|  | 
	| 
			
				|  | We are moving away from the option to spam agent orders and get the necessary effect, towards the idea that you build up an agent network in the target location and act through it. Agent networks can involve as many agents/operatives as you like as well as NPCs recruited from the local area. The network can be anywhere that there is a sentient population, either in a base, at a location on a planet and possibly on a ship. The aim is to establish a network using contacts and equipment to pull off operations though the expenditure of a pool of espionage points associated with a specific area.
 A base for example has the following areas:
 
 Admin
Starport
Industrial
Commercial
Technological
Security
Civilian
 
 Through agent actions you can increase your espionage points in any of these areas. Agent actions include:
 [1] Look for contacts {Area}
 [2] Look for safe house
 [3] Look for Op Centre location
 [4] Look for Staff
 [5] Expand Operations {Area} - Increases control in an area
 [6] Embed Operations {Area} - hides the size of the operation
 [7] Deploy equipment
 [8] Develop contact - increases the rate of espionage points gained from a contact via money or equipment in a specific area
 [9] Infiltrate area {Area} - allows agent to become contact in an area
 
 Espionage Pools
 This represents the investment in a specific area and equates to how much power the operative network has within the area. Points are built up through activities and time. Each area has its own pool though there is also a generic espionage pool representing the ability of the operation to give some aid to any operation irrespective of where it is being carried out.
 
 Agents, Operatives, Staff and Contacts
 Agents and operatives convert to characters. They will be given different templates based on the conversion though post conversion the name can be used interchangeably. These are the characters that can be moved around the Peripheries. Once at a target location they can become active by infiltrating an area, setting themselves up as a contact in the area. They can 'spawn' new characters (pseudo characters) in the form of contacts by looking for contacts which are effectively named members of staff at the base (or appropriate location). These pseudo characters are likely to be binned at the end of an operation or when the principle characters are removed from the location either after a successful operation or when they have made their presence felt. Pseudo characters such as spawned contacts will automatically be removed when the last character leaves the location or has been neutralised.
 Staff on the other hand are simply hired help that facilitate the efficient running of operations. In game terms the size of the staff relates the quantity of espionage points that can be allocated to an operation per week. Again all staff (operations and op centres) will be deleted when the last character is removed from a location or has been neutralised.
 |  |  |  
	| 
			
			
				|  | Actions and Operations | [Recruit] |  |  
				|  | Agent networks allow you to either do direct actions that just require an espionage pool of at least a certain size in an area of the base or they require you to start an operation that will take several weeks or more to complete.
 Some Operations are:
 [1] Character assassinations
 [2] Large scale sabotage
 [3] Inciting revolts
 [4] Undermining defences
 [5] Counter intelligence
 [6] Sabotage Research
 [7] Establish escape plans
 [8] Untooling items (mass production factories or even principles)
 [9] Stealing items (so they can be picked up from the planet surface - can be used in combination with [8])
 
 Each operation requires you to build an op centre and convert espionage points from your contacts into points in the operation. This conversion of points will take many weeks and some operations will require a lot of espionage points in an area to pull off. As the conversion occurs it will generate notifications to the base owner that something is going on, the likelihood of this happening will depend on how fast you choose to make the operation occur. To prevent one single ping isolating the fact that something is happening for sure at a base there will be chances of false positives being generated in all bases in the game. To prevent this resulting in data overload, the chance will commensurate with the size of a base and inversely proportional to its security level. An outpost with a few hundred personnel and 200% security for example will probably never generate a false positive. Big starbases with thousands of complexes and modest security are likely to regularly generate false positives.
 
 Once the operation has the required amount of points it can be completed and will automatically succeed (unless there is counter intelligence involved). Some operations are automatically triggered when required, such as Establish Escape Plan (only if they will be successful). Under normal circumstances there is no chance that it will fail, thus removing the requirement to spam a target with agents/operatives. There may be in some cases better than basic results for having more espionage points than the bare minimum, i.e. a tiered result effect. Where this exists, the parameters of the tiers will be known.
 Example:
 Sabotage Research
 Fail - No research destroyed.
 Success - Research Mass Destroyed
 Superior Success - Research Mass Destroyed along with 10x mass destroyed applied as damage to Research Complexes and supporting P/T/BP's
 Epic Success - As above but 100x damage
 When an operation is completed, the operation centre is closed down and the operation pool eliminated. Note that this does not mean that the pool in the area is lost. Only the points assigned to the operation are deleted.
 Note that the points contributed to the operation pool from a specific contact remain associated with the contact. This is important for calculating success when counter intelligence is involved.
 While an operation can be completed when the operation espionage pool is large enough, points can still be added to the pool. The only reason to do this is when it is suspected that a contact has been compromised through counter intelligence and the player is playing a double bluff in making the counter intelligence operator believe that they have the upper hand rather than tipping them off by burning the contact.
 
 To keep everything user friendly there will need to be an interface to view current operations, which contacts are currently contributing and which contacts can contribute along with the current status of the operation. This need only be a simple tree and leaf structure with options to view by system etc.
 There is nothing to prevent a contact from contributing to several different operations especially if the amount of espionage points they can contribute to an operation pool per week is much less than the amount of points they can generate. The only drawback to this is that if the agent is turned or eliminated, it will have an effect on multiple operations.
 
 Actions are small things that do not require a full blown operation. They just require an espionage pool in an area to be to be above a certain level. Note that it is possible to transfer points from the Generic Espionage Pool to a specific area pool, but not the other way round.
 Most actions cost espionage points, representing bribes and use of equipment.
 
 Actions:
 [1] Base information {Items, research, docked ships}
 [2] Limited sabotage
 
 |  |  
	| 
			
			
				|  | Developing Contacts | [Recruit] |  |  
				|  | All contacts that you gain in area of the base can be developed every week. This requires stellars and equipment but runs the risk that their activities will be detected. All points gained in this area are associated with the contact, so if the contact is subverted, killed or removed then everything relating to the contact is lost. 
 The level of risk you are prepared to take while developing a contact determines how fast you can improve his contributions, however this makes his activities more likely to be discovered. If a counter intelligence operation targets your contact they might subvert him and this would mean that although you think you have a certain control in an area, went it comes to enacting the operation you actually have much less.
 
 Additional events will be tied to the operative that allows a player to improve their contact quicker if they are prepared to micro manage their individual requests. Like providing certain luxury items on demand, or equipment.
 |  |  
	| 
			
			
				|  | Agent Ship Orders | [Recruit] |  |  
				|  | Agents will be able to enter locations other than bases, and here is a list of possible agent actions we are thinking of allowing on ships. The ships security maybe modified from that already showing in the game.
 [1] Stowaway (ship) - Only allows silent transport
 [2] Infiltrate Ship - Become part of crew, allows actions
 [3] Stabotage Ship
 - Glitch Systems
 - Blind Sensors
 - Reduce Integrity
 - AI virus
 [4] Claim Ship (from AI)
 [5] Read Pending Orders
 [6] Kill Crew
 |  |  
	| 
			
			
				|  | Agent Skills | [Recruit] |  |  
				|  | Additional agent skill that we are thinking of adding
 Expertise
 Area Specialisation [Improved point gain in one area]
 Area Diversity [Gain points in multiple areas]
 
 Stealth
 Infiltration [Personal active]
 Escape Planning [Active at end of missions or when necessary]
 Plan Operation [Increased Conversion of operation points]
 Incognito [Reduces profile of agent]
 Conceal [Reduces operation profile]
 
 Surveillance
 Keen Senses
 Personal Insight
 Network Surveillance
 Street Wise
 Recon
 
 Acquire Contacts
 Clandestine Methods [Reduces exposure]
 Leverage
 Bribe
 Xenophilia
 
 Sabotage
 Glitch System
 Explosives
 |  |  
	| 
			
			
				|  | Counter intelligence | [Recruit] |  |  
				|  | Admittedly this is an area to flesh out but our thoughts at the moment run along these lines:
 Unlike the current set up we do not want lots of operatives and agents undertaking operations also we do not want the ones that are created dropping like flies. As such we are more interested in mechanics that derail their efforts and give the opportunity to pull the characters out. Burning the contact will therefore only be possible where the person has little in the way of skill and resources at the time of discovery. This is only likely if the character is inexperienced but doing a lot of actions that are resulting in lots of security pings/checks without developing the contact in relation to the location.
 
 It is possible to detect active contacts in a base. This is likely to be automatic based on security or a response following a positive security ping. Once detected there are four options:
 
 Eliminate Contact - no need to go into much more detail. This is the simplest option and ties up all loose ends but gives no details. This though will fail if there is a sufficient escape plan operation in place (or they have a sufficient size pool themselves). Escaped Contacts have their pools/equipment eliminated but can be removed (covertly picked up) for use elsewhere. The contact is considered neutralised at this location.
Arrest the contact - interrogates the contact giving details on what size pool the contact has and which field and whether the contact was on an operation (but not specifics) Contact is eliminated. As with Eliminate Contact escape plans will be used if set up. Escaping arrest is much easier than escaping elimination though as above will still be considered neutralised.
Bug the contact - this requires creating a counter intelligence operation with the contact as a target. This will only reveal an operation in which the contact is involved. No efforts are made to interact with the contact.
Subvert the contact - this requires creating a counter intelligence operation with the contact as a target. This therefore needs operatives in the base to do the operation.
 Derailing Operations by Bugging Contacts
 Knowing a contact exists is half the battle. Rather than eliminating, arresting or subverting the contact the operation to simply bug the contact can reveal what operations the contact is involved in. The counter intelligence operation can then develop their own counter operation to the one being carried out. The points in this counter operation pool count against the specific operation but have no effect on the contact. This allows the counter operation to turn the operation into a failure but with any luck the player running the operations will not be aware which contact was bugged any may well leave them there, allowing them to be bugged in future.
 
 Subverted Contacts
 A subverted contact will for all intentional purposes look and act like a standard contact. They will produce espionage points and assign them to operations as instructed. They will develop skills again as instructed. The only difference is that the person subverting can see what operations they are contributing to and can request that they counter an operation when it is activated. When this occurs their points do not count towards the operation (will they count negatively? any other effect).
 Once the subverted contact loyalties are revealed (which can also be through attempting to pick up the contact), it will revert to a character under the control of the subverting player.
 Further it may be possible to reduce the security against subverted contacts, allowing them to generate espionage points faster, making them a 'better' choice for contributing to operations.
 
 
 Subverting the Subverters
 Here's where it gets surreal - as a counter intelligence operation requires the use of contacts, in theory an operation could be set up to subvert those running the counter intelligence operation. Subverting a counter intelligence contact would in theory give information on the operation to subvert the contacts discovered through security alerts... I am sure it will all make sense when it is implemented.
 
 Closing Down Operations
 If no active character contacts (as opposed to pseudo character contacts) exist in a location such as a base, all operations, contacts, staff and espionage pools are deleted. The infiltration has been effectively terminated. This can be achieved though arresting and eliminating contacts or simply by the player owning the contact characters picking them up (or having them board a ship). This curbs the unnecessary proliferation of pseudo characters and operations that are going nowhere. If players want to keep an infiltration active such as a sleeper cell), they must assign a basic or better character to it.
 
 |  |  
	| 
			
			
				|  | Beyond Agents | [Recruit] |  |  
				|  | This upgrade introduces two new mechanics, espionage points and operations. Together these limit the ability to achieve monumental results based on lucky chance or use of dozens to hundreds of character to increase the odds. The mechanics work on the basis of identifying a goal and working towards it while opponents if they become aware of the situation can work to thwart the action.
 The mechanics however have applications beyond agents and can be applied in principle to other areas of the game, though of course will always require the use of a non-pseudo character to enact.
 
 All these actions will require an expenditure of a pool that has been generated in a specific location which may be inside a ship or maybe in another location depending on the action being attempted. Some may require the equivalent to an operation (such as determining weaknesses of a target).
 
 Suggestions (of which some will almost certainly not make the cut) include:
 
 Combat. An operation to identify a weak point in the defences of a fixed installation such as a platform or a starbase is an obvious one. This could temporarily reduce armour or shields on the target (worked on the Death Star). So too the creation of an ambush point whereby ship get to fire in round zero.
Hijack. Steal a ship in the starport by bypassing base defend check when boarding.
Flag of convenience. Use even a flag of an enemy affiliation for a short period.
Expert Pilot. Move through a nebula or belt with no risk.
Expert Navigator. Jump from lower ring.
Expert Packer. Temporarily increase cargo capacity.
Slaver/Cruise Liner. Temporarily increase life capacity.
Dig in. Reduce profile of a GP or increase control factors in defence.
Jury Rigging. Upgrading installed items to higher mks a cost to integrity or damage. Increasing integrity at a cost of hull damage or vice-versa.
Training. Promoting troops to veterans.
Trade. Increasing amounts available through deals with civvy traders.
Civilians. Creating a government or changing one. Influencing system support.
Smuggling. Effectively cloaking either for a long period of time or temporarily decreasing the planetary trade value.
Hire Pirates. Spawn a quantity of NPC ships hostile to a specific affiliation.
Hire rogues. As above but spawns GP’s to move around a world and attack specific affiliations.
Special Action and Investigation Results. Allows the GM to tailor additional results or impasses to better define risk and reward.
 We will undoubtedly have different pool categories to mirror espionage pools.
 The upgrade package will also include events. Of course we will want some of these events to require the expenditure of pool points or require operations to complete. Things include exploring a derelict structure, salvaging debris or pinpointing an anomaly.
 
 |  |  | 
	| PayPal.Me/creditKJCaccount Don't forget to include your account number in the message.
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 Pirates strike palace fo the Emperor
 
 A fleet of twenty PIR flagged warships have attacked the palace of the Emperor in the human Inner Empire.  Armed with heavy weaponry the PIR ships penetrated the shields and caused significant damage.  Reports indicate that a third of the palace has been left a smoking ruin.  The human affiliations loyal to the Emperor scrambled their fleets to catch the pirates, but when the warships arrived the PIR ships had vanished without a trace.
 
 The GTT has already moved to close the borders of the Inner Empire periphery, an act which seems to have already led to a few AFT trade ships getting blown up by the defensive platforms.  The message is simple with the GTT PD stating to us "If you are not running any fixed assets in the Inner Empire then you are not welcome".
 
 So far nobody has been accused of running the pirates by either the CIA or the GTT.  But this represents perhaps the most serious attack on the Emperor in modern history.  Our reporters have noted serious concerns from the human planets in the Inner Empire periphery about this attack.  It's not understood how a previously safe area of space that was hard for PIR shps to access has been penetrated by a fleet of twenty warships without them being spotted.
 
 Corewards Corridor sees renewed pirate activity.
 
 After the FET destroyed a number of PIR boarding ships, it went rather quiet with pirate activity almost halting.  However, reports have started to come in over the last week that the Scavenger pirates are back in action.
 
 The AFT have reported attacks in Kaygen and Discordia.  The GTT have also reported a failed attack in Kaygen.
 
 Be aware, the pirate threat has not been eliminated and all ship captains should be prepared when undertaking long distance trips where they might be exposed to attack.
 
 
 
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 FET strike back at pirates
 
 Several FET fleets including patrols and specialist operations teams have come together and landed a telling blow against the Scavenger pirate band.  The FET received intelligence about the location of a PIR Javelin-R Class boarder in Daggern and immediately responded.
 
 Forces deployed consisted of the 8th Pursuit and 35th Battle clusters, supported by the 12th and 18th Striker Trinaries, as well as the 22nd, 23rd, and 36th Battle Trinaries. This culminated in a huge FET force coming across four PIR ships.  The pirates attempted to board four of the first warships to arrive and were then overwhelmed by the supporting fleet.  PIR Scavenger (7818), PIR Scavenger (4582), PIR Scavenger (4956), and PIR Scavenger (82576) were all destroyed by the combined fire of the warships deployed.
 
 GTT claim key CIV system in the Orion Spur
 
 The GTT have undertaken a large scale operation into Monument in the Orion Spur, claiming the main CIV system in the area away from local control.  When asked the GTT replied that the operation started as part of their hunting down IND positions, due to IND attacks they had been the target of.  Locals have claimed that it was clearly a power grab.
 
 GTT transports delivered over a million troops and hundred of thousands of tanks to the CIV system of Monument and both IND bases fell quickly.  A small number of IND ships fled the orbit, some were destroyed and some escaped.  The local population have maintained their strong local claim but so far GTT forces have deployed enough manpower to maintain control of the system.
 
 The system of Monument coming under GTT control sees an increasing push by GTT forces into Orion Spur.
 
 
 
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 Pirates strike in Solo!
 
 After a brief period of calm, with little pirate activity reported, a significant attack has been launched in the Solo system.  Piecing together information from several sources we believe that ten pirate ships simultaneously entered orbit of the Solo Stargate and attacked multiple ships from the FEL, FLZ, CIA and KRT.  Seven ships were stolen in one day.  This may represent the largest organized pirate attack to steal ships we have seen to date.
 
 |  
	|  |  
	| Greetings one and all, The Sub Space Static is undergoing a number of changes including more user friendly ways to submit articles to the Editor. If you have any newsworthy articles or pieces of random gossip the office of the Associate Editors is open and eager to report.
 
 Confidentiality is assured in all submissions.
 
 The Associate Editor
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 --- Flagritz Special ---
 
 In what can be viewed as another significant long-term cultural shift the promotion and teaching of the more extreme Cliriq and Xenos philosophies has allegedly been banned in all Government, Public and Academic institutions across Flagtitz Territory. Rumors of the execution of dissenting hard-liners abound.
 
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 Falconians and Felini step up pressure on the AFT.
 
 FCN positions have been seen striking at the AFT in Halo, backed by the FEL who have been observed helping the Falconians.  Our reporters have managed to find out that this is the result of long standng issues between the AFT and FCN regarding property ownership.  The FCN has been bringing forces into Halo to strike at the AFT, with many of us at the SSS expecting the conflict to end quickly.  However, despite the FCN's backing, the AFT has proven itself to be resourceful and challenging opponent.  Strikes by the AFT have destroyed and boarded multiple FCN ships in the Halo periphery proving that the AFT is not going to be backing down easily.
 
 GTT claim Solo
 
 Following unheaval in the Empire the NHS collapsed, leaving Solo once again free to become a flashpoint.  The GTT moved swiftly to claim the system, promising to bring peace to a system that not only claims to be the centre of the galaxy, but also the centre of political pressure and conflict.  Despite initial reservations from many affiliations the privatised Empire security company shipped in a million troops to quell any discontent.  At the point of writing this report all the affiliations in the system have backed the GTT's claim with the exception of the DTR, who are continuing to show the Empire that they don't like the expansionist humans reaching out to take such an important central system with key transport links.
 
 IND warships spotted in Yank and Halo
 
 With small time operators that want to stay out of the way of the bigger affiliations, IND flagged positions are rarely seen other than the occasional outpost or freighter.  Recently a squad of IND flagged Broadsword warships was seen moving between Yank and the Halo periphery.  Nobody seems to know what this fleet of warships is doing or what these ships have been built for, but maybe we are about to see the birth of a new conflict or affiliation.
 
 
 
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 Empire pushes out Free Traders
 
 With ongoing claims of AFT activities moving from it's traditional neutral trade welcome everywhere to more nefarious deeds, the Empire in general and the GTT in particular has taken action to send the AFT a message that their new actions won't be tolerated.  Over a couple of weeks the AFT saw all it's registered fixed assets seized within GTT systems.  So far there has been no attempt to extend actions and hunt down AFT ships or other positions in any systems outside the Empire, so we are assuming the GTT considers it's actions sufficient to send the once peaceful traders a message.  We believe the FEL have also joined in due to exasperation with AFT actions.  We contacted the GTT for a comment to be told that the actions had been profitable, the kind of remark you should probably expect from a mega-corp.
 
 Solo becomes pirate hotspot
 
 Our reporters have received numerous messages regarding pirates lately, especially in the Solo system.  Since the NHS took the system over from the DTR pirate attacks seem to have escalated.  Over the last two months we have been made aware of over a dozen ships being lost to pirates with no doubt more falling victim to the vicious pirates as owners do not want to admit they have taken losses.  The DTR have offered to assist the NHS with policing the system, but so far the NHS has not asked for assistance.  Large fleets of FET warships have been seem patrolling the system and CIA warships have also been seen accompanying freighters, but so far we have not received any reports that the pirates have lost ships in retaliation.  Although the CIA have damaged two vessels enough for them to require serious repairs.
 
 Zaxividani Naru's peacful Deweik
 
 Imagine our surprise when our office learned of the new group of Deweik lead by Zaxividani Naru.  What makes this group noteworthy is it's peaceful intentions.  For many years the canine based species has been well known for it's love of drinking, fighting and finding itself at odds with the Empire, leading to some massive battles.  Even recent history has mention of fleets with over 700 capital ships fighting for the DEN keeping the Empire honest and even pushing them back.  So to find that a Deweik group has joined with the Mohache, probably the most peace loving beings in the peripheries, came as quite a shock.  We at the SSS wish them well in their future among the stars.
 
 
 |  
	|  |  
	|  
 *** Inter Galactic News ***
 
 Claims settle in Solo and Faery
 
 With the NHS bringing in almost a million troops into Solo and the GTT choosing it's moment to contest Faery at the same time, it seems the DTR and it's alllies either found it hard to find enough troops to respond or quite simply decided it wasn't worth the hassle as there were far more important matters to deal with in the Senate.  Who knows what other life threatening topics they have to discuss, such as the correct biscuit to have with afternoon tea.  The end result is that Solo and Faery, both systems with significant incomes, are now under control of Empire based affiliations.
 
 GTT move to clear out the Dewiek Pocket Pheriphery
 
 Having resorted to bribery to get other affiliations to move out of the DHP, with rumoured multi-million stellar amounts being offered, the GTT now appear to have cranked the pressure up.  An AFT base has been attacked and a few of the nearby ships have been blown up and damaged by GTT warship class ships patrolling the area.  As we write this report, information we have seen shows that the GTT have already taken 20% of the AFT base and fighting continues.  We approached the GTT to ask why they are resorting to force and were told that they have had to move significant military power into the DHP to deal with ANT forces, so now they are mopping up all the resistance of other affilaitions that were asked to leave and decided not to.
 
 BHD relics and trophies
 
 Pope Akhenaten of the Brotherhood has been touting more and more wares that are unique to the BHD.  If you are missing a holy relic and have no idea how to fill that little space in your living quarters then you know where to go.  From robes to candles, literature to wine and novelty ornaments, it's never been easier to bring a little bit of the Brotherhood home and exchange your stellars for spiritual well being.
 
 *** Affiliations ***
 
 AFT Association of Free Traders (54) - Marion Tweedy
 BHD - Brotherhood (63) - 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) - Hexamon
 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.
 |  
	|  |  
	|  
 *** 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.
 
 |  |