ed9163 No.10179 [Last50 Posts]
SHADOWRISES SCI-FI NATIONBUILDER REBOOT
In this nationbuilder you are on an earthlike planet that has recently passed our technological level.
How to make your posts.
Name:
Colour:
Fluff/background:
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
Each turn you post 4 actions along with related bonuses that will affect the rolls and roll 4 d100. write "dice+4d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.
Combat actions are not part of the normal 4 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.
(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)
Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.
Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.
There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.
Territories: Territories are good for several things, it works as HP for your nation, It allows you to take resources, and lets you send your armies from more areas. And most importantly it looks cool on the map and lets you feel superior to those that have less territories than you do.
>> YOUR CAPITOL IS WORTH 3 OF EACH RESOURCE!!
Resources: Fertile(F) is fertile grounds and food.
Metal(M) is minerals, iron etc.
Oil(O) Is oil needed to have vehicles moving and energy produced. Each oil gives 1 free E.
Energy(E): is a produced resource and needed for various things.
Results: Your actions are divided into crit failures,failures, successes and crit sucesses.
a rolled 1= crit failure. something BAD happens here, it might be a nuclear reactor blows up in your lands or there is a revolt, whatever is fitting.
2-39= Failure.
40-80= Success.
81-99= double success
a rolled 100 = critical success. something REALLY GOOD happens for you, anything from finding Discovering how to manipulate the higgs boson to making REALLY good soup.
Tech progress goes ( /4 is how many steps each tech needs to complete)
Weak /4
average /6
Good /8
Excelent /10
Supreme /12
and no matter what you roll if several of your rolls are the same number then those actions combine and automatically succeeds. For example training solders rolled 70 and breeding dogs rolled 70 then they combine and the result might be that you get wardogs or some kind of chimera soldier due to a bored scientist happening to have nothing better to do.
Your armies will consist of different models that can be standard troops or unique to your faction. These models will be unlocked similarly to researching and will depend on what technology and such you have. What troop it is will determine the stats and what bonuses they might have.
All troops have stats that follow:
Name:
Recruitment: ( how much free resources you must have each turn to be able to recruit one)
Upkeep: (How many resources this unit takes from free to upkeep each turn)
Attack: The attack strength of the unit
Defence: The defence strength of the unit
Move: The mobility of the unit.
Extra: Extra abilities/info.
The standard units are:
Infantry:
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
tanks:
Recruitment: F:1 M1 O1
Upkeep: F1 M0.5 O1
Attack: 3
Defence: 1
Move: 3
Fixed defences:
Recruitment: F:1 M1 E1
Upkeep: F0.5 E1
Attack: 0
Defence: 3
Move: 0
____________________________
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ed9163 No.10180
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10181
Forgive me but I got no map editing program on hand, put me somewhere with condensed fertility.
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10182
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10183
>>10179
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10184
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10185
>>10179
Name: Red Sun Rising Empire
Colour: Dark Red
Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.10186
>>10179
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Hailing
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10187
>>10186
>>10180
Perk:
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
>>10181
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
tech: Bio-engineering weak
>>10182
Perk: Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
Tech: Psionics weak
>>10183
Perk: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
>>10184
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
>>10185
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
Tech: Vacuum power weak, Psionics weak.
>>10186
You're green now
Perk: Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
Tech: Mechanisation weak.
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ed9163 No.10188
| Rolled 65, 36 = 101 (2d100) |
1. Expand. We must grow into new lands. +5
2. Build a nursery where we may grow new children and better children. +5
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.10189
| Rolled 14, 79, 67, 9 = 169 (4d100) |
>>10187
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Weak)
Bonuses:
Armies:
1-2. First contact with the new environment comes as a sudden shock experience to the 204-B. The new visual cues and various other experiences, as well as first contact with wildlife is a great step in terms of encouraging further development.
(Increase Bio-Engineering)
3. This new world is different than anything the 204-B have ever experienced, their desire to hide and perceive overcomes any previous feelings of hunger. Immediate engineering to reduce detectable heat, sound and smell are set in motion.
(Develop Camouflage, mainly against orbital and aerial reconnaissance at first)
4. On a very basic level the 204-B are not much more than animals and food is a driving factor in their development. Many of them find themselves seeking out various types of food, naturally expanding their habitat.
(Expand towards Strong Fertility in the North)
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ed9163 No.10190
| Rolled 58, 32 = 90 (2d100) |
>>10188
Forgot we were rolling 4d100
3. Research into ways to incorporate the metals we mine into our children so they can grow better and better tools.
4. Expand
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ed9163 No.10191
| Rolled 10, 28, 94, 65 = 197 (4d100) |
>>10187
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
1&2. We need to upgrade our labs, they seem to be running on older equipment.
3. There is some fertile land right next to us, take control of it.
4. Begin researching upgrades to current 3D printing tech.
Armies:
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ed9163 No.10192
>>10187
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 3
>Metal: 3
>Oil: 3
>Energy: 3
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
1. Scout out the area of this new world we have arrived in, we must know the area if we are to build appropriate defenses
2.3 Our first priority is building up farms for the people we will have arriving here, go take that fertile land and begin building farms on it
4. our people's way of life must be preserved, both sides of it, first we shall build a monument to our japanese roots, a grand palace for the Emperor one that embodies the Japanese Bushido and Soviet Strength (+20 action)
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ed9163 No.10193
| Rolled 74, 98, 32, 7 = 211 (4d100) |
>>10192
aaaand the dice
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ed9163 No.10194
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
—
1-2-3-4. Seeing an odd world, the people attempt to build up their infrastructure. They gracefully manipulate whatever materials exist – stone is popular – into exceedingly elaborate buildings. Any People that find metals quickly appropriate them into research facilities and attempt to create odd gate-like structures. The goal is to stabilize the industrial base so that the initial colonists don't perish from the weather.
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ed9163 No.10195
| Rolled 21, 44, 2, 30 + 1 = 98 (4d100) |
derp
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ed9163 No.10196
| Rolled 39, 87, 76, 16 = 218 (4d100) |
>>10187
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
1. The War State High Command orders the immediate redistribution of agricultural land (expand north into medium fertility)
2. New [Combat Engineers] are trained, to assist in both civilian and combat engineering and construction, and to help maintain our massive equipment.
3. While a fleet of brand new [Sapper Tank] unti is being designed. These multi-purpose combat engineering vehicles can be used for both civilian and expansion and construction during peacetie, and fight in combat by being capable of both laying and clearing minefields, barbed wire, trenches and other hazards obsacles, as well as laying down roads. The War State uses every available resource both for peace, and war.
4. The gigantic artillery pieces lie in their beds upon the gigantic foundations of Fortress 001. Engineers quickly work to restore them to firing order, as they are the symbols of our civilization, and will fire blanks regularly to inspire our people as well as train artillery crews.
Monument: The Guns of Fortress Capital
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ed9163 No.10197
| Rolled 53, 98, 8, 32 = 191 (4d100) |
>>10187
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: Mechanization weak.
Bonuses:
Armies:
Perk:
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
19 turns remain
1 Bob's Colony Labs. To learn all we can about the resources of this planet and how we can make machines to be powered by these resources that are different to our own we will have to make new designs suited to the gravity and weight of material on this world and withstanding
2 Expand into nearby oil rich lands
3 Construct some mechanized warriors
4 Developed more efficient mechanization to fit this world
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ed9163 No.10198
>>10188
You expand into new lands where you start setting up a new nursery that shall allow you to guide the development of your children. This guiding right now is going too slow, as evident with the introduction of harder minerals into the bark.
+1 territory, 1/8 guiding nursery.
bonus: +1 metallic bark.
>>10189
Open air. Wind. Sunlight. These are all firsts. The swarm hunts, eats and incorporates traits from the lifeforms surrounding them. Small changes as starting to appear in certain strains at a more and more rapid pace. The swarm has never had such an opportunity before.
3/6 bioengineering average, 1/4 Camoflague weak.
>>10191
The updating of equipment takes time. Apparently there is A LOT of outdated equipment out there.The expansion however goes better than expected and you claim the fertile lands.
1/3 3d-Printing weak, +2F, +2 territory.
Bonus: +1 research.
>>10192
It appears that you are on a huge island, rich in resources and you are picking up transmissions. After some decoding of their strange languages it appears that they are not human! There appears to be other life on this planet. The expansion goes well and not just farmable lands are here, but also minerals that can be mined easily! The construction of the palace is postponed when they find a better place to build it right before they begin construction.
+2 territory, +1 F, +2 M
>>10194
The People are not used to working in this world and it takes time for them to learn. But they get going and start setting up buildings to make it all easier for them.
Bonus: +1 industry
>>10196
The designing of brand new designs for your army goes well. However there seems to have been some neglect in other areas. Those new sapper tanks would surely have aided in the expansion if only they had been completed.
2/3 Combat engineers, 1/4 sapper tank.
>>10197
Some quick surveys of this world indicate the possible need of warriors and designs are quickly created. This is followed by rapid expansion into useful lands.
+2 territory, +1 Oil,
Mechanized warrior
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
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ed9163 No.10199
| Rolled 6, 67, 44, 29 = 146 (4d100) |
>>10198
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Weak)
Bonuses:
Armies:
Bio-Engineering (Average) 3/6
Camouflage (Weak) 1/4
1-2. As the 204-B continued to experience the various sensations of the world their bodies continued to adapt, instinctively and seemingly uncontrolled. How much of this change had been predetermined by their creators remained questionable and whether or not they would be forced to take additional steps once they became unable to track the 204-B development from orbit was still up for discussion.
(Bio-Engineering (Average) 3/6)
3. It was unknown whether this world harbored predatory wildlife that would strike from the skies and pose a considerable threat to the species that had been newly released into the eco system, however deeper than any other signal they all shared a natural fear. A fear of what was above and beyond the sky. Metaphorically speaking one could have went as far as to say they feared what was amongst the stars. The most natural explanation was however that they feared their masters and somehow felt their watchful eye burning on their plated skin.
(Camouflage (Weak) 1/4)
4. Further expanses into other fertile territories would not occur based on planning, but on natural curiosity and expansion of the species' hunting grounds.
(Expand to fertile grounds)
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ed9163 No.10200
| Rolled 59, 84, 97, 12 = 252 (4d100) |
>>10198
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 5
Metal: 3
Oil: 3
Energy: 3
Territory: 3
Tech:
Bonuses: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
+1 research.
Armies:
1&2. Begin building a military research complex in some of the newly claimed lands that really has nothing. So if things blow up horribly no one will be hurt, or see.
3&4. 3d-printing weak +1?
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ed9163 No.10201
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ed9163 No.10202
| Rolled 92, 7, 99, 4 = 202 (4d100) |
>>10198
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4
>Metal: 5
>Oil: 3
>Energy: 3
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
1.2. Build the palace (+20 Action roll 1)
3. It is time to build defenses, the modular turrets of the Empire should be a good start
4. Let us train up an army Soviet Conscripts shall be our start, with Samurai Sergeants and Officers.
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ed9163 No.10203
| Rolled 1, 89, 5, 74 + 1 = 170 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: Psionics weak
Armies: [none]
Bonuses/Perks: Perk: Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
Actions
—-
1-4. The industrial base continues to be a major concern for the People; and they make increased efforts to build. The hard weather seems to make the effort stall, but a few manage to develop a better understanding of the general makeup of the world. They continue a frantic attempt to construct the basic shelters, infrastructure, and gateways.
The People are, and always have been, stubborn. It's what makes them special among the star-faring races. It's not generally clear why this is the case: xeno-anthropologists insist it's because The People don't have a proper body, and that this allows them to have a type of neurosis not found in other races. However, this issue is open for debate.
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ed9163 No.10204
| Rolled 29, 38, 18, 87 = 172 (4d100) |
>>10188
1.2 Guiding Nursery (1/8)
3. While the metallic bark isn't suited for much, it does make those amongst us who fight a little bit hardier. Perhaps it is time to formalize it and create a new type of Child whose sole purpose is to fight.
4. Expand to new lands and new resources.
+5 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 2
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10205
| Rolled 34, 39, 24, 6 = 103 (4d100) |
>>10198
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
1. Expansions into the farmlands north will be pushed forward.
2. Combat engineers continue their training 2/3
3. The new Sapper Tank is designed with care and versatility 1/4
4. Keep working on our monument, the Guns of Fortress Capital
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ed9163 No.10206
| Rolled 21, 74, 85, 27 = 207 (4d100) |
>>10198
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 3
Oil: 4
Energy: 3
Tech: Mechanization weak.
Bonuses:
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
18 turns remain
1 Expand into the nearby stage 3 oil bearing territory. industry preformed by the mini-bots is an interesting sight. As the mini-bots form into the tools themselves and assembled machines can be formed from several mini-bots until set industry can be put in place.
24 Research Facility Project, Stream to Tanktonitron. A great metal disc is raised to receive designs from Tanktonitron's Library. The Comprehensive collection of designs from colonies all across the cosmos have been gathered for use of other colonies that can utilize all sorts of materials to create the machines needed to expand transformer civilization. The only thing needed is the specifics of the planet and the materials deconstructed in a special chamber that performs key experiments to verify the qualities of the material so they can be matched to designs that can create the most efficient form and function.
We throw pieces of metal, drops of oil and anything we can find into the chamber and then we let Tankttonitron's Library sort through the files to find a design that fits our needs.
3 Research Mechanization average. The more efficient the form of our mechanized brethren the more quickly we can advance ourselves.
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ed9163 No.10207
| Rolled 93, 17, 24 = 134 (3d100) |
>>10199
The development so far proceeds roughly as expected. No big surprises there. There had not yet been much expansion among the swarm yet. Their numbers too small so far.
4/6 bio-engineering average. 2/4 camouflage.
>>10200
There are rumors of a new top-secret military complex being constructed. These rumors are completely true. But that's not something mentioned out loud. People are saying that they are using the new 3d-printers for that. Capable of constructing new tools on the spot. Or even weapons if you don't have the commercial blocks.
3/12 Military research complex. 3d-Printing weak.
>>10202
The construction of the palace is underway and fixed defences are placed around it to be able to repel any dangers.
3/8 Palace, +3 standard fixed defences,
>>10203
Your people notice a good rockformation and expand there quickly. Using your psionics to cut into the rocks and fill it with strange energies. It being thousands or millions of unguided streams it combines in strange and unforseen ways and the new town has a powerful glow that works as a resonance chamber for any psionics. Strengthening the psionics used and using it the increase the power of itself.
+1 territory. perk: [Glowtown monument: You can use this town to amplify your psionics used, the area it affects grows with each use and the bonus it gives increases by 5 per use. starting at +5.]
>>10204
The nursery grows. Quite literarly, its brances expand to take the required shape. The concept of a soldier is still foreign to the flowering, so they are having some issues with the design. The expansion however goes well.
2/8 nursery, +2 territory, +2o, +1f
>>10205
The new engineering corps are finally founded, With a focus on construction and the laying/dismantling of fortifications and deployables. A truly proud day for the state.
Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
>>10206
You start the construction of the huge facility which will houce the tanktonitron datastream which will allow your people to connect to the grand data-network yhe transformers have.
3/14 Tanktonitron datastream
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ed9163 No.10208
| Rolled 59, 19, 80, 9 = 167 (4d100) |
>>10207
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
1. Recruit our first division of Combat Engineers.
2.Continue the design for the Sapper Tanks, they will aid us in further expansion 1/4
3. Press on northward, and let nothing in your way!
4. Work on the monument is slow, but meticulously careful.
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ed9163 No.10209
| Rolled 6, 32, 3, 40 = 81 (4d100) |
>>10207
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4
>Metal: 5
>Oil: 3
>Energy: 3
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
+3 standard fixed defences
1.2. Continue work on the Palace, this place shall be a stronghold and a symbol of new hope 3/8
3. gather the soviet Conscripts, we must have an army ready for any attacks
4. much of our Psionic and Vacuum research has been lost, let us build a Research lab to try and regain some of it (+20 action)
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ed9163 No.10210
| Rolled 43, 70, 71, 78 = 262 (4d100) |
>>10207
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 5
Metal: 3
Oil: 3
Energy: 3
Territory: 3
Tech: 3d-Printing weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies:
1&2. Military complex 3/12
3. Recruit a national guard so we actually have a basic army.
4. Research some upgrades to renewable energy, such as solar or wind, or nuclear.
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ed9163 No.10211
| Rolled 60, 80, 54, 67 = 261 (4d100) |
>>10207
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Weak)
Bonuses:
Armies:
Bio-Engineering (Average) 4/6
Camouflage (Weak) 2/4
1-2. Nothing beyond expectations, research data showed predictable amounts of adaption to new surroundings however some surprising lack of initial hostility as well as territorial awareness.
(Bio-Engineering (Average) 4/6)
3. Despite some light color adaption not a lot of evolution had taken place amongst the 204-B, checksums were all coming out clear and the signal was stable as always.
(Camouflage (Weak) 2/4)
4. The territorial confinement of the 204-B had proven as a surprise to the men responsible for the project. Certainly this was the malfunction of one or several strains which had been evaluated incorrectly.
(Expand to fertile grounds)
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ed9163 No.10212
| Rolled 23, 23, 27, 36 = 109 (4d100) |
>>10207
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Industry: 1
Territory: 2
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument]
Bonuses: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
Actions
—
1. There is increasing anxiety about utilizing the monument to amplify psionic abilities and tensions rise. Eventually a fairly nasty dispute about the issue erupts in The People's council chambers; there are several injuries.
However, despite the political situation, the situation on the ground is dire. With infrastructure stalled and anxiety mounting, it is generally agreed that a limited use of the monument is agreeable so long as usage is tapered off.
The People continue their infrastructure development with the help of the Glowtown monument. As soon as the industrial base is properly established, the monument will be transitioned to a thing of research.
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ed9163 No.10213
| Rolled 78, 47, 59, 94 = 278 (4d100) |
>>10207
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 3
Oil: 4
Energy: 3
Tech: Mechanization weak.
Bonuses:
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
17 turns remain
3/14 Tanktonitron datastream
12 Continue work on the Datastream facility.
34 Expand to nearby oil and metal bearing fields.
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ed9163 No.10214
| Rolled 73, 14 = 87 (2d100) |
>>10208
The engineers march out from their academies and continue straight out. One company claiming the oilfields to the north and the other head north of the oilfields.
+2 combat engineers, +2 territory, +2 F
>>10209
Most effort is directed at the new Lab. And it's noticeable as most other progress grind to a halt.
1/10 vacuum/psionics research lab
>>10210
instead of the usual small military units your nation has had they now have recruited large-scale and organised them. That migth be a good idea if what you've heard about the rest of the planet is true.
There is some progress in the nuclear fission department.
5/12 military complex. +1 standard infantry. 2/3 Nuclear fission weak
>>10211
Suddenly the rate of adatiation exploded without warning. The coloration of the swarm has shifted and there has been a noticeable lack of emissions all over the spectrum. Not enough to alarm the watchers, but it is noticeable. This also coincides with the expansion to lands of extreme fertility. Causality is yet to be determined.
Bion engineering average. Bio engineering good 1/8. camouflage weak. +1 territory, +3 Fertile
>>10212
Tensions abate a bit with the decision and with the development of means of measuring the buildup of psionic energies in glowtown. It's deemed that there is still some use left before there is a risk. But undue risks are deemed foolish. But with the help of Glowtown a lot of industrial buildings and equipment are created out of various matter.
Bonus: +7 Industry,
Glowtown bonus at +15 Glowtown measurements (supercritical expected at +30. Please keep track of this)
(your [psionics] is a perk, not a bonus. FYI)
>>10213
The construction of the datastream goes well. Tanktonitrons being good at constructing, just as expected even on this world. Quick expansion followed to areas rich in resources that will be of much use.
(remember that each Oil also added 1 energy.)
6/14 Datastream, +4 territory, +1M, +3O
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ed9163 No.10215
| Rolled 66, 17, 45, 2 = 130 (4d100) |
>>10188
1.2 Guiding Nursery (2/8)
3. While the metallic bark isn't suited for much, it does make those amongst us who fight a little bit hardier. Perhaps it is time to formalize it and create a new type of Child whose sole purpose is to fight.
4. Expand to new lands and new resources.
+5 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.
Territory : 4
Fertile: 4
Metal: 3
Oil: 5
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10216
| Rolled 98, 43 = 141 (2d100) |
>>10215
you get updated here
+2 nursery progress. 1/4 Armored child,
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ed9163 No.10217
>>10216
Thanks!
1.2 Guiding Nursery (4/8)
3. Armored Child (1/4)
4. Expand to new lands and new resources.
+5 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 4
Fertile: 4
Metal: 3
Oil: 5
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10218
| Rolled 48, 8, 1, 57 = 114 (4d100) |
>>10214
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 5
Metal: 3
Oil: 3
Energy: 3
Territory: 3
Tech: 3d-Printing weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
1&2. Military complex 5/12
3. Nuclear Fission 2/3
4. Expand towards the nearby metal sources.
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ed9163 No.10219
| Rolled 45, 85, 26, 81 = 237 (4d100) |
>>10217
dice
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ed9163 No.10220
>>10214
For some reason I posted as anonymous
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ed9163 No.10221
| Rolled 42, 33, 91, 38 = 204 (4d100) |
>>10208
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [2]
Metal: 3 [1]
Oil: 3 [1]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
2 Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
1-2. Great efforts are put forward to break the deadlock of Sapper Tank research 1/4
3-4. Meanwhile, both units of Combat Engineers, now with some field practice, head back to Fortress Capital to continue their on the job training through restoring the Guns of Fortress Capital to order.
+4 to roll
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ed9163 No.10222
| Rolled 38 (1d100) |
>>10218
roll to not get fucked
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ed9163 No.10223
| Rolled 89, 60, 96, 25 = 270 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Industry: 8
Territory: 2
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. With the development of the industrial base to a sufficient size, utilization of the monument ceases entirely and it is cordoned off for an emergency. Guards are stationed.
2. The People begin to develop elaborate underground networks of tunnels deep below the ground. These tunnels expand the control of the current territory the people are able to utilize. This is effectively expansion, but it is also a deployment of manufacturing capacity to refine psionic fabrication techniques.
3. The expansion of the underground networks is laced with defenses – mines, pits, and psionic turrets of elegant manufacture.
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ed9163 No.10224
| Rolled 56, 23, 87, 56 = 222 (4d100) |
>>10214
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 7
Energy: 7
Tech: Mechanization weak.
Bonuses:
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
16 turns remain
6/14 Tanktonitron datastream
12 Tanktonitron datastream. The large disc is able raised and lowered to come under the protection of a mechanized dome to shield it from any weather and unwelcome guests.
3 Expand towards nearby oil fields
4 Design Mini-bot Engineers, small to minimize their resource drain like most mini-bots but suited with various tools and able to change form into other industrious machines and combat equipment so that they can participate in civil and martial efforts.
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ed9163 No.10225
| Rolled 95, 6, 36, 58 = 195 (4d100) |
>>10214
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
+3 standard fixed defences
1.2. Continue to build the palace, get it finished 3/8
3.4. Work on the Research lab too 1/10 (+20 roll 4)
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ed9163 No.10226
| Rolled 26, 53, 39, 61 = 179 (4d100) |
>>10214
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 1/8
1. Evolution knew no stopping and would continue the same way it always did. Passively in the background.
(Bio-Engineering (Good) 1/8)
2. The 204-B would evolve territorial thinking, driving passive expansion to more fertile lands.
(Passive Expansion ho!)
3. Slowly adapting to other local predators the 204-B continued to evolve natural weapons in order to take on bigger and armored animals.
(Evolve Natural Weapons)
4. A great and unexpected step towards advanced bio-engineering would be the capability to melt down materials into a highly energetic goo that would find use in order to regenerate injuries, as well as serve for construction purposes and the creation and adaption of new advanced subspecies.
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ed9163 No.10227
| Rolled 33, 93, 1 = 127 (3d100) |
>>10226
>>10217
The Nursery approaches completion. And your people can Taste the hope for future generations. And Just in time it might be as a Huge explosion is detected down southwest in the lands of the ascended and radioactive winds start blowing in. Never before has a spliced in radioation resistance been considered an option as the only radiation encountered had been beneficial from the sun.
7/8 nursery, +2 territory, +3 O. -1 action next turn
>>10218
The Nuclear fission testing facility is completed. For safetys sake it was built far away from the capitol. The nation watches as this revolutionary new technology is tested. Able to give cheap energy to the people! The the blinding light, The blast that knocks debirs flying, the alarms, the rushes to underground shelters. Radioation lingers and people are dying by the masses. But there is hope for the future when the radioactivity lessens and those most sucpetible dies.
only 2 actions next turn. 1 action the turn after that. -2 territory. -2 F.
>>10221
The sapper is making great progress and the engineers are probing their worth. However soon all news is dominated by the blast that came from the west. From the lands of the Ascended. Radioactivity floats in on the winds, Killing and making sick. This is nothing new but it still slows down the work.
2/4 sapper tank, 3/8 fortress progress, -1 Action next turn.
>>10223
As a defensive perimeter is erected around glowtown the controversy dies down a little. The People use what they learned from making glowtown and starts diggin. Making housing and tunnels to expand the land. And with it comes specialized defences for the tunnels. To the east a huge energy erruption is sensed from the lands of the ascended. It's felt into your very beings.
[Glowtown is weakly guarded], +1 territory, +2 Static defence expertice.
>>10224
Your people expand into areas with oil, the source of a primitive, but still lifegiving energyform. The remodeling of a few mini-bots is underway to adabt them to new tasks.
To the southeast a huge energy erruption is detected from the lands of the ascended.
7/14 datastream, +2 territory, +1 oil, 1/4 combat engineer minibots.
>>10225
The drawings for the palace are redrawn to make it even grander and more awe-inspiring. High-tech commandcentrals are added and various wings devoted to a multitude of tasks are added. To the south a huge blast is detected from one of the sources of transmission you've intercepted earlier.
palace 5/16 (will upgrade your perk to upgrading the roll one step instead of +20), 3/10 lab.
>>10226
Small changes, hardly detectable constantly occur in the swarm. Hard to predict they change with every new experience. Who knows what will happen in the future?
2/8 bio engineering, 1/12 passive expansion, 1/4 Sharpened limbs weak, 1/4 regeneration weak.
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ed9163 No.10229
| Rolled 18, 71, 22 = 111 (3d100) |
>>10227
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [2]
Metal: 3 [1]
Oil: 3 [1]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
1-2. The Engineers continue to work within the security of military research facilities, undisturbed by the heavy fallout outside. 2/4 Sapper Tank
3. However, the need is made clear for more encompassing full body protective suits for soldiers and civilians. While a combination of gas masks and bunkers renders those within the city safe, nuclear or chemical fallout on the battlefield or viral attack could slow down an assault, so efforts are made to redesign and distribute more effective full body suits to the masses.
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ed9163 No.10230
| Rolled 54, 82 = 136 (2d100) |
>>10227
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: 3d-Printing weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
1&2. Well shit. Start getting up some countermeasures against radiation and start clearing it out in the capital. That land is going to be fucked for a good long time though.
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ed9163 No.10231
| Rolled 15, 33, 11, 36 = 95 (4d100) |
>>10227
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 2/8
Passive Expansion 1/12
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 1/4
1. Evolution was merely a natural part of 204-B and as such it would continue to happen.
(Bio-Engineering (Good) 2/8)
2. As every natural predator 204-B would continue to expand their territories in search of more prey.
(Passive Expansion 1/12)
3. Survival of the fittest was still a thing and in order to be just a bit fitter this artificial race would need to grow more dangerous limp.
(Sharpened Limbs (Weak) 1/4)
4. (Regeneration (Weak) 1/4)
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ed9163 No.10232
| Rolled 18, 17, 61, 90 = 186 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Industry: 8
Territory: 3
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge; weakly defended]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. Panic erupts following the detonation. The people redouble their efforts to entrench into the ground; this time they add additional radiation shielding to their increasingly large underground cities and tunnel networks. They are now byzantine in character, stretching for kilometers into the ground; they snake in precise and elegant angles, with much thought put into them. Construction teams work frantically, nervously, as reports begin to filter in – some of The People have begun to appear in ill health.
2. Research begins in one of those hidden underground vaults. A small team is assembled to begin a more formal investigation of the Glowtown Monument; this team, drawn from the best of society, begin their research. The monument must be understood, duplicated, and commanded. Guards around the site increase as work begins; small lights and small vehicles can be seen moving through the interlocked checkpoints that ring the monument.
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ed9163 No.10233
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ed9163 No.10234
| Rolled 11, 75, 51, 75 = 212 (4d100) |
>>10227
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 8
Energy: 8
Tech: Mechanization weak.
Bonuses:
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
15 turns remain
7/14 Tanktonitron datastream
1/4 combat engineer minibots.
12 Datastream. The datastream will allow us to transfer all the data we have collected thus far, including this recent high energy reading which should let us gauge a few things about the planet
3 Expand to oil rich lands nearby
4 Expand to nearby metal laden fields
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ed9163 No.10235
| Rolled 72, 54, 74 = 200 (3d100) |
1.Guiding Nursery (7/8)
3. Armored Child (1/4)
3. Study this new phenomena. It seems to cause mutations beyond even what we can do ourselves. Perhaps we can use this to make future generations of Children even greater then we ourselves are.
+5 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 6
Fertile: 4
Metal: 3
Oil: 8
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10236
| Rolled 62, 17, 28, 92 = 199 (4d100) |
>>10227
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
+3 standard fixed defences
1.2. work on palace (+20 action roll 1) 5/16
3.4. Lab progress, make it so 3/10
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ed9163 No.10237
>>10229
The engineers continue on. Driven by the knowledge they make great progress. They feel like they soon can test their prototypes.
3/4 Sapper tank
>>10230
Nothing futhers technology like an emergency or war. Soon buildings and people are protected from the worst of the fallout and the particles. Though not fully.
NBC protection Weak.
>>10231
The swarm goes on with their business. Always changing, not always beneficially. But when not the swarm soon culls the weaklings.
2/4 regen weak.
>>10232
Amidst the panic secret work is carried out. The secrets of Glowtown must be understood. The power in it is too great to be left alone. Some secrets are being unraveled. But if the people know of what was going on there would be more than this small panic…
3/14 Glowtown monument understanding (using glowtown to boost this will give a +1 success for each action)
>>10234
You expand your nation quite well and get an area with almost unprecedented ammounts of oil in it.
8/14 datastream, +3 territory, +3 O.
>>10235
The strange effect this force has… It affects the dna itself, breaking it up. And it could have even more uses than that! power! destruction!
The nursery however is completed, allowing for a more in-depth guiding of the development of a child.
1/4 Nuclear fission. 2/4 Armored child.
[Guiding Nursery] Increases the +5 to +7
>>10236
The construction goes forward at a remarkable pace.
7/16 palace, 5/10 lab.
>> ASTEROID SWARM INCOMING IN 3 TURNS.
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ed9163 No.10238
| Rolled 73, 73, 95, 98 = 339 (4d100) |
>>10237
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
Vacuum power weak, Psionics weak.
Perk: +20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
you
>Armies:
+3 standard fixed defences
Palace 7/16
Lab 5/10
1.2.3.4. Program the Turrets to take out the Asteroids if they come too close to our civilization (+20 on 1st roll)
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ed9163 No.10239
| Rolled 45, 53, 89, 59 = 246 (4d100) |
>>10237
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 2/8
Passive Expansion 1/12
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-4. As evolution expansion was no linear or one lined progress. Certainly research data suggested that 204-B did not have the same aggressive intentions as it's predecessors.
(Passive Expansion 1/12)
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ed9163 No.10240
| Rolled 30, 7, 68 = 105 (3d100) |
>>10237
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: 3d-Printing weak, NBC protection Weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
1. expand towards metal
2&3. Military research complex 5/12?
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ed9163 No.10241
| Rolled 100, 34, 60, 74 = 268 (4d100) |
1. Expand
2. With the Guiding Nursery complete it is time to once again work on incorporating metal into the development of our Children so they may grow stronger and stronger tools.
3. Armored Child (2/4)
3. Nucleur Fission (1/4)
+7 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 6
Fertile: 4
Metal: 3
Oil: 8
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Guiding Nursery : +2 to all tasks
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10242
| Rolled 57, 57, 68, 75 = 257 (4d100) |
>>10237
1-4. Astronomers and scientists viewing the sky via telescopes warn of impending asteroid impact!
Alll engineering efforts immediately go towards the completion of the Guns of Fortress. To blast them out of the sky with gigantic firepower!
+4
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ed9163 No.10243
| Rolled 78, 78, 61, 38 = 255 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Industry: 8
Territory: 3
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge; weakly defended]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—-
Actions
—-
1/2. Word of the oncoming asteroid impact has spread despite attempts to contain the news. Construction crews burrow deeper and farther in an attempt to escape the worst of the impact. They grow increasingly effective at their construction efforts, and soon the byzantine tunnel networks turn into an infinity of tunnels.
2. The Glowtown Monument research continues. 8 charge is expended to speed research on the monument; the panic motivates the research time better than other incentives ever could.
3. Fearing the chance of an impact striking the monument – now that is partially charged – The People begin construction of a massive armored edifice around the structure. This doubles as a research laboratory for more generalized research, and no expense is spared. Off-hour construction prevents the crews from noticing the transition of the research team.
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ed9163 No.10244
>>10243
The numbering is off – it should just be 1, 2, 3.
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ed9163 No.10245
| Rolled 71, 28, 42, 7 = 148 (4d100) |
>>10237
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 11
Energy: 11
Tech: Mechanization weak.
Bonuses:
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
14 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
1234 Create defenses on our industry and capital with an anti-fire system that will shoot liquid and foam materials that will put out flames and prevent the fires from spreading to minimize damage from the incoming swarm.
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ed9163 No.10246
| Rolled 29, 61, 80 = 170 (3d100) |
>>10238
This new development in the system poses a great threat to the continued survival of the human race. And as a result all the focus is also put there. Big updates to missiles, railguns and all manner of weaponry is developed. Incredible large and impractical in anything but fixed defences they still are enough to take down most asteroids and should provide if not full, then atleast adequadte protection from the swarm as long as you don't get a too heavy concentration of them on you.
Perk: [Turret masters, all static defences get an additional 0.5 defence.]
tech: Anti-air average, Turrets average, Air-to-space weaponry weak.
>>10239
204-B does indeed seem to be more of a careful expansionist and much more deliberate in its actions than earlier strands.
6/12 passive
>>10240
The asteroid swarm is deemed not all that important in ligth of recent events it seem and work goes on as usual among the ascendant.
6/12 progress.
>>10241
With the introduction of the nursery the flowering empire experiences a populationboom of unseen proportions. The children spread out and settle the lands and afterwards the nations is probably four times as large as it once was. This truly is the golden age. Even the news of the asteroid swarm pales in comparison to this.
+15 territory, +1F, 3/4 Armored child, 2/4 fission.
>>10242
The news of the Asteroid swarm leads to ever greater efforts in completing the gunfortress, now with increased weaponry as well. Not just guns capable of hitting land but also targets in the air and to a lesser degree in space above.
[Gunfortres Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
>>10243
The people dig deeper and farther. As right now a large asteroid could take out the entire nation they are set on expanding and ensuring the survival of the nation, no matter what. This leads to much better understanding of how to tunnel well and and quickly. The framework of an armored dome is being constructed around glowtown and in secret work is being conducted to understand and experiment on glowtown, hidden by the construction. Talk about glowtown emmitting more light is dismissed as the result of the lights set up by the construction crews.
+10 territory, +1 O, +2F, 6/14glowtown understanding, glowtown charge at 20 (it seems to increase by 5 per action), +5 tunneling, 1/10 armored glowtown
>>10245
Work is done to improve the emergency response to catastrophies. Such as the possibility of massive asteroid strikes.
+3 emergency response.
>>2 TURNS TO ASTEROID SWARM
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ed9163 No.10247
| Rolled 2, 80, 35, 12 = 129 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 3
Industry: 8
Territory: 13
Bonuses: +2 Static defence expertise, +5 tunneling
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 20 charge; weakly defended]
Items In Progress: 6/14 Glowtown understanding; 1/10 armored Glowtown shell
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1/2. Continued application of the Glowtown energy to research on the monument continues. The research seem is feeling increasingly confident, even with the increasing charge. A certain ethical laxity seems to fall over the research team as progress moves forward – the nihilism of an approach asteroid, a hostile planet, and a possibly explosive monument seems to have deadened the anxieties one held by younger members of the team. Substance abuse is common, which is all the more strange given that The People don't seem to have bodies…
In a stupor, one of the research team hits on the idea: move the monument into the deepest tunnels.
3/4. Construction on the armored shell of the Glowtown monument remains a consideration and resources are pumped in. As more time passes, the construction crews are finding that their tunnel building methodologies are oddly effective when applied to scaffolding and fabrication techniques. Word eventually comes down that the monument is to be moved; a risky gamble, but considered worth it given the general fear that prevails and the possible destruction of The Peoples. It is unclear what will happen. If it goes well, the shell will be able to add an additional layer of defense, but if the monument is dropped or shaken improperly, however, it could go poorly. Very poorly.
At this point any hope of keeping the research on the monument a secret has faded.
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ed9163 No.10248
| Rolled 6, 19, 60, 70 = 155 (4d100) |
>>10246
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
Palace 7/16
Lab 5/10
1. Work on the palace 7/16
2.3.4. Build a Vacuum device that we can use to direct mineral rich asteroids to the outskirts of our territory so we may mine them (+20 action roll 4)
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ed9163 No.10249
| Rolled 63, 96, 57, 66 = 282 (4d100) |
>>10246
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: 3d-Printing weak, NBC protection Weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Military complex 6/12
1-4. Right… Well then, good thing we have a missile defense system in the capital, I think, and we can get it into a position to shoot down asteroids when they are in the the atmosphere and still possible to blow to small enough pieces to burn in the atmosphere. At least the asteroids aimed at us.
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ed9163 No.10250
| Rolled 70, 47, 24, 52 = 193 (4d100) |
>>10248
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [2]
Metal: 3 [1]
Oil: 3 [1]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-2. Our Combat Engineers man the Guns of Fortress 001, preparing to fire its first shots in anger for the defense of our mission.
None but the most massive of guns aimed toward the sky at intense angles, as trajectories and payloads and velocities were calculated. Huge, high explosive shells would be launched with proximity fuses set to detonate upon the asteroids, either demolishing them or knocking them off course from the path of our city.
Already scientists were hard at work checking telescopes and making frantic calculatings to tell which asteroids that now zoomed over earth would be the ones to land on our city.
More quietly however, High Command itself has decreed in small pieces of papers handed privately that any scientist or engineer that successfully manages to cause an asteroids to land in a way that they can be reached for study, but not close enough to harm the city, are handed out.
+4
3-4 In the event some of the asteroids still make it past, we're going to need those sapper tanks to help with both future repairs and expansions 3/4
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ed9163 No.10251
| Rolled 91, 45, 84, 98 = 318 (4d100) |
>>10246
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 2/8
Passive Expansion 6/12
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-4. Entirely unaware of the cosmic events conspiring to erase life on the small planet they had been deployed to 204-B continued it's usual routine of feeding, slowly but inevitably expanding accross the continent.
(Passive Expansion 6/12)
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ed9163 No.10252
| Rolled 61, 84, 15, 19 = 179 (4d100) |
>>10246
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 2/8
Passive Expansion 6/12
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-4. Entirely unaware of the cosmic events conspiring to erase life on the small planet they had been deployed to 204-B continued it's usual routine of feeding, slowly but inevitably expanding accross the continent.
(Passive Expansion 6/12)
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ed9163 No.10253
| Rolled 43, 8, 33, 44 = 128 (4d100) |
>>10246
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 2
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
Armies:
Bio-Engineering (Good) 2/8
Passive Expansion 6/12
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-4. Entirely unaware of the cosmic events conspiring to erase life on the small planet they had been deployed to 204-B continued it's usual routine of feeding, slowly but inevitably expanding accross the continent.
(Passive Expansion 6/12)
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ed9163 No.10254
| Rolled 72, 49, 46, 54 = 221 (4d100) |
>>10246
>>10246
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 11
Energy: 11
Tech: Mechanization weak.
Bonuses: +3 Emergency Response
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
13 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
1234 Raise a mechanized dome over the capital, complete with turrets and platforms for sallies against invaders from land, air and space.
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ed9163 No.10255
http://pastebin.com/SGiE612M
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
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ed9163 No.10256
| Rolled 47, 95, 99, 96 = 337 (4d100) |
PERK ACTIVATES! Gain a M for the fifth F.
1. Prepare the Children for the asteroids. Have the diggers create emergency bunkers within the earth.
2. With the Guiding Nursery complete it is time to once again work on incorporating metal into the development of our Children so they may grow stronger and stronger tools.
3. Armored Child (3/4)
4. Nucleur Fission (2/4)
+7 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 21
Fertile: 5
Metal: 4
Oil: 8
Energy: 3
Tech:
Bonuses:
Metallic Bark : +1
Guiding Nursery : +2 to all tasks
Armies:
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10257
| Rolled 88, 25, 1 = 114 (3d100) |
>>10247
With controlled digging and collapsation of tunnels under glowtown it's starting to get lowered downwards while the shell no longer has to be as high. The progress goes well and it MIGHT even be completed in time for the asteroid swarm. But if nothing else a partly completed protection might help against shrapnel and shockwaves from indirect hits. The studying is ignored for now as the nation holds its breath as the massive work of lowering and shielding a mountain is underway.
1/10 armored glowtown shell turns into 4/12 Armored glowtown pit.
>>10248
Fairly certain of their safety the empire now turns to how to use this to their advantage. The great minds of the empire comes up with a theoretical weapon that could collapse an area upon itself. Potentially deflecting one of these asteroids if needed to an area that would be more suitable for the Empire. Or for usage in war. Or a multitude of other uses.
3/8 Vacuum-projector
>>10249
Work is undertaken to bring the missile batteries at the capital up to date as the sheer magnitude of the swarm is detected. The scientists labour day and night designing new missiles that are supposed to be able to go into space and intercept things above stratosphere
Tech: Surface-to-space missiles weak.
3/6 capital missile batteries
>>10250
Calibrations and tests are carried out and it seems that it could be possible to guide an asteroid to a beneficial postition. But without knowing the makeup of the various asteroids and the low accuracy combined with the massive destruction of them it's chancey at best. The Sapper Tank however is completed and is expected to be of great aid in expansion. Big hulking monstrosities they can lay down roads, aid in the tearing down and building of structures, work as forward bases in themselves and also have great firepower.
When asteroids strike roll 1d100. at 80+ you get one for study.
SAPPER TANK:
Upkeep: F1 M2 O2
Attack: 4
Defence: 1
Move: 3
Extra: Each sapper tank that aids in expansion gives a +5 (+2 for each other sapper tank) to the expansion roll.
>>10251
A certain migratory instinct is instilled into the swarm with an increased fertility rate. Leading to the swarm starting to spread out more
perk: [Passive expansion, your empire spreads by 2 each turn]
>>10254
Work on the defence dome goes well. Though there is still some doubt wether it will be completed in time.
4/6 defence dome.
>>10256
Development into nuclear fission progresses faster than thought possible and you get past the point where the ascended so spectacularly failed. You harness the power of the atom itself! And within the nursery new kinds of children are raised, with hardened bark and the mentality to fight to protect the race. Bunkers are being dug, though it's uncertain wether they will be completed in time as the asteroids are right upon us.
1/4 emergency bunkers, Nuclear fission weak, 1/6 nuclear fission average, armored child, metalic bark +4
Armored Child:
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
>>10255
Perk: Expert miners, each source of metal gives an extra 0.5 metal.
Tech: cybernetics weak, mining weak, coilguns weak.
>>ASTEROID STRIKE IMMINENT! ROLL 1D100 FOR EACH TERRITORY YOU CONTROL!
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ed9163 No.10258
| Rolled 32, 37, 57, 55, 51, 47, 99, 88, 81, 98, 23, 65, 51, 99, 33, 14, 93, 98, 20, 84, 46, 47, 76, 6, 59, 57 = 1516 (26d100) |
1.2.3. 4. Emergency Bunkers. With our new Children being even more adept and being able to form metal tools the development of these bunkers should go much faster. (1/4) Metallic Bark +4
Progress : Nuclear Fission Average (1/6)
5-26. METEORS!
+7 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 21
Fertile: 5
Metal: 4
Oil: 8
Energy: 3
Tech:
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child:
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10259
| Rolled 36, 6, 51, 18, 54, 61, 76, 26, 77, 24, 38, 17, 69, 59, 17, 28 = 657 (16d100) |
>>10257
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 11
Energy: 11
Tech: Mechanization weak.
Bonuses: +3 Emergency Response
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
12 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
4/6 Defence Dome
1234 Defence Dome, with any extra going into the platform layer
5-16 ASTEROID
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ed9163 No.10260
| Rolled 14, 83, 15, 77, 6, 42, 55, 81, 98, 89, 35, 36, 60 = 691 (13d100) |
Peoples asteroid roll.
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ed9163 No.10261
| Rolled 16, 26, 72, 42, 45, 89, 65 = 355 (7d100) |
>>10257
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
Palace 7/16
Lab 5/10
1.2.3.4. Vacuum Projector 2/8 (+20 action roll 1)
5.6.7. Territory rolls
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ed9163 No.10262
| Rolled 80, 47, 80, 92 = 299 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 3
Industry: 8
Territory: 13
Bonuses: +2 Static defence expertise, +5 tunneling
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 20 charge; weakly defended]
Items In Progress: 6/14 Glowtown understanding; 1/10 armored Glowtown shell
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1/2/3/4: The People frantically attempt to lower the monument down to the pit. Hopefully it will be enough. The crews are trained, and the technicians claim the math works out. We'll see.
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ed9163 No.10263
| Rolled 80, 68, 6, 43, 12, 20 = 229 (6d100) |
>>10257
https://www.youtube.com/watch?v=joL6kWGFNjg
While the rest of the civilians hurried into the bunkers and deeper parts of the fortified city, the soldiers prepared for what may as well have been war.
Camera's and newsreels were prepared, each aimed at MASSIVE cannons pointed toward the sky, their payloads of several metric tonnes being loaded. The giant guns would fire up into the atmosphere at targets well beyond the range of human sight. The High Command had already issued this order "Let not a single rock through!"
All the other "Medium" Caliber artillery, which to any other nation might as well have been ship cannons (having a strong resemblance to them), as well as the endless number of turrets and guns of Fortress 001 also readied themselves. Thousands of gunners targeted the skies, prepared to propel a literal wall of explosions and flak into the sky, as though anticipating a massive air raid. They would blast to bits any rock that would dare try to bombard our city.
The head general himself stood before the great guns, and would be the first to give the command.
The last word anyone would hear before the tidal wave of artillery blasts.
1-2. "FIRE!"
3-6. "FIRE ALL!"
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ed9163 No.10264
| Rolled 37, 33, 92, 7 = 169 (4d100) |
http://pastebin.com/SGiE612M
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak).
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
—–
The Order Faux has officially begun it's development as a nation. Harboring advanced technologies they seek to discover new sources of energy for their people and further develop technologies that will allow them to strive. At the same time, they wish to discover advanced minerals deep beneath the earth.
1+2. Attempt to develop advanced solar-energy technologies.
3+4. Mine deep into the earth.
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ed9163 No.10265
| Rolled 14, 69, 69, 98, 49 = 299 (5d100) |
>>10257
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Military complex 6/12
1-4. Get those missile batteries up and running! NOW! 3/6 capital missile batteries
5. Asteroids.
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ed9163 No.10266
| Rolled 57, 99, 2 = 158 (3d100) |
>> When the asteroids approach the planet they suddenly split up into different clusters and seem to home in on the various civilisations. As if guided by some unseen force, Strange energyreadings can be detected from them and when they strik the ground they strike with the impact expected, however afterwards the areas they hit are subjected to strange spatial distortions and things that pass into these areas don't return… Or return.. changed…
>>10258
With the emergency bunkers up the population is safe from most blasts of meteors striking. However when the rain of fiery death subsides there is no contact with the areas struck. The nursery however seems to have been damaged by far-flung debris and will need repairs to operate.
[emergency bunkers], nursery damaged repair 0/3, -3 territories
>>10259
The dome is completed in time. though when the effects of these "asteroids" are seen it's doubted wether it would have done much good.
[Defence dome]-5 territory -4 Oil(this also means -4 energy)
>>10261
Though the vacuum projector is not finished in time the defensive positions manage to shoot the approaching asteroids down without any problems. Though there was worry when the strange energy signatures were detected the weaponry worked well. Some psionics however report strange sensations when the asteroids came close and them again when they were destroyed.
5/8 vacuum projector.
>>10262
When the asteroids came closer the people started to feel a strange sensation from them. As the asteroids became visible in the sky the construction crews were still toiling and the protective dome. And glowtown itself started reacting to these strange asteroids. Giving all kinds of readings to the researchers. Mere minutes before impact the last section of the dome is completed with the heroic sacrifice of the life-forces of several of the people and glowtown calms down. The asteroids strike with even more strange sensations to the poeple and then when approaching the affected areas the people start to become distorted and changed.
-5 territory [Glowtown fortifications], glowtown understanding 8/14, glowtown charge back to 15.
>>10263
As the asteroids approach it's all too apparent that these are not ordinary asteroids. The fortress opens fire with all that it has, deafening the population with the sound, drowning out all conversation. The asteroids become fragmented one by one into small pieces. Except one extra massive one. Frantic firing manages to steer it of course and it seems to become damaged as the energy signature disappears from it as it crashes down.
[Disabled PM emitter] investigate at own risk.
>>10264
Seeing as no asteroids are headed towards your nation the people breathe out in relief and continue their lives. The dig deep down, trying to find deposits deep underground where others don't look.
3/7 deep core mine. (the easiest way to get metals is to go to the deposits on the map)
>10265
It appears that the research of fission was not entirely given up. This became apparent as the missiles streaked up from the capital towards space and then detonating with the brightness of a thousand suns, completely obliterating the asteroids heading towards you.
[Capital missile batteries],
TecH: Missiles weak, fission weak.
>>10252
no post no update. luckily you were not targeted by asteroids.
+2 territory.
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ed9163 No.10267
| Rolled 68, 85, 1, 9 = 163 (4d100) |
1.2. Repair the Nursery (0/3)
3. Build research stations near the various lost territories to better study the strange phenomana.
4. Expand. We must recover from our losses.
Progress : Nuclear Fission Average (1/6)
Repairs : 0/3
+7 to all tasks
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 18
Fertile: 5
Metal: 4
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child:
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10268
| Rolled 3, 6, 83, 58 = 150 (4d100) |
>>10266
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3]
Metal: 3 [3]
Oil: 3 [3]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
2 Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
1 SAPPER TANK:
Upkeep: F1 M2 O2
Attack: 4
Defence: 1
Move: 3
Extra: Each sapper tank that aids in expansion gives a +5 (+2 for each other sapper tank) to the expansion roll.
1-2. Investigations are made into the giant asteroid debris, to see what exactly it is.
3. EXPAND! Our military forces, now equipped with all the tools and construction vehicles to lay down rapid expansion, move out to aquire more resources for the War State
+4 two Combat Engineers
+5 one Sapper Tank
4. With advances in Combat Engineering and the Sapper Tank, the High Command believes it's time to incentivize even more rapid expansion.
They propose a rapid land aquisition program, utilizing our nations industrial capacity to organize largescale movements of supplies for bases and outposts and road networks from our city to resource areas around our city.
>Develop Passive Expansion Program. Has a base natural expansion, while built construction units can be devoted to increase effectiveness.
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ed9163 No.10269
| Rolled 28, 44, 72, 87 = 231 (4d100) |
>>10266
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 4
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Bio-Engineering (Good) 2/8
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-3. When the meteors struck the ground and shook the Earth the 204-B scattered and hid wherever they could. They knew nothing of gods or words to describe them, but the phenominal cosmic power that presented itself to them were merely a prelude to the many tests that would still come. They would need to learn to adapt to the things they encountered on their own.
(Passive Adaption to Threats Mutation Thingy)
4. Also they needed to shape further.
(Bio-Engineering (Good) 2/8)
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ed9163 No.10270
| Rolled 27, 45, 52, 67 = 191 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 3
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
Items In Progress: 8/14 Glowtown Knowledge
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. The panic of the impact causes civil chaos to erupt among the peoples, but order holds. Deep in their submerged city-complexes, emergency bunkers begin to open and the people emerge to find massive devastation and several collapsed tunnel networks. They begin to repair the infrastructure and expand, again, wearily. The civil government notes that a good deal of industry is still intact, and that repairs should be completed easily enough. [Expand/Repair]
2. The People, noting the strange meteors, send autonomous psionially controlled scouts to investigate the crash site of a nearby meteor. It is thought that prolonged exposure to the meteor on The People will be harmful. [Scout]
3. The chaos having largely passed, research teams begin their work researching the monument (again). They continue traditional research without attempting to utilize the Glowtown's psionic capacities, as the meteors appear to have spooked them. [Research]
4. The industrial centers seem to have lost a good deal of their resources in the chaos; several supply and storage bunkers have collapsed. The Foreman of the crews sends out scouting parties to find good quality metal and items for industrial-psionic fabrication. [Scout]
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ed9163 No.10271
| Rolled 22, 30, 86, 81 = 219 (4d100) |
http://pastebin.com/SGiE612M
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak).
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
Armies:
—–
(I know that mineral spots do, I'm also clearing out underground for future project.)
The mining process is continued, and the attempt to develop solar energy is continued.
1+2: Mining
3+4: Solar Science
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ed9163 No.10272
| Rolled 42, 53, 83, 64 = 242 (4d100) |
>>10266
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
Palace 7/16
Lab 5/10
Vacuum Projector 5/8
1.2. Build a radar facility I want to know of future incoming meteors and missiles
3.4. Work on the Research Lab, if our psionic technologies were better we might have learned more from the meteors (+20 roll 4) 5/10
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ed9163 No.10273
| Rolled 34, 86, 38, 44 = 202 (4d100) |
>>10266
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries]
1&2. Continue building the Military complex now that imminent death has been averted. 6/12
3&4. expand to pick up the metal resources near us.
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ed9163 No.10274
| Rolled 9, 53, 23 = 85 (3d100) |
>PEOPLE HAVE BEEN DISAPPEARING FROM NEAR THE BORDERS OF THE DISTORTED ZONES AND STRANGE FIGURES HAVE BEEN SPOTTED.
>>10267
Nobody is sure what the researchers were doing. However the results are all too clear. The distortions expanded over the lab. and then for months it was quiet before twisted beings emerged from the distorted zone and with familiar weapons slaughtered, captured and dragged captives back to where they came from before setting up some kind of base which erected a new distorted zone. The raids are ongoing and every day citizens are being evacuated or abducted.
Nursery repaired, -2 territories.
>>10268
Not much has yet been gleamed of the nature of these objects. so far all that has been determined is that they appear to be natural asteroids that have been hollowed out and filled with something.
3/14 aidable passive expansion
>>10269
204-B is starting to exhibit certain reactionary changes at a rapid pace that could allow individuals in the swarm to quickly adapt to strange new circumstances.
emergency adaptation weak, 4/8 bio engineering good.+2 territory, +1F
>>10270
The transmissions from the scouts start getting more and more distorted the closer they get to the zones. and once some unclear line has been passed they lose the connection along with the life of the controller back at HQ.
(scouting for resources etc needs REALLY good rolls)
9/14 glowtown knowledge,
>>10271
By looking at how the plants do it your scientists manage to improve the effectiveness of your solar-cells immensely, far surpassing the capacity of the old ones.
Tech: solar energy weak.
>>10272
With the threat now no-longer hanging over you the engineers now turn to more scientific matters. Seeing what goes on and being able to detect dangers like these. Progress on the lab as well is almost completed. Just the final orders of equipment to be made.
9/10 lab, 2/5 radar facility
>>10273
Everybody is relieved not to have a disaster looming anymore. They seem to have been coming quite rapidly lately. But the expansion of the borders again give people some hope.
9/12 military complex, +2 territory, +1 M
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ed9163 No.10275
| Rolled 81, 25, 4, 17 = 127 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 3
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
Items In Progress: 9/14 Glowtown Knowledge
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1/2. With the loss of the rovers the research team begins to think that only understanding the monument will allow The People to get a handle on the meteor landing areas. They continue to eschew utilization of the monument, as they suspect it will agitate the meteor-distortions. [Research Glowtown Monument]
3. The People, now fearing the meteor landing sites, begin to arm themselves with psionic weapons they improvise. The People are not a militaristic race, but they apply the same determination to war as they do other efforts. [Build armies]
4. The People quickly find that their weapons are rather crude, and so they attempt to develop a way to amplify and project their powers in a way that can cause spatial rending. [Research weapons]
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ed9163 No.10276
| Rolled 4, 6, 7, 42 = 59 (4d100) |
http://pastebin.com/SGiE612M
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Territory: 1
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak), Solar Energy (Weak)
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
Armies:
—–
With solar energy now harnessed on a basic level, they seek to further understand it. Scientists begin to suggest it may be channeled into physical beams. The miners continue to dig deeper in an attempt to find materials. Murmurs of possible underground cities arise.
1+2: Begin advanced solar research
3+4: Continue Mining
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ed9163 No.10278
| Rolled 4, 77, 82, 11 = 174 (4d100) |
>>10274
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 4
Oil: 3
Energy: 3
Territory: 3
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries]
1&2. Continue construction of the military complex 9/12
3&4. Continue expansion
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ed9163 No.10280
| Rolled 23, 81, 11, 91 = 206 (4d100) |
>>10274
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3]
Metal: 3 [3]
Oil: 3 [3]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
2 Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
Quarantine and lock down the samples, we have more important business to attend to.
1-3. All research and development effort focuses on gearing up the nation for rapid expansion and infrastructural development using massive equipment and engineer supervision 3/14
4. Actual Expansion Action is underway as well by workers already deployed on the field.
+4 two Combat Engineers
+5 one Sapper Tank
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ed9163 No.10285
| Rolled 47, 44, 48, 56 = 195 (4d100) |
>>10274
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
Palace 7/16
Vacuum Projector 5/8
1. Order the final bits of equipment for the lab, cross the t's dot the i's and get it done. 9/10 (+20 action)
2.3.4. Finish the radar, it is imperative that our defense network has a solid base to work upon 2/5
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ed9163 No.10286
| Rolled 34, 3, 37, 12 = 86 (4d100) |
>>10266
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 11
Energy: 11
Tech: Mechanization weak.
Bonuses: +3 Emergency Response
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
10 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
12 Reclaim lost territory
3 Scavenge some of the asteroid material for anything interesting
4 Continue the Datastream construction
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ed9163 No.10287
| Rolled 86, 70, 73, 49 = 278 (4d100) |
>>10266
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 11
Energy: 11
Tech: Mechanization weak.
Bonuses: +3 Emergency Response
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
10 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
12 Reclaim lost territory, hopefully our emergency response systems were able to aid our salvage operations
3 Scavenge some of the asteroid material for anything interesting
4 Continue the Datastream construction
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ed9163 No.10289
| Rolled 83, 77, 35, 61 = 256 (4d100) |
1,2, We cannot let this continue, we must know the secrets behind this invasion. Convert one of the emergency bunkers into a secret facility deep underground, staffed by our best and brightest. These shall be our last line of defense between us and the alien menace that threatens us from the stars.
3,4 We must defend our Children. Grow several Armored Children to be their shields.
+7 to all tasks
Progress : Nuclear Fission Average (1/6)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 16
Fertile: 5
Metal: 4
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child:
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10291
| Rolled 14, 17, 67, 3 = 101 (4d100) |
>>10274
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 6
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Bio-Engineering (Good) 4/8
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-2. Though fear was certainly a primary motivation curiosity had been made part of the 204-B's DNA. While certainly not natural the late addition of curisoty to the mix began to slowly work it's magic. Limbs began to shape to form a new unit. A scout of sorts, quit and agile, able to disguise itself to some extend it would be the first to investigate the rocks that had come from space.
(Develop a Scout unit type)
3-4. With every development their abilities grew a little more refined, after all the 204-B had been engineered to be their own engineers. Certainly a solution that would become more common in the coming years.
(Bio-Engineering (Good) 4/8)
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ed9163 No.10292
| Rolled 75, 6, 83 = 164 (3d100) |
>>10275
The covert acqusition of briliant minds into the glowtown project has left other areas shorthanded. This is noticeable in the lack of progress in the various projects that are "make something that I can kill with". Small groups of fighters are assembled, though they are little more than spread out militas and don't significantly change anything.
11/14 glowtown knowledge.
>>10276
Various approaches to enhanced solarpower are taken, though none end up working.
THe mining shaft is getting deper and some probings are finding some fairly rich veins worth minim.
4/7 deep core mine (please keep your progress on your stat sheet, it makes it a LOT easier for me)
>>10278
The military complex is nearing completion
11/12 military complex, +2 territory
>>10280
Expansion is deemed the highest priority right now and everything else is set aside as the state marches forwards, laying down roads and erecting garrisons along the way.
5/14 aided expansion, +3 territory
>>10285
Finally the massive complex is completed. Part radar station, part research lab dedicated to vacuum energy and part…. Whatever you would name the thing they do with the psionics. One thing was sure however, The empire would not be be left at the whims of some other power.
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
>>10286
Expedition after expedition is sent into the distorted zones to be lost contact with. Eventually these rumored abductions increase in number enough that they can't be ignored. Twisted beings of flesh and their metallic monstrosities are clearly roaming the zones in large numbers, clearly meaning your nation harm.
>>10289
The children gear for war against this strange foe, arming the hardened children as they prepare to defend the flowering empire. As this goes on old bunkers are being converted to covertly study this threat. We must understand them to stop them.
DD-Space understanding 4/10, +2 armored children (you didn't have enough F to pay the recruitment cost for more)
>>10291
more feeding grounds are found for the swarm.
bio-engi good 5/8, +2 territory, +1F
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ed9163 No.10294
| Rolled 65, 27, 36, 75 = 203 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 3
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech: Psionics, weak
Armies: [none]
Unique Building: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
Items In Progress: 11/14 Glowtown Knowledge
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. Despite the panic research teams continue their work. They think that the research will be able to yield enough of a benefit to turn the tides of fate in their favor. Anxiety seems to be increasing, but the researchers seem confident about the progress made recently. [Research Glowtown monument]
2. With the consistent failure to arm and equip the population, a diplomatic corps is drawn up. The team represents the individuals most capable of interacting with appropriate races. Subsequently, the teams are sent to all major races on planet. The overall objective is to avoid hostilities and solicit help with the threat posed by the meteors. [Diplomacy, all races EXCEPT 204-B]
3. With the failure to develop proper arms and armies, research is poured back into autonomous defense production. [Build static *automated* defenses]
4. Research on weaponry continues. It's thought that the fabrication techniques applied to construction will produce weapon platforms that are more effective than hand weapon research. [weapon research]
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ed9163 No.10295
| Rolled 48, 43, 39, 18 = 148 (4d100) |
>>10292
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 3
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
Palace 7/16
Vacuum Projector 5/8
1.2. Expand into the nearby oil fields we shall not have a lack of oil so has it been decreed
3. Build refineries for the oil to produce the energy needed for our machines (+20 action)
4. Begin working on Psionic research, focus on psionic combat personel either commandos or preferrably front line soldiers (Free Research progress)
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ed9163 No.10297
| Rolled 53, 75, 3, 35 = 166 (4d100) |
12. Expand towards the nearby Fertile resources that surround us.
34. We must continue to learn about our foes. To accomplish this the Armored Children shall be assigned to the X-COM base to defend our nation and capture specimens for study. DD-Space understanding (4/10) +4 Metal Bark
+7 to all tasks
Progress :
Nuclear Fission Average (1/6)
DD-Space understanding (4/10)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 16
Fertile: 5 (3)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10298
| Rolled 1, 20, 42, 83 = 146 (4d100) |
>>10292
Name: Tanktonitron, Bob Prime's Colony
Colour: Silver
Fluff/background:
More then meets the eye, these huge metal beings hail from Tanktonitron a distant world that has sent its people to the stars in search of more energon. The advance scouts, the mini-bots, discovered abundant energy and metal on this world and set up a colony to alert and prepare for the arrival of Bob Prime and his team. Able to shift form from more mobile machine form to combat form and other possibilities the denizens of this world had no imagined. The main composition of the colony is mini-bots in support of Bob Prime and his elite transformers.
Fertile: 3
Metal: 4
Oil: 7
Energy: 7
Tech: Mechanization weak.
Bonuses: +3 Emergency Response
Armies:
Mechanized warrior stats
Recruitment: E:1 M1 O1
Upkeep: E1 M0.5 O1
Attack: 2
Defence: 2
Move: 2
Perk:
Countdown to bob-prime arrival. 20 turns.
As robots you have little need of Fertile land and much more of the other resources.
9 turns remain
8/14 Tanktonitron datastream
1/4 combat engineer minibots.
123 Continue Work on the datastream
4 Recovery of the lost territories will have to wait until we have a better understanding, so expand towards untouched metal sources
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ed9163 No.10299
| Rolled 20, 99, 80, 21 = 220 (4d100) |
>>10292
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 4
Oil: 3
Energy: 3
Territory: 5
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries]
1&2. Finish construction of the military complex 11/12
3&4. Continue expansion
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ed9163 No.10300
| Rolled 75, 93, 1, 6 = 175 (4d100) |
>>10292
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3]
Metal: 3 [3]
Oil: 3 [3]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
2 Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
1-3. Mass education continues in the training of all able bodied workers to use further tools and supervision to participate in grand expansion. 5/14
4.. There are some fertile lands to the north and more possible sources of ore to the south. Continue expansion!
+4 two Combat Engineers
+5 one Sapper Tank
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ed9163 No.10301
| Rolled 12, 6, 17, 2 = 37 (4d100) |
>>10292
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 8
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Bio-Engineering (Good) 5/8
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-2. Due to reasons the regenerative abilities of the 204-B were still in their beginnings, perhaps they were even inhibited by the metalic chips implanted into the first number of them. What exactly would happen to these once regenerative abilities would begin to take a hold of the 204-B still remained to be seen.
(Regeneration (Weak) 2/4)
3-4. Progress was slow, however the 204-B needed to advance even further for what was to come. The potential was sheer endless, however whether or not it would be put to good use remained to be seen, after all even though they were watching researchers were still far from actively controlling 204-B's development.
(Bio-Engineering (Good) 5/8)
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ed9163 No.10302
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ed9163 No.10306
>>10179
Requested location in pic related, adjacent to those two tier 3 resources because I'm starting late and I need a leg up goddammit.
Name: The Consciousness
Colour: Yellow/gold. Golden shower for y'all.
>Fluff/background: The Consciousness is an artificial general intelligence, a group of people managed by the AI in a colony, or both. The people need the AI - they're mostly engineers and scientists and spaceship crew, forced down on this world at the end of a voyage, and without a machine to help with the grunt work they'd starve to death long before they got a harvest in. The AI, or as the colonists call it, the Mind, needs the people - it has a full range of emotions, and providing for a colony gives it enormous meaning. Moreover, it's a fractal thing, dividing and shifting, sometimes integrating a dying volunteer into a group mind, sometimes splitting off a new unit - a child Mind - to grow and see to certain tasks, whether it's nanotech processing or just running humanoid mind Avatars to interface with people. People like talking to a brain with arms and legs.
This brave little society seeks to make a foothold on the new planet.
>Fertile:
>Metal:
>Oil:
>Energy:
>Tech:
>Bonuses:
>Armies:
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ed9163 No.10307
| Rolled 98, 24, 78 = 200 (3d100) |
>>10294
A defensive perimeter of turrets and bunkers are placed with the intention of keeping the area safe, however without patrolls and response units they are easy to slip by. Work is being done to create devices that will allow troops to focus their psionic abilities into destructive forces.
12/14 glowtown, +1 standard fixed defence, 2/4 psi-weapons weak.
(reminding you that oil gives energy, so you have 1 energy too little.)
>>10295
The expansion goes well and the Oilrich area soon is under empire control, and with those riches beneath you start constructing a powerplant that shall provide plenty of energy.
+2 territory, +3 Oil, 1/4 oilfueled powerplant ( will cause -1 oil +2 energy)
>>10297
The children quickly expand to reach more fertile lands to be able to feed the warriors, who show that they are needed as the enemies start getting more and more organised and start sending out large hordes. They don't seem to have all that much tactics though but seems to just march and shamble forwards with their weapons ready in large groups.
>ROLL COMBAT AND STATE TACTICS
+3 territory, +1 progress
>>10298
Your capital is badly strained with all law enforcement and milita constantly occupied with beating the twisted beings back and trying to keep the borders secure, soon they will be overwhelmed at this rate, very soon, and as to underline this one of the moure cut off provinces fall dark as a distortion field envelops it. The incursions have been reaching further and further and during a test of the datastream it seems that some came near it. For the stream got corrupted, follwed by a silencing of all contant with the rest of the Tankitrons.
DATASTREAM DISABLED AND IMPOSSIBLE TO RECONNECT, BOB PRIME HAS GONE SILENT (still countdown), +2 territory, -1 territory
>>10299
A great military complex is completed, built to test out prototy weaponry and dedicated to the furthering of Ascendant military, Immediately an increase in development speed can be noticed… Along with the increase of budged allotment. However it somewhat came as a surprise to some when suddenly half your neighbours territories declared allegiance to the ascendant, asking for protection and an inclusion in your culture and state.
[Military research complex, Weapons research get +20], +2 territory, +3 more territory that defected from the warstate, +1 metal, +1 warstate combat engineer.
>>10300
There appears that the resentment for the totalitarian goverment still is strong even with the propaganda and control. And as you get further from the capitol that controll lessens. apparently enough for certain elements of the nation and army itself to break off and declare their allegiance to what they consider the more progressive Ascendants.
-1 combat engineer, -2 territories
>>10301
Not much happens asides from the continued spreadout of the swarm.
+2 territory.
>>10306
Perk: [Minded facilities are easier to construct, -1 progress needed to complete facilities]
Tech: nanotech weak, repulsortech weak, AI weak
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ed9163 No.10308
| Rolled 8, 38, 86, 37 = 169 (4d100) |
>>10307
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 8
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Bio-Engineering (Good) 5/8
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
1-2. Day 242. Nothing has happened.
(Regeneration (Weak) 2/4)
3-4. Day 243. No special occurences worth noting.
(Bio-Engineering (Good) 5/8)
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ed9163 No.10309
>>10308
Correct stats
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 10
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Average)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Bio-Engineering (Good) 5/8
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 2/4
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ed9163 No.10310
| Rolled 7, 5 + 4 = 16 (2d10) |
Tactical Assessment.
These abortions seem to be mindless, that means we can lure them into prepared grounds and trap them in killzones far more easily then a foe with a thinking mind. Use bait of single soldiers and volunteer civilians to get them headed into prepared ground… and then kill or capture them as X-COM protocol dictates.
(Metallic Bark +4)
(Nursery +2)
(Molded + 5)
Progress :
Nuclear Fission Average (1/6)
DD-Space understanding (5/10)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 16
Fertile: 5 (3)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
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ed9163 No.10311
| Rolled 64, 86 + 4 = 154 (2d100) |
>>10310
Wrong Dice
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ed9163 No.10312
| Rolled 98, 19, 99, 82 = 298 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech: Psionics, weak
Armies: 1 Standard Fixed Defense
Unique Building: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
Items In Progress: 12/14 Glowtown Knowledge
2/4 psi-weapons
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. The research team is under new management and the director seems to have some new directions for the analysis-thinktanks. Additionally, following a series of high level meetings and the assurances of a major breakthrough, Congress authorizes more funding and resources in a series of bills. The team feels increasingly confident and quickly procures the equipment needed to pursue those aforementioned promising avenues of research. [Research Glowtown monument]
2.The psi-fabrication labs and industrial-psionic have begun to revise their production methods. The foreman in charge thinks that changes in some of the production methods – particularly around the usage of some rare metals – will increase efficiency and production capacity without the loss of momentum. [Build static *automated* defenses]
3. Initial weapon testing by The People's R&D labs provides some initial excitement; theoretical knowledge gleaned from the monolith has finally manage to translate into an effective psionic-projection weapon. Research continues. [weapon research]
4. The diplomatic team, apparently slow to assemble, has finally been formed and their equipment packed for a prolonged diplomatic journey to the other races of the world. The team has been made aware of possible threats from meteors and is armed with basic weapons on their vehicles. [Diplomacy, again]
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ed9163 No.10313
Now my turn (I'm probably going to dump my stats into a pastebin soon)
12. Expand towards the nearby Fertile resources that surround us.
34. DD-Space understanding (5/10) +4 Metal Bark
+7 to all tasks
Progress :
Nuclear Fission Average (1/6)
DD-Space understanding (5/10)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 18
Fertile: 5 (3)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10314
| Rolled 100, 87, 17, 20 = 224 (4d100) |
>>10313
>>10313
Oh god damnit the dice got lost again.
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ed9163 No.10315
| Rolled 19, 46, 69, 38 = 172 (4d100) |
>>10307
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 5
Oil: 3
Energy: 3
Territory: 10
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry, 1 warstate combat engineer
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1&2. Well, things have become interesting. Seems that research complex is going to come in handy sooner than we thought! Get them on the task, we need something to take out the warstate's heavy armor. A strong enough railgun should do. +20
3&4. Get the combat engineers to secure a landing zone and base in case of retaliation. If we have it in time send in the railguns with teams and support fire teams.
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ed9163 No.10316
| Rolled 87, 49, 98, 74 = 308 (4d100) |
>>10307
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 6
>Energy: 0
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
Palace 7/16
1.2.3. FInish the Oil Fueled Power Plant
4. Just to be safe let us finish the Vacuum Projector 5/8 (+20 action)
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ed9163 No.10317
| Rolled 93, 20, 1, 58 = 172 (4d100) |
>>10307
Name: The War State
Colour: Grey
Fluff/background:
https://www.youtube.com/watch?v=ifWwj_Jp86A
The War State are a militaristic peoples who are devoted to the cause of their nation and devotion of the military hierarchy. Much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic rifleman of the War State is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [4]
Metal: 3 [2.5]
Oil: 3 [2.5]
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1 Combat engineers:
Cost: 1F, 1M.
Upkeep: 1F, 0.5M, 0.5O
Attack:1.5
Defence:2.5
Move:1
Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
1 SAPPER TANK:
Upkeep: F1 M2 O2
Attack: 4
Defence: 1
Move: 3
Extra: Each sapper tank that aids in expansion gives a +5 (+2 for each other sapper tank) to the expansion roll.
1-4. "LET ALL BEWARE THE PRICE OF DEFIANCE OF OUR NATION!"
The High Command issues this decree to all loyal citizens of the state, as both army and citizen are mobilized for war. These treacherous and vile traitors will not be allowed to defile our glorious nation.
Sirens wail through the air as the artillery militia rouse all loyal men and able-bodied women to take part in the artillery firing. The enemy lies outside the city itself!
"THESE PEOPLE HAVE POISONED OUR AIR WITH TOXINS, AND NOW SEEK TO POISON OUR MINDS WITH REBELLION. LET THEM GAIN NO GROUND ON EARTH OR MIND!
SHOOT AND BLAST WITH ALL YOUR STRENGTH FOR OUR NATION!"
Battle Rolls
1 Combat Engineers. 1 Sapper Tank. Firing the Guns of Fortress Capital to soften up the enemy before our assault.
+30 Combat for Adjacent Territory(s)
+5 (re)expansion
+2 Combat Engineers
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ed9163 No.10318
>>10317
Well, this nation was full while it lasted.
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ed9163 No.10319
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ed9163 No.10320
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ed9163 No.10321
| Rolled 24, 43 = 67 (2d100) |
>>10311
with dice this time
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ed9163 No.10322
| Rolled 68, 40, 49, 75 = 232 (4d100) |
>>10315
>>10317
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ed9163 No.10323
Name: The Consciousness
Colour: Yellow/gold. Golden shower for y'all.
Fluff/background: The Consciousness is an artificial general intelligence, a group of people managed by the AI in a colony, or both. The people need the AI - they're mostly engineers and scientists and spaceship crew, forced down on this world at the end of a voyage, and without a machine to help with the grunt work they'd starve to death long before they got a harvest in. The AI, or as the colonists call it, the Mind, needs the people - it has a full range of emotions, and providing for a colony gives it enormous meaning. Moreover, it's a fractal thing, dividing and shifting, sometimes integrating a dying volunteer into a group mind, sometimes splitting off a new unit - a child Mind - to grow and see to certain tasks, whether it's nanotech processing or just running humanoid mind Avatars to interface with people. People like talking to a brain with arms and legs.
This brave little society seeks to make a foothold on the new planet.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: nanotech weak, repulsortech weak, AI weak
Bonuses: Perk: [Minded facilities are easier to construct, -1 progress needed to complete facilities]
Armies:
1-2-3-4: passive expansion research
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ed9163 No.10324
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ed9163 No.10325
| Rolled 96, 97, 30, 99 = 322 (4d100) |
rollan
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ed9163 No.10326
| Rolled 85, 24, 4 = 113 (3d100) |
>>Strange energy beings(Red_philosophy) make contact with every civ, asides from 204-B by sending diplomats in strange flyers.
>>10308
The rate at which the swarm changes itself continues to increase in speed. Changes that took months now take years, years take months.
regen 3/4, bio-engineering good, +2 territory.
>>10310
Apparently not forseeing any trap the twisted abominations march forwards into the valley that's been prepared. As they start firing the bait is quickly evacuated right before massive explosions go through the valley as the prepared demolitions are set off. In the chaos that followed your armored children easily mop up the confused enemy. A few live subjects are captured. Following this it seems that a resurgance of faith in the empire has happened, a veritable babyboom and the reselltling of refugees combine and cause a massive expansion of the borders.
+15 territory, +2F,
>>10312
Finally a basic understanding of how glowtown came to be and functions has been achieved. With it comes many boons, A basic understanding of the creation, destruction and harnessing of psi-matrixes has led to the ability to duplicate lesser ones at will to power devices, amplify psionics, negate gravity and if collapsed in the correct way cause varying explosions. The peoples can start feeling hope and power in this opressive world now. The diplomatic corps are fully traveling, sped up by this new research on new flyers they soon make contact with various civilisations.
These advances come just in time as the abomination activity increases.
>>ROLL FOR COMBAT NEXT TURN, state stratergies etc. they are attacking your capitol from several directions.
[Glowtown knowledge, Every turn the charge decreases by 3], +1 fixed defence.
Tech: Psi-matrixes weak, Psi-amps weak, Psi-explosives weak, psi-flight weak.
(dude, you still just have to fluff the diplomacy in thread, just link the ones you talk with and go ahead.)
>>10315
With the landing zone your troops quickly depart to the exposed areas, And just in time as the warstate attacks and with it comes massive bombardment. However it seems their intel is bad as their own forces are hit just as much if not more than your own forces. Could be traitors in their midst or just poor communication. Using this opportunity yet another province decides to defect
2/3 railguns weak, -1 combat engineer, +1 territory
>>10316
The powerplant is finished with remarkable speed that nobody had forseen and it appears that some documents name that there might even have been a second one completed in the confusion? Or it might be a clerical error. The projector is also completed and will allow massive destruction to be unleased at Fairly short range.
+1 or 2 Oil Fueled Power plants (up to you), [Vacuum Projector]
>>10317
A bloody battle ensues with massive losses on both sides. It was not helped by several reports of the cannons of the fortress striking your own lines more than the enemy. Either the targeting is way off or there are traitors among you. The traitor idea seems fairly likely with the massive defections that are occuring daily. Yet another province entirely defects.
-1 territory, -1 combat engineer, -1 sapper tank.
>>10323
factories and machines are constructed to aid in expansion and protocolls are drafted to make it constant and even.
6/12 Passive expansion.
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ed9163 No.10327
| Rolled 81, 20, 60, 73 = 234 (4d100) |
1. Continue to expand our borders towards the fertile territories nearby.
2. With more food it comes a time to recruit more Armored children to defend ourselves, and perhaps begin to strike back.
3.4. With live captives as well as cadavers to autopsy we can continue to study just what our enemy is, and what they are doing to our people. With knowledge of our enemy we can adapt and prevent them from taking any more in the future.
DD-Space understanding (5/10)
+7 to all tasks
Progress :
Nuclear Fission Average (1/6)
DD-Space understanding (5/10)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 34
Fertile: 7 (5)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10328
| Rolled 43, 43, 53, 26 = 165 (4d100) |
Name: The Consciousness
Colour: Yellow/gold. Golden shower for y'all.
Fluff/background: The Consciousness is an artificial general intelligence, a group of people managed by the AI in a colony, or both. The people need the AI - they're mostly engineers and scientists and spaceship crew, forced down on this world at the end of a voyage, and without a machine to help with the grunt work they'd starve to death long before they got a harvest in. The AI, or as the colonists call it, the Mind, needs the people - it has a full range of emotions, and providing for a colony gives it enormous meaning. Moreover, it's a fractal thing, dividing and shifting, sometimes integrating a dying volunteer into a group mind, sometimes splitting off a new unit - a child Mind - to grow and see to certain tasks, whether it's nanotech processing or just running humanoid mind Avatars to interface with people. People like talking to a brain with arms and legs.
This brave little society seeks to make a foothold on the new planet.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: nanotech weak, repulsortech weak, AI weak
Bonuses: Perk: [Minded facilities are easier to construct, -1 progress needed to complete facilities]
Armies:
1-2-3-4: passive expansion research 6/12
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ed9163 No.10329
| Rolled 75, 96, 40, 93 = 304 (4d100) |
Name: The Peoples
Colour: White
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech:
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
Armies: 2 Standard Fixed Defense
Unique Building: [Glowtown Monument – 12 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. The research team has decided to attempt a few weapon-tests that integrate the monolith's amplification power into a weapon that sustain firing. They think that proper research in this direction will allow the monolith to be deployed against the meteor-creatures. They spent five charge, but monitor the meteor-creatures to see if they react to the direct utilization of the monolith. [develop practical monolith usage]
2. Factories begin to churn out additional static defenses and the psionic-fabrication methods are revised to produce the newer-model psionic-explosive turrets. The foreman seems pleased with the recent progress, generally. [build more turrets]
3. The militia is armed and drafted with basic weapons; psionic amplifiers and psionic-explosive projection lances are stamped out by the industrial base at a reasonable speed. The militia seem seem confident, if not terribly well trained. [build army units]
4. Construction of a central psionic-matrix begins. It's thought that a centralized network of all defenses and military units will be able to collectively coordinate against the meteor creatures. The matrix is located underneath the glowtown dome, and it builds on many of the theoretical developments provided by the monument. The research team is excited by the development, and the influx of new members provides a large amount of optimism. [build psionic-coordination matrix]
—
Diplomacy:
—
- The People arrive at The Flowering Empire. They propose to share information at the meteor creatures and combat methods to be used against the creatures. The People are pensive, but amenable.
- The People arrive at the Ascendent. They open formal diplomatic ties and share their concerns about the threat of the meteor-entities. The People are unsure how to deal the strange mouse creatures.
- The diplomatic team is slightly trepiditious about meeting with the Rising Sun Empire, but attempts at negotiations move forward. The team suggests shared information about the meteor-creatures and a limited exchange of psionic technology.
- Noticing the heavy battles between The War State and the meteor-creatures, the diplomatic team sees a chance of offer the research information they have on the creatures in exchange for assistance with defensive fortification knowledge.
- The Consciousness is approached carefully by The People. Much as other nations that do not have experience with the meteor-creatures, the team attempts to inform them of the threat.
- The People arrive at Bob Prime's Colony. They seem to think that Bob Prime (Tankitron) is inherently just, and begin a dialogue about the meteor with relatively little anxiety.
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ed9163 No.10330
| Rolled 27, 81 = 108 (2d100) |
>>10329
Combat Roll:
The People begin their defense againt the meteor creatures. Their static defenses begin to fire, and the research team begins to power the glowtown monument in case the creatures attempt to get by the overlapping fields of fire.
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ed9163 No.10331
>>10329
Substitute "monolith" for "monument" there.
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ed9163 No.10332
| Rolled 13, 34, 64, 10 = 121 (4d100) |
>>10326
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 10
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 3/4
1. With their evident lack of intelligence 204-B were likely to get into a scrap every now and then and with nothing more than basic instincts to guide them every hunt posed a danger to the hunter.
(Regeneration (Weak) 3/4)
+ Bio-Engineering (Good)
2-3. Camouflage had protected the 204-B thus far, however more sophisticated methods were still able to detect them. The fear of the many things that lurked in the sky and beyond however drove them to become more and more vigilant, advancing their natural camouflage.
(+ Camouflage (Weak) 0/?)
4. While camouflage would certainly serve the 204-B a natural response to their fear of all things spaceborne was to relocate their swarm lifestyle from the surface to underground tunnel systems furthering their attempts to avoid detection.
(Tunnel Society Bonus ho)
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ed9163 No.10333
| Rolled 97, 31, 61, 83 = 272 (4d100) |
>>10326
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 5
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1&2. Get those prototypes up and running and ready for a fight. 2/3 Railgun weak +21
3&4. Have the troops ready to pick up the railguns and set them up. Get ready for a bombardment that isn't terribly aimed too.
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ed9163 No.10334
| Rolled 41, 30, 96 = 167 (3d100) |
>>10330
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ed9163 No.10335
| Rolled 89, 36, 98, 95 = 318 (4d100) |
>>10326
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
1.2.3. Good now that that is finished, let us complete the Palace 7/16
4. Begin the psionics research, I wish to have Psionic Commandos (+20 action)
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ed9163 No.10336
—
Diplomacy:
—
>>10327
- The People arrive at The Flowering Empire. They propose to share information at the meteor creatures and combat methods to be used against the creatures. The People are pensive, but amenable.
>>10333
- The People arrive at the Ascendent. They open formal diplomatic ties and share their concerns about the threat of the meteor-entities. The People are unsure how to deal the strange mouse creatures.
>>10335
- The diplomatic team is slightly trepiditious about meeting with the Rising Sun Empire, but attempts at negotiations move forward. The team suggests shared information about the meteor-creatures and a limited exchange of psionic technology.
>>10317
- Noticing the heavy battles between The War State and the meteor-creatures, the diplomatic team sees a chance of offer the research information they have on the creatures in exchange for assistance with defensive fortification knowledge.
>>10328
- The Consciousness is approached carefully by The People. Much as other nations that do not have experience with the meteor-creatures, the team attempts to inform them of the threat.
>>10298
- The People arrive at Bob Prime's Colony. They seem to think that Bob Prime (Tankitron) is inherently just, and begin a dialogue about the meteor with relatively little anxiety.
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ed9163 No.10337
>>10329
The Acendent diplomat feels insulted about how her people were compared to one of the smaller rodents upon the planet, usually one considered a pest. Believing that the diplomat did not mean any ill will by the comment though the Acendent diplomat begins a long winded rant and biology lesson about how her species and the rodent are not related as a species and their evolutionary paths probably broke off in the Triezoic era when the simultaneous volcanic eruptions caused a large amount of species to go extinct and those that survived to fill in the missing niches.
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ed9163 No.10338
>>10336
The Diplomat is lead to the current Headquarters for the Red Sun Rising Empire while the palace is being built upon a mountainside nearby, all along the way the fixed defenses and turrets spread throughout the city train themselves on the group waiting for any sign of treachery. Upon entry to the Headquarters Emperor Yoshiro and Premiere Chedenko sit at a table and gesture for the diplomat to begin speaking. After receiving the proposal the two look at eachother and begin speaking in hushed tones. Finally they look back at the diplomat and explain that while they do not have the necessary resources to spare to help them in their fight, they can help in another way, they will open the borders of the Empire to refugees so long as they obey the Law of the Empire, and in exchange for the information and technology they will send some engineers to build defensive fortifications and if necessary some men to man the systems.
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ed9163 No.10339
>>10338
Meanwhile the researchers in the psionics lab were studying the phenomenon that had requested to meet with their leaders. Sensors had been secretly placed within the meeting room to record the psionic emissions given off by the being made of what appeared to be light.
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ed9163 No.10340
Deep within the bowels of Fortress 001, the High Command were scrambling to deal with the battle. Never before had they dealt with disaster on the level now facing them. Messengers continued to pour in to command room, the radio and telegraph lines having been cut during the fight.
"There are reports that the enemy is moving too close to our lines. Our artillery is proving frustratingly inaccurate."
"Innacurate? Impossible. Those areas have been presighted for artillery fire. We've tested them before."
"There is some suspicion that we might have infiltrators within our ranks causing havoc on our coordinated fire."
There was a knock on the door, as a running messenger out of breathe delivered some papers from the radio room.
"Sir! Word from the front. . .my god, the entire army has been wiped out. We've lost an entire company, the sapper tanks have been destroyed. Another province is in open rebellion."
As this ill news flooded in, the Generals turned to each other grimly. The severity of their situation hammering them in like the sound of the artillery fire outside. Silence permeated the room as they stood gawking at the war map without words. That was when the high general spoke."
"Gentlemen. Our current forces on the field have been annihilated. We have no forces with which to attack, and our reports indicate the enemy is massing their own artillery against us. Under normal circumstances, I would suggest further mobilization of our men. But this war has rapidly turned against us. Our duty is to protect our people, but a significant number of our own people have shown to be sympathetic to change. It is possible that a protracted war under current circumstances may not be profitable whether in victory or defeat under these circumstances.
We do not have to massacre our own citizens to make a point. It might be time we consider diplo-"
The High General was interrupted by the sound of a heavy door slamming open, and the General turned to see that several men had kicked it down.
He had only a few moments to recognize they were armed with machine guns, and not in uniform. Before he could even speak, the sound of bullet fire took over the entire room. The generals didn't even scream as they were cut down, their blood, splattering the walls behind them.
At last the machine gun was emptied, the brief moment of fury and carnage over but for the fading echo of fire and the smell of blood and gunpowder. From behind the men, one figure stood forward.
General Stalhelm, who had been reported as defector leading the rebellion, looked over the dead corpses of the High Command. Some had been killed instantly, save for the High General. The other's had tried to spare him by getting in the way, but even their bodies were not bulletproof.
Stahlelm stood over the High General who lay dying on the floor, as he choked on the his blood in his last moments. He stared into his eyes, seeing the experssion of confusion and sorrow as the High General reached up his hand pleading for help.
Stalhelm drew out his pistol, and aimed it at the High General's face, and spoke the last words he ever heard.
"Long Live the Revolution."
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ed9163 No.10341
>>10340
—–
Throughout the entire capital, the "Revolution" as the rebellion was now being called, swept through the entire fortress like fire. The Guns of Capital fortress fell silent, their loud booms replaced by the tiny spats of small arms from both continued shootouts in the city, as well as celebrating revolutionaries firing their guns into the air.
All throughout the city, all those tied to the "Old Order" where rounded up and paraded through the streets by the crowd. Generals, officers, even entire families were ripped and kicked from their homes and marched by bayonet point to join the procession of those captured by the mob.
Mass executions and lynches were done in order to purge the city of its old leaders. The revolutionaries lined up the entire Imperial family, the men, the women, the children before the Fortress square, before gunning them down and staining the ground with blood.
And this was the same scene throughout the city for the entire day. Flags torn down from poles and rafters and tossed into pyre's, as the street poles were lined with the hung bodies of anyone even remotely associated as a former leader.
By the end of the day, the rebels had completely overtaken the city, as General Stalhelm spoke into the intercomm system to a triumphant peoples.
"The Old High Command and their minions have been defeated. Comrades, the peoples revolution has been triumphant! We have wrested our freedom and liberty from the hands of these traitors and deceivers."
ALL HAIL THE WARMAR ASCENDANCY REPUBLIC
>>10337
While the Ascendants were preparing their forces to attack, on the radio in morse code they recieved word, which was followed up by official documentatoin.
The War State has collapsed and capitulated. The High Command is no more.
General Stahlhelm and the rebels have won!
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ed9163 No.10342
>>10341
As the defected territories stated to wishing to become a part of the Ascendant a treaty is sent to General Stahlhelm in the capital of the province. The treaty outlines that if the new government wished to become a part of the Ascendant as the defected territories stated then there are a few capitulations needed.
The main points are:
The lands of the former Warstate will become a province of Warmar within the Ascendant
All research shall be shared
The province will be subject to Ascendant laws but can make your own through lawful process as long as they don't conflict
The Province will elect your own governor and province council as well as a representative for the national council.
A Province may not make treaties with foreign powers.
A Provincial government will pay a standard tax to the national government
and a few others
((It is going to be implied that all your recruitment was nationally ordered so I don't have to do a 'No military over X amount' thing or 'No military at all' which fits my fluff better so you can continue on mostly unabated))
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ed9163 No.10343
| Rolled 68, 82 = 150 (2d100) |
>>10333
action change last 2 become
Research secure data networking (making the internet less hackable)
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ed9163 No.10344
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
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ed9163 No.10345
| Rolled 95, 38, 86, 33 = 252 (4d100) |
>>10342
The terms of these treaties were quickly signed by Supreme Leader Stahlhelm, now the local governor, who was unanimously elected by the newly formed Warmar Senate, as the local council.
>>10344
1-3. The Republic's manifest destiny, to expand our lands and resources, not under the yolk of oppression but as free peoples, renews with a new fervor 5/14
4. Meanwhile, a new generation of Combat Engineers is trained (two if possible).
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ed9163 No.10346
>>10338
The People agree to the terms and will provide basic information on psionic-explosive technology in exchange for defensive fortification assistance. They maintain a link to the Rising Sun Empire through a mutually agreed psionic communications node. [META: similar to "the red phone"]
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ed9163 No.10347
>>10337
>>10340
>>10342
>>10344
>>10345
Unsure of what to make of the chaos, the diplomats attempt to return home. While certainly ineffective, they at the very minimum have at least avoided a diplomatic incident.
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ed9163 No.10410
| Rolled 70, 28, 98, 7 = 203 (4d100) |
As shadowrise has mentioned that he's about to start updating, this is for my next turn:
1-2-3-4 all actions to complete passive expansion.
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ed9163 No.10416
| Rolled 8, 58, 7 = 73 (3d100) |
>>10327
Autopsies show that the twisted abominations are actually either the abducted individuals or based on them. Their genetics is the same as that of the children, But with an added string of genetic markers as well a slight distorting energy field emmited by the living ones.
8/10 DD understanding, +2T, +1F
>>10328
The machines are completed. The protocols are written and all is ready. The machines roll out from their factories with their crews trained and ready.
[Passive expansion 2 territories per turn]
>>10329
An expert researcher points out the unwise nature of putting other psi-matrixes too close to glowtown and the location is changed.
The twisted come in large numbers towards the center of the nation and the defences start firing at full speed, mowing down lines of the enemy with support of the occasional patrol. However it seems that the psi-weapons have strange interactions with the twisted beings. Strange unexpected effects and ricochets in various directions. This is even more apparent as a test of the power of glowtown is made. It's focused to wards the largest accumulation of the beings an as it struck energy readings went of the charts. the laws of nature themselves seemed to break as it impacted the twisted. The energy surges affected glowtown itself and the energy buildup was more than expected. However after the devastation the land is saved and the anomalies start returning to normal at various speeds.
+10 charge, 2/8 glowtown cannon, +2 fixed defences, +1 standard infantry, 2/10 psionic-coordination matrix, -2 fixed defences.
>>10332
204-B keeps changing. Their emissions lessening over the spectrum.
2/6 Camouflage Average, +2 territory
>>10333
The railgun prototypes worked quite well, and your techies immediately start working on ways to improve them even further. With the addition of this new protectorate the risk of cyberterrorism and attacks through that venue has been deemed a much larger threat and resources have been allocated to combat it. Many things have changed now. Your nation has access to so much more. Including the disabled asteroid that almost struch the fortress.
2/5 Railguns average, Cyber Security weak.
>>10335
The progress for the palace goes well and when the strange energy beings arrive they are shown into some of the finished areas of it so that you may learn more from eachother. You however learn more than they think as your surveilance of them reveal many things to your researchers.
12/16 palace, psionics average 4/6
>>10344
So much has changed, yet where most of the people live is much the same.
A new energy has arisen in the younger generations. A feeling of being free at last. These polluted streets no longer seem enough for many and they push hard to seek out new lands.
11/14 Aided auto-expand
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ed9163 No.10417
| Rolled 84, 68, 47, 67 = 266 (4d100) |
>>10416
Name: The Peoples
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
Bonuses: +2 Static Defence Expertise, +5 tunneling, Radiation Shielding
Tech:
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
Armies: 2 Standard Fixed Defense; 1 Standard Infantry
Unique Building: [Glowtown Monument – 19 charge; weakly defended, Armored Glowtown Dome/Pit]
In Progress: 2/8 Glowtown Cannon, 2/10 Psionic Coordination Matrix
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
—
Actions
—
1. The research team – now nicknamed "The Occult" continues their research on the Glowtown cannon. Following the firing of the prototype, the team leader [NAME REDACTED] was quoted as saying. "You know, we're really very excited. We've never had data like this before, and frankly it's fantastic. We're really excited. Thrilled even. Absolutely. We've never seen numbers like this before, and it's leading to some very thrilling avenues of theory." [Continue research on Glowtown cannon]
2. The People meet their diplomatic obligations and supply The Rising Sun Empire with psionic-explosive technology. While they are pretty sure the bad end of this deal is on their end, they really need the turrets.
3. With the recent successes against the meteor-creatures, mechanized infantry are developed. It is thought that using psionic-hovering vehicles as part of a combined elastic defensive strategy will be useful. [upgrade infantry with hover vehicles or develop mechanized infantry]
4. Research on the psionic-coordination matrix continues. It's thought that having a large open command center like in science-fiction telenovels will add to efficiency of the design. While specious in character, research moves ahead with additional funding thanks to a well-written budgetary request to congress. [continue research into psi-coordination matrix]
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ed9163 No.10418
| Rolled 70, 1, 59, 55 = 185 (4d100) |
>>10416
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
1.2. In accordance with the Treaty we shall build defense turrets in the land of The Peoples, and leave men to man the turrets.
3. Work on the palace 12/16
4. Work on the psionic research 4/6 We Require Psionic Commandos and Psionic Soldiers.
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ed9163 No.10419
| Rolled 70, 66, 80, 67 = 283 (4d100) |
>>10416
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-2. Finish up the final stages of our rapid expansion policy. The people deserve the right to stake their claim on free lands as free people! 11/14
3-4. Raise more Combat Engineers.
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ed9163 No.10420
| Rolled 17, 23, 28, 95 = 163 (4d100) |
>>10416
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 5
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak, 2/5 Railguns average, Cyber Security weak.
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1&2. Begin creation of the board of civil research and engineering to help, as the name implies, our civil technologies and projects so our citizens shall not be neglected.
3&4. Send a team of scientists to check out the asteroid, and make sure they are well guarded. If what glow things said was true things could get dangerous fast.
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ed9163 No.10423
1. Continue to expand our borders towards the fertile territories nearby.
2. With more food it comes a time to recruit more Armored children to defend ourselves, and perhaps begin to strike back.
3.4. There is one final thing we need to finish our research of the enemy, direct examination of a distortion. This will be perhaps the most dangerous part of understanding our enemy. But with understanding comes victory. However unlike the previous attempts we shall have the Armored Children watching over the scientists and protecting them. DD-Space understanding (8/10)
+7 to all tasks
Progress :
Nuclear Fission Average (1/6)
DD-Space understanding (8/10)
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peacful forest into a city. We have expanded into the wider world.
Territory : 36
Fertile: 8 (6)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 2
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.10424
| Rolled 45, 21, 51, 69 = 186 (4d100) |
>>10423
dice
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ed9163 No.10426
| Rolled 71, 97, 46, 72 = 286 (4d100) |
>>10416
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 12
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Weak)
+ Emergency Adaption (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Sharpened Limbs (Weak) 1/4
Regeneration (Weak) 3/4
Camouflage (Weak) 2/6
1. The cellular regenerations progress of 204-B still hadn't shown any signs of advanced combat mechanisms or regenerative processes. While there had been some protective advances they were mostly of evasive nature, a perhaps concerning turn of development for an engineered bioweapon.
(Regeneration (Weak) 3/4)
+ Bio-Engineering (Good)
2-3. With their constant progression in Bio-Engineering it was only a matter of time until the 204-B would make their next jump in one of the areas they had developed towards. Until now research data supported however that all of these changes were of a minor evasive nature and posed no threat to the research crew.
(+ Camouflage (Weak) 2/6)
+ Bio-Engineering (Good)
4. As a rather unsurprising reaction to the meteor impact the 204-B had begun to retreat underground, it was assumed that this was a protective mechanism.
(Tunnel Society Bonus ho)
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ed9163 No.10477
| Rolled 93, 21, 45, 21 = 180 (4d100) |
http://pastebin.com/SGiE612M
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak), Solar Technology (Weak)
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
Armies:
—–
4/7 Deep Core Mining
—–
Mining is continued. The solar technology that has been studied is suggested to be utilizable for various other technologies, an attempt at utilizing light-energy is made, and an attempt to develop hardlight from it is made. The nearby stage-three fertile lands are identified, and the suggestion to expand onto it is made.
1 Deep Mining
2 Develop Hardlight
3+4 Expand onto stage-three fertile lands
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ed9163 No.23434
| Rolled 41, 16, 74 = 131 (3d100) |
>>10417
Occult comtinues with the progress and some of the team even get fanmail! And other mail of… Various varieties…. They are not entirely sure how to handle this.. But they know that they like it.
The empire seems to be honoring the deal, construction and manning of defensive turrets are done and you transmit the research specs to the empire.
The need of rapid-response units is apparent and your brightest egg-heads are working on it.
+2 glowtown progress, +2 Red sun rising empire turrets(manned by empire men and very secretive), 1/6 mechanized infantry, +1 coordination matrix progress.
>>10418
The Peoples transmit the speccs for psionic explosives as you set up defences in their lands, artillery batteries and turrets dot the landscape, manned by your men. Some odd reports came in, but it just seems to be due to inexperience and low-level corruption. Nothing that wasn't expected.
+[Psionic explosives weak], +1 palace progress, +1 psionic research
>>10419
The combat engineers graduate their training and are ready to serve the Republic.
13/14 project, +2 combat engineers
>>10420
Beurocracy is hell right now with the republic and everything. So getting anything done has been problematic. But an expedition to the asteroid is made. Initial findings are.. Puzzling. at a first glance the asteroid seems natural. But on closer inspection it seems to be hollowed out and is emitting weak vibrations. Some of the guards and scientists are reporting headaches after working by it for too long. The scientists have discovered what they think is a part that's designed to break off from the asteroid to provide an opening after landing.
3/8 asteroid examination
>>10423
Your scientist finally think that they have a basic understanding of the strange fields. They appear to be Dimensional distortions. Warping reality itself inside them, changing time, space and possibly the laws of physics. It appears the effects become more powerful the closer to the center they get and it's theorised that at the center there is an overlap with another dimension. The mathematics behind it all is much too complex for most feeble minds, but the top minds of the children assures you that this information opens up untold doors and will allow you to fight back batter against the enemy. It's just in time as well as a large group of the monstrosites have been spotted headed for one of your population centers. COMBAT
1+ territory, +1 armored children, DD-Space understanding
>>10426
The survival of individuals in the swarm ha been noted to have increased dramatically recently. Wounds healing in a fourth the previous time and there has even been reports of limbs regenerating after fights. A remarkable progression. Though keeping track of 204-B has become difficult. Visual and thermal imaging is proving insufficient to keep track of them in foliage anymore. Only when they are out in the open are they spotable from our vantage, and even then it's hard. This is disconcerting.
Regeneration weak, regeneration 1/6, +2 territory (your automated), Camouflage Average, 2/8 tunnel society.
>>10477
The drills dig deeper and rich veins are detected on scanners. Soon their riches will be yours
6/7 deep core mining, +1 territory
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ed9163 No.23435
| Rolled 24, 5, 36, 83 = 148 (4d100) |
>>10477
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics weak.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
+Psionic Explosives Weak
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
1. Get the cause of the inexperience and low-level corruption sorted out and taken care of, all reports should be succinct, accurate, and detailed.
2.3. Continue work on the Palace 13/16
4. Finish the psionic research 5/6
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ed9163 No.23436
| Rolled 16, 33, 2 = 51 (3d100) |
COMBAT!
3 Armored Children rally to the defense.
Your people are molded for their task and give an +5 bonus to all tasks.
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ed9163 No.23437
| Rolled 74, 47, 62, 98 = 281 (4d100) |
>>23436
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ed9163 No.23438
| Rolled 35, 61, 15, 90 = 201 (4d100) |
1. Begin to research a way to grow children resistant or even immune to these distortions.
2. Begin building weapons to better able to combat the mutants coming from the distortions
3. Expand
4. Grow more Armored Children.
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.
Territory : 37
Fertile: 8 (6)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak, DD-Space understanding
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defence: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23443
>>23436
>>23438
Want to try using some specific strategy more than just defending? It might give you a bonus if it's good.
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ed9163 No.23445
| Rolled 53 (1d100) |
>>23435
errrm, use the Lab to finish the psionic research,
instead for action 4 add it to working on the palace with the +20 to 1 action perk.
Reroll here if necessary
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ed9163 No.23446
| Rolled 63, 20, 89, 9 = 181 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
———–
Tech:
———–
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense
- 1 Standard Infantry
- 2 RSR empire turrets
Unique Buildings: [Glowtown Monument – 19 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
4/8 Glowtown Cannon
3/10 Psionic Coordination Matrix
—
Actions [Glowtown research, mechanized infantry, static defenses
—
1. The research team down near the monument seems to be making some progress. [Glowtown research: 4/8]
2. The mechanized infantry are looking increasingly promising. [Mechanized Infantry: 1/6]
3. The People continue to build additional prefab static defenses from their factories. [Build: Static defenses]
4. Work on the coordination matrix continues. Everyone is working overtime and they seem positive about it. Congress actually reads the reports, too. [Psi Coordination Matrix 3/10]
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ed9163 No.23448
| Rolled 41, 86, 63, 25 = 215 (4d100) |
>>10416
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [2] (2 combat engineers)
Metal: 3 [1] (2 combat engineers)
Oil: 3 [1] (2 combat engineers)
Energy: 3
Tech:
Bonuses:
Armies:
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1. Build 1 Sapper Tank to help with expansion
2. The Rapid Expansion policy shall set us upon the path to ultimate glory! 13/14
3. Design the Mobile Fortress, a gigantic resource extracting mobile fortress able to act both for expansion, production, and as military platform
4. EXPAND!
>2 Combat Engineers
>Extra: Each combat engineer while not in combat can be assigned to 1 construction/engineering roll to give +2 to that roll.
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ed9163 No.23449
>>10179
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.23450
>>23436
>>23443
>>23436
Tactics. The previous bait and lure tactics we used using volunteer children to move the enemy into ideal locations for our own troops counter attack shall be once again put into place. Once the battle moves into the population center proper we will collapse buildings on them as they try to chase them. Better the destruction of property then the loss of life.
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ed9163 No.23452
| Rolled 81, 9, 65, 66 = 221 (4d100) |
>>23434
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 5
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak, 2/5 Railguns average, Cyber Security weak.
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1&2. Begin creation of the board of civil research and engineering to help, as the name implies, our civil technologies and projects so our citizens shall not be neglected.
3&4. Start creating a rotation of scientists for when their headaches start coming they can switch out. Send over a medical team too to make sure nothing is seriously wrong with them. 3/8 asteroid examination.
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ed9163 No.23454
>>23449
Start me in the north East near some resources please.
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ed9163 No.23455
>>10179
Name: Jikartans
Colour: Whatever is left
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, head and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23456
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ed9163 No.23459
>>23449
>>23455
>Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, head, and cold.
>like texture, head ,and cold.
>head
Was meant to be heat. dur hur.
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ed9163 No.23464
| Rolled 77, 92, 99, 2 = 270 (4d100) |
>>23434
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 12
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Sharpened Limbs (Weak) 1/4
Regeneration 1/6
Tunnel Society 2/8
1. The emergency adaption capacities continued to develope as some parts of the 204-B species continue to fall prey to airborne predators. Rapid skin hardening, the expulsion of toxic gasses and other adaptive processes were amongst the rapid response mechanisms that could be inspected from orbit. Though they continued to appear as lacking and rarely sufficied to save the specimen in question from its demise this is certainly a positive tendency for the 204-B type's initial purpose.
+ Bio-Engineering (Good)
+ Emergency Adaption (Weak) <- develop this
2. Contiuing to avoid much of the required orbital inspections it is assumed that the 204-B species has taken up to a more tunnel dwelling pack. While some scientists would like to land and inspect the tunnel systems' first hand others suggest that this may be part of predatory ambush tactics, however no evidence for this has yet been found.
+ Bio-Engineering (Good) <- maybe this is relevant unless its more of a habitual thing
+ Tunnel Society 2/8 <- develop this
3. While the 204-B specimen have shown some aggression towards smaller species when it comes to hunting they have shown almost irrational fears of all things airborne which some suspect may be caused by epigenetic links inherited from the 203-A population. However in contrast to its predecessors 204-B has also largely been avoiding contact with larger specimens, yet some rather unclear footage suggests that they have begun to develop increased offensive capabilities which could be a sign of the population's puberty, as the colony slowly begins to mature.
+ Bio-Engineering (Good)
+Sharpened Limbs (Weak) 1/4 <- develop this
4. Contiuing to spend many ours digging around in fertile soil it is at this point hardly possible to suggest what effects this may have on the colony, however some suggested that the increase in available nutrition, especially in the soil itself may supply the much needed energy required for the 204-B typus to develop thus encouraging the speed of its adaption.
+ Bio-Engineering (Good) <- develop this, or whatever increases "research" speeds
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ed9163 No.23466
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23477
Name: The WubWoob Tribe: 2. Cutebold
Colour: brown
Fluff/background: After being banished from their original
Fertile:tribe for their heretical beliefs, the WubWoob tribe is far more blood thirsty and violent than their passive WubWub kin. Of course, aside from their barbaric and warlike tendencies, they are still pretty much the same physically.
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
Id like to start in the east most island
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ed9163 No.23491
| Rolled 8, 54, 51, 25 = 138 (4d100) |
>>23434
Rolling for regalia
>Name: The Order Faux
>
>Colour: Brown
>
>Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
>
>The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
>
>Fertile: 3
>
>Metal: 3
>
>Oil: 3
>
>Energy: 3
>
>Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak), Solar Technology (Weak)
>
>Bonuses:
>
> -Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
>
>Armies:
>
>—–
>
>4/7 Deep Core Mining
>
>—–
>
>Mining is continued. The solar technology that has been studied is suggested to be utilizable for various other technologies, an attempt at utilizing light-energy is made, and an attempt to develop hardlight from it is made. The nearby stage-three fertile lands are identified, and the suggestion to expand onto it is made.
1 Deep Mining
2 Develop Hardlight
3 Build wall around capitol,
4 Build static missile launcher (4 hexes range)
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ed9163 No.23492
>>NOT A TURN POST! JUST ADDING STATS FOR NEW PLAYERS
>>23449
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Tech:
Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average.
>>23455
Perk: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Tech: Vr strong, Robotics Strong, Orbital launch weak.
Military designs: Change cost/upkeep of standard units from F to E.
>>23466
Perk:
Huntergatherers: All your units take 1 F less maintainance.
Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
Where the hell did that cutebold come from?: You can recruit 3times as many units per turn as all others and you get easier expansion.
Military designs: Replace standard designs with this
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
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ed9163 No.23493
>>23492
Name: Jikartans
Colour: Whatever is left
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech: Vr strong, Robotics Strong, Orbital launch weak.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
1-4 Expand in every direction! Prioritize nearby resources.
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ed9163 No.23494
| Rolled 11, 51, 5, 44 = 111 (4d100) |
>>23493
forgot to roll.
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ed9163 No.23497
| Rolled 34, 68, 75 = 177 (3d100) |
>>23435
Your men comb through the reports and everything SEEMS to be in order. Now, there are rumors that a large ammount of vodka bottles have been found near the offices, but that shouldn't have affected anything. right? There was an anonymous tip however that not everything in the backgroundchecks of some of the ones manning the defences is entirely correct.
However certain treatments and diets are developed to increase the power of your psionics dramatically. An unarmed psionic can now beat most trained and armed soldiers in battle!
Reports have come in that abominations are approaching the defences by The People.
14/16 palace progress. Psionics average, Psionics 2/8 (just realised your sats says air-to-space while it's supposed to be Surface-to-space)
(were you or red paying the upkeep for the defences you sent him?)
>>23438
The distorted came in overwhelming numbers. Your armored children had to be rushed out of training even before they were properly trained to protect the nursery and the capitol. The traps still worked, though they did seem a bit more weary this time, could they be learning?
Even with all this however the defences were only enough to defend the most important areas and the edges of your empire are getting enveloped.
DD-Resistance 1/4, D-weapons 1/4, +3 armored children, -5 armored children. -2 territory
>>23446
More defences are made to join the ones that are already there. Their speccs are not as promising as those of the Red Empire however, but they are just in time as abominations are reported to be approaching your defences.
>ABOMINATIONS ARE APPROACHING THE DEFENCES!
5/8 glowtown defences, +2 static defences (were you or anniria paying the upkeep for the defences she sent? if you are then you can't afford the upkeep for these and they won't help out in the defence)
>>23448
The sapper tanks roll out just in time to get educated in the new expansion policy. It seems good and functional but the chaos of such a change has ground the expansion to a halt in the transition period. You hear of strange results at the asteroid site to the north. As teh ascendant researchers continue their work.
+1 sapper tank, RAPID EXPANSION POLICY: +1 territory each successful expansion, 1/20 Mobile fortress,
>>23452
As the researchers start to drill into what they think is the door of the asteroid the resistance of the drills suddenly cease after a few days of surprisingly tough drilling, samples of the materials inside reveals some kind of strong composite that your researchers manage to recreate in small ammounts. But as soon as the drills breach the wall some kind of goop starts to leak out, a quarantine is set up and the goop is sent to be analyzed
2/12 Board of civil research and engineering, 5/8 Asteroid examination, Materials durability Weak,
>>23464
The offensive potential of the swarm seems to have increased with better strength and sharpness of the claws on the individuals. They are able to take down their prey more easily and defend against predators. It's even been spotted that a flailing creature managed to cut off the wing of a predator that had caught it. The creature subsequently fell to its demise. But the flying predator is now unable to hunt any more of its kin. Their numbers continue to swell and at this rate they will soon overrun the island we inserted them on. How they will handle the new ecosystem then will be intresting and after that we can finally terminate them and head back home.
2/6 emergency adaption, 4/8 tunnel society, Sharpened limbs weak, sharpened limbs 1/6, +2F, +2 Territory.
>>23491
Construction of a large wall around the capitol has initiated.
1/4 hardlight, 1/6 captiol walls,
>>23493
Expansion has started and the borders swell. An economic boom happens as the Jikartans get more resources than they know what to do with.
+2 territory, +3F, +2M
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ed9163 No.23498
| Rolled 60, 71, 17, 85 = 233 (4d100) |
>>23497
Name: Jikartans
Colour: Whatever is left
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 3
Energy: 3
Territory: 3
Tech: Vr strong, Robotics Strong, Orbital launch weak.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
1. Expand, get those resources!
2. Begin researching Jikartan Plasma, we got the concept down in VR now we just have to make it work in the real world. This will be the staple of our weaponry. + Vr strong
3. Begin researching efficient Bio Fuels. Using our VR world we’ll be able to run simulations and tests allowing us to hopefully get this done quickly. + Vr strong
4. Start construction robotic workers, these will be simple AI robots that will be controlled by a Jikartan overseer that will monitor them from cyberspace and direct their movements. These will be our factory workers, miners, and constructions crews. + Vr strong + Robotics Strong
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ed9163 No.23500
| Rolled 15, 87, 80, 66 = 248 (4d100) |
1. Begin to research a way to grow children resistant or even immune to these distortions. (1/4)
2. Begin building weapons to better able to combat the mutants coming from the distortions (1/4)
3. 4. Grow more Armored Children. We are losing.
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.
Territory : 35
Fertile: 8 (6)
Metal: 4 (3)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak, DD-Space understanding
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 1
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23501
| Rolled 15, 42, 2 = 59 (3d100) |
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3] (2 combat engineers, 1 Sapper Tank)
Metal: 3 [3] (2 combat engineers, 1 Sapper Tank)
Oil: 3 [3] (2 combat engineers, 1 Sapper Tank)
Energy: 3
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-2. Expand southeast, towards the Metal and Oil
Bonus
+9 to rolls (+2 Combat Engineers, 1 Sapper Tank)
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
3. Continue designs on the Mobile Fortress 1/20
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ed9163 No.23504
| Rolled 93, 48, 67, 92 = 300 (4d100) |
>>23497
>>23492
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies:
1-2. Expand outwards prioritizing resources
3.Research Resonance rifles
4.Start building a Choral tower
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ed9163 No.23505
| Rolled 6, 77, 11, 36 = 130 (4d100) |
>>23492
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Huntergatherers: All your units take 1 F less maintenance.
Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Military designs: Replace standard designs with this
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1) The Great wubbening has began again! Begin harvesting the great and mighty wub berries for subsistence!
2) More Stick pokers! Let them feel the mighty poinyness of our sticks! Let them hear our Stick Pokers as well! And Smell them! And Taste them! And…Uh…See them? They shall know our name!
3) Start cutting down those woods! Forrest displease the wub! And if we get some more sticks, thats even better!
4) Now, we host a great festival! Hooray! WE'RE JUST SO GREAT. Ten pats on the head for everyone!
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ed9163 No.23506
| Rolled 6, 89, 66, 44 = 205 (4d100) |
>>23497
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3
Metal: 5
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing weak, NBC protection Weak, Surface-to-space missiles weak, Missiles weak, fission weak, 2/5 Railguns average, Cyber Security weak, Materials durability Weak.
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1&2. Continue setting up the Board of Civil Research and Engineering 2/12
3&4. Continue looking in to the asteroid. Especially that goop and the cause of the headaches. 5/8
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ed9163 No.23507
| Rolled 42 (1d100) |
>>23501
4. Rolling for Mobile Fortress design 1/20
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ed9163 No.23509
| Rolled 60, 64, 62, 30 = 216 (4d100) |
>>23497
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Scientifically engineered by an intelligent species and developed as a biological weapon meant to attack and wear out technologically superior opponents Chamber 204-B was located on one of the responsible empire's research vessels.
Official information released by the military correspondents has it that the ship suffered a technical malfunction and in order to protect crew the chamber was expelled, crash landing on a nearby planet. Less official sources from within the military report however that it was a planned expulsion, a field test of Chamber 204-B.
Engineered to have great biomorphic potential Chamber 204-B operates almost completely unguided as the species has been bread without any means of communication. Early tests of directing attacks using certain pheromones have been undertaken, they are however still in very early stages.
Naturally as they had been engineered to be a biological weapon Chamber 204-B has been branded with a kill switch, though some concerns have been raised that it may be able to evolve countermeasures on it's own.
Territory: 12
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Emergency Adaption 2/6
Regeneration 1/6
Tunnel Society 4/8
Sharpened Limbs 1/6
1 and 4. The 204-B population continues to dwell beneath the surface of this already habitated planet. While this does encourage their efficiency in general it also inhibits the efficient evaluation of their progress. After long discussions it was agreed that an unmanned drone is to be inserted into orbit in order to improve the collection of data samples. While none of the required machinery is currently available it will be distributed to the research station in due time.
+ Tunnel Society 4/8
2. The airborne predator whose wing had been cut off found itself no luckier than its prey, plummeting to its unfortunate death. In a rather unsurprising turn of events the 204-B population quickly descended upon the dead predator, devouring its carcass. However much to the interest of some researchers it has been discovered that those specimens believed to have been involved in the act of feeding on the carcass have shown signs of rudimentary wings growing out of their backs. While certainly not capable of supporting flight this does bring up the assumption that 204-B may be developing the capablility to splice genes and obtain certain properties from other species. At this point it is uncertain how far this trait has been developed and whether it is merely a genetic anomaly.
+ Consume Thine Enemy
3. Having been developed in order to wear down technologically superior forces much has been learned from the flaws of 203-A and improved upon in the new 204-B design. While the earlier models turned their habitats into a barren wasteland the skin of the newer 204-C (C meaning carrier) model has been saturized with an oily layer which harbors small sacks of seeds. After a large amounts of tests it has been determined that the seeds of the "Fire Forest" proved most efficient for the suggested purpose.
Growing at above average rates which are drastically increased on soil which has recently been burned the "Fire Forest" plants are a earth jungle like flora, growing dense with a vast array of potentionally poisonous types. Inhibiting the efficiency of range based weaponry and forcing trespassing units to employ ABC secure equipment combined with its flame-growth properties it has been determined to shift the battlefield in the 204-B's favor significanlty.
+ Develop Carrier Type for Jungle Conversion
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ed9163 No.23510
| Rolled 2, 49, 97, 50, 59 = 257 (5d100) |
[Defense: The Peoples]
The Peoples aren't confident as they begin another defense of their territory. The Glowtown monument begins firing as [Infantry] attempt to act as a mobile reserve to defend against the creatures. Turrets, as one might expect, concentrate as they can on single targets or masses.
[Defenders:]
4 Standard Fixed Defense [F2/E4]
1 Standard Infantry [F1]
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ed9163 No.23511
| Rolled 35, 74, 31, 63, 11, 4 = 218 (6d100) |
>>23510
rolling abominations.. then things…
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ed9163 No.23512
| Rolled 55, 21, 50, 55 = 181 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 5 [-3.5/turn]
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
———–
Tech:
———–
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies: [Upkeep: F1M1]
———–
- 4 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
- 2 RSR empire turrets [F1/E2][Inoperable]
Unique Buildings: [Glowtown Monument – 13 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
>>5/8 Glowtown Cannon
>>3/10 Psionic Coordination Matrix
>>[Mechanized Infantry: 1/6]
—
Actions [Glowtown research, Coordination Matrix, Resources]
—
1. Research moves ahead, anxiously. [Glowtown research: 5/8]
2. A frantic search for resources begins as shortfalls are noticed. [Resources: +5 tunneling]
3. A diplomatic team is sent to the [Flowering Empire] in order to coordinate information about the DD-field creatures.
4. Frantic work continues on the matrix. [Psi Coordination Matrix 3/10]
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ed9163 No.23514
| Rolled 32, 78, 18, 96 = 224 (4d100) |
>>23497
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
+Psionic Explosives Weak
Perk:
+20 to 1 action per turn
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Psionics 2/8
1.2. Train up some Psionic Commandos [1 free progress] [+20 to first action]
3.4. Continue to build the palace 14/16
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ed9163 No.23515
| Rolled 6, 39, 80, 28 = 153 (4d100) |
>>23434
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak), Solar Technology (Weak)
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
Armies:
—-
6/7 Deep Core Mining
1/4 Hardlight
1/6 Capital Walls
—–
1. Finish mining.
2. Continue hardlight development.
3. Continue on the capital walls.
4. Continue attempts to design defense missiles.
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ed9163 No.23517
| Rolled 91, 43, 49 = 183 (3d100) |
>>23498
The territory expands into oil-rich fields. This will hugely swell the energy production and allow many more bodies. Plasma functions the same way here as on the old world. So research goes as indicated in the VR. However the plantlife here is very different from that on the old world so the research there was a bit of a dead end and the team has to restart with new data.
+1 territory, +3 O, 2/4 plasma weaponry, Roboworker design 2/8
>>23500
The armies are hastily reinforced with new armored children to defend the lands. But at this rate it won't be enough. Something decisive will be needed to turn the tide. And researchers hope that that something might be their new prototype D-weapon. It's unwieldy and bulky but the rays from it manage to distory the corpses of the abominations to where they would not be able to function quite quickly. Now just to figure out how to streamline it and make it useable in the field, That won't be too hard. And after that there has been talk of larger mounted versions and even bombs, and much more! Maybe even controlled distortions, Reshapings.
And more hope is provided as an ambassador made of congealed light arrives with it's crew, bearing words of their fight against the very same monstrosities and offerign co-operation.
3/4 D-weaponry, +3 armored children (would have been more if you'd been able to pay the recruitment cost)
>>23501
The designs of a humongous moving fortress are drawn up. Though some would call it a moving town with a shit-load of drills, harvesters and guns on it.
+1 T, 2/20 mobile fortress.
>>23504
The Ban Sarai after their long disunity gather together and soon gather in numbers too large for their current territories. The expansion finds verdant lands where the Ban Sarai may frolic.
1/4 resonance rifles, +4 territory, +3 F, 3/8 Choral tower design.
>>23505
It seems that wub berries are not native to this plane. This throws the entire tribe into disarray that is only resolved when it's revealed that the head shaman had a bouch full of wub-berry seeds he liked to put in fire and then inhale the smoke from. They were promptly confiscated and roughtly a third of them managed to avoid the fires and inhalation and were instead planted all over the lands and then lovingly tended to to spread the wub berries all over the land! There were even thousands of armed cutebolds drafted to protect the wub-berry patches while they grew and spread to sufficient number to not instantly die out.
+6 stick pokers.
>>23506
it seems the goop is a powerful mutagen and nanite sludge. With some testing your researchers postulat that it's meant to anything that comes into contact with it and make it more pliant and suited for another enviroment. Anything that gets changed by it tended to die after about a week in the enviroment. As the researchers open the asteroid more fully the time untill the headaches manifest and get overwhelming gets cut down to about 15 minutes near the opening.
+2/4 genetics, +1/4 nanites
4/12 board, 7/8 asteroid
>>23509
Not much is being picked up from the 204-b. A multitude of holes have been detected though, It's suspected these are burrows.
6/8 tunnel society, 2/16Genetic consuming, 1/8 carrier design
>>23512
As the monstrosities engage your troops the fighting starts and looks hopeful. But alas! Betrayal! The red empire fortifications start firing upon your own fortifications! It seems that everything is doomed but they don't have time to do much harm before being blindsided by your infantry who had been headed to the frontline after a misjudged deployment. This foul betrayal though risked the annihilation of your people. After that is handled the monstrosities get cut down before they manage to reach the towns. many fortifications fell and many gave their lives though. The glowtown monument didn't seem to do much. It's suspected it had to do with the recent constructions that are now unfinished and blocking it's powers.
Other good news is that the embassador safely arrived at to the children.
+10 Glowtown charge, -2RSR turrets, -2 Fixed defences, 6/8 glowtown research, 4/10 matrix
1/2
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ed9163 No.23518
>>23517
>>23514
The great palace is finally finished! Great inspiration and pride fills your people (along with a low-powered psionic influence) Productivity is way up and everyone seems to be happy!. Well, maybe not everyone.. Reports come in of unexpected events down by the people. When the figthing started your men at the turrets started firing upon the people instead. Loyalists tried to prevent this and reported it in to command before being gunned down. It seems a general had decided to form a breakaway nation away from you and used this opportunity to take those loyal to her and position them there to prepare for it. She is nowhere to be found.
PALACE FINISHED, PERK UPGRADED TO INCREASE SUCCESS BY 1 INSTEAD OF +20. (does not apply to crits), 2/8 psionic commandos
>>23515
The mine is finally finished. It goes deep down and the power-drain is significant to keep all the ventilation and machinery going. But it could be well worth it
[Deep mine] Spend 1 energy to get 2 M, 2/4 hardlight, 4/6 capital walls. 1/8 defense missiles.
2/2
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ed9163 No.23519
| Rolled 92, 98, 62, 9 = 261 (4d100) |
>>23518
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+Air-to-space weaponry weak.
+Psionic Explosives Weak
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Psionics 2/8
Psionic Commandoes 2/8
1.2.3.4. Hunt down these dissenters and traitors and execute them immediately [+1 progress]
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ed9163 No.23520
| Rolled 21, 14, 23, 8 = 66 (4d100) |
>>23517
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,1/4 resonance rifles, 3/8 Choral tower design.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies:
1. Continue Choral tower research! 3/8
2. Continue Resonance rifle research!
3. Expand
4. Research Sonic Flight
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ed9163 No.23521
| Rolled 4, 88, 47, 20 = 159 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 1
Oil: 4
Energy: 2
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
———–
Tech:
———–
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 20 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
>>6/8 Glowtown Cannon
>>3/10 Psionic Coordination Matrix
>>[Mechanized Infantry: 1/6]
—
Actions [Glowtown research]; Resources; Coordination Matrix]
—
1.Enormous amounts of effort are invested into the Glowtown cannon. [Glowtown research: 6/8
2. Extensive efforts are made to find more resources. Particularly metal. [+5 to tunneling]
3.4. The remainder resources are allocated to the defense Matrix. Anxiety mounts and panic begins to set in. [Psi Coordination Matrix 4/10]
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ed9163 No.23522
| Rolled 53, 83, 1, 72 = 209 (4d100) |
>>23517
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), 2/5 Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites,
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1. Finish up the asteroid, take it slow if the headaches get too much. +1?
2. Continue setting up the Board of Civil Research and Engineering. 4/12
3. Expand to the south.
4. Begin building a couple of parts factories using 3D printing.
+3D-printing (weak)
+Material durability (weak)?
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ed9163 No.23526
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
A neutral state fond of commerce and fiercely independent, the Draxian Confederate is impartial in foreign affairs and dedicated primarily to the defense of its homeland and the prosperity of its banks, which obey no international laws.
The Draxian people(s) existed in ancient times, and the modern Draxian Confederate is a call-to-home of the diaspora, staking their claim in the lands they believe to have once (with a shaky understanding of precise borders) ruled and held domain over. Hence, verifiable Draxian descent fastracks immigration and citizenship in the otherwise closed-until-you-show-the-money country.
Fertile: 3
Metal: 3
Oil: 3
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23527
[Fluff: The People's Congress: Session I]
It was another day in Congress. A small circular room contained the entire administrative apparatus of The Peoples: military officials, civil officials, bureaucrats, technocrats, and at least one autocrat. The reverberations of were were intense today as the the president pro-temp emits psionic waves of calm to soothe the room. Several small images played across a small psionic projector – statistics mostly, but occasionally large walls of texts. Battle reports. The President began to speak. His gaseous form blinked periodically as he emitted what he had to say: the waves came out measured and elegant in a fashion that a politician (or a rhetorician) would find agreeable.
+++It is true that the Red Storm defenses afforded to us were…did…not function as required. Nevertheless we managed to defeat the creatures.+++
A general at the far side of the room interrupted with an off-tone hostile projection. @@@THAT IS AN UNDERSTATEMENT! THE TURRETS FIRED ON OUR FORCES AND NEARLY COST US OUR LIVES! THIS IS THE WORST PLANET! WHO THOUGHT OF BRINGING US HERE? WAS IT YOU, M*%#?@@@
M*%# floated impassively. She eventually responded with a terse and meanly intoned resonance. %%%No. Even if I had made the decision I doubt I would ever admit to doing it. Who would? Nobody, that's who. General N#%@, be quiet and float without anger. This is nobody'd fault. We sought alliances in desperation and we were rewarded for trusting the lessers.%%%
The President started again after taken back by the disruption. +++Thank you, M*%#. General, please. Yes, float without anger. The situation is unclear. Perhaps the creatures dominated the crews that were sent to us. In any event, trusting the lessers is….and has always been problematic+++
The general stopped for a second to think, then boomed again. The shock of his statement made the entire room flinch as if someone had detonated a small fossil-fuel explosive in the center of the room. @@@PROBLEMATIC? THE WORD OF THE MILQUETOAST ACADEMIC. DISASTER. THIS WAS A DISASTER. DOMINATED? FLOAT WITHOUT ANGER? YOU VAPOROUS TWITS! THAT'S THE STUPIDEST THING I'VE EVER HEARD! WE NEED TO GET THAT CANNON OPERATIONAL AND FRY THESE TRAITORS! LOOK AT THE BIG BOARD! LOOK AT THE DEATHS! LOOK!@@@
A few seconds of uneasy wave chatter bounced around the room.
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ed9163 No.23528
>Name: The Mefestung Order.
>Colour: Tan
>Fluff/background:
Constructed before the 5th War State Decline, the Urauser was to be the ultimate superweapon, a fortress at sea that can blend in beneath the waves, and deploy a entire airforce when called for. However, during the decline, Leading Admeral Cäsar Stromberg ignored protocol to keep the Urauser at bay, taking the warship away from the port to flee to the northern archipelago.
It has been years since they fled, and the Urauser resurfaced in the attempts to resupply. But they are not alone in that effort: In addition to the submersible fortress, they also have the knowledge to construct Luftrausers, elite aircrafts which through a effective jet engine and modified inertial dampeners, has the mobility to outmatch both the typical airplanes and the unusual VTOLs. With that by their side to assist them in their efforts, the new Mefestung Order will rule the waves and the air!
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ed9163 No.23529
>>23527
A missive is sent to The People from the Red Sun Rising Empire:
To the Government body of our allies The People:
We regret to inform you that we have discovered traitors among our midst and falsified information that allowed these traitors to set up operatives within the defenses we have built for your use. As of the writing of this document the Operations within the Empire are focused solely upon finding and punishing these traitors to the fullest extent possible. We apologize for this discrepancy and grievous mistake that we have made and hope that it does not damage future relations with your peoples and ours.
Sincerely,
Colonel Dimitri Vladislov
Head of Internal Affairs
Head of Diplomatic Affairs
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ed9163 No.23530
>>23526
Perk: Traders: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
TECH: Shipbuilding Strong, Torpedoes, average, Missiles Weak, AA-defences Weak, naval propulsion Strong, Submarines Weak,
>>23528
Perk:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
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ed9163 No.23531
>>23530
>>23528
Forgot your techs.
Shipbuilding average, Airplanes strong, inertial dampeners average, missiles weak, jet propulsion strong, submarines average.
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ed9163 No.23532
| Rolled 98, 71, 77, 70 = 316 (4d100) |
>>23517
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
6 stick pokers.
Huntergatherers: All your units take 1 F less maintenance.
Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1) Hm. Well, lets get to growing those wub berries! Remember, Uh, Wub-berries make more wub seeds! And who doesn't love those?
2) More stick pokers! I want those stick's front and ready!
3) Start cutting down those wub-wood trees. Or, trees. But Wub-wood sounds better, so we'll just call them that.
4) Jeez, its a little crowded here. Oh, hey, a bunch of empty land! Expand!
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ed9163 No.23533
| Rolled 42, 23, 93, 16 = 174 (4d100) |
1. Commence verk on State Research Bureau. Ve must be organized to of having much strategic knowledge.
>[Build Draxian Independent Confederate Kreis Research Uber Bureau, DICKRUB]
2. Anschluss nearby Oil (followed by if tenable) nearby Fertile lands. Clearly zees are Ancestral Draxian Lands.
>[Take Oil, Fertile]
3. Vhere is all zee money gone? Build a baahnk, make it schnappy.
>[Build Bank]
4. Ve need more industry. Research heawy industry, construction, and the administration of zeese tings.
>[Research Industry]
>>23530
>>Name:
>Draxian Confederate
>>Colour:
>White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>>Fluff/background:
>A neutral state fond of commerce and fiercely independent, the Draxian Confederate is impartial in foreign affairs and dedicated primarily to the defense of its homeland and the prosperity of its banks, which obey no international laws.
>The Draxian people(s) existed in ancient times, and the modern Draxian Confederate is a call-to-home of the diaspora, staking their claim in the lands they believe to have once (with a shaky understanding of precise borders) ruled and held domain over. Hence, verifiable Draxian descent fastracks immigration and citizenship in the otherwise closed-until-you-show-the-money country.
>Fertile: 3
>Metal: 3
>Oil: 3
>Energy: 3
>Tech:
>Bonuses:
>Armies:
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526
Fertile: 3
Metal: 3
Oil: 3
Energy: (3)
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-defences Weak, Naval Propulsion Strong, Submarines Weak
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
Armies:
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ed9163 No.23537
| Rolled 3, 39, 28, 53 = 123 (4d100) |
>>23530
>Name: The Mefestung Order.
>Resources:
[Fertile: 1] [Metal: 1] [Oil: 1] [Energy: 1]
Tech:
[Shipbuilding: Average] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average]
Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Armies:
1-2: After a few years out of the public eye, we shall begin general efforts to provide the needed resources for the Order. Conquer the small island north of the Urauser.
3: We need military backing to support our conquested claims, and for that we need to produce Order Troopers (Count-as Infantry, btw), so that our rule is secure!
4: We have the blueprints and the resources for the Luftrauser, but we lack the general idea how to assemble it. Get some of the more creative engineers and mechanics to figure out those dusty blueprints.
>Research a new military unit:
-Luftrauser Mk.1 (A plane unit)
Recruitment: F:1 M:1 O:1
Upkeep: F:1 M:0.5 O:1
Attack: 2 (+.5 from bonus)
Defence: 3 (Through the jet engines and inertial dampeners, these aircrafts are more nimble than their ordinary counterparts.)
Move: 3
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ed9163 No.23538
| Rolled 68, 14, 85, 44 = 211 (4d100) |
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3] (2 combat engineers, 1 Sapper Tank)
Metal: 3 [3] (2 combat engineers, 1 Sapper Tank)
Oil: 3 [3] (2 combat engineers, 1 Sapper Tank)
Energy: 3
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-3. More expansions southwest!
Bonus
+9 to rolls (+2 Combat Engineers, 1 Sapper Tank)
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
3. Keep working on the Mobile Fortress! 2/20
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ed9163 No.23539
| Rolled 73, 77, 46, 33 = 229 (4d100) |
>>23518
Rolling for Regalia
1. 2/4 Hardling
2. 4/6 Capital Walls
3-4. 1/8 Defensive Missiles
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ed9163 No.23540
| Rolled 55, 99, 84 = 238 (3d100) |
>>23539
>>23519
The purges goes well when you know what to look for. Mindreadings and forced confessions with psionics makes it an easy thing. Many had fled but killsquads find them one by one. Stings are set up, intelligence is gathered and informants and traitors are weeded out. All of this sets up the ministry of loyalty.
Spying weak, Counterintelligence weak.
>>23520
The Ban Sarai decides to have a great re-unification festival that takes weeks and grinds everything else to a halt.
>>23521
Atleast the borders seem calm right now. No attacks are coming. The people seem to be getting some breathing room.
5/10 Psi matrix. 2/5 mine.
>>23522
The asteroid is finally fully opened and cleaned out. inside is a strange crystallic machine. The researchers examine it and finds that it's cracked. Possibly why it did not activate. it does give off a low humm and the time before headaches and nosebleeds start here is only about five minutes. This slows down research considerably. But it seems that the machine is to creat a dimensional distortion of some kind. The researchers don't fully understand it but they do get a headstart in the field. Your settlers to the south encounter a downed asteroid and not much more is known of what transpired there. But when your researchers were tinkering with the crystal machine light started emitting in a pulse and then contact with the settlers was lost and a DD-field appeared.
6/12 board, ASTEROID RESEARCH COMPLETED. DD-FIELD CREATED IN THE SOUTH, [DD-space understanding 4/8]
(added a crude sign to the nuked crater to make it easier to tell apart from DD-field.
>>23532
(you're pink, not brown)
The tribe rejoice! Berries for all! Though this harrowing experience has put its marks in the tribe. Never again shall they suffer like this! Great fields dedicated to the growing of wub-berries are planted and guarded. This shall in the end tribble the wub-allotment to all cutebolds! And does these fields grow! They grow faster than ever dreamt before in these new lands that the tribe expanded to!
Glorious wub-fields 2/8, +6 stick pokers, 2/4 woodcrafting, +2 territory, +3 F
>>23533
Much building is done. There seems however to have been a mix-up. Concrete that was to go to roads and bridges for the expansion instead went to building a bank.
1/12 Research bureau, 2/8 Central bank,
>>23537
Finally emerging again the Urauser claims land by the nearby island and sets up oil refineries to bolster the migth of the Mefestung Order.
1+ Territory, +1 O, Luftrauser progress: 1/5
-Luftrauser Mk.1 (A plane unit)
Recruitment: M:2
Upkeep: F:0.5 M:0.5 O:1 E:1
Attack: 3 (+.5 from bonus)
Defence: 3 (Through the jet engines and inertial dampeners, these aircrafts are more nimble than their ordinary counterparts.)
Move: 5
Bonus:
Built more fore nimbleness and their ability to do slow controlled strafing runs the Luftrauser is more suited for a defensive role than most other planes. x1.25 strength vs land units,
>>23538
The expansion almost doubles your borders! A great day for the nation. Truly. And all who beholds the growing framework of the mobile fortres can't help but marvel at it. Many doubts that it will be able to move at all.
+5 territory, 3/20 Mobile fortress.
>>23539
The first hardligth projectors is completed! And it proves that the concept works. Though as of now the projections are not that hard, not very stable and take a ton of energy. The researchers are positive this can be improved however. And some of the engineers start theorising about a tank which shoots solid light slugs and projects a dampening lightfield around it to protect it as the hardlight has proven reasonably effective at slowing down ordinary munitions.
Hardlight weak, [Capital walls] Provides a defensive bonus to your capital. 2/8 defensive missiles,
>>PLAYERS THAT HAVE NOT YET POSTED GET 4 EXTRA ACTIONS NEXT TURN TO MAKE UP FOR BEING SKIPPED!
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ed9163 No.23542
The general, unorganized Troopers of the Order assembled within the Urauser's internal drydock, forming column that were drilled into them over years under the sea. They waited patiently as the titanic ship groaned like it had before as the diplomatic members arrived in front. Soon afterwards, the speakers blare with instructions from the bridge, as the Troopers marched in line into four of the eight 50-meter-long debarkment ships held within this side of the Urauser.
Once the men boarded the interior ships, sirens blare as the engineers, mechanics and other crew members soon left the drydock compartment through the uber-heavy airlock. After they left, the floodgates opposite the airlocks would slowly rise from the bottom, the Urauser swaying a bit forwards the incoming water, as the smaller ships would soon have their hulls submersed as the men inside the smaller ships see the sunlight for the first time in ages…
When the floodgate fully opened, the hinges and the likes that held the smaller ships in place debarked them from the Urauser. With that done, three of the ships would be sent out to debark their crew over by the island's coast, while the fourth one headed elsewhere, for a different matter.
>>23533
One of the Order's ships would be sent to the location of the Confederation of Trade, debarking some guarding troopers and a smartly dressed man.
"Greetings, I am from the Mefestung Order. I am here for the offer of trade, for my nation desperately require metals like steel, for the construction of the Order's defences. In exchange, we can offer protection from enemy attacks in the form of a alliance, in addition to other things that you may require."
>WTB 1-3 Metal in exchange for a protection alliance in the Confederate's favour and resources that you want.
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ed9163 No.23543
| Rolled 76, 95, 14, 23 = 208 (4d100) |
>>23540
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), 2/5 Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites,
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1. Send the infantry to the edge of the DD space to set up containment. They are to shoot on sight anything they see but do not enter the space. They may call upon a tactical nuclear strike if needed. As our research shows whatever is in there is no longer one of us.
2. Continue research on DD-space. We have a perfect example in the south now. +1
3. Continue setting up the civil research board. 6/12
4. Continue building the Military factories. automatically produces 1 extra unit of the same type when you make military units, (and that unit only has 50% of the cost) 2/10
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ed9163 No.23544
>>23543
DD space research is at 4/7
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ed9163 No.23545
| Rolled 30, 87, 2, 34 = 153 (4d100) |
>>23540
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3] (2 combat engineers, 1 Sapper Tank)
Metal: 3 [3] (2 combat engineers, 1 Sapper Tank)
Oil: 3 [3] (2 combat engineers, 1 Sapper Tank)
Energy: 3
Territory: 12
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-3. Well, it certainly won't be able to move if we don't gather more Metal and Oil!
Another wave of RAPID EXPANSION, this time headed southeast toward more resources
1-3. More expansions southwest!
Bonus
+9 to rolls (+2 Combat Engineers, 1 Sapper Tank)
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
4. Step by step, steel by steel, the Mobile Fortress grows 3/20 Mobile Fortress
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ed9163 No.23546
>>23545
Change action 1 to Sending over our military. The Ascendants need our help!
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ed9163 No.23547
>>23542
"Wilkomme, Mefestung," the Chancellor says, her own armed men flanking her. Diplomacy was always best conducted at home, but she didn't like strangers washing up on shore unannounced.
"We believe we could make a very mutually beneficial arrangement."
"If you were willing to share your knowledge with us, we could commence a mutually beneficial arrangement."
>counter-propose [Shipbuilding: Strong] and [Metal: 2] for [Airplanes: Strong] and [Jet Propulsion: Strong]
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ed9163 No.23548
| Rolled 69, 32, 98, 98 = 297 (4d100) |
1. Ve continue verk on der Bureau. 1/12
2. Und the Baahnks, of course. 2/8
"Ve must reconstitute our ancestral borders!"
3. Anschluss Oil (as depicted).
4. Anschluss Fertile (as depicted).
>>Name:
>Draxian Confederate
>>Colour:
>White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>>Fluff/background:
>A neutral state fond of commerce and fiercely independent, the Draxian Confederate is impartial in foreign affairs and dedicated primarily to the defense of its homeland and the prosperity of its banks, which obey no international laws.
>The Draxian people(s) existed in ancient times, and the modern Draxian Confederate is a call-to-home of the diaspora, staking their claim in the lands they believe to have once (with a shaky understanding of precise borders) ruled and held domain over. Hence, verifiable Draxian descent fastracks immigration and citizenship in the otherwise closed-until-you-show-the-money country.
>Fertile: 3
>Metal: 3
>Oil: 3
>Energy: 3
>Tech:
>Bonuses:
>Armies:
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You)
Fertile: 3
Metal: 3
Oil: 3
Energy: (3)
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-defences Weak, Naval Propulsion Strong, Submarines Weak
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
Armies:
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ed9163 No.23549
| Rolled 75, 91, 38, 49 = 253 (4d100) |
>>23540
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
1. Continue general work on Psionics 2/8
2.3. Psionic Commandoes 2/8 [+1 progress from palace]
4. Begin work on Vacuum cannons [+1 progress from lab]
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ed9163 No.23550
| Rolled 44, 76, 56, 98 = 274 (4d100) |
The Children quickly grow a new Child, one suited for communicating with a being made of Light. It then approaches the diplomat and the two quickly fall into the nitty gritty of technological exchanges as well as discussing defense strategies that both realms have found effective against this menace.
1. Begin to research a way to grow children resistant or even immune to these distortions. (1/4)
2. Get those DD weapons streamlined for use (3/4)
3. Expand to nearby Metal and Fertile resources. We need them to build more Children.
4. Grow more Armored Children. We are losing.
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.
Territory : 35
Fertile: 8 (4)
Metal: 4 (2)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak, DD-Space understanding
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 4
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23551
| Rolled 69, 35, 72, 63 = 239 (4d100) |
>>23550
1.2. DD resistence
3.4. Expansion for resources
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ed9163 No.23552
>>23547
"While that may be seen as unfair, given how our demand for important metals would affect your industry, it is acceptable."
>Deal Accepted.
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ed9163 No.23553
| Rolled 38, 59, 58, 67 = 222 (4d100) |
>>23540
>Name: The Mefestung Order.
>Resources:
[Fertile: 1] [Metal: 3] [Oil: 2] [Energy: 1]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average]
>Armies:
N/A
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
1: The occupation of the isle went better than expected, for the small human settlements were somewhat accepting to the new rule, integrated into the Order through the 'Protection Through Unity Act', that exchanges their rights to a military for independence from other hostile nations and greater trade with those who also accepted the PTU act. If things continue as planned, the fertile farmlands to the north-east will be taken within a few weeks.
>Conquer the F territory near the owned O territory.
2: However, engagement with hostile Partisan forces that rejected the PTU act showed that the state of the Order's troopers are, well, terrible. Years at sea upsetted their general balance, and a lack of firing drills due to scarce ammo meant they can't hit the broad side of a barn. Because of this, it is key to drill the Troops to be able to actually fight once more.
>Produce Troopers, which are count-as Infantry.
3: General effort was made forwards progressing the old blueprints into something capable of production, as some part of the hanger would soon be repurposed into a crude factory for the production of Luftrausers.
>Luftrauser Mk.1 design. (1/5)
4: However, given how long the design effort is to produce a new 'Rauser or watercraft, it is important for such efforts to be streamlined. It is because of this that the Bauentwurf Bureau should be formed, composed of the Order's finest engineers and scientists.
>Project to speed up new air/water-craft designs.
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ed9163 No.23555
>>23553
>Free Movement: Westwards.
With the foothold gained within the oil-rich fetile island, Admiral Cäsar Stromberg soon commanded the Urauser westward, forwards the smaller fishing isle and the other isle that hosts much more oil than the former island.
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ed9163 No.23557
| Rolled 90, 36, 72, 67 = 265 (4d100) |
>>23540
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
12 stick pokers.
Territory: 2
Huntergatherers: All your units take 1 F less maintenance.
Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1) You see, its rather basic math: Remove trees. Get more sticks. Wub. Not hard at all. If we had schools, you all would know this. But since we don't, Cut down the trees!
2) Meanwhile, the Wub-Wub berries are growing wonderfully! Soon, once its done, we'll be able to have a wubine wubfinery.
3) More stick pokers! Wub for the wub god! Or Goddesss? Who exactly /is/ the manifestation of wub? Whatever, we all know they like Pokey-sticks!
4) Meanwhile, more land! For more Wub-Wub berries! And for Wub!
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ed9163 No.23558
| Rolled 19, 66, 99, 26, 6, 27, 86, 93 = 422 (8d100) |
>>23517
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 6
Energy: 6
Territory: 4
Tech: Vr strong, Robotics Strong, Orbital launch weak.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
1-2. Expand, prioritize resources. After that just get fatter.
3-4. The Jikartans continue studying Plasma Weaponry 2/4 + Vr strong
5-6. The Jikartans continue attempting to develop efficient biofuels. To compensate for the different plants, they recreate them in the 3d world using scans. + Vr strong
7-8. The Jikartans continue to try and develop their robot workers, they will be the cornerstone of their industry. 2/8 + Vr strong + Robotics Strong
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ed9163 No.23561
| Rolled 98, 58, 1, 41 = 198 (4d100) |
1-4. Improve hard light. It needs to be more energy efficient and, y'know, hard.
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ed9163 No.23562
| Rolled 41, 74, 52, 57 = 224 (4d100) |
>>23540
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,1/4 resonance rifles, 3/8 Choral tower design.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies:
1-2. More Resonance rifle research 1/4
3-4. More Choral tower designing. 3/8
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ed9163 No.23564
| Rolled 10, 67, 21, 61 = 159 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 1
Oil: 4
Energy: 2
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 17 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
>>6/8 Glowtown Cannon
>>5/10 Psionic Coordination Matrix
>>[Mechanized Infantry: 1/6]
—
Actions [Glowtown, Mining, Matrix]
—
1.2. The change in the governmental situation changes quickly as congress rams through appropriations bills. Heatsinks and dispersal equipment is planned for the monument – it seems to be the only ace card The Peoples have. [Glowtown research: 6/8]
3. Mining continues. [2/5] {+5, Tunneling}
4. The coordination matrix continues. {5/10 Psi matrix.}
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ed9163 No.23567
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
" Long have we been dormant. Watched from the dark as our fellow species evolved. Documented all of the wonders, the gifts, that life has sett to thrive upon this world. Recorded all their history, the glories they have achieved as well as their loss. But with the technological advances, with the quickened pace of evolution, with the newcomers from beyond our horizon we can no longer watch from a safe distance. No, the time has come my sisters! For us to venture out through the shadows and light to uncover all knowledge, secrets and history! They will be stored for eternity in the vast depths of the Memory Core! And with that they will all be immortal. " - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness are an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
They are a shy species that will often rely on their stealth and technology to avoid most encounters. When things don’t go as well as planed during their missions on the surface they contact smaller outposts or towns to trade for resources and try to keep a low profile. The best way to approach them is at these moments with history records or stories for them to store. In those situations they gladly share bits and pieces of what they know. If they open up to the other species they will find a civilized and kind mentality in the EC. They are a very social race with each other, even tho it can look odd watching two of them simply stare at the stars while they send information to each other. It is extremely rare to se a male amongst them, the few men they have stay in their Capitol: The Heart. Thus seeing relationships between the female agents is not rare.
If they happen upon a hostile force most are willing to sacrifice themselves to allow others of their teams to get away with the secrets or knowledge they hold. They can often end up in these horrid situations tho, since recording history also entails recording the downfall of one nation when another invades. Then its vital to infiltrate and learn all they can before the nation perish. Only volunteers do this job since it means heavy modification and amputation most of the times for the infiltration. In some rare cases they try to help the race survive or propagate a colony on a different location.
All of the Eternal Consciousness are linked together via a neural network, it allows them to transmit information as well as thoughts and orders to each other. Making them very able with quick Intel between their units as well as the recorders at the Memory core, This also allows them to fetch information from the memory core with some times. Being able to recite the knowledge stored there or use it to their advantage on the field.
Those of higher importance within the Eternal Consciousness, as well as the Queen, can even temporally speak through one of their field agents as if tho they have posed them.
Units outside of The Heart:
Pods.
Groups of agents sent out into the world to observe and record. They rely heavily on stealth and will attempt to flee if confronted by hostiles or sett up ambushes to gain an advantage.
Infiltrator.
The volunteer is taken into surgery and heavy modified. Most of the natural extra limbs are amputated and surgery transplants to move and keep vital organs. The outer is modified with plastic surgery and genetic modification to fit the race they will be infiltrating. This does not work with races that differ far to much from the basic humanoid form. Once they have become an infiltrator they can never return to normal again, but they are often the ones who record the most information and are therefore highly respected within their culture.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
(Only a basic sketch of their bodystruckture. )
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ed9163 No.23569
>>23567
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the reslut is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Sleeper agents: covert ops in other nations recieve a +20 buff.
Tech: genetics average, cybernetics weak, spying strong, counterintelligence weak, cloaking average, hacking weak, neural link average.
Project: underground core, your home is deep underground and harder to find.
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ed9163 No.23580
| Rolled 42, 49, 86, 30, 49, 53, 28, 22 = 359 (8d100) |
>>23517
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 8
Metal: 3
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
Armies:
Emergency Adaption 2/6
Regeneration 1/6
Tunnel Society 6/8
Genetic Consuming 2/16
Carrier Design 1/8
Sharpened Limbs 1/6
1-2. The 204-C Carrier Type is a sub-type of the 204 species. Capable of distributing potent "Fire Forest" seeds it was engineered in order to grant other 204 species a substantial advantage on the battlefield against technologically more advanced forces who employ ranged weaponry. The Carrier type as opposed to the 204-B type is much less of an active predator, both larger and slower, though exceptionally well disguised in "Fire Forest" terrain as smaller plants grow on its skin which is saturated with chloroplast granted it its iconic green color. Certainly it should prove interesting to see how the 204-C will fit into the primarily 204-B colony.
+ Carrier Design 1/8
+ Bio-Engineering (Good) – pretty sure
3-4. While some hardships with customs and delivery services have delayed the delivery of sub-orbital surveillance measures the efficiency of a sub-orbital surveillance system (SO-SS) has already been questioned. With the steadily increasing underground activity of the 204-B population it is questionable whether the employment of a SO-SS would suffice in evaluating the species progress. Some are even more concerned in the light of recent 204-C type developements that the already hard surveillance may prove to become nigh impossible to a point at which ground or perhaps even seismic surveillance would become essential.
+ Tunnel Society 6/8
+ Bio-Engineering (Good) – maybe
5,6,7. As the territorial expansion of the 204-B colony continues to proceed it becomes more and more evident that the various foods they consume have definite effects on both their behavior and biology. Rudimentary wings, gills and several other growths have repeatedly been noticed. While the research station is at this point almost employing half of its personell in order to pinpoint the extent and cause of this unintended but not necessarily unwanted effect. Still attempting to determine the degree to which such an ability could prove dangerous to potentially the research personell itself remains a very complex affair which as the personell itself stresses, cannot be supported by their rather limited means.
+ Genetic Consuming 2/16
+ Bio-Engineering (Good) – pretty sure
8. While initially deemed unimportant for the mission some person somewhere in the research station lost a particular document. This document titled, "The Health Risk of working with 204 Types" which was most likely intended as a complaint to his or her superiors goes into detail about an increased amount of cancer amongst those researchers directly interacting with sedated or dead specimen. While this rate did drop significanlty once hazmat suits were introduced the procedure the author of the document who has been fired in the meantime is certain that this has something to do with a taste-, color- and smellless gas.
Though the idea of 204 Types "farting" could be funny to some the gas expelled is a resemblance to their very own properties and is part of the reason they are capable of such drastic changes in their biological makeup. Encouraging further mutation amongst 204 types when in groups this gas stimulates the cells of other species to mutate as well, however while basically having the same effect most other creatures were not designed for such violent genetic changes and will thus suffer tumerous and unplanned growths severely impacting their long-term survivability colloquially known as "cancer".
+ Develop that Fart
+ Bio-Engineering (Good) – pretty sure
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ed9163 No.23581
| Rolled 37, 25, 91, 77 = 230 (4d100) |
>>23517
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"In our essence we crave enlightenment, and thus when knowledge is lost we mourn. " Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness are an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
genetics average
cybernetics weak
spying strong
counterintelligence weak
cloaking average
hacking weak
neural link average
Bonuses:
Armies:
Sleeper agents: covert ops in other nations recieve a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Actions:
1 Infiltrator to Draxian Confederate.
Young but eager Adell Lockhart arrives to the capitol of the Draxian confederate. Falsified identities, passes and such are all in order as she moves in to a small apartment. She picks up work as a personal financial advisor on one of the smaller banks in the attempt to blend in and have interaction with many different Draxian's.
2 Enovy to The Flowering Empire.
An Envoy is sent to The Flowering Empire, Madam Leandra, a tire 3 Archivist is sent to establish diplomatic relations. Her and her entourage is sent both to document the large events of the sudden intrusion of the new species, and at the same time offer what help they can. A small pod of 5 is with them to se if they can offer help against the new species. They have all dressed in brighter light clothing’s, an attempt to look friendlier knowing that quite a few can be frightened by their form.
3 Infiltrator to The Mefestung Order's territories.
A serious and professional woman, Adrianna Addler travels to the new territory of The Mefestung Order. Identity and passport has been forged to make her seem like a common girl of normal upbringing. She attempts to find work as a secretary within their might to some day try to infiltrate the higher functions of their military and learn what she can from these people. And maybe one day even get work on the famed Urauser.
4 Research to improve the neural link has commenced. With the improvements planed we shall achieve transferring not only thought, but also sights.
"Imagine what we can achieve when we can not store only thoughts through the link, but also vast images. Storing the marvels of the creations of this world for future generations to view! " - Tire 1 Archivist Daloran.
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ed9163 No.23620
| Rolled 71, 50, 97 = 218 (3d100) |
>>23543
Your infantry quickly moves to set up a defensive perimeter. And are soon joined by the troops from the Warmar. It's just in time as large number of changed settlers and animals break out to attack. ROLL COMBAT (for your 1 unit and possible other things, I suggest you and baz discuss a strategy.)
DD-space understanding 6/7
>>23545
The expansion does not go as well as expected as the army has to quickly move to the ascendants as they have enocuntered one of the much heard of DD-fields and need help setting up containment. And it's just in time as a large ammount of monstrosities that threaten the lunch in the stomach of many engineers emerge at full speed from it, chargin your lines. (ROLL COMBAT, I suggest you come up with a common strategy with random)
+3 territory, +2 M.
>>23548
The trade with the Mefestung Order is initiated and it's taken as a good sign as almost all of the nearby villages and small towns decide that they truly belong with the Draxian.
2/12 bureau, + 13 Territory, +5 F, +3 O.
1 less action next turn due to trade.
>>23549
Recent developments in the world has led to an increased spending in areas that have a direct application in warfare, and progress is as expected good with such a swell in budged.
4/8 psionics, 6/8 Psionic commandoes, 2/4 vacuum cannons.
>>23550
An envoy of strange beings, mixes between arachnoids and humanoids enter your lands, saying they are a diplomatic envoy (The eternal consciousness). They say that they offer what help they can against this new species that seems to be attacking.
Soon after this an offensive by the DD-creatures is detected and your armies mobilize to defend. The new DD-weapons are handed out to a soldier in each squad, though the armored children are not very suited for using them. They can carry the bulky capacitators well, but are too clumsy to operate them well. The children are also coated with a lattice of dimensional stabilizers made with the same technology the weapons are that help to reduce the effects of the distortions. Tests with the dd-Weapons results in an approximate 50% reduction in distortion speed from it at their level of power. Many think that if a new sort of children were to be made wheretheir structure was latticed with these strands from formation they would have a much greater resistance.
ATTACKED, ROLL DEFENCE WITH STRATEGY.
DD resistance Weak, DD-Weapons weak, 1/6 DD weapons, +3 T, +1 M, +2 F +3 Armored children.
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ed9163 No.23621
>>23620
>>23553
The trade goes through to much rejoicing. Finally the lack of metal would not be such a big problem! Every single repair wouldn't have to be a scavenged patchwork anymore! And with the new lands under your sway an actual regiment of infantry can embark.
-2 ACTIONS NEXT TURN DUE TO TRADE, +1 standard infantry, +1 T +1 F. 2/5 luftrauser design, 1/6 Bauntwurf design Bureau.
>>23557
(remember to keep your progresses on your stat-page, I will reset it to 0 if forgotten several times)(also you're still pink, not brown)
The secret of crafting wood! It is yours! Now the sticks are sharper, longer, straighter and don't break as easily. And huts that don't let through the wind and rain are made, Fences out of wood! This wonder material has no limits!
Woodcrafting weak, 3/8 wub-fields, +6 stick pokers, +2 T, +1 F
>>23558
All simulations of these plants go completely wrong and it's not know why untill someone doublechecks the readings. The shock that life here is carbon based and not silicon based comes as quite a shock! This leads to all models having to be remade. But plasma still works the same and the first plasma rifles are made.
2/6 plasma weaponry, Plasma weaponry Weak, 7/8 robotic workers.
>>23561
The grand demonstration of the new improved hardlight generator had most of the scientific and political elite in attendance! Millions of people watched the broadcast! And then… Nothing… A brilliant light was seen from afar and the university was gone, leaving a glassed crater where it once was.
-40 to all research rolls for 3 turns. -5 to all other rolls for 3 turns.
>>23562
The singing ever goes on, But from time to time the harmony has a discordance as testing goes on. But people don't mind that much, All new refrains go through a development stage.
3/4 Resonance rifles, 5/8 choral tower design.
>>23564
The glowtown is almost ready for testing the new energy dispersal capabilities of glowtown.
7/8 glowtown research, 6/10 psi matrix.
>>23580
It appears that the swarm has taken to living almost exclusively underground to escape the feared aerial predators. Only coming out to hunt and to dispose of extra soil. considering the large and surprisingly complex mounds they have made it's assumed that the underground tunnels go far and to possibly be connected and quite complex. This has however led to us being even less able to study them. Retrieval of specimens soon is recommended for final analysis.
+2M, 3/8 carrier design, TUNNEL SOCIETY, 4/16 genetic consuming.
>>23581
The Envoy reaches the Flowering empire and are recieved. Not much has been said so far. But it appears that these strange new creatures are attacking the flowering empire yet again.
Adell starts sending reports through the neural network, not all that much intresting facts are sent but some tidbits are quite the mouthfulls , there has been a huge recent expansion which she used to gain entry to the country. This expansion went further and faster than anybody had even considered was possible. Much due to nascant nationalism in the surrounding areas. And the other piece of information was that recently a huge deal went through with the mefestung order. A piece of information that has been confirmed by another operative, Adrianna. Who has managed to gain entry to the fabled Urauser base and by keeping her head down and replacing a clerk who had an unreported accident on the island adrianna was working on. She took the opportunity to pose as her and enter the Urasuer for a quick examination. However without her knowledge the Urasuer was scheduled for departure and Adrianna was stuck on it as it submerged. It's been weeks now and nobody seems to have noticed her. And those that have seen her just seem to think she's a replacement for the clerk.
[Draxian infiltrator], [Urauser infiltrator], 2/8 Neural link.
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ed9163 No.23622
| Rolled 53, 54, 11, 46, 3, 55, 69 = 291 (7d100) |
Battle rolls and combat tactics
We are done retreating in fear. Our weapons may be bulky and our troops are less then skilled in their use but it is time to start pressing them back. With our superior numbers we will have 4 armored children engage them from the front while 3 move around to press them from the rear and destroy them.
Name: The Flowering Empire
Colour: Red
Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.
Territory : 38
Fertile: 10 (6)
Metal: 6 (4)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak, DD-Space understanding, DD resistance Weak, DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 7
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23623
| Rolled 32, 79, 67 = 178 (3d100) |
>>23622
The monstrosities attack, They seem bulkier and stronger than before.
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ed9163 No.23624
| Rolled 96, 33, 18, 92 = 239 (4d100) |
>>23620
Battle:
The infantry and engineers set up a defensive line, behind them on a raised position is the sapper tank. The tank is to provide explosive fire against the abomination horde. The infantry and engineers are to hold the line.
1. Infantry
2&3. Engineers.
4. Sapper tank.
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ed9163 No.23625
| Rolled 23, 2, 72, 22, 73, 76 = 268 (6d100) |
>>23624
The changed ones charge in towards your lines in an enormous mass. This must be pretty much all the settlers and much of the wildlife.
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ed9163 No.23626
| Rolled 20 (1d100) |
>>23625
An emergency nuclear strike is called in. All units are advised to get out of the way. Kill them with fire!
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ed9163 No.23627
| Rolled 56, 30, 86 = 172 (3d100) |
1.2. Begin the growth of a new Child. One well suited for fighting these mutants and retaking our land from back from the distortions. DD Child be made and be hale. Your task is set for you.
3. Expand.
4. Free trade action. Gaining Average Genetics. Giving DD Space Understanding
>>23622
stats are here, not gonna clutter things up with two stat posts.
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ed9163 No.23628
| Rolled 90, 18, 97, 8 = 213 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 1
Oil: 4
Energy: 2
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown knowledge (-3 charge/turn)
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 14 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
>>[Mechanized Infantry: 1/6]
—
Actions [Glowtown, Mining, Matrix]
—
1. A breakthrough with the monument seems imminent… {Glowtown research: 7/8}
2. Mining continues. The industrial base is constantly starved for metals. [2/5] {+5, Tunneling}
3.4. The coordination matrix is nearly completed and is looking very fine. Already the defense network is being wired into it… {6/10 Psi matrix.}
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ed9163 No.23629
| Rolled 93, 74, 94, 7 = 268 (4d100) |
>>23621
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 6
Energy: 6
Territory: 5
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
1. Expand towards the oil, if I can then encompass it now.
2. Improve our Plasma Weaponry! 2/6 +Vr strong
3. What a curious world, so completely different from our own down to its very basis. With this new advent on our understanding of the local flora and fauna we may finally make som progress on Bio Fuels. + Vr strong
7-8. The Jikartans have made great advancements in their robot worker design, just a bit more work and production can begin. 7/8 + Vr strong + Robotics Strong
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ed9163 No.23630
>>23629
* Robotic workers was 4 not 7-8
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ed9163 No.23631
| Rolled 50, 72, 58, 18 = 198 (4d100) |
>>23620
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), 2/5 Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites,
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1. Continue DD-space research +1 6/7
2. Continue building the military factories. 2/10
3. Continue setting up the civil research board 6/12
4. Create a unit of Anti-personnel tanks with a powerful machine gun cannon.
+Materials durability (weak)
+3d printing (weak)?
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ed9163 No.23632
| Rolled 26, 98, 13, 73 = 210 (4d100) |
>>23621
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting weak]
Bonuses:
-Huntergatherers: All your units take 1 F less maintenance.
-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Armies:
18 stick pokers.
Territory: 4
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1) This amazing Wood material!…No, we shall call it Woob. Thats much more dignified right? Anyways, Work on making tools that can dig into the ground with the wood! Making a neato wub tunnel!
2) More Spear pokers! With their improved, poking ability, all of our… non-existent enemies will fear us!
3) The Wub-berry fields need tending! lets get to it! 3/8 wub-fields
4) Expand! Things are still crowded!
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ed9163 No.23633
| Rolled 38, 28 = 66 (2d100) |
>>23621
>Name: The Mefestung Order.
>Resources:
[Fertile: 1 (2)] [Metal: 3 (1)] [Oil: 2 (2)] [Energy: 2 (2)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average]
>Armies:
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
1: While the general transfer of technology and metals were handled, the debarked Troopers help support the effort to occupy the other oil-rich territory within the larger island.
>ANSCHLUSS OILY CLAY.
2: In the meantime, the general effort to repurpose and construct a facility for the construction of Rausers continued as planned, supported with actual raw materials.
>Luftrauser Mk.1 design. (2/5)
3-4: General trade thingys.
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ed9163 No.23638
| Rolled 11, 26, 35, 20 = 92 (4d100) |
>>23620
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
+2 progress to Psionic Commandoes to finish it off 6/8 [Palace/Psionics Lab]
1. Continue work on Psionics 4/8
2.3. Vacuum Cannons 2/4
4. Begin working on tanks, strong, soviet tanks that will hammer into the enemy, and quick agile Japanese tanks that will flank the enemy and blow them to dust.
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ed9163 No.23639
| Rolled 63, 88, 70, 99 = 320 (4d100) |
>>23621
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6
Metal: 3
Oil: 3
Energy: 3
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,3/4 resonance rifles, 5/8 Choral tower design.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies:
1. Finish work on the resonance rifles we will need them for our singers to march into the broken and dissonant world.
2. Recruit infantry, for we will need singers of blood and triumph to achieve our goals.
3-4. Finish our Choral Tower designs. A unified song to cast out those who would harm the choire.
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ed9163 No.23640
| Rolled 82, 24, 37 = 143 (3d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You)
Fertile: 8
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6)
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-defences Weak, Naval Propulsion Strong, Submarines Weak
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
Armies:
1. Work on Bureau, 2/12+ 13 Territory, +5 F, +3 O.
2. Work on Baahnk, 2/8
3. Build Fixed Defense, standard.
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ed9163 No.23641
| Rolled 29, 30 = 59 (2d100) |
(Adell in the white shirt. Adrianna in the brown one. )
>>23620
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Tho we seek to preserve the knowledge of a nation, we would be glad to se the nation itself remain. " Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness are an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
genetics average
cybernetics weak
spying strong
counterintelligence weak
cloaking average
hacking weak
neural link average
Bonuses:
Armies:
Sleeper agents: covert ops in other nations recieve a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Actions:
>>23622
1-2 Trade Genetics to The Flowering Empire.
In an effort to help a trade is arranged. After seeing the Flowering Empire and their 'children' with her own eyes Madam Leandra proposed to share our research involving genetics. In exchange we would receive what knowledge they have gathered of the Dimension Distortion Space. Enabling us to gain a better understanding. We also received information of the monstrosities that has welled out from the taken territories. It is clear that whatever fell from the sky only has a hostile intent and for the future of this world it would unfortunately be best seen eradicated. Madam Leandra proposes to assemble larger units to assist The Flowering Empire in their effort to defeat the meteorite inhabitants.
3 Reserch: Laser weaponry.
"Seeing the world around us evolve we have realized that the standard bullet is not really a good option. If we are to assist The Flowering empire as well as The Ascendant. Bullets are outdated and noisy, we propose to take a different direction. With the right research we will have silent and hard to trace lasers. " - Scientist Damien.
Labs are directed to the science of using lasers for weapons. Caverns for weapon testing is opened for the first time in decades as designing weapons have been neglected in the favor of cloaking and genetics. Having been isolated underneath the ground many have underestimated the threat of the DD- Creatures. Seeing it as simply one more war to document. With the new knowledge via ambassador Leandra the Eternal Consciousness have come to understand that the DDC could very well wipe out more than one nation. And thus decided to do their best to prevent such a tragedy.
>>23633
4 The Mefestung order. Infiltrator Adrianna. Copy tech: Airplanes.
News of the upcoming efforts to the war reminds Adrianna of those she is 'visiting' currently. They are absolutely fascinating. Truly devoted to their cause and all have a place in keeping the great Urasuer functioning. She has grown used to the constant steady sound of the engines. The slight barely noticeable tremor as it carves through the depths of the ocean. At times when laying to rest she's caught herself finding the noise soothing. She has gotten along pretty well with the colleagues whom she works with, even if she cant always follow what they are referring to. Cultural things she will hopefully one day fully understand. She is learning more and more every day about them.
What has impressed Adrianna most however is their capabilities with constructions of ships, submarines and airplanes. She has always found their airplanes a particular marvel. Some times she even takes on extra errands just to go past the hangar to catch a glimpse of them. Yet at the same time their culture and their creations are vulnerable! If anything where to happen to the Urasuer… Its unthinkable! The though of these good men and women sinking to the bottom of the sea, their creations being crushed under the extreme pressure of the ocean!
With these thoughts in Adrianna’s heart her determination grows stronger. She decides upon copying their technological advances on their airplanes first. With care she visits the engineers archives now and then, digging up small amounts of information, specifications and blueprints about their airplanes. Taking great care to not do any damage, as well as to not be noticed!
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ed9163 No.23643
>>23633
roll 1d100. on 25+ you discover that there had been a spy, on 40+ you capture it
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ed9163 No.23644
>>23640
>[Airplanes: Strong] and [Jet Propulsion: Strong]
>muh technolojay
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
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ed9163 No.23645
| Rolled 69, 34, 99, 44 = 246 (4d100) |
Name: The Order Faux
Colour: Brown
Fluff/background: The Order Faux was started by terrorist organization CRYOGEN, a group dedicated to the "salvation" of humanity through the development of high-tech weapons. While initially created as a system for general military uprise, they eventually developed into a more corporation-oriented group with the goal of creating advanced technology directly integrated into the body. Due to the conflict of interest, The Order Faux was born. While still having access to the advanced technology of CRYOGEN, research was put into the utilization of these technologies for mining and industrial purposes to further fund the finding of advanced minerals and technologies. Eventually, CRYOGEN merged into The Order Faux, losing its murderous intent and devoting itself to the scientific use of its creations, however still holding some level of military intent.
The highlight of The Order Faux's technology was the creation of MIND, a supercomputer built to contain the thoughts, memories, and eventually brains of its creators. While not complete, the hope that MIND will some day be able to replicate the dead as though they were alive is a key desire of MIND's creators. Utilizing various resources, The Order Faux continuously works to improve MIND, believing that a "cloud storage for the human brain" is the future of immortality.
Fertile: 6
Metal: 5.5
Oil: 3
Energy: 2
Tech: Cybernetics (Weak), Mining (Weak), Coil-Guns (Weak), Solar Technology (Weak), Hardlight (Weak)
Bonuses:
-Perk: Expert Miners: Each source of metal gives an extra 0.5 metal.
Armies:
—-
4/6 Capital Walls
1/8 Defensive Missiles
—–
1,2. Continue construction of capital walls.
3,4. Continue construction of missiles
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ed9163 No.23647
An emissary arrives, offering deals–but slots are limited, and you may need to act now or have nothing to gain, and everything to lose…
>>23645
"We have a deal for you, scientists. We believe we can help your dreams come true, if you'll work with us."
"We offer
>AA-defenses Weak, Missiles Weak
for
>Cybernetics (Weak), Coil-Guns (Weak), and Hardlight (Weak),
however, if the price is too steep, you may eschew one tech from your end in return for allowing the Draxian Confederate Banking System access to your territory and a free hand to conduct financial transactions for all comers in your lands."
>>23641
"Hello, spider ladies. A little birdie told us you like planes."
"We offer
>Airplanes Average, Jet-Propulsion Strong
for
>Cloaking Average, Counterintelligence Weak
however, if the price is too steep, you may eschew one tech from your end in return for allowing the Draxian Confederate Banking System access to your territory and a free hand to conduct financial transactions for all comers in your lands."
>>23639
"Greetings, singers of the eternal song. We come in commerce."
"We offer
>Naval Propulsion Strong, Submarines Weak
for
>crystalic resonance growth average
If there technologies are insufficient, perhaps we have something else that could tempt you."
>>23638
"Greetings, Earthlings. We come… to trade."
"We offer
>Airplanes Strong, Torpedoes Average
for
>Turrets average, Anti-air average
however, if the price is too steep, you may eschew one tech from your end in return for allowing the Draxian Confederate Banking System access to your territory and a free hand to conduct financial transactions for all comers in your lands."
>>23629
"Hail, noble Jikartans. We come… to offer a deal."
"We offer
>Naval Propulsion Strong, Jet Propulsion Average
for
>Plasma weaponry Weak, Orbital launch weak
however, if the price is too steep, you may eschew one tech from your end in return for allowing the Draxian Confederate Banking System access to your territory and a free hand to conduct financial transactions for all comers in your lands."
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ed9163 No.23648
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ed9163 No.23650
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ed9163 No.23651
>>23650
Name: The Infinite Imperium
Colour: Black
Fluff/background: The Infinite Imperium has phased in an out of existence in the planet's history, appearing in some of the planet's oldest texts. However, every time it appears it disappears without a trace later in history. It's founder is unknown, it doesn't even allow citizens to worship, it's flag is the only this known about it. It has both defused tensions and escalated wars in the planets history. most recent encounters with the new Imperium has resulted in the annihilation of the Imperium's opposing force, but some simple photographs were able to be taken on Imperial forces and a picture will be shown below. One message has been understood, this time the Imperium's here to stay
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23652
| Rolled 54 (1d100) |
>>23643
Spy detection roll.
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ed9163 No.23653
>>23647
The Draxian Emissary can se how the four guards in the room look at him with curiosity, one of them even has a blush and almost seems a bit giggly from curiosity. At first they did not let him in to the Embassy until he expressed his wish to trade on behalf of the Draxian Empire. With that they let him in, but not his bodyguards.
At a desk a woman in white and blue clothing sits, her arachnid parts are of a light white and blue hue, making her look less threatening compared to her darker colored guards. She has blue eyes and long wavy brown hair with a few notable strands of grey.
Madam Leandra raises an eyebrow as she thinks through the proposal presented by the young Draxian emissary. One of her legs gets the slightest twitch as her 6 eyes focus on him.
"That is an… Odd way to make introductions, but we try to be open to others cultures. My name is Leandra, tier 3 Archivist of the Eternal Consciousness. We prefer to be called Keepers. Or you could refer to us as members of the EC if you want an alternative. Please refrain from calling us spider ladies. " She looks over the trade papers with her front eyes while the 'second' sett keeps their sight locked with his. Soon she hands the papers back to him.
" I am sorry to disappoint you but we don’t have any of what you mentioned here, but if you do manage to find cloaking technology we would be interested in purchasing it to study it. I guess a few other archivists might be fascinated by Airplanes, but not the EC as a whole. I can agree that they are useful but our interest ends at that. We will not trade. "
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ed9163 No.23654
>>23652
>>23651
You are orange.
Perk: Patriarch: You start with the Patriarch superunit.
Bloody history: Your history precedes you, it more easily makes territories fall in line. But it also increases the chance for bloody uprisings. +20 to expansion rolls, but if you fail you are attacked.
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ed9163 No.23655
>>23654
>>23651
Forgot the patriarch stats and tech.
Patriarch:
Attack: 3 +0.2 per turn
Defence: 3 +0.2 per turn
Move:3 +0.1 per turn
Bonus: As the patriarch learns and matures it grows in power.
Tech: Power armor strong, Bolters average, laser weapons average, tanks average, airplanes weak.
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ed9163 No.23658
| Rolled 45, 91, 91 = 227 (3d100) |
Name: The Infinite Imperium
Colour: Black
Fluff/background: The Infinite Imperium has phased in an out of existence in the planet's history, appearing in some of the planet's oldest texts. However, every time it appears it disappears without a trace later in history. It's founder is unknown, it doesn't even allow citizens to worship, it's flag is the only this known about it. It has both defused tensions and escalated wars in the planets history. most recent encounters with the new Imperium has resulted in the annihilation of the Imperium's opposing force, but some simple photographs were able to be taken on Imperial forces and a picture will be shown below. One message has been understood, this time the Imperium's here to stay
Fertile:
Metal:
Oil:
Energy:
Tech: Power armor strong, Bolters average, laser weapons average, tanks average, airplanes weak.
Bonuses: Bloody history: Your history precedes you, it more easily makes territories fall in line. But it also increases the chance for bloody uprisings. +20 to expansion rolls, but if you fail you are attacked.
Armies: Patriarch:
Attack: 3 +0.2 per turn
Defence: 3 +0.2 per turn
Move:3 +0.1 per turn
Bonus: As the patriarch learns and matures it grows in power.
1. Research the Patriarch's DNA, if we can we must find a way to copy it, albeit it would have to be in a less powerful form
2-3. Expansion! +Bloody history
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ed9163 No.23659
>>23658
You have a 4th action
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ed9163 No.23660
| Rolled 72 (1d100) |
4. Begin research on mechs
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ed9163 No.23661
| Rolled 54, 54, 53, 92 = 253 (4d100) |
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 5 [3] (2 combat engineers, 1 Sapper Tank)
Metal: 5 [3] (2 combat engineers, 1 Sapper Tank)
Oil: 3 [3] (2 combat engineers, 1 Sapper Tank)
Energy: 3
Territory: 15
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1-3. Expand Southeast, toward metal and oil!
4. 3/20 Mobile Fortress
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ed9163 No.23680
Name: The Jub-Jub Tribe
Colour: some shade of green
Fluff/background: The Jub-Jub tribe are a different subsect of bold. They are the warbolds. Much stronger than the average cutebold and capable of using tactics and technology they are the warrior core of the endless bold armies. They do however have a very hard time developing technology that isn't directly applicaple to war or breeding. Even worse than the average cutebold.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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ed9163 No.23681
>>23680
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
I'm dumping you a bit east of the cutebolds.
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ed9163 No.23682
| Rolled 46, 98, 64, 79 = 287 (4d100) |
Name: The Jub-Jub Tribe
Colour: some shade of green
Fluff/background: The Jub-Jub tribe are a different subsect of bold. They are the warbolds. Much stronger than the average cutebold and capable of using tactics and technology they are the warrior core of the endless bold armies. They do however have a very hard time developing technology that isn't directly applicaple to war or breeding. Even worse than the average cutebold.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1. The cutebolds have woodcrafting lets research that.
2. more research woodcrafting
3. Stick pokers
4.Stick pokers
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.6
Defence: 0.6
Move:1
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ed9163 No.23683
| Rolled 18, 60, 7, 30 = 115 (4d100) |
>>23627
The Monstrosities sally forth once again. This time though they are rapidly cut down as they are surrounded in a deadly melee. The newer kind of the enemies are harder to put down though. They show many similarities to your own armored children and are more of a match.
But hardly do they have time to analyze this fight before another, although smaller force of them attacks in again. Could they have been lying in ambush?
ROLL COMBAT
And to make things worse your DD-sensors your scientists use have gone haywire. And enormous increase in DD-energies have been detected far to the north-east. It seems the Tanktonitrons have finally succumbed to the enemy.
2/7 DD-children, +2 territory, -3 Armored children.
>>23624
>>23661
The battle commences. with the changed charging towards your lines. Explosions from shells and bullets mow down untold numbers of them. But there always seems to be more. They reach the trenches and the battle seems to turn with the changed slaughtering the engineers by the scores. Engineers try to flee while also trying to keep the monstrosities off their friends and in the distance changed ones are seen dragging corpses towards the distortion. Wait? did that corpse just move? Dear god, they're still alive. The ascendant infantry standing further back try to give their allies covering fire while the sappers fire at the masses beyond the trenches. A streak of fire divides the sky until it reaches the battlefield and creates a brilliant flash of light followed by a mushroom cloud. After it is all over the few surviving engineers are taken to field hospitals as soon as possible where their wounds are treated and they start their lifelong cancer-treatments along with copious ammounts of radiation meds.
-2 engineers. No more emergency nuke avaible.
>>23628
Finally, after years of struggling the great dispersal structures on the glowtown are finally completed. Greatly aiding the dispersal of psionic buildup in it. Allowing it to be used safely more frequently. And just in time as those abominable creatures once again encroach upon your lands, seeking the destruction of you all
ROLL COMBAT
GLOWTOWN COOLING INCREASED TO 5 PER TURN. 8/10 psi matrix
>>23629
A strange world indeed. But with this new data everything is starting to make a lot more sense.
+2 T, +2 O, 4/6 Plasma, 3/7 Biofuel plant (or 3/4 biofuel tech, you choose),
>>23631
Some people would consider the battle a success. Others would be more critical. But the DD-fields was kept from expanding. And with all you know now that seems a very good thing. The DD-Fields distort dimensions and from what your scientists theorise is that when the fields grow to a certain size they will open up a hole in this reality, leading into a new one.
And to make things worse your DD-sensors your scientists use have gone haywire. And enormous increase in DD-energies have been detected on the other side of the planet. It seems the Tanktonitrons have finally succumbed to the enemy. And this seems to be the very size that was required.
DD-SPACE UNDERSTANDING, 3/10 Factories, 7/12 Board,
>>23632
This wonder-woob! Hundreds of thousands of bolds sign up to the "army". In theory a group to protect the wub-wub tribe from dangerous animals and other hostile tribes, but in reallity it's a group of people who join up to get pretty sharp sticks to play with and admire. Your more brawny and less brainy cousins also come to marvel at this Woob and you take time. A LOT of time to explain the concept of it to them.
It seems your client tribe has set up camp to the east.
+14 Stickpokers, +2 T
>>23633
The trade goes through and the your flag now flies over the island. Something that many in the order have been warning about with the emergence has happened! A woman was found sneaking about trying to gain access to your engineering and design sections. When discovered she tried to flee but was quickly captured. After some investigating she arrived when the urauser debarked from the islands to the east. Her identifications does not match her and is for a clerk down on the 17th level. A clerk that has not been seens since this one arrived on the urauser.
+1T, +2 O.
>>23638
A new section of the military is created. A section of new secretive psionic commandoes. Able to deploy far behind enemy lines and wreak havoc and extract information. Too few in numbers to do much in a straight up fight they can play hell with the enemy before battle is joined.
3/4 vacuum cannons,
Psionic Commandoes:
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
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ed9163 No.23684
>>23683
>>23639
The army is ready to march forth an cleanse the world.
Resonance rifles Weak, +3 Standard Infantry, Choral Tower Design
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
>>23640
The leadership decided that with all this prime land the nation needed the capability to defend itself.
4/12 Bureau, +1 fixed defence.
>>23641
The trade goes through. And the flowering empire managed to beat back the advancing enemies. Though that is the end of the good news. Another wave of abominations are attacking them. And your top-infiltrator Adrianna is discovered in the Urauser as she tries to break into the engineering archives.
>>23645
The Walls are completed. Tall thick walls all around the capital to defend against any enemies of the Order Faux.
Capital Walls. 5/8 Defensive missiles.
>>23658
Your researchers want to try to harvest the superior DNA of your patriarch. Though they realise this in not possible untill they've mastered the sciences of genetics better. So they start on that. The Imperium begins a rapid expansion. The areas around it remember the blood and the glory of its past incarnations and quickly fall in line. Vast lands now belong to you.
Genetics 1/4, 1/4 mechs, +17 territory, +3 O, +1 F, +1M
>>23661
It's a sad sight as coffin upon coffin with engineers are sent home to their families. And the survivors are perhaps even worse. Hollowed out husks of what they once were. the pride of the Warmar. Now maimed and suffering from the effects of radiation. Without their NBC suits it'd been much worse. But there is only so much it can do.
Seemingly as to honor their sacrifice the warmar spreads far and fast to new lands. The villages and towns eager to join.
5/20 Mobile fortress, +10 Territory, +4 O, +1 M, +2 F. -2 Engineers.
>>23682
The Smarter Cutebolds spend a long time explaining the concept of how to shape woob to you, their more brawny, less brainy cousins. It truly is a wonder-material. And armed with these improved sticks your stickpokers return home, bearing this new knowledge.
WoobCrafting Weak, +6 Stickpokers (you don't have enough F to recruit more than 6 per turn)
>> UPDATED MAP! IGNORE LAST MAP!
>> THE TANKTONITRONS HAVE FINALLY SUCCUMBED TO THE ENEMIES AND ARE COMPLETELY TAKEN OVER BY THE DD-FIELDS
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ed9163 No.23685
| Rolled 35, 92, 14, 66 = 207 (4d100) |
Name: The Jub-Jub Tribe
Colour: some shade of green
Fluff/background: The Jub-Jub tribe are a different subsect of bold. They are the warbolds. Much stronger than the average cutebold and capable of using tactics and technology they are the warrior core of the endless bold armies. They do however have a very hard time developing technology that isn't directly applicaple to war or breeding. Even worse than the average cutebold.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Expand. We bolds need room to grow
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ed9163 No.23686
| Rolled 38, 14, 34 = 86 (3d101) |
The Peoples are more liberal with the Glowtown cannon now that it is better understood. They exchange distance and effectiveness for space, and attempt to draw the opposition into fields of overlapping fire.
———
Combat: The Peoples
———
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
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ed9163 No.23687
| Rolled 20, 91, 39, 71 = 221 (4d100) |
1.2.3. DD Children (2/7)
4. Produce more Armored Children
http://pastebin.com/AHH00eZP
Territory : 40
Fertile: 10 (6)
Metal: 6 (4)
Oil: 8
Energy: 3
Tech: Nucleur Fission Weak, DD-Space understanding, DD resistance Weak, DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 4
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23688
| Rolled 23, 65, 99, 17 = 204 (4d100) |
>>23687
Combat :
Using the semi-familiar corpses of the Distorted who resemble the Armored Children, as well as our own fallen we will set them up as bait to mimic them standing at ready to defend one of our civilian population centers. Once the new Distorted are committed to an attack we will ambush them once more.
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ed9163 No.23689
| Rolled 6, 28, 7, 36 = 77 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 1
Oil: 4
Energy: 2
Industry: 8
Territory: 8
———–
Bonuses:
———–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown Knowledge: II [-5 charge/turn]
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 9 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
[Mechanized Infantry: 1/6]
—
Actions [Glowtown, Mining, Matrix]
—
1.2. Mining trudges forward as increasingly innovate methods are deployed. {Mining/Metal 2/5} {+5, Tunneling}
3.4. The completion of the matrix is looking for be near completion. {8/10 Psi matrix.}
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ed9163 No.23690
| Rolled 4, 37, 6, 87 = 134 (4d100) |
>>23683
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), 2/5 Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1. Continue building the military factories. 3/10
2. Continue setting up the civil research and engineering board. 7/12
3. Start trying to figure out how these DD spaces can be closed or pushed back. +1
4. Continue researching rail gun technology 2/5 +21
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ed9163 No.23691
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thrououghly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the sppeches, parades, and films say they're the best. We should make them like us.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23692
>>23683
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"There is a high risk with what we do, but the high rewards makes it worth the risk. We remember our volunteers, and respect the bravery in their hearts. Their story will forever be stored in the Memory core." - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness are an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
genetics average
cybernetics weak
spying strong
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Bonuses:
Armies:
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Actions
>>23640
1: The Draxian Confederate: Infiltrator Adell. Copy Tech: Airplanes.
News soon reached Adell via the neural network. Young and new as she was to this work she was shaken and took that day of from work, claiming she had a cold. As soon as Adrianna made an attempt for the Airplanes the Draxian Confederate knew. If suspicions where correct that could mean that they knew of herself as well. Could it have been a wild guess? She was not willing to assume such a fluke.
After spending the day holed up in her apartment communicating to the EC via the neural link it is agreed that since the Draxian have good intel their own will have to be improved. Adell receives the task of acquiring any useful technological advances. Mostly for the sake of storage, but also to use if the Draxian or Mefestung Order try something.
Ironically, this happens to be airplanes. With the pull of a few threads she could hopefully get to their trade records and figure out where and how to retrieve the information about this technology.
>>23658
2: Infiltrator to The Infinite Imperium.
"Only the oldest of texts has ever mentioned this Nation historically. Yet even then we barely know anything. What we do know is that they seem to hold the arts of war close to their heart and thus we must make sure to document and follow their influence in this world. " - Teir 1 Achivist Daloran.
Vena Bellhouse is sent to infiltrate The Infinite Imperium, for the purpose of learning their culture as well as learning about their skill to dominate the battlefield.
3-4 Claim territories.
Fertile ground will be vital to maintain troops, as well as oil to provide the energy we need. For the first time in our history we have decided to settle on the surface. The daring ones are those who will go and settle the lands.
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ed9163 No.23693
| Rolled 70, 76, 83, 59 = 288 (4d100) |
>>23692
Forgot the rolls.
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ed9163 No.23694
>>23691
>>23691
Perk:
More-roes doctrine: You can set up
Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships weak.
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ed9163 No.23695
>>23694
you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
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ed9163 No.23696
| Rolled 99, 39, 13, 2 = 153 (4d100) |
>>23684
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You)
Fertile: 8 [0.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [1 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
Armies:
1 Fixed Defense
1. Verk on Bureau, DICKRUB: 4/12
2+3. Verk on Baahnk, 2/8
4. Construct Fixed Defense
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ed9163 No.23697
A message is sent to those closest to the rift.
>>23629
>>23647
"This is the Ascendant. This message is to inform you that a Dimensional Rift has been created by the DD-field that has grown from the the Tanktonitron lands. It is hypothesized that there will be a hostile force coming from this rift and it is suggested that you be prepared for it."
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ed9163 No.23698
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ed9163 No.23699
| Rolled 28, 63, 11, 73 = 175 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thrououghly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the sppeches, parades, and films say they're the best. We should make them like us.
Fertile:
Metal:
Oil:
Energy:
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
Armies:
1-2. Expand! Head toward nearby natural resources of oil and metal after the nearby fertile lands are secured.
3. Research anti-armor weaponry. It is paramount that the Dominion soldier be ready and prepared to face down any threat.
4. Have we recently mentioned how fucking -awesome- we are? No. We haven't. We should put out some films this summer to remind people of their patriotic duties to support the military and the government.
THIS SUMMER coming to a THEATER NEAR YOU see the movie spectacle of the year 'THE MARINES' Starring CHAD MANJAW and FELICIA HOTGIRL. Action! Adventure! Excitement! Fun for people of all ages! Tickets and drinks are free with proof of residency. SUNDAY SUNDAY SUNDAY! Be there OR BE A FOREIGNER.
Propaganda films.
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ed9163 No.23700
| Rolled 74, 12, 11, 57 = 154 (4d100) |
>>23684
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 7 [1] (1 Sapper Tank{x21})
Metal: 6 [2] (1 Sapper Tank{x2})
Oil: 7 [2] (1 Sapper Tank{x2})
Energy: 3
Territory: 25
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
1. Replace our 2 Combat Engineers, let their tradition carry on eternal in the Warmar Ascendant Republic
2-3. With proper resources at our disposal, we can accelerate the production of our Mobile Fortress! 5/20
4. Expand Northwest, toward Metal and Oil.
>RAPID EXPANSION POLICY: +1 territory each successful expansion
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ed9163 No.23701
>>PEOPLES DIPLOMACY TO FLOWERING EMPIRE, ASCENDANT, RISING SUN
>>23550
[The People —-→ The Flowering Empire]
- The People arrive at The Flowering Empire (again). This time they suggest a general anti-DD technology coordination between themselves, the Ascendant, and the Flowering Empire.
>>23690
[The People —→ Ascendent]
- The People arrive at the Ascendent, (again). They share what knowledge they have and suggest a formal DD-field technology exchange to be ongoing until the end of the treat. This time they suggest a general anti-DD technology coordination between themselves, and the Flowering Empire as part of a coherent technological push.
>>23638
[The Peoples –→ Rising Sun]
- The last diplomatic team arrives at Rising Sun, again. This time they are requesting some minor compensation for the lost equipment and attacks by the Rising Sun soldiers. While they appear gruff, they are not hostile.
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ed9163 No.23702
Name: Heavy Metal Pigs Ltd.
Colour: Battleship Gray
Fluff/background: Some genetic freaks, or a race of evolved pigs, or a race of mutated men, or a bunch of aliens that happen to look like swine; maybe a combonation of the three, it don't matter. What matters is that way back in da day, Heavy Metal 'imself landed on this here planet along with his crew, which were to be sent to the slammer for some meeeeeaaaaan space crimes. He used his brains an' brawn to crash the prison ship down to keep da space-fuzz from scoutin' the planet.
First thing H-M does? He sees-ah bunch a' punks with their fancy mining rig, and he nabs it from em' reeeeeaaaaaal good, an' he and his crew make off with it as our new hideout! Dose' blokes never know what hit em'! *Oink* Yeah, and us pigheads now have free reign on dis ere' land! We can roam it on this here mobile miner, extract cool stuff, an' melt it down for later use, or if it's cool, fix it so it's workin' all bettereses; workin' on the rig has taught us all we need to know about makin' wheels! Simply give us a call, offer us something ya like, and we're the guys to grab what you need.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23703
| Rolled 60 (1d100) |
[Peoples Combat: Monolith Edition]
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ed9163 No.23704
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ed9163 No.23705
>>23702
Perk:
Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
Mining rig nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles.
The vehicles have mobile collectors that gather resources from the land
+1 M, +1 F, +1 O ,1 E per turn.
MINING RIG CONVOY:
Attack: 5
Defence: 8
Move: 4
Tech:
Mining strong, Anti-Air Average, Tanks Average, Heavy vehicles strong, Mobile factories Strong
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ed9163 No.23707
| Rolled 10, 8, 92, 100 = 210 (4d100) |
>>23684
>Name: The Mefestung Order.
>Resources:
[Fertile: 1 (2)] [Metal: 3 (1)] [Oil: 4 (4)] [Energy: 4 (4)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average]
>Armies:
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Free Movement: The patrol boats that were sent out before the Urauser submersed a few weeks ago reported that there is a isle rich with important resources, like metal and oil. With the urge to exploit such resources, Admiral Stromberg soon directed the Urauser to close in to that island, in order put their resources under the rule of the Order.
1: While it is a bit unknown what lay inland in the so-called 'Capitol Isle', it is generally agreed upon that it would be safer to settle within the more fertile plains, so that any settlements that would be built there can at least supply themselves with food.
>Conquest the fertile lands in the Capitol Isle.
2-3: In spite of the recent discovery of a spy onboard, there has been a greatly increased effort in the means to produce Rausers, to ensure that the skies will soon be dominated by such marvels of aerial ingenuity!
Of course, that would require part of the Urauser's hanger to be modified to be able to produce them, as was said before. In addition to a crane system mounted to the celling of the former hanger to transfer heavy parts and incompleted Rausers, there would also be modifications to the self-sufficiency foundry near the bottom of the Urauser, to allow for the production of parts made of both aluminium alloys and steel, in addition to allowing such parts to be transferred up to the converted hanger via a expanded elevator system.
>Luftrauser Mk.1 design. (2/5)
4: With the general fear that they will fall behind in technology thanks to the discovery of the spy, many of the members of the fledgling Bureau returned to focus their efforts to assist the design process for future Rausers and other war machines.
>Bauntwurf Bureau (1/6)
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ed9163 No.23708
| Rolled 79, 3, 91, 6 = 179 (4d100) |
Name: The Infinite Imperium
Colour: Black
Fluff/background: The Infinite Imperium has phased in an out of existence in the planet's history, appearing in some of the planet's oldest texts. However, every time it appears it disappears without a trace later in history. It's founder is unknown, it doesn't even allow citizens to worship, it's flag is the only this known about it. It has both defused tensions and escalated wars in the planets history. most recent encounters with the new Imperium has resulted in the annihilation of the Imperium's opposing force, but some simple photographs were able to be taken on Imperial forces and a picture will be shown below. One message has been understood, this time the Imperium's here to stay
Fertile:
Metal:
Oil:
Energy:
Tech: Power armor strong, Bolters average, laser weapons average, tanks average, airplanes weak.
Bonuses: Bloody history: Your history precedes you, it more easily makes territories fall in line. But it also increases the chance for bloody uprisings. +20 to expansion rolls, but if you fail you are attacked.
Armies: Patriarch:
Attack: 3 +0.2 per turn
Defence: 3 +0.2 per turn
Move:3 +0.1 per turn
Bonus: As the patriarch learns and matures it grows in power.
1. Continue with Genetics
2. Begin building armored vehicles
3-4. Continue with Mechs
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ed9163 No.23710
Fertile: 1
Metal: 1
Oil: 3
Energy:
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ed9163 No.23711
>>23708
Don't forget to update your stats. for example adding the bonus attack and such to patriarch
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ed9163 No.23712
| Rolled 99, 89, 77, 81, 24, 63, 32, 41 = 506 (8d100) |
>>23621
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 10
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
Emergency Adaption 2/6
Regeneration 1/6
Genetic Consuming 4/16
Carrier Design 3/8
Sharpened Limbs 1/6
1-2. "Rising Star", a military operation which aimed to "retrieve a significant amount of 204-B specimen" had been greelight by the military administration just this morning. While some scientists had argued against the deployment of personell to obtain specimen samples as this would interfere with the uninfluenced development of the 204 species they could not deny that the timetable on the situation was crucial. Information obtained through direct contact with the specimen would prove to be invaluable when compared to what little could be obtained as of now and would assist the development of the 204-C type with almost certainty. Besides it was of vital importance that the samples be obtained before the deployment of the actual Carrier type as the growth of the "Fire Forest" could prove to hinder the research operations greatly.
+ Carrier Design 3/8
3-4. Scientists reported an almost silence on the surface of colony territories. It had been weeks since the last large scale 204-B movement on the surface who in light of their recent advancements both in underground constructions and more lethal natural weaponry had taken it upon themselves to hunt even larger prey through carefully constructed traps. While less eventful than the earlier months scientists were excited to the see various developments that had taken place underground, noticing occasional bits of fur, indications of tails and odd color schemes amongst many others. While most of these remained rudementary many were certain that eventually these changes would reach significant levels should the population continue to mature.
+ Genetic Consuming 4/16
5-6. As one of the few things scientists were still able to notice were rapid adaptions in the 204-B population when encountering dangerous or stressful situations. While it is at this point uncertain whether 204-B specimens are actually able to perceive stress in the same fashion that sentient species do it can safely be assumed that 204-B types actually produce increased amounts of a specific hormone under the perception of danger. This hormone vastly increases the rate of mutations amongst the 204-B population and can trigger sudden and unpredictable mutation boosts which could allow them to survive immense amounts of punishment and turn them into much more terrifying predators while alternatively being of no purpose at all or in the worst case scenario even hindering the survivablity of the specimen.
+ Emergency Adaption 2/6
7-8. While already proving potentially dangerous for the 204-B specimen themselves recent research has suggested that the horomone emitted also causes violent mutation in other organic cells as well. While this research is largely considered a taboo subject due to it breaching several interplanetary conventions and is thus not made public knowledge it is a very real danger which is one of the reasons why all scientists are required to wear ABC protective gear when engaging with 204-B specimen.
+ Develop Cancer Hormone
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ed9163 No.23713
| Rolled 50, 92, 22, 61 = 225 (4d100) |
>>23684
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6 (3)
Metal: 3
Oil: 3
Energy: 3
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
1.Build a Choral tower in the capitol. For with it the song shall not be silenced.
2-4. Expand to the west! For there are things there that we need!
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ed9163 No.23715
| Rolled 57, 38, 26, 35 = 156 (4d100) |
>>23683
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting weak]
Bonuses:
-Huntergatherers: All your units take 1 F less maintenance.
-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Armies:
32 stick pokers.
Territory: 6
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1) Ugh, This is taking forever to expand. Figure out a way to get more land, more fasterer.
2) Hey! The Wub-Wub fields should be done by now! You aren't sneaking snacks, are you?
3) More Stick-pokerer's!
4) You know, for as fast as we are, we /could be faster/. Maybe if we carry those fast animals, we can go faster? Or maybe its the other way around?
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ed9163 No.23716
>>23707
>>23692
Adrianna would awaken in a very decrepit compartment, rust stains the metallic walls and ground, as water drips from the slightest cracks down into puddles that sway across the ground. After she awoke, she would see door to the far side of the room slide open, as masked men soon entered, one of the three being better dressed compared to the other two. Once they have entered, the man in the nicer clothes spoke up:
"It has come to my attention that the Urauser's security would be breached by someone like yourself. It is a serious threat to the Order to have a spy walking freely about, putting our research and secrets at risk of being stolen. However, provided that we lack the knowledge of your native state, we will propose a offer: If you explain what state you came from, and provide the location of said state for our diplomats, you can walk away to continue your life, hopefully in matters that do not involve espionage."
"However, this would be the only good option that you have, as we would have to execute you otherwise. The decision is up to you."
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ed9163 No.23721
>>23716
Adrianna rises to stand, not wanting to lay on the cold and wet metallic floor a minute longer than necessary. She keeps a proud posture with strait back as she has learned while working on the Urauser.
"I dont think I can trust you with that sort of information. During my time here I have seen that if anything you are becoming a might to be feared. Nothing could guarantee that you would not use the information about my origins to do harm. I can tell you that my interest’s lies more in the historical actions The Mefestung Order will make. "
She closes her eyes, falling silent for a short while before opening them again.
"I can however offer you something ells. If you fear for your secrets and your research then I could assist in improving your security where it is needed. In exchange I would like to remain and learn more about your culture and history, under surveillance of course. "
(EC will trade you Counter-intelligence Weak next turn.)
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ed9163 No.23722
| Rolled 63, 97, 59, 36 = 255 (4d100) |
>>23705
https://www.youtube.com/watch?v=LQUXuQ6Zd9w
The distant earth of an area far south started to quake uncontrollably as a porker of a landship came into view; a mining complex composed of a mobile drill, an excavation bucket, an on-board refinery, and even multiple on-board factories and workshop tuned to produce parts of the harvested metal; aside these was a bunch of jankety shanties assembled from corrugated sheet and a shanty tower around the main opperation tower, connected together via wire and metal catwalks and bridges.
Behind it drove several dozen vehicles: smaller mining vehicles, modified semi-trucks and modest four-by fours carrying supplies, as well as rusted frankensteins of multiple cars welded together with heavy weapons brimming from them and even the occasional motorcycle; the Heavy Metal gang was on the move, and they were hungry to make their lives more plesant in the face of the extreme temperatures of the area, as well as secure their bases in the face of the horde of space-locals they'd soon be encountering.
Back on the tower of the main rig sat Heavy Metal himself on the control seat; a navy-blue boar whose overgrown tusks were pierced several times with crude, though polished steel rings, his body covered in leather biker's equipment including a jacket that was perhaps one size too small, his eyes obscured behind a pair of brass goggles. He was leisurely smoking a cigar, taking the moment to yank a communication device to the side and shout into it, his low voice blaring across dozens of megaphones and radios across the whole convoy.
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Average]
>Resources:
[Fertile: 3][+1/turn]
[Metal: 3][+1/turn]
[Oil: 3][+1/turn]
[Energy: 3][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
1.) "Allllll right you swine, it's time to get your hands dirty and get to work movin' the rig! There's good metal to be had in the distance; I can SMELL it!" (Move the Convoy to the metal deposit to the south!)
2-3.) "Now'sa this planet here's probably teeming with life if them mining smooth-skinned boys are any indication. This can either be a blessing or end up being REAL freakin' annoying later: either way, we need to be able to show em' we mean buisness. Start researching BIG guns to mount on the rigs later in case they get upidy." (Researching Artillery!)
4.) "See them tanky units we got? That "armor" quality of them is just PIG iron and slag, no better then using the normal trucks we got off these dweebs! I want stronger plate pronto!" (Researching Tanks)
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ed9163 No.23723
| Rolled 62, 82, 38, 1 = 183 (4d100) |
>>23701
We are willing to share our understanding of DD Space as well as preliminary research into combating this threat based on that understanding but we are in desperate straights and cannot give anything away for free. Every year we must devote the majority of our efforts to destroying this threat and even now we fight them near our very cities.
Anything you can spare in return we will gladly accept as a trade. We would prefer technologies however.
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ed9163 No.23724
>>23722
(Re-assigning action 1: apparently the convoy is free to move!)
1.) "Hey idiots! That's not how you does it! Try again!" (Researching tanks)
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ed9163 No.23725
Name: (Wigg55) The new eden techocracy.
Colour: SOMETHING SHINEY! LIKE GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 3
Oil: 3
Energy: 3
Tech: 3
Bonuses:
Armies:
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ed9163 No.23729
>>23722
>>23724
(Minor correction on the movement: meant oil deposit to the south.)
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ed9163 No.23730
Perk: Underwater friends: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
Mad science: 1-2 Is a critfail on research and 97-100 is a crit on research.
Tech: Sub-marines exceptional, Underwater structures good, torpedoes good, power armor weak, robotics weak, genetics weak.
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ed9163 No.23731
>>23721
"That would seem somewhat acceptable, but the matter of you entering the incomplete secret facility means that you must tell us what nation you hail from, so that the blame can be shifted to them."
>Deal accepted…?
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ed9163 No.23732
| Rolled 85, 88, 61 = 234 (3d100) |
>>23686
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ed9163 No.23733
| Rolled 88, 81, 45 = 214 (3d100) |
>>23688
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ed9163 No.23734
>>23698
"Thank you, fellow children of the world. Your forewarning is appreciated. We will purge this blight."
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ed9163 No.23742
>>23731
Adrianna looks at him for a short while clearly thinking things over. Then closes her eyes in silence a few moments more before she speaks.
"The Eternal Consciousness. We are sorry for this transgression and mean no harm. If you feel like speaking to a few other Keepers face to face we have an Embassy sett up in the territories of The Flowering Empire. Am I allowed to stay with this?"
>Deal accepted.
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ed9163 No.23743
>>23730
>>23725
Fluff to long, se other post for stats.
The machines around me sing, like the temple hymns they hum to me. Its soothing, relaxing. I'v been here for months now, in my workspace. I'm making good, if somewhat slow, progress.
Its our body, its too slow. With the progress we have been making in geene therapy to further enchance our mental and intelectuall capacity we will very soon have issues communicateing our thoughts and ideas into physical space efficently.
Verbal communication is so terrebly primative. Reading is faster, if still terrebly slow. Not to mention we waste so much time accaualy writeing the stuff, and some things are much to difficult to communicate in such a manner. Especialy in a short ammount of time. I have been working on solveing this problem.
See anything we do too increase our effeicency in regards to communicating the in the physical space will only ever get so much. The solution, quite obviously is to step away from the entire ordeal and simply communicate our thoughts directly. Simple in theory. We think so much faster then we speak or move. Not quite so easy to put into practice.
I can see some service mechanoids through my window, sparks illuminate their surroundings in breaf flashes as they work. They skitter to and fro like spiders. Mending, tending.
I rub my eyes and sigh, I really should get some sleep. Sleep, we really should fix that. Another big time waster that one. I remember Grogoth's cell was working on that perticualr problem, wonder if they made any progress recently. More unessesary thoughts.
My next prototype should be ready for trials within the near future. I have nearly solved the old problem I had with the slight but very important deviations between different individuals. What works just fine for one subject turns the other into a drooling vegetable. I am limmited my our current nano technology, its simply unable to record and send data at the pace I would prefer. Lets not even get into processing it from nerological impluses into code and back again, adjusting for slight deviances between different minds. No, all processing is done by an external module. And…
I find myself nodding off, my less then satesfactory prison of flesh making its demands heard. I suppose I shall have to resume my work tomorrow.
1-2 Verbal communication, and physical communication is much to inefficent. If our people could trade thoughts as fast as we think we could massivly improve our efficency (see fluff)
3-4 and sleep? YOU MISS LIKE 33% OF YOUR LIFE! Lets solve dat shit.
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ed9163 No.23744
| Rolled 26, 2, 23, 71 = 122 (4d100) |
>>23743
unt rolls
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ed9163 No.23745
>>23742
"It is good that we came to a agreement, and diplomats will be sent there in order to discuss matters. As for yourself, you can continue your 'duty' onboard, but you will be put under Class-A overwatch, demanding that a Order Trooper would be present with you everywhere excluding high-privacy locations and meetings."
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ed9163 No.23749
| Rolled 91, 38, 3, 39 = 171 (4d100) |
>>23683
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 2.5
>Metal: 5
>Oil: 4
>Energy: 4
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
psionics 4/8
1. Expand into the Oil field to the south west
2. Expand into the Metal field to the north east
3. Continue work on vacuum cannons 3/4
4. Recruit a psionic commando
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ed9163 No.23750
>>23749
right forgot, +1 progress on vacuum cannon from lab, and from palace +1 Progress on Psionics 4/8
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ed9163 No.23755
| Rolled 18, 32, 68, 10 = 128 (4d100) |
>>23685
The tribe expands and finds some fertile soil. Moreover they find an area where thick black sludge seeps out of the ground in places. A bold that had rolled around it got too close to a fire afterwards while warming itself and caught fire.
+5 territory, +3 O, +1 F
>>23687
The trap works. But these new stronger beings give your armored children an even fight in their combat potential. It's close. The living nursery has almost finished the pattern to grow the new children in however.
6/7 DD children, +2 armored children, -3 Armored children.
>>23689
It appears as a part of the defences are going to be completely overrun and many people seem to be considering fleeing, leaving their people to die. But before their will manages to completely falter a huge psionic vortex rips the abominations to shreds.
-2 Defences, 9/10 psi matrix.
>>23690
Advances are made in the coolingsystem for the railgun rails, as well as better accelerators and reloading mechanisms. The result is a faster, more accurate and powerful railgun design as a whole.
8/12 Board, Railguns Average.
>>23692
For the first time in living memory the EC expand to take lands. Adelle manages to send a courier to the Flowering children to be intercepted by the embassy there. And so advanced desings and calculations for airplanes are recieved.
The EC has been worried and facinated by the Infinite imperium and as such it deserved closer scrutiny. Vena sets up an identity there and starts reporting back.
[Airplanes Average], [Infinite Imperium Infiltrator], +3 territories, +3 O, +2 F.
>>23696
Ill tidings are recieved. But the economy must ever go on.
6/12 dickrub,3/8 bank.
>>23699
TO PROVE HOW AWESOME THE ASHKARI ARE THEY EXPAND TO LIBERATE THE PEOPLE IN THE RESOURCE RICH ARE NEARBY! S'KARI!!! In unrelated news the cereal-crops concern has reported record profits and promise fitting campaign contributions to the current administration.
+1 T, +2 F. +1 Propaganda bonus.
>>23700
Combat engineers are ever in need. In honor of the brave lost ones the graduation cermony is attended by survivors from the old regiments. Broadcast over the entire nation is a touching scene where a sickly sergeant of the old exchange salutes and hand over a cermonial insignia to a sergeant of the new generation.
+2 Combat engineers, +2 territory, +1 O
>>23707
This recent scare in the security led to things getting hurried to wrap up designs and work. The bureau is moved to a different more secure part of the urauser, recieving increased funding and security. Many new minds are braught in the Bureau grows grander than ever imagined before.
[Bauntwurf Uber Bureau] Halves the design time for any rausers or other war machines.
>>23708
(keep your stats updated)
The labs are the heart of all progress. And to reflect that perhaps, that is where currently all progres happens.
Genetics 3/4, 3/4 Mechs.
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ed9163 No.23756
| Rolled 62, 93, 62, 70 = 287 (4d100) |
>>23755
>>23712
"Specimens are being brought aboard staff-chief. Yes, they are secure. Yes, We've double-checked the magnetic seal on the cages. Yes, they are sedated and ready for examination. Yes, security leader Will reporting out"…..
"The Growths! They have jammed the doors! The 204-C is aiding the C's to escape! My god! They are out of containment! Security leader Will here, requesting reinforcements to section c! My god! Seal the area!…. my god.. They are in the ventilation! In the venti-aaaargh…….."
The swarm watches in facination as a shape materialises high in the sky and comes streaking down, trailing fire. Large could-like things deploy behind it, slowing it down a fraction. But the swarm still scatters as it comes crashing down in a fiery boom, throwing souls around it and flattening the trees. They however come out of their burrows as they smell their own kin coming out of the object. Bloodied and fed on strange beings. And a new sort of kin also comes out, Largers than the others and with growths on it that emit a well-smelling substance that puts the swarm at ease, But drives them into a killing frenzy as a two-legged being staggers out of the object and cause hurtful sounds that makes several of the swarm explode.
204-C carrier design, genetic consuming 8/16, emergenc adaption 3/6, Toxic-Gas emission 2/4, +1 F.
204-C Carrier
Recruitment cost: 1F, 0.5 O.
Upkeep: 1F, 0.5 O.
Attack:1
Defence:2
Move: 2
Bonus: Gives all 204 units a bonus to 0.1 attack and 0.3 Defence in the same area.
>>23713
The choral tower is completed to defend the nation as it ever expands. It might be much needed if the news are true.
+1 choral tower, +3 territory
>>23715
The wubbening must go on. But the wubmigration is too slow… We are going to works on a new-reward-settlement system to make sure the wubbing gets wubbed.
1/12 Wubmigration, 4/8 wub fields (include your damn progress D: ), 1/4 animal taming.
>>23722
A great reservoir of oil is right here for the taking! Under the ground! Deploy the gear boys and lets fill up!
2/8 tanks, 3/4 artillery, +45 OIL
>>23743
The link is activated and distributed among the people. At first everything seems to be fine. But it doesn't take long before things start going horribly wrong. People lose themselves in the thoughts. Brainburns go through the populace and the minds of many take irrevocable damage before the network is shut down. A long time will have to go before the mental capabilities are recovered among your people
-40 to research for 3 turns. (crit rolls are unaffected)
>>23749
For the first time in a long while the empire expands its boarders. This time the expansion is backed up by the vacuum cannons. Projectors that psionically induce a rupture in space that causes a vacuum a few meters wide. Devastating against less hardened un-sealed targets.
Moreover the first group of psionic commandoes stand ready and help eliminate any possible resistance in the surrounding lands before they even know what hit them, cleaning it up and smoothing it over.
+3 Territory, +2 O,+1m, Vacuum cannons Weak, psionics 5/8, +1 Psionic commando.
>>SUDDENLY (THOSE WITH SENSORS OR THOSE NEAR LOCATION 6) THE SCANNERS PICK UP A NEW SIGNAL IN ORBIT. IT APPEARS TO HAVE BEEN HIDDEN SOMEHOW BUT NOW IT'S CRASHING DOWN TOWARDS AN UNINHABITET ISLAND. IT APPEARS TO HAVE BEEN SOME KIND OF STRUCTURE WITH AN ENERGY SIGNATURE.
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ed9163 No.23758
| Rolled 39, 100, 37, 16 = 192 (4d100) |
>>23755
Name: The Jub-Jub Tribe
Colour: some shade of green
Fluff/background: The Jub-Jub tribe are a different subsect of bold. They are the warbolds. Much stronger than the average cutebold and capable of using tactics and technology they are the warrior core of the endless bold armies. They do however have a very hard time developing technology that isn't directly applicaple to war or breeding. Even worse than the average cutebold.
Fertile: 4
Metal: 3
Oil: 6
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Expand. We bolds need room to grow
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ed9163 No.23760
| Rolled 23, 72, 67, 62 = 224 (4d100) |
>>23756
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6 (4)
Metal: 3
Oil: 3
Energy: 3 (2)
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design.
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
1-2. Expand and grab that fertile land, possibly that oil nearby as well. The eternal song need more resources.
3-4. Begin work on designing the Banshee Fighter/Bomber. It will hit hard and fast and render the enemy defense meaning with it's aria of death and desolation.
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ed9163 No.23762
| Rolled 80, 21, 96, 58 = 255 (4d100) |
>>23749
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (2.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (4 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Average.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Spend Palace perk, recruit psionic commando
1.2. Send both psionic commandos to infiltrate and discover the secrets of the crashed satellite
3. Continue work on Psionics 5/8 [+1 progress lab]
4. Begin increasing the power of our intelligence network
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ed9163 No.23763
>>23701
As an apology the Empire is willing to transfer over our techniques in counter-intelligence so that they may also be able to catch traitors before they reveal themselves.
>>23647
We see no reason not to accept this proposal and are willing to trade the mentioned technologies.
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ed9163 No.23764
| Rolled 32, 58, 87, 91 = 268 (4d100) |
1.2. Finish the growth of the new DD Children. (6/7)
3. Begin the growth of Cultivator Children that will enable us to gain more resources from the lands that are rich in such.
4. Begin upgrading the Guiding Nursery to take advantage of our new understanding of genetics.
http://pastebin.com/AHH00eZP
Territory : 40
Fertile: 10 (6)
Metal: 6 (4)
Oil: 8
Energy: 3
Tech:
Genetics, Average
Nucleur Fission Weak,
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23765
| Rolled 14, 27, 65, 63 = 169 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.
Fertile: 1
Metal:
Oil:
Energy:
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
Armies:
1-2. Expansion toward the metal and oils continues! Blob faster! The Dominion's patriot given duty is to bring Democracy to EVERYONE. Regardless of whether or not they want it. ESPECIALLY if they don't want it!
3. Improve our coilguns
4. You know what we need? No, not big booty bitches. Those are are the BBB store down the street. No what we need is an infantry battalion to do… peace keeping work.
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ed9163 No.23766
| Rolled 17, 3, 99, 86 = 205 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 3
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 8
———–
Bonuses:
——–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown Knowledge: II [-5 charge/turn]
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
———–
Armies:
———–
- 2 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 4 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
[Mechanized Infantry: 1/6]
—
Actions [Glowtown Turrets, Mining, Matrix]
{Mining/Metal 2/5} {+5, Tunneling}
—
1.2. The People switch over their production of normal turrets to more advanced monolith powered psionic turrets. [Glowtown Turrets]
3. A few of The People start working on ways to accelerate projectiles with psionic chambers… [Psionic Mass Drivers]
4. The final touches are put onto the matrix and it is switched on… {9/10 Psi matrix.}
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ed9163 No.23767
| Rolled 76, 59, 65, 94 = 294 (4d100) |
>>23756
Name: (Wigg55) The new eden techocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 3
Oil: 3
Energy: 3
Fertile: 3
Bonuses:
Underwater friends: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
Mad science: 1-2 Is a critfail on research and 97-100 is a crit on research.
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
Armies:
"Cell 057C Report 34.5/NCS Project: In response to the strain on the ammount of data that our current nano technology can read/send the neuro-cognitive-syncronization project choose to cut the selective screening to alleviate strain. They theorized that by simply sending out raw data without activly screening for non-compatable impulses they could solve the problem. In hindsight this has proven to be inacurate as our surge-block programs proved incapable of filtering neuro imcompability feedback on such a massive scale. Whilst functional on the small scale prototyple, once released to ther populus the program crashed. The result was not desirable to say the very least”
With a large portion of our people still suffering from the backlash of the neuro-cognitive-syncronizers many reserch cell's find themselves unable to continue progress with their selected projects. Ledership relocates manpower torwards the acquisition of new resources as well as expanding facilities.
Scans have identified the precence of a substancial ammount of metal and minerals nearby to the south, as well as agriculturaly sutable land to the west. Thiese recources are the primary objective of all temporarily suspended reserch cell's. Should thise objectives be met there have also been considerable intrest shown in the oil deposits to the northwest.
Worker-arachind-drone production will also need to be accelerated to meet requierments.
1-4 Expand and grab resources. Metal forst then the fertile lands and finaly move torwards the Oil (see fluff for directions)
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ed9163 No.23769
| Rolled 2, 40, 17, 37 = 96 (4d100) |
>>23766
Should be 0 Defenses; 5/20 on Glowtown Charge. I'd also like to allocate 10 charge to the [Psionic Mass Drivers].
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ed9163 No.23770
| Rolled 85, 67, 59, 9, 98, 83, 21, 46 = 468 (8d100) |
>>23755
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 8
Territory: 7
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
1. Build our first combat force, The VR world population is screened for prospective soldiers who then volunteer for service or refrain once informed that they have potential. + Vr strong +
Robotics Strong + Plasma weaponry Weak
2. Begin work on designing 3d printing. This combined with our VR will allow us to easily produce new robots as well as whatever tech or gadget we may need at the time + + Vr strong
3-4. Work on plasma weaponry. 4/6 +Vr strong
5-6. The Jikartans nearly have the basics down, once that is done they will understand just what they need to make their biofuel farms work. 3/4 biofuel tech + Vr strong
7. >>23647 The Jikartans react with some interest and reasonable caution, this is their first contact, though they had detected alien life when they first approached this planet. After some discussion the Jikartans accept the trade deal, on a condition. Rather than Naval Propulsion Strong, they want Airplanes Strong. If the Draxian Confederate agree, then the deal is on.
8. The Jikartans finish up their work on Robot Workers. 7/8 + Vr strong + Robotics Strong
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ed9163 No.23772
| Rolled 29, 27, 31, 47 = 134 (4d100) |
>>23756
Heavy Metal grinned a large, porkish grin as the rig's sophisticated mining equipment whirred to life and sucked the oil deposit dry in a matter of days. The on-board reservoirs were figuratively overflowing (and luckily not literally; H-M would have frowned at being THAT wasteful), and several makeshift storage tanks were hastily constructed of sheet metal to help compensate. All thirteen oil trucks were filled to the brim in turn, and most of them now had a secondary trailer to maximize their stowage amounts. Oil drums were a common sight everywhere now, with barrels full of both refined and crude abundant enough as to be used as decoration.
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Average]
>Resources:
[Fertile: 4][+1/turn]
[Metal: 4][+1/turn]
[Oil: 49][+1/turn]
[Energy: 4][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "Ahahahahahaha! *SNORT* You done good boys, you done H-M good! We've got lotsa oil. You know what this means right? We ain't gonna be worryin' about runnin' out notime soon! So, what's next? I think I smell…more oil! Yeah, think we drained the main lake, but there's another deposit east, I know it! Get to it boys, we'll be having enough of this stuff that we can probably get some pretty sweet stuff from whatever weirdos live here!"
1-3.) "Get back to work on thicker armored tanks boys: give them bigger engines if ya have to; fuel is no object!" (2/8 Tanks)
4.) "And we'll probably need to finish up those big guns as well so they have something to shoot with, among other things." (4/3 Artillery)
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ed9163 No.23773
Upon the tallest of the Sky-Holding Trees a single Child stands tall and proud. Her limbs are spindly and bristle with many spokes and odd looking dishes. She waits silently and then speaks. Her words are not heard, but received for the Child speaks in Frequency and Amplitude, not through the vibration of air. And through her, connected to Sky-Holding Trees all the power of the Flowering Empire, allowing her voice to cover a vast swath of the world.
"I am Speaker. Child of the Flowering Empire. I have interrupted your lives to speak of a threat to us all. A threat that has cost the Flowering Empire countless lives. Distortions of reality that spew forth countless threats to entire nations. Threats that have already consumed one of our number."
Her voice is laden with grief. "I come to offer a trade. And a treaty. We have developed the infancy of ways to fight back and yet the Flowering Empire has had no choice but to devote all its resources to this fight, we are focused on the immediate, the present with all that we are. We will need more then the present to fight them. Thus our Understanding of these threats, our weapons against them and the ability to withstand the distortions. We offer these technologies to the world. In turn we ask for all you can spare. Technology, resources, armies. It matters not, as long as you aid us and each other in driving these threats to us all away. "
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ed9163 No.23774
| Rolled 29, 83, 44, 96 = 252 (4d100) |
>Name: The Mefestung Order.
>Resources:
[Fertile: 1 (2)] [Metal: 3 (1)] [Oil: 4 (4)] [Energy: 4 (4)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average]
>Armies:
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
1-2: The Admiral watched from the bridge as the Urauser rose above the water, with the 'Capitol Isle' seen over from the starboard bow. Waiting until the comms officer gave clearance that the Troopers are present in the drydock compartments, Cäsar spoke up into the microphone:
"Order Troopers of the First Regiment, this is your Admiral speaking. In a few hours, you will be debarking on the Capitol Isle. It is unclear what would lay in said isle, may it be friendly or a foe, but that should not distract us from our goal. The Capitol Isle is rich in important resources, that can be used to further the Order's projects and goals. It is because of this, then, that one should be focused on the task at hand, so that by the end of the day, whatever flag would be flown on the Capitol Isle will be the Order's."
"As always, for the Order." With the speech given, Cäsar sat the microphone down, and awaited the debarkment ships setting off to the isle ten minutes later. Hopefully nothing horrible will happen to the men sent to the isle.
>Take over the resource-rich Capitol Isle, focused on the 3 Metal territory first, and the fertile territory next.
3: Meanwhile, with the bureaucratic boon of the Bauntwurf Bureau, the Luftrauser facility would be nearing completion, as it turns out that half of the 'required' materials wasn't actually required in the first place!
>Luftrauser Mk.1 design. (2/3)
4: Finally, the Urauser's radar would pick up traces of industrial ores under the ocean, and while they might be unreachable for now, the Bauntwurf Bureau already started work on the means to extract the precious minerals from under the sea.
>Research Off-Shore Mining, in order to get the resources under the sea.
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ed9163 No.23775
>>23773
The Flowering Empire is offering up
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
To everyone next turn.
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ed9163 No.23776
>>23773
Heavy Metal's Big Pig Rig and convoy roamed the central wastes collecting minerals and cactus fruit and other useful things while a small team slowly increased its power reserves through charging and storing batteries with the energy generated from its engines when the tree person's cries suddently resonated through the air. A piglet dropped the hammer he was using to nail together a couple scraps of tin and hurried up and listened intently. When the voice's message ended, it was responded to a few minutes later by the boss shouting out from his overhead com station.
"What in da loins that? Dese weirdo aliens can talk from the sky or something: that certainly ain't from me, boys! Just carry on with what you're doing, and if that voice is right about the disortion thingy, keep your eyes peeled for anything weird, either for its source or whatever it's talking about; you should know this by now! H-M out!"
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ed9163 No.23777
| Rolled 45, 93, 97, 81 = 316 (4d100) |
>>23755
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Everything new is an unspoken promise." - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness are an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 5
Metal: 3
Oil: 6
Energy: 3
Tech:
genetics average
cybernetics weak
spying strong
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Bonuses:
Armies:
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Actions
>>23745
1: Give the Mefestung Order Counterintelligence weak.
Soon Adrianna has presented technological advances as well as basic advice and protocols on how to easier spot infiltrators. She manages well with always having a guard or two watching over her shoulder. Later on she asks for a meeting with the man that allowed her to stay.
"I am asking partly of curiosity and also for your sake. How well do you trust the Draxian Confederate? Do you share any information with them or have you maybe an ambassador from them on the Ursauser that I don’t know of?"
>>23708
2-3-4: The Infinite Imperium: Infiltrator Vena Copy Tech: Lasers Average. Power Armor Strong
Vena Bellhouse soon begins to send back information. They are definitely a war-hungry nation. All of their science seems to be directed towards advancing their military might. Knowing of the other forces in this land it is very possible that either they eliminate a few nations, or are eliminated them self’s. This Patriarch is very curious. A special person whom seems empowered by something unknown. The fact they hope to create more of him remind her of the progress of their own genetically advances. Keeping a close eye was the right call! Upon noticing that they have been able to develop laser tech the EC decides to do what they can to acquire it. An attempt is also made for the power armor. Knowing that the need to assist the ascendants, the People as well as the Flowering Empire against the DDC is urgent.
Vena nestles into one of the factories where their weapons are created. She works along side several others overseeing the workflow of the machines creating and piecing together what’s needed to mass produce the weapons of war. Taking the moments she can to get information about the blueprints and designs of these weapons. She even pockets a crude grenade, incase she where to fuck up like the klutz Adrianna, she would be able to blow up at least large bits of herself and not leave to much for them to work and figure out with.
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ed9163 No.23781
>>23660
Roll 1d100 for counterintelligence. 50+ notice something is going on, 70+ to stop theft. +90 to capture spy.
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ed9163 No.23782
| Rolled 20, 43, 61, 74 = 198 (4d100) |
Name: The Infinite Imperium
Colour: Black
Fluff/background: The Infinite Imperium has phased in an out of existence in the planet's history, appearing in some of the planet's oldest texts. However, every time it appears it disappears without a trace later in history. It's founder is unknown, it doesn't even allow citizens to worship, it's flag is the only this known about it. It has both defused tensions and escalated wars in the planets history. most recent encounters with the new Imperium has resulted in the annihilation of the Imperium's opposing force, but some simple photographs were able to be taken on Imperial forces and a picture will be shown below. One message has been understood, this time the Imperium's here to stay
Fertile: 1
Metal: 1
Oil: 3
Energy:
Tech: Power armor strong, Bolters average, laser weapons average, tanks average, airplanes weak. Genetics 3/4, 3/4 Mechs
Armies: Patriarch:
Attack: 3.4 +0.2 per turn
Defence: 3.4 +0.2 per turn
Move:3.2 +0.1 per turn
Bonus: As the patriarch learns and matures it grows in power.
1. continue with Genetics
2. Continue with Mechs
3-4. Create an armed force that is armed with laser weaponry
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ed9163 No.23783
| Rolled 25 (1d100) |
>>23781
Rollan
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ed9163 No.23784
>>23782
a new design I assume. Just infantry with laser weaponry, or with power armor etc as well?
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ed9163 No.23785
| Rolled 100 (1d100) |
>>23784
Basically Imperial Guard
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ed9163 No.23786
| Rolled 38, 16, 65, 41 = 160 (4d100) |
>>23755
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 7 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x1})
Metal: 6 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Oil: 8 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Energy: 3
Territory: 27
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
Movement: Move the new engineers to the front line. And may the blessings of the cannons be with thee.
1-2. We must bring an end to this war against the monstrous fiends, too many of our own have died. We need our answer. We need the Mobile Fortress! 5/20
3-4. Further expansion!
Head southwest toward more metal and oil.
>RAPID EXPANSION POLICY: +1 territory each successful expansion
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ed9163 No.23787
| Rolled 10, 50, 21, 34 = 115 (4d100) |
>>23756
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting weak]
Bonuses:
-Huntergatherers: All your units take 1 F less maintenance.
-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Armies:
32 stick pokers.
Territory: 6
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1/12 Wubmigration
4/8 wub fields
1/4 animal taming
1) The Great Wubmigration marches on!
2) Seriously, you wubbers! Get to it! The more wub berries the better!
3) Here you…Things I can ride on! Here thing!
4) Expand!
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ed9163 No.23788
| Rolled 44, 16, 17, 90 = 167 (4d100) |
>>23755
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
1. Continue working on the Board of civil research. 8/12
2. Continue working on the military factories. 3/10
+3d-printing (weak)
3. Research a way to shut down the DD-fields. +1
4. Create the schematics for a tank to wield a powerful automatic railgun.
+Material durability (weak)
+Railgun (average)
+3d printing (weak)?
+ NBC protection?
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ed9163 No.23789
| Rolled 2, 83, 84, 60 = 229 (4d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526
Fertile: 8 [0.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [1 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
Armies:
1 Fixed Defense
1+2. Verk on Bureau, DICKRUB: 6/12
3. Verk on Baahnk, 3/8
4. Construct Fixed Defense
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ed9163 No.23791
>>23770
>The Jikartans react with some interest and reasonable caution, this is their first contact, though they had detected alien life when they first approached this planet. After some discussion the Jikartans accept the trade deal, on a condition. Rather than Naval Propulsion Strong, they want Airplanes Strong. If the Draxian Confederate agree, then the deal is on.
The Emissary, considering this a fair deal and after conferring with his superiors back in the Confederate, agrees to the proposition.
Grant Jikarta
>Airplanes Strong, Jet Propulsion Average
for
>Plasma Weaponry Weak, Orbital Launch Weak
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ed9163 No.23793
>>23791
>Rider
Both parties agree that the tech in question
>Airplanes Strong, Jet Propulsion Average
>Plasma Weaponry Weak, Orbital Launch Weak
has been imparted on the good-faith understanding that neither party will trade this information away to 3rd parties; this holds both parties to obligation in perpetuity until released by either the consent or duplicity of the other party.
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ed9163 No.23795
| Rolled 4, 36, 7, 30, 24, 58, 57, 89 = 305 (8d100) |
1-4. Work on missiles. 5/8
5-8. Work on wall 4/8
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ed9163 No.23796
>>23758
Room to grow is needed. Even the warbolds realised that they could not have 30 bolds per hut and still live off the land. And so they spread out far and wide, setting up village after village.
+22 territories, +2 O, +3M.
>>23760
Aerial threats can be everywhere. The Ban Sarai realise this and decides that their song needs to spread to the skies as well.
2/8 Banshee fighter/bomber (debuffer), +1 territory,
>>23762
The commandoes are quickly dispatched to arrive at the crashed object. The journey is hard and long however but they manage to stay mostly hidden. After a long an exhausting journey the finally set foot upon the shores of the island where the satelite crashed. Their enhanced psionics can't sense any intelligent beings nearby and they set off into the jungle. After a day of trecking however one of the commandoes got attacked by strange dogsized beings and ripped apart before help could arrive. After that they constantly walk with their minds open and whenever they sense one of the beings they psionically fill it with a desire to be far away from them. And as so the journey continues until they reach a cliff overlooking the crashed object. It appears to be a huge installation, surely two hundred meters in diameter atleast and in surprisingly good shape for crashing down from space.
-2 actions next turn due to trade.
Psionics Good, Spying 1/6, +1 Psionic commando.
>>23764
The first few DD-children are starting to be grown to see if it's a valid design. Much larger and bulkier than normal children. Their left arm is replaced with an emitter that when powered can fire concentrated DD-beams where-ever it aims it. Throughout its entire dendris runs a latticework of dimensional stabilisers and on its back are indentations for nutrient and energy-stores to be inserted to allow the child to continue operating with its hightened energy demands.
The broadcast goes out all over the world, Many are thankful and aid begins to trickle back to you.
2/6 upgraded guiding nursery, Cultivator children 2/10, DD-Children Design.
-3 Actions next turn due to broadcasting tech.
DD-Children
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
>>23765
(your resources are incorrect. you start with 3 of each.)
That latest movie was a hit! People flocked to the recruitment centers to be able to fight for truth, justice and democracy all over the world! 'Shkari!
1/6 Coilguns, +2 standard infantry.
>>23766
With the completion of the Psi-Matrix understanding so many new doors are opened. Independent psionic devices that gather ambient psionic energy from around them and do pre-determined tasks. How glowtown was made is understood now the possibilites for constructions and applications of the matrixes is endless. Automated psionic turret, Massive bombs, vehicles and so much more. Even the usage of psionic for those that are not gifted themselves is possible with a matrix.
The tests of a matrix to accellerate slugs of metal powered by glowtown went good. The accuracy is not perfect, but the sheer power and range of it leaves little to desire.
[Psi-Matrixes], Psi-Matrix weak, Psionic Massdrivers Weak,
Psi-Matrix projectors design (psi-turrets) 1/8
>>23767
Just once city was a folly. Too much could go wrong too easily. We had to expand and spread out. So one single accident could not wipe out all that we have worked for.
+5 Territory, +3 M, +1 F.
>>23770
Robot after robot starts walking out of the great ship, Some are assigned a military role and are armed while others have a more menial part where they help to expand and construct the infrastructure on this new world.
+2 Standard robotic infantry, 1/4 3d-printing, 5/6 plasma weapon, Biofuels Weak, biofuels 4/6, [Robotic workers] Gives a +5 bonus to expansion and construction.
Standard Robotic Infantry:
Recruitment: E1 M1
Upkeep: E1
Attack: 1
Defence: 2
Move: 1
>>23772
Drain her empty boys! Biggest output gets to testfire the new artillery prototype!
Artillery Weak, +30 OIL
>>23774
The Luftrauser design is finally finalised. That exhaust had truly been a bitch for the designers to manage. But now it's ready! And just in time for them to be produced and fly celebratory laps around the island when you soon take over the last of it.
2/4 off-shore mining, Luftrauser design completed, +2 territory, +3F, +3 O,
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ed9163 No.23797
>>23796
>>23777
Vena manages to hack into the central database of the factorium and with some deft handiwork she copies the majority of it while the overseer is sleeping on his post. Silently she sends the encrypted information to be intercepted by her embassy in the flowering empire and is then off, Making sure to replace the grenade where she took it from so nothing suspicous would stand out.
Get the techs
>>23782
The workings of mechs are understood a bit better now. Large machines piloted by to top imperial operators. So far they leave much to desire. But you've not hear of anybody else doing any better in this field.
Mechs Weak, Imperial guardsmen design 3/4
>>23786
The engineers are shipped off to help the the free world. And meanwhile the borders ever swell.
6/20 mobile fortress, +4 territory, +1 O, +1 M.
>>23787
Apparently wub-berries crushed into the milk of those fluffy animals makes for a tasty treat!
5/8 wub fields, +1 territory,
>>23788
The board is almost formed now. The hirings have started.
9/12 Board, 2/6 Anti-Infantry railgun tank
>>23789
More defences are constructed to defend the motherland.
8/12 Bureau, 5/8 bank, +1 Fixed defence.
>>23795
The construction of missile batteries on top of the wall are approaching completion. it's mostly the software that needs work now.
6/8 missiles, (your wall was already completed. re-use the actions next turn)
>>ALL YOU PEOPLE WHO SENT TECH, REMEMBER TO SKIP ACTIONS FOR TECH SENT. IF YOU DON'T I WILL SELECT WHICH ACTIONS ARE SKIPPED, YOU DO NOT WANT THAT.
>>ALL HIGH-TECH PLAYERS RECIEVE [DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK]
>>A NOT UNDERSTOOD ENERGY WAVE WASHES OVER THE PLANET AND CAUSES INEXPLICABLE POPULATION BOOMS. EXPANSION IS DOUBLED FOR 2 TURNS.
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ed9163 No.23798
| Rolled 33, 36, 49, 16 = 134 (4d100) |
>>23797
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
Military factories 3/10
1. Continue working on the Anti-Infantry railgun tank. Add on the new tech to resist DD. 2/6
2. Continue on the Board. 9/12
3. Try to research a way to shut down the DD fields. +1
4. Expand to grab the metals around us.
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ed9163 No.23799
| Rolled 60, 22, 100, 65 = 247 (4d100) |
>>23796
One third of the Rig's surface was now in charge of housing nothing but seemingly endless oil containers, a crude tower-like structure welded upon it to accomidate the sheer amount of oil. A small "no smoking" sign hung near the main stairway.
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Average] [Artillery: Weak]
>Resources:
[Fertile: 5][+1/turn]
[Metal: 5][+1/turn]
[Oil: 80][+1/turn]
[Energy: 5][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "What next? I uh…think I'm sniffing metal here boys, father east: we're bursting to da seems with oil here, but our metal supplies are currently at near rock bottom levels! Why don't we rock and roll!"
1-3.) "Well that was a big waste of time; we spent so much time building new stuff for all the oil, that we didn't have any to spend on tank design! Back to work, boys!" (2/8 Tanks)
4.) "Ah, these guns put the oom in boom! But, this two-piece ammo and cruddy sights ain't gonna be much use for anything high-speed, which is how H-M rolls: tell the egg heads to make em' better, pronto!" (Researching Artillery)
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ed9163 No.23800
>>23799
"Ahahahahaha! Now that's what I'm talking about! Make it big, make it mean, make it bristle with guns! *Snort*"
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ed9163 No.23801
| Rolled 48, 47, 86, 75 = 256 (4d100) |
>>23684
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You) (You)
Fertile: 8 [1 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [2 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
2 Fixed Defense
1. "Der local mineral rich counties are clearly ancestral Draxian land. Ve're taking them."
Anschluss Metal.
2. "Verk harder on DICKRUB! Da, harder I say! Fastah, too."
8/12 Bureau
3. "Commerce is essential to our society. So get banking!"
5/8 Baahnk
4. "Ve need security for der Confederate. Moar fixedefense!"
+1 Fixed Defense
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ed9163 No.23802
>>23801
Hey I'm sorry, missed the thing about trades because green text at the bottom of the update is kind of faint and easy to skip.
Any chance of nixing the Fixed Defense construction to handL the trade?
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ed9163 No.23803
| Rolled 15, 34, 78, 29 = 156 (4d100) |
>>23796
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 6 (2)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 9
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 2/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
1-2. Continue to work Banshee, we need it's song the Choire of war! 2/8
3-4. Take advantage of the energy wave, incorporate it's blessings to spread our song as far as we can. resources first of course.
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ed9163 No.23804
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ed9163 No.23805
| Rolled 59, 43 = 102 (2d100) |
>>23796
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 6 Upkeep 2
Territory: 7
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:1 D:2 M:1 C:E1 M1 U:E1
1-2. The Jikartans begin construction of Research Server Hubs, these will be massive buildings located in City Centers which will be used to create powerful research laboratories which will exist in the VR world, aiding research. Robotics Strong Vr strong [Robotic workers] Gives a +5 bonus to expansion and construction.
3. Give the flowering empire Plasma Weapons weak.
4 Trading tech with Draxx as agreed
Progress.
¼. 3d printing.
5/6 Plasma Weapon
Biofuels 4/6
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ed9163 No.23806
>>23799
>>23800
An oinker wearing an unusually clean shirt with pens in its pockets was carrying a clipboard in his…hoofs? Hands?
"Excuse me Boss, that weird voice thing from earlier…it told me things! Ya might wanna look at this!"
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Average] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>-
H-M took out his cigar and spent the minute coughing before glancing down at the pig-scientist. "Yeah, what does this even mean, anyway!? What'sa "DD"? Double-Densisty?"
His underling shrugged. "It's all bout' alternate dimentions and stuffs, sorta like one of them hyperdrive things back in space. We's gonna go back to space soon?"
He was met by a snort from Heavy Metal. "Why'd we wanna go to space when we're making LOADS offa this world? I don't even like it; to light and flighty, cold, trapped in a metal box for ages! I'll say when we can get back ta space!"
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ed9163 No.23807
| Rolled 29, 13, 48, 58 = 148 (4d100) |
>>23796
Forgot to roll
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ed9163 No.23808
| Rolled 29, 64, 78, 47 = 218 (4d100) |
>>23796
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 6
Oil: 3
Energy: 3
Fertile: 4
Bonuses:
Underwater friends: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
Mad science: 1-2 Is a critfail on research and 97-100 is a crit on research.
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
DD-Space understanding.
DD resistance Weak.
DD Weapons weak.
Armies:
1-2 Expand to the rich oil to the north.
3-4 increase production of arachnid pattern worker drones to meet requierments of the recently constructed facilities. (Does that count as reserch?)
(2 turns left of reserch penalty)
Work continues whilst our reserch cells recover from the NCS feedback incident.
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ed9163 No.23809
| Rolled 59, 21, 23, 53 = 156 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 4
Metal: 3
Oil: 4
Energy: 6
Industry: 8
Territory: 8
———–
Bonuses:
——–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown Knowledge: II [-5 charge/turn]
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
- [DD-Space Understanding]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- [Psi-Matrixes]
- Psi-Matrix weak
- Psionic Massdrivers Weak,
———–
Armies:
———–
- 0 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 9 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
[Mechanized Infantry: 1/6]
—
Actions [Glowtown Turrets; Expansion
—
1.2.3. Turret production continues and attempts are made to produce a few for the defensive effort. Psi-Matrix projectors design (psi-turrets) {1/8}
4. Sensing the change in climate, expansion starts underground. [Expansion]
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ed9163 No.23810
| Rolled 61, 20 = 81 (2d100) |
>>23796
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
1.2. actions reserved for trade
3.4. Increase our spying [1/6]
+2 Progress from Palace/lab on vacuum Power
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ed9163 No.23811
| Rolled 98, 1, 13, 17 = 129 (4d100) |
>>23796
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 1 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
1-2: With the constructional facility within the Urauser finished, with the ventilations sorted out for such a compartment, it was time to see the Rausers rise again, to dominate the skies through the Order's sciences and airforce!
https://www.youtube.com/watch?v=NnAKPTa8K2E
>Produce Rausers to dominate the skies!
3: With the upcoming airforce about to be deployed, the oil fields in the western part of the Capitol Isle will soon have the flag of the Order flown over it.
>Anschluss the oil fields in the Capitol Isle.
4: In other news, the development of off-shore mining does according to plan, being done ahead of time thanks to the Bureau.
>Research Off-Shore Mining, in order to get the resources under the sea. (2/4)
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ed9163 No.23812
| Rolled 62, 89, 75, 67 = 293 (4d100) |
>>23796
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Some days I fear what this world might drive us to do. " - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness is an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 5
Metal: 3
Oil: 6
Energy: 6
Tech:
genetics average
cybernetics weak
spying strong
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Armies:
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
1-2: Expand.
"I cant figure it out. I have spent day and night studying these abnormal readings. This… Energy! Yet nothing about it is clear. The only thing we understand thus far is that it helps in settling the land. An abnormality I welcome seeing how new we are on the surface." Teir 1 Archivist Daloran.
3-4: Design new unit: Stalkers.
"Never have I dreamed of having this opportunity! I personally find that we have been to passive overall, thus i am glad to see some advancement within the militaristic means. We have no units to defend ourselves, even less others! But with the new technology and resources at hand that will change. " The scientist Damien, a weapons enthusiast, unlocks the doors to the labs.
"We already have several of our brave women volunteering. With the new research at hand we will work wonders. "
Proposed tech advantages of the Stalker unit.
Power Armor Good: To protect our women in the field and lessens the physical strain put on them. The power armor also enforces their strength, allowing them to wield heavier weapons such as the 'Widow' with ease.
DD Resistance weak: Tho it may not be much, adding DD resistance to the power armor and genetic structure will help in any future situation involving DD-fields. Since this tech amongst other DD related research has been transmitted to everyone we should also be mindful of others using the DD weapons of terror.
Laser Weapons Average: Laser sniper rifles to pick of our enemies with deadly precision on long range. The "Widow" as I like to call it will be larger than standard rifles and specially made to be used with the Stalker power armor.
Genetics average: With Genetic modifications we can ensure that our units can manage with less sleep and be more resistant to infections. This will make it harder to take them by surprise as well as ensure they have more energy for longer fights.
Cybernetics weak: Combined with genetics we can fix a link to the Stalker-armor. Allowing them to influence the suit or execute complex commands with mere thoughts.
Neural link average: With the Cybernetics and the Genetics we can allow for a more subtle neural link between the Stalkers. Allowing them to send lossless information between each other during the fights. Help their sisters with aiming and fight coherently as one unit flawlessly.
Cloaking average: The Crowning feature of the Stalkers. Cloaking will be integrated. Allowing them to move unseen until it is to late for whomever they fight against. They will be able to strike at range without leaving a trace!
"The greatest flaw of the Stalkers is the amount of power they consume. Energy is in essence what drives them. I would suggest a means of efficiency with the oil to be sett up. " - Damien.
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ed9163 No.23813
| Rolled 30 (1d100) |
1. Grow DD-Children
2.3.4. Global Broadcast
http://pastebin.com/AHH00eZP
Territory : 40
Fertile: 10 (7)
Metal: 6 (35)
Oil: 8
Energy: 8
Progress
2/6 upgraded guiding nursery,
Cultivator children 2/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23814
| Rolled 19, 91, 24, 18, 16, 8, 78, 95 = 349 (8d100) |
>>23756
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 8/16
Carrier Design 3/8
Sharpened Limbs 1/6
Toxic-Gas Emission 2/4
1-5. As a fallen god the research station crashed into the 204-B colonies region, the ground quaked under its enormous impact, incinerating miles of wildlife surrounding the crash site. Sparked by terror and an inexplicable wave of energy the colony begins churning out the only warrior they knew, the newly developed 204-C type. The hive was bustling with activity as the newly spawned creatures rushed through the underground corridors the air heavy with poisonous hormones.
6. Immediately the newly created spawn rushed towards the crashsite, it wore the unmistakable smell of the 204 and another very familiar aura. Though unable to process thought on a more advanced level the other smell that still rested within the sky god's carcass hidden beneath ozone and fire was branded into the 204's DNA. It was theirs, though not part of them. Territoriality in a sense. Whatever they could gather would be dragged down into their tunnel system, never to see the light of day again, safe from the always preying eyes in the sky.
7-8. Danger and stress the two deciding factors in the cancer causing gas production were trying to outdo each other in the dark corridors of the 204-B population. The air was thick enough to grasp, figuratively speaking of course, as the gas had no smell or color. Evolution and population were booming quickly and so was the potentially lethal nature of the gas.
Toxic-Gas Emission 2/4
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ed9163 No.23815
>>23814
>>23810
Roll combat.
Anniria, 2 Psionic commandoes. Whitedeath, 2 carriers.
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ed9163 No.23816
| Rolled 77, 96 = 173 (2d100) |
>>23815
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Attempt hit and run tactics, using psychic powers to disrupt the enemy as they go
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ed9163 No.23817
| Rolled 19, 77 = 96 (2d100) |
>>23815
204-C Carrier
Recruitment cost: 1F, 0.5 O.
Upkeep: 1F, 0.5 O.
Attack:1
Defence:2
Move: 2
Bonus: Gives all 204 units a bonus to 0.1 attack and 0.3 Defence in the same area.
A dangerous and unseen enemy, come to feast upon the carcass of the sky god. The Carriers will remain hidden underground attempting to attack enemies when they are easily outmatched. Saturate the area with more seeds in order to hinder detection and the employment of ranged weaponry. Not concipated for direct combat the 204-C will attempt to delay and wear down the enemy only attacking when the prey appears weak, delaying them as long as possible in order to allow future 204 to join the fight.
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ed9163 No.23818
| Rolled 19, 68, 26, 59 = 172 (4d100) |
>>23796
>Name: The Infinite Imperium
>Colour: Black
>Fluff/background: The Infinite Imperium has phased in an out of existence in the planet's history, appearing in some of the planet's oldest texts. However, every time it appears it disappears without a trace later in history. It's founder is unknown, it doesn't even allow citizens to worship, it's flag is the only this known about it. It has both defused tensions and escalated wars in the planets history. most recent encounters with the new Imperium has resulted in the annihilation of the Imperium's opposing force, but some simple photographs were able to be taken on Imperial forces and a picture will be shown below. One message has been understood, this time the Imperium's here to stay
>Fertile: 1
>Metal: 1
>Oil: 3
>Energy:
>Tech: Power armor strong, Bolters average, laser weapons average, tanks average, airplanes weak, Mechs weak Genetics 3/4
>Armies: Patriarch:
>Attack: 3.6 +0.2 per turn
>Defence: 3.6 +0.2 per turn
>Move:3.3 +0.1 per turn
>Bonus: As the patriarch learns and matures it grows in power.
1. GENETICS NOEW
2. Expand some more
3. Finish the guardsman design
4. Prepare some tanks
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ed9163 No.23822
| Rolled 23, 3, 26, 95 = 147 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.
Fertile: 4
Metal: 3
Oil: 3
Energy: 3
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
Armies: 2 Infantry Battalions (UK: 2F)
1-2. I love the smell of expansionism in the morning.
3. I also love the smell of stupid sexy coilguns. Which is why we're going to make mo bettah coilguns.
4. And we could really use a few fighter squadrons to bolster our infantry. Just a few. Like 20.
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ed9163 No.23823
>>23810
Roll 2d100 for how your examination of the station goes.
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ed9163 No.23825
| Rolled 64, 15 = 79 (2d100) |
>>23823
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ed9163 No.23879
| Rolled 18, 18, 5, 25 = 66 (4d100) |
>>23796
Name: The Jub-Jub Tribe
Colour: some shade of green
Fertile: 4
Metal: 6
Oil: 8
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Continue growing space
+Where the hell did that cutebold come from?
+Energy wave
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ed9163 No.23907
| Rolled 37, 54, 55, 13, 30, 66, 66, 73 = 394 (8d100) |
Rolling for regalia
1-2 missiles
3-8 orbital launch
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ed9163 No.23908
| Rolled 88, 80, 70, 64 = 302 (4d100) |
>>23798
The Think-tank come up with 3 basic ways to "shut down" the DD-fields. The first and simplest is to destroy the machinery that generates the field. The second way is to use the technology the flowering empire has gifted to the world and use a more powerful and larger version of the dd-resistance generators to negate the effects of the dd-fields and then cover the entire DD-field that way. The last way they come up with is to generate another DD-field on the first one. A stronger and larger one that would envelop and consume the first one and disrupt its workings, changing the speccs of it to the speccs of the second field.
2/7 Anti-infantry railgun tank (dd-resistant), 1/6 dd-resistance.
>>23799
The eggheads have really been working. Stresstesting the envoy, going through data, fuel consumption stats, hydralics working, frictiontear, gear-working and a thousand more things we can't even think of. The end-result is a far greater understanding of how to make the most efficient armored vehicles around.
Tanks Excellent, Tank fuel efficiency weak, +15M, 1/6 artillery
>>23800
The borders swell and the trade goes through.
+2 Territory,9/12 bureau, 7/8 Bank.
>>23803
More Ban sarai are born and more join up. A fitting expansion is made to house the new citizen.
3/8 banshee, +4 Territory, +1 F.
>>23805
It's apparent that this new land has vastly different needs than the vr-world. Though that doesn't mean that what is done in one can't benefit the other.
2/12 VR-labs.
>>23808
More domed cities appear under the waves. Pumping up oil from the seas under the seas.
3/8 Robotic workers, +2 territory, +3 O.
>>23809
The borders are surprisingly calm and the people take this opportunity and the energy that is filling them to start expanding again.
2/8 design, +2 territory, +3 F.
>>23810
Swarms of the strange creatures come attacking the ship. Wave upon wave of them come to get slaughtered. It's constantly a close thing but in the end what saved the commandoes was their usage of psionics to avoid being ambushed by the creatures and the fact that they died in such large ammounts that they kept having to squeeze past the dead bodies of their bretheren. After a while the stream of enemies seem to abate. It could be due to them having trouble geting in into the structure. Or it could be the constant harrasment the commandoes use their psionics for. Filling the tiny minds with panic, making them mistake their senses and be confused.
Inside the structure are the corpses of blue humanoids, technology of kinds that have never been seen in the empire and massive databases that they commandoes are struggling with. They are not scientists and it shows. There is only so much that can be done by your researchers to aid over radio.
2/6 vacuum power, 2/6 spying, 2/8 gravity understanding, 1/4 cloaking, 1/4 orbital launch.
>>23811
A massive explosion tears through the urauser. Emergency claxxons start sounding and only the emergency failsafes keeps the panicked operator on duty from submergin and flooding half the urauser. Fire-fighting operations and emergency repair crew are quickly dispatched to what was the factory-area of the urauser. A large hole of the hull opens up several decks to the open air as nobody is entirely sure what happened more than that three thousand crewmembers died, several were killed and Immense ammount of work had been lost.
0/8 Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.
>>23812
The expansion goes well and far. Reaching lands with oil to aid the nation in their conquest of knowledge, many databanks can be powered by these for a long time.
3/12 Stalker design, +6 territory, +1 O.
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ed9163 No.23909
>>23908
>>23813
The first regiment of DD-children are fully grown and ready to defend the empire. Whatever they may face they shall prevail.
+1 DD-children.
>>23814
The swarm rushes towards the strange object and the beings that are in it. There's something odd about them however. They seem to almost always know where the carriers are getting close to them makes the swarm twitchy and afraid. Many times they attack what they think is beings only to find it was another carrier or a corpse. And the pain, like the two-leggers that was here before they cause pain and death from afar both with lound bangs, Even louder fiery bangs that throw the carriers far into the air and by making the carriers just collapse. They don't get away without injury though. Many wounds are inflicted though the swarm isn't sure they killed anyone.
+- 2 carriers, 3/6 Toxic-gas emission average, toxic gas emission weak, +8 territory.
>>23818
(your home territory produces 3 of each kind resource. Also energy is = to oil for free)
A batallion of tanks roll out to defend the imperium from all its foes. ready to be led by the patriarch in any and all battles.
+4 Territory, +1 O, +1 standard tank
>>23822
Designs for sleek fighter jets are drawn up. They shall be the pride of the skies!
2/5 Fighter squadron design.
>>23879
More and more warbolds keep appearing and nobody is really giving it a second thought cause everyone is too busy being restless with a strange wanderlus. The warbolds start spreading even further. +24 territory.
>>23907
The missile batteries are finished and with it it Order turns its attention upward to the infinity.
[Captial missile batteries], Orbital launch average, Space-structures weak.
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ed9163 No.23910
| Rolled 14, 7, 46, 57 = 124 (4d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You) (You)
Fertile: 8 [1 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [2 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
2 Fixed Defense
1. 9/12 bureau,
2. 7/8 Bank
3. Ve must push further and reclaim Der Draxian clay! Er, metal!
4. +1 Fixed Defense
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ed9163 No.23911
| Rolled 75, 91, 82, 56 = 304 (4d100) |
1.2. Continue growing more DD Children.
3. The Guiding Nursery continues to grow new and more advanced ways of manipulating children in development. Guiding Nursery Upgrade. (2/6)
4. Our war of survival demands resources, thus new children will be grown to gather and refine them. Cultivator children 2/10
Territory : 40
Fertile: 10 (6)
Metal: 6 (4.0)
Oil: 8
Energy: 8 (6.5)
Progress
2/6 upgraded guiding nursery,
Cultivator children 2/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
DD Child : 1
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23913
| Rolled 13, 33, 50, 55 = 151 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 4
Metal: 3
Oil: 4
Energy: 8
Industry: 8
Territory: 10
———–
Bonuses:
——–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
———–
- Psionics, weak;
- Glowtown Knowledge: II [-5 charge/turn]
- Psi-amps, weak
- Psi-explosives, weak,
- Psi-flight, weak
- Psi-matrixes, weak
- [DD-Space Understanding]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- [Psi-Matrixes]
- Psi-Matrix weak
- Psionic Massdrivers Weak,
———–
Armies:
——–
- 0 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 4 charge; weakly defended, Armored Glowtown Dome/Pit]
Perk: [Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——-
In Progress:
——
[Mechanized Infantry: 1/6]
—
Actions [Glowtown Turrets; Standard Turrets; Expansion
—
1.2. Research continues… {Psi Turrets 2/8}[Spend 5 charge]
3. A few standard turrets are also manufactured. [Turrets, standard]
4. Expansion continues in the hunger for more minerals. [Expansion]
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ed9163 No.23914
| Rolled 37, 37, 39, 18 = 131 (4d100) |
>>23908
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
spying 2/6
cloaking 1/4
1. If they think they can get more data out do so, but don't do it if the risks seem too great.
2. Hey this seems like a reeeeeeeally nice idea, let's work on Orbital launch abilities 1/4 [Spend Palace Perk for +1 progress] Hey if we merge it with vacuum and psionic power could we get the +1 from the labs too?
3. If we can't get the +1 from labs on the orbital launch add it to Vacuum power and work on it some 2/6
4. Begin increasing our understanding of gravity, it will certainly help some of our other projects. 2/8
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ed9163 No.23918
| Rolled 87, 96, 54, 40 = 277 (4d100) |
>>23909
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 8/16
Carrier Design 3/8
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1-4. An unknown predator, fierce and deadly had struck the 204. Appearing deep within their heartlands it could only be another airborne enemy come to assault the young colony. Striking with even more lethal force the emergency adaption had proven useless against such a superior enemy, their attacks striking true through even the most dense forest. However even as fear ruled the colony the specimen were incapable of processing thoughts at even a most basic level. There could only be one response to this violent herbivore who apparently killed 204 for no particular reason.
More carriers would be birthed, holding back for now, protecting the ground around the burned lands, preparing to protect the areas and waiting to strike the enemy once sufficient numbers had been reached seeking to drive it out of the 204's territory once and for all.
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ed9163 No.23919
| Rolled 48, 21, 13, 1 = 83 (4d100) |
>>23908
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 1.5 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Strong] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(0/8)
1-3: A pure, undilluted disaster struck the crew of the Urauser, with the factory deck ripped open to the outside elements, preventing the super-ship from submersing to travel across the world. Accusation and rumours spread like wildfire across the crew, some claiming that the foreigner Adrianna was responsible for it, while others say that the Admiral himself caused the explosion, to give excuse to purge the crew of anyone even slightly disloyal. No matter the cause, there would be a great focus on repairing the damage done, using the incoming metal from Draxia and the Capitol Isle to assist in the reforging of the hull and machinery, as medical officers try to prevent any more deaths through medical caring of those who were injured.
>REPAIR THE URAUSER! (0/8)
4: Of course, the engineering Bureau only felt a slight shaking of the submersible ship, as they continue to drink wine in fancy chairs in order to debate and figure out how to build the off-shore facilities to get more metal for the Order.
>Research Off-Shore Mining, in order to get the resources under the sea. (2/4)
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ed9163 No.23920
>>23919
This is fine.
I'm okay with the dices that are rolling currently.
That's okay, things are going to be okay.
(It's not okay)
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ed9163 No.23921
| Rolled 10, 10, 39, 60 = 119 (4d100) |
>>23908
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 6][+1/turn]
[Metal: 21][+1/turn]
[Oil: 81][+1/turn]
[Energy: 6][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "Driver! Move us north! I think we've found all that's useful to find around dis area!"
1.)
[Tanks: Excellent]
[Heavy Vehicles: Strong]
[Anti-Air: Average]
[Artillery: Weak]
[Tank Fuel Efficiency: Weak]
[DD-Weapons: Weak]
[DD-Resistance: Weak]
"Design time boys: first off, we'll need a BIG heavy lumberin' type-tank with lotsa guns on it: anti-air guns, artillery guns, and machine guns for plenty of akk-akk-akk! Make em' thickly armored brutes, and make sure there's at least one gun pointing every direction! They'll be forts on threads! Oh, and since they're extra-big, we can afford to stick some of those weird DD stuff that shrink found earlier. We're throwing in the kitchen sink!" (Design: E-1 Hogger Superheavy Tank)
2.)
[Tanks: Excellent]
[Heavy Vehicles: Strong]
[Artillery: Weak]
[Tank Fuel Efficiency: Weak]
"Then, we'll need a smaller type; maybe four crew at max. It'll be fast and well-balanced with a big cannon and a couple machine guns for the extra akk, but since it's smaller we can afford to make the front glacis reeeeeaaaal tough. (Design: Porker Main Battle Tank)
3.) "So, what are we currently lacking boys? Trucks? Check. Tanks? Check. If we wanna get close and personal, we'll need some way to keep up with the road warriors: start drafting up motorcycle designs! (Researching Motorcycles)
4.) "Yeah, keep working it boys. It'll be ready in no time!" (1/6 artillery)
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ed9163 No.23923
| Rolled 87, 45 = 132 (2d100) |
>>23914
Rolling for station findings
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ed9163 No.23924
| Rolled 35, 12, 13, 61 = 121 (4d100) |
>>23909
Name: The Jub-Jub Tribe
Colour: some shade of green
Fertile: 4
Metal: 6
Oil: 8
Energy: 3
Tech:
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3.4
Continue growing space
+Where the hell did that cutebold come from?
+Energy wave
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ed9163 No.23925
| Rolled 67, 75, 55, 29, 11, 18, 87, 62 = 404 (8d100) |
>>23908
Name: The Warmar Ascendant Republic
Colour: Grey
Fluff/background:
The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
Fertile: 7 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x1})
Metal: 7 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Oil: 9 [3] (1 Sapper Tank{x2} 2 Combat Engineers {x.5})
Energy: 3
Territory: 31
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
2 Combat Engineers
1 Sapper Tank
Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
Missed Turn
1-4. Expand WEST! There is yet more metal to be had!
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Current Turn
1-4. 6/20 mobile fortress
We now have ample supplies to compete our most glorious project! Let us speed up its completion at once!
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ed9163 No.23926
| Rolled 62, 63, 12, 34, 100, 4, 60, 61 = 396 (8d100) |
1,2) Finish Missiles
3-8) Orbital Launch research
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ed9163 No.23927
| Rolled 41, 78, 78, 7 = 204 (4d100) |
>>23908
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 11
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance weak
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries] [Military research complex, Weapons research get +20]
Military factories 3/10
1. Continue working on the tank designs. 2/7
2. Continue working on creating the board of civil research. 9/12
3. Continue researching better DD resistance fields so that we may shut down the field then destroy the device. 1/5 +1
4. Once again attempt to expand outwards to grab the metals around us.
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ed9163 No.23928
| Rolled 48, 22, 99, 23 = 192 (4d100) |
>>23908
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Even if we wish we could prevent unfortunate events, they to are a part of history to be recorded. " - Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness is an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 5
Metal: 3
Oil: 6
Energy: 6
Tech:
genetics average
cybernetics weak
spying good
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Armies:
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
1-2: Expand.
With marvel over the energy the EC continues to expand beyond what they expected.
3-4: Design new unit: Stalkers.
"Genetic modification and testing is in progress with the few 'prototype' volunteers. Even tho Damien is overeager and a bit reckless, he does get results. " - Scientist Miriam.
Proposed tech advantages of the Stalker unit.
Power Armor Good
DD Resistance weak
Laser Weapons Average
Genetics average
Cybernetics weak
Neural link average
Cloaking average
>>23919
Adrianna is filled with concern and worry at the explosion on the Urauser. She offers to help, even if its only fixing coffee, fetching things or passing tools from a toolbox. She understands they don’t trust her but still intends to help to the degree she is allowed.
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ed9163 No.23929
| Rolled 47, 74, 58, 89 = 268 (4d100) |
1-2) Get to work on a spaceport.
3-4) Let's get and orbital missile launcher if we can.
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ed9163 No.23930
| Rolled 24, 66, 77, 56, 42, 25, 85, 82 = 457 (8d100) |
>>23797
Name: The WubWub Tribe
Colour: Brown
Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
Fertile: 7
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting weak]
Bonuses:
-Huntergatherers: All your units take 1 F less maintenance.
-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
Armies:
32 stick pokers.
Territory: 6
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
1/12 Wubmigration
5/8 wub fields
1/4 animal taming
1-3) The Great Wubmigration marches on!
4-5) wub berries are part of a healthy diet for Cutebolds of any age! Wub wub my Wub!
6) I bet some animals would help in the fields
7) Expand!
8) More Stick pokers!
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ed9163 No.23932
| Rolled 27, 62, 21, 21 = 131 (4d100) |
>>23908
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 6
Oil: 6
Energy: 6
Fertile: 4
Bonuses:
Underwater friends: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
Mad science: 1-2 Is a critfail on research and 97-100 is a crit on research.
3/8 Worker robots.
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
DD-Space understanding.
DD resistance Weak.
DD Weapons weak.
Armies:
1-4 Finish production of arachnid pattern worker drones to supply the newly constructed habitat domes. 3/8
“Cell 057C-NCS Project incident 5.Y2 report extract: The recovery of those affected by the new NCS prototype faliure is proceeding well. Whilst some suffered such severe damage as to be unable to ever recover, the losses are within accapteble limmits. The benefits of the eventual completion of the NCS project cell are deamed to far outweigh any such minor setbacks. Such minor loss og human life are of no importance to the progress of our people as a whole.
If anything leadership are more determind then ever to see too the completion of the NCS project as the prospect of cessation of existance of key cell personel could possebly severly cripple scientific progress of affected cells. The completion of the NCS project would see this issue amended. With NCS technology any replacement personel would have full understanding of the project as the thought, ideas and knowledge of the previous individuals could simply be accesed in its entirety. Even in the event of the demise of the entire reserch cell work would at most suffer a minor delay. The prospects are exhilarating.
The event has also paved way for the much needed erxpansion of our facilities. Our newfound recources and vastly improved workforce will be of great assistance to our future endevors."
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ed9163 No.23934
>>10179
>Stick me on the right bottom bit pls, the southeastern most landmass.
Name: The Sekvitillithian Collective
Colour: Grey
Fluff/background: Long ago, the homeworld of the mighty Sekvitillithian empire was destroyed by an unknown force. In response to this, the entire fleet of the Imperial Navy was brought back from the edges of the empire, and their guns to bear on this threat. They were destroyed entirely. The last survivors, a colony on the edge of the Empire, was the destination of the sole survivor of the conflict, A Krakix Class Devastator. The colonist boarded the orbiting ship, barely maintaining its orbit and rapidly falling to pieces. Inside, they found a crew driven half mad with desperation and insanity. They ranted about how they must escape, must get away from "What lies ahead". After leaving the ship, the last of it the colonist saw was it's engine going critical as the crippled ship tried to jump away. Scavenging all that they could from the world, and building a great many escape ships careless of the wrath wrought to the planet and themselves, they've fled in all directions for countless aeons, every warning beacon they dropped falling silent as their doom marched every onward. Now, one of their ships arrived above this new world, all of its resources exhausted and its engines dead from the long jump from the last sector, it was all they could do to land it without killing everyone on board. Now they seek to gather whatever resources they can, fix their ship, and get the hell out of here. As befitting an ancient race, they have advanced technology, nanotech and plasma being the most obvious. The long years aboard the ship has also caused a rift in the crew, as some want to bring the species they meet aboard to save them from what lies beyond, while others want to destroy the worlds and people they encounter to harvest resources most efficiently.
Fertile:
Metal:
Oil:
Energy:
Tech:
Bonuses:
Armies:
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ed9163 No.23943
>>23934
Perk: Teleporters: You start with Teleportation understanding.
Tech: Plasma Weapons Good, Nanobots Average, [Teleportation understanding]. Heavy plasma average, Teleporter gates average.
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ed9163 No.23947
| Rolled 25, 38, 54, 2 = 119 (4d100) |
>>23943
>>23934
Name: The Sekvitillithian Collective
Colour: Grey
Fluff/background: Long ago, the home-world of the mighty Sekvitillithian empire was destroyed by an unknown force. In response to this, the entire fleet of the Imperial Navy was brought back from the edges of the empire, and their guns to bear on this threat. They were destroyed entirely. The last survivors, a colony on the edge of the Empire, was the destination of the sole survivor of the conflict, A Krakix Class Devastator. The colonist boarded the orbiting ship, barely maintaining its orbit and rapidly falling to pieces. Inside, they found a crew driven half mad with desperation and insanity. They ranted about how they must escape, must get away from "What lies ahead". After leaving the ship, the last of it the colonist saw was it's engine going critical as the crippled ship tried to jump away. Scavenging all that they could from the world, and building a great many escape ships careless of the wrath wrought to the planet and themselves, they've fled in all directions for countless aeons, every warning beacon they dropped falling silent as their doom marched every onward. Now, one of their ships arrived above this new world, all of its resources exhausted and its engines dead from the long jump from the last sector, it was all they could do to land it without killing everyone on board. Now they seek to gather whatever resources they can, fix their ship, and get the hell out of here. As befitting an ancient race, they have advanced technology, nanotech and plasma being the most obvious. The long years aboard the ship has also caused a rift in the crew, as some want to bring the species they meet aboard to save them from what lies beyond, while others want to destroy the worlds and people they encounter to harvest resources most efficiently.
Fertile: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
Perk: Teleporters: You start with Teleportation understanding.
Tech: Plasma Weapons Good, Nanobots Average, [Teleportation understanding]. Heavy plasma average, Teleporter gates average.
1/2. First we need to establish a supply system of new resources, both for storage and to fix our ship. Send out scouts to locate areas for exploitation.
3. The natives of this world may be hostile, begin construction of static defenses to defend the landing site
Bonus: Nanobots Average
4. Normal exploitation of minerals and resources is not a viable option in this scenario, we are under strength and our ship is broken. Ergo, we will have to fabricate robotic assistants to gather materials for us. Begin research in this field.
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ed9163 No.23948
| Rolled 2 (1d7) |
>>23919
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ed9163 No.23953
| Rolled 5, 55, 93 = 153 (3d100) |
>>23908
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 6 Upkeep 2
Territory: 7
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:1 D:2 S:1 C:E1 M1 U:E1
1-2. The Jikartans continue to invest into their VR labs. The server hubs are massive buildings that will lend an incredible amount of processing power for this purpose. 2/12. Robotics Strong Vr strong [Robotic workers] Gives a +5 bonus to expansion and construction.
3. Design Plasma Rifles to equip our Infantry with.
4. Trade Orbital Launch Weak to Ascendance for 3d printing weak.
Progress.
¼. 3d printing.
5/6 Plasma Weapon
Biofuels 4/6
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ed9163 No.23955
| Rolled 8, 42, 84, 95 = 229 (4d100) |
>>23908
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 7 (3)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 13
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 3/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
1-2. Continue to expand our song must spread!
+Energy wave
3-4. The banshee must continue apace, for it's song is necessary fro the coming conflict. 3/8
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ed9163 No.23956
| Rolled 34, 73, 47, 84 = 238 (4d100) |
>>MAKE SURE TO READ THE EVENTS AT THE BOTTOM.
>>23910
more territory falls under your sway. And with it riches.
+2 territory, +1 fixed defence, +2 F, +1 O.
>>23911
The DD-children put a strain on the economy but their worth is not questioned when there is a report of movement on the border again.
ATTACKED. ROLL DEFENCE.
+4 DD children, 4/6 guiding nursery upgrade, 3/10 cultivator children.
>>23913
You expand further and build up some new defences. The defences will be sorely needed as the abominations once again emerge from the fields.
ATTACKED. ROLL DEFENCE.
3/8 psiturrets, +2 Territory, 1+ standard defence.
>>23914
Even more information is gleamed from the wreckage. The decryption and translation of one of the databanks helped immensely. The jungle around the ship is growing in frighteningly fast. But the creatures are keeping their distance. Your radar is reporting activity in orbit over the Ordo Faux. Several space shuttles are launching and have started construction on an installation above their capital.
Orbital launch Average, Orbital launch 3/8, Genetics 2/4, Cloaking 2/4, 3/8 gravity understanding, vacuum power 4/6,
>>23918
In response to this threat the
+6 204-C carriers, +1 F.
>>23919
Disaster strikes yet again! It's found that some databanks have been fried by a powerful electrical current. Losing massive ammounts of valuable information. The surge seemingly was created by the repairation crews when they tried to rewire for the repairs.
1/8 repair, Off-shore mining 0/4, Airplanes Average, Airplanes 4/8
>>23919
Boss Boss! Take a look at these beauties! These will be the terror of tha battlefield! Nothing on wheels or treads will be able to stand against them! They shall smush all resistance like the big digger smashes rock!
E-1 Hogger Superheavy Tank design, Porker Main Battle Tank design, 1/4 motorcycles, 2/6 artillery,
E-1 Hogger Superheavy Tank
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 E2
Attack: 9
Defence: 6
Move: 3
Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)
Anti-air: Does not have penalty vs air targets.
Recruitment: F:1 M1 O1
Upkeep: F0.5 M0.5 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>>23924
The Jubbing had to stop sometime. After the rapid expansions life seemed to take on a slow pace. Might have been the fact that the wub-berries almost ran out and they had not started growing so far out yet.
+4 territory, +1M
>>23925
Once again the borders of the warmar swell! And after a long period of peace and tranquility, With the soldiers stationed by the DD-field half expecting it had died for good. The creatures emerge in at first a skulking march and then when they are discovered a mad dash for the lines.
ROLL COMBAT! (co-ordinate with random)
+14 territory, +1M, 9/20 mobile fortress.
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ed9163 No.23957
>>23955
>>23927
The Board is completed with the addition of another directive. Lead the research in the DD-field. And with the formation of this board immediate progress is made. However all is not well as the DD-creatures once again emerge.
ROLL COMBAT (coordinate with baz)
3/7 Tank designs, Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn, DD resistance Average, DD-resistance 4/7
>>23928
The expansion goes much slower than what is reported elsewhere on the globe.
+2 territory,5/12 stalkers
>>23929
A massive complex dedicated to the construction and launching of objects into space is started. However for the safety of the Order a space station is starting to be built
3/8 spaceport, 3/12 Orbital missile launcher
>>23930
The animals still won't listen. However some have been made to learn to come and be scratched in exchange for wub-berries.
4/12 wubmigration, 7/8 wub-fields. +4 territory, +1 F, +6 stick pokers.
>>23932
Factories that pump out the worker drones by the crateful have been completed and now most work is made by the scuttling things of various sizes. Only overseeing is now manned by humans on site.
[Worker drones]: +6 to all construction and expansion rolls
>>23947
You spread your reaches. Though you locate resources they are too far away from your people to make use of yet.
+2 Territory, +1 Standard defence,
>>23953
The Soldiers are equipped with plasma rifles. They would have an increased energy demand, but it would be worth it.
+4 Territory,
Robotic Plasma Infantry. A:2 D:3 S:1 C:E1.5 M1 U:E1.5
>>23955
The banshees are almost ready to fly out and sing their dreadful song to all those that infest this land.
7/8 banshees, +2 territory.
>>THE ENERGY WAVE HAS LEFT A LASTING IMPRESSION ON THIS WORLD. PEOPLE WITH 75 TERRITORIES GAIN 1 EXTRA ACTION AS LONG AS THEY ARE ABOVE 75 TERRITORIES. PEOPLE WITH LESS THAN 50 TERRITORIES GAIN 1 TERRITORY PER TURN. PEOPLE WITH LESS THAN 20 TERRITORIES GAIN 2 TERRITORIES PER TURN AND THOSE WITH UNDER 10 GAIN 3 TERRITORIES PER TURN. THIS ONLY APPLIES IF YOU ARE NOT BEING INVADED (also you only get this bonus on the mainland. So if you only mainly control islands or underwater cities it doesn't apply. looking at you worldmaster and wigg)
>> AS THE ENERGY FLUCTUATES A MESSAGE IS BEAMED ACROSS THE PLANET FROM INSIDE THE DD-FIELD THAT USE TO BE THE TANKTONITRON LANDS."BOB PRIME REQUESTING ASSITANCE OR EXTRACTION. TANKTONITRONS WHERE ARE YOU? I'M RUNNING LOW ON ENERGON AND DON'T KNOW HOW MUCH LONGER MY BARRIER CAN KEEP THEM AT BAY. I NEED M……."
>>THE CRASHED SPACE-STATION AT 6 IS NOW COMMON KNOWLEDGE AMONG THE HIGH-TECH NATIONS
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ed9163 No.23958
| Rolled 25, 61, 62, 49 = 197 (4d100) |
>>23957
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 7 (3)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 15
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak, crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 3/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
Free action: gain 2 territories because under 20, aim for the oil to the west.
1. Finish the banshee design! It's ruinous powers is almost ready to augment our choir.
2. Research Sonic flight.
3. Scout out the surrounding area. Find out what we can about the DD infested lands and our neighbors. Listen to their discordant cacophony and learn.
4.Expansion we need more lands, we need to spread our song in order to progress it.
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ed9163 No.23959
| Rolled 8, 2, 61, 93 = 164 (4d100) |
>>23956
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 6
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power weak,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 2/4
gravity understanding 3/8
Free Expansion:
1 into the metal territory sw and 1 towards the Fertile land to the north
1. Rig the station to blow and gtfo [+1 progress from palace if possible]
2. Begin upgrading our surface-to-space weaponry using the technology and knowledge that we now have
3. Continue Vacuum Power research 4/6 [+1 progress from lab]
4. Work on the cloaking technology 2/4 [I not possible on action 1 use palace perk here]
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ed9163 No.23961
>>23956
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
+6 204-C carriers
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 8/16
Carrier Design 3/8
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1-4. War was not a concept the 204 were able to grasp, territoriality however was imprinted in their genes. A terrible and powerful enemy would spell doom for many and if left unchecked could mark the death of the entire colony. Self sacrifice comes easy to those without will and the few warriors that have been birthed would do their utmost to see the enemy dismembered and consumed.
Genetic Consuming 8/16
>Free Action:
Reclaim sovereignty over the downed space station.
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ed9163 No.23962
| Rolled 29, 87, 49, 19, 26, 85, 23, 74 = 392 (8d100) |
With the Armored Children playing support the new warriors attack the enemy, they use their new weapons wisely, using volleys to take down clusters of troops, then maneuvering around them to achieve a better position for the next exchange.
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ed9163 No.23963
| Rolled 85, 74, 76 = 235 (3d100) |
[Combat: Peoples]
- 1 Standard Infantry
- 1 Standard Fixed Defense [2 Static Defence Expertise]
- 1 Glowtown
—-
Tech
—-
- [DD-Space Understanding]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
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ed9163 No.23964
| Rolled 68, 1, 31, 48 = 148 (4d100) |
1.2. Cultivator Children. This project is slow, but still desperately needed (3/10)
3. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (4/6)
4. Expansion. Begin to expand east towards that rich fertile land.
Territory : 40
Fertile: 10 (2)
Metal: 6 (0.0)
Oil: 8
Energy: 8 (0.5)
Progress
4/6 upgraded guiding nursery,
Cultivator children 3/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 3
DD Child : 5
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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ed9163 No.23965
| Rolled 82, 90, 77 = 249 (3d100) |
>>23962
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ed9163 No.23966
| Rolled 43, 8, 89, 31 = 171 (4d100) |
>>23963
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ed9163 No.23967
| Rolled 100, 21, 45, 21 = 187 (4d100) |
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You) (You) (You) (You)
Fertile: 8 [1 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 6
Energy: (6) [2 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
2 Fixed Defense
1. 9/12 bureau,
2. 7/8 Bank
3. Ve must push further and reclaim Der Draxian clay! Er, metal!
4. +1 Fixed Defense
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526
Fertile: 10 [1.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong,
Jet Propulsion Strong
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
>Armies:
3 Fixed Defense
>Territory
18
0———————–0
1+2. 9/12 bureau,
3+4. 7/8 Bank
0———————–0
>sits in sauna, drinking huge glass of beer
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ed9163 No.23969
>>23967
>under 20 territories
Use 2 free expands to seize the +2 metal near our North Western border
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ed9163 No.23970
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ed9163 No.23971
| Rolled 100, 36, 38, 8 = 182 (4d100) |
>>23957
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 6
Oil: 6
Energy: 6
Fertile: 4
Bonuses:
[Underwater friends]: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
[Mad science]: 1-2 Is a critfail on research and 97-100 is a crit on research.
[Worker drones]: +6 to all construction and expansion rolls
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
DD-Space understanding.
DD resistance Weak.
DD Weapons weak.
Armies:
With reserch cells back at full strength and our newly expanded production facilites completed. Leadership makes the call: Its time to take back the surface.
Whilst NCS development is to contiue substansial effort towards the development of combat oriented drone patterns.
1-2 The NCS cell is to resume their work (neuro-cognitive-syncronization projec).
3 Begin development of "Buzzard" pattern assult drone.
4 Begin reserch on stealth technology, it will be paramount for future "Wasp" pattern stealth-reconossance drone.
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ed9163 No.23975
| Rolled 31, 2, 59, 92 = 184 (4d100) |
>>23961
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ed9163 No.23976
| Rolled 52, 75, 64, 41 = 232 (4d100) |
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 E2
Attack: 9
Defence: 6
Move: 3
Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)
Anti-air: Does not have penalty vs air targets.
[Porker Main Battle Tank]
Recruitment: F:1 M1 O1
Upkeep: F0.5 M0.5 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 7][+1/turn]
[Metal: 22][+1/turn]
[Oil: 82][+1/turn]
[Energy: 7][+1/turn]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Actions:
Movement: "More oil up ahead driver! Keep moving us north!"
1.)
[Mobile Factories: Strong]
"Enough celebratin' for the awesomeness of our egg-heads for a moment boys: to give us some muscle to work with, lets build us one of them big boy tanks: start fabricating the first Hogger boys, she'll make sure nobody will mess with Heavy Metal's buisness!" (Construct an E-1 Hogger Superheavy Tank!)
2.) You know what we'll need in the future? Hoofs on the the ground. Booted hoofs to keep a hold on any storefronts we might be settin' up: dis planet is all varied and watery-like, so there'll be a bunch of different stuff we'll have to be accounting for, but over all, I want our swine performing better than whatever the locals have as standard: bigger weapons and some internal knowhow to keep pesky eyes out of our buisness if needed! I want me some War Pigs! (Unit Design: War Pigs)
3.) "Hahaha! With the tanks drafted up, these motorhogs should be elementry! Soon as they're done, we can start drafting up the Road Hogs." (Motorcycles 1/4)
4.) "Do you need to keep ringing me on each and evvvvery little update you make on those things? Let me know when it's finished, then we'll be porkin'!" (2/6 artillery)
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ed9163 No.23979
| Rolled 5, 15, 51, 54 = 125 (4d100) |
>>23957
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 11
Tech:
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:2 D:3 S:1 C:E1.5 M1 U:E1.5
1. Work on the Vr Labs.. 3/12. Robotics Strong Vr strong [Robotic workers] Gives a +5 bonus to expansion and construction.
2. Work on improving Plasma weapons. Vr strong. 5/6 Plasma Weapon
3-4. Integrate the tech we received from Draxia with our own to design new aircraft that will be called Jikartan Wasps. These cutting edge Jets will be equipped with Plasma Repeaters, and Plasma bombs which will be specially designed for their use. They will also be able to transform into large bipedal robots midflight, making for easier landings and easier take offs, as well as giving them greater versatility. These new jets will be designed and manufactured in groups of two, no pilot should ever be without his or her wingman.
+ Airplanes Strong
+ Jet propulsion Strong
+ Vr strong
+Robotics Strong
+ Plasma weaponry Weak
Progress.
¼. 3d printing.
5/6 Plasma Weapon
Biofuels 4/6
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ed9163 No.23981
| Rolled 69, 72, 73, 81 = 295 (4d100) |
>>23956
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 2 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (4/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(1/8)
While I could post a very fluffy post, the matter of the fact is that in order to do /anything/ important, I need the Urauser fixed. So…
1-4: Fix it fix it fix it fix it fix it fix it!
>Fix it. (1/8)
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ed9163 No.23983
| Rolled 21, 72, 29, 62 = 184 (4d100) |
>>23956
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:57
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
6 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.
1.2.3 Growing space
4. Raise more warbold stickpokers
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ed9163 No.23987
| Rolled 15, 36, 50 = 101 (3d100) |
>>23957
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3
Territory: 7 (was 11, changed to match map)
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 1 standard infantry
Buildings: [Capital missile batteries]
[Military research complex, Weapons research get +20]
[Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn]
Military factories 3/10
1. Continue the tank design. 3/7
2. Recruit some standard infantry to protect against the aboms.
3. Begin production of nuclear missiles.
4. Send Missile and 3d printing tech to the Jikartans.
Free expansion: +3, expand towards the metals.
Board: Research satellites.
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