Battle Among the Stars
In the far future the black seas of space are not at peace. For almost a thousand years the vast Empire of the Grand Stars has stood astride space, uniting it with a complex web of loyalty oaths and feudal territories. An aristocracy, united by the genetic enhancements of the old blood rules among the stars, all owing nominal loyalty the Emperor, an increasingly uneasy title.
Now however new challenges present themselves: the constant expansion of the empire to give land to younger sons of the nobility has expanded their space too far. Now the imperial border abuts the Freehold of Silnar, a nation formed by ethnic minorities, dispossessed nobles and escaping serfs who escaped the brutality of the Imperial system centuries ago.
As if this wasn't enough the Terran Marches rise in rebellion. United by transhumanist ethics and a desire to recapture the secrets of the old blood the Terran Rebels have enacted all manner of experiments, including the wholesale experimentation against captive noblemen.
With little wish to transform humanity instead of freeing it, the Freehold is reluctant in the extreme to ally with the rebels, even in the face of the mounting imperial threat. Meantime the Terrans wish to gain the knowledge and science that the Freeholders have developed in isolation by any means necessary.
As the three corned war begins to intensify, a new class of military commanders must emerge, heroes who's decisions will lead whole fleets to victory - or defeat.
- 1 The Three Powers
- 2 Ship to Ship Combat
- 3 Rules
The Three Powers
The centre of the space is occupied by the Empire of the Grand Stars, with the Terrans Marches along one side and the Freehold on the other. Faced with a war on two fronts the Empire must split its vast resources and cannot simply crush either side.
Instead a series of eight fortresses have been built around the edges of the empire, acting as vast base stations for the imperial fleets and blocking their twin antagonists from penetrating the depths of the Empire.
In response and after several futile assaults the Freeholders and Terrans have drawn back into their own territories, intending to fight the Empire on their home ground. Other voices call for aggressive action however, and both the Freehold and Terrans have launched one assault after another against the Imperial fortifications, so far without success.
Trade links between the three empires are in fact maintained, with the Hanseatic League, nominally loyal to the empire maintaining rich trade links between the three.
The Empire of the Grand Stars
Largest and oldest of the three powers the Empire of the Grand Stars spans most of human space. Notionally ruled from the continent spanning imperial palace-city on Zeus, the empire is in fact a complicated arrangement of feudal land holders and loyalty oaths, with each strata of the nobility owing allegiance to those above, with the Kaiser sitting at the top of the pyramid.
Nobility in the Empire is determined by possession of the Old Blood, an ancient form of genetic modification which gives nobles superhuman levels of strength, intelligence and lifespan. A product of a previous era, further research into such genetic sorcery is banned by imperial law, preventing competitors to the nobles from arising.
The Empire lacks many of the vast bureaucratic institutions that make up states such as the Freehold, instead land is governed and local law set out and enforce at the whim of various nobles. Providing a noble pays the right amount of tax to the Kaiser, he can do more or less as he pleases, and may maintain his own household troops and police.
The largest central institution is the Imperial Space Fleet, which owes its loyalty only to the Emperor and is paid with through tax revenue and rents from royal lands. For a long time it was the job of the Imperial Space Fleet to stamp down on any noble who resisted the Kaiser's suzerainty, but now it finds itself in a war with two more or less equal powers. It is remains to be seen it will handle the stresses of this conflict.
Apart from the nobility the other great institution of the Empire is the Church of Endless Suns. Worshiping the universe as the blood and body of the Divine, the Church is controlled from the Holy City on Zeus's largest moon.
Religion binds the empire together as surely as does the old blood, and the peasants and freemen know that they will enjoy rewards in the next life commensurate with their struggles in this one. The church is not above playing politics however, and remains one of the best avenues of advancement for commoners and lesser nobles.
The Church is one of the biggest forces behind the war, especially against the Terran followers of the old religions, who it sees as nothing short of apostates.
- Kaiser Otto XVI
The youngest son of the last Emperor, Otto IXV's elder brothers victims of court politics. The Kaiser fancies himself a reformer, though many conservatives secretly see him as a wastrel. Under his governance such extraordinary steps as allowing women and those not of Noble decent to serve as fleet officers have come about. In the civilian sphere too rights have been expanded. Many high nobles however suspect that this laxity is merely another aspect of the Kaiser's pleasure seeking. It is no secret that the Kaiser never met a form of entertainment, an intoxicant or a beautiful woman he didn't like.
Perhaps more concerning though is the fact that at age 58, and despite a string of wives and lovers the Kaiser still lacks any male heirs.
- Prime Minister George Wattenberg
A faithful servant of the Empire since the days of Kaiser Conrad XXVI, George Wattenberg is known as a steady hand on the Empire's tiller. However with the Freehold War, and the disastrous Terran rebellion it is thought by many that the old vizier's star is waning. Increasingly those at court look for patronage not to him but to either Prince Bornholm or First Princess Electra.
It is unknown whether the old man even cares that he's losing his grip on power. Increasingly aged many think it's high time that Wattenberg retired.
- Pope Innocent XXIV
The spiritual ruler of the Empire as the Kaiser is temporal Pope Innocence XXIV is new to his position, having ascended only in the last few months in the wake of the dead of his predecessor from old age. An energetic young cardinal of noble blood, Pope Innocent seems unlikely to be as willing to let temporal matters go as his predecessor was, especially with the godless Terrans now beating at the gate. Various factions at court are busy trying to bring him over to their view.
- Prince Victor Bornholm
Only distantly related to the Royal House, Prince Bornholm has gained greater status by marrying the Kaiser's second daughter, Isadora, and by his tireless political skill and pursuit of power. This ceaseless lust for advancement has transformed the already prominent Bornholms into perhaps the Grand Emperor's most powerful families.
Currently Bornholm is fairly uninterested in the twin wars on the Empire's borders, worrying far more about his ongoing contest with First Princess Electra for mastery of the court and for the Kaiser's ear.
Prince Victor is known as an avid collector of art when he's not playing politics.
- First Princess Electra
The Kaiser's Oldest Daughter, Princess Electra is the other political force at court. Some whisper that many of her father's reforms are her idea, though this is not really true. Electra has little interest in martial matters, and even less in the interest of the peasantry. However her forceful personality and political skill may have affected the Kaiser's views on various issues.
Electra's determination that that she will be next upon the imperial throne is an open secret in the court. Too this end she cultivates numerous courtiers, and her Salon is perhaps the most popular in the Capital. Though she possesses a keen intellect and lust for power, some worry that if she does gain the throne she'll be completely tyrannical, sweeping away the privileges of the nobility for her own personal glory.
The Freehold of Silnar
A colony of exiles, rebuilt into a great nation, the Freehold seeks to be everything the empire is not. Where the empire is repressive the Freehold is liberal. Where power in the empire flows from the church and from the nobles in the Freehold it flows from a powerful and bureaucratic central state, elected by universal suffrage. It's economy is capitalist, disdaining the mercantilism and monopolies of the Empire and it's corrupt nobles. It is said that in the freehold any man or woman may come to success.
Many in the Freehold see themselves as heirs to the vast democracies of the distant past which, before the advent of the old blood, propelled humanity to the stars. Many in the empire regard it as extremely tyrannical, as the forces of government push themselves into every aspect of a person's life. Meantime the Terrans see the Freehold as a throwback state, unwilling to embrace technologies which can fundamentally improve humanities lot.
The Freehold is far more culturally uniform than either the Terrans or Imperials, with few of the local differences that characterize those two states. This has led to a unity of effort which has served the Freehold well so far. It is a two edged sword however, as many Freeholders feel somewhat threatened by the constant flow of imperial refugees with their strange customs who move across the border.
The Freehold's military is based upon conscription, with all men and women serving a term of conscript service at age 18, before they begin tertiary education. After tertiary education has concluded they may volunteer for further duties or become an officer. In the current crisis conscription terms are about five years, though many conscripts are rotated home to undergo education and training to replace officers lost in the line of duty.
The Freehold has a fairly open immigration structure, but all immigrants must serve a term in the armed forces after joining, at least during the present emergency.
- Prime Minister Abdul Zakharov
The head of the ruling Unified Progress party, Adbul Zakharov is a centre left politician known for his considerable political skill and keen insight. The child of a poor family, Zakharov rose through the trade union movement to become a politician in his forties. Now in his early fifties, Zakharov rules his party with charisma and iron discipline.
Not everything is well however. Persistent allegations of corruption and a string of affairs have dogged Zakharov's rise, especially with improper relations with various defence contractors and large industries and unions that have benefited from war work program. Further the oppositions failure to join in a national unity government (and their ability to weather the public storm that has resulted from this) have somewhat reduced his standing.
With large scale imperial incursions into the Freehold approaching Zakharov's political future is looking increasingly in doubt.
- Fleet Admiral Miriam Wilson
The supreme commander of the Freehold Space Force, Miriam Wilson is known to be a competent fleet commander, but more than anything as having an eye for talent. She is also known for her stormy relationship with Politicians, especially Prime Minister Zakharov, who it is rumoured has tried to have her fired on more than one occasion, but to have bulked at the firestorm this would create. The opposition has been slow to exploit Wilson's views however, as she remains highly associated with current battle strategy. Wilson herself expresses a certain contempt for politicians of all stripes.
Wilson is a highly political general, and known as a gentlewoman and an officer's officer. With so many of the fleet's new guard owing their positions to her, Wilson seems likely to stay at the top of the Freehold's military for the foreseeable future.
- Leader of the Opposition Randolph Dickens
The head of the centre right National Democratic party, Randolf Dickens is a veteran politician who has only lately been pushed to prominence. After the untimely death of his predecessor from a heart attack, Dickens surprised many by becoming party leader, and by taking the National Democrats out of the government of national unity that had been formed at the start of the war, citing disagreements about war strategy as his reasoning.
Despite the initial problems this created, things began to turn around as the space fleet's repeated failures to break through into the Imperial fortress line have caused the people to lose faith in the government's conduct of the war.
Randolf has occasionally argued quietly for a possible peace with the empire, as he believes the Freehold's system (with certain reforms) can triumph over the imperial one despite the resource differences between them. This peace would have to be made from a position of strength however, either from behind a fortress line of their own, or after having captured one of the imperial's major bases.
Many outside his party believe Dickens "reforms" would sacrifice much of what the freehold stands for, turning it into a mini-Empire under the rule of the capitalist classes. Randolph dismisses these claims, but his soft line on the empire has a way of opening him too them, especially from within his often fractious party.
The Terran State
Formally the Terran March, the oldest colonies of mankind have always been the most restless under Imperial rule. Legends and memories of the glory days of the Terran Alliance, of the genetic and cybernetic treatments that allowed early human space farers to colony many worlds linger on. The Empire had long felt the solution to these issues was the importation of non-Terran nobility and troops to the Terran March, with few if any units of Terrans being used by the imperial forces.
Despite this no Imperial strategists expected a rebellion in the Terran March to be so well resourced and organized. Indeed it was this very quiescence which led the Baron of Terra to begin raising Terran units to fight against the Freehold. The rebellion began with riots against the imposition of conscription by the Terran marches ruling Baron. When troops were deployed to put down the rioting, several of the newly raised levy units mutinied in an apparently coordinated action.
Local religious leaders, especially Pope Pius IXXV came out to publically back the rebellion and call for all loyal followers of the old religions to rise against the Empire. The Baron was quickly forced to flee, and the Rebels gained position of several fleet units in orbit as the rebellion spread. Guerrilla units apparently in place before the rebellion struck at the logistical bases for the March, which had already been depleted by the sudden rush of units and supplies to the free hold border.
With its support system in tatters, and many of their best units absent the Imperial Fleets around Terra hesitated. Rebel vessels struck at a series of key points, destroying or capturing many local units and causing the rest to flee. At the same time the vast industrial riches of the old colonies were turned to constructing ships and war materials, and frantic experimentation to create better humans begun. The Empire still stood very close to the Terran core but these early victories gave the rebellion breathing room.
A problematic split in the rebellion can be seen in its inclusion of those mostly patriotic to the geographical area of Terra and the Inner colonies, but especially Earth itself, and those who believe in the Rebellions more ephemeral causes.
Patriots of Terra tend to worry about the more radical plans of the Visionaries to transform society, either because they believe they will not work, or because they may transform society in a way that goes against their beliefs. Many of the patriotic nationalists are also religious, holding fast to their faith in the old religions that came from earth rather than adopting the Church of Endless Sun's credo. A major problem for the patriots is they tend to lack a unifying policy of their own. They are against many things, but they are not really for anything, except Terran self rule. This has weakened their position, despite superior numbers, against the arguments of their more visionary peers.
Visionaries seek nothing less than the complete transformation of society. No longer should the benefits of genetic augmentation like the old blood be kept to a few corrupt nobles. Instead the benefits of augmentation shall be socialised and given to all.
- Executive of Terra Xue Jia
The defacto ruler of Terra, elected as head of state by the re-established national council of the Earth Federation (In actual fact more a collection of revolutionary cells and local leaders who have emerged as power holders in the revolution) Xue Jia is a Chinese born holder of the old blood whose family was stripped of their titles eighteen generations ago for rebellion against the Emperor.
A fierce orator and excellent strategist, Xue Jia organized much of the initial rebellion. It was she who ordered the early rising that proved so successful in response to the Freehold war.
With the war with the Empire now ramping up into full swing Xue Jia attempts to balance the various power groups of the rebellion and prevent it from self destructing. With the continued political conflicts between Pope Pius and First Among Equals Adekunle, she has her work cut out for her.
- Pope Pius DV
Head of the Catholic church in Rome, Pope Pius is a man of humble origins who has ascended to the top ranks of the church through his simple piety and ruthless pragmatism. For many years, while the church was often fiercely critical of the Imperial government he refrained from (and punished in lesser priests) open calls for rebellion. Only when the rebellion truly begun did the Pope come out in support of it. At this point though there were no half measures. He supported it fully, and through his efforts, became perhaps the foremost leader in the entire Terran State.
Pius now refrains, with equal diplomacy, from speaking against any of the other faiths that make up his much enlarged constituency. Though a staunch catholic he is quite happy to aid Hindus, Muslims, Buddhist and Shinto believers. Only the followers of the Church of Endless Suns and other off world religions earn his ire.
The Pope is increasingly alarmed at some of the more radical ideas coming out of the likes of First Among Equals Adekunle, who returns his dislike in full measure. Battle lines are now drawn between the two, and both would do almost anything, short of open war or assassination, to stop the other.
- First Among Equals Tsanna Adekunle
The only non-native of Earth among the three, Tsanna Adekunle was born in one of Tau-Ceti's off planet space stations, built in the days before habitable planets where discovered to be so numerous.
Tsanna's birth has in some ways affected her later life. Her power base now consists of the various non-geographical revolutionaries, rogue scientists and visionaries that did so much of the work of revolution. In order to make up for the rigors of planetary gravity, Tsanna uses cybernetics extensively, and now her brain is almost the only flesh she has.
Tsanna sees the Empire, and indeed, the Freehold and many in her own government as nothing more than throwbacks. Human progress has been delayed too long and now it's time to put it back on its proper course. Anyone who gets in the way of the future had better move, or they're likely to get run over.
The vast independent trade guilds that have long regulated Imperial commerce have not sat quiet while war begins to rage. Instead they've used it as an opportunity to make a quick profit, opening transboarder trade between the belligerents. With huge amounts of money and resources made available by this trade, and the strength fo the Haslantic League's displeasure (it controls its own army and battlefleet) none of the three powers wish to shut it down.
It remains to be seen how long this situation can endure.
- Elector Luthor Machenburg
The defacto leader of the League, Machenburg is a powerful nobleman and energetic trader. Little is known about his personality, except that he loves strong drink. Various dark rumours about his dealers with various unsavoury elements continue however, and his enemies have a nasty habit of meeting violent ends.
Ship to Ship Combat
At the heart of combat in the imperial era are fleets of starships. While ground and atmospheric forces are necessary to secure worlds, only space forces can move these forces around and allow for interstellar imperialism. With fleet superiority a world can be picketed and vast numbers of troops landed to acquire it. Thus the space fleet is seen by each of the three combatants as the dominant arm.
Faster than light travel binds the empire together. Each faster than light zone links to one other space, which a ships FTL drive can access. Thus course changes must be made in real space, with ships moving between one zone and another before re-engaging their drives.
The basic form of a ship is a central reactor wrapped in armour and crew compartments and equipped with dozens of large particle beams. While weapons are turreted, few designs can have armour everywhere, so ships tend to form up into formations which maximize their armour and weaponry facing the enemy.
This same armour layout has led to the popularity of smaller, short ranged space weapon platforms commonly called attack craft. Attack craft surround a larger ship and destroy it from a more vulnerable angle. In turn, other autonomous weapon platforms called interceptors are launched to defend against attack craft. In both cases these weapons may be manned, teleoperated (though only at short range) or wholly machine. Specialist vessels called carriers deploy and care for them in battle.
Modern ECM sprays a large area with energy absorbent particles, limiting the distance over which scouting can be conducted. This has allowed skilled commanders to launch attacks by surprise, and led to elaborate systems of directional laser communications and couriers to maintain control in battle.
Torpedoes are a popular secondary weapon, and are very lethal at close range, however they tend to run out of fuel quickly, and can be easily evaded at greater distances.
Most ships have what would to a twenty first century eye be a high level of automation, but most do have a human crew. True AI tends to be so alien that imperial code forbids giving it unmonitored access to the destructive power of a warship. Instead machines help while humans command.
The Imperial Navy is something of a throwback, and likes to
- The largest type of vessel, carriers deploy hundreds of attack craft and interceptors. They are weak against other warships however.
- Ships of the Line (Battleships)
- In space, Cruisers and Battleships are simply smaller versions of one another. Large (first rate) ships of the line tend to be the centre piece of the fleet, and form it's vanguard. Lesser give depth to the formation, and provide escort and cover.
- Smaller, longer range scouts, Frigates act as raiders, intelligence ships and perform other acts away from the main fleet. Because of their unconventional nature the crews of Frigates tend to see themselves as a breed apart and receive a perhaps unjust share of the glory.
The most vulnerable position for a ship is usually with its side or top facing the enemy. The front of a vessel is the most heavily armoured part, and a ships drive also tends to be heavily shielded and armoured to withstand the heat of its own reaction.
In general battle tactics revolve around flanking or better yet fully englobing your enemy and subjecting them to fire from their most vulnerable quarters. This is often difficult unless you substantially outnumber the enemy and this difficulty is the reason for the creation of attack craft.
It is still not really agreed how carriers should be used. Some believe it would be better to use them as an adjunct to a traditional line of battle engagement with the battleships fixing the enemy while the attack craft destroy them. Others however look to wet naval tradition and seek to use carriers as vehicles for massive alpha-strikes to ambush the enemy fleet.
A second avenue to breaking the enemy formation is to emerge from an FTL zone in a vulnerable quarter. This may only allow for a few volleys however as the enemy turns back towards you. Another tactic is to divide your fleet in two and attack from two directions. However without careful timing this can lead to defeat in detail.
Given these complexities it's no wonder so many establishment admirals distain tactics and seek to win through bravery and individual ship handling rather than tactical or operational art.
A standard fleet is fifteen hundred ships with a mix of classes. This fleet is then subdivided into two divisions of seven hundred and fifty ships each. These divisions can operate semi-independently on the battlefield, and in the hands of a skilled commander one will fix the enemy while the other flanks.
Some admirals have larger fleets, usually expanded by about a division to twenty two hundred and fifty vessels.
Each Admiral has 1 faction trait (from their faction) 1 personal trait, 2 command traits, 1 fleet trait and 1 flaw. They also need a name, a brief history and details on any important surbordinates or patrons they may have.
Additional flaws maybe used to buy additional traits up to a maximum of 2 additional flaws. You can have only one national trait however.
High Noble: An aristocrat of the old blood you are longer lived, smarter and stronger than the common man. As a High Noble you have access to many resources and favours at court.
A Noble Name: You are a gentile pauper, from a ruined family with nothing left but it's name. You have no land or title and few connections, but your experiences in life have changed you for the better.
Common Born: You have none of the old blood in your veins and have risen to high rank only through merit. Some respect that, others resent it. Obviously though you have some quality to rise so high.
Political Admiral: You rose to your place in the military by guile and politics. There's no shame in that. You know you have what it takes to fight against all enemies, foreign and domestic. And with your connections you've got the resources to do it.
Exiled Noble: The old blood flows through your veins. Disliked by many of your peers you never the less strive to show your loyalty to the Freehold and its ideals: that anyone, no matter their birth may rise to high rank.
Graduate Officer: A product of the vast training schools on Silnar, you are military through and through. You don't have many connections in the government but you have a firm education and a lot of friends among the graduates.
Experiment: You are an enfant terrible. A young person subjected to massive augmentation in secret before the revolution, perhaps even before you were born. Your body and mind are Terra's instruments. . . it's a pity that they haven't quite worked the bugs out yet.
Nationalist: You are a patriot of old earth, never content with its relegation to merely secondary status. Hailing from the revolution's capital your fleet always seems to acquire the best equipment and assignments.
Ideologue: You are an ideological supporter of the revolution, and a masterful proponent of it. Known as one of the original heroes of the rebellion, any of its soldiers would willingly serve, and die under your command. (Incompatible with the bad morale or insubordinate flaws)
Badass: You are personally extremely skilled at fighting.
Charismatic: People just really like you for some reason, both at court and among your own men.
Charmed Life: Somehow, no matter how many risks you take, you never seem to personally die, even if you lose.
Machiavellian: You are a master of personal schemes and intrigues.
Energetic: You are personally incredibly energetic, seeming to be everywhere on the battlefield at once.
Lady of Chaos: You have a reputation as terrifying to your enemies. Only the strongest fleet moral survives your assault.
Load Bearing Friend: You have a special subordinate (PC or NPC) who always keeps you on the straight and narrow and who is completely loyal. In game terms this gives you a loyal ally and partly negates one of your flaws.
Reinhard Effect: At vital points, enemy NPCs and some PCs (those with lack of moral courage) are inclined to do what you want them to do, even if they realize what you're doing. Costs 2 Traits
Willful: No matter how insubordinate you are, due to connections, guile or some other means you somehow manage to escape serious consequences.
Yang the Magician: You have a reputation for doing impossible things. Rather than falling over themselves to go along with your plans as happens in the Reinhard effect, your enemies are at such pains not to go along with your plans that they lock up and fail to do anything. Costs 2 traits.
Battleship Admiral: You are particularly good in employing battleships Also available in Frigate Leader and Carrier Commander (The appropriate fleet trait becomes free if you take this)
Best Fleet: You have one additional fleet trait
Diligent: You are diligent in your duties, always conducting proper reconnaissance and having reserves and the like squirreled away in textbook fashion.
Electronic Attack: You're an expert in the use of jamming and cybernetic attack.
Fleet Micro: You can organize whatever fleet formation you want, no matter how unlikely.
Fight Another Day: You are an expert at retreats, both actual and feigned, and at keeping your fleet together as you do perform them.
Great Man: You have an additional personal trait
Ironshield: You are outstanding on the defence.
Lelouch: You are adept at killing foes with terrain, luring them into asteroid swarms, solar flares, moons you've rigged with explosives or pockets of sea floor gas.
Maskirovka: With you nothing is what it seems.
Magic Intercept: You have spies or really good code breakers and can determine the enemies moves with them.
Necromancer: Somehow no matter how broken your fleet is you can put it back together.
Over the Alps: You are able to do things others think impossible, cross the Alps, appear where you shouldn't, or charge down the Phezzan corridor.
Pursuit Battle: Your favourite kind of battle is one where you get to smash through the enemy and bully all the weak ones.
Salvagers You're an expert at seizing or salvaging enemy vessels and putting them back into your service.
Set Piece: If you can create the conditions of a battle you'll be all but undefeated
Space Trenchline: You are well adapted at the use of fortresses, minefields and other fixed defences.
Storm Warrior: You are outstanding on the attack, smashing straight through enemy ranks like a gale.
Strategist: While others may seek to win the battle on the day, you won it last week.
Swift: You're very good at moving around fast, both in and out of combat.
Wolf Pack: You are excellent hiding and sticking daggers in people's backs. Like a ninja space pirate.
Awesome Flagship: Your Flagship is really awesome and has its own model, even more so than most flagships.
Awesome Subordinates: Pick an additional Command trait, representing the amazing command staff you've collected.
Big: Your fleet is bigger than normal (Incompatible with Small)
Battleships! Your fleet has a lot of Battleships! and your crews are very good at flying Battleships! (Also available in Carriers and Frigates) (If you take this trait the appropriate command trait becomes free)
Gubins: You have all the specialist non-combat ships you need.
High Technology: Your fleets has access to the latest technology, designed to fit it's fighting style.
Important Station: You're stationed somewhere strategically vital.
Immortals: Your fleet just won't lie down and die, rapidly replacing any losses.
Initiative: Your troops are good at showing personal initiative and tend to act well even when out of communication.
Not One Step Back: Your fleet has vastly high morale.
Plucky: Your fleet is made up of the dregs of other fleets, washouts and orphans. Obviously this destines you for great things.
Space Axes: Your fleet's ground component is really good
Space Patrol: Your fleet is unusually well equipped with reconnaissance assets
Wunder Waffen: Your fleet has access to some kind of super weapons.
Well trained: Your fleet's normal troops and pilots are the best of the best.
Adventurous: You are ambitious, even when you've outrun your logistics. You especially love to attack.
All Flash: You absolutely cannot enter the field of battle until your ships are repainted, your glowy lines are all lit, and the mirror sheen on your exhaust tubes is bright enough to bounce lasers off of. You also take vandalism very, very poorly.
Berserk Button: There's something that sets you off. While you might be normal at other times, when faced with this issue you explode with no thought for yourself or your mission.
Bad Friend: You have a friend, subordinate or patron who you owe who is an awful person and thoroughly bad for you and you are very loyal too for some reason.
Bad Judge of Character: You have a bad habit of putting the wrong person in the wrong position.
Cruel: You're a merciless, cruel, war criminal. You bastard.
Demonized in the Press: Mass media or high nobles hates you for some reason, and wastes no chance to humiliate you on the news reels and sheets. Don't count on public support for your actions- and expect to be brought to task for any screwups, however minor.
Easily Tricked: You always fall for it.
Hoarder: You insist on keeping your best resources in reserve 'because we might need them later'
Honourable: You are overly concerned about civilians, especially civilians near you.
Lack of Moral Courage: You are for some reason completely unable to disobey the orders of your superiors, no matter how stupid. If you come up against someone with the Reinhard effect you're affected like an NPC. Counts as two flaws.
Lazy: You are at least 0.8 Fans on the Hyulick can't be assed scale.
Massive Psychological issues: You have a massive psychological flaw, like being obsessed with warfare and conquest, which trips you up all the time.
Monty: You're a shameless self publicist and don't get along with other Admirals
Napoleon: While you're a genius at politics and war, you're terrible at diplomacy.
Nelson: You have a terrible habit of putting yourself in front of gunfire.
Politically Unreliable: You are hated in the halls of government. Don't expect many resources.
Unreliable Politics: For some reason, be it love, conscience or friendship, you're linked to the other side of the war.
Romantic: You glory in the grand battle and can be easily drawn into it.
Secretly Crazy: You are secretly, or not so secretly, completely batshit. Unlike massive psychological issues, where you're basically sane but flawed, secretly crazy people are actually loopy, and prone to occasional fits of outright insanity and self destruction.
Temper: You have a nasty Temper and subordinates fear to deliver you bad news.
They're all my men: You care for the men and women under your command, not under your command, and even the ones fighting to kill you. You have to rescue every escape pod, care for every refugee, and absolutely refuse to kill when an enemy can be taken alive. Counts as 2 flaws. May not be taken with 'Honorable'
Worse than My [Keyword]: You're particularly bad at one particular type of warfare.
Zhukov: When it comes down to it you're extremely willing to spend your troops lives in order to gain success, even on relatively minor battles.
Bad Morale: Your subordinates do not trust you at all.
Light: Your fleet has few proper capital ships. In extreme cases your flagship may be the only one!
Reservist: Your fleet is made up mostly of generationally older, less capable ships.
Small: Your fleet is about half the usual size.
Unbalanced: Your fleet has a shocking lack of screening and scouting elements.
Insubordinate: Your Fleet had a habit of dashing off and doing stuff you wish it wouldn't.
Poor Logistics: your fleet always has difficulty restocking on resources for repair or resupply between (and sometimes during!) battles. Hope you like running out of ammunition
Telephone game: Orders from the the top (either from you or to you) rarely make it to the bottom in the same form they're issued.