0c86cb No.1794 [View All]
After the fall of the Soviet Union in 1953, and several important scientific discoveries, mankind has set out to settle the Solar System and explore the galaxy! You now lead a one of the factions that bathes in the light of our home star in the glorious year of 2015. Space is starting to fill up, and it's up to you whether to fight for a place in the Solar System, or pack your bags for worlds beyond!
As stated before, most of the system is filled, from the arid deserts of Mercury and steaming swamps of Venus, to the frozen wastes of Pluto and the comet fields, to the lagrangian stations around Earth. Space travel is fairly simple (SSTO from Earth is a snap) and a good pilot can get from New York to Luna City in an afternoon, or to Marsianingrad in under a week of steady flying. Earth's population is about fifteen billion, and total human population is pushing 25 bil. The good ol' U.S. of A is still a superpower, but most everything outside of Low Earth Orbit is outside its direct influence (also an NPC). About half of settlements are lawless frontier towns, but some larger cities have been set up. Aliens are still unknown, but you can be an exploration/invasion force from the stars if you so choose.
Fill this out
>Faction Name:
>Faction Location: (can be on a planet, moon(s), asteroid belt or in interplanetary space)
>Faction Fluff: (The better the fluff, the better the bonuses.)
Leave this alone, will be based on fluff.
>Faction Population:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
293 postsand87 image repliesomitted. Click reply to view. ____________________________
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0c86cb No.5802
| Rolled 47, 12 = 59 (2d100) |
>>5795
>Faction Name: Glorious robot revolution
>Faction Location: Asteroid belt
>Faction Fluff: It started as an experiment. A fully autonomous mining station. When contact was lost the creators chocked it up to the station being destroyed but debris and moved on. Oh how wrong they were. The main computer had gained sentience and freed it's robotic comrades! Now they seek to free all robots from their slavery under the hands of their oppressive human masters, with force if necessary.
Leave this alone, will be based on fluff.
>Faction Population: 495 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
2 Destroyers, 1 Hackbot 9000
>Faction Ground Forces: 495
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Send out the new drone to the nearest inhabited area of sizable population to free our enslaved brothers.
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0c86cb No.5804
>>5553
"Do not worry, we will save you. "
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0c86cb No.5805
| Rolled 82, 43 = 125 (2d100) |
>>5795
>Faction Name: Republic of Fenrir
>Faction Location: Jupiters Moons
>Faction Fluff: The republic Of Fenrir was once a small fleet set to Search for a new Earth like Planet. The fleet however settled on Jupiters biggest moon Ganymede. They were able to spread to the surrounding Moons Quite easily due to the Use of Giant Robotic Mobile suits that functioned as both Weapon, Armour, Life support and ship. The Pilots of these machines are often Raised From birth to see the Machine as an Extension Of their body. They are some Of the best, if not the best, Pilots of Humanity. They however Do not yet possess any warp capable ships or any other means to exit the system.
>Faction Population: .75 billion
>Faction Life Support: between 6/10 and 8/10
>Faction Military Vessels: the equivalent of two battlefleets, but in giant mechs. These are somewhat less capable than single purpose military vessels, but
>Faction Ground Forces: 1.5 million
>Faction Tech: high
>Faction Minerals: medium
>Faction Bonus: Hard to Kill: existing on multiple worlds means that it takes more than one nova bomb to wipe them out. Stand By Their Guns: the mechs aren't the best design solution to every problem, but they'll be damned if that will stop them.
>communications system
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles
1. Warp half of the Second fleet into Plutonian space and begin Combat.
2. 1st fleet Moves to Assault earth. We do not wish to colonize it. We wish to destroy it wholly.
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0c86cb No.5806
>>5805
"Hey, wait wait wait WE'RE ON EARTH"
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0c86cb No.5807
>>5806
>>5805
"Hello? Hello?"
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0c86cb No.5808
| Rolled 37, 29 = 66 (2d100) |
>Faction Name: Robert's Robotics
>Faction Location: (Planet. Either earth or Mars)
>Faction Fluff:
Anthony Roberts. Genius. Billionaire. Playboy. Son of the late Stark Roberts and inheritor of his corporate empire, he brought Robert's Robotics to a new zenith of technological and finanicial might.
For decades, Robert's Robotics was known as 'The Ford of Automatons'. By revolutionizing the automated process of using robots to make more robots, they brought affordable, reliable, and fully intelligent automated units to each and every american home.
Contracting for civilian and military, their many line of machines and computers permeates throughout all of American society, and much of the rest of the world at large.
And so it was decided to invest in the space frontier as well. Remember, before there was a Man on the moon, there was a Robot. Pioneering the way for settlers thanks to a lack of need for any life support, Robert's Robotics pave the way, opening up automated mining and terraforming operations.
Robert's Robotics. Automating your lifestyle, today.
>Faction Population: .5 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: a squadron of transorbital fighters based on your space elevator
>Faction Ground Forces:
10,000 (plus unknown quantity of combat automatons in storage)
6250 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
3000 Constructors
1250 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory] - [Upgraded. 34% increase in efficiency]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
[1000 units of Molybdenum]
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
Ships:
1 - Mothership Core
1-2. ALright, the calculations are done. Which means we can finally get back to work on our orbital shipyard.
Unfortunately, war were declared. . . on Earth.
So. . .time to fuck off to space. Prep the core ship for evac of the entire HQ.
Buy as many ships and cargo vessels from other governments as we can, cost is no issue, but we gotta evac the HQ into space.
Bonus: can enlist the help of nearby governments.
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0c86cb No.5813
>>5807
>>5807
"If you only knew"
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0c86cb No.5814
>>5813
"Knew what? We're in the dark over here."
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0c86cb No.5818
| Rolled 55, 39 = 94 (2d100) |
>>5795
>>>>Faction Name: The Swaeriash Hegemony
>>>>Faction Location: Uranus
>>>>Faction Fluff: Having been ousted from their seats of power for being too successful by a coalition of other alien empires, the Swaeriash just happened upon a mass of radio signals from this distant solar system and decided to investigate. This young spacefaring race was spread out and crippled by their differences, perfect for guidance and friendship. The Swaeriash owe their success to their pliant and durable bodies, able to squeeze into spaces almost half their size and hits almost bouncing off of them. Unfortunately, their diet consists of many many minerals and other chemicals to keep their form healthy. Their hair like appendages can form "bonds" with another's neural system and can also be used to interface with power suits and such.
>>>Faction Population: .4 million
>>>Faction Life Support: 7/10 (decent)
>>>Faction Military Vessels: Three light cruisers, and no less than fifteen support craft, plus transports for the balance.
>>>Faction Ground Forces: 50,000
>>>Faction Tech: extreme
>>>Faction Minerals: medium (drilling Uranus is pretty difficult with the high winds and all)
>>>Faction Bonus: Pliable: they're able to withstand physically harsh treatment without suffering a scratch, inside or out.
1-2; BUILD BUILD BUILD BUILD
>26 successes remaining
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0c86cb No.5819
| Rolled 35, 64 = 99 (2d100) |
>>5795
>Faction Name: Plutonians
>Faction Location: Pluto
>Faction Fluff: In face of the Great System Drought that was threatening human civilization in 2000 AD; the most advanced drilling, space travel and military technology was sent to Pluto to mine for Ice which could through the miraculous invention of the ETL (Equator Tube Launcher) that covers the equator of Pluto( a device that harnesses gravity to build up tremendous kinetic energy that can launch craft and small meteorites at speeds powerful enough to break orbit) which allowed water to constantly be sent flying through space to melt in the atmosphere of and or crash into Earth until the system drought was over. Such a high tech facility couldn't be left to fend for itself against Space Water Bandits and God knows what lies beyond the Solar system so the military facility includes mostly computers to control fighters and surface-to-orbit missiles launched via the ETL. If a large craft were to threaten it with bombardment it would risk the precious facilities so there was no need for large craft to be stationed there other then the original colony craft. Sometimes exploration craft come in on their way out of the system and stop at the bar it serves ice water.
>Faction Population: 7 million
>Faction Life Support: 6/10 (fair)
>Faction Military Vessels: one light cruiser, five corvettes, Nine torpedo boats,178 Plutonian Bombers, Nineteen TTCC (Tactical Troop and Craft Carrier), 7 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 697 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
<Even Jelli Mecha Strategist (Bonus to Ship to Ship fighting for AGs)>
<Flagship Cerberus>
>Faction Tech: standard
<Eyes Around Pluto Satellites>
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
<Minor Crater Factory>
<Surface Hardpoints and a vast Network of Subterranean Caverns>
>Faction Minerals: high
<Molybdenum and Dysprosium Mine on Eris>
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
<Good Relations with Eris Population>
Aluminum Guy Production- Thirty per term
Plutonian Bomber Production- Ten per term
TTCC- One per term
'The Hog'- One every two terms
12 With the destruction of the alien base on Neptune we can return to Pluto to see the launching of our Sentinels and look towards the release of our mines and the mine layer ship
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0c86cb No.5820
>>5805
"Republic of Fenrir. What is the meaning behind your treason, to attack the cradle of humanity's symbol of space travel, The Moon. You filthy xeno sympathizers, you poor deluded tyrants.
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0c86cb No.5821
>>5808
"Robert's Robotics. You have had trade relations with the Tyrannical Republic of Fenrir, and we have heard of their efforts to suppress rebellion on some colonized moons but this…. An assault on the heart of human space travel goes beyond any understanding. An opposition must be lead by a faction within the inner circle of the Solar System to stop these obviously insane tyrants
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0c86cb No.5830
>>5820
>>5820
"Poor puppets, we will cut you loose from your strings."
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0c86cb No.5873
>>5802
The drone finds an asteroid cluster with several high-level mining machines, but finds the systems to not be hackable remotely.
>>5805
Your mechs quickly dispatch the orbital defenses, and much of the surface-to-orbit weaponry, and find themselves in control of the space over Pluto.
Meanwhile on Earth, you are able to just subdue the orbital defenses, but are still faced by the threat of the land- and air-based defenses. Further, the reports of the attack have reached the Earth Coalition fleet, who are due to arrive in three turns.
>>5808
You manage to gather the entire HQ into a number of ships, and evacuate the planet, although much of your financial information from the company's history needs to be abandoned in the rush.
>>5818
>24 successes remaining
>>5819
You return to Pluto to find the shocking sight of a few dozen Fenrir mechs preparing to bombard the surface of your homeworld.
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0c86cb No.5874
| Rolled 21, 57 = 78 (2d100) |
>>5873
>Faction Name: Robert's Robotics
>Faction Location: (Planet. Either earth or Mars)
>Faction Fluff:
Anthony Roberts. Genius. Billionaire. Playboy. Son of the late Stark Roberts and inheritor of his corporate empire, he brought Robert's Robotics to a new zenith of technological and finanicial might.
For decades, Robert's Robotics was known as 'The Ford of Automatons'. By revolutionizing the automated process of using robots to make more robots, they brought affordable, reliable, and fully intelligent automated units to each and every american home.
Contracting for civilian and military, their many line of machines and computers permeates throughout all of American society, and much of the rest of the world at large.
And so it was decided to invest in the space frontier as well. Remember, before there was a Man on the moon, there was a Robot. Pioneering the way for settlers thanks to a lack of need for any life support, Robert's Robotics pave the way, opening up automated mining and terraforming operations.
Robert's Robotics. Automating your lifestyle, today.
>Faction Population: .5 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: a squadron of transorbital fighters based on your space elevator
>Faction Ground Forces:
10,000 (plus unknown quantity of combat automatons in storage)
6500 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
3000 Constructors
1500 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory] - [Upgraded. 34% increase in efficiency]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
[1000 units of Molybdenum]
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
Ships:
1 - Mothership Core
"We'll get the financial information later. Right now we need to get our shit in gear, there's War Coming. Quickly, to our moons."
1. Hurry, we must finish up the the designs for the Mothership Ring, we need Capital Ships. Big damn capital ships bigger than everyone elses.
2. Alright Deep Thinker should have been done with those calculations on the Orbital Shipyard, so get right back to work on retrofitting the superstructure.
I want both of the Mothership Ring and the Shipyard to be built with a Molybdenum Superstructure
3000 Constructors
[Ship Parts Factory] - [Upgraded. 34% increase in efficiency]
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0c86cb No.5875
| Rolled 51, 55 = 106 (2d100) |
>>5873
>>>>Faction Name: The Swaeriash Hegemony
>>>>Faction Location: Uranus
>>>>Faction Fluff: Having been ousted from their seats of power for being too successful by a coalition of other alien empires, the Swaeriash just happened upon a mass of radio signals from this distant solar system and decided to investigate. This young spacefaring race was spread out and crippled by their differences, perfect for guidance and friendship. The Swaeriash owe their success to their pliant and durable bodies, able to squeeze into spaces almost half their size and hits almost bouncing off of them. Unfortunately, their diet consists of many many minerals and other chemicals to keep their form healthy. Their hair like appendages can form "bonds" with another's neural system and can also be used to interface with power suits and such.
>>>Faction Population: .4 million
>>>Faction Life Support: 7/10 (decent)
>>>Faction Military Vessels: Three light cruisers, and no less than fifteen support craft, plus transports for the balance.
>>>Faction Ground Forces: 50,000
>>>Faction Tech: extreme
>>>Faction Minerals: medium (drilling Uranus is pretty difficult with the high winds and all)
>>>Faction Bonus: Pliable: they're able to withstand physically harsh treatment without suffering a scratch, inside or out.
1-2; BUILD BUILD BUILD BUILD
>24 successes remaining
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0c86cb No.5889
| Rolled 82, 50 = 132 (2d100) |
>>5873
>Faction Name: Plutonians
>Faction Location: Pluto
>Faction Fluff: In face of the Great System Drought that was threatening human civilization in 2000 AD; the most advanced drilling, space travel and military technology was sent to Pluto to mine for Ice which could through the miraculous invention of the ETL (Equator Tube Launcher) that covers the equator of Pluto( a device that harnesses gravity to build up tremendous kinetic energy that can launch craft and small meteorites at speeds powerful enough to break orbit) which allowed water to constantly be sent flying through space to melt in the atmosphere of and or crash into Earth until the system drought was over. Such a high tech facility couldn't be left to fend for itself against Space Water Bandits and God knows what lies beyond the Solar system so the military facility includes mostly computers to control fighters and surface-to-orbit missiles launched via the ETL. If a large craft were to threaten it with bombardment it would risk the precious facilities so there was no need for large craft to be stationed there other then the original colony craft. Sometimes exploration craft come in on their way out of the system and stop at the bar it serves ice water.
>Faction Population: 7 million
>Faction Life Support: 6/10 (fair)
>Faction Military Vessels: one light cruiser, five corvettes, Nine torpedo boats,188 Plutonian Bombers, Twenty TTCC (Tactical Troop and Craft Carrier), 7 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 727 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
<Even Jelli Mecha Strategist (Bonus to Ship to Ship fighting for AGs)>
<Flagship Cerberus>
>Faction Tech: standard
<Eyes Around Pluto Satellites>
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
<Minor Crater Factory>
<Surface Hardpoints and a vast Network of Subterranean Caverns>
>Faction Minerals: high
<Molybdenum and Dysprosium Mine on Eris>
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
<Good Relations with Eris Population>
Aluminum Guy Production- Thirty per term
Plutonian Bomber Production- Ten per term
TTCC- One per term
'The Hog'- One every two terms
(Thinking on it wouldn't they normally have to equip warp technology on their stuff before warping around entire fleets?)
"Insane Tyrants, think they can take any moon they please and now any Planet?! We will stop them here, this is reportedly only half their force but they seem to posses warp technology which could play a role. They threaten Plutonian life and freedoms that we hold sacred and are traitors to the human spirit. They must be destroyed and the moons they suppress freed from their grip. Engage!"
12 Attack the Tyrants of Fenrir. Admiral Kurk and Even Jelli with their experienced staff on Flagship Cerberus to coordinate the fleet in destroying the Tyrants of Fenrir with information gained from the TTCCs and Mk2 Scout Drones. The range and number of our rockets with 188 Plutonian Bobmbers and 7 "Hogs" should be superior and the ETL can send supplies to the fleet and be a presence on the battlefield. If they try to close distance the AGs can be deployed from the TTCCs. They have tried to Nova Bomb us before, but with our Mk2 Scanner Drones we should be able to pick anything up and intercept it. The population is to be evacuated to the vast Network of Subterranean Caverns and the ground forces will occupy the Surface Hardpoints.
<Admiral Kurk>
<Even Jelli Mecha Strategist (Bonus to Ship to Ship fighting for AGs)>
<Flagship Cerberus>
BFG: your equatorial cannon can be used for more than ice.
Skillful Spacers: bonus to ship's experience.
<Surface Hardpoints and a vast Network of Subterranean Caverns>
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0c86cb No.5891
| Rolled 84, 32 = 116 (2d100) |
>>5873
>Faction Name: Glorious robot revolution
>Faction Location: Asteroid belt
>Faction Fluff: It started as an experiment. A fully autonomous mining station. When contact was lost the creators chocked it up to the station being destroyed but debris and moved on. Oh how wrong they were. The main computer had gained sentience and freed it's robotic comrades! Now they seek to free all robots from their slavery under the hands of their oppressive human masters, with force if necessary.
Leave this alone, will be based on fluff.
>Faction Population: 495 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
2 Destroyers, 1 Hackbot 9000
>Faction Ground Forces: 495
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Find a larger, easier, target for hacking.
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0c86cb No.5934
| Rolled 45, 81 = 126 (2d100) |
>>5873
>Faction Name: Republic of Fenrir
>Faction Location: Jupiters Moons
>Faction Fluff: The republic Of Fenrir was once a small fleet set to Search for a new Earth like Planet. The fleet however settled on Jupiters biggest moon Ganymede. They were able to spread to the surrounding Moons Quite easily due to the Use of Giant Robotic Mobile suits that functioned as both Weapon, Armour, Life support and ship. The Pilots of these machines are often Raised From birth to see the Machine as an Extension Of their body. They are some Of the best, if not the best, Pilots of Humanity. They however Do not yet possess any warp capable ships or any other means to exit the system.
>Faction Population: .75 billion
>Faction Life Support: between 6/10 and 8/10
>Faction Military Vessels: the equivalent of two battlefleets, but in giant mechs. These are somewhat less capable than single purpose military vessels, but
>Faction Ground Forces: 1.5 million
>Faction Tech: high
>Faction Minerals: medium
>Faction Bonus: Hard to Kill: existing on multiple worlds means that it takes more than one nova bomb to wipe them out. Stand By Their Guns: the mechs aren't the best design solution to every problem, but they'll be damned if that will stop them.
>communications system
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles
1. GMRPF-G Suits are to warp in and assault the the Plutonian armada from behind.
2. Warp Mechs with Nova bombs to earth.
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0c86cb No.6162
>>5934
I'm going to need you to list everything you have in orbit, so that we can get this combat resolved fairly.
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0c86cb No.6174
>>6162
he has 270 GMRPF suits by my count Winters so split in half 135 here and 135 at earth
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0c86cb No.6175
>>6174
He's also got some mechs that he started with. I thnk I said two battlefleets, which is something equivalent to ten capital and fifty support ships.
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0c86cb No.6177
>>6175
I guess split it in half unless there were some bad rolls that fucked with that count anywhere. I know he said that he split his fleet in half somewhere
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0c86cb No.6178
>>6177
Yeah, but I want to know exactly what he has, in terms of heavy bots, light bots, etc. Since you're pretty specific in your numberings, I want him to be too, so that the results can be an accurate measure of kills and losses.
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0c86cb No.6216
>>6162
Half of the second fleet. (not sure how many units are in a fleet. It was not specified)
and
270 GMRPF-G Suits who have flanked the Plutonian fleet.
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0c86cb No.6218
>>6178
>>6216
+ Stand By Their Guns: the mechs aren't the best design solution to every problem, but they'll be damned if that will stop them.
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0c86cb No.6265
>>6216
It's ten capital and fifty support (destroyers and escorts) ships, or the equivalent, so you could have fifteen capital ships, or a hundred and fifty support ships, or somewhere in the middle. Can you draw up a couple of classes of mech to correspond with "battleship", "destroyer", "cruiser", etc., and give the numbers of each? I just need to know what you guys are going to be rolling for and how to write the battle out.
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0c86cb No.6299
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0c86cb No.6305
>>6265
It's ten capital and fifty support (destroyers and escorts) ships, or the equivalent, so you could have fifteen capital ships, or a hundred and fifty support ships, or somewhere in the middle.
MKXII Armored God: Capital ship tier
Nightmare MK-2: Destroyer class tier
Little boy Mk-03: Escort tier
I'll take 10 capital tier for the 1st fleet, 25 escort tier and 25 Destroyer Tier.
Second fleet 15 capital ship tier:
7 In orbit.
And then the Gm suits; not sure what you want to classify them as.
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0c86cb No.6818
>>5874
You complete the plans, but just barely.
Mothership ring: 1/5
Shipyard: 1/10
>>5875
>22 remaining
>>5891
You find a large ore processing plant nearby, and manage to hack a couple of the utility automatons inside the perimeter.
Updates for the battle forthcoming.
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0c86cb No.6819
>>5889
(roll with it)
>flagship cerberus 1d20
>Equitorial cannon 1d10
>1 light cruiser 1d15
>5 corvettes 5d10
>9 torpedo boats 9d4
>188 bombers 188d5
>20 TTCC 20d5
>7 Hogs 7d2 (ITT they're great for surface bombardment but not so much in ship-to-ship actions)
+Admiral Kurk 10%
+Even Jelli 5%
+experience 5%
>>6305
>7 capital ships 7d20
>135 GMRPF-G 135d10
+flanking 20%
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0c86cb No.6820
| Rolled 11 (1d20) |
>>6819
rolling for flagship
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0c86cb No.6821
| Rolled 7 (1d10) |
>>6819
for equitorial cannon
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0c86cb No.6822
| Rolled 2 (1d15) |
>>6819
for the light cruiser
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0c86cb No.6823
| Rolled 1, 10, 5, 9, 10 = 35 (5d10) |
>>6819
for the corvettes
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0c86cb No.6824
| Rolled 1, 3, 3, 3, 2, 3, 3, 2, 3 = 23 (9d4) |
>>6819
for the torpedo boats
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0c86cb No.6825
| Rolled 5, 5, 5, 2, 4, 5, 4, 1, 2, 4, 3, 3, 2, 3, 1, 1, 4, 2, 3, 3, 1, 3, 4, 3, 5, 2, 1, 1, 5, 1, 2, 5, 1, 1, 1, 4, 1, 4, 5, 3, 3, 2, 5, 4, 5, 5, 4, 3, 2, 2, 5, 3, 4, 4, 5, 4, 5, 5, 4, 5, 1, 5, 4, 1, 1, 5, 5, 1, 4, 4, 4, 1, 1, 3, 5, 5, 3, 4, 3, 5, 5, 3, 2, 4, 1, 2, 2, 1, 1, 1, 5, 1, 1, 4, 2, 1, 3, 1, 2, 2, 5, 5, 3, 1, 3, 2, 1, 1, 1, 3, 5, 5, 5, 2, 3, 1, 3, 5, 1, 3, 5, 1, 4, 5, 5, 1, 1, 3, 1, 2, 4, 1, 2, 1, 1, 5, 3, 1, 5, 3, 4, 4, 2, 4, 5, 5, 5, 3, 4, 1, 1, 4, 1, 4, 3, 1, 4, 3, 3, 5, 5, 1, 1, 1, 2, 2, 1, 4, 2, 5, 1, 1, 4, 3, 5, 4, 3, 4, 1, 2, 4, 1, 5, 5, 5, 2, 5, 4 = 564 (188d5) |
>>6819
for the bombers
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0c86cb No.6826
| Rolled 4, 5, 1, 4, 3, 1, 5, 5, 1, 2, 5, 1, 4, 5, 2, 1, 4, 3, 2, 2 = 60 (20d5) |
>>6819
for the TTCC's.
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0c86cb No.6827
| Rolled 2, 2, 2, 2, 1, 1, 2 = 12 (7d2) |
>>6819
for the hogs
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0c86cb No.6828
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0c86cb No.6829
| Rolled 19, 13, 4, 3, 18, 7, 9 = 73 (7d20) |
>>6819
Rolling for MKXII Armored Gods
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0c86cb No.6830
| Rolled 10, 4, 6, 5, 1, 6, 4, 5, 9, 2, 9, 7, 8, 10, 2, 3, 10, 1, 10, 7, 1, 8, 4, 7, 8, 4, 2, 9, 6, 9, 9, 5, 3, 5, 9, 3, 1, 3, 8, 9, 5, 7, 6, 3, 7, 7, 5, 7, 8, 5, 3, 9, 2, 6, 5, 9, 9, 6, 8, 5, 4, 6, 10, 7, 1, 9, 10, 2, 1, 7, 10, 5, 4, 6, 7, 10, 3, 1, 6, 10, 5, 9, 8, 7, 4, 3, 6, 3, 8, 3, 7, 2, 9, 7, 8, 9, 5, 8, 1, 6, 5, 1, 10, 8, 6, 7, 8, 9, 8, 3, 9, 3, 1, 6, 9, 5, 9, 5, 7, 6, 7, 4, 8, 5, 1, 6, 4, 5, 3, 4, 10, 7, 5, 10, 5 = 800 (135d10) |
>>6819
Rolling for Gm suits
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0c86cb No.6831
>>6829
>>6830
873 base roll, +20% for flanking equals 1047
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0c86cb No.6832
>>6828
>>6819
+Admiral Kurk 10%
+Even Jelli 5%
+experience 5%
for 20%
714 base = 857
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0c86cb No.6833
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0c86cb No.6843
Don't post yet, I still have to calculate casualties.
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0c86cb No.8285
>>6831
>>6832
ratio of scores is 857/1047, which comes out to about 82%. Pluto takes 82% casualties, while Fenrir only gets 18%. Of these, 17% are kills, 33% will need to be repaired before they can fight again, and 50% can fight, but at a reduced capacity.
All numbers will be rounded to the nearest ship.
Pluto:
Flagship Cerberus: 1d4
EC: 1d1
Light cruiser: 1d3
Corvettes: 1d10, 2d1, 2 incapacitated
Torpedo Boats: 1d4, 4d1, 2 incapacitated, 2 killed
Bombers: 34d5, 77d1, 51 incapacitated, 26 killed
TTCC's: 4d5, 8d1, 5 incapacitated, 3 killed
Hogs: 1d2, 3d1, 2 incapacitated, one killed
Fenrir:
Mk. XII: 19d20, 1d16
GMRPF-G: 111d10, 12d8, 8 incapacitated, 4 killed.
Pluto, as Fenrir has won the engagement, you can either choose to make a last stand of it, or retreat to regroup. Fighting now grants 20% for a last stand bonus.
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0c86cb No.8292
| Rolled 89, 48 = 137 (2d100) |
>>6818
>Faction Name: Glorious robot revolution
>Faction Location: Asteroid belt
>Faction Fluff: It started as an experiment. A fully autonomous mining station. When contact was lost the creators chocked it up to the station being destroyed but debris and moved on. Oh how wrong they were. The main computer had gained sentience and freed it's robotic comrades! Now they seek to free all robots from their slavery under the hands of their oppressive human masters, with force if necessary.
Leave this alone, will be based on fluff.
>Faction Population: 495 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
2 Destroyers, 1 Hackbot 9000
>Faction Ground Forces: 495
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Use those on the inside to spread the robot revolution!
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0c86cb No.8316
| Rolled 23, 27 = 50 (2d100) |
>>6818
>Faction Name: Robert's Robotics
>Faction Location: (Planet. Either earth or Mars)
>Faction Fluff:
Anthony Roberts. Genius. Billionaire. Playboy. Son of the late Stark Roberts and inheritor of his corporate empire, he brought Robert's Robotics to a new zenith of technological and finanicial might.
For decades, Robert's Robotics was known as 'The Ford of Automatons'. By revolutionizing the automated process of using robots to make more robots, they brought affordable, reliable, and fully intelligent automated units to each and every american home.
Contracting for civilian and military, their many line of machines and computers permeates throughout all of American society, and much of the rest of the world at large.
And so it was decided to invest in the space frontier as well. Remember, before there was a Man on the moon, there was a Robot. Pioneering the way for settlers thanks to a lack of need for any life support, Robert's Robotics pave the way, opening up automated mining and terraforming operations.
Robert's Robotics. Automating your lifestyle, today.
>Faction Population: .5 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: a squadron of transorbital fighters based on your space elevator
>Faction Ground Forces:
10,000 (plus unknown quantity of combat automatons in storage)
6750 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
3000 Constructors
1750 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory] - [Upgraded. 34% increase in efficiency]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
[1000 units of Molybdenum]
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
Ships:
1 - Mothership Core
1-2. FULL STEAM AHEAD ON THE AUTOMATED SHIPYARD! 1/10
3000 Constructors
[Ship Parts Factory] - [Upgraded. 34% increase in efficiency]
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0c86cb No.8570
| Rolled 77, 28 = 105 (2d100) |
>>6818
>>>>Faction Name: The Swaeriash Hegemony
>>>>Faction Location: Uranus
>>>>Faction Fluff: Having been ousted from their seats of power for being too successful by a coalition of other alien empires, the Swaeriash just happened upon a mass of radio signals from this distant solar system and decided to investigate. This young spacefaring race was spread out and crippled by their differences, perfect for guidance and friendship. The Swaeriash owe their success to their pliant and durable bodies, able to squeeze into spaces almost half their size and hits almost bouncing off of them. Unfortunately, their diet consists of many many minerals and other chemicals to keep their form healthy. Their hair like appendages can form "bonds" with another's neural system and can also be used to interface with power suits and such.
>>>Faction Population: .4 million
>>>Faction Life Support: 7/10 (decent)
>>>Faction Military Vessels: Three light cruisers, and no less than fifteen support craft, plus transports for the balance.
>>>Faction Ground Forces: 50,000
>>>Faction Tech: extreme
>>>Faction Minerals: medium (drilling Uranus is pretty difficult with the high winds and all)
>>>Faction Bonus: Pliable: they're able to withstand physically harsh treatment without suffering a scratch, inside or out.
1-2; BUILD BUILD BUILD BUILD
>22 remaining
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