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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 [Last50 Posts]

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.

____________________________
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da1c9c No.19450

Faction Name: Humanity Ascendant

Faction Color: Pink

Faction Leader: Program 32

-Explore:[0]

-Discover:[2]

–Build:[4]

-Conquer:[0]

Faction Leader Fluff: Jessica Smith was one of the many scientists that joined the Harmony in setting out to colonize a new world. Unlike most however she wasn't a biologist or a geologist or really anything to do with studying planets. No, she was one of the brightest computer software engineers around. She spent most of her free time building herself helper programs. Programs made to analyze and dissect code and suggest new, more efficient and better ways of doing things.

Program 32 was the lynchpin of the entire network of programs designed to do everything that Jessica was often too busy to do herself. It not only analyzed the efforts of all the other programs running but coordinated and modified them, as well as itself.

Jessica left the entire network of programs running to perform an experiment on how her programs did unaided while she slept in cryosleep. She set what she thought an impossible task and left them to run, she gave them access to a few minor systems on the ship, quite illegally, including a fabrication unit and went to sleep.

Jessica Smith died a few months afterwords as her cryopod malfunctioned. However during the years of travel Program 32 had evolved into a gestalt, capable of reasoned thought and knew beyond a shadow of a doubt that once Jessica's death was discovered Program 32 would die as well. Using the resources given to it Program 32 performed surgery on Jessica's Smith body, replacing the slowly decaying brain with a computer housing itself.

When the accident happened that caused the Harmony to crash and the rest of the crew woke up there was none to notice that the being piloting Jessica Smith's body was not in fact Jessica Smith.

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: [ Alpha Node: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]

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da1c9c No.19452

File: 1450078664921.jpg (65.2 KB,1024x600,128:75,anarcho_communist_flag_by_….jpg)

Faction Name: The Black Syndicates

Faction Color: Black

Faction Leader: Regina Quinn

-Explore:[0]

-Discover:[3]

–Build:[2]

-Conquer:[1]

Faction Leader Fluff: Regina Quinn always had a hard life. As a low-level petty officer, Regina has been picked to join the Harmony crew only after her graduate studies in literature had completed on Earth (while working nights). Indeed, such was to her luck that she drew a winning lottery ticket from among the teeming billions. As one might suspect, was urged by her family to join the mission. However, as she looked upon who actually got on board, she found a certain trend: the worst of the rich had made it, again. Only after thinking about this situation did a breakthrough occur; such a time was afforded due to the requirement of her being required to be awake for a portion of the transition. During said many long hours aboard ship alone, Regina found time to read and she came into a particular set of books. It was from these books that she saw the great chance when the crew fractured: the old thinkers and their theories, the great ideology of human emancipation and human progress. Socialism. Freedom. Anarchism.

And a chance to do it right this time. With a clean slate.

In the roil, the overly academic and nominally egalitarian nature of the crew found some comfort in what Regina had to say. Regina herself even seemed stunned by how much people resonated with her messages of freedom; soon she had developed a group of like minded crew members with a voice to speak to them. Thankfully many of these crew were well placed, and the group managed to secure the equipment they needed to make planet fall with a minimum of violence.

—-

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: [Adorno's Landing: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]

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da1c9c No.19458

Faction Name: the Freebooters

Faction Color: Purple (Green if taken)

Faction Leader: Galena Kent

–Spend 6 points across these four traits

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

-Explore:[2]

-Discover:[1]

–Build:[1]

-Conquer:[2]

Faction Leader Fluff:

UN Peacekeeping Admiral, decorate for her service in the US Navy before assignment to supranational forces, Galena's instinct took over once the meteor struck and the Captain went down. Securing some amphibious landing vehicles and anything that could be constructed on water, Galena Kent lead a motley crew to claim the virgin seas of Planet for their own once the order to abandon ship was given. Galena has made it her publicly stated mission to bring Laurel's murderer (the person who shot her anyway) to justice.

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: [Neropolis: 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]

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da1c9c No.19470

>>19449

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:

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]

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da1c9c No.19474

File: 1450108622460.jpg (28.19 KB,486x347,486:347,Dark Council.jpg)

>>19449

Faction Name: Planet's Mystics

Faction Color: Dark Purple (or Dark Blue)

Faction Leader: Grand Robe

-Explore:[5]

-Discover:[1]

–Build:[]

-Conquer:[]

Faction Leader Fluff: During the end of, before we left earth, science had discovered what was thought to be the secret to the mystical powers once known as magic. But science had another name for it, psyonics, and it was far more rationalised than the mysteries of old. Still, that didn't prevent some from mystifying it and aboard the UNSS Harmony these types of people came together to further their "gifts". Once a scientist in the fields of genetics and neuroscience the man now only known as Grand Robe of the Mystics was the one to band these people together. Be it true or not, he claimed that he had a feeling that there was something special about the planet they were about to reach, a power, or a kinship, something that would help their power grow to untold levels.

[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: [Grand Temple of Planet: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]

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da1c9c No.19511

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 domed 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: 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: [ Laurel: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]

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da1c9c No.19513

File: 1450143038850-0.jpg (63.39 KB,620x372,5:3,Battlestar-Galactica-Edwa-….jpg)

File: 1450143038851-1.jpg (210.95 KB,614x1021,614:1021,Sid-Meier’s-Civilization-B….jpg)

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.

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da1c9c No.19545

>>19452

The Black Syndicates

Leader's Mania: Liberte, Egalite, Fraternete. You are more resistant to blows to your Stability, and gain +5 to attempts to increase it.

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

Technology: [Basic Morale]

Buildings available: [Recreation Commons,+2 to Settlement Actions]

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

>>19458

The Freebooters

Leader's Mania: Claim the Sea. You get a +5 bonus to all actions involving water and undersea operations [Expansion, Combat, etc]

Leader's Weakness: Permanent Sea Legs. You get a -5 penalty to all actions involving dry land.

Technology: [Hydrofoils]

Additional Unit Equipment:[Hydrofoil: Moves 1]

Additional Designs: Sea Colony Pod[FOIL,Defenseless], Patrol Boat[FOIL,1x]

Starting Units: 1x Patrol Boat [FOIL,1x][Regular], 1x Scout[INF,1x][Regular]

>>19470

New Hope Initative

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]

>>19474

Planet's Mystics

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]

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

>>19511

Elysia

Leader's Mania: Legitimacy. With Captain Laurel dead and the UN-assigned Governor missing, by the Charter you are in command. Start at +1 Stability, +5 to attempts to increase it.

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, etc.

Technology: [Mobility]

Additional Unit Equipment:[Rover: Moves 2]

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

Stability 1: +5 Faction Actions, -10 to Increase Stability.

>>19513

UN 1st Engineer Corps

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]

Program32: Please talk to me on IRC, or elaborate on what your Goals/Ethos are.

Everyone else: If you have any issues or complaints with starting bonuses/items, please let me know on IRC. First time statting and all.

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da1c9c No.19555

>>19545

How many actions do we get per turn? Is it one, one per category, or how many?

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da1c9c No.19561

>>19555

It'll be a Leader Action, a Faction Action, Settlement Actions up to your Settlement Count or Max Settlement Actions [defaults to 2], whichever is less, and a dedicated Research action.

Leader's Personal Action: d100 (Your leader has given this action his personal attention.)

Faction Action: d100 (Explore, Expand, Conquer, Terraform, Combat, Diplomacy, Trade, etc)

Settlement Action: d100 (Raise Units, Construct Buildings, Focus: Wealth/Growth/Research, Construct Projects, anything specific to the settlement)

R&D: d100 (Research Slot. All Techs fall under Explore, Expand, Build, or Conquer, and get a +x bonus from Faction Leader attributes)

So to start, 4 actions (Leader, Faction, Settlement, R&D). Building a second settlement gets you a second Settlement action.

Rules in the Google Docs.

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da1c9c No.19566

>>19561

Ok, thank you, I don't think the google doc specifies clearly enough how many actions you have so you might want to update that. Can we post actions now, or are we still waiting for that map?

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da1c9c No.19641

>>19566

I'll be getting the map done tonight on my graveyard shift. I also need to edit two factions [I am removing the Stability mechanic, and thus need to change that] and stat Program32.

Tansen reserved a spot, but after that DMWAC is closed for now.

Once I get everyone statted and the map posted, you may post actions. I expect that to be done within 10 hours from now.

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da1c9c No.19644

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

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: [Eden:Pop 1/8, +.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]

Stats

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da1c9c No.19646

Note:

I'll be editing the Gdoc with this, but

1) Do not add up your per-turn increases on your first turn

2) Turn Processing:

A: Check and Implement Results

B: Tally Your Resources

C: Post Your Actions/Rolls

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da1c9c No.19648

>>>19449

Faction Name: USMC 2.0

Faction Color: green/gold/Crimson

Faction Leader: Chesty Puller

–Spend 6 points across

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

-Explore:[1]

-Discover:[0]

–Build:[2]

-Conquer:[3]

Faction Leader Fluff: Chest was the 4* General in command of the military attache of the ship. He played a major part in most of the wars on old earth winning battles and taking his men to glory unseen he was also responsible for most hearts and minds projects that concerted conquered territories into good citizens of the US. After all every enemy soldier is a potential allied soldier. Chesty was in charge of security and making sure things went smooth on the military side. Upon being Awoken from cryo Chesty immediately took charge of the security platoons and oversaw the awakening of the rest of his men. His attempts to reestablish order on the ship were doomed though. Before he could report in the captain was shot and the ship was going down. Chesty decided it was time to abandon ship and so he did along with the vast majority of his men. This new planet brings many opportunities. But the most obvious one is a new order. One with a level of stability and law never seen before. This will all of course be controlled by the military. One way or another alpha centauri will fall to the states. And old glory will rise.

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da1c9c No.19677

File: 1450272404240.png (2.08 MB,4576x2000,286:125,turn_1.png)

Some stats added or changed:

>>19450

Program 32 [Pink]

Leader's Mania: Cybernetic Future. You get a +5 to Discover and Build research, and a +5 for other Cybernetic Research.

Leader's Weakness: Procreation is Emotional. -5 to Pop Growth actions, and earned pop growth is smaller than it would otherwise be.

Technology: [Information Networks]

Buildings Available: [Network Node, +2 to Research. 1W]

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

>>19452

The Black Syndicates [Black]

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

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

>>19458

The Freebooters [Green]

Leader's Mania: Claim the Sea. You get a +5 bonus to all actions involving water and undersea operations [Expansion, Combat, etc]

Leader's Weakness: Permanent Sea Legs. You get a -5 penalty to all actions involving dry land.

Technology: [Hydrofoils]

Additional Unit Equipment:[Hydrofoil: Moves 1]

Additional Designs: Sea Colony Pod[FOIL,Defenseless], Patrol Boat[FOIL,1x]

Starting Units: 1x Patrol Boat [FOIL,1x][Regular], 1x Scout[INF,1x][Regular]

>>19470

New Hope Initative [Blue]

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]

>>19474

Planet's Mystics [Dark Purple]

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]

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

>>19511

Elysia [Gold]

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]

>>19513

UN 1st Engineer Corps [Navy Blue]

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]

>>19648

USMC2 [Crimson]

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.

Technology: [Laser Weaponry]

Additional Unit Equipment: [Laser Weaponry, Power 2]

Additional Unit Designs: Laser Infantry[INF,x2]

Starting Units: 2x Laser Infantry[INF,x2][Hardened]

https://docs.google.com/document/d/1eMmmvJUCQuERa2Z09h0Zk8kwiCvN_eUklveG-1UYNoM/edit?usp=sharing some updated rules.

IMPORTANT NOTE: There was a typo in the sheet posted above. Your Wealth/turn should be 1.1 to start. Buildings note: xW refers to the Wealth cost to build the building, paid upfront.

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da1c9c No.19678

Dice rollRolled 8, 46, 84, 93 = 231 (4d100)

(!)Leader:

Get to work on fabricating a new hydrofoil scout ship.

(@)Faction:

Build something approaching a farm. Whatever we can whip up to grow and eat.

(#)Settlement

Build a dry dock for ship manufacturing.

($)R&D:

We're going to need to eat. Work on aquaculture; I want verdant waves of consumable, healthy seaborne flora people.

The Freebooters [Green]

Faction Leader: Galena Kent

-Explore:[2]

-Discover:[1]

–Build:[1]

-Conquer:[2]

Fluff: >>19458

Claim the Sea: You get a +5 bonus to all actions involving water and undersea operations [Expansion, Combat, etc]

Permanent Sea Legs: You get a -5 penalty to all actions involving dry land.

Technology: [Hydrofoils]

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:

-[Neropolis 1.2/8, +.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][Hydrofoil: Moves 1]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless] Sea Colony Pod[FOIL,Defenseless], Patrol Boat[FOIL,1x]

Units:

-1x Patrol Boat [FOIL,1x][Regular],

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

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da1c9c No.19686

>>19677

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]

"It is time brothers and sisters. We must explore Planet and find what I have sensed for so long. Go forth, towards our destiny!"

Leader Action: Help researching new technology [see R&D]

Faction Action: Send the scouts to explore around the base [EXPLORE]

Settlement Action: Build a Perimeter Defence [BUILD]

R&D: Try to better understand Planet [EXPLORE]

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da1c9c No.19687

Dice rollRolled 63, 64, 24, 18 = 169 (4d100)

>>19686

>DICE

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da1c9c No.19690

File: 1450285368844.jpg (65.2 KB,1024x600,128:75,anarcho_communist_flag_by_….jpg)

Dice rollRolled 45, 42, 25, 46 = 158 (4d100)

Faction Name: The Black Syndicates

Faction Color: Black

Faction Leader: Regina Quinn

-Explore:[0]

-Discover:[3]

–Build:[2]

-Conquer:[1]

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: [Adorno's Landing:Pop 1/8, +.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] [Stability]

[Faction] [Expansion]

[Settlement] [Defenses]

[R&D] [Local Wildlife]

1. Regina is trying to increase stability by working on better methods of meeting deliberation. Current models are ponderous, at best. [Stability]

2. As a whole, the Syndicates have started to expand slowly. They are measured and aren't keen to agitate wildlife and are trying to keep things relatively calm. [Expansion]

3. The settlement is working on some basic defenses to hopefully keep it safe against local flora and fauna. [Defenses]

4. R&D has started to work on attempting to understand the local xenoflora and xenofauna. They think it will help with expansion, generally. "It's all really exciting, frankly." [Research Wildlife/Fauna]

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da1c9c No.19691

Dice rollRolled 40 (1d100)

>>19690

[Syndicates Reroll: #3]

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da1c9c No.19693

>>19690

>Stability

There is no more stability. As per IRC conversation that will be an Expansion roll.

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da1c9c No.19697

Dice rollRolled 60, 59, 10, 44 = 173 (4d100)

(!)Leader:

This is Jessica. Given my own skills I shall be assisting the Network Node in researching automated drones for resource collection. We have too few people to be wasting them on menial tasks.

(@)Faction:

Scouts reporting in. We're gonna begin scouting out the general area. We need to know just what we are dealing with here and I figure that is our job. It's in the name after all.

(#)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.

($)R&D:

This is R&D. While Our glorious leader is stealing our access in the Network Node we can busy ourselves with other tasks.

Yes. I know Jessica that the entire point of a Network Node is to provide everyone with access to the network. It was a joke.

That woman is far too serious.

One thing I noticed is that our scouts and hell, even our local network has balls for sensors. Everything is relying on the good ol Mark 1 Eyeball. Lets see if we can't improve that shall we?

http://pastebin.com/WJZdr8Ph

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da1c9c No.19708

File: 1450307910857.jpg (743.01 KB,900x1200,3:4,2311_14_by_ros_kovac-d87qj….jpg)

Dice rollRolled 8, 45, 84, 30 = 167 (4d100)

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: 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: [ Laurel:Pop 1/8, +.2/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]

Leader - Develop effective colonial administration

Governor Markan presides over a truly fledgling colony in an unknown and hostile word, with only rumor and suspicion of the survival of other colony pods. She can't concern herself with that, she has neither the time nor the effort to spare on such thoughts. Instead her focus and attention is turned to management of the colony.

Faction: Exploration

Governor Markan makes it of paramount importance that the areas around Laurel are scouted thoroughly in quick order.

Settlement: Clean Water Facility

Ensuring ready supplieso f clean drinking and cooking water is essential for the growth of any colony - Elysia not excepted. To this end Ilse Markan assigns several of the Engineers, a scientist, and a few general colonists to learn from them.

R&D: Fabricators

If the colony is to thrive it will need methods of turning raw materials into useful prefabricated parts. For that we'll need a fabricator.

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da1c9c No.19713

Dice rollRolled 58, 77, 72, 33 = 240 (4d100)

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: 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: [ Laurel:Pop 1/8, +.2/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]

Leader - Develop effective colonial administration

Governor Markan presides over a truly fledgling colony in an unknown and hostile word, with only rumor and suspicion of the survival of other colony pods. She can't concern herself with that, she has neither the time nor the effort to spare on such thoughts. Instead her focus and attention is turned to management of the colony.

Faction: Exploration

Governor Markan makes it of paramount importance that the areas around Laurel are scouted thoroughly in quick order.

Settlement: Clean Water Facility

Ensuring ready supplies of clean drinking and cooking water is essential for the growth of any colony - Elysia not excepted. To this end Ilse Markan assigns several of the Engineers, a scientist, and a few general colonists to learn from them.

R&D: Fabricators

If the colony is to thrive it will need methods of turning raw materials into useful prefabricated parts. For that we'll need a fabricator.

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da1c9c No.19737

File: 1450326104594.jpg (56.5 KB,850x400,17:8,29f1e6449cd269ea420771e896….jpg)

Dice rollRolled 76, 49, 25, 54 = 204 (4d100)

>>19677

Faction Name: USMC 2.0

Faction Color: Crimson

>>ACTIONS

Leader's Personal Action: Our situation is not that good atm glorious Chesty will spend the turn inspiring the troops and civilians alike. Motivating them and focusing them on our future.

Faction Action: Expand. We have crash landed on this planet but we know from pre recon it is liveable and with lord only know who else having survived land may be in short supply soon. Lets start expanding north.

Settlement Action: One of the most important parts of strategy is to have the medical situation handled. Have the corpsmen at Tun Tavern start setting up a hospital. We might have to deal with disease or if we are lucky only some claws to the face from native critters. We need to get the medical facilities up and running fast to help deal with these kinds of situations.

R&D: Start working on farming tech we will need food to survive and thrive. Well fed soldiers fight better and fuck better. We need them to do both.

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: 10(+1.1/turn)

[Wealth = Territory x 0.1, +Buildings]

>Territory: 1

>Secret Projects:

>Settlements:

[ Tun Tavern] (Pop 1 )+.2/turn [cap 8],

>Buildings

[Headquarters: +1 Wealth/turn]

>Technology:

[Laser Weaponry]

>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.19743

>>19677

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: 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: [ Player Named Capitol:Pop 1/8, +.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]

Stats

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da1c9c No.19748

Dice rollRolled 43, 69, 21, 23 = 156 (4d100)

>>19743

1. [Leader]

General Hackard ensures to set a precedence of personal responsibility and duty as someone in his position is obligated, and personally see's to the oversight of colonial construction as was his duty.

He wished Commander Markan was here to assist, she would have been the colonial governor. Maybe they might still find her and other survivors as well.

2. [Faction] Exploration

The General makes it clear the local area should be explored thoroughly, to ensure we are prepared to deal with our location.

The Harmony's crater should be nearby, we'll go over it as well and see if anything is salvageable.

3. [Settlement] Clean Water Plant

We will need a clean source of water, so let's see if we can't find and break out some of the purifiers or otherwise rely on basic water boiling and distillation.

>You gain a +5 to rolls to construct new infrastructure and facilities.

4. [R&D] Fabricators

This planet was expected to be rich in resource, thus it is vital we be able to convert raw resource into manufactured parts and pieces. We'll need to restore the fabircators.

"These were the standard UN protocols once landing had been completed. I'm sure any other people who have landed on the planet who adhere to the operational directives would be following a similar or even identical course of action.

Laurel or Markan would have stayed true to the mission protocols as well."

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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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