6b8d06 No.23968 [Last50 Posts]
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.
____________________________
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6b8d06 No.23972
>>23968
Hope iDid the free territory thing right.
>>23967
>>23969
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6b8d06 No.23973
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6b8d06 No.23974
| Rolled 17, 4, 51, 18 = 90 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 7
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 12
———–
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]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 0 charge; weakly defended, Armored Glowtown Dome/Pit]
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:
——
[Mechanized Infantry: 1/6]
—
Actions [Psi Turrets, Mass Drivers Expansion]
—
1.2. Research continues on the turrets. The work is frantic and ongoing as the general situation with the creatures does not appear to be getting better. {Psi Turrets 3/8}
3. Work is also invested into [Mass Drivers:Weak]. Right now the plan to destroy the DD creatures seems to hinge on their usage..
4. Expansion drags onward despite the constant attacks…. [Expansion]
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6b8d06 No.23977
>>23968
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: 4
Metal: 3
Oil: 3
Energy: 3
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F)
1-2. Boy I sure hope these expansion rolls don't roll low
3. Coilguns pls
pls
4. Fighter jet research [2/5]! Gotta TAKE YOU TO THE DANGER ZONE
5. The people have been flagging in their support of all things FREE and DEMOCRATIC. We'll need to enact some new public works to remind them of why Ashkari Democracy is the only democracy! And the best!
6. We'll also develop the entertainment industry to produce more totally not propaganda videos. Would you like to know more?
old turn from Tuesday
1. Expansion time bitches!
2. And fighter jet research
3. Oh and we should like, make some long range ballistic rockets.
4. And TANKS
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6b8d06 No.23978
| Rolled 26, 50, 76, 65, 25, 19, 66, 63, 95, 9 = 494 (10d100) |
>>23977
now with dice
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6b8d06 No.23980
| Rolled 32, 3, 33, 39 = 107 (4d100) |
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Yet another, If they wish bring pain remains to be discovered. " - 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: 3
Oil: 7
Energy: 7
Tech:
genetics average
cybernetics weak
spying good
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
Armies:
Stalkers: 5/12
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
+2 natural expansion per turn.
1: Infiltrator to Ban Sarai Ascendancy.
Cadence Strings is sent to infiltrate, a mellow woman with a good song voice. The EC has noticed the great Spires of Crystal and steel. The time has come to begin to document the Ban Sarai's history and stories.
2-4: Design new unit: Stalkers. 5/12
"The schematics for the joints are being redesigned to support multiple limbs while still giving the best protection possible. When we are done, one might not be able to compare its visuals with the original product. " - Scientist Miriam.
Proposed tech advantages of the Stalker unit.
Power Armor Good
DD Resistance weak
Laser Weapons Average
Genetics average
Cybernetics weak
Neural link average
Cloaking average
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6b8d06 No.23982
>>23968
Linking to my post.
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6b8d06 No.23984
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6b8d06 No.23985
>>23968
Linking this turn's post from the previous thread:
>>23981
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6b8d06 No.23986
>>23962
Battle
>>23964
Turn
Hoping for people to notice the Flower Confederacy's plea for aid soon.
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6b8d06 No.23989
| Rolled 94, 73, 53, 53 = 273 (4d100) |
>>23968
>>23968
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: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
>1 Standard Defense
Perk: Teleporters: You start with Teleportation understanding.
Tech: Plasma Weapons Good, Nanobots Average, [Teleportation understanding]. Heavy plasma average, Teleporter gates average.
1. Resources out of our reach? A bother, we must reach them then. Expand our borders, "pacifying" those who resist.
2. We'll need a fast, flying unit if we are to patrol our lands and secure optimal harvesting efficiency. Scour the old database for a skimmer design, and if that fails, begin designing one ourselves.
3. Search for any tribes of primitives that we may exploit to harvest this world more effectively.
4. Finally, train some of the men into a proper defensive force. Engaging in personal combat with such beings as this is a bother to be certain, but desperate times call for desperate measures, and we must ensure that we escape that which lies beyond.
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6b8d06 No.23991
>>23989
those are some nice rolls :3
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6b8d06 No.23992
>>23976
Linkin' up to last thread.
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6b8d06 No.23993
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6b8d06 No.23994
>>23968
linking my last post
>>23958
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6b8d06 No.24014
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6b8d06 No.24036
| Rolled 97, 7, 86, 18 = 208 (4d100) |
>>23968
Battle rolls (Baz doesn't get input because he hasn't been on)
Similar strategy as before. Set up behind the irradiated trenches from the last battle. The sapper tank is put into a raised position behind the infantry to provide support fire. The infantry are to form up so everyone can fire. The engineers are to expand one the trenches wider a bit and raise up the back wall to give our units cover and make it harder for the horde to get out of the trenches, they are to retreat to the line and help lay down fire if the horde gets too close. Let the horde come to us and use the trenches as an obstacle that they must cross. If were lucky a few will trip in there and just break their necks, otherwise fire down into the trenches or use grenades to clear them out. Provide a fighting retreat if needed. They have no nuclear support this time so make every inch count.
1. Standard infantry
2&3. Engineers.
4. Sapper tank.
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6b8d06 No.24037
| Rolled 30, 15, 54, 81 = 180 (4d100) |
>>24036
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6b8d06 No.24064
| Rolled 98, 68, 9, 13, 72, 28 = 288 (6d100) |
Rolling combat for whitedeath
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6b8d06 No.24065
| Rolled 41, 68 = 109 (2d100) |
>>23968
Combat:
Tactics:
Use knowledge of the station to advantage, prioritize destruction of station over combat victory, use psionic powers to disrupt the enemies and if possible get them to destroy the facility as well.
Attempt to escape but station destruction is the most important goal.
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6b8d06 No.24068
>>23958
The Plant-people to the south appears to be in a conflict right now. Twisted Plant-things and animals are attacking from the DD-fields. But the flowering empire is fighting back. HARD. Armies of Tree-like soldiers fire destructive beams that makes the enemies rupture in bloody sprays, distorting them even more. To the east the field is growing slowly. >>23980A spy is discovered trying to pose as one of the Ban Sarai but her song gave her away. No Ban would ever mistake that song for one of theirs. She is swiftly taken into custody.
1/6 sonic flight, +4 territory,
>>23959
The scientists are ever the pride of the imperium. They've managed to both expand the power of the vacuum projectors as well as create a material that changes colour to match the surrounding. It's not perfect and not immediate, but it does help to blend in.
The commandoes start setting up explosives but almost as soon as they start the creatures return in greater numbers than before. The commandoes know their duty and hurry to rig more of the station but the enemy approaches too quickly. Soon detonations echoes across the jungle, but they are too few, too weak and the structure is too strong. The creatures use the new holes and quickly overwhelm the defenders.
Vacuum power average, Cloaking Weak, +3T, +1M, -2 Commandoes. +1 gravity understanding progress, +1 Genetics progress.
>>23961
The swarm closes in on the strange object with the bipeds inside. Again the confusion and discomfort comes. But there are too many of the carriers to be properly affected. Every hole is used to swarm in and soon explosions rip into the station. The swarm is scared and angered, but quickly use these new entry points to overwhelm and kill the bipeds.
12/16 genetic consuming, -1 carrier, +3 territory.
>>23964
There must have been some defect in the children. Instead of tending to the lands they poisoned it. Forever making it unable to bear fruit.
The twisted foe once again charges in. Their bulkier design seems a bit more resistant to the DD-beams due to their builk. But they still go down before being able to get near the battle-lines. Only one group of the twisted manages it. It appears to have emerged far from the others and attacked from behind. It was stopped by the armored children. But at a cost.
Cultivator children 0/10, -1F, +2 territory, -1 armored children.
>>23967
The bureau is finished and with it and the prosperity you attract brilliant minds from all over the world that want to take part of the facilities and maybe more importantly the grants handed out for outstanding research.
The central bank is completed and the entire economy sees a boon.
[Bureau]: Gives 1 free progress in any technology per turn., [Central Bank] gives +4 to all rolls, +2 territory.
>>23971
The mistakes from the last incarnation of the neural network have not been remade this time. This time it's surge-protected and limiters have been placed to prevent the kind of feedback buildup that was experienced last time. But now thoughts are projected almost instantaniously between those with it and robots are controlled like another limb. It took a time after release for the technology to take hold after what happened last time. But with the clear success this time it most people soon get over their fears.
Neural network Good, 1/7 buzzard design,
>>23976
It's a beauty all right. Almost moves mah to tears it does. *sob* just look at all those bristling weapons! And she's almost as big as one of the miners! Truly worth the name of a hogger.
+1 Hogger, 2/6 War pigs, 3/6 artillery, +30 Oil
>>23979
The wasp will be something this world has never seen before. A potent fighting force both on land and in the sky
Wasp mecha-jet 2/8
recruitment: Metal 2, Energy 2, oil 1
Upkeep: metal 0.5 Energy 2, Oil 1.5
Attack: 5/3
Defence 1/4
Move: 7/2
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
>>23981
The repairs continue at a frantic pace.
7/8 Repair
>>23983
More stickpokers are raised for the jub! And they are assigned to guard some of the new land the tribe has.
+2 territory, +3 stickpokers,
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6b8d06 No.24069
>>24068
>>23987
A nuke made to begin the national stockpile.
The engineers have widened the trenches, but not enough apparently. As the changed ones charge across the fields and reach the trenches it at first seems an effective way to slow them down. But as they just keep coming their bodies soon fill the trench and it stops slowing them down as they rush over the bodies of their likes. But only the very last ones reaches your lines to inflict harm upon your men. One of the engineer regiments succumb as they struggle to defend the sappers
+3 territory, +1 small nuke
[Small nuke], allows a 3attack damage roll against the enemy, has a 0.5M and 1E cost and 0.1 E upkeep. (to send 2 techlevels you need to use 2 actions. 1 action for next turn is forfeit to complete trade)
>>23974
With a massive Outburst of energy from Glowtown a large area filled with the abominations just… Disappear and leave smoking ashes in their wake. Nobody is entirely sure what happened, but it allowed the defenders to kill off the enemy without sustaining any casualties themselves. Asides from Billy who accidentally blasted a rock beside him and knocked himself into the stream of bullets from a turret he was guarding.
+2 Territory, +1 F, Psionic massdrivers 1/6.
>>23977
A stockpile of long range ballistic rockets are started for "precision" strikes against "significant hostile military targets"
+5territory(don't roll for free expansion, just state it) , 4/5 jet fighters, Coilguns 1/6, +2 Long range Ballistic Rockets.
[Ballistic rockets]: Allows you to do a 1 attack damage roll vs an enemy in range, Cost 0.5M. Upkeep 0.1 E
>>23980
Cadence is certain in her abilities to fool the Ban Sarai. The first non-human nation they are to infiltrate. But she has been training for this role. Her appearance is changed to resemble that of the elves and she is sent off. However it only takes minutes after arriving untill law-enforcement arrests her after noticing the discord her song created. A very un-Ban Sarai thing to do, and they quickly realise that she's not what she appears to be when the higher-ups arrive.
>>23989
You quickly expand and subjugate nearby settlements of humanoid bipedal beings. Most are of the same primate kind, while others are more rodent-like. The creatures are injected with nanites that keep track of them and allows easy punishment and execution upon disobeying. To use this new resource groups of slave-soldiers are quickly armed with plasma rifles and set to help round up the other settlements
1/5 Skimmer design, Slave-trooper design, +5 territory, +2M, +3F, +1 Slave trooper.
Slave trooper:
Recruitment: F1, M1, E1,
Attack: 3
Defence: 3
Move: 1
Bonus: The slavetroopers are injected with punishing nanites that kills those that disobey, The slavetroopers are expendable and die twice as easily.
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6b8d06 No.24070
| Rolled 62, 59, 20, 16 = 157 (4d100) |
>>24068
forgot rolls
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6b8d06 No.24071
| Rolled 62, 91, 11, 49 = 213 (4d100) |
>>24068
>>23958
The Plant-people to the south appears to be in a conflict right now. Twisted Plant-things and animals are attacking from the DD-fields. But the flowering empire is fighting back. HARD. Armies of Tree-like soldiers fire destructive beams that makes the enemies rupture in bloody sprays, distorting them even more. To the east the field is growing slowly. >>23980A spy is discovered trying to pose as one of the Ban Sarai but her song gave her away. No Ban would ever mistake that song for one of theirs. She is swiftly taken into custody.
1/6 sonic flight, +4 territory,
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6b8d06 No.24072
| Rolled 90, 69, 78, 87 = 324 (4d100) |
>>24068
>Name: The Mefestung Order.
>Resources:
[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 2 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (4/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed. (7/8)
1: Finish fixing the Urauser. (7/8)
2: Produce a unit or two of Rausers after the Urauser is fixed.
3: Restore some of the Aircraft technology, given the previous problem before. (4/8)
4: Also, conquer that Oil territory on the Capitol Isle.
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6b8d06 No.24074
| Rolled 28, 55, 58, 96 = 237 (4d100) |
>>24071
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: 7 (3)
Metal: 3
Oil: 3
Energy: 3 (2)
Territory: 19
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak(1/6), crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], 3/8 Banshee fighter/bomber (debuffer),
Bonuses:
PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defence to every other sonic unit in that army
Armies: 3 Standard Infantry, CHoral tower(capitol)
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.
FREE(under 20): Gain more land try for the oil and fertile adjacent to our lands. We need more resources to fuel our choir!
1-3. Work on the Banshee designs! Once that is done begin constructing them. For their ruinous dirge is necessary.
4. Continue to improve our sonic flight. WE must sing greater songs and fly to greater heights!
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6b8d06 No.24076
>>24074
as of>>23957
Banshee design progress was 7/8, the 3/8 was a mistake.
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6b8d06 No.24077
| Rolled 23, 71, 52, 45 = 191 (4d100) |
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:59
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
9 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.
1.2.3 Growing space
4. Raise more warbold stickpokers
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6b8d06 No.24079
| Rolled 80, 78, 99, 9, 64, 74, 6, 68 = 478 (8d100) |
1-4. Orbital building station.
5-8. Space missile.
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6b8d06 No.24080
>>24079
3/8 and 3/12 respectively
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6b8d06 No.24081
| Rolled 99, 32, 19, 51 = 201 (4d100) |
———–
Name: The Peoples
———–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
Fertile: 8
Metal: 3
Oil: 4
Energy: 4
Industry: 8
Territory: 14
———–
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]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 0 charge; weakly defended, Armored Glowtown Dome/Pit]
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:
——
[Mechanized Infantry: 1/6]
—
Actions [Psi Turrets, Psion-Mecha Mass Drivers Expansion]
—
1. Everyone seems positive about the latest Psi turrets. {Psi Turrets 3/8}
2. An experiment to boost one of the people with the power of the monolith is investigated. It's thought that such an increased power would result in some sort of [Psion-Mecha] when integrated with existing technology. [Psion-Mecha? Spend: 15 Charge]
3. Work is also invested into [Mass Drivers:Weak]. Right now the plan to destroy the DD creatures seems to hinge on their usage.. {Psionic massdrivers 1/6}
4. More expansion begins as the hunger for resources grows. [Expansion]
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6b8d06 No.24084
| Rolled 60, 12, 66, 51 = 189 (4d100) |
>>24068
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x1 E-1 Hogger Superheavy Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 7.5][+1/turn][.5 in Use]
[Metal: 13][+1/turn][1 in Use]
[Oil: 110][+1/turn][4 in Use]
[Energy: 8][+1/turn] [2 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.)
>Actions:
Movement: "West! There's metal west accordin' to the rig's fancy smancy computers!"
1.)
[Mobile Factories: Strong]
"Maaaaan that's beautiful; but our supertank costed us a ship's worth of metal! *Snort* Next up, three porkers to support it: dey'll give all the firepower at a third the cost! Now I know what you're thinking; "Ey boss, if da little tanks are more cost effective to make den' da big tank, den' why did we even makes it?" Boss says shut it, and don't question his gusto!" (Construct a Porker Main Battle Tank Unit!)
2.) "And give them that weirdo DD stuff as part of the package; we need to be able to fight anything." (War Pigs 2/6)
3.) "Yeah, guess we'll have the b-team work on the cycles. You egg-heads doin' okay over there?" (Motorcycles 2/4)
4.) "Annnny day now!" (3/6 artillery)
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6b8d06 No.24085
| Rolled 79, 97, 4, 19 = 199 (4d100) |
>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
Fertile: 10 [1.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong, Jet Propulsion Strong, Plasma Weaponry Weak, Orbital Launch Weak, DD-Field Understanding, DD-Resistance Weak, DD-Weapons 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:
3 Fixed Defense
>Territory
20
1+2. Plasma Weaponry research. (+4)
3. Construct refineries in the hopes of making more efficient use of our fuel. (+4)
4. +1 FixeDefense. (+4)
[Bureau]: +1 towards Plasma Weaponry
>Free Territory:
Expand Towards Metal
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6b8d06 No.24088
| Rolled 1, 17, 15, 28 = 61 (4d100) |
>>24069
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: 5
Oil: 3
Energy: 3
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses:
Armies:
>1 Standard Defense
>1 Slave Trooper (Recruitment: F1, M1, E1)
Attack: 3
Defence: 3
Move: 1
Perk: Teleporters: You start with Teleportation understanding.
Research: 1/5 Skimmer design
1/2. These "valued citizens" are very "important" to our livelihood, and to improve us, and thus improve themselves, they must be productive. Set them to work repairing the ship, extracting the more "volatile" resources, and breeding more of themselves (The filthy vermin)
3. Continue the skimmer research, as it will be invaluable to our efforts once done.
4. Our scans show and offshore depository of fossil fuels, the plastics alone will be a boon to us, not to mention the other things we can refine from it. As is such, that shall be our next avenue of expansion.
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6b8d06 No.24089
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6b8d06 No.24090
| Rolled 15, 74, 21, 91 = 201 (4d100) |
1.2. Even with the setback the Cultivator Children must be grown. (0/10)
3. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (4/6)
4. Expansion. Begin to expand east towards that rich fertile land.
Free: Gaining 1 land for being under 50 territory
Territory : 43
Fertile: 9 (4)
Metal: 6 (3.0)
Oil: 8
Energy: 8 (0.5)
Progress
4/6 upgraded guiding nursery,
Cultivator children 0/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
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.24091
>>23980
An Ban Sarai Conductors walks into the crystalline room where Cadence was imprisoned. The subharmonic drone pervading the room causing him no discomfort. However it was likely far less pleasant for the arachnid spy. It would sap her strength of will and sanity slowly.
The Conductor pulls up a chair and sits. His bearing imperious and foreboding. He starts simply, "So spy, from where do you hail?"
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6b8d06 No.24092
>>24090
You never unbanned me friendo :3
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6b8d06 No.24093
| Rolled 1, 19, 68, 41 = 129 (4d100) |
>>24092
(try joining again)
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6b8d06 No.24094
| Rolled 42, 35, 61, 5, 73, 98 = 314 (6d100) |
>>24069
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: 4
Metal: 3
Oil: 3
Energy: 3
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2F)
Bonus: EXPANSION
1. Continue jet research [4/5]
2. Continue Coilgun research [1/6]
3-5. Ballistic Missile Factory
6. Pass a law outlawing fat people. 'Skari's are hot as fuck and perma fit. All of them. Even the children.
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6b8d06 No.24100
>>24072
>>24085
>>24094
>>23971
>>23987
>>23925
>>23818
Emergency broadcasts are sent out. "Our kin. We ask for your help. We are being enslaved by cruel creatures not from this world. They fill our blood with devices to control and kills us. The force our children to work in torterous conditions in their factories and our men to be slave soldiers for them under threat of extreme pain and death. We have risen up to defend ourselves and free those that have been enslaved by this foul opressor >>24088 .
But we need help. Please from the goodness of your hearts, Send whatever help you can give us, Send your troops. Please before they come to enslave us all, you as well." The broadcast ends there and then starts to repeat
The broadcast came from the bottom right corner of the map.
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6b8d06 No.24111
>>24100
"This is the Draxian Confederate. We formally invite all nations of the world to discuss the terrible abuses and violations of basic rights occurring on our world, in hopes of bringing about a swift and decisive liberation of the innocent."
"Regardless of your capacity to contribute or remoteness of locality, I am sure we would all benefit from full mutual cooperation on this issue."
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6b8d06 No.24112
| Rolled 9, 72, 45, 21, 20, 1, 85, 62 = 315 (8d100) |
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: 7 [1] (1 Sapper Tank{x2} 1 Combat Engineers {x1})
Metal: 8 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Oil: 9 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Energy: 3
Territory: 45
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
Missed Turn
1-4. Full steam ahead on the Mobile Fortress! 9/20
=Current Turn==
1-4. And continue the drive westward for more more metal and territory!
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6b8d06 No.24117
| Rolled 18, 79, 10, 66 = 173 (4d100) |
>>24068
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Our search for history and knowledge will always be one filled with strife." - 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: 3
Oil: 7
Energy: 7
Tech:
genetics average
cybernetics weak
spying good
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
Armies:
Stalkers: 5/12
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
+2 natural expansion per turn.
1-4: Design new unit: Stalkers. 5/12
"A few setbacks, Progress were halted when attempting to apply the genetic change. Two of the women ended up entirely sleepless, unable to rest at all. They have passed on. " - Scientist Miriam.
Proposed tech advantages of the Stalker unit.
Power Armor Good
DD Resistance weak
Laser Weapons Average
Genetics average
Cybernetics weak
Neural link average
Cloaking average
Expand with natural energy advantage: +2 natural expansion per turn.
>>24091
"Wouldn’t you enjoy knowing." Cadence hisses back. She was angry, angry at herself, angry at how she wasn’t careful. How being overconfidence had sett her with her back to the wall. "Military and more military. If I tell you they would simply start marching on them, wont they?"
>>24111
"The Keepers agrees that this is wrong. The Eternal Consciousness will join these meetings. If this cooperation works well we could also aim our attention to the DD invaders. "
One of the queen Aria's personal attendants is sent with an entourage. Its a young maiden of black with blue markings. She is surprised by the sudden title of Ambassador Vivian, yet she also know most aren’t used to channeling a mind as strong as the queens through the neural network. She has a pod of five with her for her protection as they are sent to the Draxian territories.
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6b8d06 No.24118
>>24090
Madam Leandra takes a moment to find an official of the Flowering Empire. She looks around as walks to meet them, Impressed by how they create through growth. They are a beautiful species if anything. Natural, yet sculpted. As she approaches her target she begins speaking.
" The EC are currently working with troops that might be able to help in defending. They are not ready yet, but hopefully they will be soon. Out of respect for the I ask if your people will be okay with allowing a squadron or two into your territories to fight along your side and help defend against the creatures that swarm from the DD-fields? "
>>24084
Natasha has never been outside of the Heart before. She was a simple gall, a lover of big machines and of working with her hands. She has since young been the classical kid to pick toys apart and go playing in the ventilations even thou her mother forbade her to do such. At the age of 12 she got her very own toolbox. It was no surprise that she ended up as a repairer. Working in the tightest spaces and often getting messy in the oil used to make sure things ran on smoothly. She enjoyed being the quickest climber of her team and sent far into the great machineries to repair whatever has been corded over time. She was shocked to hear the offer of working on the surface. But they did not want her at the new colonized areas. They said she was going to work with something bigger if possible. She has traveled far with Madam Trevei, crossed oceans and driven over land, an escort pod with them for their safety.
But it was worth it when they saw their target in the distance.
A massive structure rolled across the land at a good pace. A convoy of roaring engines and tanks rushed across the ground after this behemoth.
As they approached they signal the desire to speak without hostile intent with the classical waving of the white flag.
1: If the Heavy Metal's Pigs slow down:
They halt to a stop with their bikes designed for their form. Supports for their many legs to stay of the ground and steering with the front spider legs instead of their hands. Madam Trevei walks forward first and greets the pigs with a bow.
"Greetings. We are Envoys from the Eternal Consciousness. We are a race who’s purpose is to document historical events as well as preserve knowledge about the different nations of this world. We find your rig and crew fascinating and recognize that you will most likely have historical importance. However since we noticed how you are always on the move we understand an embassy for the EC would not be practical. Therefore we wonder if you would accept taking one of our finest engineers amongst your crew. "
Natasha simply stares star-eyed at the rig while Trevei speaks, The purple and green spiderwoman is softly nudged by an elbow from one of the escorts, trying to get her attention to the conversation. The link allows her to know what has just been said.
"I-I. Well. I would LOVE working onboard that Behemoth. That’s for certain!" She says with an embarrassed but happy smile.
2: If the Heavy Metal's Pigs don’t slow down:
They tag along, taking short breaks to rest incase the Rig drives day and night, trying to keep up. They understand the amount of fuel and power it must take to even get the massive thing moving. Once the Rig stops to a halt, they approach and do option 1.
3: If the Heavy Metal's Pigs show intense aggression:
They are forced to break of as bullets are fired at them. Without getting a chance to speak they leave the Convoy alone to keep their distance and attempt to approach to talk later at a later date.
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6b8d06 No.24119
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6b8d06 No.24120
| Rolled 96, 28, 63 = 187 (3d100) |
>>24069
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: 3 [1]
Metal: 5 [1]
Oil: 3
Energy: 3 [0.1]
Territory: 10 (was 11, changed to match map)
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next
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: 1 standard infantry, 1 small nuke
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]
Military factories 3/10
1. Continue the tank design. 3/7
2. Run some calculations based on our knowledge of dd fields and the observations of those at the border to approximate the shifting pattern of the field and the exact location needed to strike via missile to have the greatest chance of hitting the dd-field projector.
3. Begin arming the rebels that contacted us with railgun rifles and pistols.
4. Second action to send the 2 techs.
Free expansion: +2 towards metals.
Free research: +1 progress to space structures. 1/3
Free troop movement: Launch the small nuke to take out the dd-field projector to our south.
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6b8d06 No.24122
| Rolled 23, 77, 47, 43 = 190 (4d100) |
>>24068
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 11
Tech:
DD-Space understanding
DD resistance Weak
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Weak
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
2 Standard Robotic Infantry. A:2 D:3 S:1 C:E1.5 M1 U:E1.5
1. Send Plasma Weapons Weak to Ascendant.
2. Work on improving Plasma weapons. Vr strong. 5/6 Plasma Weapon
3-4. Continue developing the Wasps. If we finish improving our Plasma Weaponry this turn then integrate that into the design as well!
+ Airplanes Strong
+ Jet propulsion Strong
+ Vr strong
+Robotics Strong
+ Plasma weaponry Weak
Progress.
5/6 Plasma Weapon
Biofuels 4/6
VR Labs 3/12.
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6b8d06 No.24123
>>24118
The Flowering Empire will accept all aid they can get. However all military units will be stationed inside our borders, standing ready to be deployed for when another Horde emerges from the distortions. We are not yet ready to push back against these mutants, we lack a way to stabilize them as such and to venture among them is to risk giving yet more fodder for them to send against us in turn.
However armies will only aid us minutely. Our newest children are well suited to fighting them. Every aspect of the Flowering Empire is devoted to this cause. We have no time for other pursuits that better our Children. I know it is a great deal to ask on top of what you are already offering, but any technology you have the Flowering Empire could use desperately.
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6b8d06 No.24124
>>24100
>>24111
>>24117
New Eden Technocracy responds
"The New Eden NCS consencus has no intrest in the liberation of lesser primative lifeforms unless they would agree to conform to our ideals and governance.
Consensus agrees their ignorance may be the result of their circumstance. Should they however choose of their own will to remain as such, the consensus sees no reason to lend aid without compensation.
Whilst the consensus sees the danger of letting an agressive expansionist empire as such continue their activities, their proximity to us does not varrent such expenditure of resources.
Consensus has however exclaimed intrest in their technology. The possibility of studying it after their cessation of life poses intrest to us. Such opportunities would justify limmited aid.
Should simmular disscussion be brought up in mind towards the DD phenomenon consensus would be more prone to cooperation. It's proximity to our facilities marks it with higher priority."
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6b8d06 No.24125
File: 1456511301223.jpg (109.79 KB,1024x565,1024:565,impossible_lov3_ver_3_by_b….jpg)
| Rolled 54, 80, 32, 83 = 249 (4d100) |
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: 6
Oil: 6
Energy: 6
Fertile: 4
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 Weak.
DD Weapons weak.
Armies:
buzzard design 1/7.
With the competion of the NCS project, leadership is swiftly disolved as its functions are renderd unnessesary. When new points of governance are brought up the entirety of new eden speak, minds as one. One oppinion is transmitted, instantly followed by another. Those most knowledgeable are next queried. Oppinions are revised, avaleble reasources are comfirmed. Other priorites are checked, new thoughts are compared. Choises are refinded, compared, eliminated, compiled. Consensus is achived.
We are new eden, we are one.
1-3 Threat level above acceptable parameters. Surfice dewlling societies milltary streingh ruled sufficent for destruction of new eden.
>Diplomatic options ruled necesary. :Exile status revoked:
"Buzzard" pattern assult drone cell, priority increased.
buzzard design 1/7.
4. DD phenomenon thread value exceeds acceptable parameters. Consensus, establish reserch cell.
(further anti DD tech)
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6b8d06 No.24129
>>24100
A Ban Sarai man listens, then smiles slightly. "Interesting"
>>24111
"We will be in attendance."
>>24117
The Conductor simply smirked as she made her pointless show of futile resistance. "Girl you brought in the military when you and your nation made a hostile action against the Ban Sarai. Which is what infiltrating a spy is. What happens next is dictated by how cooperative you are, and how well your nation apologizes for it's attack on us." The Conductor pauses as if listening to something. The he starts again, "I do trust you remember being captured, yes? How we took blood and hair samples? How we looked over every inch of your body to check your surgical modifications? Well while I doubt our facilities are anywhere near as complex as the ones necessary to make you into the shoddy facsimile of us, they will be more than sufficient to give us clues of your origins. Honestly, we WILL find out where you are from, the only things left up to chance are how long it takes, and what your condition will be when we do." He stops again scrutinizing the spy. "So, once again, from where do you hail?"
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6b8d06 No.24131
>>24129
Cadence meets the Conductors gaze in silence, a furrow between her brows. " Ha. You are a people of violence. Your songs are heralds of death. What could anyone do to dissuade you from trying to crush them? "
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6b8d06 No.24132
>>24131
The conductor smirks, that smirks slowly turns into a smile. Then he starts to chuckle, that chuckle turns into a laugh. He laughs for a long while before stopping., then he begins to speak. "I see while you may have the form of a Ban Sarai, you no nothing of us, nor our history. You would have failed due to your own prejudice, regardless of if your song was true. WE remember when this world was green, when it was bright, vibrant and true. So many others have forgotten or don't care. SO many would blot out the song for their own ends, for their greed, for pride, for anger, or for their lust. What we have ever sought is the return of the song, and to clean this land. Cleanse the abominations from another plane, tainting this world to ruin. Remove those who came here to rip it apart for their own gain. Restore our home to the glorious Eden it once was, and may yet be again. You say we sing songs of death, and that is why you would never have made it here. We sings songs of renewal and revival, only those in it's way need to fear." The man stops after that candid ideological reveal. "As for whatever nation you come from, you must be blind, deaf, and dumb not to notice the massive DD gate within spitting distance of us. WE Ban Sarai, indeed most of the world have bigger concerns."
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6b8d06 No.24133
| Rolled 7, 24, 8 = 39 (3d100) |
>>24120
Nuke roll
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6b8d06 No.24134
| Rolled 39 (1d100) |
>>24133
DD-effect roll
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6b8d06 No.24138
>>24132
Cadence frowns at the conductor. "Yet you seem to think the best way to fix this world is by more war? We know of how this world was far back, and we know of the problems with the Dimension distortion from of-world. If you think we are passive in our efforts then you are wrong. We are trying to deal with that blight as well. Even if its your home, its home to many others as well. Have any of you though of trying diplomacy to return it to a more natural state? And if only those in the way need to fear, then i wonder whom would you with the exception of the outsiders deem as 'in the way.' "
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6b8d06 No.24139
| Rolled 1, 83, 54, 71 = 209 (4d100) |
>>24068
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 12
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.
Tech:
+ Bio-Engineering (Good)
+ Camouflage (Average)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
+5 204-C carriers
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 12/16
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1-3. Further advances in genetic consumptions were to be expected, though nobody was left to control their progress. The machines once intended to catalog development of the colony were now decorating the burnt out crater, bullet holes and blood spilt over the now silent monitors, some cracked open, revealing the electric circuits that were lying beneath. But it was not the monitors that invoked the most change within the colony. It was the unknown predators that had come to hunt them down and kill them. They predators were digested as all others that had fallen prey to the colony, but this time something was different. Change was invoked, for better or worse, the colony began to shape according to the image of its predators once more.
+ Genetic Consuming 12/16
4. It would forever remain a mystery whether it had been swarm instinct, the familiar smell or the predators DNA which compelled the 204 to act as they did, but they began emerging from the undergrounds to tear apart the iron giant that had fallen from the sky, dragging its parts down into the silent earth. They could not hope to be blessed with knowledge by it, they could not hope to be blessed at all, however they still acted in the way that they did and in a strange way the presence of the metal was soothing. A familiar smell, a familiar feeling. The thing that had truly been missing to make this colony a home.
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6b8d06 No.24140
>>24138
"The DD creatures will not leave from a kind word, child. Nor will those who come to our home in order to rip it apart for it resources, to drain it dry before they move on. For them we prepare. Still if you will persist in being hostile, we will simply tell the world of you and yours. Let house of cards you've built crumble. There's been grumbling of spies and sabotage around the world of late, I wonder how well you could survive if everyone knew how to find you?"
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6b8d06 No.24142
| Rolled 28 (1d100) |
rolling for stuff
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6b8d06 No.24143
>>24140
Cadence is silent for a while before she sighs, she understands that he wont listen to much of what she says. " I understand wanting to wipe out the off-world's. As I said, the blight of the Dimension distortion is something that needs to be eliminated. We wont persist in being hostile. We will stay away. But as you have spoken I understand that one day you will find many of the natural inhabitants 'in the way.'" She closes her eyes as if contemplating something. "We learned much." A soft muffled crunch is heard. She begins to tremble slightly and falls over, her eyes snapping open in pain.
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6b8d06 No.24145
>>24143
The conductor starts in shock, before understanding washes over him. This spy had been linked to the leader, for a time at least. He asks the spy in a voice barely over a whisper, "Psionics, or cybernetics?"
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6b8d06 No.24146
Cadencs body begeins to stop trembleing, short barely audible gasps for air are hear as she locks eyes with the Conducter. Eyes that clearly wonder why she is not dead yet. Her lips tremble as if she tries to awnser but her eyes go dull and her body relaxes as she loses consioussnes from the poison.
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6b8d06 No.24147
>>24146
The conductor curses, "Medic! get me a medical team in here, the spy had a killswitch!"
A Ban Sarai medical team rushes in to save the only lead they have.
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6b8d06 No.24149
| Rolled 16, 96, 4, 71, 43, 85 = 315 (6d100) |
>>24143
>>24072
The repairs are finally completed and with the restored workshops the first rausers are finished. And under their watchful gaze the conquest of the island is completed, along with a started expansion to the southern island.
And that is not all. Many impressionable youths have noticed the resurgence of the Mafestung order and consider it the true inheritor of the war-state, instead of these weak people that submit to and accept non-humans! They co-opt a expansion wave and rise in rebellion against the warmar and declare their allegiance to the purer nation!
REPAIRS COMPLETED, +2 rausers, 6/8 Airplanes, +8 Territory(6 from warmar rebellion), +3 O, +4 standard infantry (from warmar rebellion, you don't have to pay upkeep for the for 4 turns, BUT they will turn agaist you after that time if you have not dealt a blow to the warmar or their ascendant allies and form their own breakaway nation, considering you their enemy as well.)
>>24074
The banshee is finally finished. Able to spread its dreadful discord to the impure invaders of these lands.
+2 territory, +1 O,Banshee design, Sonic flight 3/6.
Banshee flier
Attack:3
Defence:1
Move: 8
Bonus: Sonic Screech: Reduces enemy attack by 0.1 and defence by 0.2
>>24077
The jubbing continues.
+3 Territory, +3 Stickpokers
>>24079
The spaceport is finished. With a constant stream of spaceshuttles being constructed and leaving all activity in space is improved. This rock shall not be the limit of the order. The order knows no bounds!
Spaceport: +10 to all rolls to construct spaceships/structures, orbital missile platform 7/12, +6 territory, +4 F, +1 O
>>24081
The people expand unto rich lands. The borders are still quiet and the mind of one of the people has been all but destroyed by the massive inpourings of energy. Something else is growing in the place of its mind however. A new, more massive mind, built up of the collective thoughts in the glowtown.
+3 Territory, +3 O, +2 M, 6/8 psi turret, +15 charges, 2/12 psi mecha superunit,
>>24084
A bunch of metal is dug up. And some of that is immediately put to good use as a new tank!.
+15 metal, +1 Porker, 3/4 motorcycles, 4/6 Artillery.
>>24085
Huge advances in the fields of plasma. Leading to an improvement of the existing plasma weapons. A greater temprature and coherence of the fields leads to increased destructive power, range, accuracy and reduced energy needs for the same effect.
plasma weaponry Average
>>24088
Sabotage! Massive explosions rip through the ship! Destroying its plasma containment field and causing a huge fireball to erup into the air. This seems to be some kind of rallying signal as pockets of resistance pop up everywhere and consolidate to the south of you! And perhaps worse, Several of the other primitive groups on this planet has pledged their support to them. If they have time to recieve the support things could go very badly
HOSTILES SOUTH OF YOU
>>24090
The guiding nursery starts rearranging the strands of genetic code to avoid a repeat of the last failure.
2/10 cultivator children, +3 territory,
>>24094
The figher jets are finally designed in a manner satisfactory both in firepower and in rule of cool. The coolness to rule the skies. Sleek and deadly the toy-models will send by the truckloads!
Fighter jet, 1/8 ballistic missile factory (produces 2 ballistic missiles per turn)
Fighter Jet
Recruitment: F:1 M:1 O:1
Upkeep: F:0:5 M:0.5 O:1
Attack: 4
Defence:1
Move: 7
>>24112
The mobile fortress grows ever more. The tracks are almost finished now.
The expansion first goes well. Then disaster strikes! A far-right political party has been gaining traction with they youth lately, talking about the superiority of the humans and the inferiority of your rodent allies. They romanticise the days before they were born. The days of the war state and have pledged their allegiance to the Mafestung order who they considers the rigthful successor of the warstate and who has a view that's more in line with their human-purity policies. They take up arms and co-opt your expansion, Also taking over some undefended lands that had been yours for years.
12/20 mobile fortress. +3 territory, +1M. -1 Territory, -1 M.
>>24117
The intelligence agents that were in charge of recieving Cadence's transmissions mour her discovery and then what she has to suffer. They then mourn her when she decides to end it before being made to reveal information, but they are also relived and grateful. As Cadence bites down on the tooth with the cyanide in it and slips into painful darkness a tear falls from the cheek of her handler. However in their grief it takes several minutes for them to notice that Cadence was still transmitting. Transmitting the low-level buzz that comes from the unconcious.
8/12 Stalkers
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6b8d06 No.24150
>>24149
>>24120
The nuke streaks across the sky, trailing fire and smoke as it heads south, further and further as it finally descends towards the DD-field. The soldiers watch on in awe as it descends and a brilliant light emerges from the field. Forcing the soldiers to awert their gazes. The scientists however note that the blast was smaller than calculated, That could be due to the effects of the field though. And they are all disheartened at the sight of the field still standing.
The warstate has suffered! An armed uprising has broken off a piece of their lands and declared their affiliation to the mafestung order and their desire to wipe your kind out.
1/2 Railgun shipment to freedom fighters, 5/7 railgun tank.-1 Nuke, +2 territory, 2/3 space structures (in the future if I don't mention it just add the progress yourself), +1 M.
>>24122
Advances are made in the fields of plasma. Leading to an improvement of the existing plasma weapons. A greater temprature and coherence of the fields leads to increased destructive power, range, accuracy and reduced energy needs for the same effect.
Plasma weaponry Average, 1/8 Plasma weaponry, 4/8 wasp, +2 T
>>24125
The developments above the surface are worrying indeed. Soon however the buzzards shall be able to defend us. Well… With a deployment system anyway.
4/7 Buzzard, DD-resistance 2/6
>>24139
With the defeat of the foreign beings the swarm starts to tear at the massive structure. Destroying what they can. They make good progress as hatred for all that is not swarm grows and grows. If they'd have understood these kinds of things on an intelectual level they would have noticed how their DNA had changed to instill an instinctual hatred for anything that reminded them of this structure and the beings in it, both the ones that experimented on them and the later ones that confused them so and caused them pain and death.
(update your territories damn it, it's at exactly 50 now)
+3 territory, 4/6 Station destruction (2 progress from anni)
PERK: [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)
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6b8d06 No.24151
>>24149
>>24149
Forgot a change on the map.
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6b8d06 No.24152
| Rolled 40, 91, 58, 35 = 224 (4d100) |
>>24149
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: 7 (2.5)
Metal: 3
Oil: 4 (3.5)
Energy: 4 (1)
Territory: 21
Tech:Sonic emitters strong, sonic shaping average, sonic flight weak(3/6), crystalic resonance growth average,resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], Banshee fighter/bomber (debuffer),
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, Choral tower, Banshee
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, 0:0.5
Attack:3
Defence:1
Move: 8
Bonus: Sonic Screech: Reduces enemy attack by 0.1 and defence by 0.2
Free: Gain 1 territory Preferably holding a resource.
1-2 Work on sonic flight research
3-4. Expand across the Water in the east and head towards those oil deposits. Yes it is close to the DD phenomena but we need the oil to field more craft.
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6b8d06 No.24153
| Rolled 60, 4, 69, 71 = 204 (4d100) |
>>24150
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: 3 [1]
Metal: 6 [1]
Oil: 3
Energy: 3
Territory: 12
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (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: 1 standard infantry
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]
Military factories 3/10
1/2 Railgun shipment to freedom fighters.
1. Continue designing the railgun tank. 5/7
2. Begin designing a combat system for infantry troops with to use railgun based rifles.
+Railguns [Average]
3. Begin recruiting standard infantry for the war effort.
4. Begin designing a mobile anti-air missile system.
+ Missiles (Weak)
+ Materials Durability (Weak)
Free: Move the troops to aid the the Warmar Republic in defending their home. Just follow their troops.
Free: Finish up space structures.
Free: Expand +2 towards metals.
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6b8d06 No.24154
| Rolled 72, 26, 14, 38 = 150 (4d100) |
1.2. Even with the setback the Cultivator Children must be grown. (2/10)
3. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (4/6)
4. Expansion. Begin to expand east towards that rich fertile land.
FREE: Gain 1 territory for being under 50 territory.
Territory : 45
Fertile: 9 (4)
Metal: 6 (3.0)
Oil: 8
Energy: 8 (0.5)
Progress
4/6 upgraded guiding nursery,
Cultivator children 0/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
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.24155
| Rolled 44, 19, 93, 47 = 203 (4d100) |
>>24149
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: 5
Oil: 3
Energy: 3
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses:
Armies:
>1 Standard Defense
>1 Slave Trooper (Recruitment: F1, M1, E1)
Attack: 3
Defence: 3
Move: 1
Perk: Teleporters: You start with Teleportation understanding.
Research: 1/5 Skimmer design
1/2. Intolerable! We give these primitives the means to live much longer, free of pain and the burden of choice, and this is how they repay us!?! Let the dissidents fall, and round up the survivors and induct them into our new army, let them serve as a reminder of what happens to those who betray our patronage!
3/4. If the others on this planet decide to aid these unjust rebels, then we will need more men to fight them. Review the old archives and train a batch of old empire style infantry, plasma armed.
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6b8d06 No.24156
>>24155
Oops. just realised I'd forgotten to give you
[Slave-workers]: +1 to all rolls
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6b8d06 No.24157
| Rolled 40, 73, 95, 13 = 221 (4d100) |
———–
Name: The Peoples
——–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 5
Oil: 7
Energy: 4
Industry: 8
Territory: 17
———–
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]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
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:
——
[2/12 psi mecha superunit]
[Mechanized Infantry: 1/6]
—
Actions [Psi Turrets, Mass Drivers]
—
1.2.3. Production of the new turrets is set to begin. The tide has turned! {Psi Turrets 6/8; overflow to production}
4. The mass drivers continue to improve. {Psionic massdrivers 1/6}
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6b8d06 No.24158
| Rolled 84, 27, 45, 90 = 246 (4d100) |
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: 6
Oil: 6
Energy: 6
Fertile: 4
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 Weak. (2/6 upgrade)
DD Weapons weak.
Armies:
buzzard design 4/7.
Consensus continues to presue current objectives. Priorities remain unchanged.
1-3 "Diplomatic" safeguards continue. buzzard design 4/7.
4. The diminsional distortions reamain a cause for concern. DD resistance Weak. (2/6 upgrade)
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6b8d06 No.24160
| Rolled 88, 54, 53, 36 = 231 (4d100) |
>>24150
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 50
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)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
+5 204-C carriers
Emergency Adaption 3/6
Regeneration 1/6
Genetic Consuming 12/16
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
1. Besides the carriers a new subspecies of the 204 was beginning to develop. Having faced the ravages of predators within the colony those hardened by the fight for survival grew to meet the challenge. Veterans of sorts their children continue to be bred tougher and even more hostile than their predecessors. Though not formally trained in any style of combat younger specimens participate in hunts, learning to utilize the underground tunnels to their advantage.
+ Develop 204-D Warrior type
2. As the hostile predators so other things were continuously consumed by the 204. Having developed largely on a behavioral level gradually becoming more and more hostile towards the objects of their fear the 204 also continues to mature on a genetic level, though as of now slower and not as drastically.
+ Genetic Consuming 12/16
3. Psionic enemies had proven that the 204 design remained flawed in at least some areas. While there was nobody left to work on a specific design to actively counter this occurance the specimen were somewhat capable of dealing with it themselves, genetic emergency systems beginning to develop advanced organs tasked with preventing harm from psionic attacks. These very basic developments marked the beginning of a slowly manifestiing trend that could see the 204 species undergo rapid changes in order to adapt to new and dangerous situations son the battlefield.
+ Emergency Adaption 3/6
4. Slowly but surely the 204 continued to disscect the station carrying its heavy plating and various computers down into the mile long tunnel systems where they would most likely never be found again. The most probably use for these items obtained from the fallen giant of a space station would be as cushion for various 204 nisting spots.
+ 4/6 Station destruction (2 progress from anni)
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6b8d06 No.24162
| Rolled 83, 56, 25, 55 = 219 (4d100) |
>>24150
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 11
Tech:
DD-Space understanding
DD resistance Weak
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Average
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp-
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Work on the VR labs, these will make our research proceed much faster! 3/12. [Robotic workers] Gives a +5 bonus to expansion and construction. 3d Printing, Weak Vr strong, Robotics Strong
2-3-4. Continue developing the Wasps. If we finish improving our Plasma Weaponry this turn then integrate that into the design as well! 4/8
+ Airplanes Strong
+ Jet propulsion Strong
+ Vr strong
+Robotics Strong
+ Plasma weaponry Average
Progress.
1/8 Plasma Weapon Strong
Biofuels 4/6
VR Labs 3/12.
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6b8d06 No.24163
| Rolled 42, 20, 73, 12 = 147 (4d100) |
>>24085
>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
Fertile: 10 [1.5 for Upkeep]
Metal: 3 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong, Jet Propulsion Strong, Plasma Weaponry Average, Orbital Launch Weak, DD-Field Understanding, DD-Resistance Weak, DD-Weapons 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:
3 Fixed Defense
>Territory
20
1. Research Missiles (+4)
2. Develop a special domestic Draxian plasma rifle wielding infantry unit; leverage our new-found Averge understanding of Plasma (+4)
3+4. ANSCHLUSS DER METAL. And other territories in the vicinity, I guess. (+4)
[Bureau] Progress on Missile research.
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6b8d06 No.24185
| Rolled 20, 50, 10, 68 = 148 (4d100) |
>>24149
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:62
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
12 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.
1.2.3 Growing space North west
4. Raise more warbold stickpokers
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6b8d06 No.24187
| Rolled 36, 93, 48 = 177 (3d100) |
>>24149
>Name: The Mefestung Order.
>Resources:
[Fertile: 3 (5)] [Metal: 6 (5+2 from Shameless)] [Oil: 5 (7)] [Energy: 5 (7)] [Urauser Moves: 2 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
4 [War-State Partisans] (Free Upkeep'd Standard Infantry)
2 [Mk.1 Rausers] (Mainline Airplanes)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Warmar Rebellion: You don't have to pay Partisan upkeep for 4 turns, BUT they will turn against you after that time if you have not dealt a blow to the Warmar or their Ascendant allies and form their own breakaway nation, considering you their enemy as well.
Free Movement+4: In order to assist the anti-Ascendant rebels, the Urauser was directed to move swiftly southwards, to provide aerial superiority for the partisans.
1: To assist the upcoming war effort, additional Rausers would be constructed within the Urauser's bay, with the materials still provided by the Draxian trade partners.
>Produce two more Rausers to support the skies!
2: Meanwhile, the Order-aligned partisans would entrench the border between them and the rat-fucking Republic. The matter that the looming distant Gun-Fortress can bombard them with a mere volley frightened even the bravest of the partisans. For that reason, using some stolen supplies from raided supply bases, they began to dig in at the border to provide some hidden trenches, enabling them to withstand any possible bombardments or attacks until the Rausers can provide a advantage for the upcoming assault.
>Entrench the partisans against possible attacks from Bazrael.
3: Mere infantry and aircrafts can not win a war alone, and so the partisans would begin to construct tanks of their own in order to provide a healthy diet of combined arms. While said tanks are, crude, to say the least, with the armaments supplied from the Order, the tanks can provide a serious impact of a actual tank, in spite of their unsightly appearance.
>Produce 'standard' Tanks to assist the partisans.
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6b8d06 No.24201
| Rolled 52, 75, 88 = 215 (3d100) |
>>24143
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: 4
Metal: 3
Oil: 3
Energy: 3
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2F)
1. EXPANSION Get those southern oil fields!
2. Construct some JET FIGHTERS.
Fighter Jet
Recruitment: F:1 M:1 O:1
Upkeep: F:0:5 M:0.5 O:1
Attack: 4
Defence:1
Move: 7
3. Ballistic Missile factory [1/8]
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6b8d06 No.24202
| Rolled 77 (1d100) |
>>24201
I forgot a Die and have a correction I meant southern METAL fields, not oil.
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: 2
Oil: 3
Energy: 2.8
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E)
1. EXPAND NORTH GET THAT OIL
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6b8d06 No.24203
| Rolled 21, 98, 92, 35, 11, 61, 48, 83 = 449 (8d100) |
>>24068
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 4 (3.5 upkeep)
>Metal: 7
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 3/4
gravity understanding 4/8
Free expansions:
towards the Fertile land north and the Oil west
Actions:
1.2.3.4.5.6.7.8. There are whispers of aggression in the world, we need a weapon that will be able to withstand all who would attack us…. Begin Project Omega [+4 Progress from labs and Palace]
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6b8d06 No.24204
>>24203
was informed lab will not give progress to Project Omega, instead +2 progress to increasing Psionic Explosives tech.
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6b8d06 No.24205
>>24149
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.
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6b8d06 No.24219
>>24153
"The Draxian Confederate is seeks to confirm our earlier offer of
>Airplanes Average, Jets Average
for
>DD-resistance (Average), CyberSec (Weak), 'nd NBC Protection (Weak)
per our private talks, so that we can go ahead OK-ing the transfer [this coming turn]."
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6b8d06 No.24221
>>24219
"It is not recommended for this trade to go through, on behalf of the Order. As it stands, we are at war with the person that you wish to trade with. In order to remain fairness, we are able to stop the metal shipments from your trade ships, if you in return refuse to hand such key techs over to our foe."
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6b8d06 No.24222
| Rolled 20, 89, 62 = 171 (3d100) |
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: 7 [1] (1 Sapper Tank{x2} 1 Combat Engineers {x1})
Metal: 8 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Oil: 9 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
1-3. It matters not, we will finish up our Mobile Fortress and crush these worms!
The revolution will not be defeated by these White Dogs! Who would see a return to the black days of old.
https://www.youtube.com/watch?v=zZqVOFSYRWI
Between our City of Guns and the mighty cannons of the Mobile Fortress no amount of defense will save them from our wroth.
Mobile Fortress 12/20
–
The troops and tank are recalled home.
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6b8d06 No.24223
>>24219
"This transfer is confirmed and actions will be conducted [next turn] to complete the transaction."
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6b8d06 No.24224
| Rolled 85 (1d100) |
>>24222
4. Research [Mega-Artillery]
The ascendant can provide us with Material Durability and Fission, allowing us to research even more potent gigantic artillery. One which uses an extremely dense cannon with a small contained nuclear detonation to launch a HUGE shell an astonishing range!
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6b8d06 No.24225
| Rolled 65, 35, 42, 82 = 224 (4d100) |
>>24150
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Our search for history and knowledge will always be one filled with strife." - 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: 3
Oil: 7
Energy: 7
Tech:
genetics average
cybernetics weak
spying good
counterintelligence weak
cloaking average
hacking weak
neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
Cadence: Ban Sarai Ascendancy
Status: Heavy injuries, captive.
Armies:
Stalkers: 5/12
Sleeper agents: covert ops in other nations receive a +20 buff.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
+2 natural expansion per turn.
1-4: Design new unit: Stalkers. 8/12
"Progress is slower than expected unfortunately. Damien is curious if we are allowed to.. 'Lighten some of the regulations' if we are to use his words. I advise against it." - Scientist Miriam.
Proposed tech advantages of the Stalker unit.
Power Armor Good
DD Resistance weak
Laser Weapons Average
Genetics average
Cybernetics weak
Neural link average
Cloaking average
Expand with natural energy advantage: +2 natural expansion per turn.
>>24152
Cadence is kept unconscious after treatment in intensive care. Her injuries are grave; the poison should have killed her, yet some how lucky enough for the Ban Sarai she had survived. She is now stuck in the bed with her arms and legs strapped down and kept under close check and sedation.
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6b8d06 No.24227
| Rolled 26, 31, 80, 28, 88, 6 = 259 (6d100) |
>>24225
>>24152
The Ban Sarai cross the waters and the sonic engines on banshees change pitch, propelling them forwards ever faster.
Sonic Flight Average, +2 territory
>>24153
The troops move to aid your client against the murderous facists. The morale at home swell at this development, though there is worry about the low security around the DD-field now.
6/7 Railgun tank, +2 standard infantry, Anti-Air 2/3, Space structures weak, +2 territory
>>24154
The expansion leads to some incredibly fertile lands. The loam is dark and reminds of home.
2/10 Cultivator, +2 territory, +3F,
>>24155
quickly armies are marshalled to combat the miscreants to the south. And it's a good thing they were. Cause the savages are attacking!
ATTACKED, ROLL FOR COMBAT.
+1 Slave trooper, Plasma Trooper, +1 Plasma trooper.
(apparently I'd forgotten to set upkeep to slave troopers. It's F0.5 E1.
Plasma Trooper
Recruitment: F:1 M1 E1
Upkeep: F1, E1
Attack: 2.5
Defence: 3.5
Move: 1
>>24157
The new psionic matrix turrets are constructed just in time to face a new wave of creatures from the fields.
UNDER ATTACK ROLL COMBAT.
Psi turret design, +2 territory, +1 Psi turret.
Psi Turret
Recruitment: M1 E2
Upkeep: E2, M0.5
Attack: 0
Defence: 5
Move: 0
>>24158
The buzzard drones are finally completed. Made for the role of defending Eden for all threats. Therefore they have a hovering mode to let them fight in the cities and on land if needed with gunpowder weapons. And under the waves, acting as remote-controlled sub-marine drones. Controlled by the neural link to their controlles they have utmost precision with their torpedoes.
DD resistance 4/6, Buzzard Design
Buzzard hover/subnautic drone
Recruitment: M1 E2
Upkeep: E2, M0.5
Attack: 2/2
Defence: 1/5
Move: 1/3
Bonus: Ambpibian underwater unit: Has 2 stats, first for land, second for when in/under water.
>>24160
All loose parts of the station is carried down and the walls are getting worn down and the swarm constantly works on it.
+2 territory, 3/6 204-D warrior. 13/16 genetic consuming, 4/6 emergency adaption, 5/6 station destruction.
>>24162
Progress continues and the wasp is almost finalised.
5/12 vr labs, 6/8 wasp. +2 territory,
>>24163
A rich deposit of metal is found and is ready for sale or usage.
+2 territory,+2M, 2/6 missile
>>24185
The jub spreads!
+1 territory, +3 stickpokers.
>>24187
These brave fighters need support! They do recognize the rightful heir of the warstate and fight to bring it back. Truly honorable men. The rausers are sent and the Urauser goes into overdrive to allow them to reach them in time. On the front the men dig big trenches to allow them to escape the feared bombardment of the capital.
1+ Rauser, +1 tank, (entrenchment for partisans)
>>24201
(please include your territory count on stats)
The jets are completed. The fear of the sky.
+2 jets, +6 territory, 3/8 misisle factory.
>>24203
There are whispers in the halls of the palace of a certain project Omega. Nobody can agree on what it is. But what people can agree on is that it's gonna be big and change everything.
12/18 Omega, 2/6 psionic explosives.
>>24205
2 actions per turn (atleast until you restore your nation)
You've been fighting for months. Only reason you're alive is that your barriers have managed to block most of the gateway they're using and that they also keep most of the corrupting influence at bay. But you are still assailed from all sides by what appears to be your fallen and twisted comrades. You don't know how long you can survive here. But you're all that's keeping the beings on the other side of the portal remaining there.
Bob Prime
Attack: 10
Defence: 10
Move:7
Bonus: Self-repair, Energon (storage 30%) allows you to do increased feats by using up. Energy Barrier
>>24222
The troops are recalled home to defend the motherland from these extremists.
2/4 Mega artillery(nukepowered cannon, 15/20 Mobile fortress.
>>24225
+4 territory (2 from last turn), STALKER DESIGN
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
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6b8d06 No.24228
| Rolled 27, 73, 43, 95 = 238 (4d100) |
>>24227
>Name: The Mefestung Order.
>Resources:
[Fertile: 1.5 (5)] [Metal: 4 (5+2 from Shameless)] [Oil: 3 (7)] [Energy: 4 (7)] [Urauser Moves: 0.5 (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
4 [War-State Partisans] (Free Upkeep'd Standard Infantry)
1 [Partisan Tanks]
3 [Mk.1 Rausers] (Mainline Airplanes)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
Warmar Rebellion: You don't have to pay Partisan upkeep for 4 turns, BUT they will turn against you after that time if you have not dealt a blow to the Warmar or their Ascendant allies and form their own breakaway nation, considering you their enemy as well.
1: With conflict of the war drawing ever closer, the Urauser continues the production of Rausers with unmatched pace.
>Produce more Rausers to support the skies!
2: Meanwhile, there would be talk of Operation Elephant, in addition to Operation Maus. Who knows what these mean.
>Operation Elephant.
3-4: Seriously, top secret stuff here.
>Operation Maus.
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6b8d06 No.24229
| Rolled 57, 55, 83, 10 = 205 (4d100) |
{Peoples Defense}
1 Psi Turret [D5] [+2 static defense?]
1 Standard Fixed Defense [D3] [+2 static defense?]
1 Standard Infantry
1 Glowtown Cannon [+2 static defense?]
[Tactics]
Defensive with emphasis on infantry supporting the Psionic turret. The Glowtown cannon is powered to charge and deployed liberally as usual. [8 charge]
[Other techs]
[DD-Space Understanding]
[DD-Weapons, Weak]
[DD-Resistance, Weak]
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6b8d06 No.24230
| Rolled 86, 89, 76, 13 = 264 (4d100) |
>>24227
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: 7 (2.5)
Metal: 3
Oil: 4 (3.5)
Energy: 4 (1)
Territory: 23
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], Banshee fighter/bomber (debuffer),
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, Choral tower, Banshee
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, 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
Free: Add one territory toward the oil fields
1-3. Expand towards the oil field, we need more energy for our ability to sing our song of renewal and hope over the world.
4. Vivisect the spy. Every effort will be taken to keep her alive, however we must learn of those who would through obscuration dampen our choir.
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6b8d06 No.24231
| Rolled 27, 72, 26, 46 = 171 (4d100) |
1.2. Our need for more resources continue to hasten the growth of our Cultivator Children. (4/10)
3.4. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (4/6)
FREE: Gaining +1 M for my 10th F.
FREE: Gain 1 territory for being under 50 territory.
Territory : 47
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 8
Energy: 8 (0.5)
Progress
4/6 upgraded guiding nursery,
Cultivator children 4/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
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.24232
| Rolled 41, 89, 80, 30 = 240 (4d100) |
———–
Name: The Peoples
——–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 4 [.05]
Oil: 7
Energy: 4 [-2]
Industry: 8
Territory: 17
———–
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]
- [DD-Weapons, Weak]
- [DD-Resistance, Weak]
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 15 charge; weakly defended, Armored Glowtown Dome/Pit]
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:
——
[2/12 psi mecha superunit]
[Mechanized Infantry: 1/6]
—
Actions [Psi Turrets, Mass Drivers]
—
1.2. More turrets are produced. [Psi Turrets]
3.4. The People are increasingly confident about the mass drivers… {Psionic massdrivers 1/6}
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6b8d06 No.24233
| Rolled 87, 35, 38, 61, 65, 15, 70, 10 = 381 (8d100) |
>>24118
To the group's fears, it would indeed be several days before the convoy halted on a metal deposit and finally noticed the small spindly motorcycles of theirs somewhere mid-session of the extracting. A watch-hog came shouting to Heavy Metal, who momentarily lifted his goggles to rub the gunk out of his eyes and peer from down bellow his Big Pig Rig. A large set of stairs sprung from an easy to miss hatch to the side of the massive vehicle, the whine of hydrualics and hiss of steam sounding off as the porcine boss of the group slowly came into visibility through a cloud of mist from within.
He stood eye to…eyes with the envoy, and listened to what she had to say. Surrounding him was a group of simiarly dressed, though smaller swine wearing either motorcycle gear, varied outfits for engineers, welders, mechanics, and other such workers, labcoats, or just a T-shirt and ragged jeans.
The first think Heavy Metal asked would be quire peculiar. "Yous…any o' you know how t' make da clothin' out of your silk or somethin'? We can use a thingy like that."
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x1 E-1 Hogger Superheavy Tank
-x1 Porker Main Battle Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 9.5][+1/turn][1 in Use]
[Metal: 30][+1/turn][1.5 in Use]
[Oil: 112][+1/turn][5.5 in Use]
[Energy: 10][+1/turn] [2 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.)
>Actions:
Movement 1: "I smell another deposit of metal to the south. Follow her to the prize!"
Movement 2: "Oh? Driver, driver, do you see this!? It's a massive, verdant field TEEMING with crops just staning there, like someone made a giant farm and decided to leave it for us to eat! Get the refrigeration trucks runnin' boys, we just found dinner!!"
1.)
[Mobile Factories: Strong]
"These spider gals seem to be wooed by our steel! Show em' how we do it boys; crank out another E-1!" (Construct a E-1 Hogger Superheavy Tank!)
2.) [Mobile Factories: Strong]
"We ain't done yet boys! MORE! MORRRRRRE! Three tanks, a platoon of em'!"
(Construct a E-1 Hogger Superheavy Tank!)
3.) "Those motorcycles will be done soon, *snort*? Some of the rig boys are restless to get back on the road!" (Motorcycles 3/4)
4-5.) "So, are you done yet with the better guns?" (4/6 artillery)
6-8.) "Continue assemblin' da gear. Dang it, if it ain't for our landing here, we wouldn't be spendin' so much time preparin' an' a whole lot more time doin' FUN stuf!" (War Pigs 2/6)
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6b8d06 No.24234
| Rolled 57, 80, 4 = 141 (3d100) |
>>24227
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: 3 [3]
Metal: 6 [3]
Oil: 3
Energy: 3
Territory: 14
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (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
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]
Military factories 3/10
1/2 Railgun shipment to freedom fighters.
1. Finish up the Railgun tank design. 6/7
2. Continue researching AA. +21 2/3
3. Begin designing nuclear ICBMs.
4. Send DD-resistance (Average), CyberSec (Weak), 'nd NBC Protection (Weak) to The Draxian Confederacy.
Free: Expand towards the metals and Fertile areas. +2
Free: +1 research to computers.
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6b8d06 No.24235
| Rolled 59, 1, 84, 41 = 185 (4d100) |
>>24227
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: 6
Oil: 6
Energy: 6
Fertile: 4
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 Weak. (4/6 upgrade)
DD Weapons weak.
Armies:
1. The counter DD cell continues operations DD resistance Weak. (4/6 upgrade)
2. Buzzard pattern drone production is initiated to safeguard New Eden.
3-4 Whilst we may have troops to defend our borders we still have very limmited options when it comes to retaliating to an attack, or battle on foregin soil.
To safeguard New Eden's intrests and solidefy our presence on the surface consensis orders the development of the "Centipede" pattern carrier drone. Tasked with the transportation, support and rearmament of drone units.
It will allow our drones to be get into position armed for the task at hand. Be it against the DD phenomenon, hostile surface nations or at sea.
As a mobile support and construction unit it will allow for swifter integration of new technology from our reserch cells.
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6b8d06 No.24236
| Rolled 53, 27, 96 = 176 (3d100) |
>>24163
>>24085
>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
Fertile: 10 [1.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong, Jet Propulsion Strong, Plasma Weaponry Average, Orbital Launch Weak, DD-Field Understanding, DD-Resistance Weak, DD-Weapons 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:
3 Fixed Defense
>Territory
22
1. 2/6 missiles (+4)
2+3. Develop a special domestic Draxian plasma rifle wielding infantry unit; leverage our new-found Averge understanding of Plasma (+4)
4. Allocated towards Trade
[Bureau] Progress Missile Tech
Free Territory:
Towards Oil
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6b8d06 No.24237
| Rolled 54, 13, 69, 10 = 146 (4d100) |
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: 7 [1] (1 Sapper Tank{x2} 1 Combat Engineers {x1})
Metal: 8 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Oil: 9 [2.5] (1 Sapper Tank{x2} 1 Combat Engineers {x.5})
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
1-4. BEHOLD.
The expression of the WARMAR, the ultimate tool of Industry and Military might!
THE MOBILE FORTRESS!
15/20 Mobile Fortress
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6b8d06 No.24238
| Rolled 18, 3, 83, 31, 93, 12, 83 = 323 (7d100) |
>>24228
>>24237
With the aerial support of the Rausers within the occupied territory, the Partisans would finally move on the offence, quickly moving in order to occupy the vast undefended lands of the Warmar Republic. Through the infantry and the tanks large sways of the land would be taken by the rebels, as the Rausers provide air support to ensure that victory is in the partisans' grips.
1-4: [War-State Partisans]
5: [Partisan Tanks]
6-7: [Mk.1 Rausers]
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6b8d06 No.24240
>>24230
Bob Prime, detecting signals not far from his location sends sounds and images; of a planned colony and what would have been a welcome arrival that turns into a brutal battle against the now twisted forms of the colonists. Continuous fighting for many cycles and holding back a potentially greater force and the unknown coupled with what can only be described as feelings of foreboding should the metal warrior fall.
Bob Prime waits for responses at his own peril to contain the gateway and should relief come the gratitude of the reformed colony would last longer then the stars.
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6b8d06 No.24241
| Rolled 72, 33, 61, 73 = 239 (4d100) |
>>24227
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 13
Tech:
DD-Space understanding
DD resistance Weak
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Average
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp-
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Continue working on the Vr labs, though the progress is slow the payoff will definitely be worth it. 5/12 [Robotic workers] Gives a +5 bonus to expansion and construction. 3d Printing, Weak Vr strong, Robotics Strong
2-3-4. The wasps are almost completed, these mecha will be the staple for our military forces. 6/8
+ Airplanes Strong
+ Jet propulsion Strong
+ Vr strong
+Robotics Strong
+ Plasma weaponry Average
Progress.
1/8 Plasma Weapon Strong
Biofuels 4/6
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6b8d06 No.24242
| Rolled 25, 92 = 117 (2d100) |
>>24227
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 30%) allows you to do increased feats by using up. Energy Barrier
12 Search for the colony's emergency caches of energon that may yet be have escaped corruption while maintaining the vigil over the gateway. Patterns or understanding may yet be possible, if enough energon can be secured to power the analytical systems and combat the corrupted remnants of the colony. For months the piles of autobodies have grown and multiplied till they become walls slowing the advance of ruined circuitry.
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6b8d06 No.24243
| Rolled 27, 11 = 38 (2d100) |
>>24238
Fighting enemy superior numbers and tanks in open combat was stupid. The Warmar republic had learned of that long ago.
This time however, the mistakes of the past would not be made. The open terrain would prove to our advantage, entirely because it would be ignored.
The Combat Engineers and Sapper Tanks of the Warmar Republic blended into the forests and foilage, digging in among the trees and harsh terrain. Here the enemy mechanized forces would be limited, and the trees would prove well in boosting the natural defensive capabilites of the Engineers.
The thick tree cover hiding our forces would prove the BEST defense against aerial attack, far more than anything else. As the Sapper Tanks would dig themselves in forested ambush positions.
And as the enemy moved over open ground, our open ground, every single step, every single foot of ground moved, the very sky would crash down upon them as endless waves of shells from the Fortress Capital rained down all around them.
Shells fell in wide berth ahead of them, pocketing their path with massive craters and holes to block their way, slow them down, creating boglands and killing fields of mud, dirt, craters, blast holes to slow down the foe well in advance. All the while they moved over our lands the Engineers hidden in the forests would be relaying coordinates to the city that sounded the trumpets of War through its barrels.
>[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.]
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6b8d06 No.24244
>>24243
1. Combat engineers
2. Sapper Tanks
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6b8d06 No.24245
| Rolled 56, 47, 76 = 179 (3d100) |
>>24243
The Ascendant commander speaks to his men before the battle begins. "Alright men, if you are captured this day you will not be given an easy death. If the rebels get their hands on you there is no doubt they will make good on every one of their promises. You will not surrender! If you are to die, do so fighting! Stick to the plan, and good luck men. I'll see you on the other side."
1-3. Standard infantry.
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6b8d06 No.24246
>>24243
>>24245
To clarify, the infantry are to back up the engineers in their infantry duties.
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6b8d06 No.24251
| Rolled 74, 65, 27, 47 = 213 (4d100) |
>>24227
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 5 (3.5 upkeep)
>Metal: 7
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 3/4
gravity understanding 4/8
Free Expansions:
Towards oil field to the west.
1.2. Continue work on Project Omega 12/18
3. Begin work on designing a facility for Mecha and Tanks
4. Begin researching Mecha/robotics based technology. [+1 Progress from Palace]
[+1 Progress to Psionic Explosives from Lab 2/6]
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6b8d06 No.24258
| Rolled 26, 11, 38, 25, 84, 89, 80 = 353 (7d100) |
>>24227
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: 4.5
Metal: 5
Oil: 3
Energy: 1
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
>1 Standard Defense
>1 Slave Trooper
(Recruitment: F1, M1, E1)
(Upkeep: F0.5 E1)
Attack: 3
Defence: 3
Move: 1
>Plasma Trooper
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2.5
Defence: 3.5
Move: 1
Perk: Teleporters: You start with Teleportation understanding.
Research: 1/5 Skimmer design
1/2. As the enemy draws near, the sabotage inside the ship has done serious damage, repairs are to be made immediately, and focus on upgrading the energy reactors is a must.
3. Continue work on the skimmer designs, if these primitives are so keen as to reject our patronage, then we will have to educate them as to the errors of their ways. By any means necessary.
4. If these tribals see fit to die by our guns as opposed to working with us to escape this planet, then we must focus on upgrading our current stock for maximum efficiency. Upgrade the nanomeds in our current slave stock to make them more capable and hardy.
5. Slave Troopers - Supported by the covering fire of the Plasma troopers, the Slave troopers will pin the enemy down and overwhelm them, killing any who resist and capturing the rest for "processing"
6. Plasma Trooper - Using trenches dug by the slaves, the plasma troopers will hold the line at all cost, keeping a fire-line around the ship.
7. Standard Defense - The ships defenses are to target anything that the infantry miss, and any targets the footmen cannot attack effectively, such as armor or mechanized assault bots.
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6b8d06 No.24260
| Rolled 75, 59, 27, 79 = 240 (4d100) |
>>24227
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:63
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
15 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.
1.2.3 Growing space North west
4. Raise more warbold stickpokers
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6b8d06 No.24261
>>24258
your armies are incorrect. Where did the standard defence come from? also you got an extra plasma trooper and slave trooper this turn
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6b8d06 No.24262
| Rolled 85, 28, 100, 29 = 242 (4d100) |
>>24238
>>24228
Secret secret, Hush Hush Hush.
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6b8d06 No.24263
| Rolled 56, 61, 98, 70 = 285 (4d100) |
>>24227
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Sometimes narrow-mindedness can make one lose vision of the true targets. It seems the DD are lucky to have encountered a world with such turmoil." - 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: 3
Oil: 7
Energy: 7
Tech:
Genetics average
Cybernetics weak
Spying good
Counterintelligence weak
Cloaking average
Hacking weak
Neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
Cadence: Ban Sarai Ascendancy
Status: Heavy injuries, captive.
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.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
+2 natural expansion per turn.
Actions:
1-2: Construction of two Stalker units.
"They are done!" Damien muses, as he looks upon all the blueprints and genetic data displayed on the screens. "They are done and they are all I wished for and more! This is what will lead us to greatne-"
"They will be used as queen Aria and the Eternal Consciousness see's fit. " Miriam cuts in with a stern tone.
"And that is against the Dimension distortions. "
Damien simply looks at Miriam with a silent annoyed glare. Before he shakes his head with a sigh. " Yes, I forgot the worlds obsession with the of-world aggressive creatures. "
Miriam nods at this and leave the room to enter another, there several women of different colors where waiting, volunteers to become stalkers and fight against the blight.
"Welcome future Stalkers. You know what the process entails, your genetics will be modified and you will be equipped with the best the EC has to offer. It is brave women like you that make this possible. For the Core, Queen and Heart!"
3-4
Project Argiope Argentata.
The neural network buzzes with activity, Information being sent to all corners and order in the chains. This creation would need both time and focus.
Expand with natural energy advantage: +2 natural expansion per turn.
>>24233
Natasha looks surprised and then smiles. The traveling time had not drained her enthusiasm one bit, she had relished in watching the rig rush over the landscapes. " Uhm, well, yes, most of the fabric we are wearing right now is our own silk with dyes for colors. Its durable and smooth to the touch." She chuckles. " I can make you guys clothing. It will take time, I only have a certain amount of silk per day, enough for a set of good pants or so. I can even fix up the cloths you have right now! I'm also very good at climbing and could help with repairs in high places if you would need any. " She turns her middle sett of eyes towards the Rig. " I mean hell! I don’t want to se that beauty damaged. " It seems like love at first sight with this Keeper.
Madam Trevei smiles a soft and tired at this. She had not been enjoying the long exhausting ride. She wouldn’t use Natasha’s choice of words, but it was also why Natasha was chosen, she would fit in well with time. But as it was she and the others of the pod just wanted to travel home to the Heart.
"Is it agreed then? You will take Natasha along? "
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6b8d06 No.24264
| Rolled 8, 60 = 68 (2d100) |
>>24258
8. Slave Trooper #2 - The other battalion of slave troopers are to push hard to the left and flank the enemy, hitting them hard and driving them into the slave troopers pushing from the front.
9. Plasma Trooper #2 - The remaining unit of plasma troopers are to push from the right flank, and given orders to aim for the command staff of the rebellious army.
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6b8d06 No.24265
>>24263
>>24231
In spite of the ongoing war currently against the Ascendants, a diplomatic ship would be sent over to the Flowering Empire, to finally gain more information about the Eternal Consciousness, who has a emissary within the Empire's capital. Provided that the Flowering Empire allows the Order diplomats in, they will make contact with the EC emissary to figure out more about them.
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6b8d06 No.24267
| Rolled 8, 25, 55, 48, 38, 90, 54, 51 = 369 (8d100) |
>>24227
>>24150
>>23957
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: 8
Metal: 3
Oil: 3
Energy: 3
Tech:
[Woodcrafting 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: 10
Military designs:
Stick-poker
Recruitment: 0.5F
Upkeep: F1 (-1 from perk)
Attack: 0.5
Defence: 0.5
Move:1
4/12 Wubmigration
7/8 wub fields
1/4 animal taming
1) More stick Pokers
2) Expand
3-4) The Wubmigration marches on, the cries of WUB being heard across the land
5-6) Finally! Our wubfields are almost done! Just in time for the wubing season as well!
7-8) Here wub beast…We have wub berries for you!
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6b8d06 No.24268
>>24263
Heavy Metal artfully huffed his cigar and puffed out an "o" shaped ring, which lazily drifted into the sky as it slowly dissipated into nothingness.
"Yeah, sure, dis' ere' lady can tag along, if she can handle da rig! Oh, and dis' might sound a bit crazy, but we're sorta outsiders from anotha' world: somethin' ya might call a "space alien". Dis planet is sorta new to us; is everyone here like ya?"
One of the egg-heads to the side adjusted his goggles. By all accounts, the fact that they were able to converse with these spider people without any interpreters was verily improbable, which told him that there was probably some other visitors who had taught them a galactic standard language.
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6b8d06 No.24270
| Rolled 84, 86, 25, 45 = 240 (4d100) |
>>24229
>>24229
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6b8d06 No.24271
>>24268
", We have had quite a few nations that come from ofworld. There is several who are natural to this world as well, Many with different names and so, Natasha will be able to tell you a little bit about most of them. She can also transmit questions from you to us, allowing the EC to communicate with you when necessary. " Madam Trevei says as she looks at the warband.
"I can tell you lots. We have several groups with humans, guys who are made of energy, plant people and lots more!" Natasha's legs click softly against the ground, She looks ecstatic at the though of riding the rig. "M-May I touch her? We ready to go? We can talk while I work on silk or something." She is almost bouncing on the spot with energy.
"I think it is time for us to leave, be well Natasha. " Madam Trevei gives Natasha a nod and then a respectful nod towards Heavy Metal. With that she and the escorts walk back to their own bikes to leave. One of them seems to program Natasha’s bike to simply follow along after the other signal, a basic autopilot.
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6b8d06 No.24272
| Rolled 67, 45, 93, 66 = 271 (4d100) |
>>24227
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: 3
Metal: 2
Oil: 1
Energy: 2.8
Territory: 13
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1)
Free Expansion - Grab that southern oil source. We've nearly got it!
1. Set up a colony on that Tier 3 oil nearby. Go go Moreroes! Freedom has a long fuckin reach!
2. Anti-tank research (1/6)
3-4. Ballistic Missile Factory (3/8)
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6b8d06 No.24273
| Rolled 89 (1d100) |
>>24242
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6b8d06 No.24274
| Rolled 75, 89, 66, 13 = 243 (4d100) |
>>24258
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6b8d06 No.24275
| Rolled 13, 74, 83, 94 = 264 (4d100) |
>>24272
>>24228
>>24238
>>24243
>>24245
The partisans eagerly push forwards against the rats and the rat fuckers. No rodent shall suffer to live! Polluting this world with their filth. Their tank batallion supported by the throngs of infantry push forwards. Encountering very light resistance they grow confident "Look at this! They want to join us! They don't even fight back!" Right about then when they enter a forest road the resistance hits them. Hard. Bullets start flying from the trees and even tank-shells come flying into their ranks. The partisans quickly spread out and start firing back.
The first engineering corps had been busy these last hours. As soon as they could confirm which path the damn rebels were taking they started preparing for an ambush. And as the was seen approaching nerves were getting tense. "I see them! I see them! I can take a shot!" "Shut up and stay down! You'll give us away! And fuck those! Keep your eyes to the sky! We can't let those fucking Rausers hit us uncontested. They'd make fucking mincemeat of this entire fucking batallion! Do you fucking hear me you dimwitted sheepfucker?" "Ye-YES SERGEANT!" "The fuck did I say about keeping your voice down!"
As the figthing continued the defenders kept a constant watch towards the sky. The higher ups kept telling them to focus on the fight before them. That distraction was the killer. But still people worried. And as they started beating the facists back, cutting down the infantry one by one while the battered tanks quickly pulled back they were relieved, still no sight of the rausers.
As the battle rages in full force in the woods the Rausers fly to the east. Towards the mobile fortress, trusting that things are planned correctly. As they approach they see an explosion erupting from one of the treads of the mobile fortress. They took that as their signal to start diving down.
"Urauser, we are beginning strafing of the MF right now. We esti…" The message is cut off as a shell larger than the rauser itself smashes into the plane. The rest frantically scramble to avoid the shots. But they just keep coming, timed explosives erupt all over the sky and swarms of slugs rip into them.
Worldmaster: -4 Partisan Infantry, -2 Rausers
Bazrael: -1 Engineer, -1 Sapper.
>>24230
Plenty of Oil and its energy is added to the tallies when new land is taken. The spy seems to have expired during the vivisection however. Some things were revealed. Extensive surgery had been done on her, relocating organs it seems and several pieces of cybernetics were also present. None of which was able to be salvaged however.
+7 Territory, +3 O
>>24231
The Nursery starts growing and expanding, It's not yet fully done.
+1 Territory, 6/12 cultivator, 5/6 upgraded nursery
>>24233
My, A full platoon of hoggers! Who would have guessed! Now what could ever harm us here eh?
+30M, +45F, +2 hoggers, Artillery Average,3/6 warpig.
>>24234
The Railgun tanks are finally ready for production. And they will be of great aid in this war! We might have won one victory but the war is far from over! A WAR FOR SURVIVAL!
Railgun A-I Tank, 2/5 AA, AA weak, 1/3 computers, +2 territory, +1F
Railgun Anti-Infantry Tank
Recruitment: F:1 M1.5 O1 E1
Upkeep: F0.5 M1 O1 E1
Attack: 4.5
Defence: 3
Move: 3
Bonus:
Anti-Infantry: +50% damage vs infantry.
>>24235
The buzzards are constructed and are taken to test what they can do. Command is given to Elise Esteban who neurally connects to the swarm. First she tests their capabilities in the surrounding water. Their torpedoes turned out to be highly effective against the practice targets. Then they emerge on land to the north. The land weaponry was underwhelming in comparison. Simple slugs propelled by gunpowder. The testing takes them further and Elise decides to take them to the border of the dd-field to the north to do a survey. But as they examine the area Elise falls down screaming and so does anyone that tries to connect to the drones as well. It appears the field expanded around them. And while the controllers stay catatonic the Field has rapidly started expanding south, down into the water.
5/6 DD resist, 3/12 Centipede design.
>>24236
The national guard almost salivate at the thought of the fabled plasma rifles now becoming standard equipment.
+1 Territory, 3/6 missiles, Plasma Infantry Design
Plasma Infantry
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
>>24237
The battle is won, though at a cost for the warmar. Plenty of good men are dead and the mobile fortress has suffered some light damage.
+2 Mobile fortress progress, -1 Mobile fortress progress, -1 Engineer, -1 Sapper tank.
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6b8d06 No.24276
| Rolled 75, 2 = 77 (2d100) |
>>24275
>>24241
The wasp design is finally finished. Able to take the fight both to the skies and to the ground.
8/12 VR lab, Wasp Design.
>>24242
You try to cover the rift while also looking for the catches. This is done by occasionally firing missiles and lobbing explosives in its general direction while using the other weapons to fight off what used to be your bretheren. Your Energon stores dwindle low as you use them to repair yourself and to fight. You manage to finally reach one of the caches and refill a little more than what you used to get it. When you return back and replace your barrier it's clear that some of the creatures managed to slip through.
>>24251
Many are wondering who the young girl that has been seen with the emperor on several occasions are. Theories from it being his illigitimate daughter, to his lover, do a master-genious and more are abound.
15/18 Omega, 2/4 Mecha tech, 3/6 psionic explosive.
>>24258
It seems the damage done to the ships is irriversible. it's an irradiated mess after the containment on the generator failed. The insides are a molten sludge and holes dot the hull all over it.
The primitives come in small groups. But oh so many of them. They don't fight honorably. Instead they set bombs on the roads, poison water supplies and make ambushes when they can. Still, their primitive weapons (slugs propelled by small explosions, how primitive indeed) can't match your plasmas. Many on your side die however. But for everyone that dies two of the primitives die. Or maybe it's 4? Depending on how you count the slavetroopers.
-1 Slave trooper, -1 Plasma trooper.
>>24260
The jubbing must go on! JUBJUBJUBJUBJUB!
+3 territory, +6 stickpokers,
>>24263
The stalkers stand ready for any roder that migth be given to them to defend their sisters.
+2 Stalkers, +2 Territory,
>>24267
The great wub-fields are completed! An abundance of wub-berries for the entire nation!!! Controlled by the chiefs and shamans of course. Able to give out extra rations of wub-berries of the highest quality motivation is at an all-time high! And even the animals love it! Extra berries for them of various qualities! They get more and more accustomed to the small spear-bearing beings.
6/12 Wubmigration, 3/4 Animal taming, [Wub Fields]: Gives +3 to all rolls, Can be consolidated to give +10 to one roll instead by stating it when doing the actions.
>>24272
The territory is claimed and the land is leased to Tabernacle Oil co. To extract and sell to the people for the cheapest prices! Much better than an unmotivated goverment could!
+3 Territory, +3 O, 2/6 anti-tank, 6/8 ballistic missile factory
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6b8d06 No.24277
>>24232
The foe is fought back. With no losses for you. The psionic turrets really ripped into them and tore them appart both with psionic blasts and the psionically accelerated slugs
+2 territory, +as many turrets as you afforded, 3/6 psi-massdrivers.
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6b8d06 No.24278
| Rolled 25, 31, 35, 1 = 92 (4d100) |
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: 7 [0]
Metal: 8 [0]
Oil: 9 [0]
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
1-3. 17/20 Mobile Fortress
"The sacrifices of our soldiers will not go in Vain. We MUST press on with the completion of our project. It's our only hope at ending this conflict with minimized bloodshed."
4. 2/4 The Mega Artillery must continue it's completion as well 2/4
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6b8d06 No.24279
| Rolled 99, 27, 9, 62 = 197 (4d100) |
>>24275
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: 6
Oil: 6
Energy: 6
Fertile: 4
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 Weak. (5/6 upgrade)
DD Weapons weak.
Armies:
http://pastebin.com/zTkr93dF
Centipede pattern carrier drone (3/12)
1-3 emergency Buzzard drone production.
4 complete DD resistance Weak. (5/6 upgrade)
Consensus temporarily reallocate reserch cell focus towards combating the DD threat.
"Centipede" development is suspended and assult drone production made prime objective. Anti DD reserch cells will continue operation with additional reasources.
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6b8d06 No.24280
| Rolled 79, 37, 38, 44 = 198 (4d100) |
———–
Name: The Peoples
——–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 4.5 [-.05; -4.5]
Oil: [0; Converted to 7E]
Energy: 11 [-2; -6]]
Industry: 8
Territory: 19
———–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 21 charge; weakly defended, Armored Glowtown Dome/Pit]
———
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:
——
[2/12 psi mecha superunit]
[Mechanized Infantry: 1/6]
[2/5 mine]
—
Actions [Psi Turrets, Mass Drivers]
—
1. The mine is being excavated again. [2/5 mine]
2. The Peoples are working on trying to figure out psionic space travel to get off this "nightmare pit". [Psi-travel?]
3.4. The mass drivers are really looking good! Great. {Psionic massdrivers 3/6}
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6b8d06 No.24281
| Rolled 75, 81, 67, 49 = 272 (4d100) |
>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 [1.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [3 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, AA-Defenses Weak, Naval Propulsion Strong, Submarines Weak, Airplanes Strong, Jet Propulsion Strong, Plasma Weaponry Average, Orbital Launch Weak, DD-Field Understanding, DD-Resistance Weak, DD-Weapons 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:
3 Fixed Defense
>Territory
23
1. Verk on der missiles. (+4)
3/6 missiles
2. Anschluss the rest of Eastern Draxia (east of the neck) so that we can then anschluss Central and Western Draxia. (+4)
>Free Territory goes towards this as well
3. Produce three (3) Draxian Landwehr (plasma infantry). (+4)
4. Work on Anschluss tactics und strategy that we might Anschluss harder/better/faster/stronker in future. (+4)
[Bureau]
+1 Missiles
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
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6b8d06 No.24282
| Rolled 80, 26, 44, 76 = 226 (4d100) |
>>24276
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Fertile: 5 (3.5 upkeep)
>Metal: 7
>Oil: 8 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 3/4
gravity understanding 4/8
Free Expansions:
Towards oil field to the west.
1. Continue work on Project Omega 15/18
2. Continue research towards psionic explosives [3/6] [+1 Lab progress]
3. Begin work on designing a facility for Mecha and Tanks
4. Continue researching Mecha/robotics based technology. [+1 Progress from Palace] [2/4]
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6b8d06 No.24283
>>24281
My tech after trade is actually
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, 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
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6b8d06 No.24284
>>24282
"Greetings, Red Sun Rising Empire. We hope to do mutually beneficial business with you.
"We offer
>Torpedoes Average, Submarines Weak, NBC Protection Weak
for
>Counterintelligence Weak, Turrets Average, AA Average
We hope you find these accommodations reasonable. If you would like to specify that certain of these techs be traded to other 3rd parties, that may be stipulated at your preference any time before the transaction clears."
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6b8d06 No.24285
| Rolled 50, 8 = 58 (2d100) |
>Name: The Mefestung Order.
>Resources:
[Fertile: 2.5 (5)] [Metal: 6 (5+2 from Shameless)] [Oil: 5 (7)] [Energy: 6 (7)] [Urauser Moves: Ready (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
1 [Partisan Tanks]
1 [Mk.1 Rausers] (Mainline Airplanes)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
It was horrible, massacre on both the front line and behind said lines. The radios buzzed with Order and Partisan commanders and officers crying out for why such death and destruction happened. Without any defences in either the skies or on the ground, the Ascendant can easily swarm across what little clay that the Partisans have on the mainland. It would be very, VERY important to rebuild the lost assists.
1: With news of the lost Rausers wiped out with ease, the Urauser's interior factory would soon be put into overdrive, as any man with even a inch of knowledge of engineering were put to work to regain the advantage of the air, after Operation Elephant failed. Once a Rauser would be built, they will quickly be armed and fueled as needed, before taking off from the Urauser to assist the Partisans on the front lines.
>MUH RAUSERS
2: Meanwhile, within the occupied lands, there would be a greater focus put upon the construction of tanks among the Partisans. While the unprotected and coverless infantry were easily mowed down, the makeshift tanks still managed to hold the line against the rats even during their retreat. With that in mind, there would be more of a focus to build up some Armoured regiments instead of rallying up more young men with rifles and SMGs.
With the higher demand, there would soon be more formal open-air facilities near the coasts, where the incoming shipments of cannons and mechanical parts would be moved to be assembled into less crude machines of war, armoured up with fresh plates instead of whatever scraps they can scavenge up.
>MUH TANKS
3-4: Finally, secret secret things.
>MUH PRIVATE TRADES
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6b8d06 No.24286
>>24282
Keep forgetting to add techs I got from trade
>Airplanes Good
>Torpedoes Average
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6b8d06 No.24287
| Rolled 13, 60 = 73 (2d100) |
>>24276
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 35%) allows you to do increased feats by using up. Energy Barrier
1 Scan the area for any creature or sources of "corruption" in the area and calculate firing solutions for ranged weapons to destroy the moving targets most likely to be creatures.
2 Search, after (if) they are destroyed alter the scan and firing solution calculations to focus and lock on the exit zone of the gateway while searching for caches to be as efficient as possible with our energon usage with it being the standard procedure if successful.
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6b8d06 No.24288
>>24286
>>24284
In light of this we replace our original offer of Torpedoes Average with Jet Propulsion Average.
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6b8d06 No.24289
>>24265
>>24265
The Flowering Empire takes in the diplomat as it had the previous two. They offer them specially grown quarters fit for their species, and specially grown diplomats to mimic their form and set them at ease.
As the queries come in about the Eternal Consciousness the diplomat had only this to say. "We were promised aid in our fight against the Dimensional Distortions and the mutants that have burst forth. None have been sent as of yet. Beyond that we know nothing."
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6b8d06 No.24290
| Rolled 61, 32, 43, 74 = 210 (4d100) |
1.2. Our need for more resources continue to hasten the growth of our Cultivator Children. (6/10)
3. Expand
4. The Guiding Nursery flourishes with new growths and all new Children are better then they would have been without its care. (5/6)
FREE: Gain 1 territory for being under 50 territory.
Territory : 48
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 8
Energy: 8 (0.5)
Progress
5/6 upgraded guiding nursery,
Cultivator children 6/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +2 to all tasks
Armies:
Armored Child: 1
DD Child : 5
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.24291
| Rolled 58, 95, 21, 4 = 178 (4d100) |
>>24275
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: 3 [3]
Metal: 7 [3]
Oil: 3
Energy: 3
Territory: 16
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, 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)
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
Attack: 4.5
Defence: 3
Move: 3
Bonus:
Anti-Infantry: +50% damage vs infantry.
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]
Military factories 3/10
1&2. Begin recruitment of a Railgun A-I Tank, or as the testers like to call it a Shredder Tank.
+ [3D printing (weak)]
3. Begin designing Nuclear ICBMs.
4. Begin designing an interceptor jet.
+ Railguns (Average)
+ Missiles (weak)
+ Airplanes (Average)
+ Jets (Average)
+ AA (Weak)
Free: Expand +2 towards the Fertile tile.
Free: 1/3 Computers +1
Free:
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6b8d06 No.24293
| Rolled 26, 98, 53, 97 = 274 (4d100) |
>>24275
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: 7 (2.5)
Metal: 3
Oil: 7 (6.5)
Energy: 7 (4)
Territory: 30
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], Banshee fighter/bomber (debuffer),
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, Choral tower, Banshee
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, 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
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 expand oil field
1-2.Expand more into the oil field and the metal center.
3. Build 1 choral tower, no more no less.
4. Build an institute that researches sonic and crystalline technology.
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6b8d06 No.24295
| Rolled 27, 93, 5, 89, 60, 92, 69 = 435 (7d100) |
>>24276
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: 4.5
Metal: 5
Oil: 3
Energy: 1
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
>1 Standard Defense
>1 Slave Trooper
(Recruitment: F1, M1, E1)
(Upkeep: F0.5 E1)
Attack: 3
Defence: 3
Move: 1
>Plasma Trooper
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2.5
Defence: 3.5
Move: 1
Perk: Teleporters: You start with Teleportation understanding.
Research: 1/5 Skimmer design
1/2. THIS IS INEXCUSEABLE! WITHOUT A SHIP, WE ARE DOOMED. Begin construction of a new ship immediately! The old ship should provide ample material to rebuild a hull
3. These losses shall hurt us most surely, we must replace them post haste! Train another batch of plasma troopers post haste!
4. Continue research on the skimmers, this lack of progress is…. regrettable to say the least.
5. 1 Plasma Troopers - The plasma Troopers, being more fit for defensive actions, are to guard the remains of the ship and the build site of the new one. Any rebels are to be disabled and enslaved.
6. 1 Slave Troopers - The Slave Troopers are to patrol, killing or capturing any dissidents they come across.
7. Standard Defenses - The Defense crews are to maintain a vigil of the ship site, supporting the plasma Troopers in their defensive actions.
>[Slaves] - +1 to all actions
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6b8d06 No.24301
| Rolled 74, 27, 22, 23 = 146 (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: 3
Metal: 2
Oil: 4
Energy: 5.8
Territory: 13
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1)
Free expansion toward the southern metal source
1. Anti-tank 2/6
2. Ballistic Missile factory 6/8
3. Produce some tonks
4. We're going to need a more robust propaganda industry to deal with all this extra land! Let's build Skariwood to make a ton of movies and music detailing how awesome we and our culture is.
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6b8d06 No.24302
| Rolled 90, 29, 66, 90 = 275 (4d100) |
>>24276
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5
Oil: 8
Energy: 5 Upkeep 3
Territory: 16
Tech:
DD-Space understanding
DD resistance Weak
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Average
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp-
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. The Vr labs are steadily being completed, they will prove to be a great boon. 8/12 [Robotic workers] Gives a +5 bonus to expansion and construction. 3d Printing, Weak Vr strong, Robotics Strong
2-3. Build Wasps and recruit Wasp pilots. + Vr strong
4. Begin researching DD resistant coating for our Wasps. DD resistance Weak
Progress:
Biofuels 4/6
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6b8d06 No.24309
| Rolled 62, 91, 80, 20 = 253 (4d100) |
>>24271
"Ah, so we ain't weirdin' you out or anything? Humies are ere'? Figures, them small-noses seem to find themselves just bout' anywhere."
The pigs waved goodbye as the majority of the spider-people left to wherever the came from. Where did they come from, anyway?
"If you can handle the rig spider lady, she'll let you poke and prod all you like. Now, after you spent a few minutes admirin' her from the outside, you best get in and find an unclaimed section of the inside to crash in, since it'll be a long ride!*Oink*'"
>>24275
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x3 E-1 Hogger Superheavy Tank
-x1 Porker Main Battle Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Tanks: Excellent] [Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 54.5][+1/turn][2 in Use]
[Metal: 41][+1/turn][3.5 in Use]
[Oil: 107][+1/turn][13.5 in Use]
[Energy: 11][+1/turn] [6 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.)
>Actions:
Movement: "Metal, west! Driver, get that ore lined up with the harvester!"
1.)
[Mobile Factories: Strong]
"Another day, another supertank. We need enough of them rollin' that nobody with their noggin straight will think about opposin' us; name of the game's gunboat diplomacy; just like home." (Construct a E-1 Hogger Superheavy Tank!)
2.) [Mobile Factories: Strong]
"One more superheavy to finish the lineup: we need to find a better way to make these things: it's costin' us a small country's worth of metal for each one; now don't get me wrong boys, these things are big, but they ain't battleships: where's the other half of the metal going!?"
(Construct a E-1 Hogger Superheavy Tank!)
3.) "Egg-heads? Status on the bikes? Those spider gals are riding on some sort of robot-bikes and all I'm askin' for is something sturdy and reliable. If we could make tanks in a matter of weeks, why's this small-fry job takin' such a hastle?" (Motorcycles 3/4)
4.) "These pigs are takin' an awful amount of time to train: guess we ain't so used to marching on foot after all these years of bein' trapped in a metal box suspended in space." (3/6 warpigs)
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6b8d06 No.24310
| Rolled 93, 8, 54 = 155 (3d100) |
>>24291
Free: Troops are to begin pushing into rebel occupied territory. Be wary of that tank that got away and any more rebel infantry that may be present.
1-3. Standard infantry.
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6b8d06 No.24311
>>24309
"With those monster abominations pouring out of the dimension distorting fields? You guys are like a beauty pageant! Ill tell you more onboard! " Natasha says with joy in her voice, and then heads off towards the rig, she scurries quickly over the ground with the help of her 8 legs while her human legs simply lift of the ground and relax. Soon she strokes her hand over one of the large metal surfaces of the Rig. A high-pitched sound of glee is heard as she acts like a little schoolgirl next to the huge rig before she begins to swiftly climb up and check the rest out.
After an hour or two of amazement she begins to look through the inside and find a nice corner where she can weave web between two walls as well as get rest.
>>24285
As the envoy from the Mefestung order approaches the pod-members seems to be on guard. They are uncertain over these humans, the threat against their nation still fresh in memory. Two of them are outside of the doors to their embassy; they tower over the envoy with the help of their strong legs raising them up in the air a half meter.
They move to block the Mefestung when they seem to stop up, their eyes going distant and then they lower down to the ground and move to the sides with a gracious bow to allow the Mefestung order entry.
Madam Leandra sits at the desk filling papers as they come in, she sets the papers to the side and give the Representative of the order a soft smile. " Greetings, we expected you to arrive at some point. I am madam Leandra, Ambassador of the EC. I trust you have been treating our girl Adrianna well? " She motions towards some chairs for the order to sit down.
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6b8d06 No.24312
| Rolled 56, 23, 87, 58 = 224 (4d100) |
>>24276
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"War is hell." - 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: 3
Oil: 7
Energy: 7
Tech:
Genetics average
Cybernetics weak
Spying good
Counterintelligence weak
Cloaking average
Hacking weak
Neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
+2 natural expansion per turn.
1-4
Project Argiope Argentata.
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6b8d06 No.24313
| Rolled 99, 40 = 139 (2d100) |
>>24278
>>24279
>>24287
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6b8d06 No.24314
| Rolled 53, 60 = 113 (2d100) |
>>24290
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6b8d06 No.24316
| Rolled 89, 1, 62, 78, 84, 43, 77 = 434 (7d100) |
>>24278
Who'd have known that the head scientific advisor was a Mafestung Sympathiser? His attempted betrayal has led to massive investigations and purges. Slowing down the scientific progress massively. Experts from the Ascendants are brought in to even have SOME progress made
In the middle of the night suddenly explosions light up the sky from the direction of the Mobile fortress.
You also take up the upkeep for 3 Railgun tanks that the Ascendants have made.
-30 to research rolls for 4 turns, -3 progress to fortress
>>24279
Swarms of the buzzards patrol the waters around your domes. And that's probably a good thing as the fields continue to expand underwater.
+3 Buzzards, DD-resistance average
>>24280
The creatures once again emerge! They rapidly Start to get cut down by the turrets and start withdrawing before command even have time to start giving out orders.
4/5 mine, 1/4 (psi)orbital launch, 5/6 psionic massdriver, +2 territory
>>24281
The Landwehr are ready to defend ze borders from all zat may encroach upon uz.
5/6 missiles, +3 territory, +2 Landwehr,
>>24282
Omega is almost Completed. Only some unruliness has to be ironed out.
17/18 Omega, 4/6 Psi-explosives, Mechanized unit facility 1/10, 1/6 Mecha, Mecha Weak, +2 Territory (now at 16, would be appreciated if you added that to stats), +2 O
>>24285
Much was learned from this horrible tragedy. And measures are made to make sure it's not repeated.
+1 Rauser, -3 Territory
>>24287
You manage to pick up energy signatures from all around in the distance. Similar to the one from inside the rift. It could possilby be other rifts or generators producing the field. As you search for energon you once again get swarmed by your fallen bretheren and take a serious beating. Not only does this drain your supplies significantly. It also makes the task of trying to cover the rift almost impossible.
-10% energon
>>24290
The guiding nursery finishes its growth. Adding new branches. Its roots going deep, collecting nutrients to help the children grow as it wills.
A DD-child patrol runs into emerging monstrosities. The children make short work of them with their dd-Beams however and the enemy actually retreats.
8/10 cultivator children, +2 Territory, Guiding nursery: +5 To all tasks now.
>>24291
The troops move forward meeting little resistance. The tank batallion earlier spotted seems to have retreated further back.
Sabotage has happened in the midst of the Warmar and experts are sent to try to get their researchers back on track
As the Railgun tank batallions prepare to join the war alarms are sounded. The dd-creatures are emerging once again.
ATTACKED BY DD-FIELD! ROLL COMBAT.
+5 territory(3 stolen from WM), +3 Railgun A-I Tanks (upkeep paid by warmar), -10 Research rolls for 2 turns.
>>24293
More lands fall into your grasp. The Field to the east seems to be expanding down into the water.
+4 Territory,+2M,+2 O, +1 Choral tower, 3/12 Institute.
>>24295
The Designs and most of the databanks bearing the tech necessary for shipbuilding and star-travel were lost in the blast. Work is frantically ongoing to salvage what is possible.
The primitives are attacking again! ROLL COMBAT!
3/5 skimmer,2/4 Orbital launch, 0/?? Ship (could you please tell me what it is you want it to do)
>>24301
Things are going on in the world and Ashkari are not invited!?! What is this! 'SKARI!
3/6 Anti tank, +2 territory
>>24302
The wasps are ready to sting. And the specialists who had been designing the lab had apparently also been working on the DD-resistance. And it appears that they have formed it afte their needs.
+1 Wasp, [VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls, DD-resistance Average, DD-resistance 4/8
>>24309
(Don't forget to pay the Energy upkeep as well)
The pigs are doing celebratory laps around the new hoggers on their own new sweet hods, doing wheelies and doughnuts. Everyone is wondering what they are going to be used for.
+ (up to 4) Hoggers , Motorcycles weak, motorcycles 1/6, +15M.
>>24312
Things are happening Roughly as planned
+2 Territory.
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6b8d06 No.24317
| Rolled 66, 22, 66, 73 = 227 (4d100) |
>>24316
>Name: The Mefestung Order.
>Resources:
[Fertile: 2 (5)] [Metal: 5.5 (5+2 from Shameless)] [Oil: 4 (7)] [Energy: 5 (7)] [Urauser Moves: Ready (0.5 per turn)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [Order Trooper] (Count-as standard Infantry)
1 [Partisan Tanks]
2 [Mk.1 Rausers] (Mainline Airplanes)
>Bonuses:
Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.
1: One rauser is good, but it is not enough! The war effort demands dominance in the skies, and so additional Rausers would be produced.
>MORE RAUSERS!
2: Meanwhile, within the occupied lands, there would be a greater focus put upon the construction of tanks among the Partisans. While the unprotected and coverless infantry were easily mowed down, the makeshift tanks still managed to hold the line against the rats even during their retreat. With that in mind, there would be more of a focus to build up some Armoured regiments instead of rallying up more young men with rifles and SMGs.
With the higher demand, there would soon be more formal open-air facilities near the coasts, where the incoming shipments of cannons and mechanical parts would be moved to be assembled into less crude machines of war, armoured up with fresh plates instead of whatever scraps they can scavenge up.
>MORE TANKS!
3-4: Operation Secret Secret.
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6b8d06 No.24318
| Rolled 25, 24, 84, 22 = 155 (4d100) |
>>24316
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: 6(4.5)
Oil: 6
Energy: 6(0)
Fertile: 4
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.
Centipede pattern carrier drone (3/12)
Armies:
3 Buzzards
http://pastebin.com/zTkr93dF
With Buzzards patroling our borders the onset of the DD field is, at least for now, contained. Buzzards are however a defencive pattern drone and reclaiming lost land will prove difficult untill we can claim addiational resources and complete development of the Centipede pattern drone. Consensus agrees that this must serve as primary objective.
In order to buy time active drones are to repited with our new anti-DD tech.
Consensus also sees value in expanding our facilities to the south-west and marks it as a secondary objective.
1. Refit our active drones with our new DD-tech.
2-3 Continue Centipede pattern carrier drone (3/12) development.
4. Expand our facilities to the south-west. Away from the DD field.
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6b8d06 No.24319
| Rolled 9, 12 = 21 (2d100) |
>>24317
Resupported by a new force of Rausers, the battered Partisan Tanks went back on the offence once more, pushing across the Warmar plains inbetween the craters and shell-made lakes as they pushed forward to carve a solid path of supply to the Fortress Capital.
1: 1 [Partisan Tanks]
2: 1 [Mk.1 Rausers]
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6b8d06 No.24320
Name: The biocracy
Colour: Black
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: 3
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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6b8d06 No.24321
| Rolled 80, 20, 46, 8 = 154 (4d100) |
>>24316
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Territory: 16
>Fertile: 5 (3.5 upkeep)
>Metal: 7
>Oil: 10 (2 upkeep)
>Energy: 7 (5 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Weak
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Airplanes Good
+Torpedoes Average
+Mecha Weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
+2 Psionic Commando
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Orbital Launch 3/8
Genetics 3/4
gravity understanding 4/8
Mecha 1/6
Free Expansions:
South towards the metal far to the south
[+2 Progress to Psionic Explosives from Lab & Palace]
1. Finish Project Omega 17/18
2.3. Continue work on the Mechanized Unit Facility 1/10
4. Continue work on Gravity Understanding 4/8
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6b8d06 No.24322
| Rolled 34, 47, 54, 85 = 220 (4d100) |
———–
Name: The Peoples
——–
Colour: Grey
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 0 [-.05; -4.5]
Oil: [0; Converted to 7E]
Energy: 3 [-2; -6]]
Industry: 8
Territory: 21
——–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers Weak,
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 11 charge; weakly defended, Armored Glowtown Dome/Pit]
———
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:
——
[2/12 psi mecha superunit]
[Mechanized Infantry: 1/6]
[2/5 mine]
—
Actions [Mass Drivers]
—
1. Congress seems happy with the latest progress on the mass drivers and is pumping more funding to get the entire project completed. [5/6 Psionic Mass Drivers]
2. With the Glowtown monument cooling, another application of energy is attempted. [2/12 psi mecha superunit| 10 charge]
3. The mine, thankfully, is nearly done. It has been a trying activity for The Peoples. [4/5 Mine]
4. The facility looks increasingly close to completion and The Peoples look forward to leaving this awful planet. [1/4 Psi orbital launch]
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6b8d06 No.24323
>>24320
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak
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6b8d06 No.24326
| Rolled 16, 23, 25 = 64 (3d100) |
>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) (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [5 for Upkeep]
>Tech:
Shipbuilding Strong, Torpedoes Average, Missiles Weak, 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
>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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
25
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
1+2. Anschluss techniques and technology continue to be of utmost import. (+4)(+4)
3. Anschluss more of Eastern Draxia, prioritize oil. (+4)
4. Taken up by trade. (fluff to follow)
[Bureau] +1 on 5/6 for Missiles
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6b8d06 No.24327
| Rolled 19, 51, 15, 46 + 20 = 151 (4d100) |
Name: The biocracy
Colour: Black
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: 3
Metal: 3
Oil: 3
Energy: 3
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak
1,2. One of the first steps to perfection is sufficiency. If a body cannot maintain itself on its own then it is imperfect and its dna flawed. Similarly, our nation has no time to rest. We cannot be bothered to go out and search for resources! As such we must make out own resources…(Begin Bio-Producer research)
3. Technology is necessary for biology. Evolution takes far too long to create the perfect specimen, and so we shall act. We need to create gene lakes, massive bodies of sludge that contain all the materials needed to upgrade ourselves, and especilly our soldiers(Make Gene Lakes for soldier and resource production)
4. The coilguns and power armor is far too weak. Begin research to upgrade the Power Armor first.
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6b8d06 No.24328
>>24326
"We Ban Sarai have hear your requests for our sonic and crystalline construction technology. We are willing to trade it to you for Your airplane technology, your knowledge of anti-air defenses, you missile technology and your improved understanding of DD resistance. They are necessary for us to take the fight to the monstrous emitters across the planet. We have the condition that give our technology to no one else. Will these terms be acceptable?"
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6b8d06 No.24329
>>24328
AA Weak, Missiles Weak, Airplanes Average, DD-Resistance Average.
>for
Crystalic resonance growth average, Sonic Shaping Average
"We find these terms agreeable. Thank you for doing business with the Confederate, representatives of the Ban Sarai Ascendancy."
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6b8d06 No.24330
>>24316
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: 7 (1.5)
Metal: 5
Oil: 9 (8.5)
Energy: 9 (5)
Territory: 34
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE WEAK], Banshee fighter/bomber (debuffer),
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, Banshee
Structures: Choral institute(3/12)
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, 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
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 expand oil field
1-4. Trade actions as detailed here
>>24328
>>24329
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6b8d06 No.24332
| Rolled 36, 49, 53, 84, 59, 37, 67, 95 = 480 (8d100) |
>>24276
>>24316
+makeup turn
Name: The Jub-Jub Tribe
Colour: some shade of green
territory:66
Fertile: 4
Metal: 7
Oil: 8
Energy: 3
Tech:Woodcrafting weak
Bonuses:
Armies:
21 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.
1.expand northwest
2.expand northwest
3.expand northwest
4.expand northwest
5.expand northwest
6.expand northwest
7.Breed more Stickpokers
8.Breed more Stickpokers
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6b8d06 No.24333
| Rolled 60, 63, 23, 85 = 231 (4d100) |
>>24316
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: 3 [3]
Metal: 7 [3]
Oil: 3
Energy: 3
Territory: 21
Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, 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)
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, 3 Railgun A-I Tanks (upkeep paid by warmar)
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
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]
Military factories 3/10
-10 research for 2 turns.
1. Begin designing an interceptor jet.
+ Railguns (Average)
+ Missiles (weak)
+ Airplanes (Average)
+ Jets (Average)
+ AA (Weak)
2. Begin designing Nuclear ICBMs
3. Begin designing some railgun AA tanks based on the A-I Designs.
4. Continue building the Military Factories. 3/10
Free: +1 territory towards the Fertile lands.
Free: +1 progress to computers 2/3
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6b8d06 No.24334
| Rolled 94, 76, 24 = 194 (3d100) |
>>24333
Combat:
Vs DD
1-3. Railgun A-I Tanks.
+50% vs infantry
Tanks are to line up and fire upon the horde with canister shot. If they get close just back up.
(Need to talk to shadowrise before posting fight vs WorldMaster.)
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6b8d06 No.24335
File: 1456790810399.jpg (351.35 KB,753x1024,753:1024,RIAN_archive_20909_Constru….jpg)
| Rolled 76, 34, 58, 66 = 234 (4d100) |
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: 7 [1.5] (3 Ascendant Railgun Tanks)
Metal: 8 [3] (3 Ascendant Railgun Tanks)
Oil: 9 [3] (3 Ascendant Railgun Tanks)
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
1-4. Our ally and befactor desperately hold the line against the anarchistic invaders.
But not guns, not bombs, not treachery or deceit shall stop us. The progress lost from this treacherous attack shall be made up at once!
Warmar shall perserver in its steel resolve and the fire which courses in our blood shall burn hotly and weld the very steel plates of our mobile fortress together.
For ever inch of progress destroyed let a foot steel come in its place!
14/20 Mobile Fortress
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6b8d06 No.24336
| Rolled 31, 27, 55, 81 = 194 (4d100) |
>>24311
"Interdimensional beasties ere' on this planet? Just our luck, boys. How close are they to our roamin' grounds, and do they have anythin' to do with this weird "DD" tech that was sent to one of our eggheads earlier by an unknown benefactor? Was it yous that sent em?"
>>24316
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x7 E-1 Hogger Superheavy Tanks
-x1 Porker Main Battle Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Tanks: Excellent] [Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [Motorcycles: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 54.5][+1/turn][4 in Use]
[Metal: 16][+1/turn][7.5 in Use]
[Oil: 108][+1/turn][29.5 in Use]
[Energy: 12][+1/turn] [10 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.)
>Actions:
Movement: "Metal, east! We need tah collect more of it to restock the sheer amount we spent on them battle-tanks: we can't make nomore!"
1.)
[Mobile Factories: Strong]
"Okay; Good news is dat production speed far exceeded expectations o' the original plans an' we've gone past our initial mark of 5 and instead hit 7 Hogs. Great time for celebration! Bad news, is that we've nearly exhausted our metal supplies, an' can't produce any more big tanks without breakin' the metal budget. Build smaller machines for now, boys." (Construct Porker Main Battle Tank!)
2.)
[Heavy Vehicles: Strong]
[Artillery: Average]
"Now that are guns are up to snuff, lets get to work on makin' something good out of them: boys, I say we make a reeeeaaal big gun on a semi-truck. I call it the "Baconator!""
(Design the Baconator SPG!)
3.) "Guess there ain't harm in makin' our bikes fancier, though we'll be needin' em soon for reasons." (Motorcycles 1/6)
4.) "*Snort.*." (3/6 War Pigs)
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6b8d06 No.24337
| Rolled 69, 63, 72, 16 = 220 (4d100) |
1 2 Our need for more resources continue to hasten the growth of our Cultivator Children. (8/10)
3 4 Begin the production of tactical based nuclear devices. Focus on Child portable devices as we do not have a delivery system yet.
Territory : 50
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 8
Energy: 8 (0.5)
Progress
5/6 upgraded guiding nursery,
Cultivator children 6/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +5 to all tasks
Armies:
Armored Child: 1
DD Child : 5
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.24339
| Rolled 68, 100, 81, 12, 36, 76 = 373 (6d100) |
>>24316
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: 5.5
Metal: 6
Oil: 3
Energy: 2
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
>1 Standard Defense
>1 Slave Trooper
(Recruitment: F1, M1, E1)
(Upkeep: F0.5 E1)
Attack: 3
Defence: 3
Move: 1
> 0 Plasma Trooper(s)
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2.5
Defence: 3.5
Move: 1
Perk: Teleporters: You start with Teleportation understanding.
Research: 3/5 Skimmer design
2/4 Orbital launch
0/?? Ship
>My end goal, as stated in my fluff, is to replenish my resoruces and get off world before the unknown threat arrives and does *something* that will kill all of us, so my people are now extremely desperate to rebuild a ship that will allow them to, as the one hope they had of getting away is a flaming slag heap. So I wish to rebuild the ship, as of now, my goal is to first build the frame, then fill it in, since you said everything inside the old one is trashed, I want to use the metal from the old one as the material to rebuild a new one.
1. These damn primitives will not stop coming unless we crush them all, due to…. incidents, that will take quite a while. In the meantime, we'll need additional static defenses to handle assaults by the tribals.
2. In addition, we'll need another batch of slave troopers trained up to take the fight to the rebels.
3. Continue research into the skimmer design, the ship council grows weary with the lack of progress, another failure, and the head researcher may find themselves among the ship's "valued citizens"
4. In addition to the skimmer design, a order is drawn up to initiate an effort to upgrade our work force, the nanomeds are to be improved to increase their efficiency
5. 1 Slave Troopers - Hold the fireline, shoot to wound if possible, round up the survivors to be inducted into our work pool
6. Standard Defense - Rain hell upon anyone or anything that gets in range.
>[Slave-workers]: +1 to all rolls
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6b8d06 No.24340
| Rolled 64, 21 = 85 (2d100) |
>>24316
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 25%) allows you to do increased feats by using up. Energy Barrier
12 The will of Cybertron won't be denied, the spark of life is not snuffed out so easily. Salvage any substitute energon resources like oil or batteries left in the capital to continue the fight and contribute to my reserves for the vigil. Oils to fuel and cool the vigorous mechanical systems and batteries with charges for my rifle and barrier projectors.
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6b8d06 No.24341
| Rolled 72, 71, 77, 80 = 300 (4d100) |
>>24316
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: 3
Metal: 2
Oil: 4
Energy: 5.8
Territory: 13
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1)
Free expansion toward the southern metal source
1. Anti-tank 3/6
2. Ballistic Missile factory 6/8
3. Produce some tonks
4. Raise more infantry
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6b8d06 No.24345
| Rolled 82, 14, 34, 21 = 151 (4d100) |
>>24323
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 4.5 Upkeep .05
Oil: 6.5 Upkeep 1.5
Energy: 3 Upkeep 5
Territory: 16
Tech:
DD-Space understanding
DD resistance Average
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Average
Biofuels Weak
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp- 1
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Resume research on Biofuels Average. 4/6
2. Apply DD Resistance Average to our Wasps design and to our active Wasp.
3. Expand, take the nearby metal.
4. Begin researching Plasma Weaponry Strong.
The VR lab will focus on improving DD Resistance.
Progress:
Biofuels 4/6
DD Resistance 4/8
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6b8d06 No.24346
| Rolled 1, 43, 72 = 116 (3d100) |
>>24339
Nice nat 100
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6b8d06 No.24348
| Rolled 57, 77, 71 = 205 (3d100) |
>>24334
>>24319
Combat vs WM
strategy: A mostly abandoned urban area in the path of the tank is chosen. A series of ambushes with anti-tank weapons are set up. The troops are allowed to take shots at the plane if the tanks is dead
1-3. Standard Infantry.
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6b8d06 No.24351
| Rolled 32, 70, 47, 37 = 186 (4d100) |
>>24316
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"War is a mad game the world loves to play" - 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: 3
Oil: 7
Energy: 7
Tech:
Genetics average
Cybernetics weak
Spying good
Counterintelligence weak
Cloaking average
Hacking weak
Neural link average (next step 2/8)
Airplanes Average
Power Armor Good
Laser Weapons Average.
DD-Space understanding
DD-weapons weak
DD-resistance weak
Bonuses:
Placed infiltrators:
Adrianna: The Mefestung order:
Status: Discovered but alive.
Vena: The Infinite Imperium.
Status: Alive and unknown.
Adell: The Draxian Confederate.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 23
+2 natural expansion per turn.
1-4
Project Argiope Argentata.
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6b8d06 No.24354
| Rolled 88 (1d100) |
>>24351
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6b8d06 No.24355
| Rolled 86, 43, 42, 92 = 263 (4d100) |
>>24348
>>24319
Secret secret hush hush pew.
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6b8d06 No.24366
| Rolled 41, 92, 2, 24 = 159 (4d100) |
>>24334
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6b8d06 No.24367
| Rolled 81, 65, 47, 5, 75, 99, 55, 10 = 437 (8d100) |
>>24227
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 52
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)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (Weak)
Unit Types: http://pastebin.com/C3yMSwUa
Bonuses:
+ Passive Expansion (+2 Territories a turn)
+ Tunnel Society
Armies:
+5 204-C carriers
Emergency Adaption 4/6
Regeneration 1/6
Genetic Consuming 13/16
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
204-D-Warrior 3/6
1-2. The stress and rush of adrenaline had subsided for now, the colony coming to a bit of the rest, still their mutations continued to shape them as they hunted their grounds in the same ways they had before. A peaceful time undisturbed by outside influences one could almost have considered the 204 a common animal.
+ Genetic Consuming 13/16
3. The last days of the old steel giant proceeded rather quickly. The carcass was shredded and scrapped, dragged down into the cool darkness of the caves. Some would inevitably be lost, forgotten and never used, others would be used to construct nests, however either way they would certainly never serve their intended purpose again.
+ 5/6 station destruction.
4. The psionic hunters had been far from the first predators the young colony has had to deal with, however they had left a lasting impression, genetic imprints telling of conflict and panic. Lessons to be learned by future generations were certainly plentiful and while they would not occur consciously they would still take place on a biological level.
+ Emergency Adaption 4/6
5-6. The 204-C continued to roam the now far less dangerous jungle landscape. Nature was prospering now that the 204 population had gained a undisturbed hold over its territories and though the plants the carriers had brought forth were occasionally lethal the wildlife was adapting to them as well. A not so fragile synergy was blossoming in the wild.
+ 204-D-Warrior 3/6
7-8. Their previous stealth capacity of moving underground being eroded by a predator's ability to sense them the 204 continue to develop more sophisticated methods of stealth, developing towards a reduction in psionic emissions effectively becoming blindspots to psionic "scans" as well as harder to target by directed psionic attacks.
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6b8d06 No.24368
>>24336
"Uh, boss?"
[Energy: 0][+1/turn] [10 in Use, -10 per turn!]
"Our energy stocks are actually shot. We've been countin' our power supply wrong, and They're burnin' a hole into our resource pool! We have t' deactivate them, sell em', something soon before they bleed us dry!"
Heavy Metal was starting to sweat. This was NOT to plan at all.
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6b8d06 No.24369
>>Usin' the eggheads and their technical knowhow to broadcast around the world
A strange radio signal can be heard across all the major, technological nations of…"Oi boss, what was this planet's name again?"
https://www.youtube.com/watch?v=7-t4YtzdjTU
"Hear hear! ATTENTION, nations of the world! Yeah, are you some third-rate world power in need of some military muscle to give ya da extra "Ooomph" to win a conflict against your neighbors? Are you having an incursion from intra-dimentional pests and need something to keep them down for good? Do you just want a really, really big tank that tells your neighbors tah piss of!? Then we ere' at Heavy Metal Ltd. have the deal for you! Usin' the best space technology that space has t' offer, introducin' the Mighty Enemy #1 Super-Tank; we Like to call her the Hogger!
Bristling with heavy-caliber cannon dat' can double as artillery in ah' pinch, mounted autocannons to either shoot down the pesky fighter or show them ground boys whose boss, and even an experimental dimentional force-field generatory thingy for fighting off monsters from the extra dimention! For bargin bin prices, ya have nothin' to lose, but everything to gain!
To order one of these mean machines, please call this number (877-HOG) or use that new-fanged internet thingy some of ya blokes have and visit our site at "HM_Pigs.org"! H-M has been dealin' in automotive dealies for /years!/
Also selling the Porker MBT: a nice balance of speed, firepower, and protection, for those that can't handle the Hog!"
The commercial ended.
"Which one of ya gits picked that music!?" shouted Heavy Metal. "Ah, ah well, lets hope we get some biters soon."
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6b8d06 No.24373
>>24369
"Well. To be honest they are pretty much a little bit everywhere. " Natasha thinks a bit and then begins to weave a different form up on the wall, she uses her silk to quickly create a map of silk outlines, she seems distance as she does so, as if she is looking at something ells. After its done she marks the areas where the DD fields are present. " There. Something like this." She says and seems back in the now.
" All of these points, well either you stay away or get ready for a fight. " She points out the feilds that the Ascendants, The people as well as the Flowering Empire are fighting, but she does not mark any of the nations on the map. " The Flowering Empire, The People and Ascendants are close and fighting of attacks, the creatures swam out and grab anyone, dragging them kicking and screaming back in. And once your inside." She looks a bit disgusted. " Well, the dimension distortions don’t have a pretty effect on flesh. " She then points at the spot of the Field closets to the Flowering Empire. " Its the Flowering empire that sent out the tech too everyone. Hoping that more would fight the DD." She then points out the location where the nation of Bob primes where. " And thats.. Well, A nation of robots used to be there. Of what we have understood of transmissions, we have their leader there. Asking for help. But the rest of them.. Haven’t heard from them, once it was swarmed it all went silent. If you happen to have any more questions, I can always ask the EC if they have any information that we can share."
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6b8d06 No.24390
>>24369
The Ban Sarai ascendancy has heard your words "Heavy Metal." WE would be interested in acquiring one of your "Hoggers." We would be willing to trade some technology after our current trade with the Draxian confederacy is finished. Do you find this amenable?
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6b8d06 No.24391
>>24390
https://www.youtube.com/watch?v=El-0aB1kkik
The hastily assembled call center within the rig had picked up their first reply. A female ham wearing a fancy wig in a buisness dress was the one to pick it up and respond in a nasally voice.
"Ooooh, a customer, welcome to Heavy Metal Ltd.. the number one international auto-dealer! We'll get ya onboard with Mister Heavy as soon as possible; he's a very busy man!"
A few minutes of strange music later, another voice could be heard through the line; it was much lower, gruff, and sounded like it was at least partially effected by chords slightly damaged from second-hand smoke. "*Oink!* Hello, Draxians! Heavy Metal has heard your plight, and is more than willin' tah lend you a machine in advance! Just tell us your locals and we'll ship her free of charge!"
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6b8d06 No.24392
>>24391
"Oh wait, think I got your name wrong: who are ya again?"
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6b8d06 No.24393
>>24391
>>24392
The gritting of teeth is barely heard over the transmission. I am an envoy of the Ban Sarai ascendancy. We are located at these coordinates.
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6b8d06 No.24395
| Rolled 26, 26 = 52 (2d100) |
>>24340
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6b8d06 No.24397
| Rolled 46, 95, 79, 2, 77, 9, 71, 87 = 466 (8d100) |
>>24317
>>24334
>>24351
The battle begins with the tanks moving forwards with the fliers over them, giving them cover. the tanks open fire, But however soon get fired upon back in a deadly barrage from every door and window in sight. overwhelmed by the sheer ammount of firepower, Rifles not doing much and the occasional rocket that does more. The rausers start strafing to take out the fucking rats. however without any visible trails or projectiles they start to get chunks damaged and blown off. Frantically they search for the shooters and one spot and report far in the distance. Shimmering figures, Hard to spot and in bulky armor carrier on 8 long arachnid legs Aiming at them with what must be directed laser weapons. The rausers quickly go down when the Rat-people start shooting on them while no longer being threatened.
On the Urauser the Welcoming ceremony of the new ambassador goes forward. Greetings are exchanged and the procession enters the Urauser with the gifts and posessions. Many of the scientists visibly salivate at the thought of getting to look through one of the high-tech armors the stalkers use. In the middle of the Mefestung leader holding a speech about the glorious future of their two nations working together a winded communications officer comes rushing in pointing at the stalker "ARREST HER! BETRAYAL! We've had reports of EC troops shooting down our Rausers!" As the Guards raise their guns towards the Stalker the gifted suit of armor starts whirring and then erupt into a bright light that erases all
BombRauser Design, +1 BombRauser, - 1 BombRauser, -1 Rauser, 1- tank, - resources from Urauser, -Bauntwurf uber Bureau.
BombRauser
Recruitment: M:2
Upkeep: F:0.5 M:0.5 O:1 E:1
Attack: 5 (+.5 from bonus)
Defence: 1
Move: 8
Bonus:
Bomber: x0.25 attack/defence vs airplanes. Can bomb targets far behind enemy lines and can specify targets in combat.
>>24318
Strange sights have been spotted by the DD-fields. twisted creatures and lights seemingly from underwater crafts.
5/12 Centipede
>>24321
(update armies and upkeep btw, the commandoes died)
Such a decieving sight. A young woman, seemingly nothing special. Who'd have thought she'd be the secret weapon of the RSR Empire? Well… Whoever who had not just seen her crumple up a tank with just the power of her mind. Whoever did not know she could shred minds with a single glance…
Psi-explosives Average, OMEGA COMPLETED, 2/10 mech facility, +2 territory
OMEGA SUPERUNIT
Upkeep: F1 E1
Attack: 12
Defence: 12
Speed: 7
Bonus:
Operative: Can do special actions
Mega-psionic: All this units abilities are psionic
Mindcontroller: On special actions or at combat roll 1d100 to attemp to take over a unit (not super-units)
>>24322
The power and precision of the mass-drivers has increased. The borders are staying quiet since that wierd display earlier.
Psi-mass drivers average, 5/12 psi mecha, [Mine] +1 M, 3/4 Psi Orbital launch, +1 T.
>>24326
No real anfang for anschluss!
+1 territory
>>24327
You expand into the land of the collapsed imperium.
2/4 Bio-producer, 1/6 power armor, +3 Territory, +3 O.
>>24330
The trade goes through
+1 Territory, +1 O
>>24332
The Jubbening is sooo close!!!
+7 Territory, +8 stickpokers, +2 F, +1 O
>>24333
The Tanks completely shredded the approaching changed ones. However the lack of support for the thanks led to some of them being overrun and the creatures swarming them, tearing up hatches with inhuman strength and killing the drivers.
Computers weak, +1 territory, 1/6 Jet (AA does not apply), 1/5 ICBM design, 5/10 factories. -1 A-I Tank
>>24335
The grime and soot was washed off the walls of the Mobile fortress and work continued again. Nothing had been damaged except some paint. Spies were rounded up, interrogated and summarily executed. Something that was not warned of hower was the bombing planes that came one midnight, laying devastation over large areas of the fortress.
ACTUAL PROGRESS 18/20
>>24336
The tanks are guzzling fuel like crazy boss! And our batteries are empty! WE better start converting some of this fuel or compost to energy boss!
(convert to energy, Either 1 O to 1 E or 2 F to 1 E. (you can get tech and such to improve this)
2/6 MCs, 5/6 War Pigs ,+15 M
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6b8d06 No.24398
>>24397
>>24337
The cultivators are completed. And these are more in tune with nature. Furthering it instead of destroying it. The first suitcase nuke is completed and is missing the next day.
The nuke is completed…. And gone, Cultivator children: select a resource field and use 4 successes, increase resource count by 1.
>>24339
The primitives attack again. But this time they're not using the same primitive weapons! Instead supersonic metal slugs get propelled at immense speeds, Shredding through your slavetroopers when hit and leaving holes in your turrets. Emergency adjustments are done to the Slave troopers nanites to enforce them to seek victory at any cost. Even if their own life would cease from it. With this and the half-trained new slavesoldiers being rushed out to defend the base the enemy is beaten back.
+1 static defence, Slave trooper upgraded: gets +1 Attack +0.5 Def (and include their damn bonus in the stat sheet "dies twice as easily"), +3 Slave trooper, Skimmer design. -1 Slave trooper, -1 Static defence
Skimmer Flyer
Recruitment: F:1 M1 E1
Upkeep: F:0:5 M:0.5 O:1 E:1
Attack: 4.5
Defence: 1.5
Move: 7
>>24340
You manage to keep the freaks off you while searching. The rift once again lets many of the creatures through. The conversion to energon takes up most of the energy and oil. But there's still plenty left to fill up your reserves.
+10% energon.
>>24341
The horrible realisation that they had been working on faulty data sets in for the anti-tank researchers and they have to restart.
Anti-tank 1/4 (punishment reduction), 7/8 Missile factory, +2 Tonks, (no resources for infantry cost, +2 territory. (update your territories, it's 20 now), +2 M.
>>24345
The process of converting biological matter to energy has been improved.
Biofuels Average, +3 territory,
>>24367
Rapid intake and analysis of genetic material has begun among the swarm. And with completing the stations destruction the last bones and scraps of the twolegs is consumed. The swarm senses the need of a new warrior-form and genetic material is exchanged to form the most fitting kind.
GENETIC CONSUMING: When killing and eating enemy lifeforms you absorb beneficial genetric traits. (such as psionics), Station destroyed, 204-D warrior design, 1/8 Psi-gene (from nomming the bones of the corpses), 1/4 Psi-resistance (only allowed cause of the bones.) Intelligence 1/4 (good is cutebold level, Exceptional is human level)
204-D Warrior
Cost: 1F
Upkeep: 1F
Attack: 3
Defence: 1
Move: 2
Bonus:
Melee: Completely melee.
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6b8d06 No.24399
| Rolled 60, 43, 89, 21 + 20 = 233 (4d100) |
>>24397
Name: The biocracy
Colour: Black
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: 3
Metal: 3
Oil: 6
Energy: 3
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak
1,2. 2/4 Bio-Producer
3. 1/6 Power Armor
4. Expand over the ruins of the Imperium. Where they failed we shall succeed!
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6b8d06 No.24400
>>24397
>Name: The Independent State of the Capitol Isle.
>Resources:
[Fertile: 2.5 (4)] [Metal: 4.5 (3+2 from Shameless)] [Oil: 5 (6)] [Energy: 5 (6)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: USELESS AS FUCK] [Bombers: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [CIA Infantry] (Count-as standard Infantry)
1 [Mk.1 Rausers] (Mainline Airplanes)
>Bonuses:
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
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6b8d06 No.24401
| Rolled 17, 72, 33, 15 = 137 (4d100) |
>>24400
1-2: Nuclear Fission research
3: Production of BombRausers/Luftbombers.
4: New Capital in the Capitol Isle.
For all intent and purposes, the war between me and Random/Bazrael is over. the territory there can just be converted to the Warmar.
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6b8d06 No.24402
>>24401
There has been no discussion of surrender and I wished to take some concessions of tech.
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6b8d06 No.24403
>>24402
Why should you? From the conflict, you lost nothing important aside from maybe progress, while Bazrael only suffered from delayed progress on his mobile fortress and suffering a temporary penalty to research.
Compared to losing what basically equates to my capital in nuclear fire, losing one of the few things I have through a lucky roll (The Bureau), and being reduced down to a bunch of post-WW2 germans on islands. I only consider paying you tech when you bring war to Lihallerix.
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6b8d06 No.24404
>>24403
I also lost a lot of time spent making troops. The facts are that this is how the world works. I've lost very little in this war yes, but my people's war enthusiasm is still high. I still have to fight the rebels north of Baz I think. In the end I'm choosing the war concessions that cost you the least and means I can go do something else.
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6b8d06 No.24405
>>24404
Even so, there's no actual government to sign the surrender and give the war concessions. The Order went with the Urauser, and it no longer exist as a actual entity. Besides, if the war actually played out and I lost the fight in the mainland, I would be compelled to pay up. However, due to the situation that I am now in, I am just permanently crippled because of the betraying fuckface Lihallerix. And, it's funny how the race that want to preserve other species and history were the ones to murder hundred-thousands of people of a different culture and destroy a relic of a older War-State.
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6b8d06 No.24406
| Rolled 65, 49, 76, 5 = 195 (4d100) |
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: 5
Metal: 6
Oil: 3
Energy: 1
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
http://pastebin.com/mfuHiE24
Perk: Teleporters: You start with Teleportation understanding.
Research:
2/4 Orbital launch
0/?? Ship
1/2. The council tires of this debacle, we are too entrenched here already. Yet, we also require more energy for our men and constructions. A stock of plasma reactors are to be built to increase available energy.
3. At the same rate, the ship construction must continue as well.
4. and finally, a heavy ground unit is needed to subdue these primitives, Locate the design for the Acutarian Pacification Heavy Combat Vehicle - a old empire plasma tank.
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6b8d06 No.24407
>>24369
Fitting his own hand into a communicator while the other holds firmly onto his rifle to mow down several corrupted bots of former colonists Bob Prime intends to see if he can reach out to the denizens of this world and make the first significant contact with another nation.
"Greetings, take me to your supervisor. I would like to order one of your 'Hogger' tanks, are they fit to receive orders by remote? I would like one delivered to the island corresponding to these coordinates. As for payment, I will split the spoils of war; technologies that can be recovered from this alien invasion when it is pushed back and my colony has been reestablished. I would recommend an armed aerial delivery for the package to reach my location, premium shipping and handling charges are fine."
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6b8d06 No.24408
>>24397
But the Bureau gives me Missiles 6/6, non?
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6b8d06 No.24409
| Rolled 11, 45, 30, 44 = 130 (4d100) |
>>24408
Yes. also. check my message to you in galactic <.<
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6b8d06 No.24410
>>24405
usually with the collapse of the government the territory goes to the winner, so there must be some sort of provincial government system or something.
I talked with shadowrise, it will take 1 full turn to send me all your tech. Do that and I will aid you in your rebuilding efforts.
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6b8d06 No.24411
>>24410
Yeah, 'rebuild'. I can't trust anyone anymore, as I even gave Lihallerix some Submarine tech to show her my trust. I rather build myself back up.
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6b8d06 No.24412
>>24411
Your not getting out of this without some sort of concession WM, I have 3 options:
1. Payment of resources 3 of each raw resource for 20 turns.
2. Payment of all your tech, takes a turn but then you are done.
3. Same deal Baz has. You become a part of the Ascendant Republic, we share all tech, ect ect.
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6b8d06 No.24413
| Rolled 92, 57 = 149 (2d100) |
>>24398
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 35%) allows you to do increased feats by using up. Energy Barrier
12 Tactical preparations and a slight boost to firing power and targeting systems to try and take the corrupted bots out in one shot and no more. Making use of the numerous dead bot piles as obstacles to slow down the waves of bots and then rolling out to squash them with momentum, several metal statues from the founding of the colony that can be pushed over to squash several bots at a time and make good cover, using some of the oil leftover to cover gathered swathes of corrupted bots in highly flammable substance and destroy them with greater and greater ease till I have cleared an appropriate foothold where I can set up some basic equipment using any salvageable material to create some solar cells to energon converters.
and if there is time boost a signal using the frequencies received and used earlier (>>24369 >>24407) to contact any nearby nations (>>24330)
"This is Bob Prime, fighting a war against an invasion of what I believe to be interplanetary or even inter-dimensional beings who I have held at bay for many months at great personal cost. It is imperative that I make this quick for the tide of beings they have corrupted from my base is staggering. Please send aid, help me re-establish this base into a bulwark nation against the tide of corruption or watch as their taint spreads and the resources they swallow fuel their alien war machine. Bob Prime out."
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6b8d06 No.24414
| Rolled 62, 61, 7, 74 = 204 (4d100) |
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: 5
Metal: 6
Oil: 3
Energy: 1
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
http://pastebin.com/mfuHiE24
Perk: Teleporters: You start with Teleportation understanding.
Research:
2/4 Orbital launch
0/?? Ship
1/2. The council tires of this debacle, we are too entrenched here already. Yet, we also require more energy for our men and constructions. A stock of plasma reactors are to be built to increase available energy.
3. At the same rate, the ship construction must continue as well.
4. and finally, a heavy ground unit is needed to subdue these primitives, Locate the design for the Acutarian Pacification Heavy Combat Vehicle - a old empire plasma tank.
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6b8d06 No.24415
| Rolled 53, 8, 88, 38 = 187 (4d100) |
>>24397
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"A day of red." - 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: 3
Oil: 7
Energy: 7
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
Bonuses:
Placed infiltrators:
Vena: The Infinite Imperium.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 21
+1 natural expansion per turn.
The dark deed had been done. The day became a quite one for most Keepers of the EC. Silence in mourn of the lost people, the lost knowledge, the history. However at the same time all knew that the Mefestung order would sooner or later turn their eyes from the Ascendants to the EC after they where done with their purge of a war. The war was not done yet, they understood the remaining splinters of the Mefestungs loyal and brave men and women would come after them, try to find the heart.
Nothing was needed to be said about why however, the war was crippling the effort against the DD, the Mefestung supported the rebel’s wish of genocide on the Ascendants. The Mefestung and its people are bloodthirsty, hungering for war to tear apart the land.
Yet to kill a monster we had become monsters, in fear for ourselves, others and to safeguard the worlds future.
>>24412
1-2 Tech: Submarines Average.
Knowing of the threat that looms over them a gift is soon presented to the Ascendants and Warmar state.
"We have done what we can to influence the outcomes, we hope to continue to work together against the DD and future threats to this world. "
3-4 Research oil Generators.
We have become more of an active role in this world. For that we need to be able to defend ourselves. Redirect research on how to be efficient with what oil we have to be able to maintain our units.
+1 natural expansion per turn.
Adell receives news about the events daily. She is surprised however when se receives the news to come home, They have learned much of the Draxians culture, and also understood that their knowledge from earlier must have been pure coincidence. If the EC wants anything else they would have to purchase it, there are also plans on sending out a proper Ambassador once the dust has settled. Soon she has said good bye to her friends and left with her personal belongings.
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6b8d06 No.24416
| Rolled 78, 51, 47, 20 = 196 (4d100) |
>>24397
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: 3 [3]
Metal: 8 [3]
Oil: 3
Energy: 3
Territory: 22
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, 1/3 Nanites, 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),
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, 2 Railgun A-I Tanks (upkeep paid by warmar)
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
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]
-10 research for 1 turns.
1/6 Jet interceptor design
1. Research nanites 1/3 -9
2. ICBM Design 1/5
3. War Factories 5/10
+ 3d printers weak.
4. Begin designing some simple naval vessels that can protect troop transports, and fight if needed.
+Railguns Average
+material durability weak
+AA Weak
Free:
Troop movement: Infantry are to push forward into rebel occupied lands
Tanks are to begin pushing into the DD field in search of the projector. Be careful about abom ambushes.
Free research: +1 to Nanites 1/3
Free expansion +1 towards F
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6b8d06 No.24417
| Rolled 46, 43, 75, 75, 85 = 324 (5d100) |
>>24416
If needed
1-3. Infantry
4&5. Tanks
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6b8d06 No.24419
| Rolled 74, 47, 38, 20 = 179 (4d100) |
>>24332
>Name: The Jub-Jub Tribe
>Colour: some shade of green
>territory:73
>Fertile: 6
>Metal: 7
>Oil: 9
>Energy: 3
>Tech:Woodcrafting weak
>Bonuses:
>Armies:
>29 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.
1.2. Expand west
3.4. Raise more stick pokers.
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6b8d06 No.24420
| Rolled 56, 29, 35, 20 = 140 (4d100) |
>>24397
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5.5 Upkeep .05
Oil: 6.5 Upkeep 1.5
Energy: 3 Upkeep 5
Territory: 19
Tech:
DD-Space understanding
DD resistance Average
DD-Weapons weak
Vr strong
Robotics Strong
Orbital launch weak
Plasma weaponry Average
Biofuels Average
Airplanes Strong
Jet propulsion Strong
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: The colony ship: the capitol of Jikarta is their colony ship, and as it's a ship it can move. You may with atleast 1 turn preparation move your capitol to another spot on the map. the distance you may move the ship is turns prepared^3 (preparing takes 1 action every turn, you do not have to roll for it)
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp- 1
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Build Bioplants to covert biological matter into energy for our use. (Covert F to E) [Robotic workers] Gives a +5 bonus to expansion and construction.
2. Try again to apply DD Resistance Average to our Wasps design and to our active Wasp.
3. Recruit a new Wasp. 3d Printing Weak. [Robotic workers] Gives a +5 bonus to expansion and construction.
4. Start researching Plasma Weaponry Strong. +10 VR lab. VR Strong
The VR lab will focus on improving DD Resistance, again.
Progress:
DD Resistance 5/8
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6b8d06 No.24421
| Rolled 70, 33, 20, 6 = 129 (4d100) |
1 2 The Cultivators are at last grown. Begin working to increase the sole yellow oil field in our empire. (0/4)
3. Begin researching ways to stabilize dimensional distortions. It is time to start driving this enemy back and retake out lands.
4 Expand
Territory : 50
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 8
Energy: 8 (0.5)
Progress
5/6 upgraded guiding nursery,
Cultivator children 6/10,
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
DD-Weapons weak
Bonuses:
Metallic Bark : +4
Guiding Nursery : +5 to all tasks
Armies:
Armored Child: 1
DD Child : 5
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.24422
>>23968
Name: Hemedkhel Amirate
Colour: Deep Red
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
Metal: 3
Oil: 3
Energy: 3
Tech:
Bonuses:
Armies:
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6b8d06 No.24423
| Rolled 5, 63, 17, 63 = 148 (4d100) |
>>24397
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: 6(4.5)
Oil: 6
Energy: 6(0)
Fertile: 4
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.
Centipede pattern carrier drone (5/12)
Armies:
3 Buzzards
http://pastebin.com/zTkr93dF
The reports speak of troubling developments. Consensus agrees that that natural expansion would be to slow, we require more reasources to protect our facilities. And we need them faster then natural expansion would provide.
A cell is to be established with the goal of turning our exessive oil reasources into aditional energy to sustain our drones.
1. Refit our active drones with our new DD-tech.
2. Continue Centipede pattern carrier drone (3/12) development.
3-4. Begin development/construction of a power generatior. (Oil to Energy project)
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6b8d06 No.24424
>>24423
>>24330
>>24413
"I repeat, This is Bob Prime, fighting a war against an invasion of what I believe to be interplanetary or even inter-dimensional beings who I have held at bay for many months at great personal cost. It is imperative that I make this quick for the tide of beings they have corrupted from my base is staggering. Please send aid, help me re-establish this base into a bulwark nation against the tide of corruption or watch as their taint spreads and the resources they swallow fuel their alien war machine. Bob Prime out."
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6b8d06 No.24425
———–
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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 1 [-.05; -4.5]
Oil: [0; Converted to 7E]
Energy: 3 [-2; -6]]
Industry: 8
Territory: 22
——–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers [Average]
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 16 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
——
—
Actions
—
1. A round of expansion starts to try to find more resources. [Expansion]
2. Traditional fabrication techniques are now applied to the mecha without the charge of the monument. [5/12 psi mecha superunit]
3. A few of The Peoples work on [Mechanized Infantry: 1/6] research!
4. The last push is made toward completing the launch facility. [3/4 Psi orbital launch]
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6b8d06 No.24426
| Rolled 70, 13, 55, 63 = 201 (4d100) |
>>24425
Rolls
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6b8d06 No.24427
>>24424
"This is New Eden speaking:
We share your worries in regards to the DD phenomenon and would be willing to lend assistance in repair and reasources.
We would also aid in counter attack operations once our forces are sufficent. We have limmited options for surfice forces at this time, and our reasources and reserch cells must expend much of their current efforts upon safeguarding our borders."
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6b8d06 No.24428
| Rolled 97, 4, 89, 91 = 281 (4d100) |
>>24398
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 56
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)
+ Emergency Adaption (Weak)
+ Regeneration (Weak)
+ Sharpened Limbs (Weak)
+ Toxic gas emission (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:
+5 204-C carriers
Emergency Adaption 4/6
Regeneration 1/6
Genetic Consuming 13/16
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
Psi-gene 1/8
Psi-resistance 1/4
1. The colony continued to expand with less and less room to do so, yet the seas were beckoning with ample riches of fish and promises of lands beyond. Slowly a development began that would allow the 204 to cross the seas. Advanced lungs, capable of processing salt water and expelling it, harvesting the oxygen in order to grant the young species the capacity to cross the deep waters.
2. Having distinguished themselves enough from the 204-B to become recognized as their own type the 204-D became the stronger and much more aggressive brother to the otherwise at least somewhat docile 204-B. A predator at heart, eager to hunt even larger prey, though still largely avoiding all things airborne the 204-D population saw a rapid growth in the early weeks after its first appearance.
+ Construct 204-D types
3. While food was still plentiful the colony continued to breed further specimen and with the always growing restrictions of the island becoming more apparent a trend that would potentially lead to starvation could be made out. To combat this threat even though unaware of its complex cause the biology of specimen began to adjust, increasing the efficiency of particular specimen, allowing them to survive of less food.
+ Decrease upkeep cost of units
4. Having been marked for generations to come specimen continued to develop towards a more psi-resistant type, reacting with unmatched aggression to any psionic interaction with the species.
+ Psi-resistance 1/4
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6b8d06 No.24429
>>24427
"Your words kindle the spark of my systems, after all these months of containment and purging the prospect of allies in this war. Be wary in the coming months for their ability to expand and continue to push into this world is fearsome. When the time comes I hope to provide better details to what may be multiple gate or generator sites. Till then Bob Prime out."
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6b8d06 No.24430
| Rolled 59, 7, 27, 33 = 126 (4d100) |
>>24326
>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) (You) (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [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
>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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
25
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
1+2. Design a Draxian Missile Cruiser incorporating all of the following.
+Shipbuilding Strong, Torpedoes Average (Ship-to-Ship armament), Missiles Average (Ship-to-Air, Ship-to-Ship, and Ship-to-Land), Naval Propulsion Strong, DD-Resistance Average, Plasma Weaponry Average (Ship-to-Ship, Ship-to-Air), AA-Defenses Weak (for the to-Air components). (+4)(+4)
3. Anschluss! (+4)
4. Develop der Anschluss Tactics (+4)
[Bureau] Ancshluss tactics
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6b8d06 No.24431
>>24422
Tech: Lasers average, Spying average.
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.24432
| Rolled 23, 28, 54, 17 = 122 (4d100) |
>>24431
Name: Hemedkhel Amirate
Colour: Deep Red
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
Metal: 3
Oil: 3
Energy: 3
Tech: Lasers average, Spying average.
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
1/2 - The land of mountains has for too long been divided. Khotzai fight with Eremzai, Zunashkhel fight with Balukhel, a hundred factions all fighting for the title of God's Chosen. While it has been colloquial enough in the past, the Hemedkhel cannot forge an empire of God until they have their own house in order. The neighboring tribes will be made to submit to Zetsim, to God's true word, and to the Amir. If they will not, then they will simply be exiled, set upon the northern road to absolution.
[Expand territory in Hemed].
>+Fanatical Extremists (?)
3 - Our god-blessed territory has an abundance of natural resources, but only for those with the patience to harness them. If we begin exporting our surpluses of food, oil and base materials, we can forge avenues of income to fund the coming Jihad.
[Set up economic centers to increase exporting]
4 - But what is a jihad without its Jihadis? We have good, solid laser rifles and whole tribes of willing, mobilized and passionate warriors. We need to unite the two, train them in ambuscade and in raiding tactics. We shall turn these vagrant horsemen into a fighting force the whole world shall fear!
[Train laser-armed cavalry]
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6b8d06 No.24433
>>24429
"We would be open to serve as a resupply and repair point should you require such. Your aid in defending our facilities at such a time would free up reasources currently beeing funeld into defences. Consensus has aproved the expenditure of resources."
(out of game: Will spend actions to repair and equip with our available anti DD tech,)
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6b8d06 No.24434
| Rolled 47, 94, 94, 14, 71 = 320 (5d100) |
>>24397
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Territory: 16
>Fertile: 5 (2.5 upkeep)
>Metal: 7
>Oil: 10 (2 upkeep)
>Energy: 7 (4 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Average
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Airplanes Good
+Torpedoes Average
+Mecha Weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
OMEGA SUPERUNIT
Upkeep: F1 E1
Attack: 12
Defence: 12
Speed: 7
Bonus:
Operative: Can do special actions
Mega-psionic: All this units abilities are psionic
Mindcontroller: On special actions or at combat roll 1d100 to attemp to take over a unit (not super-units)
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
Genetics 3/4
Orbital Launch 3/8
gravity understanding 4/8
Mecha 1/6
Free Expansions:
South eventaully towards the metal
1. Finish off Genetics Research 3/4
2. Continue research on Gravity Understanding 4/8
3.4. Continue work on the Mecha Facility 2/10 [+1 Progress from Palace]
[+1 Progress from Lab to upgrading vacuum cannon knowledge]
5. Project Rising Dawn
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6b8d06 No.24435
| Rolled 41, 9 = 50 (2d100) |
>>24417
You're lucky you emptied them out…
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6b8d06 No.24436
| Rolled 95, 43, 55, 99, 12, 6 = 310 (6d100) |
>>24435
>>24417
relevant roll
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6b8d06 No.24437
| Rolled 74, 15, 85 = 174 (3d100) |
>>24436
turned others
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6b8d06 No.24438
| Rolled 63 (1d100) |
>>24435
>>24436
>>24437
>>24417
aaaaaand integrity
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6b8d06 No.24441
| Rolled 25 (1d100) |
>>24434
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6b8d06 No.24442
| Rolled 97, 19, 66, 2 = 184 (4d100) |
>>24397
>>24407
https://www.youtube.com/watch?v=tTO-XHz7PwA
After a moment of delay and talking to one of the call-center pigs, Prime was taken directly to Heavy Metal's line.
"Greetings *snort*, welcome to Heavy Metal Ltd! I've heard ya plights sir, and in regards to remote capabilities; you betchya! Your reason to get one is as good as any, and we're looking forward to your progress in beatin' off these mean alien fiends! And don't worry bout' shippin', my boys got a creative solution for dat. Thank you for shopping H-M! *Oink!*"
https://www.youtube.com/watch?v=Iyo-bisJ1L4
Two massive pig-shaped balloons were loaded a Hogger each, to be sent to their two clients by air (as the pigs didn't really have the resources or technology for proper aircraft). Tears were shed as the pigs had to part with their beloved machines, but it was for the best: after all, they could barely support one tank at this point, and they felt they'd at least see action in the hands they were falling to.
>Name: Heavy Metal's Pigs Ltd.
>Fluff: >>23702
>Unique Buildings:
>Main Convoy's STATs:
Attack: 5
Defence: 8
Move: 4
>Other Armies:
-x7 E-1 Hogger Superheavy Tanks
-x1 Porker Main Battle Tank
>Unit Designs:
[E-1 Hogger Superheavy Tank]
Recruitment: F:0.5 M10 O3
Upkeep: F0.5 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Tanks: Excellent] [Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [Motorcycles: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]
>Resources:
[Fertile: 50.5][+1/turn][4 in Use]
[Metal: 24.5][+1/turn][7.5 in Use]
[Oil: 79.5][+1/turn][29.5 in Use]
[Energy: 0][+1/turn] [10 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:
5/6 War Pigs
2/6 Motorcycles
>Actions:
Movement: "I sense somethin' weird up south, driver! Forget the food, spend all your time going as far south in front o' us as possible! (Move four paces south)!"
1.)
"You heard me! Send her away! We can't keep er' anymore…'*sniff*"'
(Send x1 E-1 Hogger Superheavy Tank to Ban Sarai!)
2.)
"Awwww booooo-ys, gimmie ah' *sniff* tissue! I tink' I gots somethin' in muh eye!" (Send x1 E-1 Hogger Superheavy Tank to Morgoth Bob!)
3.) "The longa we have these things active, the faster they're burnin' our fuel! I hate to say this boys, but we need to mothball our hoggers: place them outta active duty until our logistics base can support em' again. They won't be able to fight until reactivated, but it'll cut down on ere' resource hoggin' till they're most needed!" (Mothball the remaining 5 E-1 Hogger Superheavy Tanks to be put in reserve storage, to be reactivated when needed!)
4.) "We need power, but it ain't somethin' ya can just harvest from a deposit! Eggheads, try an' figure out ways we can gather power more efficiently; preferably enough that we can support one hogger in da future! (Researching Solar Power!)
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6b8d06 No.24443
| Rolled 76, 55 = 131 (2d100) |
>>24442
I don't even…..
50+ = success
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6b8d06 No.24445
>>24442
Natasha was minding her own business in her Corner of a room, happily weaving a new pair of pants for one of the pigs, when from the corner of her eyes she notices something move in an opening out close to her. Pink, was one of the pigs climbing the rig? She set her stuff down and scurry out on the rig to check out if she can help when she sees the two tanks floating away on the air with the HUGE pig balloons. " I.. What the fu..? " She simply stands there dumbstruk hanging of the side of the rig looking at the completely insane 'shipping' method. Out of curiosity she goes and asks one of the pigs where it they are going. When she learns of where she goes pale. " Oh no. No no no! " She scurries of to H M's office ad quick as she can and barges in. " YOU GUYS HAVE TO STOP THEM!" She yells in a clear panick, all 6 eyes wide and hairs on the spiderlegs on end. " You CANT send it there! Not with more protection!"
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6b8d06 No.24446
>>24445
One of the pigs scratches his muzzle as he watches the balloons depart. "Oi, what's da matter, miss spider?"
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6b8d06 No.24447
>>24445
>>24446
A Ban Sarai Conductor that was sent to oversee the transfer walks up to the two. Noted the discordant chittering in the monotonous clanks and squeals that makes up the song of the Heavy Metal Pigs. "Do we have a problem here?"
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6b8d06 No.24448
>>24446
>>24447
The spider legs click stressed against the floor. A bad habit Natasha had when she encountered problems with engineering normally, this was FAR worse. " Those monsters are goanna assimilate it! Its going to become their destructive little TOY! Bob Prime will be Screwed if he gets TWO of your super tanks as well against him! " She turns towards the Ban Sarai as well. " YES we have a BIG problem! The tanks are going to be taken by the DD Monsters and that will be bad news for EVERYONE! They need to be stopped! "
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6b8d06 No.24449
>>24447
An H'M official stepped out to address the conductor.
"Hahaha, nothin' to see here mister conductor sir! She's our local cloth supplier; she's just a bit spooked at the method we're haulin' the things; we assure you that all them' calcultions have been done beforehand in complex simulations; those ballons will start to descent once they reach their destination an' drop their cargo safe n' sound! It just looks weird!"
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6b8d06 No.24450
>>24448
"Not to fear, miss spider! One of the selling points to those tanks is added DD resistance in the form of a built in DD-generator! We're not dumb enough to be sendin' her in without protection!"
He gulped silently. At least, he /hoped/ the batteries in the tank lasted long enough to be recharged once they reached landfall, as they had recently been hit with a power outage due to energy overconsumption.
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6b8d06 No.24451
>>24450
" ITS NOT ENOUGH! If it is the one you got free from the Flowering Empire then it will do JACK SHIT in protecting it from the distortions corruptions! The stuff you guys got from them only helps against small blast shots of the stuff! " She begins to look around for a gun she could borrow, she was no fighter however tho, so she would have a hard time hitting the target, but she had to at least try to stop it.
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6b8d06 No.24452
>>24451
The pigs were in a panic. "That won't do nothin' missy, the balloons are enveloped to prevent a tiny hole from deflatin' em'; we just shut down all our AA-capable weapons that could an hour ago! By the time we get em up an' runnin', they'll be long gone!
Oh man, someone get boss here! This ain't good news!"
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6b8d06 No.24454
>>24452
" By The MEMORYCORE; WE HAVE TO STOP IT!" She yells as she turns to look at the balloons. " Can The Rig drive while you sett up the AA?! We can send out a team ahead! Someone who can send up flash signals…!" She goes silent as the horror of what has happened sett in properly. She looks towards the balloon with the tank with hopelessness in her eyes as she realizes they have no way to stop it. " I-i.. Fuck. "
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6b8d06 No.24455
>>24425
The Peoples revision: The mecha is being adjusted for [space combat].
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6b8d06 No.24457
| Rolled 78, 21, 11, 24 = 134 (4d100) |
>>24397
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: 7 (1.5)
Metal: 5
Oil: 10 (9.5)
Energy: 10 (6)
Territory: 35
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE AVERAGE], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average,
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, Banshee
Structures: Choral institute(3/12)
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, 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
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: Expansion claim that 1 tile to the south with fertile land.
Free: Send the Banshee to intercept the balloon being sent to the DD field. Go AROUND the field, not through it. Our DD resist is not that good yet.
1-2. Refit and reviser the Banshee designs with DD resistance fields.
3.. Continue building the Choral institute. (3/12)
+crystalic resonance growth average
+Sonic shaping Average
4. Give pigs DD resist average as part off trade deal.
>>24452
>>24454
The Conductor places a call. "Top priority, we have a problem. The pigs in a stunning lack of wisdom decided to send a Heavy tank to a active DD field. Yes, our tank is en route, but still you see the issue? Good. Thank you Maestro." There a banshee flight will be sent to intercept the Balloon before it reaches the DD field.
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6b8d06 No.24461
| Rolled 32, 79 = 111 (2d100) |
>>24413
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6b8d06 No.24462
| Rolled 44, 34, 85, 21 = 184 (4d100) |
>>24398
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: 4
Oil: 4
Energy: 5.8
Territory: 20
Tech: Tech: Tanks average, Airplanes average, missiles average, radar average, coilguns weak, bombers average, ships 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks Upkeep ???
1-3 Anti-tank 1/4
4. Missile factory 7/8
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6b8d06 No.24463
A little while later, once the news had broken out among the rig that a terrible mistake was made regarding the shipment of the second Hogger, an official report was made from the boss's recently set up personal news network, set to broadcast world-wide, replacing the programs of random national channels for each of the races with televisions with the important report.
https://www.youtube.com/watch?v=H2oHKSZ12qw
"Welcome to HMBN; Heavy Metal's Broadcasting Network! *Oink* Ladies and gentlepigs, Anchor Horker Von Scweinen here as your host today and we interrupt this program with breaking news: "Mad Hogger on the Loose!" A recent attempt by yours truely, Heavy Metal Pigs Ltd., to send a much needed E-1 Hogger Super Heavy Tank unit to the international hero "Bob Prime" has become a frantic race to the clock as new details indicate the tank, being ferried by an unmanned lighter than air device, is set for a collision force with the local DD field; second-hand information states that if this event were to transpire, our metal friend will be in for a real bad time.
The Enemy #1, or Hogger as we like to call her, is a 200 tonne mean piece of work; armed with multiple long-range anti-air cannons aided by computerized dectors to be able to engage both high and low altitude aircraft, a long-ranged cannon capable of functioning in the indirect fire role if needed, advanced composite armor that can shrug off an excess of 1000 mm of penetration vs. APFSDS frontially, a weak DD generator capable of fending off basic DD weapons, and lots and lots of guns, will surely best him if reports are true and the DD field overtakes its electronics! (Call "877-HOG" or visit "HM_Pigs.org" to order yours today!)
We are getting news that agents of the Ban Sarai Ascendancy have been ordered to track and intercept the tank before it hits the field. Here's what our boss, Heavy Metal himself, has to say on the matter!
"Hey you crystal boys! 'Yeah you!' Ya better not destroy my tank when ya bring her down from the sky! That'll cost ya extra! Oh, this is bein' filmed to th' public? Uh, shop at Heavy Metal's Ltd. today!"
Stay tuned folks, we'll keep covering the event as it unfolds! *Snort!*"
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6b8d06 No.24464
>>24463
"Hey what the fuck man it just cut out Freedom Fighters Episode Six: the Freedoming! Booo!"
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6b8d06 No.24467
| Rolled 6, 10, 52, 89, 52, 93, 57, 64 = 423 (8d100) |
>>24399
Technology to make large biological vats that suck nutrients out of the ground and the air is researched and the borders swell.
Bioproducer Weak, 3/6 power armor, +3 territory, +1F. (please write territory down, 7 now)
>>24400
The loss is great, But the successors on the isles remain alive and bent on revenge.
-4 Territory (the warmar ones), 1/4 Nuclear fission, +1BombRauser,
>>24406
The vile primitives are once again attacking! How dare they!!
ATTACKED BY INSURGENTS, ROLL COMBAT
2/5 Plasma reactor, 2/40 ship construction,
>>24413
The communications are both a relief and horrifying. You get to scavenging again, fighting the creatures off you start constructing a solar collector to convert energy to energon. You notice that however much you try to keep the rift under cover. Without your barrier there there occasionally flies out things and getting away no matter howmuch firepower is directed that way. The solar-converter could be your lifeline. But it could easily be destroyed without your protection.
-10% Energon, [Solar converter] +2% energon per turn.
>>24415
So much has changed in the world now. And so much happens.
oil-energy generator tech 1/4
>>24416
The last pockets of resistance gets crushed in the revolting lands. On another front the tank brigades are doing a concerted effort to reach the asteroid in the center of the DD-field. They push forwards, their cannister shots plowing huge swaths through the creatures. Far fewer creatures defend the place than expected and they can also see a huge crater in the distance.
As they travel the metal is visibly warping, affecting the shots and movement. and not just that. the crewmembers inside start bleeding through their orofices and their shapes start to slowly change and distort. But still they push on until they reach the asteroid. The commander gives the order to fire, Most of the other taks don't recieve the order but as the first tank fires the others join it. Huge chunks gets blown off and the indentations grow. Some grewmen fall silent, and so does some tanks. But still the firing continues until the field finally falls. As the dying crewmembers quietly celebrates some of their comrades turn their guns towards the other tanks and start firing. Confusion reigns but soon there is firing all over the place and all of them soon fall quiet and die.
1/5 nanites, nanites Weak, 2/5 ICBM design, 6/10 war factories, +5 Territory,
>>24419
The territories have truly grown to enormous proportions. More and more bolds are born to do your bidding
+3 Stickpokers, +3 Territory, [+1 ACTION PER TURN].
>>24420
Disturbing news are heard.. Now the wasps will truly show their capacity!
1/5 Biofuel plant, +1 Wasp, 1/6 Plasma weaponry
>>24421
The children start their tending.
2/4 Cultivation.
>>24423
The bugs in the centipede design are worked out and it is ready to maintain and deploy drones whereever they are needed! However it will not be in time to aid in the defence against the vehicles and twisted beings that are attacking! Out from the dd-field comes fast submersible vehicles and swarms of changed wildlife.
ATTACKED! ROLL DEFENCE!
Oil-generator Average, Centipede Design, Buzzard drone gets bonus "B-Pattern drone"
Centipede Drone carrier.
Recruitment: M3 O1 E2
Upkeep: M3 O2 E4
Attack: 1
Defence: 1
Move: 3Land, 8 Water.
Carried:
Bonus:
Carrier-factory:produces and carries up to 3 B-pattern drones. Produces 1 per turn. The upkeep of the drones is removed but they can not go to territories the carrier is not in.
>>24425
Without the energy of glowtown there is no growth on the mecha. Though some think that lesser matrixes SHOULD be able to do the trick.
+2 Territory, 2/6 mechanised infantry DESIGN, Orbital launch weak, 5/14 (spacecapable) psi-mecha
>>24428
Never again do the swarm want to have other minds invade it. Deflie it.
Now when members of the swarm fall into water they instead of flailing and drowning they start treading water and returning to the shore. Some have even begun hunting creatures in the water!.
3/4 Aquatic adaptation, 2/30 reduced upkeep, Psi-Resistance Weak.
>>24430
In these dangerous times a strong defence is necessary.
1/10 Missile cruiser, Expansion tactics 1/4
>>24432
(perk does not apply there)
The jihad spreads. Much of the black gold is now in your posession.
1/? economic centers (want it increase the ammounts you can trade per turn or give you a + to rolls?), +3 Territory, +5 O.
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6b8d06 No.24468
>>24463
In an unmarked mountain cavern overlooking the Shalazer valley, a man in gilded white robes with a thick black beard watches the broadcast with a calculating smile.
"Long-range cannons, mmm?"
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6b8d06 No.24469
>>24467
>>24434
Gravity is no longer a mystery for you. It's not a fundamental unchangeable principle! It's just as maleable as clay to those that know how. And to demonstrate this a device has been created to change localised gravity to provide thrust. And in the new facility gravity fields aid the construction of when using heavy parts!
Genetics Weak, Mechanized facility: +20 to recruitment rolls for mechanized units, Gravity Understanding, Gravity propulsion weak, 2/10 Rising dawn.
>>24442
Oh. Things did not go as planned. That REALLY wasn't planned…..
As the baloons quetly drift off terror grips the world.
https://www.youtube.com/watch?v=La4Dcd1aUcE
-7 Hoggers, (pay half cost at recruitment of the next 5)
>>24457
The Banshees are quickly upgraded then sent off to the baloons.
+1 territory, Banshees gain +0.5 E upkeep and Bonus: DD-resistance
>>24462
The anti-tank tech is finalised. Specially designed rounds to do maximised damage to tanks and their operators.
Anti-Tank Weak,
>>3 turn countdown to delivery https://www.youtube.com/watch?v=La4Dcd1aUcE
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6b8d06 No.24471
>>24467
>>24428
Addendum. +2 Territory to whitedeath
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6b8d06 No.24473
| Rolled 10, 57, 83, 72 = 222 (4d100) |
>Am I also still entitled to free territories? If so towards that metal\oil to my east.
>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) (You) (You) (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [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
>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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
25
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
1. [1/10] Missile cruiser design. Allocate 2 Fertility to feed lots of scientists. (+4)
2. Expansion tactics 1/4 (+4)
3+4. Ancshluss towards metal\oil. (+4)(+4)
[Bureau] Expansion tactics [1/4].
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6b8d06 No.24475
| Rolled 62, 42, 94, 54 = 252 (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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 1 [-.05; -4.5]
Oil: [2; Converted to 7E]
Energy: 2 [-2; -6]]
Industry: 8
Territory: 24
——–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers [Average]
- Orbital Launch [Weak]
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 11 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
——
[Mechanized Infantry Design: 2/6]
—
Actions
—
1. The People deploy their [mass drivers] to eliminate the DD fields near their territory. The People are careful to avoid any accidents, but they deploy the monument liberally. [10 Charge!] [Mass Drivers: Average]
2. The People start working on lesser matrixes in order to properly develop the psi-mecha… {5/14 (spacecapable) psi-mecha superunit}.
3. Construction of a launch facility begins! [Launch facility construction]
4. The People bounce a supply drop to [Bob Prime] from a primitive mass driver satellite they kick into orbit. [1 Metal, 2 energy, 1 Oil][5 charge]
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6b8d06 No.24476
| Rolled 59, 94, 2, 89, 8, 18, 73, 2 = 345 (8d100) |
>>24467
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: 7 [1.5] (3 Ascendant Railgun Tanks)
Metal: 8 [3] (3 Ascendant Railgun Tanks)
Oil: 9 [3] (3 Ascendant Railgun Tanks)
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 Sapper Tank
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.]
missed turn
1-4. MOBILE FORTRESS 18/20
current turn
1-4. By this turn the research penalty should be over too.
EXPLOSIONS WILL NOT STOP US FROM RESUMING OUR NUKE POWERED ARTILLERY PROJECT
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6b8d06 No.24477
| Rolled 79, 60, 74, 12 = 225 (4d100) |
(The latter)
1 - Continue work on economic centers (1/?)
2/3 - Proponents and scouts of the Amir continue to scour the countryside for potential recruits, appealing to both their tribal pride, the need to defend their people, and their religious fervor, the need to defend their faith. Surely with the call of both priest and prince, thousands should ride under the banner of the Amir.
4 - Continue researching raiding tactics.
>>24467
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
Metal: 3
Oil: 8
Energy: 3
Territory: 4
Tech: Lasers average, Spying average.
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.24478
| Rolled 63, 10, 13, 47 = 133 (4d100) |
>>24469
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: 7 (1.5)
Metal: 5
Oil: 10 (9.5)
Energy: 10 (5.5)
Territory: 36
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE AVERAGE], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average,
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, Banshee
Structures: Choral institute(3/12)
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: Expansion claim that 1 tile to the south with fertile land.
1-2. Keep working on the Choral university. (3/12)
+crystalic resonance growth average
+Sonic shaping Average
3-4. Work on Energy Absorbing Crystal lattice technology.
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6b8d06 No.24479
| Rolled 49, 95, 100, 40, 81, 63 = 428 (6d100) |
>>24467
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: 5
Metal: 6
Oil: 3
Energy: 1
Territory: 8
Tech: Plasma Weapons Good
Nanobots Average, [Teleportation understanding].
Heavy plasma average,
Teleporter gates average.
Slave-trooper design
Bonuses: [Slave-workers]: +1 to all rolls
Armies:
http://pastebin.com/mfuHiE24
Perk: Teleporters: You start with Teleportation understanding.
Research:
2/4 Orbital launch
2/40 Ship
1/2. Once again, the slave stock is to be upgraded to increase efficiency, a stronger slave is worth twice as much as some of the weaklings we have now. This shall be done via improvements in the nanomachines in the slaves blood.
3. The council demands that the design for the Acutarian Pacification Heavy Combat Vehicle be found at once, we need a heavy vehicle to deal with these attacks and to burn them out of their holes.
4. Continue construction of the plasma reactors, we need their energy!
5. 2 Slave Troopers - The slave troopers are to engage the rebels at range, keeping them away from the ship building site. They will be supported by our static defense systems.
6. Static Defense - Kill any enemy signature you see.
Slaves - +1 to all rolls
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6b8d06 No.24480
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6b8d06 No.24481
| Rolled 52, 94, 50, 52, 59 = 307 (5d100) |
>>24469
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Territory: 20
>Fertile: 5 (2.5 upkeep)
>Metal: 7
>Oil: 10 (2 upkeep)
>Energy: 7 (4 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Average
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons weak
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Airplanes Good
+Torpedoes Average
+Mecha Weak
+Gravity Understanding
+Gravity Propulsion weak
+Genetics weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
OMEGA SUPERUNIT
Upkeep: F1 E1
Attack: 12
Defence: 12
Speed: 7
Bonus:
Operative: Can do special actions
Mega-psionic: All this units abilities are psionic
Mindcontroller: On special actions or at combat roll 1d100 to attemp to take over a unit (not super-units)
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
[Mecha Facility] +20 to Mecha Construction
Free Expansion
Continue south
1.2.3. Work on vacuum cannons [+2 progress from Lab/Palace] [Should have 1 progress already from last turn's use of Vacuum lab]
4. Begin upgrading our turrets to use the latest technology
5. Project Rising Dawn
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6b8d06 No.24482
| Rolled 74, 16, 5, 99 + 20 = 214 (4d100) |
>>24467
Name: The biocracy
Colour: Black
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: 3
Metal: 3
Oil: 6
Energy: 3
Territory: 7
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak, Bioproducer Weak
1,2. The Bioproducers have been created! All across the Biocracy these living creatures suck nutrients out of the air to produce biological resources. But this is not good enough! The producers tend to breakdown, cease functioning, and have a low input output rate almost below 1:1. As such Aichln Luvin(pictured first below)gathers a group of his fellow geneticist to perfect the bioproducer. "Soon they will cheer us as geniuses. Now reciprocate that producer, it cant die until im finished with it!" (Bio-producer is living Organism btw)
3. Meanwhile the glorious minds behind the Power Armor continue their research. The armor is made to integrate with the subjects nervous system, given natural weapons such as claws and a wrist mounted coilgun, and due to their particular kink for the expressive is made exceptionally Ornate. "Test twelve, subject died upon coilgun nervous system malfunction. Revamping armor and bringing in subject thirteen./(Power Armor 3/6)
4. In the capital the failed scientist Olaine begins to recover. Her work was laughed at, the gene lakes seen as a failure by the population. "Super soldiers require more than a pool you fool!" they said. But she will show them all! She gathers her assistants and creations and begins to create the giant lake of genetic materials that will spawn super soldiers. All she needs is some nutrients, biosludge, and the right creatures for melting and breeding. "Now bring the MK2 Aireli soldier, she wont be screaming when she is dead. Bring a second one and a hivebrooder as well, genetics do not mix themselves."(Create genelakes for super soldier production)
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6b8d06 No.24483
| Rolled 45, 63, 52, 70 = 230 (4d100) |
>>24467
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: 3 [3]
Metal: 8 [3]
Oil: 3
Energy: 3
Territory: 27
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 (weak), 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),
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
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 design
1. Research nanites 1/5
2. ICBM Design 2/5
3. War Factories 6/10
+ 3d printers weak.
4. Begin designing some simple naval vessels that can protect troop transports, and fight off attacks from the sea and air.
+Railguns Average
+material durability weak
+AA Weak
+Computers Weak
Free: Recall the troops back to Ascendant capital territory.
Free: Expand +1 towards the Fertile lands.
Free: +1 Research towards Nanites 1/5
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6b8d06 No.24484
| Rolled 57, 18, 13, 67 = 155 (4d100) |
>>24469
"Well boys, we did what we could; now it's someone else's problem! *Oink*"
>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 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)
>Tech:
[Tanks: Excellent] [Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [Motorcycles: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Average]
>Resources:
[Fertile: 51][+1/turn][.5 in Use]
[Metal: 25][+1/turn][.5 in Use]
[Oil: 80][+1/turn][1.5 in Use]
[Energy: 1][+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
>Actions:
Movement: "Continue forward; the radar is picking up something odd; some sort of buildin', but none of our reports says that the land up ahead is owned by any nation! It's adventure time!''" (Move four paces south)!"
1.) "Yeah? The War Pig program is almost finished? We gots sidetracked by the little Hogger incident. Get ready to bring home the bacon, boys!" (5/6 War Pigs)
2.) "Okay, the deactivation took a rather big load off out shoulders (though reactivatin' them is gonna be a pain later), but we're still runnin' a minor deficit in oil; our porkers are a bit less fuel efficient than they should be; I'm not one to normally rag this, but we should probably fix that so they sport the same standard as everything else! (Researching Tank Fuel Efficiency!)
3.) "Normally, I consider usin' green power for the sake of green to be nothin' but hippie-hogwash *snort*, but our current dirty-burners are gonna just eat our load. Eggs, get to it!" (Researching Wind Power!)
4.) "Two stones for one bird; back to researching solar!" (Researching Solar Power!)
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6b8d06 No.24486
| Rolled 28, 80, 84, 82 = 274 (4d100) |
1 2 The Cultivators are at last grown. Begin working to increase the sole yellow oil field in our empire. (2/4)
3. Begin researching ways to stabilize dimensional distortions. It is time to start driving this enemy back and retake out lands.
4 Expand
Territory : 50
Fertile: 12 (7)
Metal: 7 (4.0)
Oil: 8
Energy: 8 (0.5)
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Weak,
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
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.24489
| Rolled 35, 20 = 55 (2d100) |
>>24467
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 27%) allows you to do increased feats by using up. Energy Barrier
[Solar converter] +2% energon per turn.
The Matrix of Leadership can bring forth the qualities needed to fulfill seemingly impossible tasks. Sometimes it gives you the strength to pick yourself back up after you fall and keep on trucking. This day it gives me the power to look at what has been wrought and not weep tears of bubbling energon as the tide of corrupted bots continues.
1 Create a low energon cost but effective weapon using a high power magnetic, its poles can be switched and a simple mechanism to load sharpened metal spikes into a tube to focus its firepower. Locked into place as it is loaded and then when the poles switch THWACK! A bolt the size of a spear tears these corrupted bots in half. Simple, effective and efficient with the resources available.
2 Continue to search for Energon caches from around the ruins surrounding the capital.
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6b8d06 No.24498
| Rolled 43, 97, 4, 55, 75, 38 = 312 (6d100) |
>>24479
Rolling for your other slave trooper,
>>24481
Rolling
>>24479
Rolling attack
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6b8d06 No.24499
| Rolled 66, 86, 60, 10 = 222 (4d100) |
>>24467
>Name: The Independent State of the Capitol Isle.
>Resources:
[Fertile: 2.5 (4)] [Metal: 4.5 (3+2 from Shameless)] [Oil: 5 (6)] [Energy: 5 (6)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: USELESS AS FUCK] [Bombers: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [CIA Infantry] (Count-as standard Infantry)
1 [Mk.1 Rausers] (Mainline Airplanes)
1 [Bombrauser] (Basically a bomber)
>Bonuses:
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
1: Nuclear fission (1/4)
2: Anti-Missile Defence System, to avoid nukes.
3-4: New capital on the Capitol Isle.
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6b8d06 No.24501
| Rolled 41, 96, 6, 8, 17 = 168 (5d100) |
>>24419
>>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:
>>32 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.
1.2.project boldier bolds
3.4.project bolds gonna bold
5 . breed more stickpokers
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6b8d06 No.24502
| Rolled 43, 40, 85, 28 = 196 (4d100) |
>>24467
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5.5 Upkeep .05
Oil: 6.5 Upkeep 1.5
Energy: 3 Upkeep 5
Territory: 19
Tech:
DD-Space understanding
DD resistance Average
DD-Weapons weak
Vr Good
Robotics Good
Orbital launch weak
Plasma weaponry Average
Biofuels Average
Airplanes Good
Jet propulsion Good
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: VR world: Double bonuses from using VR tech to boost applicable projects.
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp- 1 -Deployed- 1
A5/3 D1/4 M7/2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Continue working on the Bioplants 1/5
3. Work on improving DD Resistance, it is integral that we improve it in these times. +VR Good +VR World +10 Vr Lab 6/8 Good
3-4. Design a large transport ship that can ferry troops or supplies into the DD field. +VR Good +VR World +10 VR lab Robotics Good Airplanes Good 3d Printing Weak Jet propulsion Good DD resistance Averag
The VR lab will focus on improving DD Resistance, again.
Progress:
DD Resistance 6/8
1/5 Biofuel Plant
1/6 Plasma Weaponry
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6b8d06 No.24507
>>24483
Need to add Submarines [Average] to my tech.
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6b8d06 No.24515
"Ve velcome you to zee first International Forum for the Cesation of Hostilities," the Officiator says to the Independent State of Capitol Island, Ascendant, and Amirte delegates–by far the most directly important individuals there. They are the ones who would have to be in agreement, alongside the Draxian representatives, to see the war ended.
"Ve haf gathered here too-day in zee mutual understanding zaht zee now-defunct Mefestung Order has conduct krieg upon zee Ascendant, and that vhile zees entity is no longer amongst the living polities of this verld, it is of necessary daaht vee ensure zhair are no moar hostilities between zhose closest to zeeh conflict and all zohse involves."
All nations of the world have been invited but not everyone's opinion is necessarily as weighty as those of the deciding powers.
"Now zhen, let'z get down to brazz tacs looking at zee virst proposaahl."
—————–
Draxian Proposal, 1st Draft
+Amirate ceded "tier-thr33 island," Red O\F\M
+Amirate pays 2\2\2 to Ascendant for 7 turns,
++during this time the Amirate shall have the freedom to build religious missions in the territory
+After 7 turns the island is returned to the IS of CI
+Ascendant receives 5 levels of tech in reparation
+Independent State of Capitol Island's Capital is relocated to Eastern Draxia
+Draxia shall enjoy full control over military matters for the IS of CI in perpetuity
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6b8d06 No.24516
>>24515
The Ascendant are unsure of why the Amirite are involved with this peace deal, and would like some clarification.
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6b8d06 No.24517
>>24515
"…Is this a joke? The Capitol Isle is our homeland! While forming a capital away from the threats abroad is acceptable, allowing a third party to dominate the Isles is a idiotic suggestion! We should be able to remain control of the isle, no matter what!"
>Remove the part about the Amirate gaining the "tier-thr33 island"/Capitol Isle, as that doesn't make sense.
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6b8d06 No.24518
>>24516
"The Amirate are considered a neutral 3rd party who can be trusted to pay amends continually to the Ascendant. Draxia is biased due to current arrangements with the IS of CI and the Ascendant were themselves a combatant."
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6b8d06 No.24520
>>24518
The Ascenant has never made deals with the Amirite and neither trust nor distrust them. Either way allowance of the Amirite to effect the treaty does not make sense and their part should be altered.
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6b8d06 No.24521
>>24515
>>24516
The delegates of Amir Prahvid Sengetz listen conscientiously while the Officiator speaks, letting other diplomats talk before offering their own opinion last, as is custom.
"The Amir offers his services in this matter as an impartial, concerned third party. We are regionally close to the lands of the former Order, as well as possessing the restraint that… other parties have not willingly shown. We do not wish to impose our agenda onto this conflict, merely to help see it to a peaceful and mutually agreeable conclusion."
"As for the first proposal, we feel the taxes set on us for this war debt to be too high. We can provide the resources required over a shorter period (5 turns), if given the chance to recoup these expenses on the remainder (2 turns)."
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6b8d06 No.24522
>>24518
>>24520
"If you do not wish us involved in this process, why have we been brought here? This is not our dispute, and the Amir's people will not appreciate being used as some playing piece in your game of war."
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6b8d06 No.24523
>>24522
Unfortunately representative I do not know why you were brought here. You would have to take that up with our hosts.
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6b8d06 No.24524
| Rolled 26, 4, 62, 76, 50, 6, 21 = 245 (7d100) |
>>24467
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: 6(4.5)
Oil: 6
Energy: 6(0)
Fertile: 4
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.
Armies:
3 Buzzards
http://pastebin.com/fxN1TAsn
Our current weaponry, whilst very effective under water leavs much to be desierd upon land. With the DD phenomenon based on the surfice new weponry is requierd.
With most solid projectile and energy weponry not functioning at an accepteble level bellow water other options where discussed.
The first suggestion brought before Consensus was to adapt our torpedo warheads with surfice compatible propellants. After several cells offerd their oppionions the idea was discarded.
It was also swiftly restablished that to support multiple different weapons technology cells for surfice and underwater weaponry would put heavier strain in the long run.
With convensional solid projective and energy weapons out of the picture more experemental science cells where consulted.
Whilst alien, the most promising idea was brought forth by a collection of cells reserching teleportation and wormhole generation.
Little progress had been made towards the more conventional goals for such technology. That is to say instantanious movement form one place to another or the succesfull establishment of a stable wormhole wish to travel through. They had only managed to very briefly open miniature, unstable, connections to targets within limmited range. Even if such technology was completed the energy requierments would be massive. However opening miniatyr unstable momentary wormholes ontop of your selected target? That techonology interested Consensus a great deal.
A new, joint reserch cell was swiftly established. Project name: Gungnir.
1. Construct generator (I do need to build one even with the tech no?)
2-4. Gungnir project. (see fluff)
5-7 combat rolls, plz no die.
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6b8d06 No.24525
>>24515
Deal Proposal:
+The Capitol Isles shall pay 2/2/2 to Ascendant for 6 turns.
+The Ascendant shall receive 5 levels of tech that they do not currently have from the Capitol Isles.
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6b8d06 No.24526
| Rolled 20, 86, 81 = 187 (3d100) |
>>24479
Fishy, bigger fishy, not fishy
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6b8d06 No.24529
| Rolled 39 (1d100) |
>>24517
>>24515
The Empire is in full support of the Independent State of Capitol Island in that they should not have to give up what is essentially their homeland, especially after the destruction of their previous home, and I'm sure everyone would agree that loosing the place you have made your home to be an unacceptable loss.
Indeed the IS of CI should be put under a watch by some nation that can keep them in line, considering the warmongering of their predecessors. But I do not think that it should be the ones they fought against, the temptation would be too great to risk mistreatment or indeed a complete wipe-out of the Independent State. Instead the Empire proposes, due to the proximity to the Capitol Isle, that they can take watch over them, both to safeguard them from further retaliation and to prevent them from building up an army designed to attack someone once again.
<<Ignore roll nothing to see here>>
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6b8d06 No.24530
>>24526
>>24524
was meant to link like this
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6b8d06 No.24531
| Rolled 6, 10, 93, 55 = 164 (4d100) |
>>24467
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"Every action has a consequence." - 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: 3
Oil: 7
Energy: 7
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
Bonuses:
Placed infiltrators:
Vena: The Infinite Imperium.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 21
+1 natural expansion per turn.
1 Project Geolycosa
2-4 Research oil Generators. (1/4)
Continue research on the generators.
+1 natural expansion per turn.
>>24515
Ambassador Vivian had been sent to the Draxian's earlier for the international meeting of what actions to take against the DD fields. However with the rest of the chaos it had not started yet. She had two personal guards to keep her safe. In silence the young woman stands on one of the viewing balconies and watches the current meeting. Listening to what is being said but not getting involved herself. The EC has deemed it as business between the Ascendants and the Mefe- well, the IS CI. Her curiosity is increased however when she sees the representative of The Empire speaks up. She looks over them with her 6 eyes before looking to se the others reactions. Especially the new nation.
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6b8d06 No.24534
| Rolled 47, 92 = 139 (2d100) |
>>24489
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6b8d06 No.24535
>>24529
The Turakzai delegate rises from his seat. "What is this? These serchel propose to annex a sovereign nation! They are totalitarians, they cannot be trusted with the occupation of a foreign peoples, let alone their governance!"
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6b8d06 No.24536
Stalker unit Singa and Tibellus moves to The flowering Empire, They report in as assistance against the DD creatures and to help on the defensive.
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6b8d06 No.24537
| Rolled 65, 43, 35, 14, 94, 100, 12, 28 = 391 (8d100) |
>>24476
The mobile fortress is finally finished. A massive city, 50KM in diameter, bristling with gun. It's a mobile Miniature of the gun fortress but with huge section designed for the rapid settlement of areas it passes.
MOBILE FORTRESS, 1/4 Massive artillery,
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.]
[Expansion of the Warmar]: Every territory the Fortress crosses gets settled and has extractors placed. The territory becomes your territory (unless you choose not to)
>>24477
Many take up arms for prince and god. Willing to ride under the Amir and bring the word of god to the infidels.
2/10 Economic centers, +3 Standard infantry.
>>24478
The banshees are flying around the field.
4/12 University, 1/4 Energy Absorbing Crystal lattice technology,
>>24479
(No upgrade without new tech, only due to your nat 100 it happened last time)
The assaults are once again fought off with only the loss of slave troopers. And soon the offensive to push them back will be ready with the addition of the Heavy combat Vehicles. Even better than those from the old archives. These new and improved ones would sweep the floor with the old ones.
Slave worker bonus at +2, Acutarian Pacification Heavy Combat Vehicle MK2 Design, 3/5 Plasma reactor, -1 Slave trooper.
Acutarian Pacification Heavy Combat Vehicle MK2
Recruitment: M3 O1 E2
Upkeep: M1 O1 E2
Attack: 7
Defence: 3
Move: 3
>>24481
The Vacuum cannons are once again improved. Able to project the implosions further and with more power than the old ones.
As Omega moves through the leadership counterintelligence agents shadow her. She senses their thoughts and as she's thinking of what to do several more agents appear with pistols at the ready to take her away.
Vacuum cannons Average, Vacuum Cannons 1/8, 1/6 Turret upgrade, 3/10 Rising dawn. Omega discovered, +1 territory,
>>24482
More and more of the old imperium is incorporated. And in the new lands large vats with biological solutions are grown.
1/6 Bioproducers, 3/10 Genelakes, +3 Territory.
>>24483
The remnants of the mafestung continues to bicker when rightful reparations are demanded of them. After trying to exterminate you they DARE claim that they were innocent and had nothing to do with it!
3/5 nanites, 3/5 Icbm, 7/10 War factories, Escort ship design 1/6, +1 Territory.
>>24484
In the distance large structures are spotted. Decript glass skyscrapers mar the skyline.
[War Pigs], 1/4 Solar energy (did you not have tech in this or did you just forget to add it to sheet?)
War pigs:
Recruit: M1 F1 E1
Upkeep: F1, E1
Attack: 2
Defence: 3
Bonus: DD-resist/weapons.
>>24486
The Children cultivate the lands, Hastening the refilling of the oil reserves through natural processes by immense ammounts and easing the extraction. Far to the North scouts have reported Small reptilian creatures of with spears. From the reports they got into a fight over who could drink from a specific spot of a creek first while a better spot was just three meters away.
Oil field upgraded, +1 O, 2/6 DD-resistance (or do you want some kind of projector to use your dd-resistance? Either way you need higher DD-resist for it), +2 Territory, WARBOLDS/CUTEBOLDS DISCOVERED.
>>24489
The excursion was a complete failure. Only A massive expenditure of Energon managed to repulse the swarms. You've been told that supplies have been sent to the area but none have been detected.
-15% Energon.
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6b8d06 No.24538
>>24537
>>24499
Almost as soon as she set foot upon the island one of the Eternal Conciousness was caught. It was another of those that had undergone extensive procedures to be better able to infiltrate.
And moreover the security agency had been tracking strange changes in opinions in some of the leadership. Thinking there is bribes of extortion at work they corner a young woman who they have narrowed down to being the source of this. With their pistols ready the agents are poised to take the woman in for questioning.
2/4 Nuclear fission, 2/4 Point defence tech, 1/20 Capital
>>24501
Long-ranging scouts have reported strange plant-beings walking around to the south.
3/20 boldier bolds, Flowering empire discovered.
>>24502
The DD-resistance is finally to a level where simulations indicate an indefinate staying-time in the dd-fields. Barring anything happening any units equipped with they tech should not suffer any adverse effects from the fields.
2/5 bioplants, DD-resistance Good, 3/10 Transport flier.
>>24524
The attack comes. Many Shark-like and Eel-like beings are attacking in a first massive swarm and through them soon comes massive 10-20 meter long eels and fish attacking the buzzards. As the drones are busy fighting them off they start to collapse one by one as Nimble sub-marines come streaking forwards, shooting some kinde of directed energy beam into them as well as torpedoes that explode with purple light. Quickly overwhelmed the swarm starts to retreat to try to give the evacuating inhabitants cover as they flee. Soon the city is gone and the areas around it quiet as it's swallowed up in a dd-field.
2/20 Gungnir (allow teleport/wormhole tech and gives bonuses to the research of them), -1 Territory, -3 O (and E with it), -2 Buzzards.
>>24531
Temsin sends a distress call within minutes of arrival on the island. As soon as she arrived she was arrested by the security police.
Oil generators weak, +1 Territory.
>>24515
>>24516
>>24517
>>24521
>>24529
>>24531
The arguing continues on and on. Never reaching anywhere and soon the delegates all have sharp headaches.
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6b8d06 No.24539
| Rolled 73, 95, 23, 17, 70 = 278 (5d100) |
>>24501
>>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:
32 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.
1.2.project boldier bolds 3/20
3.4.project bolds gonna bold
5 . breed more stickpokers
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6b8d06 No.24540
| Rolled 95, 97, 75, 69 = 336 (4d100) |
>>24538
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: 6(5.5)
Oil: 3
Energy: 3(1)
Fertile: 4
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.
Gungnir 2/10
Armies:
1 Buzzards
http://pastebin.com/fxN1TAsn
1-4 expand like a mother fucker, we need oil and we need it now.
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6b8d06 No.24541
"This is a brodcast from New Eden, we are is desperate need of assiastance. The DD forces are driveing though our defences and we have lost much of our avalable reacources.
We offer [up to Fertile: 4] in return for [Energy 1:1] or troops."
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6b8d06 No.24542
>>24473
The anschluss continues and to the south the baloons float by.
+4 Territory, 3/4 Expansion tactics.
>>24475
Glowtown charges up the huge boulders placed in tubes pointed towards the centers of the various DD-fields. The people would hold their breath now if they breathed. And then with massive supersonic booms the boulders are on the way. they start impacting the fields and two of them go down! Inside them the abominations can be seen milling around in confusion and some heading for the people. However they do now reach before they one by one fall down and die by themselves. The projectiles seem to have their projectory altered when they enter the fields in unpredictable ways. This seems to be true for the supply drop to Bob Prime as well as it didn't strike anywhere near him and the integrity of the package is very much in question.
6/14 mecha, 2/8 Launch facility,
Luckily I had saved the update early on
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6b8d06 No.24543
| Rolled 12, 80, 36, 51, 56, 54, 20, 24 = 333 (8d100) |
>>24469
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: 0
Metal: 3.5
Oil: 2
Energy: 5.8
Territory: 20
Tech: Tech: Tanks average, Airplanes average, missiles average, 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
Armies: 2 Infantry Battalions (UK: 2F) 2 Ballistic Rockets (UK: 1M .2E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1-2. Missile factory 7/8
3. Grab that southern 2 F
4. And grab that northwestern 2O
5. Then do general expansion
6-8. BETTER MISSILES
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6b8d06 No.24544
| Rolled 59, 47, 28, 84, 96 = 314 (5d100) |
>>24537
>Name: Red Sun Rising Empire
>Colour: Dark Red
>Fluff/background: When the Soviets went back in time to assassinate Albert Einstein, history was rewritten, Nuclear energy was never discovered during WW2, instead the russians discoverd Vacuum Technology, the Americans Chrono technology and the sudden rise of the Japanese Empire discovering Psionics. During the war that broke out the Americans used their chrono technology to devestating effect, the Soviets and the Empire were forced to ally and eventually merge in order to survive the onslaught. They managed to defeat the Allied forces but in the process practically doomed their world through the creation of Psionic Vacuums that destroyed all intelligent life within them, combining their technologies, and some recovered from the allied forces, they managed to create a dimensional gate to another world, where they would evacuate as many of their people as they could and start anew, under the joint rule of Emperor Yoshiro and Premier Anatoly Cherdenko.
>The mission is simple, establish a beachhead in this new land, and allow the peoples of the doomed earth to filter through, then build a thriving civilization combining the aspects of Soviet and Empire cultures.
>Territory: 20
>Fertile: 5 (2.5 upkeep)
>Metal: 7
>Oil: 10 (2 upkeep)
>Energy: 7 (4 upkeep)
>Tech:
+Vacuum power average,
+Psionics Good.
+Anti-air average,
+Turrets average,
+ground-to-space weaponry weak.
+Psionic Explosives Average
+Spying Weak
+Counterintelligence weak
+Vacuum Cannons Average
+DD-Space Understanding
+DD-Weapons Weak
+DD-Resistance Weak
+Orbital Launch Average
+cloaking weak
+Airplanes Good
+Torpedoes Average
+Mecha Weak
+Gravity Understanding
+Gravity Propulsion weak
+Genetics weak
+Psionic Commandos
Recruitment: F1 M1 E1 (max 1 per turn)
Upkeep: F1, E1
Attack: 2
Defence:1
Move: 3
Bonus: Able to do stealth and subterfuge actions, such as sabotage, spy, kidnap and more with a significant bonus.
Perk:
[Palace]
+increase success of 1 action by 1
The fanatic loyalty of both the imperials and the soviets combined with the abundance of great minds that were evacuated first gives your nation an unparralelled ability to focus resources on a task.
[Turret masters, all static defences get an additional 0.5 defence.]
>Armies:
+3 standard fixed defences
OMEGA SUPERUNIT
Upkeep: F1 E1
Attack: 12
Defence: 12
Speed: 7
Bonus:
Operative: Can do special actions
Mega-psionic: All this units abilities are psionic
Mindcontroller: On special actions or at combat roll 1d100 to attemp to take over a unit (not super-units)
>Buildings:
[Vacuum/psionics lab, every turn you get 1 free progress to a psionics/vacuum related tech],
[Radar compound, provides better detection, analysis and aiming at objects approaching from sky or space.
[Vacuum Projector]
[Oil Fueled Power Plant] x2
[Mecha Facility] +20 to Mecha Construction
Orbital Launch 3/8
Free Expansion
Continue south
1.2. Continue to upgrade the Turrets 1/6 [+1 progress from palace]
3. Upgrade Mecha technology 1/6
4. recruit a psionic commando
[+1 progress to Vacuum Cannons from lab 1/8]
5. Project Rising Dawn
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6b8d06 No.24545
| Rolled 27 (1d100) |
>>24525
>>24521
>>24529
>>24538
The Isle's Ambassador sighed as he just twirled the cigarette in his hand as the forum continues the arguments. However, before he could taste the tobacco, he would be informed by one of the fellow Capitol Isle delegates that there are more acts of spies within their homeland. With the information at hand, he would raise everyone's focus for a moment:
"It would seem that even now, there are those who seek to undermine the new government and bring us to their knees. Only two are discovered so far, but one of them was captured before she did any harm. From what we can gather, she is a agent from the Eternal Conciousness, whoever the hell they are. If they do follow through with such spyworks in a slightly unstable government, that does put the question of their trust on the line."
"And on the matter of the new deal proposed, it is still a bit damn high for the Capitol Isle to pay, so less resources over a greater period of time would be fairer."
Meanwhile, a platoon of CIA soldiers would be deployed to capture the second spy. Fearing the worst, they would attempt to breach the building at as many points as possible, in order to surround and counter the threat within.
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6b8d06 No.24546
| Rolled 19, 2, 96, 79 = 196 (4d100) |
>>24538
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5 Upkeep 1
Oil: 5 Upkeep 3
Energy: 1 Upkeep 7
Territory: 19
Tech:
DD-Space understanding
DD resistance Average
DD-Weapons weak
Vr Good
Robotics Good
Orbital launch weak
Plasma weaponry Average
Biofuels Average
Airplanes Good
Jet propulsion Good
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: VR world: Double bonuses from using VR tech to boost applicable projects.
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp- 1 -Deployed- 1
Jet Mode/Ground Mode
A5 A3
D1 D4
S7 S2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1. Transmit DD Resistance Good to the entire world. Let us create a bulwark against this threat.
2. Work on the Bioplant. 2/5 +5 robotic workers. Robotics good.
3-4. Continue developing the Transport Flier. +VR Good. +Vr World. +10 Vr Lab
Military Action. Our remaining unit of Wasps will depart for the center of the DD field, flying high to avoid enemy fire. They will rendezvous with Bob Prime and preform an attack run on enemies in the area, before entering ground mode and offering what support that they can.
The VR lab will focus on improving DD Resistance even farther.
Progress:
DD Resistance Excellent 1/10
2/5 bioplants
3/10 Transport Flier
1/6 Plasma Weaponry
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6b8d06 No.24547
| Rolled 18 (1d100) |
>>24537
Shhhh, it's a secret… move along.
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6b8d06 No.24548
| Rolled 17, 88 = 105 (2d100) |
>>24545
1: 1 [Mk1 Rauser], to provide strafing runs against any ground and aerial units that are hostile
2: 1[ Bombrauser], providing bombing runs against any infrastructure and lands that is hosting hostile forces.
These forces will be deployed once the threat is discovered, provided the CIA didn't take them out.
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6b8d06 No.24549
| Rolled 91, 19, 70, 4 = 184 (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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 0 [-.05; -4.5]
Oil: [0; Converted to 7E]
Energy: 1 [-2; -6]]
Industry: 8
Territory: 24
——–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers [Average]
- Orbital Launch [Weak]
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 21 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
—
—
Actions
—
1. The mechanized look increasingly effective.. [Mechanized Infantry Design: 2/6]
2. Construction on the mecha continues with the psi-matrices continually being adjusted {6/14 (spacecapable) psi-mecha superunit}. Some charge is allocated [4 charge].
3. The Peoples are heading to the moon! The first expedition is loaded down with basic supplies [Expansion: The Moon].
4. Construction of the facility moves forward thanks to the overwhelmingly positive results of the space program thus far [Orbital Launch Facility: 2/8]
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6b8d06 No.24550
>>24546
Change the transmission to be actions 1&2
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6b8d06 No.24551
| Rolled 50, 59, 27, 30, 63, 82, 78, 90 = 479 (8d100) |
>>24467
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 58
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)
+ Emergency Adaption (Weak)
+ 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:
+5 204-C carriers
Reduced Upkeep 2/30
Emergency Adaption 4/6
Regeneration 1/6
Sharpened Limbs 1/6
Toxic-Gas Emission 3/6
Psi-gene 1/8
Aquatic Adaption 3/4
1. As the coastal regions begin to grow and new breed is fed with the exotic foods of the sea more and more 204 begin to take the dangerous journeys into the water, some smaller groups leading to some tunnel systems establishing underwater entrances and other direct access points.
+ 3/4 Aquatic adaptation
2-3. The increased growth of land allowed for more and more 204 types to be reproduced, including the only recently discovered warrior type which was one of the first to embrace the habit of hunting in the cold wet.
+ Produce 204-D
4-5. The mostly cancer inducing toxic gas that lingered within the 204's tunnels continued to develop, beginning to gain corrosive properties, soon severly deteriorating the equipment that the species had retrieved from the downed space station as metal and machinery began to fall apart.
+ Toxic-Gas Emission 3/6
6. Now that they expanded into the seas of the world the 204 not only gained access to the various foods that came with it but the potential dangers of waterborne hunters as well. While by no means as afraid of them as of airborne hunters genetics adaptions were triggered none the less furthering the adaptability of the 204 to respond to new unknown threats.
+ Emergency Adaption 4/6
7-8. Beneath the central hive a large room was carved out, filled with the deteriorating remnants of the spacestation, the tight jungle atmosphere of the fire forest seeds and the heavy air of the mutation inducing gas a chamber was created that would see the birth of plenty new 204 generations.
+ Create building that gives bonus to mutation/research rolls
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6b8d06 No.24552
| Rolled 36 (1d100) |
>>24548
3: 1 [CIA Infantry], being sent in first to discover and defeat the unknown threat. If the threat is too great, then the airforce will be called in to offer whatever assistance they can.
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6b8d06 No.24553
>>24515
>>24517
>>24516
>>24522
>>24529
Vivian looks down at the Delegate from the IS CI. She simply shakes her head with a sigh. " You'r former order called for blood from many. Mainly Non human. To assume you have changed opinion over nig- " Her eyes go distance as she looks up towards the ceiling, her skin goes pale the second after. " You… You are bombing your own people? " Her voice trembles slightly of fear.
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6b8d06 No.24554
| Rolled 25, 40, 48, 97 + 20 = 230 (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: 10
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak, Bioproducer Weak
1. The Bioproducers are upgraded, turned into massive shuddering creations that spew out materials and food for the use of the whole city(1/6)
2. Gene lakes(3/10)
3. The power armor makers scrap the old design and move onto biological armor. It is SO much smarter to make, and far more interesting. The power armor is now a symbiote, able to fully protect and support the user and speak to them. Two minds, the wearers sentient mind and its life-preserving primal mind with large amounts of intelligence.(First pic related, Bio-Power Armor 3/6)
4. We need a counterpart to the Bio-Producer, a living mobile foundry of food that can use minimum amounts of food from the bio-producer to produce larger amounts of food and water(or water substitute). It will also double as a unit in and of its self, its muscled bulk serving as a heavy unit that can tear apart tanks or serve as artillery depending on its mutations. (Create Adron Tank-Feeders, second pic)
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6b8d06 No.24555
| Rolled 77, 42, 76, 51 = 246 (4d100) |
>>24537
https://www.youtube.com/watch?v=LovjsnINGjk
"Boys, think we found home! Hey spider-lady, this ain't anyone's land nomore ain't it? If not, it's ours for the takin'! Get the tanks out boys; she's mine!"
>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 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1 defence damage before other damages apply (not vs air)
[War Pigs]
Recruit: 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] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [Motorcycles: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Average]
>Resources:
[Fertile: 51.5][+1/turn][.5 in Use]
[Metal: 25.5][+1/turn][.5 in Use]
[Oil: 79.5][+1/turn][1.5 in Use]
[Energy: 2][+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
>Actions:
Movement: "Now's our time to settle down, pigs! Those of yous dat are sick of sittin' on the rig, feel free tah get off and jumpstart our new nation! Boy, I always wanted to have a country of mah own! Egg Heads and other crafty types, draw straws to see which of yous gets tah be governor!" (Capture the abandoned city and surrounding territory using the Mobile Rig and active Porker Tanks!)"
1-2.) "I can hear our reserves draining! Get to research, egg-heads"! (Researching Tank Fuel Efficiency Again!)
3-4.) "Two stones for one bird; back to researching solar!" (Solar Energy 1/4)
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6b8d06 No.24556
>>24553
>>24545
Ah, it seems she was discovered then, thank you for your time but I believe that all previous negotiations will now be rendered void
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6b8d06 No.24557
>>24548
>>24544
https://www.youtube.com/watch?v=sp4zy67zCeE
The orders were clear, if discovered the quest for Subversion would instead become a Slaughter of Conquest, the Independent States Soldiers certainly did not expect the Psionic storm to tear through their minds and bodies that awaited them when they tried to bring in the supposed spy. An entire city block instantly destroyed brought the attention of the intruder to the military around her. the remaining military was instantly scrambled to try and defend against a lone girl, but it was all in vain as a simple gesture brought down the aircraft to the ground, digging furrows in the earth, well, then, it was time to have some fun and conquer the Capitol Isles for her Emperor, Destroying any who attempted to get in her way, setting up the previously mind-controlled government into power for her Emperor to control at his whim
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6b8d06 No.24558
>>24553
>>24556
"What the hell do you mean that? Only in dire circumstances would bombing our own cities would be a valid and reasonable idea, like the threat of a nuclear detonation, of all things."
"And what do /you/ mean, that 'she' was discovered. Did you lot have anything to do with that?"
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6b8d06 No.24560
>>24556
>>24558
" You are bombing your own people! T-the screams…! But.. She." Vivian turns her gaze towards the Empire Delegate. " Never before have we seen such a force." She is clearly frightened by the whole ordeal. One of her guards sets a hand on her shoulder in an attempt to give a bit of comfort.
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6b8d06 No.24561
| Rolled 44, 73, 56, 73 = 246 (4d100) |
>>24537
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: 7
Oil: 3
Energy: 2
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/qPtH9dP0
Perk: Teleporters: You start with Teleportation understanding.
Research and Construction:
2/4 Orbital launch
2/40 Ship
3/5 Plasma reactor
1/2/3. Begin Construction of the Acutarian Pacification Heavy Combat Vehicle MK2, It is time to end these primitives once and for all.
4. Finish work on the plasma reactors, we are already to hamstrung by our lack of Energy.
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6b8d06 No.24562
>>24558
>>24560
It's clear to me that you do not truly grasp the potential risks, there would have been no need for such violence if you had simply submitted properly. No matter these discussions are over, I hope the rest of you have a pleasant day, and farewell. The Diplomat rises from his chair, bows to the other diplomats before he leaves
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6b8d06 No.24563
| Rolled 93, 89, 93, 86 = 361 (4d100) |
>>24537
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 (2.5)
Metal: 5
Oil: 10 (9.5)
Energy: 10 (5.5)
Territory: 37
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE AVERAGE], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average,
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, Banshee
Structures: Choral institute(4/12)
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, E2.5
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: Expansion claim that 1 tile to the south with fertile land.
Free: +1 territory expand towards the yellow fertile land
1-2. Continue work on the choral university. WE must sing songs on knowledge!
3. Continue work on the energy absorbing crystal Lattice technology
4.With the Jikartans sending out DD resistance information, the time to strike the fields is now. Build 2 more banshees which is how many we can actually afford to support.
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6b8d06 No.24564
| Rolled 12, 78, 97, 15 = 202 (4d100) |
1 2 Our scientist tell us in order to make DD stabilizers first we must learn to be able to better resistors. DD Resistance(2/6)
3.4. Expand.
Territory : 52
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 Weak,
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.24565
>>24563
4/12 on 1-2.
1/4 on Energy Absorbing Crystal lattice technology for 3
sorry posted too fast, lel
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6b8d06 No.24566
>>24564
Progress for DD Resistance is actually 0/8
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6b8d06 No.24567
>>24561
Slaves - +2 to all rolls
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6b8d06 No.24568
| Rolled 40, 20 = 60 (2d100) |
>>24537
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 14%) allows you to do increased feats by using up. Energy Barrier
[Solar converter] +2% energon per turn.
>>24549
I am afraid the package is not within the range of my sensors and my own stocks are low, the package should still be within the DD field but the supplies may not survive long if the container is damaged.
There is no choice but to leave and found my own state with the support of a power.
12 Lets roll out to the Technocracy, I picked up their report of invasion forces so I can rip through those on my way to their borders and perhaps I will find the supplies that veered off course on my way. So I will find myself in their bastion of technology
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6b8d06 No.24569
| Rolled 83, 79, 94, 14 = 270 (4d100) |
1 - Ekonohmik senderz 2/10
2/3 - With the recent news of the Rising Sun's unforgivable attack and their disgraceful departure from the peace meeting, the Amirate finally has a proper enemy to fight. With this, the imams and propagandists say, the warriors of Zetsim will strike against both the atheist apostates and their tyrannical, godless Communist regime. The war effort is put at the forefront of the national agenda, with veteran ghaznis and amateur conscripts alike joining the cause. But now, the Jihad requires more… technical solutions.
The Khumat, Hemed for 'wolf', a design for a lightweight, fast striking vehicle based on previous models. This one would have heavier armor on the front, with sparse armor on the sides and back to save weight. A rising pod on the side would allow for a gunner position, while the center is straight and narrow for higher speed and agility. Teams of Khumat-riders could fly in before, or in addition to, the mounted Jezzailiers and scatter the enemy ranks with heavy fire, or otherwise harass enemy vessels. With these, the Wolves of the Zetsimzai would strike fear into the Communist threat.
[Research/produce light two-man fighter vehicles]
4 - A greater war economy requires more resources. Luckily, the Land of Mountains has much to give. Expand north and east, to harvest metal and spread the faith.
>>24537
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)
Metal: 3
Oil: 8
Energy: 3
Territory: 4
Tech: Lasers average, Spying average.
MILITARY:
>Standard Jezzailiers
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
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.24570
| Rolled 26, 85, 44, 31 = 186 (4d100) |
>>24537
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: 3 [3]
Metal: 8 [3]
Oil: 3
Energy: 3
Territory: 28
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 (weak), 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),
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
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. Nanite research 3/5
3. Project Vivisect
4. Project Hydra
Free: +1 expansion towards oil.
Free: +1 progress to nanites 3/5
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6b8d06 No.24571
>>24570
+21 to roll for Project Hydra.
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6b8d06 No.24572
>>24546
Also, due to miscommunication in the IRC I would like to change that 96 into applying DD Resistance to all of my units and future designs.
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6b8d06 No.24573
| Rolled 60, 31, 65, 87 = 243 (4d100) |
>>24538
>Name: The Independent State of the Capitol Isle.
>Resources:
[Fertile: 2.5 (4)] [Metal: 4.5 (3+2 from Shameless)] [Oil: 5 (6)] [Energy: 5 (6)]
>Tech:
[Shipbuilding: Strong] [Airplanes: Average (6/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: USELESS AS FUCK] [Bombers: Weak]
>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )
1 [CIA Infantry] (Count-as standard Infantry)
1 [Mk.1 Rausers] (Mainline Airplanes)
1 [Bombrauser] (Basically a bomber)
>Bonuses:
Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.
1-4: Fuck everything.
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6b8d06 No.24582
>>24529
>" But I do not think that it should be the ones they fought against"
Yeah as pointed out in the post, proposed custodian was someone who's faction didn't even eXist during teh war.
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6b8d06 No.24583
| Rolled 62, 86, 15, 22 = 185 (4d100) |
>>24542
>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) (You) (You) (You) (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 5 (2 accounted for)
Oil: 7
Energy: (7) [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
>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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
29
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
1+2. [1/10] Missile cruiser design. Allocate 2 Fertility to feed lots of scientists. (+4) (+4)
3+4. Ancshluss towards metal\oil. (+4)(+4)
[Bureau] +1 to 3/4 Expansion tactics.
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6b8d06 No.24645
| Rolled 3, 39 = 42 (2d100) |
>>24568
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6b8d06 No.24646
| Rolled 39, 35, 99, 64 = 237 (4d100) |
>>24537
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"The world contains many frightening creations." - 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: 3
Oil: 7
Energy: 7
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
Bonuses:
Placed infiltrators:
Vena: The Infinite Imperium.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 21
+1 natural expansion per turn.
1-4 Build an oil generator.
Energy is a vital part in our fight against the DD.
+1 natural expansion per turn.
As the stalkers pas through EC territory on their way towards the Flowering empire they are upgraded with the new and far superior DD Resistance tech.
Tibellus is however redirected towards Bob Prime, their mission is to help and assist in his defense as well as they can once they arrive.
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6b8d06 No.24660
| Rolled 76, 36, 93, 69, 94, 17 = 385 (6d100) |
>>24539
The number of bolds keep swelling.
6/20 Boldier bolds, +6 Stickpokers,
>>24540
Rapid expansion is inititated to secure much needed resources for Eden. And following the offer the Giant Robot Bob Prime arrives at one of your domed cities. Damaged and critically low on energy.
+9 territory, +3 O, +3M , +2 F.
>>24543
The missile factory is finally completed. Constantly pumping out balistic missiles to be added to the stockpile
+3 territory, +4 O, 1/8 Missiles, [Missile Factory]: Produces 2 Balistic missiles per turn.
Balisitic missile
Upkeep: 0.1 E.
Bonus: Use to roll a 1 Attack damage roll vs a target. Range is Missile tech level^2 (+ extra range from relevant techs like rockets)
>>24544
>>24545
The Security team draws their weapons and moves in on the girl. Screaming for her to get down on the ground. As she laughs and raises a hand they open fire. Only for their bullets to hit some kind of solid wall mid-air. As they start to panic and scream into their coms the girl does a dismissive gesture, ripping the assailants in half. She continues on to her intended destination as squads of infantry and police starts appearing, trying bring her down. AS she starts ripping into those that stand in her way the Rausers take off from their airports, Starting to try to strafe the girl and dropping bombs on the entire cityblocks she's in. Causing massive civilian casualties. The girl simply looks at the planes as they start to crumple up and get ripped apart. She continues on, with the help of her mindcontrolled military and political leaders she find those she had not yet taken over. She kills or mindcontrolls them as well and the next day the Islands announce their decision to join up with the great and merciful Red Sun Rising Empire.
WORLDMASTER ELIMINATED
(For anni)
4/6 turret upgrade, +1 Psionic commando, 2/8 vacuum cannons, +7 Territory, +4 F, +4 O, +3 M. ADD WORLDMASTERS TECHS.
>>24546
The wasps wait while upgrades are installed. Upgrades that are going to allow them to enter the DD-fields without suffering the fatal effects of it.
Add 0.5 E upkeep and "bonus: DD-resistant" to wasps and Robotic infantry.
5/10 Transport Flier, +2 Territory,
>>24549
Preparations are made for a colony on the moon.
4/6 Mechanized infantry, 2/12 Mooncolony, +1 Territory,
>>24551
Many of the swarm now live on the shores and hunt in the waters. As often as not they also become the prey in the waves. But the tide is slowly turning.
+4 Territory, Aquatic Adaptation Weak, +1 204-D, 5/6 Toxic gas, Emergency adaption Average, 4/12 Mutation chambers.
>>24554
The geneticists are kept busy ever coming up with new forms and perfecting those that already exist.
2/6 bioproducers, 4/10 Gene lakes, 4/6 Bio-Power Armor, 3/10 Adron tank-Feeders.
>>24555
(getting rid of your inability to have territory would be COSTLY, you can howver scavenge here and drain the area.)
It seems a city once stood here. The hogs looking find huge databanks and server-halls everywhere. Advanced mainfraims aplenty and they even find what appears to be a run down space-center.
2/6 Fuel efficiency, 3/4 Solar Energy.
>>24561
Improvements to the plasma reactor designs are made and a smaller version for the acturian tanks are even created! However there is little time to celebrate as a huge force of the primitives are attacking from all directions. They even have tanks! Where did they come from?
MASSIVE AMMOUNTS OF PRIMITIVES ATTACKING! THEY EVEN HAVE TANKS! (dat rebel nat100)
Lower E upkeep of Acturian tank by 0.5, Plasma Reactors Average, +1 Acturian.
>>24563
The university is finally finished. Exceeding all expectations it proved to be a prudent decision to make. And as the army grows the time approaches when the DD-fields will be shut down once and for all. Which is about time, seeing as the field has almost reached your borders.
[Chrystaline chorus university]: Gain 1 progress to either aural research or Crystal research every turn and get +15 To research rolls for them.
energy absorbing crystal Lattice Average, +1 Territory, +2 Banshees.
>>24564
For now the leadership is keeping these strange reptilian creatures secret. They've been dubbed Bolds in waiting of a proper name.
2/8 dd-resistance, +3 Territory,
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6b8d06 No.24661
>>24660
>>24568
You leave the rift behind and head south as fast as you can, staying ahead of the stream of creatures and vehicles now pouring out of the rift. You reach the edge of the Field and hurry down into the water and activate your underwater propulsion. Soon meeting up with a swarm of Eden Buzzard Bots who escort you to one of their underwater cities where you're taken into one of the Carrier Drydocks.
Lost Solar converter, Arrived at Eden Technocracy, -6% Energon.
>>24569
The Skysteeds to bring the word of god to the infidels are designed and ready for production
4/10 Economy, Light Fighter Plane Design, +3 Territory.
Light Fighter Plane,
Recruitment: F:1 M:1 O:1 E:1
Upkeep: F:0.5 O:1 E:1
Attack: 3
Defence:1.5
Move: 6
>>24570
Great strides are made in the field of nanites. Making them more versatile.
1/7 Nanites. nanites average, Weaponised nanites 1/4, Vivisect 1/10, +1 Territory, +3 O.
>>24583
(you can't allocate resources like that)
The peacetalks fail as the subject in matter ceases to exist.
4/10 Missile cruiser, Expansion Tactics Weak, +1 Territory, +1 M.
>>24646
The troops move out to their new positions.
4/5 Oil generator, +1 Territory, +1 M.
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6b8d06 No.24663
| Rolled 76, 32, 46, 51 + 20 = 225 (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: 10
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak, Bioproducer Weak
1. 2/6 bioproducers
2. 4/10 Gene lakes
3. 4/6 Bio-Power Armor
4. 3/10 Adron tank-Feeders.
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6b8d06 No.24664
| Rolled 59, 22, 52, 20 = 153 (4d100) |
>>24661
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(8.5)
Oil: 6
Energy: 6(4)
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.
Gungnir 2/10
Armies:
1 Buzzards
http://pastebin.com/fxN1TAsn
1-4 reapair bob and out in all the DD/neuo-sync tech we have.
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6b8d06 No.24665
| Rolled 42 (1d100) |
>>24664
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6b8d06 No.24666
| Rolled 87, 73, 73, 3 = 236 (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 cold, too hostile, and the other races are disagreeable even by the standards of The Peoples.
—
Resources
—-
Fertile: 8
Metal: 0 [-.05; -4.5]
Oil: [0; Converted to 7E]
Energy: 1 [-2; -6]]
Industry: 8
Territory: 25
——–
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
- DD-Weapons, Weak
- DD-Resistance, Weak
- Psi-Matrix weak
- Psionic Mass-drivers [Average]
- Orbital Launch [Weak]
———–
Armies:
——–
- 3 Psi Turrets [Def:5] [Upkeep: E2, M0.5]
- 1 Standard Fixed Defense [F2/E4]
- 1 Standard Infantry [F1]
Unique Buildings: [Glowtown Monument – 20 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
—
—
Actions
—
1. The design looks close to being completed! Everyone is supersuperexcited! [Mechanized Infantry Design: 4/6]
2. More matrices are added…{6/14 (spacecapable) psi-mecha superunit}
3. The colony is coming along! Small habs and other units are already springing up as the people keep working. [2/12 Mooncolony]
4. The recent surge in space-based expansion has glutted the office of space affairs…and construction continues![Orbital Launch Facility: 2/8]
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6b8d06 No.24668
| Rolled 61, 44 = 105 (2d100) |
>>24661
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 14%) allows you to do increased feats by using up. Energy Barrier
12 Give and receive advice on how to allow them better access for healing and upgrade purposes, not moving so as to disturb any equipment or damaged systems. I have come out of this hell and have marks of months and months of exposure and damage so its time to analyze, digest and fortify with the treasure trove of combat information available.
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6b8d06 No.24669
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6b8d06 No.24670
| Rolled 46, 76, 76, 77, 20, 15, 16 = 326 (7d100) |
>>24660
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 (1.5)
Metal: 5
Oil: 10 (8.5)
Energy: 10 (.5)
Territory: 38
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE AVERAGE], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average, Energy Absorbing Crystal Lattice Average
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, 3 Banshees
Structures: Crystalline Chorus Institute +1progress on sonic or crystal tech +15 to research rolls involving them
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, E2.5
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: Banshee 1 shoots down the balloon
Free: Banshee 2 and 3 move against the enemy DD transmitter to the north east of our capitol.
Free: Expansion on the mainland, 1 territory
1-2. Set up a geothermal plant my using the energy absorbing crystal lattice. They will need to be lubricated on occasion to avoid burnout of course. (Spend oil for E)
5-7Banshee attack rolls
3-4. Begin Research On Energy Efficient Crystal circuitry. +1 progress from Choral institute +15 on each roll
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6b8d06 No.24671
| Rolled 60, 73, 69, 6 = 208 (4d100) |
>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
Fertile: 10 [2.5 for Upkeep]
Metal: 6
Oil: 7
Energy: (7) [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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
30
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
1. Anschluss eastward (+4)
+Expansion Tactics Weak
2. Anschluss westward (+4)
+Expansion Tactics Weak
3. Work on Missile Cruiser (+4)
>4/10 Missile cruiser
4. Produce 2 more Landwehr (+4)
[Bureau] +1 on Expansion Tactics Average
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6b8d06 No.24672
| Rolled 38, 58, 33, 29 = 158 (4d100) |
>>24660
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: 0
Metal: 3.5
Oil: 6
Energy: 5.6
Territory: 23
Tech: Tech: Tanks average, Airplanes average, missiles average, 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) 4 Ballistic Rockets (UK: .4E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1-3. Missile tech 1/8
4. Start designing the CARRIER MISSILE. A massive ballistic missile that carries even smaller missiles with larger warheads for maximum target saturation
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6b8d06 No.24673
| Rolled 90, 36, 54, 51 = 231 (4d100) |
1 - M'economy (4/10)
2 - Spread the good word of Zetsim to the land.
3 - Continue expanding north and west, until we can claim the bountiful oceans as our own!
4 - The jezzailiers and gunners of the Amirate may be fervent, but that is no replacement for superior armaments. The Amirate cannot rely on laser rifles and weapons alone. We need artillery, larger, crew-manned weapons that pack more punch and can help us to dominate any battlefield. They will be especially useful set up in Hemed's many mountains, blasting swathes of destruction through any invading army.
>>24661
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: 3
Oil: 8 (1)
Energy: 3 (1)
Territory: 7
Tech: Lasers average, Spying average, DD-resistance average
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.24674
>>24670
Banshees 2 and 3 get +.2 at and def enemies suffer from a -.4 at and -.6 def Theya re to shoot the emitter down and get out.
Banshee ones debuffs the ballons -.2att and -.3 def It's goal is to hit the ballon then return home.
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6b8d06 No.24675
| Rolled 24, 39, 20, 61 = 144 (4d100) |
>>24660
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 62
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:
+ 1 204-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 4/12
1-2. The construction of the center continues.
+ Mutation Chamber 4/12
3. The Gas continues to eat away at the space technology, slowly wearing it down, breaking it.
+ Toxic-Gas Emission 5/6
4. As the populaton of the 204 continued to grow so did their tunnel systems. The colonies grew more complex in design, the walls thickening with the heavy toxic gas fillings their many corridors.
+ Enhance Tunnel Systems
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6b8d06 No.24676
| Rolled 20, 71, 63, 33 = 187 (4d100) |
>>24660
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"No wonder the DD managed to get such a foothold on this world."- 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
Energy: 7
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
Bonuses:
Placed infiltrators:
Vena: The Infinite Imperium.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 21
+1 natural expansion per turn.
1-4 Build an oil generator. (4/5)
If it is finished start on the next. We need that energy!
+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.24679
| Rolled 25, 3, 94, 80, 93, 48, 20 = 363 (7d100) |
>>24660
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: 4
Oil: 2
Energy: 2.5
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/9zE396pn
Perk: Teleporters: You start with Teleportation understanding.
Buildings: Average Plasma Reactor (+2 E per turn)
Research and Construction:
2/4 Orbital launch
2/40 Ship
1. We grow extremely tired of these primitive life-forms harassing us and stalling our escape. Operation
Ursula is to began immediately to stop this nonsense. (Will pm you what this is fam)
2/3. At any rate, this attack only means that we will once again need more men, Train some more plasma troopers up to help repel the attack.
4. Finally, with all these attacks to our south, some expansion north towards the nearby metal deposit it bound to be good.
5. Slave Trooper - Focus on the infantry guarding the tanks, eliminate them with extreme prejudice.
6. Static Defense - Focus fire on the tanks, aim for splash damage on the infantry, force them into crossfires and bad positions.
7. Acturian - Target the tanks, using slave troopers as support to prevent hostile infantry from pinning down with anti-tank weapons, work in tandem with static support to eliminate heavy targets.
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6b8d06 No.24680
>>24679
[Slave-workers]: +2 to all rolls
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6b8d06 No.24682
| Rolled 43, 79, 58, 18 = 198 (4d100) |
1.2. DD Resistance proceeds to be improved. (2/8)
3. Improve our knowledge of nuclear theory. One of the greatest demands we have is power.
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 Good,
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
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.24702
| Rolled 3, 20, 92, 88, 23, 7, 76, 36 = 345 (8d100) |
>>24537
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: 7 [3.5] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Metal: 8 [6] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Oil: 9 [6] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Energy: 3
Territory: 47
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 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.]
Missed Turn
1. Send the MOBILE FORTRESS to expand northwest toward the peninsula!
2. Raise 2 Combat Engineers
3. Expand West toward the metal
4. Expand Southeast
Missed Turn
1-4. Keep expanding to fill in our little niche continent part of the world!
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6b8d06 No.24703
| Rolled 87, 30, 79, 89 = 285 (4d100) |
>>24661
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: 3 [3]
Metal: 8 [3]
Oil: 6
Energy: 6
Territory: 29
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),
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
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. Project Vivisect 1/10
3&4. Project Hydra 1/3 + 21
Free: +1 expansion towards Fertile.
Free: +1 research to Anti-Espionage (If not a civil tech then +1 to some kind of public safety tech)
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6b8d06 No.24735
| Rolled 82, 42, 42, 92 = 258 (4d100) |
>>24660
>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 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 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] [Anti-Air: Average] [Artillery: Average] [Tank Fuel Efficiency: Weak] [Motorcycles: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Average]
>Resources:
[Fertile: 52][+1/turn][.5 in Use]
[Metal: 26][+1/turn][.5 in Use]
[Oil: 79][+1/turn][1.5 in Use]
[Energy: 3][+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
>Actions:
Movement: "Not now boys, we're reclaimin' land here!"
1-2.) "Costly? Cost ain't no object; we'se got more resources than every other nation combined. Settle this city!"(Begin the settling into the abandoned city, regardless of costs!)
3.) "And keep workin' on it! You know, the fuel thingy!" (2/6 Fuel efficiency)
4.) "Almost done? Almost done! Yeah, keep at it boys! *Oink*" (Solar Energy 3/4)
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6b8d06 No.24760
| Rolled 96, 60, 65, 50, 40 = 311 (5d100) |
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:
38 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.
1.2.project boldier bolds 6/20
3.4.project bolds gonna bold
5 . breed more stickpokers
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6b8d06 No.24772
| Rolled 22, 98, 38, 93, 23, 37, 14, 35 = 360 (8d100) |
>>24267
>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: 8
>Metal: 3
>Oil: 3
>Energy: 3
>Tech:
>[Woodcrafting 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: 10
>Military designs:
>Stick-poker
>Recruitment: 0.5F
>Upkeep: F1 (-1 from perk)
>Attack: 0.5
>Defence: 0.5
>Move:1
>6/12 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.
>3/4 animal taming
+3 all rolls
>123) Expand
>4-7) The Wubmigration marches on, the cries of WUB being heard across the land
6/12
>8) Here wub beast…We have wub berries for you! 3/4
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6b8d06 No.24779
>>24682
The Warmar Republic, having already faced not one but TWO wars with nations who had not contact with them yet feels more and more like their assumptions of a hostile world must be true.
No cause had they with these. . .Mafestung, who we had just met and yet they supported malcontents and then dared to invade our lands.
In order to ascertain more about the nature of the world and its peoples, orders were given immediately to radio communications to find all sources of intelligent or non-intelligent radio chatter in the world, perhaps those closest to us. It was thought there might be more nations to the north of Mafestung, as such Radio signals were sent in that direction.
"Hail! This is the Warmar Ascendant Republic. Does anyone read this message?"
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6b8d06 No.24780
>>24779
This is Speaker, Child of the Flowering Empire. I hear you Warmar Ascendant Republic.
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6b8d06 No.24781
>>24780
"Greetings, Flowering Empire.
The Warmar Ascendant Republic extends its salutations to thee. We are in search of other nations upon the world, with whom we might have more. . .favorable contact with.
Come, tell us Speaker, of the manner and trade of your people. We are eager to learn of the peoples of the world. And so we shall tell you of ourselves."
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6b8d06 No.24782
>>24781
We know of two that have contacted us.
The Eternal Consciousness has proven to be good to their word and deed thus far.
The Jikartans have been furthering the study to fight against the hostile nature of the dimensional distortions springing up around the world.
Beyond that there are none we know personally. Simply listen to the radio and you will pick up the chatter of many other nations.
Oh, besides the primitives to the north of the Flowering Empire. I don't think they even have electricity, let alone long range communication.
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6b8d06 No.24783
>>24782
"Thank you Flowering Empire. We now know this information, and more. That the manner of your people is an amicable and honest one.
May prosperity and freedom know your people."
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6b8d06 No.24786
>>24779
The Republic picks up an errant transmission from a northern radio station, but it seems to be in a foreign language:
https://youtu.be/ZVVNwsNc_v8
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6b8d06 No.24796
>>24779
A voice crackles through the radio static, originating in the South-eastern corner of the world. "We have been delayed, even halted. They are coming, and if we die, then so will all of you." A explosion ripples through the broadcast, and it ceases.
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6b8d06 No.24799
>>24779
"This is the Jikartan People, we have received your message. >>24546. Have you received ours?
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6b8d06 No.24800
| Rolled 22, 71, 23, 53 = 169 (4d100) |
>>24660
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5 Upkeep 1
Oil: 5 Upkeep 3
Energy: 0 Upkeep 8
Territory: 19
Tech:
DD-Space understanding
DD resistance Average
DD-Weapons weak
Vr Good
Robotics Good
Orbital launch weak
Plasma weaponry Average
Biofuels Average
Airplanes Good
Jet propulsion Good
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: VR world: Double bonuses from using VR tech to boost applicable projects.
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp- 1 -Deployed- 1
Jet Mode/Ground Mode
A5 A3
D1 D4
S7 S2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1-2. Work on the Bioplants, we need energy if we are to construct the transport flier.
3-4. Continue developing the Transport Flier. +VR Good. +Vr World. +10 Vr Lab. +DD resistance Good. 5/10
Military Action. Our remaining unit of Wasps will depart for the center of the DD field, flying high to avoid enemy fire. They will rendezvous with Bob Prime and preform an attack run on enemies in the area, before entering ground mode and offering what support that they can. For real this time.
The VR lab will focus on improving DD Resistance even farther.
Progress:
DD Resistance Excellent 2/10
2/5 bioplants
5/10 Transport Flier
1/6 Plasma Weaponry
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6b8d06 No.24801
>>24800
*territory 21
1-2. gets Robotics Good.
[Robotic workers] Gives a +5 bonus to expansion and construction.
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6b8d06 No.24802
| Rolled 80 (1d100) |
>>24670
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6b8d06 No.24803
| Rolled 56 (1d100) |
>>24670
baloon interceptor
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6b8d06 No.24804
| Rolled 13, 96, 14, 1, 36, 73 = 233 (6d100) |
>>24679
1-4 Inf. 5-6 Tonks
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6b8d06 No.24807
| Rolled 63, 45, 82, 29, 45, 80, 44 = 388 (7d100) |
>>24663
The splicing goes on
4/6 Bioproducers, 5/10 gene lakes, 5/6 Bio-power Armor, 4/10 Tank-Feeders, +2 territory.
>>24664
>>24668
The repairs get started, Cleansing the "corruption" took some time and effort though. But with the assistance of Bob himself it went better.
+20% energon.
>>24666
Work on the mecha is taken into space where it will be finished. As it approaches completion its mind awakens. Made up of the mixed minds of the millions of the people who have contributed to Glowtown and the various matrixes it is the mind of your people. And as the latest thoughts of the people have been towards the moon, so was the thoughts of the mecha. It brings with it the matrixes finishing it as it hurries to the moon to help out with the colony there. It takes months but eventually the finished colony stands proud. It helps that the people don't need air like those pesky beings on the planet below.
(spacecapable) psi-mecha superunit, Mechanized infantry design +2 Territory (1 on moon), (NEW CAPITAL ON THE MOON, WITH ALL THE CAPITAL BENEFITS)
Mechanized Infantry:
Recruit: E2 M1 O1
Upkeep:E1, O1.
Attack: 2
Defence: 2
Move: 6
psi-mecha superunit
Upkeep: E 4
Attack: 11
Defence: 11
Move: 20
Bonus:
Psionical mecha: The mecha is made up entirely out of psionical energy
Psionic abilities: Can use psionic actions
Space-capable: Can move around in space and orbit.
>>24670
The generators are finished and provide a massive ammount of energy.
And speaking of energy the banshees headed towards the field were rapidly shot down by energy pulses appearing from out of nowhere. The ones that were headed for the baloon suffered the same fate as they flew over the seas.
Crystaline Oil generators:-1 O, -1 M, +5 E. +2 Crystaline Oil generators. Energy efficient Crystal circuitry Average, -3 Banshees, +1 T
>>24671
The expansion continues.
+4 Territory, 5/10 Missile cruiser.
>>24672
The missiles continue to be pumped out.
3/8 missile tech, +1 Territory.
>>24673
The Amirate spreads. In land and in faith.
6/10 economy, 1/4 Zetism action, +4 territory, +2 M,
>>24675
The swarm keeps spreading… A strange smell is scented from north. across the waters… Could it be? The swarm slowly grows more agressive as they smell the scent.
5/12 Mutation chambers, 1/6 Enhance tunnel systems, +2 territory.
>>24676
The generator is completed.
Oil generator: -1 O +2 E, +1 Oil generator, +1T.
>>24679
The Primitives come with their weapons and tanks firing magnetically accelerated slugs of metal. Their infantry fall to your plasma barrages but their tanks do quite the damage to your own troops and defences. Soon there's fields of dead and the Rebels reclaim many of their villages and towns.
+3 Plasma troopers, -1 Fixed defence, -1 Slave trooper, -1 acturian, +2 territory, -3 territory.
>>24682
Research continues in the empire
5/10(it's supposed to be out of 10) DD-resistance, 1/6 nuclear fission.
>>24702
The expansion kickstars again now that there is no imminent threat. And the mobile fortress shows its ability to expand the reach of the Warmar.
+14 Territory. +1 M, +3 F
>>24703
Code is made for nanites to attack flesh, plastic and metal.
1/3 Counter-intel, 4/10 vivisect, Weaponised nanites weak, Project Hydra 2/12, +1 territory.
>>24735
Storages and barracks are found. Places to park the rigs are made and found and repairs are initiated. If all goes well this could be a place to set down roots in the future. It will take a lot for that kind of changed lifestyle though
Settling down 15/40, Fuel efficiency Good, Solar energy 1/6, Solar energy Weak.
>>24760
To bold or not to bold?
9/20 Boldier bolds, 2/10 Bolds gonna bold, +3 Stickpokers.
>>24772
The furry beasts are finally domesticated! They are soft warm and occasionally tasty! And sitting on them going fast-fast is fun!!
+8 territory,9/12 wubmigration, Animal taming weak.
>>24800
The fliers are intercepted by a strange haze in the air.
ROLL COMBAT!! Both use attack stats.
4/5 Bioplant, 6/10 Transport flier, +2 territory
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6b8d06 No.24808
| Rolled 7, 95, 24, 28 = 154 (4d100) |
>>24807
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(8.5)
Oil: 6
Energy: 6(4)
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.
Gungnir 2/10
Armies:
1 Buzzards
http://pastebin.com/fxN1TAsn
1. Finish Bob's repairs.
2-3. Install our anti DD-tech into Bob.
4. Centipede pattern drone carrier.
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6b8d06 No.24809
| Rolled 49, 18, 31, 98, 70, 96, 21 = 383 (7d100) |
>>24807
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: 4
Metal: 5
Oil: 3
Energy: 2
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/XZmaEdSR
Perk: Teleporters: You start with Teleportation understanding.
Buildings: Average Plasma Reactor (+2 E per turn)
Research and Construction:
2/4 Orbital launch
2/40 Ship
1/2. This has been a farce of the highest caliber, we are not only locked into a stalemate, but are on the verge of being pushed back! The council demands the forces be rebuilt, and the rebels pushed back! A Acturian is to be built to replace the one that we lost.
3. At the same rate, build a skimmer to aid us in fast attack protocols
4. Finally, research further into the field of plasma weaponry, so as to facilitate the upgrading of our troops.
5/6/7. Plasma Troopers - For too long have we idled by, and treated these primitives as an nascent threat. No longer.These rebels are being supplied, We want these supplies disrupted. They must be coming from the coast, as we are the only major power on this land. Push into the rebels lands and destroy their supplies, and their homes
>Slaves: +2 to all rolls
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6b8d06 No.24810
| Rolled 43, 93, 36, 87 = 259 (4d100) |
>>24807
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 (3)
Metal: 5 (3)-2 per generators
Oil: 10 (8) -2 per generators
Energy: 10 (18) +10 for generators
Territory: 39
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak, 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,
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,
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.
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 territory
Free: Institute puts +1 progress to resonance rifles
1-2 Build Anti-DD pylons along the at risk area of our territory
3-4. Research Resonance rifles +15 from choral institute
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6b8d06 No.24811
| Rolled 30, 24, 99, 38 = 191 (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: 8
Metal: 0 [-.05; -4.5]
Oil: 0 [Converted to 7E]
Energy: 0 [ -8]
Industry: 8
Territory {Planet}: 25
Territory {Moon}: 1
——–
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 – 15 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
—
—
Actions
—
1. Attempt to launch satellites with mass drivers to intercept anything attempting to land on the moon. Attempt to integrate the matrices to create a coherent defensive shroud. [Moon interception network?][5 charge]
2. Expansion starts on the moon as the capital base expands to adapt to the flux of incoming immigrants from the planet. [Expansion]
3. A project begins to build automated construction for expansion on the moon. [Passive expansion: Moon]
4. The launch facility construction constinues. [Orbital Launch Facility: 2/8]
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6b8d06 No.24812
| Rolled 91, 50, 48, 92 = 281 (4d100) |
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: 10 [3.5] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Metal: 9 [6] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Oil: 9 [6] (3 Ascendant Railgun Tanks, 1 Mobile Fortress)
Energy: 3
Territory: 61
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 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.]
1-4. More expansions. We shall not rest our heels until all of our peninsula falls into our lands. Until we control from shore to shore east and west, and from the landbridges north to the frozen wall south.
Charge forward Mobile Fort and flatten the land in the name of the Republic!
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6b8d06 No.24814
| Rolled 60, 38, 77, 14 + 20 = 209 (4d100) |
>>24807
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: 10
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak, Bioproducer Weak
1. Harder. 4/6 bioproducers
2. Better. 4/6 Bio-Power Armor
3. Faster. 4/10 Tankfeeders
4. Stronger. 4/10 Genelakes
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6b8d06 No.24815
>>24809
>Incoming Radio Transmission
"Is anyone recieving this transmission? This is the Biocracy, the leaders of perfection. We repeat, is anyone receiving this transmission? This is the Biocracy, the leaders of perfection…"
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6b8d06 No.24817
| Rolled 26, 59, 64, 12 = 161 (4d100) |
>>24807
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: 3 [3]
Metal: 8 [3]
Oil: 6
Energy: 6
Territory: 30
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)
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
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. Project Vivisect 4/10
3&4. Project Hydra 2/12
Free: +1 expansion towards Fertile.
Free: +1 research to counter intel 1/3
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6b8d06 No.24818
| Rolled 91, 57, 91, 4 = 243 (4d100) |
>>24671
>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
Oil: 7
Energy: (7) [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:
3 Fixed Defense
2 Draxian Landwehr
>Territory
34
>Designs
Draxian Landwehr
(Recruitment: F:1 M1 E1)
Upkeep: F1, E1
Attack: 2
Defence: 3.5
Move: 1
>1/x on Average Expansion Tactics
1. Anschluss eastward (+4)
+Expansion Tactics Weak
2. Anschluss westward (+4)
+Expansion Tactics Weak
3. Work on Missile Cruiser (+4)
5/10 Missile cruiser.
4. Produce 2 more Landwehr (+4)
[Bureau] +1 on Missile Cruiser
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6b8d06 No.24819
| Rolled 32, 81, 4, 19 = 136 (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: 0
Metal: 3.5
Oil: 6
Energy: 5.4
Territory: 23
Tech: Tech: Tanks average, Airplanes average, missiles average, 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) 6 Ballistic Rockets (UK: .6E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1-3. Missile tech 1/8
4. Start designing the CARRIER MISSILE. A massive ballistic missile that carries even smaller missiles with larger warheads for maximum target saturation
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6b8d06 No.24820
>>24819
Forgot territory 24 missile tech 3/8
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6b8d06 No.24822
>>24815
"This is The Sekvitillithian Collective, speak, for our collective time is short."
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6b8d06 No.24823
>>24822
"We of the Biocracy have contacted you with a proposition. In exchange for your extensive knowledge of Nanotechnology we wish to share with you our knowledge of Genetics. Together we can create a being a that nears perfectiom, both physiologically and mentally. All we request is for this trade."
>Trade Genetics Average for Nanomachones Average
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6b8d06 No.24824
>>24823
The comms officer sends the message to the council, a unanimous vote is held in support of the trade. "A most beneficial trade to say the least, its so nice to finally meet a race on this planet that isn't shooting at us. We will commence data transfer immediately."
>Trade accepted
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6b8d06 No.24825
| Rolled 97, 33, 68, 76 = 274 (4d100) |
>>24779
https://www.youtube.com/watch?v=z48FWWCG4dU
The majority of the pigs in charge of picking up and recieving international communications were too busy watching foreign TV to notice the Warmar's hail.
"Oi, someon' turn off dat' ruckus machine, I can't hear the show!"
One of the pigs got up and was about to shut off the communications link when he suddently remembered that listening to them was their job, and he hastily motioned the crew to pause the show (such was the conviniences of ultra-modern technology!)
"Yeah? Who is dis; Heavy Metal Ltd. at yer service: we specialize in tanks, motorcycles, ya name it; anythin' that moves on da road, an' we're the best company in da world! *Oink* Yo wanna talk to boss or somethin'?"
>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 M 1 O 4 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/1defence 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 O1.5
Attack: 5
Defence: 2
Move: 5
Bonus:
Artillery: this unit rolls an additional d100 that is applied as a 1 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: 52][+1/turn][.5 in Use]
[Metal: 26][+1/turn][.5 in Use]
[Oil: 79][+1/turn][1.5 in Use]
[Energy: 3][+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
>Actions:
Movement: "Not now boys, we're reclaimin' land here!"
1-2.) "Admittedly, Heavy Metal knows many things, but I ain't exactly president material. Now, I'm still leader ya dunces *snort*, but I'd buy the guy dat's willin' tah play governor to this sty a beer!" (Settling Down 15/40)
3-4.)
[Tank Fuel Efficiency: Good]
[Artillery: Average]
[DD-Resistance: Average]
"Our tanks could use a facelift from all da improvements in tech R&D has made. Make them guns more accurate, those engines less hungry, an' dat generator more effective! *Oink* (Upgrade fuel efficiency, cannon strength, and DD-Resistance of the Pork and Hogger tanks!)
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6b8d06 No.24827
| Rolled 66 (1d100) |
>>24807
Jet Mode/Ground Mode
A5 A3
D1 D4
S7 S2
Jet Mode!
The wasp squadron strafes the mysterious DD haze, cautiously remaining away from it while also unleashing hot blue plasma during careful attack runs, the Wasps stay in formation and look for an opportunity to bypass these opponents in hopes of reaching Bob prime.
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6b8d06 No.24828
File: 1457396556455.png (380.59 KB,1024x1001,1024:1001,pork_tank_by_badbird29-d82….png)
>>24825
>>Minor correction on actions 3-4: The Hogger shall be given the upgrades in DD-Resistance to its existing generator; the "Porker" will remain without said upgrades in DD because it doesn't possess a generator. All other upgrades apply to both.
[Fertile: 52.5][+1/turn][.5 in Use]
[Metal: 26.5][+1/turn][.5 in Use]
[Oil: 78.5][+1/turn][1.5 in Use]
[Energy: 4][+1/turn] [0 in Use]
"Ey louts, ya forgot to update dese'!"
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6b8d06 No.24832
| Rolled 71, 76, 98, 19 = 264 (4d100) |
1.2. DD Resistance proceeds to be improved. (4/10)
3. Improve our knowledge of nuclear theory. One of the greatest demands we have is power. (1/6)
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 Good,
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
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.24869
| Rolled 67, 22, 75, 20, 92 = 276 (5d100) |
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:
41 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 2/10
1.2.3project boldier bolds 9/20
4.5 . breed more stickpokers
To bold or not to bold?
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6b8d06 No.24870
| Rolled 5, 81, 4, 72 = 162 (4d100) |
>>24807
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"No wonder the DD managed to get such a foothold on this world."- 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: 6 ( 1)
Energy: 7 + 1
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
Bonuses:
Placed infiltrators:
Vena: The Infinite Imperium.
Status: Alive and unknown.
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:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 25
+1 natural expansion per turn.
1-4 Build an oil generator. (4/5)
More energy is needed, efficiency will be secondary it seems.
+1 natural expansion per turn.
Stalker Singa: The Flowering Empire.
Stalker Tibellus: headed towards the New Eden / Bob Prime.
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6b8d06 No.24871
>>24786
>>24796
>>24799
>>24825
>Should have made it clear we switched over to a private channel. That being said it's great you all have tried to contact me and I'll be replying to you guys in PM
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6b8d06 No.24873
| Rolled 72, 92, 28, 84 = 276 (4d100) |
1 - Economic centers pl0x
2/3 - Zetsim action
4 - Continue working on the manufacturing of artillery weapons, whether by import and replication or by independent design.
>>24807
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
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.24884
| Rolled 40, 54, 7, 87 = 188 (4d100) |
>>24807
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 64
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:
+ 1 204-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
1-3. The smell was strong and reeled the 204 in. Their veins began running hot with pheromones, blood was in the air.
+ Produce 204-D
4. Hunt for the smell, close the gap and find a spot narrow enough to cross.
+ Expand to get close enough to cross
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6b8d06 No.24910
>>24809
1-2 infantry, 3-4 tonks
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6b8d06 No.24911
| Rolled 52, 51, 88, 81 = 272 (4d100) |
>>24910
>>24809
and rolls
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6b8d06 No.24912
| Rolled 58 (1d100) |
>>24827
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6b8d06 No.24913
>>24808
The first Centipede batallion is completed and within their factoriums drones are constructed.
+1 centipede,[DD-resistant] on bob, +10 energon on bob (giving him auto +5% every turn he's in your land for every free energy you have)
>>24809
Massive casualties are reported on both sides. But in the end most of the retreating plasma troopers get annihilated by chasing tanks. However armored reinforcement is ready for your push.
+1 acturian, +2 skimmers, - 2 plasma troopers
>>24811
The infrastructure on the moon continues to be improved.
Mass-driver satelite design 1/10, 3/14 passive moon expansion, 3/8 facility, +1 territory.
>>24812
The expansion continues and the Warmar are reaching truly great proportions.
+13 territory. almost got that extra action. +1 F
>>24814
I saw you remove you other post with rolls on it. shame on you. No progress on all actions this turn.
>>24817
More verdant lands are added to your ownership.
5/10 vivisect, 3/12 Hydra, +1 territory, +2 F.
>>24818
(designs aren't tech, so assign it to an actual tech)
The Confederation continues to expand. And now with the capability to produce missile cruisers it has gained the ability to defend the island and to project their might far away.
+13 territory, +2 O, Missile Cruiser Design
Missile Cruiser
Recruit: 3M, 3 O, 3E, 1F
Upkeep: 1.5 M, 2 O, 1.5E, 1F
Attack: 9
Defence: 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
>>24819
The stockpile keeps growing
Missiles 5/8, +1 Territory.
>>24825
The Hogs keep being busy. But the whole lack of females to procreate with makes the settling down a bleak business. Maybe someone could clone and splice some females?
18/40 settling down, 3/4 Porker (I assume you added DD-resist to porker otherwise it's done?) upgrade, 0/2 Hogger upgrade
>>24832
The scientists among the children are kept VERY busy. But they also do wonders.
7/10 DD-resistance, 4/6 Nuclear Fission.
>>24869
What is the true meaning of bold? Is it wub or jub? or wubjub? These questions keep bold philosophers awake at night.
13/20 boldier bolds, +9 Stickpokers.
>>24870
(you have forgotten to add oil-generators weak, and oil generators 3/6 progress to your sheet)(also add your number of oil generators. Repeating that your generators at this efficiency gives +2 Energy, since your sheet says you get +1)
A power plant is constructed. Adding much needed power.
+1 Oil generator, 2/5 Oil generator, +1 territory.
>>24873
(have your damn progresses writen down, next time I reset it, this time economic centers just don't get progress)
The Preachers spread the tenents of zetism among the opressed downtrodden. And lets not forget about the weapons.
Zetism Action completed. 2/4 Artillery.
>>24884
Across the waters hated structures can be sensed. And on the waters other structures float along in various directions. The Warriors salivate at the thought of the prey there.
SHAMELESS IN RANGE. ATTACK REQUIRED. (crossing is possible)
+4 Territory, +2 204-D,
>>24827
The shimmers seems to be some kind of cloaked aircrafts. Dogfights were started and both sides were hurt bad and ended with both retreating. You did however manage to shoot down the ballon headed for the dd-field.
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6b8d06 No.24915
| Rolled 2, 46, 97, 72 + 20 = 237 (4d100) |
>>24913
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: 10
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor weak, Bioproducer Weak
(I wasnt trying to cheat…)
1. Harder. 4/6 bioproducers
2. Better. 5/6 Bio-Power Armor
3. Faster. 4/10 Tankfeeders
4. Stronger. 5/10 Genelakes
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6b8d06 No.24916
| Rolled 16, 32, 37, 2 = 87 (4d100) |
>>24913
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 [2] (1 Mobile Fortress)
Metal: 9 [2] (1 Mobile Fortress)
Oil: 9 [3] (1 Mobile Fortress)
Energy: 3
Territory: 74
Tech:
>RAPID EXPANSION POLICY: +1 territory each successful expansion
Bonuses:
Armies:
1 Combat Engineers
1 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.]
1-3. Full expansion northeast, but stop along the edges of our continent, then fill in the rest of our coastal territories.
3-4. Raise 2 Sapper Tanks and 4 Combat Engineers to hurry up our expansion!
Movement:
Have our Mobile Fortress move south too, expanding our border along the west until we fill in the coast as well.
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6b8d06 No.24917
| Rolled 36, 31, 13, 12 = 92 (4d100) |
1.2. DD Resistance proceeds to be improved. (7/10)
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 Good,
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
Perks :
Your people are molded for their task and give an +5 bonus to all tasks.
Every 5 F also gives a free M
http://pastebin.com/AHH00eZP
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6b8d06 No.24918
| Rolled 67, 13, 77, 70 = 227 (4d100) |
>>24913
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: 31
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)
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
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. Project Vivisect 5/10
3&4. Project Hydra 3/12
Free: +1 expansion West
Free: +1 research to counter intel 2/3
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6b8d06 No.24919
| Rolled 86, 10, 88, 11 = 195 (4d100) |
>>24913
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 68
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:
+ 3 204-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
(Have 1 204-D attack)
(Shift expansion focus to cross the water gap to the East slowly heading for that sweet sweet Fertility)
1-3. A new center of population, a different species in control of vast territories with advanced weaponry. Truly the enemy the 204 had been made to fight. However large scale confrontations with such disadvantageous conditions were by no means sustainable for the species, a solution would have to arise quickly. In a bid for rapid automatization of the 204-D type production new chambers begin construction.
4. Beneath the colony plentyful expansion continues, the species digging deep in order to bring fourth more chambers, filled with the dense toxic gas.
+ Mutation Chamber 5/12
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6b8d06 No.24920
| Rolled 87, 41, 91, 16 = 235 (4d100) |
>putting lasturn's bureau on average expansion tactics then for 2/x
>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) (You)
Fertile: 10 [2.5 for Upkeep]
Metal: 6
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:
3 Fixed Defense
2 Draxian Landwehr
>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
1+2. Build 2 Missile Cruisers. (+4)(+4)
3. Build oil refineries to get more energy out of oil. (+4)
4. Trade w/Curious (will p0st details when he and I are on next)
[Bureau] +1 Average Expansion Tactics, 2/x
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6b8d06 No.24921
| Rolled 16, 78, 49, 44, 92 = 279 (5d100) |
"Call up the Landwehr, roll out the Fixed Defense guns!"
"Foreigners threaten Draxian Sovereignty!"
Defense roll against inevitable assault.
3 Fixed Defense
2 Draxian Landwehr
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6b8d06 No.24922
| Rolled 36 (1d100) |
>>24921
I eat u rawr!
1 204-D
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6b8d06 No.24923
| Rolled 17, 71, 90, 8 = 186 (4d100) |
>>24913
Name: Eternal Consciousness.
Colour: Light violet
Fluff/background:
"The hum of the generators echoes through the veins of the Heart. May they provide what we need to preserve this world." - 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 (2 upkeep)
Metal: 4 (1 upkeep)
Oil: 7 ( -1 Generator)
Energy: 7 +2 (9) (7 upkeep)
Oil Generators: 1
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:
Sleeper agents: covert ops in other nations receive a +20 buff.
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
Current units:
2 Stalkers.
Perk:
March in the shadows: your armies are stealthy and hard to find, this allows them to lay ambushes and attack when not expected. Roll a d80 before applicable fights and the result is the % (plus/minus modifiers) of troops enemy troops that was avoided and won't be in the fight.
Project: underground core, your home is deep underground and harder to find.
Territories: 25
+1 natural expansion per turn.
1-4 Build an oil generator. (2/5)
Once the second generator is running, we can redirect effort to our allies once more.
+1 natural expansion per turn.
Stalker Singa: The Flowering Empire.
Stalker Tibellus: headed towards the New Eden / Bob Prime.
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6b8d06 No.24924
| Rolled 8, 20, 7, 22, 8 = 65 (5d100) |
>>24913
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:
50 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 2/10
1.2.3project boldier bolds 13/20
4 . expand south west
5 . breed more stickpokers
To bold or not to bold?
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6b8d06 No.24925
| Rolled 59, 100, 33, 24, 22, 35, 36, 10 = 319 (8d100) |
>>24807
>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: 8
>Metal: 3
>Oil: 3
>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: 10
>Military designs:
>Stick-poker
>Recruitment: 0.5F
>Upkeep: F1 (-1 from perk)
>Attack: 0.5
>Defence: 0.5
>Move:1
>6/12 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
>12345) Expand
>67) The Wubmigration marches on, the cries of WUB being heard across the land
9/12
>8)stickpokers
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6b8d06 No.24927
| Rolled 34, 16, 91, 98 = 239 (4d100) |
(My mistake, sorry sempaii)
1/2 - Economic Centers 6/10
3 - Artillery production 2/4
4 - The high mountains and semiarid climate of Hemed's central district are ideal not only for ambush and herding, but for farming in an area untouched by the infertile sands and clay of the lower plains. Here, the cooler temperatures invite mists from the ocean, as well as seasonal rains. Water can also be more easily irrigated this close to the mountain peaks. Therefore, it is only natural that the Hemed government should sponsor the production of terrace farms to greatly bolster their food surplus.
[Work on terrace farming]
>>24913
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
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.24929
| Rolled 51, 46, 35, 89 = 221 (4d100) |
>>24913
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.
Gungnir 2/10
Armies:
1 Centipede: 2/3 (x2 Buzzard)
http://pastebin.com/fxN1TAsn
1-2 Continue work on Gungnir 2/20
3-4 Construct generator, we need more power. (You Must Construct Additional "Pylons"!)
With the most critical repairs of Bob Prime complete and with the first Centipede pattern drone carrier deployed the immidiate threat to New Eden is stabilized. With much newfound much needed breathing room consensus once again focus resources on further reserch and infrastructure.
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6b8d06 No.24930
| Rolled 38, 91, 90, 98 = 317 (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: 8
Metal: 0 [-.05; -4.5]
Oil: 0 [Converted to 7E]
Energy: 0 [ -8]
Industry: 8
Territory {Planet}: 25
Territory {Moon}: 2
——–——–
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 – 15 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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:
—
—
Actions
—
1. The designs move ahead with a good deal of enthusiasm. [Mass-driver satelite design 1/10]
2. Expansion continues on the moon. [Expansion]
3. The expansion facility moves ahead. [3/14 passive moon expansion]
4. The facility gets bigger and better![Orbital Launch Facility: 3/8]
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6b8d06 No.24931
"To understand the startling institutionalization of Zetsim beginning in AR 1847 (Advent Reckoning, 1,847 years after the creation of the Hwali Zetsim), one must look at the state of the Amirate at that time. In centuries prior, the government had been small, unimposing, centered in the capitol of Tarhwali with limited influence in its provinces. Provincial cities were governed by local rulers almost in their own right, and the outlying nomads and tribal groups scattered throughout the country were practically autonomous. Beyond tax-collecting and tribal ulema, the Amir took a very hands-off role in peripheral dealings.
"This system changed radically with the exposure of the Hemed region to the international community. The time-honored, insular tradition of hands-off politics would not suffice in a world where the Amirate had to compete economically and militarily with potentially threatening neighbors. This coincided with the coronation of a new Amir, Prahvid Sengetz, son of Ulhavid Sengetz, better known to the international community as the Silver Amir due to his prematurely graying hair. Prahvid wanted to turn the Amirate into a thoroughly modern, politically and economically competitive nation, but knew that this task would be difficult due to the staunch traditionalism of many clerics and the seeming invulnerability of tribal and regional customs.
"To solve this, Prahvid first deposed the standing governors of many regional cities, previously members of his own Turakzai line, and replaced them with educated members of smaller, urban clans whose only loyalty was to the Amir and the government, not to their tribes. He also reduced (and in some regions, outright removed) traditional land grants given to tribe leaders in exchange for their loyalty, replacing them instead with cash payments to create dependence by the tribes on the Tarhwali-based economy. To avoid the tribal revolts that had almost toppled his grandfather, Prahvid convened a council of ulema (clerics) to have them ratify his new regulations. This gave the Amir not only the religious support of the clerics, but the support of the urbanized middle-class who looked to national ulema for guidance. Smaller, tribal clerics would sometimes denounce the policies, but since the vast majority of the church sided with the ulema, these outcries were rarely impactful.
"The Amir used the cultural influence of the ulema to his advantage, and turned the eyes of the faithful away from his own (possibly haram) policies towards the outside world. In his own words, they "present an impending and unavoidable threat both to our nation's sovereignty but, as infidels, to the religious integrity of our people. We must unite, not only as the khel of Hemed, but as the sons of the word of God, the armies of Zetsim!" Although internally spreading this message of jihad and religious exceptionalism, Prahvid was a keen negotiator, willing to accept aid and agreements from outside governments while also publicly decrying them for their 'ungodliness'."
- Reflections, Shah Jahid, 1851
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6b8d06 No.24932
| Rolled 89, 78, 31, 20, 70, 65, 24, 35 = 412 (8d100) |
>>24913
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: 4
Metal: 2
Oil: 2
Energy: 0.5
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/BY882KCi
Perk: Teleporters: You start with Teleportation understanding.
Buildings: Average Plasma Reactor (+2 E per turn)
Research and Construction:
2/4 Orbital launch
2/40 Ship
1/2. Once again we are hamstrung by low energy, we must construct additional pylo- I mean plasma Generators.
3. In the event of unforeseen losses from this counterattack, a platoon of plasma troopers are to be trained up in reserve to replace losses from the front.
4. Finally, an expansion to the north would be most beneficial to us, as it has resources that we may use to further harass and eventually crush our enemies.
5. Plasma Troopers - Are to advance along with the Acturian, keeping any rebel infantry suppressed and away from the tank, while also using their anti tank weaponry when possible to destroy rebel tanks.
6/7. Skimmers - Are to ride ahead, scouting and attack enemy positions when feasible, keep moving and hit hard and fast. Try to flank the enemy and push them towards out main push.
8. Acturian Heavy tank - Is ordered to target primarily enemy armor and fortified positions, supporting the plasma troopers otherwise. Show no mercy.
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6b8d06 No.24933
>>24932
Slaves: +2 to all rolls
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6b8d06 No.24934
| Rolled 65, 95, 45, 33 = 238 (4d100) |
>>24913
and the rolls>>24932
inf inf, tonk tonk.
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6b8d06 No.24935
| Rolled 61, 74, 84, 94 = 313 (4d100) |
>>24932
>>24934
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6b8d06 No.24936
| Rolled 14, 56, 46, 57, 9, 60 = 242 (6d100) |
>>24913
anyway. turn rolls
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6b8d06 No.24937
>>24810
3/10 Pylon wall, 4/6 Resonance rifles
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6b8d06 No.24938
| Rolled 63, 49, 14, 21 = 147 (4d100) |
>>24913
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 (3)
Metal: 5 (3)-2 for generators
Oil: 10 (8) -2 for generators
Energy: 10 (18) +10 for generators
Territory: 40
Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles weak(5/6), 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,
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,
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 (3/10)
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 territory (reminder of last turns as well for map)
Free: Institute puts +1 progress to resonance rifles to make it 6/6
1.Recruit Banshees
2-4. Work on constructing the anti-DD pylon wall (3/10)
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6b8d06 No.24943
| Rolled 78, 24, 21, 46, 10, 4 = 183 (6d100) |
>>24807
>>24913
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 34%) allows you to do increased feats by using up. Energy Barrier
[DD-Resistant]
1234 Repairs are under way
56 ?
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6b8d06 No.24954
| Rolled 31, 5, 72, 60 = 168 (4d100) |
>>24913
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: 0
Metal: 3.5
Oil: 6
Energy: 5.4
Territory: 24
Tech: Tech: Tanks average, Airplanes average, missiles average, 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) 6 Ballistic Rockets (UK: .6E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1-2. Missile tech 5/8
3. Moreroes the stage 2 food directly east of my eastern oilfield.
4. Start designing the CARRIER MISSILE. A massive ballistic missile that carries even smaller missiles with larger warheads for maximum target saturation
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6b8d06 No.24971
| Rolled 45, 1, 59, 59, 53, 74, 56, 96 = 443 (8d100) |
>>24807
Name: Jikartans
Colour: Green
Fluff/background:
Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.
Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come out of cyberspace.
Fertile: 6
Metal: 5 Upkeep 1
Oil: 5 Upkeep 3
Energy: 0 Upkeep 8
Territory: 22
Tech:
DD-Space understanding
DD resistance Good
DD-Weapons weak
Vr Good
Robotics Good
Orbital launch weak
Plasma weaponry Average
Biofuels Average
Airplanes Good
Jet propulsion Good
Missiles Weak
3d Printing Weak
[Robotic workers] Gives a +5 bonus to expansion and construction.
[VR-lab] Gives 1 free progress to a DD-tech per turn and gives +10 to all research rolls
Bonuses: VR world: Double bonuses from using VR tech to boost applicable projects.
Military designs: Change cost/upkeep of standard units from F to E.
Armies:
-Standard Robotic Infantry- 2
A2 D3 S1
C:E1.5 M1
U:E1.5z
-Wasp-2
Jet Mode/Ground Mode
A5 A3
D1 D4
S7 S2
C: M 2, E 2, O 1
U: M0.5 E2 O1.5
Bonus: jet/mecha mode: The wasp can transform between a jet and a mecha and thus in the begining of each fight choose a mode it fights in.
1-2. Finish off those bio plants. Robotic Workers +5 Biofuels Avergae.
3-5. Continue developing the Transport Flier. +VR Good. +Vr World. +10 Vr Lab. +DD resistance Good. +Jet propulsion Good. +Airplanes Good. 6/10
6-7. Resume researching the next level of Plasma Weaponry. Average > Good
1/6 Plasma Weaponry Good. VR Good. Vr Labs +10. Vr World Bonus.
8. Begin designing a plasma ICBM, we will begin working towards the ability to bombard the DD fields. Jet propulsion Good DD resistance Good Orbital launch weak Plasma weaponry Average Missiles Weak. VR Good. Vr Labs +10. Vr World Bonus.
The VR lab will focus on improving DD Resistance even farther.
Progress:
DD Resistance Excellent 4/10
4/5 bioplants
6/10 Transport Flier
1/6 Plasma Weaponry Good
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6b8d06 No.25102
| Rolled 8, 43, 28, 83 = 162 (4d100) |
>>24913
>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 M 1 O 4 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/1 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: 52.5][+1/turn][.5 in Use]
[Metal: 26.5][+1/turn][.5 in Use]
[Oil: 79][+1/turn][1 in Use]
[Energy: 4][+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
>Actions:
Movement: "Not now boys, we're reclaimin' land here!"
1-3.) "Hey, dat ain't true! We ave', lets see ere'…"1", "2", "3"- 4 lady hogs outta a crew o' a couple thousand…uh… eggheads!"
<A muffled banter can be heard in the distance.>
"So, it's been agreed dat' clonin' is too yucky an out o' our capabilities tah do, but we's got a creative solution to our problem. See dat pig? Yeah, dat one dem hummies use fer eatin' (not that we hold it against em': I mean, some of my boys have tasted man themselves!). We take it, an use SCIENCE to make em' smart like us.
Heard dat boys? We buy a buncha eatin' pigs from da hummie nations an' uplift em' intah more proppa' boys! Start placing orders for live gof! '*Oink*"' (Settling Down 18/40)
4.)
[Tank Fuel Efficiency: Good]
[Artillery: Average]
[DD-Resistance: Average]
"Now dat the little tank issue is solved, we can ease our efforts towards the big guys. You know, just n'case we ever need em active again." (Hogger Upgrades 0/2!)
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6b8d06 No.25359
| Rolled 52, 53, 47, 94, 59, 21 = 326 (6d100) |
>>24915
Increased resliance and strength is harnessed from the biological suits your warriors wear.
Power armor average, 7/10 tankfeeders, 7/10 genelakes, +2 territory.
>>24916
The warmar truly have grown to immense proportions. Its industry and population is matched by few… IF any nation on this world.
+1 sapper, +1 engineer, +3 territory (ding, over 75)
>>24917
Things are currently going slowly as attention is focused on the outside world once more.
8/10 DD-resistance.
>>24918
Security on the top-secret projects is tightened to stop spies and unwanted personel from getting in and snooping around.
Counter intel Weak, vivisect 6/10, hydra 6/12, +1 territory.
>>24919
The warriors swim across the salty water towards where the smells come from. As they come ashore they start to rapidly spread out and kill all they come across. At first there is plenty to kill and eat with litte resistance.. But soon they come across objects and people that make them hurt from afar. Like those from before. The swarm gets driven into even more rage but soon they are all dead asides from a mere few that fled back home, managing to supress their rage for the greater good of the swarm.
+2 Territory, -1 204-D. 4/15 D-warrior brood-chamber(produce 3 D-warriors per turn).
>>24920
(so what do you send to curious?)
Strange creatures come out of the water to the south, Sleek killers the size of a large wolf that slaughter their way across the countrysides before running into armed resistance who outnumber them and quickly take care of them. The missile cruiser is completed and ready to defend the seas.
+1 missile cruiser (only had enough free energy to pay for the recruitment cost of 1), 2/7 oil refineries. (no autogrowth this turn due to being invaded)
>>24923
The oil power-plant is finished and the troops are on their way.
+1 Oil generator, +1 Territory
>>24924
To not bold.
A great festival begins as the borders of the the cutebolds and warbolds once again connects and all other work is put aside.
>>24925
A great festival begins as the borders of the the cutebolds and warbolds once again connects and after the haze of festivities another sudden population boom is discovered that nobody knows where they came from in the wub-fueled festivites. As a result the borders expand immensely
11/12 Wubmigration, +25 territory (now at 54 territory), +2F, +2 O, +2M.
>>24927
Long range bombardment is always worthy versus the foes.
7/10 economic centers, Artillery Weak, (want farming tech or actual farms?) If actual farms: 2/7 farm.
>>24929
Bob Prime keeps being plugged into the power-grid and getting charged.
4/5 Oil-power generator, 4/20 Gungnir.
>>24930
The expansion on the moon starts and immense reserves of He3 is found. It seems this rock is quite rich in it.
2/10 mass-driver satelite design, +2 moon territory, 5/14 passive moon expansion, 6/8 orbital launch facility, +1 territory, +3 O.
>>24932
The push goes quite well. But there are losses suffered. Their railguns proved quite effective at killing off the infantry and suprisingly good at hitting the fliers. But your acturians were simply better at instantly disabling their tanks when in range and killing infantry en-masse. Many territories once more falls under your control.
+2 Plasma troopers, -1 plasma trooper, -1 skimmer +3 territory, +2M, 4/5 plasma reactor,
>>24938
The wall keeps growing.. But so does the dd-field.
+1 Banshee. 4/10 pylon wall
>>24943
The repairs continue and the energon storage continues to fill up.
+25% energon.
>>24954
More territory and riches is added. And Kerrogs Corn is overjoyed.
+2 territory, +2F, 1/9 carrier missile.
>>24971
Your inexperience with this kind of life has led to some accidents… The bacterea that was supposed to break down the biological waste to useable gasses and materia seems to have escaped containment in the fertile lands. Whereupon it mutated and quickly left the area barren before dying out. No samples were able to be collected in time and it's unknown wether this was natural or if it possibly was sabotage by another nation. The sudden nature of this and the odd result makes the second option likely. But not enough is known about this world to tell for sure.
Transport flier design, 3/9 Plasma ICBM, 4/6 plasma weaponry, +4 territory. Destroyed 3F field (so you also lose 3F).
Transport flier:
Recruit: 1 M 2E 1 O
Upkeep: 0.5M 2E 1 O
Attack 0.5
Defense 0.5
Move 16
Bonus: Transport; 2 carrying capacity
>>25102
The hoggers purr like kittens ready to go into battle and dismember the foul wolves… Uhm.. That was what kittens did… Right?
Hogger: -0.5 O upkeep, +1 Damage to defence artillery roll. 19/40 settling down (to get past 20 you need either a player with genetics average or better to spend a SUCCESSFUL action on you or get the tech yourself)
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6b8d06 No.25360
1.2. DD Resistance proceeds to be improved. (8/10)
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)
Tech:
Genetics, Average
Nucleur Fission Weak,
Plasma Weaponry Weak
DD-Space understanding,
DD resistance Good,
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
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.25361
| Rolled 29, 88, 16, 31 = 164 (4d100) |
>>25360
Actual dice.
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6b8d06 No.25362
| Rolled 7, 44, 63, 27 = 141 (4d100) |
>>25359
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.
4/20 Gungnir.
Armies:
1 Centipede: 3/3 (x3 Buzzard)
http://pastebin.com/fxN1TAsn
1. You Must Construct Additional Pylons!
4/5 Oil-power generator.
2-4 We shall tear appart the very fabric of space with the unrestrained power of SCIENCE~! 4/20 Gungnir.
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6b8d06 No.25364
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.25365
| Rolled 38, 70, 82, 52 = 242 (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: 8
Metal: 0 [-.05; -4.5]
Oil: 0 [Converted to 7E]
Energy: 0 [ -8]
Industry: 8
Territory {Planet}: 27
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
———
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}
—
Actions
—
1. More refinements are made on the mass-driver satellite design. Everyone looks positive. [Mass-driver satellite design 2/10]
2. The remaining DD fields are fired upon by the Glowtown-modified mass drivers. [Destroy the DD fields; 10 charge]
3. Everyone looks busy on the moon. It's quiet..too…quiet? [5/14 passive moon expansion]
4. The People's congress shows up to see the ribbon for the facility get cut. It's all very official and somewhat dull, but it works. [Orbital Launch Facility: 6/8]
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6b8d06 No.25366
| Rolled 100, 75, 4, 58 + 20 = 257 (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: 12
Perk: Adapted: +5 to all rolls
Tech: Coilguns weak, Genetics Superior, Power armor average, Bioproducer Weak
1. Tankfeeders 7/10
2. Genelakes 7/10
3. Bioproducers
4. Amekrat's lab gets to work producing a super soldier bioform meant to be a mainstay of the armies. The unit shall be the main frontline soldier. Equipped with coilguns, power armor, and natural super strength, reflexes, speed, and mental facuilties(hence the super part. No this isnt meant to be some special x/10 unit, super soldiers is kinda my deal. Just a basic infantry unit thats strong)they shall dominate the battlefield.
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6b8d06 No.25368
| Rolled 95, 95, 69, 80 = 339 (4d100) |
>>25359
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
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
1-3. Project Vivisect 6/10
4. Project Hydra 6/12
Free: +1 expansion West
Free: +1 to counter intel.
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6b8d06 No.25369
| Rolled 53, 66, 28, 25 = 172 (4d100) |
>>25359
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 (2.5)
Metal: 5 (3)-2 for generators
Oil: 10 (7.5) -2 for generators
Energy: 10 (15.5) +10 for generators
Territory: 41
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,
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, 1 Banshee
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 (4/10)
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 land
FREE: +1 progress to Sonic shields
1. Build more banshees
2-4. Continue building that pylon wall! We must sing additional pylons to defend our homes! (4/10)
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6b8d06 No.25379
| Rolled 66, 56, 95, 7 = 224 (4d100) |
>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
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:
3 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
>I was giving him whatever he was gonna post as teh deal for me getting Sonic Shaping\whatever the thing I needed to make his techs useful
1. Begin construction of plasma missiles to bombard the Chamber-204B coast such that they no longer have a basis for launching their assaults. (+4)
2. Research Expansion Tactics. (+4)
3. Anchluss to the west. (+4)
4. Work on the oil refineries (2/7). (+4)
[Bureau]: +1 to 3/x Average Expansion Tactics
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6b8d06 No.25388
| Rolled 17, 26, 41, 2, 85, 85 = 256 (6d100) |
Rolling to repulse inevitable invasion by fishyfuckers.
3 Fixed Defense
2 Draxian Landwehr
1 Draxian Missile Cruiser
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6b8d06 No.25396
| Rolled 17, 96, 62, 46, 93, 2, 79, 5 = 400 (8d100) |
>>25359
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: 4
Metal: 4
Oil: 2
Energy: 0.5
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: Average Plasma Reactor (+2 E per turn)
Research and Construction:
2/4 Orbital launch
2/40 Ship
1/2. The Council wants the new plasma reactor finished.
3. A second unit of Acturians is to be constructed
4. Finally, our borders are to be fortified, we've let them go unprotected for too long
5/6. Plasma Troopers - Burn the rebels out of their holes, drive them too the sea. Support the Acturians in their push, and focus fire on enemy infantry
7. Skimmer - Make fly-by strafes on fortified enemy positions, support the Advance
8. Acturian - https://www.youtube.com/watch?v=Z83TPaV_w74
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6b8d06 No.25400
| Rolled 11, 38, 86, 6, 25, 26, 23, 84, 76, 87 = 462 (10d100) |
>>25396
Roll: 1 tank
roll: 2-3 Infantry.
Roll: 4-5 Fanatics.
roll 6-10: ????? Stuff
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6b8d06 No.25401
| Rolled 100, 59, 25, 29 = 213 (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: 26
Tech: Tech: Tanks average, Airplanes average, missiles average, 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) 8 Ballistic Rockets (UK: .6E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)
1-2. Rockets 5/8
3-4. Carrier missile 1/9
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6b8d06 No.25549
| Rolled 52, 59, 43, 8, 96 = 258 (5d100) |
>>25359
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:
38 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.
1.2.project boldier bolds 6/20
3.4.project bolds gonna bold
5 . breed more stickpokers
The boldening part 2 electric boldaloo
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6b8d06 No.25550
Updated stats
>>25549
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:
50 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 2/10
project boldier bolds 13/20
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6b8d06 No.25557
| Rolled 35, 8, 33, 24 = 100 (4d100) |
>>25369
>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) Begin training Cutebolds that can ride on animals /and/ pole people with sticks!
2) ooh! Shiny rocks! Lets start building a giant city for all the Cutebolds (Or at least a lot) to live in!
3) Work on making our sticks poky-er
4) Expand!
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6b8d06 No.25559
| Rolled 27 (1d100) |
>>25388
for WD
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6b8d06 No.25560
| Rolled 2, 43, 71, 82 = 198 (4d100) |
>>25359
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: 77
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.]
1. Move the Mobile Fortress east now, I want control of the other peninsula. Have our armies forward expansion there I want all our coast under our control!
>+4 from 2 Combat Engineers
>+7 from 2 Sapper Tanks
Total: +11
>RAPID EXPANSION POLICY: +1 territory each successful expansion
2. Resume work on the Nuclear Artillery research
3-4. We're going to need to build fortresses. A LOT more fortresses. Just having the mobile fortress isn't enough, I'll want a Heavy Construction module on our Mobile Fotress to help us build massive structures faster
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6b8d06 No.25563
| Rolled 55, 50, 20, 95 = 220 (4d100) |
>>25359
Name: Chamber 204-B
Colour: Purple
Fluff/background:
Somebody had to play the swarm, so I did it. Are you happy now?
Territory: 70
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:
+ 2 204-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
4/15 D-warrior brood-chamber(produce 3 D-warriors per turn)
1-3. The chambers continued construction, time was pressuring, the population trapped between the aluring pull of far away lands and an unknown force pushing them to continue their work and create a chamber deep within the earth's womb.
+ 4/15 D-warrior brood-chamber(produce 3 D-warriors per turn)
4. Warriors continued to be bred in order to make up for those who crossed the ocean and never returned.
+ Produce 204-D
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6b8d06 No.25564
| Rolled 89, 4, 6, 31, 67, 30 = 227 (6d100) |
>>25360
The fields emitted by the reality stabilisers are improved yet more.
A regiment of powerarmored soldiers from the Eternal conciousness comes to you as promised and it seems almost like fate as a mere week after that the largest attack ever reported from a dd-field happens. it's like a sea of twisted creatures emerging to wash over your nation.
UNDER ATTACK BY A MASSIVE FORCE OF THE CREATURES. TACTICS AND ROLLS.
DD-resistance Excellent.
>>25362
The robot keeps being charged. And it's time for it to prove it's worth as the same foe that doomed the earlier city comes once again.
ATTACKED UNDERWATER FROM THE DD-FIELD.
6/20 Gungnir.
>>25365
The orbital Launch facility gets opened. However it's not quite ready even though it's nominaly opened it doesn't yet have the capability to launch anything. Though that gets overlooked by the news of most of the remaining nearby DD-fields going down. Leaving dying creatures in their wake.
Mass-driver satelite 3/10, 7/14 Passive moon expansion, 7/8 Orbital Launch Facility, +2 Territory.
>>25366
The tankfeeders are completed. A marvel of genetic designs. Coilguns inserted into a large lumbering form along with a large coilgun that runs the length of it and several sacks meant to take the enemies and melt them down for analysis of the genetic makeup. And with the genelakes the production is set to begin at once.
Tankfeeder Beta Design,[Genelakes] Produces 1 Biological military unit per turn (still requires cost). 1/5 Enhanced infantry, +2 Territory.
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.
>>25368
Vivisect proved more effective than even imagined. The tiny machines sought out others of their kind, attached to then and destroyed them before moving on to the next. Most often being able to take out several Nanites each before succumbing themselves. This proved its worth as they were spread into the lands of the alien invaders. Freeing their slaves from opression.
[Project Vivisect Ultra]: Anti-nanite Nanites. Can combat other nanites with a massive bonus.
Hydra 8/12, +1 territory.
>>25369
The field keeps on growing unhindered.
+1 territory, +1 banshee, 5/10 pylon wall.
>>25379
The creatures once again get mowed down but first manage to overrun a series of defenses. With hatred killing the defenders and ripping the structures apart.
Plasma Missile design 1/4, Expansion tactics 5/6, +4 territory. -1 Fixed defence.
>>25396
As the army marches on the rebels messages are recieved. Slaves rising up in revolt all over the nation! The slaves in the army sabotaging, deserting and even outright attacking their masters! And the rebels seem to take this very moment to fall upon your troops. It's a bloody massacre and only the skimmers manages to return home in the sea of violence that followed. But even at hone smokeplumes and explosions can be seen.
FULL REVOLT. HANDLE IT SOMEHOW QUICKLY. ROLL COMBAT.
+1 plasma reactor, 1/5 plasma reactor (include your damn progress I've told you. Next time it's reset), +1 acturian, +1 fixed defence, - 1 acturian, -2 plasma Plasma troopers.
Lose [Slave-Workers] Bonus. Suspend [Slave-trooper] design.
>>25401
The missiles have the accuracy. they have the power! THEY HAVE THE RANGE! WE HAVE THE TECHNOLOGY! WE CAN BOOM IT! 'SKARI! 'SKARI! (Missiles streaks past above trailing smoke that makes up the ashkari flag before exploding in a dazzling show of freedom)
Missiles Superior (damn son, your missiles can now reach a whole 25 territories), +1 territory.
>>25549
The bolds march out two by two. And bolds march past four by four. And as the bolds march past eight by eight by eight the people cheer. For it's a sight to see the bolds march by sixteen by sixteen. And as they approach their goal thirtytwo by thirty two they know that they serve the jub.
+9 stickpokers, 15/20 boldier bolds. 3/10 bolds gonna bold.
>>25557
A new past-time has arisen among the cutebolds. Sitting atop the fluffy animals as they run towards eachother and then try to smack the other one down with a stick. The rules are not clear on wether the stick can be pointy or not.
1/4 Mountbold design,
>>25560
Construction on the mobile fortress begins.
Mega-artillery 1/4, +3 T, 2/6 Construction module added to mobile fortress.
>>25563
more warriors go over the waters and die. A large floating metal thing has started going between the lands and is making warriors die.
6/15 Brood chamber, +3 204-D, -1 204-D, +2 Territory.
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6b8d06 No.25566
| Rolled 55, 96, 72, 10, 7, 5 = 245 (6d100) |
>>25360
The fields emitted by the reality stabilisers are improved yet more.
A regiment of powerarmored soldiers from the Eternal conciousness comes to you as promised and it seems almost like fate as a mere week after that the largest attack ever reported from a dd-field happens. it's like a sea of twisted creatures emerging to wash over your nation.
UNDER ATTACK BY A MASSIVE FORCE OF THE CREATURES. TACTICS AND ROLLS.
DD-resistance Excellent.
>>25362
The robot keeps being charged. And it's time for it to prove it's worth as the same foe that doomed the earlier city comes once again.
ATTACKED UNDERWATER FROM THE DD-FIELD.
6/20 Gungnir.
>>25365
The orbital Launch facility gets opened. However it's not quite ready even though it's nominaly opened it doesn't yet have the capability to launch anything. Though that gets overlooked by the news of most of the remaining nearby DD-fields going down. Leaving dying creatures in their wake.
Mass-driver satelite 3/10, 7/14 Passive moon expansion, 7/8 Orbital Launch Facility, +2 Territory.
>>25366
The tankfeeders are completed. A marvel of genetic designs. Coilguns inserted into a large lumbering form along with a large coilgun that runs the length of it and several sacks meant to take the enemies and melt them down for analysis of the genetic makeup. And with the genelakes the production is set to begin at once.
Tankfeeder Beta Design,[Genelakes] Produces 1 Biological military unit per turn (still requires cost). 1/5 Enhanced infantry, +2 Territory.
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.
>>25368
Vivisect proved more effective than even imagined. The tiny machines sought out others of their kind, attached to then and destroyed them before moving on to the next. Most often being able to take out several Nanites each before succumbing themselves. This proved its worth as they were spread into the lands of the alien invaders. Freeing their slaves from opression.
[Project Vivisect Ultra]: Anti-nanite Nanites. Can combat other nanites with a massive bonus.
Hydra 8/12, +1 territory.
>>25369
The field keeps on growing unhindered.
+1 territory, +1 banshee, 5/10 pylon wall.
>>25379
The creatures once again get mowed down but first manage to overrun a series of defenses. With hatred killing the defenders and ripping the structures apart.
Plasma Missile design 1/4, Expansion tactics 5/6, +4 territory. -1 Fixed defence.
>>25396
As the army marches on the rebels messages are recieved. Slaves rising up in revolt all over the nation! The slaves in the army sabotaging, deserting and even outright attacking their masters! And the rebels seem to take this very moment to fall upon your troops. It's a bloody massacre and only the skimmers manages to return home in the sea of violence that followed. But even at hone smokeplumes and explosions can be seen.
FULL REVOLT. HANDLE IT SOMEHOW QUICKLY. ROLL COMBAT.
+1 plasma reactor, 1/5 plasma reactor (include your damn progress I've told you. Next time it's reset), +1 acturian, +1 fixed defence, - 1 acturian, -2 plasma Plasma troopers.
Lose [Slave-Workers] Bonus. Suspend [Slave-trooper] design.
>>25401
The missiles have the accuracy. they have the power! THEY HAVE THE RANGE! WE HAVE THE TECHNOLOGY! WE CAN BOOM IT! 'SKARI! 'SKARI! (Missiles streaks past above trailing smoke that makes up the ashkari flag before exploding in a dazzling show of freedom)
Missiles Superior (damn son, your missiles can now reach a whole 25 territories), +1 territory.
>>25549
The bolds march out two by two. And bolds march past four by four. And as the bolds march past eight by eight by eight the people cheer. For it's a sight to see the bolds march by sixteen by sixteen. And as they approach their goal thirtytwo by thirty two they know that they serve the jub.
+9 stickpokers, 15/20 boldier bolds. 3/10 bolds gonna bold.
>>25557
A new past-time has arisen among the cutebolds. Sitting atop the fluffy animals as they run towards eachother and then try to smack the other one down with a stick. The rules are not clear on wether the stick can be pointy or not.
1/4 Mountbold design,
>>25560
Construction on the mobile fortress begins.
Mega-artillery 1/4, +3 T, 2/6 Construction module added to mobile fortress.
>>25563
more warriors go over the waters and die. A large floating metal thing has started going between the lands and is making warriors die.
6/15 Brood chamber, +3 204-D, -1 204-D, +2 Territory
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6b8d06 No.25567
| Rolled 60, 59, 83, 65 = 267 (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: 8
Metal: 0 [-.05; -4.5]
Oil: 3 [Converted to 7E]
Energy: 0 [ -8]
Industry: 8
Territory {Planet}: 29
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 – 15 charge; weakly defended, Armored Glowtown Dome/Pit]; [Mine] +1 M
———
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}
—
Actions
—
1. The design on the satellite looks good! [Mass-driver satellite design 3/10]
2. The small lunar facilities attempt to mine the He3 supply. [Mining: He3 Deposit]
3. The facilities on the moon continue to gear for the main expansion thrust. [7/14 passive moon expansion]
4. Excitement seems everywhere as the launch facility is set to open. Brochures have been printed. [Orbital Launch Facility: 7/8]
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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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