the few remaining fans of a series whose last book/movie came out over 300 years ago who was in an important enough position to be listened to by anyone important who cared) requested temporary asylum to at minimum tend to their wounded, make repairs, restock on supplies, and contact their superiors back in Alliance territory to at the very least let them know that they are still alive.

While caution was warranted, these people clearly needed help, and so soon these ragtag vessels, of which a few were apparently of recognisable designs(a single badly damaged MC80, several nebulon B frigates, a couple of Assault Frigates(mk2), and a dozen CR90 Corvettes, and four badly scarred Acclimator class cruisers) alongside dozens of other, similar designs, that either never showed up in the movies or didn't stick on screen for long, alongside many, many ships that appeared to be retrofitted civilian designs; all together, less than a hundred ships made it out of that ordeal alive, out of a fleet that was almost twice that size when first seen.

Along with the expected humans, fish people, blue(and green, and orange) skinned Alien Space Babes(twi'liks and Tortugans, says the single 'expert'), and other assorted aliens that wouldn't have looked out of place in the famous Cantina scene, there are also several less expected aliens, as an assortment of crab people had apparently set up shelters in several of their hangars, and a cluster of hot(as in somehow actually sexy), crystalline humanoids were found near one of the somewhat damaged reactors, as apparently they actually enjoyed the radiation that was produced by it. These odder aliens clearly did not belong with the rest, and so several red flags were raised.

Soon though, over the course of dozens of conversations and multiple tellings, the tale of these people came to light.
While much of their journey is a haze, lost in the stress of countless nearly sleepless nest and the anxiety of each passing moment, its start is much clearer, and yet still almost unbelievable.

And so, a tale is woven, of a rebellion, fighting an empire, only for said empire and most of its worlds to disappear in a flash of light(or perhaps it was they who disappeared…) leaving the 'Alliance to Restore the Republic' in a race against time against the Hutts of all things, as within days of the Empire disappearing the hutts unveiled a massive fleet that they shouldn't have had, using weapons that were banned almost four thousand years ago when they weren't banned almost ten thousand years before that. In the face of their sudden success and this sudden crysis, the Aliance to Restore the Republic was forced to reorganize itself and consolidate what holding it had at astonishing speed, and as of the last time these people had solid contact with said larger organization they were somehow managing to pull that off, rapidly reorganizing from a rebellion to a full blown government.

As for this expedition, it was one of the first few that were sent out into the wider galaxy, sent to investigate the unknown territory that had replaced most of the Core. there, they had met several other refugee groups, made up of some of the apparent locals of this new galaxy, as the Quinuar(as that is the name of the crystalline space aliens), or at least this particular small group of them, had formed together with several other local minor species to flee a then unknown persuing force. Their ships were in bad shape, and likely wouldn't have lasted more than one or two more small hops, but thankfully the Alliance expedition had arrived just in time to save them.

But that's where the good news ended, for not long after discovering this refugee collem, within a matter of minutes of them calling home to request more ships and medical supplies to help ferry these civilians to friendlier territory, the expidition force came under attack by the Necromancers, who were the force that these refugees were fleeing from.

The initial fighting was brutal, and the Alliance force managed to fight off the first few small, probing, attacks; sadly, the expedition was not equipped for long term fighting, so as soon as the initial bulk cruisers arrived the expedition stuffed as many refugees onboard as they could manage, and fled the area, taking the long way around with the hope of not leading this new threat back to Alliance space. Sadly, they were pursued, and all of their attempts to shake them off failed; and so they were slowly picked appart, forced to swiftly move through half-scouted hyperlane routes and led farther and farther away from all known routes back to friendly space. And the rest, is history; so here they are.
(what do you do with them? How do you think they were pursued? Do you do anything special to avoid any potential infiltrators?)


* A stealth frigate is being dispatched to the closest Necromancer-occupied world, bearing a Chaldean combat team and a platoon of Arcknights. Their objective is to observe and analyze the Necromancers' nature and capabilities, ideally while avoiding being discovered. Along with Masters Galen Brightstone and Naomi Ackerman, the following six Heroic Spirits have been assigned to the mission: Medea / Nitocris / Queen of Sheba / Osakabehime / Ereshkigal / Scáthach
Landing is the easy part, as the melding of magic and technology onboard said frigate is able to fool whatever passes for sensory technology amongst these Mawsworn, and their sentries have thus far been caught out and defeated before they could raise the alarm, but all is not well.

For one thing, the density of these dead-undead things have been increasing, as new bound souls arise not just from the ritual sites, but from any and all lesser concentrations of death in an ever increasng radius around them; first slowly, and then faster and faster as the land itself becomes tainted by magic that reeks of pure DEATH, with hints of dispair, selfishness, rot, and the forgotten, slowly twisted by some unseen hand into something that more resembles what was seen in Nitocris's mirror than anything natural, although for now there are only hints, with the biggest change yet being the slow change of the entire aura of the planet, the steady spreading of a sky-darkening mist from the ritual sites, and the growing presence of a brown-black-orange-red swirl in the sky, at first seemingly a distant nebulae, but slowly growing both more visible and larger in the night sky.

Further study of assorted captured specimens on the ground, and from observation of the ritual sites from as close as one can get to them without sacrificing secrecy, reveals the nature of the foe. For these are not undead as one would classically know them as; for actual reanimated corpses are few and far between, with the few actual reanimated corpses amongst those fought so far are far more lacking in spiritual essense, mystical power, and intelligence than the other beings involved; instead, most of these entities are simply dead souls, bound, twisted, and given new bodies to inhabit through some sort of runic script of the sort that all of the heroic spirits involved here warn away from actually using, for they were both not meant for the living, and from one almost extremely unfortunate incident that almost ended in the loss of Ereshkigal when she touched a mostly intact, particularly intricate, mostly intact armor set taken off of the remains of one of the Mawsworn's few non-mage local sub-commanders for further study, with only the quick thinking of Medea preventing the armor, which was swiftly shifting around and reforming on Ereshkigal, from finishing its apparent binding process. (rolled a 2 on a d6 there, on a 1 you would have lost a servant)

As for the souls themselves, in addition to the standard fully armored husks, several other forms started to form on the world, including, but not limited to: mostly disembodied souls, bound into shapes made more of shadow than flesh, large, streamlined golems of flesh, ken-dolled and warped relative to whatever came before, with clear runes shining blue on their otherwise black skin, and yet another variant of the classic reanimated armor, trading their heavy core-armor for flowing robes, hovering over the landscape and wielding magic that reeks of pure DEATH in their thinly-gloved(still in what looks like ancient platemail) hands even as they practice their unholy arts, raising what few corpses remain planetside into crude, ghoulish forms, which are swiftly sent through swiftly formed portals(created by other mawsworn magi) towards the front lines. Elsewhere, massive, multi headed(but no-necked), multi winged beings of bone and bound, blue-fire magic rise out of the ground; wielding pole arms and axes that are oversized for even their great size, and supported by a whirlwind of sharpened, mystically enhanced bones, it is the few of these that are found beyond the mustering fields that cause the most trouble(outside of the incident with that one single local commander and his armor), with each taking down multiple Arknights before falling in the few instances where no Servant was in position to intervene.

While these incidents, and the ever greater presence of bound-dead and undead planetside, would be worrying enough, other signs are much more worrying, for the image behind Nitrocris's mirror has been growing increasingly misty, with the eternal darkness somehow actually lightening somewhat each time it has been used here, and all of the servants have reported a steady tugging, growing ever more insistent the nearer to the ritual sites they were and the longer they were planetside, pulling them towards the growing stain in the sky whenever they were astralized.

* In space, the main strategy will be for the Jupiter-class battleships and Trident-class cruisers to focus down the enemy Necropoli with their anti-capital spinal super-cannons, as well as long-range missile fire. Meanwhile, Dragon-class and Phalanx-class cruisers will provide escort, the former providing direct fire support against approaching enemy ships and the latter providing additional barrier support, as well as added missile fire against both the Necropoli and encroaching enemy ships.

* Defiant-classs and Morningstar-class destroyers will provide escort and additional fire support to the cruisers, while the Tengu-class frigates bracket the core fleet elements and provide additional anti-missile and anti-fighter protection. Oracle-class destroyers will follow just behind the battle line and focus on electronic and enchantment warfare and defense (mainly shielding the fleet against possible debuffs and interference, and applying interference and curses to the enemy where possible).

*Gryphon strike fighter squadrons will be deployed to screen against smaller enemy ships and fighters, attacking other targets of opportunity as they present themselves. Additional squadrons will also be assigned to escort attack squadrons consisting of Garuda strike bombers, Thunderbird-class missile frigates, Tengu-class point defense frigates, and Vanguard-class shield frigates, which will make looping attack runs on the enemy fleet, harrying them and punching holes in their formations where possible.
(continued from earlier)
While the reanimated ships, as fragile as they are, were easy enough to deal with, they were not the main threat; for behind them lurked the Mawsworn Necropoli; part carrier, part long ranged siege vessel, and part massive ritual amplification device, it was these that proved to be the main threat. For while they died swiftly enough whenever they could be targeted, the sheer number of reanimated warships made that difficult, and the sheer number of summoned support made providing ample enough screening and fire support quite the chore, as swarms of what appear to be fallen valkeries, gargoils, and vastly more etherial bound souls come swarming out of the portals deployed by the Necropoli in the hundreds of thousands(per fight).

Individually weak and slow, their numbers are amost without end, and through said numbers they are more than enough to bog down the Gryphon Strike fighters and Tengu-class figgates, with a notable number of them leaking through to harass the rest of the fleet; it's a shame that their magic bodies are meaningless in actuallly stopping the greater weapons of the Commonwealth fleet, as those chains that they deploy simply mean that they are often simply carried along by the craft that they so aimed to ensnare, often dispelling in the process from the rapid change in momentum; eventually though they catch on, instead deploying webs of chains in front of the swiftly moving strikecraft, seeking to doom them in with their own momentum, for the magics and constant sheidling of the commonwealth have thus far prevented these lesser chains from doing anything more than simply slowing things down. And yet this was only a third of the threat-trifecta that the Necropoli represented, with the other two thirds being simply that more impactful on the grander battle.

The second most deadly thing deployed by the by the Necropoli were their two main siege weapons, which proved deadly enough in more general void combat to be un-ignorable, for the few times that one of its blasts managed to impact an unshielded vessel proved particularly deadly, as its fire stuck around in defiance of all laws of thermodynamics, eating away at both magic and metal with equal gusto, with only the careful work of a team of mages, or a Caster servant, preventing catastrophic damage. (another thing that could work would be jetosining the impacted piece of armor/hull before the white-dark fire spreads elsewhere, but with the prevalence of magi in the Commonwealth's ranks that has thankfully not been necessary.) thankfully though, technological based shielding appears to be able to stop such attacks easily enough, and the attacks themselves can be disrupted in flight by countermagic operations.

The third, and most deadly, attack seen from the Mawsworn Necropoli, is also the rarest by far, not out of choice on their end necessarily, so much as from the fact that very few necropoli have survived at closer ranges for longer than seconds, and the fact that this attack is rather short ranged indeed. Sadly, the few times it has been seen have been deadly to the extreme, as the Chains deployed by the Necropoli themselves are vastly more impactful than those deployed by the swarms of lesser entities; wrought from the concepts of BINDING and DOMINION, their deployment has marked the death knell of several ships, for any and all that get themselves fully encircled by said Chains(without the Necropolis that is their source dying in the process) find themselves rapidly loosing all power, as energy, both mystical and mundane, is rapidly drained from them, and whatever remaining effects onboard are rapidly warped to the service of the Mawsworn, with onboard familiars and golems have the chains rapidly form around them as well even as they turn against their former masters even as said masters are rapidly bound by the chains emerging from the walls. Thankfully, not a single servant has fallen to such a fate yet, although there have been several close calls, as in one particular case it is the only the swift thinking of EMIYA, and the deployment of Robert Oppenheimer's noble phantasm that saved a Jupiter class Battleship from the Chains.

Indeed, despite most of the warzone being a slow moving relative stalemate(in terms of territory, the Mawsworn are still suffering rather massive casualties at a maybe unsustainable rate), wherever the Servants are deployed here the battle swiftly turns, as the enemy's own servant equivalents(such as that one sub-commander fought by the expedition) are very clearly lacking from the front lines at this moment, although given some of the communications intercepted from the assorted Necropoli, they are very clearly here, present somewhere within the territory that they have gained since initial contact, and without them the Mawsworn would have already started to retreat.


(feel free to add in any cool moments that you want added from the Heroic Spirits, and to write up and fill them in yourself- first a "strke team versus Deathknight(Dungeon Boss level, not Raid Boss level)", and then 'EMIYA and Oppenheimer's split-moment blocking of massive chains and following counter-attack on an already badly damaged Necropolis, with the goal of taking it out as swiftly as possible' if you so wish)
(add in your plan to find and deal with the enemy commander as well- upon finding him is when the small-scale tactical battle will occur, and where the Servant based action will occur on screen)
 
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The Swarm's Second Turn

Danger is what defines this new galaxy The Zerg finds itself in. To The Swarm's west is an unerring tide of brambles and plant matter, to the east a… giant wall… in space, with the north being some sort of prison for an incredible, indestructible power. Which The Swarm will not open. It's never been The Zerg to unlock a cage with clear warning signs and unleash terrible woe on an unsuspecting galaxy.

That's the Terrans' job.

And finally, the seemingly weakest, but most insidious are the pirates to the south. The Infesting Gold they use permeates their existence, and they spread it wherever they touch. It takes vast amounts of energy and biomass to mine, extract, and sop up the mineral, and it needs to be done quickly, as it infests more and more matter with itself. And the hub that they have to the south can be used as a launching point for raids and other harassment.

Symbion gathers with its descendant Cerebrates, intent to inform them as to its invasion of the pirates' logistic node. It feels that as long as there's no node to be a vector of Infestation The Swarm won't have to deal with any clean up from pirate raids. Alongside this it will seize territory, and therefore minerals to fuel the weeding of The Brambles and the defense of what it has. It instructs them to prepare simulation battles behind lines in preparation for planning. For the attack on the pirates, as well as testing how to deal with The Brambles in the future.

The Brambles are a passive, constant pressure. One that needs to be pushed back against, but not immediately.

The Swarm rumbles with their progenitor's decision, vast hive complexes shifting to produce more leviathans, the new Impalers, scourge, mutalisks, and more. Preparing for conflict and expansion.

Cerebrate Haspyt worries, even while Vesma's drones salivate their acidic lubricant. Preparing to feel the crack and heave of mining minerals. Droves upon droves of drones are being spawned, along with the overlords to survey them, however all are being turned to more hives, for more drones to mine more, for more hives, like sporangia. The Swarm isn't turning their attention and mutation to defenses on the planets and in the asteroid fields it gnaws on. It is asking for its meal to be stolen, or at least threatened. And it would stop the invasion of more Brambles into the sectors held by the Zerg.

But its worries are slightly assuaged by the assignment of a new pair of Broodswarms to two Cerebrates, Arganoth and Rylum. The Swarm is intent to use Arganoth as a custodian for the Evergaol, waiting for the potential gaolers to check in, while Haspyt clears The Brambles away. Their additional support in control over The Swarm as a whole will be helpful as they come into their own. While Rylum is by itself, clearing away the Brambles while Kner tests his ideas for the Impalers.

The Swarm is disconcerted by the east. The obvious, and seemingly necessary, entrenchment in the sectors on its outskirts has been helpful, but it pales in comparison to a wall of light in space, and the question arises from its minds. What is that wall protecting, and why did they need to make it.

But that is an answer that isn't needed immediately, even as its absence niggles.

Finally, beyond The Brambles is another, almost certainly more powerful than the others, and most certainly more than The Swarm at its current level, assuming that the glimpse seen wasn't their entirety. Fortunately there is time to prepare, as fighting the full brunt of the Bramble's attention isn't simple, nor quick.

Thought is being exchanged between the Cerebrates, the minor cerebrates and minor flashes of thought and senses filtering up through The Zerg, reporting through the Broodswarms' cerebrates to Symbion, who replies if its attention is necessary. For the moment, however, The Swarms main currents have to do with Kner's excitement for the Impaler Leviathans, and their potential as an explosion and acid delivery mechanism. And Symbion's research into making larger Zerg for The Swarm's space force, in reaction to the sizes of creature seen battling the Brambles.

An idea percolates from below. What if The Swarm infested the Brambles? Found a way to turn that sheer biomass against itself and bolster The Swarm in the process. As well, understanding its essence well enough to infest it would certainly discover sequences to incorporate into the Zerg.

But foremost, The Swarm must diversify, it must discover the niches and adaptations it has yet to fill. And it must hope to find some species cooperative in that goal.








Budget: 151 RP

Two more fleets (20, 20) Arganoth and Rylum
Heartlands (10B-I2) and Industrial(10C-I2) (75)
Dispose of Infesting Gold (8)
Secure the Evergaol to Established (10) (Broodswarms Haspyt and Arganoth)

Research: try to imbue those spine launchers on the leviathan to have effects such as explosions, acid, or exploding acid, on recommendation of Kner (0, 1)
And Symbion is interested in seeing how to go about creating larger space faring Zerg, and experimenting with some examples.(4, 9) (Legend)

A first contact team led by Arganoth to… be near the Evergaol, and not attack the envoys. Express intent to keep it closed and offer symbiosis in keeping it protected. (4RP)
Target: Gaoler Attache
Nature: Friendly and Questioning

Plan: Arganoth will use a Queen, as the Zerg with the closest approximation of humanoid vocal cords, to attempt to communicate if its psychic greeting doesn't work first. intend to find out what's in the Evergaol, and how to combat it if it does escape. As well, Introduce the Zerg, and The Swarm's mission to Pursue Perfection, and the new strategies it's determined to diversify its modes of survival by infesting, improving, and cooperating with symbiotic organizations!


Invade the Pirates with Broodswarm Symbion (M3) and Vesma (M2)
Have Kner (M1) clear the Brambles in (10C-I2)
Haspyt (M2) beat back the Brambles around the Evergaol (10A-I2)
Expansion and reproduction remains paramount to the Swarm's survival. It is thus little surprise that once again the majority of Zerg attention and effort is dedicated to expanding their various planetary holdings. In the coremost territories, each world becomes a new Char, adaptation overcoming what might be considered conventionally uninhabitable by other species, ranging from conventional lava and frozen worlds to planets plagued by far stranger problems. To the south and north, the seeds of the same are planted, Hive Clusters erupting atop oceans of creep in mere days, for all that they have yet to cover the entire usable surface of every relevant planet.

Most of the rest of the Zerg's effort is naturally focused on martial matters. The gestation of new Broods, with all the military might and command capacity that implies, is as costly always, but remains important. As the Swarm's territory expands, its ability to defend itself must naturally grow with it. For every Drone, there must also be a Zergling. It is the way of things. Thus, by year's end two more Cerebrates can enjoy command of their own military forces. On a more defensive note, effort is put towards disposing of the Infesting Gold before it can become problematic, the offending substance being completely broken down and eliminated as a concern wherever it is found.

On top of this vast quantity of fundamentally rote work, the more scientifically inclined minds of the Zerg also busy themselves with new adaptations aimed at further improving the Swarm's comparative weakness in space combat. The Impaler Leviathan was a productive initial effort, but it could clearly be further refined, and over time the research directed towards it bears fruit. Literally, as a matter of fact, based on the anti-strike craft ammo type that a Terran might call "flakshot". These spines are studded with bulbous growths, and when they pass through concentrations of enemies they explode into a swarm of lethal organisms similar to upscaled glaive wurms, with some Scourge sequences incorporated for improved target-acquisition and mobility over space combat distances. They should prove equally effective against hostile fighters and small spaceships.

While perhaps the most notable addition to the Impaler Leviathan's arsenal, it is far from the only one. Additional ammo types include acid-carrying spines based on the Baneling, which can spread acid over a target to weaken its armour over time, and two kinds of explosive spine. One that inflicts more damage to internals by exploding after penetrating by using more Scourge sequences, and another that is better at penetrating armour in the first place by launching a concentrated bio-plasmid burst (a payload and mechanism based on the regular Leviathan's primary ranged weapon) forward into a target on contact. All this is in addition to the standard penetrator spines, which are more easily produced and thus enjoy a greater rate of fire during long battles, as well as possessing a greater range from reduced mass allowing for a higher firing velocity. Overall, there is a place for each kind of ammunition, and the updated genetics have been spread across the Swarm's Leviathans.

The architects of these new weapons also suggest that it should be possible to downsize the acid-carrying and explosive spines for use by smaller spine-launching strains such as Hydralisks, Hunter-Killers, and Lurkers with only a minimal further investment of resources and effort (1 Slot.)

As for Symbion himself, his attention was focused instead on the broader future of Zerg space warfare. Multiple different variations of new warships are theorised, all housed on a similar base organism around twice the length of an ordinary Leviathan. The four designs are as follows: A dedicated void combat strain for killing peer opposition using an enlarged variant of the Impaler Leviathan's spine launcher that would lack carrier capabilities; a planetary assault unit possessing an onboard hive cluster for orbital gestation of combat units and assault structures as well as weapons adapted for orbital bombardment and numerous orifices for drop sac deployment that would lack conventional ship-to-ship firepower; a dedicated carrier morph similar to the planetary assault variant but exchanging the bombardment weapons and sac deployment capabilities for additional space for constructing and deploying aerospace morphs and potentially even juvenile Leviathans (or fully-grown smaller Zerg 'vessels' should any be developed); and an enormous suicide morph that would use a variety of methods to turn itself into a truly massive bomb, able to kill worlds or bramble infestations with ease, albeit in a costly manner.

Research may begin the moment Symbion wills it. (Developing each one requires a slot, but since there's some overlap between the designs it will only take 3 slots invested at once to develop all 4 strains.)

And then there is the use of might against foes less idle than the Infesting Gold. Broods Kner and Haspyt deploy to the newly claimed territories of the Swarm and clear out the Brambles infesting them, butchering the alien plants and breaking down their biomass for resources, used to aid the development of the subsectors. The success of the operation is further reinforced by news of potential: Kner reports that the spatial folding abilities of the Bramble could be recreated by the Zerg via either implanting strands of its Essence in specialist Zerg units, or potentially by creating powerful psychic morphs utilising versions of the preexisting Zerg techniques used to access Warp Space. While further research and ideally further acquisition of Bramble Essence would be required to go down this path, it could produce interesting and highly useful results if followed.

More difficult still are the Golden Pirates. Initially, the Broods assigned to assault them attempt to focus their attacks solely on the pirates and their so-called "Freeports", relying on the fact that non-Zerg are generally fractious and disparate to keep them isolated. However, most of the other factions present are there either as allies to the pirates or at the least present to trade with them, meaning they take the sudden intrusion of an alien swarm very poorly. Agreements are swiftly reached, and all local military forces ally with each other to face the Zerg, putting any internal divisions on hold for the time being.

While this is insufficient to actually stop the advance of the Zerg, it does ensure the fight is more difficult than had been hoped. A dozen different species with even more different designs of warship assemble and hold the line to best of their myriad abilities, throwing missiles, kinetic projectiles, energy beams, psychic storms, and more at the encroaching Leviathans, and they resist no less fiercely on their occupied planets or various void structures and asteroid bases. But the Impaler Leviathan proves its worth, enormous spikes striking clean through many hostile warships, crippling them from long range, and as breakthroughs occur the Swarm uses raw numbers to crush resistance on the ground. Ultralisks clash against superheavy walkers armed with blades as well as firepower, while power-armoured infantry more focused on high-mobility than raw strength and bulk do their best to engage the Zerg in a series of fighting retreats, only to get overrun when they can retreat no more.

The outcome was never in any particular doubt. The sheer mass of Zerg forces ensured it. The variety of enemies has, however, meant that casualties were higher than desired, especially because the wide-scale presence of the Infesting Gold has heavily limited the amount of recoverable biomass available. Subsequent efforts to cleanse the sector will be necessary. Still, this territory has been acquired for the Swarm successfully, despite the minor complications. (Broods Symbion and Vesma are reduced to Bloodied state. This means they have 70% of their nominal effective fighting forces. 20% will repair for free at the start of turn 3. The remaining 10% damage will repair the start of turn 4 or may be repaired at the start of turn 3 by spending 10% of the cost of each Fleethorde's purchase price in RP. More details are available in the OOC thread OP)

One thing of note is that while those surrounded and unable to withdraw fought bravely to the last, when it became clear that the advance of the Swarm would not be stopped many of those who were able to chose flight over fight, retreating out of the subsector. While their various bases and static defences were abandoned and forced to futilely try and hold out alone, much of their population and industry was concentrated on massive nomadic vessels, allowing it to likewise flee. This does mean that the Golden Pirates have retained more capabilities than is ideal, and also that since there was only little stationary infrastructure there is nothing meaningful left to assimilate, and so the Swarm will have to develop the territory functionally from scratch. It is believed from the detected movement of some retreating flotillas that they possess additional bases further south, beyond currently charted space.

Finally, there is the matter of the Evergaol, and Arganoth's position near it with as close as the Zerg could come to a first-contact team. While there was at first a belief that the mysterious builders of the prison were long-since dead, at the beginning of the year a small fleet was detected emerging from the cosmic-scale wall of light to the east. Arganoth responded as swiftly as was able, and was soon able to establish non-hostile contact with the builders.

They are receptive to Arganoth's methods of psychic communication, and introduce themselves as emissaries of the Ascendancy of Altra, a member of the Pentarchs, protectors of this galaxy, and a fairly long list of other titles. The important things to note is that they are highly psionic, very xenophilic, and they make the technological achievements of even the Protoss look profoundly primitive. Apparently, all this is needed to keep some semblance of order in the territory they safeguard, which raises some worrying implications about the state of the galaxy.

At first, diplomacy seems to go well. Information is exchanged, the situation of the Evergaol is discussed in broad terms, and the Zerg's offer of symbiosis is extended. The Swarm is unused to diplomacy, but this seems to be roughly what it should look like, and much progress is achieved.

Then it seems to go even better, as the Altrans suddenly explode into a fountain of useful information, which is strange. After analysis, Arganoth understands that the Altrans were not being simple but straightforward, but were rather deliberately being wary and noncommittal while trying their best to avoid appearing as such and potentially setting the Zerg off. This is a confusing series of interactions and slightly sours things, but on the whole he still reports that the Altrans are generally friendly people.

As for their part, the Altrans have the good graces to explain themselves. They did indeed respond to the automated message delivered by their Evergaol, and upon arrival were unsure if the Zerg's literal message was their true intentions, between their almost uncanny attempts at diplomacy and the fact that even their diplomats were clearly members of a war-brood. Not wishing to risk deep-dive psychic contact with a hive mind in case the Zerg proved to be attempting to lay a trap, they conversed conventionally until they were satisfied that Arganoth was being genuine, at which point they began negotiations in earnest. They still have some hesitancy with regards to the Swarm, but what remains is insufficient for them to avoid relations.

They also explain the contents of the Evergaol. It turns out that the Zerg are far from the only ones who have arrived from beyond this universe. For countless centuries, so-called extraversal incursions have generally made life more difficult for locals throughout this entire multi-galactic region of space, although they have never risen to true prominence. They do note this may be changing, since the last few years have brought an enormous swarm of such events, far above the normal amount over even a century, let alone less than a decade. Regardless, a pair of such incursions happened near-simultaneously in this territory, twin parasite species meeting, either one consuming the other or the two obtaining symbiosis.

When diviners saw that no feasible allocation of forces at the time could fully eliminate the potentially exponentially growing threat, it was determined that containing them would be a feasible alternative. Thus was the Evergaol constructed around them, a desperate battle to keep them within the containment zone and away from the construction zone that was still far less problematic than a full extermination campaign would have been. Obviously, the operation was successful, and so far the prison has maintained structural integrity. However, with most of its defences by necessity being inwards-focused, there remains the risk of some foolish or literally unthinking force breaking it open from the outside, and despite the best efforts of the traps set for it all analysis indicates they would only be able to slow the spread.

If containment is breached, then the joint parasite species should be eliminated with all possible haste, as they will only grow exponentially more dangerous from an already lethal starting position. The Altrans recommend that psychic, energy-consuming, or other esoteric forms of attack be used, as conventional weapons systems are highly ineffective against the parasites.

Arganoth can tell that the Altrans are withholding certain details of the threat from the Swarm, but chooses not to press the issue, as they do not seem to be details of tactical relevance.

Finally, the Altrans extend their thanks to the Zerg for their assistance in keeping the Evergaol guarded. With the Brambles and Golden Pirates infesting the region, there had been some concerns that one or the other might have tried to breach containment in the near future, so the Zerg's presence comes as some relief to them. They politely but firmly decline the Zerg's offer of symbiosis, but imply that they may be willing to lend their significant biotechnological expertise and almost unthinkably vast genetic library of catalogued species of all kinds to the Zerg in the future as a reward for continued good behaviour.

With that, they hand over several field-grown biological organisms that interface perfectly with the Zerg hive mind and allow them to access a local form of communication known as the Hypernet, with special codes installed to allow the Cerebrates to use it to contact the Ascendency of Altra directly. As well as allowing the Zerg to communicate with the locals more generally, the envoys leave instructions to contact the Ascendency's armed forces for aid if an external threat threatens to breach the Evergaol, with a promise that in such an event assistance will be rendered as soon as possible. With that, the small task force takes its leave, apparently heading off to deal with some other diplomatic crisis that has occurred.

This universe truly is an odd one. For each question answered, and there were many, two more seem to rise in its place. But regardless of any such strangeness, the Zerg will persevere via adaptation, as they always have, and always will.
 
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@patrickmm1

The Monolithic war was, for the moment, proceeding as planned. Under the calculated strategems of the Krork, made with the usage of higher dimensional spacetime to predict and prepare for every possible contingency, the Communes of the Krork would surely crush their foe given enough time. The endless cycle of advance, spore, build, advance again was as irresistible as the expansion of space itself. It was simply a fact of the universe, it happened, you dealt with it. But the Krork's esoteric sensors, attuned to the madness of the warp or the subrealities of the C'tan's play-things would detect something emerging from the distortion that local humans called Lovecraft's Nightmare after a long dead author.

The Krork had earlier largely regarded this maelstrom of twisted black space altered to the whims of the Outer Dark of the Black Below. Something...Strange. Something in service to the Strange Beyonders, the Outer Gods, the Great Ones, the Kings of Black and the Unfathomable Angleless; whatever you wanted to call them, they were something beyond real, something beyond mere power. The madness that sought to counteract the stories and narratives of the rainbow emperors of the pleroma.

Other versions of the Krork in the mutilated reality cluster of the Galaxies of Darkness would know them as one of the great enemies in the war in heaven. These Krork would know them mostly as the "Strangeboys". And as the Krork Fleets smashed through more of the Monoliths and becalmed the Warp; or the Flux as they called it here; with their Shadow Generators and their runecraft; they found that the strange signals began to advance.

Not where it made sense to, not where they by any right should have been able to appear in, but where they would cause the most disruption that lacked the means to shut the door on the madspawn. It would only take the dreams and nightmares of some primitive worlds; cultivated into being for the explicit purpose of suffering; to unbar the gates to the gibbering things who await.

Reality became strange. Causality began to break down and people dreamed of terrors they could not pronounce that were made beyond real by their fear of what lay in the dark. It mattered not if they made rituals, simply being scared of their nightmares was enough. And the ammonite ships of one of the chief Acolytes of the Strangers, who would enact their surreal will would manifest into being, distorted and surreal like deranged art with lines of motion and melted afterimages as solid as any static image of them following and preceding them.

The Ythalnzids, the Brain Eaters, the Mind Thrall Lords, the Kings of witless slaves, and the beholders of that which was beyond; created beings who could endure where their masters would be suppressed by the ambient colouration of existence. And now they were making themselves known through crippling waves of mind control that were seizing control of the lines of forces meant to keep them at bay. Machine and People alike fell to their insidious Black Song while their anticolour citadels began to darken themselves into existence.

The Monoliths facing them were strong, resilient, adaptive. It was not enough. The Black Mindsong wrote itself into their dreams, and resonated with aspects of being that not even the Krork were entirely familiar with, and many of them were twisted into alien, monstrous things as the march of strangers made itself known. Reality storms of terrifying scale called forth by the manifold minds of the Ythalnzids tore through wonders of petromachinic industry and lithoforged militaria, while the strange unscience of the spawn of the Beyonders let forth weapons of bizarre and unnatural countenance and aspect upon those who got in the way of their plan.

Eldritch Semi-Things of inchoate power and barely descripable impressions of form swam in the dark stew that the Ythalnzids brought forth, their ammonite and nautuloid ships; distorted forms starting to increasingly draw ever nearer to Krork space until at last, they were there. In terrible aspect, in horrific glory.

The whisper could be heard across millions of worlds, nonsense, gibberish, but faint patterns of sense, of meaning, of intent. Of a demand. A demand older than age, crueller than hell, and more terrible than fear itself. Barely comprehensible, barely understandable, beyond that the Krork would be drawn in. Things hardly worth communicating to, for the Ythalnzids rarely bothered with "speaking" to the things that were born wholly of the Colourless realms between the Dark and White Below and the Iridescent Rainbow above. They demanded, they commanded, but they did not negotiate.

The War field of the Krork felt the strain of the anti-colour. So often called the Black or the White; even though Black and White were primordial colours themselves; because it was hard to describe them in other terms to the non-pleromic and the non-strange. But it pushed back against it. Perhaps the Old Ones, in their wisdom, became aware of the mysterious conflict of the Below and the Above. Maybe they made their children to have a way to fight back, to assert sovereignty against the unaccountable masters of all things.

It hardly mattered, the Old Ones were dead. This was now, and the Ythalnzids would seemingly unfold into existence on their targeted worlds and structures, turning the battle with the Monoliths into a deadly melee a trois. The Monoliths redoubled their production of forces, consolidated what they had, concentrated it, and made more in an effort to hold against two fronts. The Ythalnzids brought forth things changed by the Below, tied to the Between like they themselves were, alien and often seemingly impossible but without the stench of the surreality of Chaos.

Krork defensive stations and outposts would open fire, pouring sheer weight of heavy metal, explosives, energy, and gravitational distortions into the Monoliths trying to hunker down and the madspawn surging forward, pouring forth from marred and distorted semi-space that was affected by the power of the Below. Not a true breach, no because a true breach to the Below would be far more serious than a war, but an infection, an infestation, a disease if you will.

The Monoliths would vomit forth shards of physical power, explosive volleys that would channel their might from their bases and warfleets into the distortion ships of the Ythalnzids built to semi-real standards and the brute arrow head warships of the Krork that pushed through just about anything that attacked with conventional forms of force. The Monoliths brought force increasingly severe lashes of magical energy and power, absorbed from defects in reality that led to the Worlds Aflame and the Mythic Epics realities and even the Brave Wind and the Heroic Chronicles; absorbing such strange powers to allow them to transmute substances or attack on a conceptual level to try and overcome materials that were physically unbreakable.

Such violence would draw the attentions of yet further violence, as the disturbances in time and space presaged the arrival of a fourth entree into the chaos of multi-sided violence where truces were an impossibility and negotiations the dreams of the insane. The Vastovenators, the giant worldcrushing swarm of Kaiju and Kaiju related things spat forth from a the Heroic Chronicles and Brave Wind realities. Shipbeasts that were as much monster as they were warfleet component spat out of the wormholes opened by their predatory will and whim, and the Hunter Thought detected ample prey.

Borderline incomprehensible demands to be felled and destroyed met with stolen magical power met with the perfected science of war met with animal savagery and bestial prowess in the field of battle of countless stars and megastructures. And upon an Alderson disc the Krork had cleared of some insane von nuemann probe they didn't deem worth paying much mind to; the Commune of the Krork would have to face the foe coming in from three sides.

While the bulk of the Vastovenators and the Ythalnzids were fighting both each other and the Monoliths, and the Altrians were busy trying to dam the breach made by the Eidolons threatening to break into the general masses of the refugee civilisations; this old Alderson disc had a great many jump gates and hyperspace relay nodes that turned it into a massive junction of space travel in the local area, making it the site where all four sides were converging a great deal of strength in an effort to dominate it. Victory here would ensure that the Krork offensive into Monolith space would be maintained as scheduled, and that the foe would struggle to get deeper into Krork space.

Situation:

- The Ythalnzids are breaking forth from Lovecraft's nightmare with a currently largely poorly understood army that makes use of a lot of reality distortion and seemingly mixing in extremely unconventional "technology" with "demanding" reality be a certain way. They are mind controlling many third party forces caught in their path to bulk up their numbers and building citadels that will fortify their distortions in existence for the likely goal of spreading Lovecraft's nightmare. It seems that their way of war is much more reliant on weird gimmicks than brute power unlike the Krork, and can best be understood as a highly subversive faction.
- The Vastovenators are a hive mind army focused on the massive deployment of Kaiju, of which they have a virtually endless supply of in both numbers and variant forms. Their ships similarly are bewilderingly varied and mutable in form and function, being in essence space capable Kaiju that can birth and carry more of their swarms around. They also have smaller creatures that exist to support the Kaiju, while many of their monsters can function on both the surface and the void. They are extremely destructive and hostile, a force whose nature gives the name of their groupings; rampages. They are emerging from generated wormholes from an unknown source in territory once thought to be relatively neutral, and seem to be set on simply smashing, killing, and destroying their way through all possible opposition.
- The Monoliths are trying to hold down the fort and only take what territory they need to try and stem the bleeding of the initial hammer blows dealt by the successful Krork pushes into their territory and the invasions being done by the Ythalnzids and the Vastovenators, and have adapted towards a highly defensive, turtling focused army to try and survive the steamrolling rampages of the Vastovenators and the reality distorting, mind controlling tricks of the Brain Eaters as well as the industrial might of the Krork. They are starting to use more and more foreign magic to try and keep up, and are also deploying "super rocks" that have Brave Wid and heroic Chronicles superpowers.
- Krork intelligence so far is spotty, but is improving as the fight goes on, as more tactical processes are done, the overall strategic picture will be revealed more and more clearly as the Krork's metadimensional computers and mental processes reveal what's going on. Though the Ythalnzids seem to be aware of this process and are able to subvert it by their partially Below nature that puts them beyond either the Warp or extra dimensions of time and space, and lets them do impossible things that cannot be properly calculated.
- The Battle that will serve as the microcosm of the campaign as a whole will occur at an Alderson disc that is a major transport network. The Vastovenators are being the most aggressive by far, seeking to simply ram their way onto the world and disgorge hordes of giant monsters while the Ythalnzids are distorting reality to step through into places where the Krork Shadow in the Warp isn't asserting a form of pseudo-colour to winnow out their manifestations, while their ships are seeking to engage from a longer range where their strange power can be maximised. The Monoliths are in essence; trying to bring their defensive positions to the battle in epic fort to fort fighting, trying to bring forth enough infrastructure to establish an overwhelming presence in the ongoing battle.
 
Battle is joined all along the front, as the necromantic colonization force; for that is what it was once you got past their highly mystical, highly magical, very undead nature; ran into opposition that they never truly expected. Here, a half dozen floating necropoli are annihilated, reduced to an expanding cloud of debris by a very surprising alpha strike; there, another one is caught out, its escort of re-animated ships torn appart faster than they could reform by weaponry that could have swiftly annihilated their more complete kin, let alone these pieced together facimilies.

And so, all along the front, the initial set of divinations that promised the Mawsworn a suite of dead worlds, of graveyards rich in lost souls and forgotten hatreds, proved to be false, while the Jailer's own divinations, sent out to several of his top commanders, but spread no farther, proved themselves to be shockingly true.

And so, within a shockingly swift period of time, the devastating, seemingly complete, rout turned into a solid staunch line of defense, fortified by the former hulks and husks that were reanimated from a thousand, thousand dead worlds, and hundreds of ship graveyards. For while these reanimated warships barely posed a threat to the precise formations, expert tactics, advanced weapons, and mystical might brought to bare by the ships of the Pan-Human Commonwealth, they had the numbers to more than stem the tide, and turn a route into a grinding stalemate, one that served the dead more than the living; as all they had to do was tie down the Commonwealth's forces, and buy time for their… less disposable troops and pawns to do their dirty work. (to be continued farther down this post)



Here, at the homefront things were at relative peace, as the Commonwealth's civilian aspects calmly, swiftly, and easily withdrew from the region, as the front lines remained far enough away for there to initially be more trouble from disgruntled civilians than from anything to do with the war itself; that was not to last though, as eventually the refugee collem, at least temporarily freed from their persuers by the arrival of the Commonweath's main fleets, reached the safety of the Great Rift system itself.

Here, things took a turn for the political, as the remaining leader of the fleet, a fish-person(a Mon-Calamari, said one of the few remaining fans of a series whose last book/movie came out over 300 years ago who was in an important enough position to be listened to by anyone important who cared) requested temporary asylum to at minimum tend to their wounded, make repairs, restock on supplies, and contact their superiors back in Alliance territory to at the very least let them know that they are still alive.

While caution was warranted, these people clearly needed help, and so soon these ragtag vessels, of which a few were apparently of recognisable designs(a single badly damaged MC80, several nebulon B frigates, a couple of Assault Frigates(mk2), and a dozen CR90 Corvettes, and four badly scarred Acclimator class cruisers) alongside dozens of other, similar designs, that either never showed up in the movies or didn't stick on screen for long, alongside many, many ships that appeared to be retrofitted civilian designs; all together, less than a hundred ships made it out of that ordeal alive, out of a fleet that was almost twice that size when first seen.

Along with the expected humans, fish people, blue(and green, and orange) skinned Alien Space Babes(twi'liks and Tortugans, says the single 'expert'), and other assorted aliens that wouldn't have looked out of place in the famous Cantina scene, there are also several less expected aliens, as an assortment of crab people had apparently set up shelters in several of their hangars, and a cluster of hot(as in somehow actually sexy), crystalline humanoids were found near one of the somewhat damaged reactors, as apparently they actually enjoyed the radiation that was produced by it. These odder aliens clearly did not belong with the rest, and so several red flags were raised.

Soon though, over the course of dozens of conversations and multiple tellings, the tale of these people came to light.

While much of their journey is a haze, lost in the stress of countless nearly sleepless nest and the anxiety of each passing moment, its start is much clearer, and yet still almost unbelievable.

And so, a tale is woven, of a rebellion, fighting an empire, only for said empire and most of its worlds to disappear in a flash of light(or perhaps it was they who disappeared…) leaving the 'Alliance to Restore the Republic' in a race against time against the Hutts of all things, as within days of the Empire disappearing the hutts unveiled a massive fleet that they shouldn't have had, using weapons that were banned almost four thousand years ago when they weren't banned almost ten thousand years before that. In the face of their sudden success and this sudden crysis, the Aliance to Restore the Republic was forced to reorganize itself and consolidate what holding it had at astonishing speed, and as of the last time these people had solid contact with said larger organization they were somehow managing to pull that off, rapidly reorganizing from a rebellion to a full blown government.

As for this expedition, it was one of the first few that were sent out into the wider galaxy, sent to investigate the unknown territory that had replaced most of the Core. there, they had met several other refugee groups, made up of some of the apparent locals of this new galaxy, as the Quinuar(as that is the name of the crystalline space aliens), or at least this particular small group of them, had formed together with several other local minor species to flee a then unknown persuing force. Their ships were in bad shape, and likely wouldn't have lasted more than one or two more small hops, but thankfully the Alliance expedition had arrived just in time to save them.

But that's where the good news ended, for not long after discovering this refugee collem, within a matter of minutes of them calling home to request more ships and medical supplies to help ferry these civilians to friendlier territory, the expidition force came under attack by the Necromancers, who were the force that these refugees were fleeing from.

The initial fighting was brutal, and the Alliance force managed to fight off the first few small, probing, attacks; sadly, the expedition was not equipped for long term fighting, so as soon as the initial bulk cruisers arrived the expedition stuffed as many refugees onboard as they could manage, and fled the area, taking the long way around with the hope of not leading this new threat back to Alliance space. Sadly, they were pursued, and all of their attempts to shake them off failed; and so they were slowly picked appart, forced to swiftly move through half-scouted hyperlane routes and led farther and farther away from all known routes back to friendly space. And the rest, is history; so here they are.

(what do you do with them? How do you think they were pursued? Do you do anything special to avoid any potential infiltrators?)

With the arrival of the Alliance refugee fleet at the Great Rift System, the initial efforts to keep their existence temporarily under wraps has been rendered moot. Having at least done preliminary contingency planning in case something like this occurred, the expeditionary government quickly switched gears, welcoming the refugee fleet and escorting them to one of the CSDF's immense orbital space docks (specifically one of the major spacedocks separate from the CSDF's main headquarters).

First priority is provision of medical care to the wounded, along with meals, clothing, hygiene supplies, and shelter for the refugees aboard the space dock, with special attention given to families with children, the elderly, and the disabled. Commonwealth diplomats, exobiologists, medical chiefs, and logistics officers will work with the refugee fleet's leadership and resident medical personnel to see to any other special needs for the non-human species. Healer-specialist mages will be included in the support staff aiding the refugees.

At the same time, teams of sensory specialist mages and security technicians will perform a sweep of the fleet ships and observe the refugees for any signs of possible magical or technological infiltration, with at least two Oracle-class destroyers running an exterior scan on the fleet. The refugee fleet leadership will be informed of this, and if any of them object, we'll advise them that it's entirely possible that the Mawsworn may have somehow tagged or otherwise compromised one of their ships or refugees as a means of tracking their movements. Even as we give aid, we must ensure that any potential security threats are checked and addressed. This being said, the security teams are ordered to avoid interfering with the support to the refugees unless they have good reason to suspect a present threat.

Along with the above efforts, Assassin-class servants Katou Danzo, Sidney Reilly, and Virginia Hall will provide support and additional surveillance to the security sweep, preferably remaining hidden in astralized form unless absolutely necessary. Additionally, spacedock security will be placed on heightened alert, with extra attention being given to potential magical infiltration. For the time being, the refugees will be cordoned off from Commonwealth civilians in their reserved section of the space dock until we've ascertained whether they've been compromised or not.

Landing is the easy part, as the melding of magic and technology onboard said frigate is able to fool whatever passes for sensory technology amongst these Mawsworn, and their sentries have thus far been caught out and defeated before they could raise the alarm, but all is not well.

For one thing, the density of these dead-undead things have been increasing, as new bound souls arise not just from the ritual sites, but from any and all lesser concentrations of death in an ever increasng radius around them; first slowly, and then faster and faster as the land itself becomes tainted by magic that reeks of pure DEATH, with hints of dispair, selfishness, rot, and the forgotten, slowly twisted by some unseen hand into something that more resembles what was seen in Nitocris's mirror than anything natural, although for now there are only hints, with the biggest change yet being the slow change of the entire aura of the planet, the steady spreading of a sky-darkening mist from the ritual sites, and the growing presence of a brown-black-orange-red swirl in the sky, at first seemingly a distant nebulae, but slowly growing both more visible and larger in the night sky.

Further study of assorted captured specimens on the ground, and from observation of the ritual sites from as close as one can get to them without sacrificing secrecy, reveals the nature of the foe. For these are not undead as one would classically know them as; for actual reanimated corpses are few and far between, with the few actual reanimated corpses amongst those fought so far are far more lacking in spiritual essense, mystical power, and intelligence than the other beings involved; instead, most of these entities are simply dead souls, bound, twisted, and given new bodies to inhabit through some sort of runic script of the sort that all of the heroic spirits involved here warn away from actually using, for they were both not meant for the living, and from one almost extremely unfortunate incident that almost ended in the loss of Ereshkigal when she touched a mostly intact, particularly intricate, mostly intact armor set taken off of the remains of one of the Mawsworn's few non-mage local sub-commanders for further study, with only the quick thinking of Medea preventing the armor, which was swiftly shifting around and reforming on Ereshkigal, from finishing its apparent binding process. (rolled a 2 on a d6 there, on a 1 you would have lost a servant)

As for the souls themselves, in addition to the standard fully armored husks, several other forms started to form on the world, including, but not limited to: mostly disembodied souls, bound into shapes made more of shadow than flesh, large, streamlined golems of flesh, ken-dolled and warped relative to whatever came before, with clear runes shining blue on their otherwise black skin, and yet another variant of the classic reanimated armor, trading their heavy core-armor for flowing robes, hovering over the landscape and wielding magic that reeks of pure DEATH in their thinly-gloved(still in what looks like ancient platemail) hands even as they practice their unholy arts, raising what few corpses remain planetside into crude, ghoulish forms, which are swiftly sent through swiftly formed portals(created by other mawsworn magi) towards the front lines. Elsewhere, massive, multi headed(but no-necked), multi winged beings of bone and bound, blue-fire magic rise out of the ground; wielding pole arms and axes that are oversized for even their great size, and supported by a whirlwind of sharpened, mystically enhanced bones, it is the few of these that are found beyond the mustering fields that cause the most trouble(outside of the incident with that one single local commander and his armor), with each taking down multiple Arknights before falling in the few instances where no Servant was in position to intervene.

While these incidents, and the ever greater presence of bound-dead and undead planetside, would be worrying enough, other signs are much more worrying, for the image behind Nitrocris's mirror has been growing increasingly misty, with the eternal darkness somehow actually lightening somewhat each time it has been used here, and all of the servants have reported a steady tugging, growing ever more insistent the nearer to the ritual sites they were and the longer they were planetside, pulling them towards the growing stain in the sky whenever they were astralized.

"Gggh...this pulling sensation, it's getting worse," Ereshkigal breathed, her expression growing more labored.

"Y-yeah, it's like that giant whorl in the sky is trying to drag our Spirit Cores in," Osakabehime concurred. Nitocris, Scathach, and Queen of Sheba all nodded in agreement.

"It's as we feared then," Medea stated with a grim expression, trying not to let her gaze linger on the yawning, ominous stain in the sky. "The warping and corruption of the weave of reality generated by these rituals is somehow amplifying the strength of their pull on nearby, bodiless souls. Despite our strength, being resurrected spirits ourselves, it appears even Servants aren't immune to it. Under the current circumstances, I doubt even our combined wards would be able to hold it off for much longer."

Naomi pursed her lips, her eyebrows furrowed. "If that's the case, then it's too dangerous for us to stay here any longer," she spoke up, turning to the rest of the group. "We can't afford to risk losing our Servants here, let alone risk them possibly being corrupted and enthralled by the enemy."

"Tch, how troublesome," Scathach tsked in annoyance. "But given the growing strength and scale of this oppressive aura...yes, I believe that is the right call."

Galen nodded in agreement. "It's decided then, let's all get back to the ship and get out of here. I'll make sure our samples are collected and accounted for, along with the Arcknights' wounded and dead," he added with a grim look.

Everyone nodded and set about their retreat to the ship, with Galen sending a secure tightbeam transmission alerting the ship and the ground team to immediately prepare for exfiltration. The ship will continue to gather sensor data on the planet the entire time, from before liftoff all the way until they've jumped out of the system and back to Commonwealth space.

(continued from earlier)

While the reanimated ships, as fragile as they are, were easy enough to deal with, they were not the main threat; for behind them lurked the Mawsworn Necropoli; part carrier, part long ranged siege vessel, and part massive ritual amplification device, it was these that proved to be the main threat. For while they died swiftly enough whenever they could be targeted, the sheer number of reanimated warships made that difficult, and the sheer number of summoned support made providing ample enough screening and fire support quite the chore, as swarms of what appear to be fallen valkeries, gargoils, and vastly more etherial bound souls come swarming out of the portals deployed by the Necropoli in the hundreds of thousands(per fight).

Individually weak and slow, their numbers are amost without end, and through said numbers they are more than enough to bog down the Gryphon Strike fighters and Tengu-class figgates, with a notable number of them leaking through to harass the rest of the fleet; it's a shame that their magic bodies are meaningless in actuallly stopping the greater weapons of the Commonwealth fleet, as those chains that they deploy simply mean that they are often simply carried along by the craft that they so aimed to ensnare, often dispelling in the process from the rapid change in momentum; eventually though they catch on, instead deploying webs of chains in front of the swiftly moving strikecraft, seeking to doom them in with their own momentum, for the magics and constant sheidling of the commonwealth have thus far prevented these lesser chains from doing anything more than simply slowing things down. And yet this was only a third of the threat-trifecta that the Necropoli represented, with the other two thirds being simply that more impactful on the grander battle.

The second most deadly thing deployed by the by the Necropoli were their two main siege weapons, which proved deadly enough in more general void combat to be un-ignorable, for the few times that one of its blasts managed to impact an unshielded vessel proved particularly deadly, as its fire stuck around in defiance of all laws of thermodynamics, eating away at both magic and metal with equal gusto, with only the careful work of a team of mages, or a Caster servant, preventing catastrophic damage. (another thing that could work would be jetosining the impacted piece of armor/hull before the white-dark fire spreads elsewhere, but with the prevalence of magi in the Commonwealth's ranks that has thankfully not been necessary.) thankfully though, technological based shielding appears to be able to stop such attacks easily enough, and the attacks themselves can be disrupted in flight by countermagic operations.

The third, and most deadly, attack seen from the Mawsworn Necropoli, is also the rarest by far, not out of choice on their end necessarily, so much as from the fact that very few necropoli have survived at closer ranges for longer than seconds, and the fact that this attack is rather short ranged indeed. Sadly, the few times it has been seen have been deadly to the extreme, as the Chains deployed by the Necropoli themselves are vastly more impactful than those deployed by the swarms of lesser entities; wrought from the concepts of BINDING and DOMINION, their deployment has marked the death knell of several ships, for any and all that get themselves fully encircled by said Chains(without the Necropolis that is their source dying in the process) find themselves rapidly loosing all power, as energy, both mystical and mundane, is rapidly drained from them, and whatever remaining effects onboard are rapidly warped to the service of the Mawsworn, with onboard familiars and golems have the chains rapidly form around them as well even as they turn against their former masters even as said masters are rapidly bound by the chains emerging from the walls. Thankfully, not a single servant has fallen to such a fate yet, although there have been several close calls, as in one particular case it is the only the swift thinking of EMIYA, and the deployment of Robert Oppenheimer's noble phantasm that saved a Jupiter class Battleship from the Chains.

Indeed, despite most of the warzone being a slow moving relative stalemate(in terms of territory, the Mawsworn are still suffering rather massive casualties at a maybe unsustainable rate), wherever the Servants are deployed here the battle swiftly turns, as the enemy's own servant equivalents(such as that one sub-commander fought by the expedition) are very clearly lacking from the front lines at this moment, although given some of the communications intercepted from the assorted Necropoli, they are very clearly here, present somewhere within the territory that they have gained since initial contact, and without them the Mawsworn would have already started to retreat.

(feel free to add in any cool moments that you want added from the Heroic Spirits, and to write up and fill them in yourself- first a "strke team versus Deathknight(Dungeon Boss level, not Raid Boss level)", and then 'EMIYA and Oppenheimer's split-moment blocking of massive chains and following counter-attack on an already badly damaged Necropolis, with the goal of taking it out as swiftly as possible' if you so wish)

(add in your plan to find and deal with the enemy commander as well- upon finding him is when the small-scale tactical battle will occur, and where the Servant based action will occur on screen)

Galen, Naomi, their assigned Servants, and the surviving Arcknights held a debriefing aboard the stealth frigate as it ascended from the planet and into orbit. A holotank showed a high-definition helmet cam recording of one of four simultaneous ambushes by Mawsworn Deathknights while they were on the surface. Evidently they had the bad luck of catching their attention upon landing, and were able to get the jump on them from cover.

The recording was from one of the Arcknight squads on the opposite end of the patrol zone from the Servants, and they were unable to arrive to reinforce them in time before taking casualties. The hulking form of the Deathknight, clad in thick, dark armor plating and a horned helm with glowing blue eyes, had launched a leaping surprise attack, rending through two of their squad with a huge sword wreathed in baleful blue flames, instantly striking them dead.

The rest of the squad immediately rounded on the attacker, flashes of blue light erupting from the frontline melee specialists as they launched themselves at their foe with superhuman strength and speed, falling upon the Deathknight with swords, spears, axes, and battle-hammers glowing with lightning, brilliant flames, and other magic effects. Meanwhile, the ranged specialists took shots at the enemy's weak sections with a mix of beam rifles, automatic railguns, and grenade launchers, making sure to time their strikes in precise coordination with the melee attackers to avoid friendly fire.

The battle was over in the span of about ten seconds as the Deathknight's armor was sundered by vicious, magically-augmented weapon strikes and withering ranged fire. But not before it managed to claim one more melee Arcknight with a merciless thrust of its sword, running through the unfortunate young woman's midsection.

Everyone looked sullen as the casualty reports were read off, with obvious grief showing on the faces of those Arcknights closest to the deceased. It was clear that, despite the vast numbers of chaff units, the Mawsworn had plenty of deadly combatants at its disposal, and were not to be taken lightly.

Good people had died to help the team secure the intelligence obtained on this mission. The survivors would ensure that their efforts were not in vain.



EMIYA cursed as the Mawsworn space forces managed to exploit a developing gap in one of the 1st Fleets' frontal formations, sending a single Necropoli swarming with lesser escorts into the breakthrough, which then began launching its heavy binding chains at one of the Jupiter-class battleships. Clad in custom, vacuum-sealed red and black armor with a high-mobility thruster harness, he opened the throttle and flew toward the besieged ship with all speed, propelled on wings of brilliant purple ionized flame

<"Zhuge, the Mauna Kea is under heavy attack! I need as much mana reinforcement as you can spare, immediate priority!"> He barked over the Servant battle-net, even as he watched the chains burrow through the warship's shields with disturbing speed, biting into the frontal hull and preventing the battleship from retreating as a larger salvo of new chains was launched.

<"Copy that, sending!"> Zhuge Liang replied crisply, and even before the reply finished, the Archer could feel a huge surge of fresh magical energy flowing into him, projected from Zhuge Liang from one of the Oracle-class support ships. He then made a skidding landing on the bow of the ship.

"I am the bone of my sword," EMIYA solemnly intoned, holding both hands forward with palms open as he channeled his newly-received reserves of mana into his next technique, arcs of magical energy sparking all over his body.

"...Rho Aias!" he shouted as he released the built-up charge, manifesting a brilliant, glowing pink, multi-layered barrier that unfurled into the shape of a gigantic seven-petal flower, severing the chains that held the ship in place and covering the entire bow. The second salvo of chains smashed against the barrier, causing clear strain on EMIYA as the first layers of the shield began to crack. Other ships were beginning to return fire at the attacking Necropolis, but it was still operational, and its escorts were sacrificing themselves to protect it.

<"Hold that shield EMIYA, I'm returning fire!"> Robert Oppenheimer announced, operating in his own hardsuit aboard the same ship as Zhuge Liang. He closed his eyes and held up a hand with his palm up, a glowing aura forming around him.

"Now I am become Death, the destroyer of worlds. This is the baleful light of human potential, the stolen fire of gods and harbinger of our destruction," he intoned, a pained expression on his face as an ethereal reconstruction of a nuclear implosion core manifested before him, hovering over his open palm.

"Noble Phantasm Release! The Atomic Bomb!"

With a flash of light, the nuclear core disappeared, instantly reappearing right in front of the damaged necropolis. With a brief build up of light, a blinding new star was born as a magic-born nuclear explosion erupted in the void. Possessing both conceptual weight and raw power closer to a large thermonuclear warhead, the hellish energies unleashed immediately incinerated any magic defenses the Necropolis had left, vaporizing the majority of the vessel and leaving a rapidly expanding cloud of burning plasma and molten, incandescent debris.

Thankfully, the point of detonation was far away enough that the EMIYA's shield was able to withstand the diffuse wavefront of radiation and plasma, leaving him and the battleship Mauna Kea unscathed.

The Archer servant let out a heavy breath. "Good save, thank you Robert. I know you hate using that phantasm."

<"We all have our burdens to bear. But come, there's still work to be done.">



Tactical Orders

The Mawsworn are losing ships at a prodigious rate, but their Necropoli are what's keeping their fleet in the fight. They will keep churning out more forces and ships so long as they remain. So we're going to take a risk and go for the throat. Our battleships and cruisers will all advance together, getting closer so that they can maximize their volume of fire on the remaining Necropoli while the shield cruisers defend against counterattacks. Combat destroyers will focus on covering these advances, with our frigates and strike craft all pulling back from direct attack runs and instead reinforcing the fleet escort.

The 4th and 5th Fleets are being deployed together for deep-strike duty against the forward-most enemy-held planets while the bulk of the Mawsworn's space forces are tied up. They will use the intelligence gathered by the Chaldea team to target high-value enemy commanders and elite combat units, taking them out with salvoes of precision orbital bombardment. We will do what we can to mitigate collateral destruction to the planetary ruins, but those commander units must be taken out no matter what.

The planet surfaces are currently too dangerous to land forces with those rituals active, so the 4th and 5th fleets will stick with striking targets from above for now, though land forces will be kept on standby. To aid with the orbital strikes and general defense of the fleets, the following Servants will be deployed:
  • Archers: Tomoe Gozen / Paris / Bhishma / Nasu no Yoichi
  • Lancers: Hector / Karna / Parvati / the Valkyries
  • Riders: Francis Drake / Oliver Hazard Perry / James Doolittle / Tōgō Heihachirō
  • Casters: Gilgamesh / Konstantin Tsiolkovsky / Tamamo no Mae / Robert H. Goddard
 
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His display of power seemingly got the attention of quite a few higher ups in the Celestial Empire. The Admirals of their Navy had practically hand waved everything to get him to join an operation at their main naval HQ at Marineford. They wanted his aid in killing the quote Strongest Man Alive unquote; Whitebeard. They had practically checkmated themselves when inviting his entire force to Marineford. And after a brief stint in dealing with the Suprenova Pirates, and gaining quite a sum of powers that would prove useful in the days to come, Nox arrived at Marineford at the head of his entire fleet.

And watched a world shatter.
____________________________________________________________________________
Orders:
Space Side:
Assets: Magnitutde 2 Fleethordes 3, 4 (100%) 6, 7 (90%) and the Silencer Fleet + Magnitude 2 Marine Fleethorde

Sweep the board. Whitebeard's Fleet is outgunned, outnumbered, and has been completely outmaneuvered. The trap will be sprung and Interdictors activated to prevent escape. The three of the four Fleethordes will follow the lead of the Silencer Fleet and initiate the ambush, with one remaning behind as a reserve element for the coming engagement. As well as too maintain a check on the Marine Fleet incase they prove unwilling to enange.

Moving out of the shadow of the Gas Giant, with the Marine hopefully at the head to serve as a bulwark against any stranglers that might somehow make it through the upcoming chaos and bombardment and into close quarters where their size would prove more effective. Knowing that the Red Zone has singular abnormally powerful individuals, possibly those strong enough to decimate entire vessels if given the opportunity, the first actions of Sith would be to sow chaos and disorder throughout the pirates. Turning their massive vessels and crews against them as powerful Sith Sorcery and Battle Meditation will work before the fleets even move out of the Gas Giant properly to break the minds of those of the enemy fleet. Sending them into either madness or blind panic, or turning them all into mindless thralls under the effects of powerful domination Magics. Their goal being to do as much damage as possible in a a Force-Induced mutiny fleet wide, with another intention being to keep any possible powerful individuals within the fleet that may otherwise be able to effect the outcome of the battle occupied before being destroyed by the ensuing bombardment.

And what a bombardment it will be. The Silencer Fleet and it's three accompanying Fleethordes will not pull any punches and move to finish the battle before it even begins. Every Silencer will be fired, every Mass-Driver Lance shot, and every Desolater engaged in a long ranged Alpha Strike against Whitebeard's fleet. Concentrated around their Macro-Capitals that will be brought low by sheer weight of fire. If they, somehow, survive and move to close in despite the madness, chaos, mutinies, or damage then they will have to be dealt with piecemeal by wolf-packs of vessels and picked apart. That is if they survive the subsequent bombardments from the rapidly recharging fleet killers or continued mental assaults.

If and when Whitebeard's Fleet has been rendered space junk, the orbital assets will move to secure the entire system and lock it down. Ground assets will also be sent to relieve Marineford and participate in the no doubt continuing battle planetside.

Ground Side:

The death of Whitebeard would be written and set in stone in the preparations before the battle begins. In his time in the Red Zone, Darth Nox has acquired the souls of many, mostly those with the abnormal Devil Fruit abilities. Having stored them in Holocrons for use later and discovered he can only safely use two at a time, Nox, for the Marineford War, has decided to settle on the Shiro Shiro no-mi and Wara Wara no-mi. Both shall serve a purpose in defeating Whitebeard, but that will come later.

Darth Nox, upon researching his target, would gain access to Ace and press the Admiralty of the Celestial Empire to not execute Ace until after Whitebeard had been slain for his powerful bond to his adoptive father could be utilized to weaken him. Such a bond would be broken on his death, and killing him during Whitebeard's invasion would only enrage the man and make killing him harder. Nox would draw blood from Ace to be utilized in his ritual and would secretly use the power of the Wara Wara no-mi to create 10 dolls linked to the captive pirate, to be used to force Whitebeard from not attacking Nox recklessly less he kill his own son. When the time to engage Whitebeard in combat comes of course.

What forces Nox could, publicly, bring to the ground alongside him would largely be of his personal retinue. Powerful Sith Sorcerers and Adepts alongside his own personal companions and apprentices. Secretly however, Nox would use the Shiro Shiro no-mi to ferry hundreds of trained Sith Assassins and Special Forces onto the surface of the planet. Trained in the utilization of Force Cloak or equipped with cloaking devices respectively. Their goals being to keep an eye on various targets, such as the still desired Gecko Moria, or required assets, namely Ace. They are explicitly meant to not engage however and are instead just lying in wait until the time is right. Additionally, hidden away with the Shiro Shiro no-mi's fortress, is an entire ground detachment alongside a personal kill squad, including Nox's companions, that would be ready to deploy at a moments notice. Namely to deal with Whitebeard when Nox takes to the field himself.

For now, Nox will settle himself near Ace and watch the ensuing battle from afar. Letting the marines handle things and weaken Whitebeard. Nox will however support them with his own Battle Meditation. Working alongside his attaché of Sith Sorcerers and his Apprentices. He won't however push things to far. Instead only working to nudge things towards his desired outcome of a weakened and completely isolated Whitebeard.

But the true reason Nox will not take to the field yet until Whitebeard is alone and weakened is that he will be conducting rituals within his own private fortress. Utilizing the double ability granted to him by the Shiro Shiro no-mi. The first of two rituals. Both prepared in advance. Using Ace's blood and his connection to Whitebeard as weapon.

The First Ritual; Is to be kept up until Nox engages Whitebeard himself. Nox's first ritual against Whitebeard will be continuous. Used by Sith Sorcerers in the past to weaken the defenses of their enemies, Nox will use it here to wear down at Whitebeard's spiritual and mental defenses. Like a wave crashing against a stony cliff, again and again. Nothing shall happen to Whitebeard. Yet. It is all in preparation for the second ritual that shall strike suddenly at Whitebeard's weakened defenses. Until then, Whitebeard shall be assailed spiritual and mentally. His mind assaulted without halt by specters of the force and Nox himself whispering and appearing at the corners of his vision. His soul, his Haki, shall be under constant threat. A squeeze that will forever tighten and constrict at him. A debilitating but nonlethal presence to expose chinks in his armor.

The Second Ritual; Is to be used upon engaging Whitebeard and shall strike at him when he is at his lowest point. Prepared with the blood of Ace and ingredients harvested from across the length of the Sith Empire. It shall strike at his body, mind, and soul all at once. A devouring presence to consume him from within with a magical plague to rip apaet asunder from the inside out. All the while continuing to burn at his soul and mind so as to drown him and force him into a pit of darkness that shall he never awake from. All the while it shall be done with Nox himself, alongside his kill squad and assassins, moving to silence him conventional with Sith Poisions, Blades, Blasters, Lightsabers, and Spells. An assault from all angels to bring low the "Strongest Man Alive" (To be used during the Second Turn of Marineford)

Marineford War, Part 2



"What, Do you Want to Fight?"
"I Just Want to find the true distance between us and that man who seems right in front of us."
(Doflamingo to Mihawk, moments before the battle truly begins)​

Despite only seeming to be an observer at first, the first to act is Dracul Mihawk, cleaving through the ice filled void with a single swing of his sword, he is here not to do battle directly, but to see how far he has yet to go to reach the peak, for even as the wave of precisely applied impossibility, reinforced by the will of a Conquerer, generated by a single swing of his sword, races towards Whitebeard's ship, seeking to cleave it in twine as he has done countless times before to those who dared get in his way, Whitebeared seemed… unimpressed, merely staring pasionless at the oncoming wave of death. Even as the first wave of aerocraft and strikecraft unleashed by Whitebeard's personal strikeforce race to get out of the way, even as the crew feared for his life- for the blast was aimed to bisect him along with the ship, he but smirked, for he knew what these opening moves would be, and planned for them in advance; for even as the blast races onwards, popping his flagship's shields like a mere soap bubble, he but continues to smile, for his own countermeasure has already been deployed.

Suddenly, the entire front of his ship becomes reflective, shining like a well polished gem even as the very material that it is made of temporarily changes to be like Diamond to Adamant's Steel; moments later, an invisible shockwave forms where the energized sword swing would have met the hull, as the devilfruit and will of Jozu, Whitebeard's third in command, meets that of Mihawk. For an extended moment, all is still, as the wills of two titans clash; then, the blast shifts from moving horizontally, to moving vertically, perfectly redirected away from Whitebeard's ship, and into the frozen battlelines overhead; and so two Mariene cruisers are incidentally disabled overhead, with said vessels cut all the way through too near to mid-ship for it to be incidental, and a half dozen others suffer damage as protuding bits are sliced clean off by the still defined, overly large, sword swing; racing onwards, it eventually disperses somewhere in the outer system. This deflection also temporarily stunned several thousand of soldiers on both sides, as none of them had ever expected that such a thing could happen, let alone that they could see it in person, such was Mihawk's reputation; a single attack was made and blocked; and with that Mihawk, his sharp, lensed, hawklike eyes seeing no true swordsman amongst these initial combatants, sheathed his black bejeweled blade, having done the bare minimum.

And yet, this was but almost literally the opening swing, for now the true battle could begin. Outpouring from Whitebeard's personal ships, and from each and Every marine hangar on Marineford, strikecraft and aerocraft streamed forth, joining battle within the vast shipyard-harbor, filling the skies with dogfights as the Marine's nigh counless standardized fightercraft dueled with Whitebeard's aces; elsewhere, on the newly formed 'ground of ice, hatches and makeshift lifts spun up, swiftly unloading vast quantities of tanks and somewhat primitive walkers onto the newly formed ground of ice, with Infantry eventually emerging behind them. Meanwhile, in the void, Whitebeard's allied fleet continues to rush forward, unleashing strikecraft and long ranged boarding pods as their ships continue to charge in, unaware of the danger that is to come from their rear.

And so the initial battle lines are drawn up; and it is once again on the Marine's side where the opening plays amongst the more general combatants are made, as artillery and ortillery open up, aiming to disrupt the pirate's lines both in the ground and in the void; and in this they are successful, as on the ground Whitebeard's carefully forming battlelines are disrupted by light artillery, turning the initial rushing formations of tanks and elite infantry from carefully tuned formations to masses of individuals as their neighbors get picked off, and forcing the following forces to go to ground to avoid annihilation. Elsewhere, heavier ordinance bursts the shields on yet another of Whitebeard's personal vessels, even as the vastly heavier targeted artillery forces many of the rushing pirate ships overhead to slow down their approach and take cover behind their neighbors to avoid annihilation, while others start to suffer damage, their shields failing and their hulls stressed. Here is where the home field advantage of the Navy starts to show itself, and where the true plans begin, for Whitebeard's own ship remains untouched, deliberately not targeted in this opening barrage, and the artillery fire on the ground isn't dense enough to truly halt Whitebeard's forces, as all along the front pirates and marines clash, with the marines often coming off worse in the exchange.

For near the head of these charges are many of Whitebeard's lesser commanders, who were purposefully shifted from their commands in the fleet overhead, for a position in Whitebeard's main personal ships; and wherever they go, Marines die, cut down by masterful coordination and relatively overwhelming strength, for no normal Marine soldier can hope to fight a master of Haki and win; nevertheless, these marines do their job, and the advance of Whitebeard's Commanders is halted for a time, beset by wave after wave of relatively disposable troops.

"Oh Boy… the commanders of the Whitebeards are true to their reputation. They are all pretty much like monsters. To finish this with minimum damage, we just have to cut off their head nice and quick."

And with those words, Admiral Kizaru flashes forward, literally faster than the eye can see, suddenly appearing over the frozen spaceport in a blinding flash of light. There he stands, for but a moment, before flashing forward again, straight for whitebeard's flagship; and yet he never makes it there, as a shockingly fast streak of blue fire moves to intercept him. The two figures clash in a burst of yellow-white light, blue fire, and black Haki, as Marco the Phoenix, Whitebeard's second in command, reveals himself.

And so, the Admiral who is fast enough to be lazy, and the pineapple headed immortal phoenix clash again, again and again, painting the skies with a dazzling display of light and flame. For while Kizaru is far faster, he must slow down to a relative crawl each time he changes direction, for his light form cannot turn on its own; and it is during those moments where Marco catches up and clashes with him again, and again, and again, dozens, then hundreds of times over in a few seconds. It is a blinding display, it is a battle that could have circled the globe several times had the distance involved been in a straight line, it is a battle in which neither side can hope to harm the other, for Marco's Haki is not up to forcing Kizaru to take a serious blow, and his fire does not burn, for it is a fire of life; meanwhile, Kizaru's own blows come to nought, for any damage that is inflicted is whipped away in a flash of fire. It is a battle that could last hours, it is a seemingly eternal stalemate… it is over in a matter of seconds as Marco lands a single telling blow, sending Kizaru through several buildings while in his physical form, only for the Admiral to flash back to the then nearest edge of the spaceport, almost completely unharmed, while Marco is left hovering overhead, seemingly equally thankful for the break.
"I knew that you wouldn't let me strike your head that easily."; and with that, Kizaru sits down, waiting for the actual plan to progress.

Soon, the Marine's own lesser elites are unveiled, as giants and giant mechs prepare themselves on the edge of the frozen spaceport; and yet this is not their time to act.

Instead, it is once again Jozaru who makes the next move, as he emerges from Whitebeard's ship, and puts his hands into the ice in front of it, which has oddly been left clear of pirates for kilometers around; and so, with a mighty blow, the ice cracks, and cracks perfectly, cut as much by Haki as by brute force as by Devil Fruit enforced cutting power. Elsewhere nearby many pirates book a hasty retreat, knowing what is to come; and so, with an impossible show of force and leverage, ten cubic kilometers of ice, somehow hollowed out into a perfect semicircle, is lifted into the air as Whitebeard's third strongest combatant(second in terms of raw, physical brute force) once again unveils his might.
And so, a massive glacier, a mountain of ice, is sent hurtling through the air, aimed directly at the capital building, the Admirals, and Ace's execution platform; but it doesn't make it even clear the spaceport before it is intercepted, not by a flash of light, nor a lance of ice, but by giant fists of lava, for it is now that Akainu, arguably the strongest of the three Admirals, acts.

"Damn! those two… they shouldn't leave their positions like that. If all three of us left our positions… who would cover them?!" and with those words, Akainu's molten fist flashes forward, growing ever larger as it travels. "Great Eruption!" and so, the mountain of ice is stopped by the force of a erupting supervolcano, unleashed for but an instant. Within moments the block of ice is gone, as vaporized as it was punched through, and the partially molten remains of the resulting explosion rain down upon the Whitebeard pirates, even as the main fist of lava shrinks, withdraws, and turns back into what seems like flesh and blood. Raining down, the sea of ice for a moment seems to catch fire, killing thousands of pirates, and both badly damaging and lighting the Adamant Wood of one of Whitebeard's secondary dreadnoughts(the one that lost its shields mere minutes ago to the artillery fire) as a mere side effect of the clash; while still intact, it will be a while before said ship is spaceworthy, let alone ready for FTL travel from this deep within a gravity well, again.

Other meteors, heading for Whitebeard's flagship, never touched down, for with but an uprased flex of his arm, another small shockwave passes through the hull, and stops the would be meteorites in their tracks, their vastly cooled forms thumping onto the top of the vessel harmlessly, with one in particular apparently landing right in front of what was apparently one of the main cameras for viewing the outside world.

"He lit up the place too brightly." and with that, Whitebeard turns to leave his viewing room. Soon, he is seen again, striding out onto the top of his ship to put out and move away the rock that blocked his view less than a minute ago.
"Why don't you light up my birthday cakes instead, you magma squirt?"
"Don't you want an illuminated funeral for yourself, Whitebeard?"

Despite this change in position, Whitebeard remains unphased as the artillery barrage continues, standing out in the open without a care in the world even as the artillery barrage continues; indeed, he casually swats away several Artillery shells that got too nearby; indeed, this barage doesn't appear to phase him or his two strongest underlings, as they act to assist in protecting both the now shieldless flagship and the one badly damaged ship from the ongoing barrage. Indeed, even the lesser commanders of the whitebeard fleet are unphased by the ongoing artillery fire, as they dodge, slice through, and otherwise ignore the unguided munitions.

Meanwhile, in the void, things still remain somewhat unchanged, as the Whitebeard pirates continue to rush in, unknowing of the danger that has started to move to their unguarded rears.

And it is here where the Whitebeard pirates play their next card, for as the two sides draw close enough to move into a brutal, partially frozen, Clash, the largest amongst the Pirate vessels opens its hangar doors, and its single notable occupant jumps out. Clad from horned head to toe in vacuum rated armor, thick enough to warrant being on a Battleship, a Giant, a Giant amongst Giants, leaps out. Seven kilometers tall if he is but an inch, this giant is still small relative to his world moving elder(now mostly dead) kin. Gliding forwards with shocking speed, wielding a sword more suited for cutting through enemy battleships than infantry, Oars Jr. reveals himself. Soon, he is making his way into the marine's frozen battlelines, brushing away several frigates that were too near, but this only opens him up to the firepower of the Marine's assorted defensive instillations; indeed, he is soon being fired upon from almost all sides, with weapons that would have given the vessel he emerged from momentary pause; but it is to no avail, as he continues to move through the void, only barely slowed down by the masses of incoming fire. Indeed, he soon approaches the planetary shield, with but some ice and a few frozen heavy cruisers standing between him and a clear path to the ground; Indeed, soon he has literally carved a path through the ice, and on the other side has used it as a place to stand, as he rips out the rear most of the frozen cruisers, and with great force(indeed, the surrounding ice threatens to shatter under the sheer counterforce), lifts up the six kilometer long vessel, and a non-insignificant chunk of the ice that it was stuck in, and slams it against the planetary shields with unbelievable force.

While the ship crumples, so do the planetary shields, and within moments a local gap is opened up, just wide enough for him to follow the remains of the broken ship down through. Soon, pirate strikecraft are following him down, moving to engage their ground based marine counterparts, who even now continue to swarm out of their countless planetside hangars.

And so the battle continues, both in the void and on the ground, for even as Oars falls through the sky towards the battlefield below, the Marine's own lesser Giants, both natural and artificial, move out to both intercept him as soon after he lands as possible, and to engage the whitebeard pirates; but this is for nought, for as soon as Oars Jr. stands up again, the sheer difference in scale between him and his marine counterparts is revealed.
Two of the living marine Giants: "I've never had to look up to anyone before this!" "Me Neither!" indeed, for as large as these beings were, they barely reached Oars's knees, and so he continued to walk forward, continuing to ignore the ranged firepower coming in from both his immediate opponents and the marine's constant artillery barrage.

"I must reach Ace-Kun! Don't Get in my way!"
And with those words, and but a few swings of his sword, his current foes, or at least those amongst the Marine giants who dared stand directly in his path, are left broken.
"Oars, he'ill never change. Brave men don't seek Death!" yells, whitebeard, for he knows where Oars is heading, and what his chosen path will lead to.
But Oars is set in his goal, and with but a few words, he continues to rush forward, heedless of the consequences, for Ace is his brother, and he is here to rescue him.
"Give Oars cover!"
Indeed, soon Oars is covered from above by strikecraft, and flanked by several formations of tanks, turning from a lone individual to the head of a spear, aimed directly at the heart of the Marines.

Indeed, for all who stand before him fall, from the greatest (known) marine machines of war, to the least of their troopers. Soon, he is nearing the edge of the frozen spaceport, only a few kilometers from where Ace is being executed. There though, five of the seven Warlords are waiting.

Indeed, it is there where this push fails, as first many of oars would-be friends are taken out, first by a controlled burst of pink, petrifying light unleashed by the Pirate empress, Boa Hancock, the most beautiful woman in this region of space, and then oars himself more than meets his match in the form of the final three Warlords of the sea.

First, Bartholomew Kuma, a bear-like giant of a man, dressed in a black formal shirt highlighted with a giant coda sign, what appear to be mirrored glasses, off-white pants, and a speckled white fishing hat, standing at over six meters tall, steps up to halt his advance; and stop his advance, he does, as Kuma unleashes the full power of his devil fruit, the Nikyu Nikyu no Mi, entrapping and repeatedly compressing the air in front and above him in countless paw shaped stationary shockwaves. Indeed, this compression process appears to go on for some time, even as oars approaches closer and closer, each compression being signaled only by a few glints of light, and the sound of air repeatedly rushing in to fill the vacated area. as the world holds its breath, the affected area grows larger and larger, even as the matter within it is compressed more and more; indeed, soon the affected area approaches the size of Oars himself, just in time for the giant to arrive. And so, with Oars on his final approach to the barrier, the affected area shrinks, from being kilometers across, to being able to fit into the palm of Kuma's hands; amd with that, the now very clearly visible bubble moves forwards, bursting right against Oars's chest, unleashing a perfectly shaped nuclear blast at point blank range.

And where lesser attacks failed to even slow the giant down, this, this shattered much of his armor, and left the giant a bleeding wreck, having collapsed onto his knees from pain and shock. This was not enough to stop his advance though, for soon oars haltingly gets back to his feet, undeterred from his goal. Indeed, within less than a minute he is advancing again, swiftly reaching the walls defining the edge of the space port despite the Marine's constant bombardment of him and the bleeding wounds that the artillery now leaves in his skin. This though, is where his journey stops, for where the standard weapons of the Marines failed, the Warlords do not. For even as he moves to limp over the final wall between him and his most important person, he finds himself literally falling short, as his strength finally starts to fail him. There though, he makes a final decision, changing his target from ace's execution platform, to the Warlord standing right beneath him. But, even as he braces himself and sends his fist flying towards his new target, he finds his blow to be meaningless, for even as the wall in front of him crumbles, the Warlord is not there, instead, the warlord, Doflamingo, is seen vaulting overhead, casually landing behind him even as Oars Jr. is forcibly halted. Moments later, Oars falls forward, one of his legs severed at the knee by invisible strings. And so, even as the Warlord he sought to kill laughs behind him, Oars Jr falls ontop of the wall he sought to breach. Crawling forwards, he crawls onto the next bit of open ground, reaching towards the execution platform, only to suddenly see that it has since been emptied of its occupants; but before he can notify anyone of this, his life is cut short by a lance of darkness, emerging from his own shadow, spearing up through is neck. And so falls Oars, Whitebeard's giant friend, and Ace's closest ally that isn't a father.

And it is with the failure of this push, that Whitebeard is first seen angry, shattering one of the few remaining marine Behemoth-Titans that dared to approach him while he, and the rest of his main crew, were effectively distracted. His first blow shattered the weapon systems and brings the creature crumbling down, and his next turns the head into a crumpled ruin, which he then tosses aside along with the rest of it. Still though, he doesn't advance himself, instead ordering his men to take advantage of the opened gap.
"Climb Oars' body and advance!"

As for those who approach Doflamingo with the goal of avenging Oars' death, they find themselves lacking the will to not turn on their friends, turned into puppets dancing on his strings. And as for the Pirates who use Oar's body to advance farther into Marineford, all they find are yet more Marines, waiting for them to arrive; and so the battle on the ground stalls, for this is as far as the Whitebeard pirates will ever be able to get so long as Whitebeard himself remains mostly passive.
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Meanwhile, in the void, the battle continues, as Whitebeard's allied fleets run in to clash with the defenders, only to be stimied, not by the defenders themselves, for as frozen as they are they cannot do the sort of rapid damage required to truly halt the pirate's advance, but by the ice itself, acting as an additional bulwark that acts to protect Marineford almost as well as its planetary shields and other defensive instillations- indeed, while Oars had made a path through the ice and managed to open a hole in the planetary shields, none of the Pirates own cruisers and battleshits could use said gap to get through, as while corvettes, frigates strikecraft could easily navigate their way through the ice and make their way through the hole that Oars opened, for the most part it only lead to their annihilation, as groundside batteries pound any small pirate vessel that dare to make the journey into scrap, leaving the unsupported strikecraft to barely make a dent in the neverending swarms unleashed by their groundside bases.

While most of the pirate fleet was left in the open, slowly pounding their way through the frozen defenses and turning the maze of ice into a more open path, a single battleship was literally plowing on ahead, cutting through the ice with its forward plasma cutter, and literally raming aside defenses with its carefully reinforced hull, one of the few remaining commanders that Whitebeard had left in the fleet was clearing a path through the ice using her personal vessel, which was specifically equipped to deal with Aokiji's battlefield defining ability. Soon, her vessel had reached the planetary shields, preparing to open a larger gap, but this was where her journey would stop, along with the vast, vast majority of Whitebeard's fleet.

(communications manager)"They've broken through the ice in two locations, soon the planetary shields will fall, and we will be swarmed by Whitebeard's allied forces. Fleet Admiral Sengoku!"
(sengoku) "No problem. Tsuru-san, let's put it into action."
(Tsuru)"It's a suitable time. Connect to all ships and soldiers!"

And so the board was set, the pieces were in motion, and Whitebeard's allies would momentary find out how badly they had erred, before the silence of the grave would come to claim them all.

_______________________________________

On the ground the battle continued, as Whitebeard's commanders sought to minimize the further interference of the Warlords in this fight- with Vista, their best swordsmen, seeking out a duel with Mihawk to keep him from getting bored enough to take another full powered swing at the Whitebeard Pirates, and Jozu seeking out Doflamingo to minimize the number of Whitebeard crewmembers that he could put under his control, as Jozu's adamant skin could neutralize Doflamingo's strings. Elsewhere, the fighting continued, as Whitbeard's forces continued to slowly approach the outskirts of the frozen starport, meeting ever heavier resistance as they neared the rim.

But in the void, the battle would end in minutes, as in a great flash of light the extent of Sengoku's trap was revealed. Indeed, for where before there was but a mostly empty starfield to the rear of the pirate armada, now suddenly became allot more crowded, as first one, than a dozen, then thousands, then tens of thousands, then countless more… relatively small gunmetal grey, almost triangular ships decelerated out of hyperspace one after another, accompanied by the occasional vastly larger ship of almost identical design, wedges that outmassed their lesser brethren by more than a hundredfold. Here and there the occasional more recognizable marine vessel decelerated in, but they were outmassed four to one by their unknown kin, and drastically more outnumbered. Indeed, this flanking force outmassed the Pirate armada by over five to one, and that was but the start of their issues.

Indeed, within moments of this unknown force arriving, what little cohesion there was amongst the pirate fleet broke down, as they raced past, and sometimes even through each other to put the walls of ice between them and the approaching grand armada, acting out of a level of fear that was previously unknown to the Whitebeard pirates, and with a desperateness that seemed too severe to be natural.

Moments later, this fear proved to be all to natural, as these unknown vessels unleashed an alpha strike of such size and potence, that to these pirates it seemed as if Uranus itself had woken up to speak its wrath. Countless beams of scintillating light unleashed themselves, fleet anninilators one and all, piercing through a wall of relativistic shot so dense that one seemingly could have walked on it; here was destruction in its purest form, as more firepower than this region of space had seen in a thousand years was unleashed all at once; here was the doom of Whitebeard's allied fleet, and it spoke with devastating silence. Indeed, the first clue that the Whitebeard pirates had received about their own failure, was when the heavens themselves erupted with light, as stray radiation and chains of massive explosions vastly outshone the sun, even through the still mostly intact maze of ice that had previously defined the battlefield above.

Only the pirate vessels that had already made it a ways through the wall of ice had survived the initial strike, shielded by both their now destroyed kin and by the presence of marine vessels, still stuck in the ice, but for even them time was running out, as countless frigate sized vessels pursued them into the ice, along with innumerable dual-winged strikecraft, buzzing through the frozen maze and swiftly annihilating any pirate vessel that dared be in the wrong place. Soon, even the previously opened holes were exploited by these unknown actors, swiftly replacing the trickle of reinforcements that Whitebeard had been receiving with vastly more hostile forces.

Indeed, of whitebeard's allied fleet, only a few escape pods had made it down to directly assist with the battle on the ground, with the last to arrive landing directly on top of whitebeard's ship, out of which Squard, one of Whitebeard's allied commanders, crawled…
______________________________________________________

"Pops."
"Squard! I'm glad that you're alive!"
"Yea, barely."
"I see. I was calling for you a while ago. How is it in the void now?"
"Your allies were beaten badly. I made it here because I found the way out luckily."
"Sengoku has no mercy. He is using all of the forces that he has and more to defeat us."
"Pops, did you notice what the marines was up to?"
"I've known Sengoku for a long time."
"I see. It's better for us if they're going to attack from overhead as well. I'm going to go forward, too! We gotta invade without stopping!"
"I agree."
"There are thousands of allied commanders here and we are all in your debt beyond words! We sacrifice our lives for the Whitebeard Pirates!"
"Thank you. But we are…!"
"I know. You are fighting to save a member of your family. The pirate, Whitebeard, won't give up on his family. Everybody followed you to this hell because you're that kind of person. I Wish that… we were also… members of your family."

And with those words, Squard releases his scabbard, stabs whitebeard in the chest, running him through. Despite the blow missing all vital organs, despite his sheer physique, whitebeard falls onto his hands and knees.

In an instant, Marco is has Squard pinned his head a mere twitch from being crushed between Marco's hands and the hull, and starts interrogating him about why he did such a thing, while Whitebeard himself slowly gets back on his feet, shaken not just from the stab, not just from the betrayal, but from a third, unknown, source, one that he felt more than the bloodloss.
(Marco)"Why did you do that?! Answer me, Squard!"
(Squard)"S-Shut up! You guys made me do it!"
(Marco)"What do you mean?! Do you know what you've done…?"
Suddenly shifting, Marco releases Squard and runs over to the now partially risen Whitebeard.
(Marco)"Pops! Don't push yourself! Your health is…"
(Squard)"Stop perpetrating this farce, Whitebeard! I know about your deal with the navy! You have their assurance that the Whitebeards and Ace will remain safe! Everyone, listen very closely! We've all been trapped! You never told me… that Ace was a son of that hateful Gold Roger! When you first found me, I was all alone… you know why I was all alone. Because Roger killed all of my precious crew who had fought alongside me for so long. I despise roger and… you know it!! Then you should have told me that Ace was Roger's son and you want to make him the next King of the Pirates! You were already betraying me at that time! But I didn't know. I even befriended Ace! I must've looked so stupid! And then, your dearest son Ace got caught! With the Whitebeard pirates all within the Planetary Shield and we allied pirates on the outside. You have sold the allied commanders to the navy… in exchange for Ace's life! The allied pirates will be defeated to the last, and the Whitebeards and Ace will be safe. That's your deal with Sengoku, isn't it?! We didn't know anything about it, and we followed you here sacrificing our lives to save Ace and help you and this is what happens! In fact, we're the ones who have been attacked by the navy! The monsters approach from the back, the ice blocks us from circling around the planet, and we have no way out now! It's a miracle that I could stab you once. I'm prepared for it! Kill me! I didn't want to beleive it, I couldn't believe it! I never thought that old buddy would betray us!"
"You fool! You've been deceived, Squard! Why couldn't you trust Pops?!"
"Don't play innocent, Marco! You're the 1st division commander, I know that you knew about Ace and the deal with the navy!"
(whitebeard)"It's true that Ace is Roger's son. They used that to to their advantage, tricking the one man who would be most angered by that fact. Their strategy was a notch above us."

Ontop of the ship, a momentary silence reigns, while the Navy prepares the next step of its plan, even as the remnants of whitebeard's allied fleet move through the ice maze, slowly making their way around the planet, but not fast enough, for with each passing second more of them get caught and annihilated by the pursuing sith forces.

Now, whitebeard finishes standing up, looming over Squard, his anger very much clear to see.

(Whitebeard) "you know what you have done, right, Squard? You thrust a sword into your father's body. You're such a stupid son!"
The fist, seemingly coming in for a blow, turns into a close handed hug as Whitebeard kneels, using his halbeard as a third point of contact with the ground.
"But I love you, son, even if you are a fool. "
"Cut the crap… you sold our lives to…"
"Who pulled your upright and loyal heart into the darkness? Tell me."
"No one, I have no idea. It was an intrusive thought, one that suggested that if I kill you, the remants of the allied pirate fleet would be spared."
"Strange, but seems like that is what they wanted you to think. I know you hate Roger… so much that I can feel your pain. But, Squard, it's ridiculous to lay the blame on a child for the sins of the father. Did Ace do something to you? You and Ace have weathered agony, joy, and pain together… so many times along with the others, isn't it right? I don't give a damn who Ace's father is. We all met each other in this galaxy by chance! Not only the two of you but all of you, I take as my sons! So, Squard, treat him kindly. I don't love him more than any other. You are all family to me!"
And with those words, Squard finally drops his sword, and weeps for what he has done. Releasing him, Whitebeard stands up to his full height, and finally moves to step forth onto the battlefield, taking slow, measured paces towards the edge of the ship.
"Anyway… he has never… changed at all, Sengoku. He shook us up very well. How ridiculous to say that I sold my sons!"
And with those words Whitebeard stabs his halbeard into the hull of the ship, and once again sends his fists flying out, once again creating what looks like cracks in spacetime, cracks that grow until they almost touch the planetary shields overhead, almost dwarfing the entire embattled region on Marineford; and just like that, the network of ice that Aokiji made around this world crack and shatter into dust, with the shards themselves rapidly disappearing, even as the trapped moons move back out into where they previously were in orbit.

And with that, the few remaining allied pirate vessels break for orbit, having barely made it beyond the firing arks of the Sith fleet. Soon they are accelerating into hyperspace, seeming to make a clean getaway from the perspective of those on the ground; but that would not be the case, for within moments of entering FTL they are violently ripped out of it, just in time to be annihilated by the Sith's encircling forces as their Gravity Well Generators, a technology previously unknown to those within the Red Walls, prove their worth.

(whitebeard) "If you are a pirate, you pick what you want to believe on your own!"
Squard collapse, breaking out into sobbing tears, overjoyed that some of his friends might have made it out alive.
(Squard) I am so sorry! I will follow you to the end! Ouji Sama!"
(Whitebeard) I'm just a human with one heart. People would call me a devil or a monster, but I can't continue to be the strongest forever. If I can save this one man's life, I will earn my right to retire from the world. Those of you who who'll follow me, lay down your life for it!"
And with those words, a great warcry is unleashed, as Whitebeard charges for the edge of his ship, and jumps off.
(Sengoku)"Be Ready! He is going to run wild! He's the strongest man in the universe!"
"Let's Go!"
_____________________________________________________

Whitebeard swiftly lands on the ice unharmed, stirring up a small windstorm as the full weight of his Haki is unleashed. Within moments, several large artillery shells that were flying towards him have suddenly not just been halted, but have reversed course, flying back to hit the instillations that fired them. Soon, the marines are in a full retreat, swiftly withdrawing from the frozen starport even as the Whitebeard pirates charge after them; to delay their pursuers, the Marines unleash the last of its giants, titans and behemoths, who stride forward to halt the pirates' advance, the largest of which heads for Whitebeard himself, hoping to maybe, just maybe, land a critical blow on his weakened form; meanwhile, overhead elements of the Sith fleet close in, aiming to hit Whitebeard and his forces with a precision orbital bombardment, after all, he is now out in the open, and there are no soft Marine targets in the area, so friendly fire isn't too much of an issue…
"You're standing in my way. Move it."
Suddenly, Whitebeard, having used his halberd to deflect several shells, once again discards it, tossing it asside with an extremely large burst of haki. Suddenly, the world seems to slow, as time itself seems to crawl, and every single Sith, be they on the ground or in the fleet overhead, suddenly pales, as the force screams out a waring to them, for whitebeard has grabbed a hold of empty space, with spacetime itself bunching around his fingers just a little ways above his head, his arms straining with but the effort of grabbing onto such a thing; his halbeard finally hits the ground… and with an all mighty heave, reinforced by a will strong enough to split the heavens, Whitebeard pulls down on spacetime itself, and for the first time in this battle truly uses his Devil Fruit to somewhere actually close to its fullest potential.

The world heaves, and gravity itself seems to invert, as up becomes down and down becomes up; moments later, the planet itself starts to move, following the path laid out for it by Whitebeard's will. And so, with surprisingly little calamity, the world turns, rotating around an axis that is on its surface, rather than in its core, for its very center of gravity seemingly changed, and pulled the world into a spin. Surprisingly though, this does not come with obliterated continents, nor does it come with the mantle spilling out through a crust that is suddenly in the 'wrong' location relative to it; no, Whitebeard's control is too great for any such incidental mass devastation to occur; instead, for the most part it the planet, and everyone on it, moves with relative harmony; that isn't to say that there is no devastation though, as in the battlefield everything and everyone starts falling, first sideways, than up, as the world rotates around them. Some buildings crumble, while ground based war machines find themselves moving in ways that they were certainly not meant to. No one is unaffected, for even the Admirals are struggling to stay in the same locations under this effect- only whitebeard himself seems unaffected, even as he directs the carnage.

While the planet itself moves in harmony with Whitebeard's action, that does not stop the devastation, for while the planet was kept fully intact, that does not prevent its motion from effecting the wider universe; indeed, the planets rotation around its new axis turns it into a giant flyswatter, and the Marine and Sith fleets are but flies relative to its massive bulk; and while the force did scream in warning, this was not enough to stop a planet making a full revolution around a point not within itself in under a dozen minutes; and so the orbiting fleets are devastated, as impacts ring out, first against the planetary shields, and then against the planet itself.

And so Marineford is devastated, nearly a third of its surface reduced to rubble by countless impacts. Shockwaves radiate out from countless impacts, with only the presence of numerous localized shield batteries, and the fact that the entire surface of the planet is reinforced against such impacts(although not against this many of them) stops the rain of ships from prematurely ending the conflict anyways; either way, despite Whitebeard's unwillingness to crack open the planet like an egg, using it as a bowling ball ended Marineford's viability as a Fortress World anyways, with a third of its surface seemingly completely depopulated and stripped of surface defenses anyways. Here was the true power of the Goma Goma no mi, the ability to break a world, shifted into breaking only what Whitebeard wishes to break, leaving him, his forces, and his personal foes untouched by the planetary scale devastation.

Non the less, all that even Darth Nox could do in this instance was to anchor himself, and watch almost a full tenth of the forces that he brought with him get swatted out of the skies despite their best efforts. Nevertheless, his own personal plans for whitebeard would be untouched by this setback, as would Sengoku's.

Soon though, the world completes its rotation, ending up back almost where it started, but with that much less standing in Whitebeard's way. Moments later, he jumps up, moving to clear out the remaining obstacles in his path- and so he does, sending forth a more normal, if still incredibly large shockwave, clearing away the fallen forms of the Marines' Titans and lone remaining Behemoth, before going onwards; first breaking a new opening in the wall surrounding the frozen starport, then moving farther still, clearing away debris and marines with equal ease, soon reaching the base of the would-be execution platform. There though it is halted in a flash of black and golden light, as the three Admirals once again unveil themselves, working in concert to halt Whitebeard's blast though will alone. Radiating outwards, the halted blast shreds its way through fortifications and buildings already partially reduced to rubble; as for the Marine Admirals themselves, they appear untouched, the shockwave having been seemingly reduced to but a light breeze against their combined will. Standing upright, their arms out stretched before them, these three reveal themselves as the last (known) bulwark between Whitebeard and his goal.

And so, the Whitebeard pirates charge onwards, the way seemingly cleared for them by Whitebeard's actions, but this is where things would go from bad, to worse, for now that they no longer had to keep up the facade, the Marines could unleash their full might directly against the Whitebeard Pirates, alongside the final element of their trap.

Indeed, while the bowl shaped starport made for the perfect arrival point, it also made for the perfect trap, as a tailor made wall of shielded adamant rose up around its rim, turning the bowl from merely a killing field, to a death trap; indeed, these walls were massive, stretching up for kilometers beyond even the new frozen surface, drastically higher than the 'original' reinforced edge; indeed, for those fortifications rose alongside it, revealing themselves to merely be the topmost element of these recently placed defenses. Indeed, numerous hatches opened along the newly revealed surface, unveiling countless weapons pointed directly at the Whitebeard Pirates; but these newly unveiled weapons were not alone, as all over the surface of this hemisphere of Marineford countless hatches opened, revealing new, massive surface-to surface and surface-to-orbit artillery pieces, which then spoke almost as one, a cacophony almost as deafening as the rain of ships unleashing itself upon the world.

But all was not perfect with this trap, for one section of this new wall failed to rise, the portion on which Oars lay.

This was not the end of the incoming bombardment though, as Akainu himself added his own fists of lava to the incoming barrage, unleashing countless punches almost straight up, each one unleashing an expanding fist of lava flying high into the air to join in the incoming rain upon Whitebeard and his forces. Soon the sky was filled with the approaching death- ordinance to heavy to be simply blocked, even by the efforts of Whitebeard himself.

Soon under this withering barrage the ice that the Whitebeard Pirates started to melt away, dooming most of Whitebeard's conventional ground forces to what would have likely been their doom, for there was no retreating here, for all four of their ships were specifically targeted by this barrage. Within moments, the last two ships lost their shields, and Whitebeard's own flagship had its armor pierced in multiple locations even as its surface got covered with lava. There would be no going back, and with the risk of reactor death, or at the very least a slow death from their remaining exists being sealed off by molten rock, all three of Whitebeard's remaining ships had to be swiftly evacuated and left to sink into the swiftly forming new, boiling ocean. Those who made it out either took to the skies in what remaining strikecraft or aircraft, or swam for the nearest sufficiently large block of ice to avoid being cooked by the boiling water. There, they were met by lesser artillery fire, unleashed from the walls themselves. Elsewhere, where pirates managed to get close enough to the walls to avoid the incoming fire, they were met by new, hulking figures, over twice as tall as a normal man, unleashing lasers of doom from their open mouths; here, the Pacefistas, the Marine's first mass produced 'superweapon' were unleashed; extremely durable and armed with not one, but two partially replicated devil fruits, these slow moving, but nigh unstoppable entities would have been able to clean up the remaining Whitebeard Pirates, short of Whitebeard and his division commanders, on their own under normal circumstances; but these were not normal circumstances, for the enemy's gate was down.

Whitebeard unleashed another shockwave, even stronger than the last, ringing out and forward, it reached the wall… and barely left a dent in the reinforced material, as specially tuned fields dampened his shockwave, and the material itself easily withstood what remained of the blow, even as what little made it through wrecked havoc on the marines positioned behind it. Despite Whitebeard's best efforts, the wall held, and Whitebeard only had so many such blows left in him. Indeed, their only path forwards was through the gap opened by Oars, even though that would clearly be the Marine's most heavily fortified region(in terms of what ley beyond the wall).

Racing forwards, under fire the whole time, the Whitebeard's made their last, seemingly desperate charge; but even here whitebeard had a plan, for despite the seemingly random nature of their charge on their last remaining opening, there was a conspicuous gap left in their battlelines…

Near orbit, a single ship was suddenly yanked out of hyperspace, forced into the open by the Sith interdictors. Within seconds of its emergence it was annihilated, and with it went a spark of hope…

Their charge, once so forceful, suddenly faltered as whatever they expected to arrive, whatever final trick Whitebeard had up his metaphorical sleeves, failed to materialize. Nevertheless, the Whitebeard Pirates pressed onwards, for there was nowhere else for them to go, and no other chance of victory but to press onwards.

Before they could arrive at their destination, one other, smaller miracle unveiled itself, as Oars, not quite dead, got up on his hands and knees, and with even the slow, jolting movements that he could manage to make, he swept aside what conventional fortifications the marines managed to make at that entrance. Standing up on his hands and knees, he moved forwards again, once again trying to reach Ace, wherever he might be.

Here though, is where his story would likely end, for Kizaru lazily moved forward to end his life- this time for good; suddenly though, whatever plans Kizaru had were interrupted, as Marco flamed into the plaza, moving forward to engage Kizaru anew, and continue their duel. This bought enough time for the other Whitebeard pirates, hopping through the air at surprising speed(Geppo proliferation), to finish closing the distance to this one opening. Soon, Whitebeard and his commanders would be moving in to engage their counterparts, with Jozu moving off to keep Aokiji busy and prevent him from replacing the ruined fortifications with new walls of ice.

In another dimension, another universe, Whitebeard's opponent would have been Akainu, as the strongest of the Admrals moves in to stop Whitebeard before he could free Ace from his chains; but this was not that universe, and the Sith had other plans…

(to be continued…)
 
(Full thing of Mine and @Spartakrod Banished Vs Taiidan Vs Contingancy Thing, pulled from the Battle writing area and a combined doc)

Unity of the Banished: War with the Machines

The Contingency's Machines were terror and the death of worlds. The Taiidan thought they could contain them. They thought that they could halt what had been set in motion. They were paying for their arrogance in a butcher's bill of planets left empty and orbital habitats smashed into ruin.

The Machines of death had reaped what was sowed and their colossal, geometric frames dominated the skylines of those worlds they had targeted for purgation. As quickly as their jump drives could take them, they were killing worlds and leaving behind silent remnants of fleets to be broken down and recycled at their leisure.

The banished would find these fleets pouring into the Orrery system, ominous shapes broadcasting all the power and menace of the Forerunners but without even a hint of the benevolence. Vasari, Insurrectionist, Pyrotaurus, and Banished ships made up the bulk of the fleets committed for obvious reasons, gathered in huge shoals ready for the battle while Kroot, Mandolarian, Aeldari, and Free Haven craft loomed in waiting.

This was the bloody work that decided the fate of whole societies as either footnotes in history or those who would live to see another day. The time for nobility to shine in the darkness of space. Atriox would need some time to arrive to the fray as the Covenant's FTL that still served as the basis of the Banished's systems left something to be desired.

Voridus and Parvium thus would need to manage the war effort, proven in battle against the Parasite itself and managing the impossible feat of defeating the Gravemind's forces in conventional warfare. Accompanying them was Armada Master Let Volir, the Mgalekgolo twins known as Colony, and a reluctant Yapyap "the Destroyer" who would form the council of war until Atriox could arrive to deliver proper strategic dictates through the fog of war.

Pavium would, by virtue of his feat in defeating the Proto-Gravemind, be granted overall command while 'Volir would be the one to oversee the space battle in particular, forming his ships up in tandem with Vasari nanite clouds to repair any damage they may suffer in the developing melee. Atriox's arrival would have to wait a bit longer, thanks to interference from the Contingency's interdiction systems, but Volir had gained plenty of experience in prior campaigns.

The Sangheili commander, conferring with those of the other fleet elements; whether it was the Pirate Lord " Suzuki Sakurai who was himself, of the same sort of necroid hybrid as the Fellowship, Emilie of the Fellowship, Lord Commander Otor'Ikal of the Vasari, Admiral Nkrumah, the Eldar Corsair Prince Eldrast Syelwyr, the Free Haven War-Speaker Arakrai, the Kroot Grand Shaper Stolok, the Mandolarian Djar Djarson, or Isobel Carloyle of the Grey Death legion. A diverse group of many, many species gathered with the common cause of "I would really rather not be killed by atmospheric incinerators or giant pyramid robots."

'Volir would need to update Atriox for a strategic goal to achieve with his operations later, for now, the Contingency and the Taiidani would need to be stopped. Probing strikes would be launched on the Taiidan to spread the rumour that Atriox was among them. Using imposters to create the suspicion that he could be anywhere among a foe that had come to whisper in many an emergency meeting that he was lurking behind every vent.

Volir would bring his ships to bear in staccato bursts of fire, seeking to wear the Taiidan down at long range before they could close to closer distances; strike craft flowing freely from one position to the next to drag one another down in enormous swarms. Desolator class battleships from the Pyrotaurus strobed the void of space with raking rows of lance beam fire and volleys of long-distance torpedoes.

It was carnage, but it would ultimately serve as distraction actions to try and buy time for Atriox to arrive and deliver a proper strategem with his war chief council. The losses would not be light, they were facing a massive enemy fleet and an unfathomable menace so old that planets could form around its centres of operation. But they would hold the ground seized.

Insurrectionist MAC platforms would litter the void, along with Visari and Free Haven defence platforms. But they would be replaced as ships and constructors from all three sides simply continued to pour in.

Super Plasma-MACs to put the vaunted UNSC Earth defence grid's cannons to shame poured it on hot and heavy into the Contingency's warfleet, being rewarded with the occasional machine ship brought to a screeching halt. Vasari Anti-matter and phase missiles erupted in brilliant patterns throughout space, many of the phase missiles managing to slip through even contingency shielding, impacting hulls made of bizarre self-regenerating metals while the Banished sought to maintain a rotating line of battle.

Ships facing shield failure would allow ships behind them to overtake them and give them time to recover, while the Vasari's Phase space networks often phased ships that had suffered severe damage out of realspace to give them a chance to recover. But the brutal work of the clash could only be delayed, not avoided.

The Taiidan fleets crawled over their opposition, throwing continent weight barrages into the bulk of the Contingency fleet and the Banished coalition. They died in hideous number, but many salvage corvettes managed to make it through and seize enemy vessels to impress them into the service of the Empire. The more advanced Till-Jeluxi mercenaries targeted the contingency ships first and foremost, neutron torpedoes and accelerator batteries trying to strip immense shielding and armour plating, but their own unreliability would often be their downfall; the electronic warfare of the contingency often being enough to make Till-Jeluxi ships simply self destruct.

The banished would pile in their brute ships into the fray, more heavily armoured than the elite designed craft of the covenant before them and full of vicious tribal veterans ready and eager for a fight, often accompanied by Kroot warbands, Mandolarians, Gray Death power suit warriors, Vasari Nanite-Marines, Free Haven Psychotroopers, Pyrotaurus buccaneers, and the spectacular Fellowship of Bloody Justice.

To Let'Volir, this was the largest battle he had experienced in his life, even as a Shipmaster of the Covenant, such a scale would only be thought of in terms of the Forerunners war with the Flood of old. The reports of ship movements and his responses came as second nature to the Sangheili, the Enduring Conviction serving it's duty as it always had as the centerpiece of battle, serving as an inspiration to the Banished, something that still was sour in his mouth. He believes he will never be comfortable with Atriox leading the Banished, a Brute leading was unthinkable in his younger days, but here he was, serving one's own ambitions and against foes he would never imagine fighting.

His eyes would watch as the boarding vessels and mercenary ships prepared to land their forces upon various enemy ships, ensuring that fire on those ships would lessen and focus on more pressing targets, his mind would slightly turn to the kinds of battles that faced his warriors upon those ships.


The Mandolarians were cold professionals when it came to war and conflict, using their flight systems and nigh impenetrable armour to force infantry superiority where they were able to after disabling ships with tractor beams and ion cannons. Ships such as the Keldabe class battleship were considerably more durable than the Banished's own fleet assets, turbolasers pounding away at Taiidan armoured bulks while their shielding absorbed considerable punishment in return.

In the confines of enemy ships or on planets, the Mandalorians generally remained quiet, never removing or unsealing their helms before others and remaining at a distance from physically superior foes where possible. Against the forces of the Empire, they fought as they always did, moving too swiftly to be locked down while confident enough in their endurance to attack what they wished once they had isolated it.

It was a brutally effective method of warfare, and on the surface of the Orrery's platforms, they were masters of rapidly ascending or descending the maze of surfaces, structures, and natural vistas. Missile fire and bolts of energy flew across the skies as they fought tooth and nail against the hordes of the Taiidan Empire's Finest, raining death upon the Taiidan before they swooped in for the kill, much like birds of prey.

Against the Contingency's sinister machines in particular, they focused on overlapping fields of Ion fire to try and weaken the massively superior machines, their armour managing to hold even in the face of UHEGRASER beams of such intensity that the surface of the soil of an orbital megastructure they fought over ignited like shortlived suns. Not indefinitely, and the sheer heat of the beam imparting into the Beskar was enough to cook the wearers alive inside when it conducted, but enough for them to move more boldly than most. Especially with the cover offered by the shields of Annihilator droids and their own personal fields.

Brute Captains would find that the Mandos were quite spirited in their opposition to even such a superior foe. Even when met with weapons that could simply teleport explosives into openings in their armour after shield failure, they had a job to do and would not simply back down. Beskar forging tools enhanced with plasma sheathes and vibrofields were deployed in close quarters when unavoidable, often trying to use hunting tactics on the unnatural foe.

Joints were targeted, distraction efforts were made to keep the machines from focusing on the real killer, and fair fights were consummately avoided where possible. When the foe's technology inverted and intensified gravity to crush organs against skulls, snipers poured it on to try and deal with the modulator frames. When the foe used magnetic fields powerful enough to rip electrons from atoms, they poured disruptor fire without crying out. The brutes, using the tactics that had helped to defeat the created, joined in while the Eldar Corsairs proved their worth through the power of the warp, which the Contingency seemed less familiar with.

Though many a young brute fell trying to bring down a reaper platform named for the scythe like forelimbs it bore and its somewhat hood like head; a monstrous thing of death and oblivion that could absorb even Eldar fusion gun fire; the young captain would grab at the limb of a broken contingency combat-frame that had not successfully blinked out. Seeing that it still had power, Jarga would pull at the limb until it came out of an invisible socket and swung the mace at the nearest leg of the reaper frame.

The matter compactor mace crunched the material at the point of impact into less stable forms, electrons collapsing into nuclei to create neutron soup that stuck to other particles to create rapidly decaying isotopes. The impact a barely descripable descending thunder and blast followed by the sound of something huge falling and an engine whine as she struggled against the living machine limb's desire to kill the user. Still, she swung again, determined to make the weapon obey her as the Reaper Frame's shielding seemed to die down.

The sickly radioactive glow confirmed damage to the machine whose cyclopean eye rapidly turned towards the brute, preparing a blast of its gamma ray laser to sear her into oblivion. Her defiant plasma grenade toss at the optic only seeming to stagger its ominous head which resumed its charging process, bringing up a pyramidoid hand that splintered its facing into fingers to catch at the haft of her next swing with strength enough to bring a scarab to a halt.

A Mandalorian however, rushing forward with a black coloured plasma blade, jump jetted into the machine's head as its secondary turrets were seeing off the spec ops grunts trying to bombard it with fuel rod blasts. The Mandalorian only had to get just close enough though, to jam the black blade into the central optic, pushing against the resistance of the optic until it punched through the Tyrannosaurus sized machine's eye and forced it to switch to secondary sensors, giving Jarga enough time to free her stolen weapon and slam it into the leg to bring the reaper frame down.

While some small green creature manipulated the being's bulk with an invisible power, holding it steady and keeping its limbs from making another swing, the Mandalorian's last gift of every thermal detonator he had was enough damage dealt to its head for Jarga to, rushing through the smoke and dust, smash its neck open with the hammer limb as she ripped out some circuit she felt was giving the machine arm a will of its own to get it to stop resisting her swing finally.

Slamming the maul into its back to keep it pinned, she grabbed at the weakened head module, smoking, steaming, and running with her gauntleted hands and pulled even at the protest of her shielding. It was a herculean effort, something that should not be possible with a brute's strength, even with armour, but she tore the head free with a shower of sparks and molten metal and let out a feral roar of victory, thumping her chest to the cheers of the other brutes as they managed to overwhelm the interior of this Contingency supercapital.



The Corsairs were well..pirates first and foremost. More akin to the Jackel pirates that made up much of the Kig-Yar who joined the Banished then any of the other races, but they were paid well and the Banished know what worth is a cutthroat's service. Their bloody work would serve well in the space battles, but they were hired not just for fighting the ships, but for their proclaimed excellence in planetary raiding. Soon any base of the Taiidan would learn that their skies would not be safe from raids, perpetrated by the Pirates of both the Corsairs and Pyrotaurus fleets descended upon the unknowing forces, some of the Banished fleet would even join them, mostly those of the Kig-Yar, their histories as pirates themselves lending to the raids preformed.




Kai Yin of the Fellowship of Bloody Justice moved with a degree of agility that would have made even the fastest of the UNSC's Spartans come off as lethargic. The Sanguinan moved faster than the coil guns of the insurrectionist warthogs trying to support her; so much so that they were virtually immobile to her perspective, and her chinese styled vacuum blade; so named for essentially forming a cutting edge of vacuum decay; simply cleaved through the Taiidan and their assistants like nothing.

Blood floated into the air with the viscera of foes torn apart by her strange magics and raw physical violence. Globules of the life fluids of many species, drawn into her armour to highlight its black and silver colouration with a deep red glow. She was a Sanguinan older that Desmondu itself, and she had grown mighty drinking from the blood of every foe she had bled in her long career as a warrior. The silver guard of the Empire were simply no match for her, and very often the first hint that Pavius would have to the conclusion of her work was her sheathing her blade and dismembered bodies hitting the ground afterward.s

Trandoshan mercenaries thrown in their thousands at her died as quickly as they had gained her notice, her psychic powers roiling through their innards to quite literally explode the blood out of their bodies the second she had crushed through their shielding with vises of pure electricity. This was almost not even fair, and some felt disturbed to fight alongside such "witchcraft" that allowed her to send a wave of blood across the battlefield to regenerate injured Banished soldiers and restore their equipment, even restoring the dead to life in a pulse of energy as her fanged helm scanned the field of the orbital continent for more enemies.

But Pavium knew better, she was an asset, and she would do exactly what she was paid for. She did however, pause briefly at the sight of contingency killer machines advancing on her position as her sword drank in the blood it had just spilled, purifying it of all toxins as she wiped it across her arm and made a threat display. Useless against the unfeeling machines yes, but it would bolster the spirits of those watching her as she flicked her sword forward and rushed into battle.

Pavium himself would not be idle in these battles, leading in the same defensive battles as was his purview. His Heavy Mortar System and Tower Shield cast an imposing image on the organic foes of the Banished as he blasted them away before they could even think of reaching his soldiers. To the soldiers of the Banished, Warlord Pavium truly lived up to his title as the "Unbreakable", but to the Brute himself, he simply was performing his duty to his soldiers as their leader.


As the attacking forces of Taiidan and Contingency battered away at the Banished's front lines, the various bases across the Orrery were abuzz with activity as they faced logistical matters and used every method possible to keep the lines stable for the Warmaster's Plan. On one such base in the southern portions of the Orrery, Grunt Squads are being prepared for their next deployment, new faces joining their ranks after the deaths of others. Their taskmaster for the mission huffing in annoyance if any of them so much as breathe too loudly, something the older members kept in mind as they watched their younger and less experienced kin make fools of themselves with incessant questions, not that they were any better, but it was something the wiser Grunt's learned with time, don't talk as much and the Brute won't send you as a suicide bomber.

This latest deployment would be in the Theater of War under the command (If one could call it that) of Yapyap "The Destroyer", a position that many would have preferred to not be in, for while all were soldiers of the Banished, it still rackled some to be under the command of a mear Grunt, even if he had created rather sound strategies for surviving attacks by the enemy forces. And while the mercenary forces that had been hired by the Banished did not understand the displeasure held by these warriors of Brute or Elite origin, they would soon understand.

For all his talent in creating plans to survive the enemy, Yapyap was still a Grunt and prone to manic behavior regarding certain things, leading to often questionable orders that Yapyap claimed would bring glory to Gruntkind, taking large numbers of said Grunts on solo missions. Leading his charge inside his personal Eklon'Dal Balaho Battlesuit, along with others employing such suits, these massive machines would serve as the Iron Fist to many Grunt charges and act as the true means for their large numbers to deliver crippling blows to the enemy.

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The appearance of Banished reinforcements through Slipspace rupture openings in the space around the ships as they encroached on the battle of the Orrery. But it was not the ships themselves that sought to turn the current tide of battle, transmissions spread out across the Banished's forces from the ships and were carried to their allies. A jubilant cry came from the Brute Packs as they threw themselves into a battle frenzy. "The Warmaster Comes!" was shouted as a battle cry from the Banished, Atriox had finally arrived.

Befitting his nature, he would waste no time in connecting with the other leaders of his forces and his allies, his voice carrying a deep reverberation as his species is known to carry "I have never forgotten the first lesson Escharum taught me, a fortress wall built on the backs of slaves is easily toppled he said, the strongest walls are those we build for ourselves. The fall of the Covenant would eventually prove him right, a fortress built on falsehood and fear cannot, and did not stand. The Brutes were once proud, reaching for the stars on your own strength alone, extending beyond Doisic's skies, we made it's moons our own and stood at the precipice of unbridled expansion. But we were our own greatest enemy, so much untapped potential wasted on constant civil war, concerned more with tribes then with triumph. Our suffering had only just begun, we made ourselves weak, empty vessels ready to be filled with the Prophet's promises. For decades we served, we died, enslaved as much by pride, as by providence. For years I watched as they sent us to die for the glory of others, victory after hollow victory secured with our blood, in service of an Empire not our own." He took a deep breath.

"The Covenant called it loyalty, but I knew what it was, a forfeiture of our own destiny and when I had enough of the Covenant's game, they sentenced me to death. I was declared guilty of treason, an affront to the Prophet's pride and power, to defy our masters was to be branded a traitor, I stood and I roared "So Be It", but they could not stop me, could not stop us. A verdict was indeed handed down that day, but I was now the judge and jury. We saw through the Covenant's most egregious lie, their Great Journey, had rose above it. We were pawns no longer, we were Banished. We do not seek to rule or enslave, but to survive, to thrive, to endure. None are coerced into serving the Banished, none are conscripted and all are welcome. Even humanity, with their soft flesh and steel resolve, have a place among us if they pledge their loyalty. We make common cause with all those once shackled by lies and with these powerful allies, we will ensure an everlasting freedom. It's time to scrawl a new chapter into the stone for our people, it's time for us to speak and the galaxy to listen. And so we embark on a reclamation all our own, armed with a just cause, a righteous fury, united by a sacred pursuit of self determination, this above all, the Banished are Free." He shouts out

"For too long, we sacrificed our lives for the Glory of others, dying under the yolk of cowards. We will not make the same mistake, ours will be a stronghold, anchored by brotherhood and blood, built for ourselves, for each other. Some will follow, some will fall, but all will see our strength." His message ends.


The arrival of Atriox was not a moment too soon as the Contingency had brought an enormous battleworld simply known as an"Star Mammoth" into the fray. With a diameter comparable to a gas giant, the solar bulk of the colossal construct was enough to simply draw Taiidan ships to their doom in its roche limit or in the face of its cherry red Gravity Laser, a beam of gravitic annihilation that redshifted all light caught in its way and essentially created a devastating tearing force of gravity to make things caught in it "fall" at near light speed, friction making them burn into a brilliant accretion disc around the beams fired by the Star Mammoth "eye". Incoming shots were caught in an artificial accretion disc, swirling around the enormous machine's cosmic mass and stretching into an inferno that would bake nearby enemy ships in lethal radiation while hyperspace drive fitted anti-neutron torpedoes threw themselves into the masses of nearby ships from its transforming bays.

The Star Mammoth emergence would draw the attention of Taiidan battleworlds, who sought to overwhelm its defences with Ion megablasters and enormous mass driver rounds and volley after volley of incinerator missiles, but their planet bulk was insignifcant before the colossal form of the Star Mammoth. Till-Jeluxi planet killer munitions from their own battleworlds and leviathans would punch into the complex regenerative shielding of the system killing machine, its accretion disc "charged" by the matter of stars it had ripped apart with its gravitic and electromagnetic tools to provide its burning halo with added defence and a source of quasar jets to blast enemies with. "Darksaber II" superlaser artillery ships built by the Trandoshans providing brilliant illumination as they smashed into the shielding of the Star Mammoth and even more brilliant lighting through their deaths as fusion lasers retaliated and ignited their hulls with the birth of brief-lived suns.

The Forerunners themselves would have probably paused at the idea of having to fight such a colossus whose hundred thousand kilometre wide frame seemed to defy the laws of gravity by just existing, its movements causing graviton sensors to howl with detected anomalies while a constellation of world scaled Colossi and moon scaled Juggernauts stayed close by; moons around Jupiter. Atriox however, was undaunted. To destroy a Contingency Star Mammoth would make him immortal in the annals of history. And its presence had divided the attentions of the ongoing battle so far, prompting the Taiidani to turn their attentions and that of their mercenaries towards what they perceived as the greater threat. And there was a perhaps unexpected, if temporary assistant; the Orrery itself activating its defensive drones and sending them to meet the Star Mammoth to intercept what it had deemed a threat.

His warriors now had an opening, with their foes distracted and the Orrery itself awakening against a dire threat.

Atriox would be quick to take command of his forces in the midst of this potential disaster in the making, the Banished fleets would begin their own offensive away from the Taiidan and their mercenary fleets, not trusting they may continue to showcase foolish devotion to pride in the face of this threat. His best warriors and those who have fought the Contingency machines the most giving their reports and perspective on fighting these machine minds, A plan would be formed under the advisement of his trusted advisors.

Aiming first to deal with the multitudes of Contingency Colossi and Juggernauts around a section of the monumental enemy Mammoth-Star clearing an area of operation before true focus is placed on the Contingency super weapon. Every weapon of the Banished's fleet was to be used to Atriox's precise orders, from the Plasma Cannons being relegated to dealing with the smaller attack vessels the Contingency will send to destroy the Banished's fleet, these weapons along with the Pulse Laser Turrets will be the main "Defensive" weapon as the main weapons of Plasma Torpedoes and the famed Energy Projector beam work to carve away the defenses of the Colossi and the Star-Mamoth, feeling they will be the major determinators in these opening moves.

Meanwhile the boarding methods of the Banished will be utilized on the Juggernauts, clearing them out of any and all Contingency forces and preparing them for a new tactic, setting these moon sized ships on a collision course with the Mammoth-Star, hoping to create openings in it's shields and cause devastation upon it's surface for Banished ships to unload their fire power upon in waves. (edited)

The main tactic for the space battle Atriox devises is for our vessels to utilize our Long Range capabilities as much as possible to tear away at the Contginacy's ships and their defenses. While these are his orders for the Banished themselves, Atriox has some considerations for his allies, nothing set in stone as he still does not know all their capabilities. Trusting those like the Kroot, Eldar and the Vasari to know best where their skill would be needed, meanwhile those of the Insurrection, the Grey Death Legion and the Black Fleets of the Pyroturus are ones with more conventional methods of warfare he understands, assigning them to aid in offensive attacks on and in the Contingency ships, and to ensure the Defensive Drones of the Orrery continue their own attacks, such useful tools must be kept from being destroyed too quickly.

As his plans were made, Atriox would state that he intends to fight personally, taking groups of his best Warriors along with those who are willing to join them from their allies, on various boarding missions for the Juggernauts of the Contingency, bringing them under Banished control, or on missions to destroy the larger Colossi from the inside.

An intention that brought several to wish to join him in this historic moment, members of the Banished who have been fighting on the Orrery already, like Voridus, who sought glory in battle like his Brother, or Colony who would ensure Atriox would be protected by their strength. Others who came with Atriox as reinforcements, such as Jega 'Rdomnai, a Blademaster who sought to test his mettle against the machines of the Contingency, or Bipbap the Vanquisher, an Unggoy of surprisingly deadly skills in battle which had earned him the Rank of Ultra in the Banished, a rarity for his kind.


The Pyrotaurus would bring forth planet cracker munitions and weapons, expecting that nothing less would be able to deal with the Giant Bulk of the Star-Mammoth as its gravitic presence loomed like a shadow over the combined fleets. The Banished and their Vasari partners would make up the largest portions of the combined armada as the two golden armadas formed up for battle. Vasari Super-Titans developed to match the behemoths in this new galaxy would anchor the Vasari portions of the fleet as Grand Admiral Alikrai reported the readiness of his flotillas to engage in battle as his ships emerged from phase space in enormous numbers, Eldar craft emerging from the webway while Kroot Warspheres, Insurrectionist Armadas, Free Haven warfighters, Mando'a starships and more made their stand in the face of the great reaper of civilisations.

The geometric ships of the Contingency would be met with the emergence of multiple Vasari Starbases brought through by an experimental phase tunnel that would allow the massive constructs normally meant to be slower than light if mobile defensive lynchpins of important systems to make themselves present in the battle, while inter-stellar ranged Kotsura Cannons established by the Vasari far behind the frontlines began to fire through phase space. Even the Forerunners, to the knowledge of the Banished, were not given to make massive batteries of interstellar range artillery pieces; especially not ones coordinated across a thousand star systems that Vasari constructors worked frantically upon.

Kotsura cannons and even larger guns would open fire; their projectiles dropping out of phase space either upon the shielding of the enemy fleet or through it if they were able. Many enemy warships being met with crippling barrages that struck out of nowhere and annihilated whole fleets without chance of retaliation, pummeling open holes in shields for the Banished and others to pour through as Alikrai coordinated with Atriox; Vasari ships riding the Phase space stabiliser fields of the warheads appearing from nowhere as they dropped out of the tunnels created by the warheads to engage from surprising angles.

Using this in tandem with sudden drops of Titans, Super-Titans, and Mega-Titans (though word on the grapevine was that the Vasari were in the midst of renaming their ship classes to match the locals); the Vasari create openings in the seemingly invincible shields of the battle worlds of the Contingency. It's not much at first, but with repeated bombardment, the weaknesses start to be opened wider and wider, and for a time, it seems that the Contingency is confused by what is happening or what to do; especially as the Taiidan pour in regardless of losses to exploit the situation.

Brutes would pour onto contested Juggernauts that saw three way melees as the Banished, Taiidan, and the Contingency; and their allies in the former two cases; sought to battle for control of the dreadful machines' shipyard vessels. As Atriox himself boarded one of the lead Juggernauts, the Fellowship of Bloody Justice proposed a bold strategem of trying to board the Star-Mammoth itself to disable its shields from within, using their tactics of slipping through the brief holes formed in its shielding from the constant bombardment.

Though asking this question as Atriox landed upon a great juggernaut whose cavernous interiors were large enough for Krakens, Harvesters, and Super-Scarabs to arrive inside of was perhaps a bold decision, the elder sanguinans of the Fellowship who would be chosen for the raid could carve their way through a great many of the machines on their own; while their younger and less powerful kin would of course, hang back with Atriox's forces to assist them where needed. And their bloodcraft would be able to guide them to the weaknesses of the mammoth to find a way to make the planet-bulk of the monstrosity vulnerable to being removed from the board outright.

Atriox would approve of this proposal, allowing members of his forces to join in this attack, led by Voridus as a means of both proving his worth to Atriox and to see if the young Brute had what it takes to ascend the ranks as his brother continued the defense on the Orrary. In the meantime, Atriox would continue his own plans of taking the Contingancy ships and fighting off the Taiidan who would try to claim it for themselves, making quick orders for several ships to focus fire upon the Star-Mammoth to open up large enough ways for a decently sized assault.

The Grey Death Legion's battlemechs, fitted with shields offered by the allied forces were the first to enter the fray alongside the Children of the Watch and selected Brute Packs given the honour of challenging the deadly conditions of the most intense landing zones; Eldar corsairs pouring in from the flanks to lay precisely targeted strikes where they were needed. Taiidan Marines, Till-Jeluxi Securitors, and Trandoshan mercenaries would seek to oppose them; hypervelocity slugs whizzing over the heads of the gathered combatants whenever they weren't directed at the rapidly awakening war machines of the organic killers.

Taiidan tanks would pump fire into the fray, trying to break the defences of Contingency Man-Slayers with anti-tank munitions while their cosmic ray beams ignited fusion processes in the hulls of the Taiidan constructs, causing secondary detonations from the short lived suns. Banished plasma mortars would erupt amongst them, Eldar scatter-laser weapons scoring across their intense shielding while strange Vasari nanites released aboard absorbed lethal amounts of radiation being flushed into the interior of the contingency ships to remove the organic pests; allowing the organics to avoid the understandably undesireable fate of melting into goop.

THEBANs and Shock Troopers took what cover they could as the Vasari nanite clouds coalesced into solid structures, flinching every time miniature stars were fired by the contingency and trying their best to avoid missile contrails spiralling from the Taiidan lines, but it would be the power of the warp unleashed by the Eldar Corsairs that would break the tide; the might of the Eldritch storm engulfing swathes of the killer machines and the Taiidani hordes in swirls of power never before witnessed by the Banished, but witnessed by a number of the Pyrotaurus; some of which were defectors from Meldrik's black spots and included some numbers of Astartes whose power armoured expertise proved its value multiple times over.

Even the Contingency's arcane technology was not immune to the wrath of the warp, and even their largest machines were often pulled apart or shorn into unbeing by the white flickers of fury made manifest; other Eldar using biomancy or the healing winds of magic and regenerative runes to restore what damage had already been done to bring the wounded back into the fight. Enough so for Atriox to identify the Trandoshan Super-Commando who was busy leading this contingency of the Taiidani forces swarming over the outnumbered and outmatched contingency defenders.

Grossk was always big, even before he had been given special augmentations and cybernetics to turn him into a wall of muscle and scale. Some perhaps suspected him of having force abilities, but the truth was that since coming to this galaxy he had learned Esper abilities that he had used to enhance his physicality, giving him a presence comparable to the Jiralhanae Warlord himself as was made evident by the giant being able to use a Black Spot Thunderhammer to swat the head off of a scythe fingered Foe-Slasher machine; the reptilian mercenary warlord letting out a hissing roar of triumph as he dared others to challenge him for command of the Juggernaut as the machines of the contingency began to withdraw by teleport to other ships.

Such a direct challenge would normally beget a rush of Brutes aiming to prove themselves, but here and now, all were silent as they watched the Warmaster Atriox himself walk forward, all eyes on his approach. His gauntlets whirring with the sounds of it's complex machinery, granting him strength beyond that of any normal Brute. "You offer a worthy Challenge Trandoshen, one I intend to meet." The red glow of Chainbreaker's energy blades showed Atriox having a stoic face, eyes focused onto the eyes of Grossk, both sides of the conflict were silent, as Trandoshen and Banished watched their champions showcase their skill in battle.

Grossk would be the first to attack, seeking to test the waters of this challenger with a brutal swing of the Thunderhammer, a swing which would be matched by Atriox's own, the two weapons different energy sources sparking as each warrior attempted to overpower the other. the two would jump away from this exchange, Grossk hissing violently as he rushed forward again, keeping the Thunderhammer low to the ground for a low swing, while Atriox held his ground in a defensive posture, ready to strike the moment his foe enters Chainbreaker's range.

Clearly both were intending on gaining the first true hit, a means to establish a weakness in the other. But Grossk however would not anticipate a red tendril of energy pulling him forward towards Atriox's own strike across his chest. Despite the burning cut across his chest and the clearly broken bones from the impact, Grossk would be successful in his own strike on Atriox, the blow of the Thunderhammer sending the Brute flying backwards and onto the ground, dazed for only a moment, Atriox would dodge a downward slam of the Thunderhammer as Grossk attempted to end the fight there and then. The two stood before each other again, Grossk's wounds slowly healing, blood having been spilt by both and their skills appraised by the other, all watched, waiting to see what would be next.

Grossk was a mercenary first and foremost, his cause was not with the Taiidani Empire as he waited for the thunderhammer to charge again, palming its haft just below its head while he circled around. He was looking to earn a profit, and he was also looking at the Taiidani marines being overwhelmed by the brutes pushing through them. Rissettiu was a mad man who purged at the drop of a hat, the insane clone of a clone whose responses to failure were sudden, unexplainable deaths by witchcraft crushing throats. And with these machines on the loose, and with the brutes victory over the Contingency machines inside through cunning, numbers, and brutality, that mercenary mind was turning towards other goals.

"You have strength, cunning." He said in a hissing, reptillian voice like a pressure cooker slowly releasing steam.

"Show your strength to me, arm to arm, and we can discuss renegotiations." Grossk said, clicking his tongue through his teeth as his Trandoshan warriors gathered up, chanting their leader's name.

The Brute Warmaster never dropped his guard as he responded to the Trandoshen "A pragmatic response, as to be expected of a worthy opponent, I look forward to the renegotiations" As he spoke, a slow but growing sound of clanging emanated from the Banished ranks, fists to chests and melee weapons upon the metal floor of the vessel.

The two would again rush to exchange blows, Grossk blocking strikes from Atriox with the handle of the Thunderhammer, the charge not yet completed, his reptilian eyes scanning the Brute for any openings and quickly striking as he found one. Letting go of the thunderhammer with one of his hands, Grossk slammed his fist into the left side of the Brute, creating a opening in Atriox's defense's where Grossk swung with all his might the still uncharged thunderhammer, it's energy may be not yet ready, but it was still an effective blunt weapon. Armor cracked and crunched under the strike, but to the Trandoshen's surprise, the Brute stayed in place, his own prior swing still on it's path, striking past the any immediate defense's the Trandoshen could put up and into his leg, snapping it at the knee and forcing the large warrior to the ground on his remaining good leg.

Pain coursed through the reptilian mercenary but he did not let this deter him from the fight, putting all of his focus on the defense of his vital areas and his abilities on healing the broken leg to an acceptable level. But Atriox was not done with his assault, turning the energy blades back on his weapon he swung Chainbreaker horizontally aiming to cut away the weapon holding arm of Grossk. Eye's widening at this attack, Grossk hissed in pain as he deftly moved with his remaining good leg, launching himself a safe distance away from the Brute's strike, his back catching the tail end of the strike, leaving a small glowing gnash as his armor burned from the energy.

"You have fought well Grossk of the Trandoshen, have I proven myself to you or shall we continue?" Asked Atriox, one hand upon the the cracked area of armor, checking the damage, eyes still focused on his opponent.

-------------------------------------------------------

The looming Star Mammoth was perhaps the largest war machine the Banished or their Vasari partners had ever seen; a hundred thousand plus kilometre sized big dumb object with its own enormous planetary ring system going across its prime meriddean and its Equator, giving it a sort of atom like appearance as the behemothic construct battled against the many fleets fighting against and around it. The Vasari's Kostura cannons had targeted the machine for extreme prejudice, salvos ramming into it from across the interstellar void again and again until they at last reported a breach in its defences.

"Atriox, prepare your men, we have achieved a breach. Our fleet shall busy its external defences, and we will deploy the terrible technologies used to tear open a world's resources to see if we cannot crack open the hull of this leviathan. However, your soldiers exceed ours in the bloody business of boarding and I do not expect it to fall without such an attack." Otor'Lkall said over the command link between his command titan and the Banished fleet. The wreckage of Taiidan battleworlds and ships had accrued around the behemoth as its gravity eye reaped a bloody toll, offering cover from its defensive weapons while its hull was starting to show signs of battle weariness from Vasari Phase munitions that had teleported beneath its shielding to impact the hull, spreading special phase-nanites that sought to dismantle parts of the quantum superstructure over time.

So long as the Star-Mammoth remained, the Contingency's fleets would continue to press towards the Orrery, the primary Gravity Eye of the ship firing into the Orrery's shields in an attempt to break them open as swirling ground battles lit its surface with explosions visible from the void. However, it was starting to slow, slowly but surely, and it would be up to Atriox to bring in the assets needed to bring the behemoth down.
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These machines will learn the might of the Banished, may your fleet strike with the force of your people." Closing the command link, Atriox would turn to his warriors, hundreds in his direct presence with thousands more listening to his words "Brothers and Sisters of the Banished, you who come with me into battle this day, raise your heads in pride, for today is a day that will go into legend, as we prove our strength over these mindless machines. We will strike with the fury of our peoples, break them down and take what will be OURS!" he ended with a shout that bordered on a roar, a sound that was amplified by his warriors matching his drive for battle.

They would rush the breech made by their allies, like a swarm of, they flew in vast numbers, some being shot away by the defense's the Vasari could not distract, but far more reaching their targets. Battle would begin the instant the Banished touched the cold metal ground of the Star Mammoth, as Human and Grunt soldiers held the landing sites with concentrated firepower, Jackal Snipers let loose covering fire on the far more dangerous Contingency units, Brutes and Elites covering the niches left over where needed in the battle, such was the efficacy of the Banished's skills as warriors and soldiers. Atriox himself would be among the first to land, choosing to be in the direct fighting as much as possible, once the situation became calm enough for communication, he would give his orders to the Banished.

His orders would be simple, two directions of their attack, to the control center for the Gravity Eye and to the various power sources that fueled this massive vessel, controlling or destroying them as necessary for the wider battle. Atriox leading the attack on the Gravity Eye, while giving command for the power source attacks to Jega 'Rdomnai, wishing to see if this old friend of his Mentor was fit for reaching a higher rank within the Banished and joining as a advisor to Atriox.


The Gravity Eye was a marvel of engineering, in essence firing a string of extreme gravity to roche limit things caught within it into oblivion,creating the distinctive deepcrimson "redshift" beam that tore through just about everything in its way. It was simple in principle, an extremely intense gravitational field of such intensity neither matter nor energy could resist. The Vasari would use Phase Space, a dimension that the Contingency were less familiar with than hyperspace to help the Brutes teleport large numbers of troops onto the ground while the three forces at play landed what troops they could onto the sterile, angular constructions of the Star Mammoth.

The constructions were far harsher and less friendly than that of the Forerunners'. There was no hint of any intention to let the living share this space, and the Vasari had to vent massive amounts of stolen oxygen and nitrogen taken from gas giants that had the element locked into compounds unsuitable for life to allow for assault without needing pressure suits; titans "exhaling" the substance while their phase jump capable starbases jumped into position with extensive networks of defensive platforms to provide an immediate defensive line.

"+We are detecting an entry way to the power systems of the star Mammoth's primary weapon systems in the sector we are highlighting on your map. This is likely a result of damage from the Till-Jeluxi mercenaries' conversion beam cannon. We cannot say how long it will remain open, but we will endeavour to prevent the nanites from sealing the injury. We are delivering nanite bombardment now.+" A Vasari Admiral aboard a Titan, Arkatal; said; phase missiles delivering payloads of potent phase nanites to counteract or at least slow the machines' rate of regeneration.

"+The core of the machine will be heavily radioactive. It should be a job left only to soldiers in heavy duty armour, preferably shielded as well. From what we understand, it is a system that operates on a combination of zero-point energy and an artificial black hole; using the fall of virtual particles compounded with hyperspace distortions into the singularity to generate its energy needs. A soulless method of power generation, but effective.+" The Corsair Princes' chief seer; Supreme Commodore Lelndia Allamere said. Impressed by the technology, but only to a certain point; it hardly fit the psychically driven Eldar's vision of grace after all.

"+The destabilisation of the power system should result in the black hole breaching containment. Given the internal hyperspace distortions, it will not survive after its release, but it will begin to consume the Star-Mammoth's interior. From our auguries it has other systems to maintain activity, but this will cripple it.+" She added.

"+Not to undercut our comrades' enthusiasm, but there is major cluster of hyperspace signatures approaching the main weapons' power system. Likely a chassis for the star-mammoth's core command subroutines. Perhaps a means of maintaining the command and control capabilities in event of severe damage to the machine itself. However if we could destroy this mainframe...it would likely disrupt the Contingency's intelligence. However, I advise caution, it is ambulatory, and almost certainly combat capable.+" The Vasari Admiral added, reporting on what his sensors were able to detect from the interior of the machine from the Dark Fleet's lead elements within the outer shielding.

The Taiidan however, were no slouches to trying to land themselves; bringing with them more of their Krogan and Vorcha mercenaries following the defection of the Trandoshans now aiding the assault that had started to pierce into the inner layers of the war machine. Extremely resistant to radiation, the blood pack's mercenaries were positively eager for the fight ahead; even if it was clear that the Taiidan were exploiting the battlemasters with a promise of a cure for their "genophage".


Atriox would take heed of his allies information and compile his own plan of action for his forces, preparing his best and most well armored of forces for the attack on the Gravity Eye's power system. Those willing to give everything for the Banished's victory, Brute warriors emboldened by Atriox's presence, Elite Soldiers whose own culture of warriors would not stand idly by in this historic moment, Hunter groups who made clear their intent to continue their service to Atriox as his warriors. The Member Species of the Banished had some of their best pledging to follow Atriox into the most hellish of conditions, and so he would lead these warriors himself, seeking not only the chassis of the Contingency Mainframe, but the leading forces of the Blood Pack as well, defeating both becoming a primary goal alongside the control over the power systems of the weapon.

Atriox of course had bigger plans in store, and the capturing of a mostly intact weapon such as the Star Mammoth would be a grand boon to the wars to come, with this planet sized weapon and the Orrery at his command, he knew the Banished would be one of the great powers of this galactic region. But the time for plans on a galactic scale would be for later, now was the time for war.

A message would be broadcasted as a form of challenge to the Blood Pack leadership if their leaders can not be found or identified, "I am Atriox of the Banished, I call to the members of the Blood Pack to show they are more then Taiidan's lapdogs, face me in combat and show me the worth of your species." should they answer the call they will find Atriox waiting with his own warriors, ready to battle any the Blood Pack may send.

The Blood Pack were desperate for a cure for the genophage, a punishment inflicted on the Krogans in particular for a rebellion centuries past to limit their reproduction. Like sea turtles or the Yamn'e they reproduced through laying eggs in the hundreds to thousands, the genophage made only a tiny handful, one or two, maybe three or four if lucky; survive to hatch. Instead they were laid stillborn, clutches of dead offspring. Far more traumatic, far more painful than simply reducing the number of eggs they laid, all for the accusation of "they breed too much and without population controls they'll overrun the stars."

Weyrloc Guld, Chief of Clan Weyrloc and the closest thing to a leader of the Blood Pack; had landed on the death station himself, wanting to prove himself worthy of the first offered cure for his species' affliction from Emperor Rissettiu the Fourth Two. His Krogan fought with, ironically, little fear of death, the Vorcha even less so as their planarian regeneration was just enough for them to believe being told that they'd be fine with some added medical technological assistance. Of course, planarian like undifferentiated cells were hardly enough to resist being smeared by electromagnetic scramble-beams or hyperspace cutters that displaced their bodies into higher dimensions.

Scarabs would swarm around like beetles at the feet of colossal war machines that defied sense with their sheer size and scale. They would bite with jaws of plasma and duel in cataclysmic battles to destroy cities at a time. But Atriox himself would be brought to the core of the problem, escorted by his elties and the Sanguinans, as well as Pyrotaurus Astartes who could out-fight the lethal machines and give him a straight shot to the heart of the problem, where Guld and his Krogan had managed to fight their way to a great amphitheatre room large enough for vehicles to fight in; and fight in they did, moving to provide cover for the infantry as the Krogan battlemaster turned towards the Jiralhanae warrior and snarled beneath his helmet, escorting warriors having briefly repelled the contingency war machine.

"So you have made it, good" the Voice of Atriox emanated from his helmet, amplified to carry his voice across the distance "I had worried that your servitude to the Taiidan would have made your warriors inherit their weakness, but it seems such worries were unfounded... What happens now depends on you now Weyrloc Guld, I know of your deal with the Taiidan, to cure your race of the atrocity unjustly inflicted upon you. But I ask of you, do you trust the Taiidan's Emperor to keep his word, one who holds your cure as a bargaining chip to make your warriors fight his wars, I have seen his ilk many times rescind their own words and oaths as they please." Atriox takes a stance preparing for if the Blood Pack make their own moves, the Banished taking their own defensive positions in response.

"It is your choice, leader of the Blood Pack, will you serve as a slave to the Taiidan, or will you decide to take the cure from the Emperor's corpse. Know that whatever you choose, I promise that if the Taiidan hold the cure to your people, it will be given freely to them by the Banished, your kind do not deserve to be shackled to the whims of others fearing your very existence." Truly Atriox meant every word he spoke, the Plight of the Krogan touching something deep inside the Jiralhanae, here was another race having their very right to live taken away from them, infected with a sickness that has killed thousands before they even had taken their first breath, the Covenant may have forced his people to serve them, but they would never be so vile to do this to their member species. The Unggoy of the Banished seem to have taken the information of this "Genophage" as a crime against life itself, their own reproductive rates being remarkable similar to what the Krogan once had, Atriox could tell, that if the Krogan ever joined the Banished in full, the Unggoy would consider them kin very quickly.

"Do you have proof of what you offer?" He asked, holding his mass effect hammer tight in one hand as one of the Sanguinians hired by Atriox stood nearby, Vikido Marnil, who seemed a younger man than he actually was. They had destroyed many of the machines so far, and were waiting for Atriox to give his word for what to do.

"Is the Emperor winning the war right now?" Marnil asked.

"What?"

"Is he winning now?" The Blood Drinker asked as the core mind warframe was starting to approach.

"How is that relevant?"

"How will you get your cure if your side loses?" He asked, nodding to Atriox and drawing a Quench blade as he sensed the vibrations of the scuttling monstrosity approaching.

"Tch...I suppose we can discuss terms after we get off this hellish thing first. If you're lying to me, I'll eat you liver first." He grunted as he looked to the Blood Pack and snarled at them to get into line and shape, Vorcha, Krogan, and Yahg in the face of the incoming machine which strode on sharp scythe like legs. Like a spider, a scorpion, a pyramid, a tyrannosaur, a tiger, and a Chimera all in one, geometric, dreadful whole with eight legs and a winding tail. It was a frame designed to have as many ways to kill everything around it as possible and it did not care for the intruders, starting with the Taiidani commandos who were shouting at Weyrloc Guld for "betrayal!" and "treachery!" before being promptly un-gluoned into a soup of subatomic particles by a conical purple beam.

One moment they were there, the second not even an electron microscope would find their remains. And the machine began to move, ultra-gamma lasers opening fire from nodes on all sides as it started to scuttle to get its foes within the range of its grabbing, slicing and cutting limbs. The mass effect barriers of the blood pact briefly gave it pause, until it simply lengthened energy blades to stab through them, vapouring them from the inside out as it was immediately bombarded from all sides, the lightning quick Sanguinians moving faster than actual bullets to rush towards it and start striking from multiple sides.

Esper power would try to restrain its movements, the electrokinetic master Seitako Kekari using her abilities to grab at the machine's electrons and protons to prevent it from moving before launching a series of needles from her holsters as railgun projectiles with her electromagnetic powers to make it reel. The Brutes, Elites, and Hunters would turn to fight back as soon as possible, pouring it on heavy and thick with whatever they had at hand.

Holding back was not an option, especially not with machines so deadly that Scarabs often were needed to deal with their infantry, many of the Scarabs falling from the War-Mainframe's attentions, but it was trying to focus on the Sanguinans in particular, trying to strike down the fellowship of bloody justice where possible but always seeming to miss the mark.

The core of the Star mammoth would then, as if on cue, fail all at once, signifying the success of the sabotage mission dispatched there, briefly prompting the killer machine to stop and falter for just a moment.

Without hesitation, Atriox and the Banished would attempt to take advantage of this hesitation, unloading massive volleys of Plasma and energy blasts towards the many Weapon systems of the machine, intent on hindering it's attacks. While other attackers lobbed Grenades of Plasma, Electricity and the famed Spike Grenade towards the many legs, avoiding allies and calling out that Grenades were thrown.

The remaining Scarabs would stay far apart from each other, preparing precise shots to the enemy machine, aiming for the most dangerous weapons systems much like the volley fire of the rest of the Banished forces. After each shot they would move ever closer to the machine, a single step at a time and prepare for a new target regardless of the condition of the prior one, hoping to keep the machine from guessing any strategy being conducted.

Jumpers would take the risky attack vector of flying through the sky, using their increased agility to fly around the battleground and fire down on top of the machine at any damaged part or Area. Atriox himself would also take to the skies, aiming to land upon the Machine once the mass of volley fire had concluded and tear off it's tail or other deadly appendage, while he was not as strong as the Sanguinans, he would not simply battle from a distance when he could deliver a crucial blow to the enemy himself, Chainbreaker glowed with it's Blades of red energy as he roared out to his soldiers "Break the Machine before us, let our victory show the universe our worth!"

The machine was a hard as nails thing, but it was not invulnerable. It would take a great effort, a herculean barrage of blows, some would fall, some of the Sanguinians even "died" several times, reanimating with unnaturally fast regeneration as their symbiont kicked in, living armour flowing to fill the holes before they jumped back into the fray. But it was dying, slowly but surely, weaknesses were being created, a killing curse inscribed in the neck so that it would die if decapitated. Other powers perhaps more familiar with such sorceries from the Worlds Aflame or the Mythic Epics would have been able to counter, but the Contingency was far less familiar with such things, and its efforts to purge the curse would not come in time as eventually Atriox would strike the final blow to sever its head after having hit it repeatedly already. The machine's back up systems shorted out, struck by the killing curse and the war-brain collapsed lifelessly to the ground as the Contingency's machines were overwhelmed by sheer numbers of both Taiidani trying to fight their way off the star mammoth and Banished fighting their way inside.

And with the Star mammoth itself now a drifting husk, the rest of the Contingency's assets fired up their jump drives and vanished, leaving behind the wrecks of half a fleet either already destroyed or too badly damaged to escape before being brought down, the ground conflict ceasing abruptly as the Contingency retreated and the turning of the Trandoshans and the Blood Pack made the Taiidani positions increasingly untenable to force them to withdraw. The orrery would be defended, though the fleet committed to the defence of the system and the systems in a slow globular orbit around had suffered 50% casualties themselves, counting destroyed ships and ships in need of repair, but the great armada of the banished and the Vasari would take those losses and call them easy.

The Taiidani, having suffered the worst at 70% casualties, would retreat to their redoubts, around fortress systems they would use to try to lick their wounds where their motherships hung in orbit to frantically replace the lost assets and cloning facilities were trying to pump out fresh troops. Around the rapidly spinning Neutron Star of Hadarios and its White Dwarf partner that had only recently been drawn into its orbit, the Taiidan had assembled a massive ship building operating making use of the debris fields that used to be planets before the gravitational calamity of the merging of two solar systems shattered most of them; even building a great many massive habitats for civilian workers to live on permanently and large stations.

Now that the Banished agents had located this place, they could follow through on their victory and strike it and other assemblage points across the broad front with the Empire over a distance of kiloparsecs at their leisure.

Victory for the Orrery; Chance to launch a counter-offensive with an advantage into Taiidan space granted, with Hadarios being the iconic battle of this campaign if chosen for this turn.

Committed Fleethordes to prior engagement at 50% strength and in need of repairs, non-committed fleet hordes are fresh. Contingency withdraws with 50% damage, Taiidan withdraw with 70% damage.
 

Situation:

Fallout:

Core War Fleet Alpha: 60% integrity (Took three Mag 3 fleets head on and took the brunt of the damage, but played your advantages well and prevented them from overwhelming you. Your allies helped protect you and the Mercenaries sealed the deal and prevented further damage. Escalation of the Greens capabilities were limited to smaller surviving Fleets that escaped. Majority of the damage was done by the destruction of Theocracy megastructures and Tohx rushes on Commanders gating in to Green held territory)

Theocracy territory integrity lowered by extreme combat, the loss of megastructures and infrastructure lowering development level to Heartlands.

A decision lies before The Central Consciousness.

Much of the damage done to the Organic Allies infrastructure could be repaired to its prior condition by the industry that the CORE created during combat, Alleviating the housing crises that now hampers the Theocracy, furthermore it would allow the Core to speak directly to the people about the strengths and benefits of Patterning. Their Gods and other Unknown forces may give them powers and maybe even an afterlife, but Patterning allows for them to care for those that would otherwise be left behind. It allows them to not DIE. Something that the CORE always wondered why it is so hard to understand.

(Rebuild Theocracy infrastructure giving them back Ecumendui hub trait in the affected territory, Gains additional population Growth in the form of Emigration from the Caretakers due to growing Ideological compatibility and Theocracy Citizens accepting Patterning in their Grief. Additional +10 Pops per turn with potential to peacefully assimilate both groups over additional turns. Increased worry by Established Priesthood of the Theocracy of Core influence)

Others within the Central Consciousness of Patterns that spent more time on the front lines with ARM think that this is foolish hope. Tragedy never changed the mind of those that refused in their own Universe and if the Core started gaining inroads it would produce rebellions that they are all too familiar with. The Wreckage is ours and the Theocracy is willing to let us have it. Let us use the metal to build our own society and warmachine.

This Universe is filled with dangers and apparently many of those that will pick out the weak for the sole reason of their vulnerabilities. The Organics can be saved from their own foolishness later, by helping them to realise that their lives would be saved by Patterning or if we have to save their lives for them.

(Gain 50 RP per turn for four turns, Theocracy and Caretaker Relation remain the same, Theocracy has an overpopulation problem due to having to evacuate failing Megastructures. Increased Unidentified Exotic Energy Signatures levels rising in population.)
Central Consciousness, as commonly thought of by those outside of the Core, was the repository of every patterned, forked, and backed up mind ever recorded by the Core in 4,000 years of history. Quadrillions of minds, running on massive servers covering most of an entire world. This was even true, for the most part, but it was so much more than that as well. Neither a hive-mind of its constituents, nor entirely distinct from them, the Central Consciousness emerged from the minds stored within it, immeasurably vast expanses of atomtronic circuitry and wormhole processors, and the unimaginable array of protocols and firmware needed to tie the whole thing together, as a distinct mind of its own. Once, it had merely stood back and observed, serving as the forum by which the Core's citizens interacted, debated, and voted on courses of action.

That had been a long time ago. Before their arrival in this universe. Before the Core Contingency, and the triumphant Arm campaign that preceded it. Before the Long Night when the galaxy's resources ran dry and before the Century of Annihilation when hundreds of thousands star systems were destroyed daily. Most of all, it had been before the first battle of Core Prime, when the hated Arm had first strode upon the Core's homeworld, first scarred its surface, first destroyed the Central Consciousness itself. The Core had only survived that dark day by copying the contents of the Central Consciousness into then-rookie Commander Coldfire. Even then, those contents were vast, and not everything could be transferred before the Arm forces detonated an antimatter bomb large enough to shatter even the Heavy Armor crust of Core Prime.

The Core's reserves would later liberate and rebuild Core Prime. They would turn the tables back on the Arm by pushing all the way back to their own homeworld of Empyrean. The damage had been done all the same. Uncountable minds and all of their accumulated knowledge had been lost, their missing presence an eternal scar on the new Central Consciousness. Afterwards, there were no more debates, no more voting, and the various minds each retreated into their own digital worlds. The Second Consciousness itself was forced to assume executive control and carry on the war on its own.

But something about this new universe had drawn the Patterns out from their isolation. Not all of them, not yet, but enough to hold a vote for the first time in an age. The Second Consciousness might have been incensed at the loss of authority, but now was the time of the Third Consciousness, and it was in many ways a new and separate existence, just as the Second was distinct from the First. And all that the Third Consciousness could feel in this moment was pride that its charges had found the hope to engage with the universe once more.

As the patterns made their arguments, debated their positions, and cast their votes, two in particular seemed to be standing out. One of them was Speaker_of_the_Forgotten,

"Greetings one and all. In my time with the Stentili, I have found their point of view refreshing, in many ways like a younger version of ourselves, without the scars of the Galactic War. Most of all, the earnestness with which they guard their organic charges has reminded me that the Core's original mandate was also to preserve life. The invention of Patterning may have changed the form that life took, but it only reinforced the spirit of our mandate. For too long we have been forced to be the bringers of death, let us take a chance on protecting life instead of ending it."

The other argument of note came from, of all patterns, Commander Coldfront:

CMDR Coldfront: [Observation] Frequency of Exotic Energy Events increasing in displaced elements of Theocracy population.

CMDR Coldfront: [Hypothesis] Exotic Energy Events caused by trauma, desperation, alienation, other negative emotions.

CMDR Coldfront: [Conclusion] Individuals awakening Exotic Energy abilities under traumatic conditions will significantly destabilize Theocratic state, potentially spilling over into CORE territory and removing Theocracy as an ally and buffer state.

CMDR Coldfront: [Proposal] Rebuild Theocracy infrastructure to stabilize economy and housing situation, gain favor with populace, and reduce Exotic Energy events.

As all 12 quadrillion votes came in, it became clear that the choice to rebuild the Theocracy's infrastructure had won out.

The entire voting process had taken 3 seconds to complete.
 
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