You Are: A sector admiral of a strained imperium.

Bank? I am 120% sure they exist.

Yes, but that's a pretty major sum to loan someone whose job puts them at very high risk of death or permanent disablement, and who (as a commoner) probably has very little in terms of collateral. Banks make loans with the expectation that those loans and interest will be repaid, after all.
 
I think it might be worth taking the risk of taking what ships we have in active service and hitting a couple of minor NASP worlds and stealing their ships. We could really do with the prize money.

We"ll see what options we have available. Currently all of our light cruisers, one corvette and one cutter have to be repaired. That leaves us with our heavy cruiser, three corvettes and eight cutters.

So what do people think we should spend our free Political Capital on? Boosting the Sector Budget? Getting hold of some new cutters or corvettes to crack down on piracy? Maybe get a new light cruiser to take up the slack of having our three light cruisers in the repair yard?

Do you realize we're already at a 5 point deficit for our budget? Increasing our budget is the only sane option. When we erase our deficit we can increase our SB to generate a surplus and get new ships. We can get a second heavy cruiser for free through Adauld and another Light Cruiser for Sones for 9 points. Or we can get two light cruisers and one corvette for 8.5 points. There is so much we can do when we're able to pass the Diplomacy roll with a 90% chance of success.

An easy option would be to just take a financial loan

Or instead of getting screwed over by money lenders, we wait a turn and buy it without getting in debt. How do you think these nobles get in debt to the point of selling their nobility away, when they get free money from Shares? Most borrowed money. I have no trust in the banks of the Imperium to be anything but loan sharks. All you have to do is be patient. Then we can keep our 100 PC, we can keep Reinhard debt free and maybe even keep our Investment.
 
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We"ll see what options we have available. Currently all of our light cruisers, one corvette and one cutter have to be repaired. That leaves us with our heavy cruiser, three corvettes and eight cutters.



Do you realize we're already at a 5 point deficit for our budget? Increasing our budget is the only sane option. When we erase our deficit we can increase our SB to generate a surplus and get new ships. We can get a second heavy cruiser for free through Adauld and another Light Cruiser for Sones for 9 points. Or we can get two light cruisers and one corvette for 8.5 points. There is so much we can do when we're able to pass the Diplomacy roll with a 90% chance of success.



Or instead of getting screwed over by money lenders, we wait a turn and buy it without getting in debt. How do you think these nobles get in debt to the point of selling their nobility away, when they get free money from Shares? Most borrowed money. I have no trust in the banks of the Imperium to be anything but loan sharks. All you have to do is be patient. Then we can keep our 100 PC, we can keep Reinhard debt free and maybe even keep our Investment.

Agreed.

If this windfall did not happen this turn, everyone would have been quiet happy with waiting. But now that we have the money, everyone is eager to use it.

Take it easy folks. We will get the Wealth needed thru passive/active farming of pirates and smugglers in our relatively un-policed Sector.

@Gunman, do you think we completed Wison's quest for glory and earned the 30 PC from that mission? I mean, I can see it. She willingly boarded a Battlecruiser with a Light Cruiser and spent at least an hour fighting them alone, then she and her crew proceeded to fight on to the literal last woman before surrendering.

Anyway, if that is so, we will get another 30 PC and possibly lose the good captain. Not sure if we will lose the Light Cruiser though. The crew that made it special is dead or in traction and the ship itself is a mess. High Command likely will not do us the favor of taking it back and reimbursing us the value given how well we wrecked it.
 
@Gunman, do you think we completed Wison's quest for glory and earned the 30 PC from that mission? I mean, I can see it. She willingly boarded a Battlecruiser with a Light Cruiser and spent at least an hour fighting them alone, then she and her crew proceeded to fight on to the literal last woman before surrendering.

She should. Every bit of combat we've done so far had her excelling.

Anyway, if that is so, we will get another 30 PC and possibly lose the good captain. Not sure if we will lose the Light Cruiser though. The crew that made it special is dead or in traction and the ship itself is a mess. High Command likely will not do us the favor of taking it back and reimbursing us the value given how well we wrecked it.

They"ll either compensate us now or wait until we finish repairing it on our own dime after what we did for them. The 30 PC will be enough for us to get Jeffry Monson, so it isn't a big loss if we lose her.
 
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I am working on the update, so if you see odd changes to the status posts on the first page then that is why. So far some people have badly fucked up! But there was also a very unexpected stat raise for one of your officers who got infeasibly lucky.

[X] Friendship: Grant Commander Sones the position of prize captain of the Sword of Democracy, this will virtually guarantee his promotion to captain and eternal loyalty. Commander Baron Adald Clipaul Imperial will be the temporary captain of the Hawk and so this will not cost you politically but it will not gain you anything.

[X] Prize Money. Keep it all for yourself as is your right (+55 Wealth, +1 Loyalty for Commander Baron Adald Clipaul Imperial and Commander Waltin Sones, +10 Political Capital)
 
Wow looks like Commander Rownett needs to be transferred. Their loyalty is now sitting at five.

Ohh, he was like that since you got him, he was the XO of the Harpy when it's previous captain was transferred and expected/hoped to get the ship when it was moved to your sector. Then you gave it to a turbo promoted prodigy commander eight years younger than him and he was deeply unhappy about this.

Edit: Also, as I work through this, one of your captains just encountered the saddest, most useless pirates in history. Tip. If you have Tactics 6 and Prowess 4 do not become a pirate captain.
 
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Ohh, he was like that since you got him, he was the XO of the Harpy when it's previous captain was transferred and expected/hoped to get the ship when it was moved to your sector. Then you gave it to a turbo promoted prodigy commander eight years younger than him and he was deeply unhappy about this.

Edit: Also, as I work through this, one of your captains just encountered the saddest, most useless pirates in history. Tip. If you have Tactics 6 and Prowess 4 do not become a pirate captain.

So a Captain Hook exp or that shorty named pirate guy from guardians of the galaxy 2?
 
Ohh, he was like that since you got him, he was the XO of the Harpy when it's previous captain was transferred and expected/hoped to get the ship when it was moved to your sector. Then you gave it to a turbo promoted prodigy commander eight years younger than him and he was deeply unhappy about this.

Edit: Also, as I work through this, one of your captains just encountered the saddest, most useless pirates in history. Tip. If you have Tactics 6 and Prowess 4 do not become a pirate captain.
Clearly, that man was made captain after the crew mutinied and removed the actual competent captain.
 
Update 17 - Return To Illam
[X] Friendship: Grant Commander Sones the position of prize captain of the Sword of Democracy, this will virtually guarantee his promotion to captain and eternal loyalty. Commander Baron Adald Clipaul Imperial will be the temporary captain of the Hawk and so this will not cost you politically but it will not gain you anything.
[X] Prize Money. Keep it all for yourself as is your right (+55 Wealth, +1 Loyalty for Commander Baron Adald Clipaul Imperial and Commander Waltin Sones, +10 Political Capital)

Meanwhile, the rest of the sector:

Investment Yield Rolls:
4 + 6 = +2 Wealth


Your seneschal, the rather well paid financial expert you have on Illam managing your investments, is happy to report back extremely high yields over the last quarter, much better than expected thanks to a combination of luck and shrewd practise.

Also I am trying a new format for the background activity rolls to make what is going on a little clearer. Also it will now let you know how many ships you actually want for optimal coverage, something that is not ever going to be practical without some kind of dramatic change.

You currently have 8 Patrol Cutters (1 is in repair) and 1 corvette allocated to general sector duties.


Overall Strategy Roll:

1 + 4 + 6 +22 Strategy = 33
Smuggler Suppression, Scouting & Patrolling: 8 Ships out of 30 Optimal
Convoy Escorts: 2 Ships out of 10 Optimal

Lord Commander Jeffry Asim Grigonz managing Patrol Cutters:
6 + 1 + 5 + 13 Strategy = 25, +4 from you. Total 29

House Arril Smuggling: 26
House Jamoor Smuggling: 24
NASP Smuggling: 22
Independent Smuggling: 21
Minor success vs Arril Smuggling. Major success vs all other smugglers, 25% coverage

Very minor level of Arril smuggler suppression.
Moderate level of other smuggling suppression.

Corvette Escort Work:
Baronet Commander Joyce Artis Rownett (Greyhound)
5 + 2 + 2 + 12 Strategy = 21 + 6 from you, 27

Commander Lyna Ryante (Settler)
4 + 1 + 2 + 10 Strategy = 17, +8 from you, 25

Obull Pirate Remnants: 18
?: 17

Major success vs ?, success vs Obull Pirates. 20% coverage

Imhotep Rebel Suppression:
Baroness Commander Ranca Sandra Arril (Cirrus):
1 + 6 + 6 + 11 Strategy/Subterfuge = 24, +4 from you, 28
NASP Special Forces: 24
PDF Remnants: 20
Rebel Masses: 20

Ground Combat:
Baroness Commander Ranca Sandra Arril (Cirrus):

3 + 1 + 2 + Tactics/Prowess 13 +2 Marines = 21
NASP Special Forces:
6 + 6 + 4 + 11 Tactics/Prowess = 27

Lord Commander Jeffry Asim Grigonz reports a fair degree of success from his overworked patrol cutters, whilst they are obviously not catching everything, he is confident he is catching a modest proportion of smuggling efforts across the sector, enough to restore some level of Imperial tax revenue even if a lot of people are clearly getting away with things. Notably, House Arril's ships are doing a particular good job of not being caught, either they are being extra careful for extra law abiding.

+10 Personal Wealth from caught smugglers, +4 Political Capital
Lord Commander Jeffry Asim Grigonz rises from Tactics 7 to Tactics 8, Loyalty from 9 to 10 (He likes all of this prize money, a lot)


You also have the traditional choice when it comes to having caught ships belonging to ducal houses, though Arril have either mostly avoided capture or kept their noses clean:

On Imhotep, Baroness Commander Ranca Arril reports she has not nearly enough troops to support the remnant Imperial garrison, overworked as they and her marines constantly sally to the surface or direct the Cirrus' guns to provide fire support as isolated Imperial Army units find themselves outnumbered. Whilst the capital, the starport and a handful of major cities are coming back under Imperial authority, the smaller settlements and countryside are falling into anarchy and it is taking months for major reinforcements to arrive.

Worse, the NASP raiding fleet obviously did not withdraw everyone they landed before their retreat and annihilation. There are special forces on the ground coordinating the local PDF remnants and murderous rebel hordes, denied space support but making things altogether more difficult with their advanced communications and weaponry.

With advise from you, Ranca succeeds in baiting a trap, capturing several NASP commandos who are successfully interrogated as to the location of their base of operations in one of the largest still unoccupied cities. She launches a drop from orbit supported by the Cirrus entering the lower atmosphere, her two marine companies dropping in full force and without warning.

They are caught by concealed planetary defense weapons, apparently captured by the rebels then refurbished, three of the Cirrus's assault shuttles knocked out of the sky and the rest forced to divert to try to extract them. The bloody debacle lasts for several days and in the end only half of Ranca's marine compliment manage to withdraw, having lost most of their transport and only extracting thanks to support from a few battalions of Imperial Army troops who managed to rush to reinfroce then open a gap in the encirclement.

Orbital fire support and the efforts of Ranca and her marines account for thousands of rebels but it is not clear very many of the NASP special forces were actually killed and over a hundred Imperial Marines are dead or injured.

Cirrus is reduced from 95% to 70% readiness, Marines now 1 of 2.
Baroness Commander Ranca Sandra Arril increases Strategy from 9 to 10, Prowess 16 to 17
Imhotep is still a mess.


Patrolling near Obull, Baronet Commander Joyce Artis Rownett commanding the Greyhound does find her convoy attacked by a pair of pirate raiders, the high speed craft attempting to isolate her from her charges. Your former XO from the Endeavour manages to intercept one of the fast little ships, noting that both showed signs of existing damage or poor drive maintenance, apparently robbing them of their base has had long term impact.

Long range torpedoe fire straddled the first raider, injuring her, but the Greyhound was not able to match the speed of the relatively tiny raiding craft and her point defences were unable to cover the entire convoy, one merchant vessel staggering as she was struck ventrally and her hull damaged.

Further manoeuvring was unable to completely cover the convoy, with the raiding craft deftly swapping position, one engaging the corvette as the other fired into the ailing freighter. Less deftly, they aligned themselves perfectly so that Baronet Joyce was able to hit one of the raiders with her entire forward battery, railguns smashing the flimsy pirate vessel to pieces over the course of a few minutes and leaving the survivor quite alone.

While the pirates attempted to flee they soon found themselves with crippled engines and a vengeful Imperial Corvette overhauling them, complying with the commander's demand to surrender then being taken into captivity. The damaged freighter was barely able to limp back to port whilst the rest of the convoy continued unmolested.

Greyhound: Speed: 5, Firepower: 2, Durability: 2, Marines 2/2, Durability 19/20
Baronet Commander Joyce Artis Rownett (Diplomacy 11, Tactics 12, Strategy 12, Prowess 12, Subterfuge 10) Loyalty: 7

Raider #1: Speed 10, Firepower 1, Durability 1, Marines 1/1. Durability 8/10
Captain: Tactics: 10, Prowess 8

Raider #2: Speed 10, Firepower 1, Durability 1, Marines 1/1. Durability 7/10
Captain: Tactics 5, Prowess 8

Round 1:
Greyhound: Speed 5, Tactics 12, roll 10 = 27

Raider #1: Speed 10, Tactics 10, roll 6 = 26
Raider #2: Speed 10, Tactics 5, roll 13 = 28

Raider #1 engaged, Raider #2 fires upon commercial shipping.

Greyhound: Firepower 2, Tactics 12, roll 8 = 22
Raider #1: Firepower 1, Tactics 10, roll 9 = 20

Raider #2: Firepower 1, Tactics 5, roll 14 = 20
Freighter: Firepower 0, Tactics 4, roll 11 = 15


Raider #1 takes 2 damage, doubled, Durability 4/10
Freighter takes 5 damage. Durability 5/10

Round 2:

Greyhound attempts to interdict Raiders
Greyhound: Speed 5, Tactics 12, roll 10 = 27

Raider #1: Speed 10, Tactics 10, roll 8 = 28
Raider #2: Speed 10, Tactics 5, roll 8 = 23
Raider #2 engaged, Raider #1 fires upon freighter commercial shipping.

Greyhound: Firepower 2, Tactics 12, roll 16 = 30

Raider #2: Firepower 1, Tactics 5, roll 9 = 15

Raider #1: Firepower 1, Tactics 10, roll 9 = 20
Freighter: Firepower 0, Tactics 4, roll 12 = 16

Raider #2 takes 15 damage, doubled, Raider #2 Destroyed!
Freighter takes 4 damage. Durability 1/10

Round 3:

Raider #1 attempts to flee.
Greyhound: Speed 5, Tactics 12, roll 10 = 27
Raider #1: Speed 10, Tactics 10, roll 13 = 33, success, will escape at end of turn.

Greyhound: Firepower 2, Tactics 12, roll 13 = 27
Raider #1: Firepower 1, Tactics 10, roll 10 = 21

Raider #1 takes 6 damage, doubled, durability -8/10, -8 Crippled Penalty.

Baronet Commander Joyce Artis Rownett calls for surrender:
2 + 2 + 5 + 11 Diplomacy = 20, success!

Pirate raid thwarted, +1 Political Capital
1 Pirate raider destroyed: 2 Political Capital
1 Pirate raider captured: 3 Political Capital
Halved due to not being present, 3 total.

Roll for political capital gain:
6 + 5 + 4 + 12 effective Diplomacy = 27, greater success, +25% gain.
+5 total political capital.
+2 Wealth from prize money.

Baronet Commander Joyce Artis Rownett gains +1 Loyalty
Greyhound Crew is now Experienced (+1)


Commander Lyna Ryante is moving to escort a convoy near the Rana Salient when she arrives to find it already being attacked, half the ships scattered and the rest under the guns of a trio of armed freighters. She immediately ignites the main drive and accelerates to engage, aiming at an oblique angle that brings her into range of only one of the slower, clunkier converted civilian ships.

Though each armed freighter is easily the size of a corvette they are not build for combat or equipped with proper damage control, targetting or communications, as well as being unable to match even the basic military drives of an escort corvette. Added to which, as you go over the battle report, you have to admit that Commander Lyna is good, she is of noble heritage and has noble genetic enhancement but her family has not held a share for over three generations and she mostly rose to her current rank through skill.

Skill she ample demonstrated by demolishing two of the enemy vessels for minimal damage, blasting them apart with long ranged torpedo fire whilst taking only minimal damage in return. The third did escape but considering her utterly inexperienced crew it was an impressive performance and likely did a great deal to dissuade whomever has started armed freighters to prey upon shipping.

Settler: Speed: 5, Firepower: 2, Durability: 2, Marines 2/2, Durability 20/20. Crew: Green (-2)
Commander Lyna Ryante (Diplomacy 7, Strategy 10, Tactics 13, Prowess 11, Subterfuge 14) Loyalty: 6

Pirate #1: Speed: 4, Firepower: 2, Durability: 2, Marines 2, Durability 19/20, Green Crew (-2)
Captain: Tactics 6, Prowess: 4

Pirate #2: Speed: 4, Firepower: 2, Durability: 2, Marines 2, Durability 16/20, Green Crew (-2)
Captain: Tactics 7, Prowess: 5

Pirate #3: Speed: 4, Firepower: 2, Durability: 2, Marines 2, Durability 19/20, Regular Crew (0)
Captain: Tactics: 8, Prowess: 4

Round 1:

Engagement!
Settler: Speed 5, Tactics 13, Crew -2, roll 9 = 25

Pirate #1: Speed 4, Tactics 6, Crew -2, roll 13 = 21
Pirate #2: Speed 4, Tactics 7, Crew -2, roll 9 = 18
Pirate #3: Speed 4, Tactics 8, roll 8 = 20

Settler engages Pirate #2 alone for first combat round.

Settler: Firepower 2, Tactics 13, Crew -2, roll 14 = 27
Pirate #2: Firepower 2, Tactics 7, Crew -2, roll 11 = 18

Pirate #2 takes 9 damage, doubled, durability -2/20, -1 Crippled penalty.

Round 2:

Manoeuvring
Settler: Speed 5, Tactics 13, Crew -2, roll 12 = 28

Pirate #1: Speed 4, Tactics 6, Crew -2, roll 11 = 19
Pirate #2: Speed 4, Tactics 7, Crew -2, -1 Crippled, roll 15 = 23
Pirate #3: Speed 4, Tactics 8, roll 10 = 22

Settler engages Pirate #2 and Pirate #3 only.

Settler: Firepower 2, Tactics 13, Crew -2, roll 4 = 17

Pirate #2: Firepower 2, Tactics 7, Crew -2, -1 Crippled, +2 Multi Attack, roll 10 = 18
Pirate #3: Firepower 2, Tactics 8, +2 Multi Attack, roll 7 = 19

Settler takes 3 damage, halved, Durability 18/20

Round 3:

Manoeuvring
Settler: Speed 5, Tactics 13, Crew -2, roll 16 = 32

Pirate #1: Speed 4, Tactics 6, Crew -2, roll 15 = 23
Pirate #2: Speed 4, Tactics 7, Crew -2, -1 Crippled, roll 10 = 18
Pirate #3: Speed 4, Tactics 8, roll 7 = 19

Settler engages Pirate #2 only.

Settler: Firepower 2, Tactics 13, Crew -2, roll 13 = 26

Pirate #2: Firepower 2, Tactics 7, Crew -2, -1 Crippled, roll 9= 15

Pirate #2 takes 11 damage, doubled, Pirate #2 Destroyed!

Round 4:
Pirates attempt to flee.
Settler: Speed 5, Tactics 13, Crew -2, roll 9 = 25

Pirate #1: Speed 4, Tactics 6, Crew -2, roll 5 = 13
Pirate #3: Speed 4, Tactics 8, roll 10 = 21

They do not succeed. Pirate #1 lags sufficiently to rob them of their multiple attacker bonus.

Settler: Firepower 2, Tactics 13, Crew -2, roll 10 = 23, firing upon Pirate #1

Pirate #1: Firepower 2, Tactics 6, Crew -2, roll 11 = 17
Pirate #2: Firepower 2, Tactics 8, roll 16 = 26

Pirate #1 takes 5 damage, doubled, Durability 9/10
Settler takes 3 damage, halved, Durability 17/20

Round 5:

Pirates attempt to flee.
Settler: Speed 5, Tactics 13, Crew -2, roll 10 = 26

Pirate #1: Speed 4, Tactics 6, Crew -2, roll 12 = 20
Pirate #3: Speed 4, Tactics 8, roll 10 = 21

They do not succeed.

Settler: Firepower 2, Tactics 13, Crew -2, roll 13 = 26, firing upon Pirate #1

Pirate #1: Firepower 2, Tactics 6, Crew -2, +2 Multi Attack, roll 11 = 19
Pirate #2: Firepower 2, Tactics 8, +2 Multi Attack, roll 14 = 26

Pirate #1 takes 7 damage, doubled, Durability -5/10, -3 Crippled

Round 6:

Pirates attempt to flee.
Settler: Speed 5, Tactics 13, Crew -2, roll 5 = 21

Pirate #1: Speed 4, Tactics 6, Crew -2, -3 Crippled, roll 9 = 14
Pirate #3: Speed 4, Tactics 8, roll 15 = 26
Pirate #3 Escapes next turn.

Settler: Firepower 2, Tactics 13, Crew -2, roll 15 = 28, firing upon Pirate #1

Pirate #1: Firepower 2, Tactics 6, Crew -2, +2 Multi Attack, -3 Crippled, roll 11 = 16
Pirate #2: Firepower 2, Tactics 8, +2 Multi Attack, roll 15 = 27

Pirate #1 takes 12 damage, doubled. Pirate #1 Destroyed!

Pirate #3 Flees.

Pirate raid thwarted, +1 Political Capital
2 Armed Freighters Destroyed: 4 Political Capital
Halved due to not being present, 2 total.

Roll for political capital gain
2 + 1 + 1 +12 effective Diplomacy = 16, failure, -25% gain... Which makes no difference anyway. Why did I roll?
+3 total political capital.

Settler Crew is now Mediocre (-1)
Settler reduced to 85% Readiness.


Sadly you just do not have enough ships and other pirate raids to get through, unanswered as your cruisers engage in the raid on New Theia or languish in dockyards in its aftermath.

Successful Pirate Raids. -4 Political Capital

Of course all of this is a sideline that unfolds over several months, the main event is when your cruiser squadron, victorious if battered and bloodied, jump back into the Ilam system with the Sword of Demoracy in tow with Commander Sones aboard her bullet riddled bridge.

You are gratified to note that, as you warp into high orbit over Illam itself, the planetary defences immediately start to spin online, the titanic railguns of the Mirmir Sector Command Citadel locking onto the NASP capital ship as the damaged Light Cruiser Peregrine scurries to sally from her drydock.

Then you broadcast your recognition signals and you are within minutes greeted by an uncharacteristically dishevelled Governor General Hawny Andez Imperial appearing upon your bridge viewscreen. His bathrobe does appear to be made out of golden nanosilk though and is quite splendid, three courtesans are hurrying out of his palatial bedchamber in the background and remain unremarked upon.

He also blinks a moment as a scan of your bridge fails to locate his nephew, starting to frown, you manage to interject.

Diplomacy:
5 + 3 +2 + Effective Diplomacy 12 = 22, Success.


"Your highness, I am happy to report that the raid upon New Theia was a success. Commander Baron Adald Clipaul Imperial is currently acting captain of the Cruiser Hawk and as you can see." You incline your head up, the Sword of Democracy is currently above the Endeavour, relatively. "We have captured the flagship of the 11th fleet, the battlecruiser 'Sword of Democracy' is now in Imperial hands and the NASP sector admiral commanding the New Theia Fleet Base slain by my own hand."

For once he is lost for words, only for a moment, then. "I trust that my nephew will retain command of the Hawk for his part in this victory, this great victory. I underestimated you Commodore and must press you for more details but am sure your crews and officers are in desperate need of refreshment and aid after such a battle."

Another moment, the expression you associate with somebody referencing their implants to access computer systems, then. "In three days we shall hold a great triumph in the promenade of the capital. Your victorious troops and officers will be feted!"

That does prompt a cheer through the fleet, though perhaps a little muted on the two light cruisers, both of their captains are facing courts for losing their ships to the enemy after all and their crews are more than merely decimated from the brutal deck to deck battles.

Of course you are going to chair both court marshal hearings with your other captains consisting of the judges and have already assured both captains that they will be absolved of any blame. Both fought well against overwhelming odds though the stain of defeat means you cannot hold either of them up as a hero. Or can you?

Still you have decisions to make in advance of the celebrations.

How do you respond to smuggling from ducal noble houses?

[] Let The Ducal Houses Off. Ducal Houses could not possibly be guilty, etc. (+9 Political Capital)
[] Prosecute Jamoor
. House Arril cannot have done anything wrong! (+6 Political Capital, +4 Personal Wealth, +1 Sector Budget, Jamoor will remember this).
[] Prosecute Arril
. House Jamoor are obviously law abiding nobles of the empire (+3 Political Capital, +2 Personal Wealth, Arril will remember this).
[] Enforce the Law.
No, ducal houses still need to pay taxes (+2 Sector Budget, +6 Personal Wealth. You are not abusing your position. Both ducal houses will remember this).

What do you do regarding the captaincy of the Hawk? Captain Dame Stephua Rosson Maner is injured and you will need somebody to command the ship for the next few months but she is a capable officer who fought well against overwhelming odds with her inexperienced crew in the battle at New Theia.

[] Deny The Governor. His Nephew does not get command of the Hawk, he will remain as your executive officer where you can train him and keep an eye on him. (-15 Political Capital).
[] Promise Another Command. You will find another cruiser for Captain Stephua to command by the time she recovers from her injuries.
[] Transfer Her. Transfer Captain Stephua to being your executive officer, there is no loss of honour there for her.
[] Let Her Go. This is over your head, she is being replaced as captain by request of the Governor General, you can see who Fleet Command sends to be your executive officer.
[] Exploit This. This is over your head, she is being replaced as captain by request of the Governor General, you can seek out further nepotism opportunities. Your previous XO did very well after all both in promotions and prize money, other powerful nobles might wish to elevate their relatives.

Do you attempt to sell Commander Dame Jule Sice Wison as a badass hero of the empire who fought until her crew was dead around her, then, undefeated with a bloodied sword, surrendered only to spare the survivors?

[] Propaganda. Hype her up, ensure she takes a place of prominence in the celebrations and triumph. (Diplomacy roll, -15 Political Capital, if successful complete your 'mission' and get +30 Political Capital, +1 Loyalty for Commander Dame Jule Sice Wison who may well leave your command).
[] Wait. You still have a good nine months or more for the commander to prove herself in some dramatic manner and she is getting ever more capable, frankly she is your best captain but she did just lose her ship and need you to rescue her. All she needs is one single ship victory you are pretty sure she can achieve by herself without you going out on a limb for her or risking her being transferred away.

So I figure three decisions is enough, there will be more follow through from the New Theia battle in the next update, along with things like Commander Sones promotion to Captain (and a big loyalty buff), options to politic at a higher level with major noble houses, etc. Also the loyalty actions of your officers, this update was already getting large.

Also Ranca both fucked up and now has Prowess 17, making her even more of a sword monster.
 
My first instinct is to deny the governor, even if it does cost us some PC.

Also I say we wait on Wison. Our diplomacy is not great and she will almost certainly have another chance...
 
@Packrat, Do you think you could make it a bit clearer in the update titles or threadmarks when one official turn begins or ends? Just to make it easier to calculate upkeep costs.

That's the end of turn 3, right?
 
Alright, we've been a little mean to Arril so time to bash on Jamoor for a while. As for the Governer-- my response is deny. No sir, you don't get to meddle with my officers. His nephew can get a command when he's good and ready for one and not going to fuck up one of our only cruisers with his god-awful Tactics. Plus this leaves behind a bad precedent of letting other people usurp our power or bully us into submission. I also don't want to shaft an officer who hasn't shafted us.

As for the mission, we have 7 + 5 (PC) = 12 diplomacy, also maybe a +2 from Sones on the roll. It's worth trying.

Our PC expenditure is 30 - 6 = 24, we'll have ~125-126 left which is good enough.


[X] Prosecute Jamoor
. House Arril cannot have done anything wrong! (+6 Political Capital, +4 Personal Wealth, +1 Sector Budget, Jamoor will remember this).
[X] Deny The Governor. His Nephew does not get command of the Hawk, he will remain as your executive officer where you can train him and keep an eye on him. (-15 Political Capital).
[X] Propaganda. Hype her up, ensure she takes a place of prominence in the celebrations and triumph. (Diplomacy roll, -15 Political Capital, if successful complete your 'mission' and get +30 Political Capital, +1 Loyalty for Commander Dame Jule Sice Wison who may well leave your command).
 
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I don't think it's so much bullying so much as he wants return on his investment/nepotism. He is, technically, our boss to some degree.

That said, I agree, he's not quite ready for an independent command.

On the ducal front, I think we have enough political cover to just give the finger to both. I am the law, etc. Plus it gets us a bit more sector budget.

I could go either way on Wilson.
 
[X] Enforce the Law. No, ducal houses still need to pay taxes (+2 Sector Budget, +6 Personal Wealth. You are not abusing your position. Both ducal houses will remember this).
[X] Transfer Her. Transfer Captain Stephua to being your executive officer, there is no loss of honour there for her.
[X] Wait. You still have a good nine months or more for the commander to prove herself in some dramatic manner and she is getting ever more capable, frankly she is your best captain but she did just lose her ship and need you to rescue her. All she needs is one single ship victory you are pretty sure she can achieve by herself without you going out on a limb for her or risking her being transferred away.
 
@Yeangst I do need to make it clearer yes, but this is indeed 'Strategic Turn 3'.

Is it not strictly over yet but probably will be at the end of the next update.

Also note that right now, you have favoured House Jamoor twice and so they are favourably inclined toward you. If you want to ally with a ducal house you do have them primed for it.

One possible alternative to seeking advancement in the Imperial Navy would be to marry into a ducal house then become their ducal fleet admiral. Not necessarily easy, but this could be a prime moment to start down that path.

Though Ranca might not be thrilled at this.
 
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I don't think it's so much bullying so much as he wants return on his investment/nepotism. He is, technically, our boss to some degree.
That said, I agree, he's not quite ready for an independent command.
On the ducal front, I think we have enough political cover to just give the finger to both. I am the law, etc.
I could go either way on Wilson.

Nah, he's basically flipping us the bird and saying what can you do, bub, I'm the motherfucking g'vner. Recall that he's a civil governor and our chain of command is military. He doesn't have the legal authority to do what he's trying to intimidate us into letting happen.

I however want to mend things with Arril because I don't want to aggro every major power at once.
 
@Yeangst I do need to make it clearer yes, but this is indeed 'Strategic Turn 3'.

Is it not strictly over yet but probably will be at the end of the next update.

Also note that right now, you have favoured House Jamoor twice and so they are favourably inclined toward you. If you want to ally with a ducal house you do have them primed for it.

One possible alternative to seeking advancement in the Imperial Navy would be to marry into a ducal house then become their ducal fleet admiral. Not necessarily easy, but this could be a prime moment to start down that path.

Though Ranca might not be thrilled at this.

No way I wanna make our relationship with Ranca legit :mad: She's a badass warrior woman and I'm a huge gay. I only have one clear course of action here.

I'm torn on whether we should go after Jamoor or bring the hammer down on both of them, honestly.
 
Nah, he's basically flipping us the bird and saying what can you do, bub, I'm the motherfucking g'vner. Recall that he's a civil governor and our chain of command is military. He doesn't have the legal authority to do what he's trying to intimidate us into letting happen.

I however want to mend things with Arril because I don't want to aggro every major power at once.

I mean, we did promise him we'd make his nephew's career; what better way to make it then earn a command off of a smashing victory? It doesn't necessarily feel like a hostile act to me.

And while he's outside of our chain of command, he is still the civil authority we are nominally loyal to.

RE: Arril and Jamoor, I'd still rather start enforcing things equally. Swinging back and forth seems like it might end poorly. That or go all-out on favoring Jamoor.
 
[x] Enforce the Law. No, ducal houses still need to pay taxes (+2 Sector Budget, +6 Personal Wealth. You are not abusing your position. Both ducal houses will remember this).
is the only thing i am sure about.
not sure i want to promote governor kid yet. don`t like his odd`s as captain.
also bringing in the captain of that other ship to become our captain feels like a sideways shift for her and not sure it does much too help

i think i will go for
[x] Wait. she is a really good captain i would hate too lose her is the shuffle
 
I like the idea of cracking down on everyone, bringing in a new cruiser, and then everyone is happy with a ship and happy politically.

[X] Enforce the Law. No, ducal houses still need to pay taxes (+2 Sector Budget, +6 Personal Wealth. You are not abusing your position. Both ducal houses will remember this).
[X] Promise Another Command. You will find another cruiser for Captain Stephua to command by the time she recovers from her injuries.
[X] Propaganda. Hype her up, ensure she takes a place of prominence in the celebrations and triumph. (Diplomacy roll, -15 Political Capital, if successful complete your 'mission' and get +30 Political Capital, +1 Loyalty for Commander Dame Jule Sice Wison who may well leave your command).

EDIT: Also if we lose Wison, we might have an empty captain's berth ANYWAY
 
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[X] Enforce the Law. No, ducal houses still need to pay taxes (+2 Sector Budget, +6 Personal Wealth. You are not abusing your position. Both ducal houses will remember this).
[X] Transfer Her. Transfer Captain Stephua to being your executive officer, there is no loss of honour there for her.
[X] Wait. You still have a good nine months or more for the commander to prove herself in some dramatic manner and she is getting ever more capable, frankly she is your best captain but she did just lose her ship and need you to rescue her. All she needs is one single ship victory you are pretty sure she can achieve by herself without you going out on a limb for her or risking her being transferred away.
 
Just to put the Nepotism rewards into perspective, if you had chosen the Governor General's nephew as the Sword of Democracy's prize captain then you would have gotten a choice between half price Political Capital elevation to nobility (so 60 PC to get a Share) or being outright given the Sword of Democracy as your new flagship provided you kept the idiot nephew as her captain. Though given the cost of keeping her running that might have been a monkey paw type wish come true.

You are kind of in a riding the tiger situation with him, provided you keep pushing his career forward unreasonably you can get fantastic rewards, but you are also expected to do so and it will cost Political Capital not to. Basically he is the extra incompetent (and less important) cut rate version of the Imperial Scion origin option with you as the experienced and hopefully loyal supporting officer/s supposed to further his career.
 
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Cracking down on everyone is stupid. Take a look at a map of the damned sector-- 2/3 of the sector consists of Jamoor or Arril systems. How the fuck are we supposed to build up a private fleet or invest or do anything if we're persona non grata in the majority of the sector?

The way we need to play this game is to allow each House to smuggle a little but not a lot. They got hurt the most in the war and if we cross their bottom line things are going to hurt. Regardless of our PC we can't afford to have a ducal house hate our guts.
 
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That seems like less of an argument for cracking down on Jamoor and more of one for just easing up on both of them, in that case.

Which is definitely an option.
 
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