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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1450076698033.png (400.88 KB,584x437,584:437,splash.png)

da1c9c No.19449 [View All]

In the last gasp of the United Nations attempt for Peace, a colony ship to Alpha Centauri, the UNSS Harmony was launched under Captain Laurel. Disaster struck the Harmony en-route as meteorite struck the ship, greatly damaging it and forcing the cryofrozen colonists awake. Though various members of the crew focused upon their own agendas, through the efforts of Captain Laurel the Harmony was held together until an engine misfire put the colony ship into a rapidly decaying orbit. Amongst the confusion, someone shot Captain Laurel and damaged the ships computers.

Seeing that several crew members were already abandoning ship, Captain Laurel ordered the remaining colonists and crew to evacuate, staying aboard the doomed Harmony's bridge to give the colonists enough time to land safely. Releasing and scattering the resource pods across planet was his last act as the Harmony began to tumble and burn up in Planet's atmosphere, eventually crashing to the surface as a wreck.

Thus begins Humanity's newest chapter. You play as a faction leader, shepherding the colonists who have followed you through the test of time and the trials of Charon. Will you Explore Planet, to discover its secrets? Will you Discover new technologies that Earth never dreamed of? Will you Build a mighty economy, developed beyond what your current colonists might dare? Or will you Conquer, sweeping your enemies before you? In each, you might find yourself the master of Alpha Centauri.

Rules: https://docs.google.com/document/d/1eMmmvJUCQuERa2Z09h0Zk8kwiCvN_eUklveG-1UYNoM/edit

Faction Name:

Faction Color:

Faction Leader:

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: [Include Earth background, Role on the UNSS Harmony, Actions taken after being Awoken from Cyro]

[DON'T FILL OUT]<except Capitol name>

Wealth: 10(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [ Player Named Capitol:Pop 1/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania:

Leader's Weakness:

Technology:

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]

—–

I still need to obtain a proper map. Updates likely to be once a day, in the Californian Evening, Thurs through Mon.Still tweaking the rules; will entertain comments and suggestions on such.

28 postsand8 image repliesomitted. Click reply to view. ____________________________
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da1c9c No.19783

Dice rollRolled 67, 56, 55, 84 = 262 (4d100)

>>19677

>>19449 (OP)

Faction Name: The New Hope Initiative

Faction Color: Blue

Faction Leader: Vincent Omaha

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[3]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[3]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[0]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[0]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: Vincent was a biologist back on earth that worked within the Amazon for the most part. He enjoyed his work, and the discovery of still yet undiscovered species filled him with child like giddy. When he heard of the colony ship to Alpha Centauri, a planet that may have alien life on it, he signed up as soon as he possibly could and got on board as a Xenobiologist.

With the asteroid awakening and the increased factionalism on the ship Vincent believed that the ship may not hold together for too much longer, although it did hold longer than he believed. He began to form a group of other hopefuls and people who wanted Alpha Centauri to be a new start and home. He dubbed his group the New Hope Initiative, a faction with a dream to bring humanity to a new age on this planet peacefully, and hopefully it comes true.

[DON'T FILL OUT]<except Capitol name>

Wealth: 10(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [First Light:Pop 1.8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Exobiology is fun! +5 to rolls to understand or work with the planets natural Flora and Fauna

Leader's Weakness: Invasive Species?! You have a -5 to rolls involving Terran Flora and Fauna [Farms, expanding Growth, etc]

Technology: [Exoecology]

Additional Unit Equipment:[Payload: Terraformer, Defenseless]

Starting Units: 2x Scout[INF,1x][Regular]

Leader: Begin studying some of the natural life around the landing site. +5

Faction: Send out the scouts to see what kind of terrain we have around us.

Settlement: Begin setting up a research lab.

R&D: Begin studying the natural wild life for species with compatable proteins and vitamins for the human diet so that we may tame and farm them. +5

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da1c9c No.19810

Dice rollRolled 6, 7, 9, 7, 9 = 38 (5d10)

>>19783

New Hope:

1: Native Life I[3/4]

2: Your terrain is mainly flat. If you could terraform it, might turn out well for farms.

3: First Light Research Lab[1/4]

4: The Native life proves to be incompatable with unmodified Terran life, but you have discovered [Exobiology II]

>>19748

Engineers:

1: You personally oversee your colonial construction for this turn [Impacted this turn's construction]

2: You manage to locate the debris field of what was once the UNSS Harmony. Your scouts report there might be some salvage to acquire.

3: Your supervision of the water plant mitigates any industrial issues, but the native life here has become agitated [Attack: Lifeforms[.25x,PSI]]

4: Fabrication leads to what is thought at first to be a major breakthrough, but turns out to be no more effective than current techniques.

>>19737

USMC2:

1: You give a fairly damn good speech, and set some people looking into [Basic Morale][2/4].

2: Your expansion to the North begins [1/4]

3: You've begun to set up the hospital [1/4], but your infectious vector policies failed. Badly. No pop growth next turn.

4: Your researchers begin the process of learning how to farm on Planet [Exobiology I][2/4]

>>19713

Elysia:

1: Colonial Administration [2/4]

2: Your scouts have found a resource pod! [Roll 1d3]

3: Gain [Clean Water: +.1 pop/turn] in Laurel

4: Your work on a fabricator stalls down, but you gain a start on an [Industrial Base][1/6]

>>19697

Program32:

1: Gain [Industrial Automation] technology, which grants [Unit Payload: Supply Crawler] (Sends resources to base of choice based on terrain)

2: Your scouts report you landed in a northern area, with no coast you can find. Native life seems mostly inactive here, but…

3: Your attempt at building a power plant causes a massive discharge. Gain no wealth, and the native life is being hostile [Attack: Lifeforms[.25x,PSI][Weak]]

4: Your scientists begin work on [Basic Ocular Cybernetics][2/8]

>>19690

Syndicates

1: Your scouts give a general terrain report. The native life here seems calm, and you note a few places you can easily build locks and canals to the south.

2. You begin your expansion [1/4]

3: Your people begin putting up some basic defenses around Adorno's Landing [Simple Defenses: 2/6]

4: Your research into [Exobiology] is now [1/4]

>>19686

Mystics

1: You give some assitance to the current research.

2: Your scouts report that the native lifeforms to your west are much quieter than the ones to your south.

3: But by the time they come back with the report, the ones to the south are already attacking, disturbed by your base construction [Attack: Lifeforms[.25x,PSI]]

4: Your research into Exobiology starts [1/4] but is halted during the attack.

>>19678

Freebooters:

1: Your noisy construction attempts have disturbed some native lifeforms in the water, which destroy all progress [Attack: Lifeforms[.25x,PSI]]

2: Kelp seems to grow nicely in the water [Kelp Farms, 2/4]

3: Learning from your mistakes building a Foil sans dock, you manage to whip one up quickly [Neropolis][Early Drydock, bonus to making Water Units]

4: Your people have a stunning breakthrough in [Exobiology], granting you the technology and [Unit Payload: Terraformer].

Rolls:

1: Engineers Combat

2: Program32 Combat

3: Mystics Combat

4: Freebooters Combat

5: [GM]

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da1c9c No.19812

Dice rollRolled 39, 5, 90, 48 = 182 (4d100)

(!)Leader:

Jessica Here. I will oversee the construction of a Supply Crawler immediately, rudimentary AI can be finicky things and I must make sure it doesn't decide to go for a swim or off a cliff. Or worse.

(@)Faction:

Scouts reporting in. We are engaging the hostiles that managed to spring up due to the massive electrical discharge.

Leader Interrupt : Jessica here! If you can capture samples of the creatures do so. The first step in combating any situation is to understanding the problem and we know next to nothing about them!.

Scouts : Will do Glorious Leader.

Jessica : Why do you keep on calling me that?

(#)Settlement

This is Alpha Node. Begin building a series of power plants throughout the settlement. The Network Node eats up a ton of energy and if we add any more strain to our current load we'd start seeing brownouts. Though we met with failure it doesn't change the fact that we need those power plants.

($)R&D:

This is R&D. Continuing on our previous project. Initial reports show promise and progress is good. Nothing else to report. [Basic Ocular Cybernetics][2/8]

http://pastebin.com/WJZdr8Ph

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da1c9c No.19813

Dice rollRolled 6, 8 = 14 (2d10)

>>19810

>>19812

>>19810

combat. I won't even mention my attempt to capture the things because that is a failure.

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da1c9c No.19814

Addendum:

Combats will resolve before your actions take place.

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da1c9c No.19815

Dice rollRolled 9, 9 = 18 (2d10)

>>19810

>>19814

Faction Name: Planet's Mystics

Faction Color: Dark Purple

Faction Leader: Grand Robe

-Explore:[5]

-Discover:[1]

–Build:[]

-Conquer:[]

Faction Leader Fluff: >>19474

Wealth: 10(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [Grand Temple of Planet:Pop 1/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: The Sixth Sense. You get a +5 to all espionage rolls.

Leader's Weakness: Pseudoscience. While dedicated, your researchers go off on unrealistic tangents. -5 to Explore or Discover research.

Technology: [Loyalty]

Buildings Available: [Perimeter Defense, 25% defense bonus, 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]

Units: 2x Scout[INF,1x][Regular]

Ongoing Research: Exobiology [1/4]

Defenders: 2x Scout[INF,1x][Regular]

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da1c9c No.19818

Dice rollRolled 82, 61, 6, 70 = 219 (4d100)

>>19810

Faction Name: The New Hope Initiative

Faction Color: Blue

Faction Leader: Vincent Omaha

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[3]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[3]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[0]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[0]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: Vincent was a biologist back on earth that worked within the Amazon for the most part. He enjoyed his work, and the discovery of still yet undiscovered species filled him with child like giddy. When he heard of the colony ship to Alpha Centauri, a planet that may have alien life on it, he signed up as soon as he possibly could and got on board as a Xenobiologist.

With the asteroid awakening and the increased factionalism on the ship Vincent believed that the ship may not hold together for too much longer, although it did hold longer than he believed. He began to form a group of other hopefuls and people who wanted Alpha Centauri to be a new start and home. He dubbed his group the New Hope Initiative, a faction with a dream to bring humanity to a new age on this planet peacefully, and hopefully it comes true.

Wealth: 12.1(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [First Light:Pop 2.0, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Exobiology is fun! +5 to rolls to understand or work with the planets natural Flora and Fauna

Leader's Weakness: Invasive Species?! You have a -5 to rolls involving Terran Flora and Fauna [Farms, expanding Growth, etc]

Technology: [Exoecology II]

Additional Unit Equipment:[Payload: Terraformer, Defenseless]

Starting Units: 2x Scout[INF,1x][Regular]

Leader: Native Life I 3/4

Faction: Begin making farms.

Settlement: Labs 1/4

Research: Biological modification

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da1c9c No.19819

Dice rollRolled 67, 9, 73, 78 = 227 (4d100)

>>19810

Faction Name: Elysia

Faction Color: Gold

Faction Leader: Ilse Markan

-Explore:[1]

-Discover:[1]

–Build:[2]

-Conquer:[2]

Faction Leader Fluff: Commander Ilse Markan was the XO of the doomed Harmony and led the faction known as the "Not Letting Everyone Die" faction. Made up of a fair portion of the ship's essential crew including engineers, scientists, security, and colonists looking to stay above the petty factionalism and make it to AC alive. Once the Captain was shot and the other members of the crew showed their true colors Ilse rounded up her own faction - keeping them safe and together - until they touched ground. It was here, on this nice patch of land that they would make the home Earth had intended for them to have. A new world, a new earth.

Elysia.

——————-

Wealth: 12.1(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements:

[Laurel:Pop 1.3/8, +.3/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Legitimacy Colony Leader. With Captain Laurel dead and the UN-assigned Governor missing, by the Charter you are in command. You gain +5 to your Faction rolls.

Leader's Weakness: Limitations of Legitimacy: You may not violate the Charter. You may not bombard civilian populations, use chemical weapons on humans, poison water supplies, raze cities.

Technology: [Mobility]

Additional Unit Equipment:[Rover: Moves 2]

Starting Units: 1x Scout[INF,1x][Regular], 1x Scout Rover[RVR,1x][Regular]

1. Leader - [Colonial Admin 2/4] Ilse's administration has made great strides, and she continues to elevate skilled members of the colony and train them in how she wants her administrative tasks handled.

2. Faction - [Expand] It is necessary to expand the control Elysia has over the nearby area.

3. The construction of a sustainable food base is the next item of concern for the Colony. After all we'll have failed our mission if we all starve to death.

4. R&D [Industrial Base 1/6] Research on industrial methods resumes.

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da1c9c No.19822

>>19813

The lifeforms burn quite nicely, and poking about them reveals resources worth 1 Wealth

>>19815

The enemy is in your minds, but you fight back with your minds as well! You take no damage, gain 1 Wealth, and manage to take a mostly infact Lifeform body [Special: Native Lifeform Body, 1]

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da1c9c No.19826

Dice rollRolled 53, 45, 85, 77 = 260 (4d100)

>>19810

>>19815

>>19822

>just realised I forgot to add my income

Faction Name: Planet's Mystics

Faction Color: Dark Purple

Faction Leader: Grand Robe

-Explore:[5]

-Discover:[1]

–Build:[]

-Conquer:[]

Faction Leader Fluff: >>19474

Wealth: 11.1(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [Grand Temple of Planet:Pop 1.2/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: The Sixth Sense. You get a +5 to all espionage rolls.

Leader's Weakness: Pseudoscience. While dedicated, your researchers go off on unrealistic tangents. -5 to Explore or Discover research.

Technology: [Loyalty]

Buildings Available: [Perimeter Defense, 25% defense bonus, 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]

Units: 2x Scout[INF,1x][Regular]

Ongoing Research: Exobiology [1/4]

Special: Native Lifeform Body, 1

"My brothers and sisters, today we had a victory over a hostile force on this planet. But do not be angry, do not rejoice, but morn this powerful creature. It fought like we do, and as such we will respect it as an equal. But, let us not waste what gifts this victory has given us, we will study it and learn its secrets. And with what we learn, we will become stronger!"

Leader Action: Study the native lifeform in the lab [EXPLORE]

Faction Action: Have the scouts patrol around the base in case of a second attack [CONQUER]

Settlement Action: Build a Perimeter Defence [BUILD]

R&D: Try to better understand Planet (Exobiology) [EXPLORE][1/4]

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da1c9c No.19830

File: 1450580684167.jpg (65.2 KB,1024x600,128:75,anarcho_communist_flag_by_….jpg)

Dice rollRolled 29, 61, 4, 90 = 184 (4d100)

[The Black Syndicates]

Faction Color: Black

Faction Leader: Regina Quinn

-Explore:[0]

-Discover:[3]

–Build:[2]

-Conquer:[1]

Wealth: 12.1(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Max Settlement Actions: 2

Secret Projects:

Settlements: [Adorno's Landing:Pop 1.2/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Liberte, Egalite, Fraternete. Once per turn, you may reroll an action, but it gains no bonuses. Second roll stands.

Leader's Weakness: Overly Open Society. You have a -5 penalty for espionage defense.

Technology: [Basic Morale]

Buildings: [Recreation Commons,+2 to Settlement Actions. 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Units: 2x Scout[INF:1x][Regular]

Actions

[Leader] [Research labs]

[Faction] [Expansion]

[Settlement] [Defenses]

[R&D] [Local Wildlife]

1. Regina submits a very strongly worded report to the general syndicate council about the need for more research labs. The syndicate council sits and debates the issue for a couple of hours… [build research labs?]

2. Expansion continues as the new locks and canals are integrated into the sprawling habitation complexes. [Expansion [1/4]]

3. Construction on the defenses moves ahead. There's some genuine anxiety following a rash of minor attacks… [Defenses 2/6]]

4. R&D is increasingly optimistic about the research on planet's local wildlife and plants. [Research Wildlife/Fauna [1/4]]

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da1c9c No.19831

Dice rollRolled 58 (1d100)

>>19830

[Reroll: #3: Defenses]

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da1c9c No.19844

File: 1450624368189.jpg (46 KB,460x475,92:95,643574.jpg)

>>19737

>>19810

Faction Name: USMC 2.0

Faction Color: Crimson

>>ACTIONS

Leader's Personal Action: Its time to go in guns blazing. Chesty is taking command of the expansion to the north. Take the land by force if need be god damn cocksuckers.

Faction Action: expansion to the North [1/4] Continue expanding boys we gotta claim alotta land and fast.

Settlement Action: Hospital [1/4] Continue working on the hospital.

R&D: [Exobiology I][2/4]Continue studying farming. We need steady resources.

Faction Leader: Chesty Puller

-Explore:[1]

-Discover:[0]

–Build:[2]

-Conquer:[3]

Mania: Vigorous Training. Your raised troops are +1 Experience level than normal, and you gain a +5 to rolls for building units.

Weakness: Overly Martial Focus: You have a -5 to EXPLORE/DISCOVER research.

>Wealth: 11.1(+1.1/turn)

[Wealth = Territory x 0.1, +Buildings]

>Territory: 1

>Secret Projects:

>Settlements:

[ Tun Tavern] (Pop 1.2 )+.2/turn [cap 8],

>Buildings

[Headquarters: +1 Wealth/turn]

>Technology:

[Laser Weaponry]

[Basic Morale][2/4]

>Unit Equipment/Training:

[Fission Power: Multiplier 1]

[Infantry:Moves 1]

[Hand Weapons:Power 1]

[Colony Pod]

[Laser Weaponry, Power 2]

>Unit Designs:

Scout[INF,1x],

Colony Pod[INF,Defenseless]

Laser Infantry[INF,x2]

>Current Units:

2x Laser Infantry[INF,x2][Hardened]

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da1c9c No.19845

Dice rollRolled 74, 53, 7, 19 = 153 (4d100)

>>19844

dice

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da1c9c No.20184

Dice rollRolled 3, 10, 8, 9, 1 = 31 (5d10)

UMSC2

74 Northern Expansion

53 Northern Expansion (completes, 2 hex, 1d4 roll)

7 (Native Lifeform x.5)

19 (Native Lifeform x.5)

Syndicates

29 No progress

67 Expansion Completes, 2 hex, 1d4 roll)

58flat +2 Defenses progress

90 Exobiology Complete

Mystics

53 Exobiological Empathy 1/10

45 No benefit, no penalty [Find nothing]

85 Perimeter Defense [3/4][-1 wealth]

77 Exobiology Complete

Elysia

67 Colonial Administration complete

9 Native Lifeform x.5

73 Base Food Supply [4/6]

78 Industrial Base 4/6

New hope

82 Native Life I. Unit Training: Anti-Exobiology (Easier to terraform terrain for earth biota)

61 Farms [1/8]

6 Native Lifeform x.5

70 Biogenetics [4/6]

Program32

39 No progress on the Supply Crawler

5 Native Lifeform x.5

90 Settlement Building: [Power Planets +.1wealth/turn],helps prevent brownouts, can be upgraded with tech

48 Basic Ocular Cybernetics 4/7

Formatted badly because I'm a jerk and exhausted.

Rolls:

1,2: USMC2 attack

3: Elysia attack

4: New Hope attack

5: Program32 attack

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da1c9c No.20186

Dice rollRolled 2, 10 = 12 (2d10)

>>20184

Combat first

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da1c9c No.20191

>>20186

+2 wealth, and no damage. One unit, your choice, goes up a level of morale.

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da1c9c No.20196

Dice rollRolled 10, 9, 27, 50 = 96 (4d100)

(!)Leader:

Jessica Here.Continuing production of a Supply Crawler. As I thought the first generation AI is buggy as hell. Going over the procedural generators to see if I can't solve the program.

(@)Faction:

Scout Alpha gains a level!

Scouts here. With the combat against the latest lifeform complete we're resuming our scouting mission. This time we're setting out to discover a good location for a second settlement. Hopefully one rich in nearby resources.

(#)Settlement

This is Alpha Node. We're going to start to expand the colonies local reach beyond the colony proper in order to start harvesting local resources.

($)R&D:

This is R&D. Continuing on our previous project. Initial reports show promise and progress is good. Nothing else to report. [Basic Ocular Cybernetics][4/7]

http://pastebin.com/WJZdr8Ph

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da1c9c No.20253

Dice rollRolled 60, 33, 67, 64 = 224 (4d100)

>>20184

Faction Name: Planet's Mystics

Faction Color: Dark Purple

Faction Leader: Grand Robe

-Explore:[5]

-Discover:[1]

–Build:[]

-Conquer:[]

Faction Leader Fluff: >>19474

Wealth: 11.1(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [Grand Temple of Planet:Pop 1.4/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: The Sixth Sense. You get a +5 to all espionage rolls.

Leader's Weakness: Pseudoscience. While dedicated, your researchers go off on unrealistic tangents. -5 to Explore or Discover research.

Technology: [Loyalty] [Exobiology]

Buildings Available: [Perimeter Defense, 25% defense bonus, 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]

Units: 2x Scout[INF,1x][Regular]

Ongoing Research: Exobiological Empathy 1/10

Special: Native Lifeform Body, 1

And so life continued in the Grand Temple, the scientists studied the strange creature that had attacked them, under the supervision of the Grand Robe himself. Meanwhile the scouts were sent out to find the where they came from, hoping to acquire a live one.

Leader Action: Study the native lifeform in the lab [EXPLORE] [1/10]

Faction Action: Send the scouts south to explore where the creatures came from, and try to capture a living one. [EXPLORE]

Settlement Action: Build a Perimeter Defence [BUILD] [3/4]

R&D: Help Grand Robe study the native lifeform [EXPLORE][1/10]

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da1c9c No.20264

Dice rollRolled 7, 8 = 15 (2d10)

>>20184

2x Laser Infantry[INF,x2][Hardened]

Alarms go off in the camp. Hostiles are incoming.

Chesty: "Get your shit together Marines! Confirmed hostiles at the front. Shoot these cocksuckers all the way back to that cold muddy bitch they call their mothers. "

Midway through his speech a short plump woman in a green dress comes running up to him screeching.

HippyBitch: "You cant kill these beautiful creatures we need to study them and preserve them they are a part of life and should be respected and…"

Chesty: "Who the fuck are you and why are you in my camp?" Turning around in circles "Who is this woman?"

Marine1: "Uh sir we found her and some other people from the ship in a downed escape pod in the new expansion. We brought them back to join our colony. Thought it would be what you wanted us to do."

HB: "…just look at them they are so supple and wonderful looking they don't wanna harm you they just don't understand what we are doing here and we are in their lands and you can't do this this is illegal you should be arrested for war crimes if you kill them they are just defending their lands and homes and you are invaders….."

Chesty: "Jesus christ woman you just keep going. Got a mouth like a M1917 just spitting out words without end. Fuck it if we try to capture some of them will you stop talking?"

HB: "SOME?!?!?!?!?! You need to capture all of them they are so wonderful and a part of nature you can't just kill them they are living creatures…"

Chesty: "Mam."

HB: "…and so beautiful and natural and…"

Chesty: "MAm."

HB: "and so unique the chances for friendship are endless they just want love for…"

Chesty: "MAM! SHUT THE FUCK UP"

HB: "I….I….You cant talk to me like that I am a……" She pauses and then sighs. "Fine the best you will do is capture some of them then please do so you barbaric warmonger."

Chesty: "Marine get her outta here before I shoot her myself." Turns around to once again address the men. "Change of orders men try and capture any of the worms you can"

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da1c9c No.20286

>>20264

Results:

Both laser infantry get [Damaged, .75] modifier

Gain: 1 [Native Life Form]

Killing them would have been easy. Capturing was… deadly.

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da1c9c No.20365

Faction Name: UN 1st Engineer Corps

Faction Color: Navy Blue

Faction Leader: Brigadier General Hackard

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[0]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[1]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[5]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[0]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: Brigadier General Hackard started life as a Mechanical Engineer before joining the military, and served meritoriously until he wound up as one of several founding commanders in charge of the UNSS Harmony. Acting as its Chief Engineer, when the Harmony arrived he was originally to be put in charge of the human colonization and construction effort as leader of the UN 1st Engineer Corps.

He was not in favor of the move to abandon ship, believing that its structural integrity and motor control could still be salvaged. If only someone had not shot the good captain and damaged the computers, the ship could have landed safely.

Now the remnants of humanity lie scattered, along with the resources which should have landed in a centralized ideal location after much scouting. Still, determined to carry on the plan given to him by the leaders of humanity, General Hackard used the last bits of programmed authority he had to direct his pod along with several other major authoritative figures to land as close to the wreckage of the ship as possible.

General Hackard plans to follow the protocols given by the United Nations operational strategem and preserve the order and society of humanity as far as possible. And from the wreck of the UNSS Harmoney, we will build on this planet a new earth that has not forgotten its history, its culture, and its identity.

UN 1st Engineer Corps [Navy Blue]

Wealth: 11.1(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [ Player Named Capitol:Pop 1.28, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Building a Better Tomorrow. You gain a +5 to rolls to construct new infrastructure and facilities.

Leader's Weakness: Eco-what? You have a -5 to rolls involving Planet's native lifeforms.

Technology: [Industrial Base]

Additional Unit Equipment: [Synthmetal Armor, DEF:1]

Additional Unit Design: Synthmetal Garrison[INF,x1,DEF:1]

Starting Units: 1x Synthmetal Garrison[INF,x1,DEF:1][Regular], 1x Scout[INF,1x][Regular]

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da1c9c No.20370

Dice rollRolled 4 (1d4)

[Syndicates Expansion]

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da1c9c No.20371

Dice rollRolled 12, 58, 95, 5 = 170 (4d100)

[The Black Syndicates]

Faction Color: Black

Faction Leader: Regina Quinn

-Explore:[0]

-Discover:[3]

–Build:[2]

-Conquer:[1]

Wealth: 14.2(+2.3/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 3

Max Settlement Actions: 2

Secret Projects:

Settlements: [Adorno's Landing:Pop 1.2/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Liberte, Egalite, Fraternete. Once per turn, you may reroll an action, but it gains no bonuses. Second roll stands.

Leader's Weakness: Overly Open Society. You have a -5 penalty for espionage defense.

Technology: [Basic Morale][Exobiology]

Buildings: [Recreation Commons,+2 to Settlement Actions. 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Units: 2x Scout[INF:1x][Regular]

Actions

[Leader] [Research labs]

[Faction] [Expansion]

[Settlement] [Defenses]

[R&D] [Pioneering]

—-

1. Regina tries - again - to lobby for research labs. There's a good deal of dispute and run around during the plebiscite, but she's made her case… [Additional R&D labs]

2. With the recent success in expansion, another wave of expansion starts. [Expansion]

3. Construction of the defenses continues. [Defenses 4/6]][+5]

4. R&D is now starting on betters ways to expand the habitation units so that expansion is a little easier in the future. The knowledge of xenofauna and flora should make things a little easier… [Pioneering/Expansion tech]

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da1c9c No.20372

Dice rollRolled 18 (1d100)

[Black Syndicates Reroll]

[#1 - Labs]

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da1c9c No.20401

Dice rollRolled 3 (1d4)

>>20184

USMC2

expansion roll

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da1c9c No.20404

Dice rollRolled 54, 45, 51, 66 = 216 (4d100)

>>20401

>>20286

>>20184

Faction Name: USMC 2.0

Faction Color: Crimson

>>ACTIONS

Leader's Personal Action: Victory speech time for chesty. Gotta keep bumping morale [Basic Morale][2/4]

Faction Action: Another round of expansion to the north. Sea to shining sea.

Settlement Action: Hospital [1/4] Continue working on the hospital.

R&D: [Exobiology I][2/4]Continue studying farming. We need steady food to encourage the population.

Faction Leader: Chesty Puller

-Explore:[1]

-Discover:[0]

–Build:[2]

-Conquer:[3]

Mania: Vigorous Training. Your raised troops are +1 Experience level than normal, and you gain a +5 to rolls for building units.

Weakness: Overly Martial Focus: You have a -5 to EXPLORE/DISCOVER research.

>Wealth: 12.2(+1.1/turn)

[Wealth = Territory x 0.1, +Buildings]

>Territory: 3

>Secret Projects:

>Settlements:

[ Tun Tavern] (Pop 1.4 )+.2/turn [cap 8],

>Buildings

[Headquarters: +1 Wealth/turn]

>Technology:

[Laser Weaponry]

[Basic Morale][2/4]

>Unit Equipment/Training:

[Fission Power: Multiplier 1]

[Infantry:Moves 1]

[Hand Weapons:Power 1]

[Colony Pod]

[Laser Weaponry, Power 2]

>Unit Designs:

Scout[INF,1x],

Colony Pod[INF,Defenseless]

Laser Infantry[INF,x2]

>Current Units:

2x Laser Infantry[INF,x2][Damaged, .75][Hardened]

Gain: 1 [Native Life Form]

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da1c9c No.20409

Dice rollRolled 9, 10 = 19 (2d10)

>>19810

1x Synthmetal Garrison[INF,x1,DEF:1][Regular], 1x Scout[INF,1x][Regular]

"Return fire! Return fire!"

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da1c9c No.20410

File: 1451119010638.jpg (114.1 KB,800x450,16:9,avatar_1.jpg)

>>20409

"We came in peace.

Guess we'll have to stay in war.

Alright boys, let's open up a can'o'whoopass on these animals."

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da1c9c No.20411

>>20409

You kill them.

You kill them dead.

You kill them so dead your penalty doesn't apply next turn. And you gain +1 wealth.

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da1c9c No.20412

Faction Name: UN 1st Engineer Corps

Faction Color: Navy Blue

Faction Leader: Brigadier General Hackard

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[0]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[1]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[5]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[0]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: Brigadier General Hackard started life as a Mechanical Engineer before joining the military, and served meritoriously until he wound up as one of several founding commanders in charge of the UNSS Harmony. Acting as its Chief Engineer, when the Harmony arrived he was originally to be put in charge of the human colonization and construction effort as leader of the UN 1st Engineer Corps.

He was not in favor of the move to abandon ship, believing that its structural integrity and motor control could still be salvaged. If only someone had not shot the good captain and damaged the computers, the ship could have landed safely.

Now the remnants of humanity lie scattered, along with the resources which should have landed in a centralized ideal location after much scouting. Still, determined to carry on the plan given to him by the leaders of humanity, General Hackard used the last bits of programmed authority he had to direct his pod along with several other major authoritative figures to land as close to the wreckage of the ship as possible.

General Hackard plans to follow the protocols given by the United Nations operational strategem and preserve the order and society of humanity as far as possible. And from the wreck of the UNSS Harmoney, we will build on this planet a new earth that has not forgotten its history, its culture, and its identity.

UN 1st Engineer Corps [Navy Blue]

Wealth: 13.2(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [ Player Named Capitol:Pop 1.68, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Building a Better Tomorrow. You gain a +5 to rolls to construct new infrastructure and facilities.

Leader's Weakness: Eco-what? You have a -5 to rolls involving Planet's native lifeforms.

Technology: [Industrial Base]

Additional Unit Equipment: [Synthmetal Armor, DEF:1]

Additional Unit Design: Synthmetal Garrison[INF,x1,DEF:1]

Starting Units: 1x Synthmetal Garrison[INF,x1,DEF:1][Regular], 1x Scout[INF,1x][Regular]

Updated Stats

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da1c9c No.20413

Dice rollRolled 37, 83, 39, 2, 91, 44, 29, 6 = 331 (8d100)

>>19810

1. Leader: I cannot keep overseeing day to day operations 24/7, I'll need a colonial administration to assist. Per the authority invested in me, assign warrant officers and NCO's to assist, under my direct authority. We will use this to create a colonial administration.

2. Faction: Begin Salvage operation of the Harmony. Start with the bridge and work our way in. If we find any bodies, try to ID them, and hold a funeral for them.

Then begin proper salvage oprations

3. Settlement: The Wildlife is clear, resume construction of the water plant

4. R&D: We need more effective fabricators! Improve our industrial Base

>>20184

1. Leader: Continue developing a colonial administration

2. Faction: [Expand]

3. Settlement: Begin work on a stable food source. See if any of the animal corpses are edible, look for nearby plants, and if possible catalog any earth plants we might have found.

4. R&D: Keep working on our industrial base. Be sure to do it by the book.

Short post because don't want to miss more turns ;_;

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da1c9c No.20488

Dice rollRolled 1, 2, 8, 10 = 21 (4d10)

>20414:

1: Colonial Administration finishes

2: Harmony Salvage [10/20]. Nothing as soft as bodies survived entry and crash.

3: Waterplant +1 pip

4: Data on Industrial Base has been wiped by a power surge.

5: You don't find anything compatiable with earth lifeforms except the soil

>20404

1: Basic Morale finishes

2: Expansion: 3/10

3: Hospital completes [Base Hospital; increased regen, helps protects against viruses]

4: Exobiology finishes

Expansion Roll: You find a region high in mineral content. Building a mine or sending a harvester here gives +5 to a settlement action. You found a Harmony Pod with some prefabs that assist in comlpeteing the Hospital.

>20371

1: Native Lifeform attack [.5][PSI]

2: Expansion 3/8

3: Defenses Complete. +25% defense bonus, +1 wealth [refunded]

4: Pioneering research goes nowhere

Expansion: You find a Harmony Pod. Gain 2 points of completion for your next Base project. You find a region with geothermal vents; by harvesting them you can gain +1 wealth a turn

>20253

1: Native Lifeform dies, but you uncover Basic Psionics [All units get a bonus to PSI defense][Add Unit Training: Mental Fortitude, improved PSI defense over basic] (combines 1 and 4)

2: Your scouts report they could find a few, but couldn't get close.

3: Perimeter Defense complete!

>20196

1: No progress. Native Lifeforms .5x[PSI]

2: No progress. Native Lifeforms .5x[PSI]

3: No progress

4: [Basic Ocular Cybernetics][6/7]

1: Planetroll

2: Sydnicates Combat

3,4: Program 32 Combat

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da1c9c No.20489

Dice rollRolled 6, 6, 9, 6 = 27 (4d10)

>>20488

>>20414:

1: Colonial Administration finishes

2: Harmony Salvage [10/20]. Nothing as soft as bodies survived entry and crash.

3: Waterplant +1 pip

4: Data on Industrial Base has been wiped by a power surge.

5: You don't find anything compatiable with earth lifeforms except the soil

>>20404

1: Basic Morale finishes

2: Expansion: 3/10

3: Hospital completes [Base Hospital; increased regen, helps protects against viruses]

4: Exobiology finishes

Expansion Roll: You find a region high in mineral content. Building a mine or sending a harvester here gives +5 to a settlement action. You found a Harmony Pod with some prefabs that assist in comlpeteing the Hospital.

>>20371

1: Native Lifeform attack [.5][PSI]

2: Expansion 3/8

3: Defenses Complete. +25% defense bonus, +1 wealth [refunded]

4: Pioneering research goes nowhere

Expansion: You find a Harmony Pod. Gain 2 points of completion for your next Base project. You find a region with geothermal vents; by harvesting them you can gain +1 wealth a turn

>>20253

1: Native Lifeform dies, but you uncover Basic Psionics [All units get a bonus to PSI defense][Add Unit Training: Mental Fortitude, improved PSI defense over basic] (combines 1 and 4)

2: Your scouts report they could find a few, but couldn't get close.

3: Perimeter Defense complete!

>>20196

1: No progress. Native Lifeforms .5x[PSI]

2: No progress. Native Lifeforms .5x[PSI]

3: No progress

4: [Basic Ocular Cybernetics][6/7]

Now with LINKS.

Also any issues, PM me.

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da1c9c No.20490

>>20489

ignore second dice rolls I cna't do anything wright .

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da1c9c No.20491

Dice rollRolled 9, 2 = 11 (2d10)

>>20489

>>20488

Combat first.

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da1c9c No.20494

>>20489

>tfw I missed posting again

DMW I'll post a makeupturn tommorow if that's fine, just takes me a while to remember which games update quickly

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da1c9c No.20495

Dice rollRolled 63, 21, 80, 84 = 248 (4d100)

(!)Leader:

I have worms IN MY AI LABS. I demand they get out.

*sounds of slithering and cursing follows. There is a sharp crackle and the hiss of smoke is barely audible*

Sorry for that outburst, continuing checking on the AI progress is now continuing. Progress is minimal. I'm going to have to re-write these progressive algorithms from scratch.

(@)Faction:

Scouts here. *crackle, bzzzzt*

We were ambushed as soon as we left the colony Command. Scout Beta is reporting injuries. Sending them to return to base to heal up while I continue on with the mission. Over and out.

*distant cursing can be heard*

He'll be home soon Command.

(#)Settlement

This is Alpha Node. We're going to start to expand the colonies reach beyond the colony proper in order to start harvesting local resources. Initial attempts failed due to numerous wild life signs. Attempting again.

($)R&D:

This is R&D. Cybernetic research is almost done, I'm happy to say we have a very good upgrade to the mark 1 eyeball on our tables. Final testing needs to be run before we can start replacing eyes but I think we'll be able to put these into wide-spread deployment soon. R&D Out. [Basic Ocular Cybernetics][6/7]

http://pastebin.com/WJZdr8Ph

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da1c9c No.20528

Dice rollRolled 8, 5 = 13 (2d10)

[Syndicates] Muh Combat

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da1c9c No.20531

File: 1451323536719.jpg (65.2 KB,1024x600,128:75,anarcho_communist_flag_by_….jpg)

Dice rollRolled 75, 36, 89, 72 = 272 (4d100)

[The Black Syndicates]

Faction Color: Black

Faction Leader: Regina Quinn

-Explore:[0]

-Discover:[3]

–Build:[2]

-Conquer:[1]

Wealth: 16.5(+2.3/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 3

Max Settlement Actions: 2

Secret Projects:

Settlements: [Adorno's Landing:Pop 1.2/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania: Liberte, Egalite, Fraternete. Once per turn, you may reroll an action, but it gains no bonuses. Second roll stands.

Leader's Weakness: Overly Open Society. You have a -5 penalty for espionage defense.

Technology: [Basic Morale][Exobiology]

Buildings: [Recreation Commons,+2 to Settlement Actions. 1W][Defenses: +25% d-fens bonus]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Units: 2x Scout[INF:1x][Regular]

[Actions]————–

[Leader] [Research labs]

[Faction] [Expansion]

[Settlement] [Vents]

[R&D] [Pioneering]

1. Regina continually files a series of motions and appears to speak about the entire "research debacle". [Build: Research Labs]

2. A good portion of the effort these days has been around expansion. It's been going well, but additional effort is thrown into the latest push. [Expansion 3/8]

3. A few engineering teams head out to try and secure the vents. [Build: on the Geo vents][Harmony pod:+2]

4. R&D tries again with new pioneering methods. Perhaps they will come up with something better this time. [Research: Pioneering]

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da1c9c No.20532

Dice rollRolled 1 (1d100)

[Syndicates reroll: #2]

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da1c9c No.20592

Dice rollRolled 48, 53, 58, 17 = 176 (4d100)

>>20489

Faction Name: USMC 2.0

Faction Color: Crimson

>>ACTIONS

Leader's Personal Action: Chesty is going to start training the general populace in how to use weaponry and basic soldiering. The man is a master of combat. Lets have him pass that experience on to the people so that in an emergency they may hold the line along with the professional Marines.

Faction Action: Continue Expansion: 3/10

Settlement Action: Build a mine in the territory. "You find a region high in mineral content. Building a mine or sending a harvester here gives +5 to a settlement action"

R&D: Study Pioneering

Faction Leader: Chesty Puller

-Explore:[1]

-Discover:[0]

–Build:[2]

-Conquer:[3]

Mania: Vigorous Training. Your raised troops are +1 Experience level than normal, and you gain a +5 to rolls for building units.

Weakness: Overly Martial Focus: You have a -5 to EXPLORE/DISCOVER research.

>Wealth: 16.5(+2.3/turn)

[Wealth = Territory x 0.1, +Buildings]

>Territory: 3

>Secret Projects:

>Settlements:

[ Tun Tavern] (Pop 1.6 )+.2/turn [cap 8],

>Buildings

[Headquarters: +1 Wealth/turn]

[Base Hospital; increased regen, helps protects against viruses]

>Technology:

[Exobiology I]

[Basic Morale

>Unit Equipment/Training:

[Fission Power: Multiplier 1]

[Infantry:Moves 1]

[Hand Weapons:Power 1]

[Colony Pod]

[Laser Weaponry, Power 2]

>Unit Designs:

Scout[INF,1x],

Colony Pod[INF,Defenseless]

Laser Infantry[INF,x2]

>Current Units:

2x Laser Infantry[INF,x2][Damaged, .75][Hardened]

Gain: 1 [Native Life Form]

You find a region high in mineral content. Building a mine or sending a harvester here gives +5 to a settlement action

Meta(Corrected currency. Realized I had been doing it wrong it is now up to standard)

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da1c9c No.20600

>>19819

I was forgotten in the last turn update.

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da1c9c No.20615

>>20184

>Elysia

>67 Colonial Administration complete

>9 Native Lifeform x.5

>73 Base Food Supply [4/6]

>78 Industrial Base 4/6

>>20600

No you weren't. You just didn't post actions last turn. See above for the result of the turn you actually posted.

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da1c9c No.20642

>>20600

I'll wait for you to post your turn, then.

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da1c9c No.20643

Dice rollRolled 67, 13, 80, 48 = 208 (4d100)

>>20489

>>20488

Faction Name: Planet's Mystics

Faction Color: Dark Purple

Faction Leader: Grand Robe

-Explore:[5]

-Discover:[1]

–Build:[]

-Conquer:[]

Faction Leader Fluff: >>19474 (You)

Wealth: 12.2(+1.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Max Settlement Actions: 2

Secret Projects:

Settlements: [Grand Temple of Planet:Pop 1.6/8, +.2/turn ][Headquarters: +1 Wealth/turn][Perimeter Defence, 25% defence bonus]

Leader's Mania: The Sixth Sense. You get a +5 to all espionage rolls.

Leader's Weakness: Pseudoscience. While dedicated, your researchers go off on unrealistic tangents. -5 to Explore or Discover research.

Technology: [Loyalty] [Exobiology][Basic Psionics]

Buildings Available: [Perimeter Defence, 25% defence bonus, 1W]

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenceless]

Unit Training: [Mental Fortitude, improved PSI defence over basic]

Units: 2x Scout[INF,1x][Regular]

Grand Robe had delivered proof of his vision. There was things here to learn about their powers. And so motivated by their progress, the people head back to retrieve a live creature to study and communicate with. "Trust in me my brothers and sisters, with my power at our side we will bring back a creature who will join as one of us."

Leader Action: Head out with the scouts to capture a living alien. [EXPLORE]

Faction Action: Send the scouts south to explore where the creatures live, and try to capture a living one. [EXPLORE]

Settlement Action: Design a Psi-Scout [Infantry+Hand Weapon+Fusion Power+Mental Fortitude] [CONQUEST?]

R&D: Research better Research facilities [DISCOVER]

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da1c9c No.20648

>>20488

>>20413

>>20489

huh, just realized the mislink. I did get my post in

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da1c9c No.20649

>>20488

>>20413

Noticed you did my makeup turn but did you do the current turn as well?

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da1c9c No.20658

Dice rollRolled 5, 5 = 10 (2d10)

>>20615

Totally missed that turn update. muh bad

Guess I'll roll defense then

1x Scout[INF,1x][Regular],

1x Scout Rover[RVR,1x][Regular]

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da1c9c No.20659

Dice rollRolled 24, 55, 60, 51, 58, 29, 100, 62 = 439 (8d100)

Faction Name: Elysia

Faction Color: Gold

Faction Leader: Ilse Markan

-Explore:[1]

-Discover:[1]

–Build:[2]

-Conquer:[2]

Faction Leader Fluff: Commander Ilse Markan was the XO of the doomed Harmony and led the faction known as the "Not Letting Everyone Die" faction. Made up of a fair portion of the ship's essential crew including engineers, scientists, security, and colonists looking to stay above the petty factionalism and make it to AC alive. Once the Captain was shot and the other members of the crew showed their true colors Ilse rounded up her own faction - keeping them safe and together - until they touched ground. It was here, on this nice patch of land that they would make the home Earth had intended for them to have. A new world, a new earth.

Elysia.

——————-

Wealth: 16.3(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements:

[Laurel:Pop 2.1/8, +.4/turn ][Headquarters: +1 Wealth/turn] [Clean Water]

Leader's Mania: Legitimacy Colony Leader. With Captain Laurel dead and the UN-assigned Governor missing, by the Charter you are in command. You gain +5 to your Faction rolls.

Leader's Weakness: Limitations of Legitimacy: You may not violate the Charter. You may not bombard civilian populations, use chemical weapons on humans, poison water supplies, raze cities.

Technology: [Mobility] [Colonial Administration]

Additional Unit Equipment:[Rover: Moves 2]

Starting Units: 1x Scout[INF,1x][Regular], 1x Scout Rover[RVR,1x][Regular]

Leader [Colonial Protocols] - The survival of any operation - be it ship or colony - survives on having a set of rules, regulations, and procedures to follow or fall back on in any given circumstance. Working with her Administration, Governor Ilse Markan begins developing standard operating procedures to aid in the development, expansion, defense, and prosperity of the colony.

Faction [Colonial Militia] - After the attacks by native lifeforms it has been confirmed by scouting parties that this planet is a good deal more dangerous than they had originally anticipated. In response, Governor Markan has authorized the training and formation of a basic militia to defend the colony in the event of an attack.

Settlement [Base Food Supply (4/6)] - Every available hand pitches in to finish the construction of what small farms they can get going on this alien soil.

R&D [Industrial Base (4/6)] - Work here is nearly completed, attacks or otherwise. It should be completed shortly.

— Current Turn

Leader [Colonial Protocols] - Ilse Markan continues working with her team to implement the new rules and fine tune them to be efficient enough to not be a reduction on the overall productivity and sustainability of the colony.

Faction [Colonial Militia] - Once the requisite equipment has been set aside for the Colonists existing security forces that left as part of Ilse's faction go to work on training members of the newly minted militia. Nothing is worse than untrained soldiers, and the militia are given basic courses in weapon's use and maintenance, and security procedures.

Settlement [Housing Habs] or [Base Food Supply] - The settlement gets to work on improving general living conditions if their food situation has been improved.

R&D [Xenobiology] or [Industrial Base] - Once the research team has developed effective methods of creating a basic industrial base the R&D eggheads set to work on the corpses of the native lifeforms that were killed and others that may have been collected. Figuring out the life on this planet is the next step toward proper colonization after all.

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