Hey, just so you know your missing 1 military action in your plan. Not using an action gives you no bonuses, if you want you could add another roll to an allready selected option or select another option.
So we can put further actions into things that are still ongoing, like the Raise the Flag choice from last turn? Since I want to put Old Friends into the plan, I don't really have anywhere to put the second military action. The logistics one takes two actions minimum, after all.
 
So we can put further actions into things that are still ongoing, like the Raise the Flag choice from last turn? Since I want to put Old Friends into the plan, I don't really have anywhere to put the second military action. The logistics one takes two actions minimum, after all.

Ahhhhh shit, no that's just the ap required to start the actions, you can use an action on the option and it will "store" the action (so it would show "1/2 ap required" if you just spent one action, meaning you would only have to spend one action to get the option next turn.). Sorry, will edit the description soon.
 
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allright, added a explanation of multi-action options in the bottom of turn 2. hopefully it will explain it.

as an aside real life has been kicking me in the teeth recently so quest wont have a proper schedule for the moment.

Edit: don't want to necro the thread so votes closed, expect next turn sometime this month... hopefully
NottheCrabs! threw 5 100-faced dice. Reason: turn 2 rolls Total: 198
2 2 35 35 91 91 13 13 57 57
 
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Turn 2 results
We understand your concerns: with a new Hegemon in charge the various independents are in a frenzy to get you to reaffirm your predecessor's agreements. There's no reason to start shit with these minor powers. Give them an open hand and hopefully assuage their fears. DC: 0 Reward: reduced tensions with minor powers. Rolled 2: success



Almost.

You almost, somehow, manage to fuck it up.

It's a typo in one of the documents, an error that changes the Security force for the embassy on Nomios from 10 to 1000. From what you gather someone's keypad had a sticky 0 key and just didn't notice. Thankfully when the Comms officer for the Aztlan relay skimmed through the document and found the error it was quickly returned and edited. You had a hell of a week finding out how that managed to slip by.

Besides that its mostly simple work, you just let the diplomats do what they do best and occasionally sign a document and apologise for the lateness of the reply's, this really isn't the hard part, what comes after though…


Reward: reinforced diplomatic ties before they could slip too far. Tension reduced.




You're not the target!: this is bad. You didn't expect the independents to go full panic mode. The last thing you want is jittery bystanders in the crossfire of your campaign. Get them to calm down and stay out of the fighting. DC: 10 Reward: don't have several jittery minor powers pre-emptively mobilised against you. Rolled 35: success



From what Dauds old aides Have told you, this isn't actually abnormal. The moment the Hegemony mobilizes the locals prepare for a storm just in case they got on someone's shit list, normally this wouldn't be a problem as the transponder codes of the various local polities are enough for an Admiral to tell friend from foe. Unfortunately you're fighting against pirates, who don't really care about the diplomatic repercussions of faking those very distinct transponder codes. So you can't just leave them to their own paranoia this time.

Negotiations are rough, neither you nor the independents really trust each other. But eventually you reach a compromise. In return for some minor trade concessions and a promise not to come within 3 light-minutes of their station Derinkuyu is willing to demobilise and the rest quickly follow suit with similar deals. Still doesn't completely remove the risk of friendly fire but it's something.



Reward: -100 credits for five turns, Friendly fire rolls will not happen during the campaign, Independents bemused.




Supply and Demand: you have been waiting for this, the moment when you can finally start your reforms. Daud may have been a brilliant Admiral and genius Marshall but a supply officer he was not. It's finally time to deal with the thousands of problems both minor and major that constantly hindered your career. DC: 40 Minimum actions required to start action: 2 Time: 5 turns Cost: 2000 Reward: Hegemony supply chain modernized. Rolled 91, 13: success, failure



There has never been a supply officer in the position of Hegemon.

You looked it up, six admirals, two generals, and a single AI inspector. It… explains a lot.

The current Hegemony supply doctrine hasn't changed since… ever, really. It's practically the same as the Domain era doctrines of the past. To be entirely fair that's worked for naval strategy as a whole, the decisive battle doctrine combined with the Hegemony's massive industrial capacity synchronise quite well, Domain era supply doctrine on the other hand just doesn't hold up anymore. It relies on a network of unhindered well maintained hyperspace routes you just don't have in the modern era. Fuel in particular is troublesome. The low-tech antimatter-fuel industries of Sphinx and Nachiketa pale in comparison to the nanoforge fuel facilities of the Domain, add to that unreliable supply routes and fleets often are running on fumes halfway through the war.

So you get to work, you discuss, converse and argue with several other logisticians, get the opinions of the planetary governments and admirals too when their experience is necessary. In the end its not failure or lack of effort that impinges on your plan, instead it's the shear amount of ideas being thrown around. You simply need more data before you can come to a conclusion about just how to modernise.


Reward: Supply and Demand reduced to one ap and 1000 cost next turn




Local Concerns: you haven't been Hegemon for a week and already some nutter tried to stab someone, a prominent politician on Chicomoztoc, to be precise. The local officials have one of the perpetrators in the slammer but his accomplice is still at large. Local security thinks he's somewhere on Jangala but they don't exactly have the authority to enforce the law on an entirely different planet. Send a letter to the Jangala security department about your concerns with a wanted man on their planet. While there were few places for a recent arrival to hide, the months of time you've given the assassin means he could be anywhere on the planet. DC: 10/50 reward: search started/assassin captured. Rolled 57: success/success



You can safely say the assassin was an idiot, any other habitable planet and he could have been anywhere, but Jangala isn't a normal habitable planet, the air is regularly choked with xenospores during the spring season. There just wasn't many places for them to go even with the time you gave them so finding them was quite easy for local officials, all that's left is interrogation. It was disturbingly open and shut after you had one of your aides ask them actually. They also say they never got any communication from Chicomoztoc's police, while it's possible that the request got lost in hyperspace there's something off about the entire situation. But you can't really act on suspicions and paranoia. You'll just have to keep an eye on the interrogation for now.


Reward: assassin captured, interrogations underway.




…..



All right, turns over and I'll probably start working on the campaign posts after this. Sorry if the posts kind of low quality, just trying to keep my schedule.

Speaking of which, the next post after this is the Garnir assault! Once again hopefully it goes through sometime in the next seven days.
 
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General Action Rules
Okay, so, actions

This game follows an action based system similar to most civ/CK2 quests, but I suppose I should include the specifics

CRITICALS AND OVERFLOW

Both Criticals and Overflow make an option have an almost perfect result (within reason) a Critical happens when you get a roll of 100 or greater (possible with Personal Focus and bonuses) whereas Overflow happens when you spend more actions on an option than the minimum requirement (presuming both rolls are successful of course). If you Overflow and get a Critical well… you saw what happened to the Luddic terrorists in turn one.



MINIMUM REQUIREMENTS

Sometimes an option is either too complex or too grand in scale to just take a single action, if that's the case then it will have a Minimum AP requirement next to the DC, you DO NOT need to spend all that AP on the option in a single turn, instead you can "store" an AP in the action on one turn, if the DC roll for that AP is successful you will permanently reduce the AP requirement by the number of successful actions (so if an action requires two AP and you spend one AP in a turn, the option would be reduced to one AP requirement the next turn, presuming the roll beats the DC of course.)



PERSONAL FOCUS AND AIDES

In this quest important characters have stats related to the separate types of option. These are used in a Personal Focus. A character has 1 Personal Focus a turn, which they can use to add their stats to a specifics actions roll (so if you spent Micheal Erberts Personal Focus on a military action it would be 1d100+24 instead of a simple 1d100) this bonus will not be applied if a person's stats are less than 10. Aides like O'Hannigan have their own stats, however the bonus from those stats are halved, rounded up (so, if you spent Hannigan's Personal Focus on a military action the roll would be 1d100+10 instead of 1d100+19) there are also several ailments and injury's that can reduce a characters stats, oh and they could just die so there's that.
 
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Hey Hey People, Starsector Here

A Starsector quest has come to town! Just after I discovered the game too! Watched.



Edit: I'm curious, did you discover the game through Sseth? Because I know that this video raised the game's profile.
 
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Edit: I'm curious, did you discover the game through Sseth? Because I know that this video raised the game's profile.

well uh I've... been playing Starsector since..

bloody hell seven years ago? yeah, yeah that's right. that's when Etalyx made his first "Starfarer" video. been playing it ever since.
 
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well uh I've... been playing Starsector scince...

bloody hell seven years ago? yeah, yeah that's right. that's when Etalyx made his first "Starfarer" video. been playing it ever since.

I've been meaning to buy it whenever it goes on sale, and I have enough time. Alas, finishing school has put a damper on my ability to invest time into a lot of interesting games like this one. Hopefully, soon my schedule will clear up though.
 
well uh I've... been playing Starsector scince...

bloody hell seven years ago? yeah, yeah that's right. that's when Etalyx made his first "Starfarer" video. been playing it ever since.
It's been a good few years hasn't it? I followed Psiyon over, who modded Homeworld 2 before moving over to Starfarer. Eesh, that was early 2012.
 
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I've been meaning to buy it whenever it goes on sale, and I have enough time. Alas, finishing school has put a damper on my ability to invest time into a lot of interesting games like this one. Hopefully, soon my schedule will clear up though.


As far as I know Starsector doesn't really go on sale like most games, what the devs do instead is they increase the price as the game progresses to its final state. Think I got it for 5 dollars back in 2012 and currently its 15. I don't expect it to go on sale until at least the game is fully realised. I'd discuss it further but this isn't the Starsector thread so :V
 
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As far as I know Starsector doesn't really go on sale like most games, what the devs do instead is they increase the price as the game progresses to its final state. Think I got it for 5 dollars back in 2012 and currently its 15. I don't expect it to go on sale until at least the game is fully realised. I'd discuss it further but this isn't the start sector thread so :V

So are updates free or do you have to pay for those as they come out?
 
allright, quest is not dead yet, just had a lot of shit thrown at me this week, unfortunately I expect the next thread mark to be around next the weekend. sorry about that folks
 
allright, quest is not dead yet, just had a lot of shit thrown at me this week, unfortunately I expect the next thread mark to be around next the weekend. sorry about that folks

We totally understand - RL concerns should come before any quest, take your time, we are always willing to wait for such an interesting quest! Hope things clear up for you!
 
Interlude: Liberation of Garnir
Liberation of Garnir
12th​ of June, Cycle 210. 8 PM



Apollo Mustafa was having a bad day.

For one, he was on Orbital Defence duty, which amounted to staring at a targeting screen for hours until someone else comes to take his shift.

Two, he was currently losing a game of Peris. With his fellow "defender of Garnir" Fajar Orr going with a full three win streak.

Apollo cursed under his breath, 100 points left "All right, going 30 on 3 and 10."

"You really don't know when to quit do you?" Orr chuckled in that smug way she always did "200 on 8"

The die rolled on the table slowly, for a split-second it looked like it would land 10, before lamely continuing onto 9, and finally 8.

"Looks like you owe me four beers now" the satisfaction on her face seemed almost permanently painted on her visage. "Of course, we can always go for five"

"Oh shut up." Apollo was about to reset the game when the door opened. New guy. From the looks of it, would have remembered such a serious a face.

"Your shifts over." Annnnnd talkative too.


(just a shift change: 86)


"Fine, was getting bored anyway" Apollo sighed, before turning to Orr "another round at the bar tonight?"

Orr nodded "yeah, sure. I'll be there after my shift" and with that Johnson opened the door, put his sidearm back into the armoury and went to go have a nap.




"He's gone now" Juan Martinez said, looking at the security cameras.

"Good" Orr replied, letting go of a breath she didn't know she was holding. At least she didn't have to stuff him in some closet. "Better call Sarah. This is the best window we'll get."



12th​ of June, Cycle 210. 11 PM



"Any word from the station" Sarah Lockholm Looked upon the Valkyrie on the Landing pad, nervously checking the reports from Orbital defence.


(Station support: 69)


"they're staying out of this" Johnson replied before shrugging the shotgun off his shoulder "don't much like the idea of getting rid of their customers, least we don't have to worry about them helping the bastards"

"Good enough." Sarah replied, as long as they didn't have to worry about orbital fire from angry Corsairs it was good enough for her. She had plenty of support from the militia, and the Cartel had just cancelled one of their merc contracts. Add in the 200 marines the Hegemony was willing to donate and it was a done deal. "Tell Ms Orr to power down the batteries" It was then that the Valkyrie opened.

Sarah had never seen proper power armour before. Mercs in cobbled together antiques, sure. But that was more for intimidation than actual use in combat. There was just something about those faceless helmets that was unnerving. She watched as the marines came out of the transport, ten, thirty, fifty...


(Communication: 36)


…That's it?



Cycle 210, Month 6, day 12. 2300 hours Domain Standard
Lieutenant Colonel Alexa Yefremov
Garnir, Corvus system.



Just for a second, Alexa turned off the comlink "this has to be the most pathetic militia I've ever seen" Alexa looked at the assorted group of misfits in front of her, the best she could think to say is that they seemed relatively disciplined.

"They don't even have rifles" one of her Privates, Sakura said in the background.

She wouldn't be too harsh, she had just made a similar comment in private. "Cut the chatter, these are our allies" or very stupid enemy's, same difference. "Everyone stay back and try not to be too threatening" she started moving toward the motley band, making sure to be just close enough to be heard. "This is Lieutenant Colonel Alexa Yefremov of the Hegemony Marine Core, I presume you're with the miners' union?"

The woman in front of the group stepped forward "that's us, Sarah lockholm, President of the miners' union" there was just a tick of nervousness on her face "don't mean to be rude, but I thought there'd be more of you?"

What? "The maintenance crew is staying on the ship until a proper barracks is designated. Is that going to be a problem?" it was at that point that one of the men in the back started swearing.

"Fuck, two-hundred Marines not two-hundred Power Armoured Marines. Son of a bitch I knew something was off in the translation, FUCK." Alexa could sense the level of panic slowly rising from the militia, judging by her face the President noticed it too

The President quickly took a loud authoritative tone "all right everyone here's the new plan so listen up!" not letting them stew in their own panic, smart. "Now that we know our new friends real numbers, the old one isn't gonna cut it. Instead we'll do a decapitating strike on the Cartels headquarters. It's an old alehouse with two main entrances and a back door, we'll take one of the entrances and the back door, and our friends can handle the second main entrance. Johnson, how many people do you need to make a convincing takeover?"

The previously panicking man starts to recompose himself "I mean, five? As long as we take the Radio station and the Town hall it should be convincing enough. "

"Then take what you need and go." the President quickly turns over to her "unless you have any suggestions?"

Alexa thought for a moment "just one, instead of assaulting the two entrances with your people, just try and keep the exits blocked off. We'll do the assault" the president looked at her shotgun, then at Alexas Assault rifle "fair enough, ALLRIGHT EVERYONE LETS GO"


(uprising: 31+30 (Hegemony support) VS 17)
(last chance saloon: 29)



Cycle 210, Month 6, day 13. 0100 hours Domain Standard
Transmission intercepted by Hegemony intelligence
Garnir Surface to Planetary Extraction Depot



Intercepted three minutes into transmission

"Listen you imbecile! I am willing to pay you quintuple your monthly rate if you come down here. Fuck, I'll give you everything!" low-level gunfire can be heard from this point in the call onwards

"I've already said no. From what I'm hearing on the radio you've got a proper revolution on your hands and we don't do suicide missions."

"Idiot! Do you have any idea what Kanta will do to this planet once she finds out? This entire planet and anyone on her payroll when this happened will be glassed! And you along with them!"

"I don't care if Moloch's going to rise from the abyss, you cannot convince me to take a suicide mission which will get me in hot water with the Hegemony and will end with at least someone on my crew dying. Thanks for that glassing tidbit though, I'll be sure to be on the other side of the sector by then."

"YOU FUCKING CU-" transmission ends



Report: Operation Salted Leech
Lieutenant Colonel Alexa Yefremov
Hegemony Marine Core
Garnir, Corvus System


I am happy to report that the operation was a success, we successfully rendezvoused with local forces at the Spaceport entrance and assisted In a Decapitation strike on Hostile forces (colloquially named "the cartel"). I have confirmation that the three other planet-based holdouts have surrendered unconditionally in the aftermath and Negotiations with the third party on the Space station are ongoing. Casualties so far have been light on the rebellion and thankfully non-existent on our forces.

The Civilian population remains nervous about our presence, but I do not expect any major issues to come out of our stay here in the short term.


…..

Victory for Free Garnir! Kanta's local syndicate has successfully been neutered, while it's more discreet sections will most likely continue their dealings your main goal has been achieved, Garnir will not be accepting pirates openly to their planet anymore. Garnir is now considered an Independent planet instead of a pirate one.


…..


so guess who forgot about their half done draft they made before their schedule caught fire? so heres an early post, next one will be the results of the Hunting Campaign. after that it should get back to normal turns.
 
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Glad this operation went without a hitch, hopeful the Hunting Campaign will be similarly successful and uneventful.
 
the moment your transport made it to the landing depot, the battle was going to end in the your favour, either the rebellion wins in which case all's good, or the battle starts to get into the attrition stage at which point the Cartel would of surrendered anyway because they're criminals not hardened soldiers used to do or die situations ,eventually immediate self preservation would overtake fear of Kanta. but if that first roll had failed you basically had nothing but bad ends. the reason the station and mercs stayed out of it was entirely because of the fact that the cue seemed to have Hegemony support and was winning. if the transport was hit by the Defenses or the plot was found out in the three hours before you landed things could of gone bad really fast.
 
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The Hunter Campaign
This.
This is it.
Your first major operation as high Hegemon.
You've ensured that the operation has everything it needs to succeed.
The pirates have nowhere to run.
They have nowhere to hide.
You take all you're planning.
And let the pieces fall.


Pirates: 57-30 (nowhere to hide) -10 (preparation)= 17
Kanta's fleets: 43+40 (???) -10 (long way home) –10 (preparation) =63


1st​ fleet: 81+10 (ruthless)



Ardis Soloman grinned. just where she wanted them "initiate full burn! Straight through the Vultures!" a dozen confirmations buzz through the Alexanders Bridge, then, for a split second the ships engine goes silent.

And then, it roars

She can feel the panic in the opposing captains minds even before the two Vultures start to wheel away from the Alexanders onslaught, the Alexander gets so close to one that point defence turrets are able to fire onto it's already damaged hull.

But the Alexander doesn't stop, it keeps going, past the Vultures and straight into the carrier fleet behind them. everything fires, old Condors and modified freighters pop in bright flashes as something critical to the ships explodes, planes that try to take off are mauled by flak the moment they get out of their motherships shields. In a minute the Carrier fleet is all but scrap, and without its support the two vultures and their escorts quickly crumble.

She sees as dozens of pirate frigates see the coming of the tide and bolt, some are stupid enough to get in range of the Alexander in their flight, and are quickly snuffed out.

Just for a moment, in the debris of a dozen ships, she sees the nearly burnt off painting of a blood red crow, Kanta's insignia.

Soloman grinned, and it was all teeth.



2nd​ fleet: 38


"This is Echo leader, confirmed bogeys closing fast at vector two, seven, zero at ten kilometres, looks like they've plotted an intercept course, moving to engage. You guys going to be all right?"

Somchai looked at the target on radar, an old Destroyer sized Combat freighter, no escorts. "We'll be fine Echo, just remember to get back in one piece"

"Same to you guys, Echo leader over and out." Somchai looked as his squadrons escorts changed course, slowly traveling off into the distance

The freighter was getting closer by the second. Almost at visual range "this is Sage 1 to squadron, prepare for attack run on the Mule" a series of confirmations, his team always knew what to do.

Visual range, just a few more seconds to go "looks like Pharaoh squadron already did a number on it" Sage 2, a Yaman who loved the sound of his own voice declared happily. "I think its radar's disabled, It hasn't even noticed us" not even a second later and the point defence started tracking their movements

Somchai swore "you just had to tempt murphy, didn't you. Sage squadron, you know what to do!" and with that, he dived.

Within seconds, he was in the main guns range. The Freighter, desperate to botch the run, fired its main gun, it was an easy thing to doge even with his Khopesh. Next up was the point defence, his fists clenched as he could feel something bracket his spacecraft. Just a few more seconds.

He let loose his payload, two dozen rockets sailed towards the ships bridge, only to explode on the shields.

But the rest of his crew were luckier. A dozen rockets from sage 3 managed to get past before the shields could be raised on the left side, shattering one of the point defence guns and creating a weeping hole as secondary explosions went off, sage 2 managed to get his entire payload off on the engine, as his team started breaking off he could see the engines continue seemingly through sheer spite. Before a gush of flame started spraying out of what he thought was the engine room and then finally, the engines went silent.

"This is Sage squadron, the target is dead in orbit, returning to resupply."



3rd​ fleet: 46


Roger Mustafa saw out the bridge as a Hound popped under sustained fire "Scratch another one" three so far, it was a good day "bring the ship over to port, let's see what we can do to the Buffalo 2" the Buffalo had already started venting atmosphere from a bomber attack. This was just the coup de grâce.

"Standard procedure, request their surrender, tell them their rights should they become a prisoner" he quickly zoned out the comms officer after the order, this always goes one way, silence, open weapons, and finally death. He could barely understand the reasons, some deep seated hatred of the Hegemony? Mindless bravado? Fear that their crimes would end in execution anyway?

He preferred it when he was facing Tri-Tachyon, at least they surrendered.

"Sir, it's the enemy captain, he wants to talk to you." And like that he jumped back to focus. A chance, just a chance of negotiation was good enough for him "put up on main comms, now."

What he got was a pile of static dotted with the gargled voice of someone in a void capable suit "am I speaking to the Captain yet?"

He started to go into rote. "Yes, this Captain Mu-"

"Shut up, will you take care of my crew?"

Roger chafed a bit at the interruption "we can ensure safety, food, water, and minor medical treatment while they are transported to an incarceration facility, at which point their treatment will be beholden to the Civilian prison system, considering your actions here, the sentences will range from five to forty years" their opponents weren't soldiers, so POW camps hadn't been set up for the campaign.

A moment of silence, and then a reply "fine, we surrender"

A genuine smile reached Mustafa's lips "I'll arrange for transports to board your ship, you've made the right choice"

"I sure fucking hope so"

Roger Mustafa smiled, he was still on three, and it was a great day.



4th​ fleet: 24


Captain Miyazaki looked upon his opponent, the battered Shrike he faced continued to retreat, staying just out of range of the Ironsides cannons

Funny, for a ship so eager to join battle to retreat so soon.

He knew how this would end, the Shrike, now considering itself a safe enough distance from its opponent, turned its bow away from the Ironside, turned off its shields, and proceeded to full burn.

Seems his crew would have to be satisfied with just one destroyer kill this week.


System Garrisons: 8: No noticeable victories


Bounty Hunters: 9: the usual amount of bounty hunters, the usual amount off kills

you have successfully mauled the pirate fleets common in the sector, destroying 1/4 of those in your space outright, and damaging most of the rest. however only the 1st​ ever fought against Kanta's fleets, it is assumed the rest of her fleets eluded your forces. whatever forces you haven't killed, they are most certainly in hiding until the heat dies down. +1500 income a turn as trade flourishes in the pirates absence, +500 income a turn from new legal trade with Garnir. congrats on your first successful campaign. Kanta is watching you


...


yeah, so here's this one! while the draft for this was not nearly as completed as the previous one, I actually had a lot of spare time today. i'll probably get to the next turn post in a week, see you then!
 
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Starsector timeline Pre-207
You know, there's a lot of people here that probably haven't played the games as much as I have (if at all) so uh, if you want to know the lore this is the closest thing to a Canon timeline of events and I will most likely be keeping to it unless something from the game itself says otherwise.

If you want the pre-207 timeline, It's over here
 
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good for now, we just need to get more fleets to do anti-pirate duties until our space is relatively clear of them, and they don't dare come from their bolt-holes and leave our area of space...

also now would be a good time to create trade lanes possibly with defense stations as rest stops? possibly way-points for our navy to go to de-stress and/or garrison at times with watch beacons...

anyway looking forward to how things go on, and hopefully we can take care of Kanta's fleets...especially now that we have evidence against them.
 
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