Ulith III Biophage Crisis - 2304.Q1.M3
Federation News Service, Breaking News, 2303.Q4.M2

The bloodiest violence the known galaxy has seen since the signing of the Khitomer Accords involved Starfleet, the Romulans, and the Klingons. Yet they were gathered not to carry on old battles, but to fight together against an extreme threat to all life. In this, they have been successful, saving the remnants of a newly discovered civilisation in the process: the Kadeshi of the Kadesh system.

The Federation President joined with Admiral Kahurangi today in voicing their praise for all the members of Starfleet who fought, and gave their condolences to the families of those who have perished. The President's press release stated, "The finest traditions of the Federation have been upheld by these brave officers and crew. While it is not our way to glorify violence or conquest, this was neither. Our explorers gave their lives to stop a force of twisted nature, and stood in the breach for those who suffered." Both the President and Kahurangi singled out for praise Admiral Aelin of Amarkia, and those lost aboard the crippled Riala, which is currently being towed by Starfleet Engineering Command vessels towards Amarkia.

Captain Nash ka'Sharren and Rear Admiral Hikaru Sulu are being feted across the Federation, serving as points of pride for Andorians and Humans. The bravery of Nash ka'Sharren in leading her fleet into the teeth of the Biophage's forces, and the ride to the rescue by Hikaru Sulu, will live on in the annals of Starfleet. Captain Michel Thuir of the USS Challorn is also being commended by many dignitaries for the intrepid performance of himself and his task force.

The head of Andor voiced their recognition of the tremendous sacrifices made by their people in fighting this menace, with Starfleet, with their Engineering crews, and with the starship Shakalash.

In the aftermath of the military defeat of the Biophage, many of the evacuated colonists are anxious to return to their homes. However, until the personal variant of the Vaccine has been distributed, Starfleet is still prohibiting return to the Romulan Border Zone. Thankfully, however, the Machado IV evacuation camp is proving to be a comfortable stay, muting the complaints.

It is believed that the Kadeshi, having lost their garden world, are gathering up their motherships and preparing to travel across known space, to another prospective garden world indicated on a Preserver artifact, to set up a new homeworld away from the bitter memories of Kadesh. The Federation Council has promised them safe passage through our space.

End Report

Starfleet Engineering Command Report

What a mess. Alright, Admiral, we have several million tons of busted starship that need a lot of TLC and not many places to put them. Sarek and Kumari both need Shipyards berths, the big triple-em ones. Unfortunately it'll still be almost a year before the new Tellar Prime Yard comes on-line. It'll take us a month just to get ships prepped for towing, out of the RBZ, and into the Core Worlds. I've checked around, and there may be affiliate member worlds with shipyards the right size. Amarkia has two that can fit an Excelsior that they use for their Riala-class. The Caitians have one, and the Rigellians have one. The Federation Council has indicated that they are willing to smooth things over, thankfully, though that favour may cost.

If we don't get the extra yards, we'll start bumping builds. First the 40 Eridani A Excelsior, then the San Fran Excelsior. For the smaller ships, the Oberth, then the Centaur, then the Constellation are the order in which we'll bump projects.

End Report

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State of Emergency, 2304.Q1.M3 (Turn 6 of State of Emergency)
Current Level of Federation Mobilisation: Increased 2 (Preparing to Wind Down) [Up to 18 teams allowed]

You are currently operating in a State of Emergency.

This entails an increased operational tempo (you shift to three month-long mini-turns per Quarter), and an increase to available assets.
These assets usually will require no additional resources from Starfleet, as you are directing the resources of a Federation that does not embrace money. Any additional requirements will be noted on the actions themselves.

This State of Emergency will endure until such time as the cause of the crisis is resolved. In this case, until the Ulith III Biophage no longer poses a threat to the Federation. This will occur when the Vaccine II Tech is researched.


Mark of the Beast - Crisis Status Page
Research Mega Post

===

Crisis Projects

Internal Diplomacy

Internal Diplomacy
For communicating with Federation Member Worlds. Use this for managing aspects of your Mobilisation response.

Use teams that have the Internal Diplomacy Team type in order to accomplish these tasks.
  • Mobilise an Asset [Options for activating teams made available] (1 turn)
  • Expand Federation Mobilisation Level [Federation Council Only] (1 turn) [ Not available due to Political Concerns]
  • Smooth Over Evacuation Fears (2 turns) - Removes chance that colonies will baulk at evacuation
  • Requisition Civilian Shipyards in UFP (2 turns) - Gain access to 4 berths of 1m t size
  • Ask the Federation President to make a recruiting drive (1 turn to complete drive, results seen in 12 turns)
  • Demobilise an Asset [Gain +5 Political Will] (1 turn)
NB: Expanding Federation Mobilisation Level is done to increase the number of allowed teams, reflecting a greater proportion of Federation resources coming under your control.
Research

Research Projects
Here you will be able to research smaller tech projects that are more focused on short-term objectives. Occurs in addition to the Q3 research turn.

Use teams that have the Research Team type in order to accomplish these tasks.
Please be aware that because of how dangerous the Ulith III Biophage is, it cannot be researched normally. Only the Infectious Diseases Institute and the Vulcan Science Academy may research them.
  • Biophage Vaccine Research Rush [REQ: Medical] (1 turn)
  • Biophage Combat Research Rush (1 turn)
  • Suicide Shuttle Countermeasures [REQ: Doctrine] (1 turn)
  • Ship Modifications [REQ: Ship Design] (1 turn)
Please see the Research Mega-post linked above in order to see individual techs.
External Diplomacy

External Diplomacy
Communicate with potential allies and hostiles outside of the Federation Member Worlds.

Use teams that have the External Diplomacy Team type in order to accomplish these tasks.
Membership fast-tracking is no longer politically tenable.
  • Fast Track Amarki into Member Status (4 turns) [Premature invite may lead to long-term issues]
  • Fast Track Betazed into Member Status (3 turns) [Premature invite may lead to long-term issues]
  • Diplomatic Push on Species (1 turn)
  • Request Asset from Affiliate [Request something, such as an Amarki Shipyard Berth] (1 turn) [NB: Shipyard berths require 10pp]
  • Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns) - ETC 2304.Q1.M1 - Andorian Ambassadorial Team

Civil Engineering Projects

Civil Engineering Projects
Here you will be able to take on engineering or large-scale labour projects. This can range from setting up bases or camps to making improvements to facilities, to carrying out labour-intensive tasks like organising an evacuation.

Use teams that have the Civil Engineering Team type to accomplish these tasks.
Some tasks in the future may require a special sub-type of Civil Engineering team: Civil Engineering (Medical) team. These are basically a sort of field hospital group that has organically attached engineers that are normally used to build hospitals in emergency sites. Actions that require this type of team are marked with "[REQ: Medical]".

[Note that Evacuations can have multiple teams assigned]
  • Create Evacuation Hub on Machado IV, Andor Sector [Improve Evacuation Rolls] (2 turns) - ETC 2303.Q4.M2 - STARFLEET MEDICAL
  • Fortify Indi Beta Outpost (+2 C, +2 S) (2 turns) ETC 2303.Q4.M2- ANDORIAN CIVIL ENGINEERING
  • Fortify Solitude Outpost (+2 C, +2 S) (2 turns)
  • Evacuate Arcori III (25k) to Andor Sector (1 turn)
  • Evacuate Liath V (55k) to Andor Sector (1 turns)
  • Set up Liath V Medical Emergency Camp [REQ: Medical] (1 turn)
  • Evacuate Cygnus Sigma I (30k) to Andor Sector (1 turn)
  • Evacuate Larssen II (15k) to Andor Sector (1 turn)
  • Evacuate Solitude (400k) to Andor Sector (8 turns)
  • Evacuate RBZ Science Outposts (2 turns) - ETC 2304.Q2.M1 - TELLARITE MINING EXPEDITION
  • Evacuate RBZ Listening Posts (2 turns)
  • Improve Indi Beta Power Generation to support new Shield Emitters (+2 L) (2 turns)
  • Create and deploy makeshift phaser kits on ten cargo ships (4 turns) [Become Combat 1 and can take a last-ditch shot in own defence] [No longer deemed necessary]
  • Deploy large-scale Tachyon Detection Network (2 turns)
Industry Projects

Industry Projects
Here you will be able to commence heavy industry projects such as major construction, expansion of resources, and other similar tasks. Set up new outposts, build heavy facilities, aid shipbuilding, or other things requiring large-scale industry.

Use teams that have the Industry Team type to complete these tasks.
Some tasks require a special sub-set of industry teams: "Industry (Heavy) Team". These are marked with "[REQ: Heavy]". These teams have direct access to heavy industrial processors to do particularly large-scale, bulk work.
  • Design and Build a Supply of Tachyon Detection Sensors (1 turn)
  • Crash Build Outpost I (Pick Where) (3 turns)
  • Crash Build Starbase I (Pick Where) (12 turns)
  • Expand Indi Beta Outpost with Ship Repair Berth (4 turns)
  • Go Around The Clock On a Shipyard Berth (Pick Which) [Ship build/repair proceeds at double pace for duration] [REQ: Heavy] (3 turns)
  • Ad-Hoc Shipbuilding Order [REQ: Heavy] (1 turn) - Vote for new shipbuilding will appear in results post
  • Design and Build Armoured Freighter for use in RBZ [REQ: Heavy] (12 turns)
  • Improve the Machado IV Evacuation Center with Shield Emitters (L3) (3 turns)
  • Build second Starfleet Runabout Patrol Squadron (6 turns)
Combat

Combat Projects
Here will be options to order major offensives (if you have a known target) and issue missions to special strategic assets

Use teams that have the Combat Team type in order to accomplish these tasks.
Some combat tasks require special skills and can only be performed by teams that have the Demolitions sub-type. Other require the Recon sub-type.
  • Deliver Tricobalt Devices to Explorer-Grade ships in RBZ (2 turns) (Allows infection to be cleared from a planet in rapid time, in case the fleet is losing ground to the Biophage)
  • Scuttle an Installation (Pick which installation to destroy) [REQ: Demolitions] (1 turn)
  • Scout Neutral Zone Area 6 [Scouts Area closest to Klingon Border] [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 5 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 4 [REQ: Recon] (2 turn) - LAST SCAN 2304.Q1.M2
  • Scout Neutral Zone Area 3 [REQ: Recon] (2 turn) - LAST SCAN - 2304.Q1.M1
  • Scout Neutral Zone Area 2 [REQ: Recon] (2 turn) - LAST SCAN 2304.Q1.M2
  • Scout Neutral Zone Area 1 [Scouts Affected Area furthest Coreward] [REQ: Recon] (2 turn) - LAST SCAN - 2303.Q4.M2


Fleet Tasks
RBZ Fleet

Here you can set overall orders to your fleet in the Romulan Border Zone, and Commodore T'Faer.

Fleet is Currently Reconstituting

Fleet Priority: Patrolling
Fleet Priority: Refugee Escorting
Fleet Priority: Defend Outposts
Fleet Priority: Hunt the Miracht
Fleet Priority: Own Initiative




Crisis Teams
Starfleet Command Internal Diplomacy Team/Research (Doctrine) Team
Federation Emergency Council Internal Diplomacy Team
Andorian Ambassadorial Team External Diplomacy Team
Starfleet Engineering Command Industry Team/Civil Engineering Team
Andorian Civil Engineering Team Civil Engineering Team
Starfleet Medical Command Civil Engineering (Medical) Team
Starfleet Infectious Disease Institute [Able to Perform Biophage Research] Research Team/Civil Engineering (Medical) Team
Starfleet Tactical Command - Tiger Team Research (Doctrine) Team
Starfleet Tactical Command - Runabout Recon Squadron Combat (Recon) Team
Commodore T'Faer Research (Doctrine) Team
Tellarite Mining Expedition 1 Civil Engineering Team / Combat (Demolitions) Team
Vulcan Science Academy Detachment Research (Any) Team
Federation Diplomatic Service External Diplomacy Team
Andorian Civil Service Internal Diplomacy Team
North America Productivity Commission (Earth) Industry (Heavy) Team
Andorian Orbit Guard Runabouts Combat (Recon) Team
Commodore McCoy Research (Medical) Team [Can join another Research Team to add +2 Skill]
Teams in BOLD are occupied with an ongoing task. Teams in RED are out of action due to damage.

Starfleet & Allied Fleet Groups

RBZ Fleet - Commodore T'Faer Available (RBZ) -Reconstituting-
Quarantine Fleet Under Romulan Command (FBZ) -Reconstituting-
===

Use teams to accomplish tasks that match their type. In other words, if you want to accomplish a Civil Engineering action, assign a team with the Civil Engineering Team type. If you want to accomplish an External Diplomacy action, assign a team with the External Diplomacy Team type. Some actions are special, and require a particular sub-type. Teams that have a sub-type can still accomplish all normal actions of that type, but can also accomplish special actions. For example, if you want to do an Industry action like building armoured freighters, which requires the Heavy sub-type, you need to use a team that is marked Industry (Heavy) Team, such as the Earth Industrial Concerns team.

Research can be accomplished by any team, but will progress faster if they have the same specialty. The exception is Biophage research, will will cause any team that isn't the Infectious Diseases Lab or the Vulcan Science Academy to be eaten, so don't do it :(

A multi-turn task will continue until complete. Some tasks will involve dice rolls behind the scenes, some tasks will be automatic-successes.

At present you have a small portion of the full assets of the United Federation of Planets, mainly your quick response Starfleet assets, and nearby Andorian ready assets. You may recruit more teams via Internal Diplomacy, which is effectively requisitioning units. The Federation Emergency Council has arbitrary authority, and any mobilisation it makes will be automatically successful.




===

To vote, simply start looking for the actions that you want to take in this turn, then look to see what teams you have that match those actions. Then list down the teams and the actions that you are assigning them. If you don't want to give a team an action and just have them cool their heels for a while, that's fine.

For example...

[ex] Plan Name
Starfleet Engineering Command - Evacuate Arcori III
Runabout Recon Team - Scout Neutral Zone Area 1
Starfleet Command - Mobilise an Asset

And so on!
 
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[X] Plan Wind-down
-[X] [Starfleet Command] Suicide Shuttle Countermeasures (1 turn)
-[X] [Federation Emergency Council] Demobilise an Asset: Commodore T'Faer (1 turn)
-[X] [Andorian Civil Service] Demobilise an Asset: Vulcan Science Academy Detachment (1 turn)
-[X] [Federation Diplomatic Service] Diplomatic Push on Kadeshi (1 turn)
-[X] [Andorian Ambassadorial Team] Diplomatic Push on Amarki (1 turn)
-[X][North America Productivity Commission] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek)
-[X] [Starfleet Engineering Command] Improve the Machado IV Evacuation Center with Shield Emitters (L3) (3 turns)
-[X] [Starfleet Medical Command] Deploy large-scale Tachyon Detection Network (2 turns)
-[X] [Andorian Civil Engineering Team] Improve Indi Beta Power Generation to support new Shield Emitters (+2 L) (2 turns)
-[X] [Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush - (1 turn)
-[X] [Comodore McCoy] Join Starfleet Infectious Disease Institute team
-[X] [Starfleet Tactical Command - Tiger Team] Biophage Combat Research Rush (1 turn)
-[X] [Starfleet Tactical Command - Runabout Recon Squadron] Scout Neutral Zone Area 6 (2 turn)
-[X] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 6 (2 turn) [Reduce to 1 turn]
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative
 
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Are the Romulans going to protest if we deploy a Tachyon detection net next to the Neutral Zone?
 
The cost on finding an affiliate shipyard seem reasonable. Why not do that now?

I wouldn't be opposed to using the other external diplomacy team, perhaps the Andorian one, to lay groundwork for a post-crisis relationship with the Romulans? I don't mind other options like the Kadeshi but moving faster here may have benefits.
 
I think a recruiting drive would be a very timely thing. Both to help make up for casualties and to catch the (hopefully existant) wave of inspired populace that want to join Starfleet. The good we can do has never been more apparent.

For Industry, either more pushes on repairs, or we could start a crash build on a Starbase near the Neutral Zone as some have suggested. It wouldn't be done before the crisis ends of course, but getting it going early could be helpful there if we think it's worth spending the PP to finish later?
 
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It is believed that the Kadeshi, having lost their garden world, are gathering up their motherships and preparing to travel across known space, to another prospective garden world indicated on a Preserver artifact, to set up a new homeworld away from the bitter memories of Kadesh. The Federation Council has promised them safe passage through our space.
...
...
...
...
... wait a minute... if they're only STARTING their journey ...
But those aren't appropriate questions for today. Beneath me, Kadesh burns. The surviving Kadeshi ships are carrying out the operation themselves; less a disinfecting, and more a ritual funeral en masse. I listen to their comm frequencies to hear their hymns for the dead. They are as beautiful as they are tragic. They ram the lesson home for me. We must never forget what has happened here, and the part that the Federation played in how it unfolded.
...
OneirosTheWriter managed to sneak in another Homeworld reference right past all of us.
 
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The cost on finding an affiliate shipyard seem reasonable. Why not do that now?

I wouldn't be opposed to using the other external diplomacy team, perhaps the Andorian one, to lay groundwork for a post-crisis relationship with the Romulans? I don't mind other options like the Kadeshi but moving faster here may have benefits.
It's 10 pp for a temporary measure when all we need to do is wait 10 months. I'd rather spend those on something long-term.
I think a recruiting drive would be a very timely thing. Both to help make up for casualties and to catch the (hopefully existant) wave of inspired populace that want to join Starfleet. The good we can do has never been more apparent.

For Industry, either more pushes on repairs, or we could start a crash build on a Starbase near the Neutral Zone as some have suggested. It wouldn't be done before the crisis ends of course, but getting it going early could be helpful there if we think it's worth spending the PP to finish later?
Not sure the recruiting drive is politically appropriate. On industry, we unfortunately only have 2 teams and I don't think we have the spare pp to finish a starbase this year either.
 
I think the diplomatic push on the Kadeshi probably can't wait, and if we are doing something with the Romulans I'd like to also include the Klingons, so let's do that next turn (if there is another emergency turn)? Also trying to fit in as many early demobilizations as possible while still trying to complete projects with long term benefits. We could demobilize McCoy to delay completion of the vaccine and extend the emergency artificially, but that seems too gamey. What do you think?
 
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[X] Plan Emergency to a Close
-[X] [Starfleet Command] Suicide Shuttle Countermeasures (1 turn)
-[X] [Federation Emergency Council] Demobilise an Asset: Commodore T'Faer (1 turn)
-[X] [Andorian Civil Service] Demobilise an Asset: Vulcan Science Academy Detachment (1 turn)
-[X] [Federation Diplomatic Service] Request Asset from Affiliate: Amarki Shipyard (1 turn)
-[X] [Andorian Ambassadorial Team] Diplomatic Push on Betazoids (1 turn)
-[X][North America Productivity Commission] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek)
-[X] [Starfleet Engineering Command] Improve the Machado IV Evacuation Center with Shield Emitters (L3) (3 turns)
-[X] [Starfleet Medical Command] Deploy large-scale Tachyon Detection Network (2 turns)
-[X] [Andorian Civil Engineering Team] Improve Indi Beta Power Generation to support new Shield Emitters (+2 L) (2 turns)
-[X] [Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush - (1 turn)
-[X] [Comodore McCoy] Join Starfleet Infectious Disease Institute team
-[X] [Starfleet Tactical Command - Tiger Team] Biophage Combat Research Rush (1 turn)
-[X] [Starfleet Tactical Command - Runabout Recon Squadron] Scout Neutral Zone Area 6 (2 turn)
-[X] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 6 (2 turn) [Reduce to 1 turn]
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative

Okay, here is my plan. I differ from Nix is that I think we need to push on the ship repairs by getting an extra Excelsior berth from an Affiliate. I also want to evacuate those Listening Posts. We no longer have a big enough patrol fleet to properly protect both them and Solitude. I am also not really interested in a diplomatic push on the Kadeshi. Let them alone.

EDIT: Realized we didn't need the Civilian shipyards, so demobilized a second asset more in line with Nix's plan.
 
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[x] Plan Wind-down

Gets the most useful research done, gets the diplomacy started. Me likes.
 
That wasn't something I specifically rolled for. But because I'm still in good spirits, I'll say they all made it through okay.
In that case I don't really see the urgency for a diplomatic push on the Betazoids. I'll stick with the Amarki who just lost an admiral and a huge share of their fleet personnel and the Kardeshi who we might otherwise lose contact with entirely.
 
[X] Plan Wind-down

This looks good, and i prefer getting started on the diplomatic push on the Kadeshi and Amarki, especially the Kadeshi, right away.
 
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Not sure if it's a good idea anyway, but if we get another emergency turn and earn 10 pp in each we can actually afford Utopia Planitia, the Andor shipyard AND an academy expansion. Seems a bit of an overkill though, budget increase and Andor shipyard later might be better.
 
In that case I don't really see the urgency for a diplomatic push on the Betazoids. I'll stick with the Amarki who just lost an admiral and a huge share of their fleet personnel and the Kardeshi who we might otherwise lose contact with entirely.
"We should really send teams of people over to help those Federation guys in very, VERY high risk tasks! If they get themselves killed, we get fast-tracked into the Federation inner-council!!"

Just saying.

BUT I do agree we should 'court' the Amarki before the Betazoids however.


Edit:
-- *[*X] Starfleet Infectious Disease Institute - Biophage Vaccine Research Rush [REQ: Medical] (1 turn)
You missed a "[" there.


Edit #2: Gotta vote:
[X] Plan Emergency to a Close
 
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