The Falcon and The Tiger

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It is the eighteen hundredth year of the Human Diaspora, and the shadow of war once against...
I - Faction Selection
It is the eighteen hundredth year of the Human Diaspora, and the shadow of war once against looms over the islands of civilization.

The Second Expansion Sphere is one of the oldest of these islands. Connected directly to the worlds of Old Earth via wormhole and colonized near the dawn of interstellar travel, it is home to trillions of lives spread amongst thousands of stars. It has also known war on a scale rarely seen in human history.

On one side stands a vast Empire, the original polity of the Second Sphere and an immense neo-feudal network of tributary states and nobility. Opposing them is an alliance of disparate states, forced to band together in the face of a greater threat.

For over three hundred years they have warred over the wormhole termini: whoever hold them controls not only all trade into the Second Sphere, but could also slowly strangle their enemy of resources and allies.

And now, thirty years after their last devastating conflict, the stage has been set for a new generation of actors: the Emperor has passed and the Border States have once again become the subjects of proxy wars and disputes. The Empire looks towards its Outer Ring allies, while Earth and the Origin Sphere watch on impassively, occupied with building their utopia at home.
It is into this world that you, a young flag officer, have found yourself come into your first command posting along the frontier between these two nations.

But, who do you serve?

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[] The Great and Bountiful Empire of Sagittarius. You serve the sprawling feudal polity which first settled the Second Sphere. With two additional wormholes under its control, the Empire has a well-developed network of trading partners and allies in multiple Expansion Spheres. The death of the previous Emperor has left the twin questions of the growing power of the nobility and house militaries and the status of the peace treaty signed with the Union following the most recent major conflict.

Pros: The Empire has the single largest military of all the Second Sphere powers, and definite unit superiority in terms of heavy ships. Imperial officers have extensive genetic and cybernetic enhancements. The Empire's network of tributary states, along with access to two wormhole termini ensures continued material production.

Cons: The politics of the Empire are byzantine and provincial, increasing the difficulty of national level coordination and giving noble officers the ability to countermand their counterparts with ease. A sizeable portion of the Imperial Navy and Army must constantly be deployed to counterbalance various noble fleets and conduct police actions.​

[] Union of the Southern Cross. You hail from one of the many signatory worlds which banned together to defend themselves from Imperial Megacorps. Originally a mutual defense treaty, the Union has slowly grown in the three hundred years since its creation into something which resembles a federated state. With an entire generation bled dry in the last disastrous conflict, the Union watches with trepidation as the newly crowned Empress turns her gaze towards its borders once more.

Pros: While smaller than its Imperial counterpart, the Union has better strategic astrography and possesses superior light and cruiser weight ships. The Union's crown jewel is the wormhole to Earth and the Origin Sphere, granting additional trade benefits and allowing the purchase of limited amounts of Terran technology. The Union militaries have better coordination and crew training than that of the Empire.

Cons: Their pyrrhic victory in the last war gutted the Union's officer corps at almost all levels, meaning that most of the current crop has minimal combat expertise outside fighting pirates or the Imperial aligned Border States. While a significant benefit, the Terran wormhole is less than two weeks' travel from the Imperial border, and would be a vulnerable target in any renewed conflict. Alliance officers are not augmented to the same degree as their Imperial or Concordance counterparts.​

[] Concordance of Torfan. You serve one of the Hundred Halls of the Great Concordance of Torfan. The largest government of the Ninth Expansion Sphere, the Concordance maintains a fairly sizeable enclave around both termini of the wormhole to their main space. Nominally an ally of the Empire and one of its primary trading partners, your country did not officially participate in the most recent war with the Union. It did however, provide covert support in the form of favorable trade deals and mercenaries.

Pros: Designed for the less densely populated space of the Ninth Sphere, Concordance ships are faster and more maneuverable than their Second Sphere counterparts, at the cost of some armor. In addition, the Concordance has more veteran officers, due to allowing seconding to other navies at half-pay. Since its homeland is beyond a wormhole, there are fewer valuable targets for enemies to strike in the Second Sphere.

Cons: With the majority of the Concordance on the other side of a wormhole, there is a fairly severe supply bottleneck facing it. While it has a capable officer corps and domestic ship designs, the Corcordance's military is a peacetime one. Since any war in the Second Sphere would primarily be between the Union and the Empire, the home front will be more casualty sensitive than those two polities.​

[] New Titan. You represent a nation of former mining colonies and marginal worlds abandoned by their corporate sponsors once they were stripped of easily accessible resources. New Titan was one of several smaller states created as a buffer between the Union and the Empire when the Treaty of Picard Station was signed thirty years ago, and while it trades with both powers, considers itself more politically and temperamentally aligned with the Union.

Pros: New Titan has a well-motivated and experienced military, with equipment from both major powers. While on the border with the Empire, it is unlikely they would bear the brunt of any major conflict. Piracy, disputes with their neighbors and repeated treaty violations have left New Titan with an experienced, if small, force.

Cons: As a primarily defensive navy, New Titan does not have the fueling network or other support elements necessary for sustained offensive action without support from other states. With a far smaller industrial base, every ship lost is far more keenly felt. Does not have the ability to build or realistically field heavy ships in significant numbers.​

=\\//=
So, I made another quest (which is totally not inspired by LOGH, I promise ;)).

Basic stats can be found below, with setting details to be updated.

As usual, please ask any questions you may have. Comments and critiques are also encouraged.​
 
Statistics and Status Info
Game Overview:

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Character Stats:
Each admiral has six stats which govern their performance in the campaign. For the player, their stats are governed by their background, which will be chosen in the second part of character creation. These range from 0 to 20.

Tactics: Governs results in individual battles, and can influence the success of more complex strategies.

Strategy: This stat covers strategic movement and logistical planning, such as consolidating fleets and moving supplies.

Charisma: Charisma affects how quickly fleets gain or lose morale. In addition, officers with high Charisma provide small bonuses to the actions of the fleet which they are present in.

Intrigue: Intrigue governs intelligence and subterfuge, both finding and analyzing intelligence and coordinating or defending against espionage.

Politics: Governs the ability of the officer to navigate political circles both within and outside the navy. High Politics can increase the amount of Political Capital gained from occupying important systems, in addition to improving the chances of acquiring reinforcements using said points.

Martial: The martial stat governs the admirals' performance in more personal forms of combat, such as marksmanship and hand to hand combat. Should your ship be boarded, or should you choose to lead boarding troops from the front, this skill will be used during the turn instead of the Tactics skill.

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Fleet Stats:
Each fleet has two stats which represent their current ability to fight. When a fleet reaches 0 Strength, that fleet is destroyed and removed from play for the remainder of the campaign. When a fleet reaches 0% Morale, it will retreat to the nearest friendly shipyard or fortress and become unusable until its morale rises above 25%.

Strength: Numerical strength of the fleet, relative indicator of overall health. This stat is displayed as the total number of ships in the fleet (excluding fighters). Strength can be improved either through returning a fleet to a friendly shipyard, or by consolidating fleets in the field. Note that the latter option generates a temporary penalty to fleet effectiveness as the two chains of command are properly integrated.

Morale: Other indicator of overall health. A fleet with low morale is more likely to retreat, and low morale can also result in penalties rolls which involve it. This stat is displayed as a percentage. Morale can be improved either through success in battle, or by resting a fleet in a star system controlled by allied forces.

Speed: Indicates the speed of a given fleet, both at FTL and in real space.

Firepower: Indicator of overall firepower and damage output of a given fleet.

Crew: An indicator of the relative skill and experience of a given fleet. More experienced crews loose morale less quickly than their peers, and can gain bonuses on their rolls.

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Resources:
Political Capital: Political Capital measures your relative political position within your nation. It can be lost or gained for helping powerful figures (or looking the other way for them). This resource can then be expended on favors or requests, such as additional ships or reassigning officers outside of the normal course of duty. Your amount of political capital can also passively affect priority of supplies and other items.

Intel Points: Representing their combined intelligence assets, you will receive an allotment of Intel Points at the beginning of each strategic turn. These may be expended to receive expanded dossiers on individual enemy units and systems, including unit strength, commander information, and comparisons with your own units. Note that unlike Political Capital, Intel is time sensitive, meaning that points do not roll over between strategic turns.

Unique Resource: Each of the playable nations also has a unique resource. This will be expounded upon after initial faction voting is completed.
 
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II - New Titan
As you stare out from the orbital elevator terminal at pale yellow skies silhouetted by lightning strikes and billowing dust, you cannot help but pull your brown trench coat a little tighter.

New Titan is not a welcoming world.

The cities are domed or underground, to hide from the stifling ammonia and methane atmosphere; to say nothing of the radiation and windstorms. While the atmospheric pressure and gravity might be similar to Old Earth, no human could live outside. It is a planet completely inimical to human life.

And yet, New Titan will never be terraformed.

It's too important as a symbol of the young republic's tenacity: a world the Empire bled for and yet could not hold. A world tamed solely by frontier ingenuity and can-do spirit. That New Titan owes much of its existence to others is of little import.

Even now, years after it was first colonized; the city of Amelia still bears traces of its industrial history. As you stride from the elevator terminal towards a waiting staff car you take sidelong glances at the nearby buildings. Staid and purposeful, with none of the grandiose architecture you would associate with many national capitals. The government center could still pass as the old mining facilities.

If the ride gives you anything, it's time to reflect, both on the planet and yourself. New Titan was one of many systems settled during the corporate colonization booms, originally as a ready source of complex hydrocarbons and the abundance of other resources.

For a time, aggressive mining and processing brought economic prosperity to the young colonies. Then, the easily accessible deposits were used up and the megacorps left. That left the remaining colonists virtually ungoverned for years, and those who remained on New Titan and the neighboring systems slowly built a stable economy and social structure.
Then, the Empire came.

The people of New Titan and the surrounding systems fought tooth and nail to keep their newfound independence. For years the planet under you was soaked in Imperial and Independent blood, but it was only the Union and the Treaty of Picard Station which granted the Border States de jure recognition.

As for you, you're:

[] A Rock Hound – You, like your parents before you, started life as an asteroid miner. Growing up amongst the black and hopping from asteroid to asteroid has given you an almost instinctive understanding of 3D movement that most dirtsiders lack. A series of textbook anti-smuggling operations granted you an early shot at command. On the other hand, being out in the black doesn't give the best social upbringing. You're in your mid-thirties.

+3 Tactics, +1 Martial, -3 Politics, -1 Intrigue
Begin with hand-selected staff officers from your days as a captain

[] A Rising Star – They say talent like yours doesn't come around often. While your background is uninteresting, your achievements certainly are. One of the youngest graduates from your class, you quickly advanced up the ranks through grit and tenacity, catching the eyes of your superiors. Your advancement to this post at only twenty eight was surprising though, and reeks of fleet politics.

+2 Strategy, +1 Charisma, +1 Tactics, -2 Intrigue, -1 Politics
You have institutional backing within the navy, but not much else
Your patron in the military command structure means that their reputation will be reflected on you
[] A Corporate Scion – While the megacorporations of the Empire may have limited influence within the borders of New Titan, there are plenty of other hands involved in the business of state. A child of corporate directors and political players, you attended the best schools and entered the military to play into a future political career. A few greased hands here and there have landed you a chance well before your time. Only just twenty, you lack experience but do have state of the art genetic and cybernetic enhancement (and the family fortune).

+4 Politics, +2 Charisma, -3 Tactics, -3 Strategy
Start with 50 bonus Political Capital
Begin with additional ships procured from your corporate backers
Your first allegiance is not to the republic

[] An Independent – You were a fighter in the independence movements long before Picard Station. The child of miners and workers who remained when the corps left your world, your talent and grit made you a hero of the movement. A founding member of the fledgling New Titan Defense Forces, you find there's still a wellspring of respect for your actions. On the other hand, fleet command is a far cry from the skills you learned on the ground. Age wise, you're nearing fifty, but even your limited enhancements will keep you spry for a few more decades.

+3 Martial, +3 Intrigue, -2 Strategy, -2 Politics
Start with 30 bonus Political Capital
Start as a Real Admiral

The time for reminiscence ends however, as your car pulls up to no. 12 Church Street – the military command center of New Titan, and by extension, the headquarters of the New Titan Defense Forces' military bureaucracy. The unassuming exterior of the building belies its importance, the real command center buried nearly two kilometers below the narrow windows and pale stone. You won't be going any further below the surface though.

Stepping through the front entrance, you remove your cover and pause briefly to look around the lobby of the complex. Like many of the government buildings, Church Street was originally a corporate office. In this case, the regional headquarters of Amari Heavy Industry. Of course, the corporate marketing and branding have been replaced with a series of small displays highlighting the various resistance movements against the Empire.

Glancing down at your comm, you confirm that a few minutes remain before your appointment. Opting to busy yourself with here instead of a waiting room, you take a brief look at the assembled trophies. On one side sits a holograph of the founding members of the resistance movements, as disparate as the worlds of the republic. On the other, the scarred and pockmarked dedication plaque of the HIMS Golden Eagle, sunk along with Admiral Thoreau and his fleet at the Verdan Drift.

Even if it's small, this room holds plenty of history, and it's the first time you've truly paid attention since:

[] Avalon Institute of Military Sciences – You attended the Avalon Institute of Military Sciences. AIMS is arguably the most prestigious military academy in the Second Sphere, and the one of choice for the central Union military. Students of this school are groomed from the start as potential flag officers, and it can claim countless heroes and statesmen amongst its graduates. You were one of the first students from New Titan to pass the rigorous entrance exams.
+2 Strategy
+ Affinity: Union of the Southern Cross

[] Point Barrow Naval School – You graduated from New Titan's homegrown military academy, Point Barrow cannot claim some of the more advanced curriculum that its peers offer. However, it does have a staff of experienced officers and a reputation for teaching plenty of tricks. The school focuses more on turning out quality starship operators than it does potential admirals.

+2 Tactics
+ Affinity: New Titan

[] Corvus Academy – A private institute operated jointly by several large corporations to staff their anti-piracy and mercenary operations, Corvus will accept anyone who can front its large tuition, which you could. There, students learned not only the military curriculum, but also economics and management. Corvus graduates, in some cases deservedly, have the reputation of being more at home in a boardroom than a battlefield.

+2 Charisma
+ Affinity: Corporate Interests

[] St. Gloriana Military College – You paradoxically chose to attend the national institute of an Imperial vassal state. Located far coreward in the Duchy of Pranton, on the opposite side of the Sphere, St. Gloriana prides itself on graduating well rounded officers. There you became as comfortable with philosophy as with strategy, to say nothing of having to navigate the often complex politics of so many noble students.

+2 Politics
+ Affinity: Imperial Border States
[] Hall of the Iron Wolves – You left the Second Sphere entirely, in order to accept a rare invitation from the Hall of the Iron Wolves. One of the larger military Halls in the Concordance, the Wolves are famed as mercenaries the galaxy over, and frequently turn the tide in the conflicts of the Outer Rings. Adhering to the ancient philosophy that "every man's a rifleman," the Wolves eschew subtlety in favor of excellent soldiery.

+2 Martial
+ Affinity: Concordance of Torfan

[] The Resistance – Your first time here was kicking down the door, rifle in hand, as Resistance forces stormed the building. While your "education" wasn't formal in any way, your time fighting in the shadows taught you the value of a knife in the dark.

+2 Intrigue
+ Affinity: New Titan

Still, as much as you'd like to reminisce about years gone by, a subtle vibration from your comm alerts you to the rapidly approaching meeting with your superior officers.
Heart beating with anticipation at your first real command, you briefly fix your name tag and insignia before heading towards the more secure parts of the complex.

Pausing at a security checkpoint, the attendant guard glances at you just long enough for you identity to register on his implants before snapping off a salute.

"Thank you,"

[] Sir
[] Ma'am​

"and welcome to Church Street."

[] Name​

=\\//=
Sorry for the delay. Work is going to keep my writing sporadic for the next few weeks.

That said, questions, comments and critiques are still more than welcome.

Since there are several options here, I would ask that you please vote via plan/block.​
 
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III - Orders
Happy Holidays everyone.

[X] Plan Browncoat
[X] An Independent –
+3 Martial, +3 Intrigue, -2 Strategy, -2 Politics
Start with 30 bonus Political Capital
Start as a Real Admiral
[X] Point Barrow Naval School –
+2 Tactics
+ Affinity: New Titan
[X] Sir
[X] Malcolm Reynolds


=\\//=​

Bounding excitedly down the corridors of Church Street, you trace your way past the dozens of identical office doors before alighting on the on the one you need. You pause for a moment to straighten your uniform and breathe before knocking. No worries, Malcom; It's only the culmination of the last twenty-five years of your life after all, no biggie.

Edging the door open, you come face to face with the man responsible for your current posting. Admiral Lionel Quesada is not the kind of man you'd ever envision as a military leader. Slight and kindly looking, his grey hair and slow rising from his desk betray his duration at the post. He's over twice your age, and has held the post of Space Forces Commander since the day the New Titan Defense Forces were founded.

"Rear Admiral Reynolds reporting, sir."

You snap off a salute and announce your presence formally. Your superior waves it off with a flick of his hand as he shuffles towards you. Once close enough he smiles warmly as he reaches up to pull you into an embrace.

"Malcolm, my boy, it's been too long," he releases your mutual hug and beckons towards his desk. "Please, sit. I might not have much time today, but there's no reason to be inhospitable."

You spot the pre-prepared coffee as you slide into the offered chair, exactly as you liked it. Not like you had any reason to be nervous in the first place. Lionel, like you, had been one of the early members of the Independent movements; around ever since little Mal Reynolds had been running messages between back alley hideouts. He'd commanded the New Titan cell's spacecraft back when that meant a half dozen converted freighters hiding amongst the dust clouds.

At his command, a holographic map of the Republic appears over the desk. One of its five districts, facing coreward and antispinward – towards the Empire and several other Border States, is highlighted. Quesada smiles as he plays over the map.

"I'm sorry Malcolm, but I've several other meetings to attend , so I can't reminisce today. You know that you're here to receive formal orders to take command of the Third Wing of the Outer Fleet, covering the Pandora District."

You nod. The exact same had been conveyed to you when you first got orders to travel to New Titan. Although, the reassignment had come rather suddenly, meaning that there were likely additional circumstances at play beyond a routine reorganization.

"Does Rear Admiral Gorski know," you ask. Given the suddenness, it's a fair bet that he'll have even less warning of his upcoming removal than you did.

Lionel's mouth twitches slightly, "I sent the message by courier an hour ago. Transport schedules being what they are, it should arrive a few days before you do." Another officer might not have spotted it, but you've known the old man long enough to know he's not entirely onboard with this.

"With respect, that's a might bit sudden," you say, "Man deserves a slight more warning than me showing up on his doorstep with orders to take his command."

Your old friend only sighs at that. "Now's not the time for righteous anger Malcolm. Gorski's already dug his own grave on this matter." Manipulating the map again, he pulls up an overlay labelled as showing recent piracy and smuggling incidents in the Pandora District.

"Wow," you let slip, "That is a lot of red."

"Exactly," Lionel says, "Twice the incidents of any other district in the past year. And it's not helped by Gorski chasing after flies with a sledgehammer. The defense minister wants results yesterday and I think someone of your background is far more suited than most of the officer corps for this."

"Who better to chase the wolves than another wolf," you muse.

"Quite," he says, pausing to sip at his coffee. "That said I'm sticking my neck out for you here by assigning you to this, given your particular foibles. Or lack of them, such as it is." Rising again from his desk, Lionel hands you the sealed data chip containing your formal orders.

Placing one hand on your shoulder, he leans in slightly. "You're a good kid Mal. I've got every bit of confidence you'll rise to the occasion." He sweeps his hand towards the door. "Now get on, I've got to speak with the actually important people soon."

You stand to leave, saluting as you do, before you notice the coffee on the desk, not a single sip taken. Grabbing it in your off hand, you make to chug it before considering the steam coming off the surface. "I… I'm just gonna take this," you say as the Admiral rolls his eyes good-naturedly.

=\\//=
The next few days are full of frantic preparation for your departure as you secure transportation and have your few worldly possessions packed for transit. Looking over the details of your posting, you consider that you still have some friends in naval intelligence and central command that might be able to help you get some more detailed info on the ground, and get the chance to go over things without any spin.

[] Don't call in any favors. Bank for later.
[] Request a detailed readiness overview. Ask your friends at Church Street to forward the last full readiness reports and analysis from both 3rd​ Wing and any relevant Volunteer Defense Forces and Corporate fleets
[] Find Personnel Files. Reach out to your pals at Naval Intelligence for the un-redacted personnel files of all major Squadron and Flotilla commanders who will be working under you
[] Political Analysis. While you know fewer people in the Republic's diplomatic services, you should still be able to get their analysis of the other stellar nations bordering Pandora District​

=\\//=
Additionally, as a major formation leader, it's within your right to request a particular starship to serve as your flag. The Admiralty had given you dispensation to pull one of the suitable ships currently undergoing fitting at the New Titan yards to serve as both your transport to the District and as your flagship going forwards.

[]NTV Virathus (Pennant O-09-01) – Standard cruiser (command variant)
  • One of the most prolific cruiser designs in the Second Sphere, serving in the navies of nearly two dozen states under licensed and serial production since the 1740s. This version has had additional communication and sensor modules installed to take up command roles for states which do not field larger ships.
  • DWT Mass: 1,600,000 tons
  • +2 to all tactics rolls where the ship is present
[] NTV Sohrab (Pennant O-06-12) – Strike cruiser
  • Cost: 5 Political Capital
  • Fast and brilliant, this class of ship was developed following independence in conjunction with shipwrights from the Ninth Sphere. Has high acceleration and a capable weapons complement, but is otherwise unremarkable. Commonly used in independent detachments or as a leader for smaller ships.
  • DWT Mass: 1,400,000 tons
  • +4 to tactics rolls for close range engagement
[] NTV Rabbit Hole (Pennant H-17-01) – Converted Yardship
  • Cost: 10 Political Capital
  • Dating to the original resistance movements, this stolen heavy freighter was converted into a mobile dry dock and command center. While virtually unarmed for its mass, the ship has comparable command and control capability to most cruisers, and can conduct repairs for its fleet.
  • DWT Mass: 13,200,000 tons
  • +2.5% health and morale per strategic turn, regardless of location
[] NTV Defiant (Pennant ATC-03) – Union prototype
  • Cost: 15 Political Capital
  • One of the competitors in the Union's Advanced Tactical Cruiser initiative, this ship is now being marketed to New Titan by Federated Interstellar. Still painted as a demonstrator, this ship carries advanced FTL sensors and navigation systems in addition to a top of the line weapons suite.
  • DWT Mass: 2,350,000 tons
  • +2 to all tactics rolls where the ship is present
  • +1 to fleet strategic speed, reroll the first failed strategy roll for navigation in a turn

In addition to the stats above, you will have enough time to perform a thorough inspection of two out of the four ships listed. This means that is practice I will give the full stat blocks for the first two ships you ask for on a first come, first serve basis.

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Malcolm Reynolds: Starting Stats:

Tactics: 14 (Good, you can handle a starship better than most)
Strategy: 5 (Very Poor, your lack of strategic acumen is blindingly obvious)
Charisma: 12 (Above Average, a winning smile and a good joke sometimes come in handy)
Intrigue: 16 (Excellent, you really should've taken a career in military intelligence)
Politics: 6 (Poor, sometimes telling it straight has consequences, to say nothing of your issues with authority)
Martial: 12 (Above Average, you can hold your own in a firefight)​
 
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IV - Setting Out
IT LIVES!

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[X] Plan Research and Compensation
-[X] Find Personnel Files. Reach out to your pals at Naval Intelligence for the un-redacted personnel files of all major Squadron and Flotilla commanders who will be working under you
-[X] NTV Defiant (Pennant ATC-03) – Union prototype

=\\//=
After nearly a week of frantic preparations, you find yourself on the boarding gantry connected to your new flagship: the NTV Defiant.

Not that NTV really feels right, as the Defiant isn't painted in the sand and crimson of the NTDF, but rather in brilliant while and high visibility green. Combine that with the gaudy Federated Interstellar logos plastered on every facing and it looks like it would be more home on a raceway than in a military shipyard.

It's not all bad though, as the Defiant's predatory silhouette looms over every other cruiser in the docks. It out masses any of them by half again, and has enough cutting edge weapons systems to take any two in a straight fight. Certainly worth all of the favors you had to call in to get it assigned to you for "Long Duration Operational Evaluation".

That feeling only continues as you make your way through the vacant corridors, easily maneuvering around the skeleton transfer crew towards the CIC. "Whew," you whistle as you step onto the CIC, "Shiny".

The entire chamber looks like something out of a holovid compared to the other ships you've served on: a field of haptics and holographics gleaming over spotless panels and ergonomically optimized seating. No doubt maintained to best market the ship to Union bigwigs. Of course, had the Defiant actually won the ATC competition you wouldn't have gotten to steal her away.

With a jaunty smile, you settle into the captain's chair. Sure, you'll only get to command the ship directly during this ferry mission, but you're still her first captain. Technically. And that meant you wouldn't miss a second of it. Instead, you savor the energy as a mix of tan uniformed duty officers and FI contractors complete their final systems checks and prep the CIC for departure.

Even then, there is very little for you to be personally involved in besides keying in coordinates and filling out paperwork. The epitome of a milk run. The remaining preparations are finished professionally and quickly enough, and the time to depart soon comes.

You stand from the captain's chair, grinning with barely concealed glee as you gesture towards the empty black. "Helm," you give the order, "cast off all moorings and give me one quarter."

The Defiant makes good time clearing the station and low orbit, the yellow skies and storms of New Titan vanishing into the glittering star field. Sure, the layers of vector displays and sensor overlays mar the view a bit, but who are you to complain?

"Sir," the helmsman speaks up, "We're clear of the traffic zone and go for full drive power. What's our course?"

"Soon as we're at the jump shelf, execute a best time course to Pandora," you say, smile turning slightly upwards. "Let's see if the girl can set some new records."

What follows is a few more hours watching the stars fall lazily by, before your ship slips silently into the realms of Null Space. Now all that remains is the journey to the Pandora system.

=\\//=
Settling into your quarters for the remainder of the trip, you fill your display with the array of dossiers your friends from Naval Intelligence forwarded you. It only made sense after all; a man who couldn't trust his people wasn't going to go much farther.

That, and you wanted to start getting an idea of who might need to be moved or retrained. No idea how Gorski was running his ship after all.

Still, you couldn't fill the entire trip with personnel dossiers though, so you indulged yourself a bit along the way with some light reading on the nations nearby Pandora.

=\\//=
While in transit, you don't have access to all of your usual intelligence sources, so only 1 Intelligence Point is available this post. All of the below options have a cost of 1 IP, but will unlock additional intelligence options as you go forwards.

[] Overview – Great and Bountiful Empire of Sagittarius
[] Overview – Union of the Southern Cross
[] Overview – Concordance of Torfan
[] Overview – Major Border States
[] Overview – Minor Border States
[] Overview – Planetary States
[] Overview – New Titan Volunteer Defense Forces
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In regards to personnel decisions, you have the following options before reaching Pandora. Since each officer will have differing political capital and other costs associated, I'll provide more input on an as-needed basis. These decisions are technically tentative, and you'll be able to implement them more thoroughly once at Pandora.

[] Train (Officer) – Single this officer out for training of some kind. No cost, but will sideline them for some duration, depending on their current rank.
[] Reassign (Officer) – Single out an officer for reassignment to a different unit. Political capital cost will vary depending on rank and cause.
[] Fast Track (Officer) – Single this officer out for potential promotion. Cost will vary based on rank and cause. Officers who have performed well will be much less expensive, for example.
[] Dismiss (Officer) – Single this officer out for potential dismissal. Cost will vary based on rank and cause. Officers who have publicly or grievously failed (with cause) for some reason will be less expensive or free, for example.

=\\//=
Finally, as an experiment from my end (since I haven't done this in a quest yet). I'll ask for a brief manual moratorium on voting for the next 12 hours (from the posting date below), to allow for questions and discussion (and making up for my lack of foresight).​
 
ii - Outer Fleet – No. 3 Wing – Squadron Officer Summary – 09011800HD
New Titan Space Defense Forces – Outer Fleet – No. 3 Wing – Squadron Officer Summary – 09011800HD
  • Command Squadron – Line Captain Cynthia Gates
    • Tactics 13, Strategy 13, Charisma 11, Intrigue 7, Politics 8, Martial 14
    • Advanced extremely rapidly. Multiple citations for excellence and performance, but noted as lacking capacity for subterfuge or politics. Qualified as combat engineer and CQC expert. Deadlier than most of the actual infantry.
  • 11 Cruiser Squadron – Captain Jerome Stewart
    • Tactics 9, Strategy 7, Charisma 8, Intrigue 6, Politics 10, Martial 7
    • Mustang officer recently assigned to No. 11 squadron following a stint as XO of a Home Fleet squadron. Unremarkable performance in his current post but no major red flags. Has prior experience in logistics and coordination functions.
  • 16 Cruiser Squadron – Commodore Daniel Gil
    • Tactics 11, Strategy 11, Charisma 9, Intrigue 10, Politics 12, Martial 5
    • Solid officer, well evaluated in most respects but personally unremarkable. Earmarked for possible promotion to Rear Admiral following current deployment. Worked to cover up three consecutive failed firearms proficiency tests.
  • 8 Strike Squadron – Line Captain Tran Nguyen
    • Tactics 11, Strategy 6, Charisma 6, Intrigue 10, Politics 12, Martial 9
    • Competent tactician with limited strategic aptitude. Likely used political connections and aptitude to further advancement (promotion hearings to Line Captain are unrecoverable). Reported as extremely unmotivated in several performance evaluations.
  • 15 Frontier Defense Squadron – Captain Dennis Eckert
    • Tactics 8, Strategy 11, Charisma 12, Intrigue 13, Politics 8, Martial 10
    • From a family of immigrants from Imperial aligned Border States. Considered politically unreliable and unlikely to advance further. Practical knowledge of Imperial court politics and protocol.
  • 27 Frontier Defense Squadron – Line Captain Maritza Ferrer
    • Tactics 12, Strategy 10, Charisma 12, Intrigue 12, Politics 10, Martial 7
    • Independence movement veteran. Her group's activities prior to Picard Station were often noted as borderline piratical in their nature. Investigated by Naval Intelligence for possible ties to known smuggling rings. Results inconclusive.
  • 12 Patrol Group – Captain William Reeves
    • Tactics 6, Strategy 7, Charisma 11, Intrigue 10, Politics 6, Martial 9
    • Previously served with both NTDF and civilian law enforcement agencies. Noted authority issues. Would likely be more successful as a cop than a naval officer.
  • 31 Patrol Group – Commander Abraham Peterson
    • Tactics 5, Strategy 8, Charisma 9, Intrigue 4, Politics 7, Martial 7
    • Freshly promoted, he'll take command of the Patrol Group at roughly the same time you replace Gorski. This will be his first command posting. Strong theoretical knowledge, but virtually nonexistent tactical ability. No background issues, as he has all the capacity for subterfuge of a brick wall.
  • 40 Patrol Group – Commander George Truong
    • Tactics 7, Strategy 6, Charisma 8, Intrigue 7, Politics 7, Martial 9
    • Lateral transfer from one of the Volunteer Defense Forces. Multiple long duration patrol missions on record with acceptable results. File has been flagged by his previous VDF CO for a possible gambling issue.
  • 54 Escort Group – Line Captain Ruben Mesa
    • Tactics 10, Strategy 8, Charisma 10, Intrigue 11, Politics 12, Martial 10
    • Veteran of Independence movements. His younger brother is a planetary representative for the United Workers Party. Has repeatedly refused transfer to larger vessels, citing a preference for his current post.
  • 7 Attack Group – Captain Macario Mateo
    • Tactics 7, Strategy 5, Charisma 13, Intrigue 10, Politics 13, Martial 12
    • Holds the record for longest time in grade of any Attack Group commander. Veteran pirate hunter who demonstrates strong loyalty amongst his Group (Mateo's Marauders). 9 citations for bravery in the line of duty. 14 disciplinary charges, most of which were buried. Seems to have friends everywhere.
  • 9 Attack Group – Captain Jordana Alzbeta
    • Tactics 7, Strategy 8, Charisma 9, Intrigue 9, Politics 9, Martial 10
    • Daughter of NTDF General Johan Alzbeta. Likely joined the Navy to get out of her father's shadow. Passable performance so far, especially for someone so young. Notably aggressive in her tactics, even for an Attack Group commander. The General's political connections likely flow both ways.

Organization – Outer Fleet – 3rd​ Wing (Rough)
  • Commanding Officer – Rear Admiral Malcom Reynolds)
    • Command Squadron – Line Captain Cynthia Gates
    • Cruiser Group – Commodore Daniel Gil – Doubles as Wing XO
      • 16 Cruiser Squadron – Commodore Daniel Gil
      • 27 Frontier Defense Squadron – Line Captain Maritza Ferrer
      • 8 Strike Squadron – Line Captain Tran Nguyen
      • 15 Frontier Defense Squadron – Captain Dennis Eckert
      • 11 Cruiser Squadron – Captain Jerome Stewart
    • Escort Group - Line Captain Ruben Mesa – Wing 3IC
      • 54 Escort Group – Line Captain Ruben Mesa
      • 7 Attack Group – Captain Macario Mateo
      • 9 Attack Group – Captain Jordana Alzbeta
      • 12 Patrol Group – Captain William Reeves
      • 40 Patrol Group – Commander George Truong
      • 31 Patrol Group – Commander Abraham Peterson
 
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