75bba1 No.20855 [Last50 Posts]
Solaris - The Reprisal
Session 0
The Meridian Hegemony, the crux of socio-political growth in the galaxy. A unified system for all races, humanoid and otherwise. A system where votes are measured in degrees of socio-economic progress, cast by mega-corporations, monarchy and democratic council alike.
But all this doesn't matter now. For the Hegemony and the Periphery burn.
It started as lights in the Periphery flickering out, scouts and surveyors missing check ins. Until the infamous Battle of Lone Star, where we learned the strength of the enemy. Where we learned how doomed we truly were. A self-replicating race of homonid-esque machines, operating in resounding unison across the galaxy, with fleets of ships of unheard of strength. This was the enemy that knocked our door down. This was the enemy that burned our homeworlds. This is the enemy that lead us to flee.
With the last vestiges of civilization crushed under the weight of the rolling tide of the Enemy, a plan simply titled "Evacuation" was enacted. Small fleets made up of the remaining FTL-capable ships grouped up to dive into the depths of the stars beyond the Periphery, and attempt to hide among the billions of remaining stars in the galaxy. Your ship is one of these, tasked with the heavy burden of carrying the mantle of your civilization's future into the stars…
RULES (Original Rules & Combat Rules for now): http://squidkid.ink
The TL;DR :
I abide by the rule of cool. If it's not broken, stupid, or otherwise detrimental to the story, it flies. If it's awesome and improves the story, I'll leave the only stumbling block to the dice.
-> If you abuse this rule, I reserve the right to remove the portions that adversely affect game-play, although I will almost never do this.
Don't be a dick, plain and simple. If you're going to harass, harm, or otherwise bar a player from achieving goals, have a solid role-play reason for it. Saying "because I can" doesn't cut it.
Dice is law. While I'm lenient in a lot of regards, the dice rolls are what they are. You may not re-roll, pre-roll, or call foul. I'm not RNGeezus, and I wont fudge your rolls for you.
*New turns are declared with important information regarding the location of the fleet, notable anomalies, and other information. If you post before the new turn is declared, you may miss out on that information. I will not allow you to redo a turn if you do so!*
____________________________
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75bba1 No.20859
PS: Ill gladly roll up your stat sheet for you if you PM me on IRC with your fluff! :)
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75bba1 No.20860
| Rolled 5, 5, 7, 5, 1 = 23 (5d10) |
>>20855
Name: The Eridian Hegemony
Species/Subrace: Eridnus Maximus
DCS Member Species: Yes
Fluff: A strong arm of the DCS, the Eridians specialized in mechanized assaults via orbital drops. They are bipedal sophants, and this design is reflected in their war machines. Towering metal machinations that provide support for their troops and ships. Known as "Gardes" They function as both orbital and ground support units, and fill a role usually occupied by much more squat and robust vehicles. As a military society, it go without saying that the Eridian people are spartan in dress and home, rejecting the luxury and comforts of modern life and only valuing performance on the battlefield. When the enemy came, the Eridians, like many other species, tried to oppose them, their Gardes were similar to the enemies own machines, and this apperantly offended the Enemy as well, because the Eridian's world was among the first to fall, and when the Enemy razed the planet, they didn't stop there, the pushed on, cracking the planet in two. The Eridian defense fleet lied in pieces in orbit around the detritus of their former world, the lifeless bodies of billions of souls floated in cold void, a warning to other species of the horrors to come. Now all that remains of the Eridians is what few ships they had out on deployment in the far reaches of the galaxy when the Enemy arrived. The E.C.S Ferdinand was such a ship.
>Racial Bonus: DCS Frontliners
Known best for Peacekeeping operations and general DCS Space security, your people are a strong example of the warrior ethic. +10 to offensive combat rolls against the Enemy, +10 to defensive combat rolls in support of Fleet ships. -20 to Retreat rolls.
Liveship - E.C.S. Ferdinand
1020 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
? Fuel
? Food
? Water
? Raw Metal
? Exotic Metal
>Ship Bonus: "Garde"-based Combat Carrier
Your ship has a complement of 2 "Garde"
Class Fighters, with 4/2 ATK/DEF. (They inherit traits from default fighters, see combat reference for details)
>resource rolls
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75bba1 No.20862
>>20858
>>20860
you might want to revise your fluff to match the Reprisal's setting.
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75bba1 No.20866
>>20855
Ship Name: SHNS Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
5 Food
9 Water
7 Raw materials
8 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Race Name: Solarians
Nation Name: Solarian Hegemony
Hegemony Membership: Y (for however little they actually use it)
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
(Maldaris gave me the ok)
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75bba1 No.20868
| Rolled 4, 1, 9, 9, 8, 4, 10, 10 = 55 (8d10) |
Name: Hadra IV's Spectre
Species/Subrace: Hadrann
DCS Member Species: Y
Fluff: The Hadrann were forced off of their world long before the Enemy arrived. Faced with severe tectonic instability and a rapidly shifting gravitational balance within their solar system's orbit, the Hadrann evacuated over seventy percent of their population onto offworld colonies and floating colony ships. The remainder set to building a massive machine to stabilize their homeworld, and it worked, for a time, until the Enemy came and they were forced to explosively detonate their entire planet in order to stall their advance and render the entire Hadra system unusable.
This act of martyrdom from the Hadrann homeworld spurned the other colonies to action against the enemy. Once operating as mechanics and mercenaries, the Hadrann worked for free to stop the Enemy's advance. Only a single colony ship has not thrown itself against the enemy in defiance. Only a single colony ship remains to carry on the Hadrann civilization in accordance with Evacuation. All others have died fighting. Hopefully not in vain.
The Hadrann evolved on a low-G planet, and their physiology reflects this. They have four arms, smooth green-to-blue skin, a heightened sense of reflex, and breathe Hadmix, a special cocktail of chlorine, Co2 and oxygen.
The Hadra IV's spectre is one of the few remaining ships of Hadrann design, and even then, the engineering prowess of its creators means that it has multiple alien components. A Cruiser, colored shining grey save for a massive, bright green constellation pattern on the top plating– a starmap of the Hadra system.
Cruiser
Population Cap (1d6):
Defensive Rating(1d10):
Offensive Rating(1d10):
Propulsion Rating(1d10):
Shield Efficency(1d100):
Fuel:
Food:
Water: (Note that this represents chlorine-heavy water and Hadmix gas)
Raw Metals:
Exotic Metals:
Dice 1-5: Resources
Dice 6-8: Ship Stats
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75bba1 No.20869
| Rolled 1 (1d6) |
>>20868
Rolling for Population Cap.
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75bba1 No.20870
| Rolled 3, 4 = 7 (2d100) |
>>20868
Rolling for shield Efficiency and Special Stuff
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75bba1 No.20873
>>20868
Note that you cannot trade Water if you choose this option, however water resources you acquire are worth x2.
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75bba1 No.20874
| Rolled 1 (1d4) |
Ship type didn't know.
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75bba1 No.20875
Name : Jo Republic
Species/Subrace : Jo'tuin, Jo'poin
Meridian Hegemony Member : (Y)
Fluff : The Jo are a remarkable example of two races evolving and industrializing on the same home world and not realizing either existed until very late in their development. The Jo'tuin on land and the Jo'poin in the deepest oceans. The first time the Jo'tuin realized there were people living in the oceans was when the Jo'poin launched their first space vehicle. That day was met with tension as the two races met and learned from one another. Only that tension never ratcheted, they shared their planet yes, but nothing else. Their cultures, their food, their industries, their military, nothing conflicted. Uneasy peace became trust, trust became unification. Unification brought the Jo Republic into being. Together they reached for the future with joined hands.
In time they would leave their world and join the DCS as full fledged members and made their mark as premier scouts and pilots. The Jo'tuin had extraordinary senses, able to see well into the infrared and ultraviolet, see electricity and hear well outside of normal ranges. The Jo'poin has excellent spacial awareness, able to always know where they were and everything around them was on an instinctual level, this translated not only in their native watery environment but in space as well. The two species typically travel in paired groups when outside Republic space finding comfort in each other in spite of their differences.
Racial Bonuses : +10 to Exploration Rolls, +10 to Retreat/Flanking Rolls in Combat, +1 PRP to all ships
Racial Detractor: LADAR Sensitivity - Due to hightened senses, EWAR and other forms of jamming are twice as effective against you.
Frigate : Setting Sun
2000 population
ATK : 3
DEF : 7
PRP : 9 (10)
Shields : 45%
Experimental Frigate - Designed to combat pirates in the Periphery, this ship is the pinnacle of the Jo Republic's fighting capability. Equipped with LADAR-defeating Plating and Axial Railguns, this ship gains +2 to Railgun Damage and -10 to all weapons rolls against this ship
Resources :
Fuel : 6
Food : 1
Water : 4
Raw : 8
Exotic : 5
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75bba1 No.20876
| Rolled 87, 63 = 150 (2d100) |
>>20873
they drink chlorine-heavy water, fam
it's official
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75bba1 No.20877
| Rolled 3 (1d6) |
>>20874
Frigate now for cap
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75bba1 No.20882
>>20860
NEW FLUFF: A lone civilization on the fringes of the Hegemony, having resisted absorption though military means; having just been engaged with a "diplomatic" fleet to "convince" the Eridians to "peacefully integrate" the home fleet was completely unprepared when the Enemy arrived in orbit around their world, razed the planet, they didn't stop there, the pushed on, cracking the planet in two. The Eridian defense fleet lied in pieces in orbit around the detritus of their former world, the lifeless bodies of billions of souls floated in cold void, a warning to other species of the horrors to come. Now all that remains of the Eridians is what few ships managed to escape the planet when the Enemy arrived. The E.C.S Ferdinand was such a ship. The Eridan's themselves are bipedal sophants, and this design is reflected in their war machines. Towering metal machinations that provide support for their troops and ships. Known as "Gardes" They function as both orbital and ground support units, and fill a role usually occupied by much more squat and robust vehicles. As a military society, it go without saying that the Eridian people are spartan in dress and home, rejecting the luxury and comforts of modern life and only valuing performance on the battlefield.
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75bba1 No.20883
| Rolled 9, 3, 4 = 16 (3d10) |
>>20877
Ship types :Frigate
Population Cap 3000
DEF, OFF, and Propulsion rating incoming
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75bba1 No.20884
Name: Grand Principality of Gredon
Species/Subrace: Gredons, mix of races
DCS Member Species: Y
Fluff: The Grand Principality of Gredon, or simply Gredon as many know it, is a nation not of equals, but of understood divides. While no one likes to talk much about it to outsiders, there is a clear divide between the nobility and everyone else in the nation, but it is a divide that had been agreed on in generations past. The unspoken rule was that the normal citizens of the nation were the muscle, the important cirulatory system of the nation, the support structure that kept everything running, and were generally treated well by the nobility. Nobles were expected to not only run their given territory, but fight in
defense of it, be it from the command center or on the front lines, earning their keep so the civilians could continue their normal
lives. This way, cowardly nobles were routed out and disposed of, and those who were gallant in battle were promoted to the nobility
in reward, and as to tell them they were expected to keep up the example they themselves gave.
In a way this philosophy has had great effect on their battle doctrine, a focus on fighter combat and close range combat, adopting the use of close range 'mobile armors', mechanized units that looked like large suits of armor, using smaller laser/plasma weapons to help boarding parties as well as to try and disable weaponry at close range. Several of these models have the ability to shift to a more mobile 'fighter' form for quick getaways. Their defensive technology focuses on hard light shields, and speed, hoping a shower of laser fire will disable or destroy the enemy quickly. As such, they have also tried to focus on point
defense units to avoid missile fire, but their results may not have been the best at this time.
Racial Bonus: Strong Military Tradition - Your faction has adopted a ruling class of military elite. As such,they undergo rigorous training making them incredibly effective in combat. Your ships gain the "Veterancy" ability, and gain +1 to combat rolls for every engagement they survive and participate in with a maximum of +10
Racial Detractor: Warrior Barons - While the intense training of the leadership makes for strong military forces, only so many nobles can be deployed at a time. Your Fleet Capacity is reduced by 2
Resources:
Fuel: 10
Food: 5
Water: 9
Raw Metal: 3
Exotic Metal: 7
Main ship: The Regal Dawn
Liveship
Attack 7
Defense: 1
PRP: 3
Shields: 95%
Population Cap: 3000
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75bba1 No.20885
Name: Order of the Sword
Species/Subrace: Timeshifted Homo Sapiens
DCS Member Species: N
Fluff: Not but 2 centuries ago Lord Eston the Adventurous and the entire castle where the Chivalric Order of Saint Gregor made home was pulled in to a magical vortex (later explained to be a freak wormhole accident when testing an experimental intergalactic travel engine which really didn't mean much to them at the time) to the far flung future. Now while the original travelers have passed on their teachings did not go unheeded by their children and those around them and the Order of the Sword was born inspired by their acts of bravery and the surprising capability of melee weapons and extensive personal shielding in the cramped corridors of spaceships. Now governed by the circle of 10 a combination of their most experienced combatants and tacticians, the technicians that let them operate, as well as their current twin leaders the White and Black Knight. As far as combat is concerned the Order of the Sword is specializes in boarding actions where their environmentally sealed armours and powered weaponry give them a stark advantage over most foes. Until the loss of civilization as they knew it the Order was a mainstay of the outer systems travelling to lay waste to criminal strongholds and protect the shipping lanes, now though they have tasked themselves with protecting the fleets from any outside threat.
The flagship of the Order of the Sword is a fortress within itself, originally a gift to the original Order it has since been continuously upgraded and refitted, it's innards are a massive castle made of steel filled with choke points and defensive positions and it's exterior built purely for defense and disabling firepower so that they may approach their foes with impunity after preventing any means of escape
Racial Bonus: Age Old Honor - You gain +10 to Defensive actions on fleet members or civilians, and +10 to Boarding Rolls.
Racial Detractor: Out of Time - Your people are out of their depth, and while the ground forces they command are skilled, their fleet doctrine leaves something to be desired. -10 to all ship combat rolls
Liveship
Population : 4000
Defensive: 8
Offensive: 4
Propulsion: 1
Shield Efficency: 11
>Supplies
Fuel: 3
Food: 3
Water: 9
Raw Metals: 10
Exotic Metals: 3
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75bba1 No.20886
| Rolled 76 (1d100) |
>>20883
Ship types :Frigate
Population Cap 3000
DEF rating: 9
OFF rating: 3
Propulsion rating: 4
Shield Efficiency incoming
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75bba1 No.20887
| Rolled 7, 4, 6, 2, 4 = 23 (5d10) |
>>20886
Ship types :Frigate
Population Cap 3000
DEF rating: 9
OFF rating: 3
Propulsion rating: 4
Shield Efficiency: 76%
Fuel:
Food:
Water:
Raw Metals:
Exotic Metals:
5d10s
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75bba1 No.20888
>>20884
Add ship bonus of 22 - Your ship was carrying a compliment of mining barges to the Periphery during the Evacuation. You gain +5 to all Mining/Salvage rolls
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75bba1 No.20889
| Rolled 7, 3, 7, 3, 4 = 24 (5d10) |
>>20855
Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?
You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States.
Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon.
The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
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75bba1 No.20890
| Rolled 2 (1d4) |
>>20889
now to see what kind of ship escaped
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75bba1 No.20892
| Rolled 2 (1d4) |
>>20868
god damn this had better be a cruiser
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75bba1 No.20893
| Rolled 92, 62, 94 = 248 (3d100) |
>>20890
Now for the ship stats
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75bba1 No.20895
| Rolled 8, 6, 6, 1, 2 = 23 (5d10) |
Name: Askarian Dominion
Species/Subrace: Humans/Varied
DCS Member Species (N)
Fluff
The Askarian Dominion was once a very small 4 system nation on the Periphery. It was never more than a regional player in the more lawless and far flung regions of the galaxy, and provided a measure of responsibility and order in a place that was very much lacking in it. It had a complicated system of Constitutional Dictatorship that was really the basics of ship etiquette applied to the day to day governance of people. Given its location and the role that it served, the Askarian Dominion was multi-racial, in the way that actually functioned. The majority of it was Human, as one of the worlds that formed the core of the Dominion was a human world that willingly joined into the governance. That did not dissuade others from joining the world's populations - provided they could fit in - or from serving in the fleet or merchant marine. Unfortunately for the Dominion, the core worlds of Askaria and its sister world Vagyar were both some of the first ones snuffed out by the Enemy, and its fleet was eradicated piecemeal, then almost entirely in lopsided skirmishes and ambushes. By the time word of their destruction reached Orbis and Vetikafr it was too late for much else to be sent out.
Racial Bonus: The Long Haul - Your faction is used to dealing with the hardships of the Periphery and as such is used to thriving on the bare minimum. Your ships only require upkeep every other turn, and you may ignore one building upkeep unit per turn
Racial Detractor: Periphery Solidarity - Relations with the Hegemony on a cultural level have always been strained. Now, with the emergence of the exterminating enemy from the Periphery, tensions are high. Many of your kind are blamed for the Invasion. You cannot join the Hegemony. You suffer -10 to combat rolls assisting Hegemony members.
Resources roll
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75bba1 No.20896
Name: Harvester 321795-E
Species/Subrace: Harvester Variety-C
https://media.8ch.net/builders/src/1448834552675.jpg
DCS Member Species: (N)
Fluff: Scavengers, an artificial species initially created subservient to its own creator. Built as a worker species, its sudden development of sentience was unexpected in it's third year of use. Ultimately recognized by the DCS as a sentient species, it was marked for freedom from it's controlling race when it showed a capacity to learn. In lieu of physical strength, the race was instead created with a basic capacity for psychic abilities in the form of telekinesis. Any sort of manual labor would require assisting technologies or the use of what few psychers there are among the species. The harvester species would become known for their affinity to gather from other cultures and act as a sort of mixing pot for new ideas, having little initial culture of their own after being cast away from their creators' homeworld.
Racial Bonus: Adaptive Cortex - You may choose, once every three turns, to adopt the racial bonus of another race.
Resources:
Fuel: 6
Food: 8
Water: 10
Raw Metal: 10
Exotic Metal: 4
Main ship: Harvester Frigate 321795-E
Frigate
Attack 7
Defense: 5
PRP: 10
Shields: 24%
Population Cap: 5000
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75bba1 No.20897
| Rolled 3 (1d4) |
>>20895
Ship roll
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75bba1 No.20898
| Rolled 2, 2, 2 = 6 (3d10) |
>>20897
Stats
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75bba1 No.20899
| Rolled 5, 4, 3 = 12 (3d10) |
>>20893
Lets try a d10 this time
Shield Efficiency: 92
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75bba1 No.20900
| Rolled 3 (1d6) |
>>20898
>>20897
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75bba1 No.20901
| Rolled 39 (1d100) |
Shield strength
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75bba1 No.20902
| Rolled 3 (1d6) |
>>20899
Now pop max
Attack: 5
Defense: 4
Propulsion: 3
Shields: 92%
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75bba1 No.20903
Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?
You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States.
Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon.
The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 7
Food: 3
Water: 7
Raw Metals: 3
Exotic Metals: 4
Think that's everything, just need my bonus/detractor
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75bba1 No.20905
>>20882
>>20860
AMENDED STAT SHEET
Name: The Eridian Hegemony
Species/Subrace: Eridnus Maximus
DCS Member Species: Yes
Fluff: A lone civilization on the fringes of the Hegemony, having resisted absorption though military means; having just been engaged with a "diplomatic" fleet to "convince" the Eridians to "peacefully integrate" the home fleet was completely unprepared when the Enemy arrived in orbit around their world, razed the planet, they didn't stop there, the pushed on, cracking the planet in two. The Eridian defense fleet lied in pieces in orbit around the detritus of their former world, the lifeless bodies of billions of souls floated in cold void, a warning to other species of the horrors to come. Now all that remains of the Eridians is what few ships managed to escape the planet when the Enemy arrived. The E.C.S Ferdinand was such a ship. The Eridan's themselves are bipedal sophants, and this design is reflected in their war machines. Towering metal machinations that provide support for their troops and ships. Known as "Gardes" They function as both orbital and ground support units, and fill a role usually occupied by much more squat and robust vehicles. As a military society, it go without saying that the Eridian people are spartan in dress and home, rejecting the luxury and comforts of modern life and only valuing performance on the battlefield.
>Racial Bonus: DCS Frontliners
Known best for Peacekeeping operations and general DCS Space security, your people are a strong example of the warrior ethic. +10 to offensive combat rolls against the Enemy, +10 to defensive combat rolls in support of Fleet ships. -20 to Retreat rolls.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
100% Shields
>Resources
5 Fuel
5 Food
7 Water
5 Raw Metal
1 Exotic Metal
>Ship Bonus: "Garde"-based Combat Carrier
Your ship has a complement of 2 "Garde"
Class Fighters, with 4/2 ATK/DEF. (They inherit traits from default fighters, see combat reference for details)
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75bba1 No.20906
Name: The Shibon Apex
Species/Subrace: The Shiboo
DCS Member Species: [No]
Fluff: The Shiboo are in all honesty not very well known in the galaxy. What little known about them is largely limited to amusing anecdotes: a combination of madcap antics, superscience, and general lunacy are their hallmarks. While not overly nice to other races, the Shiboo are known for their generally benign nature and their general obsession with exploration, meddling, and lewd humor. Aesthetically, the Shiboo themselves resemble squidlike creatures that wear powered suits that allow them to float around and engage in complicated actions. Culturally, the Shiboo are known for their extremely complicated, frequently stupid, life goals. Typically these life goals are science related dead ends, but on occasion they generate really very interesting courses of advancement for the race generally; this is sometimes interrupted with odd humor-related objectives and overarching plots of bewildering complexity. If there ever was a race of madcap scientists, the Shiboo are certainly that race. It's a miracle they haven't blown themselves up yet, really.
Racial Bonus: Mad-cap Scientists - Every time you crit in a research roll, you may choose to gain a bonus to the current research or complete another research at least two steps back in the tree.
Racial Detractor: Mad-cap Scientists - It's bad enough your people get their own labs. But the worst part is they get free reign in them. If you crit fail a roll, you lose all progress in the research, and create a random disaster, to be determined by the GM.
Fuel: 6
Food: 10
Water: 2
Raw Metal: 1
Exotic Metal: 2
Main ship: Shiboo Colony Ship "Ampersand"
ATK: 10
DEF: 1
PRP: 10
Shields: 55%
Population: 8000 Pop w/ CB bonus
[Special Attribute] Special Attribute - 17 - The product of some tinkering on behalf of your main engineer, your ship's railguns have fused in place. While this decreases their overall accuracy, you're able to put more power behind the guns . [-10 on Railgun rolls, +2 DAM on hit with railguns]
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75bba1 No.20907
| Rolled 2 (1d4) |
Rolling for ship type
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75bba1 No.20908
Name: Askarian Dominion
Species/Subrace: Humans/Varied
DCS Member Species (N)
Fluff
The Askarian Dominion was once a very small 4 system nation on the Periphery. It was never more than a regional player in the more lawless and far flung regions of the galaxy, and provided a measure of responsibility and order in a place that was very much lacking in it. It had a complicated system of Constitutional Dictatorship that was really the basics of ship etiquette applied to the day to day governance of people. Given its location and the role that it served, the Askarian Dominion was multi-racial, in the way that actually functioned. The majority of it was Human, as one of the worlds that formed the core of the Dominion was a human world that willingly joined into the governance. That did not dissuade others from joining the world's populations - provided they could fit in - or from serving in the fleet or merchant marine. Unfortunately for the Dominion, the core worlds of Askaria and its sister world Vagyar were both some of the first ones snuffed out by the Enemy, and its fleet was eradicated piecemeal, then almost entirely in lopsided skirmishes and ambushes. By the time word of their destruction reached Orbis and Vetikafr it was too late for much else to be sent out.
Racial Bonus: The Long Haul - Your faction is used to dealing with the hardships of the Periphery and as such is used to thriving on the bare minimum. Your ships only require upkeep every other turn, and you may ignore one building upkeep unit per turn
Racial Detractor: Periphery Solidarity - Relations with the Hegemony on a cultural level have always been strained. Now, with the emergence of the exterminating enemy from the Periphery, tensions are high. Many of your kind are blamed for the Invasion. You cannot join the Hegemony. You suffer -10 to combat rolls assisting Hegemony members.
Fuel: 8
Food: 6
Water: 6
Raw Metal: 1
Exotic Metal: 2
ADNS Rally
A standard transport/supply vessel of the ADNS, it was spared purely because it was too busy making a supply and personnel run when everything was wrecked.
ATK: 1
DEF: 2
PRP: 2
SH: 39%
POP: 5000
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75bba1 No.20909
| Rolled 6 (1d6) |
>>20907
popcap
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75bba1 No.20910
| Rolled 6, 9, 2 = 17 (3d10) |
DEF
OFF
PROP
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75bba1 No.20911
| Rolled 23 (1d100) |
>>20910
Shield efficiency
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75bba1 No.20912
>>20903
>Name: The Taurian FederationSpecies/Subspecies: HumanMeridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States. Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon. The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 7
Food: 3
Water: 7
Raw Metals: 3
Exotic Metals: 4
Racial Bonus: For the Federation! - If an allied ship is destroyed in combat, your ships gain +10 to all combat rolls for the rest of the engagement. This stacks up to three times.
Racial Detractor: Standing on the Brink of Defeat - Your forces are largely demoralized after losing their colonies and bases. Until you found your first colony, you'll suffer -10 to all resource and manufacturing rolls.
there we go
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75bba1 No.20916
>>20912
>Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States. Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon. The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3000
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 7
Food: 3
Water: 7
Raw Metals: 3
Exotic Metals: 4
Racial Bonus: For the Federation! - If an allied ship is destroyed in combat, your ships gain +10 to all combat rolls for the rest of the engagement. This stacks up to three times.
Racial Detractor: Standing on the Brink of Defeat - Your forces are largely demoralized after losing their colonies and bases. Until you found your first colony, you'll suffer -10 to all resource and manufacturing rolls.
Your ship has a rickety jump drive. As such your ship recieves -10 to all retreat rolls.
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75bba1 No.20917
| Rolled 34 (1d100) |
>>20887
Name:Helion Confederacy
Species/Subrace: Humans
DCS Member Species Y
Fluff: The Helions used to pride themselves in being the most pacifist of all the planets. They have fleets of Protectorate class ships to help others and heal many. In fact Helion was renowned to be the safest planet out there. But it all changed when the enemy attacked.
Helion was destroyed not with a whimper but a with a bang. Most Protectorate class ships were either destroyed by the enemy or taken father into the unknown. Some however escaped but they however can't communicate with each other or were taken out early. Pacifism was once their ideal but now it's time to fight back
Ship name: The Protectorate
Ship types :Frigate
Population Cap 3000
DEF rating: 9
OFF rating: 3
Propulsion rating: 4
Shield Efficiency: 76%
Fuel:7
Food:4
Water:6
Raw Metals:2
Exotic Metals:4
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75bba1 No.20918
| Rolled 5, 7, 7, 5, 7 = 31 (5d10) |
Food
Fuel
Water
Raw Metal
Exotic Metal
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75bba1 No.20919
>Location: SY-0819 - The Cartesian Cluster (Yellow System)
A single Hegemonic Starbase orbits the white dwarf star of this system, the rally point for this Evacuation. The ships have been trickling in for weeks, as the departure date closes in. Sensor sweeps and IFF checks have been taxing the starbase crew to their limits. This station used to be a long range observatory in the Oort cloud of this star, but now acts as a hub for an unpresidented surge in traffic.
>Civilian Fleet Composition
27 Laertes Class Transport Barges
10 Hecatel Class Cruisers
1 Obsidian Class Orbital Shipyard
Miscellaneous Corvettes & Frigates
>3d100 per turn.
>Actions where any chance of failure occurs use up an action. (includes Trade & Research)
>Communication & Diplomacy between players are Free Actions; Anywhere the DM would be involved in Diplo or Comms requires an Action roll.
>Preferred Trade Good: Food
>The preferred trade good trades 2:1 for any other resource.
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75bba1 No.20920
>>20919
PS: You will ignore upkeep for this turn, but the next turn will require you to consume 1 Food, Water & Fuel, and you will do so each turn.
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75bba1 No.20922
| Rolled 13, 88, 18 = 119 (3d100) |
>>20919
>Name:Helion Confederacy
>Species/Subrace: Humans
>DCS Member Species Y
>Fluff: The Helions used to pride themselves in being the most pacifist of all the planets. They have fleets of Protectorate class ships to help others and heal many. In fact Helion was renowned to be the safest planet out there. But it all changed when the enemy attacked.
>Helion was destroyed not with a whimper but a with a bang. Most Protectorate class ships were either destroyed by the enemy or taken father into the unknown. Some however escaped but they however can't communicate with each other or were taken out early. Pacifism was once their ideal but now it's time to fight back
>Ship name: The Protectorate
>Ship types :Frigate
>Population Cap 3000
>DEF rating: 9
>OFF rating: 3
>Propulsion rating: 4
>Shield Efficiency: 76%
>Fuel:7
>Food:4
>Water:6
>Raw Metals:2
>Exotic Metals:4
Racial Bonus: Legacy of the Protectorate - Your ships gain +2 DEF against Non-Enemy ships, and +1 against Enemy ships.
Racial Detractor: Offensive Novices - Offensive Fleet Tactics are not something widely used by your ships. In engagements where your fleet is the aggressor, you suffer -10 to all weapons rolls.
1-2-3 Look for any Derelict ships perhaps they may have something for us in terms of what we need
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75bba1 No.20923
| Rolled 80, 85, 70 = 235 (3d100) |
>>20919
1. Contact the researchers, and see if we can't get to work on these…chemical lasers I'm hearing about.
2. See if there's anything to salvage. We're going to need quite a bit if we're going to continue functioning for long. (+5 to salvage roll)
3. Actually, ask those scientists to look into resource efficiency as well.
Name: Grand Principality of Gredon
Species/Subrace: Gredons, mix of races
DCS Member Species: Y
Fluff: The Grand Principality of Gredon, or simply Gredon as many know it, is a nation not of equals, but of understood divides. While no one likes to talk much about it to outsiders, there is a clear divide between the nobility and everyone else in the nation, but it is a divide that had been agreed on in generations past. The unspoken rule was that the normal citizens of the nation were the muscle, the important cirulatory system of the nation, the support structure that kept everything running, and were generally treated well by the nobility. Nobles were expected to not only run their given territory, but fight in
defense of it, be it from the command center or on the front lines, earning their keep so the civilians could continue their normal
lives. This way, cowardly nobles were routed out and disposed of, and those who were gallant in battle were promoted to the nobility
in reward, and as to tell them they were expected to keep up the example they themselves gave.
In a way this philosophy has had great effect on their battle doctrine, a focus on fighter combat and close range combat, adopting the use of close range 'mobile armors', mechanized units that looked like large suits of armor, using smaller laser/plasma weapons to help boarding parties as well as to try and disable weaponry at close range. Several of these models have the ability to shift to a more mobile 'fighter' form for quick getaways. Their defensive technology focuses on hard light shields, and speed, hoping a shower of laser fire will disable or destroy the enemy quickly. As such, they have also tried to focus on point
defense units to avoid missile fire, but their results may not have been the best at this time.
Racial Bonus: Strong Military Tradition - Your faction has adopted a ruling class of military elite. As such,they undergo rigorous training making them incredibly effective in combat. Your ships gain the "Veterancy" ability, and gain +1 to combat rolls for every engagement they survive and participate in with a maximum of +10
Racial Detractor: Warrior Barons - While the intense training of the leadership makes for strong military forces, only so many nobles can be deployed at a time. Your Fleet Capacity is reduced by 2
Resources:
Fuel: 10
Food: 5
Water: 9
Raw Metal: 3
Exotic Metal: 7
Main ship: The Regal Dawn
Liveship
Attack 7
Defense: 1
PRP: 3
Shields: 95%
Population Cap: 3000
Bonus: 22 - Your ship was carrying a compliment of mining barges to the Periphery during the Evacuation. You gain +5 to all Mining/Salvage rolls
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75bba1 No.20924
| Rolled 89, 8, 20 = 117 (3d100) |
1. We need food, desperately, lets go see if there are any nearby planets that we can harvest fish or something from.
2. With how desperate food is and resources are going to we need to research better methods of preservation and recycling.
3. We have a pretty good speed right now. However it always could be better. Look into researching better engines.
pastebin.com/1ear7kJY
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75bba1 No.20927
| Rolled 63, 81, 96 = 240 (3d100) |
>>20919
Name: The Eridian Hegemony
Species/Subrace: Eridnus Maximus
DCS Member Species: Yes
Fluff: A lone civilization on the fringes of the Hegemony, having resisted absorption though military means; having just been engaged with a "diplomatic" fleet to "convince" the Eridians to "peacefully integrate" the home fleet was completely unprepared when the Enemy arrived in orbit around their world, razed the planet, they didn't stop there, the pushed on, cracking the planet in two. The Eridian defense fleet lied in pieces in orbit around the detritus of their former world, the lifeless bodies of billions of souls floated in cold void, a warning to other species of the horrors to come. Now all that remains of the Eridians is what few ships managed to escape the planet when the Enemy arrived. The E.C.S Ferdinand was such a ship. The Eridan's themselves are bipedal sophants, and this design is reflected in their war machines. Towering metal machinations that provide support for their troops and ships. Known as "Gardes" They function as both orbital and ground support units, and fill a role usually occupied by much more squat and robust vehicles. As a military society, it go without saying that the Eridian people are spartan in dress and home, rejecting the luxury and comforts of modern life and only valuing performance on the battlefield.
>Racial Bonus: DCS Frontliners
Known best for Peacekeeping operations and general DCS Space security, your people are a strong example of the warrior ethic. +10 to offensive combat rolls against the Enemy, +10 to defensive combat rolls in support of Fleet ships. -20 to Retreat rolls.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
100% Shields
>Resources
5 Fuel
5 Food
7 Water
5 Raw Metal
1 Exotic Metal
>Ship Bonus: "Garde"-based Combat Carrier
Your ship has a complement of 2 "Garde"
Class Fighters, with 4/2 ATK/DEF. (They inherit traits from default fighters, see combat reference for details)
1. This system will soon fall like all the others, we must gather what we can while we can, commence harvesting of orbital bodies of asteroid and comet class, transfer contents to resource bays 5B and 2R
2. This ship launched without adequate offensive systems in place, begin plans to re-arm the ship up to milspec
3. We also launched without a full contingent of Gardes, and some of these former Hegemonics may not be so friendly to us, use available resources to begin Garde production is hanger bay Delta
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75bba1 No.20928
| Rolled 92, 63, 50 = 205 (3d100) |
>>20919
Ship Name: SHNS Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
5 Food
9 Water
7 Raw materials
8 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Race Name: Solarians
Nation Name: Solarian Hegemony
Hegemony Membership: Y (for however little they actually use it)
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
1. Work on resource efficiency
2. Prospect for more fuel.
3. Search for more food.
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75bba1 No.20933
| Rolled 58, 68, 14 = 140 (3d100) |
>>20919
>Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States. Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon. The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3000
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 7
Food: 3
Water: 7
Raw Metals: 3
Exotic Metals: 4
Racial Bonus: For the Federation! - If an allied ship is destroyed in combat, your ships gain +10 to all combat rolls for the rest of the engagement. This stacks up to three times.
Racial Detractor: Standing on the Brink of Defeat - Your forces are largely demoralized after losing their colonies and bases. Until you found your first colony, you'll suffer -10 to all resource and manufacturing rolls.
Your ship has a rickety jump drive. As such your ship receives -10 to all retreat rolls.
1) "Send funding to the research team, and get them an allotment for the resources they'll need to make chemical lasers. Never know when they might come in handy.
2) Get them working on our Resource Efficiency, I'll not have the Athena wasting a single drop of water!
3) Build a aquaponics bay, food is worryingly low. And make sure no one sneaks in for any midnight snacks!
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75bba1 No.20934
| Rolled 43, 27, 20 = 90 (3d100) |
Name: The Shibon Apex
Species/Subrace: The Shiboo
DCS Member Species: [No]
Fluff: The Shiboo are in all honesty not very well known in the galaxy. What little known about them is largely limited to amusing anecdotes: a combination of madcap antics, superscience, and general lunacy are their hallmarks. While not overly nice to other races, the Shiboo are known for their generally benign nature and their general obsession with exploration, meddling, and lewd humor. Aesthetically, the Shiboo themselves resemble squidlike creatures that wear powered suits that allow them to float around and engage in complicated actions. Culturally, the Shiboo are known for their extremely complicated, frequently stupid, life goals. Typically these life goals are science related dead ends, but on occasion they generate really very interesting courses of advancement for the race generally; this is sometimes interrupted with odd humor-related objectives and overarching plots of bewildering complexity. If there ever was a race of madcap scientists, the Shiboo are certainly that race. It's a miracle they haven't blown themselves up yet, really.
Racial Bonus: Mad-cap Scientists - Every time you crit in a research roll, you may choose to gain a bonus to the current research or complete another research at least two steps back in the tree.
Racial Detractor: Mad-cap Scientists - It's bad enough your people get their own labs. But the worst part is they get free reign in them. If you crit fail a roll, you lose all progress in the research, and create a random disaster, to be determined by the GM.
Fuel: 6
Food: 10
Water: 2
Raw Metal: 1
Exotic Metal: 2
Main ship: Shiboo Colony Ship "Ampersand"
ATK: 10
DEF: 1
PRP: 10
Shields: 55%
Population: 8000 Pop w/ CB bonus
[Special Attribute] Special Attribute - 17 - The product of some tinkering on behalf of your main engineer, your ship's railguns have fused in place. While this decreases their overall accuracy, you're able to put more power behind the guns . [-10 on Railgun rolls, +2 DAM on hit with railguns]
————
[Actions]
————
1. Research begins on better shielding systems. While the current shielding is, well, not very good, it is generally agreed by the technocratic council the additional shielding is needed to prevent the general destruction of the race by the space based equivelent of a thrown rock. However, given that such shielding is unavailable, movement is favored and reaction research is focused upon. Everyone's frustrated, but whatever. [Research: Optimized Reaction][Mad-cap Scientists]
2. Research continues on other things, such as early warning systems. The fleet is increasingly nervous about the enemy, generally. [Research: Warning Systems][Mad-cap Scientists]
3. Naturally, given the general Shiboo toward weapon systems, chemical laser research roars ahead with massive investment by the research council. [Research: Chemical Lasers][Mad-cap Scientists][Mad-cap Scientists]
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75bba1 No.20936
| Rolled 4 (1d6) |
Ship Name: ITR-CC #2456
Ship Type: Cruiser
Offense: 9
Defense: 6
Propulsion: 2
Shields:23%
Population: 6000
Food 5
Fuel 7
Water 7
Raw Metal 5
Exotic Metal 7
Racial bonus: Engineers from Beyond the Stars - EWAR is half as effective against ships you build. Ships you build gain +1 to all stats.
Racial detractor: Vagrant Nation - Your race hasn't colonized in so long, that the art is a bit lost on you. You must research each building, including the base colony. (2 Turns, completion cost is equal to the production cost of the colony/building)
Long ago, in a galaxy or perhaps a place far far away, lived a republic of Dwarves known only as the Immortal Technocratic Republic. A mix of living and undead dwarves, as well as sentient machinery they were the masters of technology where they came. Incredibly ambitious, sometimes to the extremes, they were the first to take to the skies in flying ships, and so befitting, the first to set foot upon their moon, establishing a colony thereof.
That was several centuries ago. And it is not them or their galaxy that is the focus of this story.This story is about the crew of the ITR-CC #2456
The ITR-CC #2456 is a specialized “Constructor Cruiser.” Neither a true colony ship or a war vessel, its purpose was that of specialized construction of ITR machines, everything from other ships, orbital bases, weapon modifications, or mining operations. #2456 was supposed to go through a routine “Vyrian-Planephase Portal” towards an ITR planet to pave the way for colonization.
It failed. Not to be unexpected, as such technology was still relatively new. But the ship appeared in a wholly unfamiliar place as far as possible from where it should have been.
But first, a word on its crew. The ITR has two classes, the “Worker Class” and “Management Class” of which #2456’s crew are the former. Long ago, the Management Class deemed that to protect their interest and ensure absolute obedience, all members of “Worker Class” were to be neurologically purged of any sense of political ambition, strictly limited autonomy, and unwavering devotion to orders. The Worker Classes only role would to serve the Republic, building, extracting, designing, or fighting as soldiers.
Thus it was the crew of the ITR-#2456 now found themselves cut-off from central command, leaderless and without a goal, lost. And this might have been the end of them.
That was until their ship discovered the Solarians. The Solarians affinity towards being taskmasters, organizers, and leaders activated something instinctual in the crew of #2456. Seeing them as their lost leaders, they now have unwavering loyalty and fanatical devotion to them, to serve in the capacity they know best. Construction and design.
Weapons, machines, tools, creations, but most of all, their great love that has never left them since their ancient ancestors, that of building ships and massive constructs. Be it on land, air, and in this case, space, the dwarves will build it!
Race:
The crew of #2456 are a varied mix. They have among them, of course, living dwarves. But also in their ranks, and upon death, they have learned a strange art of extending their consciousness beyond the limits of organic function. Short skeletal corpses animated by machinery and electronic intellect. Occasionally found among them, are living, sentient “Machine Men” who were not among those dwarves who died, but were once a part of a race all their own which were assimilated by the ITR
Their dwarven bodies are heavily augmented by cybernetic technology both in life and unlife, all designed to provide them with every possible tool and means to perform their tasks and functions, an art practiced and perfected over ages.
The vast majority of their population however, consists of non-sentient automated drones and robotic workforces. Separated into two casts, “Foremen” consists of those sentient beings (Dwarves and Machine men) who have a degree of intelligent sentience, while “Drones” are all those automatons that hold absolutely no sentient intelligence and rudimentary autonomy. Drones are programmed to be slaved to foremen, who perform the decision making process regarding all things not relating to self-defense, preservation, and completion of ordered tasks. They can follow orders and carry them out alone, but require orders to function.
The Foremen themselves however, are little better off. While they are more than capable and willing to design and build things, their augmented minds require leadership. Without the Solarians, they would be but the head of a lost group of aimless beings.
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75bba1 No.20946
| Rolled 3 (1d4) |
>>20855
The Po Remnants
Backstory: The mighty Po Republic was considered one of the strongest militaries of the former Meridian Hegemony, with its navy top-notch. All lost in what the Po Remnants call the Scouring, when the Enemy came to destroy us all. The main Po Republic Fleet was present at the Battle of Lone Star, and it was there the Republic was nearly broken. Nearly. Knowing the war was already lost and understanding the Evacuation, the Po Republic instead geared further for war. They would send some Evacuation ships out, but their focus was to buy time for the rest of civilization.
Battle after Battle, fight after fight - the Republic didn't know if it was bleeding in vain, or if the Enemy was slowed, but eventually the Po Republic was beaten, and their homeworld itself burned as the wrecks of the final Republican Navy crashed into atmosphere.
The Po Remnants remember this. They will not forget.
Description: The Po were descended from marsh-dwelling animals, analogous to water buffalo. Large, stocky,herbavorous, and quite strictly one of the most dangerous native animals, the culture that came to dominate the Po was a Military Republic, formed up of military societies and brotherhoods. As the Republic expanded in former Hegemonic Space, it decided that military might was the answer to many problems - but the key to its use was not to use it except when needed. The Po rarely engaged in military adventurism, and instead expanded slowly, and prefering overwhelming force when they did.
Much like themselves, the Po Republican Navy were hardy ships - not so great at speed, but could dish out and take damage. They generally prefered energy weapons, but also had a fondness for close range mass drivers.
POP roll
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75bba1 No.20947
| Rolled 2, 7, 4, 3, 6, 5, 8, 4 = 39 (8d10) |
>>20946
Resource1-5, and Ship ATK/DEF/SPD
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75bba1 No.20948
| Rolled 81, 56 = 137 (2d100) |
>>20947
Shield, Special
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75bba1 No.20975
| Rolled 68, 91, 66 = 225 (3d100) |
>>20868
Name: Hadra IV's Spectre
Species/Subrace: Hadrann
DCS Member Species: Y
Fluff: The Hadrann were forced off of their world long before the Enemy arrived. Faced with severe tectonic instability and a rapidly shifting gravitational balance within their solar system's orbit, the Hadrann evacuated over seventy percent of their population onto offworld colonies and floating colony ships. The remainder set to building a massive machine to stabilize their homeworld, and it worked, for a time, until the Enemy came and they were forced to explosively detonate their entire planet in order to stall their advance and render the entire Hadra system unusable.
This act of martyrdom from the Hadrann homeworld spurned the other colonies to action against the enemy. Once operating as mechanics and mercenaries, the Hadrann worked for free to stop the Enemy's advance. Only a single colony ship has not thrown itself against the enemy in defiance. Only a single colony ship remains to carry on the Hadrann civilization in accordance with Evacuation. All others have died fighting. Hopefully not in vain.
The Hadrann evolved on a low-G planet, and their physiology reflects this. They have four arms, smooth green-to-blue skin, a heightened sense of reflex, and breathe Hadmix, a special cocktail of chlorine, Co2 and oxygen.
The Hadra IV's spectre is one of the few remaining ships of Hadrann design, and even then, the engineering prowess of its creators means that it has multiple alien components. A Cruiser, colored shining grey save for a massive, bright green constellation pattern on the top plating– a starmap of the Hadra system.
Cruiser: Hadra IV's Spectre
Population Cap: 1000
Defensive Rating: 10
Offensive Rating: 4
Propulsion Rating: 10
Shield Efficency: 3
Fuel: 4
Food: 1
Water: 9 (Chlorine-heavy water, Hadmix Gas)
Raw Metals: 9
Exotic Metals: 8
Broken LADAR Array: -10 to Combat Rolls, requires 5 turn Research to fix; 3 Raw Metal, 3 Exotic Metal
1. We begin repairing the LADAR array– without it, we are crippled.
2 and 3. Food. We have consumed almost our entire stores of food. We have exotic and mundane metals– they will give us food for this. Hopefully this will build a good rapport with other species and ships.
Trade 4 exotic metal and 4 Raw Metal for 2 food each.
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75bba1 No.20991
>>20922
>Exploration - Derelict Ships (1 Success/2 Failures)
Out here there's not much to go on in terms of derelict ships, or so your navigator thought. But after a couple crew rotations you notice a LADAR anomaly that turns out to be a freighter whose jump-drive malfunctioned. As with most FTL accidents, there were no survivors, but a sizable portion of material was recovered.
>Gain 2 Raw Metal, 1 Exotic Metal
>>20923
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>Salvage (Great Success [89])
Bonuses cannot enter crit range, and instead cap at 89
Out in one of the adjacent systems, your ship finds a research station abandoned recently. It seems when the megacorporations gave the order to execute the Evacuation plans laid by the Hegemony, protocol went out the window. As such some serious tech was left unsecured, and your salvage teams make off with some rare components.
>Gain +3 Exotic Metal
>Research - Resource Efficiency (1 Success)
The issue with many ships in the fleet is that they were designed to perpetuate the ship manufacturing industry, by being… well flimsy. Short of a military grade frigate, many Liveships, Colony Barges, and even some cruisers suffer from a need of continuous maintenance, and have generally inefficient reclamation and gathering systems. This research is the first step into mitigating this.
> Resource Efficiency (2 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep.
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75bba1 No.20993
>>20924
>Scavenge - Food (Great Success)
Your away team spends a majority of their time attempting to not fall off of the top of the shuttle while wrestling in some of the largest fish your cook has seen in his lifetime. It only takes about 20 of these fish to supply your crew for quite a while.
>Gain +2 Food
>Research - Resource Efficiency (Critical Failure)
Your research team jumped the gun with an idea, and attempted to implement a rather convoluted upgrade to the reclamation systems. Unfortunately it went completely south, and now the reclamation system is moving at a crawl. As if scrubbing the head was bad enough…
>Water Upkeep is increased by 1 for 3 turns.
>Research - Optimized Reactor Injectors (Prerequisite to H.S. Maneuvering) (Failure)
Consider the team is mostly occupied with attempting to un-fuck the reclamation system, it's not surprising when nothing useful occurs with this project.
>>20927
>Mining (1 Success)
Your crew flexes new-found skills as they manage to mine several metal bearing asteroids and ice bearing comets.
>Gain +1 Water, +1 Raw Metal
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>Manufacturing - Garde Fighters
While your ship at the moment can only field a couple Garde units, having some in reserve takes a quite a bit of foresight. But what comes out of this manufacturing process is beyond what you expected. A nominally superior Garde Unit, that while seems heavier and slower, is able to equip a ground-armor Railgun. Sadly, much of this unit's progressive technology will require some reverse engineering (Researcher Urist is taken by a fey mood!).
>Gain 1 Rail-Garde
>4/2/4 ATK/DEF/PRP
>Equipped with 1d6 Railgun instead of Lasers.
>Inherits other traits from Fighters
>Gain Research - Rail-Garde
>5 Turns, 4 Raw 2 Exotic
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75bba1 No.21008
| Rolled 83, 55, 58 = 196 (3d100) |
>>20936
1. The FTL Jump has disrupted our normal functions. Drone production is offline.
We must re-establish an Automaton Forge, so that we can have a readily available supply of drone workers.
2. We were lucky enough to prepare a substantial amount of food for our journey as we follow the Huntress. Many of our foremen are still organic and require sustenance, we were not able to apply the proper augmentations yet.
Set up the facilities and prepare the technology for Cybernetic augmentation.
>>20928
3. The Solarians wish to improve the overall resource efficiency. Foremen, start assisting them. We will apply ourselves to directly aid in their technology research, and in turn improve our own resource efficiency.
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75bba1 No.21017
>>21008
Saw the Tech Tree was a thing.
Just change
#1 to
Colony Jumpers research
and #2 to Chemical Laser research
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75bba1 No.21021
Name: The Ryba of Tani
Species/Subrace: Tanid Aquatic People(s)
DCS Member Species: No. Bad Idea.
Fluff: Coming from underneath a mile of solid ice, the Tanid are an aquatic race that communicate through chemical means. (They treat sound as a tactile sensation.) Through years of silent communication an entire eclectic and beautiful language has been built. With no means of written communication, all knowledge and history are passed along orally. Their computer languages are similar to binary in that they are minimalistic and tedious, at best. Little is known outside the species of their culture or societal structure, as communication with Tanids is limited. Their ships are great waterlogged affairs with little to no artificial light. Almost all power is bioelectric or re-engineered human technologies. The Tanid were first discovered by human races when a probe accidentally dredged up two Tani youth.
Racial Bonus: Quick Action - Once per 3 rounds, you may preform any combat action as if it was a free action
Racial Detractor: Chemical Crowing - Due to your race's method of communication, the smaller the ship, the more muddled the comms. Your crews inside of Cruisers or lower suffer -10 to all rolled actions
Resources-
Fuel: 8
Food: 2
Water: 5
Raw Metal: 5
Exotic Metal: 8
Main ship: Exocet
(Cruiser)
Attack: 4
Defense: 10
PRP: 4
Shields: 50%
Population Cap: 2000
Special Ship Attribute, 67: Experimental Water Reclamation System - Once every 3 turns, you may ignore your Water upkeep for this ship.
(Si vous voulez plus info, enverrez un message ou courriel à moi. :D)
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75bba1 No.21026
E.C.C.R (Ember Cluster Confederate Remnants)
Species/Subrace: Even mixture of Humans and other humanoid outcasts.
Hegemony Member Species (Y/N): Yes (as Faction)
Fluff:
Before the Meridian Hegemony, two Alliances agreed to form a neutral zone after a bloody conflict. Unfortunately for a number of asteroid miners, this left thousands of them suddenly stranded beyond their governments and abandoned by their employers. Finding themselves cut off, they became self-reliant, trading with the rare smuggler and defending themselves from outlaws seeking easy conquests. Over time the surviving stations began to learn of each other and began to aid each other with the use of captured or hired ships. Eventually, the Ember Cluster Confederate Government was formed in an act of defiance toward the two Alliances that had abandoned them, and despite being the very definition of dysfunctional government, the ECCG managed to survive thanks to the neutral zone's existence.
With the formation of the Hegemony, the ECCG became a haven and source of contraband, smugglers and the odd salvage crew falsely accused of piracy. When your people are getting important things to important people, who will risk voting against you and being outed?
When the end came, most of the ECCG stubbornly refused to give ground or get involved at all. But some believed in the Evacuation and their ability to survive just as their fore-bearers had, abandoned in the neutral zone.
Racial Bonus: Belter Grit - Used to living off of Asteroids, your crews are incredibly adept stripping asteroids down to their constituent, usable components. On top of this, hawking the results of their labor is something that comes second nature. Gain +2 Resources whenever mining/salvaging resources from Asteroids, Comets or Derelict Ships. Once per three turns, you may change the favored Trade Good to any other good.
Racial Detractor: Long Bones - Space has been unkind to you. Micro gravity combined with the irregular supplies of needed bone density medication has left your peoples weakened to gravity. As such your colonies have double upkeep.
>Resources
Fuel: 10
Food: 2
Water: 10
Raw Metal: 7
Exotic Metal: 10
>Main ship: Ember's Light (Cruiser)
Attack: 3
Defense: 5
PRP: 5
Shields: 99% jesus christ
2000 pop
Special Attribute, 71: Argon Shield Array - Your shields are designed to stop asteroids from impacting the ship at speeds of over 1km/s. With this in mind, belter engineers have come up with the Argon Shield Array. Combined with a dense noble gas, EM fields project counter forces to dampen kinetic forces. +2 DEF against Railguns.
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75bba1 No.21039
| Rolled 97, 83, 78 = 258 (3d100) |
>>21026
1.
Teams are dispatched to scour this system's world for food. With our supplies low, we will not last long.
2.
The crew begins work on improving Resource Efficiency. Stretching supplies will be a great boon to our people, and any that wish to join us in this work. Perhaps we'll even find allies to cooperate with.
[Research Resource Efficiency, Public]
3.
Those with the knowledge begin working on improving the ship's sensor settings, in order to detect potential threats.
[Research Early Warning]
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75bba1 No.21040
| Rolled 87, 86, 70 = 243 (3d100) |
Name: Harvester 321795-E
Species/Subrace: Harvester Variety-C
https://media.8ch.net/builders/src/1448834552675.jpg
DCS Member Species: (N)
Fluff: Scavengers, an artificial species initially created subservient to its own creator. Built as a worker species, its sudden development of sentience was unexpected in it's third year of use. Ultimately recognized by the DCS as a sentient species, it was marked for freedom from it's controlling race when it showed a capacity to learn. In lieu of physical strength, the race was instead created with a basic capacity for psychic abilities in the form of telekinesis. Any sort of manual labor would require assisting technologies or the use of what few psychers there are among the species. The harvester species would become known for their affinity to gather from other cultures and act as a sort of mixing pot for new ideas, having little initial culture of their own after being cast away from their creators' homeworld.
Racial Bonus: Adaptive Cortex - You may choose, once every three turns, to adopt the racial bonus of another race.
Resources:
Fuel: 6
Food: 8
Water: 10
Raw Metal: 10
Exotic Metal: 4
Main ship: Harvester Frigate 321795-E
Frigate
Attack 7
Defense: 5
PRP: 10
Shields: 24%
Population Cap: 5000
1,2,3. Scavenge the areas for any potentially useful debris nearby, should it be available.
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75bba1 No.21190
Name: Remnants of Earth
Species/Subrace: Humanity
DCS Member Species Y
Fluff: Earth, is gone. Destroyed in a matter of minutes by the enemy. The only survivors a single cruiser that managed to fold space while still within Earth's atmosphere, fortunately, or unfortunately, they brought a chunk of Earth with them when they did so, the spaceport the Cruiser happened to be hovering above at the time, thankfully due to quick thinking they managed to bring the citizens of the spaceport inside the Ship and began to rebuild the city within the ship so that the civilians would be able to live comfortably. The ship, the SDF-1, which had been renamed the Macross after the spaceport it took with it, is built mostly around a wave motion cannon with secondary and tertiary defenses as well as a compliment of veritech fighters, though there is a distinct lack of pilots for the veritech and resources for the weaponry is scarce. Now they've managed to catch up with the rest of the Hedgemony fleet and intend on defending them as much as they can.
Ship stats/fluff
SDF-1 Macross
Cruiser
7 ATK, 3 DEF, 8 PRP
98% Shields
1 Fuel 9 Food 4 Water 4 Raw Metal 5 Exotic Metal
Population 6000
https://www.youtube.com/watch?v=COI3bDu7R_I
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75bba1 No.21191
>>21190
swear to god, Maldaris rolled those stats
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75bba1 No.21243
>>20928
>Research - Resource Efficiency (Critical Success)
The issue with many ships in the fleet is that they were designed to perpetuate the ship manufacturing industry, by being… well flimsy. Short of a military grade frigate, many Liveships, Colony Barges, and even some cruisers suffer from a need of continuous maintenance, and have generally inefficient reclamation and gathering systems. This research is the first step into mitigating this.
> Resource Efficiency (1 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep.
>Mining - Fuel
Your crews manage to hunt down a sizable comet with He3, and clean it out.
>Gain +2 Fuel
>Scavenge - Food
Using dropships and marksmen, you manage to get a hold of a massive herd of grazing animals similar to bison. After some rather intense processing, you manage to make some fairly healthy protein packs for your crews.
>Gain +2 Food
>>20933
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>Research - Resource Efficiency (1 Success)
The issue with many ships in the fleet is that they were designed to perpetuate the ship manufacturing industry, by being… well flimsy. Short of a military grade frigate, many Liveships, Colony Barges, and even some cruisers suffer from a need of continuous maintenance, and have generally inefficient reclamation and gathering systems. This research is the first step into mitigating this.
> Resource Efficiency (2 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep.
>Construction - Hydroponics (Failure - Missing Requisite Technology)
What started with good intentions, ended in disaster. A large portion of water was wasted trying to set up irrigation channels in one of the cargo bays.
>Lose 1 Water.
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75bba1 No.21267
>>20934
>Research: Optimized Reactor Injection
You've had a lot of close calls getting here. Pirates and Enemy Fleets can show up in the blink of an eye. Being able to out maneuver them is critical, and that's what this tech provides.
>Optimized Reactor Injection (2 turns, 4 Exotic Metal)
>Once per 3 rounds, you may pay 1 Fuel. Gain +2 PRP for 2 rounds.
>Research: Early Warning Systems
Catologuing and analzying the FTL sensor data accrued by your ships and faction is not an easy task, but if it gives you the ability to detect the jump signatures of Enemy ships, it will be worth it.
>Research: Early Warning Systems (2 Turns, no Prototype cost)
>You will have the initiative in most Enemy engagements.
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>>20975
>Research: LADAR Array Repair
Working without the specs to something is hell. Your Isshin T22 LADAR array was a brand new piece of equipment, installed to give your ship improved scouting capabilities. While it's not some black box system, it does have it's own methods of scanning and analyzing data, which makes filling in the gaps caused by damage a crapshoot.
>Success, 4 Turns Remaining
>Trade (Critical Success)
Your crew finds an agri-barge in the fleet whose drive core suffered an overload on arrival to the rally point. Without this material, they would have likely scuttled the ship. It's not long before their shuttles are offloading crates upon crates of food and rations.
>Gain +8 Food
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75bba1 No.21297
1. Scavenge for staples of food and water
(the parrot commands it)
2. Initiate research on Filtration.
Current systems do not allow for complete removal of waste and are growing inefficient. Possible use as an atmosphere scrubbing mechanism, useful in later terraforming.
(Gills are bad news in cramped quarters)
3. Initiate research on bioweapons.
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75bba1 No.21298
| Rolled 66, 59, 79, 90 = 294 (4d100) |
Rolling
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75bba1 No.21415
>>21017
>Research: Colony Jumpers
The sad truth about sapient species, is that there's simply a long gestation period for their young. The colony jumper project started as a long term colonization success rate booster, but Pharmaceutical companies took it one step further. With this genetic stitch, you're able to short circuit the growth process, bringing your babies to full grown adults in a matter of months rather than years. In the situation you're in, any extra hands are welcome, parental desires damned.
>Gain: Colony Jumpers (3 Turns, 4 Water, 2 Exotic Metal)
>Gain 1000 population over four turns (+250/turn) on target colony/ship
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>Research - Assistance to >>20928
Your crews, with what little information they have on the Solarian progress, try but fail to give them assistance. (Dice roll too low for independent success. Research needs to be shared for lower dice requirement)
>>21039
>Scavenge: Food (Super Critical Success)
Seems the Hegemony had a serious farming operation here to supply the outlying stations. All automated. Funny they neglected to mention that to the starving families above. You manage to snag a fair bit of food, but more importantly, agri-tech for a colony. If you ever manage to settle, you'll be well off for agriculture, even on a desert world like this.
>Gain: Agri-Tech Module - +2 Agriculture Cap on Colony
>Research - Resource Efficiency (1 Success)
The issue with many ships in the fleet is that they were designed to perpetuate the ship manufacturing industry, by being… well flimsy. Short of a military grade frigate, many Liveships, Colony Barges, and even some cruisers suffer from a need of continuous maintenance, and have generally inefficient reclamation and gathering systems. This research is the first step into mitigating this.
> Resource Efficiency (2 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep.
>Research: Early Warning Systems
Catologuing and analzying the FTL sensor data accrued by your ships and faction is not an easy task, but if it gives you the ability to detect the jump signatures of Enemy ships, it will be worth it.
>Research: Early Warning Systems (2 Turns, no Prototype cost)
>You will have the initiative in most Enemy engagements.
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75bba1 No.21418
>>21415
>Research needs to be shared for lower dice requirement
(Duly noted. Should have clarified intent to directly share/assist with Solarians rather than independent, but will clarify from now on)
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75bba1 No.21490
>>21040
>Scavenge - Salvage
It appears there was a pirate gang turf war in the wake of the invasion. Seems like a third party, likely the Hegemony forward teams, came in and smashed the pirate fleets. Your crews pull in quite a bit of salvage, but it needs sorting and refining.
>Gain +5 "Salvage Slurry"
>Use 1d100 per unit to break down into material. Chance for artifact/tech discovery.
>>21298
Per PM we'll omit the first dice roll.
>Scavenge: Food/Water
Your crews begin by checking out the nearest water bearing planet. Seems the ice of a non-descrit planet outside the habitable zone contains quite a bit of ice, with a sub-ice algae in the tectonic floes below the ice that replicates quickly. Your crews manage get quite a bit of it before the rumblings in the depths kick them out.
>Gain +2 Food, +1 Water
>Research - Resource Efficiency (1 Success)
The issue with many ships in the fleet is that they were designed to perpetuate the ship manufacturing industry, by being… well flimsy. Short of a military grade frigate, many Liveships, Colony Barges, and even some cruisers suffer from a need of continuous maintenance, and have generally inefficient reclamation and gathering systems. This research is the first step into mitigating this.
> Resource Efficiency (2 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep.
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
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75bba1 No.21492
>>21190
>Racial Bonus - Remnants of the Source
Your crew comes from the homeworld - the first human planet. They've got a lot to live up to, as many humans have never even seen Earth. But what's even better is their resolve to carry on the fight, or live to fight another day.
>If your ship would take fatal damage, you may ignore it till the next turn, unless one of two things occur:
>A) You kill an enemy ship. If this occurs, set your SP to 1.
>B) You succeed a retreat roll. Reset your SP to half, and roll for a critical systems damage. That system suffers -10 for all associated rolls til the next engagement. If it is living quarters, reduce population by 1000.
>Racial Detractor - Mantle of Humanity
Your human fleet-mates look to you for leadership. So when you fail, the whole human race feels it.
>When you retreat from combat, you suffer -10 to all rolls until the next engagement.
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75bba1 No.21506
| Rolled 29, 46, 54 = 129 (3d100) |
>>21492
Name: Remnants of Earth
Species/Subrace: Humanity
DCS Member Species Y
Fluff: Earth, is gone. Destroyed in a matter of minutes by the enemy. The only survivors a single cruiser that managed to fold space while still within Earth's atmosphere, fortunately, or unfortunately, they brought a chunk of Earth with them when they did so, the spaceport the Cruiser happened to be hovering above at the time, thankfully due to quick thinking they managed to bring the citizens of the spaceport inside the Ship and began to rebuild the city within the ship so that the civilians would be able to live comfortably. The ship, the SDF-1, which had been renamed the Macross after the spaceport it took with it, is built mostly around a wave motion cannon with secondary and tertiary defenses as well as a compliment of veritech fighters, though there is a distinct lack of pilots for the veritech and resources for the weaponry is scarce. Now they've managed to catch up with the rest of the Hedgemony fleet and intend on defending them as much as they can.
>Racial Bonus - Remnants of the Source
Your crew comes from the homeworld - the first human planet. They've got a lot to live up to, as many humans have never even seen Earth. But what's even better is their resolve to carry on the fight, or live to fight another day.
>If your ship would take fatal damage, you may ignore it till the next turn, unless one of two things occur:
>A) You kill an enemy ship. If this occurs, set your SP to 1.
>B) You succeed a retreat roll. Reset your SP to half, and roll for a critical systems damage. That system suffers -10 for all associated rolls til the next engagement. If it is living quarters, reduce population by 1000.
>Racial Detractor - Mantle of Humanity
Your human fleet-mates look to you for leadership. So when you fail, the whole human race feels it.
>When you retreat from combat, you suffer -10 to all rolls until the next engagement.
Ship stats/fluff
SDF-1 Macross
Cruiser
7 ATK, 3 DEF, 8 PRP
98% Shields
1 Fuel 9 Food 4 Water 4 Raw Metal 5 Exotic Metal
Population 6000
>Your ship has two modes - Cruiser, and Gunship. In Cruiser mode, you gain +2 to PRP, and +10 to Flanking rolls. In Gunship mode, you gain +2 to ATK and your critical hit range is increased by +5, both on rolls you preform, and rolls preformed on you.
You must declare at the start of combat which mode your ship is in, and it takes one round to shift between modes, usable every three turns
1. Take some of the pressure off of the station and begin radar and iff sweeps on any incoming ships
2. trade 3 food for 6 fuel
3. begin research on chemical lasers
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75bba1 No.21507
>>21506
>Scanning
Your scope is cluttered with the myriad of ships and shuttles wizzing about the station. You now know why the comms crew is so stressed.
>Failure
>Trade
Your trades execute successfully.
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
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75bba1 No.21509
TURN 2
The ships have stopped coming in. The beacon has gone silent. And now your crews are getting restless. What's the plan, where are we going, and how far away is the Enemy. All valid questions that are bouncing around the fleet LocalNet.
The last question gets answered quickly. The Hegemony station radar teams finally break through the detritus of arriving ships and shuttles, and gets a clean sweep. And they catch a fleet matching the drive signature of the Enemy cleaning up stragglers. They estimate about two turns to their arrival. Time to move.
>ENEMY FLEET APPROACHING
>Source: B0521
>Time to Arrival: 2 Turns.
>Favored Trade Good: Raw Metal
>The Hegemony membership can vote on a target system to move to. Requires a majority vote.
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75bba1 No.21512
>>21509
—IMPORTANT—
We've done upkeep a lot of different ways in the past. However I've arrived at the conclusion that Upkeep is 1 Food/Water/Fuel Per Ship Per Turn during Phase 1 of gameplay.This accurately reflect the difficulty of maintaining ships out in the depths of space with no support services, and I believe lends an intrinsic difficulty level to the game.
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75bba1 No.21516
Ship Name: ITR-CC #2456
Ship Type: Cruiser
Offense: 9
Defense: 6
Propulsion: 2
Shields:23%
Population: 6000
Food 4
Fuel 6
Water 6
Raw Metal 5
Exotic Metal 7
Racial bonus: Engineers from Beyond the Stars - EWAR is half as effective against ships you build. Ships you build gain +1 to all stats.
Racial detractor: Vagrant Nation - Your race hasn't colonized in so long, that the art is a bit lost on you. You must research each building, including the base colony. (2 Turns, completion cost is equal to the production cost of the colony/building)
Known Technology Starting Paths [Not Yet Reesearched]
>Colony Jumpers - Requires (3 Turns, 4 Water, 2 Exotic Metal) - Gain 1000 population over four turns (+250/turn) on target colony/ship
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal) - +4 Damage to Lasers for two rounds - Ability Cost: 1 Water - 3 Round Cooldown
Long ago, in a galaxy or perhaps a place far far away, lived a republic of Dwarves known only as the Immortal Technocratic Republic. A mix of living and undead dwarves, as well as sentient machinery they were the masters of technology where they came. Incredibly ambitious, sometimes to the extremes, they were the first to take to the skies in flying ships, and so befitting, the first to set foot upon their moon, establishing a colony thereof.
That was several centuries ago. And it is not them or their galaxy that is the focus of this story.This story is about the crew of the ITR-CC #2456
The ITR-CC #2456 is a specialized “Constructor Cruiser.” Neither a true colony ship or a war vessel, its purpose was that of specialized construction of ITR machines, everything from other ships, orbital bases, weapon modifications, or mining operations. #2456 was supposed to go through a routine “Vyrian-Planephase Portal” towards an ITR planet to pave the way for colonization.
It failed. Not to be unexpected, as such technology was still relatively new. But the ship appeared in a wholly unfamiliar place as far as possible from where it should have been.
But first, a word on its crew. The ITR has two classes, the “Worker Class” and “Management Class” of which #2456’s crew are the former. Long ago, the Management Class deemed that to protect their interest and ensure absolute obedience, all members of “Worker Class” were to be neurologically purged of any sense of political ambition, strictly limited autonomy, and unwavering devotion to orders. The Worker Classes only role would to serve the Republic, building, extracting, designing, or fighting as soldiers.
Thus it was the crew of the ITR-#2456 now found themselves cut-off from central command, leaderless and without a goal, lost. And this might have been the end of them.
That was until their ship discovered the Solarians. The Solarians affinity towards being taskmasters, organizers, and leaders activated something instinctual in the crew of #2456. Seeing them as their lost leaders, they now have unwavering loyalty and fanatical devotion to them, to serve in the capacity they know best. Construction and design.
Weapons, machines, tools, creations, but most of all, their great love that has never left them since their ancient ancestors, that of building ships and massive constructs. Be it on land, air, and in this case, space, the dwarves will build it!
Race:
The crew of #2456 are a varied mix. They have among them, of course, living dwarves. But also in their ranks, and upon death, they have learned a strange art of extending their consciousness beyond the limits of organic function. Short skeletal corpses animated by machinery and electronic intellect. Occasionally found among them, are living, sentient “Machine Men” who were not among those dwarves who died, but were once a part of a race all their own which were assimilated by the ITR
Their dwarven bodies are heavily augmented by cybernetic technology both in life and unlife, all designed to provide them with every possible tool and means to perform their tasks and functions, an art practiced and perfected over ages.
The vast majority of their population however, consists of non-sentient automated drones and robotic workforces. Separated into two casts, “Foremen” consists of those sentient beings (Dwarves and Machine men) who have a degree of intelligent sentience, while “Drones” are all those automatons that hold absolutely no sentient intelligence and rudimentary autonomy. Drones are programmed to be slaved to foremen, who perform the decision making process regarding all things not relating to self-defense, preservation, and completion of ordered tasks. They can follow orders and carry them out alone, but require orders to function.
The Foremen themselves however, are little better off. While they are more than capable and willing to design and build things, their augmented minds require leadership. Without the Solarians, they would be but the head of a lost group of aimless beings.
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75bba1 No.21517
| Rolled 68, 73, 34 = 175 (3d100) |
>>21509
Ship Name: SHNS Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
4 Fuel
6 Food
8 Water
7 Raw materials
8 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Race Name: Solarians
Nation Name: Solarian Hegemony
Hegemony Membership: Y (for however little they actually use it)
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
>Tech- Resource Efficiency (1 Turns, No Prototype)
> Once per three turns, you may ignore a single ship's upkeep
1. Continue to research Resource efficiency. Share data with the ITR.
2.Research Early Warning systems, make it open research and implore any ships that have made headway on it to share progress and coordinate.
3. Search the system of any ships, salvage or relics able to be used or repaired before we leave the system.
Free Action: The High Captain of the Huntress votes to jump to sector 0818 as soon as the fleet can move.
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75bba1 No.21520
| Rolled 51, 28, 78 = 157 (3d100) |
Voting to travel to 0919
1. Trading 5 raw metal for 5 water and 5 food.
Twin-Captain Resilla of the Rising Sun shifts uneasily in her small, cozy enveloping chair as the various sensors lay the star system bare to her. She automatically begins to send her findings to the Twin-Captain Orrshin highlighting dangers and points of interest, and watches with slight satisfaction as the ship adjusts course.
"This is Rising Sun. Come in Hegemony Command. We have trade goods we wish to discuss."
With a sharp crackle the voice of the command ship answers her hail. "Hegemony Command reads you loud and clear Rising Sun. Please follow the course laid out for you in the next data burst."
"Aye. Hegemony. Forwarding data burst to our pilots."
Resilla clocks her tongue in irritation as she looks over the data burst in a quick sweeping glance. Inefficient. But then again not all pilots are of the same caliber of her Twin-Captain. She must remember she is no longer part of the Jo Republic where every sdhip was expected to be among the best, but just another refugee.
2. With the error caused by our engineers and scientists learning resource efficiency is even more important then it was before.
We are willing to share and cooperate for all research with anyone else willing to chip in towards finishing this vital piece of technology as it will bring about the survival of every race here.
Meanwhile deep in the primary research labs there is a shouting match going on between two Jo'poin as they argue about filtration systems and waste recycling. Neither of them notice their counterparts in the Jo'tuin section of the labs are studiously ignoring the both of them. It is mating season and neither of the Jo'poin had taken the hormonal suppressants necessary to promoting workplace decency this morning. They are inches away from changing their argument into a vigorous and loud make out session.
3. Before we leave this system we will do one final scouting mission for any interesting artifacts or derelict ships that might remain.
It is long after the trade deal has been negotiated with Hegemony Command and Twin-Captain Orrshiin is anxious to get back to her roots, and that is looking for new and exciting things and bringing them back home. It is the entire reason she joined the Republic Navy. Unfortunately, or perhaps fortunately for her she proved too good at her job, and that lead to her piloting the pride of the Jo Republic… and how she managed to save what little she could of both their people. Still she felt the thrill of excitement as her sister in all but name forwarded relevant sensor data to her and she adjusted her course. This would be fun.
http://pastebin.com/1ear7kJY
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75bba1 No.21521
| Rolled 82, 82, 97 = 261 (3d100) |
>>21509
>Name:Helion Confederacy
>Species/Subrace: Humans
>DCS Member Species Y
>Fluff: The Helions used to pride themselves in being the most pacifist of all the planets. They have fleets of Protectorate class ships to help others and heal many. In fact Helion was renowned to be the safest planet out there. But it all changed when the enemy attacked.
>Helion was destroyed not with a whimper but a with a bang. Most Protectorate class ships were either destroyed by the enemy or taken father into the unknown. Some however escaped but they however can't communicate with each other or were taken out early. Pacifism was once their ideal but now it's time to fight back
>Ship name: The Protectorate
>Ship types :Frigate
>Population Cap 3000
>DEF rating: 9
>OFF rating: 3
>Propulsion rating: 4
>Shield Efficiency: 76%
>Fuel:6
>Food:3
>Water:5
>Raw Metals:4
>Exotic Metals:5
Racial Bonus: Legacy of the Protectorate - Your ships gain +2 DEF against Non-Enemy ships, and +1 against Enemy ships.
Racial Detractor: Offensive Novices - Offensive Fleet Tactics are not something widely used by your ships. In engagements where your fleet is the aggressor, you suffer -10 to all weapons rolls.
We'll go to B0919
1-2-3 Try to find any Merchants and try to recruit them to our side to help ourselves
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75bba1 No.21522
>>21517
>>20934
Send 2 water to the Shiboo ship Ampersand they are assisting early warning and need water. Thus we will cover it for them
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75bba1 No.21523
| Rolled 51, 14, 46 = 111 (3d100) |
Name: The Shibon Apex
Species/Subrace: The Shiboo
DCS Member Species: [No]
Fluff: The Shiboo are in all honesty not very well known in the galaxy. What little known about them is largely limited to amusing anecdotes: a combination of madcap antics, superscience, and general lunacy are their hallmarks. While not overly nice to other races, the Shiboo are known for their generally benign nature and their general obsession with exploration, meddling, and lewd humor. Aesthetically, the Shiboo themselves resemble squidlike creatures that wear powered suits that allow them to float around and engage in complicated actions. Culturally, the Shiboo are known for their extremely complicated, frequently stupid, life goals. Typically these life goals are science related dead ends, but on occasion they generate really very interesting courses of advancement for the race generally; this is sometimes interrupted with odd humor-related objectives and overarching plots of bewildering complexity. If there ever was a race of madcap scientists, the Shiboo are certainly that race. It's a miracle they haven't blown themselves up yet, really.
Racial Bonus: Mad-cap Scientists - Every time you crit in a research roll, you may choose to gain a bonus to the current research or complete another research at least two steps back in the tree.
Racial Detractor: Mad-cap Scientists - It's bad enough your people get their own labs. But the worst part is they get free reign in them. If you crit fail a roll, you lose all progress in the research, and create a random disaster, to be determined by the GM.
Fuel: 1
Food: 9
Water: 1
Raw Metal: 1
Exotic Metal: 2
Main ship: Shiboo Colony Ship "Ampersand"
ATK: 10
DEF: 1
PRP: 10
Shields: 55%
Population: 8000 Pop w/ CB bonus
[Special Attribute] Special Attribute - 17 - The product of some tinkering on behalf of your main engineer, your ship's railguns have fused in place. While this decreases their overall accuracy, you're able to put more power behind the guns . [-10 on Railgun rolls, +2 DAM on hit with railguns]
[In Progress Research]
Optimized Reactor Injection (2 turns, 4 Exotic Metal)
Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
Early Warning Systems (2 Turns, no Prototype cost)
[Actions: Fuel, Early Warning, Resource Efficiency]
1. The Ampersand is brought around to strip a few asteroids for [Fuel]. Rationing is implemented in addition to increasingly draconian emergency measures..
2. A healthy paranoia wracks the Shiboo as they begin work on [Early Warning Systems]. They think that they're really going to be very good.
3. The Shiboo allocate a good deal of resources to [Resource Efficiency)]. They make the research public in the hope it will alleviate the general resource famine of the fleet.
[Free Actions]
[Travel vote:] Voting to travel to 0919
[Free action: Research] The Shiboo release their accumulated research data to the rest of the fleet.
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75bba1 No.21524
| Rolled 86, 6, 14 = 106 (3d100) |
>>21507
Name: Remnants of Earth
Species/Subrace: Humanity
DCS Member Species Y
Fluff: Earth, is gone. Destroyed in a matter of minutes by the enemy. The only survivors a single cruiser that managed to fold space while still within Earth's atmosphere, fortunately, or unfortunately, they brought a chunk of Earth with them when they did so, the spaceport the Cruiser happened to be hovering above at the time, thankfully due to quick thinking they managed to bring the citizens of the spaceport inside the Ship and began to rebuild the city within the ship so that the civilians would be able to live comfortably. The ship, the SDF-1, which had been renamed the Macross after the spaceport it took with it, is built mostly around a wave motion cannon with secondary and tertiary defenses as well as a compliment of veritech fighters, though there is a distinct lack of pilots for the veritech and resources for the weaponry is scarce. Now they've managed to catch up with the rest of the Hedgemony fleet and intend on defending them as much as they can.
>Racial Bonus - Remnants of the Source
Your crew comes from the homeworld - the first human planet. They've got a lot to live up to, as many humans have never even seen Earth. But what's even better is their resolve to carry on the fight, or live to fight another day.
>If your ship would take fatal damage, you may ignore it till the next turn, unless one of two things occur:
>A) You kill an enemy ship. If this occurs, set your SP to 1.
>B) You succeed a retreat roll. Reset your SP to half, and roll for a critical systems damage. That system suffers -10 for all associated rolls til the next engagement. If it is living quarters, reduce population by 1000.
>Racial Detractor - Mantle of Humanity
Your human fleet-mates look to you for leadership. So when you fail, the whole human race feels it.
>When you retreat from combat, you suffer -10 to all rolls until the next engagement.
Ship stats/fluff
SDF-1 Macross
Cruiser
7 ATK, 3 DEF, 8 PRP
98% Shields
5 Fuel 5 Food 3 Water 4 Raw Metal 5 Exotic Metal
Population 6000
>Your ship has two modes - Cruiser, and Gunship. In Cruiser mode, you gain +2 to PRP, and +10 to Flanking rolls. In Gunship mode, you gain +2 to ATK and your critical hit range is increased by +5, both on rolls you preform, and rolls preformed on you.
You must declare at the start of combat which mode your ship is in, and it takes one round to shift between modes, usable every three turns
Agreed, Sector 0919 would be the best option at this point in time.
1. Find a nearby source of water and begin retrieving it, get as much as we can before we leave
2. Assist whoever is working on the early warning system research if they would allow us to aid them
3. Continue work on the chemical lasers (Do I need to pay prototype costs now? or when I finish the research?)
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75bba1 No.21533
| Rolled 29, 63, 82 = 174 (3d100) |
>>20993
STATS
http://pastebin.com/yDNM0rKG
1. Commence one final sweep of the area before we are forced to make a tactical withdrawl to the next sector. Focus on acquiring food, fuel and water resources. Recommended course of action, scavenge anything in sector that has been abandoned, failing that, trade with civilian fleet for resources.
2. Current mode of resource consumption: unsustainable, begin research into Resource Efficiency methods to alleviate this problem
3. Finally, the supplies of exotic metal are lacking, secure a quick supply of surplus materials via either scavenging or asteroid mining
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75bba1 No.21536
| Rolled 98, 29, 9 = 136 (3d100) |
>>21267
Name: Hadra IV's Spectre
Species/Subrace: Hadrann
DCS Member Species: Y
Fluff: The Hadrann were forced off of their world long before the Enemy arrived. Faced with severe tectonic instability and a rapidly shifting gravitational balance within their solar system's orbit, the Hadrann evacuated over seventy percent of their population onto offworld colonies and floating colony ships. The remainder set to building a massive machine to stabilize their homeworld, and it worked, for a time, until the Enemy came and they were forced to explosively detonate their entire planet in order to stall their advance and render the entire Hadra system unusable.
This act of martyrdom from the Hadrann homeworld spurned the other colonies to action against the enemy. Once operating as mechanics and mercenaries, the Hadrann worked for free to stop the Enemy's advance. Only a single colony ship has not thrown itself against the enemy in defiance. Only a single colony ship remains to carry on the Hadrann civilization in accordance with Evacuation. All others have died fighting. Hopefully not in vain.
The Hadrann evolved on a low-G planet, and their physiology reflects this. They have four arms, smooth green-to-blue skin, a heightened sense of reflex, and breathe Hadmix, a special cocktail of chlorine, Co2 and oxygen.
The Hadra IV's spectre is one of the few remaining ships of Hadrann design, and even then, the engineering prowess of its creators means that it has multiple alien components. A Cruiser, colored shining grey save for a massive, bright green constellation pattern on the top plating– a starmap of the Hadra system.
Cruiser: Hadra IV's Spectre
Population Cap: 1000
Defensive Rating: 10
Offensive Rating: 4
Propulsion Rating: 10
Shield Efficency: 3
Fuel: 3
Food: 8
Water: 8 (Chlorine-heavy water, Hadmix Gas)
Raw Metals: 5
Exotic Metals: 4
Broken LADAR Array: -10 to Combat Rolls, requires 4 turn Research to fix; 3 Raw Metal, 3 Exotic Metal
To suggest otherwise would be a waste of everyone's time. The fleet is in overwhelming favor of moving to 0919. Hadra IV's Spectre has no objection to this.
1. Continue research on repairing the LADAR Array. 1/5
2. Trade 2 Raw Metal for 4 Fuel. We would trade more, but we require a suffiicent amount on hand to adequately repair our ship.
3. Begin researching Resource Efficiency. The slower we burn through our current resources, the better. In centuries past, our kind were master technicians. We have lost this tradition, but we will recover it again.
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75bba1 No.21651
| Rolled 60, 88, 71, 2, 84, 86, 47, 80 = 518 (8d100) |
Name: Harvester 321795-E
Species/Subrace: Harvester Variety-C
https://media.8ch.net/builders/src/1448834552675.jpg
DCS Member Species: (N)
Fluff: Scavengers, an artificial species initially created subservient to its own creator. Built as a worker species, its sudden development of sentience was unexpected in it's third year of use. Ultimately recognized by the DCS as a sentient species, it was marked for freedom from it's controlling race when it showed a capacity to learn. In lieu of physical strength, the race was instead created with a basic capacity for psychic abilities in the form of telekinesis. Any sort of manual labor would require assisting technologies or the use of what few psychers there are among the species. The harvester species would become known for their affinity to gather from other cultures and act as a sort of mixing pot for new ideas, having little initial culture of their own after being cast away from their creators' homeworld.
Racial Bonus: Adaptive Cortex - You may choose, once every three turns, to adopt the racial bonus of another race.
Resources:
Fuel: 6
Food: 8
Water: 10
Raw Metal: 10
Exotic Metal: 4
Salvage Slurry: 5
Main ship: Harvester Frigate 321795-E
Frigate
Attack 7
Defense: 5
PRP: 10
Shields: 24%
Population Cap: 5000
1. Work to improve shields.
2. Begin research on advanced nuclear technology, smaller containment for such devices.
3. Train a force of specialized military units. A black ops squadron genetically modified for stealth and combat skills. They will be built bulkier than our regular soldiers. (Pic Related)
4-8. Slurry rolls.
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75bba1 No.21657
| Rolled 28, 98, 14 = 140 (3d100) |
>>21516
>>21517
1.
>Assist in shared research with SHNS towards their open early warning project, along with those others who are actively sharing with them
2. Begin working on completing research and prototype of Chemical lasers.
3. The Solarians are working on Resource efficiency.
It is tangent to their cause to search for additional sources of resource. Primarily our expenditures of Water, Food, and Fuel.
We shall explore for such, in service to the Solarians.
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75bba1 No.21658
>>21657
3. Clarify, this is an exploration action, not a research action.
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75bba1 No.21672
| Rolled 58, 69, 35 = 162 (3d100) |
1. Continue working on that heat laser prototype. (3 Turns remaining before prototype)
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
2. Continue work on the resource efficiency research as well. We'll need that sooner then later. (2 turns left, no prototype)
3. Lets trade 2 of our Raw Metal for 4 Food. We're going to need food more then metal for now.
VOTE: The Gredon agree with 0919 as the next sector.
Name: Grand Principality of Gredon
Species/Subrace: Gredons, mix of races
DCS Member Species: Y
Fluff: The Grand Principality of Gredon, or simply Gredon as many know it, is a nation not of equals, but of understood divides. While no one likes to talk much about it to outsiders, there is a clear divide between the nobility and everyone else in the nation, but it is a divide that had been agreed on in generations past. The unspoken rule was that the normal citizens of the nation were the muscle, the important circulatory system of the nation, the support structure that kept everything running, and were generally treated well by the nobility. Nobles were expected to not only run their given territory, but fight in defense of it, be it from the command center or on the front lines, earning their keep so the civilians could continue their normal lives. This way, cowardly nobles were routed out and disposed of, and those who were gallant in battle were promoted to the nobility in reward, and as to tell them they were expected to keep up the example they themselves gave.
In a way this philosophy has had great effect on their battle doctrine, a focus on fighter combat and close range combat, adopting the use of close range 'mobile armors', mechanized units that looked like large suits of armor, using smaller laser/plasma weapons to help boarding parties as well as to try and disable weaponry at close range. Several of these models have the ability to shift to a more mobile 'fighter' form for quick getaways. Their defensive technology focuses on shields, and speed, hoping a shower of laser fire will disable or destroy the enemy quickly. As such, they have also tried to focus on point defense units to avoid missile fire, but their results may not have been the best at this time.
Racial Bonus: Strong Military Tradition - Your faction has adopted a ruling class of military elite. As such,they undergo rigorous training making them incredibly effective in combat. Your ships gain the "Veterancy" ability, and gain +1 to combat rolls for every engagement they survive and participate in with a maximum of +10
Racial Detractor: Warrior Barons - While the intense training of the leadership makes for strong military forces, only so many nobles can be deployed at a time. Your Fleet Capacity is reduced by 2
Resources:
Fuel: 9
Food: 4
Water: 8
Raw Metal: 3
Exotic Metal: 10
Main ship: The Regal Dawn
Liveship
Attack 7
Defense: 1
PRP: 3
Shields: 95%
Population Cap: 3000
Bonus: 22 - Your ship was carrying a compliment of mining barges to the Periphery during the Evacuation. You gain +5 to all Mining/Salvage rolls
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75bba1 No.21729
| Rolled 35, 11, 16 = 62 (3d100) |
>>21509
>Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States. Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon. The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3000
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 7
Food: 2
Water: 5
Raw Metals: 3
Exotic Metals: 4
Racial Bonus: For the Federation! - If an allied ship is destroyed in combat, your ships gain +10 to all combat rolls for the rest of the engagement. This stacks up to three times.
Racial Detractor: Standing on the Brink of Defeat - Your forces are largely demoralized after losing their colonies and bases. Until you found your first colony, you'll suffer -10 to all resource and manufacturing rolls.
Your ship has a rickety jump drive. As such your ship receives -10 to all retreat rolls
1 ) Continue work on the Chemical Lasers
2 ) Continue work on the Resource Efficiency project
3 ) Raid a nearby planet for proteins or alien life to serve as food.
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75bba1 No.21795
Name(What name were you bound by before you found your way here?): King Tyrald the Magnificent, second of his name, lord of the house of Jourgald, protector of the realm.
Race(The form of your flame molds to a shape, even as starstuff.): A rather old looking skeleton, dressed in regal robes and ornaments. However, a large sword sticks through his back.
Gender(Are you a male or female? Perhaps your race is without?): Male
Color(As little more than will, you appear a mass of color, roughly holding your form.): Crimson
Character Background(Tell about your time before The Nexus.): King Tyrald the Magnificent was once the king of the mighty nation of Alboros, a proud and splendid country. The son of the king before him, king Yorrick the wise, Tyrald began his rule when his father peacefully died in his slumber. Tyrald however, would not earn the same fate. Beginning his reign rather benevolently, he quickly betrayed himself as a cruel, unmerciful and witty tyrant. Ruling with a mix of madness and fear, he slaughtered any who would go against him, using his surprising oratory skills and charisma to help charm the court to support his illogical decisions. However, he could not talk his way out of everything. After terrible decision after terrible decision, he was soon at war with every neighbor and his kingdom in open revolt.
Unable to match the enemies numbers with humans alone, Tyrald turned to his equally mad royal magicians. Twisted by the magics they held, they taught the king the ability to animate and command large swathes of Golems and other magically controlled beings. However, aa it turned out, simple cloth dummys and dolls proved far more effective when it came to the combat of the day, thanks to their unquestionable(albeit, rude and vulgar nature as war puppets) loyalty. Armed with muskets and cannons, and led by the few loyalists to the king, they successfully turned the tide of the war, pushing out the enemy, and even conquering a few neighbors.
However, on the night of his final victory, Tyrald met his timely end. Poisoned, shot, beaten, stabbed, Drowned then thrown into a inferno. His power gone, the dummy armies fell apart, and the fell mages who taught the king were executed. The loyalists soon followed these fates, as the rebels quickly counter attacked and slaughtered the defenseless citizenry. All mentions and images depicting the king were either vandalized or destroyed, his reign supposedly ended forever..
Planar Background(Surely your world was different as well? Tell about it.): Just a small part of land in comparison to the rest of the vast world, Alboro's was once the premier nation, a jewel like none other. However, because of its strange power, magic was considered twisting and warped, a unnatural ability seen by the people. By the time of Tyrald's death, technology had reached the 1800's, and were quickly approaching another wide scale advance. Although magic was powerful, its dislike and shunning led to most people not wishing to have anything to do with it, its mages only finding service directly to the ruler of the state.
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75bba1 No.22117
| Rolled 5, 7, 2, 9, 9, 8, 10, 4 = 54 (8d10) |
>>20855
Name: The Confederate Cluster
Species/Subrace: Human(Augmented)
DCS Member Species: No
Fluff: In the Confederate Cluster, augmented humans who formed in an independent part of space occupied by a quagmire of dark nebulae that have yet to form stars and have captured few planets if any. The nebulae in this sector hold large quantities of heavy and precious materials that allow men to farm the nebulae for generations under their captains and princes. The greater the man the more tools he requires and so it is that while maintaining a monopoly they were now beginning to allow contracts with outside companies such as the Guard Commanders for recruitment of outside manpower to supplement their households, droids and servants from loyal stock. In the face of The Enemy violently harvesting the Cluster's nebulae and the danger to its Capital; Montgomery Station which held the great stock of trade goods from thousands of craftstations. Very protective of the locations of their vested stations the key to their power in the Cluster and ready to come together to oust invaders it was difficult for anyone to complete a contract with representatives from hundreds of influential captains and dozens of Overstation commanders having control of their own spheres within the Cluster when several campaigns worth of skirmishes would be required of a fleet that wishes to penetrate the Cluster and none have been foolhardy or so confident as to test the Confederacy since its founding wars save a few exceptional organizations. They must seek aid against The Enemy and send out a ship to join the DCS fleet where ever it has escaped to and try to marshal what forces we can in support of a free space. The Confederate Ranger Starship 'Nebula Boy' captained by Reginald Marsh Savage IV was once in charge of organizing the scouts and automated gatherers for the nebulae under his family's control. With his would be holdings threatened by The Enemy the only resort left to this proud son was to set sail for distant stars along what survivors they could gather.
1-3 Ship Stats
4-8 Resources
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75bba1 No.22118
| Rolled 2 (1d4) |
>>22117
ship type
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75bba1 No.22119
| Rolled 5 (1d6) |
>>22117
Population Cap
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75bba1 No.22120
| Rolled 71, 7 = 78 (2d100) |
>>22117
Shield Eff and Special Attributes
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75bba1 No.22225
>>21517
>Research: Resource Efficiency (Success)
Thinking outside the box is 90% of what your researchers do, and the novelty ways to reduce usage on your ships is starting to really astound you and your ship crew.
>Research: Early Warning Systems (Success)
Catologuing and analzying the FTL sensor data accrued by your ships and faction is not an easy task, but if it gives you the ability to detect the jump signatures of Enemy ships, it will be worth it.
>Research: Early Warning Systems (2 Turns, no Prototype cost)
>You will have the initiative in most Enemy engagements.
>Exploration & Salvage (Failure)
The derelicts your crew scan down are largely picked clean, and would require proper ship-breaking facilities to gather anything useful from.
>>21520
>Trade (Success)
Regardless of the inefficiencies in the routing of ships the Hegemony may hold, their cargo routing and trade networks, even as ad-hoc as they are at the moment, are excellent. It's not long before your ships are full with their provisions needed.
>Research: Resource Efficiency
After what an external observer might call a "hate-fuck" on the part of a pair of Jo'poin researchers, they manage to actually explain their research to someone other than eachother (and without the rather.. grotesque actions inbetween.) Progress? Nope. They end up describing a process that has been an industry standard since the Solarians were just getting into space. And there's speculation they still hold the patent. Somehow.
(Elaborate Failure)
>Exploration & Salvage
Your reconnaissance actually yields some surprising results, even in the depth of space. Jumping to a previously undetected anomaly, you discover the remnants of a rather large colony ship, with all hands on board lost to the vacuum of space. However, their heavy machinery is still available, giving your crews a leg up when it comes to stripping the ship.
(Gain +1 Fuel, +2 Raw Metal)
>>21521
>Recruitment: Merchants & Traders (2 x Success, 1 Great Critical Success)
Most of your time on the merchant network is trying to find goods. People on the other hand is a bit of a novelty. But it turns out the same system that runs trade is also shuffling people with specialty skills to ships where they're needed. It's amazing what the Hegemony's MeshNet is able to accomplish, but even more amazing how well your search pays off.
A gruff, 5 foot tall Slathi man steps off the shuttle you sent to pick him up. In tow, are several crates of materials he owns, as he apparently has made a tidy profit just facilitating trades between civilian ships. In true Slathi fashion, he snaps to attention as your deck officers come to inspect him and his goods. He introduces himself as "Hans". (The germanic, more notably /human/ connotation is not lost on your crew either.), and then spends the next hour and a half, with your authority, drilling your crew on proper techniques of trading, and how to access the otherwise neglected parts of MeshNet.Before too long, it's clear that he is going to be a huge boon to your fleet.
>Gain: "Hans", Master Slathi Merchant
>When assigned to a ship in your fleet, and executing trade actions, you may select 1 additional resource of any type to receive from the trade.
>When assigned to a colony, all Trade Hubs gain +1 Resource per turn of your choice, in addition to other bonuses.
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75bba1 No.22226
>>21523
>Mining: Fuel
The detritus of a few comets is all that's left of your initial fuel gathering actions. Much of your crew miss the gas giants in your old racial holdings, as they were abundant in the fuels you're looking for, but these space rocks will have to do. Of course when someone actually calls them space rocks, your more "astro-geologically inclined" lose their shit and proceed to rant for hours on end.
>Research: Early Warning Systems
"Healthy" paranoia? With the state of your analytics team, you'd think there's no such thing. Your researchers have spent the last few days bickering over the validity of using a null hypothesis, combined with the absence of data to find the Enemy. If the quantum computation farms still existed in the core worlds, it's likely this argument could be resolved quickly. Instead the engineering team has to personally shut down their computations three times for fear of overheating the precious components of the ships core computer. Something about "not being able to do things that Dave asks it to do."
>Failure
>Research: Resource Efficiency
A novelty idea in the midst of all the nerds bickering over the right composition of pipe to use, arises when a scientist nearly blinds himself with an arc welder. The flailing Shiboo ends up slicing a set of scoring marks that, when applied to solids waste, actually skims water from the upper portion of the pipe. While it can only properly be used in gravity-enabled portions of the ship, combined with the other methods learned, your researchers are confident the fleet will see these implemented fleet wide within the next few standard periods.
(Success)
>>21524
>Mining: Water
In the Oort cloud of the system, your crews begin tearing apart ice asteroids otherwise neglected by the system owners. Your deck crews are convinced something must be wrong with it because it was neglected, but even a mass spectrometer can't find anything wrong with it. Your deck officers silently hope they won't be substituting water rations for alcohol because of this…
>Research: Early Warning (Critical Failure)
It's gone. All of it. The data brought from Earth and her surrounding colonies. Gone.
Worse so, is that it appears you're not the only one to be experiencing this. Several key elements of data are simply missing throughout the fleet's research effort. Logs point back to a program that apparently doesn't exist anywhere on your computer banks. A virus? A worm? Nobody is sure of what it is, but they seem pretty convinced it came from you.
>+2 Turns to completion on all players.
>Research: Chemical Lasers
Your researchers are too busy attempting to cover their own asses from the hack to really work on this. Most of the research already accumulated is instead backed up on external drives and put into cold storage for now.
(Failure)
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75bba1 No.22229
>>21533
>Scavenging
Your crew sets out to get ahold of whatever they can. Which turns out to be little more than some scraps, baubles, an a lot of useless junk.
>(Failure)
>Research: Resource Efficiency
Onboard machining is not something that's standard on anything short of military ships. Being able to fabricate your own spare parts was critical during the Periphery Wars, and much of the technology to do so is still relegated to military. At least until the Evacuation. Much of your researcher's work has been based around making this available to the civilians, and it's starting to pay off.
>(Success)
>Mining: Exotic Metals
Cracking asteroids is a good relief work for your crew. It takes the mind off of the situation and forces you to think with all your senses in the vacuum of space. The war so far has been taxing. Keeping your people on point has been a chore, but this work seems to go well.
>Gain +2 Exotic Metal
.>>21536
>Research: LADAR Array
It's not every day a research assistant stands before the Captain of a ship. Often the Chief Science officer delivers updates personally or through one of the officer's adjutants. But the CSO of the ship has decided to bring the assistant to you personally.
"Captain. While we were deconstructing the array components, we started to find a pattern with some of the long range components. During the war in the Periphery, much of the Hegemony fleet started using this," the assistant holds up a chip "a microprocessor developed by a military organization we can't confirm exists. So we did some digging. Turns out this chip is a filter for LADAR results. The kicker? It's the reason most of our ships couldn't properly target the Enemy out in the Periphery, and then subsequently in the homeworlds. It's listed as an IFF filter chip, and it's standard fleet wide."
The assistant goes on to explain the consequences of removing the chip. While general targeting will still be tricky, Enemy fighters, corvettes, and frigates will be easier to target, and their drive signatures can be detected at much further ranges than before.
>Gain: LSPEC/LADAR Modification
>Suffer -5 to all targeting rolls on non Enemy ships.
>Gain +10 to all targeting rolls on Enemy ships Frigate or below.
>This research replaces the LADAR repair research and inherits its requirements and prototype costs.
>Trade
The MeshNet is having a hard time handling the traffic it seems. Most of the trades occurring now are for smaller items, and the prices for resources you're looking for seem to be too high to compete with
>(Failure)
>Research: Resource Efficiency
Experimentation sometimes takes material to do so. The slag heap that was a hydrolysis reactor prototype is written of as waste though, as the Hadmix reacted rather violently to the modification process. So much for that.
>Critical Failure
>-2 Raw Metal
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75bba1 No.22230
>>21651
Read the tech tree. These researches you're proposing aren't on the tree, and as such require artifacts or samples of technology from exploration/salvage rolls.
>>21657
>Research: Early Warning System
The analytics team is swamped by the potential threat of data loss from the Earth Remnants, and instead of working on theories, has been busy spending their time cataloging their data into external, un-networked computers.
>Research: Chemical Lasers
A fair bit of the process of upgrading your lasers is spent attempting to find the proper lensing material that can handle the joules put behind the laser through the chemical process. Like the inventor of the light bulb on Earth, you've found a lot of ways to /not/ make a laser. But your work has paid of in spades. A quartz crystal, when subjected to intense pressures during the growth process, has exhibited properties that suggest you can achieve high density photon streams without sacrificing accuracy over longer distances. More accurate, and more powerful.
>[Upgrade] Chemical Lasers, when activated, give +10 to all weapons rolls with Lasers as the selected weapon.
>Exploration
Space is vast. Space is empty. Need I say more?
>Failure
>>21672
>Research: Chemical Lasers
Research continues as normal. Chemically the process is straight forward. But imagine trying to mix these chemicals reliably in a combat situation. The edge cases are what your researchers are trying to handle.
>(Success)
>Research: Resource Efficiency
A lot of people in the fleet are working to cut down on resource usage, and your researchers are no different. Taking a page from the others in the fleet, your crews keep up the pace and manage to make some considerable process.
>Trade
Seems the ships that had spare supplies have bought up all they can afford. The prices left on the market are pure gouging.
>(Failure)
>>21729
>Research: Chemical Lasers
A chemical fire has set back the process quite a bit, but more importantly has made your lead researcher, hilariously bald.
>(Failure)
>Research: Resource Efficiency
Apparently more than his hair went in the chemical fire. Your researcher has had to get eye implants to compensate for the loss of vision he's experienced. Of course he didn't tell anyone he was blind before trying to help with a power grid distribution optimization. He's retiring most likely.
>(Failure)
>Scavenge: Food
And then the researcher turns around and attempts to help with a food finding mission. Sure, biological protiens were found, but they killed him shortly after consuming them. Apparently this brand of foodstuffs is for a very much non-human species.
>-1 Population.
>(Failure)
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75bba1 No.22231
>>22117
Racial Bonus: Dissolute Resolutions - Your ships gain +10 to all combat actions when in combat alone (without other players). Your races gains +2 Fleet Capacity per Drydock in addition to the base bonus.
Racial Detractor: Ships Sail Forever - Your ships cannot be docked to avoid upkeep costs, and instead must be scuttled.
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75bba1 No.22241
>>22230
1. Chemical Lasers
2,3. Optimized Reactor Injectors
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75bba1 No.22283
>>22241
>Research - Chemical Lasers (1 Success)
Chemical Lasers have been something of a novelty in the past due to the relative expense they incur during operation due to the intense heat generated while firing. To fire more than once in combat requires liquid cooling, which can be expensive in the far reaches of space. However, their ability to penetrate standard shielding makes them quite effective in a pinch. Your researchers begin designing the chemical injection system posthaste.
>Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
>Research: Optimized Reactor Injection
You've had a lot of close calls getting here. Pirates and Enemy Fleets can show up in the blink of an eye. Being able to out maneuver them is critical, and that's what this tech provides.
>Optimized Reactor Injection (1 turn, 4 Exotic Metal)
>Once per 3 rounds, you may pay 1 Fuel. Gain +2 PRP for 2 rounds.
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75bba1 No.22285
The fleet stands resolute. Crossing the edge of the gravity well of the system, the sound of the FTL drive spinning up as your ships enter subspace is calming. Moving forward; It's enough to just get going away from the hell behind you.
On your arrival, LADAR scans flood the uninhabited system, and long range optical scopes begin analysing the planets in system. The first of many such scans to come, all holding unknown riches and wealth, but also safe passage for those fleeing destruction. Only time will tell where your heads will lie, but for now, safety is a distant star ahead.
>FLEET LOCATION: B0919
>Solar System Composition
>1 Gas Giant
>3 Elliptical Orbit Planetoids
>Asteroid Belt
>Water Bearing Planets: None
>ENEMY FLEET APPROACHING
>Source: B0521
>Time to Arrival: Unknown (Requires Early Warning)
>Favored Trade Good: Fuel
>The Hegemony Membership may vote on a target
Tech tree has been updated with future available techs!
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75bba1 No.22289
| Rolled 30, 10, 25 = 65 (3d100) |
1. Try to recruit a scientist who is willing to head the research efforts of the Jo Republic. Our own 'scientists' are not those from the greatest universities, just those with enough training to sort of know what they are doing.
The Twin-Captains were going over the applications of the various scientists who, for small pittances of resources or even the nearly defunct Jo Republic credit, had submitted their applications. They were almost done and were going over the most promising five.
"Absolutely not." Orrshin stated, all 12 of her barbed and sucker covered tentacles lash in agitation as she stared at the file on her PDA her Twin Captain had sent her from the stack of applications.
Jopoin did not typically go outside of the water. They could survive well enough with a re-breather, but most found it deeply disturbing to not be pressed in from all sides by their watery habitat.
Orrshin however liked to lay on warm, warm rocks, which was only possible in Jotuin sections of the ship, a habit she had picked up in her Academy days. One she kept up as it let her be closer to her partner in captaining the ship.
"He is one of the best educated I've seen today, and his accomplishments are impressive." Resillia smiled as she gently pointed out his good qualities. She smiled slightly wider as Orrshin scowled at her, showing off an impressive set of fangs, even as Resillia's tongue flickered, tasting her companions agitation. She shifted her coils around the rock they were sharing languidly, enjoying the warmth just as much as Orrshin was.
"He is a ====Shiboo.====" There was nothing left to be said.
Resillia shrugged and sent the next file over. As the Eyes of the Twin-Captains of the Rising Sun it was her job to retrieve information.
2. Begin research into Early Warning. Continue to offer to share any benefits of a join project with the other members of the fleet. It doesn't matter if they are Hegemony or not. Survival is paramount.
A young, slightly nervous Jotuin slithers back and forth a large vidscreen. "As you all know the Jo Empire is one of the best in regards to sense tech. Detecting new things is our pride and joy. " She gestures to behind her and a schematic pops up on the screen.
With pride she introduced the schematics even as she flipped through the various slides quickly, outlining its capabilities. "This is a Jotuin Sensor Drone, and by the will of the Twin-Captains we are releasing it to this body of scientists. It is the very best. But I believe it can be improved."
Now calmed down she looks too and fro across the depth and breadth of her audience. "My name is Moores. Jotuin sensor tech and enthusiast. Lets get this done."
3. Continue to scout around the fleet for interesting or dangerous things. The more we can find, the more we know, the better off we will be.
Orrshiin whooped as she steered the Rising Sun through a densely packed asteroid field. Her entire body tingled as she felt the sense tech connect to her to the feed that Resillia was sending her in real time. She didn't just see the obstacles in front of her, she felt them on her skin, felt the pressure of incoming asteroids from all sides. And she moved the ship as if it were her own body.
The Rising Sun did not merely move through the void of space, it swam.
http://pastebin.com/1ear7kJY
Resources :
Fuel : 5
Food : 6
Water : 5
Raw : 5
Exotic : 5
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75bba1 No.22290
| Rolled 70, 4, 57 = 131 (3d100) |
Name: The Shibon Apex
Species/Subrace: The Shiboo
DCS Member Species: [No]
Fluff: The Shiboo are in all honesty not very well known in the galaxy. What little known about them is largely limited to amusing anecdotes: a combination of madcap antics, superscience, and general lunacy are their hallmarks. While not overly nice to other races, the Shiboo are known for their generally benign nature and their general obsession with exploration, meddling, and lewd humor. Aesthetically, the Shiboo themselves resemble squidlike creatures that wear powered suits that allow them to float around and engage in complicated actions. Culturally, the Shiboo are known for their extremely complicated, frequently stupid, life goals. Typically these life goals are science related dead ends, but on occasion they generate really very interesting courses of advancement for the race generally; this is sometimes interrupted with odd humor-related objectives and overarching plots of bewildering complexity. If there ever was a race of madcap scientists, the Shiboo are certainly that race. It's a miracle they haven't blown themselves up yet, really.
Racial Bonus: Mad-cap Scientists - Every time you crit in a research roll, you may choose to gain a bonus to the current research or complete another research at least two steps back in the tree.
Racial Detractor: Mad-cap Scientists - It's bad enough your people get their own labs. But the worst part is they get free reign in them. If you crit fail a roll, you lose all progress in the research, and create a random disaster, to be determined by the GM.
Fuel: 5
Food: 9
Water: 3
Raw Metal: 1
Exotic Metal: 2
Main ship: Shiboo Colony Ship "Ampersand"
ATK: 10
DEF: 1
PRP: 10
Shields: 55%
Population: 8000 Pop w/ CB bonus
[Special Attribute] Special Attribute - 17 - The product of some tinkering on behalf of your main engineer, your ship's railguns have fused in place. While this decreases their overall accuracy, you're able to put more power behind the guns . [-10 on Railgun rolls, +2 DAM on hit with railguns]
[In Progress Research]
Optimized Reactor Injection (2 turns, 4 Exotic Metal)
Chemical Lasers (3 Turns Remaining, 2 Water, 2 Exotic Metal)
Early Warning Systems (2 Turns, no Prototype cost)
[Actions: Water, Early Warning, Resource Efficiency]
1. The Ampersand frantically breaks from the rest of the fleet to check the [Gas Giant] for any water that might be on the moons around it. The entire crew flails maniacally as they realize the water stocks are low… [Water Mining, Gas Giant/Moons]
2. A single group of exceedingly pig-headed researchers led by a notably crank-ish research team leader is still working on [Early Warning]. He's notably disagreeable but everyone feels "damn good" and "damn good for the job" and "dammit we need him". Damn is currently the most popular word on the Ampersand after one of the Shiboo learned it while on a speaking tour about research. [Research: Early Warning; Make Public]
3. While death is generally agreed to make most other species at least partially afraid, the Shiboo approach the lates "resource flap" with a bit of humor. I mean, everyone dies right? Ha ha. Ah. Er..absolutely! That's what science says! Yep! [Research: Resource Efficiency; Make; Public]
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75bba1 No.22303
| Rolled 90, 51, 18 = 159 (3d100) |
>>22285
STATS
http://pastebin.com/vukG3r2g
1. Harvest the asteroids of this system for their metals and water, can't ever have enough of that, stick to the larger bodies, as they are less likely to disintegrate into harmful micro-bodies that will shred us to ribbons
2. The gas giant here too will also be harvested, it hydrogen and helium rich atmosphere will make good fuel once synthesized
3. Continue research into Resource Efficiency, we are on the cusp of a breakthrough!
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75bba1 No.22304
| Rolled 6, 51, 50 = 107 (3d100) |
>>22285
Ship Name: SHNS Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
5 Food
5Water
7 Raw materials
8 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Race Name: Solarians
Nation Name: Solarian Hegemony
Hegemony Membership: Y (for however little they actually use it)
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
>Tech- Resource Efficiency
> Once per three turns, you may ignore a single ship's upkeep
1. The Lord captain of the Huntress grimaced. "So you're saying ALL the data got erased by one program? How does that even happen?"
The lead researcher replies, "I do not know sir, but at this juncture I have serious doubts about the other's research capabilities. We should work on this research ourselves. We already have efficiency figured out faster than the rest of the fleet after all."
The captain stopped and considered for a time. "Agreed, proceed on early warning tech alone, we can pass it out after we've finished it."
The lead researcher bowed.
Free: A commander approached the Lordcaptain, "Won't backing out upset the rest of the fleet, sir?"
"We'll release resource efficiency research to mend the bridge."
"As you say sir."
2.The Lord captain continued, "What I am far more worried about is the data loss. Such a thing does not occur by accident. It was deliberate."
The Commnder's shock is apparent, "Who would do such a thing?"
"Enemy sympathizers, Someone trying to isolate it first to make money selling it, a race trying to make a power play in the fleet, who knows? Any leads we may have gotten have been lost by other "investigations" so we need to protect our own research. Commsion an archive."
"Yes, Sir!"
3. "Now Commander Set the ship towards that Gas giant. We need more fuel"
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75bba1 No.22333
| Rolled 5, 92, 20 = 117 (3d100) |
>>22285
1. Scavenge for food if possible. We need to find some soon, or we're going to have a bad time. (+5 bonus)
2. Finish up the chemical laser prototype and research. Come on gentlemen, shouldn't be too hard.
>Chemical Lasers (2 Turns Remaining, 2 Water, 2 Exotic Metal)
>+4 Damage to Lasers for two rounds
> Ability Cost: 1 Water
>3 Round Cooldown
3. Also finish up the resource efficiency. That will help us out should things get even shorter. (1 turn left, no prototype)
Vote: Will wait and see what the rest of the Hegemony thinks.
Name: Grand Principality of Gredon
Species/Subrace: Gredons, mix of races
DCS Member Species: Y
Fluff: The Grand Principality of Gredon, or simply Gredon as many know it, is a nation not of equals, but of understood divides. While no one likes to talk much about it to outsiders, there is a clear divide between the nobility and everyone else in the nation, but it is a divide that had been agreed on in generations past. The unspoken rule was that the normal citizens of the nation were the muscle, the important circulatory system of the nation, the support structure that kept everything running, and were generally treated well by the nobility. Nobles were expected to not only run their given territory, but fight in defense of it, be it from the command center or on the front lines, earning their keep so the civilians could continue their normal lives. This way, cowardly nobles were routed out and disposed of, and those who were gallant in battle were promoted to the nobility in reward, and as to tell them they were expected to keep up the example they themselves gave.
In a way this philosophy has had great effect on their battle doctrine, a focus on fighter combat and close range combat, adopting the use of close range 'mobile armors', mechanized units that looked like large suits of armor, using smaller laser/plasma weapons to help boarding parties as well as to try and disable weaponry at close range. Several of these models have the ability to shift to a more mobile 'fighter' form for quick getaways. Their defensive technology focuses on shields, and speed, hoping a shower of laser fire will disable or destroy the enemy quickly. As such, they have also tried to focus on point defense units to avoid missile fire, but their results may not have been the best at this time.
Racial Bonus: Strong Military Tradition - Your faction has adopted a ruling class of military elite. As such,they undergo rigorous training making them incredibly effective in combat. Your ships gain the "Veterancy" ability, and gain +1 to combat rolls for every engagement they survive and participate in with a maximum of +10
Racial Detractor: Warrior Barons - While the intense training of the leadership makes for strong military forces, only so many nobles can be deployed at a time. Your Fleet Capacity is reduced by 2
Resources:
Fuel: 8
Food: 3
Water: 7
Raw Metal: 3
Exotic Metal: 10
Main ship: The Regal Dawn
Liveship
Attack 7
Defense: 1
PRP: 3
Shields: 95%
Population Cap: 3000
Bonus: 22 - Your ship was carrying a compliment of mining barges to the Periphery during the Evacuation. You gain +5 to all Mining/Salvage rolls
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75bba1 No.22334
| Rolled 65 (1d100) |
>>22333
Correction as Resource Efficiency is already done:
3. Research that there Improved Salvage Tackle. That'll help us a lot.
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75bba1 No.22335
| Rolled 9, 7, 2, 9, 3, 7, 1, 9 = 47 (8d10) |
>>20855
Name: The Ingavik Empire
Species/Subrace: Ingrav
DCS Member Species: Y
Fluff:
The Ingrav are a species created through genetic engineering. The look like humanoid lizards with 4 arms and long fingers. They were created to be harmless and masterful engineers and mechanics. Their creators never got off their planet and ended up nuking themselves to oblivion. Over generations the Ingrav began to expand and evolve past their formerly ingrained harmless nature in the face of the nuclear Apocalypse. Unlike many of the other created species, their knack for machinery allowed them to survive and thrive by rebuilding the old technology of their masters and build even greater contraptions. Soon enough they were able to create a space fairing empire, and then the enemy was upon them ending it fairly soon.
Resources:
At Nation creation, roll 5d10. This is the amount of resources you have to start.
Resources are as follows:
Fuel: He3 & Antimatter are the primary fuel sources in this setting. They are interchangeable for the most part.
Food: Foodstuffs, universal unless otherwise specified in fluff.
Water: Both for consumption, and use in its component forms, Hydrogen for power generation & Oxygen for breathing. Unless specified in fluff, I assume your race drinks H2O and breathes O2.
Raw Metals: Iron, Titanium, Nickel, Carbon alloys, Silicon, etc. Anything that could be easily harvested in bulk from asteroids, planets, etc.
Exotic Metals: Uranium, Gold, Silver, Platinum, Palladium, Iridium, etc. Anything that is found in scarce quantities.
Ship:
Population Cap (1d6): How many people you can comfortably support on your ship, in the thousands. Liveships may multiply this number by 1.5, Colony Barges by 2.
Defensive Rating(1d10): How well your ship can tank damage, via armor and hull integrity.
Offensive Rating(1d10): How well your ship can dish out damage. Liveships and Colony barges have this reduced to 3/4ths of the roll (ex: a roll of 8 would be reduced to 6.)
Propulsion Rating(1d10): How well your ship can maneuver. Frigates may multiply this number by 1.5, Colony Barges must reduce this by half.
Shield Efficency(1d100): The percentage of damage mitigated by EM, Point or Hardlight shielding. Incoming damage is reduced by this percentage.
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75bba1 No.22336
| Rolled 1 (1d4) |
>>22335
ship size
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75bba1 No.22337
| Rolled 6 (1d6) |
>>22336
>>22335
pop cap
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75bba1 No.22338
| Rolled 89, 62 = 151 (2d100) |
>>22335
>>22336
>>22337
shield efficiency and special atributes
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75bba1 No.22339
| Rolled 53 (1d100) |
>>22303
REROLL SINCE WE ALREADY GOT THAT TECH AND SOMETIMES PEOPLE HAVE BAD DAYS AND THE MUSICS TOO LOUD AND MY FEET HURT
3. Did I say Resource Efficiency? I meant the rail-gardes, Yeah, research those
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75bba1 No.22352
Ship Name: ITR-CC #2456
Ship Type: Cruiser
Offense: 9
Defense: 6
Propulsion: 2
Shields:23%
Population: 6000
Food 5
Fuel 5
Water 6
Raw Metal 5
Exotic Metal 7
Racial bonus: Engineers from Beyond the Stars - EWAR is half as effective against ships you build. Ships you build gain +1 to all stats.
Racial detractor: Vagrant Nation - Your race hasn't colonized in so long, that the art is a bit lost on you. You must research each building, including the base colony. (2 Turns, completion cost is equal to the production cost of the colony/building)
Give Technology:
[Resource Efficiency ] Once per three turns, you may ignore a single ship's upkeep
Known Technology Starting Paths [Not Yet Reesearched]
>Colony Jumpers - Requires (3 Turns, 4 Water, 2 Exotic Metal) - Gain 1000 population over four turns (+250/turn) on target colony/ship
>Chemical Lasers (2 Turns Remaining, 2 Water, 2 Exotic Metal) - when activated, give +10 to all weapons rolls with Lasers as the selected weapon.
Long ago, in a galaxy or perhaps a place far far away, lived a republic of Dwarves known only as the Immortal Technocratic Republic. A mix of living and undead dwarves, as well as sentient machinery they were the masters of technology where they came. Incredibly ambitious, sometimes to the extremes, they were the first to take to the skies in flying ships, and so befitting, the first to set foot upon their moon, establishing a colony thereof.
That was several centuries ago. And it is not them or their galaxy that is the focus of this story.This story is about the crew of the ITR-CC #2456
The ITR-CC #2456 is a specialized “Constructor Cruiser.” Neither a true colony ship or a war vessel, its purpose was that of specialized construction of ITR machines, everything from other ships, orbital bases, weapon modifications, or mining operations. #2456 was supposed to go through a routine “Vyrian-Planephase Portal” towards an ITR planet to pave the way for colonization.
It failed. Not to be unexpected, as such technology was still relatively new. But the ship appeared in a wholly unfamiliar place as far as possible from where it should have been.
But first, a word on its crew. The ITR has two classes, the “Worker Class” and “Management Class” of which #2456’s crew are the former. Long ago, the Management Class deemed that to protect their interest and ensure absolute obedience, all members of “Worker Class” were to be neurologically purged of any sense of political ambition, strictly limited autonomy, and unwavering devotion to orders. The Worker Classes only role would to serve the Republic, building, extracting, designing, or fighting as soldiers.
Thus it was the crew of the ITR-#2456 now found themselves cut-off from central command, leaderless and without a goal, lost. And this might have been the end of them.
That was until their ship discovered the Solarians. The Solarians affinity towards being taskmasters, organizers, and leaders activated something instinctual in the crew of #2456. Seeing them as their lost leaders, they now have unwavering loyalty and fanatical devotion to them, to serve in the capacity they know best. Construction and design.
Weapons, machines, tools, creations, but most of all, their great love that has never left them since their ancient ancestors, that of building ships and massive constructs. Be it on land, air, and in this case, space, the dwarves will build it!
Race:
http://pastebin.com/2GCqiyuL
Corrected for resource efficiency
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75bba1 No.22355
| Rolled 41, 5, 69 = 115 (3d100) |
>>22352
1.[Chemical Lasers] - Research for 2 more actions
"Brothers, we must give praise to the Dream Forger. Our efforts have born fruit, and soon we shall have superior weapons with which to serve.
Let your hammers be a lullaby to the God Dreamer."
2. [Early warning] - Shared Research with Solarian
"As our masters command, so shall we obey. Continue the work brothers."
3. [Exploration] - Food and Water
"Our mechanical and post-mortem bretheren lie in slumber. They do not awake. Our efforts to revive them have failed, thus the task has befallen on us who are living to carry on the work.
Our bodies are limted, our organics fallible, and thus we require sustenance. We shall search for supplies."
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75bba1 No.22375
| Rolled 22, 21, 66 = 109 (3d100) |
>>22230
>Name: The Taurian Federation
Species/Subspecies: Human
Meridian Hegemony Member Species: Yes
Fluff: Long before the DCS was formed, the Terran government established bases around the galaxy on hospitable planets. To be prepared, they claimed. But what do you do when your entire world, your whole lifestyle is cancelled because some corporate bigwig decided that your world is in the way of his dyson sphere?You stop him, that's what you damn well do. The Taurian Federation, then only designated by a string of numbers, formed from a number of military commanders standing against the megacorps. The planet busters aimed at Paradise probably helped. They were granted freedom from the control of the corrupt Terran States. Led by their military veterans(as they are the only full citizens), the Taurian Federation enjoyed a brief time in the outskirts of politics. They were an isolationist world, preferring to engage in debate on the proper way to assault a oceanic city, rather than trade between a gas giant and it's frozen moon. The destruction of planets far off allowed for a single ship to escape before the seventh planet in the Taur-163 system was destroyed.
Population Cap: 3000
DEF rating: 5
OFF Rating: 4
Propulsion Rating: 3
Shields: 92%
Fuel: 6
Food: 1
Water: 4
Raw Metals: 3
Exotic Metals: 4
Racial Bonus: For the Federation! - If an allied ship is destroyed in combat, your ships gain +10 to all combat rolls for the rest of the engagement. This stacks up to three times.
Racial Detractor: Standing on the Brink of Defeat - Your forces are largely demoralized after losing their colonies and bases. Until you found your first colony, you'll suffer -10 to all resource and manufacturing rolls.
Your ship has a rickety jump drive. As such your ship receives -10 to all retreat rolls
1 ) Continue work on the Chemical Lasers
2 ) Continue work on the Resource Efficiency project
3 ) Raid a nearby planet for proteins or alien life to serve as food.
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75bba1 No.22391
| Rolled 8, 100, 21 = 129 (3d100) |
>>22285
>Name: Remnants of Earth
>Species/Subrace: Humanity
>DCS Member Species Y
>Fluff: Earth, is gone. Destroyed in a matter of minutes by the enemy. The only survivors a single cruiser that managed to fold space while still within Earth's atmosphere, fortunately, or unfortunately, they brought a chunk of Earth with them when they did so, the spaceport the Cruiser happened to be hovering above at the time, thankfully due to quick thinking they managed to bring the citizens of the spaceport inside the Ship and began to rebuild the city within the ship so that the civilians would be able to live comfortably. The ship, the SDF-1, which had been renamed the Macross after the spaceport it took with it, is built mostly around a wave motion cannon with secondary and tertiary defenses as well as a compliment of veritech fighters, though there is a distinct lack of pilots for the veritech and resources for the weaponry is scarce. Now they've managed to catch up with the rest of the Hedgemony fleet and intend on defending them as much as they can.
>>Racial Bonus - Remnants of the Source
>Your crew comes from the homeworld - the first human planet. They've got a lot to live up to, as many humans have never even seen Earth. But what's even better is their resolve to carry on the fight, or live to fight another day.
>>If your ship would take fatal damage, you may ignore it till the next turn, unless one of two things occur:
>>A) You kill an enemy ship. If this occurs, set your SP to 1.
>>B) You succeed a retreat roll. Reset your SP to half, and roll for a critical systems damage. That system suffers -10 for all associated rolls til the next engagement. If it is living quarters, reduce population by 1000.
>>Racial Detractor - Mantle of Humanity
>Your human fleet-mates look to you for leadership. So when you fail, the whole human race feels it.
>>When you retreat from combat, you suffer -10 to all rolls until the next engagement.
>Ship stats/fluff
>SDF-1 Macross
>Cruiser
>7 ATK, 3 DEF, 8 PRP
>98% Shields
>4 Fuel 4 Food 2 Water 4 Raw Metal 5 Exotic Metal
>Population 6000
> >Your ship has two modes - Cruiser, and Gunship. In Cruiser mode, you gain +2 to PRP, and +10 to Flanking rolls. In Gunship mode, you gain +2 to ATK and your critical hit range is increased by +5, both on rolls you preform, and rolls preformed on you.
>You must declare at the start of combat which mode your ship is in, and it takes one round to shift between modes, usable every three turns
1.2. Begin working on the chemical lasers again, we need the techs after it
3. Scan the planetoids for resources or anything else that may be of interest
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75bba1 No.22606
>>22289
>Recruit: Scientist
Your recruiting efforts are all for naught, as the best scientists and engineers are being cherry picked by the fleet to repair the weathered ships of the Civilian Fleet.
>Failure
>Research: Early Warning
Your scientists find another dimensionality to the algorithm used to track ships. While it would be worth investigating if you had the compute power and the time, it's done little more than add to your research time.
>Light Critical Failure
>+1 Turn to Completion
>Exploration
The system is relatively uninteresting, but a worthy challenge for your piloting skills.
>Failure
>>22290
>Mining: Water
Your ships start cracking the ice asteroids and polar caps of celestial bodies in the system, gathering much needed water. Sharing hotspots that you didn't have time to get to the rest of the fleet has made the process easier. Hopefully keeping this up will help the fleet as a whole.
>+3 Water
>Research: Early Warning
Disaster. While trying to reconstruct the nodes lost to the Virus that previously wiped out the data on the MeshNet, your scientists accidentally trigger a secondary payload in the virus. The ensuing scramble to try to prevent further damage fails, as the virus spreads to other networked systems on the ship.
>Your ship has been infected with a Networked Self Replicating Virus (NSRV).
>You cannot share research progress with other fleet members without rolling 1d100 for infection spread.
>Gain Research: "Falchion" Anti-Virus Systems - Your ship is immune to Tier 3 EWAR
Ill be updating the rules today with EWAR classifications, stay tuned!
>Research: Resource Efficiency
With all the chaos around the ship with the Virus aboard its a miracle your crew manages to make progress on resource efficency techniques. However upgrades to the resource processors aboard your ship should pave the way for fleet wide upgrades, assuming you're able to share them.
>Success
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