||Targeting everything you need to know
Targeting everything you need to know
Targeting is simply the ability to designate and engage with a specified position.
This one word can cause untold frustration in the universe of Phoenix. It can be considered tantamount to healthy and safety policy for its ability to derail an otherwise perfectly executed assault. It can also explain why your enemies can attack you in your systems even though you cannot attack them in theirs. It is a minefield created through the implementation of a few seemingly clear options.
There are two levels of targeting:
- Target designation
Policy is maintained at the political level. This is where the movers and shakers of the affiliation determine their relationship to other factions, where they implement their charters and determine exclusion zones in regions of space that they own. When combined with civilisation level of a system and ownership they effectively set the theatres of potential conflict zones. Just because these policies allow for conflict under specific circumstances and in various locations, it does not mean that conflict will occur.
Target designation is handled on a position level. It is the setting of enemy, support and defend lists along with various combat options. Outside a potential conflict zone it makes no difference what lists are set to or which combat options have been taken, there will be no conflict.
So far everything seems pretty clear just two things are needed to stomp somebody, a policy that states who can be stomped and where along with a bunch of positions listing enemy targets.
Setting Affiliation Policy
Each affiliation represents a faction with a set of ideologies that in the game mechanics determines how they can behave with respect to setting their relation to other affiliations.
N.B. there are some factions that have opted out of the relations mechanics, e.g. pirates. We will ignore these for the moment and concentrate on the vast majority of affiliations that are bound by the relations mechanics.
System Civilisation Level
Each system in the game has a civilisation level, from Darkspace with increasing levels of colonisation up to Core (Darkspace, Borderland, Developing and Core). This refers to the degree to which the system has been colonised or in other ways brought up to a recognised level of civilisation. The vast majority of systems in the Peripheries are Darkspace lawless frontiers where even neutral factions can theoretically attack each other, though of course there may be repercussions throughout the rest of the Peripheries if conflicts start to escalate.
On nexus, any system without a civilisation indicator is considered Darkspace.
Contested systems are treated as Darkspace.
There are 5 levels of relationship with increasing levels of antipathy:
- Allied we like them so much that their enemies are ours.
- Friendly we like them so much we will defend them.
- Neutral (default) live and let live for the most part though in the dark places (Darkspace) of the universe and if needs must
- Antagonistic we will respect the neutrality of civilised systems but not beyond (Developing and Core).
- Hostile we will only be respect neutrality in the most civilised systems (Core).
- War Anywhere is fair game.
While each attitude is from the perspective of the affiliation, the relationship defaults to the most hostile.
Wimble Nation is neutral to the Flagritz Empire, while the Flagritz Empire is hostile to the Wimble Nation. As such the mutual relationship is hostile.
On Nexus this will equate to a solid coloured box (were the relationship is mutual) or a coloured box with a different colour border. Mouseover will give details of the relationship.
As relations default to most hostile, benefits of Allied and Friendly only work if reciprocated.
Wimble Nation is allied to the AFT while the AFT are friendly to the Wimble Nation as such the relationship defaults to friendly, so no supporting each other enemies of the AFT cannot use this as a means of attacking the Wimble Nation.
Changing Relationship Level 1
A relation to another affiliation can change by a specific number of levels (Allied to Friendly is 1 level, while Friendly to Antagonistic is 4 levels) and can issue a change only once per relation to a specific affiliation within a period of time in accordance with their profile.
Detinus Republic and Garcia Enterprises both have the profile:
5 days, 1 level
If they are both neutral to each other and the Garcia wish to become allied to the Detinus Republic, it will take them 10 days after issuing the command to change from Neutral to Friendly (day 5 Friendly, day 10 Allied). If sometime in the future Garcia Enterprises then wish to go to war with the Republic, it will take them a minimum of 25 days (from Allied to Friendly 5days after the level, then 4 levels at 5 days each).
The table below is an extract from a political position with access to setting relations, indicating the current relations to various affiliations.
Asynchronous Relationship Changes
How fast an affiliation can change its relationship with another faction is based on the principle of least time. This means that where the profiles of two affiliations differ, the mechanic defaults to the fastest profile options.
Confederate Forces has the profile:
0 days, 1 level
This means that with respect to each other, both the Detinus Republic and the Confederate Forces can change their relation by 1 level, i.e. they do not need to give 5 days notice. By 0 days, it means that there is no waiting period for the first level change, i.e. at 6.35am the Republic decide to change their relation to the Confederate Forces from Antagonistic to War. As download of turns is at 6.50am that same day, they can then launch an assault in a Core star system.
Minimum Period of 5 days between changes
Irrespective of the setting, there is always a minimum of 5 days between changes. As such even though in the above example the Republic took advantage of the Confederate Forces 0 days waiting for a level change, they cannot revert back to Hostile from War for a further 5 days preventing affiliations changing their hostility level for the purpose of a single days engagement.
Control of Hostility
An affiliation with change set at 1 level has the advantage when dealing with diametrically opposite affiliation with 6 level changes in that it can still change by up to 6 levels. As such the ability to change 6 levels in one go is only really beneficial if the affiliation is aggressive or fickle in its attitudes, it confers not strategic advantage over those that have only 1 level change.
As the relation state between two affiliations defaults to the most hostile where one side is less hostile than the other, they have effectively conceded control of the relationship to the more hostile affiliation. This is because the more hostile affiliation can increase or decrease their hostility in order to open new areas for attack or deny areas to the less hostile faction.
The Dewiek Elder Nation declares war on the Confederate Forces and proceeds to engage Confederate positions in Core star systems for a week. The Confederate Forces however remain neutral to the Dewiek Elder Nation. Hearing that the Confederate Forces (and their allies) are about to send in the cavalry, the Dewiek Elder Nation returns their relationship to neutral. The cavalry arrive but as both sides are now formally at peace there is no battle. It was either an oversight that the Confederacy remained neutral or that they in fact wanted peace and the arrival of the peacekeeping force was a means of forcing the Nations hand.
Benefits to Remaining Neutral
Primarily it is about sending the signal that you do actually want peace which means violence ends as soon as they reduce their aggression. If an affiliation has no intention of actively seeking to engage in combat, then there is absolutely no point becoming more hostile.
Being anything other than neutral requires the political machine to be oiled with stellars, either continuously telling affiliation members what great dudes they are or what the latest atrocity instigated by the enemy is. Unless there is a purpose such as active mutual defence (rather than lip service and nobody turns up in times of need) or there is an active pursuit of enemies, then any relationship other than neutral is a waste of stellars.
It forces the opposition to foot the bill while still giving the neutral affiliation all the same theatre of conflict. That said, it is not a large bill, even for war (though being at war with a dozen affiliations is going to get costly).
So far only relations has been covered, this is policy at an affiliation level and applies across the entire Peripheries. More often than not however this is too blunt an instrument especially when dealing with neutral factions. In these circumstances it is desirable to limit potential hostility to specific locations. While defined as system enemy lists and exclusion zones, they are handled by Charters, allowing the current system claimant to apply any number of charters within the system.
Charters and Exclusion Zones
A charter consists of a title, a body of declaration text and can include a list of enemies.
Title: Get orf my land
Declaration: We will shoot everyone we find here.
Enemy List: Everyone
This charter can then be applied to locations claimed by the affiliation creating the charter. There are two options, application of the charter to the entire system or to a subsection (or subsections) of the system via exclusion zones.
Exclusion zones can be set to cover:
- Any quad
- Any ring
- Any orbital quad
- Any world
In the above example, the affiliation claims the system Enches. For some reason they do not like the AFT so create a charter to be added to the system:
Title: No AFT Thanks
Declaration: Stay out or be attacked.
Enemy List: AFT
Within the system is a rather nice world (Nackas) with a few thorlium deposits that they want to preserve for themselves. As such they decide to associate the Get orf My Land charter with Nackas. Together this gives them ability to attack anyone on the surface or in orbit of Nackas using the exclusion zone options and the AFT with the entire system.
A few weeks later they that the moon of Nackas also contains quite a lot of minerals and start to get a little grumpy about the number of foreign exploration ships in the system. They decide to extend the charter, applying it to the other moons and the orbital quadrant of Nackas and its moons.
Creating and moderating relations, charters and exclusion zones can be achieved by the political of the affiliation with relations access on Nexus though the use of some simple dropdown menus and text boxes.
All that has been achieved so far is setting potential theatres of conflict. In order for an actual battle to occur, within one of these theatres, positions with an enemy list have to be present and have to have the enemy list activated. Activation is normally through scanning a position which can be achieved through the scan location order or more commonly simply by moving into a location, such as entering orbit or moving from one orbital quad into another or by scanning a position passing by. Changing a standing order such as adding a position to an enemy list on its own does not count as modifying the list does not call a scan either active or passive. Changing policy also does not initiate a combat check.
A fleet of GTT ships with DEN on their enemy list is in GTT claimed system. The GTT and DEN are mutually neutral and the DEN are not on the system enemy list. Should a DEN fleet with GTT on the enemy list stop at the location of the GTT fleet, there will be no battle. Even if the GTT then add the DEN to the system enemy list, there will still be no battle until either side then initiates a scan, i.e. actively looking to engage the enemy. Until the point where there has been a scan, the location will not be indicated as a battle location. As such any number of positions with support or defend for the DEN or GTT can move through the location and will not be stopped. Support and defend checks will only cause a position to stop if it has flagged on patrol and there is a battle flagged at the location being passed through.
If a battle has been triggered, there will be a full battle check at the end of the main processing run (before special actions are processed). This will check all positions in the location, which in the case of a battle check associated with a world, will also check all positions in orbit, on the surface of the world and even docked with bases on the surface of the world. This check will determine viable targets from the perspective of the positions present.
A viable target can be defined through the following parameters:
- Specific position number on an enemy list
- Belonging to a specified affiliation on an enemy list
- Defending a specified affiliation that is actively involved in combat
- Supporting a specified affiliation that is actively involved in combat
- Returning fire against a specific position
N.B. in all cases the lists need to be active, i.e. supported by policy above. When a position is in a location that prevents any part of its enemy list from being active, the corresponding entry will be followed by a *.
Viable targets are flagged on the battle printout as being Enemy Targets, Support Targets and Defend Targets, defining they criteria by which they qualified as a viable target. The method by which targets are generated is as follows:
- All positions in the location are listed.
- All active enemy lists are checked and truncated down according to positions present (ground enemy lists only extend from starport to sector of the position, beyond uses space enemy lists). These form the Enemy Targets list for the individual positions, i.e. irrelevant positions are pared away.
- Positions supporting entire affiliations are given Support Targets equating to the enemy lists (affiliations only) from all the positions of the affiliation being supported that are present, i.e. if anyone the position is supporting is attacking entire affiliations, it will too.
- Positions supporting specific positions are given Support Targets equating to the entire enemy list, including individual enemies present of the specific positions, i.e. if the entire (valid) enemy list of the position being supported is used.
- Positions defending affiliations will be given Defend Targets based on affiliation with the affiliation being defended on their enemy list, i.e. only affiliations will appear on the Defend Targets.
- Positions defending positions will be given Defend Targets based on the positions with the positions being defended on their enemy list, i.e. specific positions may appear on the Defend Targets.
- Specific positions are then engaged based on combat options and weighted by average chance where there are still multiple potential targets.
An AFT ship has the GTT on its enemy list. It enters orbit of a world with a CNF base and scans some GTT ships present. Policy is such that the AFT does not trigger a battle with GTT ships outside of a few exclusion zones in AFT controlled systems. In this orbit the enemy list will state GTT* indicating that this is currently inactive.
Later in the week, a pirate ship enters the same orbit which then triggers a battle. Despite there being a battle in this location the AFT enemy list is not active and as such does not engage the GTT ships. In such an event it may well be the case that the AFT also engages the pirate. This does not however mean that the AFT is in any way supporting or defending the GTT, merely attacking a mutual enemy.
Extending the Example
There are situations where despite an enemy list being flagged as inactive, the position may still be bright into combat through other means.
If the AFT were friendly to the DTR and the DTR were at war with the GTT it would mean that even though the AFT could not directly attack the GTT, should a DTR vessel enter orbit and be attacked by the GTT, should the AFT have defend DTR on their list, they will become involved.
If the AFT were allied to the DTR, there would be no * after GTT on their enemy list and they would immediately attack the GTT, even though DTR were not present as the DTRs hostility to the GTT becomes the AFTs through the relations mechanics.
Support and Defence do not chain
This means you will only defend and support where the positions/affiliations on the support or defend list are the primary focus of the battle.
In orbit of a world there are DEN, AFT, GTT and FEL ships.
AFT have the FEL on their defend lists (mutual friends).
FEL have DEN on their defend lists (mutual friends).
DEN have GTT on their enemy lists (at war with GTT).
GTT have DEN on their enemy lists (at war with DEN).
DEN and GTT are therefore mutually attacking.
The FEL are defending the DEN and therefore have GTT on their Defend Target list.
The FEL are not on GTT Target lists though may be targeted through returning fire.
The AFT do not attack the GTT because the FEL is only being attacked by the GTT because the FEL is defending the DEN who are primary target of the GTT, i.e. the FEL are not active targets.
This can lead to some curious situations where there is inconsistency across a battle group. In the above example, if the AFT were also friendly with DEN but only half the AFT ships had all DEN on their defend list, the ships defending DEN would become involved. Even if the entire AFT battle group had defend AFT, those without defend DEN would not get involved.
Disengaging and Conflict
Under normal circumstances a battle will continue until there are no targets for the remaining positions to attack. There are means of disengaging, such as moving away from the battle location or getting all parties to issue orders to clear enemy lists and unlock targets.
There is however a second option through changing policy. Before combat is continued on each day, there is a check to determine if there are viable targets (the same test as on the first day of combat). A change in policy can be sufficient to call a cease fire. It is therefore imperative that those on the currently winning side know that a change in policy by the opposition is not going to wreck their plan.
The IMP has GCE on a system enemy list for Capellan but is currently neutral to the GCE. This means that the GCE can attack the IMP and their allies in Capellan along with any base that is supporting the imperial system claim for Capellan. The GCE take advantage of this by launching a ground assault against a GTT starbase in the system.
The IMP can remove the GCE from the system enemy list, which will call a cease fire even if the battle has been raging for days and the GCE are within a hairs breadth of capturing it.
While this may seem odd, it is perfectly correct. If the GCE was seeking to capture the base, the system claim should have first been contested or they should have raised their hostility towards the GTT so as to ensure that there would be no risk of changes to policy affecting their assault.
This is a good reason for using flags of convenience (see below) mercenaries for example are perfect for attacking positions in otherwise neutral developing systems.
N.B. Positions in combat cannot be transferred in order to prevent abuse (such as transferring them to a neutral affiliation).
An AFT ship is defending a DTR ship against a squadron of GTT ships due to their mutual friendship (not allied) despite being neutral to the GTT and in a developing system claimed by the GCE. The GTT and DTR can fight because they are currently at war. While the DTR ship exists, the AFT will continue to attack the GTT ships. Once the DTR ship has been destroyed, the AFT and GTT ships will disengage before continuing combat on the next day.
Contesting a System
If there is a counter claim of sufficient size to contest system ownership the system will be treated as Darkspace, inasmuch as anybody can then attack anybody as per normal relations in Darkspace, i.e. affiliations that are neutral to each other can attack each other if they are flagged as enemies on their enemy lists. Affiliations that are allied and friendly cannot however attack each other.
An unusual affiliation profile option exists that if opted for allows the affiliation to attack friends and allies under specific circumstances, such as exclusion zones, system enemy lists and registered outposts. Such an option may have been taken by a policing faction within an area of space open to multiple factions. Such a police force may from time to time have to deal with intransigent residents even though they are allies or at least have the capability of doing so, even if this has never actually happened.
Flags of Convenience
Player owned and where profile allows it, affiliation owned positions position can carry a flag of convenience. These are Free Lance (FRE), Privateer (PRV), Mercenary (MRC) or Pirate (PIR). While carrying the flag they are subjected to the profile of the appropriate flag affiliation. The profiles span the range from honest trader to scurvy dog which is reflected in the case of PRV, MRC and PIR having profiles that have partially or even totally opted out of relations mechanics (as can be seen in the Combat Status page Game>Affiliations) www.phoenixbse.com/index.php?a=game&sa=affs&ca=combat).
The actual adding of positions and affiliations to lists requires somebody in charge willing to take the flak this is a naval officer. Without one all lists will be dropped and under most circumstances, the position will attempt to leave combat. There are some circumstances where the position will stay for combat such as when returning fire, but it is strongly advised not to base any sort of strategy on this mechanic.
Targeting, that is deciding who to kick and going out and kicking, normally requires two things, the target on the enemy list and some sort of political thumbs up that activates it. With friends and allies this expands to more options while in Darkspace it is pretty much a free for all.
There are nuances based on the plethora of settings and locations that can generate circumstances to watch out for, such as defend and support lists not chaining across multiple affiliations.
So, the bottom line is ensuring affiliation policy and charters are up to date and bear in mind how others can exploit your attitude to them and how your allies can leave you vulnerable.
The Game>Affiliations pages are very useful in showing your relationship to other affiliations but also the true combat status as being neutral to pirates for example does not count for anything.
Looking at individual systems is worthwhile if only to check if there are any charters or exclusion zones to be aware of. Also take note of the civilisation level of system. You may be neutral to another affiliation but if its darkspace, your positions may be fair game.
1While writing this article, a bug was discovered on Nexus that can sometimes give incorrect waiting periods after issuing a relationship change. This is purely a reporting issue as the actual changes are carried out by the Phoenix engine at the appropriate time. This bug will be fixed ASAP.
|******Empire Syndicated News Network (ESNN) ******
Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,
And so with the news from the last couple of weeks,
Cluster War! DNA Gather Fruit
|******Empire Syndicated News Network (ESNN) ******
Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our home in the Heartland,
And so with the news from the last few weeks,
Cluster War! MZC attacks DNA
*** Inter Galactic News ***
The Dewiek rise again!
After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.
Empire invade the Cluster!
A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.
The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.
*** Affiliations ***
AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz
* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.
NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, DOM, HVE, IDC, IMP, RIP, RCF, SKW, TAG
*** Submissions ***
By private message to The Editor or via Mica if you prefer to remain anonymous.
|GTT step forward to control protection and peace in the Stellar Empire.
With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.
With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
Star Date: 221.30.5
A Forlorn Hope
The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.
Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.
The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.
Newstart is lost
Star Date: 221.27.2
End Game Lost
A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.
While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.
Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.
ARC Plasma weapons devastate End Game
Star Date: 221.22.5
Assault on End Game
The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.
The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.
ARC Planet Killer dwarves largest DEN warships
Star Date: 221.11.4
The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.
Flagritz and Hexamon Hybrids - A hope for the Future?
Star Date: 221.3.3
Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.
Artist's impression of a Meklanised Wimble
However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:
“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”
Doomsday On Pause
At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.
Star Date: 220.50.5
Veil Lifted on Flagritz Home Space
As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.
Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.
Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.
Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.
When You stare into the Flagritz Periphery...
Thete's Timey-Wimey Tease
Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.
What they found will shock you!