Turn 3: Beginning of Cycle 211
The door opens, your old friend striding into the room before giving you a faux-respectful salute "Congratulations on your speech, Sir" he pulls out a couple of newspapers. ah fuck, you know where this is going

Your heads still pounding after the sheer noise of the address "Hannigan."

Annnd he's just going to keep on talking "'the Hegemon who came out swinging!' 'Old ironside shows his teeth' you know, I've heard they're planning on making a documentary on-"

You finally take the effort to raise your head "Are you here to make jokes at my expense or is it something actually important?"

Hannigan quickly brushes off the comedy act "Thought you'd like this after all the noise, help calm the nerves." At which point he pulls out a bottle of whiskey, now that you think about it, you haven't had a drink since last year.

"I'll take it" you quickly take a shot, the liquid burning as it went down, before landing your face back on the desk. "fuck, I'm famous"

Hannigan gives you a look "My condolences, Hegemon, truly such fame is anathema to the highest rank in the entire Hegemony" oh the sarcasm in the cheeky buggers voice

You raise a finger, before slowly bringing it back to your drink "fair point, still don't have to like it."

A few minutes of companionable silence pass, just two old men sharing drinks and jabs.

But you have work to do, work that helps keep millions alive.

time to put out the fires.


…..


Jangalan authorities have finished their interrogation and have confirmed that the assassin was hired locally on Chicomoztoc, however the assassin either wouldn't or couldn't describe who hired them, this, along with Chicomoztocs police departments previous inconsistency's have in Erbert's eyes proved that a interplanetary investigation is required.

turns out other factions have actions too! the Arcadian Coalition has requested Hegemony military training of future officers after a poor showing by their military against the insurgents, while they offer nothing in return the sheer amount of trust required in this request is apparent.



…..


Diplomatic (2 Actions)

First impressions: you effectively have a brand new neighbour in the Corvus system, one that doesn't have a century long history of mutual fuckups preventing any sort of cooperation, set up an embassy, offer non-aggression pacts and trade deals, put your best foot out. DC: 10 Cost: 500 Reward: establish official diplomatic communication with Garnir, opinion atrophy severely reduced.​
Who are these guys again?: you weren't exactly in the Diplomatic service, get a crash course on who's who in the sector and deal with any assumptions from your military days. DC: 10 Reward: international relations page + new options​

Military (2 Actions)

Old friends: you've made a lot of friends over your military career, most are old and retired now but you remember a few ideas said in grumbling tones that had merit. They never had the influence to enact these plans. You do. Get some of the old crew together for one final day of brainstorming. DC: 10 reward: new military options​
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 Time: 5 turns Cost: 1000 Reward: Hegemony supply chain modernized​
Lessons Learned: while the pirate hunting campaign was relatively minor in the grand scheme of things, there must be something that can be learned from it, you don't just have an entire navy mobilised and in combat for several months without some knowledge being obtained. DC: 20 Cost: 1000 Reward: new options, Bonus to background pirate hunting rolls.​
Arcadian Assistance: you've just received a request from the Arcadian coalition, apparently they don't like how the Army fared against that little insurrection and would appreciate Hegemony assistance in Training the next batch of recruits. Now you don't explicitly get anything out of this, but further ties to Arcadia is always a good thing. DC 30: Cost: 500 a turn for ten turns Reward: Arcadian coalition military professionalised, greater goodwill with the Arcadian Coalition.​

Domestic (1 Action)

Anyone else?: okay, you've listened to the politicians, now for the other half of the invitations and meetings. Although not exactly prominent parts of the Hegemony there are a few people and organisations with interesting sounding ideas, but you can't be entirely sure if they're just spouting nonsense until you've actually met them. DC: 20 Reward: new options​
Encourage Trade: for the first time in decades, trade flows safely in Hegemony space, well, as safely as you can get in the Persean sector. Already merchants are making riskier investments and taking more valuable loads as the costs of protecting those loads is reduced significantly, If there ever was a time where this would work, it's now. Grant some minor subsidies to the small fish in the mercantile industry to help them get back up on their feet. DC: 40 Cost: 2000 Reward: trade income increased.​
Finding the source: it wasn't external, it wasn't Tri-Tachyon or any of your opponents on the galactic stage that hired these assassins. Someone from Chicomoztoc itself hired these killers, whoever it was cannot be allowed to go freely, start an investigation, a Hegemony investigation without the possibly complicit Chicomoztoc police force, into just who hired these guys. DC: 50 Reward: investigation started into who hired the assassins.​

Intelligence (1 Action)

Communication Error: it's no secret that Tri-Tachyon has access to Hegemony military communication relays. The "counter" to this during the Second AI war was to send military information physically via courier ships. This was a bloody nightmare. Requests for fuel or ammunition or medical supplies would take weeks to get to you and then weeks to get back, if the courier even made it to you at all, you're going to get the best counterespionage experts in the Hegemony and either get working on a way to protect your relays or you're going to smash each courier ship to bits and use the damn relays anyway DC: 60 Cost: 5000 Reward: major wartime communication security bonus​
Echoes in the dark: it's no secret that intelligence operations are often small things, sometimes taking decades with little going on in between, things can fall in the cracks. Cracks like, say, a new Hegemon who does not have knowledge of the verbal agreements and off the grid meetings that have taken place. A meeting with the head of military intelligence should clear up the most important operations, and hopefully any would-be surprises can be dealt with. DC: 20 Reward: no "surprises", new options​
Persuasive negotiation: you currently have several prisoners from the hunting campaign awaiting their sentence. While interrogations are already ongoing what prisoners that are willing to talk about their compatriots have requested severely reduced sentences in exchange, while you doubt the more gung ho in Hegemony space would appreciate the necessity of this form of realpolitik you need every link you can get. Accept the offer, see what they've got. DC: 40 Reward: information, possible anti-pirate actions. Bonus to background pirate hunting rolls​

.....


you Gain Net 7000 Domain Credits a turn due to taxes and tariffs, you currently have a treasury of 77000 Credits, please plan accordingly

Micheal Erbert currently has 1 Personal Focus to spend, to spend a personal action simply put the name of the character at the end of the action, like so [X] Supply and Demand: Micheal Erbert

Jack O'Hannigan Currently has 1 Personal Focus to spend, Jack O'Hannigan is an Aide and as such his stat bonus is halved when used on an action.

THIS IS PLANNED VOTING

if you have any questions, be it on lore or voting, don't be afraid to ask.

VOTE CLOSED

…..



allright, my muse has OFFICIALLY been drained for the week, thankfully its right after I got turn three done! I've also changed the cost and reward description for Communication error as it's first incarnation doesn't really make sense when you think about it (researching and implementing an anti-bug form of relay transmissions and it costs nothing?) sorry about that folks. hopefully it's up to snuff!
 
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[x]Following up on leads
-Diplomatic
First impressions
Who are these guys again?

-Military
Old friends
Arcadian Assistance -Micheal Erbert

-Domestic
Finding the source
-Intelligence
Echoes in the dark - Jack O'Hannigan
 
[X]Following up on leads
-[X]Diplomatic
--[X]First impressions
--[X]Who are these guys again?
-[X]Military
--[X]Old friends
--[X]Arcadian Assistance: Micheal Erbert
-[X]Domestic
--[X]Finding the source
-[X]Intelligence
--[X]Echoes in the dark: Jack O'Hannigan
 
fun fact! Before Joining and then usurping warlord Loke's warband, Kanta was the Logistics officer in charge of the Hegemony's Magec Military base, meaning the most well known example of a Hegemony logistics officer is also the most infamous pirate warlord in the Sector.

i dont know what to do with this information, but it is funny to me considering Erbert's backround.
 
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Interlude: the family business
what a reviting debate! it's neck and neck folks on one side we have: plan Following up on leads! on the other we have: literally nothing! truly this debate is so heated I might have to bring the mods in :V

seriously though, votes closed early due to massive support for plan Following up on leads

on a sidenote, have a minor interlude.

…..

Kanta sat in the surgical room, with a Doctor looking over her papers "allright, just a few minutes' of stasis Ma'am, and we'll have you right as rain" it was a good decision to hire this Doctor instead of "acquiring" him, he had yet to attempt to kill her and his skills were better than the last one

Shrugging was a bit difficult in her current state, but she managed "fine by me, don't bother with the aesthetics this time, I have a meeting with some employees that require additional motivation" after a nod of affirmation, she waited for stasis and slowly, gently, all thought disappeared.

When she woke up the world was fire, like a million wasps continuously stinging her flesh, there was shouting. She tore down the scream inching to her throat to a simple growl, before the pain slowly subsided to the standard itch at the back of her mind. "What happened? Now."

Oh, how the doctor babbled "th-the stasis system overheated before we could inject the painkillers, if I h-had proper facilities this would of neve-"

Kanta raised a hand "Quiet" she then turned to one of her guards "get a crew together and get this man whatever he needs to make sure this doesn't happen again" she then turned back to the doctor, smiling "one strike, there won't be a second, will there?"

It was always pathetic how they mewled when frightened "no, Ma'am, there will not"

She finally got up from the surgical chamber, taking the doctors silence as confirmation that the rest of the procedure was completed "good, I will leave you to your work" and with that she motioned for her remaining guards to form up, she still had business to attend to, after all.

…..

She looks at the murmuring vagabonds, cowards, incompetents, glory seekers. Each and every one of them knows why they are here, including the terrified man in chains right in front "Gunnar Eike. It's good to see you back, I thought I told you to be back five months ago, I want you to tell me why you're late, if you could." The man slowly raises his head to answer before Kanta decks him. Proceeding to kick him repeatedly.

"You're here late because you wanted a few more runs, you're here late because you disobeyed my direct orders, you're here late because you barely escaped when the Hegemony mauled your fleet, you're here late because you've failed, you have failed in one of the most stupid and expensive ways I can imagine. You have failed to be a good investment to the family business, you, fucking, failed!" she turns away from the now barely breathing man, addressing the rest of the crowd "each and every one of you has proven unworthy of my investments in some way and as such, unworthy of the family business, so I'm going to give you a group project. I want you all to head to Corvus, and send them a message, I don't care how you do it, and don't bother coming back until that message is sent." She accentuates the final sentence with another kick at the chained man, mercifully bringing him to unconscious.

Warlord Kanta looks onto the dead silent crowd "well, what the fuck are you waiting for!? Go!" the crowd quickly disperses through the exits, until eventually all but her, her guards, and the unconscious man are left.

A Guard, either bold or stupid, walks up to the warlord "are you sure this is wise Ma'am?"

A small chuckle rises from Kantas lips "if they die I just cleaned the house, if they succeed I might still have a use for them. Either way it's a win" she had no need for fools, after all.


…..


welcome to the space battle tutorial, first post will be up either today or tomorrow.
 
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time to keep hitting pirates until we find the bitch and put a bullet between her eyes and piracy becomes a non-issue.
 
time to keep hitting pirates until we find the bitch and put a bullet between her eyes and piracy becomes a non-issue.

oh, you know where Kanta is, she's on the old Hegemony Military station D-11 in the Magec star system (now known as Kanta's Den.) guarded by her personal fleet including two
Onslaught-class battleships.

as for just shooting her, people have tried, a lot. Nova Maxios ground their Old Maxios era fleets to scrap trying to get her out of the Magec system. Both the Luddic Church and Luddic Path have launched crusades against her, and the Hegemony and Tri-tachyon have given it a fair shot in the past, So far they've just succeeded in making Kanta's Den look metal as fuck. also killing the head honcho doesint nessecarily mean that their organisation goes poof
 
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Never said you couldn't, just wanted to help clarify that it was her naval strength that's been keeping her alive.

she also just pissed away allot of her naval power in terms of quantity, sure she keeps quality...but with that many loose lips, well finding her bases of operations might as well be a given.

Issue is if she changes, problem for her is to get the bases set up and running again...which means being on the run is no good for her.
 
The Third battle of Corvus
In the deep void of hyperspace, the scavenger ship Lillydale is traveling to Askonia after acquiring a good haul scrapping derelicts in the outer worlds, when they see a ping on their sensors. At best some folks who need saving, at worst another derelict to scrap, and so the Lillydale diverts its course, but before long the size of the ship grows, the sensors go mad, what looked like a single freighter in the anarchy of a hyperspace storm now reveals itself as dozens of slapdash gunships with sometimes titanic size, with the experience of those who have spent far too much time in the outer worlds the crew of the Lilydale quickly shut the ship down with even life support disabled. now the one masking itself as a wreck. Thirty stressful minutes pass before the fleet passes the Lilydale by, heading towards Corvus, an hour after that the Hegemony gets a message from a terrified captain.

…..

So, this is what the retaliation looks like.

To be entirely honest, you kind of expected the House to become a centre of slowly rising panic, people rushing to get this and that. Instead the silence is deafening.

A dozen faces look to you for orders, half of them would of ignored any advice you gave a year ago.

You sigh, if they're just going to stand there. You might as well do it your way "get me in contact with the garrison commander, I want a view from the ground before I decide anything"


…..


The Corvus system is expected to be under attack by a large raider force roughly equivalent to the 4th​ in size, if not quality, in three days. Your current garrison fleet consist of two Centurion-class Heavy Frigates, five Lasher-class Frigates, and 4 Hound-class shieldless frigates. The Planetary defence fleet of Garnir is willing to cooperate with Hegemony forces, barring a plan that seems to be sacrificing Garnir itself. The fleet contains 4 frigate sized combat freighters and a single Hound-class shieldless frigate, the various governments of Asharu are unwilling to coordinate and their fleets are expected to maintain orbit with their homeworld, the united fleet of Asharu is a single destroyer sized combat freighter and 6 other frigate sized ships.


There are currently three suggested main objectives for the pirate fleet.


Jangala: main Hegemony food producer, large array of orbital satellites, Hegemony orbital fortress (battleship equivalent) in orbit, great planetary defences. 2 days from inner jump point.

Garnir (allied): recently independent planet previously under pro-Kanta criminal regime, minor mining world, large civilian orbital facility, weak planetary defences. 3 days from inner jump point, 7 days from fringe jump point. on the other side of the inner jump point to Jangala and Asharu

Asharu (neutral): Independent planet not recognized by Hegemony government, poor farming and average mining industries, small array of satellites, average planetary defences, 2 days from inner jump point


There are currently four different possible entrances for the raiding party to enter.

Inner jump point: main jump point used by civilian traffic, closest normal jump point to all planets.

Fringe jump point: located in outer system, any fleet movements from this jump point to Asharu/Jangala would take roughly 10 days and would pass by the inner jump point.

Barad gravity well: gas giant that Garnir orbits, large enough to be an entrance from hyperspace, but cannot be used as an exit. Considering Barads magnetic field it would take a fleet 1 to 2 days to arrive at Garnir

Corvus gravity well: yellow star of the Corvus system, large enough to be an entrance to the system, but cannot be used to exit to hyperspace, any fleet that attempts to enter using this gravity well will most likely receive damage from the suns corona, due to its large size the entrance fleet could enter 1 day from Asharu/Jangala or 2 days from Garnir or 12 days from either depending on the entering fleets luck. Due to the sheer size of the jump point you are unable to effectively scout this location for enemy fleets.

Secondary objectives

Sensor relay: increases the sensor range of affiliated ships, most useful when scouting. The sensor relay is 1 day away from the inner jump point, sunwards.

Nav buoy: assists affiliated ships in avoiding or alternatively safely passing through interstellar terrain, most useful in harassment and pursuit engagements. The Nav buoy is 3 days away from the inner jump point, with both Jangala and Asharu in between.

Domain era comm relay: allows interplanetary and interstellar communication for affiliated factions, a faction without a relay would be unable to communicate with reinforcements until they entered the system. The comm relay is 4 days away from the inner jump point, with both Jangala and Asharu in between.



Fleet commander options

Scout
: order one of your ships to split off from the main fleet and scout a point of focus, please state what type of ship you wish to split off and what you wish to scout, if unspecified a hound class will be selected.

Converge fleets: converge the system garrison and the Garnir defence fleet into one fleet, will take 2 days

Deploy fleets: there are currently two fleets under your command, the Garnir defence fleet (currently orbiting Garnir) and the system garrison fleet (currently orbiting Jangala) please decide where you want the fleets to deploy.

Write in: with QM approval, you can decide on a different order for your fleets.



Leader options

Halt trade
: order mercantile ships in the Corvus system to bunker down until the situation has calmed, preventing them from being raided by enemy fleets. -500 credits next turn due to reduced trade

Hire mercenaries: there is currently 1 mercenary fleet willing to be hired in the Corvus system, the fleet is currently orbiting the Jangala system and contains 1 Hammerhead-class Destroyer and 2 wolf-class frigates. -2000 credits to hire. please put this fleet in your deployment plan if you wish to hire them.

Mobilize the 1st: the 1st​ fleet is ready to be mobilised and is not imperative to any other fronts, it would take 7 days to arrive in the Corvus system. -1000 credits due to mobilization.

Mobilize the 3rd​: the 3rd​ fleet is ready to be mobilised and is not imperative to any other fronts, It would take 8 days to arrive in the Corvus system. -1000 credits due to mobilisation.

Please vote for a plan.
 
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I doubt they'll jump using the sun, as that will inevitably put them in a shitty position due to corona damaging their operational efficiency. Not a good idea when you're planning to press an attack. I doubt they'll go for Jangala, as it's pretty heavily defended, since they're planning on sending a message. My guess is that they're goal is going to be hitting shipping, and bombing Garnir.

There's no way in hell they'll go for the fringe jump point, it'll give us too long to respond. So we're looking at either the inner Jump point, or the Barad gravity well. My money would be on the Barad Gravity well, since that gives them the best positioning to assault Garnir.

@NottheCrabs!
Would it be possible to converge the fleets, including the mercenaries, and engage the pirates in hyperspace before they get a chance to enter the Corvus system? Also do we have any idea of the Pirate fleets make up? If they have Atlas Mk II's in their little retribution fleet we don't have anything in system that can realistically touch them.
 
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I doubt they'll jump using the sun, as that will inevitably put them in a shitty position due to corona damaging their operational efficiency. Not a good idea when you're planning to press an attack. I doubt they'll go for Jangala, as it's pretty heavily defended, since they're planning on sending a message. My guess is that they're goal is going to be hitting shipping, and bombing Garnir.

There's no way in hell they'll go for the fringe jump point, it'll give us too long to respond. So we're looking at either the inner Jump point, or the Barad gravity well. My money would be on the Barad Gravity well, since that gives them the best positioning to assault Garnir.

@NottheCrabs!
Would it be possible to converge the fleets, including the mercenaries, and engage the pirates in hyperspace before they get a chance to enter the Corvus system? Also do we have any idea of the Pirate fleets make up? If they have Atlas Mk II's in their little retribution fleet we don't have anything in system that can realistically touch them.

To the hyperspace engagement question, You could, the problem being A. they'd be all of 1 day away from the system once everything converged and B. unless you predict which jump point they're going to use Once they actually get to a jump point you'd be BEHIND them which isn't really useful in preventing them from doing whatever the hell they want (although It would give you more stalling time if you guessed the jump point correctly). I would also allow "in hyperspace just outside the Corvus system" as a scouting choice.

While you don't know the specifics of their makeup (the lilydale shut of its sensors long before they could actually identify the specific ships) you do know they have "three fuckoff ships" and "twenty pieces of small shit" so three caps that will most definitely be modified Atlas super freighters and a bunch of at most destroyer sized vessels.

Also, while its not in the options due to it currently being the deployment phase you won't just be forced into direct engagement, harassment and stalling attacks are also possible.
 
The best bet would be to send a scout to find out where they are going to enter the system and then concentrate our forces and attack them immidietly after their arival in ambush. And propably stick a smaller second fleet in position to intercept the pirates if the intel is bad and they arive in different place. Also fighting them on the outskirts of the system is preferable to fightin near planets or important objects and don't allow them to threten them.
 
Yeah, there's no way in hell we're touching the Atlas' with frigates.

[X]Hound and Pound
Mobilize the 1st
Hire mercenaries
Converge fleets
Deploy fleets
to Inner Jump point
Scout with two hound classes in hyperspace

Here is my reasoning behind this plan.

We cannot beat the Atlas's without capital ships of our own, or at the very least, cruisers. Even if we managed to force them into battle above Jangala with the orbital fortress backing us up, they would fuck our fleet. Our main strength is currently our speed, our frigates can move far faster than their Atlas'.

So, we need to mobilize a fleet, the first, being closer, is the obvious option. Mobilizing both fleets would be ridiculously overkill, for as strong as three atlas' can be, they can't do shit against a proper Onslaught or the like. You can't even compare the two.

We need the Mercs, because even if it's just a single Hammerhead, we could use the extra backbone for our own fleet.

I want to converge and deploy the fleet at the inner jump point as it's the closest relative to all the three planets, that means we aren't leaving anyone in the lurch as we can respond quickly once we figure out exactly which jump point the pirates are headed to.

As for the two hound class, my plan is this, we sit them drifting in two different, nearby positions in hyperspace. We know what direction the pirates are coming from. As they approach on their burn they should be lit up to our sensors like a christmas tree, as soon as we figure out which jump point they're going for, the closest hound powers up and hits them with an interdiction pulse, knocking them out of burn and giving our fleet time to head to the jump point the pirate fleet is going for. The two Hounds should be faster than the enemy fleet, so they should be able to keep fucking the enemy fleet over with interdictions, allowing the other hound to escape to a safe distance while the other goes in to harass, basically a game of interplanetary keep away. Once they get into the system we have to do death by 1000 cuts, focus fire on individual frigates they have. Draw them in, or catch them out of position, pop them, and get the hell out before the Atlas can missile spam the shit out of us. With a mixture of Interdiction to screw their mobility and harassing attacks to deplete their morale and numbers, we might be able to keep them from directly assaulting any planet, merchant fleet, or orbital installations before the 1st shows up and folds them like an omelette.

@NottheCrabs!
Does this plan strike our Advisers as reasonable?
 
[X]Hound and Pound

Almost exactly what I hoped.

Tought I have a question, if we mobilised both fleets and ambushed the pirates what are the ods that they surrender? After all while I like some good space battle I like even more a good fleet as loot and bunch of ex-pirates to innterrogate for all the info we can get about other pirates, their ships, hideouts, and especially the queen bitch herself.
 
[X]Hound and Pound

Almost exactly what I hoped.

Tought I have a question, if we mobilised both fleets and ambushed the pirates what are the ods that they surrender? After all while I like some good space battle I like even more a good fleet as loot and bunch of ex-pirates to innterrogate for all the info we can get about other pirates, their ships, hideouts, and especially the queen bitch herself.
Personally, I'd guess very low. If we went for an all out assault with our current forces, they'd likely destroy our entire fleet and still be in fighting form.

At a max, we have five hound class frigates, which are, frankly, absolute garbage in a stand up fight. Four combat freighters, which are glorified cargo containers with guns and engines attatched, five lasher class, which are, to be fair, actually pretty decent with the right load out. Two centurions which are okay. Two wolf, which are decent for hit and run, but only after something else has knocked down enemy shields, and a Hammerhead which is the only out and out good ship we have on offer.

So, in a fight we have one good ship, seven decent, two situational, and nine chaff, vs three capitals and twenty somethings which could vary from frigates to destroyers. Granted, some of them are likely supply and tankers, but the rest, even without the capitals could pose a real threat, with the capitals, we cannot win a stand up brawl until the first fleet gets here.

Frankly, as a garrison force for a planetary system, what we have is an embarrassment to anything that isn't petty raiders and smugglers.
 
(Checks notes on The interdiction pulse) just a couple of notable problems, a ship preparing interdiction pulse would also light up like a Christmas tree and has to slow to a crawl while activating it, so it's far more likely that the pirate fleet just stomps the closest hound before it can send out a pulse and continues on it's way an hour late. besides that There's nothing too egregious, just some minor number errors caused by that parts infeasibility, the time it would take for the converged fleet to head over to Garnir is 3 days, the maximum amount of time it would take the enemy fleet is 2 days from the Barad gravity well, leaving the planet defenceless for one day minimum in this plan, however, your hyperspace scouting option (without interdictions) would mean depending on how well you roll on that (60 or above for 1 day, 90 or above for 2.) you would be able to start moving a day before they get to the jump point.

Side note, the actual fleet vs fleet action will be done by the commanders themselves, besides telling them to harass/engage/stall you can't give them specific orders once they're in an engagement, don't worry, they're not stupid.


Be glad Erbert has 24 military skill, it's the main reason I'm giving you all this.
 
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