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 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.