Available Actions: 1 Action + 3 Free Actions
Many of the Nine were not impressed by the so-called House of Twilight. Or so their representatives had stated. Their representatives were unlike anything the Archon had ever seen before; they resembled little more than specters, wisp-like smoke confined in dark robes. What he thought were two bright eyes glowing like stars were in fact dozens grouped together.
Though the Nine did not grant Twilightship Recneps-Fel passage into the Jovians, one of the Nine expressed great interest in the future of House Twilight.
An eerie portent came from it's representative, as one of the Nine seemingly took control of him... her, it, from afar.
"From the formless void, springs an entity... more primordial than the elements themselves. In it's wake... there will follow a storm. You... have survived that storm. Know that the Third of the Nine will be watching your... progression..."
Following that most ominous statement was a...
gift from the Third of the Nine. It was installed seamlessly into the cruiser's hull.
"This stealth drive may be useful to you in the times to come..."
Though the Jovians remained otherwise closed to House Twilight for the time being, it was good to know that one of their enigmatic rulers was 'interested' in them. For the moment, there little ill omen to be gained from that patronage.
The next planet bore little fruit. The moons held little interest and the gas giant itself had no real value to offer. However, Recneps-Fel's Pilot Servitor detected anomalies. Many anomalies in fact. Those anomalies revealed themselves to actually be ships of some kind, derelict and floating in formation within the inner rings of the gas giant.
A total of six such craft were found, with the wreckage of another nearby. But while the ships were derelict and ripe for salvage, it's contents were entirely unexpected!
After all, what was one to do with some eighteen thousand humans? A good number of stasis tubes had failed and their contents long since spoiled. It is entirely up to you, High Priest, on the fate of these unfortunate creatures.
What will you do with the humans?
[] Wake them up; they deserve to know your generosity. [1 Action]
- [] Offer them the chance to join you.
- [] Offer the humans the gift of mercy in return for their loyalty.
- [] "You are slaves now. Food, if you decide otherwise."
[] Simply kill them. They are not Eliskni and thus are little worth. [1 Action]
[] Keep them frozen for now. [Free Action]
In the meantime the Cassini, flagship of this fleet, proves to be a treasure trove full of 'Golden Age' technology. It seemed that these ships were meant to act as colony craft unto themselves, each ship bring set down as a permanent city never to fly again. There were farms (however dessicated by the vacuum and neglect), industrial machinery, and research labs. Stores of Spinmetal, Relic, Iron, Helium Coils, and Spirit Bloom were stacked to the cavernous ceiling in each of these ship's cargo holds.
Each one a treasure trove, holding some 10,000 units of each Material. What a find!
The cold giant after that also held great treasure; a large space station! It's defenses appear to be active; namely in the form of missile batteries and some manner of gun emplacements. Several slips are present and judging from the size and shape; they were meant to receive that fleet you found the planet before. It was likely then, that the Cassini would have the codes to allow passage to dock with the station.
[] Use the new Stealth Drive to simply dock and cut into the hull. Hopefully from there your Engineers can take over. [2 Actions]
[] Salvage the IFF codes from the Cassini [2 Actions]
[] Ignore the station for now. [Free Action]
The next world bares little to hold your interest, though there appeared to be some abandoned mining facilities dotting the moons and hanging over the gravity well of the gas giant.
The frozen ball at the farthest reaches of the Solar System bares fruit sweeter than you can ever imagine.
Made of tempered Relic Iron and sheets of Spinmetal, fueled by Helium Coils long cold from dormancy, and crystalline network of hardened computer systems, the satellite relic of humanity's Golden Age sit in Recneps-Fel's cargo cold, carefully taken apart and studied by Lord Engineers and their Servitors.
Choose One:
[] Research Mod:
Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 5000 Glimmer)
[] Research Mod:
Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 5000 Glimmer)
[] Research Mod:
Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 2500 Glimmer)
Along the way, you come across a wreck of a transport Ketch full of children. Unfortunately, there were no survivors. The blackbox recovered from the wreckage points to the House of Wolves being responsible for this massacre, as the victims were believed to be 'undesirable'.
Not long after, a cruiser Ketch full of the same undesirables, who had overpowered their Wolf captors and taken control of the ship,accused you of the treachery, until your words and evidence directed their righteous anger to the Wolves. In the end, with the promise of revenge for the senseless slaughter of innocent Eliksni, some 200 Dregs and 300 Vandals join your House, along with a line of some 100 Minor Servitors from a long dead Prime.
Near the edge of the system, a curiosity is picked up. It is inactive, it's light dim, and construction unfamiliar. Though it lay in pieces, the Archon did his best to piece it together. It now sits on a worktable, where he can puzzle out it's
inner workings when he has time.
Your House is starting to grow strong. Your fleet is two cruisers and six hundred strong. Where shall you settle? You are reminded, however, that the Awoken and the Wolves will be searching for you; returning to the inner systems now would be foolhardy. No, though the Jovians are not closed to you, there is plenty to build here.
[] The Shattered Fields
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Awoken are here. The House of Wolves are active here. Awoken and Wolves will ensure no safe passage to inner worlds. The Nine are senmi active here.
[] Saturn
Advantages:
Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Awoken are semi active here. The House of Wolves are semi active here. The Nine are semi active here.
[] Jupiter
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled. The Third of the Nine is active here.
Disadvantages:
The Nine are active here. The House of Twilight is barred from the Jovian worlds.
[] Uranus
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Nine are semi active here.
[] Neptune
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Nine are semi active here. The Darkness is felt here.
[] Pluto
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Nine are semi active here. The Darkness is strong here.
[] Write-in