Difference between pages "Lost Fleet Special Assignments" and "Lost Fleet Critical Operations"

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''This article is an Out of Character article relevant to Bravo Fleet's first 2023 Fleet Action, 'The Lost Fleet.' For an overview of Mission Briefings, please consult [[The Lost Fleet Mission Briefings|the main article]].''
''This article is an Out of Character article relevant to Bravo Fleet's first 2023 Fleet Action, 'The Lost Fleet.' For an overview of Mission Briefings, please consult [[The Lost Fleet Mission Briefings|the main article]].''


The briefings below are written to allow members to produce a complete Fleet Action story within 1-6 posts. As you may see, many of them have space for more writing, be it character development or going into more detail or adding complications if you find you’re writing a lot quicker than you expected. You are free to do that, including adding to the briefing as-written in a reasonable manner.
Critical Operations are like Key Missions, intended to occupy an active writer for the whole of the FA's six weeks. They are different, however, because they require a higher level of adherence to Intelligence Office guidance. This is because they depict key details and facts about the Fleet Action - not necessarily that they are more IC important or exciting, but they advance the mysteries and key events of the storyline. As such, once a Critical Operation has been assigned, the writer will be sent additional briefing material by the Intel Office to fill in the gaps.


If you want to write your story in as few parts as possible, here are some suggestions:
Members should ''only'' request a Critical Operation if they are prepared to write under heavier guidance, higher expectations, and closer scrutiny by the Intel Office. They are a great opportunity for active members who enjoy writing under a tight briefing to which they can adhere. They should ''not'' be taken just because they might be perceived as 'more important' in character - they absolutely are not that. The stories may IC be relatively insignificant in the wider scheme, but add to the themes or plot points of the FA on the whole. They are also, in the Lost Fleet, far less likely to be involved in the Dominion invasion itself.


* Start your story as close to the action as possible. You don’t need to include briefing scenes, you don’t need to include your captain reflecting on the challenge ahead. It’s okay to start as the mission kicks off - maybe even later! - and write through the events.
Do not choose these just to be cool. Also do not choose these if you want to tell a war story in this wartime FA, one of the very few Bravo Fleet is liable to produce.
* Consider keeping a tight focus, such as following only one single character through the mission. It doesn’t have to be the captain. That means you don’t have to depict every step taken to completing the mission - characters can learn about it on sensors or by comms, for example.
* Set an achievable goal, be it writing a story every week or every 2 weeks or even less! A 3-part plan - beginning, middle, and end - supports the three phases of the FA perfectly.
* These stories don’t have to be twisty or turny. Your ship is playing a key role in achieving victory against the Lost Fleet. They can go in, get the job done, and go home.


The Special Assignments are as follow.
Due to their nature, the Intel Office may reject any request for a Critical Operation made by a member. Officers below the rank of Lieutenant Commander will likely be rejected due to inexperience with Bravo Fleet policies and writing events. Otherwise, this is likely due to a member's writing activity in past FAs, or that member having a poor history in adhering to Intel Office Policy. The Intel Office would like to see these stories written to completion. It may be advisable to contact the IO ahead of requesting a Critical Operation if you are interested, to avoid disappointment.


== The Array ==
The Critical Operations are as follow.
Dominion forces have captured the Liakso Array telescope, one of the Federation’s largest sensor arrays, located in the [[Arcania Cluster]]. They are using it to track allied ships across the region and to plan which Federation worlds to attack next. It needs to be retaken or at least destroyed. The cluster is a pilot’s worst nightmare; it is a field with multiple phenomena that can create havoc for a pilot. 


=== Briefing ===
== The Old Alliance ==
Your mission is a simple strike attack against a critical facility aiding the enemy. However, it is not easy to reach. A range of phenomena exists between it and the rest of the Federation. Starfleet is keen to retake the facility because it is an advanced array supporting deep space exploration efforts (it is used to monitor regions like the Black Cluster). However, depending on how many enemy forces are protecting it, the Federation is content to destroy it from being used against allied vessels.
The return of the Lost Fleet has been downplayed by [[Starfleet]] Command, but has nevertheless sent ripples through the backchannels of the major powers of the Alpha and Beta Quadrants. Your ship has been sent to a clandestine meeting with representatives from the Federation’s old allies, Klingon and Romulan, to convince them to send aid against an enemy they do not wholly believe to be here.
 
==== Key Points ====
 
* The first part of this mission will be a covert one. You need to avoid being detected by Dominion ships, and the only way in is through the Arcania Cluster. Long-range scans show that the Dominion are not committing any of its forces to this region as it is a hazard zone for natural spatial phenomena, making navigating it almost impossible. Your pilot and science officer will need to work in tandem to safely navigate your vessel through a range of hazards.
* The second part of this mission requires you to assess the situation with the Liakso Array. Can it be retaken, or would destroying it be the only viable option? The decision is entirely yours. The array is precisely like the Argus Array. Whatever plan of attack you take must be swift and strike the enemy hard.  
* After dealing with the array, you must make your way home back through the cluster, avoiding any pursuing enemy vessels.
* While this story could be written in one single part, it is ideal for someone looking to write only 1 or 2 Stories per phase (ie, 3-6 stories over the whole FA).
 
== The Long Patrol ==
The Federation border has been pushed back by the Lost Fleet’s assault. With significant territory and worlds already lost, it is essential to hold this line and not sacrifice any further ground. Your ship has been ordered to patrol the border and intercept any enemy vessels encountered. The Dominion must know that any further offensive will not be easy for them.


=== Briefing ===
=== Briefing ===
Starfleet is ordering your ship(s) to the new border between the Federation territory the Dominion conquered, and the regions still held by Starfleet. There you are to conduct a patrol and have been warned that long-range sensors have detected smaller Dominion attack vessels also heading to the border. Whether they are conducting their own patrols or looking to cross the border is unknown, but engaging these forces would greatly assist other planned missions in retaking what has been lost.
In the Dominion War, both the Klingon Empire and - eventually - the Romulan Star Empire stood firm against the threat to the Alpha and Beta Quadrants. Their assistance would make the defeat of the Lost Fleet considerably easier, but no request has been made. Starfleet Command continues to dismiss the magnitude of the threat, insisting it is nothing more than a Breen incursion. Even if they were called on, would they answer? The Klingons are focused on their internal stability, while the Romulan Empire does not even exist any more.


You have permission to cross into Dominion space if necessary, but are advised wherever possible to let the enemy come to you rather than risk getting strung out beyond any possible support. This means that as well as intercepting any enemy ships launching an offensive, you have been advised that setting traps for oncoming vessels may be wise. Command has also stated that the capture of any of these ships, if possible, could help with future covert missions.
Vice Admiral Beckett has ordered your ship, specifically your captain, to try to correct this issue. You are to meet with representatives of the Klingon Empire, the Romulan Free State, and the Romulan Republic to convince them of the truth of the Lost Fleet, and request their military aid. Admiral Beckett is clearly untrusting of Starfleet Command and their reluctance to act, and has chosen you as a representative much less likely to be under direct observation, unlike the senior staff of the Fourth Fleet.


==== Key Points ====
Because of this secrecy, the location of the meeting must be so, as well. Four ships meeting up in the middle of nowhere in space might not be easily noticed, but if they draw anyone’s attention then all secrecy will likely be lost. The ships need to go off the beaten path, and go somewhere they can disappear in a crowd - where, if they are spotted, nobody will suspect their true mission.
 
* This is an excellent short mission for someone who has a squadron or a ship that is tactically orientated (e.g. Defiant, Prometheus, Gagarin, Inquiry, Akira, etc.) or want to join up with another member and their ship.
* The border is not a fixed line, but it is one that Starfleet has drawn to mark what territory has been lost. You are not to be engaging large numbers of enemy ships. This is simply a mission of engaging one or two over a series of engagements.
* You have free choice in enticing the enemy to attack you. Maybe a fake distress call? Increasing your ship’s warp profile to be seen on long-range scans? Pretending to be a lesser, easier target? The decision is yours.
* Consider how you could engage Dominion ships in open space and within a star system (perhaps make them chase you into a gas giant, an asteroid or even into a sun’s corona).
* This is a mission whose length can easily be adjusted to your needs. It could even be written in one single story detailing an encounter on the patrol. If you want to write more, you have options - setting traps, using the local area to give your ship the advantage, or trying to capture a Dominion ship - to expand the storyline. It could also be a good opportunity for some quieter tension as your ship patrols the border, not knowing what they will find.
 
== Escort Duty ==
A Federation world was successfully evacuated ahead of a Dominion invasion, but the convoy carrying them is in dire need of an escort. With enemy ships incoming, your ship has been scrambled to protect the lives of thousands of Federation citizens. Defend the convoy and see it crosses the border safely.


=== Briefing ===
As such, the clandestine location has been chosen: the Ferengi trade hub outpost of [[Handl Dryf]]. A large station on the border of Ferengi space, it is a home to all manner of visitors seeking to make commercial pacts, conduct trade, or reach business agreements. Starfleet infrequently visit Handl Dryf to acquire information, and Klingon or Romulan visitors are not unheard of. It is easy enough to disappear into the crowds of Handl Dryf, and even those suspicious of your visit are unlikely to suspect its true purpose. Private rooms are easy to arrange, and while the owners of Handl Dryf are Ferengi, even they know that without being able to provide reliable privacy, their value as hosts will plummet.
[[Starfleet Auxiliary]] has successfully evacuated the Federation colony on Leonis Prime and is heading towards [[Farpoint Station]] with the entire population. Their initial escort, however, was forced to break off to engage oncoming Dominion forces and let the convoy slip away. Now the convoy is wholly defenceless and needs protection. Long-range sensors have detected Jem’Hadar attack ships heading in their direction.


The convoy consists of twelve older Starfleet-designed ships decommissioned and given to Starfleet Auxilary. The only newer design of vessels are the runabouts assigned to the Leonis Prime colony, one of which is an [https://wiki.bravofleet.com/index.php/Runabouts#Executive_type_runabout Executive type] of runabout with the colony’s governor and their administration on it.
None of the representatives from the Klingons or Romulans are particularly high-ranking, but they are trusted veteran captains whose word is expected to carry weight in their respective governments. They must be convinced that the threat exists, that it is serious, and that it is worthwhile for their governments to dispatch a force of any size to aid the Federation. Whether they convince their superiors is out of your hands - you must simply convince them.


You are ordered to rendezvous with the convoy, protect the governor and the Leonis Prime government and ensure that none of the ships in the convoy are lost.    
But the meeting must also remain secret. Admiral Beckett has made it plain he does not want outsiders to the Fourth Fleet to learn of it, even among Starfleet. While meeting on Handl Dryf keeps the meeting off Starfleet’s sensors, there will be others present who might be curious of your intent. But, after all, this is just a meeting between ship captains, and is unlikely to be seen for what it is. Regardless, Admiral Beckett’s caution seems excessive, perhaps even paranoid. What does he know that he hasn’t warned you of?


==== Key Points ====
==== Key Points ====


* The class of ships being used by Starfleet Auxilary is of no consequence to you or your ship. None of them can assist you in defending the convoy as they barely have any weapons. To fight the incoming enemy vessels, your ship must do it single-handedly (unless you are a squadron commander or team up with another primary command). Some may be damaged during the battle, but you must plan how to protect them.
* This mission should only be chosen for a suitable Starfleet captain character. They should have some experience, or be a good diplomat, or have close ties with the Klingons and/or Romulans. While diplomacy is not the only theme of the story, Admiral Beckett would choose someone appropriate for the meeting.
* Protecting Leonis Prime's governor should be seen as a subplot but an essential part of the mission. They are a high-ranking Federation government official, and the loss of their government could be disastrous when the colonists return to Leonis Prime.  
* While holding the meeting with the Romulan and Klingon captains is the heart of this mission, it can include other elements - escorting them to Handl Dryf, or even taking them from the station to the front to prove to them the existence of the Lost Fleet.
* You could send teams to various convoy ships to help those civilians deal with the trauma of leaving their homes or helping with repairs (you could assist in upgrading their shields - but no weapons add-ons).  
* There will be three other representatives: a Romulan from the Republic, a Romulan from the Free State, and a Klingon from the Empire. Who they are and their general demeanour are yours to decide. It is likely they have their own internal tensions that must be navigated.
* The convoy's escorts will not reappear at the end. Therefore, your ship(s) must get the convoy to Farpoint Station in one piece.  
* If the Dominion or Breen learn of this meeting, they will doubtless do anything to stop it. That means anyone on Handl Dryf, if they learn of your purpose for being there, might try to sell that information. If you can’t keep it secret, keep it safe.
* Reading the Starfleet Auxiliary article may give you some ideas on interacting with Starfleet Auxiliary. But remember, you are on the same side!
* Your mission ends at convincing as many of the captains as possible to help. Whether they go on to convincing their superiors is out of your hands. This is a mission at which it is possible to fail.
* This Special Assignment is most easily written over multiple stories. The simplest structure is three parts - arriving and learning of the situation, the arrival and repelling of Jem’Hadar ships, and getting the convoy safely to their destination.
* This is one of the few missions where key information will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but there is extra, secret material that could impact how the story unfolds, and its outcome.
* You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.
* You should not take this mission if you have not seen, or are unwilling to be spoilered on the events of, Picard season 3.
* As will become clear if you choose this mission and read the additional material, this mission is best chosen if you want to write a tense thriller with twists, secrets, and betrayal.


== Rendezvous and Repair ==
== Into the Gamma Quadrant ==
Rendezvous with Starfleet Alpha Twenty-One Battle Group in the Kaanan system. They have just engaged and lost a battle with Dominion forces. Assist with repairs and those injured as they limp back to the nearest Federation station.
For the galaxy, the Dominion War ended a quarter-century ago. But for the Lost Fleet, the conflict has not ended. Your ship has been ordered through the Bajoran wormhole to seek out Dominion leadership, and bring back the word of the Founders to force the Lost Fleet to stand down.


=== Briefing ===
=== Briefing ===
Farpoint Station has received word from Battle Group Alpha Twenty-One. They have reported engaging the enemy while attempting to defend the Kaanan system. Their attempt failed, and what is left of their group is retreating; however, they are heavily damaged and have numerous injured. Therefore, you are ordered to assist them.
The Lost Fleet attacked the Federation immediately. It became quickly clear to Starfleet that for them, no time had passed since they disappeared in 2374. But the realities of being in the twenty-fifth century has not discouraged the Lost Fleet from continuing their offensive - indeed, the Breen seem to have only incited them to fight harder.
 
Starfleet is keen for the battle group to make it back to the station so they are ready to take part in an upcoming assault. Therefore, it is down to you to provide them with the help they need so that once they arrive at the station, most of their damaged and injured are dealt with or are close to being back to operational fitness.


==== Key Points ====
Starfleet Command believes only the word of the Founders could make the Lost Fleet accept the war’s end and stand down. But since the Treaty of Bajor, there has been limited communication between the Federation and the Dominion. Even in the Gamma Quadrant, the Dominion has withdrawn from many regions of space known to the Federation, leaving chaos in their wake, and silence from their leadership.


* You are free to establish the names and classes of the ship of the battlegroup, and their commanding officers. There should be no more than six vessels, and they should all be smaller or at least ten years old - this is not a cutting-edge strike force. Remember to abide by fleet canon in what ships you create/name/use.
Your ship has been ordered through the Bajoran wormhole to the Gamma Quadrant, to venture through the chaotic regions once held by the Dominion and seek out any leadership to which the Lost Fleet might listen. If the Founders themselves cannot be contacted, then those who speak with the Founders’ voice will have to do. Starfleet would prefer if your ship brought back a representative of the Dominion who could order - or convince - the Lost Fleet to stand down. If not, a message beyond falsification must suffice.
* This mission will not involve the Dominion returning to attack the battle group. Instead, your ship is there to help the injured and the badly damaged.
* Your crew will need to prioritize who they help first.
* Your crew will need to be split up to deal with various issues. From helping secure the damaged ships to beaming those injured to your ship and needing access to necessary medical treatment. Your counsellors will be required to assist those who have been scared by the Battle of Kaanan.  
* Your captain may wish to invite one or two of their counterparts to dinner on their vessel but may find they resent the condition of your ship, or they may share a story from the battle.
* During repairs, one of the ship’s warp cores may become unstable and have to be ejected to prevent the loss of the ship and the surrounding fleet.
* Your crew must also deal with those who died during the battle and prepare appropriate funeral/memorial arrangements. Maybe one of them is a captain, and their first officer struggles to deal with losing their skipper. How would your captain and/or crew help?
* Once you arrive at Farpoint, your ship/crew must assist those ships into their repair yards and deliver the injured to the station’s medical facilities.


== Race to Galadkail ==
Whether it will be enough for the Lost Fleet remains to be seen. But it is the simplest way to end this conflict with less bloodshed.
The Federation colony at [[Galadkail Minor]] is considered a prime target for a Dominion attack. A defensive force has been assembled, but the planet’s protections need shoring up with equipment and Starfleet Security personnel. Your ship has been directed to bring whatever this beleaguered colony needs.
 
=== Briefing ===
In this mission, your ship is in a race against time to bring essential equipment and personnel to a planet anticipating at Dominion strike. Galadkail Minor is a Federation colony that Starfleet Intelligence is confident will be targeted soon, and while ships have been scrambled to protect her, more aid is needed. Your ship will be loaded up at a Starfleet location of your choice with whatever you can think of that would help prepare a planet’s defence: Weapons, food supplies, personnel, or technology to build, refit, or improve defence platforms and ships.


==== Key Points ====
==== Key Points ====


* The focus of this mission is getting the necessary cargo from A to B, so Galadkail Minor can defend itself. This can be as complicated or simple as you have time for. The tension and success comes in the race against time - if your ship is fast enough, you can be the difference between victory and defeat.
* Communication between the Federation and the Dominion has been through back channels or ventures of this kind for years, if not decades. Any alternative means of making contact have been exhausted before your ship has been sent.
* Perhaps your ship will be attacked en route, perhaps it needs to slip past enemy forces. The challenges are yours to decide.
* A key part of this story is safely crossing the regions of the Gamma Quadrant that have been left in chaos by the Dominion’s withdrawal, before the search for Dominion leadership can even begin.
* This mission isn’t supposed to be about any battle at Galadkail Minor. If you write quicker than you expect, you can depict your ship’s part in a fight at the end, but if that’s your primary motivation, then maybe consider a different mission.
* Intelligence on Dominion holdings where leadership could be contacted is both limited and dated.
* Information on Galadkail Minor and the defensive forces there is deliberately vague. The journey matters more than the destination. Flesh it out if you wish, but remember the rules around using NPC Starfleet ships.
* This is one of the few missions where the secrets and resolution will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but you will be given specific options in the outcome of this mission to choose from. How you write it is then up to you.
* This mission could be written in even one single Story, but it’s easy to flesh out with complications encountered along the way depending on your needs.
* You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.
* You should not take this mission if you have not seen, or are unwilling to be spoilered on the events of, Picard season 3.


== Cover the Escape ==
== From Whence They Came ==
The Dominion has routed a small Starfleet patrol. Intercept the pursuing forces and harry them in a hit-and-run to give the damaged patrol time to escape. Starfleet cannot afford to lose more ships on this frontier.
The Dominion Lost Fleet appeared as if from nowhere, suddenly arriving at the Federation’s borders and waging devastation. It was last seen in the Bajoran Wormhole, and yet is now hundreds of light-years away from either end. Where did it come from? Venture into deep space behind enemy lines to discover the truth about the invading force.


=== Briefing ===
=== Briefing ===
A Starfleet patrol engaged a large squadron of Jem’Hadar attack ships but was routed, and is rushing back to Farpoint Station. However, the remains of the enemy forces are hot on their heels. Without help, the patrol cannot reach Farpoint without being obliterated. Starfleet wants you and your ships to intercept and buy the patrol time to return safely.
The cause of the Lost Fleet’s arrival is totally unknown. It appeared suddenly from deep space beyond the coreward Alpha Quadrant Federation border and launched its assault. After going missing twenty-five years ago when the Bajoran Prophets prevented it from travelling through the wormhole during the war, it has now appeared decades later in a completely different place. Why? And How?


Delaying the Dominion forces will not be easy. Ideally, they must be lured into dropping out of warp for a short time, for whatever reason, to let the Starfleet ships get a safe enough lead to escape - and make sure that you, too, can escape.
Your ship has been charged with finding where the Lost Fleet came from. The study of sensor records has located the most distant star system beyond Federation space where they were first detected, though they went initially unidentified. The Ianua pulsar is of some potential curiosity to scientists but has never to Starfleet’s knowledge been studied. Now it is where the Dominion Fleet was first believed detected.


==== Key Points ====
Slip past the battle lines of this invasion and into deep space, evade Dominion ships, and reach Ianua. There your ship must either pick up a deeper trail or find some sign of how this fleet appeared. The fleet is believed to have left Ianua behind, but if it is important to the Dominion it may have some defences.
 
* The patrol of Starfleet ships cannot assist you in delaying the pursuing Dominion forces, as they are too badly damaged.
* You must be creative in planning how to slow the enemy squadron down. Or, to take a brute force approach of engaging the enemy, this could be a perfect Special Assignment for a squadron of ships or multiple writers.
* Consider tactics seen in the show when one of the hero ships has engaged a larger force and how they have overcome the odds. Maybe it’s a [[ma:Sensor_echo|sensor echo]], an [[ma:Echo_displacement|echo displacement]] or [[ma:Hologenerator|holographic ships]]? Could your ship taunt some into a nearby sun and create a [[ma:Solar_flare|solar eruption]]? Could you force them out of warp using a [[ma:Graviton_pulse|graviton pulse]]? The enemy doesn’t need defeating - just delaying.
* This mission could easily be written in just one story, but it’s easy to add dimensions and complications to flesh it out as necessary.
 
== Mining the Border ==
Breen forces may use a nebula along the Federation-Breen border to cross over and attack key Federation targets. Mine the nebula to stop/slow the Breen forces.
 
=== Briefing ===
Starfleet Intelligence has discovered alarming reports that a large Breen armada is being assembled close to the Federation-Breen border. They plan to attack key Federation worlds and bases to force the Federation to split their ships from the main battle areas.  


Intelligence reports show that the Breen will use the Vadlox Nebula, a [[ma:Mutara_class|Mutara class nebula]], to bypass Federation border patrols, early warning systems and other defences to launch their attacks. Unfortunately, Starfleet does not have enough ships to deal with another front, so soon after the Lost Fleet attacked so many other worlds. Therefore, they have ordered your ship to the Vadlox Nebula to mine it. To help you, they have shared the latest plans for enhanced [[ma:Self-replicating_mine|self-replicating mines]]. Based on the original ones used during the Dominion War to mine the entrance to the Bajoran Wormhole, these mines have been improved to prevent them from being disabled by an antigraviton beam.
This mission could be written in several stages. Your crew could spend some time seeking out sensor records from deep space telescopes or any ships or stations on the original Federation border. This could be its own section of the story, with your crew possibly slipping past Dominion forces to gather these records that would ultimately point you at the Ianua pulsar. If you want, at the start of the story this information could have already been gathered and presented to your crew, at which point your journey could begin immediately.


Head to the Breen border, deploy the minefield and report back to Starfleet Command if any Breen ships attempt to cross over through the Nebula.
As this mission is about uncovering the origin of the Lost Fleet, there are multiple points of canon the Intelligence Office expects and requires the writer to adhere to. Additional briefing material will be sent to you once you have requested and been assigned this mission, including the true reason the Lost Fleet is here. The secret is set, but how to tell it is up to you.


==== Key Points ====
==== Key Points ====


* The mission will require using your ship and its runabouts and shuttles to get the entire nebula mined.  
* This mission is about avoiding enemy contact to solve a scientific puzzle. Any dangers you face gathering sensor data or travelling to Ianua are yours to decide.
* The entire minefield can only be activated once every mine is in place.
* This is one of the few missions where the secrets and resolution will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but you will be given the solution to the mystery. How you write it is then up to you.
* Your ship may encounter a few Breen ships while in the nebula; destroying them to prevent them from reporting what you are doing is vital.  
* You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.
* This mission is a race against time, but one wrong move and things could go terribly wrong.
* Deploying the mines in the nebula will be difficult. Sensors will be patchy, and in some areas of it, there are high levels of radiation that could become lethal if exposed for an extended period of time. Furthermore, the nebula prevents shields from being used effectively.
* This will be a great way to use your science character to explain the best way to deploy the mines in the nebula. How can you help the shuttles and runabouts when they go in to protect themselves?
* If your ship can separate, consider doing this to help with saving time in deploying the minefield. Or one section remains in Federation space to watch over what is happening and to be a lookout for Breen ships.
* This mission could easily be written in just one story, but it’s easy to add dimensions and complications to flesh it out as necessary.

Revision as of 08:36, 2 May 2023

This article is an Out of Character article relevant to Bravo Fleet's first 2023 Fleet Action, 'The Lost Fleet.' For an overview of Mission Briefings, please consult the main article.

Critical Operations are like Key Missions, intended to occupy an active writer for the whole of the FA's six weeks. They are different, however, because they require a higher level of adherence to Intelligence Office guidance. This is because they depict key details and facts about the Fleet Action - not necessarily that they are more IC important or exciting, but they advance the mysteries and key events of the storyline. As such, once a Critical Operation has been assigned, the writer will be sent additional briefing material by the Intel Office to fill in the gaps.

Members should only request a Critical Operation if they are prepared to write under heavier guidance, higher expectations, and closer scrutiny by the Intel Office. They are a great opportunity for active members who enjoy writing under a tight briefing to which they can adhere. They should not be taken just because they might be perceived as 'more important' in character - they absolutely are not that. The stories may IC be relatively insignificant in the wider scheme, but add to the themes or plot points of the FA on the whole. They are also, in the Lost Fleet, far less likely to be involved in the Dominion invasion itself.

Do not choose these just to be cool. Also do not choose these if you want to tell a war story in this wartime FA, one of the very few Bravo Fleet is liable to produce.

Due to their nature, the Intel Office may reject any request for a Critical Operation made by a member. Officers below the rank of Lieutenant Commander will likely be rejected due to inexperience with Bravo Fleet policies and writing events. Otherwise, this is likely due to a member's writing activity in past FAs, or that member having a poor history in adhering to Intel Office Policy. The Intel Office would like to see these stories written to completion. It may be advisable to contact the IO ahead of requesting a Critical Operation if you are interested, to avoid disappointment.

The Critical Operations are as follow.

The Old Alliance

The return of the Lost Fleet has been downplayed by Starfleet Command, but has nevertheless sent ripples through the backchannels of the major powers of the Alpha and Beta Quadrants. Your ship has been sent to a clandestine meeting with representatives from the Federation’s old allies, Klingon and Romulan, to convince them to send aid against an enemy they do not wholly believe to be here.

Briefing

In the Dominion War, both the Klingon Empire and - eventually - the Romulan Star Empire stood firm against the threat to the Alpha and Beta Quadrants. Their assistance would make the defeat of the Lost Fleet considerably easier, but no request has been made. Starfleet Command continues to dismiss the magnitude of the threat, insisting it is nothing more than a Breen incursion. Even if they were called on, would they answer? The Klingons are focused on their internal stability, while the Romulan Empire does not even exist any more.

Vice Admiral Beckett has ordered your ship, specifically your captain, to try to correct this issue. You are to meet with representatives of the Klingon Empire, the Romulan Free State, and the Romulan Republic to convince them of the truth of the Lost Fleet, and request their military aid. Admiral Beckett is clearly untrusting of Starfleet Command and their reluctance to act, and has chosen you as a representative much less likely to be under direct observation, unlike the senior staff of the Fourth Fleet.

Because of this secrecy, the location of the meeting must be so, as well. Four ships meeting up in the middle of nowhere in space might not be easily noticed, but if they draw anyone’s attention then all secrecy will likely be lost. The ships need to go off the beaten path, and go somewhere they can disappear in a crowd - where, if they are spotted, nobody will suspect their true mission.

As such, the clandestine location has been chosen: the Ferengi trade hub outpost of Handl Dryf. A large station on the border of Ferengi space, it is a home to all manner of visitors seeking to make commercial pacts, conduct trade, or reach business agreements. Starfleet infrequently visit Handl Dryf to acquire information, and Klingon or Romulan visitors are not unheard of. It is easy enough to disappear into the crowds of Handl Dryf, and even those suspicious of your visit are unlikely to suspect its true purpose. Private rooms are easy to arrange, and while the owners of Handl Dryf are Ferengi, even they know that without being able to provide reliable privacy, their value as hosts will plummet.

None of the representatives from the Klingons or Romulans are particularly high-ranking, but they are trusted veteran captains whose word is expected to carry weight in their respective governments. They must be convinced that the threat exists, that it is serious, and that it is worthwhile for their governments to dispatch a force of any size to aid the Federation. Whether they convince their superiors is out of your hands - you must simply convince them.

But the meeting must also remain secret. Admiral Beckett has made it plain he does not want outsiders to the Fourth Fleet to learn of it, even among Starfleet. While meeting on Handl Dryf keeps the meeting off Starfleet’s sensors, there will be others present who might be curious of your intent. But, after all, this is just a meeting between ship captains, and is unlikely to be seen for what it is. Regardless, Admiral Beckett’s caution seems excessive, perhaps even paranoid. What does he know that he hasn’t warned you of?

Key Points

  • This mission should only be chosen for a suitable Starfleet captain character. They should have some experience, or be a good diplomat, or have close ties with the Klingons and/or Romulans. While diplomacy is not the only theme of the story, Admiral Beckett would choose someone appropriate for the meeting.
  • While holding the meeting with the Romulan and Klingon captains is the heart of this mission, it can include other elements - escorting them to Handl Dryf, or even taking them from the station to the front to prove to them the existence of the Lost Fleet.
  • There will be three other representatives: a Romulan from the Republic, a Romulan from the Free State, and a Klingon from the Empire. Who they are and their general demeanour are yours to decide. It is likely they have their own internal tensions that must be navigated.
  • If the Dominion or Breen learn of this meeting, they will doubtless do anything to stop it. That means anyone on Handl Dryf, if they learn of your purpose for being there, might try to sell that information. If you can’t keep it secret, keep it safe.
  • Your mission ends at convincing as many of the captains as possible to help. Whether they go on to convincing their superiors is out of your hands. This is a mission at which it is possible to fail.
  • This is one of the few missions where key information will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but there is extra, secret material that could impact how the story unfolds, and its outcome.
  • You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.
  • You should not take this mission if you have not seen, or are unwilling to be spoilered on the events of, Picard season 3.
  • As will become clear if you choose this mission and read the additional material, this mission is best chosen if you want to write a tense thriller with twists, secrets, and betrayal.

Into the Gamma Quadrant

For the galaxy, the Dominion War ended a quarter-century ago. But for the Lost Fleet, the conflict has not ended. Your ship has been ordered through the Bajoran wormhole to seek out Dominion leadership, and bring back the word of the Founders to force the Lost Fleet to stand down.

Briefing

The Lost Fleet attacked the Federation immediately. It became quickly clear to Starfleet that for them, no time had passed since they disappeared in 2374. But the realities of being in the twenty-fifth century has not discouraged the Lost Fleet from continuing their offensive - indeed, the Breen seem to have only incited them to fight harder.

Starfleet Command believes only the word of the Founders could make the Lost Fleet accept the war’s end and stand down. But since the Treaty of Bajor, there has been limited communication between the Federation and the Dominion. Even in the Gamma Quadrant, the Dominion has withdrawn from many regions of space known to the Federation, leaving chaos in their wake, and silence from their leadership.

Your ship has been ordered through the Bajoran wormhole to the Gamma Quadrant, to venture through the chaotic regions once held by the Dominion and seek out any leadership to which the Lost Fleet might listen. If the Founders themselves cannot be contacted, then those who speak with the Founders’ voice will have to do. Starfleet would prefer if your ship brought back a representative of the Dominion who could order - or convince - the Lost Fleet to stand down. If not, a message beyond falsification must suffice.

Whether it will be enough for the Lost Fleet remains to be seen. But it is the simplest way to end this conflict with less bloodshed.

Key Points

  • Communication between the Federation and the Dominion has been through back channels or ventures of this kind for years, if not decades. Any alternative means of making contact have been exhausted before your ship has been sent.
  • A key part of this story is safely crossing the regions of the Gamma Quadrant that have been left in chaos by the Dominion’s withdrawal, before the search for Dominion leadership can even begin.
  • Intelligence on Dominion holdings where leadership could be contacted is both limited and dated.
  • This is one of the few missions where the secrets and resolution will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but you will be given specific options in the outcome of this mission to choose from. How you write it is then up to you.
  • You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.
  • You should not take this mission if you have not seen, or are unwilling to be spoilered on the events of, Picard season 3.

From Whence They Came

The Dominion Lost Fleet appeared as if from nowhere, suddenly arriving at the Federation’s borders and waging devastation. It was last seen in the Bajoran Wormhole, and yet is now hundreds of light-years away from either end. Where did it come from? Venture into deep space behind enemy lines to discover the truth about the invading force.

Briefing

The cause of the Lost Fleet’s arrival is totally unknown. It appeared suddenly from deep space beyond the coreward Alpha Quadrant Federation border and launched its assault. After going missing twenty-five years ago when the Bajoran Prophets prevented it from travelling through the wormhole during the war, it has now appeared decades later in a completely different place. Why? And How?

Your ship has been charged with finding where the Lost Fleet came from. The study of sensor records has located the most distant star system beyond Federation space where they were first detected, though they went initially unidentified. The Ianua pulsar is of some potential curiosity to scientists but has never to Starfleet’s knowledge been studied. Now it is where the Dominion Fleet was first believed detected.

Slip past the battle lines of this invasion and into deep space, evade Dominion ships, and reach Ianua. There your ship must either pick up a deeper trail or find some sign of how this fleet appeared. The fleet is believed to have left Ianua behind, but if it is important to the Dominion it may have some defences.

This mission could be written in several stages. Your crew could spend some time seeking out sensor records from deep space telescopes or any ships or stations on the original Federation border. This could be its own section of the story, with your crew possibly slipping past Dominion forces to gather these records that would ultimately point you at the Ianua pulsar. If you want, at the start of the story this information could have already been gathered and presented to your crew, at which point your journey could begin immediately.

As this mission is about uncovering the origin of the Lost Fleet, there are multiple points of canon the Intelligence Office expects and requires the writer to adhere to. Additional briefing material will be sent to you once you have requested and been assigned this mission, including the true reason the Lost Fleet is here. The secret is set, but how to tell it is up to you.

Key Points

  • This mission is about avoiding enemy contact to solve a scientific puzzle. Any dangers you face gathering sensor data or travelling to Ianua are yours to decide.
  • This is one of the few missions where the secrets and resolution will be given to you by the Intel Office. Additional briefing material will not dictate the beats of the story, but you will be given the solution to the mystery. How you write it is then up to you.
  • You will have freedom within any gaps, but this is a story to explore a key plotline in the campaign. This comes with restrictions as much as opportunities. Do not request this mission if you want greater freedom.