Fantastic Steve!
A short, comprehensive lesson of deep strategy!!
Basically a mix of Erwin Rommel and Sun Tzu.
“Never fight a battle you do not need to win.” and “Win first. Then march to battle.” respectively.
This planet looks great, apart from the small problem in seven years, when colony cost jumps from the normal 2.00 to 7.01.
When it zips past the sun at perihelion.
Industrial Holy Land. What is this RNGesus?
With that Duranium deposit, just continuously make infra. Or settle it with Ark Modules.
Yeah, Ark and mine or auto mine it. Then send minerals to PI-9, 11 or 14. Moon 9 can have nearly 8b pop. And the other two are nice max pop too
Well, the first thing you do is let a CMC spawn there.
CMCs are the honey badgers of Aurora. They just don’t care.
A pretty woman in her 30s appears on a screen.
Welcome to the TSN, Television Service of News. Today we will be talking about another one incursion of unknown aliens into our space, in Sigma Draconis system this time. Unfortunately, there was no reporters on the time of events, so no flashy images. But, we will be interviewing a participant, Commander Archie Dodd. A Navy officer that became one of our most decorated officers overnight. Hello Sir, we’re glad to have you.
Hello Catherine, I with a health to viewers.
Camera zooms out, capturing a fit man in a dark-blue uniform.
Tell us what happened in Sigma Draconis please.
We were doing a routine patrol. By “we”, I mean CT-9, a small Berda-class corvette. And at some point, our sensors picked up a signature of an alien vessel. We call them ‘Raiders’ because of how they operate: single stealthy ships preying on lone, defenseless merchants on the outskirts of colonized space, and then vanishing without a trace. We don’t know their self-name yet, nor where they are from. Ahem… this time, contact vector was clearly moving towards Sigma Draconis VI, a gas giant system with several commercial mining colonies. So, we rushed full-speed to intercept. We couldn’t let that scum to threaten our civilians. Fortunately, despite the fact our corvette is 80 years old, it received a refit recently. So, it was able to catch the intruder, and outmatch it in gunnery ranges. Un-umm-fortunately, its new 12-gigajoule PAC gun lacks reliability of its older, 4-gigajoule variant. And the enemy ships are so paper-thin, even 4 is enough to pierce them. So, we had to dance in and out of range, to let he gun to cool down and for technicians to swap burst capacitors. At some moment, I thought we’ll be able to board the Raider vessel, for a first time in history. Their engines were down, sensors silent, no reaction to our approach well into their known firing envelope. Our ship have no marines on board, as corvette is too small for that. So, I ordered non-core crew to arm themselves and try to, at least, take a PoW or two for interrogation. But, before we had a chance to even finish preparation, more blips on sensors edge appeared. A whole enemy fleet, consisting of two ships of the same class we were fighting, and two more, much bigger ships of unknown class. We had to abandon the boarding idea and finish crippled invader right there. Following few hours were even more intense: we still had speed and range advantage, even over their large ships, and thus could pick’em one-by-one, but our spare parts stock was depleting dangerously fast. And, nowhere to replenish MSPs except for the system capitol planet, Sigma Draconis II. Which was too far to even attempt such resupply run. Did I already mention that new PACs are notoriously unreliable? Yet, we lucked out, and our gun decided to stop burning itself for a while. Not long enough though… it busted the last capacitor bank we had right when the last enemy ship started getting its portion of welcome gifts. So, we had to fire all our interceptor drones, P3-SUN, at it to at least scratch a bit, and then close in, in hopes and dreams of defeating a combat vessel 3 times our size with a single anti-drone machine gun mount. We were ready to ram it if we had to at that point. We did not though, as it exploded violently on its own. Probably one of the gauss bullets found its way into their engine or reactor. And that’s basically it, after that CT-9 returned to Sigma Draconis II for repairs and resupply, after defeating 5 Raiders in a single encounter. I’d like to thank my crew for their valiant service. All my medals are their medals as well.
Thank you Commander, for your service, and this breathtaking report!
Thanks Catherine, thanks dear viewers, and goodbye.
Screen fades to black, but sound is still on. Sound of chairs shuffling, someone saying “this way Commander”, footsteps, door closing.
I’m so sick of this mandatory propaganda section… Enemies that no-one saw, appearing out of nowhere in the middle of nowhere, just to conveniently perform as a target-practice for a heroic whatever-its-class-is, yeah.
Another voice chimes in
They just sold spare parts on the black market, and rubbed their hull of an asteroid to look battered, or maybe spray-painted it. Frauds.
Sean, did you forget to shut this thing off again? I’ll kill you!
At the same time, 3 Kalmius-class cruisers of a 1st Light Cruiser Squadron, which temporarily relieved CT-9, were fighting even larger Raider fleet just mere 80 million km from Sigma Draconis VI.
30th June, 342AI
A fleet of Marauders, led by an Ahuizotl, arrives in X-329-1.
They are to locate and engage the Daktaklakplak ships that resisted our earlier attack, using the new Shuriken rockets to outrange them.
The wreck of a Goatemoc destroyer lies only 100 thousand kilometres from the jump point, having been destroyed moments before reaching safety.
3rd July
The wrecks of the previous battle still float silently in Quasispace, seemingly untouched.
4th July
After encountering zero Daktaklakplak ships near the first five planets they visited, the fleet detects a large ground force signature on X-329-1 II.
Ten minutes later, at a distance of 6.7 million kilometres, they detect a low thermal signature of 65.
This is equivalent to a 300,000 population colony, or about ten automines.
At one million kilometres, an EM signature of strength 50 is detected, along with a S2/R1 active sensor.
When the fleet gets within 250,000 kilometres, it comes under fire by STO units on the planet, suffering 37 light hits. The first fifteen are absorbed to the shields on the Art-School Lass, while the rest damage her armour.
While the first Ahuizotl destroyer leader was destroyed in this system by concentrated Daktaklakplak fire, it seems she is tough enough to weather this long-range fire.
Commander Zolton is awarded the Bruised medal, given to those whose ships suffer armour damage.
As the fleet moves away, the Marauders launch rockets at the Daktaklakplak ground forces.
Twenty seconds later, all 96 rockets impact the planet, taking out dozens of ground units. This includes several of their STO emplacements.
Considering the result of the attack, fleet commander Chimalman orders the fleet to hold position, and continue the bombardment.
Curiously, although some of the STO emplacements appear to be point defence platforms, no point defence fire is detected during rocket approach.
Eventually, the fleet runs out of rockets, aver severely reducing the alien presence on the planet to 13,100 tons.
They return to Birtum, to restock at the collier on the jump point.
7th July
The rocket transfer took only four hours, and the fleet is fully restocked.
Right now, the collier has almost another complete load on her.
10th July
Several salvos later, the Marauders have managed to take out all the detected STO emplacements.
Only 10,400 tons of other ground units remain.
One minute later, the fleet enters orbit of the planet without incident.
The Art-School Lass opens fire on ground units with her Lady turrets, but despite the volume of fire, it takes hundreds of shots to detect the destruction of a single non-combat infantry unit.
Hits are registered on other units, but none manage to penetrate.
17th July
After re-arming, the Marauders enter orbit of the sixth planet without incident.
18th July
The seventh planet is likewise devoid of Daktaklakplak ships.
19th August
After a refuel by the Boar tanker, the fleet once more jumps into the X-329-1 system, hoping to find where the Daktaklakplak ships are hiding.
27th August
X-329-1 VIII is also confirmed empty.
9th September
After the outmost planet is also found to be empty, the system is assumed to be safe. Somehow, the Daktaklakplak have left the system.
23rd May, 346AI
Our Marauders return to X-329-1, finding it mostly surveyed by our scouts.
They once again move close to the second planet, to begin bombarding it.
Once their magazines run dry, they have reduced the ground force signature to 6,400 tons.
14th November
With the help of the Trivia Wallflower collier, the Marauders resume their bombardment, joined by the Ahuizotl.
The Art-School Lass actually managed to score some kills with her turrets, mostly infantry, and one combat mech.
Continued fire by the fleet is kicking up an enormous amount of dust, adding to the already thick atmosphere, dropping surface temperatures from 90 to -20 degrees Celsius.
Since the planet is barren and uninhabitable anyway, this is of little concern.
Also present to witness the bombardment is the Unique Insect survey ship, trying to scan for minerals while the other ships re-arrange the surface.
After emptying their magazines for the second time, the crews of the Marauders settle down for a three-hour break, while the Trivia Wallflower re-arms them.
Fed, rested, or otherwise recuperated the crew returns to fire several more salvoes at the planet.
Once all the rockets are spent, the Daktaklakplak ground force signature is reduced to 500 tons.
The Unique Shellector is the winner, with almost 12 kilotons of ground forces destroyed.
23rd January
On X-329-1 II, massive deposits of minerals are discovered by the Unique Insect, as well as a ruined alien city.
Duranium 15,680,000 Acc 0.1
Neutronium 39,690,000 Acc 0.1
Corbomite 158,760,000 Acc 0.1
Tritanium 26,832,400 Acc 0.1
Boronide 158,760,000 Acc 0.1
Mercassium 3,841,600 Acc 0.1
Vendarite 2,822,400 Acc 0.1
Sorium 63,680,400 Acc 0.1
Corundium 176,890,000 Acc 0.1
Plans were already underway to drop ground units on the surface to take out the remaining Daktaklakplak, but this has just become high priority.
11th November
Two assault transports have arrived in X-329-1, and begin dropping their ground units on the second planet.
Late in the evening, almost 150 Colossi, and several thousand infantry begin their attack.
They face only 500 tons of detected Daktaklakplak units, scattered remnants of the 23,300 tons we bombarded to oblivion over the past several years.
This bombardment has covered the planet in layers of dust, dropping the temperature from 90 to -75 Celsius.
“Alright ladies, let’s get this started. We’re picking out a landing zone that seems to be free of Daktaklakplak signatures, but be prepared for everything.
We don’t know what they’re capable of, so don’t get cocky. Touch ground, find cover first, don’t try to be a hero.”
12th November, 13:27
Choking clouds of dust and low temperatures, combined with high gravity, make combat difficult.
The terrain was already barren before we bombed the place, and now the surface is a mix of loose rubble and sheets of ice.
While the infantry bunker down, the Colossi begin stalking and exploring, relying on Ladar and thermal sensors more than sight.
As our units begin spreading out, they encounter scattered resistance, mostly consisting of mechs much like our own, though smaller.
In the cockpit of a ‘Mars’, the two operators are scanning the horizon. One is providing live commentary, while the other is focussed on their surroundings.
“Terrain is… loose, but the gravity helps. This mech is stable as can be. Movement’s rather enjoyable even. No real land-marks to speak of, might be because we wrecked the place from orbit.
Aside from the occasional slab of ice, which are a minor obstacle.”
“Contact. Not one of ours, so we're looking at an alien mech.”
“Alright, yeah, I see it. As much as we can see anything in this place. Do we have a lock?”
“Affirmative. Tracking their movement. They seem to have spotted us.”
“Firing secondary weapons, try to keep moving. Pluck me that thing is fast.”
“Understood, taking ev- *i *ouvr-” Comm static caused by firing the autocannons. Several rounds impact the Daktaklakplak mech, seemingly causing minor damage.
“Incoming.” The Mars takes several hits from what appears to be a rapid-firing secondary weapon, while a larger shot misses.
“Status Amber, no damage. Armour absorbed all impacts.”
“Firing main cannon. Direct hit. Enemy appears to be heavily damaged, she's limping.”
A second round from the autocannons easily hit the slowed mech, taking our one of the legs.
“Target down! Take that you motherplucker!”
“Flanking enemy, moving out of assumed firing arc. Recharge on main cannon in two clicks.”
“Is it still moving? Finish it off!”
“Firing main cannon. Impact. Target wrecked.”
Four Colossi manage to take down a Daktaklakplak mech each, while several of our infantry are killed. One Cyclops takes a strong hit, but remains operational.
While our armour is not strong enough to easily withstand a hit by their anti-vehicle weapon, they do not do enough damage to seriously threaten our mechs.
In addition, our forces outnumber the enemy so much, we are already outflanking them.
13th November, 5:27
After out initial attack, the Daktaklakplak bunker down, slowing our assault.
Only one enemy mech goes down, against eleven of our infantry.
However, combat reports suggest we are facing at most twenty enemy mechs, and scattered units of other types.
14:27
Once more our forces make great advances, taking down several alien mechs. At most nine remain, unless our battlefield intelligence is woefully inadequate.
The Mercuries are the star of this day, taking down two mechs and an artillery piece.
Elsewhere on the battlefield, a group of soldiers surround an enemy mech and pour shots into it, denting the armour but not managing to take it down.
22:27
Combat slows down once more, with few losses on either side.
Sensors from the assault transport report only 200 tons of enemy signature remaining.
14th November, 14:27
Losses on our side continue to drop, as our troops establish more fortified positions.
Weapon data for the smaller hen-size Daktaklakplak combat unit gives them 6 shots, and 12 penetration and damage. This far outclasses our infantry, though we massively outnumber theirs.
Armour strength for the main battle mech is now considered 40, which is lower than ours, though our weapons struggle to penetrate theirs as much as the other way around.
22:27
Our infantry manage to take down one of the Praetorian mechs, to great cheers. At most five remain at this point.
15th November, 6:27
A Daktaklakplak mech of a different type is taken down, designated Decurion. It is armed with twin anti-vehicle weapons of a lighter design as the Praetorian’s.
14:27
One of our Cyclopses goes down, the first Colossus we lost in this fight.
22:27
No losses are taken on our side, against a single Praetorian for the Daktaklakplak. Large areas of the planet are under our control, insofar as there is anything to control.
16th November, 6:27
Almost all opposition is broken, and we’re starting to take down non-combat units.
Several Marses overwhelm one of the few remaining defensive positions, allowing our infantry to charge in and wipe out the enemy resupply units.
Elsewhere, a Cyclops takes aim and destroys one of the few remaining artillery pieces.
14:42
We have effectively won, there are only several enemy units remaining. Once again, our infantry take down a Praetorian with sheer weight of fire.
17th November
All Daktaklakplak have been destroyed, and the planet is ours. Aside from salvaged wrecks, we find nothing of value. Not that we were expecting to. All that matters is that we can now establish mining facilities.
The system is renamed Akhenagor.
With my first experiment with serious combat and tackling an NPR it’s been very much a trial and error ‘nope, revert to previous save’ moment this week - although I feel slightly guilty about the trial and error and reload method so am trying to live with my mistakes
In the HIPP system there are about 20 enemy ships all orbiting HIPP II above an STO - the struggle is real with what I can do - i have learned to build shields - this effectively gives me enough time to weather the 15-20 missile barrages until the enemy run out but then it’s a case of coming into range of their energy weapons to use my energy weapons ok ok so rock paper scissors - the Ticonderoga missile cruiser is born - 7 launchers each - I’ll build 10 - first salvo of 70 missiles straight into the eye of the STO - all intercepted in the blink of an eye not one panel of armour dented - I could sit there and launch all 1200 missiles but I don’t think it’ll make a difference
back to drawing board - my rail guns are just pinging off the STO and the missiles are getting destroyed
Next plan is the heavy beam cruiser - I’ll put some big lasers on there or particle beams - I’m not at lance level yet and see if I can’t melt the STO from orbit
Also HIPP is abundant with planets and moons that the NPR isn’t at - I’m going to move into HIPP and start building some planets instead of space trucking in from 6 jumps away - get a solid fortress of a base and see if I can get them to come to me away from the STO
Highly recommend the ol’ pirate trick of placing your fleet somewhere out of sensor range, having a single, small ship in your fleet turn it’s transponder on visible to all while everyone else keeps their shields and active sensors off. This often lures an enemy fleet into coming over to attack the “lone” ship, allowing you to ambush them away from the STOs on the planet.
garrrrrrrrrrr ![]()
I may have accidentally done this zipping between the planets doing geo surveys whilst constantly looking out for hostile contacts - it cost me a jump scout but a group of freighters attempting to drop off deep space scanners on HIPP I almost ran into about 15 ships and the fact that they’re still alive tells me these 15 don’t have missiles - my cruiser force has closed the gap to 31m km which is 2m km inside my missile range………
and then I saved and shut down - sleepy time for this space emperor
Typical pitfall for an authoritarian regime: while Emperor sleeps, grunts aren’t allowed to pull the trigger even in self-defense ![]()
The battle is won but not the war - 23 enemy ships lie in ruins off the shoulder of HIPP 1s asteroid belt - the King Henry VIII and George III salvage fleets are on their way
The ten Ticonderoga missile cruisers stood off at 31m km and launched their combined 1600 missiles at the enemy fleet whilst the 14 light cruisers of 1st defence fleet continued to close
The missiles turned out to be nothing but a distraction for the enemy - jammers lowered their accuracy to 35% and massed PD fire withered each salvo from 70 missiles to 20 in seconds but that’s all they needed to be
The cruisers armed with rail guns effective at 120k km closed the gap quickly - their own gauss PD rendering each enemy salvo useless and once within range the enemy too busy with volley after volley of missiles crumbled under the fire - happy with swatting away the missiles and absorbing the occasional single impact on their shields suddenly they were each dealing with 40 hits at a time shattering their shields and stripping the armour off their cleverly crafted ships
The Bengal Tiger 01 was the first ship to die - disintegrating in a wave of secondary explosions and with its death a mass reduction in the enemy’s jamming capability, missiles we’re now achieving 50% accuracy - the Ticonderogas switched their focus to the remaining 5 Bengal Tigers and this time a greater degree of success was achieved as each ship, equipped with advanced jamming suites was taken down
With the enemy now out of missiles our own navy could reprogram the fire directors of the PD ships and switch to offense instead of defense - the gauss cannons would need to close a little closer
At 25k km a new set of problems beset our cruisers - they were now in range of the enemies own energy weapons - shields were hit and armour was damaged but no penetrating hits were taken - captains shouted over the comms channels and the closing distance was reduced to 39k km - just within our gauss cannon range and well within the rail gun PD batteries offensive range - with the PD destroyers and jump cruisers stationed at 39k km and the main cruisers at 115k km the offense fire was endless - it was over in minutes
We found a really weird hole in space. It’s growing.
High command doesn’t quite know what it is, but they’ve opted to send in a small army with many STO platforms to monitor the situation in the system since it looks a bit menacing. No one’s really sure what to make of it but it’s probably… fine?
In the meantime the new third generation stealth corvettes have finally been able to show their worth against an active alien civilization, scoring multiple kills on what we presume to have been carriers judging by the sudden flood of small wrecks that pinged our sensors when the big boats went ‘under’. Immediately following that, a task force made up of the Second, Third, and Fourth fleets from the core systems brought a combined force of 2 carriers (with 100 strike fighters and 40 point defense fighters total), 3 battlecruisers, 11 cruisers, 14 destroyers, and 25 frigates jumped into the system to clean house and take care of the remnants. Once the space surrounding the alien homeworld was secured of threats the fleet began a concentrated orbital bombardment using their hull-spanning railguns (particle beams) to blast any visible surface elements to clear the way for the 2nd, 5th, 14th, and 17th divisions (2.5M tons) to land and subjugate the planet and her industries.
The new planet is a productive world, and its citizens have been indoctrinated into faithful subjects of the empire, though its distance from the core worlds lends it to being relatively isolated. Efforts have been made to connect it with the wider empire through the construction of jump gates, but progress on that front has been slow on account of having to traverse 11 systems from the closest point in the Empire.
In the meantime, to protect against any outlying threats (including any possible remnants that may have escaped the planet to settle in unexplored systems) we have reconstructed the dockyards destroyed in the war to the point where the planet (known as the “outlands” for its isolated nature) is able to pump out one standard fleet a year (1 carrier, 1 battlecruiser, 3 cruisers, 3 detroyers, and 8 frigates). Each fleet can fire an alpha strike in excess of 700 size 5 missiles from the ships alone, with the carrier being capable of delivering a strike in excess of 300 size 5 missiles from its strike fighter complement with a range in excess of 500 million km, which should hopefully be enough to dissuade even the most adventurous of enemies. Additionally, each carrier carries with it 6 boarding pods each containing a marine platoon (to make up a marine company) to board any targets of opportunity.
(I would name my empire and my ship classes, but I had never intended for this game to get so far so my empire and my ship classes are all joke names)
A significant portion of my entire blue water navy has been stationed at the Ryddwash jump gate, and will soon engage the enemies on the far side. King Dragmall Luftar has taken personal command of the fleets.
OOB:
2x DN Monarch: Lefsi, Luftar
2x BC God-Killer: Earth-Striker, God-Killer
2x BB Dolomite: Dolomite, Orthoclase
1x BB Stronghold: Rampart
3x CA Meteor: Hurricane, Lightning-Lash, Meteor
1x CC Blade of Sogash: Belt of Strength
20x CK Shield-Biter: Beast of Legend, Blood Oath, Cold Steel, Corundium Chain, Den Mother, Foe-Beater, Grindstone, Honey Badger, Lonely Mountain, Man of Stone, Mountain Woman, Peerless Courage, Plasma Hoard, Rumbling Earth, Scornful Boast, Seething Rage, Shield-Biter, Stern Watchman, Thunderhead, Winter Wind
7x ES Mercenary: Mercenary 002, Mercenary 003, Mercenary 004, Mercenary 005, Mercenary 006, Mercenary 007, Mercenary 008
Raiders have sent a scout ship to probe the defences of one of my most remote systems.
As I haven’t enough combat ships to guard all my populations (they are now 33, large and small, after 84 years in this match), it was a task for the couple of STOs there.
One shot of them was enough to destroy this annoyance.
But, few days later, three more ships appeared: one large commercial one with two guards.
I thought they wanted to salvage the wreck of the scout.
Instead, while the STOs were shooting to (and making wrecks of) them, they have succeeded in landing a ground force of about 18,000 tons.
Anyway, together with the STOs, I always send a defence infantry unit to protect a planet.
Here, there is one of 6,657 tons, now with Forts at level 2.
They stay, and wait for the foes.
A tactic that is now possible in v3.0, because orbital movement is in the normal sequence of play, just before movement and detection.
The closing years of the 23rd century are a time of great shift for my Empire. Here’s a short general overview.
For about twenty years humanity has been attempting to terraform Venus, to create a verdant sister world to the homeworld of Terra. At first the project was expected to take a century, but with improved technology and another 45 million tonnage of terraformer stations hastily constructed the terraforming is now mostly complete in April 2292. All that humanity needs now is time for the new oceans of the world to settle. Citizens rejoice that the morning star now appears blue in the skies of the homeworld. These new terraformers are now being moved over to other venusian worlds in Alpha Centauri. Terraforming Venus is always a fun mark to hit in an Aurora campaign.
Recently humanity also upheld it’s sovereignty over the Pupilae system after the friendly alien race known as the Virar attempted to usurp the system by dropping colonists in a world under terraforming by the Empire. In the negotiations the Virar decided to leave their citizenry behind, numbering 15 million, after a human ultimatum. These have now been granted protectorate status by the Empire, with the caveat that they forbid space travel for their own. These are the first non-humans in the Terran Empire, and as you might expect that causes quite a bit of turmoil as the unifying trait of the Empire’s citizenry is their shared racial fraternity. You can read more about this here if you’d like.
More than this colonial dispute, the Sigma Tucanae Incident and following Operation Brynhildr & Battle of Valkyrie challenged the notions of human sovereignty over deep space. The difficulty of crossing 23 billion kilometers of space with no logistical outposts makes deep void operations difficult and draws much of human naval tonnage. You can read more about the operation here.
These issues and the eventual raider strikes at the edges of human space have lead humanity into an unprecedented military buildup. Currently shipyars in Terra, Mars, and Luna are constructing a total combined 932 kilotons worth of naval assets from Osprey Fast Attack Craft to Corvettes for orbital defence to the first capital ship, the 100kt Arsenal Ship Sol Invictus, as well as the 100kt Science Carrier von Braun. For reference, in the 192 years of Terran Empire space exploration it has only ever launched 1520 kilotons of naval tonnage into the void. At the current pace the total tonnage will be matched in half a decade. Humanity is no longer in a period of peace and exploration, but one of enforcing it’s dominion and right to own the stars.
This buildup can only occur now that there no longer are any mineral shortages or rationing. New rich mines deep in space and well-defended supply lines have finally allowed for grand fleets to be built. And yet the Empire prepares to expand it’s shipyards to other worlds and systems.
And yet mankind also prepares to perform Freedom of Navigation operations into the Gaia expanse, a series of systems that have been quarantined after a science ship was attacked. The Admiralty believes this will lead to war with both the Panstellarian robotic armies but also the newly discovered hitherto unnamed alien races in that direction. Gaia is full of verdant worlds that can teem with future human settlers, and the Empire has ambitions of settling it as a sector as powerful as the Solar Core Sector through operation Titanomachy. After the early treatises with the Virar Coalition many lament the limitation of allowing alien races from determining the boundaries of the Empire, especially after the recent breakdown in relations.
Following the latest swarm scouting ship named as “Vesuvio”-class dropping in & out of the 85 Cancri-jump point, PMT-3 loitering mines were laid on top of the point. Immediately after leaving the tubes, they started moving on a vector clearly tracking something, which was assumed to be a severe glitch in the system. The entire area was covered by extremely powerful radar and sensor arrays that spotted the ship in the first place, no incursion has gone undetected in decades.
Or so it was thought.
Four days later of observing the mines move about, they hit something.
More PMT-3 mines are put in production.

















