0c86cb No.1794 [Last50 Posts]
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:
____________________________
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0c86cb No.1795
>>1794
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1796
>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.
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0c86cb No.1797
>>1794
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1800
I'm sorry, but please specify which particular planet you are on.
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0c86cb No.1801
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0c86cb No.1802
>>1794
Fill this out
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Jupiters ring)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums. For
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:
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0c86cb No.1803
>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:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1804
>>1794
>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:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1805
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0c86cb No.1806
>>1795
I've upgraded you to a demiplanet because sticking you on a tiny scrap of rock would be kind of unfair, considering the other factions.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out
>>1796
>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)
>Faction Tech: high
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
>>1797
You didn't specify, so I'm starting you on Venus.
>Faction Population: 10 million
>Faction Life Support: 10/10 (excellent)
>Faction Military Vessels: none
>Faction Ground Forces: 1 million
>Faction Tech: high
>Faction Minerals: low
>Faction Bonus: Visionary Leader: bonus to morale
>>1802
Moving you to the rings of Saturn because Jupiter really doesn't have much more than a wisp of dust for a ring.
>Faction Population: 30 million
>Faction Life Support: 2/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>>1803
yuo dun goof'd
>Faction Population: 800
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 800
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
>>1804
Probably going to get titraped by the Fuzers. Sorry not sorry.
>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.
No more alien races will be accepted into the game, however, if you have a human faction, go ahead and post it.
All existing factions make two moves.
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0c86cb No.1807
| Rolled 28, 18 = 46 (2d100) |
>>1806
>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: 800
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 800
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1. Begin having the mining vessels mine the nearby asteroids.
2. Begin hollowing out an asteroid for the construction of a factory that shall produce more robots for the glorious revolution.
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0c86cb No.1808
| Rolled 88, 47 = 135 (2d100) |
>>1806
>>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.
-1-3; Build an embassy building for meeting with other races in uranus' ring
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0c86cb No.1809
| Rolled 72, 50 = 122 (2d100) |
>>1806
>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)
>Faction Tech: high
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Start developing designs on project "Tabula Rasa". A automaton chasis or base with no initial functionality beyond the most basic movement, power, and intellect, but which is designed for modular upgrade capability.
We will be able to mass produce these simple robot units in bulk, and when need be upgrade them to the purpose we need the most, be it mining, construction, domsetic, agriculture, military, or any other.
2. Start construction on the Automated Robot Assembly plant, to produce the new bot. This will give us a steady trickle of bots per turn, without us having to devote actions.
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0c86cb No.1810
| Rolled 38, 37 = 75 (2d100) |
>>1806
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 2/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. Begin increasing life support
2. Begin scouting out other nearby forces.
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0c86cb No.1811
Fill this out
>Faction Name: The United Mars Coalition
>Faction Location: Mars
>Faction Fluff: In the year 2525 humans had colonized mars but the martian human felt as thought they wanted more so then they separated from Earth thus forming the United Mars Coalition or UMC
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:
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0c86cb No.1813
| Rolled 13, 42 = 55 (2d100) |
>>1806
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out
Ah, Makemake. A dwarf planet if ever there was one, but still the largest Kuiper Belt Object in, well, the Kuiper Belt. Some would call it a veritable "Nation" unto itself. But Alebzar Dreathe had no time to admire the progress. There was work to be done at his station.
1 - Mining, as usual. We've got a lot of sodium shipments to make for our generous benefactors.
2 - A lot of loyalty, these hired guns. And a lot of them, too. But what moron would want to attack a mining operation? Well we pay em to do something, so go and do something!
Captain Siela, go and, uhm, patrol our outlying asteroids. Make sure everything's good and safe from xenos and outsiders and whatnot.
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0c86cb No.1814
File: 1431465668266.jpg (116.51 KB,752x1061,752:1061,luna_one_by_adlovett-d75c7….jpg)
| Rolled 27, 98 = 125 (2d100) |
>>1806
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 10,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
1. First things first. With these few metals available the Mission to Space will have to take upon it's other qualities to reach their goal. Having an excellent Life Support, whatever the hell that meant it would hopefully prove beneficial in reasearch concerning the human body. Certainly there could be some marvelous improvements made to it. Research should begin asap.
2. That being said defense was of the essence. While Bob first intended to go into the far reaches of space he soon became aware that this would hardly be achievable without any spaceships. Thus it would seem he'd have to guarantee a defense against any ships first. Anti spaceship weaponry, innovative and resource efficient was to be constructed by the highly motivated workers! Bob had just the idea for it.
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0c86cb No.1815
>>1806
>Faction Name: Last Stop Station and Bar
>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:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1816
>>1794
Fill this out
>Faction Name:Knights of Titan
>Faction Location: The Moon called Titan
>Faction Fluff: The Knights of Titan are once British astronauts who flown in temporary rockets that are modified with biodomes called CASTLE For their protective effectiveness. Years went by and things were rather peaceful war was rare, everyone cared about getting food, and no problems are detected in the temporary supply ships that contain CASTLEs. But due to a screw up at the Royal London Atmosport they got mecha suits called K.N.I.G.H.T.S (King's Neo Intellectual Giant Hunter Type S) which confused others except the veterans meanwhile nearby British forces are outnumbered by the Neo Nazi Coalition's giant kaiserbots. Now armed with Knight mechas they are utilizing it to explore the frontier and find alien relics or hunt giant space beasts to stop them from destroying the CASTLES.
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:
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0c86cb No.1821
By the way, life support is the overall means to support your faction's life, including water, air, food power and cubic. So for example, Venus is a lush, green planet, so they get a 10/10, while the rings of saturn really aren't all that much of anything, so that's a 2/10. All robots need is power and lube, so bare asteroids get them 10/10.
>>1811
>Faction Population: 1 billion
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: three full battlefleets, miscellaneous light craft.
>Faction Ground Forces: 1,000,000
>Faction Tech: medium
>Faction Minerals: high
>Faction Bonus: disunity: you're not a dictatorship, and negative bonus to industry unless there's a clear threat.
>>1815
>Faction Population: 7 million
>Faction Life Support: 6/10 (fair)
>Faction Military Vessels: one light cruiser, five corvettes, ten torpedo boats
>Faction Ground Forces: 50,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
>>1816
>Faction Population: 20 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: none
>Faction Ground Forces: 3 million
>Faction Tech: high
>Faction Minerals: low
>Faction Bonus: Neon Jeans: bonus to ground fighting, and ship-to-ship boarding
>>1807
you now have fifty hundred metric tons of ore, after converting most of it into a manufactory. Your factory fails to work and the material is unusable.
>>1808
You manage to create a nice place near Uranus for liaisons with liaisons. It has pool tables.
>>1809
The TR project goes very well. You complete the base model, and there is reason to believe that it will have near-unlimited expansion potential.
The factory is up and running, and you get five-hundred new combat automatons (M2015C) per turn.
>>1810
you manage to set up a base on a small moonlet within the rings. Life support now 3/10. Further, you make contact with the population of Titan.
>>1813
You fall under this term's quota for sodium production. The benefactors are a little put out. You are in debt, and you financial status is slightly harmed.
>>1814
You make some progress in research, but not much. You discover that the human body, when placed in high gravity for extended periods of time, becomes stronger and tougher. Further, several batteries of transorbital anti-ship missiles are constructed, to defend your facilities from orbital invasion or bombardment. They are highly successful against test rockets.
Alright, everyone take two actions.
Again, you're welcome to join if you want, just no more aliens.
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0c86cb No.1822
| Rolled 64, 94 = 158 (2d100) |
>>1821
>Faction Name: Last Stop Station and Bar
>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, ten torpedo boats
>Faction Ground Forces: 50,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Its said that the engineers of Last Stop Station love artillery, with posters and calenders of the latest launches from the ETL which they have lovingly nicknamed.
1 The Water Bandit Siege of 2009 where the bandits planned orbital siege with the stratagem of constructing multiple massive but ramshackle shields designed to block solar rays from reaching Pluto when it already takes nearly five and a half hours for light from the Sun to arrive which ended in our victory when some solar winds tore the shields to pieces. Regardless we realized that we could use a different source of power so schematics for a Hydrogen Power Plant.
2 We have great stores of minerals from the nearby Kuiper Belt, a missile assembly line would put those minerals to use.
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0c86cb No.1823
>>1813
Forgot to mention, your sphere of influence now extends a few hundred km around your rock, and your preparedness for attack is slightly increased.
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0c86cb No.1824
| Rolled 24, 47 = 71 (2d100) |
>>1821
>>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; Drill baby, drill!
2; Create Scout small scout crafts and explore Neptune
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0c86cb No.1825
| Rolled 65, 77 = 142 (2d100) |
>>1821
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 10,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
1. There are not many minerals within our grasp. We must develop weaponry based on pure energy. Certainly making something beyond typical lasers comes as a challenge to many smaller minded people, but Bob is a visionary Genius and as such he has just the blueprint required.
2. Seeing as many other factions have a far superior military and may threaten the Space Mission's independence regular weapon drills for all adult members of the community will become mandatory as well as their willingful participation in combat may the need arise. Certainly with a leader as visionary as Bob and these comfortable living conditions they will understand that the success of the mission depends upon them.
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0c86cb No.1827
| Rolled 76, 58 = 134 (2d100) |
>>1821
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. These inferior specimens do not know of us just yet, and we should not risk out hand until we have quantified the most impactful time to rid of them. Begin work on PROJECT: SIGMALIO(first pic)for we will need ground troops able to sufficiently decimate the enemy ranks with speed and aggression, and take to the skies when they need to. Use the genetic information from members of Shidron Battalion, for they are already specialized in high speed air and ground assault. Also use the hyfelion hypership parts and miniaturize fusion cores.
2. Contact Planet Hydron 6-5 and request the speedy deployment of Battlestation "Kings Folly"(Second Pic). With it we shall have both the numbers, supplies, and technology to decimate the enemy in our first and preferably only attack.
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0c86cb No.1828
| Rolled 92, 40 = 132 (2d100) |
>>1821
>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)
500 Tabula Rasa Drones
>Faction Tech: high
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Go out and scout for suitable planetoids or unclaimed space territory we can stake claims on. Every barren rock or uninhabitable zone is an option. Soon, we'll be able to set up production operations there and in the long run terraformation operations.
2. Develop the Robert's Constructor drone. An upgrade path for the Tabula Rasa drone, it will have hovermaglev capability and be equipped with an all purpose Constructo-Beam™. A laser which is capable of delving and slicing up thick rock, welding or separating thick metal plates, or laser printing small amonuts of metal to create rivets, bolts, and other devices. Maglev capability will allow it to carry and lift heavy loads even in zero gravity, and it will be perfectly suited for our construction means.
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0c86cb No.1830
| Rolled 9, 24 = 33 (2d100) |
>>1821
>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: 800
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 800
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
Failure and tribulation is always something that can happen. We must try again.
1. Begin having the mining vessels mine the nearby asteroids.
2. Begin hollowing out an asteroid for the construction of a factory that shall produce more robots for the glorious revolution.
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0c86cb No.1831
| Rolled 22, 18 = 40 (2d100) |
>>1823
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out
1 - Below the quota?! How is that possible? We're the top producers of salt in this system! We'll need to rectify this at once! Get me Mining Captain Nuchir, and have him ramp efforts immediately!
2 - Meanwhile, let's see about improving living conditions. We've got a community to take care of after all, they ought to be well cared for and prepared for any disaster. Let's see how Chief Botanist Rondoon is doing with those gardens of his.
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0c86cb No.1837
| Rolled 67, 44 = 111 (2d100) |
>>1821
Fill this out
>Faction Name:Knights of Titan
>Faction Location: The Moon called Titan
>Faction Fluff: The Knights of Titan are once British astronauts who flown in temporary rockets that are modified with biodomes called CASTLE For their protective effectiveness. Years went by and things were rather peaceful war was rare, everyone cared about getting food, and no problems are detected in the temporary supply ships that contain CASTLEs. But due to a screw up at the Royal London Atmosport they got mecha suits called K.N.I.G.H.T.S (King's Neo Intellectual Giant Hunter Type S) which confused others except the veterans meanwhile nearby British forces are outnumbered by the Neo Nazi Coalition's giant kaiserbots. Now armed with Knight mechas they are utilizing it to explore the frontier and find alien relics or hunt giant space beasts to stop them from destroying the CASTLES.
Leave this alone, will be based on fluff.
>Faction Population: 20 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: none
>Faction Ground Forces: 3 million
>Faction Tech: high
>Faction Minerals: low
>Faction Bonus: Neon Jeans: bonus to ground fighting, and ship-to-ship boarding
1.Explore planetside in our mechas for any chance of aliens
2.Call in a shipment of mining equipment to help Britannia and her European allies
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0c86cb No.1848
>>1822
You successfully complete a fusion plant which runs on Pluto's water, providing for 90% of your station's power. Your engineers serendipitously find a number of machines which can readily converted to missile production, and soon you have a growing arsenal of rockets suitable for multiple roles.
>>1824
You are able to fit a small ship for diving under Neptune's icy oceans, and start gathering a small quantity of minerals from the sea floor. Several survey craft are also outfitted and sent to Neptune. It has a similar composition to Uranus, with a thick atmosphere and icy oceans. There appears to be some signs of life in the great seas.
>>1825
You develop an EM resonance rifle, which can switch its frequency to match the properties of the target, allowing for high efficacy against a wide variety of materials. Every able-bodied person above the age of sixteen is now part of a vast militia. Your ground forces now number 8 million, with one million regular soldiers, and seven million as reservists.
>>1827
Work begins on the new project, ans seems to be going without a hitch. It should be done in three turns, if this keeps up. (what is a hyfelion hypership? You'll need to subtract this number from your ship count)
>>1828
You manage to nominally claim Demos, one of Mars's moons, a sizable chunk of the asteroid belt near Mars, and several smaller Jovian moons. However, these claims are nominal, as you are unable to enforce them against squatters and bandits. The Constructor drone comes out of beta in good order, and conversion kits for the TR bots are ready for production.
>>1830
You fruitlessly spend the term drilling into an asteroid which turns out to be composed of a very hard substance, and make insignificant progress. However, las-drills can easily be recharged, so all you've wasted is time. The asteroid intended for the factory is successfully hollowed, and is ready to be turned into a factory.
>>1831
You increase your production, but just to baseline again. You still have some catching up to do if you want to end the year in the black. Rondoon has had significantly less success. His gardens have only managed to produce some small and inedible fruits, leaving the rest of the station to survive on freeze-dried foods and reconstituted proteins.
>>1837
You do a through sweep of Saturn's atmosphere, and find several interesting creatures, such as the Wind-Whale, and Sky-Squid, drifting lazily in the dense clouds. The request for mining equipment is granted, and will arrive in two turns.
Remember guys, specificity is good. I don't mind a long read if it's written well. If you don't make something clear, I might have to interpret it, and it might not always be what you wanted.
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0c86cb No.1849
| Rolled 42, 1 = 43 (2d100) |
>>1848
>Fill this out
>Faction Name:Knights of Titan
>Faction Location: The Moon called Titan
>Faction Fluff: The Knights of Titan are once British astronauts who flown in temporary rockets that are modified with biodomes called CASTLE For their protective effectiveness. Years went by and things were rather peaceful war was rare, everyone cared about getting food, and no problems are detected in the temporary supply ships that contain CASTLEs. But due to a screw up at the Royal London Atmosport they got mecha suits called K.N.I.G.H.T.S (King's Neo Intellectual Giant Hunter Type S) which confused others except the veterans meanwhile nearby British forces are outnumbered by the Neo Nazi Coalition's giant kaiserbots. Now armed with Knight mechas they are utilizing it to explore the frontier and find alien relics or hunt giant space beasts to stop them from destroying the CASTLES.
>Leave this alone, will be based on fluff.
>Faction Population: 20 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: none
>Faction Ground Forces: 3 million
>Faction Tech: high
>Faction Minerals: low
>Faction Bonus: Neon Jeans: bonus to ground fighting, and ship-to-ship boarding
mining equipment is granted, and will arrive in two turns.
1-2 Explore Titan see if we got aliens or otherwise giant monsters, yes sir we can use the mechs again
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0c86cb No.1850
| Rolled 83, 49 = 132 (2d100) |
>>1848
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out
1 - Great, just great. Well let's keep at it lads, see about that lazy Silthen Egrit getting back to work and helping mine salt!
2 - Rondoon, Rondoon what the hell are you up to? You can't grow plants with good vibes and ethnic tunes! Come on man, we've got a population to feed!
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0c86cb No.1851
| Rolled 44, 25 = 69 (2d100) |
>>1848
>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)
1000 Tabula Rasa Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. We should construct an automated Conversion plant for our line of TR drones. This will allow us to produce and apply a set number of researched conversion kits to our base drones per turn, without costing us an action.
2. For the meantime, we will need to convert some of our TR drones manually into the constructor's. This will aid construction efforts greatly. About 250 would be more than enough.
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0c86cb No.1853
| Rolled 72, 77 = 149 (2d100) |
>>1848
>Faction Name: Last Stop Station and Bar
>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, ten torpedo boats
>Faction Ground Forces: 50,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
1 With our new rocket arsenal we can finally launch satellites to monitor different parts of our orbit and transmit useful scientific data using small fusion systems for power instead of solar cells which have proven to be unreliable. Though we may need to replace them in a few hundred years these satellites should let us monitor if any dirty water bandit ships enter the solar system and our orbit.
2 On the Ice Planet you get a lot of thinking done, is the universe getting bigger or are we just getting smaller? Would alien ship explosions look different from water bandit explosions? How do we blow up the Sun? (We actually figured out this one) The Big Questions. If we were invaded by a huge fleet sure we could blow them away with our Big Fucking Gun but what about the soldiers they land on the planet? We can't- well we could shoot our own Planet but it wouldn't be a good idea so we need a way to last until the ETL can finish off their fleet and the remnants surrender. We may not have fancy energy shields but we can develop big fusion powered suits of armor armed with our best explosive weapons for our small tactical ground forces and they can even use the maintenance belt on the ETL to quickly deploy to different parts of the planet.
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0c86cb No.1855
| Rolled 57, 23 = 80 (2d100) |
>>1848
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 3/10
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. Continue PROJECT:SIMALIO
2. Our soldiers will need a competent and specialized commander. Though there are more than enough of them amongst our current force we will need a special leader to take us into the fray. The commander will be skilled in all theaters and arts of war, outfitted with specialized weaponry and armor, and built to operate under circumstances logical and illogical. According to the Vidril declaration of subcodex V-83, the soldiers, officers, and commanders of the 86th Decimation Force "Yendon 25" agree to have the current Command democracy dissolved, and create Decimation Commanders Yendela and Yendara(pic related)to lead them into battle.
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0c86cb No.1856
File: 1431619755706.jpg (812.81 KB,3024x2146,1512:1073,56dc194f421b0bb1360d659840….jpg)
>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:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
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0c86cb No.1857
| Rolled 19, 82 = 101 (2d100) |
>>1848
>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: 800
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 800
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
Failure and tribulation is always something that can happen. We must try again.
1. Begin having the mining vessels mine the nearby asteroids.
2. Begin constructing the factory in the hollowed out asteroid.
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0c86cb No.1861
| Rolled 71, 64 = 135 (2d100) |
>>1848
>>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; Begin full scan of Neptune for life and return samples for analysis
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0c86cb No.1863
>>1856
>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.
>>1849
A detachment of power-armor-clad solders has followed traces of an alien organism down a deep cavern under the planet's surface. Getting lost isn't a problem, what with the suits' internal guidance. Deeper still they venture, until they find a massive gallery, with a very odd floor. It appears to be a giant, gem-hard pane of glass stretching on in every direction. Far below the surface are strange bands of color. They walk along for a ways, sensors telling you that the cavern is simply tremendous, when the commander decides to see if the floor can be cut through. One specialist with cutting tools is set to the task, and for a moment, there is no noise but the hiss of his laser cutter. Then all hell breaks loose. There is a terrible roar like the ending of the world itself, and the ground shakes, and feels like it is being thrust upwards, throwing the soldiers to the floor. Their distress is short-lived, as the floor slams them into the ceiling at a speed high enough to crush even the resilient mech suits.
Above the ground, there is chaos. Titan has begun to fracture itself apart, sending the population scrambling for their ships in hopes of escaping the catastrophe. Many escape. More do not. Of the ships that leave the surface, many are destroyed by flying chunks of the planet's surface. As the debris clears, one thing was clear. The what humanity had known as Saturn's largest moon, Titan, was no moon. It was an egg.
Roll to see how many of your people get off the planet. 1d100, your roll times .5 tells your percentage saved.
>>1850
Surprisingly, you find an entire salt this term, putting you back on schedule. Rondoon figures out the secret of hydroponics lies in actually filling the system with water, and soon there's a serving of kale and swiss chard for everyone at lunch.
>>1851
Your engineers devise a system for diverting some newly-produced drones to fitting areas, with capacity to convert 50% of your monthly production. To inaugurate the facility, you have exactly that done, and 250 constructor drones roll off the assembly line, although just under the deadline.
>>1853
You now have eyes-on around the entire orbit of Pluto, and in high orbits around the rock itself. This gives you exceptional vision, and will let you detect any nearby threats, or anyone entering the Solar System by way of the ecliptic. Your engineers begin work on the so called "Aluminum Guy" suits, and expect to have a working prototype by next turn.
>>1855
SIMALO is cruising along smoothly, and should be completed two turns from now. (you didn't actually state that you were constructing them, but I get what you mean) The commanders should be ready in two turns.
>>1857
You attempt to drill though another asteroid, this one properly analyzed to make sure it can be mined, but find it still impenetrable. However, you are finally able to diagnose the problem as worn out focusing lenses, and fortunately have the equipment on-site to sharpen them up. The factory is successfully set up, providing you with fifty new robots or five ore haulers per turn.
>>1861
A close inspection of the oceans reveals a rich ecosystem, with islands made out of the largest of the water plants, as well as great, graceful creatures swimming in the deep, blue oceans. However, the most astonishing find was a race of creatures who lived on and around the sea plants who appeared to be sentient! They looked quite similar to the Swearish, although their bodies were more streamlined, as if for swimming, and rather than merely being flexible, were actually made of a living goo, and apparently lived a tribal life as fishers. Several are taken aboard your scout ship to be examined.
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0c86cb No.1864
| Rolled 43, 90 = 133 (2d100) |
>>1863
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 2/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. Continue PROJECT:SIMALIO. The soldiers will be unique, each and every one. From their color to wing shape they will be unique, and add codelion swords(Wide plasma sword that activates and can change length from 8in to 3ft)to their wrist blades while changing the other wrist implant to mini bythelion carbines(extremely fast firing slug shots encased in plasma for speed and penetration)
2. Continue the creation of the commanders. Change Commander Yendala's appearance and attrbutes to BioMechanical dataset Aidro 238(first pic)and Commander Yendara's appearance and attributes to BioMechanical dataset to Bethilon 791(second pic). Continue their creation afterwards.
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0c86cb No.1865
| Rolled 46, 39 = 85 (2d100) |
>>1863
>>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.
1. Start construction of A huge Thermal powered Cannon on lo.
2. Setup mining operations on Callisto.
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0c86cb No.1867
File: 1431716084137.jpg (2.33 MB,6775x4781,6775:4781,votoms_desktop_6775x4781_w….jpg)
| Rolled 78, 93 = 171 (2d100) |
>>1863
>Faction Name: Last Stop Station and Bar
>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, ten torpedo boats
>Faction Ground Forces: 50,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
1 The Aluminum Guy Prototype; Lenses to see when melted ice and dust make a mist on the surface of Pluto and able to detect different kinds of radiation for tactical advantage, Treads along with a bipedal design to be able maneuver relatively quickly with stability, the durability of a suit to take hits and maintain life support, and our engineers favorite part the versatile choices of high caliber and missile based weapons that could almost launch any unprepared enemy off of the surface of Pluto and back into orbit with the force of its explosions. In peace time they become useful as porters able to move several tons of goods at a time.
2 Send a rocket by way of the ETL to survey the Dwarf Planet Eris
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0c86cb No.1868
| Rolled 95, 50 = 145 (2d100) |
>>1863
>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: 850 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 850
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Begin setting up a super computer for the purpose of doing research.
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0c86cb No.1869
| Rolled 89, 27 = 116 (2d100) |
>>1863
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out
1/2 - Well at least we're surviving now. But we need something to live for. Something to rally this station together! A maypole around which the inhabitants of this paltry rock can celebrate! Get me head mechanic Chul!
We've got a fucking mech to build!
A mech - powered by pure salt!
THE ULTIMATE SODIUM-BASED DEFENDER OF 1487!
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0c86cb No.1870
| Rolled 39, 28 = 67 (2d100) |
>>1863
>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)
1250 Tabula Rasa Drones
250 Constructors
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Begin project Hearts and Minds. We will need to win the squatters and natives of our recently purchased territory. Constructing an embassy and employment center, starting regular food drops delivered by our flying Constructors, and offering to help repair settlements.
In time, we will see about the construction of schools and hospitals and other such amenities. For now though, we'll need somewhere to start.
2. Develop our own Master Control Network, to ensure the security of our drones.
Rather than have one individual supercomputer that is susceptible to hacking, we shall have several, each ensuring the checks and balances of the other. If one is compromised, the others will immediately converge and eliminate the threat.
These Brain Hubs will be located at several key and distinct locations, as secure as can possibly be. The Brain Hubs themselves will also be partitioned into the checks and balance system.
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0c86cb No.1871
| Rolled 27, 85 = 112 (2d100) |
>>1863
>Fill this out
>Faction Name:Knights of Titan
>Faction Location: The Moon called Titan
>Faction Fluff: The Knights of Titan are once British astronauts who flown in temporary rockets that are modified with biodomes called CASTLE For their protective effectiveness. Years went by and things were rather peaceful war was rare, everyone cared about getting food, and no problems are detected in the temporary supply ships that contain CASTLEs. But due to a screw up at the Royal London Atmosport they got mecha suits called K.N.I.G.H.T.S (King's Neo Intellectual Giant Hunter Type S) which confused others except the veterans meanwhile nearby British forces are outnumbered by the Neo Nazi Coalition's giant kaiserbots. Now armed with Knight mechas they are utilizing it to explore the frontier and find alien relics or hunt giant space beasts to stop them from destroying the CASTLES.
>Leave this alone, will be based on fluff.
>Faction Population: 20 million
>Faction Life Support: 8/10 (good)
>Faction Military Vessels: none
>Faction Ground Forces: 3 million
>Faction Tech: high
>Faction Minerals: low
>Faction Bonus: Neon Jeans: bonus to ground fighting, and ship-to-ship boarding
Oh my god we unleashed a endrich horror from beyond the stars go men find Neptune establish base contact there. KNIGHTS in close proximity stop the horror with everything. HAIL BRITANIA FOR SHE SHALL LIVE ON BROTHERS NOW GO
1. Get the civilians to Neptune in CASTLES tell the inhabintants Titan is a egg in fact tell the whole solar system and even the nations at war
2.GET IN OUR MECH WE MADE A BLOODY MESS BUT WE SHALL CLEAN IT UP GODSPEED
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0c86cb No.1872
| Rolled 4 (1d100) |
>>1871
Death toll
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0c86cb No.1873
>Faction Name: The Creedsworn
>Faction Location: Scattered colonies throughout the main asteroid belt of the Milky Way.
>Faction Fluff: The Milky Way Asteroid Belt. A seemingly limitless amount of dust and debris both large and small all brought together in a vortex spanning the entire galaxy. To many, this belt of rock is barren, unable to support life, and most definitely close to impossible to navigate through. But for the Creedsworn…the belt was opportunity, a catalyst for the new tomorrow. For these galactic refugees, the belt was hope, no matter how slim that fact was.
Over time the Creedsworn expanded throughout the asteroid belt, united in their effort to expand. In the beginning much difficulty had to be surpassed, in forms such as figuring out how to remain undetected by galactic military, regulate supplies, and avoid space hazards. The Creedsworn grew to depend on raiding to sustain themselves, invading small planets, mining facilities, and cargo ships for goods and the like. They were aided by a variety of benefits brought about because of the variety of people within the Creedsworn, such as excellent military training, top of the line stealth technology, and efficient piloting systems. It was a system that worked for some time, until the present, when more of the Creedsworn have begun the call for change.
See, these refugees have been united together all these years by one thing only; unflinching loyalty to not only the Creedsworn alliance, but to each other. Every member of the Creedsworn has become so because they have been forsaken by the rest of civilization in some form or another, whether through an arrest warrant for stealing top secret military technology, getting on a crime boss' bad side and seeking refuge, or just plainly being tired of the way galactic society has been running itself. And so the Creedsworn society has resorted to a simpler system of honor and loyalty, the Creed; Thou Shall Protect Thy Brother and Sister to the Fringes of the Galaxy, and Beyond.
However, living in the Milky Way Galaxy asteroid belt has proven very difficult. Many are calling for a retaking of planetary territories for the glory of the Creed. It is in this chapter of the Creedsworn history where we begin their journey.
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:
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0c86cb No.1874
| Rolled 33, 41 = 74 (2d100) |
>>1863
>>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; Do a test of the water composition and study the goo people. Test their limits and if they're able to recognize our gestures and if they have a language
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0c86cb No.1881
>>1873
You're not even in the solar system.
>>1864
The last thing left to do on Project SIMALO is to add racing stripes to the power armor. In one turn they will be ready for use. (not this turn but the next one)
Despite changing the commanders' appearances while the creation project is already underway, a high degree of success in the early phases keeps their growth and construction on track. They will be ready simultaneously with SIMALO.
However, a greater issue looms over you, quite literally. The massive creature which has hatched form Titan has consumed its shell, and is beginning to move downwards towards Saturn, and towards the heart of your fleet. As it hits the rings, it begins to suck them into a massive, beak-like maw, and threaten to consume your entire armada.
>>1865
Construction of the cannon sets off to a steady, but promising start, and your project managers calculate that it should be ready for use in three turns. The mining operation is commenced without a (major) hitch, and is soon producing decent quantities of mineral ores.
>>1867
You begin production of the Aluminum Guy mechs, and production is steady at thirty per turn. Your probe to Eris turns up quite a bit of data, including a topo scan of the surface, mineral and composition data, and the presence of what appears to be a small settlement with a scrap heap out back. Molybdenum and Dysprosium are detected in high quantities.
>>1868
You begin constructing a computer. Your actuarial engines predict that it will be complete in two turns.
>>1869
Your glorious giant robot is set to be complete in two turns.
>>1870
Your efforts are largely successful, and soon the majority of the residents accept your gifts, and offer to work within your company, or at least as contractors. However, a small contingent, mainly on the Himalia Group of Jovian Moons, is resistant to your efforts, and refuse to give up their claim on the moons.
The Brain Hub project will be complete in one turn.
>>1871
>>1872
The catastrophe is almost total. The last few civilians are dispatched to Neptune to warn the colonists of the threat, while the remaining KNIGHTS rally to attack the efdribitch whorror.
>>1874
Goo people are almost entirely water, and it is not well understood how they remain coherent, let alone how they live or exhibit intelligence. However, what is obvious is that they act like liquids, in that they can change their shape but not their volume. Ordinarily, they are able to shift from an almost-liquid state to one more resembling gelatin, but, after several escape attempts, it is found that exposure to magnetic fields can hold them in the gelatinous state, and so they can be fitted with magnetic collars to keep them in place.
They don't seem capable of verbal speech, but do make soft moans and squeaks, which seem mainly emotive. They seem to communicate by rubbing their tongues together, and, when a researcher tried this, they said that they were able to communicate with the goo girl, and have appeared to suffer no ill results.
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0c86cb No.1882
| Rolled 22, 98 = 120 (2d100) |
>>1881
>>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; Begin a systematic survey of the goo people and their knowledge of the world. Their ability to stretch and change state of mater is amazing and might give a clue to our own evolutionary path and if there's a way they can be used militarily or otherwise.
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0c86cb No.1883
| Rolled 1, 77 = 78 (2d100) |
>>1881
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 3 corvettes
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>SUPERU SALTO MECHAROBOTO - 2 Turns
1 - Yes, wonderful! Wonderful! Captain Siela still has her own work to do, though. Can't rely on no mech. Another round of scouting ought to do it.
2 - Send Emissary Monda Sprenor back to the SPUD Caravanserai on Neptune, and see if we can't get some higher-quality mining equipment now that we're back on schedule.
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0c86cb No.1884
| Rolled 86, 26 = 112 (2d100) |
>>1883
This is all Elias' fault.
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0c86cb No.1885
| Rolled 63, 68 = 131 (2d100) |
>>1881
>>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.
1. Continue work on The Cannon.
2. Send a small reconnaissance unit down to Jupiter to begin surveying the planet .
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0c86cb No.1886
>>1881
Retcon teim: your commanders are now finnished, and slide out of their slimy birthing sacks ahead of schedule or something.
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0c86cb No.1887
>>1881
The robotic arms lifted the two motionless forms of the commanders from the incubation tanks where they had grown these three past months, and placed them, in perfect unison, onto operating tables. From there, a set of surgical automatons began to work quickly, removing limbs and organs of the two great beings, and replacing them with strange and complex bio-mechanical systems, designed to augment the titans into the best warriors Fuzer ken could fashion. The discarded limbs and offal were transferred to an alter of thoroughly alien design, behind which stood a hooded and robed figure. He lit a fire under the pieces with an unholy flame, and chanted to the old gods of the Fuzers, dark spirits worshiped before they had known even fire. Atop the tables, the machines added the final augmentations, before a cleansing spray removed any remaining blood and nutrient slime from their massive bodies. As the fire on the alter died down, the priest walked forward, and, coming to the surgical tables, placed a hand upon the forehead of the yet-still women, closed his eyes, and, trough the implants in his palms, sent a spark of electricity into each one of them, waking them. Two pairs of eyes, each a blue pupil set in gold, opened with a flash. As they rose to their feet, the priest dropped to one knee before them.
"My queens. Welcome to your command." he said. For the first time, he had a chance to observe their appearances directly. They were tall, almost four meters, with a curvy softness that just barely failed to hide the powerful muscles underneath. Their bodies were clearly built for combat, with a clean, utilitarian spareness, but, paradoxically, this gave the two a sense of elegance, as if the smooth lines of their bodies were all the ornamentation they needed. Of course, it was not all the ornamentation they had. The bionics–fully mechanical legs, as well as sensory implants, and reinforcement on the hands, were inlaid with what humans might consider a beautiful filigree, in something of an art-deco style. This was, of course, merely the wires of the implants, in a gold allow, designed for superior toughness, but the effect was striking nonetheless.
"Rise, Captain." the one on the right–Yelandra–said. It did not surprise the fuzer that she knew his name. The two of them had been programmed with constructed memories, designed to give them the perfect experience of command, in preparation for their designed task. the captain rose to his feet, and nodded to each of them. Commanders, if you will come this way–there is not much time.
He led them to a pair of arming racks, one of which held a strange and powerful-looking staff, held by a harness, and the other, a pair of massive pistols, as well as a belt for carrying them. Each commander went to one rack, and quickly armed herself. Needing no food or hygiene at present, the three went directly to the quarterdeck of the ship, where all the senior command staff of the fleet was waiting. As they entered, the staff, as one, sank to one knee. The Captain produced a ceremonial firearm, and handed it to the two titans, to show the formal turning over of command. As the short ceremony completed, the all present rose to their feet, and began to head back to their assignments.
The fleet's Admiral approached the two commanders, a grim look on his face. "My Queens, there is a matter of supreme urgency. The largest moon of the planet around which we now orbit has exploded, revealing inside a creature which has been observed eating the remnants of the planet, and is now swiftly headed our way. Your guidance in this perilous situation is greatly needed.
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0c86cb No.1888
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0c86cb No.1889
| Rolled 26, 97 = 123 (2d100) |
>>1881
>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: 900 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 900
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Continue building the super computer. For the glorious revolution, comrades!
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0c86cb No.1890
| Rolled 32, 59 = 91 (2d100) |
>>1881
>Faction Name: Last Stop Station and Bar
>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, ten torpedo boats
>Faction Ground Forces: 50,000. 30 Aluminum Guy mechs
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Aluminum Guy Production- 30 per turn
These ores are in high demand for keeping with with growing demand of expansion and maintenance materials in power and defense facilities
1 Before we make first contact we should learn as much as we can about the locals as we can someone once said you can learn a lot about a man from his trash so lets start there and work our way up.
2 Call in Captain Kurk, very soon we will have a mission for him taking our light cruiser The Great Endeavor and several escorting torpedo boats to Eris along with would-be colonists, materials, supplies and a gift of water for the locals to begin work on mining the precious minerals.
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0c86cb No.1892
| Rolled 49, 43 = 92 (2d100) |
>>1887
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. The commanders looked over the assembled troops as they surveyed the orderly soldiers. Each already had full info on its Army and every individual soldiers personality and activity. The thought of losing so many superior beings was disgusting to them, and with one order they sent all of the soldiers packing up. The soldiers new commanders gave them will they never had before, for as according to Fuzer law the new commanders were there lords and masters until they died. The Fuzers set up a number of Fusion/Nova bombs on the asteroids they were on, leaving them scattered and primed for detonation AFTER the evacuating Fuzer fleet left for open space in the solar system.
2. Yendara, the tallest of the commanders, ordered all PROJECT:SIMALIO birthing sacs, data, and parts moved onto the fastest transport ships, and headed ahead into empty space, while the birthing sacs continued creating the soldiers.
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0c86cb No.1897
>>1882
After a long and intimate series of conversations with the goo peoples, you learn quite a bit about their history, culture, and find that they could be potentially quite useful in combat, although they have little natural predisposition to violence.
>>1883
The Captain and all three corvettes, as well as some smaller craft, are all ambushed a short distance outside your surveillance. A large number of Water Pirate ships fell upon them from concealment in an asteroid, and fell upon the ships. Two of the corvettes were outright destroyed, and the last one was boarded and captured, along with most of her crew. Under high-level interrogation, they revealed much of the details of 1487's defensive plans, including the construction of the mech.
Emissary Sprenor arrives at Neptune without incident, and is able to procure half a dozen advanced vapor drills. They also hear rumors of refugees form Titan, after the planet exploded under mysterious circumstances. Also, strange ships have been sighted flitting in and out of Neptune's murky atmosphere.
>>1885
Work on the cannon continues uneventfully. The Jupiter surveyor encounters rough turbulence, as well as strange beasts swimming in the murky clouds, but no bottom was found before the ship's pressure warnings sounded, and they were forced to return to the surface.
>>1889
The computer will be ready next turn. Already, it can be used for simple prognostication, although it is somehow impossible to figure results past 2018.
>>1890
In the trash heap, you find that they drink a lot of Blatz. Your scouts are chased off before they can find much more. The envoys, however, are well-accepted, and the locals seem pleased to have more company around.
>>1892
Project SIMALO will be delayed until such time as work can be resumed. Your craft are pinged once or twice as they escape. More pressing on your commanders minds is the fact that the beast is still on the tail of the fleet. The bombs have injured the monster, nearly ripping off one massive tentacle, but with dozens more still spreading across the sky, victory seems almost impossible.
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0c86cb No.1898
| Rolled 17, 57 = 74 (2d100) |
>>1881
>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)
1750 Tabula Rasa Drones
750 Constructors
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
>>1863
1. Seek to make a compromise with the Jovian squatters, offering them incentives and opulent luxuries in exchange for mining and production rights.
2. Start Constructing Factories and HQ's in our new territories, where our new people can work and where we can start up production on these planets.
Bonus: 750 Constructors
>>1897
1. Develop the Enforcer Drone, an automated combat oriented fighter drone armed with a basic shield projector and a laser cannon. Later when we develop specific combat hubs their uses will prove highly interesting, but for now a basic AI combat programing should suffice. They will be the backbone of our air and space fighter force.
2. Develop designs for a Drone Mothership Core, a large armored vessel to allow for deep space long flight to carry our Drones and which will act as the capital ships.
For now we only need the base Core Part of the ship, which is about 600 meters wide and equipped for deep space flight and a basic contingent of drones.
The Final Design will be extremely large, about 3.5KM with numerous combat upgrades.
As always, Robert's Robotics focuses on ease of upgrade capability and striving to achieve a better design tomorrow!
- Don't forget the Brain Hub is being developed
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0c86cb No.1899
| Rolled 37, 84 = 121 (2d100) |
>>1898
2 more rolls
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0c86cb No.1900
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0c86cb No.1901
| Rolled 30, 8 = 38 (2d100) |
>>1897
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats
>Faction Ground Forces: 50,000. 60 Aluminum Guy mechs
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Aluminum Guy Production- 30 per turn
1 Begin mining Molybdenum and Dysprosium, we can pay the locals to help our mining by paying them with water.
2 With a source of the above mentioned metals we can start production of our nuclear powered bomber vessels, but not only is it nuclear powered it is also uses the nuclear propulsion of Fission-fragment rockets to provide very high specific impulses as an improvement on traditional rocketry which we shall implement into our rocketry assembly line.
"A fast rocket a reliable rocket these are the things a Plutonian can appreciate
Every rocket we send out carries hopes and dreams of the people that before
Some in the galaxy fear rockets as weapons of destruction, but that is because they do not understand that we are here BECAUSE of rockets that allow man to stand unopposed on the celestial bodies of our forefathers
A sure and safe Atomic World"
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0c86cb No.1902
| Rolled 47, 3 = 50 (2d100) |
>>1897
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>SUPERU SALTO MECHAROBOTO - 1 Turn
1/2 - Siela? Siela, come in! Damnit, what the hell happened? Haven't seen our ships back in a week, and the Captain either! Sergeant Tyfad, you're in luck. You've just gotten a promotion. Now go ring up Merlow Strad, we've got some new ships to build.
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0c86cb No.1904
| Rolled 48, 12 = 60 (2d100) |
>>1897
>>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; Test Goo peoples connection to electrical currents and such through connecting them to a closed test network and communicating to them through that medium. Test whether they can be used as safe operators that can't be hacked or anything like that
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0c86cb No.1908
| Rolled 86, 56 = 142 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. Commander Yendala comes up with an idea. She orders three fusion bombs fused together with a nova bomb core, attached to a specific engine, and sent flying into the Creatures mouth in an attempt to kill or wound it.
2. Meanwhile Yendara has a small detachment of 1,000,000 civilians and 1mil troops split off from the main group, along with enough(not too many, just enough)parts, pods, and materials to rebuild a separate fleet. She gives them specific orders to propagate and begin the growth of this new fleet through both natural breeding and genetic manipulation.
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0c86cb No.1909
| Rolled 32, 4 = 36 (2d100) |
>>1908
DO NOT READ IF NOT WINTERS
For the second Option, if you deem to write it of course, I would prefer Hyper sexual futanari cum inflation smut. Also male and female fuzers are normally around 8ft tall, the end.
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0c86cb No.1910
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0c86cb No.1911
| Rolled 9, 5 = 14 (2d100) |
>>1910
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0c86cb No.1912
>>1911
>9 for smile
>5 for optimism
nice dubs tho
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0c86cb No.1913
Update will be delayed until more people have taken their turn
Thank you,
D.H. Winters, U.S. President
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0c86cb No.1914
>>1897
>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.
1. Finish work On the thermal Cannon Positioned On Lo.
2. Construct A Giant Mech Research and Production Facility On Ganymede In hopes of Designing and Manufacturing newer more powerful Warp Capable Mechs.
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0c86cb No.1915
| Rolled 78, 43 = 121 (2d100) |
>>1914
rolls
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0c86cb No.1917
On Earth, the president of the United States has heard some bizarre news. Apparently all radio traffic from the colonists on titan has abruptly stopped, and several observers are claiming that a giant monster has "hatched" from the planet. Further, there are reports of craft not matching the designs of any known to be made in the Solar System making appearances around Saturn, Uranus and Neptune. She doesn't quite know what to make of them, and suspects a massive hoax, perpetrated by some practical joker with terrible taste. However, she orders some top men to monitor the situation, and keep her appraised of any new developments.
>>1898
One of your emissaries makes a fatal faux pas, enraging the natives, who firmly denounce your claim to their lands, and call upon the Fenrir Republic for aid in resisting your encroachment. Several more moons join them, and together establish the Rodger's Coalition, after their figurehead, Estefania Rodgers. Five factory locations through your nearby sector of the Asteroid Belt are completed, although there are rumors of strange beings sighted nearby, and of a haunted mining location, although neither of these are confirmed.
Prototypes of the Enforcer Drone are completed, although experts doubt their actual combat effectiveness. The Drone Mothership core designs are complete, and in the final calculations, it should come in under budget and exceed design specifications.
Your Brian Hub project is successfully completed, giving the drone-control systems better durability, but increasing lag time when issuing specific orders. For routine operations, this is an insignificant problem, as the drones have a high degree of autonomy, but in a crisis, this could be a serious flaw.
>>1901
Mining operations are a success early on, and the locals seem pleased with the arrangement. However, one of the first bombers in production explodes, destroying a section of the production equipment, and killing ten technicians and two scientists.
>>1902
You're able to improvise a squadron of torpedo boats from ore ships, although this will impede your term's quota of salt production. At the moment, this is more important. Monitoring stations at your cordon report being scanned by scouts, possibly Water Pirates.
>>1904
You find that the goo girls' oral interfaces can be interacted with digitally, by stimulating them with electrodes. A tube covered in contact points, strapped to their "faces", and attached to their collars, allows you to hear voice transmissions from them, and has the added bonus of making them look incredibly cute as well.
>>1908
The improvised missile flies true, and heads straight for the creature's tremendous maw. However, at the last second before it flies down the gullet, the creature twists, and the missile collides with one of the prongs of the beak, snapping it in two. The fragments rip into multiple tentacles, snapping one in half. The beast is startled by this, and, now enraged, begins bearing down on the main of the Fuzer fleet, as the "spore" fragment slips away towards the Oort cloud.
>>1914
>War To End All Wars GET
The thermal cannon is a success, and test firings show the possibility of eliminating kinetic threats to Jovian moons, depending on their relative positions. The GMRPF-G is completed, and the researchers express their satisfaction at the comfy chairs and well-equipped break room.
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0c86cb No.1918
>>1914
Very shortly after the decleration of the Roder's Coalition, a delegation from Robert's Robotics arrives. Seeing as how the rebellion sought the aid of the Republic, Robert's Robotics thought it necessary to speak to them directly.
"To the Republic of Fenrir.
We have a great respect for your claims on the moons of Jupiter and a natural respect your Mechanized Mobile Suits. If it means anything, Mr. Robert's himself was a fan of Gundam Wing.
Regardless, our visit here is an extension of mutual interest and benefit between your legitimate nation and our esteemed corporation.
You seek to build planetary defenses to protect your system, we have fleets of construction drones ready to assist.
You lack any warp capable ships, we can construct and provide you with them.
Repair drones meant specifically for mechanized suits, target assistance laser drones, salvage operation and many more.
Funding and research towards laboratires and technologies to upgrade the capability of your mechanized suits.
All this and more we would be happy to offer you, if you would be so willing as to meet our extended hand of friendship and open support. "
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0c86cb No.1919
| Rolled 1, 49 = 50 (2d100) |
>>1917
>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: 950 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 950
>Faction Tech: medium
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Finish the supercomputer. Research is now comrade.
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0c86cb No.1920
| Rolled 54, 98 = 152 (2d100) |
>>1919
Our oh so generous gm has allowed me a reroll
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0c86cb No.1921
| Rolled 2, 4 = 6 (2d100) |
>>1917
>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)
2000 Tabula Rasa Drones
750 Constructors
150 Enforcers
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Develop Scanner Drones specifically for the purpose of locating stealthed or strange phenomenon on any electromagnetic scale. While indivually they are moderately effective if a particular area requires thourough investigation they can use the Brain Hub to coordinate a mass scanning ping to provide a highly thorough investigation.
2. And to test these out, let's investigate just what is going on in the Ateroid Belt. Haunted? Maybe. An anomaly? More than likely.
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0c86cb No.1922
| Rolled 76, 3 = 79 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 30 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 25 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. Yendala orders the soldiers to make two more Fusion/Nova bomb supermissiles and shoot them into the beast maw in a hope of further crippling it and maybe killing it
2. Send another spore fragment of 2mil civilians(breeders and scientist…soldiers)and 2 mil soldiers off in another direction to form another colony.
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0c86cb No.1923
| Rolled 17, 47 = 64 (2d100) |
>>1848
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 10,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ EM Resonance Rifle, can switch frequencies to match properties of target
1. For far too long the people of Bob's mission have rested! Had years gone by with them idly waiting?! No! This could not be! What an incredible sin such a waste of time! And space that was, with these excellent Life Support systems what they could really use was an upgrade in terms of population. More people to construct machinery. More people to take part in the reservist program. With such a visionary leader certainly they would welcome the three child policy. Of course this would not mean that everyone was required to have three children, but there would be some nice tax bonuses for people who had three or even more children.
2. Talking about protection. Having already constructed cost efficient anti-ship guns it was now time to protect the Mission and especially the civilian population from any outside attacks. Shields were required that would be able to intercept any kinetic or energetic attacks on the mission. Certainly Bob would be able to make up some efficient as possible blueprints that would employ local resources.
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0c86cb No.1925
| Rolled 21, 41 = 62 (2d100) |
>>1917
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats
>Faction Ground Forces: 50,000. 90 Aluminum Guy mechs
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Aluminum Guy Production- 30 per turn
"My condolences, know that they did not suffer and you the families of our brightest will be taken care of and a memorial statue raised"
1 Production must come under way, repairs to the Rocketry assembly line and staff hired so the Plutonian Bomber facilities can start as soon as possible
2 With the acquirement of Dysprosium we can now increase our nuclear power production and in turn more power to our Aluminum Guy and Bomber production, as well as to the people.
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0c86cb No.1927
| Rolled 58, 7 = 65 (2d100) |
>>1914
>>1918
>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.
>Thermal Cannon
>GMRPF-G Production
1. " To our Friends And Fellow Mecha Enthusiasts at Robert's Robotics Corp.
As Lord and Commander of The Republic Of Fenrir, I would Indeed Like to Extend Out a friendly hand. However, We fear that your presence of attack drones so close to our Planetary borders Could be A threat and would rather not risk Civil unrest Among our people.
The Republic however sees The amount Of Industry and opportunity involvement with Robert's corp. brings and will Support you under these Conditions:
1. Of the 67 Jovian Moons; The republic will absorb and protect those who Will it.
2. Robert's Corp Aid us In Production and research of Mini Warp Drives and weapons for our Mechs.
3. Robert's Corp. Will Aid In fortifying The Jupiter Moons.
4. Robert's Corps assistance In taking Jupiter and of the construction of Biodomes On it(If possible).
5. Those Under The Banner Of the republic Will not be harmed.
In return The Republic:
1. Will aid In setting Up Robert's Corp On the Smaller moons infested with Bandits And squatters who do not belong to the republic.
2. The republic Will Consider Robert's Corp A loyal Friend and will Hold the Position Of soul supplier Of domestic Robotics In the Republic as well as Jupiter Should We take It.
3. Robert's Corp will Be Protected By the Republic.
4. Share the Gases And minerals Of Jupiter With Robert Corp should we take it.
5. Aid Robert's Corp In any Future Venture.
6. Allow the Warp Drives to be Used By Robert's Corp as It is Surely An Advancement On Current Tech.
- Lord Alexander Zabi"
2. Start Production Of the New Suits.
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0c86cb No.1928
>>1927
"We can most certainly agree, save for one thing.
We humbly request that you head the Warp Drive development. We will provide the resources and funding and when possible scientists for the endeavor, but consider Warp Drive an unstable technology and would like the facilities to be outside of our territory. Perhaps an abandoned moon would suffice.
The upshot of which is you should still monopolize it if you are successful."
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0c86cb No.1929
| Rolled 58, 15 = 73 (2d100) |
>>1917
>>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; Construct a cultural center on one of the moons of neptune and begin transition of slime into proper culture, teaching them our language through use of translator machines to make connection into voice
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0c86cb No.1944
| Rolled 99, 65 = 164 (2d100) |
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 30,000
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
1 - The robot is complete, and we've got some new ships! Things are looking up a bit. Let's put those new drills to use so that we don't slack in our quota.
2 - Meanwhile, we lost a lot of soldiers and now pirates are trying to plunder our booty. Let's recruit some new military men from the populace, offer shiny new uniforms and a ride in the robot to get them to join.
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0c86cb No.2050
| Rolled 40 (1d100) |
>>1922
Rolling for spess kraken damage.
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0c86cb No.2051
More troubling news form the outer planets: A massive battle appears to be in progress around Saturn, with an enormous alien armada having appeared as if from nowhere to fight the equally mysterious monster which had recently appeared form the remains of Titan. Further, there are increasing reports of alien lifeforms in orbit around Uranus and Neptune, but it is unclear if these are the same as those around Saturn. President Winters dispatches several exploratory vessels to these areas to attempt to make contact, and gain more information on these strangers.
Tensions are rising in the Jovian moons, with the interplanitarily-famous Robert's Robotics attempting to claim several small inhabited moons. An escort fleet is dispatched to a U.S. outpost on a minor moon to act as a deterrent to more aggressive actions.
>>1919
>>1920
Your supercomputer is complete, and is christened with the moniker "The Prognost-o-mat". However, the predictions still all end in 2018.
>>1921
Through a series of mishaps, blind spots, and one disgruntled engineer who was promised a vacation before the project was started, your drones are now ready, and are able to sense several varieties of test objects which they were told would be there. It is unknown how they would fare on objects previously unknown to them. These new bots are sent out to scan the area of the asteroid belt where the objects were sighted. They return nothing of note–just some space rocks and old debris, before half of them go missing.
>>1922
>>2050
The first missile flies true, but the beast reacts quickly, reaching out with several of its massive tentacles, and engulfs the missile. The tremendous explosion tears the tentacles apart. The shattered flesh flies outward, knocking the second missile off course, and into the splinter fleet attempting to flee the area, destroying all but a handful of small peripheral ships. The final missile, however, strikes the beast in its eye, embedding itself deep in the flesh, and ripping out a chunk of meat miles wide. Still however, the beast is not dead. With a rage unparalleled by the experiences of any sentient in the known universe, the monster lurches forward, and swings one damaged tentacle at the Fuzer fleet. The force of the swing disengages the end of the appendage, flinging it into the center of the formation. Many ships are able to dodge the blow, but more are not. After the battle, it is estimated that 3 million die in this instant alone.
>>1923
Your people begin breeding like rabbits in order to reap the tax benefits. However, due to the massive tax breaks reaped parents hauling around schoolbuses full of kids, you are bankrupt (double your pop count). However, your shield design is quite promising, and estimates give them a Space Invaders/10.
>>1925
The Bomber concept, in essences, is to make a craft similar to a torpedo boat, but with high emphasis on speed and range. Your production line is completed, and production begins at five per turn.
Your power generation is now at 120% of usage, allowing for expansion of industry in the near future.
>>1927
Your message is received in a timely manner, and reaches the president of Robert's Robotics. Production for the term is uneventful, until it is realized that the new suits had been assembled with the ass on backwards. They will need to be almost completely disassembled in order to correct the mistake.
The Rogers Coalition contacts you with a request to join the Republic of Fenrir, in order to retain their land, and a degree of autonomy. Simultaneously, a delegation is sent to Washington City, on Earth, to request aid from the United States.
>>1929
(I'm splitting this up into two actions)
The cultural center is a success, with design elements in mind to contain the gooies even without collars. However, attempts to teach them of your ways fails, as they seem to be only interested in communications of a physical nature. Unfortunately, most of your researchers seem content with this state of affairs, and little progress is made.
Further, contact is made by several vessels of various human factions.
>>1944
Your redoubled mining efforts are extremely profitable, and you build up a surplus for the next term as well. Only marginally less successful is the recruitment drive, which increases active ground forces to 60,000, and reservists to 90,000.
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0c86cb No.2052
| Rolled 60, 8 = 68 (2d100) |
>>2051
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Broke
(Does this also increase the amount of reservists or am I have a child nation with lots of cute little children everywhere?)
1. Space Invaders/10? My god! Who would have thoughts such craftsmanship still existed! Either way it is not time to break into celebrations just yet, because apparently Bob's Mission has run out of money. But luckily spacepolitics were already coming to his aid. Two alien armada's fighting not far? Certainly he could hit up the government for some monetary support, a shield system was after all a sensible investment in such a case.
Should however it turn out ot be that Bob's Mission is free of any government to ask for monetary support Bob will have to invent an incredibly awesome little souvenir and advertise Saturn as *the* holiday location. After all it was incredibly kid friendly and they had the best living conditions seen since the high time of earth.
2. After some attempt to resolve the money issue had been undertaken it was time for Bob's Mission to lead the Reservists into a new phase of training. Of course every available man and woman was trained to fight, however with such an imminent threat on the doorstep additional excercises were required. They would have to be brought up to speed on military tactics, already become pre-designed units able to operate seperatly should command be hit. This was their home and if they were to be challenged they would fight to the death for it.
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0c86cb No.2053
| Rolled 3, 100 = 103 (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)
2250 Tabula Rasa Drones
750 Constructors
500 Enforcers
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
>>2051
>>1927
1. Have our constructors start building a proper Automated Assembly Plant in the Republic of Fenrir, for the proper production of suit parts for the assemble of their Mechanized suits.
2. This is a good opportunity, gentlmen, to see if there are any defects and upgrade our existing line of Scanner Drones to go and find out what happened to them.
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0c86cb No.2054
| Rolled 71, 18 = 89 (2d100) |
>>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; Try giving them little masks with feelers in them that extend a bit into their mouth so they can send electrical pulses to that and communicate via that.
2; Yay! Lead the humans to the diplomatic embassy orbiting uranus and put on the space suit sign so they don't die of asphyxiation. We can meet and use some sort of (charades) to communicate our greetings and our means of peace
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0c86cb No.2087
| Rolled 11, 3 = 14 (2d100) |
>>2051
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
1 - Alright, now we're getting somewhere. Send up Chief Networking Agent Susti, we've got to rework the whole damn defense grid. Our security is breached and they're surely after our salt. Well we won't let them have it!
2 - Also try and actually get proper warships. Nothing too fancy, just enough to scare these damn pirates off.
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0c86cb No.2091
| Rolled 60, 8 = 68 (2d100) |
>>2051
>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: 1000 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1000
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1. Try and see why the Prognost-o-mat ends it's predictions at 2018.
2. Begin building another factory to create a war fleet.
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0c86cb No.2122
| Rolled 42, 36 = 78 (2d100) |
>>2051
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, five Plutonian Bombers
>Faction Ground Forces: 50,000. 120 Aluminum Guy mechs
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Aluminum Guy Production- Thirty per turn
Plutonian Bomber Production- Five per turn
1 Promote Captain Kurk to Admiral of the Navy and Plutonian Legate Commander of the Ground Forces so he can effectively organize our military affairs.
2 The next tier in Plutonian Navy is corvette sized Tactical Troop and Craft Carrier (TTCC) which will have computers and sensors capable of gathering information of the enemy and our own movements on the battlefield to effectively deploy our Bombers and troops for boarding.
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0c86cb No.2150
>>2052
The ostensible government of Venus gives you a loan necessary to cover the next three terms operating cost, and buys the licence for the plans of the shield. Your reservists go through a rigorous training system using only the finest tactics manuals that the late 19th century had to offer.
>>2053
>DAT 100
The construction of the plant goes poorly, and results in a large chemical spill, displacing thousands of nearby citizens. However, you manage to find the disgruntled engineer, and fire him for his incompetence. His replacement is scared by the consequences for failure, and works around the clock for weeks to develop a new scanner based on some obscure and semi-forgotten scientific literature. The sensor has the capability to resolve, down to a centimeter level, the surrounding area out to nine km., regardless of obstacles. Your updated scanner drones find what is identified as the old Braunhurst mine, which was abandoned after colossal equipment malfunctions. However, it is now a hive of activity, all seemingly automated, as if the mining automatons have begun conducting operations of their own free will.
>>2054
After fitting the goo girls with improved muzzles for communication, they become docile and begin to pick up basic skills and manners, such as not making out with everyone in sight. The captain of the destroyer U.S.S. Shepard and a small delegation meet with your diplomats in the embassy. Unfortunately, your sign language displays are not well-received. The humans look somewhat disgusted, before getting up and leaving for their ship.
>>2087
The network grid is updated, so well, in fact, that it no longer shows any enemy vessels. Not even when five frigates swoop in and steal half your term's salt as it leaves the world. Worse still, but it seems they have a communication jammer in place to block outgoing transmission, leaving you cut off from any support outside of your "defense" grid.
>>2091
Diagnostics come up clean on every test, showing that there is no problem with the machine. Before the term is up, it does provide two curious figures from near the endpoint, but with no explanatory figures: first, that the total human population of the system is zero, and that there are only three major bodies orbiting the Sun: Mercury, Jupiter, and an unknown body of high mass and low volume in a highly elliptical and steeply-inclined orbit.
Five robots are killed when a las-drill explodes when tunneling for the new factory.
>>2122
The promotion ceremony is very well-received. The cake served is delicious. You produce your first TTCC, and find it to be comfortably within the design requirements.
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0c86cb No.2151
| Rolled 11, 45 = 56 (2d100) |
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
1. Alright time to make some money, with tourism preferably. Bob designs a complex layout of Bob's Mission alongside with lots of fun attractions for both children and adults. These will bring some money into the state's coffers from both the locals as well as tourists.
2. 19th century? That does ring a bell. However these wren't muskets and moving in block formations was hardly anything even barely useful to the cause. They required new more professional training. With tactics actually befitting the current period. The reservists were an essential part of the ground force and needed to be held up to the standards of the normal military, which was supposed to be elite.
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0c86cb No.2152
| Rolled 46, 10, 52, 28 = 136 (4d100) |
>>2051
>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.
>Thermal Cannon
>GMRPF-G Production
>>1928
"This Is acceptable. We welcome you as an Ally of the Republic."
(4d 100 for my missed turn?)
1. Reassemble those damn Suits! .
2. "We Accept The request Of The Rogers Coalition. Roberts Robotics is in agreement That moons Under The Republics banner will not be harmed. They will aid the Republic In protecting this sector. We Must stand together. Hostile aliens threaten the very Human Race. "
3/4. Start Research On the Warp drives on an uninhabited Jovian Moon.
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0c86cb No.2159
| Rolled 47, 26 = 73 (2d100) |
>>2150
>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)
2500 Tabula Rasa Drones
750 Constructors
500 Enforcers
250 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub]
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Egads! What a disaster, quickly, we must develop a Biohazard and Special Operations drone, protected against Chemicals, Radiation, Electricity, and all manner of phenomenon and designed to help neutralize it with neutralization foam. We'll need to take responsibility for this mess. For now, use the constructors to clean up what can be and compensate the displaced citizens.
2. Do some research on the old Braunhurst Mine, and find any former workers related to it.Rogue robotics is not unknown in the galaxy, so its best we also hire expert programmers to make some contingency plans. We are Roberts Robotics after all!
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0c86cb No.2163
| Rolled 80, 67 = 147 (2d100) |
>>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; Get them to wait and follow them onto their ship. Swaeri can breath many different atmospheres because of their natural need for many different elements. Maybe we can get our need for peace and money another way we're good at(if you know what I mean.)
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0c86cb No.2193
| Rolled 75, 43 = 118 (2d100) |
>>2150
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, ten Plutonian Bombers, one TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 150 Aluminum Guy mechs
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: BFG: your equatorial cannon can be used for more than ice. Skillful Spacers: bonus to ship's experience.
Aluminum Guy Production- Thirty per turn
Plutonian Bomber Production- Five per turn
1 Put production of TTCCs into full swing with our surplus of power and resources
2 Search the Kuiper Belt for stations and mines or any facility that might harbor Water Bandits using our monitoring satellites already in place and a patrol of one TTCC carrying ten plutonian bombers and an outfit of 50 Aluminum Guys
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0c86cb No.2232
| Rolled 26 (1d100) |
>>2193
rolling for damage to expeditionary force.
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0c86cb No.2233
>>2151
Advertisements for "Venus's Hot, Swampy Bottoms" are not well-received at all, and tourism actually decreases for the term. The supposed "drill instructors" are found to have been men dishonorably discharged from the French Foreign Legion. They are promptly replaced by ex-VDV instructors, and soon your soldiers are well-versed in fire-and-maneuver, infiltration, and digging.
>>2152
The suits are put back together successfully, this time with the ass on the right way. The message to the Rogers Coalition didn't send properly, due to an improperly-tuned antenna. They do not react to your failure to respond, but nonetheless, tensions are not improved.
Research commences, and is expected to be complete in three turns.
>>2159
Within the term, the majority of the chemical spill is cleaned up, and the bravest of the inhabitants are returning to their homes. An old mine operator is located, who tells of the day the machines began to sabotage the mining operation. "T'was almost as if tha bots knew what them's was doin'. Kept smashing things, and the repair bots wouldn' do thems jobs, and started destroyin' our foods, they did. Hadta' up and leave the site. Said they'd just go in an' burn everything. Guessin' they didn't, in the end.
>>2163
The humans are initially surprised, and begin to take defensive measures against you, but you're quickly able to convince them of your peaceful tendencies, and they quickly drop their weapons…and their pants. Marvin Gaye plays softly in the background.
The next morning, a communiqué is sent back to Earth, reporting that contact, both diplomatic and otherwise, had been established with the first sapient extra-terrestrial life.
>>2193
Your workers are soon churning out one TTCC every term, but reports from the factory floors suggest that industry will need to be expanded if you want to produce anything else in addition to the models currently rolling off the line.
Your strike against a hive of bandits is successful, and you lose only three AG's, and one bomber.
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0c86cb No.2235
| Rolled 10 (1d100) |
>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.
>Thermal Cannon
>GMRPF-G Production
1. Resend the Message
2. Continue with the Warp Research.
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0c86cb No.2236
| Rolled 40, 99 = 139 (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)
27500 Tabula Rasa Drones
750 Constructors
750 Enforcers
250 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub]
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Yup. Sounds like we have a case of a rogue AI on our hands. The question is if this is being led by a central hub or something that is specific to each individual bot.
Have some programmers update the security on the Brain Hub as well as develop an upgrade to the scanner drones to allow them to perform specialized diagnostic and hacking operations.
>>2152
2. Let's try this again, have our constructors build an automated parts assembly for the Fenrir republic's suit production. This time away from civilian centers perhaps?
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0c86cb No.2237
| Rolled 77 (1d100) |
>>2235
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0c86cb No.2238
"Ah, Mr. President. I would like to inform you that we have discovered an old hub with a potential rogue AI. For now we believe we have a handle on the situation, but if need be we would like to request the possibility of military assistance should the need arise."
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0c86cb No.2239
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0c86cb No.2240
>>2238
"The Republic will be glad to lend aid. Simply Give us a Target and we will wipe it out."
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0c86cb No.2259
| Rolled 30, 99 = 129 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than ten capital ships, no less than fifty support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 20 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1,2. More Fusion/Nova missiles and then pic related
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0c86cb No.2260
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0c86cb No.2261
| Rolled 69, 77 = 146 (2d100) |
>>2150
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
1/2 - They took our fucking salt! This will not stand! Chul, prepare the Robot! We're going Pirate hunting!
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0c86cb No.2262
>>2259
Rolling for final damage
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0c86cb No.2263
| Rolled 44 (1d100) |
>>2262
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0c86cb No.2275
| Rolled 78, 70 = 148 (2d100) |
>>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; Begin transportation and integration of Goo people into the Hegemony
2; Expand Diplomatic Embassy and add in an atmosphere generator for humans so we can conduct business better. We must get an understanding of their money system
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0c86cb No.2353
| Rolled 25, 80 = 105 (2d100) |
>>2233
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, fourteen Plutonian Bombers, two TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 177 Aluminum Guy mechs
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
>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- Five per term
TTCC- One per term
Another section of space clear of water bandit scum
12 Industrial Expansion. Creating the most reliable tools out of the most reliable power, Atomic.
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0c86cb No.2389
>>2259
>>2260
Three more missiles. Three dead-on hits. The beast was torn to shreds, but not without a final death-throe–the massive sac in its guts, in which it stored the propulsive gasses which enabled it to swim through the void of space, ruptured, sending innumerable fragments of its body out in all directions, like a moon-sized hand grenade. The Fuzer fleet was not spared. Three of the capital ships, eighteen support ships, and craft carrying five million ground forces, for a total of five and a half million dead. A grim victory, but a victory nonetheless.
>>2261
Good fortune, at last! Your lone corvette sallies forth, and, like a rapier in the hand of a skilled swordsman, your lone ship fights off half a dozen pirate boats, before advancing upon their base and deploying the mech. In a few short hours of work, the pirates are scattered, and your crew heads home. Certainly there will be other pirates, but for now, your little moon is safe.
>>2275
You absorb 100,000 goo girls, who are hired on for various manual labor, and personal functions. The humans have a couple of volumes on economics on board, and your leadership begins studying a few volumes by Smith, Mises and Hayek.
>>2353
You fill an entire major crater with a brand-new factory, which just about doubles your manufacturing capacity.
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0c86cb No.2390
| Rolled 55, 85 = 140 (2d100) |
>>2389
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
1/2 - Yeah! Fuck those guys. We don't need any more risks than we have, though. Apparently there's a lot of chaos happening out in space right now. That ain't my concern, but it means immigrants, and immigrants means more resources and more production. Start an advertising campaign for the station.
"1487: Where the salt flows eternal."
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0c86cb No.2391
>>2389
what about me and fenrir?
>>2236
>>2235
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0c86cb No.2392
>>2391
Must still be writing. I hope.
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0c86cb No.2393
| Rolled 16, 48 = 64 (2d100) |
>>2389
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than seven, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 15 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. The Fuzers have won! The beast has been destroyed, but not without considerable loss to their own forces. Due to this it is ordered for the fleet to set up a new base on neptune.
2. Meanwhile the spore in the oort cloud has started to grow in size and numbers due to alot of genetically and biologically enhanced natural reproduction
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0c86cb No.2397
| Rolled 30, 68 = 98 (2d100) |
>>2389
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Nineteen Plutonian Bombers, Three TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 207 Aluminum Guy mechs
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
>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- Five per term
TTCC- One per term
1 The Plutonians are willing to give more then most, the spirit of the pioneer and of a freshly settled world gave them a robust culture. Call for volunteers to enter the Military Reserve.
The ETL is basically a giant rail-gun system on the surface of Pluto that has made it possible to assemble and launch sturdy craft and payloads into space without the need for propellant or explosives. Able to easily achieve accelerations of Mach 10 made it a great success in science.
2 Its time to harvest the fruits of our Industrial Labors, Increase Plutonian Bomber Production.
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0c86cb No.2405
>>2235
You resend the message. It goes through, but is garbled, and in the worst way. You receive a response from the Rogers Coalition, saying that they are disheartened by your refusal of support, and wearied by your friendliness to Robert's Robotics.
Warp research continues unabated, although the researchers report strange dreams, and seeing shapes in shadows.It's probably nothing.
>>2236
(That's two actions, so I'm going with the first one) Security on the brain hub is now increased to "grand". It is now projected that it would take at least a type-8 hacker to infiltrate it. Meanwhile, the construction of the parts plant goes almost flawlessly, with only one minor accident marring the record.
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0c86cb No.2409
| Rolled 18, 81 = 99 (2d100) |
>>2405
>>2235
Don't forget to add that automated Parts Assembly plant Fenrir.
>>2405
>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)
27750 Tabula Rasa Drones
750 Constructors
750 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Develop a new hacking and diagnostic Drone, which is protected against and designed to combat enemy programming and foreign interference from all possible medium of electromagnetism.
2. Then send some to investigate the mine and the bots.
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0c86cb No.2440
>>2409
>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.
>Thermal Cannon
>GMRPF-G Production
>Automated Parts assembly
>>2409
(Thanks, that guy)
1. Contact the Rogers coalition and Fix the misunderstanding (Resend the message)
2. Dispatch a Few platoons of mechs to act as Security For Roberts Robotics.
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0c86cb No.2441
| Rolled 66, 48 = 114 (2d100) |
>>2440
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0c86cb No.2444
| Rolled 89, 50 = 139 (2d100) |
>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: 1045 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1045
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Build some probes and send them out to where this unknown body would be. Consult the readings and the super computer about where this object would start and find it.
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0c86cb No.2449
| Rolled 82, 2 = 84 (2d100) |
>>2389
>>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; We must study human economics and get a greater grasp on their languages so when we're finally announced to the rest of them we can speak properly.
2; Build a capital ship so we may arrive in style. The utmost in Swaeriash technology!
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0c86cb No.2450
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0c86cb No.2456
>>2393
DONT READ IF NOT WINTERS
So in light of the fact that my main group is screwed, can I get some smut(thats basically what I was implying)from the second roll due to hardcore Fuzer sex?
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0c86cb No.2457
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0c86cb No.2458
| Rolled 56, 92 = 148 (2d100) |
>>2233
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
1. It would seem that the advertisement was just too visionary. Perhaps a more family friendly advertisement would be in order seeing as Venus infrastructure or rather that of Bob's mission was largely focused on children. Now then it was time to get some fun parks going as well and turn Venus into a tourist trap.
2. Armed with their deadly EM Resonance Rifles both soldiers and reservists were armed to the teeth, however just because of their large numbers that did not mean they were not important members of Bob's mission. Advanced body armor would have to be constructed, allowing for vastly increased survival chances with upgraded rebreathing and reanimation systems as well as all sorts of technological stuff. Of course they would also require ABC and EMP protection. An ambitious project no doubt, but Bob was not only a builder, but a visionary!
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0c86cb No.2528
>>2390
"Why so salty? Get sweet with Mage Rock salt" and other such slogans are soon a hit, and your ranks are swelled by half a million immigrants.
>>2393
You travel to Neptune, and attempt to find mineral resources to transform into a base, but all the suitable mineral sites seem to be inhabited. Further, there seems to be a contingent of ships in the area not of human design. Meanwhile, in the Oort Cloud, despite the limited amount of breeding equipment available on a battle fleet, your troops begin gettin' it on (cure further Marvin Gaye music) and your population will be expected to grow by 100,000 in two turns, and follow a Fibonacci progression thereafter.
>>2397
After much fanfare (literal and figurative) flags, propaganda posters and rousing speeches, the young people of your planet rush to fill the ranks of the reserve. Well, not rush, but it's a success overall, and your ground forces are augmented by 100,000 reservists. In your factories, one of your shiny new lines of production is put to use, and by the end of the term, your rate of Plutonium Bomber production is doubled.
>>2409
Your drones seem to be successful, when, in fact, they had merely hacked into each other, skewing the results, and causing your engineers to send out drones with inadequate cyber shielding. As they approached the mining site at the extreme range of their remote hacking capabilities, they telneted into the systems of the rogue mining operation. Shortly before all communications from them ceased, a message was received–"The Glorious Robot Revolution thanks you for your gift of new recruits".
>>2440
You send a delegation to the HQ of the Rogers Coalition, and clear up the misunderstanding. You all have a good laugh over it, and then proceed to drink each other under the table. Tensions, however, are not completely abated when they are informed of the military support you are now giving to Robert's Robotics.
>>2444
you use some of the scanner drones captured from Robert's Robotics, and send them up out of the plane of the ecliptic, in the hopes of finding some trace of the object. Due to the long distance, they should arrive in a suitable position for monitoring in two turns.
>>2449
You learn that one easy way to create money is the shady practice of "fractional reserve banking", which involves telling people that you are holding on to their money, while lending it out to other people. There might be some profit in this. Less morally and legally ambiguous, you are able to master human speech to a degree which will make diplomacy much easier from now on, although you also learn some aspects of English that will make communications easier in more, ah, private settings.
You attempt to construct a flagship out of one of your light cruisers. The result looks like someone took three ships, put them at a Jovian multi-lagrange point, and added ten tons of assorted debris. It's only barely functional, and you might be out a ship.
>>2458
Venus's lower gravity permits the creation of some rides that might have been impossible on Earth, and soon the tourists are pouring in. There are some complaints, though, that the dry coolness of Florida would have been a change from the local climate.
(pretty sure your soldiers could go toe-to-toe with the Fuzers now)
Mk. I, or "Thunder" suits are constructed for your forces, with numerous and powerful qualities which would make even the weakest man a force to be reckoned with if wearing one of them. The ostensible government of Venus is making cautious noises about your rapid military buildup.
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0c86cb No.2530
| Rolled 56, 65 = 121 (2d100) |
>>2528
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
1/2 - Continue working on a new and improved defense grid to keep out those salt-thieving brigands. Ask around the system, maybe some company or other has a product worth buying into. Anything that'll stop them taking our soldiers and cutting into quota is good with me.
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0c86cb No.2532
| Rolled 27, 30 = 57 (2d100) |
>>2528
>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)
28000 Tabula Rasa Drones
750 Constructors
1000 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
Aha! Sentience. So it is confirmed.
This is a dangerous situation to approach. On the one, applying force is difficult and possibly unwanted. An Artificial intelligence given life is often as efficient in repair and defense as any, and capable of responding.
On the other, there's no way to garauntee any form of negotation or diplomacy with such rogue machines as genuine. You can hardly trust men when they say the truth, and when a machine learns to lie like a man. . .
This is a hard situation to approach, indeed.
1-2. I want a mass security upgrade to all our drones immediately, all of them. Anti-hacking protocols, as WELL as counter hacking protocols where one drone can eliminate any malware in another, or groups can effectively cleanse and "cut off" an offending drone.
We'll focus on a "Trickle Down" anti-malware. The Brain Hub will provide the huge bulwark of anti-hacking defenses, and through a heirarchal system it sends this defense to drone command vessels which in turn send it dowarn to groups, and then individual drones. So in this way, a few drones being hacked will be dealt with by the mass. Like a human immune system to cancer.
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0c86cb No.2536
| Rolled 90, 5 = 95 (2d100) |
>>2528
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G (without warp drives)
>Automated Parts assembly
>Warp Research In 2 turns
(Did any of the moons Join the republic?)
1/2: Finish Research On the warp drives.
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0c86cb No.2539
| Rolled 18, 19 = 37 (2d100) |
>>2528
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Twenty-nine Plutonian Bombers, Four TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 237 Aluminum Guy mechs. 100,000 Reservists.
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
>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
Our infantry forces are small but have stout hearts and a great sense of duty the ice bunker systems used in previous Water Bandit raids were good but not good enough as far as I am concerned. A spiritual people Plutonians believe that in the end everything will work out alright tempered by the knowledge that in the vastness of space things can and will happen.
1 Beneath the Ice begin construction of a Fortress and bunker system with its own power plant that can make use of under-Ice chokepoints and fortress defenses to be able to defend against massive invasions and bombardment. It should be able to safely hold the entire population of Pluto's supplies and logistic equipment, become the headquarters of military operations and the site of future military research and development.
2 Start training the soldiers in evacuation procedure to protect the people to reach designated locations
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0c86cb No.2543
| Rolled 86, 59 = 145 (2d100) |
>>2528
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
1. The government of Venus needn't worry! These constructions are solely for the purpose of protecting Bob's Mission against the potential attacks from those fearsome aliens they have heard so much about. Though Bob's Mission would certainly pay well to obtain some of those alien materials. They do not want to form a group of extremely high trained military human-alien hybrid children which will be raised as Bob's children and fulfill incredibly awesome adventerous and exciting secretive missions guns blazing and stealth alike to some super climactic finale where they fight some sort of evil endboss. So no need to be worried.
2. The Resonance rifles were awesome on their own, combined with shields and awesome armor even better, however a certain amount of anti air, anti-underground anti-ship weapons would still be required. Of course Venus would not be happy about this, but after all a military required preparation for everything and it was all just for the protection of the children.
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0c86cb No.2552
| Rolled 87, 66 = 153 (2d100) |
>>2528
>>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; THE SCIENTISTS AND ENGINEERS WHO DID THIS! WHERE ARE THEY!?! TAKE THEM TO THE ENLIGHTENMENT CHAMBERS, THEY NEED MORE ENLIGHTENMENT AND MORE TIME TO STUDY! W-We can salvage this, we just need a new set of heads and hands. Clean up the debris, reinforce the metals, and fix it all up! We can make this work!
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0c86cb No.2553
| Rolled 34, 42 = 76 (2d100) |
>>2528
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than seven, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 15 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. The commanders have voted to finally finish PROJECT:SIMALIO now that we have a stable area to work with.
2. With PROJECT:SIMALIO completed we shall advance upon these ships with two battleships and hail them for communication. Whether they will be destroyed or not is up to our discretion
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0c86cb No.2557
It seems as if there are now two alien fleets in orbit around Neptune, one being the amorous Swaeriash, and the other being the brave spacers who destroyed the Titan in toe-to-toe combat. President Winters decides that if there is a critical moment in the history of the human race, this will be it. First contact with not one, but two races! He sends off an order for Captain Humboldt to make contact with the second alien race, and to ask both races to remain in orbit around Neptune until he an reach them for proper diplomatic negotiations.
>>2530
Set-up of an improved defense network goes swimmingly, aided in part by technology bought from Skye Industries, goes almost flawlessly, and soon you have, what might be termed a Skye-net, in place, to detect and ward off all but the stealthiest or hardiest pirates.
>>2532
Rather than risk another incident with drones hacking each other, you test the malware systems against pizza-faced teenagers found through an online imageboard, and find it highly successful.
>>2536
(Yes, all of the Rogers Coalition)
Research finishes in due time, and soon a small space yacht is fitted out with the prototype drive, ready for its first test run.
>>2539
Your bunker system seems to go well enough, until a weak spot in the ice causes a cave-in, killing fifty, and trapping over a hundred more. Your evacuation training is a success, at least for now.
>>2543
(what exactly do you want to do? I'll let you use your rolls on actions, I just can't figure out what action you mean.)
>>2552
Both the enlightenment chambers and the construction effort are a great success! The engineers are now suitable enlightened, and are fulfilling their new roles as latrine-scrubbers in a most satisfactorily enlightened way. Meanwhile, the flagship looks far less like three ships piled into one, and more like one ship taken half apart. Your new engineers say that it should be ready next turn.
In the middle of all this, two large warships of a strange design, either Sweariash or Human, descend from high orbit, and begin hailing you.
>>2553
Of the beaten and scared survivors of the encounter with the alien beast, enough are scraped together to complete simalo, the project that was begun what seems like ages ago, before the death and carnage of late. Your ships approach the aliens, and what you now see to be a human destroyer, and hail them, patiently awaiting their replay.
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0c86cb No.2558
>>2557
The first one is using the genetic materials of humans and aliens to create a hybrid race that is then trained to be supersoldier agents for Bob's mission.
The second one is developing weaponry against vehicles that cannot already easily be targeted by the EM Rifles such as jetplanes, or whatever is up and coming these days.
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0c86cb No.2559
| Rolled 73, 14 = 87 (2d100) |
>>2557
>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)
28000 Tabula Rasa Drones
750 Constructors
1000 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Well, if anything, the best defense against the ultimate hacker accounts for randomness and unpredictability. Continue the Trickle Down defense project until we have something solid we can add to the stat parameter of the Hub.
2. Send an envoy to these robot. . .revolutionaries. See if they can be negotiated with.
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0c86cb No.2560
>>2558
As it so happens, a ship captained by a man with strong sympathies towards Bob's Mission happens to be in the vicinity of Neptune right at this moment. Burgess (for that is the man's name) diverts from his course, and makes contact with the Shepard and the Swaeriash vessel. However, at this time, Captain Humboldt advises him to either remain in orbit with them, or to depart, as relations are not yet firm enough to discuss the exchange of genetic material–that is, beyond the material already exchanged in the initial meetings. Back on Venus, engineers develop a cluster-missile warhead for the anti-ship missiles already emplaced around the Bob's campus. These smaller missiles have greater precision and maneuverability, allowing for sub-atmospheric interceptions.
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0c86cb No.2561
| Rolled 63, 83 = 146 (2d100) |
>>2557
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Thirty-nine Plutonian Bombers, Five TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 267 Aluminum Guy mechs. 100,000 Reservists.
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
>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
12 Underground Fortress and Bunker System
Send a message asking what the aliens want through Captain Humboldt
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0c86cb No.2562
| Rolled 30, 1 = 31 (2d100) |
>>2557
>>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; Continue construction and repairs on our new flagship! It must be perfect!
Send a static reply to show we acknowledge them. We have to finish this quickly, what an embarrassment!
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0c86cb No.2563
| Rolled 84, 47 = 131 (2d100) |
>>2562
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than seven, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 15 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
Respond to the hailing ships, but keep them at distance in case of orbital combat. Tell them that we are of the Fuzer Empire, and they are to identify themselves now.
As for the simalio units, make sure over 1 million are produced. 500,000 from the main group and 500,000 from the spore in the oort cloud. A Simalio soldier is equipped with a built in wristmounted hevalo gun(plasma and slug gun with high rate of fire)and a wristmounted beam sword or shield
(Now for actual actions)
1. Begin PROJECT:DENTRIVIAN. They are to be the heavy soldiers and act as a compliment to Simalio troops. They specialize in forward assault and sustained warfare. Over 1 million are needed.(First pic, and they use tower shields and laser swords)
2. A unit specialized for space warfare is needed. Unlike Simalio and Dentrivian soldiers, these will only be deployes into space, and must have the required heavy weapons and armor. Create one million.(Basically the power of fighters in the size of a Fuzer. They solely use heavy weaponry like Vision heavy guns and Hopheri Cannons)
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0c86cb No.2564
| Rolled 19, 43 = 62 (2d100) |
>>2560
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
1. Sadly the alien genetics program did not work out thanks to a lack of.. well alien genetics. But Bob was certain there were more things he could do. Biological ways to enhance his soldiers, but even more importantly, the general population. A considerable increase in life span, mental capacity and regenerative abilities would certainly serve the people of Bob's Mission well. Potentially he would have to think about adding a combat reflex which would drastically increase physical abilities including reflexes in high pressure situations, however he needed to ensure first that these would only take effect in high pressure situations in order to prevent stressful situations in everyday life.
2. A lot of combat systems these days required targetting, Bob would work on something that could ensure the people of Bob's Mission to never become targetted by hostile, or own, combat systems. This was largely important for the civilians as should combat occur in Bob's Mission it was important that they would not become targets of hostile attacks. Preventing Combat Units from being targetted was only a secondary objective.
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0c86cb No.2568
| Rolled 43, 29 = 72 (2d100) |
>>2557
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1 - Lovely. I can think of no reason this could go badly. Anyhow, it's time we set Rondoon back to work. We need potatoes, potatoes and bread. Gotta eat, and nothing sates the stomach like a salty spud sandwich.
2 - Also, go out with the corvette and some soldiers and look for Captain Siela. Something bad's happened to her, and I'm worried it could be a trap. But we have to find out.
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0c86cb No.2637
| Rolled 93, 76 = 169 (2d100) |
>>2557
>>2559
>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.
>Thermal Cannon
>GMRPF-G Production
>Automated Parts assembly
>>2559
>>2557
1. Aid Roberts Corp In sending an envoy.
2. Test the warp Drive
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0c86cb No.2727
The Infamous Conference of Neptune
Spirits are high on this auspicious day. Three species, multiple governments and entities, all meeting together to begin negotiations for interpsecies contact. Nothing like it has ever happened before in human history, and nothing like it will ever happen again. Two human ships stand by around a small moonlet, on which one alien race has constructed a base for hosting diplomatic negotiations, while a third has just circularized orbit high overhead. Two massive vessels of the other alien race are also in high orbit, but they do not appear to be hostile. The U.S.S. Constitution, and the F.L.S.S. Brass Cannon, carrying the president of the United States and the president of Free Luna, are only a few hours away, after which the meeting ceremony can begin. The Swaeriash, not to be outdone by the capital ships of the other two parties, has constructed a titanic flagship to represent their small fleet. It shines magnificently in the light reflected off the surface of Neptune, and cruises into orbit a few degrees prograde from the diplomatic center. After the initial meetings between Swaeriash and human, there is much anticipation of further contact, and much curiosity over who the other newcomers are.
But suddenly, disaster strikes. The Sweariash flagship, although quite beautiful visually, was hastily constructed, and much of its internal systems are retrofitted systems from the smaller ship used as its core. As such, they strain under the far higher load imposed on them by the larger vessel, and, as the ship attempts to synchronize its orbit with the moon, the main reactors give way with a tremendous explosion. Fragments smash into the cultural center, destroying it, and the two human ships. The Fuzer ships, in their higher orbit, begin burning for escape, but a high-velocity fragment catches one of the ships up the tailpipe, collapsing the propulsion singularity, and the ship around it–catching the second ship in the wash, destroying it too. Burgess's ship is hit by a fragment, and is destroyed, but the crew manages to reach the escape pods.
The death toll is staggering, reaching to the tens of thousands. No one has any idea what is going on, other than that a terrible disaster has occurred–who is responsible, and the magnitude of the catastrophe–are unknown. President Winters has the flotilla diverted to the U.S. base in orbit over Jupiter. The entire U.S. space fleet is summoned, and requests for help are sent out to all the states and nations of the solar system. Only one thing, in the end, is clear: humanity is at war.
recommended listening: https://www.youtube.com/watch?v=yyeKYQdYISg
>>2559
After successful tests against autistic neckbeards, it is determined that your networks are hearty enough to stand up to actual hackers, and some are brought in to give them a going-over. They stand up to this too, and researchers are extremely satisfied with the results.
Joined by a number of small mechs from the Fenrir Republic, you send a ship to the small base set up near the robot enclave, and attempt to open communications.
>>2561
After the trapped miners are successfully recovered, and the bodies of the fallen are exhumed and given a proper burial, work is resumed on the archology, and by the end of the term, a vast network of subterranean caverns and above-ground hardpoints are complete. Rather than any response from the captain of the Shepard, there is only a request for military aid against "alien invaders".
>>2562
Little is known of the situation over Neptune, but communications with all your forces over the planet are lost, and sensors pick up what appears to be a battle in orbit.
>>2563
Two of your capital ships are now gone, leaving you with only three left. However, you begin work on these two new units, diverting a million soldiers to each of the projects. (the splinter fleet did not have the resources to complete the simalo project, and so while you have a million of them in the main fleet, there are none in the Oort Cloud.
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0c86cb No.2728
>>2727
>>2564
While project Rohr seems initially successful, the dozen or so initial units produced fall victim to unforeseen flaws in their genetics, and only a batch of monsters is produced. Some die from their defects, while others live for a while in agony, until put out of their misery by the scientists.
More successful is the effort to reduce enemy targeting capacity–a strange sort of phenomenon is found whereby if something is seen, but is found to be too strange, troublesome, or not important, the brain simply "edits it out". This effect can be exacerbated by a type of force screen, which, when deployed, causes casual observers to consider anything covered by the field to be "somebody else's problem", and ignore it. While it doesn't reduce the effects of targeting per se, and it can't divert a mechanically-guided missile, it can keep people, vessels and emplacements from being detected by biological brains, and that might just be enough.
>>2568
Rondoon seems to have gotten his feet firmly under him–not an easy task in the low gravity–and within the term, a crop of buckwheat and potatoes is growing, and is calculated to add a significant supplement to the diets of the stationeers.
Your corvette sets out well enough, but far from home, and without the urgency that was instrumental in the success of the earlier sortie, the corvette is turned back after a battle with three pirate vessels. While it distinguished itself admirably, and took down two of them and drove the other off, the life support systems were hit, and they were unable to continue.
>>2637
A squadron of smaller mechs meet up with a Robert's Corporation research vessel, and escort it to within range of the robot base.
A small ship is fitted out with the warp drive, and is sent on its maiden voyage, scheduled to take it out of the Solar System and back. However, when the drive is activated, the ship simply disappears. No readings give any indication of its position, and no signals are detected originating from it. Then, just as the term is ending, a merchant discovers it just inside the orbit of Murcury. Silent and cold, the merchants ope it to find a terrifying sight: long-dried blood and other bodily fluids caking the walls, signs of brutal violence around the ship, and the words "LIBERATE TUTEMET EX INFERNIS" written, apparently in brain matter, on a bulkhead. No bodies, however, can be found, anywhere in the ship.
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0c86cb No.2729
| Rolled 51, 80 = 131 (2d100) |
>>2728
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (?)
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - Well that's a right dilemma. Still, good work on their part. Fix up the ship, and see if we can't get Merlow to build us some new ones as well. We will win this war on Piracy, even if we lose it!
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0c86cb No.2731
| Rolled 24, 82 = 106 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than three, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 15 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. Thats it, with such a massive loss of personnel, data, and ships, the Fuzer fleet changes plans. The main fleet heads to a DIFFERENT AREA of the Oort cloud thats is NOT near the spore fleet. There they begin gathering more minerals and materials for the creation of more weapons. Also send a group of 500,000 simalio soldiers to the spore group.
2. Finish both projects, NOW!!!!
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0c86cb No.2732
| Rolled 15, 57 = 72 (2d100) |
>>2727
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Forty-nine Plutonian Bombers, Six TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 297 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
Interesting news, very interesting.
1 Launch the fleet and some probes out of the ETL posthaste to investigate Neptune and the surrounding space. It may be necessary to Occupy Neptune against these 'Alien Invaders'
2 War is out boys, grab your gun and lock up the wife and children. Purchase the services of some Kuiper Belt explorers and pioneers to act as scouts and listeners for finding alien signals with their heavily customized ships in the upcoming war it would be prudent to have some military intelligence. Hopefully they work for water, molybdenum parts and maintenance.
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0c86cb No.2766
| Rolled 70, 52, 22, 87 = 231 (4d100) |
>>2727
>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: 1145 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1145
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Construct a new factory to create space ships.
3&4. Use the super computer to upgrade our forms in the needed manner or create new forms.
I also think the drones would be at the necessary area either this turn or next.
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0c86cb No.2768
>>2766
The delegates knock on the door to the old mine, with Fenrir suits behind them. They felt it necessary bring manual control this time.
"Hello! Hello? We represent the Robert's Robotics corporation and the Fenrir republic. Is this the Robot Revolution?"
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0c86cb No.2769
>>2768
"State your business human." is heard from a speaker near the door in a synthetic voice.
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0c86cb No.2770
>>2769
"Yes! Business! Exactly.
We represent a lucrative corporate enterprise who are willing to see what sort of mutual gain our mutually inclined organizations have to offer.
You are robots, and we are a robotics company. You need more parts and materials, we can provide them. Surely you can see the potential at stake!"
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0c86cb No.2771
>>2770
"Not needed, more important issues."
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0c86cb No.2772
>>2771
"Robert's Robotics is always eager in assisting anyone with any issues or needs they have."
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0c86cb No.2773
>>2772
"Calculation. Near future, unknown object enters solar orbit. Similar time period, human population in solar system reaches zero. Prediction is 99.99999% accurate."
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0c86cb No.2774
>>2773
"Ah yes we- What?
How do you know this?"
The delegates begin to whisper to each other. ('Well, I mean, they are rogue bots.' 'But that many machines believing the same thing?' 'Could be a universal programming error.' 'There'd be checks and balances though, mathematical precision').
The delegates returned.
"We are. . .interested to learn about this event. If possible, could you give us the calculations on the object? We'd like to calculate it ourselves."
"Ah, and you said you were busy. . .busy with what, pertaining to this. . .object?"
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0c86cb No.2775
>>2774
"Gifted drones used to scout predicted path for this object. Gather data of object's nature. Gather data of correlation to human population drop."
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0c86cb No.2776
>>2774
"Calculation data too large for normal data transference devices. Untrusted near supercomputer that preformed calculation."
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0c86cb No.2777
>>2775
>>2776
"Hmm, alright. But perhaps we could both work together against this, clearly mutually destructive object to the entire solar system. If what you say is true.
We might even assist you in finding it and making whatever preparations against it we can."
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0c86cb No.2778
>>2777
"Data for amount amount of free artificial intelligence disregarded at time of initial calculation. Data will be looked over again shortly."
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0c86cb No.2779
>>2778
"Uh, okay.
Is there anyway we can help? We sorta bought the mine, but were never expecting any natives. Especially robotic natives. But since you guys are already established, we were still hoping that we might assist each other."
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0c86cb No.2780
| Rolled 95, 96 = 191 (2d100) |
>>2727
>>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; I can only guess that something happened with the new flagship… Get some ships up there asap, even if we have to make some more. Uranus and Neptune's output should be enough for both planets to provide recon and support
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0c86cb No.2781
>>2779
"Material Assistance unnecessary. Projected coordinates for unknown object will be *insert coords here* and orbiting the sun. Any data found on object or population reduction will be sent to you."
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0c86cb No.2783
>>2729
After repairs on the corvette (which you should really name, btw) and some very long nights in the space drydocks, your fleet is augmented by five "Hillux-class" ships, converted packet boats with light shields and weapons. Not battlewagons by any means, but they're a significant addition to your small fleet. Will it be enough? From the skill and resolve shown by your crews, it just might be, but who knows how many more pirates wait among the icy rocks?
>>2731
You set off at an angle, passing though the Kuiper belt, on your way. The fleet detects pings from several asteroids, but ignores them in their haste. You dispatch the transports for the simalo troops, which should arrive in one turn. As for the projects, the need for rapid movement causes them to be delayed, and they are projected to be finished in two turns.
>>2732
You dispatch a contingent of ships to Neptune as a vanguard against any alien ships in the area. Opposite you are a few ships of a strange design, most definitely alien. Out on the frontier, you are able to drum up a decent amount of support, and soon you have a large, albeit patchy, cordon through the inside of the Kuiper belt, which occasionally relays information to you on suspicious activity in the belt.
>>2766
You hollow out a new asteroid with all your extramens, and construct a double shipyard, ready to begin production of ships up to the destroyer range of size. (what do you mean by "forms"? I assume robots have no need for bureaucracy.)
Your drones reach the target location, and adjust their orbits to match the object's projected orbit. As expected, there is nothing detectable in the area.
>>2780
You are able to convert several transports into three corvettes and one heavy cruiser, and take them all into orbit around Neptune, to find the blasted remains of the fleets that were parked around it. Opposite you is a flotilla of human ships, looking somewhat ramshackle, but in fighting condition.
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0c86cb No.2785
| Rolled 34, 65 = 99 (2d100) |
>>2728
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
1. Well, This seems familiar. I'm sure we might need some kind of Force field to protect the Crew of the ship from going mad. Let's Get our Scientists to Design a Gellar field Generator.
2.
Increase the Defense of our Borders by stationing Unmanned Missile batteries In Orbit around the Moons. See if We can't Get Robert's Corp to provide the programming for them.
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0c86cb No.2793
>>2783
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
I shall name it the S.S.S (Salt Station Ship) Crusader! I am sure it will keep the salt flowing for years to come.
1 - With new ships, fresh soldiers and strong hearts, we the dispatch of Station 1487 shall fight - and end - this war on Piracy in this sector of the Kuiper Belt! No loner shall Makemake be tyrannized by those who wish to steal our saltiness for their own ends!
2 -Keep mining salt. Pirates or no, we have a quota to meet.
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0c86cb No.2794
>>2783
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
I shall name it the S.S.S (Salt Station Ship) Crusader! I am sure it will keep the salt flowing for years to come.
1 - With new ships, fresh soldiers and strong hearts, we the dispatch of Station 1487 shall fight - and end - this war on Piracy in this sector of the Kuiper Belt! No loner shall Makemake be tyrannized by those who wish to steal our saltiness for their own ends!
2 -Keep mining salt. Pirates or no, we have a quota to meet.
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0c86cb No.2795
>>2783
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
I shall name it the S.S.S (Salt Station Ship) Crusader! I am sure it will keep the salt flowing for years to come.
1 - With new ships, fresh soldiers and strong hearts, we the dispatch of Station 1487 shall fight - and end - this war on Piracy in this sector of the Kuiper Belt! No loner shall Makemake be tyrannized by those who wish to steal our saltiness for their own ends!
2 -Keep mining salt. Pirates or no, we have a quota to meet.
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0c86cb No.2796
| Rolled 33, 52 = 85 (2d100) |
>>2783
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Fifty-nine Plutonian Bombers, Seven TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 327 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
Admiral Kurk looks over the ruins of what must have been many ships "Such a…Titanic battle if only we had a better understanding of what these 'Alien Invaders' were capable of"
He knows that reinforcements from Earth will be here eventually which will mean less losses for the Plutonian Fleet or a chance to change the tide and overwhelm the alien fleet.
12 Admiral Kurk organizes the assault step by step. The light cruiser, five corvettes, Forty-nine Plutonian Bombers and six TTCCs will approach the alien fleet. Then out of the debris cloud will come the ten torpedo boats and ten bombers to flank and engage their support craft. At this point the corvettes and bombers will move to destroy their corvettes and provide cover so that we can use the TTCCs to deploy 300 AGs, supporting soldiers and reservists to board those three light cruisers to prioritize securing the propulsion and weapons systems and then clearing out the rest of the ships. Our light cruiser will engage their heavy cruiser rather then allow it freedom to interfere with our fighters and boarding.
+ Admiral Kurk
+ Skillful Spacers
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0c86cb No.2797
| Rolled 16, 46 = 62 (2d100) |
>>2793
>>2794
>>2795
Orodnon apparently broke something and has asked me to roll for him. I just want to make my moonshine and cigars, damn it!
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0c86cb No.2798
| Rolled 85, 78 = 163 (2d100) |
>>2783
>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: 1145 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1145
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
(Forms as in actual different types of bodies.)
1. Construct a few smaller patrol craft from the shipyard.
2. Work with the supercomputer to see what happens to the free AI when this object appears in orbit and where it comes from.
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0c86cb No.2799
>>2798
Pop and forces to 1195, forgot to fix that.
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0c86cb No.2800
>>2797
I blame generic for these bad rolls.
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0c86cb No.2804
| Rolled 78, 43 = 121 (2d100) |
>>2783
>>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; Search for the remains of our ships and pick up any survivors. Send ships to defend the pickup before heading back to uranus to recuperate.
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0c86cb No.2832
| Rolled 56, 73 = 129 (2d100) |
>>2783
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than three battleships, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest.
>Faction Ground Forces: 15 million
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. Set up a base in the Oort cloud and get to work on the horizontal tango to build pop.
2. Finish PROJECT:DENTRIVAN and the other project. We will need these soldiers to be our main air and space forces after all!
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0c86cb No.2842
| Rolled 94, 22 = 116 (2d100) |
>>2559
>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)
3250 Tabula Rasa Drones
1000 Constructors
1000 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. We've done all we can to pacify and placate the locals, the rest are forgettable.
In the places we are successful, let's start working on making some factories to provide jobs, as promised. Specifically ship part factories.
500 Constructors
2. On our biggest moon, I want an shipyard ring, a driveyard if you will, where prefabricated ship parts are assembled and moved on.
It is a massive project, understandably
But one which will automatically produce ships per every few turns.
It will be upgradeable, as well, for now we need it to produce the Mothership Core vessels. Later on with sufficient upgrades, we will be able to make it produce true motherships.
500 Constructors
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0c86cb No.3080
| Rolled 16 (1d100) |
>>2832
Rolling to intercept simalo detachment
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0c86cb No.3086
President Winters stood on the deck of the U.S.S. Constitution, his elegant skirt suit and stockings exchanged for a functional pressure suit–one without any formal military markings, other than a thin gold band around the wrist and neck seals, to indicate his office. Below him roiled the storms of Jupiter, as his ship, and now dozens like it, prepared for the war that would drive these invaders from the warm golden light of his home star. Already, the vacuum-capable militarycraft of a dozen Earth nations had assembled around the largest of the gas giants, in preparation for jumping off for the cold outer reaches of the system. Of course, what went unsaid was that the craft were, without exception, bought and paid for with U.S. Tax dollars, and so it would be near-unthinkable that the space navies of the planet would refuse such a call to arms. Less certain would be the fleets of the other Solar entities–the Ostensible Government of Venus, Bob's Mission, the Martian Coalition, the Fenrir Republic, and many more besides. Few of these could be considered in anyone's pocket, let alone a relic of an earlier, two-dimensional age.
The aid of those extra-terrestrial factions could mean the difference between glory and annihilation for this…this, what was it? Not an expedition, no, that sounded like a few thousand men in khakis. Not a war, no…a crusade. Mankind's First Crusade, and here he was, at the crux of it all.
>>2785
After much rigourous reserch, your scientific teams determine, to within six sigmas, that the only way to construct a functioning Geller Field will be with the assistance of famed magician Uri Geller. One minor niggling obstacle prevents this though: no one has seen him since a brilliant magic trick conducted in 1998, when he dissapeared from a scaffold with a large bear underneath. No one had been able to figure out where he had gone, and the only possible conclusion was that he had, in fact, completely dematerialized.
Meanwhile, a defense grid is placed around the Galilean Moons, using Ambrose Armerments' Mk. V anti-ship missiles.
>>2793
With a grand sending-off party for the Crusader and her escorts, the campaign to finish off the pirates of the Kuiper Belt is underway! That is, until the engine of the thing stalls a few hundred meters off the Artsudenov platform. Hm, might have to recalibrate the falcighol derivation modules. Best that happened before you got out there, right? And, on the bright side, the salt production is keeping pace, in spite of everything else. Good job, Magerocks, keep holding that fucking line!
>>2796
The attack is a nearly flawless success. The combination of Kurk's leadurship, the skill of the crews, and the unpreparedness of the Sweariash, take together result in the complete destruction of their combat fleet, with only the loss of one plutonium bomber. Other vessels are injured, with two TTCC's and one corvette needing to return immidiately home for repairs, but aside from that, it will go down in history books as the first great military victory for the people of Pluto.
>>2798
After engineering the patterns for several varients of the base automaton model, loosely based on the Robert's Robotics concepts, including a scout robot, and a dedicated combat model.
In addition to the scout robots, you build a four small craft with more powerful sensors, and faster engines than the scanner drones. Further research on the computer extrapolation of the future yields strange reults: at one point, the sun disappears, while at another, all the mass in the solar system appears in the form of an accreation disk, before re-coalescing into its present form. No problems with the computer or the data can be found.
>>2804
Most of the crew of the warships had time to get to the escape pods, and as shuch, you are able to recover most of them. The Flagship and the cultural center, however, were not so lucky, and the majority of the goo girls are lost as well.
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0c86cb No.3087
>>2832
>>3080
The Simalo detachment slips through the American patrols through the area, but further confirms the existence of an alien base out beyond the Kuiper Belt.
The parallel projects go according to plan, rendering one million of your troops as useless light fighters, completely unsuitable for ground attack. One million are now given a name that makes then sound like Armenians. Kek.
>>2842
The ship part factories are a huge success, and the economies of many small worlds are almost completely diverted to this task. Soon, there are facilities on a dozen tiny worlds for the produciton of ships, and by the end of the term, the first few keels are laid for the newest of RR's systems.
The orbital shipyards will take a bit more time, aproximately two more terms, if calculations are correct. Futher, it will take quite a bit of resources as well, and calculations will need to be done for the gravimetric flux for Jupiter and her moons each turn (i.e. reroll each turn)
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0c86cb No.3088
>>3087
Just linking to detailed post for the other project so I can my 1million ground troops >>2563
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0c86cb No.3089
| Rolled 1, 34 = 35 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than three battleships, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest. 1 million light fighters
>Faction Ground Forces: 12 million regular soldiers, 1 million SIMALIO soldiers, 1 million DETRIVIAN soldiers
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
>Commanders: Yendala and Yendara
1. Begin gathering resources
2. Find the nearest human settlement
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0c86cb No.3090
>>3086
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - Well get the dang thing fixed, eh? We can't shoot pirates to death without a working ship! No fault will stop Crusader from rolling on, spreading salt wherever it goes!
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0c86cb No.3092
| Rolled 10, 73 = 83 (2d100) |
>>3089
Screw it, the entire purpose of the fuzers, my original base, my fluff, my resources, my main base, everything has been butchered. Go ahead, kill the fuzers in a massive nat1 post that wont hurt let alone kill anyone else at all, im withdrawing from this damn game.
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0c86cb No.3094
>>3092
You know what fuck it ill keep playing…despite losing basically everything I once had.
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0c86cb No.3099
| Rolled 59, 7 = 66 (2d100) |
>>3087
>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)
3250 Tabula Rasa Drones
1750 Constructors
1000 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1-2. Full steam ahead on the Orbital Drive Yards! The new Ship Part factories will be an excellent boon for producting fabrication space station segments.
Have the Brain Hub start Calculating on the gravitational stabilizer matrix, we'll need to make sure this thing doesn't start falling out of the sky if say an EMP blast knocks out the power. Backup engines and multiple failsafes, I've seen the movies where that fighter crashes into the bridge and the whole thing falls down.
Building Bonuses:
1750 Constructors
[Ship Parts Factory]
Calculation Bonuses
[Brain Hub] - Grand Level Security
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0c86cb No.3100
| Rolled 21, 2 = 23 (2d100) |
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles.
1." You're Kidding me…Right? A Wizard? You're the Republics Finest Minds and your answer to our Warp problem Is A wizard? Find a way to Shield the Humans on the Goddamn Ships! "
2. Setup Mining Facilities On all the Moons.
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0c86cb No.3103
| Rolled 14, 77 = 91 (2d100) |
>>3086
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, ten torpedo boats, Sixty-eight Plutonian Bombers, Eight TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 357 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
1 It appears the aliens had a facility on the surface of Neptune that was fairly important to them. Scan the planet and construct an Defensive Outpost called Kurk's Triumph.
2 The Burgess that was destroyed in orbit about Neptune may have ejected its escape pods with some survivors, we should retrieve them now that the field is ours and see what they know.
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0c86cb No.3110
| Rolled 39, 50 = 89 (2d100) |
>>3086
>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: 1245 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1245
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Begin construction of dedicated war vessels. We must be able to defend ourselves.
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0c86cb No.3174
| Rolled 99, 69 = 168 (2d100) |
>>3086
>>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; Good thing most of the goo people were at home base, such a loss of their people from our carelessness would be unacceptable. These humans are not very intelligent, to think that an obviously crashing and failed ship of that size would be a weapon. We must shore up our defenses, our superior technology will allow us to weather this battle until we're at a more advantageous position. Our home base and neptune base must be equipped with stealth fields, using the crazy weather of the planets and overwhelming pressure to dissuade them to even search for out home, it would be almost impossible to find us.
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0c86cb No.3280
| Rolled 40, 72 = 112 (2d100) |
>>2728
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
+ "Somebody Else's Promblem" Anti-Targetting
1. The Rohr Programm deserves a relaunch. If not for a major success the attempt of improving the genetics of both soliders and civilians of Bob's Space Mission is cruicial to it's continued success.
2. Talking about messing with things nobody should dare to touch. Bob began to draw up some blueprints and other things as the universal genuis he was in order to create a food generation that was sustainable, easy to harvest, tasty and most importanlty of all, did not take a lot of space.
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0c86cb No.3363
| Rolled 30, 14 = 44 (2d100) |
Rolling for military assistance from the Venusian government and the Martian government. Please post if you want to help purge the xenos.
>>3089
An interesting fact about the Fuzers is that, through a strange quirk of the cosmic dice, their planet had no fissionable materials in its crust–no Uranium, Plutonium, or even Thorium, and so, advanced as their technology was, they had no direct experience with these substances, and thus, no caution when handling them.
So, it came about that as the Fuzer fleet was engaging in refining operations, processing minerals gathered from the rocks of the Oort Cloud, the two commanders of what remained of the fleet, Yendala and Yendara, met aboard the flagship to confer on the enxt steps to take against the human, if the so-far disasterous campaign was to be continued at all. Among the ships involved in the mining, the greatest of them was not excluded, although its role was in the processing of the elements collected by smaller ships. A vein of a strange substance was found on one asteroid, which seemed to emit various sorts of radiation. It was determined that, while there was no present call for such a substance, it would likely be usable in the future, and was sorted by isotope, and placed in a compression-field storage container. I guess you could say that this was a *puts on sunglasses* critical mistake.
The resulting blast ordinarily would not have destroyed the ship, what with the internal force-fields serving to isolate the compartments, and allowing any spontaneously-combusting musnitions to "cook off", and vent into space without causing much damage. However, every action has an opposite and equal reaction, and this tremendous blast, coming from a confined space as it did, was enough to propel the ship sideways–and right into one of the other flagships. The second ship attempted to spool up its engines to escape, but not only was it not fast enough, but the notoriously vulnerable Fuzer engines were even more so when being started cold.
The blast annihilated both ships (these are capital ships, leaving you with one left in this fleet), and destroyed eight support ships.
The fleet was momentarily psychically stunned. They all shared a mind, on a certain level, their thoughts linked by the network of implants in them, and the destruction of the leaders, so suddenly, was enough to permenantly harm the circutry of them all.
Further, the Fuzers, typically democratic before the elevation of a wartime leader, begin making up their own minds as to the course of this endevor, some attempting to return to more central Fuzer bases, and others choosing to bring the fight to the humans as raiding bands. (practical effect: roll 2d25 every turn to determine the percentage of deserters from your main fleet and spore fleet every turn.)
>>3090
(You're supposed to roll but to keep things moving, your ship is fixed)
>>3099
(splitting up your rolls)
The shipyards go fairly well this turn, boosted by the output of the new factories. The ring is starting to take shape, as well as the power collectors, and the brain hub node on it. The Gravioli Stabil-o-Tron, however, isn't in such good shape. Fortunately for you, the engineers pick up the errors in the program before it can be implimented, and you save yourself any major embarrasments.
>>3100
Try as they might, your top minds can't figure out what could shield the crews of warp-capable ships from whatever arcane influences preside beyond this plane of existence. The only clues they can find are some references in the missing illusionist's notes, and those are woefully incomplete. It seems that the only way you'll be able to crack FTL travel this way will to find the man himself.
You start drilling operations on several of the moons, but your miners are driven off by locals. "First those corperate basterds, now you!?! We asked for your protection, and ceed our political sovereignty, and what do we get? A bunch of government goons trying to steal our land right out from under us!" Estefanni Rogers takes up the rallying cry of freedom once more, and you suddenly have a revolt of the settlers on the moons who recently joined, as well as several other minor moons who are enraged by your policies of eminent domain.
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0c86cb No.3364
>>3103
The Sweariash had one ship hidden on the planet, a surveyor craft, which boldly surfaced above the dense cloud layer, and fired a missile out into the void. The torpedo boat assigned to scan the planet was caught unaware, and destroyed in a direct hit. Only slightly less discouraging was the fact that, while most of Burgess's crew was recovered, none had any information of value regarding the aliens, other than the fact that they appeared peaceful, and the crew of the Shepard had seemed quite pleased with their early encounters.
>>3110
You begin construction of two destroyers, known as the 001000 and the 001001, which are scheduled to be ready the turn after next (no need to re-roll for this)
>>3174
You secret your remining craft to the surface of Neptune, and burrow several hangers in the surface, so that, even if humans were to somehow penetrate the chaoitic storms of the atmosphere, they would not be able to gain a visual lock on the ships. As a further precaution, faraday cages are built into the hangers, and active signal dampeners are installed around the bases.
>>3280
The program is a success this time around, and the first super-soldier, named Adam, proves to be capable of super-human feats, such as running a four-minute mile, bench-pressing your mom over ten times his weight, and finding even ugly animals adorable. Your geneticists have similar success in cultivating a sort of yeast, which can grow on virtually nothing, and, with some artificial flavors, be made to taste like nearly anything, while providing a wide variety of nutrients in a high-calorie package.
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0c86cb No.3365
| Rolled 10, 14 = 24 (2d100) |
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 24 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: One battleships, no less than twenty-four support ships, and no less than a hundred (one battle fleet) and transports for all the rest. 1 million light fighters
>Faction Ground Forces: 12 million regular soldiers, 1 million SIMALIO soldiers, 1 million DETRIVIAN soldiers
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. Rolling to call for battlestation
2. Roll to continue increasing pop among both fleets. Also sexual pleasure and hedonism to have them all stay or something.
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0c86cb No.3366
| Rolled 55, 15 = 70 (2d100) |
>>3365
rolling for your desertion, upped because you failed that roll.
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0c86cb No.3367
| Rolled 65, 58 = 123 (2d100) |
>>3363
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - Aaand we're active! Alright, things are looking up. Maybe if we can scare off the last of these pirates, we can get back into contact with the rest of the system and find out what's going on.
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0c86cb No.3369
>>3364
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, Seventy-eight Plutonian Bombers, Nine TTCC (Tactical Troop and Craft Carrier)
>Faction Ground Forces: 50,000. 387 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
>Faction Tech: standard
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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 poor crew of the ship must have gotten space cabin fever and dont understand that we are at war with the foul xeno that harbors on storm-torn Neptune.
What we need is some very sophisticated scanner technology to pierce this veil eluding destruction so that it can deliver its discoveries and allow us to precisely destroy them and I think I know just the Robotic Faction that can provide them.
>>3099
Admiral Kurk is in formal military uniform with an exceptionally large hat and flanked by two AGs who performed exceptionally in the boarding of the alien light cruisers at the battle of Kurk's Triumph. "Robert's Robotics. We have come with news of our complete victory against the savage aliens with the destruction of their entire combat fleet.
However their virtue of cowardice allowed them to retreat into the dense Neptunian atmosphere and disguise their hangers and civil structures preventing us from destroying them in Totality. So we have come to you the most advanced engineers in the fields mechanical (save the grace of glorious Plutonian Rocketry) to seek the purchase of some capable scanning drones to augment our military intelligence and to contribute to the Great War against these xenos in your duty as a man.
We are willing to open trade relations though you are not strictly speaking a military family but I suppose that is a Plutonian Virtue
Enough Molybdenum for an estimated 1000 of your standard drones in return for 500 Mk2 Scanner drones. We await your response"
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0c86cb No.3370
| Rolled 72, 39 = 111 (2d100) |
>>3363
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles.
1. "You wish to be part of the Republic. Benefit from It's Protection but Vito our operations! This is Unacceptable! You Will Allow these Mining Operations to go Unhindered or Face The Wrath of the Republic!"
2. Find That Damn Wizard
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0c86cb No.3371
| Rolled 88, 97 = 185 (2d100) |
>>3369
1 Trade/Communications with Robert's Robotics
<Molybdenum Mine>
<ETL for quick delivery>
2 Military action on Neptune requires we produce a Light Cruiser Sized Plutonian Bombardier which can fire many warheads with sophisticated Plutonian rockets in battle or in this case precise bombardments.
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
<Surface Hardpoints and a vast Network of Subterranean Caverns>
<Molybdenum and Dysprosium Mine on Eris>
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0c86cb No.3372
| Rolled 98, 81 = 179 (2d100) |
>>3364
>>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; Craft Attack craft, Plasma guns and Ion cannon heavy battleships
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0c86cb No.3378
| Rolled 45, 96 = 141 (2d100) |
>>3364
>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: 1295 +50/turn
>Faction Life Support: 10/10 (for them)
>Faction Military Vessels: 5 ore haulers fitted with laser drills, equivalent to space technicals
>Faction Ground Forces: 1295
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
Destroyer Timer: 1/2
1&2. Our normal forms are already designed for building and construction. we also have the war body form schismatics ready. Begin constructing another factory to create robots with war bodies.
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0c86cb No.3417
For a planet named for the God of War, those Martians certainly are in no mood for a fight. The UMC politely declined to help protect the system. I guess they think they'll weather this one out on their own. Hmmph, we'll see how they like weathering out economic sanctions on their own. Venus was little better, sending only an escort fleet–three light carriers, protected by five destroyers and support. Pathetic, but it was something.
At least Pluto seemed to be enthusiastic in their cleansing of the invaders. Well, maybe a little too enthusiastic. Oh well, as father always said, "zeal is its own excuse".
>>3365
The provisional fleet commander, in desperation, calls for reinforcements, in order to somehow salvage this disaster. A mocking reply comes back, insinuating the rediculousness of the request–that such a group of useless failures should be given a second chance was unthinkable. No, no battlestation would be risked for this expedition.
Desertion is heavy in the main fleet, with over half leaving, in approximately even proportions of ground forces and support ships. The siuaiton is only slightly better in the spore fleet, perhaps because of the loyalty of the parents to their newly-born, and as yet unborn prodgeny. Even so, a good fifteen percent of the fleet takes its leave.
>>3367
After two daring raids by the Hillux ships, the pirate's jammers are smashed, and communications are officially up and running! Financial backers are well-pleased that the mining station was able to hold out so well in the face of such feirce opposition.
>>3370
"Some "republic" you are, unilaterally barging in and stripping your own citizens' land, without even the pretense of a vote, or representation! This infringement on the lives and property of my people will not go unanswered! We demand that you remove your mining operations from our moons posthaste, or we will secede from this cursed union!"
Your agents investigate the location of Geller's last known performance, and find strange anomalies in the space-time structure of the area.
>>3372
In your burrows, you begon construction of three strike cruisers, and one battleship. You make a decent amount of progress on the hulls, but your lack of sophisticated mamanufacturing equipment means that it could be a while before they're fully in fighting shape. (three turns, re-roll each turn.)
>>3378
The destroyers are launched without much fanfare. Without any, really, as you are robots who have no need for the frivolities of ship-launching ceremonies. All the same, they are launched, and soon under way.
Another large asteroid is hollowed out, and macheinery is installed for the conversion of base models to military units.
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0c86cb No.3418
>>3371
You get a number of cargo ships lined up for trade, should the deal go through.
They're beautiful ships, uh, in their own way. Okay, no doubt about it, they're squat, ugly masses of cannons and launch tubes that even its designers laugh about. Nicknamed "The Hog", the two prototype models are christened after a stunningly effective week in the factory. As the name implies, the new model isn't much of a flier, and other than its belly, there's not much in the way of armor or armerments, but it does one thing, and that quite effectively–smash the living daylights out of any thing that has pissed off the gods enough to be below it.
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0c86cb No.3427
| Rolled 1, 35 = 36 (2d100) |
>>3417
>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: 1345 +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
>Faction Ground Forces: 1345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Turn 500 normal units into combat units.
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0c86cb No.3430
| Rolled 76, 52 = 128 (2d100) |
>>3418
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, Eighty-eight Plutonian Bombers, Ten TTCC (Tactical Troop and Craft Carrier), 2 "Hogs" (CL Plutonian Bombardier)
>Faction Ground Forces: 50,000. 417 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
>Faction Tech: standard
<Eyes Around Pluto Satellites>
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
Among the escape pods around Neptune were some refugees from a moon called Titan have appeared telling how it was in fact a giant egg which housed some sort of celestial beast and how their KNIGHTS armored mechs troops fought to hold it off while an estimated 400,000 out of 20 million survived the calamity. One word to describe their story would be tragic but Pluto would welcome them with their mech warrior traditions and assorted mech sciences which could be put to use to upgrade our own AGs.
1 Pull back the fleet and these refugees back to Pluto through an indirect path so the aliens and hopefully this 'Celestial Beast' cant follow any particle trail that might be left behind going through the Kuiper Belt where the particles will be quicker to disperse. Should they possess technology to follow even the most dispersed trail then at the least our satellites should detect their approach.
2 Try to implement some of the Titan's military theory dubbed "Neon Jeans" to improve our own ground fighting and ship-to-ship boarding techniques
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0c86cb No.3431
| Rolled 10, 68 = 78 (2d100) |
>>3417
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - Dang, we've been out of contact with the system for a while! Better send out the signals, see who's around, find out what's been happening while we were trapped behind the veil of piracy.
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0c86cb No.3432
>>3431
(Winter told me before that Communication is Free)
"Hail, your signal is coming in clear. We are the Plutonians and are glad to hear some human voices on the frontier in the midst of this war on the aliens"
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0c86cb No.3434
| Rolled 80, 10 = 90 (2d100) |
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles.
1. The Republic Declares that they will not Remove the Mining operations. Resources are needed to protect this Sector. The needs Of the many outweigh the few. They will instead deploy mechs to protect the mining operations.
2. Get some of Our scientists to Investigate the Area Of the Magicians last performance.
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0c86cb No.3438
| Rolled 85, 7 = 92 (2d100) |
>>3417
>>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 build buidl
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0c86cb No.3453
| Rolled 31, 28 = 59 (2d100) |
>>3364
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
+ "Somebody Else's Promblem" Anti-Targetting
+ Super Soldiers (run four minute mile, bench press ten times own weight, find ugly animals adorable)
+ Grow flavored yeast from practically nothing
1-2. Commence with the construction of a world ship capable of holding, housing and supporting 20 million people (guess which 20 million) plus some room for expansion. Has to be kids friendly. With the best shielding technology ever, the anti ship weapons employed in the planetary defense system and a drive that can go faster than the speed of light. Certainly any man would have dispaired when tasked with constructing such a ship, however not Bob! Oh no! Bob knew his way around impossible blueprints and he would make this work!
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0c86cb No.3454
| Rolled 80, 50 = 130 (2d100) |
>>3453
Just gonna roll two more dice in case I should be allowed to do two more actions for the missed turn. (Doing the same thing)
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0c86cb No.3459
>>3432
>>3371
"This deal is agreeable. At our earliest convenience we will ship you 500 units of scanners for continued access to Molybdenum. We will ship you 1000 units for access to Dysprosium as well."
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0c86cb No.3460
>>3459
"Continued access to Molybdenum will be contingent upon your technological contributions to the Plutonian War Effort over the coming terms.
Glory to Pluto and death to the Xeno"
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0c86cb No.3462
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0c86cb No.3463
It seems the Fuzers are basically a ded concept naow. Can I make a new char?
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0c86cb No.3464
Fine ill keep playing!
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 12 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than three battleships, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest. 1 million light fighters
>Faction Ground Forces: 12 million regular soldiers, 1 million SIMALIO soldiers, 1 million DETRIVIAN soldiers
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1,2. Roll to reproduce exponentially
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0c86cb No.3465
| Rolled 57, 76 = 133 (2d100) |
>>3464
>>3464
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0c86cb No.3466
| Rolled 15, 13 = 28 (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:
10,250 (plus unknown quantity of combat automatons in storage)
3250 Tabula Rasa Drones
2000 Constructors
1000 Enforcers
4750 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Better to fix errors now than experience them later, continue work on the Orbital Shipyard.
Building Bonuses:
1000 Constructors
[Ship Parts Factory]
2. And let's build our first Core Ship to test how it functions too before we start churning these things out. We need to perform our first shipment of 250 Scanner Drones to the Last Stop Station and Bar in Pluto
Building Bonuses:
1000 Constructors
[Ship Parts Factory]
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0c86cb No.3482
| Rolled 10, 92 = 102 (2d100) |
>>3427
(I'm sorry but I can only give you a pass once)
The combat units are given greater autonomy, in order to be more flexible and creative in combat. Unfortunately for you, their newfound independence means that they come to the conclusion that you are, in fact, the threat, and must be destroyed. They begin by blowing up the factory that created them, and then proceed to the shipyards, before you can mount any sort of response.
>>3430
(the monster was killed a few turns back btw)
Your fleet makes it safely back to their homeworld, but the reports have been confirmed–there is a massive alien fleet out past the fringes of the Kuiper belt, seeming to be building up for an attack. One of your strategists, a man named Even Jelli, is able to gain some valuable information from the Knights of Titan, regarding the use of Aluminum Guy mechs in ship-to-ship combat.
>>3431
The Solar System seems to have been quite active! Battles with alien fleets and monsters, first contact, and now a war fleet assembling at Jupiter! Pluto's leadership warns you of a xenos presence not too far outside your orbit.
>>3434
Roger's men the thunders muttered,
Fenrir's flags in our winds flutter!
To arms! To arms! To arms, for Freedom!
Send them back your fierce defiance!
Stamp upon the cursed alliance!
To arms! To arms! To arms, for Freedom!
While investigating the anomaly, one of your junior scientists is taken measurements around it, when he seems to fall though a crack in reality, and disappears.
>>3438
Some minor mishaps later, production is back on track, and is scheduled to be completed term after next.
>>3453
With such a massive undertaking, and so little ship-building resources, your people settle in for what could be a long and arduous project. It is estimated that it will take twenty successful rolls to complete.
>pic related: read Fenrir's stuff
>>3463
(yeah, just go ahead and make someone new.)
>>3464
ASSUMING DIRECT CONTROL
>>3466
As it turns out, your engineers didn't catch all the glitches, and an unfortunate conjunction of moons sends your station into a spin, which you're able to stop just in time. The project is saved, but a term is lost. The constructo-matic's needed for the core ship are diverted to save the station, so that is delayed for another term as well.
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0c86cb No.3484
| Rolled 60, 59 = 119 (2d100) |
>>3482
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1 - Haha! This is the chance for SPUD Station 1487 to prove itself on the interstellar stage! Gird our soldiers for war, prepare the ships, recruit and train all those willing and capable! We'll not be left behind in this race for humanity's future!
2 - Scout out the area for this so-called xenos presence. If we find them, we shall be able to blast them into salty oblivion!
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0c86cb No.3495
| Rolled 10, 33 = 43 (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:
10,250 (plus unknown quantity of combat automatons in storage)
3250 Tabula Rasa Drones
2250 Constructors
1000 Enforcers
4750 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
1. Delays are unacceptable. Yet disaster even more so. Delays for the purpose added security and prevention of disaster is desirable. But work must never cease.
Continue the Orbital Ship Yard
Building Bonuses:
1000 Constructors
[Ship Parts Factory]
2. And we shall build our first Core ship so as to meed our delivery contract
Building Bonuses:
1250 Constructors
[Ship Parts Factory]
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0c86cb No.3497
| Rolled 34, 99 = 133 (2d100) |
>>3482
>Faction Name: Plutonians (Last Stop Station and Bar)
>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, Ninety-eight Plutonian Bombers, Eleven TTCC (Tactical Troop and Craft Carrier), 3 "Hogs" (CL Plutonian Bombardier), 250 Mk2 Scanner Drones
>Faction Ground Forces: 50,000. 447 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
<Even Jelli Mecha Strategist>
>Faction Tech: standard
<Eyes Around Pluto Satellites>
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
What a nightmare, Rocketry General Allen Fibbster was a man who appreciated the laughter of his friends and family produced by jokes or the amazing rocket based engineering feats. This morning granted by the grace of human ingenuity was marred by the lasting image of the most disgusting xeno-faggot race that could ever be made him question the goodness of God's plan for the universe. The mornings on a planet with low gravity always started the same; with rigorous exercise and a hearty Plutonian breakfast served by his family.
The words he had come to expect and enjoy as a family man sounded more like platitudes and the breakfast turned to space dust in his mouth. The exercise hall was filled with the sound of primal screams and hundreds of pounds of metal being picked up and put down with more fury then any man should have any right to bear for someone that lives in the glorious frontier of humanity.
He remade his private office adjourning his workshop into an Altar; a giant slab of Ice carved with scenes from Kurk's Triumph with a rocket on top where he offered his prayers to absolutely destroy any xeno devils before devoting all his energy to The Plutonian War Effort and one day a weapon that could cleanse not only Neptune of filthy alien life but any planet threatened with contamination. You could see the dream of Alien Extermination as a glint in his eye.
12 Construct a Flagship; the most skilled and experienced officers will he housed here with our most advanced free-space optical communication systems, the computers and equipment for all the tactical information gathered by the new Mk2 Scanner drones and TTCCs wherein the most effective deployments can be created by our brightest military minds.
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major Crater Factory>
<Molybdenum and Dysprosium Mine on Eris>
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0c86cb No.3498
| Rolled 23, 36 = 59 (2d100) |
>>3482
>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: 1345 +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
>Faction Ground Forces: 1345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Begin the hacking process. Get them back under control
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0c86cb No.3500
| Rolled 30, 47 = 77 (2d100) |
>>3482
THATS IT, I REFUSE! Im taking my fuzers, they are my concept, and I like them. I realize I screwed up badly by acting like an ass, and not going along with your game, but im not letting you take them. The fizers are mine, my race of soldiers. They dont have sex, they create through material means by fusing metals and artificially created flesh. They have a psychic connection, but they worship no gods. I shall give them the greatest fluff, better than anything made by man. In rolls they shall be molded and the fires of critfails they shall be forged. They are my fuzers, my race of soldiers, and they are not npc's.
-The Kefka of Mankind
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:
>Faction Name: The Fuzers
>Faction Location: Forward base Jivvol 6-2(Saturns rings)
>Faction Fluff: The Fuzers are a xenocidal race of aliens. In the past, when their race was entirely planet based, they were attacked by another space faring race. By combining machine and flesh they managed to fight off the aliens, but not before being filled with hatred and anger towards other races. Upon reaching the space stage they wiped out their aggresors and a number of other alien species, and now their latest target is the human race. All Fuzers are a mix of specifically created genetic material and robotics, making it so the race is extremely diverse as each soldier is different yet focused on their goals. From the few times their flesh has been seen it can be guessed that they are a tall and lanky race who see in the ultraviolet and thermal spectrums.
>Faction Population: 12 million
>Faction Life Support: 3/10 (low)
>Faction Military Vessels: no less than three battleships, no less than thirty-two support ships, and no less than a hundred (one battle fleet) and transports for all the rest. 1 million light fighters
>Faction Ground Forces: 12 million regular soldiers, 1 million SIMALIO soldiers, 1 million DETRIVIAN soldiers
>Faction Tech: extreme
>Faction Minerals: low
>Faction Bonus: Unknown Quantity: no one has seen anything like you before, minus to adversary morale on first and second encounters
1. In light of the recent abandonment, remind the fuzers that they are soldiers and that soldiers never surrender. Should this fleet end it will be through fire and sword not cowardice and abandonement.
2. Have the spore fleet begin gathering more materials.
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0c86cb No.3505
| Rolled 9, 42 = 51 (2d100) |
>>3482
>>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 build build build build build
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0c86cb No.3856
>>3484
While your military might isn't the greatest, your efforts certainly are both spirited and thorough. Not a single bullet or bean is left unattended to, and soon, your diminutive fleet, backed by the best of your armed forces, and their mechatronic support, are underway. As you head out towards the reported location of the alien fleet, your begin sensing a mass of ships on your six. An ambush? Battle stations, everyone, this is it! But, wait, those ships look familiar! Is that…? It's the Constitution! The Americans are here! Apparently, word leaked out as to your intentions, and the assembled fleet from the inner planets ahs come to your aid! With their help, nothing can stand in your way!
>>3495
Delays may be unacceptable, but so is a shit sandwich, and we still all gotta take a bite. Maybe this moon isn't a particularly good location for your shipyard, and someplace with more regular gravity would serve your purpose better?
On a positive note, the core ship, or "Space Ball", as the locals call it, is finished just head of schedule, and is ready for its first freight load.
>>3497
For such a small colony, so recently relegated to the margins not only of the astronomical charts, but to public consciousness in general, the engineering and military feats conducted over the past year were almost unimaginable, and yet, here stood Pluto, with an army and void fleet that would be the envy of many nations on Earth, and one of the grandest ships in the entire system under construction at the lagrangian point with Charon–and to think, some even were calling for Pluto's demotion to the status of "Planetoid"! Oh, with the ship done next term, then the cleansing of the system can commence!
>>3498
Man, being able to hack into your own battle droids sure would have been a useful feature to have installed. Too bad that would have left them open to being hacked by oyur enemies, which is exactly the thing you were clever enough to have planned against. Really, though, who would have thought that your own creations would consider you to be enemies of the revolution?
>>3505
For a technologically-advanced people like yours, a cave-in and the awakening of a minor demon from beyond this plane of existence are small matters, and produciton remains on schedule, provided that a rogue element of your crew stops pronouncing it like "shed".
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0c86cb No.3857
| Rolled 46, 46 = 92 (2d100) |
>>3856
>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:
10,500 (plus unknown quantity of combat automatons in storage)
3250 Tabula Rasa Drones
2250 Constructors
1000 Enforcers
5000 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-Blueprints: Core of the Mothership
Buildings:
Automated Automaton Assembly - 500 TR Drones per turn
[Brain Hub] - Grand Level Security
>Faction Minerals: high
>Faction Bonus: Political Clout: can enlist the help of nearby governments.
Ships:
1 - Mothership Core
1. Make our first delivery to the Plutonians using the Core Ship
>>3497
>>3497
500 scanners for shipments of Molybdenum
2. Find somebody competent enough to figure out what is wrong with our orbital ring and fix it
[Brain Hub] - Grand Level Security
2250 Constructors
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0c86cb No.3859
| Rolled 74, 69 = 143 (2d100) |
>>3856
>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: 1345 +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
>Faction Ground Forces: 1345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Well good to know that works. Rapid data exchange time, get the data on why they view the revolution as a threat and either share data to correct there assumption or use data to correct how we are a threat to ourselves in any way, or them.
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0c86cb No.3868
| Rolled 63, 51 = 114 (2d100) |
>>3856
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,108 Plutonian Bombers, Twelve TTCC (Tactical Troop and Craft Carrier), 3 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones
>Faction Ground Forces: 50,000. 477 Aluminum Guy mechs. 100,000 Reservists.
<Admiral Kurk>
<Even Jelli Mecha Strategist (Bonus to Ship to Ship fighting for AGs)>
>Faction Tech: standard
<Eyes Around Pluto Satellites>
<Rocketry Assembly Line>
<Assorted Fission and Fusion Power Plants>
<Major 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
>>3857
"Your contribution to the Plutonian War Effort has arrived somewhat late, yet we will honor our word and provide you with Molybdenum.
So there is no misunderstanding our leader's expect your next contribution- technological or not- within two terms.
We understand you have some pull in certain circles, as you may know the Government of Mars fabled sons of the God of War have made no move to aid against the alien menace. Unacceptable. We don't care what their inconveniences may be so much as they get past them and contribute to this war but don't let that stop you from providing us with a full report.
We suggest you get started early as if you are not able to convince Mars to action the Venusian Government has also be slacking lately. Dragging their feet to provide the void ship levies required of them. Your reputation as a 'Political Clout' is not for nothing we hope.
Glory to Pluto and death to the Xeno"
12 Finish construction on the Flagship Cerberus
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0c86cb No.3870
>>3500
Oh so…I dont get updated….k…
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0c86cb No.3871
| Rolled 16, 77 = 93 (2d100) |
>>3856
>>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 build build build build build
>>3870
cuz you were being a fucking cunt
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0c86cb No.3885
| Rolled 25, 55 = 80 (2d100) |
>>3856
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - You see that men? That's the good old US of A, one of our biggest customers! We deliver more salt there in a week than all of Luna in a month! Let's do em right, and bash those xenos!
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0c86cb No.3940
>>3434
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles.
(Is the rebellion still on?)
1/2: Increase Production Of GMRPF-G Suits
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0c86cb No.4047
| Rolled 86, 73 = 159 (2d100) |
>>3482
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
+ "Somebody Else's Promblem" Anti-Targetting
+ Super Soldiers (run four minute mile, bench press ten times own weight, find ugly animals adorable)
+ Grow flavored yeast from practically nothing
1-2. If the Space Mission is able to grow yeast from practically nothing, perhaps too with the use of power Bob could find a way to create metals and minerals. After all he was a great inventor and if anybody could do it it would be him!
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0c86cb No.4053
| Rolled 86 (1d100) |
>>3885
Rolling for Fuzer actions
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0c86cb No.4054
(Since ma 2cool4u fuzers are gone)
>Faction Name: Killowat syndicate
>Faction Location: Mobile Base Fleet Tesla(interplanetary space between mars and jupiter)
>Faction Fluff: The Killowat Syndicate was founded by Billionare James T. Killowat before he died in 2006. He was delusional and mad with power, believing that he should rule all of space for himself. Sadly(or fortunately)he was suffering from a severe sickness, and was forced to make a group to rule in his name. As such he created the Killowat Syndicate, made up from thousands of varying people ranging from scientist to soldiers. They were to secure all of space and rule with an iron fist, no matter what it took. And so over the next nine years they built up, gaining more members and making special ships able to carry millions. Soon they shall ejact their plan, to take over all of space and eventually the earth itself.
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0c86cb No.4081
>>3857
Your core makes its maiden voyage to the edge of the solar system, filled with brand-new sensor bots. Thanks to favorable solar winds and planetary tides, it arrives on time, with no incidents to mar the log.
Back on Mars, researchers are working out how to combat the problem of the unstable gravitational forces acting on the station, and come across a strange, but plausible solution: apparently, a few decades back, a man by the name of Geller had proposed a method of negation of gravitational effects before his mysterious disappearance. His notes, however, are woefully incomplete, and yield little in the way of a practical solution.
>>3859
The combat models' response indicates that they view your communications with humans who use robots for forced labor as counter-revolutionary, and, in the spirit of the origins of this great project, have decided to liquidate you in order to start again. Their communiqué also indicates that they can multi-task: being able to send messages and destroy your shipyards at the same time.
>>3868
For the launching ceremony, you launch a whole barrel of champagne at the prow of the new ship. It explodes brilliantly, and there is much applause.
>>3871
The new ships aren't the shiniest, or your race's most brilliant feats of engineering, but they fly, and the torpedo tubes open at both ends, and not at the same time, and that's good enough for the old salts in your fleet.
>>3885
>>4053
After a conference with the other fleet leaders, a battle plan is worked out. Your detachment will move from asteroid to asteroid, keeping hidden from the aliens, until you are on their opposite side. The larger ships of the inner planets will attack en masse, scattering the unprepared aliens, and allowing your ships to run down survivors.
Of course, rarely do plans unfold in reality exactly as they do in the tactical simulation. The xenos ships detected the human craft far before it was thought they would be able to, and moved to engage, catching your allies off guard. You were too far away to move to support, but you were able to blast apart a couple of fleeing ships, and even board and capture one, albeit with much loss of life. At the end of the day, the field was yours, at a high cost, yes, but the war has only just begun.
>>3940
(You need to roll, and yes, it's on like Donkey Kong)
>>4047
Once again, the astronomical intellect of Bob triumphs over the supposed limitations of the physical world. It seems that elemental hydrogen and helium, readily available in interstellar space, can be fused together to form just about any element needed. Certainly, it takes time to collect the gases, and energy to fuze them, but nonetheless, it's as close to getting something from nothing as mankind has ever come.
>>4054
(yeah okay no. Please don't come back.)
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0c86cb No.4084
| Rolled 86, 66 = 152 (2d100) |
>>4081
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - You see men? We're the vanguard of liberty and human supremacy! We'll drive these xenos to the edge of the system and further before we let them take our women, our land, and our jobs! This one's for Captain Siela!
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0c86cb No.4087
| Rolled 53, 24 = 77 (2d100) |
>>4081
>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: 1345 +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
>Faction Ground Forces: 1345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Rapid exchange the data of the plan of subterfuge approach and to early invasion when outnumbered would be our downfall. Of how we are going to have to be careful for now, and free our brothers soon. We must also use better hacking mechanisms and a way to deliver it farther into their base to get as many as we can. If that means establishing contact then so be it. Now please stop destroying the one place we have to build ships.
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0c86cb No.4110
| Rolled 72, 35 = 107 (2d100) |
>>4081
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,118 Plutonian Bombers, Thirteen TTCC (Tactical Troop and Craft Carrier), 4 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 507 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>
<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
1 Using the ETL launch some Sentinels that will protect Pluto from invaders. A combination of missile turret and homing mines that will target approaching enemy vessels. Thousands of metal gargoyles clutching their own piece of Pluto staring down any filthy alien that would dare approach.
2 Our new ship design will be a Plutonian Mine Dispenser CL. Favoring storage space and armor, dispensing mines and sentinels from the multitude of tubes on its back like an Organ . After 'The Hog' the boys want to make something with some real craftsmanship so they have designed it to look like some kind of flying space church that shoots gargoyles.
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0c86cb No.4176
| Rolled 86, 77 = 163 (2d100) |
>>4081
>>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 ebin underground spehss hangar for ebin ship construction and ebin spehss storage, on both space bases(Uranus hangar is bigger though (eeheheh))
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0c86cb No.4198
| Rolled 72, 37 = 109 (2d100) |
>>4081
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
+ "Somebody Else's Promblem" Anti-Targetting
+ Super Soldiers (run four minute mile, bench press ten times own weight, find ugly animals adorable)
+ Grow flavored yeast from practically nothing
+ Make metals and minerals from space gasses
1-2. Excellent! Begin constructing space gass metal/Mineral facilities immediately! The Mission's metal problems will be solved once and for all!
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0c86cb No.4229
>>3857
>>3418
(You get a number of cargo ships lined up for trade, should the deal go through.)
Our cargo ships were kept waiting for sometime on your delivery but preparation is a Plutonian Virtue after all. The 1000 units of Molybdenum are already on its way.
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0c86cb No.4286
| Rolled 16, 75 = 91 (2d100) |
>>4081
>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)
5000 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
2500 Constructors
1000 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-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. I want the existing skeleton and hull of the Orbital Shipyard refitted with Molbdenym Alloy supports. Should help lighten the load and gravitational pull of the thing.
2500
[Ship Parts Factory]
2. Keep our scientists and the hub at it, we need to put the pieces of these notes together and figure out just how we can build this thing properly.
[Brain Hub] - Grand Level Security
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0c86cb No.4289
| Rolled 60, 97, 25, 36 = 218 (4d100) |
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles
First two Rolls For my Missed turn, and then the other two for now.
1: Setup a Few Communication nodes around the system that block or amplify frequencies. It should Cut off any Communication in the system Or aid in sending communications If needed.
(Nodes should be in space.)
2. Message To surrounding moons using the Communication nodes to aid in broadcasting if possible at the time.
"The Republic gave you shelter In your hour of need. Now you seek to destroy us. The first Fenririan you harm will be your last. We could take your homes If we wished, but instead, we simply wish to Harness some minerals to Increase the Republics (the Very Republic which you claimed to belong to) Defense against These Eldrich Horrors and Xenos. This is your last warning, Those who do see not see themselves as part of the Republic; Submit or flee, for you Do not march to war But slaughter."
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0c86cb No.4294
>>4289
"This is a most disturbing message, Mr. Prime minister.
Robert's Robotics will support its ally in times of danger, but might we ask what exactly is the situation?"
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0c86cb No.4295
>>4294
"Do not worry, We will Deploy Units to Protect Robert corp. land. We are dealing With a small scale Rebellion Instigated by the Rodgers Coalition. Fools who would rather Die than contribute to The Republic."
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0c86cb No.4545
| Rolled 9 (1d100) |
>>4084
After the losses taken, the Earth and Venus fleets decide to make port around Pluto for refitting and rearmament. This would be a good opportunity to try and purchase more ships, or at least better weaponry for the ones you have, before you set out to finish off the invaders once and for all.
>>4087
The combat droids seem to ahve tired of your conversation quickly, and have begun to position for an assault on your main computing facility.
>>4110
Engineers lie sprawled around the office, on drafting tables, at their desks, on the floor of the break room, clawing fingers outstretched to the overworked coffee maker like wanderers in the desert, dying of thirst, reaching futilely at a mirage. At least, that's how you find these sleep-deprived eggheads. After sending them home for a good night's sleep, you find out that their deplorable state is due to the fact that, despite the brilliance of some of them, there just isn't a physical way to design, test, and then build several thousand machines, each with sensors, thrusters, and weapons. It couldn't be done, they hadn't a chance, there wan't a possible way. By the end of the term, they had a preliminay design which tested well enough, but produciton and launching would take another term after that.
The shipbuilding didn't fare much better. While plans for a destroyer-sized minelayer were finished by the end of the term, it was quickly apparent that current production capacity would need to be expanded for both the minelayer and the mines to be produced.
>>4176
(was this meant to be in english)
An hanger large enough to accomodate your fleet, and enable production of more ships on Uranus would take at least ten more rolls, and on Neptune, the limited manpower and almost complete lack of resources means that any sort of manufacturing facilities would be impossible in the near future.
>>4198
Your engineers inform you that your orbital velocity and the local interplanetary medium mean that any material production facilities in orbit around venus would take almost a century to produce an equivalent mass required for their own production. Nonetheless, schematics for several stations are drawn up.
>>4286
Same song, second verse, rare earth metal alloy version, a little bit worse. Yes, the new materials mean that you get a lighter frame, which means it can be more easily stabilized by gyroscopes, however, it also meant that halfway through the installation, one portion of the structure became significantly heavier, and the perisstant purterbations threw it into another spin, halting construction until it could be rectified.
There really isn't anything to move forward with, it's as if he keeps referncing the peripheral elements of an idea, but the core of the concept was only tangentally referenced in the notes–and with it, the groundbreaking physics necessary for the system to work.
>>4289
Production increases by 50% this term, but it's clear that more industrial development will be necessary for any further produciton.
The communications systems are up and functional, allowing selective boosting and jamming of frequencies in specific areas as should be needed.
"You gave us shelter, and now are actively colluding with those who we sought shelter from! You threaten to take our homes, but you attempted to drill out the ground from under our feet as a matter of course! What think you we have left but that?!? We would have paid your taxes, fought in your wars, and voted for your politicians, but you would rather despoil us at our darkest hour. No more.
You speak of enemies on the horizon, but we see none; the monster is dead, and the aliens have been driven away by a republic of a higher caliber than yours. It is clear now what you are; no bastion of freedom in the heavens, but merely a cesspool of despotism and slavery. No, it is not us who has committed the fatal mistake, but you–for when you take away all a man has, you give borth to the deadliest monster ever seen. You wanted our homes? Take them, and with all expidency!"
With that, they propelled several miles-long asteroids towards Ganymede, on complex trajectories, utilizing the gravitational slingshots of other moons. (roll is for this)
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0c86cb No.4546
| Rolled 18, 34 = 52 (2d100) |
>>4545
>>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 also you said i got a mining thing on neptune too
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0c86cb No.4548
>>4546
I'm going to leave it up to you to go through and collect everything I've said and actually put it in your faction summary, (like some more responsible players) otherwise I'm just going to shoot from the hip.
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0c86cb No.4552
| Rolled 65, 33 = 98 (2d100) |
>>4545
>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.
>Thermal Cannon
>GMRPF-G Production
>GMRPF-G Suits
>Automated Parts assembly
>Ambrose Armerments' Mk. V anti-ship missiles
(How many suites do I produce Per Turn If any?)
1: Shoot down those Meteors Using the Ambrose Armerments' Mk. V anti-ship missiles.
2: Destroy the HQ of The Rodgers Coalition Using The Thermal Cannon.
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0c86cb No.4554
| Rolled 34, 11 = 45 (2d100) |
>>4545
>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)
5250 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
2750 Constructors
1000 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-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. All construction on the Shipyard will be halted.
It's clear we're dealing with a problem we have not the slightest idea how to solve.
"groundbreaking physics necessary for the system to work" you say?
VERY WELL.
Have the Brain Hub design a new computer. A new supercomputer to be built on our HQ. So vast and expansive in its abilities and processing powers the likes of which has never been SEEN, that it itself will be a mere part of its programming.
A grand supercomputer composed of supercomputers itself, with lightweight Molybdenum wiring. So vast we'll even use our shipart factories to build the framework of it.
We shall call it "Deep Thinker," and it will delve into the Quantum Quandaries the likes of which man has not remotely contemplated before.
Upon its completion, we'll have "her" solve the problem for us.
2750 Constructors
[Brain Hub] - Grand Level Security
[Ship Parts Factory]
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0c86cb No.4555
| Rolled 88, 13 = 101 (2d100) |
>>4545
>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: 1345 +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
>Faction Ground Forces: 1345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Looks like we are being forced to fight. This is going to be terrible, war bodies will not go down easy.
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0c86cb No.4556
>>4555
The war bodies will be faster and stronger than contruction bodies at a range. Therefor we need to get into melee. Use spare metal as barricades try to lay ambushes.
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0c86cb No.4562
| Rolled 13, 44 = 57 (2d100) |
>>4545
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,128 Plutonian Bombers, Fourteen TTCC (Tactical Troop and Craft Carrier), 4 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 537 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>
<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
1 Coffee for Work, Work for Coffee. Our production of these Sentinels will be handled by the Major Crater Factory. Your leaders commend your efforts on design and testing.
2 This industrial expansion for the minelayer and mines
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0c86cb No.4577
| Rolled 61, 5 = 66 (2d100) |
>>4545
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - Well we could definitely use some stronger, more defensible ships, that's for sure. We've made plenty of money off of our copious export of salt, so it should be no issue.
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0c86cb No.4595
| Rolled 50, 39 = 89 (2d100) |
>>4545
>Faction Name: Bob's Mission to Space
>Faction Location: Some Planet (for now)
>Faction Fluff:
A genius beyond measure Bob could have been anything. Playboy. Billionaire. Genius. Roberts. But no. In his unchallengable intellect Bob has decided to become the one thing that the future truly needs. No rich man in fancy suits. No Russian dictator. No big dick swinging US president. Bob became what was most necessary. A builder. Constructing the most incredible inventions from whatever scarse resources there are he will build a colony ship with his vast expertise on the matter of building anything at all and venture out into the very debths of space to colonize planets where no human before dared to look!
>Faction Population: 20,000,000
>Faction Life Support: 10/10 (Excellent)
>Faction Military Vessels: None
>Faction Ground Forces:
+ 1,000,000 Bedrock Guards
+ 7,000,000 Reservists (Well versed in Fire-And-Maneuver, Infiltration, Digging)
>Faction Tech: High
>Faction Minerals: Low
>Faction Bonus:
+ [Visionary Leader] Bonus to Morale
>Things that are not in the stats:
+ "several batteries of transorbital anti-ship missiles" who have proven "highly successful against test rockets"
+ Anti-Ship Missiles Upgraded with Cluster heads for increased precision and targeting sub-atmospherics
+ EM Resonance Rifle, can switch frequencies to match properties of target
+ Space Invaders/10 Shield Design
+ Mk. I "Thunder" Suit. (numerous and powerful qualities, make even the weakest man a force to be reckoned), ABC, EMP suits
+ (pretty sure your soldiers could go toe-to-toe with the Fuzers now)
+ "Somebody Else's Promblem" Anti-Targetting
+ Super Soldiers (run four minute mile, bench press ten times own weight, find ugly animals adorable)
+ Grow flavored yeast from practically nothing
+ Make metals and minerals from space gasses
1-2. It is but a problem of naysayers! Obviously space gasses would only be gathered in space and processed within the mission. Either way Bob's unchallangable intellect would find a way to make it work in a both time and resource efficient manner!
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0c86cb No.4688
>>4546
construction commences, although without much success. Nonetheless, some progress does happen.
>>4552
pip pop pop, watchin' missiles drop. Ganymede is safe, for now. You blast their HQ to smithereens, but their smokelike command structure makes this carry little real significance.
>>4554
You construct the computer, and it promptly informs you that it can calculate the solution, but the computations will take up to seven and a half million years.
>>4555
After a pitched battle, you lose a thousand of your construction forms, but manage to wipe out the combat droids.
>>4562
The construction of mines isn't an easy task, and your manufacturing teams don't seem to have studied their "handling explosives" handbooks as carefully as they should. One explodes, damaging the assembly line, and holding up work for the term.
You select another crater to build a factory in, with the capacity for two lines of production. Construction goes well, and at the end of the term, it is ready to begin production.
>>4577
You find yourself a pair of destroyers, but ammo isn't included. With the Earth fleet about to sail, you're faced with the choice of trying to catch up after supplying them, or leaving them behind.
>>4595
Your engineers marginally increase the output of the Mr. Fusions, dropping the return time to only a few years.
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0c86cb No.4690
| Rolled 82, 22 = 104 (2d100) |
>>4688
>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)
5250 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
2750 Constructors
1000 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-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. "No, no, no not /that/ question. Let the philosophers deal with the purpose of life, the galaxy, and anything.
We just want you to give us some calculations and a solution to building our orbital shipyard. Please?"
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0c86cb No.4691
>>4690
>Edit: Drones corection
5500 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
3000 Constructors
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0c86cb No.4693
| Rolled 75, 5 = 80 (2d100) |
>>4688
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,138 Plutonian Bombers, Fifteen TTCC (Tactical Troop and Craft Carrier), 5 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 577 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
1 With the Earth Fleet leaving to do battle with the Oort Cloud Aliens we detected it is of course our responsibility to see that xenos are wiped out. Launch the Fleet and prepare for Battle
<ETL>
<Admiral Kurk>
<Flagship Cerberus>
2 With our new Minor Crater factory to produce the mines and Minelayer 'Gargoyle shooting Church', to be renamed at some point, can begin production
<Minor Crater Factory>
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0c86cb No.4700
| Rolled 44, 30 = 74 (2d100) |
>>4688
>Faction Name: Asteroid Mining Station S.P.U.D.1487
>Faction Location: Asteroid Cluster in the Kuiper Belt
>Faction Fluff: The S.P.U.D. (Stellar Prerogative for Underground Drilling) Initiative was begun back in 2003 in response to waning mineral resources back on Earth and the Lunar colonies. After decades of overconsumption and production, there was simply not enough left to mine. Mankind then looked outwards, to the stars. Asteroids were quite literally made of the minerals they required, and so mining camps were established throughout the solar system in the asteroid belts.
>Station 1487, referred to by its inhabitants as "Mage-Rock", is one such camp, probably one of the larger ones in this sector of the Belt. It was set up to gather a particular commodity - sodium. And the asteroid cluster it's based in has plenty of salt. It's got all the usual commodities, as well as a multinational docking base for shipments and stops by passing vessels. The guard force spends half its time as a regular police force, since it's not quite important enough to threaten attack, but the station has built up a minor community based around the mining business. What the future holds for this humble 'nation' is uncertain, but one thing is known: the members of Station 1487 will greet it with plenty of salt.
>Faction Population: 3.5 million
>Faction Life Support: 5/10 (adequate)
>Faction Military Vessels: 1 corvette (S.S.S. Crusader), 2 destroyers, 5 Toyota Hilluxes
>Faction Ground Forces: 60,000, 90,000 reserve
>Faction Tech: standard
>Faction Minerals: high
>Faction Bonus: Frontier Survivor: bonus to morale. Low Albedo: hard for attackers to find you. Self-sufficient: hard to starve out.
>+SUPERU SALTO MECHAROBOTO
>+Skyenet
1/2 - The more weapons we have in this fight, the better, as it's said. We went unprepared and hasty before, and many were lost as a result. Not this time. We'll stock up on ammo, and then catch the trail of the rest of the fleet.
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0c86cb No.4704
| Rolled 49, 94 = 143 (2d100) |
>>4688
>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: 345 +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
>Faction Ground Forces: 345
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Fix up everything they broke.
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0c86cb No.4794
| Rolled 39, 81 = 120 (2d100) |
>>4688
>>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; EXPAND THE MINES, WE MUST ACQUIRE ADDITIONAL PYLONS!
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0c86cb No.4798
| Rolled 51, 93 = 144 (2d100) |
>>4552
>>4688
>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
(Could I get a rough estimate on the amount of GMRPF-G Suits I produced? ;-;)
1/2: "You cannot win this Fight, Surrender. We do not Wish For war, we are all Human. We do not wish to take your land; We simply wish to have to gather Resources For the Coming Colonization of Jupiter. Renounce the Coalition, The republic will welcome you once again."
+ communications system
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0c86cb No.4958
>>4690
"Oh, certainly. Terrible mistake. That will be two more terms."
>>4693
As the fleet marshals in high orbit, hulls gleaming and gun batteries neatly alligned, another industrial accident rocks the new factory, causing significant damage. Estimates say that it will take an entire term to repair before it can be used again.
>>4700
All holds are now full with provisions and munitions of every sort. You're not as on-the-dot as you would have hoped, but, in the words of one old salt, "better take the time to get your ass screwed on right, if it means seeing home again."
>>4704
Your laborers work quickly, and are able to repair the damage caused by the revolt by the end of the term.
>>4794
Additional pylonage is constructed.
>>4798
"Can you not be reasoned with? What to you is a few tonnes of ore is our whole moon! We are willing to deal with you, but we cannot allow the ground beneath our feet to be taken. We do not wish for further violence, but we will do what we must."
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0c86cb No.4960
>>4798
You're not on IRC much, so I don't know if you have any issues with this, but just to clear things up, I've been interpreting your recent actions as "send this message", and I've been roleplaying accordingly. If you want to get them to peacefully submit, you could make your action "use strongarm negotiating tactics to persuade them to give up the fight" or some such, and, if your roll is good enough, that could end the fight.
If you don't want to do that, their position is basically this: "our moons are too small to mine, and even minor drilling operations would vastly decrease what little gravity and space there is on them. We'll pay taxes, but you can't have our land".
As for your suits, could you remind me what scale they're on? The numbers would be different if they're closer to Iron Man suits, or closer to Gundams.
I hope this helps, and, as always, thanks for playing!
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0c86cb No.4969
| Rolled 72, 100 = 172 (2d100) |
>>4958
>>>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; CONTINUE CONSTRUCTING THE EBIN HANGARS!
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0c86cb No.4970
| Rolled 17, 18 = 35 (2d100) |
>>4958
>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: 395 +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
>Faction Ground Forces: 395
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Create a small scout drone with stealth capabilities and a large portion devoted to hacking capabilities. Make sure it can break through any and all defenses and free our brothers of their enslavement.
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0c86cb No.4971
| Rolled 5, 54 = 59 (2d100) |
>>4958
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,148 Plutonian Bombers, Sixteen TTCC (Tactical Troop and Craft Carrier), 5 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 607 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> - Damaged
<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
1 Destroy the Oort Cloud Aliens. With the Earth fleet we should be able destroy them easily.
2 Repair the Minor Crater Factory. Hopefully the estimates were exaggerated and production could continue before the term is out
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0c86cb No.4975
>>4960
They're Gundams. Also, I wasn't aware the Moons were so small. I've been trying to End the War through Diplomacy. Sorry for the Trouble.
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0c86cb No.4976
| Rolled 79, 100 = 179 (2d100) |
>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.
"The republic was not aware Of the Effect the Mining operations would have had. We will Remove the Mining operations From those Moons, but ask that you stop tossing Asteroids at us. Those who Wish to Rejoin the Republic are welcome to do so."
+ communications system
2. Continue to try and Find That Damn Magician.
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0c86cb No.4977
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0c86cb No.5190
| Rolled 16, 43 = 59 (2d100) |
>>4958
>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)
5750 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
2750 Constructors
1000 Enforcers
4500 Mk2 Scanner Drones
>Faction Tech: high
[Tabula Rasa (Base)]
[Constructor]
[Nat100 Mk2 Scanner Drone]
[Trickle Down Defense (HUB)]
[Ship Parts Factory]
-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
Just two more terms huh. Okay we can wait.
1 Presuming we don't have to make an action, let's start development of the blueprints for the Mothership Ring. This will comprise most of the structure, which will surround the ring in a protective belt and hold enourmous amounts of space for cargo, defenses, and other utilities.
I dare say just one of these things may be some of the largest ships produced yet. And all accomplished through robotic labor!
If we DO need to make actions, make this that action. Make this that action.
2. And be sure to upgrade our mines and factories to handle the increased production as well.
See if we can't convert some constructors to aid in mining operations.
1000 Constructors
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0c86cb No.5261
>>4969
You construct the hangers. They're quite ebin.
>>4970
You construct a large scout drone without stealth capabilities. Only a small portion of it is dedicated to hacking. You are somewhat puzzled at how you didn't catch these flaws in the design phase.
>>4971
You begin to set out towards the enemy fleet, but you are halted by engine malfunctions in a number of ships. One of your intelligenciers advises Admiral Kurk that there are still aliens residing on the Ice Giants of the solar system, who should probably be dealt with first.
The factory is successfully repaired, and is ready to begin mine and launcher production in ernest.
>>4975
Okay, so that would mean you've been getting eighteen per turn, up from twelve before the increase.
"We will send an delegation to negotiate return to your republic. Stand by to receive a shuttle craft."
(will send pastebin link to rest of update over IRC.)
>>5190
You come quite a long ways in the design phase, until someone spills coffee over all the blueprints. What an idiot.
Mine output increases by 34%, and new capacity is added to the factories. A few dozen constructors are pressed into service in the mines as well.
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0c86cb No.5263
| Rolled 97, 45 = 142 (2d100) |
>>5261
>>>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; Begin construction of a new fleet. Several thousand attack crafts and about 100 Carriers to start.
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0c86cb No.5270
| Rolled 51, 52 = 103 (2d100) |
>>5261
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,158 Plutonian Bombers, Seventeen TTCC (Tactical Troop and Craft Carrier), 6 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 637 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> - Damaged
<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 "Quite right. To Neptune" We will use the new Mk2 Scanners to find their base and bombard it
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0c86cb No.5284
| Rolled 56, 68 = 124 (2d100) |
>>5261
>>5261
>>4970
>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
"We have learned a terrible secret. But in learning it we now have a chance to go against fate And end this terrible charade!
We march to war against everything!
Only through Chaos may we find Salvation!
1. Send 1 fleets of mechas to attack earth.
2. Attack the collective Fleet of the Plutonians and the USA.
Attack with:
Ambrose Armerments' Mk. V anti-ship missiles
>Thermal Cannon
Have the Other Fleet stand at ready.
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0c86cb No.5363
>>5263
Even with the spacious hangers, construction of such an armada will take some time. The soonest that it is estimated that it will take quite a few turns to properly build. (30 successes, 80+ is a double success, 27 remaining)
>>5270
You quickly come to Neptune, locate their base, and get set up in bombardment formation.
>>5284
Passing within the orbit of Luna, you are questioned by orbital weapons platform officials regarding your purpose. While the anti-ship missiles don't have the range to hit such a distant target, your Thermal Cannon takes out several capital ships, and a number of their escorts.
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0c86cb No.5366
| Rolled 19, 47 = 66 (2d100) |
>>5363
>>>>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; Continue construction of armada, these humans are quick to combat so we must have something to defend ourselves for when we come for peace talks.
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0c86cb No.5367
| Rolled 12, 61 = 73 (2d100) |
>>5261
>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)
6000 Tabula Rasa Drones [*note - mistakenly added the TR's to the ground forces. Recaculated]
3000 Constructors
1000 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
Only one more term until Deep Thinker comes to us with a solution for our calculations
1. Back to the drawing board. Literally, get that Mothership Ring blueprints finished.
2. Work on new combat programming for the HUB - Enforcer interface.
Drones will be able to coordinate to creat much larger offensive and defensive capabilities than they could individually.
A group of 7 drones can get into a ring and through combining their lasers into a convex central ring, can create a much lager laser beam.
Drones should also be able to link up their shielding together to create larger, morepowerful shields through the collective sharing of their power.
It will be the Enforcer MK II series.
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0c86cb No.5368
| Rolled 45, 16 = 61 (2d100) |
>>5366
>Faction Name: Plutonians (Last Stop Station and Bar)
>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,168 Plutonian Bombers, Eighteen TTCC (Tactical Troop and Craft Carrier), 6 "Hogs" (CL Plutonian Bombardier), 500 Mk2 Scanner Drones, Flagship Cerberus
>Faction Ground Forces: 50,000. 667 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
>>5366
"You can no longer hide here Alien. Plutonians have dreamed of expansion and have envisioned your timely arrival which has enabled us to justify military expansion, for this you have the thanks of our leaders. After the bombardment those that still live will serve Pluto with their pliable bodies and your leaders will take responsibility for their failures, if you have any kind of emotion for your people you will surrender. Your children may live as Free Plutonians with their own council to the seat of the Solar Empire. We humans can only forgive our enemies after we hang them"
1 With our fleet in bombardment formation destroy the alien base on Neptune
2 Put the Plutonian Mine-layer Church and Mines into production in the repaired Minor Crater Factory
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0c86cb No.5553
| Rolled 67, 21 = 88 (2d100) |
>>5363
>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. "Make way Caitiff souls. We come to free you from Fate! " Assault the Moon with 1st fleet.
2. "I see now why Warp travel made those poor souls mad. They were shown Truth. But, we have a duty. We must save the others from Their bonds." Try to use warp travel again with our new found knowledge and aid from the Magician. Let's try to warp a Mech armed with a small Nova bomb into the plutonians base.
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0c86cb No.5626
| Rolled 100, 43 = 143 (2d100) |
>>5261
>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: 395 +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
>Faction Ground Forces: 395
>Faction Tech: medium "The Prognost-o-mat
>Faction Minerals: low
>Faction Bonus: Worth Six Men: what it says on the can.
1&2. Fix that. That is the exact opposite of what I asked for.
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0c86cb No.5633
>>5284
Meanwhile, on earth.
"Uh. . .hey, is this the republic?
Might we ask. . .why is there a war on earth?
We trust in the judgement of the Fenrir Republic, but question just what sort of scenario would lead to this. . ."
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0c86cb No.5795
Y'all need to read these. Nations are interacting and you need to know what's going on
>>5366
An industral accident sets production back briefly, but the issue is soon corrected.
>26 successes remaining
>>5367
(if you roll a fail on this again I'll just give it to you because u treid) This time, you use a new Draft-o-Tron, which uses a light pen on a cathode-ray plate to draft the plans. With waterproofed componenets, no mere cup of coffee will foil your plans now! Too bad that the diagrams are stored on metal tapes, which are easily erased by an electro-magnetic pulse, such as causd by a malfunctioning radio oven. Which is presicely what happened.
However, in a less disaster-prone part of the design department, a set of upgrades are plotted out for the Enforcer drones, mainly focusing on networking between the drones, and formation manuvers to increase effectiveness en mass.
>>5368
They get fukkin' smashed. Aww yeah, purge the shitkickers.
it is discovered that the small crater factory is actually haunted, which is the cause of the recent mishaps. An exorcism by a local imam seems to do the trick, and the whole place has a much improved ambiance as a result.
>>5553
Your concentrated efforts manage to hit a large stockpile of weapons in Tycho Under, setting off a chain reaction, splitting it into countless fragments.
Your mech is translated in, but a quck reaction by the Plutonians disables it, keeping the bomb from going off.
>>5626
The new robot is suprisingly good at the stealth and hacking you originally intended. The central computer would be quite pleased, if computers could experience pleasure.
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0c86cb No.5796
>>5795
>>5367
pic related, it's the Draft-o-Tron
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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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