Travels in Open Space: Witch Head Nebula
01 Nov 2020Vincent Serra
Witch Head NebulaFor years the Witch Head Nebula was only of interest to academics studying stellar phenomena and as a fuel stopover for travelers. Nowadays it's a bustling hub following the discovery of Meta-Alloys and the constant threat of alien incursion: bookish scientists mingle with grizzled combat pilots in a melting pot of activity reflecting the exciting nature of the new frontier.
History
Founding of An Enclave
Built in April 3303 the Witch Head Science Station served as a rest and refueling stop for travelers en route to the more well-known and frequently visited Barnard's Loop region. Generally the scientists kept themselves to themselves and never bothered anyone. All that changed in July of 3305 when Aegis discovered Thargoid Barnacle sites in the area and a new Meta-Alloy rush began. Suddenly the big three superpowers turned their gaze on the nebula and began to take notice. Six new Orbis star ports were quickly constructed and deployed to the region. Unfortunately for mankind, the Thargoids were unwilling to share the resources of the region and attacked the new arrivals with the aim of driving them back to the bubble. Luckily, brave AX pilots rallied to the cause and defended the fledgling colony, forcing the aliens onto the defensive. After a long and protracted battle, human pilots managed to keep the stations defended and supplied for long enough to establish a firm human bridgehead. The damaged stations were repaired by pilots flying supplies in from the bubble to provide pilots with local rest and repair facilities and the aliens were soon routed. The Witch Head Enclave was born.
The Alliance Takes Over
The camaraderie of the founding period could not last, however. In Jan 3306, Alliance factions, backed by the Alioth Council, broke the informal truce which had balanced the region since its inception and swiftly expanded across the region. When the final station - Cann Relay in Evangelis - fell in July of 3306, the Alliance held dominion over the entire Witch Head Enclave. This was the situation until October of that same year when the Xeno Research Group (backed by the Anti Xeno Initiative) regained control of the Witch Head Science Centre following elections in HIP 23759.
Recent Developments
In October of 3306, local Alliance commanders picked up a dangerous surge of Thargoid activity, but the aliens were quickly suppressed by local AX pilots supported by colleagues brought in from the bubble on specially commissioned AXI fleet carriers. Whilst the Thargoids have been pushed back for now, they still roam the spaceways, keeping a watch on the barnacles sites - their ships a constant reminder of the fragility of peace in the region.
Sights
Witch Head Science Centre
The WHSC was the first settlement built out in the nebula and remains one of the most impressive. Built out of a hollowed-out asteroid, it circles a pale gas giant giving stunning vistas of the planet itself, but also of the iridescent blue nebula itself. The station has recently been returned to the ownership of the Xeno Research Group following an agreement between AC & AXI allowing the XRG scientists to get back to work.
Barnacle Forests
Whilst not the largest barnacle sites in the known galaxy, the Witch Head Nebula provides a reliable source of valuable Meta Alloys for a variety of research uses. Thargoid Interceptors do visit these sites and whilst they are usually passive, it pays for commanders to be prepared either to run from or to engage any alien vessel.
Columbi's Haven/Pigeon John's Nest
"The Nest" is a civilian installation parked next door to Columbi's Haven just outside the planetary ring of planet #9 in the HIP 23759 system. Whilst it's a nice structure to interact with, commanders seeking some engineering data can scan the local satellites on the way past to obtain these for free. Word to the wise: installations can occasionally mess with your docking computer, so be especially vigilant if using one and be ready to take back flight control if necessary.
Combat
Thargoid Hunting
For AX commanders, the nebula is a veritable playground. Non Human Signal Sources can be found in abundance across most systems and in a variety of threat levels. Inexperienced commanders and try their hand the lower threat levels (levels 3-4) and work their way up. From there, level 5s and above are where the Interceptors can be found to test the abilities of more experienced AX pilots. Make sure to equip AX weapons and heavy armour before taking on even the smallest alien craft. For those who arrived in the nebula unprepared, there's a Guardian Tech Broker at Bray Landing/Yuanjia for your AX equipment needs - although they only stock AX multicannon turrets at size 2.
Bounty Hunting
Across the nebula there is a plethora of mining spots which inevitably attract pirates. Some of the most dangerous sites are where pirates have managed to block crime reporting signals. This has led local security forces to impose the highest bounties on ships in that area and they inevitably attract the most skilled pilots on both sides. Hazardous sites are fairly common across the nebula, but examples exist in HIP 23759, Balchder, Lembass, Haki and Ronemar.
Mining
Ring Systems
One of the benefits of mining in the Witch Head is that all of the planetary rings found in the region are pristine - meaning you can mine for many diverse commodities without worrying about the quality of the site. Icy rings can be found in Ronemar, Balchder, Lembass & Haki and metallic ones in HIP 23759 & Haki.
Mining Hotspots
For those after something a little more specific, there are hotspots for Tritium in Balchder, Void Opals in Lembass and Painite in HIP 23759 & Haki.
Exploration
As with all nebulae, most systems within a few dozen light years have been fully explored and mapped - especially those well-travelled routes towards other points of interest - but the Witch Head is also inconveniently on the very edge of a large (and well researched) permit-locked sector - COL 70. This means that exploration nearby the nebula isn't particularly favourable. Undiscovered systems can be found within 500 Ly of the nebula, but these are few and far between and likely to be the on the lower classes of star systems be prepared to see a lot of brown dwarfs before you can put your name to something new. If uncovering new systems is not your goal then head out and have a nose around. Just make sure to pack an AFMU don't for get your fuel scoop!
Local Services
Outfitting
As befitting its status as a frontier outpost, the Witch Head Nebula is not the best place to do any major ship building. Whilst A rated modules are available, they tend to be small sizes and generally only FSDs and thrusters - although a 6A fuel scoop can be purchased at Bray's landing in Yuanjia. Meanwhile, some specialist kit is not available at all, so bring your Kill Warrant Scanners and Pulse Wave Analysers from home.
Engineering
One unique thing the nebula does have is an engineer. Chloe Sedesi took up residence in the nebula after the establishment of the enclave in 3305. As an ex-pupil of Professor Palin, she helps visitors with similar upgrades - Frame Shift Drives (G3) and Thrusters (G5). Her base of operations - Cinder Dock in Shenve - also sells size 1 Enhanced Thrusters and Corrosive Resistant Cargo Racks as a nice bonus. She'll take exploration data to build reputation - so make sure you have some for her to save on materials.
Community Traders
There is a material trader for Manufactured materials in Jaralis at Ratchet Hub there is also Guardian broker in Yuanjia offering AX equipment and guardian unlocks.
Planning Your Visit
If you plan on visiting the nebula, you should ensure that you have a vessel which is capable of 30 Ly to get around the permit-locked regions between the nebula and the bubble as otherwise you may struggle to plot a route. Even so, a range of 50-60 Ly will make your journey much quicker and easier. You should do this even if you plan to arrive on a carrier because supplies are limited in the nebula and you may not be able to get back if you miss your ride. If you find yourself stuck, contact the Fleet Carrier Owners Club who may be able to help.
Longer term visitors should either hitch a lift on a Fleet Carrier or be prepared to utilise a local Shipyard's transfer function. Just bear in mind that transporting a fully combat-fitted Corvette will not be cheap and returning to the Bubble for any forgotten modules is a time-consuming prospect.
In 50 Words...
The Witch Head offers plenty of passtimes for the casual commander. There are myriad opportunities for mining, combat and trade in the nebula. While best suited to experienced commanders with credits to transfer ships – or access to a carrier, with a bit of preparation all commanders can enjoy the area.