The Falcon and The Tiger

[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
 
[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
 
[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

All this smuggling sounds like an inside job. Thank god we got the subterfuge.
 
[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
 
New job in catching tax avoider, that means we probably need to work with other polity to crackdown this.

Don't forget the piracy. People can't pay taxes on things that they've been dispossessed of, after all. That, and seeing the current situation continue will depress trade with the other Border States (and make your bosses unhappy).

International cooperation might not be strictly necessary, but it probably couldn't hurt.

Everyone seems to assume it's the former, but I can't see any particular reason for it? The votes don't seem to be connected, as the favor is apparently a separate resourse, and doesn't burn any PC. Does it use Intel Points? I don't see the costs, though.

As we're still at the introduction stage, this particular request will not consume any campaign resources. There will be a bonus of another kind if you don't spend the favor, but it looks like the current vote is in favor of using it.

As for voting line vs plan. I realize now that I didn't specify, but it seems that a clear front runner has been established, so I'll go with it.

Also, for us to be making a decision of how much Political Capital to expend... I don't see our reserves indicated anywhere.

The vote for your flagship will be against the bonus you get for your background, so consider it a reserve of 30 for the moment.

All this smuggling sounds like an inside job. Thank god we got the subterfuge.

Who knows. Your CO certainly thinks that a more subtle approach will be suitable. On the other hand, the only thing that Gorski's demonstrated so far is that a cruiser squadron is a bit of a blunt instrument for customs and security duty.
 
Well, a good ship now might just help us better in the long run.

Though I am kinda leaning towards that self sustaining ship who can do repairs. This would give us better launch off points, though we dont have the strategic acumen to make much use of it.
 
[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 Rabbit Hole (Pennant H-17-01) – Converted Yardship

I'm not going to be able to swing the result of this vote, but I'd still like to provide an option against the bandwagon.

The NTV Defiant is honestly not the ship everyone seems to think it is. It gives us a bonus to fleet speed and allows us to reroll our navigation rolls, but no where in that does it make up for our poor strategy skill. Strategy is more than just moving fast or getting a more accurate FTL jump, which is all this ship does.

The NTV Rabbit Hole at least gives us the strategic advantage of being able to do high-level repairs on our fleet without needing to travel to a friendly port. As long as we've got the supplies on hand, we could do repairs in the middle of dead space without a worry. Personally, I see this as a much greater advantage than a small boost in speed or nav reroll.
 
IV - Setting Out
IT LIVES!

=\\//=
[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
=\\//=
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
 
It lives!!!
By the way Thermidor are you going to concentrate on this or are you going to continue your other quest Muv-Luv: Try Again (Muv-Luv/Armored Core for Answer)?
 
I can't see any glaring holes in the structure of the fleet, or rather, can't identify any. It's a bit overwhelming.

We asked for the Intel on the nations/states/entities bordering the Pandora District. Do all of them qualify? Are we at some kind of galactic crossroads?
 
+1 to Nevill's question who do we border? Seems to be some good hooks for the officers but don't want to push for any changes right now.

Notes so far:
  • 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
Seems a good target to Co-opt into an attack dog
  • 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.
Possible staff officer??
  • 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.
Seems a good contact to foster pre-promotion
  • 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.
Keep an eye on this one and well away from important duties
  • 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.
Could be a useful as a staff officer. Patronage from us could inspire loyalty
  • 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.
Keep an eye on this one. If found loyal could be useful for non-traditional missions
  • 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.
Slate to get rid of? Again possible position in our staff?
  • 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.
Mediocre/unreliable
  • 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.
Mediocre/unreliable
  • 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.
Good Contact to cultivate
  • 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.
Good Contact to cultivate; could be useful for non-traditional missions
  • 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.
Good Contact to cultivate; Solid Mentee candidate

@Thermidor Are staff officers a thing? or will that not be simulated. Also how do the Intelligence branches work?
 
It lives!!!
By the way Thermidor are you going to concentrate on this or are you going to continue your other quest Muv-Luv: Try Again (Muv-Luv/Armored Core for Answer)?

Given my current track record on updates, I'm going to try just this one for the immediate future. With any luck it'll turn out a bit more consistent.

I can't see any glaring holes in the structure of the fleet, or rather, can't identify any. It's a bit overwhelming.

We asked for the Intel on the nations/states/entities bordering the Pandora District. Do all of them qualify? Are we at some kind of galactic crossroads?

Fair enough. The info dump is a bit strong here.

As for the local astrography (and since I'm not very good at drawing maps), the Pandora district's anti-spinward half abuts the Concordance directly. Meanwhile, the other half of the border connects to several other nations - two Major Border States, two Minor and five planetary (single system).

The Union and Empire do not directly border this district, but are included for completeness sake.

On a broader note, the general layout of the Second Sphere is this: The Union occupies the majority of the spinward half of the Sphere, while the Empire takes up the majority of the anti-spinward side. A chain of Border States, many created by the Treaty of Picard Station, run up the center between the two. Finally, several smaller states occupy various places on the periphery of the Sphere.

hermidor Are staff officers a thing? or will that not be simulated. Also how do the Intelligence branches work?

Staff officers will be a thing, and you'll get the opportunity to assign some of the above people there if you wish.

The intelligence branches will be in some part modeled by a combination of your intrigue and political capital resources, with a few characters showing up later.

Finally, please consider the voting now open.
 
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