Monthly Archives: April 2009

Stupidity in Magic

I’ll admit that I’m primarily drawn to story comics. If there’s a hint of an epic story in a comic, I’ll often read through it and enjoy myself immensely, despite the flaws inherent in epic storytelling in a graphic medium. Another favorite genre of mine though is the character-driven comic. While these comics often lack the meta-plot that binds everything together, often stories develop as a result of character growth and change. The stories often are episodic as a result (in that each story arc are often self-contained, though changes will carry on from story-arc to story-arc), which can provide readers with convenient starting places if they don’t want to read through a comic’s entire archive.

Stupidity in Magic is a good example of a character-driven comic. While it often focuses on the primary triad of characters (Willow, Octavia, and Larry), SiM had a diverse cast and frequently has taken time to tell the stories of the lesser-known cast. Of these secondary characters, one of my favorites (and the focus of the latest story) is Tir, a red-haired Irish pagan who is smarter than she acts, and whose roots include a Catholic faith that she left, despite her physical attraction to another regular of the comic, Jesus C.H. Nazereth. (Whether he truly is Jesus or just a man who is decent and cares for others is never stated; when you consider that Herne and chibi-Cthulhu have appeared in the comic, however, I’d be willing to give him the benefit of the doubt.)

With this latest story, artist Willow Taylor has crafted a compelling story with Tir’s search for identity, and on the acceptance of others. This storyline echoes on a theme that Taylor has examined in SiM from time to time: religious tolerance. For Tir has been going to Wednesday Mass at the local Catholic Church. When she tells her best friend Loo… her friend doesn’t take it so well. She drags Tir off to talk to an older pagan lady (who I don’t remember from earlier comics), Brigid. And here is where I watched a very real and sad truth about the pagan community: its knee-jerk reaction toward Christianity.

As I watched Tir being talked over as if she were an object or maybe a small child not worthy of being listened to, I was reminded of something I witnessed years back on a pagan e-mail community I had joined while doing research for a pagan character for one of my stories. There was a vocal group in the e-community that was rather intolerant of Christianity and who spoke up whenever a troll claiming to be Christian would join and try to cause mischief. Don’t get me wrong; there were many tolerant and accepting pagans who were part of this e-community. But their voices would be drowned out with each panic-stricken flamewar started by the trolls.

Tir’s story also speaks of some interesting truths about paganism as a faith. For all that Tir loves Wicca and the Goddess, it is a religion inherently of personal responsibility. If you make a mistake, you can’t ask for forgiveness and have it granted, carte blanche. There is no Confession, no priest telling you to say a dozen Hail Mary’s and donate some money to keep the church solvent. And that sense of responsibility can be scary. Tir admits to Jesus that Wicca doesn’t give her the feeling of protection and support that the Church did.

While Stupidity in Magic may fluctuate between a character-driven comic and a humor comic, when Taylor takes the time to focus on her cast she can create some truly compelling characters. Even the shallowest of her characters often have hidden depths to them and reasons for their beliefs and choices. Nor are any of these characters perfect. These imperfections not only give Taylor points to build future stories from, but also help bring these characters to life.

Homeworld: Exodus – Chapter 2, Part 2

The emergency beacon was from the Cryotrays. It appears that the aliens did not kill all of us. Not yet at least.

Cryotray #3 was registering damage from multiple impacts. Echo squadron had just launched after refueling, and was joined by the Mercy-class corvettes Stitches, Patches, Quiltwork, Assistance, and Solitude. Telemetry from Echo squadron revealed five alien vessels, frigate-class, were firing plasma-based weapons and mass driver rounds at the cryotray. The tube was reporting that its hull had been breached, and cryopods were suffering damage.

These alien ships appeared to be a different design than those we encountered at the Khar-Toba. Tactical has raised the possibility that these aliens are a different species from those at the Khar-Toba. The location of what we believe to be the ship’s bridge on a fin in the center of the ship, while the alien carrier’s bridge was located in the rear of the vessel. There was a fin on the front of the vessel which we suspect contains the ship’s sensor array. Weapon systems consist of four large long-barreled mass drivers on turrets and a pair of fixed launchers that fired a plasma-based weapon with limited tracking ability. The frigates are a little bit smaller than the Sandstrike, but significantly faster and more maneuverable.

Echo squadron immediately activated afterburners and engaged the alien frigates. While the enemy frigates were unable to accurately target the Arrows, Lieutenant Jenalle Soban’s Arrow was clipped by a mass driver round, and crashed into the engine section of one of the enemy frigates. This craft had apparently suffered damage prior to the attack on the Cryotrays and was already venting plasma; the collision apparently disabled the maneuvering engines for the frigate, and it began to drift above the Cryotrays.

Wasp squadron had finished refueling, along with the corvettes of Beta squadron, and they launched to escort the Rogue and Water Thief to attempt a capture of the enemy frigates. The Assistance broke off of its repairs of Cryotray #3 (which had stabilized despite the incoming fire; the corvettes induced rotational motion into the Cryotray so the aliens couldn’t concentrate their fire on one section) and moved up to support the two Porter corvettes.

In response, two of the remaining four alien frigates broke formation and moved to protect the damaged frigate; considering there were several Porter Mk.2 corvettes in Kharak’s fleet, it’s likely the aliens realized our intentions to capture the alien ship. The Rogue and Water Thief sustained fire from the pursuing corvettes, but were unable to prevent the corvettes from latching onto the alien frigate. Directed EMPs and capture protocols were successful in knocking out the frigate’s drive systems, and the two corvettes dragged the alien ship away from combat. The Solitude detached from Cryotube #3 and moved up to support the Porters while the Assistance docked with the Rogue and began on-site repairs even as the alien corvette was dragged toward the Mothership.

Wasp squadron engaged the pursuing frigates. The squadron remained in a tight formation and focused firepower on the rear quadrant of one of the frigates, which began to vent plasma from the hull breach. An examination of fighter telemetry suggests this frigate had also been damaged in the previous battle with Kharak Missile Command, and had sustained further damage from Echo squadron. Wasp squadron focused fire on the damaged hull section on their return pass and succeeded in damaging something vital; plasma vented uncontrollably through the vessel and it was vaporized in the resulting explosion.

No escape pods were launched; it isn’t clear if these ships possess any escape mechanisms. It is something we’ll have to look into with our own frigate designs, and in redesigns of strike craft and corvettes. Our world is gone. Every life is precious now, and must be protected.

The remaining frigate continued to pursue the Rogue and Water Thief around the Mothership; our own mass drivers engaged the enemy frigate and provided the Porter corvettes with sufficient cover to drag the enemy frigate into the Mothership’s docking bay. Sobani Marines cut their way through what we believe are hatches and engaged the enemy, but are encountering fierce resistance from the alien crew. Their orders are to try and take some of the aliens alive for interrogation.

Unfortunately, orders to keep the Water Thief and Rogue from launching again failed to reach the corvette captains before they left the Mothership. The alien frigate was waiting for them, and immediately shifted fire from the Mothership to the two corvettes. Rather than flee, the Water Thief closed with the second alien frigate, and after receiving sustained fire from the frigate, the Rogue joined her. After disobeying an order to flee the frigate and latching onto the frigate, Captain Merlef Jolaasien of the Water Thief radioed in and explained his actions; he stated he felt the frigate would destroy his corvette before the Water Thief and Rogue could escape around the Mothership.

This frigate had sustained far less damage, and the subversion protocols took significantly longer to knock out command systems on the frigate. Fortunately, one of the first systems that went off-line, which allowed Wasp squadron to break off their attacks on the alien vessel and dock with the Mothership for refueling. During this time, the aliens tried an EVA boarding of the Water Thief and the Rogue; Lt. Kensar Soban hadn’t yet docked with the Mothership and was able to strafe the alien marines; while the Water Thief sustained minor hull damage from the strafing, none of the aliens survived.

While the crews of the Water Thief and the Rogue disobeyed orders, I have decided they were not at fault. The combat situation had changed after the initial order to destroy the frigates. Further, it was unlikely either corvette could have escaped the aliens by flight or by returning to the Mothership. Upon gaining control over the alien frigate, Captain Jolaansien requested further orders from Fleet Command. After a brief consultation with Tactical, I recommended to Karan that we should capture the second frigate.

Due to the ongoing battle between Sobani Marines and the crew of the first frigate we’d captured, and the chokepoints in the frigate’s design (undoubtedly meant to prevent easy capture of the ships), and to avoid further possible loss of life, we voided the atmosphere of the second frigate. Combat teams then boarded the vessel but found no survivors; it is likely that the alien marines were wearing the only spacesuits, and had died in their assault against the two Porter corvettes.

Karan ordered the Water Thief and the Rogue to the edge of the battle between the remaining two alien frigates and Echo and Beta squadron. Two of the corvettes in Beta squadron had sustained heavy damage during the fight, so Karan ordered the Patches and Quiltwork to assist in in-flight repairs.

Both alien frigates turned their guns on the approaching corvettes. The Quiltwork was struck by four plasma torpedoes, two of which struck the cockpit, melting through and killing the pilot, Lt. Mahan Kaalel and medic Solya Manaan. Emergency bulkheads slammed down and kept the remaining atmosphere from escaping. Engineer Eleia Somtaaw, managed to shut down the fusion drive before it overloaded, saving the ship. Medical telemetry reveals she was badly hurt; she is not answering comms and the Quiltwork is tumbling in space.

The Patches was struck by over a dozen shots from the alien mass drivers, damaging the maneuvering engines and breaching the engineering compartment. The Patches managed to limp away from the battle, followed by Beta squadron. It is obvious that the Mercy corvette is ill-suited for combat operations; once we reverse-engineer the alien frigates, we’ll have to design a dedicated repair/refueling frigate.

By this time, Echo squadron was running on fumes, having fought using afterburners through much of the battle. Several Arrows had sustained damage, though fortunately none were destroyed. Wasp squadron’s return to battle allowed Echo to retreat to the Mothership for repairs and refueling. Capitalizing on the damage inflicted on the alien frigates, Wasp squadron managed several hull breaches on one of the remaining frigates, which began to tumble. The Rogue and Water Thief took advantage of the distraction and moved in to capture the lightly-damaged frigate; the aliens only managed to get a couple of shots off before the Porter corvettes latched onto the vessel. Sustained weapons fire to hull breaches resulted in the final frigate’s destruction.

Much of the damage inflicted on Cryotray #3 has been repaired. It appears Cryotray #4 has also sustained damage; the Assistance and Solitude are docking with it now to determine the extent of the damage and repair any damaged power systems.

Engineers report they have recovered telemetry from the captured alien frigate. It’s time to see what happened to Kharak.

Undertow

There are certain themes common with many fantasy stories. Perhaps one of the more common themes lies with the depiction of elves as J.R.R. Tolkien described them and which was later immortalized in fantasy role-playing games. These fantasy elves would often be quite beautiful, graceful, intelligent, and basically better than humans. Some fantasy stories would take a slightly darker look at elves, with them being haughty and arrogant (though considering how “superior” they were to humans, this could be considered perhaps justified from the viewpoints of the elves) or even xenophobic at times. But for the most part, elves were treated like pointy-eared humans that embodied everything humanity should be.

Seeing that Undertow is set in a fantasy setting, it’s only natural to assume the agile and arrogant pointy-eared female, Saehral, is an elf. And to be honest, despite the fact the humans of this world seem unfamiliar with elves and consider her to possibly be a monster (or a defective human), I’m still hedging my bets that she’s an elf. However, rather than being a member of a civilized and haughty race that is superior to humanity in every way, Saehral has a number of traits that are decidedly not elf-like. There have been several scenes of Saehral licking blood off of arrows (though she’s not aware of what they’re called) and enjoying the taste. She is unfamiliar with basic agriculture or on how humans bake bread, calling these things “magic” (which reminds me of Arthur C. Clark’s quote: any sufficiently advanced magic is indistinguishable from technology).

Yes, that’s right. This pointy-eared arrogant (and talented) girl considers things such as baking bread, growing food, and even soap to be “magic” which helped humanity conquer the world. Add in some of her other personality quirks (such as the eating of raw meat and enjoying the taste of blood) and Undertow has created a species of “elf” that is not only unique, but decidedly non-human. Saehral is not a little Mary Sue wannabe or even Legolas from the LotR movies. I found this to be a refreshing change from the portrayal of nonhumans in far too many fantasy stories, where dwarves, elves, and other races are basically funny-looking humans.

I felt the story fluctuated between possessing an effective and fairly unique storyline and the typical clichés that inhabit most fantasy stories. Saehral’s travel-mate, a human warrior that she starts traveling with (after conning Teyn out of his gold), starts out a fairly incompetent and idiotic lead, though he eventually shows some moments of intelligence. One thing I found puzzling was how Teyn would shift from thinking Saehral a monster (because of her licking human blood off of arrow heads and eating meat raw) to assuming she was a human with deformed ears or the like; the shift was too sudden and I felt not well explained.

Teyn’s role as village idiot is taken up by a third lead, the young noblewoman Twaki. I’m not entirely sure if Twaki’s ignorance is due to a lack of intelligence or the stubborn arrogance of a noble who wasn’t interested in learning her lessons and spent her time with her head in the clouds. It does allow various characters to present information dumps to remind her (and clue in readers) as to various aspects of their world’s past; Twaki’s revelation concerning her suspicions about Saehral also hints that if my belief that the girl is an elf, they came out the losers in a war against humanity. As Brittany Fuerst tends to tease us with details on Saehral’s heritage and past, we’re not likely to learn the truth for some time to come.

The artwork for Undertow has slowly evolved over time. Initially, the comic was drawn in greyscale (though Fuerst has drawn several pages of a “Chapter 0” to help introduce the characters and lessen the abruptness of the early strips). The early comics definitely show Fuerst’s roots in manga and anime, including several unfortunate moments of chibi art and story which I feel diminish the effectiveness of those earlier comics. The chibi elements are mostly abandoned as Fuerst’s artwork evolved away from its manga roots, but do crop up from time to time, perhaps in a deluded belief that the humorous elements need to be chibified to help readers identify when the comic is upbeat and amusing.

Even with these flaws, I found Undertow to be an interesting and fairly unique fantasy comic. Saehral is perhaps the strongest element of the comic, with the question of who and what she is being an integral part of the story. Twaki’s own evolution as a significant character is another integral part of the story and has shifted the comic from what was initially a somewhat random fantasy story into a more epic form of storytelling. And while I found Teyn to be the weakest of the protagonists, there is enough potential in the character that he’s not a complete write-off. When you add in his interactions with Saehral (who is to me the most unique and fascinating part of the comic), and you end up with a comic that is well worth reading.

Homeworld: Exodus – Chapter 2, Part 1

I apologize for the shortness of the update; it’s been a hectic week, especially with taxes being due yesterday. Fortunately, I managed to get my taxes complete on time this year, even if I ended up owing this time around. Anyway, take care.

Homeworld: Exodus

by Robert A. Howard

Chapter 2, Part 1: The Burning of Kharak

Fleet Intelligence Personal Logs

Kharak… Kharak is gone.

May Sajuuk have mercy on us.

We emerged from hyperspace two kilometers from where the Scaffolding should have been…

Damn it. I need to get this down. Now. There’s no time to… damn it all.

Radar telemetry immediately registered multiple objects in our orbital plane, which were potential collision threats. There was no comm traffic… and the Scaffolding… it was a burning hulk. A debris belt was starting to form around Kharak. And Kharak itself….

It’s burning. Even now firestorms are raging across its surface. The Great Desert’s been reduced to molten glass. Nothing could survive that. Nothing! Kaali, my parents… even that bastard Admiral Telar. I guess I won’t need to worry about him taking over as head of Fleet Intelligence. No doubt anyone reading this would think that comment inappropriate. I’m not sure if it’s gallows humor or shock. I know that the only thing keeping me going… it’s taking everything I’ve got not to curl up in my chair and shut down.

When we realized… I saw grown men, older than I, break down into tears. Mothership systems became erratic as Karan S’jet reported on what her sensors had found. There was nothing left. The communication satellites, weather satellites, the space telescopes… sunspot activity was still disrupting communications with the rest of the Kharak system, but it’s doubtful any of them survived. Those bastards knew where the Khar-Toba was. They appeared right on top of her. They undoubtedly know about the Somtaaw asteroid miners and the science team out on Haarsuk’s ice moon.

All ships launched. While we weren’t picking up radio signals, we had to search. Just in case. Echo and Wasp squadrons split up to check for life pods or the like, while the Water Thief and Rogue assisted. There were some fragments of ships; it appears that Kharak Missile Command managed to take out some of the aliens, and some of the fragments are fairly large. Tactical believes that several alien frigates were destroyed, and something larger.

There were no standing orders against this; a couple of Somtaaw took a shuttle and landed on the Lungma Jiin mountain, site of the Somtaaw Temple of Mysteries. Captain T’amin Somtaaw and Lt. Jaana Somtaaw. I don’t know why they left; they didn’t explain their actions. Maybe they thought someone might have survived? I left orders with Chief Engineer Maren Somtaaw that if they return, they’re to be held and brought to me for debriefing. I don’t want them spreading stories among the crew…

Karan’s just detected an emergency beacon; I’ll be back.

* * * * *

Count Your Sheep

I’m finding myself at odds at the moment. On the one hand, I need to applaud Adis of Count Your Sheep for doing the unexpected and finally showing another character in the comic; Laurie’s sister Karla has joined the cast of drawn characters in CYS. On the other hand, Adis drew one panel and reused it four times; what’s worse is that he didn’t even do all that great of a job drawing that one panel. And this is truly a shame, for it feels like this momentous occasion, the visual introduction of a new member of the cast, deserves more than a half-fast sketch that lacks life or even a modicum of the skill that Adis possesses.

One of the cornerstones of CYS lies with the simplicity of the cast. Outside of a few non-sentient animals (and briefly a talking mouse), the only characters shown in the comic have been Laurie, Katie, and Ship. It’s as if CYS exists in its own imaginary world, and those who cannot see Ship exist outside of it. We can hear them, but even as they cannot see Ship, so too are they not seen by the reader. This changes though when Laurie’s older sister Karla visits and tells her sister and niece that she’s going to have a baby. Suddenly, the comic shifts from greys and muted blues to the pastel blues that are trademark CYS, and Karla herself not only appears to the readers, but in turn suddenly sees and hears Ship.

Unfortunately, even as CYS takes a step forward (and goes outside of its comfortable traditions), the artwork has suffered a step back. Part of this may lie with Adis’ expanded venue of comics; his March 9th update reveals that Adis is working on four separate comics, with CYS sharing an update schedule with The Wisdom of Moo (which I’ve not read). Admittedly, time’s short for Adis these days, but CYS is his flagship comic. While not everyone will enjoy the strip, it still will draw people to those projects of his they may enjoy, and it deserves the extra effort to stand out. CYS has suffered from intermittent bouts of CaP over the years, and usually I can overlook it. But for such an important update, the use of CaP was a definite mistake. Hopefully we’ve witnessed a temporary bow to time pressures rather than a harbinger of comics to come.

Darths and Droids

I’m a purist in some ways, especially when it comes to webcomics. This probably explains my aversion to Copy-and-Paste artwork and on the use of Poser-type programs in creating comics; to me, comics are a crafting of pencil and paper (or more recently stylus and drawing tablet). Thus I can be dismissive when it comes to alternative forms of webcomics, unless considerable effort is put into the strip to distance it from its peers (such as Crimson Dark for Poser-designed comics and Dark Red among photo comics). While Screencap comics have existed for a bit (though DM of the Rings is the only one I know of), I’ve avoided the genre as not being a webcomic as I perceived them to be.

It was four simple words on TV Tropes that first drew me to Darths and Droids: “Jar Jar, you’re a genius!” Despite that and despite reading about the series on TV Tropes, I was honestly surprised to find myself enjoying DaD considerably. See, I seriously dislike the prequel trilogy for Star Wars. I wasn’t too thrilled with Episode I, found Episode II to be clichéd and unimaginative, and ended up completely loathing Episode III. To me, Star Wars was the original unremastered unbutchered movies that I grew up with, and even then I saw the flaws and idiocies that existed in these films (to the point that to this day I’d love to see Mike, Joel, and the Bots join forces for three final MST3Ks where they make fun of the original Star Wars trilogy… for that matter, I’d probably enjoy watching them lambaste the prequels as well).

The character interactions and the “reimagined” storyline are what managed to overcome my prejudices against this comic. It has been several years since I last wore a GM’s hat (though I’ve managed to heal enough from the GM burnout I suffered from that thinking of running a game no longer gives me sharp migraines), but I still remember well on the vagaries of my gaming group and the bizarre twists that they’d throw my way. Over half of the plot twists that happened in my games were a result of things the players suddenly “realized” about the game, and I was deemed the best GM ever because of how imaginative my game became (despite the fact that imagination came from my players, not me). I see a reflection of that in DaD.
It is this divorce from the Star Wars prequel trilogy that helped win me over. While there are some fundamentals that are echoed, the writers help revamp the story into something far more believable (such as the whole “restoring balance to the Force” which the Jedi don’t want in the comic; that’s one “prophecy” that they figured out for themselves and see as a warning, not something to strive for). Some stupid elements, such as the midi-chlorians being responsible for the Force, are explained away as the fevered imaginings of the players who in the midst of roleplaying made it up on the spot. And it works.

While DaD can get confusing at times as it shifts between player interaction and character interaction, this is an element of honesty that any roleplayer can attest to. GMs and DMs will nod as they recognize player dialogue and incidences that happened in some form in their own games. Gamers will likewise see bits they recognize, whether it’s players running off on a tangent from what the GM originally had planned, players killing (or otherwise rendering moot) Non-Player Characters that the GM worked hard to build up for future games, and plot twists that leave both GM and players wondering just when the game went so far off track.

Mostly though what I find works well in DaD are the interactions between the players. The early comics based on The Phantom Menace dealt with more than just the building of the game and storyline; we also had an introduction to the characters, including Jim, who initially plays a gung-ho hack-and-slash character with Qui-Gon Jin (and stays just as gung-ho with his replacement character), Ben, who plays a more thoughtful and reserved character with Obi-Wan Kenobi, Ben’s kid sister Sally who plays Jar Jar Binks and whose roleplaying has lifted Jar Jar from the role of hated comedy relief to one of the more popular characters, Pete, whose power-gaming and meta-gaming has caused his character, R2-D2, to replace Jar Jar as the most despised character, and Annie, a drama student and acquaintance of Ben’s who started as Shmi and later took up the role of a rather complex and less whiny Anakin.

And of course, there’s the GM, who I especially sympathize with. I’ve been there. I’ve watched as players go haring off in odd directions that I didn’t anticipate. I’ve seen players pull stuff out of their sleeves and leave me speechless while frantically trying to figure out how to compensate. I’ve also stopped planning in advance and just letting the players build their own stories (or at least until the GM burnout struck). And it’s here that I outgrew my aversion for the genre and the original story, and grew to just enjoy reminiscing of games of old. Darths and Droids is more than a parody of George Lucus’s deluded egoism given form in three movies. It is an homage to roleplaying groups and gamers, and whether you’re a gamer or just watched in bemusement as your significant other pretended to be something else several times a month, DaD is well worth reading.

Homeworld: Exodus – Chapter 1, Part 2

Homeworld: Exodus
by Robert A. Howard

Chapter 1, part 2: The Khar-Selim

Fleet Intelligence Personal Log

The Khar-Selim was gutted. There were no survivors. Anyone who survived the initial assault would have died from the explosive decompression of the crew chambers. It wasn’t standard operating procedure for the crew to be suited up. Boarding crews from the Water Thief only located a few bodies on the bridge; undoubtedly the rest drifted from the wreckage or were mangled beyond recognition when the Khar-Selim was destroyed.

Despite the extensive destruction, marines were able to recover the primary data recorder. Recovery of secondary recorders was halted when Echo squadron detected IR signatures on a positive Z/Y vector on an intercept course. Our presence at the wreckage had attracted the attention of the aliens that had destroyed her. The marines returned to the Water Thief, which detached from the Khar-Selim and headed back toward the Mothership. Beta squadron rotated 180 degrees and fired their turrets at the approaching fighters; two of the shots hit, destroying two alien fighters outright and giving the Water Thief and her escorts sufficient time to achieve full combat speed as they returned to the Mothership. Beta squadron was likewise able to achieve full combat speed and assisted Echo squadron in attacking the alien fighters.

The aliens were focused primarily on the Water Thief; initially they were arranged in a loose swarm that Tactical believes is intended to assist them in evading weapons fire from slower targets. Fortunately, the aliens ended up clumping together which made them an easier target. Echo and Beta squadrons used a reverse slide maneuver (deactivating their primary thrusters and swinging around to target the enemies while drifting on inertia) to target the aliens without leaving the Water Thief. It’s not the easiest of maneuvers to perform; fortunately, some of the top pilots from Fleet were assigned to the Mothership, and these pilots had practiced these maneuvers. The disadvantage with reverse slides is that it leaves fighters and corvettes in an unmodified flight which can more easily be targeted; if the aliens hadn’t been focused on destroying the Water Thief and Rogue, we may have lost several fighters.

While the aliens ignored the Dreamscape which was busy mining an asteroid family between the Khar-Selim and the Mothership, the vulnerability of our mining operation was quite evident. Once sufficient resources are available, the Dreamscape and other mining ships will be provided a fighter escort; escort duty would give new pilots a chance to gain non-simulator flight experience before they have to enter into an armed conflict. Larger escort vessels may also be an effective deterrent; I’ll have to make a suggestion to the engineers on the Illumination, they may come up with some effective plans.

The Water Thief reached the Mothership safely; after encountering the Mothership’s mass drivers, the remaining alien fighters retreated outside the effective targeting range of the Mothership. There they were reinforced by another fighter squadron and three corvettes: one missile corvette and a pair of the corvettes armed with mass drivers. The Water Thief docked with the Mothership and a marine disembarked with the primary data recorder, which was brought to the CIC. The Water Thief launched as soon as its’ cargo was secure to perform any needed rescue/recovery duties as needed, and also to try and capture any disabled enemy vessels.

Echo squadron detected additional contacts closing with the Mothership and a sensor echo from something much larger. The Mothership’s sensors were focused on that region of space where a large energy signature was detected. Rather than risk any Arrows on a scout run, especially with incoming enemy fighters, Karan took three probes out of storage and launched them in a spread toward the sensor contact, with one probe sent in close proximity with the contact.

Our calculations were off. We lost the middle probe when it collided with the contact. The remaining two probes started transmitting data and revealed a large vessel, perhaps a third of the size of the Mothership. A series of antenna arrays were burning; it appears the middle probe struck one and exploded, damaging the remaining antenna. The vessel itself was angular, composed of three compartments built on top of a central spine which held engines and smaller structures. At least two of the larger compartments appeared to be to store and possibly build vessels; while no larger vessels were seen, it seems likely that this carrier could build frigate-class vessels.

One fortunate side-effect of our probe colliding with the alien ship was that comm-chatter from the carrier was cut. The fighters and corvettes suffered a significant reduction in effectiveness, leading me to believe they were receiving orders from the carrier. After destroying several more fighters and crippling the engines of one fighter, the remaining corvettes and fighters retreated from the Mothership and fled to the alien carrier. The Rogue successfully captured the crippled fighter and brought it to the Mothership so its pilot could be interrogated. Unfortunately, the alien committed suicide with a fragmentation device rather than be taken alive.

In addition, the Water Thief succeeded in latching onto the hull of one of a damaged missile corvette. Several alien fighters tried strafing the Water Thief and force it to release their brethren, but Echo squadron was able to drive them off. Echo squadron pursued the aliens back to its carrier; the carrier was armed with multiple mass drivers which drove our ships off before we could disrupt the landing of their craft. Once it finished loading corvettes and fighters, the carrier activated hyperspace engines and fled the field.

* * * * *

We’ve finished cleaning up the data feed from the Khar-Selim’s data recorders. I’ve included a voice file of their final transmission:

Captain: “What do you mean you detect a Hyperspace entry? The Mothership isn’t due for…”

Radar operator: “Sir, I have multiple contacts on closing vectors. Unknown profiles… No recognition codes… Ahh, they’re not ours.”

Captain: “Well if they’re not ours, who the hell are they?”

Radar operator: “Sir, they’re coming in fast… Check… Incoming fire! We are under attack! They’re getting through! Breaches across all decks! Hull integrity failing!”

Captain: “Khar-Selim to Mothership! If you are receiving, abort hyperdrive test. Repeat: abort hyperdrive test! [garbled]“

Tactical is currently examining the remaining data to find any other data concerning potential weaknesses in the alien vessel, the energy signature of its hyperdrive, and anything else of relevance. It is disturbing that the aliens jumped out close to the Khar-Selim and launched an immediate attack. It seems likely these aliens knew where the Khar-Selim was located and intended on taking out the ship before it could defend itself; the Khar-Selim possessed minimal armament and relied primarily on radar to detect asteroids and cometary fragments that could have posed a threat and maneuvered out of their path.

The Rogue and Water Thief have gathered debris from the alien fighters and corvettes and delivered them to the Illumination. Our initial research suggests that the alien fighters possess nearly twice the armor of our Arrow interceptors and comparable armor to the current design for the Blade Mk.5. Their mass drivers are inferior to those used in our interceptors, with decreased accuracy and power. Further, the Arrows have proven significantly faster than the aliens even without using afterburners.

An examination of the alien corvettes found that the heavy corvette contained magnetic grapples, viral protocols, and what appears to be an armed boarding team. It is likely the heavy corvettes are troop carriers that disable enemy vessels and then send a boarding team to secure the vessel, similar to the design of the Porter Mk. 1. Our scientists are examining their computers and the viral protocols; it is likely these aliens have encountered other species. Considering their tactics, it is probable they engage in piracy and steal other ships. If we can adapt their viral capture protocols, then it will enhance our own ability to capture any hostile vessels.

Given the general consensus among sector chiefs in Fleet Intelligence that these aliens are “space pirates” of some sort, the alien fighter was designated the “Bandit” class interceptor. The probable role of the alien heavy corvette to capture other ships led Tactical to designate it the “Thief” class, while the missile corvette was designated the “Brigand” class. Unfortunately, their imagination faltered at that point; the large carrier was designated the “Lord” class. Though given the size of the vessel, my associates are still debating if it’s a large carrier or a small Mothership. The size of the vessel is such that we couldn’t manufacture a similar vessel using the Mothership’s facilities; we’d need to use the Scaffolding to build something like it.

Initial plans for the Mothership were actually for something closer to that size; the thoughts of the smaller kiith was that we would not need that large a ship to seek out Hiigara. It was the enthusiasm of the Kharakian people that resulted in a much larger vessel being built; several million people voiced interest in being on the maiden journey of the Mothership. Each cryo tray is three kilometers long and nearly a kilometer across, holding 100,000 people. A vessel the size of the alien carrier would never be able to carry enough colonists to make the trip worthwhile.

The nature of this threat may postpone our leaving Hiigara, for the short term. The Mothership needs added weapon systems to deal with any attacks, and designs should be finalized for the Blade Mk. 5 Interceptor and the Hammer heavy corvette. We may also want to mine several known asteroid families and begin construction on a frigate along the lines of the Sandstrike; while our frigate drive is ineffective and slow, we need a larger class of vessel to help protect the Mothership.

Of greater concern is our lack of the specific metals needed to build added hyperdrive units. Until we find more of these minerals, any frigates we do build would be required to dock with the Mothership before we enter hyperspace. Fortunately, several telescope satellites in high orbit around Kharak have been mapping out the Oort cloud surrounding the Kharakian system and have detected a couple potential sites where we can hopefully find the minerals we need to build added hyperdrives for larger vessels. Considering the energy requirements to enter hyperspace, it’s probable only frigate-sized vessels and larger will have hyperspace capabilities. While a hyperspace-capable corvette for scouting would be tactically sound, it’s likely a corvette hull couldn’t hold the drive unit, sufficient fusion generators, fuel resources, armor, and life support for a pilot.

I’ve just received a report from the Shipyards; Chief Engineer Maren Somtaaw wants to build three additional Mercy corvettes. She feels that the repair facilities of the vessels would be useful in a larger conflict, especially given the vulnerability of our fighters when they are docking with the Mothership. Resources are a bit tight, but our first conflict did reveal some of the limitations to our fighter squadrons. The Mercy can refuel fighters and initiate needed repairs in the midst of combat; their armament, while fairly light, would also protect docked fighters. The role would be better suited for a larger vessel; perhaps a light carrier. Unfortunately, current frigate drive technology isn’t up to the task, and the frigate would be far too slow to be tactically useful.

We’ve also initiated construction of another nine Arrows, designated Wasp squadron, while an additional Arrow was built to restore Echo squadron to nine interceptors. The initial designation was going to be Gamma squadron, but the pilots requested something less… boring. Allowing the pilots to choose their squadron name helps with morale, and will encourage the pilots to be more assertive to live up to their designation. I’ll see to having Beta renamed after we return to Kharak.

Once the Water Thief and Rogue return with the last of the probes, we’ll enter hyperspace and return to the Scaffolding. In all likelihood I’ll be fighting to keep this position as well; considering our first contact with an alien species proved hostile, many of Admiral Telar’s claims will be justified. There are more qualified Admirals in Fleet who would do a far better job as head of Fleet Intelligence than Telar S’jet.

I’m not going to just give up, however. Despite my conflict with some of Fleet Intelligence, I’ve found that this team works well with me, and we’ve already faced our first conflict with minimal losses. Considering the vastness of space, the Mothership might not encounter these aliens again, while they know where Kharak is. Telar’s “experience” would be better suited back at Kharak. Besides, I wouldn’t want to inflict him on Karan. I doubt he’d care about how she’s doing. I should check in on her once we’ve returned to Kharak and have been debriefed.

The last of the probes has been recovered, and all ships are docking. We’ll be entering hyperspace in moments. The hyperdrive is fully charged… it’s time to go home. For now.