Year of the Snake: Day 28 – The Frequency of Ghosts & The Shields of Iron
By Grand Admiral Sir Clinton II Log Date: January 28, 2026 Location: Science Bay 4, USS Urland / The Tygerian Isles Status: FORENSIC ANALYSIS / DEFENSIVE PERIMETER SECURED
The fragment we pulled from the Nocturnis sewers isn't just a piece of metal; it’s a tombstone. But while we deal with the ghosts of the past on the Urland, the living breathing shield of the Tygerian Isles is locking down for the future.
Part I: The Frequency of Ghosts
After the political shouting match with the Council yesterday, I brought the artifact—the hull plating from a 23rd Century Starfleet Shuttle—aboard the USS Urland. This ship is the last survivor of the 30th Century, and I needed to see if it recognized its ancestor.
I set the jagged durasteel on the scanning table. Commander Link, our integrated AI, ran a Chronos-Sweep. The moment the beam hit the plating, the lights on the Urland’s bridge flickered red. The ship shuddered.
"Admiral," Link’s voice was unusually hollow. "Registry confirmed. This plating belongs to the shuttlecraft Galileo. Registry NCC-1701/7. It was lost during the Taurus II incident... but that incident happened centuries ago. It should not be here. It should not be covered in Void-Sin."
The Deep Shroud Entity isn't just attacking us with ships; it’s attacking us with history. It is dredging up the ghosts of the Federation, corrupting them, and trying to use them as anchors to pull the 90th Century down into the abyss.
"Lock it down," I ordered. "Seal this fragment in a Stasis Field. If the snake wants to play with time, we’re going to show them that the Lion keeps the clock."
Part II: The Tygerian Archipelago
While the Urland secures the timeline, the Reach secures the planet. The Ophidians made the mistake of thinking we were just one target. They focused on the Spire, but the Reach is a network of fortified sanctuaries. For 27 years, we’ve turned these islands into a shield.
1. Tigers Rest This is the soul of the fleet. While Swan Island is for command, Tigers Rest is where the warriors go to heal.
The Atmosphere: Tropical, calm, and protected by ancient Ether Dragon wards.
The Mission: This is the primary training ground for the Tiger Force Shadow recruits. It’s also where we house the veterans who have spent too much time in the "Void-Sin" combat zones. If you see a pilot with a tiger-stripe tattoo, they likely earned it here.
2. The Gristlegrim Foundry Isles A cluster of volcanic islands where the Space Dwarves do their heaviest work.
The Spire’s Battery: These islands are tethered to the Spire by massive underwater cables. They provide the geothermal kick needed to fire the main gun.
The Arsenal: This is where the Steelers-Class hulls are poured. The air here smells like ozone and molten iron.
3. The Shadowborne Outposts Small, craggy islands shrouded in permanent mist.
The Specter Docks: These islands use "Void-Shifting" tech to stay invisible to Ophidian radar. They serve as the launching point for our Shadowborne Specter fleet.
The Signal: If a flare goes up from a Shadowborne isle, it means a "Cobra-Class" bio-ship has been spotted nearby.
4. The Merchant Atolls The "Grey Market" of the Reach.
The Underworld Connection: This is where the Nocturnis City smugglers bring in the supplies we can’t get through official channels. It’s a dangerous place, but if you need a specific reflex-coil or a bottle of vintage Earth bourbon, this is where you go.
"They can burn the sky, but they can't take the sea," High Artificer Thrain told me this morning. We have a subterranean tunnel system connecting these islands that the Ophidians haven't even sniffed out yet.
The Reach isn't just a base. It's an ecosystem. And we are the apex predators.
– Grand Admiral Sir Clinton II (The Earl of Hedges)
BONUS CONTENT: The Ghost & The Iron (Variable Ships)
System: Open D6 / Monsters! Monsters! 2.7 (Modified) Rule Zero: All Dice are always D6.
I. The Transformation Mechanic (Robotech Rule)
All ships listed below possess the "Veritech-Naval Capability."
Transformation Time: 1 Combat Round.
The Cost: During the round of transformation, the ship cannot fire weapons and Shields drop to 0D.
The Skill: Pilots use Mechanical: Mecha Piloting to execute the shift under fire. A failed roll means the ship gets "stuck" halfway (Movement halved, weapons offline).
II. The "Iron Ship"
Class: Gristlegrim "Steeler" Heavy Battleship
The Hammer of the Foundry Isles. Built for durability and heavy bombardment.
Mode A: Naval Fortress (Water Mode)
Visual: A massive, jagged ironclad floating fortress, resembling a futuristic battleship wreathed in steam.
Scale: Capital Ship (Water)
Length: 250 Meters
Crew: 500 (Gristlegrim Engineers)
Hull Code: 7D (Heavy Armor)
Shields: 2D (Magnetic Field)
Move: 30 km/h (Slow)
Maneuverability: 0D (It doesn't turn; it plows through).
Mode B: Orbital Dreadnought (Space Mode)
Visual: The hull plates shift and lock, sealing the steam vents. The keel splits to reveal massive ion-thrusters. It becomes a flying brick of doom.
Scale: Capital Ship (Space)
Move: 4 (Space Units)
Maneuverability: 1D
Weapon Systems (Available in Both Modes):
Twin "Magma-Hammer" Rail Cannons
Fire Arc: Turret
Fire Control: 2D
Damage: 8D (Physical/Heat)
Note: Uses molten iron ammunition from the onboard foundry.
Broadside Flak Batteries (x10)
Fire Arc: Left/Right
Fire Control: 3D
Damage: 4D (Starfighter Scale)
III. The "Ghost Ship"
Class: Shadowborne "Specter" Corvette
The Phantom of the Reach. Built for stealth, ambush, and electronic warfare.
Mode A: Stealth Hydrofoil (Water Mode)
Visual: A sleek, matte-black trimaran that hovers slightly above the water on hydro-skis. It leaves almost no wake.
Scale: Starfighter / Corvette
Length: 60 Meters
Crew: 15 (Shadowborne Operatives)
Hull Code: 3D+1
Shields: 3D (Stealth Masking)
Move: 120 km/h (Very Fast)
Maneuverability: 3D
Mode B: Void-Stalker (Space Mode)
Visual: The hydro-skis fold inward to become atmospheric wings. The hull flattens, becoming a razor-thin wedge designed to slice through sensor nets.
Scale: Starfighter / Corvette
Move: 10 (Space Units)
Maneuverability: 4D
Weapon Systems (Available in Both Modes):
"Void-Spike" Torpedo Tubes (x4)
Fire Arc: Front
Fire Control: 4D
Damage: 7D (Ion/EMP)
Special: On a successful hit, the target must roll their Shields code > Damage or be Stunned (Systems offline) for 1 round.
Cloaking Generator (System)
Effect: +15 to Difficulty number to be detected by sensors. Cannot fire weapons while Cloaked.
IV. Scenario Hook: The Transformation Ambush
The Setup: An Ophidian patrol is scanning the ocean, looking for the base. They see a "Steeler" battleship floating lazily in the water.
The Trap: The Ophidians dive to attack a "helpless" sea ship.
The Reveal: The Steeler captain yells "TRANSFORM!" The ocean boils as the massive ship lifts off the waves, water cascading off its hull, and shifts into Space Mode. The Ophidians are suddenly staring down the barrel of a railgun in their own element.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: the Tygerian Isles, Tigers Rest, the Gristlegrim Foundry Isles, the Shadowborne Outposts, the Merchant Atolls, the LEO Interstellar Concordat of Sovereignty, the Tiger Force Shadow Saga, the USS Urland, Commander Link, and the character of Sir Clinton II.
Monsters! Monsters! and Humans, Humans (1st Edition) The world of Zimrala, All dice for Monsters! Monsters! 2.7 are always D6's.are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission.
Star Trek elements (Shuttlecraft Class-F, Galileo, NCC-1701/7) are used here as historical artifacts within the context of the Urland Universe fiction and are trademarks of Paramount Global. The statistics and gamemechanics provided herein are designated as unofficial playtest material.
This work utilizes the Open D6 system; mechanics are Open Game Content under the OGL v1.0a
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.



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