6b8d06 No.23968 [View All]
Previous thread>>10179
The previous thread got a bit full and is taking forever to load. so we're posting here now.
Just continue on as normal.
440 postsand160 image repliesomitted. Click reply to view. ____________________________
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6b8d06 No.25569
| Rolled 42, 40, 35, 85, 89, 32 = 323 (6d100) |
Prepare a large, mostly blocked off area within one of our civilian centers where they can pour into, use our sole armored child and any brave Flowering Children who volunteer to set a trap. Once they are within the square destroy them. If there are too many for them to all fit in one such area or they split up we will prepare to do this multiple times. By now we are very used to using our cities against these creatures.
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
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6b8d06 No.25570
| Rolled 64, 36, 12, 67 = 179 (4d100) |
1.2. Begin building a stabilization field generator so we can at last shut down these abominations and the dimensional distortions for good.
3. Improve our knowledge of nuclear theory. One of the greatest demands we have is power. (4/6)
4. Our expansion continues.
Territory : 55
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 9
Energy: 9 (1.5)
Progress :
DD Resistance 2/6
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Excellent,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +5 to all tasks
Cultivator children: select a resource field and use 4 successes to add +1 to it
Armies:
Armored Child: 1
DD Child : 5
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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6b8d06 No.25575
| Rolled 56, 81, 34, 55 + 20 = 246 (4d100) |
Name: The biocracy
Colour: Orange
Fluff/background: Genetic. Perfection. That is was drives the Biocracy as a whole. Be it merely designer babies, combinations of dna, or 100% genetic alteration, they will attempt it. A whole nation of what could be termed madmen, every one is raised for that one goal. Merit in society is for those who make the most popular, useful, and in many ways alien designs. They do not shy from risk or war, such things are merely paths to perfection. They used to be a nation of pureblood humans, but at this point alterations are so prevalent that many cannot be recognized as former humans, while many more can be but they are mutated in some way. Soldiers are designed and bred, leaders are geniuses, and the common civilian is quite likely our definition of insane. A country of science gone too far doesnt exactly breed the most stable minds.
Fertile: 4
Metal: 3
Oil: 6
Energy: 3
Territory: 14
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor average, Bioproducer Weak Tankfeeder Beta Design, Genelakes(Produces 1 Biological military unit per turn, still cost)
Unit Designs:
Tankfeeder Beta:
Recruit: 3F 1E 1M
Upkeep: 0.5M, 1E 2.5F
Attack: 6
Defence:4
Move:5
Bonus:
Genetic harvester: If this unit kills genetic enemies in battle and survives it you gain free progress to special projects that can only be progressed that way depending on the foe defeated.
Throughout the Biocracy the Tankfeeder's and Genelakes are seen as fascinating lights of progress. Everyone from the lowest gene splicer to the highest DNA Lord finds a use for one or the other, and in many cases both. The new genetic information is put to good use…at least as good as a nation of madmen obsessed with genetics can get.
1. Progress never ceases and perfection does not wait. The creation of the enhanced soldiers continue's under the moniker Nu Bellum. General infantry and meant to be the frontline units of the Biocracy.[Nu Bellum Supersoldiers 1/5](first picture is an example for reference of one kind, though their appearance is not set in stone. This one is a female wearing her Bio-Power Armor)
2. Bioproducers 4/6(Will it ever progress? Who knows!)
3. Rolling for resources(if I cant roll to gather resources this is an expansion roll towards the nearest resource bearing territories)
4.(Fluff and roll. Apply second picture)
Genelord Usivar and his private group of soldiers, genesplicers, servants, and creations prepare for departure from The Biocracy for a very important trip. In light of not only the message sent out by other nations, but the discovery of primitive reptilian creatures of short stature called "cutebolds" the Lord has decided to set out for a highly important personal venture that could benefit both his ranks and the biocracy. Apparently these cutebold's are unsullied by outside variables, breed rapidly, and possibly posses thousands upon thousands if not millions of major uncategorized genetic possibilities. Such a major find shall not go to waste if the Biocracy has any say in the matter. To let such gene data go unused or be destroyed/enslaved and corrupted would be a crime against life itself.
As such GeneLord Usivar sets out to meet these cutebold's and uplift them to a higher technological and mental state. Such an action would be highly beneficial for both parties, and it is best he head out to uplift them before other's notice their great potential.
And so the Lord's envoy heads off to meet the bold's….
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6b8d06 No.25620
| Rolled 22, 28, 63, 44, 74, 76, 47 = 354 (7d100) |
>>25566
Name: The Sekvitillithian Collective
Colour: Grey
Fluff/background: Long ago, the home-world of the mighty Sekvitillithian empire was destroyed by an unknown force. In response to this, the entire fleet of the Imperial Navy was brought back from the edges of the empire, and their guns to bear on this threat. They were destroyed entirely. The last survivors, a colony on the edge of the Empire, was the destination of the sole survivor of the conflict, A Krakix Class Devastator. The colonist boarded the orbiting ship, barely maintaining its orbit and rapidly falling to pieces. Inside, they found a crew driven half mad with desperation and insanity. They ranted about how they must escape, must get away from "What lies ahead". After leaving the ship, the last of it the colonist saw was it's engine going critical as the crippled ship tried to jump away. Scavenging all that they could from the world, and building a great many escape ships careless of the wrath wrought to the planet and themselves, they've fled in all directions for countless aeons, every warning beacon they dropped falling silent as their doom marched every onward. Now, one of their ships arrived above this new world, all of its resources exhausted and its engines dead from the long jump from the last sector, it was all they could do to land it without killing everyone on board. Now they seek to gather whatever resources they can, fix their ship, and get the hell out of here. As befitting an ancient race, they have advanced technology, nanotech and plasma being the most obvious. The long years aboard the ship has also caused a rift in the crew, as some want to bring the species they meet aboard to save them from what lies beyond, while others want to destroy the worlds and people they encounter to harvest resources most efficiently.
Fertile: 6
Metal: 6
Oil: 2
Energy: 5
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +2 to all rolls
Armies:
http://pastebin.com/HumdNRUc
Perk: Teleporters: You start with Teleportation understanding.
Buildings: 2 Average Plasma Reactors (+2 E per turn)
Research and Construction:
2/4 Orbital launch
2/40 Ship
1/5 Plasma Reactor
1/3. (Assuming I don't get cucked for this action) The nanites still in the slave's blood should be sufficient to damage their internal systems enough to kill them all. Order all slave nanites to initiate a burn protocol, all slaves shall be executed by their nanites and the rebellion put down swiftly.
2. Failing the burn notice, troops are to be drawn up for repelling of the rebellion, plasma troopers
4. More skimmers shall also be produced.
5. Standard Defense - Kill all slaves you see
6. Skimmer - Same as standard defense
7. Acturian - Same as above
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6b8d06 No.25621
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6b8d06 No.25626
| Rolled 42, 69, 64, 92, 45 = 312 (5d100) |
>>25566
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:76
Fertile: 6
Metal: 7
Oil: 9
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
59 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds
Projects on hold:
project bolds gonna bold 3/10
project boldier bolds 15/20
1.2.3.project boldier bolds 15/20
4.5 . breed more stickpokers
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6b8d06 No.25650
| Rolled 49, 86, 83, 51, 35, 73, 50, 31 = 458 (8d100) |
(Actual farms)
1/2 - Give economic centers pls (7/10)
3 - Our artillery is functioning, but only just. It is weak, short of range and prone to error. If we want to present a legitimate military threat, we need to improve their design, standardize their production, and make their volleys more powerful.
[Improve artillery tech]
4/5 - Expand north by northeast, to the lush and rich plains therein. The mountains may hold our past, but it is the world beyond that holds our future.
6 - Artillery, light fighters and mounted riflemen are nice for running skirmishes, but woefully inadequate as a modern army. We'll have to provide some heavier force if we are to be a military threat…. perhaps by combining short-range artillery power with mounted lasers, we can produce a heavier fighter to break through enemy fighter fleets and support infantry attacks with heavier but slower munitions than the Khumat. Such tyrants of the air will be known as Pusar, the Wild Boars, goring the enemies of Zetsim.
7/8 - Continue building them terrace farms (2/7)
>>25359
Name: Hemedkhel Amirate
Colour: Brown
Fluff/background:
From before history, the people known as the Hemedkhel formed part of a landed, nomadic society that inhabits the region known as the Hemed. Though they are the largest party of this humanoid race, they are far from its sole member. There are seven formally recognized -khel, or clans, each with dozens of familial tribes, -zai, linked by heritage. Some form villages in the mountains and foothills of the area, etching out a semi-sedentary life of pastoralism and farming. Many others wander the steppes and deserts in close-knit nomadic groups, based around herd animals and material goods.
While other nations have consolidated central power and long since industrialized, the Hemedkhel have formed a somewhat anachronistic state: retaining a tribal, semi-nomadic, decentralized political system while adopting (and often adapting) outside technology to their use. One would think these seemingly backwards desert nomads would easily be wiped out by any passing army. But the -khel have three important assets:
First is the terrain, hard to navigate and even harder to control by invaders. The rough, steep mountains and the arid, impassable deserts make for poor civilization-building, allowing the nomads to attack and ambush enemy units before retreating to rougher terrain, and yielding little obvious value to make it worth conquering.
Second is the culture, one of solidarity and exceptionalism; the Hemedkhel see their land as the font of both learning and civilization, recalling ancient kingdoms and even older texts that speak to the region's previous glories. They are distrustful of outsiders and, thanks to their geographical isolation, culturally distinct even from their immediate neighbors. This apparent unity and disdain for organized government makes the people as volatile as the terrain for foreign invaders.
Third, the region's location and less-obvious resources. As a peninsula bordering the central waterways and the prosperous lands of the -Bolds and imperials, Hemed has strategic value as well as economic importance. Even despite the lack of a centralized market, products and resources produced by Hemedkhel artisans and workers are traded for luxury goods and commodities from around the world. The Hemed also holds a great bounty of that ever-needed resource: oil. By controlling the trade of oil through their waterways, and the production of oil on land, the Hemedkhel hold an important share in the world's most ubiquitous market.
All these factors make the Hemedkhel strong, but internal strength is no longer enough. The empires of the world are spreading, and soon their eyes will turn to the Land of Mountains. When that happens, its people will be ready to defend their tribes and their culture. And soon, the hordes of the Chosen warriors will ride across the heartlands, striking fear into every capitol in the world. The Hemedkhel may be underestimated, but they will not be ignored.
Fertile: 3 (1.5)
Metal: 5
Oil: 8 (1)
Energy: 8 (1)
Territory: 11
Tech: Lasers average, Spying average, DD-resistance average, Artillery weak
MILITARY:
>Standard Jezzailiers
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
>Khumat Fighter Planes
Recruitment: F:1 M:1 O:1 E:1
Upkeep: F:0.5 O:1 E:1
Attack: 3
Defence:1.5
Move: 6
Perk:
Hardened Guerillas: get a +1 defence bonus to all infantry.
Fanatical extremists: Can spread their creed to other nations and instigate uprisings and such. +20 to those actions
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6b8d06 No.25653
| Rolled 87, 25, 88, 10 = 210 (4d100) |
>>25566
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 8 (2)
Metal: 5 (3)-2 for generators
Oil: 10 (7) -2 for generators
Energy: 10 (13) +10 for generators
Territory: 42
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles average,Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE Good], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average, Energy Absorbing Crystal Lattice Average,Energy efficient Crystal circuitry Average, Sonic Sheilds(1/4)
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defense to every other sonic unit in that army
Armies: 3 Standard Infantry, 2 Choral towers, 2 Banshees
Structures: Crystalline Chorus Institute +1progress on sonic or crystal tech +15 to research rolls involving them; 2 Crystaline Oil generators:-1 O, -1 M, +5 E; Pylon wall (5/10)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
Banshee flier
Recruit: M1, E2
Upkeep: F:0.5 E2.5, 0:0.5
Attack:3
Defence:1
Move: 8
Bonus: Sonic Screech: Reduces enemy attack by 0.2 and defence by 0.3 to a maximum of 60% of each stat
DD Resistance
Future design: Halcyon Dropship (0/???)
Recruit 1F 1 M 2E
Upkeep .5 F .5 M 2E
Attack .5
Defense .5
Move 12
Bonus: Transport; 3 carrying capacity
1. Build more banshees
2-4. WE need more pylons for the pylon wall(5/10)
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6b8d06 No.25656
| Rolled 91, 62, 57, 54, 10 = 274 (5d100) |
>>25566
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 72
Fertile: 11
Metal: 5
Oil: 3
Energy: 3
Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.
+ [Hyperagressiveness]: Every turn that you CAN attack another player you have to attack that player (you do not have to attack with the entire swarm, but atleast 1 unit to each player you can reach if you have it)
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Aquatic Adaption (Weak)
+ Emergency Adaption (Average)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
+ Psi Resistance (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
+ GENETIC CONSUMING: When killing and eating enemy lifeforms you absorb beneficial genetric traits.
Armies:
+ 4 204-D
+ 5 204-C
Reduced Upkeep 2/30
Regeneration 1/6
Sharpened Limbs 1/6
Toxic-Gas Emission 5/6
Psi-gene 1/8
Mutation Chamber 5/12
Enhance Tunnel Systems 1/6
6/15 D-warrior brood-chamber(produce 3 D-warriors per turn)
1. Expand! Doesn't really matter where as long as its not towards the deadlands.
2-4. Construction of the Brood Chamber continues.
+ 6/15 D-warrior brood-chamber(produce 3 D-warriors per turn)
5. Aggression:
+ Send one 204-D to challenge the floating metal monster!
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6b8d06 No.25663
| Rolled 87, 21, 60, 73, 25, 89 = 355 (6d100) |
>>25564
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"And now they try to swarm us."- Queen Aria, Eight keeper of The Heart.
The Eternal Consciousness is an arachnid humanoid species with a drive for the preserving and recording of history and knowledge. They see every event and every species as important to the history of the world and therefore even strive to catalog information about newcomers.
Fertile: 5
Metal: 4
Oil: 7 (2 used in Oil generators)
Energy: 7 (+4) 11.
Maintain cost: 2F 1M 7E
Tech:
Genetics average
Cybernetics weak
Spying good
Counterintelligence weak
Cloaking average
Hacking weak
Neural link average (next step 2/8)
Airplanes Average
Submarine Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Oil generators weak
Bonuses:
Placed infiltrators:
Armies:
Stalkers
Recruitment: F:1 M1.5, E2
Upkeep: F1, M0.5, E 3.5
Attack: 6
Defence: 5
Move: 3
Bonus: Cloaked: harder to detect, DD-resistant, Snipers: can instead of attacking roll 2d100 for a long range attack instead if not detected 1st for detection 2nd for damage
Sleeper agents: covert ops in other nations receive a +20 buff.
Current units:
2 Stalkers.
Perk:
Project: underground core, your home is deep underground and harder to find.
Territories: 27
+1 natural expansion per turn.
1-5 Build an oil generator. (0/5)
One more should suffice.
6 Assemble the third stalker unit.
7-8 Trade Powerarmor Average to the Ascendants.
+1 natural expansion per turn.
Stalker Singa: The Flowering Empire.
Stalker Tibellus: headed towards the New Eded / Bob Prime.
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6b8d06 No.25666
| Rolled 76 (1d100) |
Singa watches the hoard of monsters headed towards the flowering empire. A sinking feeling in their gut, they feared it would turn out like this. Without wasting a moment they get to work. Fanning out and setting up in high locations to create kill zones. They make sure to take points where they can support each other, to kill anything that attempts to climb and attack the shooters. Their close neural link allows them their improved field of vision. Several eyes are better than only six after all and it would allow them to guard each other and help the Flowering's children in this slaughter. They cloak in an attempt to be harder to hit but know very well that they are going to be discovered whatever they do, unless they were to flee. This would not be defending simply. With a wave such as this the situation has turned into what will be a fight for survival.
(Not a hidden attack. Full 5 modifier for defensive action. )
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6b8d06 No.25671
| Rolled 59, 52, 24, 36, 28, 68, 62, 28 = 357 (8d100) |
>>25566
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 9(6)
Oil: 6(4)
Energy: 6(2)
Fertile: 6
Bonuses:
[Underwater friends]: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
[Mad science]: 1-2 Is a critfail on research and 97-100 is a crit on research.
[Worker drones]: +6 to all construction and expansion rolls
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
Neural network Good.
DD-Space understanding.
DD resistance average.
DD Weapons weak.
Oil-generator Average.
4/5 Oil-power generator.
6/20 Gungnir.
Armies:
1 Centipede: 3/3 (x3 Buzzard)
http://pastebin.com/fxN1TAsn
1 Finish 4/5 Oil-power generator.
2-4 We shall tear appart the very fabric of space with the unrestrained power of SCIENCE~! 6/20 Gungnir.
5-8 (carrier + 3 buzzards) With the assistance of Bob repel the invaders and if sufficently succesfull strike back to reclaim the red oil field we lost. They should have little to offer resistence with after we repel them.
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6b8d06 No.25679
>>25671
"By late 1848, the Amirate could be separated into four distinct regions, each classed by different peoples and featuring different social, economic and political places in Hemed.
"At the top were Tarhwali, Keldalla, Shahir, Tolrin and az Nurin, the urban centers of the nation. Though only Tarhwali breached 1 million people in population, all were considerably denser than the areas around them, their streets filled by the steady influx of perennial migrants from the mountains and border towns, lured in by economic opportunity and independence from the clan systems. These urban nexuses were the greatest hotbeds of cultural and social change, both by the grounded Zetsimir traditionalists, the radical socialists of the Lehtvai (Open Palm) party, or the secular modernists (both those of the Amir's own movement and those against it.) These cities also dominated trade and politics, controlling outer regions through tariffs and economic manipulation. Despite this, the ideologies burning in the cities rarely reached far beyond their borders, and the urbanites were still dependent on their surrounding regions for an influx of resources and new workers.
"Next were the irrigated, placid valleys and hills in the east and center of Hemed. These places had strong economic ties to the cities, but the populations who lived here were old and unwavering. Most communities still followed the old customs of their clans, but unlike the harsh interdependence of the nomadic fringes, were more accommodating to urban-based trends, if only out of political necessity. If the cities were the brains of the Amirate, the farmlands were certainly its heart. Little political change came from these regions, whose elders were wary of threats to their hierarchy and whose people rarely had the religious fervor of their nomadic neighbors.
"The southern and central mountains of Hemed provide a third region of interest, one isolated from the cities culturally but still tied to them economically. While mountain villages were hardier and better able to withstand economic downfall due to their pastoral lifestyles, they were still dependent on regular convoys and caravans from the valleys and beyond in order to acquire manufactured goods and to sell their wares. The policy of the government towards these backwards blemishes in the face of Hemed is one of begrudging agreement: the mountain peoples provide important strategic allies politically, and are the keystones of secular tradition culturally. While still religious, as all Hemedkhel are, the pastoral clans of the mountains have never sponsored faith-based uprisings or political movements. Indeed, while they have rebelled in the past, it has almost always been due to economic marginalization.
"Lastly, but perhaps most importantly, are the deserts and steppes of northern and western Hemed. These are places never 'civilized' by past empires or peoples, but remain a daunting and unconquerable fringe to the Amirate. As far as the government is concerned, it is far easier to control the inhabitants of these places with occasional military intervention and regular economic influence than to try and permanently inhabit the place. This relative independence from central authority has strengthened the nomads' belief in their own supremacy. They are the most religious demographic, and though they lack temples or holy sites, the words of tribal ulema are treated as sacrosanct. Most embrace an austere, strict form of Zetsim that degrades the depravities of modern life. And no wonder, for modernization seems impossible in these areas; many today still use powder weapons instead of laser rifles! Revolutions and dissent flow freely from these areas at even the slightest of religious or political infractions; the harsh steppes offer an easy ground for warriors and zealots to breed. Out of all the regions of Hemed, the fringes are the ones that will play the largest role in the changing times to come."
- An Overview of the Amirate, Umma abd-Marid, 1850
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6b8d06 No.25686
| Rolled 46, 51, 33, 4, 75, 5 = 214 (6d100) |
>>25359
>>25566
Name: Bob Prime
Color: Chrome Red
Background: Bob, inheritor of the Prime Directive for the expansion of the Auto Imperibots to spread Chrome and return back to the home world with riches. Catastrophes fell upon the forward colony with strange energy readings and the corruption of bot population there. Upon landing and taking analysis of the servant-bot ruin Purge Protocol was initiated to clear the obviously virus infected remnants of the base and combat the xeno beings emerging from a distortion in space that had been mentioned in the last signal from the base before it went black.
Pivot, evade, slash, dispose of ranged target, acquire new weapon. Reevaluate status.
Elimination is ongoing and the savagery of the xeno advance has forced my hand to rely on inferior and corrupted weapons they drop or expose an opening in my defenses. Energon cells are depleted to almost half capacity but reduction to a lesser gear is not an option. A strategic withdrawal to the colony standard pattern safe-house below the base is in order, calculating the optimum path…complete.
Armor shoulder charge, dispose of flanked xeno formation, five coup de grace executions. Roll out to safe-house.Recovery status; several major external corruptions, minor internal corruptions of data, energon stores recharging. Mission continues with minor delays and protocol allows for retrieval from surface to await reinforcement or the establishment of a new HQ and the establishment of Autoimperial Authority over denizens of the colony world as a bulwark against the field entities. Bob Prime has his work cut out for him.
Attack: 10
Defence: 10
Move:7
Bonus: Self-repair, Energon (storage 54%) allows you to do increased feats by using up. Energy Barrier
[DD-Resistant]
12 Recover the oil field for the Technocracy, transforming into a submarine for enhanced movement and using our torpedoes.
34 Return from the field of battle to recover my energon stores
56 Boot Rolls
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6b8d06 No.25693
| Rolled 90, 89, 25, 92 = 296 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.
Fertile: 2
Metal: 3.5
Oil: 6
Energy: 5.0
Territory: 27
Tech: Tech: Tanks average, Airplanes average, missiles superior, radar average, coilguns weak, bombers average, ships weak, AT weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
[Missile Factory]: Produces 2 Balistic missiles per turn
Armies: 2 Infantry Battalions (UK: 2F) 10 Ballistic Rockets (UK: 1E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1. We've got the missiles, now we need the bases. Expand the borders!
2-3. Carrier Missile 1/9
4. Our missiles are the envy of the world. Maybe we should make a propaganda film about how awesome they are. Cowboys riding missiles into tyrants? That sounds like a damn good movie to me. FUND IT!
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6b8d06 No.25695
| Rolled 20, 11, 93, 63 = 187 (4d100) |
>Are the rules in a doc somewhere so we don't have to keep checking the OP? Couldn't find upkeep costs of fixeDefense to modulate down afterwards
Plasma Missile design 1/4, Expansion tactics 5/6, +4 territory. -1 Fixed defence.
1. Plasma Missile Design (1/4)
2. More territory, prioritizing resources.
3. Produce 2 more Fixed Defense to replace the one that was lost and then some.
4. Work on the oil refineries.
[Bureau] Polish off Expansion Tactics Average (5/6)
>Name:
Draxian Confederate
>Colour:
White encircled in Red, or Red encircled in White, or Red, or White, or Gold, or Royal Purple, or Deep Blue
>Fluff/background:
>>23526 (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 6 [1.5 for Upkeep]
Oil: 9
Energy: (9) [5 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Average, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong, Jet Propulsion Strong, Plasma Weaponry Average, Orbital Launch Weak, DD-Field Understanding, DD-Resistance Average, DD-Weapons Weak, Cyber Security Weak, NBC Protection Weak, Expansion Tactics Weak
>Bonuses:
[Traders]: you can trade 5x as much with an action and your supply lines and trading habits makes distance almost moot as long as they are somewhat near a water source.
[Bureau]: Gives 1 free progress in any technology per turn.
[Central Bank] gives +4 to all rolls.
>Armies:
2 Fixed Defense
2 Draxian Landwehr
1 Draxian Missile Cruiser
>Territory
49
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
Missile Cruiser
Recruit: 3M, 3 O, 3E, 1F
Upkeep: 1.5 M, 2 O, 1.5E, 1F
Attack: 9
Defense: 8
Bonus:
Anti-Air: No penalties vs air.
DD-resistant.
Sea-to-land: Can support battles adjacent to land with half penalty.
Missile carrier: Can carry missiles and act as a mobile launching point.
Anti-sub capable: Removes penalty vs underwater enemies
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6b8d06 No.25696
| Rolled 84, 98 = 182 (2d100) |
>>25566
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 5 [3]
Metal: 8 [3]
Oil: 6
Energy: 6
Territory: 32
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/3 Genetics, Nanites (Average) 1/7, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (Weak), AA (Weak) 2/5 next, Airplanes (Average), Jets (Average), Computers (Weak), Weaponized Nanites (Weak), Counter intel (Weak)
Bonuses:
+1 research.
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 3 standard infantry
Designs:
-Railgun Anti-Infantry {Shredder} Tank
Recruitment: F:1 M1.5 O1 E1
Upkeep: F0.5 M1 O1 E1.5
Attack: 4.5
Defence: 3
Move: 3
Bonus:
Anti-Infantry: +50% damage vs infantry.
DD Resistance
[Project Vivisect Ultra]: Anti-nanite Nanites. Can combat other nanites with a massive bonus.
Buildings: [Capital missile batteries]
[Military research complex, Weapons research get +20]
[Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn]
1/6 Jet Interceptor desing
3/5 Icbm design, 7/10 War factories, Escort ship design 1/6
1&2. Finish up Project Hydra 8/12
3&4. Trade Nanites Average to the Eternal Consciousness.
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6b8d06 No.25705
>>25696
almost forgot:
+1 territory to the west fro free
+1 progress on Counter intel for free, now 2/5
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6b8d06 No.25729
| Rolled 64, 27, 26, 90, 72, 34, 69, 43 = 425 (8d100) |
>>25566
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x5 E-1 Hogger Superheavy Tanks (Inactive: Requires 1.25F 25M, 7.5 O to reactivate)
-x1 Porker Main Battle Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M1 O3.5 E2
Attack: 9
Defence: 6
Move: 3
Bonus:
DD-weapon/resistance: Takes less damage from DD-weapons.
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/2 defence damage before other damages apply (not vs air)
Anti-air: Does not have penalty vs air targets.
[Porker Main Battle Tank]
Recruitment: F:1 M1 O1
Upkeep: F0.5 M0.5 O1
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1 defence damage before other damages apply (not vs air)
[War Pigs]
Recruitment: M1 F1 E1
Upkeep: F1, E1
Attack: 2
Defence: 3
Move: 1
Bonus: DD-resist/weapons: Takes less damage from DD-weapons.
>Tech:
[Tanks: Excellent] [Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Tank Fuel Efficiency: Good] [Anti-Air: Average] [Artillery: Average] [Motorcycles: Weak] [Solar Energy: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Average]
>Resources:
[Fertile: 53.5][+1/turn][.5 in Use]
[Metal: 27.5][+1/turn][.5 in Use]
[Oil: 79][+1/turn][1 in Use]
[Energy: 6][+1/turn] [0 in Use]
>Bonuses:
-Stripminers: Instead of having a sustainable steady income like the other factions you instead move around and strip an area clear of all resources. Removing it from the map but filling your storage by its value x 15.
-Mining Rig Nomads: You don't conquer territories. Instead you move around in a convoy of large mining rigs, mobile fabricators and storage vehicles. The vehicles have mobile collectors that gather resources from the land (+1 M, +1 F, +1 O ,1 E per turn.)
>Paused:
2/6 Motorcycles
1/6 Solar Energy
9/40 Settling Down
>Actions:
Movement: "Not now boys, we're reclaimin' land here!"
1-4.) "Eggheads, find out how to uplift ese' dumb swine into somewhat less dumb boys! This facility we've claimed should ave' all you need for the job! Dang it boys, it's gonna be forever by the time we get this place cleaned up! *Snort*" (Researching Genetics)
5.) "Buy a bunch-a live pigs from any nation willin' to sell. Ese'll be the next generation o' boys!" (Buy a ton of pigs)
6.) "While this thing takes forever, lets start build ah' dedicated TV station on ese' ere' ruins!" (Set up a TV station and broadcasting network!)
7.) "Those dat don't know a lick about genetics get to work on motorcycles!" (2/6 Motorcycles)
8.) "I bet dem' natives like that we ain't tearing up their planet at the moment. I still think this green thing is sort of dumb, but good PR is good PR!" (1/6 Solar Energy)
8.)
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6b8d06 No.25730
>>25729
"Ey you louts, you recorded dat last one wrong on da paused bar: it's 19/40, not 9! Whoever did that is gonna be in for a train of pain!"
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6b8d06 No.25731
>>25663
It's been a few months now since the rig settled down, the days dragging by as the ruined husk of a city was slowly, yet surely being reclaimed. Crude solar panels were being inserted on rooftops and wires were mended: a couple skyscrapers now had functional power and plumbing again, but they were just a few of a hundred structures that still sat in dispair. Heavy Metal was optimistic that it would take two years at most to get everything back up, and then they'd be on the road again, yet not everyone was convinced.
Within the rig, a pig in a labcoat with thick spectacles walked up to Natasha's quarters, knocking on her door.
"Ey, ey Miss Spider…uh, Natasha I believe you was called, can I come in? We're uh…we's got a very important project that we're wonderin' of you know a thing or two about that could help us?"
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6b8d06 No.25736
| Rolled 77, 99, 84, 25 = 285 (4d100) |
>>25566
>Name: The Warmar Ascendant Republic
>Colour: Grey
>Fluff/background:
>The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
>Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
>Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
>This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
>Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
>Fertile: 11 [6] (1 Mobile Fortress, 2 Sapper Tank, 2 Combat Engineers)
>Metal: 9 [7] (1 Mobile Fortress, 2 Sapper Tank)
>Oil: 9 [8] (1 Mobile Fortress, 2 Sapper Tank)
>Energy: 3
>Territory: 80
>Tech:
>>RAPID EXPANSION POLICY: +1 territory each successful expansion
>Bonuses:
>Armies:
>2 Combat Engineers
>2 Sapper Tank
>MOBILE FORTRESS SUPERUNIT
>Upkeep: M 3, F2, O 3
>Attack: 16
>Defence: 16
>Move: 3
>Bonus:
>[Guns of The Mobile Fortress : any combat roll within 10 territories get a bonus of 20 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
>Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
>[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
TROOP MOVEMENT: Keep moving the Mobile Fortress east, once the Construction Module is done it will have a construction project there plus it can help finish up expansion.
1. Keep expanding Northeast to fill in our coast there. We need control of the landbridges.
>+4 from 2 Combat Engineers
>+7 from 2 Sapper Tanks
Total: +11
>RAPID EXPANSION POLICY: +1 territory each successful expansion
2-3. 1/4 Full speed ahead on the Mega-Artillery research!
4. And continue to install the construction module 2/6
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6b8d06 No.25737
>>25731
Natasha opens the door quickly to let him in. Her corner of space has stacks of neatly folded clothing for the pigs. She had during the settling helped out wherever she could. " Ah, good day. " She says with a smile and sets the pair of pants she was working on aside with one of her powerful spider legs. Swiftly she climbs down from her spot on the wall to stand on the floor in front of her visitor, a chirpy happiness in her body language.
"How can I help?"
(Sorry for missing the settling question. I have been a bit busy the past days. )
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6b8d06 No.25808
>>25737
The pig-scientist continued speaking, clearing his voice for a rather long and drawn out speech, riddled with brief studders in between sentences.
"Of course! Well as you know, we've been workan' on refurbishing this apparently abandoned city that is Conveniently within no existing nation's territory that as far as we know has no major issues surroundin' it other than the fact that it was made, and whoever made it decided to leave…
Which I might add, is going just smoothly in the rebuilding part: not any water off our boy's back. Now, that leads to the next issue, us boys! Well, most of us are young hogs with a fair deal of middle-bristles here and there, but we ain't colonists by no stretch of the imagination, an' with our lack of…anima, so to speak, we's probably gonna be nothin' but history by next standard century, which in years o' dis' planet, ain't dat long."
"We're gonna be the third to last generation, an' if we can convince our few sows to put out…well, to cut a long story short, we don't have the juice for a viable population. Now, I your people are rather shady an' secretive, an' we've been workin' with that, but if you know anything that can help us, tell us now, since we're currently pokin' round these ruins, and what we're finding is…well, it ain't nothin' I never seen before in all my science over the years. We'll show ya what we mean, if you think you can help us, that is-
Oh, and uh, nice outfits, buy da way. Boys down bellow really appreciate it."
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6b8d06 No.25810
>> 25575
New picture for the Nu Bellum Super Soldiers as you requested Shadowrise. Both are wearing Bio-Power Armor
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6b8d06 No.25823
>>25808
Natasha seems to think for a while before she sighs. " We do know a fair bit about genetics, that could possibly mend the situation. I can se if you would like, if we cound sett up a trade. The EC teaches you about genetics and in echange you guys teach us something of yours.. But at the same time, we have had a lot of harsh ofworlders. And even if i admire the beauty of your rig there are those who se it as something of a parasite tlat leaches of the land…" She gives a saddend sigh but smiles softly.
" I can check with them about the trade either way if you wish? Or is it a different form of help you and the others wish for from the EC? "
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6b8d06 No.26080
| Rolled 31, 32, 24, 28, 69, 67, 76, 57, 58, 63, 8, 36, 67, 35, 13, 95, 70 = 829 (17d100) |
>>25569
>>25666
smashy
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6b8d06 No.26112
| Rolled 28, 99, 15, 20, 54, 87, 4, 94, 2, 2 = 405 (10d100) |
>>25620
Swiggity swooty
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6b8d06 No.26114
| Rolled 97, 72, 11, 68 = 248 (4d100) |
>>25671
>>25686
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6b8d06 No.26115
| Rolled 10, 51, 13 = 74 (3d100) |
>>25656
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6b8d06 No.26116
| Rolled 50, 27, 83, 36, 55, 76 = 327 (6d100) |
>>25567
(your resources should be 12F, 9M, 13 O and 13E)
The orbital launch facility is finished and with it a steady stream of shuttles streak up into the sky.
4/10 massdriver satelite, 1/7 He3 extractor (for all intents and purposes an oil mine the O resources on the moon = He3 instead of plain oil.), 9/14 passive moon expansion, [Orbital launch facility]: +15 to space construction rolls, +1T.
>>25570
The tactics that worked so well before are now pointless. The changed ones come in numbers unthought of before and swarm the lands. surrounding your cities and then moving in from all sides in cohesive units after scouring the countryside first. And it's not just one or two places this happens. it's THE ENTIRE FRONT. Children die by the millions as the armored and DD-children fight a desperate battle. Just as it seems all hope is lost squads of powerarmored Spiderfolk appear. Shooting holes in the ranks of the abominations from invisibility. Closing in and opening paths for the few surviving Children to fall back and regroup. Seeing as their ploy was not entirely successful the DD-creatures leave. taking all the bodies with them. Civilians, military and their own fallen.
-4 DD-children. -1 Armored child. 2/10 Mobile stabiliser, +1 territory.
>>25575
The envoy heads off to the creatures heard of. (3 turns remaining. keep track of this)
2/5 enhanced soldier, +1[Bioproducer] +1F, +1T
>>25620
Many slaves die from their nanites. But the ones partially or wholy purged of them are just even more enraged. Many who would have been content to slink away or submit now instead take up arms and tools. Attacking their opressors and sabotaging whatever they can. This sudden onslaught is enough to drive the Collective further and further back untill all that is left is scattered remains huddling together in fear. Lamenting their imminent demise.
[ELIMITATED]
>>25626
STICK STICK STICK STICK! POOOOOOOKE!
18/20 Boldier bolds, +12 stickpokers.
>>25650
The centers are finished and an influx of money circulate your nation.
Far to the south the Collective falls to the brave jihadists and the ascended-supported troops. The area is too far away to be put under your control but the Zetists there keep their faith as they enter the Ascended.
[Economic centers] +2 to all rolls, 2/6 Artillery, +4 Territory, 3/7 farms.
>>25653
The banshees are produced to help fight the dd-fields.
+2 Banshees. 7/10 Pylon wall.
>>25656
The hunting grounds span immense lands now. And once again the metal beasts kill your warriors.
+4 Territory (OVER 75! +1 ACTION),9/15 D-warrior brood chamber.
>>25663
The Singa unit arrived just in time to save the children. Surrounded and doomed in a sea of abominations the stalkers moved in to save them. Invisibly sneaking forwards and then unleashing devastating laser volleys they allow the surviving children to fall back and regroup as the abominations fall back along with all the bodies left behind.
+1 Generator, +1 (or 2) stalker.
>>25671
The creatures attack and sweep through your defences. Incurring casualties along the way untill they encounter Bob-prime who manages to take them out. But that was not the end of them as another wave approaches.
ANOTHER WAVE ATTACKS FROM THE DD-FIELD.
+1 [Oil generator] -1 O +3 E, 8/20 Gungnir,-1 Carrier (along with its buzzards)
>>25686
Your intended actions get superceded as the DD-creatures attack. The bots get destroyed and the only thing saving the city is your valiant defence.
But there are more coming. BATTLE AGAIN!
-25% Energon.
>>25693
Plenty of explosions and people waving cowboy hats as they drop down on the missiles streaking into the evil evil tyrant.
+3 T, 3/9 Carrier Missile, 2/4 Propaganda
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6b8d06 No.26117
>>26116
>>25695
More of the creatures come from the south. swarming towards the cruiser. It opens fire at them and moves away to keep the distance. The few creatures that get onboard get finished off by the crew with few losses.
+2 Fixed defenses, +1T, 1/7 Oil refinery,
>>25696
The hydra missiles are finally completed. Just as the collective is overthrown by the newly freed slaves. After overthrowing their opressors they decide to join those that always supported them. With them comes the Zetist religion.
Hydra missile design, +9T, +3 F, +2M, + Collective capital (+3 of each resource and backup capital), [Zetism Minority 2], Plasma Weapons Average, [Teleportation understanding]. Heavy plasma Weak, Teleporter gates Weak.
Hydra missile:
Recruit: 0.5M 1E 1 O
Upkeep: 0.5M 1E
Attack: 3
Bonus: rolls 1-10 and 90-99 cause intresting results with 100 being VERY intresting.
[nanite]
>>25729
The pigs arrive. Thousands of pigs from all over the world. They aren't quite like you. But close enough for eyebrows to be raised and plenty of practical jokes involving dressing up the pigs.
3/4 genetics, 3/6 Motorcycles, 2/6 Solar energy.
>>25736
Absolutely massive artillery… that's the way to go. Far further reach and and more powerful shots than normal artillery.
+3 Territory, 1/6 Mega-artillery, Mega-Artillery Weak.
(you forgot your 5th action. add it to next turn)
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6b8d06 No.26118
>>26116
Name: The biocracy
Colour: Orange
Fluff/background: Genetic. Perfection. That is was drives the Biocracy as a whole. Be it merely designer babies, combinations of dna, or 100% genetic alteration, they will attempt it. A whole nation of what could be termed madmen, every one is raised for that one goal. Merit in society is for those who make the most popular, useful, and in many ways alien designs. They do not shy from risk or war, such things are merely paths to perfection. They used to be a nation of pureblood humans, but at this point alterations are so prevalent that many cannot be recognized as former humans, while many more can be but they are mutated in some way. Soldiers are designed and bred, leaders are geniuses, and the common civilian is quite likely our definition of insane. A country of science gone too far doesnt exactly breed the most stable minds.
Fertile: 5
Metal: 3
Oil: 6
Energy:
Territory: 15
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor average, Bioproducer Average Tankfeeder Beta Design, Genelakes(Produces 1 Biological military unit per turn, still cost)
Unit Designs:
Tankfeeder Beta:
Recruit: 3F 1E 1M
Upkeep: 0.5M, 1E 2.5F
Attack: 6
Defence:4
Move:5
Units:
1 Tankfeeder Beta
Bonus:
Genetic harvester: If this unit kills genetic enemies in battle and survives it you gain free progress to special projects that can only be progressed that way depending on the foe defeated.
(3 turns till arrive at Kobolds)
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6b8d06 No.26119
| Rolled 80, 97, 88, 15 + 20 = 300 (4d100) |
>>26118
1,2. Continue the creation of the Nu Bellum(2/5) Pic related
3,4. Create a Bioproducer factory that gives +2 bioproducers a turn
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6b8d06 No.26120
| Rolled 21, 65, 6, 81 + 20 = 193 (4d100) |
>>26119
Change 3 and 4 to produce more bioproducers
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6b8d06 No.26121
| Rolled 96, 48, 84, 78 = 306 (4d100) |
1.2. Begin building a stabilization field generator so we can at last shut down these abominations and the dimensional distortions for good. (2/10)
3. Build more armored children
4. Build more DD Children.
Name: The Flowering Empire
Territory : 56
Fertile: 12 (11)
Metal: 7 (6.5)
Oil: 9
Energy: 9 (7.5)
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Excellent,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +5 to all tasks
Cultivator children: select a resource field and use 4 successes to add +1 to it
Armies:
Armored Child: 0
DD Child : 1
Designs
Armored Child Design
Recruitment: F2 M1
Upkeep: F1 M0.5
Attack: 2
Defense: 2.5
Move: 1
DD-Children Design.
Cost: F1, M1, E1
Upkeep: F1,M0.5 E1.5
Attack: 4
Defence: 5
Move:2
Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
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6b8d06 No.26122
| Rolled 17, 97, 45, 100 = 259 (4d100) |
>>26116
Name: Ban Sarai Ascendancy
Colour: Grey
Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.
To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.
Fertile: 8 (1)
Metal: 5 (3)-2 for generators
Oil: 10 (6) -2 for generators
Energy: 10 (8) +10 for generators
Territory: 43
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles average,Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE Good], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average, Energy Absorbing Crystal Lattice Average,Energy efficient Crystal circuitry Average, Sonic Sheilds(2/4)
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defense to every other sonic unit in that army
Armies: 3 Standard Infantry, 2 Choral towers, 4 Banshees
Structures: Crystalline Chorus Institute +1progress on sonic or crystal tech +15 to research rolls involving them; 2 Crystaline Oil generators:-1 O, -1 M, +5 E; Pylon wall (7/10)
Choral Tower
Recruit: 1F, 1M, 2 E
Upkeep: 1F, 1E
Attack: 0
Defence: 3
Move: 0
Bonus: Gives 0.3 Defence to all other sonic units nearby.
Banshee flier
Recruit: M1, E2
Upkeep: F:0.5 E2.5, 0:0.5
Attack:3
Defence:1
Move: 8
Bonus: Sonic Screech: Reduces enemy attack by 0.2 and defence by 0.3 to a maximum of 60% of each stat
DD Resistance
Future design: Halcyon Dropship (0/???)
Recruit 1F 1 M 2E
Upkeep .5 F .5 M 2E
Attack .5
Defense .5
Move 12
Bonus: Transport; 3 carrying capacity
Free: +1 to sonic shields
Free+ 1 territory
1. Make more Banshees, we have almost reach our limit in the choir, two more should suffice for us for now.
2-4. Continue on DD pylon wall (7/10), thus the DD shall never deafen out our song.
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6b8d06 No.26123
| Rolled 73, 74, 32, 27, 18, 22 = 246 (6d100) |
>Name: The Warmar Ascendant Republic
>Colour: Grey
>Fluff/background:
>The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
>Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
>Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
>This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
>Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
>Fertile: 11 [6] (1 Mobile Fortress, 2 Sapper Tank, 2 Combat Engineers)
>Metal: 9 [7] (1 Mobile Fortress, 2 Sapper Tank)
>Oil: 9 [8] (1 Mobile Fortress, 2 Sapper Tank)
>Energy: 3
>Territory: 80
>Tech:
>>RAPID EXPANSION POLICY: +1 territory each successful expansion
>Bonuses:
>Armies:
>2 Combat Engineers
>2 Sapper Tank
>MOBILE FORTRESS SUPERUNIT
>Upkeep: M 3, F2, O 3
>Attack: 16
>Defence: 16
>Move: 3
>Bonus:
>[Guns of The Mobile Fortress : any combat roll within 10 territories get a bonus of 20 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
>Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
>[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
TROOP MOVEMENT: Keep moving the Mobile Fortress east, once the Construction Module is done it will have a construction project there plus it can help finish up expansion.
TROOP MOVEMENT: Keep moving the Mobile Fortress east to take that landbridge
1-2. We have improved our industry greatly. But just does what the Warmar Republic plan, that we still yet require more land expansion.
Defense and Industry. Pure an simple. The landbridge to our northwest is protected by the Ascendant. But to our northeast is wide and open.
We intend to build not one, but three. Three more Fortress Cities, upon which massive artillery positions and defenses shall be laid. Their ranges shall interlock, such that if any one city is under attack the other two can join in its defense. The lands in between them shall become a mined and blasted no-man's land, and connected to them shall be superheavy railways that transport our armies, supplies, and more.
To that end, we must continue to research the Module for our Mobile Fortress 2/6
3-4. Research [Heavy Railway Transport]
5-6. Expansion Northeast
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6b8d06 No.26124
| Rolled 13, 37, 50, 10 = 110 (4d100) |
———–
Name: The Peoples
——–
Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 12
Metal: 9 [-.05; -4.5]
Oil: 13 [Converted to 7E]
Energy:13 [ -8]
Industry: 8
Territory {Planet}: 30
Territory {Moon}: 3
——–——–
Bonuses:
——–——–
- +2 Static Defence Expertise,
- +5 tunneling, Radiation Shielding
—–
Tech:
——
- Psionics [Weak]
- Glowtown Knowledge: II [-5 charge/turn
- Psi-amps [Weak]
- Psi-explosives [Weak]
- Psi-flight [Weak]
- Psi-matrixes [Weak]
- DD-Space Understanding [Weak]
- DD-Weapons [Weak]
- DD-Resistance [Weak]
- Psi-Matrices [Weak]
- Psionic Mass-drivers [Average]
- Orbital Launch [Weak]
- Psi-Mecha [Space Capable]
———–
Armies: {Stats: http://pastebin.com/ShgvhSFB}
——–
- 3 Psi Turrets [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
- 1 Psi-Mecha [Lumia-Class] [E4]
———
Unique Buildings:
———
[Glowtown Monument]: 10 charge; weakly defended + [Armored Glowtown Dome/Pit];
[Mine] +1 M
[Orbital launch facility]: +15 to space construction rolls, +1T
———
Perk:
——
[Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.
——
In Progress:
—
>>Unknown deposit {Lunar He3}
>> [1/7 He3 extractor]
—
Actions
—
1. Work continues on the design. [Mass-driver satellite design 4/10]
2. The People look to be building a large research facility on the moon. [Research facility]
3. The People attempt to supercharge the passive expansion. [5 charge] [9/14 passive moon expansion]
4. The People fire the mass driver at the last of the DD creature fields. Everyone seems confident. [10 charge].
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6b8d06 No.26125
| Rolled 42, 10, 15, 97 = 164 (4d100) |
Name: Ashkari Dominion
Colour: Maroon
Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.
Fertile: 2
Metal: 3.5
Oil: 6
Energy: 4.8
Territory: 30
Tech: Tech: Tanks average, Airplanes average, missiles superior, radar average, coilguns weak, bombers average, ships weak, AT weak.
Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2
[Missile Factory]: Produces 2 Balistic missiles per turn
Armies: 2 Infantry Battalions (UK: 2F) 12 Ballistic Rockets (UK: 1E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1. Patriotic Music is best music [Propaganda 2/4]
2-3. Carrier missile time woo [3/9]
4. Build a lab for research into improved warheads.
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6b8d06 No.26126
| Rolled 69, 39, 50, 87, 98 = 343 (5d100) |
>>26116
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:76
Fertile: 6
Metal: 7
Oil: 9
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
71 warbold stickpokers
-Huntergatherers: All your units take 1 F less maintenance.
-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.
-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds
Projects on hold:
project bolds gonna bold 3/10
project boldier bolds 18/20
1.2.project boldier bolds 18/20 the bonds can feel it. There are new powers rising. The Boldening comes.
3. project bolds gonna bold 3/10
4.5 . breed more stickpokers
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6b8d06 No.26134
>>26116
G'night Folks, have a happy game :3
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6b8d06 No.26149
| Rolled 66, 89 = 155 (2d100) |
1 - Continue working on improving Artillery tech. (2/6 Artillery)
[+2]
2 - Terrace Farms 3/7
[+2]
3/4 - This recent victory over oppression and atheistic cruelty have inspired many Zetsimir, both cleric and commoner, in a new wave of religious zeal. From the clerical schools (Hwaliyya) of the Hemed, new ulema travel through the nations of the world to spread Zetsim, sharing the enlightenment of the Hwali with every country and creed.
[Zetsim action]
[+Fanatical Extremists]
>>26116
Name: Hemedkhel Amirate
Colour: Brown
Fluff/background:
From before history, the people known as the Hemedkhel formed part of a landed, nomadic society that inhabits the region known as the Hemed. Though they are the largest party of this humanoid race, they are far from its sole member. There are seven formally recognized -khel, or clans, each with dozens of familial tribes, -zai, linked by heritage. Some form villages in the mountains and foothills of the area, etching out a semi-sedentary life of pastoralism and farming. Many others wander the steppes and deserts in close-knit nomadic groups, based around herd animals and material goods.
While other nations have consolidated central power and long since industrialized, the Hemedkhel have formed a somewhat anachronistic state: retaining a tribal, semi-nomadic, decentralized political system while adopting (and often adapting) outside technology to their use. One would think these seemingly backwards desert nomads would easily be wiped out by any passing army. But the -khel have three important assets:
First is the terrain, hard to navigate and even harder to control by invaders. The rough, steep mountains and the arid, impassable deserts make for poor civilization-building, allowing the nomads to attack and ambush enemy units before retreating to rougher terrain, and yielding little obvious value to make it worth conquering.
Second is the culture, one of solidarity and exceptionalism; the Hemedkhel see their land as the font of both learning and civilization, recalling ancient kingdoms and even older texts that speak to the region's previous glories. They are distrustful of outsiders and, thanks to their geographical isolation, culturally distinct even from their immediate neighbors. This apparent unity and disdain for organized government makes the people as volatile as the terrain for foreign invaders.
Third, the region's location and less-obvious resources. As a peninsula bordering the central waterways and the prosperous lands of the -Bolds and imperials, Hemed has strategic value as well as economic importance. Even despite the lack of a centralized market, products and resources produced by Hemedkhel artisans and workers are traded for luxury goods and commodities from around the world. The Hemed also holds a great bounty of that ever-needed resource: oil. By controlling the trade of oil through their waterways, and the production of oil on land, the Hemedkhel hold an important share in the world's most ubiquitous market.
All these factors make the Hemedkhel strong, but internal strength is no longer enough. The empires of the world are spreading, and soon their eyes will turn to the Land of Mountains. When that happens, its people will be ready to defend their tribes and their culture. And soon, the hordes of the Chosen warriors will ride across the heartlands, striking fear into every capitol in the world. The Hemedkhel may be underestimated, but they will not be ignored.
Fertile: 3 (1.5)
Metal: 5
Oil: 8 (1)
Energy: 8 (1)
Territory: 15
Tech: Lasers average, Spying average, DD-resistance average, Artillery weak
MILITARY:
>Standard Jezzailiers
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
>Khumat Fighter Planes
Recruitment: F:1 M:1 O:1 E:1
Upkeep: F:0.5 O:1 E:1
Attack: 3
Defence:1.5
Move: 6
Perk:
Hardened Guerillas: get a +1 defence bonus to all infantry.
Fanatical extremists: Can spread their creed to other nations and instigate uprisings and such. +20 to those actions
Economic Centers: +2 to all rolls
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6b8d06 No.26151
| Rolled 41, 81 = 122 (2d100) |
>>26149
And two more
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6b8d06 No.26152
| Rolled 33, 73, 46, 47 = 199 (4d100) |
>>26116
Name: (Wigg55) The New Eden technocracy.
Colour: GOLD!
Fluff/background: They refused to understand. Corrupt fat politicians, more inclined to fill their pockets then govern the nation. The ignorant and uneducated spewing their idiocy, proliferating their stupididy and missguided nonsense. Democracy!? They choose their leaders based on their bloody public image! It does not work when 99% of the voters are to dumb to know what the nation even needs.
He wrote a good speach so we let him decide the future of the reserch budget?
He seems like a "good person" so we let him lead us in matters of war? Madness.
So we left, the best and brightest of us. Unbotherd by the ignorant masses, unshackeld from the chains of "morality" we set upon the path to sculpt a better future. We took with us our minds and what scraps our fool lords hath bestowed upon us, the fruits of our labour, and we built our new eden.
Deep bellow the sea, away from the petty conflicts of the surface. We build and we evolve. We achive in a month more then we had in years before. We choose our leaders not based on the whims of the populus but by competence, achivements and their drive for sientific progress. We made away with all that would slow and bind us, and in return we have gained so much more.
We will see to surface dewllers in due time. Or I suppose they might be to far gone allready? It matters not: Correct their faulty world view or wipe them out, its all the same to us.
Metal: 9(9)
Oil: 6(5)
Energy: 6(9)
Fertile: 6
Bonuses:
[Underwater friends]: Your nation is based on underwater cities. Leading to most nations having trouble reaching you.
[Mad science]: 1-2 Is a critfail on research and 97-100 is a crit on research.
[Worker drones]: +6 to all construction and expansion rolls
Tech:
Sub-marines exceptional.
Underwater structures good.
torpedoes good.
power armor weak.
robotics weak.
genetics weak.
Neural network Good.
DD-Space understanding.
DD resistance average.
DD Weapons weak.
Oil-generator Average.
1 Oil-power generator. (-1 O. +3 E)
8/20 Gungnir.
Armies:
http://pastebin.com/fxN1TAsn
Well, that fucking sucks.
1. Gungnir 8/20
2-4 Emergency buzzard production.
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6b8d06 No.26171
| Rolled 37, 59, 42, 55 = 193 (4d100) |
>>26116
Name: Ascendant
Colour: Blue
Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.
We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.
Fertile: 11 [3]
Metal: 13 [3]
Oil: 9
Energy: 9
Territory: 41
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/3 Genetics, Nanites (Average) 1/7, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (Weak), AA (Weak) 2/5 next, Airplanes (Average), Jets (Average), Computers (Weak), Weaponized Nanites (Weak), Counter intel (Weak), Plasma Weapons (Average), [Teleportation understanding]. Heavy plasma (Weak), Teleporter gates (Weak). Powerarmor (Average), Submarine (Average)
Bonuses:
+1 research.
[Zetism Minority 2]
Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12
Armies: 3 standard infantry
Designs:
-Railgun Anti-Infantry {Shredder} Tank
Recruitment: F:1 M1.5 O1 E1
Upkeep: F0.5 M1 O1 E1.5
Attack: 4.5
Defence: 3
Move: 3
Bonus:
Anti-Infantry: +50% damage vs infantry.
DD Resistance
[Project Vivisect Ultra]: Anti-nanite Nanites. Can combat other nanites with a massive bonus.
Hydra missile:
Recruit: 0.5M 1E 1 O
Upkeep: 0.5M 1E
Attack: 3
Bonus: rolls 1-10 and 90-99 cause intresting results with 100 being VERY intresting.
[nanite]
Buildings: [Capital missile batteries]
[Military research complex, Weapons research get +20]
[Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn]
[1 extra capitol]
1/6 Jet Interceptor desing
3/5 Icbm design, 7/10 War factories, Escort ship design 1/6
1. Begin creating Construction Nanites to aid in construction.
2. War factories 7/10
3. Begin researching upgrades the teleportation gate technology. +1
4. Begin updating the military research complex to deal with all forms of military technology and for the creation of prototypes, instead of only dealing with weapons.
Free: +1 research to Anti-espionage, now 3/5
Free: +1 territory towards the metal in the eastern province.
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6b8d06 No.26173
| Rolled 79, 28, 83, 15 = 205 (4d100) |
>>25564
>Name: The WubWub Tribe
>Colour: Brown
>Fluff/background: After a considerable amount of trial and error, this isolationist sect of Cutebods have breached into another plane, and plan to start anew from the bottom of the cultural pyramid. Armed with nothing but pointy sticks, a few thousands of cutebolds, and a desire to re-do what their great-great-great-great-great-great fore fathers did!
>Fertile: 10
>Metal: 5
>Oil: 5
>Energy: 3
>Tech:
[Woodcrafting weak]
[Animal taming weak]
>Bonuses:
>-Huntergatherers: All your units take 1 F less maintenance.
>-Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. (high-tech research takes 2 actions. You can only be traded 1 tech per turn)
>-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.
>Armies:
>38 stick pokers.
>Territory: 54
>Military designs:
>Stick-poker
>Recruitment: 0.5F
>Upkeep: F1 (-1 from perk)
>Attack: 0.5
>Defence: 0.5
>Move:1
>11/12 Wubmigration
[Wub Fields]: Gives +3 to all rolls, Can be consolidated to give +10 to one roll instead by stating it when doing the actions.
+3 all rolls
1) Well of course the sticks are pointy. What good would they be other wise? Oh, wait..What if we made like, wide sticks? made to stop /other/ pointy sticks? Maybe Blocky sticks?
2)Ride out on the wub way! Lookin for adventure….Wub ever comes our way…Born to wubbering! [Mountbold]
3) Lets try to get the beasties to help us farm wub wub berries!
4) Expand!
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6b8d06 No.26731
| Rolled 65, 94, 51 = 210 (3d100) |
>>26152
combat rolls.
3 [rushed] buzzards
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6b8d06 No.26732
| Rolled 61, 23, 20 = 104 (3d100) |
>>26152
Bewm bewm.
1= small, 2= big, 3= wrooms
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6b8d06 No.26733
| Rolled 57, 21 = 78 (2d100) |
>>26152
Friendly neighborhood GIGANT MECHA WARRIOR OF DEATH robot.
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