Phoenix
Rules Index
Phoenix at a Glance
Forum Rules
FAQ
Changing Affiliations
Starbases
Item/Item Type Transactions
Paying to Play
How did the enemy trade with me?
What are Stellars?
Introduction
Fees
Bank Holidays
Beginner's Guide
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Starships
Manifest
Movement
Transport
Scanning
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Exploration
Officers
Ship Classes
Starbases
Manifest
Shipbuilding
Research
Resources
Complexes
Production
Exchange
System Claims
Security
Trade
Ground Parties
Cargo Dumps
Politicals
Political Level
Game Knowledge
Pips, Medals and Ribbons
EEM Loans
Political Influence
Agents
Platforms
Orders
Items
Item Types
Antimatter
Moderation
Surface Explorations
Special Actions
Submitting Special Actions
Combat
Naval Combat
Ground Combat
Player Experience of Combat
Affiliations
Relations and System Claims
Profile Options
Flags of Convenience
Probation
The Peripheries
Star Systems
Populated Worlds
Updates
2023
2020
2019
2018
2016
2015
2013
2012
2011
Previous Updates
Pub Meet 2010
Subterfuge Upgrade
Slaves
Minor Additions
System Charter Options
Further Work
Pub Meet 2011
Characters
Species and Affiliations
Missions
Small Additions
Current state of work
The Way Forward
Pub meet 2012
Development Plan
Coreward
Pub Meet 2013
Development Plan
Governments
Pub Meet 2014
Development Plan
Agent Networks
Terraforming
Pubmeet 2015
Development
Ground Combat
Governments and Infrastructure
Pubmeet 2016
Status
Characters
Discussion, Suggestions and Voting
Pubmeet 2017
Characters
Pubmeet 2018
Mechanics Update 2018
Characters
Evolution of Ground Combat
Pubmeet 2019
Political Influence
Ship Classes
Contacts
System Raids and Security (Piracy)
Brigades
Other things
Pubmeet 2023
New Players
Skills
Character Story lines
Ship Classes
Agencies
 
Combat

Combat is split into Ground and Naval although the two may occur at the same time and positions may actively be involved in both.
The difference is largely based on range of weapon systems although there are mechanics that deal with capturing positions when in close proximity (dealt with in the ground battle section).

Introduction  [Recruit]

Conflict is an important part of Phoenix: Beyond the Stellar Empire. Battles can occur anywhere, from the colds wastes of space on the edge of a remote star system, to right in the heart of an empire, around the capital starbase. It is generally the location that determines the types of positions that become involved in the battle. Platforms are always controlled by starbases and outposts so protect worlds, while ships are used to mount attacks in enemy space or patrol home territories. Ground parties, are incapable of using naval weaponry designed for space combat and have very little defence so should avoid it if possible. There is an entire branch of combat designed around close combat (i.e. generally fought on the ground.)

All combat, whether it is in the depths of space or conducted on the ground occurs simultaneously. This means that while ships may be engaging each other over a planet, ground parties may be invading starbases or outposts on the ground, attempting to wrest control from the enemy.

Due to the differences between ground combat and space combat, they are dealt with separately in this document, even though they will be occurring at the same time in the game. Where there are differences in how the combat program treats position types, they also will be given their own section.

One final point, this library entries are designed to give an insight into how the combat system operates, they do not give the definitive method of designing ships or the strategies and tactics required to run a successful military campaign. Simply put, throwing everything you own into combat on the opening day does not guarantee victory. The biggest ships are not always the best option and it is not always about delivering the most damage.

Like every aspect of Phoenix: Beyond the Stellar Empire, knowledge is everything. Knowing the vulnerabilities of the enemy and the tactics they use is the key in deciding the methodology for their defeat.

Triggering Battles  [Recruit]

Conflict can be triggered by any action that results in the flagging of a position as an enemy target. Entering orbit of a hostile starbase is one example, moving a patrol fleet into a location containing an enemy spaceship is another.

The procedure is straightforward to determine if a battle is to take place. First there is a scan to determine if a position has been detected, then there is an enemy list check. This is a two-way check so that the aggressor must detect the potential target. A stealthy position may scan ships that would attack it, but a battle would not be triggered unless they in turn successfully scan the stealthy position.

Fixed Facility Triggers
As changing standing orders does not necessarily cause an enemy list check, some position types have the ‘Trigger Battle’ order. This will immediately run list checks against all scanned positions to determine whether a battle should be triggered. Orders can be specifically given to attack a specified position although these will obviously only work if the target is in striking distance.

Lists
There are five lists, enemy, support, defend, ground and autoboarding. Each is designed to fulfill a specific role and use of these will determine if a position becomes involved in combat. Each list can have positions or groups of positions added to it:-

  • Individual positions
  • Entire Affiliations
  • Affiliation Posted Lists
  • Everybody


A * following any enemy, support and defend entry on the position manifest means that due to circumstances, the entry is currently not active. There are many reasons for this but it normally comes down to current relations setting between the affiliation of the position carrying the entry and the affiliation of the entry. For example, carrying IMP on the enemy list while being allied to the IMP will result in an *, rendering it inactive.
'Everybody' does not override other mechanics and therefore may still be rendered inactive due to circumstance, e.g. Having Everybody on the enemy list will not cause a position to open fire on allies unless profiles or charters allow.

Enemy List
The only way to trigger a battle is to have an active enemy list. This is a list of enemies who will be attacked immediately if detected. There are restrictions as to what can be added to an enemy list; these restrictions are dealt with in the order utility and affiliation rulebook. The flowchart below shows how enemy checks are processed at the end of every order. Basically these checks determine if the turn is suspended for a battle to be run at the end of the day.
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These checks are just for opening battles. Once a battle is happening in a location then all participants in the battle will be visible to any position entering the location on subsequent days until the battle is over, thus allowing new arrivals to join in if their lists are triggered by the participants.

As well as an enemy list, there is a derived target list. This list is created at the start of battle. This list is generated from enemy, support and defend lists. Any position on the target list is a valid target and may be attacked during the battle.

Ground Enemy List
These are the same as enemy lists though only apply to the starport (when on a base) and the sector the position is landed in. In order to use ordnance with planetary range capability from beyond the same sector as the target use space enemy list. Note that 'ground assault starbase' will automatically add the designated target to both ground and space enemy lists.

Support List
A support list is applied at the start of combat. Should a position that is being supported initiate an attack, all positions that support the attacker will immediately add to their target list the enemy list of the position they are supporting. This means that adding another position to your support list gives them some measure of control over your position. Adding an entire affiliation to your support list should only be done under specific circumstances.

Defend List
At the start of battle, if a position or affiliation is being defended, all potential attackers of the position or affiliation are added to the target list. This means it is possible for a defending platform to open fire on round zero before attacking ships actually attack.
An IMP Platform is defending the GTT but does not have HEX on the enemy list. A HEX ship with all GTT enters orbit and is stopped for battle as it detects a GTT ship. At the start of battle, the IMP platform adds the HEX ship to its target list and opens fire on round zero, destroying the HEX ship before it can open fire on the GTT ship.

Autoboarding
A position will only be autoboarded if no battle has been triggered and the position's turn stopped. This follows the mechanics as though the boarding order has been processed for the targeted position.

Do Not Target List
This list allows a position or affiliation to be ignored for whatever reason from target lists. It might be used to avoid firing at a base that has been captured while the ground troops move in. It might be used to list enemy ships that will be boarded.

Platforms
Platforms first check their own lists and then they check the list of their controlling starbases.
Since the DNT list of the positions only work as they are checked the starbase list can trigger a battle even if on the DNT list of the platform. However since DNT also prevents locking of targets directly, although it generates a battle it prevents a lock.

On Patrol
Normally only successful enemy list checks will lead to the suspension of a turn in order to run a battle. This however could lead to a fleet of ships being separated. For example a pirate may only have a freighter on their enemy list. When the freighter and it’s escorts pass through the pirate’s location, the freighter would be stopped for combat and the rest of the convoy would carry on their movement unless they carried pirates on their enemy lists. Obviously this would defeat the purpose of having escorts.

Setting the ‘On Patrol’ flag means that the ship will carry out all checks at the end of each order. This means that they will stop for any combat in which a position they are defending has been successfully targeted or a position they are supporting has locked onto another position.

Using this option however can have drawbacks. If the objective is some distance away, defenders can leave potential targets in the intervening space. This may prevent the fleet reaching their objective immediately as each day their turns are suspended while they deal with each target.

Designating a target
The choice of target is not entirely random. First of all specific positions on the enemy target list are engaged first then positions belonging to affiliations on the enemy list. After this, positions on support and defend target lists are engaged. If there are multiple potential targets these will be sorted as per combat options selection. These include options to engage certain hull sizes and types, position types (starbases, ships etc).

Ground Skirmishes  [Recruit]

When a GP enters a location and there is the standard check for hostile positions if a hostile GP is detected a skirmish will occur instead of the moving GP being stopped for battle.

A skirmish is a round of exchange of fire. If this results in the destruction of the blocking GP, the moving GP will continue its movement. If the blocking GP survives, the turn is stopped for battle and a full battle will be held at the end of the run as per normal combat mechanics.

The skirmish mechanic prevents the seeding of sectors around a base with small GP's with the purpose of interrupting the movement of the would-be significantly larger attacker by forcing to undergo days of fighting the intervening GP's.

Blockading Celestial Bodies  [Recruit]

Blockading a celestial body (gas giants, planets, moons, asteroids, wormholes and stargates) is the tactic of holding a fleet in the orbital quadrant and continuously scanning positions attempting to move to or from the orbital quadrant into or out from the orbit of the celestial body. When doing so there is an automatic scan check though based on orbital scan parameters rather than the orbital quad parameters. This makes a significant difference where the orbital quad is in the outer rings of the system.

Only one celestial body can be blockaded at a time. Where moons exist around a world, the blockading fleet should blockade all the worlds to prevent the fleet sneaking through one of the orbits.

Breakdown of Combat  [Recruit]

Combat occurs at the end of each day's main turn run, before special actions are processed. Combat is broken down into 4 rounds (plus extra round for platforms - see below). This is to allow for a more detailed account of actions within combat.

Each position has parameters that can be defined by the player, detailing the preferred actions to take during combat. These include flee parameters, preferred targeting instructions and even who to attack.

Combat will continue as long as there are active participants and can span days or even weeks. Each day however only has four rounds of combat. All the parameters at the end of the day are stored so that the next day combat effectively carries on from where it left off. Ships that attacked a specific position will continue to do so on the next day and the day after until they have been destroyed, destroyed the target or an order to stop targeting the specific enemy is received.

While combat may continue from day to day, other positions can become involved simply by arriving at the scene of the battle. Further, if a position is capable of leaving, it can do so if the owner orders such a move.

A battle may therefore last indefinitely, spanning weeks or even months (although it is very doubtful that any position present at the beginning will still be there at the end).

Change in circumstances
Combat will only be checked as a result of an action. This means that unless a position performs an activity, there will be no combat checks. Two positions may be in the same location and not hostile to each other. Sometime in the future there may be a political shift such that both parties become hostile. They will not immediately engage until one of the positions performs an action, or a third party enters the scene and triggers a battle.

Triggering
A position will attempt to run all orders in a turn until it either completes them or runs out of TU�s. After each order there is an enemy list check. This will flag positive for a potential battle. If flagged there will then be speed checks so that positions attempting to flee will do so before combat and thereby prevent a battle from occurring. In this case, the turn will continue.

Combat Avoidance
Only successful enemy checks followed by unsuccessful flee checks cause the suspension of a turn. As such, having a very low sensor profile may mean that a position is not scanned in the first place so that no enemy check is run. Also having a very fast combat speed will often allow a ship to escape combat before it occurs.

Combat Assurance
The best way to ensure combat is to have a very high sensor power and a very fast combat speed. The role of a specialised ship may be solely to prevent the target from getting away before combat starts.

Flee Checks
A position will attempt to flee combat if it has elected to do so, or if it is incapable of combat.

In order to flee the position needs to be capable of escaping. A position is only capable of fleeing if it has a positive combat speed and is not pinned.

There is a detailed article on Fleeing in IGN.

Combat Speed
ISR drives use field theory and as such cannot be used when the ship is manoeuvring. This means that ships require a secondary form of movement to operate in space battles; this is the combat speed of the ship and is given by various thruster types. ISR and jump drives cannot be used to escape from combat and if a ship is in orbit, manoeuvre speed cannot be used to land. A ship has to first successfully leave combat before initiating any other action.

Thrust types
Combat requires swift changes of direction, rapid bursts of acceleration and powerful impulses to give the required changes of momentum. For this short hot bursts from reaction drives are required. Manoeuvring on the other hand is a series of regulated bursts, most of these resulting in predictable changes of momentum in order to put the least strain on the hull of the ship. In Phoenix: beyond the Stellar Empire, there three different engines representing these two forms of thrust.

Standard thrust engines provide both combat thrust and manoeuvring thrust. Combat engines cannot maintain long bursts and have thrusts placed across the entire surface of the ship, allowing it to change face and accelerate in any direction. The third type is landing engines. These have a few auxiliary thrusters but the main thrusters are set in one location allowing for slow sustained manoeuvring. In combat only factors for combat engines and standard thrust engines are used to determine combat speed. It is not about moving fast but being out of direct line of sensor and weapon sight long enough to produce an ISR field or plot a course down onto the surface of a world.

Dump Cargo
This option throws out all non-living equipment from the back of the ship at an accelerated velocity, in order to propel the ship forwards. This effectively increases the combat speed of the ship but sacrifices the cargo to do so.
The chance of escaping combat through the use of a chaff cloud is based on the relative mass being ejected to the surface area of the ship. A factor of 20 is sufficient to guarantee success.

Example
A barge has a surface area of 90, therefore ejecting at least 1,800mu’s of cargo is sufficient for them to escape. If insufficient mass is available, the chance of escaping through the use of the chaff cloud is based linearly on the ratio of amount to amount needed. In the case of the barge for example, having 450mu’s of cargo to dump gives the ship a 25% chance of escaping.


As a heavy hull ship has a relatively low install space compared to other hulls they rarely have sufficient cargo space to effect automatic success at escaping through this means.

Sticky Situation
As all positions other than ships have free use of lists, including enemy lists, very dangerous and chaotic situations can occur in a combat. All it takes is a large faction to have an entire affiliation on their support and defend lists and a single attack can lead to all kinds of mayhem. A position is therefore encouraged to use lists with the utmost caution. Further complications to this will occur when changing enemy lists during combat. In the situation where a position has allies on both sides of a combat, virtually anyone could end up being added to enemy lists.

Random Targets
It is often the case that the fastest target is not the first choice of a captain with hindsight. As such, careful use of the lists will ensure that only a few positions will be designated as potential targets. Further, once combat has begun targets can be changed by alteration of the enemy lists so that only the desired target remains on the enemy list.

Platforms
Platforms are always on alert and have much greater weapons range allowing them to fire round zero, i.e. before another ships or bases. This includes all weapon systems capable of being launched and even includes space fighters and bombers (though they are still out of action for round one as they regroup/refuel).This gives them a significant advantage, possibly even destroying the enemy before it is able to fire.

Boarding  [Recruit]

Boarding is a special type of ground combat (as it utilises troops, even when conducted in space) that occurs during turn processing as opposed to standard combat at the end of the day. The mechanics and example can be found under ground combat. There are two types of boarding action, for control of the target position (ship or platform), or simply to try to grab the cargo. The latter is termed Raiding:

  • Raiding is a lower casualty version of boarding that steals the cargo rather than the ship.
  • Auto boarding has been added to board any ships that you pass on an active turn, that are on your auto board list.
  • Boarding Orders Lists have been added to transfer to a set of orders to a freshly boarded ship.
  • You can now use an installed boarding craft from a slower ship to board faster ones (added mainly to allow raiding of cargo).


Raiding

The 'raid ship' order has been added that allows you to try to steal the cargo of a boarding target rather than taking the ship. The raiding ship enters a normal boarding battle but with 50% casualties. A percentage of the cargo is stolen if over 25% control of the target ship is taken (if 100% control is taken then everything can be taken).

The maximum cargo taken is determined by the available cargo on the ship or boarding craft. A 'Raiding Craft' has 1,000mu of return cargo space. Certain item such as crew/ammo/fighters/fuel can not be looted.

Auto Boarding

Targets can now be added to an auto boarding list (like an enemy list) and if you encounter this target during an active turn you will attempt to board it. The boarding will only be attempted if you (or your raiding craft) are fast enough to catch the target and you are allowed to board the target via relations. The auto boarding is treated exactly like a standard enemy list for adding and removing targets through the orders

-Add to Auto Board
-Clear Auto Board List
-Remove From Auto Board

The 'Boarding Options' Order has been added to allow you to limit what ships are auto boarded (by hull size and hull type) and it can decide to use boarding craft or raid the target.

We will consider allowing auto boarding on passive turns (when a ship is sat at a location and something comes past) after this has been in the game for a while.

Boarding Orders

A ship can now have a set of boarding orders attached to it, that are copied over to any ship that it successfully boards. These orders are added by placing a number of orders between the 'Start Boarding Orders'/ 'End Boarding Orders' order e.g.

Start Boarding Orders {}
Jump {141}
Move to Starbase {666}
End Boarding Orders{}

To clear your ships 'boarding orders' run:
Start Boarding Orders {}
End Boarding Orders {}

(Boarding craft may be broken with transferring orders - needs sorting)

Boarding Craft

There is now an option on both the 'Raid Ship' and 'Board Position' orders to 'use boarding craft'. These boarding craft are installed in ships, to perform the active part of boarding. So a slow ship can now board a faster vessel if its installed boarding craft is fast enough. The boarding craft is only lost if it is destroyed through boarding, all damage between boardings is considered repaired. The boarding craft is considered part of the ship - they are only converted to a temporary ship for the purpose of boarding. Only 1 boarding craft will be used at a time. The first boarding craft available is used and any raided cargo that does not fit on the original ship is lost.

There are currently 3 boarding craft in the game and players should feel free to create new ones via research.

Boarding Craft (2310)- 500mus
The boarding craft is a very basic form of transport that is used to allow troops to board or raid other ships.

Approach Speed: 7.0 g
Cargo: 500mu
Troop Support: 100
Armour: 120

Heavy Boarding Craft (2315) - 1000mus
The heavy boarding craft is a very basic form of transport that is used to allow troops to board or raid other ships. The heavy craft is faster than the standard one and carries more troops but only returns the same cargo.

Approach Speed: 9 g
Cargo: 500mu
Troop Support: 200
Armour: 120

Raiding Craft (2320) - 500mus
The raiding craft is a very basic form of transport that is used to allow troops to board or raid other ships. The raiding craft is slow but carries more troops and cargo than a standard one. It is ideal for looting slow enemy freighters.

Approach Speed: 4.4 g
Cargo: 1000mu
Troop Support: 200
Armour: 120

The boarding craft use 2 items that are not useable on ships (as they are only ment for short trips.
Life support Pods (2300)
Cargo Nets (2305)

Combat Restrictions  [Recruit]

Positions in Ground Combat

  • Other positions can only deliver / have things picked up from them
  • Hiports will be disabled if control is < 100%
  • The following orders will be disabled on all starbases in ground combat (in a control battle):
  • Untool Tech
  • Scrap complex
  • Scrap Item
  • Sack Personnel
  • Deliver
  • Deliver item type
  • Change Spread
  • Gps in ground combat will not be able to jettison
  • Ships and GPs can pickup from the starbase if they are docked.

Combat Delivers/Pickups (Space Combat)
  • If you deliver to a position that is in combat you will be fired on for 1 round by any position that is targeting the position you are approaching. It does not matter if you are in combat or not. If you are cloaked for the first delivery then you will not be fired at.
  • Delivering consecutive sets of items will not result in more combat but delivering to a second target will.
  • Starbase can not deliver/pickup from GPs/Ships/Platforms/Starbases/Outposts that are in space combat.

Starbase Shields
These can only be turned off through a special action submitted by the controlling political position. This will require significant justification without which it is very likely to fail.

 
News
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*** Inter Galactic News ***

Solo claim swings back and forth

The situation in Solo appears to be getting even more heated. First the NHS dropped 600,000 troops to contest the system and then the DTR answered with enough troops of their own to trump the NHS claim. The NHS found yet more troops, taking the contesting claim up to 750,000 and once again the DTR answered, bringing Solo back under DTR control. Now the NHS have had a look down the back of the sofa and found yet more troops, taking the contesting claim to a massive 900,000 trained troops. We wait to see if the DTR have an answer to this. We can only guess where all these troops are coming from, but what is clear is that the established affiliations clearly have far larger armies than many thought.
 
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*** Inter Galactic News ***

NHS attempt to claim Solo away from DTR

In a shock move the NHS have contested the Solo claim with a huge garrison of 600,000 trained troops. In a move that nobody saw coming, especially as it was unknown the NHS had such a large force of troops to draw upon, the NHS seem to be provoking a response from the DTR. Currently there has been no word from the DTR in how they are going to deal with this claim jumping, although rumours are that they are pretending the Solo claim doesn't really matter to them and so action is unlikely. However this may be a smokescreen and we may yet see the DTR's powerful fleet cause havoc in the system of Solo, which has for a long time been an important junction and fought over by many different factions.

DNA Chairman TonTon resigns

The following communication has been leaked from the DNA to the GTT's PD.

Greetings CEO Fox.
It regrets me to have to inform to you that the DNA nation state will be renouncing its claim on Aladdin system following a ceremony planet side, shortly.
However, it gives me great pleasure to have to inform you that these ceremonies are being planned by Vladimir Tavikovitch, the South Road Traffic Coordinator. He is also responsible for all DNA and .ore. assets in the Outer Naplian (Capellan) periphery so if there are any further issues, please take it up with him.
For any and all other matters, please forward your request directly to the DNA directorate services at NexusID: DNA people.
The Foreign Ministry objects one last time to your illegal claim jump of Aladdin, but we realise it is time to de-escalate.
Normally i would sign off with Naambta, but doing so would be hypocritical. Let me say good riddance instead.
I hereby resign in protest!

Chairman TonTon,
Foreign Minister, DNA
cc: Directorate Services personnel coordinator - !urgent resignation!


DTR threaten WMB with fines for multiple breaches of DTR Law

Lady Sylvansight of the DTR has issued a fine of 1,000,000 stellars to the Wimbles for multiple breaches of DTR Penal and Territorial Law. This seems a very brave move of the DTR to risk upsetting the huge and warlike WMB when they also have the rival NHS Solo system claim to deal with. No word has been recieved yet that the Wimbles are going to pay, but if the formidable WMB warfleet is seen heading for the DTR home systems we will know what their thought are on the matter. The DTR and WMB fleets going head to head would be a sight to behold.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Tranquility
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
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, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
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*** Inter Galactic News ***

DNA and GTT clash over Aladdin system claim while Pirates look on.

The GTT have this week launched an attack on the DNA outpost in Aladdin, in what appears to be little more than a turkey shoot. Around 100,000 GTT Naplian Startroopers attacked the DNA position to remove the rival system claim. Reports indicate the DNA garrison were taken by surprise and lost control of the base in the first few hours of the fighting. The base has since been reflagged from [Free Naplian Capital] Peaceful Protest to [Loyal Naplian Capital] DNA claim Ended so it's fair to say there was a clear message being sent by the GTT. We have been waiting for the DNA leadership to comment but so far they have been unusually silent. No doubt when they have crawled out from under their desks they will have something to say on the matter.

While this attack was going on several pirate ships were also seen in Aladdin, according to the GTT in what may be true or may be a diversion, with reports of a pirate GP and scout being destroyed while a 150HH pirate warship slipped away and escaped from incoming anti-pirate patrols.

Secret meeting of the EEM

A recent communication intercepted by one of our top reporters today made us aware of a meeting of the EEM. This is underway in a top secret location called Black Pool, which sounds suspiciously like the lair of a pirate band. After pulling in many favours, we were able to identify some of the attending members. On the bases that they won't be named we were able to find out some slight information of the subjects to be discussed at the meeting and one thing is for certain, there could be huge impacts to the lives of everybody living in the galaxy. Details to follow. When the shadowy figures of the EEM come together with the top political players in a pirate base the possibilities are endless!


You are never more than 6 systems from a RAT 🐀

A new saying has arisen in the bars and spaceport of starbases throughout the many peripheries; you are never more than 6 systems from a RAT.

It is understood that this saying originated in Yank and spread by trade vessels to peripheries far and wide. Many starbases have heightened their security and added additional sensors and locks to various entry points including foul and grey water outfalls. Beer and drug stocks are undergoing increased proofing to avoid the critters gaining entry and consuming the stockpiles.

Will this present as a new plague of proportions never before seen or is this some simple urban myth being spread for the amusement of some mischievous entity? Who knows, but to be certain... check the shadows.

 
This year we will again be returning to the Briardene Hotel. They were welcoming, the bar didn't run out of beer pre-covid and there was room for quiet chats. Along with Wetherspoons there is the Victoria just down the road (Sam Smiths - last time beer was around 2 shillings per pint and a full round was less than £10).

Mostly drinking beer and talking toot though we have a good few things on the agenda.

Bookings are done directly with the hotel. Book by phone and say that you are with KJC Games

Briardene Hotel
Telephone: +44(0)1253 338300
All staff should be able to deal with the booking but if there are any problems ask for Tracy (manager) as she dealt with all our foibles in previous years.
 
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*** Inter Galactic News ***

Dog days are over

With the fall of the DEN and the implosion of their home territory as the AFT, DTR and GTT moved in, it was unlikely the Dewiek would rise again. The DWP gave the species a little hope with the Dewiek Pocket Periphery kept under lock and key. But news has reached us of the AFT's penetration of this private area of space that's been locked down. With a base and claim in one of the three visible systems it seems that the end of the Dewiek is near. A once noble and aggressive race, determined to make an impact on the galaxy is now little more than a species that lives under the command of others. A sad end to a once powerful species that used to control a significant part of known space.

Pirate activity continues

Yet more reports of pirate activity have been received, one from the WMB, losing a freighter in Solo and another from the FET who reported they had engaged and hit the attacking pirate ship with several weapons before it managed to make off with it's prize. Hopefully the pirate ship took significant damage and will now be out of action for some time. The Corewards periphery seems to have been plagued with pirates recently and many travellers would welcome a break from attacks.


MEK incursion into Corewards

The FET and GTT have mounted a joint venture into Nog-Kesri to tackle a MEK force. It isn't known where they have come from, with the only other MEK ships seen so far being located in the Orion Spur. The lack of a known link between where they have appeared in Corewards and the Orion Spur has caused some concern among planetary populations as who knows where they could turn up next! Fortunately the combined FET/GTT task force dealt the MEK a heavy blow and the threat has been eradicated. But we all know this is unlikely to be the last we hear of the MEK in Corwards and we would encourage ship captains to keep a keen eye on thier sensor screens when travelling near Nog-Kesri.

 
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*** Inter Galactic News ***

  • CIA freighter fights off overwhelming pirate forces

  • Fin Saine media broadcast, What is Hot in the galaxy?!?!

  • MEKlan forces attack in Corewards Arm


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    *** Inter Galactic News ***

    Aladdin faces ongoing DNA/GTT tension

    The tensions between the DNA and GTT in the Coptuv system recently spilled over into the DNA system of Aladdin. A significant party of GTT ground troops has reinforced one of their bases in the system and claimed it, forcing the system claim into turmoil as the DNA finds itself under threat of losing the system. With the DNA chairman asking for help, several affiliations have been seen sending ships to evacuate any in the local population that want to escape the GTT. But so far not a shot has been fired and despite the AFT, FEL and DTR assistance no reisistance to the claim jump has been encountered so far. It remains to be seen if the DNA and it's friends will scatter before this hostile take over or put in a last minute counter claim to thwart GTT intentions.

    Increasing pirate activity

    Recent reports indicate a new surge in pirate attacks with the AFT and GTT reporting ships lost. Knowing how some don't like to advertise losses we wouldn't be surprised if this is the tip of the iceberg. Reports passed to us show the ship PIR Scavenger running ID 43174 and another ship of the same name running ID 68668 have both been in action with successful boarding attempts. It's unknown whether these are seperate ships or the same ship reregistered, but our information suggests that it would be hard for these pirates to cover the space where these attacks happened with just one ship. One thing is for sure, be on your guard as open space is not as safe as it once was.


    GCE ships loitering in deep space

    After the fall of the GCE and a lot of their assets being shared or purchased it was thought that the affiliation was no more. Yet deep space scans indicate that there is still a significant number of GCE warships holding station in deep space between Coptuv and Yank on the transport route into the Corwards Arm. Nobody knows what these ships are up to and why they are still flagged GCE, but our best guess is that are captains either awaiting new orders or owners after the fall of the GCE command structure.


    *** 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
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – Graspien
    FEL Felini Tyranny (49) - Kr'Shan
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    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, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
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    *** Inter Galactic News ***

    Tension in the Corewards Arm

    With the DNA obtaining several ex-GCE bases in the Coreward Arm it has found itself in the middle of an asset grab of serious proportions and aggression. Our reporters witnessed several GTT troop carriers heading for the Corewards system as the DNA published information suggesting they were accidental owners of the system and that the assets were to be moved on. As the GTT ships started to arrive the bases were quickly passed to the CIA, thus thwarting the GTT intentions as they were hardly likely to start dropping troops on their allies bases. This shrew move by the DNA seems to have calmed matters in the Coreward arm temporarily, although the shift in relations between the GTT and DNA has taken a negative turn. When asked what their next move might be the GTT refused to comment.

    GCE collapse

    The GCE are no more, save for some scattered light freighters. The affiliation which enjoyed a sharp rise and profiltable relations with many has ceased trading. Rumors point to the GTT buying up GCE assets before stripping the rival corporation of anything of value. Although our reporters at the SSS have been quick to point out that any GCE assets not in GTT systems have been taken over by both the DNA and FET. So it seems many different affiliations were able to profit from this development including a new group called the HSH who appear to have taken over the GCE war fleet. No doubt many in the peripheries will be watching with interest where these ships are used, who the HSH are and how they were able to get thier hands on so many warships so quickly.


    Secudus trials

    In the Cluster Secudus has continued his trials, claiming to root out terrorists working against the Empire. With tends of thousands of beings being sent to the camps or worse. There is no sign of these actions stopping as the NHS clamp down on the locals and bring them under the harsh control of the Empire.


    *** 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
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – <Unknown>
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    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, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
    ******Empire Syndicated News Network (ESNN) ******

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    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
     

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