Voting is open for the next 19 hours, 21 minutes
Heh. Looks like everyone is going to be in close-combat this round. And the 3rd Militia is in for an AA pounding.
 
So this plan has the first instance of two units occupying the same tile, and I realize I haven't actually laid the unique rules for that to ya'll. Namely, when more than one unit of a side occupies a tile, they'll act/attack as one entity which means that they will hit anything harder (thus increasing chance of a forced crit). But that also means that if they get hit, it counts as a hit on all of them and they'll have to make individual mitigation rolls for it. So it's a very high risk, high reward tactic if you want to stack units on a single tile.

Meanwhile, bloody hell the 1st Royals have no chill.

(1st Royals (MBR): 44 +15 (Attack) = 59)
(2nd Settlers (Armor): 40 +0 (Armor) +5 (Cover) = 45)
(Damage: 3 +8 =11)
(Mitigation: 0)
11 -0 = 11
Total: 11 Strength Damage!

(2nd Settlers (Militia Weapons): 75 +10 (Attack) = 85)
(1st Royals (Armor): 86 +0 (Armor) +5 (Cover) = 91)
(Damage: 3 +10 +1 = 14)
(Mitigation: 7 +3 =10)
14 -10 = 4
Total: 4 Strength Damage.

(Critical Check (2nd Settlers): 28 -11 (Last Hit) = 17)
(Random Critical Effect: Command Staff killed! Significant damage!)
(Additional Damage: 15)
Total: 26 Strength Damage!

(Cohesion Check: 76 -26 (Last Hit) = 50. Failed)
(Unit Fate: 7 +26 (Last Hit) +5 (Cohesion) = 48. Annihilated!)

Tile Victor: 1st Royals
 
I hope it wasn't our side that had stacked up in the same tile. We didn't have any plans to that effect (I didn't know it was possible) so that would mean that we lost a battle for a tile.

In regards to the orders idea, maybe? I mean I am going to be following alone regardless but it might help make it easier for other readers to follow along. It might also be handy to put in the names of each battalion onto the map, if theres space at least. I might actually start doing that after every update where we're planning a battle turn. I will be posting maps for my ideas anyways so its not much of a stretch.

I know the fantasy french revolution quest has gotten up to a fair few units already and the discussions during their battle turns can get kinda hard to follow unless you're one of the people involved. The updates are always easy to folloe though. I think your updates will be very much the same Celeshiro. They have a much more complicated combat system too so I think the complexity in future may balance out to be fairly similar.
 
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I know the fantasy french revolution quest has gotten up to a fair few units already and the discussions during their battle turns can get kinda hard to follow unless you're one of the people involved. The updates are always easy to folloe though. I think your updates will be very much the same Celeshiro. They have a much more complicated combat system too so I think the complexity in future may balance out to be fairly similar.
Yeah, I'll admit that is a concern for me, but hence why there's the idea of a veterancy/promotion system in play. It might start out as many faceless units, but eventually some will shine through and catch one's eyes for special attention and record keeping. These are what people can follow easily, while also having other background forces of possible heroes in play. Something like how Battletech can have regular forces, then special units of renown that are more immediately recognizable/trackable.

Plus, I find that when people are given the opportunity to make their own units, they can get very attached and focus on them personally. And I'll let you know now that there will be such an opportunity not in just regular Helmsmen forces, but other sort of peoples as well. If I'm going to take a few pages from Battletech, I may as well have a gander with custom mercenaries that roam the galaxy...
 
on topic of the civilian incident maybe we "tabloid" it to death.

my plan to do so would look like this
"leak" information to some well known tabloids, also painting it as on purpose.
let them run wild with it for a while, few hours to maybe 1.5 days. (trust me they'll get article written faster than you can say "honest journalism")
rattle the metaphorical sabers, really kick up a storm, constantly move around personnel, really make people think somethings going on
announce that you've arrested a enemy-sympathizer, that was leaking information to unsecured receivers (or what ever the proper word is)

of cause the sympathizer would not exist, but the public don't need to know that ;)
anyhow this would serve to at least buy us time to finish the war and would undermine any attempt by our sister to use the incident to make the people to hate us, as anyone who hears about it will, hopefully, think "hey didn't it say that in that gossip rag?"

hell if we want to we could even use it to seem fair and just, by holding a fake closed curt, with fake evidence and fake witnesses(who can later be interviewed by news stations, where they'll extol the virtues of our dear leader, "why she even interviewed on part of the accused, when the Prosecutor was too aggressive")

of cause it would be funny if never ordered the second part but, some fan-girl/boy just took it and ran with.
 
Cycle 12.11
[X] Plan An Appropriate Quantity of Clever (Hopefully)

Shadows darted across the streets, the only movement in the once populated urban center. It was an eerie and haunting sight for the invading soldiers, the grim knowledge that their presence was what caused this testament to civilization among the stars to become quieter than a graveyard. But they still pressed on, the 1st Tigers tasked with an important role to aid in perhaps ending this stillness quicker.

Quickly, quietly, they climbed the stairs to the top floors of the building they were in. Once they deemed it high enough, weapon specialists unlimbered tubes from their backs and began to quickly put together the disassembled missile launchers. Computers were turned on and ran through booting processes while they did so, then they were swiftly attached and mounted to the launchers to enable guidance systems. Then these tubes were gently rested against the windows, the soldiers waiting in silence.

Then they heard it. Just as high command predicted, Pelicans were moving through the area. But they had been warned that there were friendly aircraft as well and so delicately took their time to aim, allowing IFF systems to run and process identifying signals. The moment it flashed friendly, these launchers were hastily reaimed elsewhere.

(1st Royals (Seeker AA): 24 +15 (Attack) = 39)
(3rd Militia (Armor): 1 +0 (Armor) = 1)
(Damage: 4)
(Mitigation: 0)
4 -0 = 4
Total: 4 Strength Damage.

There were a lot of friendly Pelicans that buzzed through, many carrying the unproven 2nd Lily Guard Regiment into battle. A few spotted their comrades and waved through the windows, encouraging camaraderie for a soon to be bloody urban fight. So much so that the 1st Tigers grew lax, almost missing the chime of a hostile IFF signal. It took them a few precious moments for the realization to finally sink in and shouts to fire rang out.

But already, it was too late and the missiles fired from the windows ended up just detonating in the wake of the rapidly escaping Pelicans. A few of their dropped passengers seemed to have been caught in the unfortunate burst of shrapnel, but it was nothing too serious. Quiet reprimands and mutters rang out through the disappointed invaders, then they grabbed their guns. Time to do this the old fashioned way then.

The mentioned passengers which consisted of the 3rd Militia were shaken from the near-experience, but had no time to catch their breath. Not when there were heavy footsteps thundering through the building that weren't theirs. All they could do is grit their teeth and commit to the room-to-room fighting with the freshly arrived 2nd Easters.

(2nd Easters (MBR): 22 +15 (Attack) = 37)
(3rd Militia (Armor): 98 +0 (Armor) +5 (Cover) = 103)
(Damage: 3)
(Mitigation: 4 +5 = 9)
3 -9 = -6 (0)
Total: 0 Strength Damage.

(3rd Militia (Militia Weapons): 11 +10 (Attack) = 21)
(Damage: 0)
(Mitigation: 0)
0 -0 = 0
Total: 0 Strength Damage.

Tile Victor:
2nd Easters

Shots rang out with shouts and curses, but neither side seemed to fully commit. Eventually, the 3rd Militia withdrew to gain some distance and the 2nd Easters couldn't intercept in time. It soon ended up being an awkward staring contest across the empty road, daring the other to make the next attack first.

(1st Black Rose (MBR): 27 +15 (Attack) = 42)
(1st Militia (Armor): 12 +0 (Armor) +5 (Cover) = 17)
(Damage: 3)
(Mitigation: 0)
3 -0 = 0
Total: 3 Strength Damage.

(1st Black Rose (Circuit Blades): 81 +5 (Attack) +15 (CQC) = 101)
(1st Militia (Armor): 69 +0 (Armor) +5 (Cover) -1 (Overkill) = 74)
(Damage: 4 +5 +1 =10)
(Mitigation: 9)
10 -9 = 1 (4 Minimum)
Total: 4 Strength Damage.

(2nd Panthers (MBR): 84 +15 (Attack) = 99)
(1st Militia (Armor): 35 +0 (Armor) +5 (Cover) = 40)
(Damage: 3 +1 +8 = 14)
(Mitigation: 0)
14 -0 = 14
Total: 18 Strength Damage!

(1st Militia (Militia Weapons): 19 +10 (Attack) = 29)
(1st Black Rose (Armor): 51 +0 (Armor) +5 (Cover) +10 (Evasion) = 66)
(2nd Panthers (Armor): 60 +0 (Armor) +5 (Cover) = 65)
(Mitigation (1st Black Rose): N/A (Minimum))
(Mitigation (2nd Panthers): N/A (Minimum))
3 -0 = 3 (1st Black Rose)
3 -0 = 3 (2nd Panthers)

Total: 6 Strength Damage.

(Critical Check (1st Militia): 22 -14 (Last Hit) =8)
(Random Critical Effect: Panicked withdrawal! Random retreat.)

Tile Victor: 1st Black Rose/2nd Panthers

(1st Panthers (MBR): 71 +15 (Attack) = 86)
(1st Militia (Armor): 35 +0 (Armor) +5 (Cover) = 40)
(Damage: 3 +3 +1 = 7)
(Mitigation: 0)
7 -0 = 7
Total: 7 Strength Damage.

(Critical Check (1st Militia): 39 -7 (Last Hit) = 32)
(Random Critical Effect: Orderly withdrawal. Retreat.)

The concentration of hostile bodies at the refinery provided ample opportunity for the 1st Militia, but also proved to be a trap to them. Indeed, the moment they stepped in, the redeployed 1st Black Rose struck and carved their way through the unit, aided by their allied infantry. Soon, the 1st Militia were running for their lives, not even caring when they passed by the 1st Panthers and were subsequently shot at. Many fell, yet those who ran quickly managed to get out of the dangerous killing fold, albeit quite firm on not returning to the fight anytime soon.

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"Get moving! Set up a blockade!"

There was a sort of eager nervousness in the air of the 1st Easters while they quickly prepared firing positions at the northern road into Bastion. They hadn't yet distinguished themselves like their brothers had in the adjacent 1st Royals, so they were hungry for the glory that was to come. Yet it still was a slightly frightening order to try and stop the wounded enemies from regrouping with their main force, especially without the inspiring presence of the mercenary Brilliance Knights. They'd still try to do their best regardless.

Meanwhile, the aforementioned 1st Royals hurriedly crossed the road and into the suburban neighborhood. But before they too could setup new firing positions, their radios cackled to life. Contacts in the immediate vicinity, an advance party! With coordinated barks, the attacking soldiers swiftly formed fireteams and began to engage their sudden opponents.

(1st Royals (MBR): 44 +15 (Attack) = 59)
(2nd Settlers (Armor): 40 +0 (Armor) +5 (Cover) = 45)
(Damage: 3 +8 =11)
(Mitigation: 0)
11 -0 = 11
Total: 11 Strength Damage!

(2nd Settlers (Militia Weapons): 75 +10 (Attack) = 85)
(1st Royals (Armor): 86 +0 (Armor) +5 (Cover) = 91)
(Damage: 3 +10 +1 = 14)
(Mitigation: 7 +3 =10)
14 -10 = 4
Total: 4 Strength Damage.

(Critical Check (2nd Settlers): 28 -11 (Last Hit) = 17)
(Random Critical Effect: Command Staff killed! Significant damage!)
(Additional Damage: 15)
Total: 26 Strength Damage!

(Cohesion Check: 76 -26 (Last Hit) = 50)
(Unit Fate: 7 +26 (Last Hit) -5 (Cohesion) = 28. Annihilated!)

Tile Victor: 1st Royals

The infantry swiftly advanced down the last corridor and took positions around the final room, taking special caution when they heard the panicked shouts and barks coming from within. Quietly, they readied themselves and, at the signal of the squad leader, cracked the door just barely open to throw a grenade in there. A second passed.

The shouting turned into screams of panic, then pain when the explosive went off.

Wood splintered as the door was kicked in and the squad flooded into the room, firing high-powered bullets point-blank into whatever officers were trying to reach for weapons. None made it in time and fell, silent while pools of blood piled around them. The smell of gunpowder wafted through the room, mixed with the groans of the gravely wounded. The squad medic quickly pushed up to tend to them, but only gave somber shakes of the head at the injuries beyond what could be provided anytime soon. All that could be done now was to ease their suffering at the end.

But even while they silently did so, the battle continued to rage on with gunfire erupting from outside. The 1st Easters had fired upon the approaching convoy of commandeered vehicles that held the anticipated regrouping enemy, and were frantically driving them off the roads. A tight firefight emerged between the two, bullets rocketing up and down the highway in a contest of control.

(1st Pioneers (Militia Weapons): 75 +10 (Attack) = 85)
(1st Easters (Armor): 26 +0 (Armor) = 26)
(Damage: 3 +5 +7 = 15)
(Mitigation: 0)
15 -0 = 15
Total: 15 Strength Damage!

(Critical Check (1st Easters): 22 -15 (Last Hit) = 7)
(Random Critical Effect: Dead Man's Land!)

(1st Easters (MBR): 90 +15 (Attack) = 105)
(1st Pioneers (Armor): 66 +0 (Armor) -5 (Overkill) = 61)
(Damage: 3 +7 +9 =19)
(Mitigation: 9)
19 -10 = 9
Total: 9 Strength Damage.

(1st Royals (MBR): 54 +15 (Attack) = 69)
(1st Pioneers (Armor): 38 +0 (Armor) -5 (Overkill) = 38)
(Damage: 3 +9 =12)
(Mitigation: 0)
12 -0 = 12
Total: 12 Strength Damage!

(Critical Check (1st Pioneers): 63 -12 (Last Hit) = 51)

It ended up being a bloody and hard fought battle between both sides, with the bodies of soldiers soon decorating what they had once used for cover. The 1st Pioneers had been stopped from entering Bastion, but at the price of many in the 1st Easters. That was not to say that many of the enemy too laid dead, but that was a very cold consolidation for those still huddled tightly behind bullet-ridden vehicles. But for high command, the objective had been achieved, and that was what mattered on the northern road. The real battle was the city center.

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(2nd Royals (MBR): 70 +15 (Attack) = 85)
(2nd Militia (Armor): 6 +0 (Armor) +5 (Cover) = 11)
(Damage: 3 +8 +8 =19)
(Mitigation: 0)
19 -10 = 9
Total: 19 Strength Damage!

(Critical Check (2nd Militia): 71 -19 (Last Hit) = 52)

(3rd Militia (Militia Weapons): 26 +10 (Attack) = 36)
(1st Tigers (Armor): 3 +0 (Armor) +10 (Cover) = 13)
(Damage: 3)
(Mitigation: 0)
3 -0 = 3
Total: 3 Strength Damage.

(1st Panthers (MBR): 29 +15 (Attack) = 44)
(2nd Militia (Armor): 4 +0 (Armor) +5 (Cover) = 9)
(Damage: 3)
(Mitigation: 0)
3 -0 = 3
Total: 3 Strength Damage.

(Critical Check (2nd Militia): 92 -3 (Last Hit) = 89)

(2nd Easters (MBR): 50 +15 (Attack) = 65)
(3rd Militia (Armor): 72 +0 (Armor) +5 (Cover) = 77)
(Damage: 3 +6 = 9)
(Mitigation: 4 +3 = 7)
9 -7 = 2 (Minimum 3)
Total: 3 Strength Damage.

(1st Tigers (MBR): 94 +15 (Attack) = 109)
(3rd Militia (Armor): 47 +0 (Armor) +5 (Cover) -9 (Overkill) = 43)
(Damage: 3 +6 +2= 11)
(Mitigation: 0)
11 -0 = 11
Total: 11 Strength Damage!

(Critical Check (3rd Militia): 33 -11 (Last Hit) = 22)
(Random Critical Effect: Officers Wounded. Bonus Damage.)
(Additional Damage: 9)
Total: 20 Strength Damage!

(2nd Panthers (MBR): 90 +15 (Attack) = 105)
(2nd Militia (Armor): 39 +0 (Armor) +5 (Cover) -5 (Overkill) = 39)
(Damage: 3 +10 +9 =22)
(Mitigation: 0)
22 -0 = 22
Total: 22 Strength Damage!

(Unit Fate: 3 +22 (Last Hit) = 25. Destroyed.)

There were bursts of intense city fighting, a sort of desperate and fanatic resistance from the defenders to bleed the attackers for every single block they take. But no matter their determination, their already faltering numbers were only further reduced by the exchanges and bodies began to fall. Eventually, what few survivors of the 2nd Militia decided enough was enough. Individual soldiers were soon spotted fleeing the city through the southern road, their numbers in the single digits. Some didn't even have the effort and limped towards the enemy lines, throwing down weapons and holding up their arms in surrender. Interrogation of these prisoners revealed that their unit was all but destroyed now, a complete write-off for any further activities.


Sector 1: House Iris (1)
Sector 2: House Iris (1).
Sector 3: None.
Sector 4: None.
Sector 5: House Iris Separatists (1)
Tactical Objectives: House Iris (5)

Total House Iris: 7
Total House Iris Separatists: 1

DECISIVE VICTORY FOR HOUSE IRIS

Battle Report
House Iris:
1st Lily Guard: Light Damage. Combat Effectiveness 92%
-1st Royals: Light Damage. Combat Effectiveness 93%
-1st Tigers: Light Damage. Combat Effectiveness 97%
-1st Easters: Light Damaged. Combat Effectiveness 85%
-1st Panthers: Light Damage. Combat Effectiveness 91%

2nd Lily Guard: Light Damage. Combat Effectiveness 99%
-2nd Royals: No Damage. Combat Effectiveness 100%
-2nd Tigers: No Damage. Combat Effectiveness 100%
-2nd Easters: No Damage. Combat Effectiveness 100%
-2nd Panthers: Light Damage. Combat Effectiveness 97%

Knights of the Last Bloom: Light Damage. Combat Effectiveness 93%
-1st Black Rose: Light Damage. Combat Effectiveness 93%


House Iris Separatists:
627th Frontier Guard: Moderate Damage. Combat Effectiveness 65%
-1st Pioneers: Moderate Damage. Combat Effectiveness 59%
-2nd Settlers: Annihilated. Combat Effectiveness 0%
-3rd Settlers: No Damage. Combat Effectiveness 100%
-4th Settlers: No Damage. Combat Effectiveness 100%

1st Bastion Home Guard: Moderate Damage. Combat Effectiveness 48%
-1st Militia: Moderate Damage. Combat Effectiveness 44%
-2nd Militia: Destroyed. Combat Effectiveness 0%
-3rd Militia: Moderate Damage. Combat Effectiveness 46%
-4th Militia: ???


-------------------------------------------------------------------------------------​
- One more tactical victory, then you've won the Battle of Bastion.
- Had a realization that regular range for infantry weapons is two, not three. Hm, I could've sworn it was three/four. Probably too late to go back and redo any past mistakes, but I'm not so perturbed about that. Ah well, I'm thinking it's still fair to keep the infantry AA at Range 4 to give them a bit of utility, maybe. We'll see.
- Worst comes to worst, if you aren't a fan of the number crunching, I don't mind if people just enjoy the narrative however it unfolds!
 
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- One more tactical victory, then you've won the Battle of Bastion.
I mean, end of 3 rounds makes sense, but from the current situation, it seems a tad silly. Mechanically, we're now at 11-2. ICly, the Home Guard have been shredded and nobody is going to volunteer for Foolish Princess's banner. The first two battalions of the Frontier Guard have been extremely degraded, and the other two haven't moved from their death hug on the Frontier HQ.

The other Frontier Guard regiment (the actual line forces) haven't even shown up, even after the advanced notice to allow civilians to flee Bastion, and two more sub-cycles of combat. Did they fuck off, or turn on her? I'll be surprised if the Intercessors are capable of carrying out any more airstrikes.

Radana has been rescued, freeing up the other battalion(s) of the Last Bloom. I might be tempting things, but it seems like the only issues left are actually finding Foolish Princess - and whatever Violet tries to pull in her attempts to deny reality.
 
Well that went surprisingly bloody well. Very good luck on our end for a large swathe of that. I really should have known better than to expect the troops in sector 1 would try to reclaim the fort. At least we might be able to try and pull a proper fighting retreat from sector 1 now. No point getting more people killed than we have to. I do have to wonder if they're still going for the refinery. I mean, they haven't surrendered yet so I suppose they will, as hopeless as their position is now.

Yeah... we've annihilated a third of the forces that were deployed in the city, and we hold the heart of their industrial base. You can see how we only need one more round.

1st Royals are still Built Different. Improbably, they are really living up to the prestige of their premier position despite mechanically identical stats.

Also that was still really cool writing Celeshiro! Really made the dice fit the results whilst also being totally believable in universe. The fact the Guards had a field medic available after that breach was also a nice nod to their loadout.

EDIT: I think I spotted a small error. When the 1st Black Roses fought in CQC, they got a 42 on their attack roll for their MBR, but then their damage is just listed as zero. There also wasnt a mitigation roll from the enemy or anything.
 
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I mean, end of 3 rounds makes sense, but from the current situation, it seems a tad silly. Mechanically, we're now at 11-2. ICly, the Home Guard have been shredded and nobody is going to volunteer for Foolish Princess's banner. The first two battalions of the Frontier Guard have been extremely degraded, and the other two haven't moved from their death hug on the Frontier HQ.
Fair, but we'll play it out as if it were a regular situation for now. There's also a bit of a narrative line going on with Radana on the ground, so let's see that to the end.
EDIT: I think I spotted a small error. When the 1st Black Roses fought in CQC, they got a 42 on their attack roll for their MBR, but then their damage is just listed as zero. There also wasnt a mitigation roll from the enemy or anything.
Good catch, and I just rolled for mitigation. Nada, so I'll just apply base damage and call it there.
 
Given the numbers, bar a staggeringly successful counter-attack, we can sit around and look pretty and still achieve a tactical victory next turn. The main goal should be to minimize the losses on all three sides.
Hopefully what is left of their air force will opt out of a last hurrah, and we will still have orbital supremacy. A "warning" strike on their HQ should nicely drive the point home.

Then it's a propaganda battle, I guess. Aim for the right balance of resolve and grief, lament the loss of lives, acknowledge the death of civilians and vow that an inquest will be conducted, lay out the fact that our victory is only a matter of time and unnecessary deaths, appeal to our sister, plead for her to end her folly, then appeal to the militia "in case she doesn't want to see reason".
 
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I will mention that there is the possibility of a tactical objective shift or adjustment, but that's all dependent on what the funny math rocks say. It could be that the refinery is still the critical objective, or something else is marked out by the tactical staff as a new objective. We'll see, just you know... don't say those magical words that invoke Murphy.
 
Cycle 12.12
"Quite frankly, I doubt the legitimacy of these so-called civilians," One of the guest commentators declared with a furrowed brow. "Think, people, it's all so fishy! We're supposed to believe that there are non-combatants fleeing away from the city...but so happened to cross near a declared military target? It's ridiculous!"

"You say that, but many times, refugees have little choice which road they take when fleeing from their homes," Another argued with a low growl. "They'll take whatever is the quickest to get out of the way, and trust that it's the safe one. Then it's up to the military to make sure to keep those roads safe for civilians, it's their job!"

"They already fight and die in the name of House Iris, you're now also asking them to take unnecessary risks now for traitors and rebels! This is what they want, for us to hesitate and doubt! I'm not saying to kill them all, but we must treat every possible threat with the seriousness it deserves and trust our armed forces to act in good faith."

"We're fighting our own blood out there, there is no such thing as 'acting in good faith,' not when we're still pointing guns at one another! House Iris must see and recognize the humanitarian crisis that is rapidly growing due to the divisions within itself, so that they might come to their senses and stop fighting altogether. It is a pointless conflict where there are no victors, only losers from people not willing to back down on either side!"

A finger came up and swiped across the screen, dismissing the news broadcast to the side while you sighed. While you naturally would love nothing more than to completely suppress news of the unfortunate...incident, it simply was impossible without exposing your secret taps on the various media outlets. That was simply unacceptable, not if you wanted to keep the strings attached to your blissfully unaware puppets. Why, they might get upset and jostle about, trying to rip themselves free from your control and causing unintended chaos that could further disrupt your control!

So instead, you decided to stagger the flow and break up the incoming information. To the outlets, they received a thousand different testimonies of what actually happened instead of a single coherent narrative that would paint a clear picture. It was a way to help spin the narrative into something where none were sure who could pin the blame, many fingers being pointed at so different people with some even directed to one another.

The generals who ordered the strike? The officers who authorized the attack? The crew who pulled the trigger? The civilians who crossed into the line of fire? The separatists for inciting the conflict?

All of them were both guilty and innocent at the same time with these different testimonies!

It worked for at least maintaining the internal stability of your people, who were naturally more inclined to trust that House Iris knew what it was doing. But already in your mind's eye, you could see this scandal sweeping across the horrified homes of other people learning of the disaster across space, places where you didn't have the ability to tug at strings to lessen the impact. So in a way, the Helmsmen's current isolation was a good thing in that your blameless narrative could work, without public doubting or pressure from outside forces. You suppressed a shudder at the thought of the United Empire taking a vested interest in this internal squabble.

Such interests usually didn't care for the legitimacy of either side, but only what benefited the affected members the most.

There was a ping of an incoming private line that drew your attention away from your musings, and it was a welcomed one. A flick and the connection was established, a video feed swiftly appearing of your best friend with an intensely focused look. She must be wearing her helmet judging from the angle and there didn't appear to be any visible injuries, enabling a great weight on your shoulders to finally vanish at her clearly healthy state.

Which was why you immediately attempted to disguise your relief with feigned indifference. "About time you checked in with me. Something so interesting that you couldn't delegate to the others first?"

"I apologize, was I the one who immediately gave new orders to a captive diplomat? I didn't even have a moment to clean myself up first or do all the rites properly, so there's more jobs you've shoved onto me after all this," Radana snapped back with a roll of the eyes that finally broke her concentration. But then she settled for a vaguely pleased expression and seemed to look straight into her helmet camera at you. "Thank you by the way for the support."

"And thanks for playing along with the capture," You hastily mumbled under your breath with a cough. Then you got serious and pulled up the other information your retainer on the ground was sending your way. "So, what are we looking at?"

"Kat and I have found a local access point on a relay just outside where I was being held, and we're right now trying to crack into your sister's servers to figure out where she is." There was a loud click of the tongue. "Getting in was the easy part admittedly, but she's smart and hasn't centralized everything. Attempts to trace are, according to Kat, 'a fucking royal pain in my shapely arse.' She's bouncing all around the minor settlements and it's going to take time to narrow it down."

"I see," You considered the update thoughtfully. "Just do your best, I have faith that between you and Kat, you two should have enough smarts to figure out the right location in time. We're in no rush either, we've currently got a good handle on the battle for Bastion," You declared while eyeing the latest reports.

"Understood-" The affirmative was suddenly interrupted when a new notification appeared, a request for direct communication that was marked as 'urgent.' You held up your hand to forestall Radana, then quietly minimized her feed to focus on this new incoming line.

Dorothea's popped up, her eyes piercing seemingly through her helmet at you. "Your Highness, we have a...situation." You tactfully ignored the overly incorrect address and prompted her to continue. "The mercenaries and the prison guards have finally talked it out, and it seems that they are done fighting for your sister. They will shed the House Iris colors and become freelancers like their kin."

You frowned to look disgruntled, but you already knew that was the likely outcome. Renouncing one's oath didn't tend to come with a refund clause. "Losing potential elites is disappointing, I suppose-"

"And they are moving now independently without my command."

That was definitely less good and you stared at a grim Dorothea. "What?" You muttered when you finally wrapped your head around it. "W-why? Are they breaching their contract?" Discretely, out of view, you pulled up a copy of said contract and hastily scanned through it.

"They insist they are not, and that they are merely moving to resolve the root of their issues." The Lycoris Knight made a disgruntled noise. "And they say that their anonymous employer has given them permission to do so."

"I'm very sure they did not," You numbly mentioned. Because they're me! "Have you tried to flag them down?"

"I have, but they insist time is of the essence." There was a glint to the zealous retainer's eyes. "If you were to ask if I could stop them-"

"No, don't," You firmly insisted with a shake of the head. "Even though I know you are very skilled, you are heavily outnumbered especially with the two groups uniting. This isn't worth throwing your life away. Just keep an eye on them and let me know if you figure anything out."

At her reluctant nod of understanding, you disconnected the line and turned to face a similarly worried Radana. "We'll try to hurry," She promised and disconnected as well.

With a heavy sigh, you began to pull up your masking programs to take on the mantle of an anonymous mercenary contractor. This was going to take a bit.

Battlegroup Iris Command: 63 +14 (Violet) +0 (Wealth) = 77
Battlegroup Iris has generated three (3) Command Points.


Battlegroup Iris Command Points: 5
Andernia Loyalist Militia Level: 0
Issue up to two (2) stratagems for Battlegroup Iris for this Subcycle.

[ ] Plan ____
-[ ] Stratagem
-[ ] Stratagem

-[ ] [Stratagem] Raise Supporters. Announce to all that it is not too late to join the fight. That all hands are welcomed, should they but heed the call of duty and enlist in a scratch unit to quickly arm themselves with whatever they can. Cost is equal to the current Militia Level. Will increase Militia level by one (1). Spawns free Militia units.
--[ ] Requires Specification (Ground/Air/Navy)
--[ ] Requires Controlled Planet

-[ ] [Stratagem] Stir Hearts.
Give bombastic and optimistic projections, while also reminding the locals of the hardships suffered at the hands of the opposition. Sow the seeds for further local support. Costs two (2) Command Points. Will decrease current Militia Level depending on chance.

-[ ] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.

-[ ] [Stratagem] Transit Overtime. Optimize and micromanage the timetables of transport craft going between orbit and atmosphere, forcing as much efficiency out of the system as possible. They must run on time. Costs two (2) Command Points. Units can move between orbit and ground for free this Subcycle.

-[ ] [Stratagem] Hidden Paths. Utilize all available scouting teams and local liaisons to find new hidden pathways on planets to open up a new dimension of campaign movement. Take the initiative with rapid relocation. Costs one (1) Command Points. Units on this planet can move two (2) planetary spaces this turn.
--[ ] Requires Target Planet

-[ ] [Stratagem] Underway Repairs.
Go over and redo patchwork repairs with more well-put together fixes, preparing ships for more engagements without needing to retreat to a dockyard. Engineers will work overtime to glue their hosts back together, perhaps even still even doing so while battle is about to be joined. Costs two (2) Command Points and ten (10) Resources. All ships in orbit around this planet regenerate 2d10 Hull immediately (minimum six (6)).
--[ ] Requires Target Planet

-[ ] [Stratagem] Informed Strike.
Have intelligence officers pour over and carefully mark out local targets of high importance. Then pass it down to sure pilots to get rid of. Costs two (2) Command Points. Directed Airstrikes this Subcycle on this planet gain a +10 Modifier.
--[ ] Requires Target Planet

-------------------------------------------------------------------------------------​
- And so, the plot advances on all sides, everybody having their own goals. Let's see how they collide now.

14 hour moratorium to make a stratagem plan.
 
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Huh. Did they misinterpret something Violet said (or vice versa), which would fit the pattern of events so far - or did someone manage to spoof identities and decide Foolish Princess had to go?
 
Huh. Did they misinterpret something Violet said (or vice versa), which would fit the pattern of events so far - or did someone manage to spoof identities and decide Foolish Princess had to go?
Her "partner", maybe? Or else, an embedded agent from another element of House Iris? Our brother was killed by our scion but maybe some significant element of his faction survived? I doubt that last part. The "root of their issues" does sound a lot like it's describing our sister but it might be something else.

It's a shame that all of those Brilliance Knights are planning to go mercenary after this is all over. I wonder if there's anything we could do to convince any of them to stay, but it's also understandable that this little "stint" has disillusioned them of House Iris. Maybe we'll meet them again one day. Maybe they'll rejoin us then. Maybe not.

In regards to stratagems, I think the most helpful one will just be to raise her militia level. Try and de-escalate things as much as possible. Or at least make it harder for her commanders to get the people to back her any more.

[ ] Plan Vascular Organs and Nervous Systems.
-[ ] [Stratagem] Discourage Dissidents.
Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.

EDIT: It's totally okay if not but would convincing any of the Brilliance Knights to stay be a possible improvised stratagem choice?
 
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EDIT: It's totally okay if not but would convincing any of the Brilliance Knights to stay be a possible improvised stratagem choice?
That's a good idea, but Violet didn't have much faith in the first place about them sticking around when they became mercs already. Plus arguably, in the wake of those who leave, those who stay are going to be the more devoted and willing to follow her new organization/outfit to become regular elites over hired ones. It'd certainly be less resource intensive as well.
 
[X] Plan Vascular Organs and Nervous Systems.

Damage control takes precedence over damage, in this case.
Incidentally, @Celeshiro , aren't the effects of "stir hearts'" and "discourage dissidents" mixed up (the former should increase our militia level, the latter decrease the opponent's)?
 
Incidentally, @Celeshiro , aren't the effects of "stir hearts'" and "discourage dissidents" mixed up (the former should increase our militia level, the latter decrease the opponent's)?
Militia level is actually defined as how exhausted the pool of recruits is, not the actual count of the pool. Notice how recruiting increases the Militia level, the reason being that the current level defines the cost of the action at the time. It might seem a little backwards, but it's better than having a more convoluted system of cost modifications.
 
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Plus arguably, in the wake of those who leave, those who stay are going to be the more devoted and willing to follow her new organization/outfit to become regular elites over hired ones. It'd certainly be less resource intensive as well.
Fair enough! To be honest I was mostly speaking from the perspective of how we don't have any domestic production of Solarium at the moment, and how the quantity of Pure Solarium that we can make will be limited at the best of times.

On a somewhat related note, do we have enough Knights currently to put together a unit or are they all taken up in other roles? Administration, security, etc.?

If we do have enough then I assume we just don't have sufficient organization to do so. I'm guessing that it would be unlocked by unlocking and building more of the "knightly" buildings.
 
Fair enough! To be honest I was mostly speaking from the perspective of how we don't have any domestic production of Solarium at the moment, and how the quantity of Pure Solarium that we can make will be limited at the best of times.
If we do have enough then I assume we just don't have sufficient organization to do so. I'm guessing that it would be unlocked by unlocking and building more of the "knightly" buildings.
Let's just say that very soon, with the small system test complete and mostly working, there's going to be two batch of changes. The first is general balance tweaks like making banks a bit better (less Resource consumption), the spying redo, and the Strategem expansion.

The other is your long awaited unique Solarium features, including a forge for production/RnD and Knight Monasteries.
 
[X] Plan Vascular Organs and Nervous Systems.
-[X] [Stratagem] Discourage Dissidents.
Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.
 
Vote closed
Scheduled vote count started by Celeshiro on Jun 20, 2024 at 12:46 AM, finished with 6 posts and 3 votes.

  • [X] Plan Vascular Organs and Nervous Systems.
    -[X] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.
 
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