Ulith III Biophage Crisis 2303.Q4.M2
Federation News Service, Breaking News, 2303.Q4.M2

The Biophage crisis continues to develop in the Romulan Border Zone, after Starfleet confirms it has destroyed the cargo ship SS Immaculate, which had become consumed by the disease. It had a registered crew of twelve. If this attempt to slip through the quarantine at Indi Beta had succeeded, it could have led to mass destruction on any colony it reached. No other contacts have been reported on the Federation side of the border this month. On the Romulan side, however, the Biophage attacked a vulnerable evacuation fleet, in an attack that slaughtered well over ten thousand.

The fate of many refugees in that convoy is sure to be keenly in the minds of the many colonists who live in the threatened areas, who Starfleet would like to see evacuated.

Meanwhile, the forces mustered in response to the emergency continues to expand, drawing in talented Tellarite engineers and demolitionists, as well as a contribution from the Vulcan Science Academy.

Meanwhile, a group of Betazoid empaths have reportedly arrived in the Federation as a good-will gesture from Betazed. They will arrive in the Romulan Border Zone to help assist fleets search for signs of the Biophage.

End Report

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State of Emergency, 2303.Q4.M2 (Turn 2 of State of Emergency)
Current Level of Federation Mobilisation: Limited [Up to 12 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.


Mark of the Beast - Crisis Status Page
Research Mega Post

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Crisis Projects

Internal Diplomacy

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

  • Mobilise an Asset [Options for activating teams made available] (1 turn) [Currently Unavailable - Max Teams]
  • Commandeer Federation Colony Command Colony Ships for Evacuation Efforts (1 turn)
  • Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
  • 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)
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.

  • Ulith III Biophage General Research Rush [REQ: Medical] (1 turn)
  • Biophage Vaccine Research Rush [REQ: Medical] (1 turn)
  • Biophage Combat Research Rush (1 turn)
  • Romulan Cooperation Doctrine Research (1 turn)
  • Suicide Shuttle Countermeasures [REQ: Doctrine] (1 turn)
  • Ship Modifications [REQ: Ship Design] (1 turn)
  • Convoy Protocols (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.

  • 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 the Amarki Flagship, Betazoid empaths] (1 turn) *Does not count against your mobilisation
  • Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns)

Civil Engineering Projects

Civil Engineering Projects
Here you will be able to take on engineering or large-scale labour projects.

[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 (2 turns)
  • 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)
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.

  • Crash Build Outpost I (3 turns)
  • Expand Indi Beta Outpost with Ship Repair Berth (4 turns)
  • Crash Build Machado IV Outpost w/ Extended Sensors (+2 Science for Scanning) [Improve chances of intercepting infected inbounds] (4 turns) - ETC 2304.Q1.M1 - STARFLEET ENGINEERING
  • Go Around The Clock On a Shipyard Berth (Pick Which) [Shipbuild proceeds at double pace] [REQ: Heavy] (3 turns)
  • Improve Indi Beta Power Generation to support new Shield Emitters (+2 L) (2 turns)
  • Ad-Hoc Shipbuilding Order [REQ: Heavy] (1 turn) - Vote for new shipbuilding will appear in results post
  • Design and Build Armoured Freighter for user in RBZ [REQ: Heavy] (12 turns)
  • Improve the Machado IV Evacuation Center with Shield Emitters (L3) (3 turns)
  • Build second 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

  • 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)
  • Scout Neutral Zone Area 3 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 2 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 1 [Scouts Affected Area furthest Coreward] [REQ: Recon] (2 turn) - ETC 2303.Q4.M2 - RECON RUNABOUTS


Fleet Tasks
RBZ Fleet

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

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



Crisis Teams
Starfleet Command Internal Diplomacy Team/Research Team (Doctrine)
Federation Emergency Council
Internal Diplomacy Team
Andorian Ambassadorial Team External Diplomacy Team
Starfleet Engineering Command Industry/Civil Team
Andorian Civil Engineering Team Civil Team
Starfleet Medical Command Civil Team (Medical)
Starfleet Infectious Disease Institute [Able to Perform Biophage Research] Research Team/Civil Team (Medical)
Starfleet Tactical Command - Tiger Team Research Team (Doctrine)
Starfleet Tactical Command - Runabout Recon Squadron Combat Team (Recon)
Commodore T'Faer Research Team (Doctrine)
Tellarite Mining Expedition 1 Civil Team / Combat (Demolitions) Team
Vulcan Science Academy Detachment Research Team
Teams in BOLD are occupied with an ongoing task.

Starfleet & Allied Fleet Groups

RBZ Fleet - Commodore T'Faer Available (RBZ) 4 Excelsior, 1 Constellation, 2 Centaur, 2 Miranda, Betazed Empaths
Quarantine Fleet Under Romulan Command (FBZ) 1 Excelsior, 1 Heavy Warbird, 4 Bird of Prey, 2 D7 Cruiser
===

You may assign teams to task that match their specialty. 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.

Some assets have sub-types, such as Medical Command, which has a Medical Sub-type to its Civil Engineering function. Some actions, such as Researching a Disease, requires a relevant sub-type, such as Medical. They may also alter the manner in which an action is carried out.
 
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[X] Starfleet Command - Mobilise an Asset (1 turn)
[X] Federation Emergency Council - Expand Federation Mobilisation Level (1 turn)
[X] Andorian Ambassadorial Team - Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns)
[X] Starfleet Infectious Disease Institute - Ulith III Biophage General Research Rush (1 turn)
[X] Vulcan Science Academy Detachment - Biophage Vaccine Research Rush - (1 turn)
[X] Starfleet Tactical Command - Tiger Team - Convoy Protocols (1 turn)
[X] Commodore T'Faer - Romulan Cooperation Doctrine Research - (1 turn)
[X] Tellarite Mining Expedition - Evacuate Arcori III (25k) to Andor Sector (1 turn)

[X] RBZ Fleet - Commodore T'Faer - Own Initiative

Vaccince and general research arranged like this to maximize research efficiency, see my previous post.
 
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[X] Starfleet Command - Commandeer Federation Colony Command Colony Ships for Evacuation Efforts (1 turn)
[X] Federation Emergency Council - Expand Federation Mobilisation Level (1 turn)
[X] Andorian Ambassadorial Team - Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns)
[X] Starfleet Infectious Disease Institute - Ulith III Biophage General Research Rush (1 turn)
[X] Vulcan Science Academy Detachment - Biophage Vaccine Research Rush - (1 turn)
[X] Starfleet Tactical Command - Tiger Team - Biophage Combat Research Rush (1 turn)
[X] Commodore T'Faer - Romulan Cooperation Doctrine Research - (1 turn)
[X] Tellarite Mining Expedition - Evacuate Arcori III (25k) to Andor Sector (1 turn)

[X] RBZ Fleet - Commodore T'Faer - Own Initiative
 
Hmmm, smoothing fears sounds like an excellent internal action to take.

And we should definitely start research into countering the suicide shuttles soon.
 
[X] Starfleet Command - Commandeer Federation Colony Command Colony Ships for Evacuation Efforts (1 turn)
[X] Federation Emergency Council - Expand Federation Mobilisation Level (1 turn)
[X] Andorian Ambassadorial Team - Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns)
[X] Starfleet Infectious Disease Institute - Ulith III Biophage General Research Rush (1 turn)
[X] Vulcan Science Academy Detachment - Biophage Vaccine Research Rush - (1 turn)
[X] Starfleet Tactical Command - Tiger Team - Biophage Combat Research Rush (1 turn)
[X] Commodore T'Faer - Romulan Cooperation Doctrine Research - (1 turn)
[X] Tellarite Mining Expedition - Evacuate Arcori III (25k) to Andor Sector (1 turn)

[X] RBZ Fleet - Commodore T'Faer - Own Initiative

Vaccince and general research arranged like this to maximize research efficiency, see my previous post.
Why Arcori III and not Cygnus Sigma I, which has 5k more population and also requires only 1 turn to evacuate?
 
Actually I think we should start on the longer evacuations first since they take more turns and we will have several teams freed up next month
 
Why Arcori III and not Cygnus Sigma I, which has 5k more population and also requires only 1 turn to evacuate?
Because Arcori III has a shipyard.
Hmmm, smoothing fears sounds like an excellent internal action to take.

And we should definitely start research into countering the suicide shuttles soon.
I'd rather focus on successfully evacuating those who are willing for now, I feel substantially less bad about burning people who refused the chance when they had it. Agreed on the shuttles, romulan coorperation finishes this turn so a slot will free up.
Actually I think we should start on the longer evacuations first since they take more turns and we will have several teams freed up next month
We need to reduce the number of points we need to defend, there is no time limit when we need to be done with the entire evacuation for now, possibly we won't evacuate some of the largest colonies at all.
You know, it might be nice to have a debate period or something before people start locking in votes.
I pretty much posted my vote an hour before the update, so it wasn't spur of the moment or anything.
 
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Convoy Protocols - Doctrine
Starfleet holds the protection of civilian life extremely dear. The evacuation process represents a very dangerous time for colonists, and making sure that all captains and crew are well-versed in how to handle these situations is crucial.

(When all techs researched, provides a boost to intercepting attacks on the convoy)
0 / 5 Starfleet-Civilian Communications
0 / 5 Sensor Interlock Coordination
0 / 5 Contingency Doctrines
So this is in the Research Megapost, but I can't seem to find it in this update.
 
Okay, it was mistakenly left out of the options above, but I think Convoy Protocols is more important than Commadeering Colony ships. It's a short research with easy to reach goals. Agree on expanding mobilization. Want to push the Romulans to share their old Biophage research before locking in diplomacy on the sensor nets. Agree on finishing Romulan cooperation. That's my logic.

[X] Starfleet Command - Convoy Protocols (1 turn)
[X] Federation Emergency Council - Expand Federation Mobilisation Level (1 turn)
[X] Andorian Ambassadorial Team - Diplomatic Push on Romulans to share their old Biophage Research (1 turn)
[X] Starfleet Infectious Disease Institute - Ulith III Biophage General Research Rush (1 turn)
[X] Vulcan Science Academy Detachment - Biophage Vaccine Research Rush - (1 turn)
[X] Starfleet Tactical Command - Tiger Team - Biophage Combat Research Rush (1 turn)
[X] Commodore T'Faer - Romulan Cooperation Doctrine Research - (1 turn)
[X] Tellarite Mining Expedition - Evacuate Arcori III (25k) to Andor Sector (1 turn)

[X] RBZ Fleet - Commodore T'Faer - Own Initiative
 
Okay, it was mistakenly left out of the options above, but I think Convoy Protocols is more important than Commadeering Colony ships. It's a short research with easy to reach goals. Agree on expanding mobilization. Want to push the Romulans to share their old Biophage research before locking in diplomacy on the sensor nets. Agree on finishing Romulan cooperation. That's my logic.
Starfleet Command is not a research team.
Why do you think the Romulans have useful data to share? Their previous research was 1000 years ago.
 
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Edited my vote to recruit another asset with Starfleet Command and to set the Tiger Team on Convoy Protocolls. None of the Biophage Combat techs will finish soon but at least one convoy tech will this turn, and given the exploding number of tasks we desperately need more teams.
Oh, that reminds me, I was meaning to add a Scuttling action. Will add that in a moment.
Any bonus to doing both with the same team? It does have qualifications for both after all...
 
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[X] Starfleet Command - Mobilise an Asset (1 turn)
[X] Federation Emergency Council - Expand Federation Mobilisation Level (1 turn)
[X] Andorian Ambassadorial Team - Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns)
[X] Starfleet Infectious Disease Institute - Ulith III Biophage General Research Rush (1 turn)
[X] Vulcan Science Academy Detachment - Biophage Vaccine Research Rush - (1 turn)
[X] Starfleet Tactical Command - Tiger Team - Convoy Protocols (1 turn)
[X] Commodore T'Faer - Romulan Cooperation Doctrine Research - (1 turn)
[X] Tellarite Mining Expedition - Evacuate Arcori III (25k) to Andor Sector (1 turn)

[X] RBZ Fleet - Commodore T'Faer - Own Initiative

Ok, this looks good.
 
Edited my vote to recruit another asset with Starfleet Command and to set the Tiger Team on Convoy Protocolls. None of the Biophage Combat techs will finish soon but at least one convoy tech will this turn, and given the exploding number of tasks we desperately need more teams.

Any bonus to doing both with the same team? It does have qualifications for both after all...
I've been in a situation in a different quest where I started allowing multiple actions to be performed by the same unit if they were at the same place, and it just made a mess of managing actions. Sorry, it isn't really something I want to allow here.
 
@OneirosTheWriter do the Romulans have any useful research data on the Biophage to share if we were to take a diplomatic action? On the one hand, the argument against is that it was 1000 years ago. On the other hand, the argument for is that they apparently spent a long time playing with this thing, and they were a spacefaring civilization with reasonably advanced technology at that time.
 
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