185c05 No.32963 [Last50 Posts]
The Endymion Galaxy, home to hundreds of species and thousands of habitable worlds. The Council of Civilized Worlds and Fleets or CCWF have for centuries presided over it's disparate and at times fractious member worlds for mutual prosperity to a greater or lesser degree.
All that changed roughly a decade when the Dris'tarr, extragalatic invaders, came to Endymion. They conquered planets uncaring about the original inhabitants, enslaving or killing them as they went. The massive bureaucracies of the CCWF were slow moving and few had a clear picture of the situation as reports from the fringe systems were unclear. Thus the Dris' Tarr continued only marginally slowed taking more and more systems. Few people and races cared unless they were close to proximity, after all only the fringes were affected, nonetheless the invaders pushed deeper. Then a second front was opened and the people began to panic. These monsters had more than one fleet, and there were coordinating to take as much territory as possible. The CCWF began to move, most of it's member states mobilizing for war, something they were unused too, for it had been absent for a long time, and stagnation had set in.
The CCWF tried it's best to stop the forces, but their small peacekeeping fleet was annihilated at battle of Aceldama, due to commander hubris and overall shoddy tactics. This panicking the populace even more, as shortly thereafter a third invasion theatre opened in earnest. The Dris'Tarr slowly but inexorably crushing races and fleet piecemeal before moving on to the next target. For several months it seemed all was lost.
The tipping point was at the battle of Drakhisia. A Solarian fringe colony, Drakhisia was of little import on the galactic scale, but it was held be a ancient and venerable race. The Solarians had not been idle in the years since the Dris'Tarr showed themselves, They had been mobilizing like the younger races, and had been taking their old warfleet out of mothballs. Their warfleet met the first invasion fleet of the enemy, their strongest, fastest and best, and turned the battle in a slaughterhouse. The Solarians were still unused to war after such a long sojourn, but they had enough ships and technology to give the invaders a true fight, the first real one they had had. Still it would not have been a victory without the CCWF member nations all sending support, to flank the Dris'Tarr and crush them utterly.
It's been five years since that battle, and the CCWF has been pushing back with all it's might against the Dris'Tarr. However two new fronts have opened up, and the CCWF and it's major races and nation cannot be everywhere. Thus the CCWF has signed into effect emergency bill 40056. A call to arms o all races has been enacted, mixed fleets have been decreed for those who cannot send a full fleet on their own. You and your fellow captains are one such fleet, stationed at Starbase 591. The Dris'Tarr are moving into the region, and it will be your job to push them back. Good luck.
Captain Name:(duh)
Captain Fluff: (any notable history, and characterization of the captain)
Race: (what you are and brief description of culture and how your body works)
Ship Name:(Duh)
Ship Fluff:(history if it has one, notable features, and class of ship)
Ship classification goes:
Frigate < Destroyer < Light Cruiser < Cruiser < Dreadnought < Battleship
Light Cruisers on up can be carriers barring racial exceptions.
Accepting for initial muster
1 Cruiser (flagship)
2 Light Cruisers
4 Destroyers
Any number of frigates
You will only start off with one ship, but may gain more if you do something noteworthy.
____________________________
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185c05 No.32966
>>32963
Captain Name: Captain Amman-15
Captain Fluff: The fifteenth Amman, or void drone, of the captain level. She was specifically picked out by older Captain Amman and a Geneticist drone. She was then thrust into his study to command a ship under the tutelage of her elder with the aid of all the knowledge of voidcraft, tactics, and military doctrine available. Upon her tenth year of life she was put into the combat simulations where she showed spectacular results against a variety of threats both solo and in team based simulations. It was noted by the Commander drones that she had a tendancy to attempt to keep her comrades alive even when the simulation was designed to cause a certain amount of casualties, or even a suicide run. Upon her graduation she was put in charge of a ship suited for this purcurluar quirk in personality.
Race: Giltrazzi, a hive based insectoid species. They have a highly structured society based on the type of drone that is born, which is further enhanced by the use of genetic engineering to create new types of drones including those more suitible for living in void craft. Mainly use pheremons to communicate. Drones carry the common look of being quadrapedal with two arms, black carapace, multi-lensed eyes and furry antenna.
Ship Name: HCS Ion Doctor
Ship Fluff: A Light Cruiser focused on the carrying, maintenance, and deployment of drone fighters and support drones used to keep the ships of the fleet in top shape.
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185c05 No.32977
>>32963
Captain Name: Dahea Aj'Ur Avacress t'Bolov n'Wajeti (Avacress for short when talking to aliens)
Captain Fluff: Born as a low-ranking member of the relatively low-ranking Dahea dynasty, Avacress spent most of his adult life cataloguing asteroids and exploring the limits of Halthava space. His spacer status marks him as a social pariah but the lucrative endorsements that the Hal'a Hegemony gives to him for his work all go to bettering his family's station, and thus, it's worth it. When the mustering call for ships was put out, he refused to be transferred away to another ship, sticking with the Belt Skimmer as it was retrofitted and sent off to war. Possessed of a quick reaction time, and a relatively humble demeanor, Avacress gets on rather well with the Aliens. His men strive to follow suit.
Race: Halthava hail from the storm-wracked world of Halur, third planet in the Mjunn System. Having discovered spaceflight only in the past several hundred years, the Halthava expanded quickly once contact with the CCWF was established. Very new to the concept of space warfare, more accustomed to fighting on the surface, the Halthava nonetheless have pitched in as well as they can to the fight against the invaders. Standing perhaps 2 and a half meters tall, sensitive to changes in moisture and possessed of both gills and nostrils, Halthava spacers are all given gene therapies to help cope with the distinctly moistureless environment of a space ship. This lets them get on with only needing a single hour-long soak each day, but by Hegemony decree the gene therapies also mark them as "Wajeti," unclean in the eyes of most deities and gods. They will accrue little honor for their actions against the Dris'Tarr, but it isn't honor they're after, anyway…
Ship Name: HEAD-V 2, "Belt Skimmer"
Classification: Destroyer
Ship Fluff: A Hegemony Exploratory and Asteroid Designator Vessel, Belt Skimmer was originally a smaller exploratory vessel, investigating anomalies in uncharted systems and tagging asteroids for later mining and collection. Often moving through asteroid systems to do this, the Skimmer was outfitted with state of the art targeting and tracking arrays to make sure the ship wouldn't meet a brutal end at the hands of a space-rock. When the mustering call for defense went out, the Belt Skimmer was added as part of the Halthava contribution, for they possessed few actual military ships. Expanded, given armor plating and shields, and outfitted with all kinds of ballistic weaponry, in particular a battery of coilguns tuned to fire armor-piercing shells, the Belt Skimmer now serves as a Destroyer-class vessel in the CCWF fleet.
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185c05 No.32978
>>32963
Captain Name: V-11230
Captain Fluff: Vatborn and bred by the Lorim Scientific Conglomerate as their tithe towards the CCWF fleets. His mind the results of smashing the DNA of many warrior races with that of the more meek Lorim to make one of their race capable of actual command.
Race: A tall slim insectoid race the Lorim focused their pursuits solely on those of a scientific nature. Their bodies are weak and fail with their minds processing things at a much slower rate then most races forcing them to create bioengineered soldiers and commanders.
Ship Name: SUR-V1
Classification: Frigate
Ship Fluff: The SUR-V1 is the first and only combat frigate designed by the Lorim Scientific Conglomerate using the most advanced technologies available to them. The Lorim focus on energy technologies equipping the SUR-V1 with the most cutting edge of power systems, shielding and laser batteries. While lightly armoured the SUR-V1 makes up for it with powerful engines and versatile movement capabilities.
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185c05 No.32981
>>32963
Captain Name: Turglana Guundarrgh
Captain Fluff: Turglana was born on a world far from Hova, the oceanic homeworld of his people. He was born on the Jungle-world colony of Terranis Prime, to a shipwright and a lifemother, caretaker of the many infants that the Midlothans produced in their spawnings. He was but a larva when news reached Terranis Prime of the invaders strike on their Homeworld. The reaction across the planet was first that of utter grief, as millions of Midlothans screamed at the heavens, the loss of life a tangible pain to them. What followed was anger, white hot and searing. luxury factories turned into munitions plant, research facilities into military R&D centers, and the vast orbital shipyards upon which Turglana's father worked began making hulls not for comfort and exploration, but for war. This anger burned the brightest in the youngest generation, while in the elders it cooled into a dull, bitter hatred. Turglana, spurred on by the shaping of the world around him, took to the newly formed Midloathian Space Core to do his part, where he excelled in all classes put before him. He was par excellence in all of his courses barring one. He would not, could not, retreat when there was still a battle to be fought. As long as he possessed one ship, one that could fight, he would try to win. Whatever the cost. Keeping this in mind, his father, now a high ranking fabricator on the newly fashioned ship ring constructs dotting Terranis's many moons, set to work designing a ship that would best fit his son's unique fighting style. As it turned out what he made would be very useful indeed, not only to Turglana, but to the Midlothan war effort as a whole. His people wanted blood, and to die gloriously taking as many of the enemy with as possible was preferable to retreat. This came to be a sentiment expressed by many Midlothan captians, not just Turglana. He was merely the first. And so it was that the Bulwark Class Cruiser came into shape, and the first model was given to none other then the newly minted Captain Turglana Guundarrgh. A call arrived for men, ships, and arms in the nearby sector, and Turglana would gladly answer. He had Dris'tarr to kill after all.
Race: Midlothans - Hailing from the world of Hova, they are a race of molluscoid creatures, having 8 appendages and moving around by spinning like a wheel upon said appendages. They were a fringe race, finding their way onto the galactic scene a mere 400 years when the Dris'tarr arrived. Midlothan was burned to cinders, its oceans evaporated or poisoned. To add insult to injury the planet was then cracked to prevent any remaining Midlothan from reclaiming it. Those remaining giant walking talking starfish, once peaceful religious creatures, were spurred into action; their numerous colonies stripping all the resources they could get their hands on to build a fleet to strike back at the invaders for desecrating and destroying the most holy site to the Midlothans in all of existence. What was once a pacifistic religious people have no become fanatical militarist driven on by anger and holy fervor. They invaders will pay, Uzzra, god of the bottomless depths, shall feast forever upon their wicked souls.
Ship Name: M.C.S. Resolute Defiance
>Classification: Cruiser
Ship Fluff: First of her kind, and if the war goes badly, the last. The Resolute Defiance is a Bulwark class Cruiser, a long, flat ship outfitted with a special tech developed by Midlothian scientist. Dubbed the "Phalanx Shield" by the eggheads at R&D, the ship can divert power from its engines to temporarily create a shield that is all but impervious to attack, while still allowing attacks out from the vast banks of cannons the Resolute possess on its port and starboard sides. This ship is designed for one purpose, to be a flying fortress that dares any enemy to come and get it. A mine system it possess serves to deter any stealth ship from sneaking upon it while cloaked, and missiles to harry enemies that like to sit outside of its already formidable cannon range. A flaw in the design, if an enemy is allowed to exploit it, is that the ship possesses the least amount of armor on its two cannon banks on the port and starboard, necessary to fit the massive mounts for its guns. That and that when its Phalanx systems are engaged, the already slow ship might as well be a stable stellar body for all the little it can move.
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185c05 No.32982
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185c05 No.32984
>>32963
Captain Name: 'Standing Bubble' or Captain Bubble
Captain Fluff: In one of the few conflicts about a hundred years ago Captain Bubble descended on a group of rebels who experimented on their fellow Ultians to create living ships. Their confused cries told him of the violence and confusion involved in their birthing and the whole of group and their creations were cleansed without the mercy that would usually have been merited any misguided Ultian. He had assumed to prepare a very early retirement until this conflict arose.
Race: The ocean planet of Ulti, home of the Ultians is a fruitful world of calm waves. Aquanoids rumored to possess extremely long lives who usually dwelt near the bottom of their oceans, they have never been seen without their opaque bubble-helmet suits on in their contacts with outside but are known to possess minor telekinetic and telepathic abilities that enabled them to have a generally peaceful history. Some Ultians have been seen with very small suits while others have possessed very large ones, when questioned they answer that the suits are made to fit the job required of them.
Making the leap from ships meant to withstand pressure to ships meant for space travel was quite difficult as well as being introduced to lasers being implemented as long range instead of the staple undersea Ultian weapon; torpedoes and fighters. All the sonic weaponry they had developed for battle in the oceans of Ulti were quite useless outside of close combat and suits to maintain a moisture level for the sea dwelling Ultians had to be produced. They seek peace and believe that combining their efforts with the other races is the best way to achieve it.
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and subtle sensor ports all along the body of the ship to allow for enhanced targeting. The other offensive attribute of the Crusader is its Fighter pilot crew, the life support module on the Ultian Fighter is very small which has allowed them to fit more fighters and is a logistic success of the Ultian people.
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185c05 No.32991
>>32963
Supplemental information of the world:
Weapon categories
Lasers/Energy weapons: Typically long ranged high energy and heat weapons that are mitigated by shields.
Kinetics: Railguns, coilguns and the like, they are midranged weapons that armor mitigated by dodging and/or armor. Heavily armored ships will be able to deal with them much better than lightly armored ships.
Plasma/Molten/directed nuclear: Extremely Short ranged weapons that while mitigated partially by both armor and shields, deals extremely high damage at the cost of getting into range, and very high energy draw and heat accumulation. Even a battleship will feel a direct plasma hit.
Missiles: Long range seeking weapons, hit hard if a bit slowly. They can be shot down by enemy flak, fighters, or PDF. Furthermore their tracking can be disrupted by ECM. Armor mitigates.
Defenses
Armor: Ablative and structural it is the hard metals that mitigates the damage dealt by explosions, kinetics and the physical thump of plasmas.
Shields: an Energy barrier that negates the damage from other enemy energy weapon systems. Sheilds that block both kinetics and lasers would be incredibly powerful and the domain of precursors.
ECM and ECCM: Jamming, electronic cloaking, hacking and the like are very much alive in Endymion. Typically used for missiles and targeting, it can make or break a fleet action.
Point defenses/flak: Small bore or shorter "ranged" guns designed to deal with drones, fighters, and missiles. A viable weapon in ship to ship knife fights, they are primarily defensive weapons.
No-no tech:
Shields that catch all
Unshackled AI (they are supplements not for control of a ship solo. Having them as such is a notoriously bad idea)
Teleporters/transporters (seriously matter manipulation is god tier)
Keep in mind players are both a minor race/faction(yes that means you must play organics, because living ships, AIs and synths are too much of a pain in the ass for me to do and do not fit fluff) and part of a combat fleet(you can have support abilities, but your primary focus must be combat based. I.E. Carrier with mostly fighters and bombers with a few repair drones is fine, Ships with no combat capability is not). The more you fluff, the better I can give you adequate designs and bonuses. The blander you make your captain, your ships or and race the harder it is for me and the blander your bonuses will be.
I hope this helps answer chargen questions and issues. Feel free to approach me on the IRC for clarification or to run ideas past me.
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185c05 No.32992
>>32991
reserving destroyer slot
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185c05 No.32993
>>32963
Requesting Destroyer slot. Will be posting later though.
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185c05 No.32994
>>32963
Requesting Destroyer slot. Will be posting later though.
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185c05 No.32995
>>32994
Amusing doublepost. Huh.
Anyhow also @Curious -
I'll PM you on IRC when I see you. I noticed nobody grabbed the BB; I might be interested in that instead of the DD.
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185c05 No.32996
>>32995
Nevermind. I apparently can't read or have a short term memory longer than 5 seconds.
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185c05 No.32997
>>32995
>>32992
>>32993
It's first-come first serve, as previously stated several times on the IRC.
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185c05 No.32998
>>32966
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
>>32977
Class: Destroyer
Armament: 1 Heavy Coilgun, 2 Light Coilguns
Defenses: Medium armor, 1 Medium Shield, 1 Flak Thrower
Auxillaries: 1 Improved Sensor and Tracking Array, 50 AP rounds
Bonuses and Eccentricities:
+/-Game of Thrones: The support you can get from home varies with how in favor your family is at any given moment. Roll 1d100 every third turn to determine this.
+Can Never Go Home: You and your crew are forever exiled from home. Bonuses to spacefaring training and research as the ship is now your home.
+/- You Call This Unlimited Power?: Halthava reactors are notoriously poor for their size and costs, as such their ships are usually reliant on kinetics, ablatives and missiles of high energy alternatives. This does however make them more adept with kinetic weapon in general as they train with them extensively.
>>32978
Class: Frigate
Armament: 2 Laser Arrays
Defenses: 2 Heavy Shields,
Auxillaries: 1 Improved Powerplant, 1 Improved Engine
Bonuses and Eccentricities:
+Nimble Ship: Your ship is fast and nimble it gains a bonus to evasion and dodging
-Class cannon: The builders of the ship skimped on armor and the super structure, kinetic and missile do more damage when they hit.
+/-Genetically Engineered Mooks: The Lorim have not had time to adequately study the full effect and interaction of their bred troops, as such low rolls can bring out various flaws or unexpected boons in their design.
+/- Set in Their Ways: The Lorim are notoriously slow to adapt to changes, as such gaining access to cutting edge gear is difficult. However, Standard gear is readily mass produced and available.
>>32981
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system.
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
>>32984
Class: Light Cruiser/Carrier
Armament: 1 Plasma Torpedo launcher, 1 Laser Array
Defenses: Heavy armor, 2 Medium Shields
Auxiliaries: 1 Improved Sensor and Tracking Array, 2 Fighter Wings
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
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185c05 No.32999
>>32966
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
>>32977
Class: Destroyer
Armament: 1 Heavy Coilgun, 2 Light Coilguns
Defenses: Medium armor, 1 Medium Shield, 1 Flak Thrower
Auxillaries: 1 Improved Sensor and Tracking Array, 50 AP rounds
Bonuses and Eccentricities:
+/-Game of Thrones: The support you can get from home varies with how in favor your family is at any given moment. Roll 1d100 every third turn to determine this.
+Can Never Go Home: You and your crew are forever exiled from home. Bonuses to spacefaring training and research as the ship is now your home.
+/- You Call This Unlimited Power?: Halthava reactors are notoriously poor for their size and costs, as such their ships are usually reliant on kinetics, ablatives and missiles of high energy alternatives. This does however make them more adept with kinetic weapon in general as they train with them extensively.
>>32978
Class: Frigate
Armament: 2 Laser Arrays
Defenses: 2 Heavy Shields,
Auxillaries: 1 Improved Powerplant, 1 Improved Engine
Bonuses and Eccentricities:
+Nimble Ship: Your ship is fast and nimble it gains a bonus to evasion and dodging
-Class cannon: The builders of the ship skimped on armor and the super structure, kinetic and missile do more damage when they hit.
+/-Genetically Engineered Mooks: The Lorim have not had time to adequately study the full effect and interaction of their bred troops, as such low rolls can bring out various flaws or unexpected boons in their design.
+/- Set in Their Ways: The Lorim are notoriously slow to adapt to changes, as such gaining access to cutting edge gear is difficult. However, Standard gear is readily mass produced and available.
>>32981
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system.
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
>>32984
Class: Light Cruiser/Carrier
Armament: 1 Plasma Torpedo launcher, 1 Laser Array
Defenses: Heavy armor, 2 Medium Shields
Auxiliaries: 1 Improved Sensor and Tracking Array, 2 Fighter Wings
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
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185c05 No.33010
>>32963
Any free room, tovarisch?
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185c05 No.33011
>>33010
Yes two destroyer slots and unlimited frigates
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185c05 No.33014
Captain Name: Yrlix-Vran
Captain Fluff: Yrlix-Vran was born, or rather, grown in a vat among the Marshon race. While they are still capable of sexual reproduction, cloning proved a superior means of ensuring appropriate population numbers. Raised in the miliitary caste his whole life, as was planned before his birth, he was taught all the collective knowledge of space vessel combat the Marhson's had amassed over their aged lifespan, using archived and direct military experiences, memories, and skills downloaded from warriors of the past, downloaded into his head. In this way, peace would not dull the skills of the species, and they would always have the spirit of best of their warriors in their soldiers.
Marshon's themselves are both instilled and genetically induced to feel a sense of fullfilment in their aloted caste and purpose, to constantly try to excell or act adequately whenever possible. This ensures motivation, discipline, and resolute obedience to the collective species cause'.
Due to proximity with their progeny, a curious effect has appeared. Over centuries, where previously Marshon's had a distinctly stoic attitude, some of them have been presenting with odd personalities of late, possibly out of some kind of evolutionary trigger through trade and contact. Yrlix-Vran himself acts in a sarcastic, lassaiz-faire personality and while he follows orders to the letters his propensity for hedonism and a bad mouth confuses and frustrates his commanders. Perhaps that's why they sent him here, to get rid of him.
Race: Marshon “Grey”. Small psionic humanoid figures with large heads and eyes. Exceptional brain capacity and though processing speed combined with millenia of genetic and neurosurgical engineering and psychic abilities. Somewhat reliant on technology and communal telepathy for basic survival needs, but not to the point of debilitation. An extremely collectivist society that is broken up into various castes that fit the needs of the species as a whole, and instils on new generations direct neural information stored up from the best minds of the previous age, ensuring the entire species is as intelligent or skill as their best.
Marshon's excell at integration of new technology, which through trade and hard work they have aquired and applied. Using the technologies of other races, they modify them into a more harmonious and cohesive system, focusing on reduction of inefficiency and improvement of synchronization of different technologies into one single device in a sleek and smooth design. Always on the look out for new information and technologies to add to their knowledge, their ships are often equipped with tech analysis devices for this purpose.
Ship Name: Xyklon-V
Ship Fluff:
The Xyklon-V is a flying saucer shaped destroyer class. Like most Marshon ships, they are designed in what can be described as a “one-size-fits all” strategy. That is, each and every class of ship, from a patrol craft to a battleship, must be designed to be capable of fullfilling any battle role required of a craft its size to an adequate need. This is done through an emphasis on an array of technologies that were aquired and improved upon,in a way that doesn't sacrifice any one aspect to specialize in another. This ensures each craft can capably perform any task, even if it may not be as proficient at any one task as another.
To give a concrete example, the Xyklon-V is armed with three systems of equally powerful Directed Energy Array, Kinetic Accelerator Array, and Propulsion-Projectile Array. For its defense it has both an Energy Shield, Molecularly Layered Armor, and Guidance-Scrambler ECCM unit.
The requirements for all these systems means that no single component may be heavy in its design, but every scenario in which a component is needed can be met. In addition, since there are no heavy components, ship speed is greatly improved, combined with well designed engines and a sleek maneuverable design, gives Marshon ships notable evasion abilities, even if it does not specialize in it.
If ever the need arises, the ship can in fact spend some time to 'compensate' by redirecting the energy from one system to empower another as needed.
Ship classification goes: Destroyer
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185c05 No.33017
>>33011
Thanks, man.
Captain Name: Ak'idon Yor'haskr
Captain Fluff: Despite a completely average academy career, Ak'idon distinguished himself as a stellar commander of vessels in the Second Kreean War. In the battle of Kree VII, a vital staging pont for the invasion of the Kreean homeworld, he helped break Kreean orbital defenses by leading a charge against the Kreean defenders, in his destroyer, the Pride of Der'takt. After crossing the no-man's-land between the besiegers and the besieged, his destroyer unit opened up with all weapons on the orbital defense lasers, punching a hole through which troop frigates could pass. Now, he commands the Pride of Der'takt against the forces of the Dris'tarr, as a shining beacon of hope for his people.
Race: Tom'nakala: A race of humanoids, the Tom'nakala evolved from herd animals on their desert planet of Hilt'ha III. They evolved rapidly, due to sudden climate change caused by seismic events on the planet, which caused the already paltry amount of liquid water on the planet to shrink. Once, they were quadrupeds, migrating from oasis to oasis with the season. Now, they have evolved into four armed bipeds, with quills on their backs to absorb water in the atmosphere. The Tom'nakala exist in a feudal society. Counts obey dukes, who obey kings, who obey the Litke'par emperor. The Litka'par are the dynasty who united the warring nations of the world, and brought their race into the stars, with their patriarch's discovery of the warp drive. For 100 years, the warp drive was used by the Litke'Par to move their armies from one side of the planet to the other, swiftly and silently. Once the planet was united, however, the great thinker, Yokil Litke'Par decided to test the capabilities of the warp drive in space travel. He worked on the problem for fifty years before creating a prototype vessel which could take them to the stars. They made first contact, entered the CCWF, and became renowned as straightforward thinkers, and efficient problem-solvers.
Ship Name: The Pride of Der'Takt
Ship Fluff: The Pride is a stripped down destroyer, whose armor was sacrificed to provide more room for large-bore broadsides, and torpedo tubes, without violating the terms of the Treaty of Lok'hert, which imposed restrictions on Tom'nakalan ship size following their near defeat in the first Kreean war. The vessel also makes use of its reduced armor to cram it with power generators, shield generators, and powerful engines. Because of the paucity of armor on the vessel, most of its defenses are comprised of shields and point-defense systems. The quarters are cramped, but this suits the spindly Tom'Nakalans.
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185c05 No.33018
>>33014
Three times, nigga?
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185c05 No.33038
| Rolled 99, 28, 10, 29, 32, 24, 93, 26 = 341 (8d100) |
EVENTS
Solarian Front
Arjunae Front
Makaris/Selgudnian Front
1st Outer Rim Front
Local Events (2nd Outer Rim Front)
Battle Of Alaya -10 Fleet Outmatched
Expansion of Conflict (depends on previous roll)
Dris'Tarr Reinforcements (-30 Front just opened)
CCFW Reinforcements (-40 Front just opened, supply issues)
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185c05 No.33042
GALACTIC NEWS: The Dris'Tarr invaders continue to press inward to the galactic coreworlds of greater civilizations across three fronts. The Makari and Selgundian alliance is steadily rebuffed and broken as the rim front are pushed back quickly and without remorse. The Arjunae only barely hang onto their fortress worlds despite overwhelming odds. In these dark times the only light to be found is on the Solarian front where the Ancient race has awoken the vast majority of their stasis kept fleets and have broken the back of Dris'Tarr fleets in the region pushing the enemy back swiftly faster than the supporting troops can keep pace.
FRONTWIDE NEWS
The Major CCWF fleet is broken! At the System of Alaya they met a major Dris"tarr incursion and were soundly beaten. The remnants of the fleet fall back to Starbase 578. This Dris'Tarr take full advantage of this, scout ships and more fleets being sighted along the front to exploit this devastating loss.
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185c05 No.33043
>>32999
For Avacress
+/-We're at War?: The support you can get from home varies with how Invested the Hegemony and it's people are in the conflict at any given time. Roll 1d100 every third turn to determine this.
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185c05 No.33044
Captain Name: Nikolai
Captain Fluff: a survivor of the Great Unifying War, Nikolai is filled with hope and patriotism for the future of his people. born in a lowly farming commune, he gained an ethic for hard work and no-nonsense, and joined the navy during the Great Unifying War. he proved himself a skilled sailor eventually coming under the command of a missile destroyer, fighting on through battle after battle. through luck, he participated in the final battle of that war to unify his people into a single nation, storming the enemy capital, where his actions earned him the title Hero of the UUS. his notoriety would end up having him selected to be the first Ursidaen to take part in the combined fleet to defeat an even greater threat that lurked beyond the stars. although the Ursidaen are unfamiliar with the galaxy at large and only recently contacted other races, Nikolai and his crew are veterans of many years of service. he and his crew form a tight nitted, experienced, and disciplined ship.
Race: Ursidae. tall, strong bipedal omnivores with long jaws, sharp claws, and large amounts of fur. the Ursidae are recovering from a solar system unificatoin war, fought bewteen two great economic systems and ideals. an industrious species, the Ursidaen had already established numerous factory colonies and forge planets in their system, when two factions arose the Union of Ursidaen Society fought and Nationalist Movement. these two factions would split the species in two and ignite a horrific war that would claim the lives of millions. now that the war is over, the Ursidaen have been alerted to a new threat beyond the stars. still in the process of rebuilding, their “Four-Year-Plan” means they don't currently have the means to construct a fully fledged fleet yet, and send what little ships they have available for testing purposes until they can restore their industrial capacity.
Ship Name: UUSS Doblestnyy
Ship Fluff: (Destroyer) the Doblenstnyy characterizes the history of the UUS. throughout their existence they had predominantly fought with missiles and rockets, engaging in a massive nuclear armaments buildup before the devastation of the Great Unifying War. where other spacefaring races sought out energy weapons and coilguns, the Ursidaen simply continued to invest in more and more sophisticated missiles and the capacity to build more of them than their enemies. as such, they also prowessed in the development of anti-missile systems, particularly ECCM and guidance jammers, as well as energy based shielding to protect against the intense heat and radiation of a nuclear blast. the Great Unifying War would end up one of the largest conventional nuclear war in known galactic history. Ursidaen's are gifted with vast industrial abilities and resources, so their ships can enjoy ample armor and hefty rocket engines for increased speed. one visitor once described the typical Ursidaen ship as “little more than a giant armored rocket armed with yet more more missiles moving faster than any vehicle that size ought to." the Doblestnyy itself is armed with an array of heavy missiles as well as swarm missiles, along with a sophisticated missile guidance systems and anti-guidance ECCM built into a single computer frame. it is also equipped with a hydrogen fusion reactor based energy shield. these were primarily designed to protect against the intense heat and radiation from nuclear blasts (which Ursidaen armies would face regularly both in tactical and strategic warheads) from an appropriate distance, but haven't yet been tested against directed energy weapons and weren't exactly built with them in mind.
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185c05 No.33045
>>32999
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and Point Defense Turrets to cover all our known bases and allow us to get in their faces. An array of lasers was added to provide some kind of range weaponry almost as an afterthought.
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185c05 No.33047
>>32992
Captain Name: Morgant
Captain Fluff: Morgant started his career as a basic low level ground soldier. Thanks to alot of work induced success mixed with a little luck, he had risen to the level of commanding general of the Kontian army where he reached paragon tier fame within his little race of people. Staving off an invasion of the neighboring race and annihilating their incoming reinforcements thanks to a little warp trickery and alot of asteroids with jet engines attached. The remnants of their ground troops that had landed on the Kontian homeworld quickly surrendered or were massacred. This led to Morgant becoming the grand admiral of the Kontian fleet. The whole whopping one destroyer it could field. While Morgant was virtually worshipped by his own people he was soon to learn the wide galaxy and the races it contained made him and his race utterly forgettable.
Race: Kontians. A humanoid race they are very warlike and only a few decades ago managed to truly reach the stars. Their greatest possession is the destroyer they field with Morgant. Even now they strive to create more ships but it is difficult to do with the capital available to them.
Ship Name: DS-Irmanda
Ship Fluff:The Irmanda is the pride of the Kontians it's history is minor as it was only recently finished but it did take part in the kontian war with the minor alien invaders. The irmanda is made to specialize in long range combat and maintaining said distance. The destroyer was designed with a propulsion system that can push it back almost as fast as it can forward. Meaning most ships have a very difficult time pursuing the Irmanda because the Irmanda will just quickly backpedal while firing its main and specialized guns at long range. While not invincible by any means this has made the ship very thorny and difficult to destroy without paying a heavy price even for ships in a superior class. It also has a nasty little surprise. It has completely forsaken mid range weaponry to double up on short range weaponry. In the case that someone manages to get the jump on the Irmanda and get close before the irmanda can backpedal it will respond with very large volleys of plasma weapons. (history if it has one, notable features, and class of ship)
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185c05 No.33048
Room for one more comrade?
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185c05 No.33049
>>33048
frigate slots, yes.
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185c05 No.33063
>>32963
(Biological and Sociological entries cut for brevity)
>Destroyer, Assembly Naval Ship (ANS) Kujtim:
The ANS Kujtim is a Sulmues-class Destroyer, originally designed for long term patrol and anti-piracy duties. Like most Betejian craft, it is fairly fast and agile, although perhaps slightly under-armored compared to other navy's destroyers, with a decent energy screen. The Kujtim's main weaponry are high intensity laser and energy beams, used primarily to disable hijacked or pirate vessels and allow boarding actions, although it is also equipped with two medium-sized railguns. The Sulmues also have a small boat bay, normally containing three marine assault boats to allow after-battle boarding actions.
The feature where the Sulmues shine - or specifically don't - is their Electronic Warfare package. Combined with carefully designing and shielding for stray energy signatures to assist in running dark, the Sulmues also are equipped with a suite of ECM/ECCM electronics meant to confuse and befuddle enemy sensors. While not quite able to achieve a 'true' cloak, a Sulmues can stay unnnoticed by enemy sensors longer than other vessels, as well as manipulate it's sensor profile to appear (electronically at least) as something else - both larger vessels such as megaton freighters and Battlecruisers, and smaller vessels like frigates or tramp freighters. The Sulmues EW Suite is also integrated into it's anti-missile defenses, confusing incoming missiles and assisting the laser PD with taking down incoming missiles.
The Kujtim is a prototype Command version of the base Sulmues; it has a smaller boatbay with only two marine assault boats, with the freed-up space being used for a prototype technology called a "Command Datalink", allowing realtime transmission of sensor data between linked vessels. Specifically meant for targeting sensors, the Datalink can also used to integrate multiple ships' anti-missile defenses, theoretically increasing squadron effectiveness.
>Captain Iye Sheptuar fish'Heshtar kre'Jeshter ko'Akullta:
Captain Iye Sheptuar's clan is atypical within it's Pride; a batch of fighters amongst merchants and artisans. A legacy from the Sundering when prides and even clans became fluid, clan Heshtar found its sibling clans gone or dead, and forced by circumstances to join with Pride Jeshter, which later joined the Akullta Nation as part of the Assembly. Heshtar has seen it's role wax and wane within Jeshter, seen as protectors during the Sundering, then nuisances afterwards, with respect rising up slightly as Heshtar provided the Assembly Navy with manpower out of proportion to their numbers.
Iye Sheptuar had a standard childhood; a mixture of the crafting education of his Pride and the martial education of his Clan lead him to the Naval Academy, where he showed decent skill at Astronavigation and small ship tactics. He graduated at the top end of his class and was commissioned as a Midshipman 20 years ago, being promoted over time to the rank of Commander by the time he was assigned as XO to the ANS Denuar, a frigate part of the CCWF Peacekeeping fleet. During the debacle of Aceldama, the Denuar was heavily damaged and a good portion of the crew killed, including it's Captain. Working through with poor medical supplies and his own personal, if superficial, injuries, Commander Sheptuar managed to get the Denuar clear of the slaughter and managed to bring his ship and remaining crew home.
While his physical recovery meant he could not join the Assembly Navy at Drakhisia, Sheptuar was giving command of the Kujtim and promoted to Captain. While some might have whispered calling him a coward for running at Aceldama instead of trying to fight his broken ship, the Assembly could not ignore the fact that Captain Iye Sheptuar was one of their few surviving command officers.
Iye refuses to talk about Aceldama, even to clan and pride Matriarch, or his family. His eyes and fur don't look so dull anymore, though.
(Assuming that I can still get a DD slot, as I was prevented from posting due to 8chan's captcha being broken)
http://pastebin.com/AZ8gHh1C for full info
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185c05 No.33066
Captain Name: Samuel Grissinger
Captain Fluff: Samuel Grissinger used to be a veteran fighter pilot for several mercenary groups before he was offered an official contract by Knightsbridge Engineering. He served as a Destroyer captain until he was "officially" let go by the company. What the public didn't know was that he was contacted a few months later and asked to come to the spacedock. It was then that he was introduced to the KBS Cypher and it's small but capable crew, he was shown the specs and was thoroughly impressed, and when he asked why he had to come to the dock he was extremely surprised, to say the least, when he was told that he would be piloting it
Race: Human (because I'm too fucking lazy to come up with something better)
Ship Name: KBS Cypher Prototype
Ship Fluff:The recently built Cypher is the first of it's kind in spaceship engineering, it is designed as a fast-moving stealth craft, and a spy-craft. It uses state of the art technology and first rate white hats to hack into enemy technology and wreck havoc on internal sub-systems, aiming to take down key systems such as life support and shielding. It's existence is closely guarded by Knightsbridge, and they hope to keep it that way
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185c05 No.33067
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185c05 No.33082
>>33017
Dis me on my phone.
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185c05 No.33105
>>33045
Class: Light Cruiser/Carrier
Armament: 1 Plasma Torpedo launcher, 2 Laser Arrays
Defenses: Heavy armor, 2 Medium Shields, 2 PDF Arrays
Auxiliaries:
Ship revisions
>>33014
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
>>33017
Class: Destroyer
Armament: 2 Missile Launchers, 2 coilguns(broadsides)
Defenses: Light Armor, 1 Medium shield, 1PDF array
Auxillaries: Improved Engine
Bonuses and Eccentricities:
+/-Experienced: Your captain ahs fought a great deal. Bonuses to combat, alcoholism and PTSD
-Flawed: Your ship has a glaring weak point in weapon facing and the cramp quarters do nothing good for your casualties in combat
+Quickly changing: the Tom'nakala change quickly in both body and mind, this gives them bonuses to adapting to unfavorable situations.
>>33044
Class: Frigate
Armament: 2 Missile launchers
Defenses: Heavy Armor, Light shields
Auxillaries: Improved engine, Improved sensors, 3 Swarm Missile packs
Bonuses and Eccentricities:
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
+/- War Hero: Your captain is a war hero and gets bonuses to recruitment and acquisitions. This also draws trouble to him, however.
+/- Four years? Bah!: The Ursidae are still ailing from the reunification. Their support varies based on how much investment the people have abroad when home is in very bad no good shape. Roll extra d100 every 3 turns for their interest.
>>33047
Class: Destroyer
Armament: 2 Laser Arrays 1 missile Launcher
Defenses: Light Armor, Medium Shield PDF Array
Auxillaries: MUCH Improved Engine
Bonuses and Eccentricities:
+Tricky Bastard: Your commander is very good at using the environment to his advantage and gains bonuses as such.
-Poorer than Dirt: Your people are severely disadvantaged in the way of resources, getting support from them is much harder
+Stand Still you Shit!: Your ship is incredibly hard to hit as long as it is moving under it's own power. It also can move at near full speed in any direction.
>>33063
Class: Destroyer
Armament: 1Heavy Laser 2 Light coilguns
Defenses: Light Armor, Light Shielding, PDF Array
Auxillaries:(prototype) Improved Electronics warfare Suite, (prototype) Datalink
Bonuses and Eccentricities:
-Dated Tactics: The Beteje simply do not get conventional warfare. Their standardized ship building with boarding craft and their immense losses and Aceldama reflect this. Minuses to sue and application of (modern) technology and tactics.
+/-Survivor: Your captain survived against long odds. He extends this toward his crew, but has bouts of crippling PTSD on low rolls.
+Command ship: This ship was designed as a step towards a proper flagship for the new Beteje fleet. Gain bonuses coordinating fleet actions.
>>33066
No humans, you can be near human, but this is not the Milky way galaxy. Also hacking like that is nigh impossible on a ship. best you can usually do is knock out comms or foul hard targeting.
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185c05 No.33138
>>33105
Sector 591 is a sparsely settled area, having a total of ten colonized worlds and 5 stations. the Following are places of interest.
Stations
[Starbase 591]- Originally a defunct mining station, Starbase 591 has been retrofitted for area command and resupply of CCWF fleets in the region. It's deep scanning sensor array, primarily designed for large asteroids, has been tweaked and reformatted to allow it to scan multiple neighboring systems for large fleets. It's large cargo bays were in part filled with craft launch tubes, giving it an immense amount of fighter and bomber craft to act in it's defense. However it is lightly armored and armed in the conventional sense, as the base hull was not suited for the gantries and requirements necessary. While not an ideal front line station, 591 has been extremely servable stop over, until now.
[Avaritia] - If Starbase 591 is the Military hub of the sector, Avaritia is it's commercial heart. Older than Even the retrofitted starbase, it has had hundreds of owners and is currently head by several gangs on the station who frequently war for territory. Despite this, this is the only commercial and communication hubs in the sector. Making it the place find just about anything not distributed by the military. It's the beating heart of the system, and should it fall support from the colonies and abroad would vanish, as it is main stop over point too and from the sector towards the core worlds.
[Helena 1 and 2] - The Helena station are the industrial processing center of the Sector. The vast majority of raw resources from the numerous mining colonies are sent here to be processed into manufactured goods, at Helena 1, and for ships to refuel from Helena 2 where He-3 is gathered. From there the goods are sent either back to the colonies, towards SB 591 or towards Avaritia.
Major Colonized worlds: While there are dozens of minor colonies in the system comprised of less than a hundred people there are only 10 worlds that could be considered "major" in the sense that they have hundreds of thousands or more.
{Ken-gar Sovereignty]: Sector 591 holds the Home world of the Ken-Gar. Small Fury animals with four opposable limbs, they hold four worlds in or near to Ken-Gara, their origin world. Recently making the leap to where expansion is feasible, the Ken-Gara do have a small defense fleet for their home. This fleet, however, suffers like ther rest of their industry from being poor and in the prototypical phase. Despite this, they contribute over 42% of the mineral output for the region.
[Graial 1, 4, and 7]The Graial system is hot harsh and foreboding, as it's star is Blue and highly energetic, bombarding the area with flares nigh constantly. However the planets orbiting it, all extra-solar captures, have been found to have immense mineral wealth, and so despite the conditions colonies have been set up to dig it out. While their total output is low, the rare minerals are incredibly important for making drive systems for ships, and because of the wealth that attracts, the colonies have grown large for mining and the professions that follow.
[Marano] - The Precursors, Races older even than the venerable Solarians, were real, and sometimes by blind luck relics and ruins of them can be found. Marano is one such place, where Precursor ruins are prevalent and preserved. As such what once started as a university base camp for scientific discovery has sprung up as a colony for treasure hunters and historians.
[Dyptherion] - The breadbasket of the sector, a placid and calm ocean world where aquaculture reigns supreme. It also has a flourishing tourism and trophy hunting industry, or did before the war.
[Tikayo]- A world given to the Arjunae nearly four centuries ago, this once thriving colony is a shadow of it's former self, as it's mines have played out, and the Arjunae have lost interest. If Avaritia is a thriving hive of scum and villainy, Tikayo is what it would like in decline. Several Pirates make their home at or near Tikayo, and the CCWF has never gotten much support from the locals, thus making hunting them down unfeasible.
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185c05 No.33139
>>32963
Captain Name: Sezz "Lightning" Shellmar
Captain Fluff: Captain Sezz used to be a racer, and a damn good one at that. Speed was always his game, be it running, land-crafts, sea-crafts aircrafts or spacecrafts, if it moves he had to push it to its limit. And push he did, earning several medals both on his home planet and out in the wider sector of space he comes from. However with the war needing more and more pilots he put his career aside to aid his people, all while finding new ways to push the limits in terms of speed.
Race: Sitazz. An insectoid race with, mostly vestigial, wings. While known throughout the sector as curious explorers the Sitazz has took to war like fish to water after finding a knack for hit and run tactics. And while normally each Sitazz planet has been independent, the war has brought them together in a loose federation, unified in purpose while each trying to upclass the other for fame and glory.
Ship Name: Red Lightning
Ship Fluff: Frigate. Red Lightning was built by request for Sezz, and his request was not unexpected, he wanted it to be fast, the fastest of its class. In order to accommodate it was fitted with what, to the Sitazz at least, was highly experimental technology. As a result, it's faster than any other Sitazz frigate ever built, but sometimes a tad bit unpredictable and have come with some extra bits and pieces that Sezz is not very familiar with.
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185c05 No.33140
>>33139
Class: Frigate
Armament: 1 Laser, 1 Coilgun
Defenses: Light Armor, Light Shields
Auxillaries: (Prototype) Fusion Engine mk II, Improved sensors
Bonuses and Eccentricities:
+/- Speedfreak: Your captain is an adrenal junkie obsessed with going fast, this gives him bonuses to piloting an maneuvering, but causes him to get into trouble when his attention wanders out of combat.(low rolls) Joyriding is still a crime after all….
+/- Guerrilla Warfare Experts: You are very good at hitting the enemy when least expected then running. However you are not good in a stand up fight and it shows.
+/- Prototype Drive: Your ships has a prototypical drive that gives it great speed, however you ahd to skimp on the armor and defenses to fit it, and you've not had adequate testing for it going at max speed. In fact no one has gotten it up to maximum output, as the ship started to shake when to pressed. It's still leagues faster than any other Sitazz design.
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185c05 No.33147
>>33038
The ships of Ad Hoc fleet #13 slowly approach the Hub that is Starbase 591. All around they see ships, rent, wounded and broken in limping about. No doubt a part of the remnants for the 17th CCWF battlegroup devastated and routed in the battle of Alaya. Besides these wounded and crippled warriors they see the 487th recovery fleet tending to the broken, moving supplies and ferrying wounded, as well as making light repairs. Finally at the other end of the station is the 247th reserve fleet, the 13th ally and counterpart in the sector.
========
Later
========
Once the fleet has reached their berth, the captains of each ship are called into a conference room. At the head of the table, on a booster seat made for her, is a wizened Arjunae. "The Dris"tarr are already making forays into this sector so I'll keep this brief. I am Admiral Ak'sala, commander of this station. You are all now grouped together as the 13th Emergency fleet. The Midlothan Cruiser is your flagship. You're shakedown is going to likely be against the Dris'Tarr in live fire, so get your crew and ships ready. They'll be here soon after the loss of Alaya."
Combat ship out imminent
2d100 a turn
Your crews are unready, your coordination and command structure are nigh non-existent, and you will need to fill out ship billeting to get support from home.
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185c05 No.33150
| Rolled 41, 5 = 46 (2d100) |
>>33147
Captain Name: Sezz "Lightning" Shellmar
Captain Fluff: Captain Sezz used to be a racer, and a damn good one at that. Speed was always his game, be it running, land-crafts, sea-crafts aircrafts or spacecrafts, if it moves he had to push it to its limit. And push he did, earning several medals both on his home planet and out in the wider sector of space he comes from. However with the war needing more and more pilots he put his career aside to aid his people, all while finding new ways to push the limits in terms of speed.
Race: Sitazz. An insectoid race with, mostly vestigial, wings. While known throughout the sector as curious explorers the Sitazz has took to war like fish to water after finding a knack for hit and run tactics. And while normally each Sitazz planet has been independent, the war has brought them together in a loose federation, unified in purpose while each trying to upclass the other for fame and glory.
Ship Name: Red Lightning
Ship Fluff: Frigate. Red Lightning was built by request for Sezz, and his request was not unexpected, he wanted it to be fast, the fastest of its class. In order to accommodate it was fitted with what, to the Sitazz at least, was highly experimental technology. As a result, it's faster than any other Sitazz frigate ever built, but sometimes a tad bit unpredictable and have come with some extra bits and pieces that Sezz is not very familiar with.
Class: Frigate
Armament: 1 Laser, 1 Coilgun
Defenses: Light Armor, Light Shields
Auxillaries: (Prototype) Fusion Engine mk II, Improved sensors
Bonuses and Eccentricities:
+/- Speedfreak: Your captain is an adrenal junkie obsessed with going fast, this gives him bonuses to piloting an maneuvering, but causes him to get into trouble when his attention wanders out of combat.(low rolls) Joyriding is still a crime after all….
+/- Guerrilla Warfare Experts: You are very good at hitting the enemy when least expected then running. However you are not good in a stand up fight and it shows.
+/- Prototype Drive: Your ships has a prototypical drive that gives it great speed, however you had to skimp on the armor and defenses to fit it, and you've not had adequate testing for it going at max speed. In fact no one has gotten it up to maximum output, as the ship started to shake when to pressed. It's still leagues faster than any other Sitazz design.
A broken front? Not on our watch! if these Dris'Tarr think these they can move in unopposed they can think again, set engines to 90% I'm putting us on a course towards the System of Alaya, we're going to do some scouting.
1) Scout the Dris'Tarr forces before they get to Starbase 591 while looking for targets of opportunity
2) Search all coms for distress signals in the hopes of bolstering our forces with survivors who couldn't make it back on their own
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185c05 No.33151
| Rolled 27, 98 = 125 (2d100) |
>>33147
Captain Name: V-11230
Captain Fluff: Vatborn and bred by the Lorim Scientific Conglomerate as their tithe towards the CCWF fleets. His mind the results of smashing the DNA of many warrior races with that of the more meek Lorim to make one of their race capable of actual command.
Race: A tall slim insectoid race the Lorim focused their pursuits solely on those of a scientific nature. Their bodies are weak and fail with their minds processing things at a much slower rate then most races forcing them to create bioengineered soldiers and commanders.
Ship Name: SUR-V1
Classification: Frigate
Ship Fluff: The SUR-V1 is the first and only combat frigate designed by the Lorim Scientific Conglomerate using the most advanced technologies available to them. The Lorim focus on energy technologies equipping the SUR-V1 with the most cutting edge of power systems, shielding and laser batteries. While lightly armoured the SUR-V1 makes up for it with powerful engines and versatile movement capabilities.
—–
Class: Frigate
Armament: 2 Laser Arrays
Defenses: 2 Heavy Shields,
Auxiliaries: 1 Improved Power-plant, 1 Improved Engine
Bonuses and Eccentricities:
+Nimble Ship: Your ship is fast and nimble it gains a bonus to evasion and dodging
-Class cannon: The builders of the ship skimped on armor and the super structure, kinetic and missile do more damage when they hit.
+/-Genetically Engineered Mooks: The Lorim have not had time to adequately study the full effect and interaction of their bred troops, as such low rolls can bring out various flaws or unexpected boons in their design.
+/- Set in Their Ways: The Lorim are notoriously slow to adapt to changes, as such gaining access to cutting edge gear is difficult. However, Standard gear is readily mass produced and available.
—-
1-2. Begin defrosting and organizing clone crew.
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185c05 No.33152
| Rolled 36, 66 = 102 (2d100) |
>>33147
Captain Name: Captain Amman-15
Captain Fluff: The fifteenth Amman, or void drone, of the captain level. She was specifically picked out by older Captain Amman and a Geneticist drone. She was then thrust into his study to command a ship under the tutelage of her elder with the aid of all the knowledge of voidcraft, tactics, and military doctrine available. Upon her tenth year of life she was put into the combat simulations where she showed spectacular results against a variety of threats both solo and in team based simulations. It was noted by the Commander drones that she had a tendancy to attempt to keep her comrades alive even when the simulation was designed to cause a certain amount of casualties, or even a suicide run. Upon her graduation she was put in charge of a ship suited for this purcurluar quirk in personality.
Race: Giltrazzi, a hive based insectoid species. They have a highly structured society based on the type of drone that is born, which is further enhanced by the use of genetic engineering to create new types of drones including those more suitible for living in void craft. Mainly use pheremons to communicate. Drones carry the common look of being quadrapedal with two arms, black carapace, multi-lensed eyes and furry antenna.
Ship Name: HCS Ion Doctor
Ship Fluff: A Light Cruiser focused on the carrying, maintenance, and deployment of drone fighters and support drones used to keep the ships of the fleet in top shape.
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
1&2. Prepare the crew for combat. Ready the drones for take-off and prepare the resupply chain for bombs and ammunition.
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185c05 No.33153
| Rolled 78, 69 = 147 (2d100) |
>>33147
>ANS Kujtim, modified/prototype Betejian Sulmues|Command class
>Captain Iye Sheptuar ( fish'Heshtar kre'Jeshter ko'Akullta ) Commanding
>Class: Destroyer
>Armament: 1Heavy Laser 2 Light coilguns
>Defenses: Light Armor, Light Shielding, PDF Array
>Auxillaries:(prototype) Improved Electronics warfare Suite, (prototype) Datalink
>Bonuses and Eccentricities:
>-Dated Tactics: The Beteje simply do not get conventional warfare. Their standardized ship building with boarding craft and their immense losses and Aceldama reflect this. Minuses to sue and application of (modern) technology and tactics.
>+/-Survivor: Your captain survived against long odds. He extends this toward his crew, but has bouts of crippling PTSD on low rolls.
>+Command ship: This ship was designed as a step towards a proper flagship for the new Beteje fleet. Gain bonuses coordinating fleet actions.
1) Make certain that the Betejian Assembly is updated on the Kujtim's location. Paperwork, even in these dire times, is the blood of the CCWF, and the Kujtim needs to make certain it's blood is flowing.
2) Have the Kujtim's Datalink techs coordinate with the rest of the fleet, starting with the MCS Resolute Defiance. The Datalink might help us turn the tide of the war, but only if it's set up to work with the Kujtim's sister ships.
"…and that's about the size of it, Captain. The 17th Battlegroup is pretty much gone and the Dris'tarr are free to roam. We're about the only thing that can maybe stop them, and our readiness is not good." The Assembly Fleet Intelligence officer splayed his ears back at the bad news. His captain frankly terrified him. The crouching body language spread through the wardroom, and Captain Sheptuar stood very very still.
Until he started laughing, "And we're the 13th, are we? Tell me, Lieutenant Korv, do you know of my clan's history, how we joined our Pride? We were the last of our old Pride during the Sundering, the others dead or lost. We came across a battle; on the one side were a bunch of tinkerers. On the other, a band of Betej that had lost all civilization and reason. The twelve remaining fullblooded Heshtar warriors jumped immediately into the fray, but even then were not quite enough to beat back the feral ones. All until a half trained man, hardly a boy, jumped into the fray."
Grinning, Captain Sheptuar faced his wardroom, "The Thirteenth warrior turned the tide. We will do the same. Now, as our esteemed Assembly President likes to say, let's be about our business!"
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185c05 No.33156
| Rolled 79, 67 = 146 (2d100) |
>>33147
Captain Name: 'Standing Bubble' or Captain Bubble
Captain Fluff: In one of the few conflicts about a hundred years ago Captain Bubble descended on a group of rebels who experimented on their fellow Ultians to create living ships. Their confused cries told him of the violence and confusion involved in their birthing and the whole of group and their creations were cleansed without the mercy that would usually have been merited any misguided Ultian. He had assumed to prepare a very early retirement until this conflict arose.
Race: The ocean planet of Ulti, home of the Ultians is a fruitful world of calm waves. Aquanoids rumored to possess extremely long lives who usually dwelt near the bottom of their oceans, they have never been seen without their opaque bubble-helmet suits on in their contacts with outside but are known to possess minor telekinetic and telepathic abilities that enabled them to have a generally peaceful history. Some Ultians have been seen with very small suits while others have possessed very large ones, when questioned they answer that the suits are made to fit the job required of them.
Making the leap from ships meant to withstand pressure to ships meant for space travel was quite difficult as well as being introduced to lasers being implemented as long range instead of the staple undersea Ultian weapon; torpedoes and fighters. All the sonic weaponry they had developed for battle in the oceans of Ulti were quite useless outside of close combat and suits to maintain a moisture level for the sea dwelling Ultians had to be produced. They seek peace and believe that combining their efforts with the other races is the best way to achieve it.
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and Point Defense Turrets to cover all our known bases and allow us to get in their faces. An array of lasers was added to provide some kind of range weaponry almost as an afterthought.
Class: Light Cruiser
Armament: 1 Plasma Torpedo launcher, 2 Laser Arrays
Defenses: Heavy armor, 2 Medium Shields, 2 PDF Arrays
Auxiliaries:
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
1 Acquire a surplus of suits, if some are broken due to damage we will spares ready to continue the fight and if our vital life support is damaged the new suits are fresh and ready to take in an Ultian.
2 Ship/crew exercises. Drive those fundamental maneuvers in so we can swim through the void and not flounder around like some guppy.
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185c05 No.33157
| Rolled 26, 98 = 124 (2d100) |
>>33147
Captain Name: Turglana Guundarrgh
ALL FLUFF: http://pastebin.com/sBQeVehL
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system.
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
1. WEALGLUHUUUGHAG (Fill out paperwork necessary to procure any parts and reinforcements we can get from the various Midlothian colonies.)
2. *Universal Translator engaged*
Message to everyone
This is Captain Turglana Guundarrgh of the M.C.S. Resolute Defiance, and through the will of Admiral Ak'sala my ship is the flagship of our new fleet. Now, I have no intention of ordering you around, or compelling you to do something, but my ship and indeed all of the ships in the fleet would benefit greatly from a joint communication system. Since my ship is the flagship of this fleet it would only make sense to have our AI all congregate into a joint datalink system centered on my ship, as she is both the heaviest armed and armored of the fleet, and the slowest. We can act as tactical fire support and a bulwark for you all to send the Dis'Tarr scum to break against, and when we work in concert the sounds of their screams shall fill the silent void of space. What say you, fellow sophants?
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185c05 No.33158
>>33157
"Captain of the Red Lightning here. As the fastest ship in the fleet we're on our way out to do some scouting, we'll report our findings to you once we got somethin-"
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185c05 No.33159
>>33157
"This is Kujtim Six. The Kujtim is equipped with a new, fleet-scale Datalink system that allows for conjoined fire control, shared sensor information, and coordinated defense systems. Our technicians should be talking to yours about integrating with our Datalink already."
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185c05 No.33160
>>33159
"Excellent, your advanced cogitators can process the combat data at breakneck speeds, and we shall relay it to the fleet, our technicians shall welcome yours with open ~translation not found~ !"
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185c05 No.33161
>>33157
"Captain Bubble of Crusader to Captain Guundarrgh. Very well, I expect you can offer considerable cover fire when the Crusader marches. Out."
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185c05 No.33203
| Rolled 35, 81 = 116 (2d100) |
Captain Name: Yrlix-Vran
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
1. Yrlix-Vran stepped out of his cryo chamber with a grog and a grunt. "Fuck me, why do I have to be out of cryo again? If we're not fighting or pickin' up babes, why bother me until we get there."
See if we can get the good captain a robotic servant, to help the good captain run the ship. A proper yes-man.
>>33157
"Yeah, sure, whatever. You there, bridge hands, go link up our targeting systems or whatever to the main Cruiser."
2. Link up targeting systems and basic AI to Guundarrgh's cruiser for improved accuracy on called targets spotted by our destroyer.
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185c05 No.33242
| Rolled 12, 44 = 56 (2d100) |
>>33147
Captain Name: Ak'idon Yor'haskr
Captain Fluff: Offensive commander who distinguished himself by breaking an orbital siege
Race: Tom'nakala: Desert planet humanoids with spines which absorb water. Practical people.
Ship Name: The Pride of Der'Takt
Ship Fluff: The Pride is a stripped down destroyer, whose armor was sacrificed to provide more room for large-bore broadsides, and torpedo tubes. It's also packed with engines and shit, so it's cramped.
Ship Class: Destroyer
Armament: 2 Missile Launchers, 2 coilguns(broadsides)
Defenses: Light Armor, 1 Medium shield, 1PDF array
Auxillaries: Improved Engine
Bonuses and Eccentricities:
+/-Experienced: Your captain ahs fought a great deal. Bonuses to combat, alcoholism and PTSD
-Flawed: Your ship has a glaring weak point in weapon facing and the cramp quarters do nothing good for your casualties in combat
+Quickly changing: the Tom'nakala change quickly in both body and mind, this gives them bonuses to adapting to unfavorable situations.
1/2. The captain's clawed feet click upon the ship's deck. The men of the vessel are weak, and poorly disciplined. If the Pride is to defeat the enemy, this must be rectified. The captain will hold drills at random hours, sometimes twice in a row, and institute corporal punishments for anyone who steps out of line. By the time he's done with them, and they've seen combat, they'll be thankful for the hell he put them through, because it will save their lives. Until then, it's fire drills, torpedo drills, maneuvering drills, damage control drills, and whatever other kind of drill is necessary to ensure the survival of the Tom'nakala.
>>33157
Greetings. I am Captain Ak'idon Yor'haskr, commander of the Pride of Der'takt, and Chosen Warrior of the Tom'nakalan people. The Pride will provide fire support to the flagship, whenever needed. First, though, I wish to ensure my men's obedience and prowess in combat.
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185c05 No.33246
| Rolled 1, 27 = 28 (2d100) |
>>32999
Captain Name: Dahea Aj'Ur Avacress t'Bolov n'Wajeti (Avacress for short when talking to aliens)
Ship Name: HEAD-V 2, "Belt Skimmer"
Classification: Destroyer
Ship Fluff: A Hegemony Exploratory and Asteroid Designator Vessel, Belt Skimmer was originally a smaller exploratory vessel, investigating anomalies in uncharted systems and tagging asteroids for later mining and collection. Often moving through asteroid systems to do this, the Skimmer was outfitted with state of the art targeting and tracking arrays to make sure the ship wouldn't meet a brutal end at the hands of a space-rock. When the mustering call for defense went out, the Belt Skimmer was added as part of the Halthava contribution, for they possessed few actual military ships. Expanded, given armor plating and shields, and outfitted with all kinds of ballistic weaponry, in particular a battery of coilguns tuned to fire armor-piercing shells, the Belt Skimmer now serves as a Destroyer-class vessel in the CCWF fleet.
Class: Destroyer
Armament: 1 Heavy Coilgun, 2 Light Coilguns
Defenses: Medium armor, 1 Medium Shield, 1 Flak Thrower
Auxillaries: 1 Improved Sensor and Tracking Array, 50 AP rounds
Bonuses and Eccentricities:
+/-We're at War?: The support you can get from home varies with how Invested the Hegemony and it's people are in the conflict at any given time. Roll 1d100 every third turn to determine this.
+Can Never Go Home: You and your crew are forever exiled from home. Bonuses to spacefaring training and research as the ship is now your home.
+/- You Call This Unlimited Power?: Halthava reactors are notoriously poor for their size and costs, as such their ships are usually reliant on kinetics, ablatives and missiles of high energy alternatives. This does however make them more adept with kinetic weapon in general as they train with them extensively.
1. Battle is on the horizon, and while it's, oh, rather hubristic to assume that we'll survive, we shouldn't go assuming we're -doomed-.
Research a more efficient way of producing AP rounds for our coilguns. + You Can't Go Home
2. Link up with the Resolute Defiance datalink, for maximum coordination in combat. Of course, this might take some time, with all that bizzare alien technology they have…
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185c05 No.33247
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185c05 No.33248
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185c05 No.33249
| Rolled 24 (1d100) |
>>33246
Damage rolls Higher = worse
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185c05 No.33251
| Rolled 73, 43 = 116 (2d100) |
>>33138
Class: Destroyer
Armament: 2 Laser Arrays 1 missile Launcher
Defenses: Light Armor, Medium Shield PDF Array
Auxillaries: MUCH Improved Engine
Bonuses and Eccentricities:
+Tricky Bastard: Your commander is very good at using the environment to his advantage and gains bonuses as such.
-Poorer than Dirt: Your people are severely disadvantaged in the way of resources, getting support from them is much harder
+Stand Still you Shit!: Your ship is incredibly hard to hit as long as it is moving under it's own power. It also can move at near full speed in any direction.
1. Well fuck. Here we are a small fish -.-. Fuck it, spend some time filling out the proper paperwork to let that god forsaken bureaucracy know where we are.
2. Prep the crews for battle. Drills drills drills. I expect perfection and nothing less.
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185c05 No.33294
| Rolled 31, 23, 25 = 79 (3d100) |
Captain Name: Nikolai
Class: Frigate
Armament: 2 Missile launchers
Defenses: Heavy Armor, Light shields
Auxillaries: Improved engine, Improved sensors, 3 Swarm Missile packs
Bonuses and Eccentricities:
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
+/- War Hero: Your captain is a war hero and gets bonuses to recruitment and acquisitions. This also draws trouble to him, however.
+/- Four years? Bah!: The Ursidae are still ailing from the reunification. Their support varies based on how much investment the people have abroad when home is in very bad no good shape. Roll extra d100 every 3 turns for their interest.
#1 Captain Nikolai orders his crew to link up the improved sensors to the flagship
#2 the motherland depends on us, but we are further than any of our kind has gone before. if we can learn ways to improve ourselves out here, our people will be all more prepared when they join us. crew, research a more efficient way to produce ammunition for our missile launchers.
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them
#3 Four years? Bah!
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185c05 No.33356
>>33150
1. You are not permitted to leave the general area of the starbase while the fleet is still mobilizing.
2.Your comms officer search for distress beacons, finding one. You captain listens in leaning over the console lazily. The broadcast is grisly as Dris'Tarr marines rip the crew apart. After it's over the captain notices that the accidentally hit the button that let the whole crew listen to the broadcast.
Condition: Demoralized- crew perfroms poorly until morale improves
>>33151
You crew is thawed out and ready. being conscious for the first time excites them and they work with a lot of vigor.
Condition: Excited - Bonus to coming combat
>>33152
You get your drones out of their holding gel and ready for repairs and interdiction
Condition: Ready - no maluses for entering combat in a rush
>>33153
1. You fill out the necessary paperwork to get support from home. Gods this was boring.
2.You set up your datalink with the rest of the fleet. With the help and coordination of the flagship things go swimmingly, despite the bungling of the Ursidae and Halthava slowing progress.
>>33156
1. You fill out the paperwork for home so you can get more suits.
2. You drill your crew in maneuvering. They seem to be getting used to it. (Maneuver I 6/10)
>>33157
1. Your paperwork efforts come for not, because the paper pushing bureaucrat has issues, "locating your homeworld." After you got pulled off of him you leave grumbling.
2. Your oversight making sure the datalink is properly integrated into the ad hoc fleet helps a great deal and makes sure everything gets done before the coming battle.
>>33203
1. Sadly the only robot that could be found incessantly insults the captain. Servant droids are not big in this sector it seems.
Gain crewman: 4rs3-h01 - "Helper and'yes' man"
2. The datalink stuff gets done, woo.
>>33242
The captain drills his crews in basic competency. while there are a myriad of errors and a lot of bad feeling on the part of the crew, they do improve. (Basic Training I 4/10)
>>33246
1. Your men come up with a newer better AP round for your guns. When it gets test fired, however, an unseen flaw causes it to damage the light coilgun it shot from! Oh what horrid luck.
Revise 1 light coilgun to Damaged
2. Your crew bungles helping witht he datalink, likely due to the coilgun incident. Luckily it gets finished anyways.
>>33251
1. You fill out the Paperwork for support from home. You don't expect much but anything helps.
2 Your drilling of the crew tries them and stresses them. but they do improve (Basic training I 4/10)
>>33294
1. Ursidae sensors not go well with kitty sensors! Ursidae sensor better! Kittens still get link done despite being kitties.
2.Ursiade crew try to make missile, but too hard, so they drink vodka instead.
3.Ursidae people not interested in war of stars so far from home, when home is still dealing with fallout. (no support)
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185c05 No.33358
=================
13th emergency Fleet Status
=================
Datalink Implemented (bonuses to coordination and focus fire as long as it is still up)
Homeworlds notified: Beteje, Ultia, Kontia
==================
Sector 591 Status
==================
Starbase sensors have picked up three Dris'Tarr scout groups in the system. Their projected targets are Marano, The Helena stations, and the Systems held by the Ken-Gar Sovereignity. Admiral Ak'sala has dispatched the 247th to the Helena Stations. She has ordered Captain Guundarrgh to interdict the forces heading towards the Ken'gar. (roll for speed Scruffy)
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185c05 No.33362
| Rolled 40 (1d100) |
>>33358
Supa Fast but in a safe way
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185c05 No.33373
>>33362
The 13th E. Fleet drops from FTL just after the Dris'Tarr do the same, catching the extra galactic marauders between itself and the defensive fleet of the Ken'Gar Sovereignty.
The Ken'Gar Admiral conatacts the Resolute Defiance. "Thank Baalthe! You've come to help. They out gun us badly. What's your plan?"
The Ken'Gar are heavily outmatched their weapon systems primitive and fleet rather bad. The Dris'tarr by comparison are at least at minimum up to galactic balance, and the Light cruiser looks especially dangerous
=======
Ken'Gar
=======
3 Frigates [Primitive]
Armor, flak throwers, missile systems
6 Corvettes [Primitive]
Missile systems
=======
Dris'Tarr
=======
3 Frigates
Armor, shields, pdf array, 1 laser, 1 missile
2 Destroyers
Armor, shields, pdf array, 1 laser, 2 railguns, improved engine
1 Light Cruiser
heavy Armor, shields, pdf array, 2 heavy Lasers, 2 heavy coilguns, 1 missle Array
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185c05 No.33375
>>33373
The Molluscoid opens a fleetwide communications channel using the datalink established before the jump.
"The enemy fleet lies before us, like (species equivalent for a small prey animal) to the slaughter. We shall coordinated with the Ken'Gar and draw the bulk of the enemy fleet towards us so that they may respond with impunity. The Ken'gar possess primitive weapons and shields, so we must ensure that the Invaders do not focus their fire upon them.
Smaller ships, Frigates and destroyers, move to the flanks and split their fleet apart, target the destroyers as priority targets.
Larger Ships, we shall advance down the center towards the Dris-Tarr battle lines, My Cruiser taking point so as to allow our heavy armor to absorb much of the damage. Prioritize the light cruiser and its frigate escorts.
Uzzra guide our vengeance upon those that would seek to bring ruination to the galaxy. "
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185c05 No.33376
roll 2d100 for combat as well as actions
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185c05 No.33380
| Rolled 92, 4 = 96 (2d100) |
>>33375
"Understood, we'll head out and hit targets of opportunity."
>>33356
Captain Name: Sezz "Lightning" Shellmar
Captain Fluff: Captain Sezz used to be a racer, and a damn good one at that. Speed was always his game, be it running, land-crafts, sea-crafts aircrafts or spacecrafts, if it moves he had to push it to its limit. And push he did, earning several medals both on his home planet and out in the wider sector of space he comes from. However with the war needing more and more pilots he put his career aside to aid his people, all while finding new ways to push the limits in terms of speed.
Race: Sitazz. An insectoid race with, mostly vestigial, wings. While known throughout the sector as curious explorers the Sitazz has took to war like fish to water after finding a knack for hit and run tactics. And while normally each Sitazz planet has been independent, the war has brought them together in a loose federation, unified in purpose while each trying to upclass the other for fame and glory.
Ship Name: Red Lightning
Ship Fluff: Frigate. Red Lightning was built by request for Sezz, and his request was not unexpected, he wanted it to be fast, the fastest of its class. In order to accommodate it was fitted with what, to the Sitazz at least, was highly experimental technology. As a result, it's faster than any other Sitazz frigate ever built, but sometimes a tad bit unpredictable and have come with some extra bits and pieces that Sezz is not very familiar with.
Class: Frigate
Armament: 1 Laser, 1 Coilgun
Defenses: Light Armor, Light Shields
Auxillaries: (Prototype) Fusion Engine mk II, Improved sensors
Bonuses and Eccentricities:
+/- Speedfreak: Your captain is an adrenal junkie obsessed with going fast, this gives him bonuses to piloting an maneuvering, but causes him to get into trouble when his attention wanders out of combat.(low rolls) Joyriding is still a crime after all….
+/- Guerrilla Warfare Experts: You are very good at hitting the enemy when least expected then running. However you are not good in a stand up fight and it shows.
+/- Prototype Drive: Your ships has a prototypical drive that gives it great speed, however you had to skimp on the armor and defenses to fit it, and you've not had adequate testing for it going at max speed. In fact no one has gotten it up to maximum output, as the ship started to shake when too pressed. It's still leagues faster than any other Sitazz design.
Condition:
-Demoralized: Crew performs poorly until morale improves
The enemy is here so lets move, move, move!
1 Try to sneak around the enemy fleet to hit them from an unexpected direction
2 Find and hit a destroyer sized target of opportunity
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185c05 No.33381
>>33376
first dice is for attack, second for defense.
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185c05 No.33382
| Rolled 34, 85 = 119 (2d100) |
>>33356
>>33373
Captain Name: Captain Amman-15
Captain Fluff: The fifteenth Amman, or void drone, of the captain level. She was specifically picked out by older Captain Amman and a Geneticist drone. She was then thrust into his study to command a ship under the tutelage of her elder with the aid of all the knowledge of voidcraft, tactics, and military doctrine available. Upon her tenth year of life she was put into the combat simulations where she showed spectacular results against a variety of threats both solo and in team based simulations. It was noted by the Commander drones that she had a tendancy to attempt to keep her comrades alive even when the simulation was designed to cause a certain amount of casualties, or even a suicide run. Upon her graduation she was put in charge of a ship suited for this purcurluar quirk in personality.
Race: Giltrazzi, a hive based insectoid species. They have a highly structured society based on the type of drone that is born, which is further enhanced by the use of genetic engineering to create new types of drones including those more suitible for living in void craft. Mainly use pheremons to communicate. Drones carry the common look of being quadrapedal with two arms, black carapace, multi-lensed eyes and furry antenna.
Ship Name: HCS Ion Doctor
Ship Fluff: A Light Cruiser focused on the carrying, maintenance, and deployment of drone fighters and support drones used to keep the ships of the fleet in top shape.
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
1&2. Follow the admiral through the center, behind the heavier ships. Use the heavier ships as a shield. Release all drones, keep fighters out to draw pdf fire away from the bombers and have them target the light cruiser. Recovery drones are to stay nearby and repair damaged vessels.
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185c05 No.33384
| Rolled 8, 17 = 25 (2d100) |
Captain Name: Turglana Guundarrgh
ALL FLUFF: http://pastebin.com/sBQeVehL
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system.
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
1/2. We advance upon our target, eager predators uncaring of the whims of smaller prey. The anguish of a billion souls propels us onward into the void, their anger spewing hot death from our guns, their guidance protecting us from all harm. Uzzru shall ensure that his domain of utter blackness is pocketed with the lights of our eternal enemies being reduced to subatomic particles. Move forward and prepare for broadsides with the light cruiser.
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185c05 No.33385
>>33384
weeeeeeeeeeeeeeeeeeew
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185c05 No.33386
testing capcha, am I able to post?
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185c05 No.33387
| Rolled 93, 57 = 150 (2d100) |
Captain Name: Nikolai
Class: Frigate
Armament: 2 Missile launchers
Defenses: Heavy Armor, Light shields
Auxillaries: Improved engine, Improved sensors, 3 Swarm Missile packs
Bonuses and Eccentricities:
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
+/- War Hero: Your captain is a war hero and gets bonuses to recruitment and acquisitions. This also draws trouble to him, however.
+/- Four years? Bah!: The Ursidae are still ailing from the reunification. Their support varies based on how much investment the people have abroad when home is in very bad no good shape. Roll extra d100 every 3 turns for their interest.
#1-2 captain Nikolai keeps the ship at a far away range from the enemy and doesn't move in. he fires off all the long range missiles at the nearest enemy destroyer
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
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185c05 No.33388
| Rolled 81, 63 = 144 (2d100) |
>>33373
Captain Name: 'Standing Bubble' or Captain Bubble
Captain Fluff: In one of the few conflicts about a hundred years ago Captain Bubble descended on a group of rebels who experimented on their fellow Ultians to create living ships. Their confused cries told him of the violence and confusion involved in their birthing and the whole of group and their creations were cleansed without the mercy that would usually have been merited any misguided Ultian. He had assumed to prepare a very early retirement until this conflict arose.
Race: The ocean planet of Ulti, home of the Ultians is a fruitful world of calm waves. Aquanoids rumored to possess extremely long lives who usually dwelt near the bottom of their oceans, they have never been seen without their opaque bubble-helmet suits on in their contacts with outside but are known to possess minor telekinetic and telepathic abilities that enabled them to have a generally peaceful history. Some Ultians have been seen with very small suits while others have possessed very large ones, when questioned they answer that the suits are made to fit the job required of them.
Making the leap from ships meant to withstand pressure to ships meant for space travel was quite difficult as well as being introduced to lasers being implemented as long range instead of the staple undersea Ultian weapon; torpedoes and fighters. All the sonic weaponry they had developed for battle in the oceans of Ulti were quite useless outside of close combat and suits to maintain a moisture level for the sea dwelling Ultians had to be produced. They seek peace and believe that combining their efforts with the other races is the best way to achieve it.
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and Point Defense Turrets to cover all our known bases and allow us to get in their faces. An array of lasers was added to provide some kind of range weaponry almost as an afterthought.
Class: Light Cruiser
Armament: 1 Plasma Torpedo launcher, 2 Laser Arrays
Defenses: Heavy Armor, 2 Medium Shields, 2 PDF Arrays
Auxiliaries:
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
Maneuvering I 6/10
1/2 An advance with the flagship taking point, then my vessel will approach the light cruiser to fire our Plasma Torpedo Launcher and cripple the lead vessel. Here we can coordinate and provide the drones attacking the light cruiser the use of my two PDF arrays to down missiles tracking them or any whose trajectory brings them within range of my PDF arrays on their approach towards our fleet or my own vessel. If the drones have the need, my two Medium Shields and the bulk of my vessel should be able to allow them to recover and sustain their fight or return to their mother vessel for repair and rearming by letting my vessel obscure their retreat from enemy fire.
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185c05 No.33389
>>33373
This is Captain Bubble of the Crusader. I will be engaging the enemy flagship soon. Destroy and occupy the enemy by engaging and overwhelming the three Dris'tarr frigate's pdf arrays with simultaneous missile strikes from squads of one frigate and two corvettes. In this you will have the support of your own numbers and our flanking craft, particularly our high speed frigate, that can be re-coordinated with our high-tech Datalink to meet the need for reinforcements in your three engagements.
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185c05 No.33392
| Rolled 35, 29 = 64 (2d100) |
>>33373
>ANS Kujtim, modified/prototype Betejian Sulmues|Command class
>Captain Iye Sheptuar ( fish'Heshtar kre'Jeshter ko'Akullta ) Commanding
>Class: Destroyer
>Armament: 1Heavy Laser 2 Light coilguns
>Defenses: Light Armor, Light Shielding, PDF Array
>Auxillaries:(prototype) Improved Electronics warfare Suite, (prototype) Datalink
>Bonuses and Eccentricities:
>-Dated Tactics: The Beteje simply do not get conventional warfare. Their standardized ship building with boarding craft and their immense losses and Aceldama reflect this. Minuses to sue and application of (modern) technology and tactics.
>+/-Survivor: Your captain survived against long odds. He extends this toward his crew, but has bouts of crippling PTSD on low rolls.
>+Command ship: This ship was designed as a step towards a proper flagship for the new Beteje fleet. Gain bonuses coordinating fleet actions.
>=Homeworld Notified
"Go to Red Alert," Captain Sheptuar snapped. Klaxons sounded throughout the Kujtim as the crew scrambled to their battle stations. "Spin up the Datalink! Sensors, any chance we can get it extended out to the Ken'Gar?" The sensors officer flattened her ears and growled softly after doing a preliminary check, "Negative Captain. We might be able to, but not in battle conditions."
Captain Sheptuar growled lowly in return. "Well, we'll fix that when we've smashed the Dris'Tarr. Allright, Fighters of Beteje - let's earn our loftly salary!"
1) "Tactical, activate the hostile-EW systems. I want the Dris'tarr targeting and defensive systems confused as best we can. See if you can't find a resonance frequency on their shields for the energy weaponry while you're at it. Give supporting fire with the coilguns and laser if you've got a good shot."
2) "Get us in formation with the Resolute Defiance, get our defensive systems working with theirs. That cruiser is one of those plains mulso from the highlands; slow as hell and easy to hit, but will gore you if given a chance. ATO, take over the defensive EW and help cover the Flagship."
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185c05 No.33395
| Rolled 24, 46 = 70 (2d100) |
>>33375
Captain Name: Yrlix-Vran
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
1. "Aw yeah baby! Let's do this thing." Maneuvering Ship into a good firing position on a destroyer.
2. "Fire all! The lasers, the kinetic accelerators, the missiles! I wanna see shit blow up."
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185c05 No.33405
| Rolled 16, 3 = 19 (2d100) |
>>33373
Captain Name: Dahea Aj'Ur Avacress t'Bolov n'Wajeti (Avacress for short when talking to aliens)
Ship Name: HEAD-V 2, "Belt Skimmer"
Classification: Destroyer
Ship Fluff: A Hegemony Exploratory and Asteroid Designator Vessel, Belt Skimmer was originally a smaller exploratory vessel, investigating anomalies in uncharted systems and tagging asteroids for later mining and collection. Often moving through asteroid systems to do this, the Skimmer was outfitted with state of the art targeting and tracking arrays to make sure the ship wouldn't meet a brutal end at the hands of a space-rock. When the mustering call for defense went out, the Belt Skimmer was added as part of the Halthava contribution, for they possessed few actual military ships. Expanded, given armor plating and shields, and outfitted with all kinds of ballistic weaponry, in particular a battery of coilguns tuned to fire armor-piercing shells, the Belt Skimmer now serves as a Destroyer-class vessel in the CCWF fleet.
Class: Destroyer
Armament: 1 Heavy Coilgun, 1 Light Coilgun, 1 Light Coilgun (Damaged)
Defenses: Medium armor, 1 Medium Shield, 1 Flak Thrower
Auxillaries: 1 Improved Sensor and Tracking Array, 50 AP rounds
Bonuses and Eccentricities:
+/-We're at War?: The support you can get from home varies with how Invested the Hegemony and it's people are in the conflict at any given time. Roll 1d100 every third turn to determine this.
+Can Never Go Home: You and your crew are forever exiled from home. Bonuses to spacefaring training and research as the ship is now your home.
+/- You Call This Unlimited Power?: Halthava reactors are notoriously poor for their size and costs, as such their ships are usually reliant on kinetics, ablatives and missiles of high energy alternatives. This does however make them more adept with kinetic weapon in general as they train with them extensively.
1/2. We do as instructed, moving to the flank and positioning our working coilguns to begin focusing fire on one of the enemy Destroyers. Try knocking out the guns, first, and then move on to crippling propulsion or shield systems.
+Improved Sensor
+Heavy Coilgun
+Light Coilgun
+AP Rounds
+YCTUP?
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185c05 No.33408
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185c05 No.33414
| Rolled 10, 88 = 98 (2d100) |
>>33356
Captain Name: V-11230
Captain Fluff: Vatborn and bred by the Lorim Scientific Conglomerate as their tithe towards the CCWF fleets. His mind the results of smashing the DNA of many warrior races with that of the more meek Lorim to make one of their race capable of actual command.
Race: A tall slim insectoid race the Lorim focused their pursuits solely on those of a scientific nature. Their bodies are weak and fail with their minds processing things at a much slower rate then most races forcing them to create bioengineered soldiers and commanders.
Ship Name: SUR-V1
Classification: Frigate
Ship Fluff: The SUR-V1 is the first and only combat frigate designed by the Lorim Scientific Conglomerate using the most advanced technologies available to them. The Lorim focus on energy technologies equipping the SUR-V1 with the most cutting edge of power systems, shielding and laser batteries. While lightly armoured the SUR-V1 makes up for it with powerful engines and versatile movement capabilities.
—–
Class: Frigate
Armament: 2 Laser Arrays
Defenses: 2 Heavy Shields,
Auxiliaries: 1 Improved Power-plant, 1 Improved Engine
Bonuses and Eccentricities:
+Nimble Ship: Your ship is fast and nimble it gains a bonus to evasion and dodging
-Class cannon: The builders of the ship skimped on armor and the super structure, kinetic and missile do more damage when they hit.
+/-Genetically Engineered Mooks: The Lorim have not had time to adequately study the full effect and interaction of their bred troops, as such low rolls can bring out various flaws or unexpected boons in their design.
+/- Set in Their Ways: The Lorim are notoriously slow to adapt to changes, as such gaining access to cutting edge gear is difficult. However, Standard gear is readily mass produced and available.
Condition: Excited - Bonus to coming combat—-
1.Begin evasive manoeuvres and prepare for contact
2. Focus Laser Arrays on vulnerable targets
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185c05 No.33421
| Rolled 63, 37, 72, 58, 85, 39 = 354 (6d100) |
[Ken'Gar Fleet]
Battle
- ??? [Primitive]
Morale
[Dris'Tarr Fleet]
Battle
+ ??? [???]
+ ??? [???]
Demeanor
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185c05 No.33437
| Rolled 10, 2 = 12 (2d100) |
>>33356
Class: Destroyer
Armament: 2 Laser Arrays 1 missile Launcher
Defenses: Light Armor, Medium Shield PDF Array
Auxillaries: MUCH Improved Engine
Bonuses and Eccentricities:
+Tricky Bastard: Your commander is very good at using the environment to his advantage and gains bonuses as such.
-Poorer than Dirt: Your people are severely disadvantaged in the way of resources, getting support from them is much harder
+Stand Still you Shit!: Your ship is incredibly hard to hit as long as it is moving under it's own power. It also can move at near full speed in any direction.
>Basic training I 4/10)
1.2. Begin taking shots at the enemy while maintaining our range. Keep it light and keep it moving for now.
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185c05 No.33443
Dara has until 5 pm EST to post in Stars, otherwise I roll for him at a -20 on each die.
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185c05 No.33452
| Rolled 18, 80 = 98 (2d100) |
>>33443
Rolls for Dara
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185c05 No.33457
==============
Battle Round 1
==============
The 13th Emergency fleet moves to engage it's foes, the Resolute Defiance slowly crawling towards it's foes. The Ion Doctor, Crusader, and Kutjim, falling into a formation with it, quickly being left behind by the other destroyers and frigates that attempt to flank and separate the enemy force. The cruiser escort fire what weapons they have, however only the Crusader does any appreciable damage with it's lasers, raking an enemy frigate's shields, the other's weapon fire hit too sporadically and the drones took too long to launch to immediately reach their targets.
The Dris'tarr immediately notice the attempted envelopment and are having none of it. The Light cruiser and destroyers immediately force a high burn towards the primitive Ken'Gar fleet while the frigates array themselves to slow the 13th's attempts to catch the large ships. The Lasers and Coilguns of Dris'Tarr destroyers lash out quickly and terribly destroying or crippling 5 of the corvettes with ease. The light cruiser not to be elft out also fires, it's missiles destroying the last corvette, while it dedicate a heavy laser and coilgun to a frigate each, destroying them and ripping them apart. The remaining Ken'Gar frigate makes an emergency jump to FTL to save itself, risking engine destruction to get away.
However while the ken'gar had pitiful weaponry they did understand the basics of focusing their fire. 9 missiles lanced out towards the lead destroyer. It's improved engine had eaten the distance up considerably, and left the pdf array too many target too close to intercept them all. While it serviceably intercepted 4 of them the other 5 hit and caused a considerable amount of damage.
The Doblestnyy, Irmanda. and Surv 1 stay back while shifting position slightly, taking ranged shots at the enemy. The Irmanda, unused to the Datalink misses horribly as does Surv-1, almost hitting allied ships. however the Doblestnny's missiles strike true, just not agaisnt an intended target. The missiles hit a frigate causing damage.
The Red Lightning, Xyklon-V, Belt Skimmer, and Pride of Der'Takt, all move forwards in order to try and strike destroyers, however the frigates acting and a halting force give them pause. Both the Belt Skimmer and Red Lightning try to pass them only to get fired on for their trouble and take some hefty damage, the Belt skimmer's shots fouled, however the Red Lightning's push still strikes true, finishing off the mauled destroyer of the Dris'Tarr with it's laser and a long lagging coilgun strike only able to hit due to a crippled engine.
The Dristarr frigates attempt to stop or delay the foreward element of the 13th. They punish an ambitious frigate and destroyer for trying to bypass them.
=========
Casualties and Damage
=========
Ken'Gar
Total Loss
Dris'Tarr
Destoyer lost
Frigate 1 loses a missile array, armor at 33%, shields at 15%
13th
Belt Skimmer
- Light coilgun damage to destroyed
-armor 66%
-shield at 75%
Red Lightning
-Sheilds gone
-Light Armor 50%
-Coilgun(damaged)
GM Note: Please have your entire list ship entries, eccentricities, etc when you post. It makes it easier for me and let's you actually see applicable bonuses.
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185c05 No.33458
Javmoj, Jaundice, Faust, roll 1d100 each for your sensors
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185c05 No.33460
Current Map Pre-New Orders
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185c05 No.33461
| Rolled 5 (1d100) |
>>33457
>>33458
HA! Good shooting crew. Someone put out that fire and give me a sensor reading!
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185c05 No.33462
| Rolled 14 (1d100) |
>>33458
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185c05 No.33465
| Rolled 73 (1d100) |
>>33458
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185c05 No.33466
>>33465
The Belt's Skimmer's advanced sensors pick up a power spike from the light cruiser, primarily centered around the coilguns and lasers, the ship ahs stopped moving nigh entirely, only use situational thrusters and it's momentum to keep from being a total sitting duck. To what end you aren't sure, but he fact it's letting the Resolute defiance and Crusader close cannot be good.
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185c05 No.33474
The Resolute Defiance shall make for the light Cruiser full speed ahead on a impact course, its forward guns shelling it as fast as they can fire. Immediately before impact it shall rise out of the way making way for the Crusader to unleash its plasma storm into the Light cruisers side. In truth this is a feint to draw the cruiser's weapons fire and pdf towards the two larger ships, while the rest of the fleet engages it.
The Crusader is to follow the Resolute Defiance, in its armor's shadow, on its course towards the light cruiser. When the Resolute Defiance moves out of the way and the Crusader is in knife fight range of the Light cruiser, it is to unload its plasma into its hull.In the intermittent journey time remaining, its laser arrays firing at will at targets it will be effective against.
The Ion Doctor is to continue its supporting role, providing combat repairs to the fleet, primarily the Belt Skimmer and if possible, the Red lighting, its fighter and bomber attachment is to harry the enemy escort fleet.
The Kujtim is to remain in the rear continuing EWAR operations and engaging targets of opportunity, as well as support the Ion Doctor should it be engaged in direct combat.
The Irmanda is to engage the enemy escorts at will, if an enemy ship is crippled, ensure that it is actually crippled and move on.
The Doblestnyy is to fire all missiles at the enemy light Cruiser, crippling its shields and engines.
The Pride of Der'Takt is to destroy the enemy cruiser it is engaged with and then move onto engaging the light Cruiser.
The Xyklon-V is to make firing runs on the enemy light Cruiser, focusing on shield systems and engines.
The V-1 is to support the Belt Skimmer and Red Lighting in destroying the enemy frigate force.
The Belt Skimmer is to destroy the frigates it is engaged with, if it is in the shape to do so, if not it is to fall back for combat repairs and return to the fight.
The Red lighting is to destroy the frigate it is engaged with, if it is in the shape to do so, if not it is to fall back for combat repairs and return to the fight.
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185c05 No.33475
| Rolled 48, 37, 8, 44, 38, 22, 78, 70, 14, 57 = 416 (10d100) |
[Dris'Tarr Fleet]
Battle
Lcl
+ ??? [???]
+ ??? [???]
Frig 1
Frig 2&3
Des 2
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185c05 No.33479
| Rolled 98, 95 = 193 (2d100) |
>>33474
"Shields are down and my armour is at 50%, one more hit like that and this ship is gone. I'm pulling back for repairs before rejoining the fight, sorry Captain Turglana."
>>33474
Captain Name: Sezz "Lightning" Shellmar
Captain Fluff: Captain Sezz used to be a racer, and a damn good one at that. Speed was always his game, be it running, land-crafts, sea-crafts aircrafts or spacecrafts, if it moves he had to push it to its limit. And push he did, earning several medals both on his home planet and out in the wider sector of space he comes from. However with the war needing more and more pilots he put his career aside to aid his people, all while finding new ways to push the limits in terms of speed.
Race: Sitazz. An insectoid race with, mostly vestigial, wings. While known throughout the sector as curious explorers the Sitazz has took to war like fish to water after finding a knack for hit and run tactics. And while normally each Sitazz planet has been independent, the war has brought them together in a loose federation, unified in purpose while each trying to upclass the other for fame and glory.
Ship Name: Red Lightning
Ship Fluff: Frigate. Red Lightning was built by request for Sezz, and his request was not unexpected, he wanted it to be fast, the fastest of its class. In order to accommodate it was fitted with what, to the Sitazz at least, was highly experimental technology. As a result, it's faster than any other Sitazz frigate ever built, but sometimes a tad bit unpredictable and have come with some extra bits and pieces that Sezz is not very familiar with.
Class: Frigate
Armament: 1 Laser, 1 Coilgun(DAMAGED)
Defenses: Light Armor(50%), Light Shields(GONE)
Auxillaries: (Prototype) Fusion Engine mk II, Improved sensors
Bonuses and Eccentricities:
+/- Speedfreak: Your captain is an adrenal junkie obsessed with going fast, this gives him bonuses to piloting an maneuvering, but causes him to get into trouble when his attention wanders out of combat.(low rolls) Joyriding is still a crime after all….
+/- Guerrilla Warfare Experts: You are very good at hitting the enemy when least expected then running. However you are not good in a stand up fight and it shows.
+/- Prototype Drive: Your ships has a prototypical drive that gives it great speed, however you had to skimp on the armor and defenses to fit it, and you've not had adequate testing for it going at max speed. In fact no one has gotten it up to maximum output, as the ship started to shake when too pressed. It's still leagues faster than any other Sitazz design.
1-2 Engines to 90% I'm setting a course towards the Ion Doctor. That bucket of bolts we've been fighting might hit hard, but we should be able to evade it.
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185c05 No.33480
| Rolled 74 (1d100) |
meme dice
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185c05 No.33481
| Rolled 87, 73 = 160 (2d100) |
Captain Name: Turglana Guundarrgh
ALL FLUFF: http://pastebin.com/sBQeVehL
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system.
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
1/2. The Resolute Defiance shall continue with the plan outlined in the datalink orders passage, but as it reaches the zenith of its speed it shall preform a high energy turn, sling-shotting around the enemy light cruiser as it engages its phalanx shields, then pommeling it to subatomic ash
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185c05 No.33482
| Rolled 93, 59 = 152 (2d100) |
>>33481
dice: 10,16
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185c05 No.33483
>>33481
Original post tactics for posterity
>1/2. The Resolute Defiance shall continue with the plan outlined in the orders, only for turn sharply entering a circular orbit around the Light cruiser while engaging its Phalanx shields before unloading everything it has into its underbelly, using the momentum gained from its charge to circumnavigate the ship and pommel it.
Dice roll Rolled 16, 10 = 26 (2d100)
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185c05 No.33484
| Rolled 1, 14 = 15 (2d100) |
>>33457
>>33474
>>33481
Captain Name: 'Standing Bubble' or Captain Bubble
Captain Fluff: In one of the few conflicts about a hundred years ago Captain Bubble descended on a group of rebels who experimented on their fellow Ultians to create living ships. Their confused cries told him of the violence and confusion involved in their birthing and the whole of group and their creations were cleansed without the mercy that would usually have been merited any misguided Ultian. He had assumed to prepare a very early retirement until this conflict arose.
Race: The ocean planet of Ulti, home of the Ultians is a fruitful world of calm waves. Aquanoids rumored to possess extremely long lives who usually dwelt near the bottom of their oceans, they have never been seen without their opaque bubble-helmet suits on in their contacts with outside but are known to possess minor telekinetic and telepathic abilities that enabled them to have a generally peaceful history. Some Ultians have been seen with very small suits while others have possessed very large ones, when questioned they answer that the suits are made to fit the job required of them.
Making the leap from ships meant to withstand pressure to ships meant for space travel was quite difficult as well as being introduced to lasers being implemented as long range instead of the staple undersea Ultian weapon; torpedoes and fighters. All the sonic weaponry they had developed for battle in the oceans of Ulti were quite useless outside of close combat and suits to maintain a moisture level for the sea dwelling Ultians had to be produced. They seek peace and believe that combining their efforts with the other races is the best way to achieve it.
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and Point Defense Turrets to cover all our known bases and allow us to get in their faces. An array of lasers was added to provide some kind of range weaponry almost as an afterthought.
Class: Light Cruiser
Armament: 1 Plasma Torpedo launcher, 2 Laser Arrays
Defenses: Heavy Armor, 2 Medium Shields, 2 PDF Arrays
Auxiliaries:
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
Maneuvering I 6/10
1/2 Following the plan outlined, the Crusader will approach the light cruiser in the shadow of the Resolute Defiance until it makes its turn to evade impact with the enemy light cruiser and allow me a clear shot to unleash my plasma torpedoes. Meanwhile the nearest Dris'tarr frigate will be in range of my laser arrays and suffer for it.
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185c05 No.33487
| Rolled 20, 76 = 96 (2d100) |
>>33457
Captain Name: Captain Amman-15
Captain Fluff: The fifteenth Amman, or void drone, of the captain level. She was specifically picked out by older Captain Amman and a Geneticist drone. She was then thrust into his study to command a ship under the tutelage of her elder with the aid of all the knowledge of voidcraft, tactics, and military doctrine available. Upon her tenth year of life she was put into the combat simulations where she showed spectacular results against a variety of threats both solo and in team based simulations. It was noted by the Commander drones that she had a tendancy to attempt to keep her comrades alive even when the simulation was designed to cause a certain amount of casualties, or even a suicide run. Upon her graduation she was put in charge of a ship suited for this purcurluar quirk in personality.
Race: Giltrazzi, a hive based insectoid species. They have a highly structured society based on the type of drone that is born, which is further enhanced by the use of genetic engineering to create new types of drones including those more suitible for living in void craft. Mainly use pheremons to communicate. Drones carry the common look of being quadrapedal with two arms, black carapace, multi-lensed eyes and furry antenna.
Ship Name: HCS Ion Doctor
Ship Fluff: A Light Cruiser focused on the carrying, maintenance, and deployment of drone fighters and support drones used to keep the ships of the fleet in top shape.
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
1&2. Send the recovery drones to support the Belt Skimmer and Red Lightning. Fighters and Bombers are to target the Light Cruiser, using the fighters to screen the PDF array so the bombers can get in. Keep behind the Resolute Defense as to to be targeted effectively.
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185c05 No.33489
| Rolled 67, 5 = 72 (2d100) |
>>33457
>ANS Kujtim, modified/prototype Betejian Sulmues|Command class
>Captain Iye Sheptuar ( fish'Heshtar kre'Jeshter ko'Akullta ) Commanding
>Class: Destroyer
>Armament: 1Heavy Laser 2 Light coilguns
>Defenses: Light Armor, Light Shielding, PDF Array
>Auxillaries:(prototype) Improved Electronics warfare Suite, (prototype) Datalink
>Bonuses and Eccentricities:
>-Dated Tactics: The Beteje simply do not get conventional warfare. Their standardized ship building with boarding craft and their immense losses and Aceldama reflect this. Minuses to sue and application of (modern) technology and tactics.
>+/-Survivor: Your captain survived against long odds. He extends this toward his crew, but has bouts of crippling PTSD on low rolls.
>+Command ship: This ship was designed as a step towards a proper flagship for the new Beteje fleet. Gain bonuses coordinating fleet actions.
>=Homeworld Notified
Tensions were high on the bridge of the Kujtim. Things were not going well.
>>33474
"This is Kujtim Six, acknowledged. Remaining in rear formation with the Resoulute Defiance. We'll be firing on your targets as we come to bear. Kujtim Six Out."
The captain snarled into the comm after the connection was shut. "We're spreading out fire too thin."
1) "Tactical! Use the Datalink. Work with Helm to get us in position to fire on the Flag's targets as they do, but still keep us to the rear. See if we can't assist the Flag's aim as well."
2) "Keep up on the EW defenses; the harder it is for the enemy to hit us, the better."
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185c05 No.33491
| Rolled 76, 76 = 152 (2d100) |
>>33457
Captain Name: Dahea Aj'Ur Avacress t'Bolov n'Wajeti (Avacress for short when talking to aliens)
Ship Name: HEAD-V 2, "Belt Skimmer"
Classification: Destroyer
Ship Fluff: A Hegemony Exploratory and Asteroid Designator Vessel, Belt Skimmer was originally a smaller exploratory vessel, investigating anomalies in uncharted systems and tagging asteroids for later mining and collection. Often moving through asteroid systems to do this, the Skimmer was outfitted with state of the art targeting and tracking arrays to make sure the ship wouldn't meet a brutal end at the hands of a space-rock. When the mustering call for defense went out, the Belt Skimmer was added as part of the Halthava contribution, for they possessed few actual military ships. Expanded, given armor plating and shields, and outfitted with all kinds of ballistic weaponry, in particular a battery of coilguns tuned to fire armor-piercing shells, the Belt Skimmer now serves as a Destroyer-class vessel in the CCWF fleet.
Class: Destroyer
Armament: 1 Heavy Coilgun, 1 Light Coilgun, 1 Light Coilgun (DESTROYED)
Defenses: Medium armor, 1 Medium Shield, 1 Flak Thrower
Auxillaries: 1 Improved Sensor and Tracking Array, 50 AP rounds
Bonuses and Eccentricities:
+/-We're at War?: The support you can get from home varies with how Invested the Hegemony and it's people are in the conflict at any given time. Roll 1d100 every third turn to determine this.
+Can Never Go Home: You and your crew are forever exiled from home. Bonuses to spacefaring training and research as the ship is now your home.
+/- You Call This Unlimited Power?: Halthava reactors are notoriously poor for their size and costs, as such their ships are usually reliant on kinetics, ablatives and missiles of high energy alternatives. This does however make them more adept with kinetic weapon in general as they train with them extensively.
ARMOR: 66 PERCENT
SHIELD: 75 PERCENT
>>33474
"The Light Cruiser's power generators are spooling up and it's diverting all excess power to its guns– watch yourselves, we think it's trying to lure you into a trap!"
1/2. Do as we're ordered and give as good as we get: take down those frigates! Track and avoid their fire!
+Improved Sensor
+Heavy Coilgun
+Light Coilgun
+AP Rounds
+YCTUP?
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185c05 No.33492
| Rolled 17 (1d100) |
>>33484
Mystery Dice of Failure
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185c05 No.33493
Morgoth, Randomperson, and Summercat roll for maneuvering
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185c05 No.33494
| Rolled 89, 22 = 111 (2d100) |
>>33457
Captain Name: V-11230
Captain Fluff: Vatborn and bred by the Lorim Scientific Conglomerate as their tithe towards the CCWF fleets. His mind the results of smashing the DNA of many warrior races with that of the more meek Lorim to make one of their race capable of actual command.
Race: A tall slim insectoid race the Lorim focused their pursuits solely on those of a scientific nature. Their bodies are weak and fail with their minds processing things at a much slower rate then most races forcing them to create bioengineered soldiers and commanders.
Ship Name: SUR-V1
Classification: Frigate
Ship Fluff: The SUR-V1 is the first and only combat frigate designed by the Lorim Scientific Conglomerate using the most advanced technologies available to them. The Lorim focus on energy technologies equipping the SUR-V1 with the most cutting edge of power systems, shielding and laser batteries. While lightly armoured the SUR-V1 makes up for it with powerful engines and versatile movement capabilities.
—–
Class: Frigate
Armament: 2 Laser Arrays
Defenses: 2 Heavy Shields,
Auxiliaries: 1 Improved Power-plant, 1 Improved Engine
Bonuses and Eccentricities:
+Nimble Ship: Your ship is fast and nimble it gains a bonus to evasion and dodging
-Class cannon: The builders of the ship skimped on armor and the super structure, kinetic and missile do more damage when they hit.
+/-Genetically Engineered Mooks: The Lorim have not had time to adequately study the full effect and interaction of their bred troops, as such low rolls can bring out various flaws or unexpected boons in their design.
+/- Set in Their Ways: The Lorim are notoriously slow to adapt to changes, as such gaining access to cutting edge gear is difficult. However, Standard gear is readily mass produced and available.
Condition: Excited - Bonus to coming combat—-
Assault Frigate Force but remain elusive
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185c05 No.33495
| Rolled 80, 93 = 173 (2d100) |
Captain Name: Yrlix-Vran
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
1-2. "You heard the man. . .fish. . .thing!
Fire all weapons on that Light Cruiser!"
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185c05 No.33496
| Rolled 47, 87 = 134 (2d100) |
Class: Destroyer
Armament: 2 Laser Arrays 1 missile Launcher
Defenses: Light Armor, Medium Shield PDF Array
Auxillaries: MUCH Improved Engine
Bonuses and Eccentricities:
+Tricky Bastard: Your commander is very good at using the environment to his advantage and gains bonuses as such.
-Poorer than Dirt: Your people are severely disadvantaged in the way of resources, getting support from them is much harder
+Stand Still you Shit!: Your ship is incredibly hard to hit as long as it is moving under it's own power. It also can move at near full speed in any direction.
>Basic training I 4/10)
1.2. Move forward taking shots of opportunity focusing fire on injured ships in particular. Keep an eye on the battlefield in general for something we can use to our advantage.
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185c05 No.33498
| Rolled 88 (1d100) |
>>33487
roll to not get hit
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185c05 No.33499
| Rolled 26 (1d100) |
>>33493
"Helm, evasive patter Sigma!"
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185c05 No.33501
>>33487
Belt Skimmer gets the repairs
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185c05 No.33508
| Rolled 24 (1d100) |
>>33493
Just
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185c05 No.33522
| Rolled 71, 59 = 130 (2d100) |
Captain Name: Nikolai
Class: Frigate
Armament: 2 Missile launchers
Defenses: Heavy Armor, Light shields
Auxillaries: Improved engine, Improved sensors, 3 Swarm Missile packs
Bonuses and Eccentricities:
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
+/- War Hero: Your captain is a war hero and gets bonuses to recruitment and acquisitions. This also draws trouble to him, however.
+/- Four years? Bah!: The Ursidae are still ailing from the reunification. Their support varies based on how much investment the people have abroad when home is in very bad no good shape. Roll extra d100 every 3 turns for their interest.
#1-2 Nikolai orders his crew to unload both missile pods on the light cruiser. missile after missile is launched from the Ursidaen vessel.
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185c05 No.33526
Dara if you can post here please do so. I will give you until tomorrow to do so before I npc you for a second time.
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185c05 No.33568
| Rolled 76, 98 = 174 (2d100) |
>>33526
Rolling for The Pride of Der'Takt
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185c05 No.33627
>>33457
>>33475
==================
Round 2
==================
The REd lightning move to disengage from it's enemy. The damaged Dris'Tarr frigate move to pursue, but too slowly, because the Red Lightning's guns have already turned and focused on it as it attempted to close. The flash of the laser and barely audible whump of the coilgun are heard as the gunnery officer laughs. The laser lancing through what's left of the Dris'tarr Frigate's shields and slagging it's armor, the coilgun following it up utterly destroying the beleaguered craft, turning it into a drifting hulk in space. Shortly there after the Red Lightning has to dodge a massive EMP wave as it pulls close to the Ion Doctor for spot repairs.
The Belt Skimmer engages two enemy frigates alone, a bad match by most standards, however Avacress had taken the measure of his enemies. The missiles were easily intercepted by the Skimmer's flak thrower and only one of the frigate's lasers could hit with regularity. Coupled with the repair drones of the Ion Doctor making sot repairs onto the hull his situation looked better. His ship closed into prime firing range and unloaded, the heavy coilgun devastating one of the frigate's armor and the light coilgun that followed it up taking down the shields in a lucky fluke. Four lasers followed up after contributed by the V1 and Irmanda, finishing what the skimmer started, ripping the ship in half with raw firepower.
The Pride of Der'Takt presented it's broadside to the oncoming destroyer and started to circle it while firing. It scored some glancing hits as did it's foe but nothing definitive occurred.
The Resolute defiance charged the Dris'Tarr light cruiser, despite the anomalous power spike centered around it's gun turrets. Surely the heavy armor and shields would hold against anything the Invader scum could bring to bear. Just ass the Defiance was about turn off so it could bring it's guns to bear and let the Crusader fire it's Plasma, the Dris'tarr ship unleashed hell. It's lasers, glutted on power and running so hot as start deforming their respective turrets, lash out at the cruiser in a continuous and powerful wide band stream, It's coilguns likewise fire repeatedly, a stream of ferro-magnetic slugs slamming into the Defiance destructively and often smashing into armor and causing hideous damage. While the Ion Doctor's drone attempt to help they are marginalized by the pdf of the cruiser, scoring only minor blows, While the Doblestnyy hits the cruiser with's is missles that does little to abate the onslaught as the heavy armor catches the damage entirely, likewise it's defenses mostly catch the Xyklon-V's as well, only the missile launcher getting hit, irrelevant compared to the heavier bore guns slamming into the flagship. Still the punishment dealt is within the tolerances of the massive cruiser, until disaster strikes. Perhaps the damage from the onslaught addled the computer of the Defiance, perhaps the attitude thrusters had been hit making the bulky ship even less agile, or perhaps the Ultian gunner was just impatient, regardless the Plasma torpedo of the Crusader fired early, night before the turn off had begun, catching the Defiance full on, knifing deep into it hitting it's reactor critically. While the emergency procedures kept it from going super critical and detonating, they could do nothing to stop the EMP wave the damage generated. The Ion Doctor was far enough away and quick enough to dodge the wave. The Crusader and Kutjim were not Even as the Kutjim unloaded on the light cruiser, fulfilling it's part of the coordinated strike, it's EWF suite, datalink and shield dropped, as did the Crusader's.
Every Ship in the 13th watches in horror as the Defiance is shot by the Crusader and then resultant wave bringing down the datalink. Comms are scrambled and everyone is alone until they can be restored.
======================
Casualties and Damage
======================
Dris'Tarr
Frigate 1 Destroyed
Frigate 2 Destroyed
Destroyer armor 90%
Light Cruiser
Missile Launcher destroyed, Heavy Lasers on Cooldown and Damaged, Heavy Coilguns on Cooldown and Damaged, Armor 30%, Shields 0%(EMP)
13th
Resolute Defiance, Armor Critically breached PHALANX imoperable, shields 0%, Armor 13%, Reactor Damaged, Lasers and Coilguns inoperable(lack of power)
Crusader Shields down
Eccentricity: Team Killer- You have a reputation for hurting your allies. It's going to be hard to make people like you.
Kutjim, EWF down, Datalink down, Shields down
Belt Skimmer, armor 75%, Shields 70%, -2 AP rounds
The Pride of Der'Takt, Sheilds 95%
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185c05 No.33628
The Dris'Tarr fleet has had enough and attempt Emergency FTL. Ships may attempt to intercept IF in range and time. Kutjim, Ion Doctor, Belt Skimmer and Xyklon may try. Roll d100 if you wish too it will by default be the closest target.
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185c05 No.33629
>>33628
additionally the Red lightning may try
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185c05 No.33630
| Rolled 5 (1d100) |
>>33629
Captain Name: Sezz "Lightning" Shellmar
Captain Fluff: Captain Sezz used to be a racer, and a damn good one at that. Speed was always his game, be it running, land-crafts, sea-crafts aircrafts or spacecrafts, if it moves he had to push it to its limit. And push he did, earning several medals both on his home planet and out in the wider sector of space he comes from. However with the war needing more and more pilots he put his career aside to aid his people, all while finding new ways to push the limits in terms of speed.
Race: Sitazz. An insectoid race with, mostly vestigial, wings. While known throughout the sector as curious explorers the Sitazz has took to war like fish to water after finding a knack for hit and run tactics. And while normally each Sitazz planet has been independent, the war has brought them together in a loose federation, unified in purpose while each trying to upclass the other for fame and glory.
Ship Name: Red Lightning
Ship Fluff: Frigate. Red Lightning was built by request for Sezz, and his request was not unexpected, he wanted it to be fast, the fastest of its class. In order to accommodate it was fitted with what, to the Sitazz at least, was highly experimental technology. As a result, it's faster than any other Sitazz frigate ever built, but sometimes a tad bit unpredictable and have come with some extra bits and pieces that Sezz is not very familiar with.
Class: Frigate
Armament: 1 Laser, 1 Coilgun(DAMAGED)
Defenses: Light Armor(50%), Light Shields(GONE)
Auxillaries: (Prototype) Fusion Engine mk II, Improved sensors
Bonuses and Eccentricities:
+/- Speedfreak: Your captain is an adrenal junkie obsessed with going fast, this gives him bonuses to piloting an maneuvering, but causes him to get into trouble when his attention wanders out of combat.(low rolls) Joyriding is still a crime after all….
+/- Guerrilla Warfare Experts: You are very good at hitting the enemy when least expected then running. However you are not good in a stand up fight and it shows.
+/- Prototype Drive: Your ships has a prototypical drive that gives it great speed, however you had to skimp on the armor and defenses to fit it, and you've not had adequate testing for it going at max speed. In fact no one has gotten it up to maximum output, as the ship started to shake when too pressed. It's still leagues faster than any other Sitazz design.
COME BACK HERE YOU COWARDS! Damaged ship be damned we're giving them one last kicking, ENGINES TO MAXIMUM!
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185c05 No.33631
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185c05 No.33632
| Rolled 74 (1d100) |
>>33628
Bombers and fighters are still swarming the Light Cruiser. Finish it off.
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185c05 No.33633
| Rolled 83 (1d100) |
>>33628
"Don't let them escape! Gun down as many as you can, men!"
[Heavy Coilgun]
[Light Coilgun]
[48 AP Rounds]
[YCTUP]
[1 Improved Sensor/Tracking Array
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185c05 No.33634
| Rolled 58 (1d100) |
>>33627
Captain Name: Turglana Guundarrgh
ALL FLUFF: http://pastebin.com/sBQeVehL
Class: Cruiser
Armament: 4 Laser Arrays, 4 Medium Coilguns(Broadsides Only) (No Power)
Defenses: Heavy Armor, Medium Shield
Auxiliaries: "Phalanx Shield" power armor and shield focuser system. (Borked to bork and back)
Bonuses and Eccentricities:
-Dying Race: There are very few of you and your kind left, getting replacements for anything is correspondingly more difficult.
+/- Zealotry of War: You see this war as a holy war against the enemy, those that get in the way at best don't understand, at worst are in league with them. You gain a 3 round bonus at the start of all combat with the Dris'Tarr. Conversely low rolls out of combat will lead to political snafus.
+/- BFS: Your ship is large for a cruiser and packs a commensurate amount of guns and ammo, however it is slow and has poor maneuverability. This is before you cut power to them to power the armor and shield focusing of the phalanx. You gain a bonus to broadsides volleys and a malus towards movement. Furthermore should the Armor suffer a catastrophic breach(crit hit) the phalanx system will be unusable.
1. We shall not sit here and let the enemy escape, and I'll be damned if we get eliminated by our own allies not being able to drive. Warm up the boarding pods and the crew, we're cutting into that ship's hull and boarding it! Better to die fighting then wait here in this husk of a ship and die!
[Board the light Cruiser]
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185c05 No.33635
| Rolled 70, 64 = 134 (2d100) |
Captain Name: Yrlix-Vran
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
>>33630
1-2. The sensors on the Xyklon-V light up as the Red Lightning's warp drive picks up . . .but they also notice their ship seems to twisting in space
"The fuck is that ship doing.
Holy shit, one of its thruster's jammed on and its pointing at the cruiser. If that thing sets off it'll rip both of their ships to shreds.
Fuck that noise, we can't lose the cruiser stop it! FIRE ON THE ENGINES."
The Xyklon-V tries to target the Red Lightning's warp engines section with a well placed laser shot. . .and hopefully not blow it up in the process. Or miss.
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185c05 No.33667
>>33628
>>33629
Summercat and Morgoth if you do not post by 7 pm Est tomorrow I will consider it that your captains did not decide to try and stop the Light Cruiser.
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185c05 No.33672
| Rolled 65 (1d100) |
>>33667
>>33627
Captain Name: 'Standing Bubble' or Captain Bubble
Captain Fluff: In one of the few conflicts about a hundred years ago Captain Bubble descended on a group of rebels who experimented on their fellow Ultians to create living ships. Their confused cries told him of the violence and confusion involved in their birthing and the whole of group and their creations were cleansed without the mercy that would usually have been merited any misguided Ultian. He had assumed to prepare a very early retirement until this conflict arose.
Race: The ocean planet of Ulti, home of the Ultians is a fruitful world of calm waves. Aquanoids rumored to possess extremely long lives who usually dwelt near the bottom of their oceans, they have never been seen without their opaque bubble-helmet suits on in their contacts with outside but are known to possess minor telekinetic and telepathic abilities that enabled them to have a generally peaceful history. Some Ultians have been seen with very small suits while others have possessed very large ones, when questioned they answer that the suits are made to fit the job required of them.
Making the leap from ships meant to withstand pressure to ships meant for space travel was quite difficult as well as being introduced to lasers being implemented as long range instead of the staple undersea Ultian weapon; torpedoes and fighters. All the sonic weaponry they had developed for battle in the oceans of Ulti were quite useless outside of close combat and suits to maintain a moisture level for the sea dwelling Ultians had to be produced. They seek peace and believe that combining their efforts with the other races is the best way to achieve it.
Ship Name: UTB Crusader
Ship Fluff: Light Cruiser
The Crusader was outfitted with a torpedo bay in the front of the vessel to house the array of plasma torpedoes that would make for extremely difficult targets even for fighters and point-defense turrets. Armor was invested as well as shield arrays and Point Defense Turrets to cover all our known bases and allow us to get in their faces. An array of lasers was added to provide some kind of range weaponry almost as an afterthought.
Class: Light Cruiser
Armament: 1 Plasma Torpedo launcher, 2 Laser Arrays
Defenses: Heavy Armor, 2 Medium Shields, 2 PDF Arrays
Auxiliaries:
Bonuses and Eccentricities:
-Life in a Bubble: Given the nature of your people's reliance on suits, hull breach where shrapnel is flying is especially catastrophic in the way of casualties.
+Long Lived: Your people have incredibly long lives, meaning replacing skilled personnel is easier.
+/- That's a BFG: You ship is more or less built around your plasma torpedo launcher, everything else tacked on as an after thought. As such the redundancies on your main gun making it nigh impossible to detonate on a critical failure, however on low rolls your ship will usually have an error with another of it's less important systems.
Eccentricity: Team Killer- You have a reputation for hurting your allies. It's going to be hard to make people like you.
Maneuvering I 6/10
Shields down
"Barnacles…" Well can't let that light cruiser escape
1 Get in there and blast the light cruiser's engines with our plasma torpedos.
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185c05 No.33677
| Rolled 9 (1d100) |
>>33628
>ANS Kujtim, modified/prototype Betejian Sulmues|Command class
>Captain Iye Sheptuar ( fish'Heshtar kre'Jeshter ko'Akullta ) Commanding
>Class: Destroyer
>Armament: 1Heavy Laser 2 Light coilguns
>Defenses: Light Armor, Light Shielding, PDF Array
>Auxillaries:(prototype) Improved Electronics warfare Suite, (prototype) Datalink
>Bonuses and Eccentricities:
>-Dated Tactics: The Beteje simply do not get conventional warfare. Their standardized ship building with boarding craft and their immense losses and Aceldama reflect this. Minuses to sue and application of (modern) technology and tactics.
>+/-Survivor: Your captain survived against long odds. He extends this toward his crew, but has bouts of crippling PTSD on low rolls.
>+Command ship: This ship was designed as a step towards a proper flagship for the new Beteje fleet. Gain bonuses coordinating fleet actions.
>=Homeworld Notified
>EWF down, Datalink down, Shields down
"Tactical, full weapons fire on that light cruiser!"
>1Heavy Laser 2 Light coilguns
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185c05 No.33681
| Rolled 95, 33 = 128 (2d100) |
Captain Name: Nikolai
Class: Frigate
Armament: 2 Missile launchers
Defenses: Heavy Armor, Light shields
Auxillaries: Improved engine, Improved sensors, 3 Swarm Missile packs
Bonuses and Eccentricities:
+/-Missile Massacre: Your ship is built for missiles, it gains bonuses to using them. Missile is only proper weapon though, Ursidae need no other and want no other!
+/- War Hero: Your captain is a war hero and gets bonuses to recruitment and acquisitions. This also draws trouble to him, however.
+/- Four years? Bah!: The Ursidae are still ailing from the reunification. Their support varies based on how much investment the people have abroad when home is in very bad no good shape. Roll extra d100 every 3 turns for their interest.
#1-2 captain Nikolai orders all missiles unleashed and targets the light cruisers engines as it turns away
#3 Four years? Bah!
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185c05 No.33682
| Rolled 62 (1d100) |
>>33681
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185c05 No.33727
>>33681
>>33682
Just a note you are not in a position to intercept anyone, also your eccentricity roll only applies to out of combat turns.
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185c05 No.33728
| Rolled 84, 49, 39 = 172 (3d100) |
=================
Reaction Round
=================
The Beltskimmer snap fires it's guns at the fleeing frigate. It's Armor piercing rounds do considerable damage to the ship, however the guns did not cripple it enough to prevent it's escape.
The Red Lightning does an about turn and high burn to try and intercept the cruiser, however the rapid shaking from the speed coupled with the damage already sustained to the hull cause the main cpu to cut off, setting the frigate on a collision course for the gutted Resolute defiance. A fatal ramming incident was only narrowly cut off by the Xyklon-V's laser striking through the waning shields and cutting the engine apart, followed by a kinetic slug knocking the lightning away. This saved both ships, but the Lightning is now in much the same shape and the Defiance, gutted and in dire need of repairs from a proper shipyard.
WHile this occurs the Kutjim, Ion Doctor and Crusader try to stop the Dris'tarr light Cruiser from escaping. The Crew of the Kutjim still reeling from the loss of much of their experimental equipment, miss horribly. The Crusader interdicts with it'slasers, but the plasma cannon cannot be recharged quickly enough to fire. The ion doctor's drones are fought off by the PDF arrays until the ship jumps out, much more wounded than before, but still able to crawl away.
With the Pride of Der'takt's failure to cut off the enemy destroyer as well, the Dris'tarr fleet, what is left of it has escaped. The 13th then redeploys back to Starbase 591 evena s the recovery fleet comes in to save the hulks and crew of the downed ships and to salvage the Drs'tarr vessels as best they can.
===============
591 Conference Room
===============
Admiral Ak'sala is sitting at the head of the room ,the wizened Arjunae displaying clear agitation at the results of the mission. She begins simply, "What happened?" Before any captain can answer she continues. "Why do I have the Ken'Gar sovereignty breathing down my neck over the loss of their fleet, and how did we lose a full-sized cruiser to an enemy fleet half your size?" She waits for the replies of her subordinates clearly unhappy.
============
World Rolls
============
Ken'Gar Anger
Ak'sala's response
Notice
+????
-?????
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185c05 No.33736
>>33728
"Look lady, I didn't get sent over here as no fleet commander but I got enough sense to see what the hell happened out there.
So, the Ken'Gar fleet calls for aid and what do we do? Well instead of trying to port in as close as possible to shore em up, someone had the bright idea to pop outta warp behind the enemy. I'm betting outta some idea to flank em or some shit like that. Well, it ain't work, and they just rolled on over and fucked the Ken'Gar while most of our ships were either too slow or outta range to make a difference in time.
Now here's the funny part after that. So we engage the enemy fleet and things are going not so bad. But get this, I think that enemy light cruiser stopped to redirect power to the weapons systems. But for some damned reason our own broadside Cruiser decided to rush up to it as close as possible. The hell was that shit about? So it got shot to pieces. Also one of our own damned light cruisers fucked up its targeting system and blasted the hell outta our ship. Someone fucking fix that, damn.
So yeah that's what happened. Got a pretty nasty fucking pounding, but hey, least we took down one of their destroyers. Or was that their frigate. . ."
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185c05 No.33737
>>33728
"Poor tactical analysis by Fleet Commander, Systems malfunctions on several ships. Ken'Gar have [no direct translation, approximation is "fucking horrible garbage useless"] ships"
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185c05 No.33739
>>33728
>>33736
"This one will give comment. The fleet commander set our warp exit to a flanking position but did not account for the distance to enemy compared to optimal firing distances and Ken'Gar fleet capabilities compared to enemy fleet capabilities. Beginning of battle went sub-optimally but not inadequately. Then ship designation Crusader loosed a volley and emp wave into the rear of ship designation Resolute Defiance. If not for the sudden retreat of enemy forces there would be a high chance the Defiance would have been destroyed. [Translation unavailable; Closest approximation 'end of statement'] "
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185c05 No.33740
>>33728
Captain Guundarrgh rises slowly from his seat in the conference room, his body covered in many bandages and a few slings from the result of the horrible damage his ship suffered in the battle. A brief crackle comes from his universal translator before Galactic Base, the nominal trade and communication language of the known galaxy, follows.
"This, like many errors in military history, can be blamed sorely upon bad information, and the resulting decisions made from that. Bad information on the actual ability of our Ken'Gar allies ability to fight the enemy supporting a decision to avoid the normally suicidal tactic of jumping into an enemy fleet, bad jump telemetry putting us off course by several kilometers of our intended targets; This entity will admit that some of the calls made can be blamed upon its decisions, but the battle as a whole went awash due to bad information beforehand and sheer bad luck. Our esteemed colleges the Yrlix-Vran like to talk as though the actions of the fleet were no fault of their own, yet their voices raised no objection to the plans made. Plans, that I might add, had to be formulated as soon as we jumped in, out of position and ill-informed of the capabilities of our allies, and our enemies.
If the Ken'gar wish to look for a target to blame, tell them to look to the Dris'Tarr, for it was they who destroyed their ships, regardless of the 13th's involvement in the battle actions or not. They came to their skies to burn their world, much as they had ours, so any anger the Ken'Gar possess should be directed towards our common enemy.
The Resolute Defiance was lost in a gambit to disable the enemy light cruiser for a more accurate study by our scientist and engineers, when the Crusader's gunner let loose a errant plasma round into its unprotected rear. This was not intentional, and to blame the Crusader's crew, or anyone associated with them is sheer stupidity. We are fighting a war against an enemy that seeks our extermination, to focus our anger, our rage, on each other only makes our annihilation that much easier for them.
War has no times for politics Admiral, and nor do you. You want to blame someone for this loss? Blame the Dris'Tarr, and blame the fickle gods of our world for turning their backs on us this day. Better to unite the fleet in their hatred of the enemy then to divide them after a Pyrrhic Victory."
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185c05 No.33753
>>33740
"Are you trying to blame any us for this shit?" the typically firebrand captain rerorts. "The fuck you talking about pal. We ain't the fleet commander. We ain't even the one who set this shit up.
You didn't even tell us where you planned to pop us off warp. You just gave us all the coordinates and said 'lets all warp out here' and by the time we did get outta warp it was too late. Yeah we didn't even up exactly in your planned coordinates, but that didn't help either.
By the time any of us could object we had already been set in motion.
And who the hell said anything about jumping into the enemy fleet anyway. If we jumped into the Ken'Gar fleet to link up with em maybe they'd still probably be around. That's probably what they're pissed about."
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185c05 No.33761
>>33753
"You are part of the fleet, the datalink ensured constant communications, if you and your apparently astute tacticians thought something wrong, why did you not say something previously? With the bad warp telemetry we got we would've most likely ended up just warping into the enemy's kill-zone regardless, so I would've rather tired to preserve my combat effective fleet then try to save our erstwhile allies ineffective one. They might not be here, but if we jumped in at the other coordinates, you wouldn't be either."
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185c05 No.33765
>>33728
A deep baritone resonates from the grill of the suit.
"The battle report put forth is quite clear. We arrived on site at the same time as the enemy fleet. They exploited our lack of experience and our bad luck."
"The Ken'Gar no doubt want more resources devoted to protecting their world. You do not, I believe, have any to spare and need an answer to give them. Here is my answer. We can't be wasting time and ships on them and they can't risk devoting further man-hours to building another fleet if those primitive ships are the best they have."
"…What we can understand is that their industry is better put to something other then ship construction and that the Dris'Tarr may have arrived simply to destroy the Ken'Gar fleet and to put them into a panic to deprive us of their considerable Mineral output. So getting into a panic and wasting energy is exactly what the Dris'tarr hope will happen."
"I suggest they put their efforts towards a new strategy. If they can produce weapons and ships more suited to hit and run tactics of guerrilla warfare then they can more effectively delay a Dris'tarr invasion until reinforcements can arrive. I would suggest gunboats, fighters, and mines along the most likely routes the enemy will take to reach the interiors of Sector 591 since I do not believe the Dris'tarr possess the power to enter a system within its gravity well safely. Even the imagined threat of mines disguised as debris throughout their approach should be enough to slow an advance since the Dris'tarr seem experienced enough to not ignore a potential danger."
>>33740
"I hope you crew and vessel are recovering well Captain Guundarrgh."
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185c05 No.33778
>>33761
"Bullshit, we might got datalink you didn't even tell us where we was popping out. You told nobody about the how or the where. We ain't mind readers.
And honestly, with the combined guns both our fleets would have have between us and then, being in close proximity to them would have been good for us and bad for them."
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185c05 No.33780
>>33761
>>33778
We already outnumbered their ships and their guns, but we chose to face them fucking piece meal. First the Ken'gar, then the lighter ships, and then the Cruiser. If we hit em like a brick wall with all our ships at once they woulda been fucking wrecked."
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185c05 No.33789
>>33765
"Thank you captain bubble, we are getting by as well as one can in war, lets just practice that maneuver again before we try it."
The Giant molluscoid says as it winks one of its several eyes at the suit
>>33780
>>33778
"Yes, yes, more astute observations made after the fact, which are about as useful as the Ken'gar ships were. The datalink ensured that all ships received the jump telemetry, that is why we set it up, if you cared not enough to read it that is no fault of mine. If you wish to contribute to the strategy for the next engagement, please do, but if all you plan on doing is criticizing choices you could've impacted but didn't, then you are only wasting this panel's time."
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185c05 No.33796
>>33789
"What the fuck is this chicken shit.
Are you seeing this shit Admiral? What kind of fleet commander puts the blame on his goddamn subordinates for not catching his
decisions?
This fuck is literally saying this whole thing is our fault for following his orders? Fucking bullshit.
The whole goddamn point of this panel is to review exactly what the fuck went wrong back there after it happened. And all we should do is shut up and not even mention what the hell happened? If that's what we're supposed to do then this is a fucking waste of time.
This ain't no democracy, this is a goddamn fleet. If the fleet commander won't take responsibility for his actions, then fuck this shit."
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185c05 No.33797
>>33789
"Look Lady, are we gonna have to follow this asshole just because he happened to have the biggest ship?
If leadership boils down to which nation forks up the most cash for the largest ship and this guy isn't even willing to review and improve from mistakes but deny them and shift the blame, then we're going to see this happen over and over.
He ain't even using it right."
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185c05 No.33801
>>33796
>>33797
"I would expect someone with such precognitive abilities to speak up before the battle was joined, not some spineless worm that will only complain after the fact. I blame not the fleet for following my orders, I do however rebuke you for not sharing your ideas before the battle, as astute as your tactical assessments apparently are. War requires men of action, not useless sacs of skin that only follow orders and then complain about the result of the orders they followed."
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185c05 No.33802
>>33801
"Yeah well fuck you to, 'Commander'.
Oh, by the way Admiral, that whole thing about giving us access to the plans via datalink?
It's a load of crock.
>>33362
>>33373
>>33375
"Here's the data record from our ships log, captured right from the commanders own datalink.
Orders of battle were only given after the jump. The decision and details of where and how we would exit jump were known only to him. The only thing we were given were the coordinates where to jump >>33362. Nothing more, until we had already exited warp and then the orders were given.
The alien stands up. "You are a liar, a coward, and an incompetent who willingly blames subordinates and throws away the value of allies with ease. I don't blame the Ken'gar for abandoning us from this, certainly my people will hear of this as well.
We did not come here to waste resources under an incompetent commander, and if CCWF wants to give titles to whoever can throw in the bigger ship then we might as well go home and just build a bigger ship."
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185c05 No.33804
>>33802
"You can stop with the blatant power grab, your incompetence and inability to process orders is no fault of my own. You want a bigger ship, go and get one, but the Resolute belongs to the Midloathians, not some race of conniving skin sacks that would rather stab their "allies" in the back for their own gain then fight a war."
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185c05 No.33805
>>33804
"Power grab? Incompetence? Clearly you're even more delusional than you let on.
We followed your orders. YOUR orders, and now you're openly blaming us for doing so. Fuck, if we didn't stop the Red Lightning from ramming into your half wrecked ship you wouldn't even be here to talk about it.
And fuck your ship too. You allowed a single light cruiser to nearly blow your ship to kingdom come, even outnumbering it in size and flanked with two other light cruisers, running a broadside ship headlong into their guns even after they had been overcharged. I wouldn't want to get near that massive floating coffin.
You are a danger to those you profess to be "allies" with and those under your command, you openly show disdain to the Ken'Gar and shunt all fault of their fleets destruction on them, rather than your own ineptitude, and then dare to call your own subordinates incompetent for having followed your orders faithfully.
I would do a disservice to my people and to the CWS to remain under your command or in this fleet a moment longer. You have lead our allies, your ship, and this fleet to the brink of ruin."
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Post last edited at
185c05 No.33807
>>33805
>>33804
Yrlix is correct. You made very bad decisions. And you can't blame anyone else for them.
>b-b-but my subordinates didn't tell me what to do
No shit sherlock you are the commander. You saying it's your subordinates fault for not telling you the better plan is th exact same as admitting that you are incompetent and incapable of command.
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185c05 No.33810
>>33805
"My allies are not incompetent, merely you are. I deflected no blame of what happened from my personage, but if you claim to have known what was the right course of action, then why did you hold your tongue though out the entire battle? I hold no enimity for the Ken'gar, they knew the limitations if their ships and chose to engage the Dris'tarr anyway, that is why they lost their ships, and regardless of if we jumped in front of the enemy fleet they would have been destroyed anyway, as that is why the Dris'tarr where even there. The disservice you do your crew, Y'rlix, is to lead them at all.
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185c05 No.33811
>>33810
"You're a goddamn moron. Trying to blame me or anyone else for your fucking incompetence is proof enough, but as I had proven there was no way for any of us to object. By the time you had given us the orders we had already left warp exactly where you wanted us to be. Information you kept privvy to yourself and a choice you made alone.
No one had any opportunity to object whatsoever, until it was too late.
And to claim that it was inevitable that the Ken'gar were to be destroyed is exactly the type of inexcusable self-righteousness that you refuse to back down from. Rather than face the fucking consequences of your actions, you have the gall to blame me for it?
You're blaming someone for calling you out on your mistakes, are you a fucking child?
I fucking stopped the goddamn Red Lightning from wrecking your ass, while you sent fucking shuttlecraft to their death trying to board a ship that wasn't even disabled. Who's the incompetent one here?
The Ken'gar sought our aid. Their ships would have survived, even just a few more, had we given it to them by supporting them in a unified formation rather than feeding our ships piece meal to the enemy. That you see it as inevitable and not a consequence of your choices is unforgivable.
That is exactly how a fleet half our combined size was able to cause this much damage, and that you refuse to see it or man up to it is why you are as much a danger to this fleet as the Dris'tarr."
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185c05 No.33812
>>33807
"I am merely pointing out the futility of Y'rilix's tirade, which serves no point but to generate dissent, he has spent more time talking of himself and the way the battle should have been fought rather then what went wrong and where the fleet is going from here."
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185c05 No.33813
>>33804
>>33805
>>33807
>>33789
>>33810
"With all due respect we have to face the reef-out of our actions. Captain Guundarrgh will likely not be able to lead the fleet in the next engagement with the damage his ship has sustained, for good or bad, someone else will have to assume leadership of the 13th. Temporary or otherwise."
"This makeshift composition was always bound to have difficulties with our histories and cultures giving us considerably different ideals. Regardless, each of our peoples have contributed a void-worthy vessel and without a clear choice in succession we fall to the choice of the admiral and the military mindset which leads to the inevitable suggestion that Captain Amman-15 assume leadership of the 13th if the next enemy fleet should rear its ugly head."
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185c05 No.33814
>>33812
"As far as I can tell I'm the only one even acknowledging that something did go horribly wrong. Unlike you who would like to blame everything on bad ships, poor luck, or more prominently, the fault of those under your command.
You refuse to see that anything went wrong in this battle in so far as your shit decisions, and you refuse to learn from them. "
>>33813
"Fucking hell, just get anyone other than this man baby to lead. Even a child would be more fit to lead than this imbecile."
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185c05 No.33816
>>33814
"Do not Associated yourself with the rest of the fleet, they are of a much higher caliber than you. The Admiral asked for what happened, and why it happens. Not your pontification an extrapolation of a series of obvious mistakes. Not to mention the height of pretentiousness that you exhibit by rationalizing snap decisions as irrational actions. Nor should you try to disguise your attempts at discrediting my person is as nothing more than trying to advance your own position in the Fleet, we should be led buy another of our number until the Resolute is in fighting shape again, so long as it is not the sole member of the fleet who sees only to complain of actions after the fact and to shoot his own allies. "
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185c05 No.33817
>>33814
>>33816
The Admiral chitters, "Enough, both of you. I expect my captains to act like adults capable of a rational analysis of what went wrong and why, not for them too act spawnlings just out of the breeding pits, so new they cannot help but spew their digestive vitriol out at random! Quiet, I've heard enough from each of you. Now do any other captains have anything relevant to say?
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185c05 No.33831
>>33817
The dead fleets left alot of scrap and potentially technology behind with the dead ships. I think we should focus on salvage operations. And if those fail at least jury rigging the dead ships cores and engines to work as mines and explode on the next enemy fleet that comes here.
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185c05 No.33833
>>33831
>>33817
We should let the Ken'gar look at them as well, the sooner they can leapfrog to our tech level the better.
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185c05 No.33835
>>33833
Most of those ships are Ken'gar, I doubt they'd want to visit their own graveyard.
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185c05 No.33837
>>33835
Studying impact sites and blast holes can do wonders for building better armor, which they surely need.
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185c05 No.35179
Admiral Ak'sala after some deliberation names Amman-15 ass acting Fleet leader for the 13th.
No one is sent back or fired but Midloathians and the Sitazz both need heavy reparis before fleet actions can be taken. The Defiance is nearly gutted and will require a near total rebuild, while a new drive system is needed for the Red Lightning. Given that the prototypes was at this juncture unique, a more conventional engine would be necessary.
The Fleet is for the moment licking it's wounds, the lion's share of the salvage given to the Ken'Gar to placate them for the loss of their fleet.
The 478th held off the probe Helena station with minimal losses.
Contact has been lost with the Marano Colonies. The Dris'tar seem to have landed at several ruin sites and utterly destroyed most of the settlements on planet.
The 478th is en route to deny them any assets.
The 13th, bloodied, demoralized and nearly broken are allowed time to rest and prepare.
Homeworlds Notified: Beteje (Summercat), Ultia (Morgoth), Kontia (Tansen)
Morgoth Gains: Vilified: People really dislike you for some reason. A LOT.
The Red Lightning will either need to send for a new engine or somehow buy one before repairs can be completed.
The Resolute Defiance will take some time to repair, However the Ultians will both be footing the bill and lending expertise to the endeavor. However if the Midloathians want the cruiser's "Phalanx shield" operational they will need to secure techs of their own for it, as the technology is completely foreign to others in the theatre.
Conventional repairs
Red Lightning 2 turns
Resolute Defiance 10 Turns
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185c05 No.35180
| Rolled 81, 14 = 95 (2d100) |
>>35179
Captain Name: Captain Amman-15
Captain Fluff: The fifteenth Amman, or void drone, of the captain level. She was specifically picked out by older Captain Amman and a Geneticist drone. She was then thrust into his study to command a ship under the tutelage of her elder with the aid of all the knowledge of voidcraft, tactics, and military doctrine available. Upon her tenth year of life she was put into the combat simulations where she showed spectacular results against a variety of threats both solo and in team based simulations. It was noted by the Commander drones that she had a tendancy to attempt to keep her comrades alive even when the simulation was designed to cause a certain amount of casualties, or even a suicide run. Upon her graduation she was put in charge of a ship suited for this purcurluar quirk in personality.
Race: Giltrazzi, a hive based insectoid species. They have a highly structured society based on the type of drone that is born, which is further enhanced by the use of genetic engineering to create new types of drones including those more suitible for living in void craft. Mainly use pheremons to communicate. Drones carry the common look of being quadrapedal with two arms, black carapace, multi-lensed eyes and furry antenna.
Ship Name: HCS Ion Doctor
Ship Fluff: A Light Cruiser focused on the carrying, maintenance, and deployment of drone fighters and support drones used to keep the ships of the fleet in top shape.
Class: Light Carrier
Armament: 1 Laser Array
Defenses: Medium armor, PDF array. 1 Medium Shield Emitter
Auxillaries: 3 Fighter wings, 2 Bomber wings, 1 Recovery wing
Bonuses and Eccentricities:
+/-No Drone Left Behind!: You gain bonuses to repairing and recovery of ships and their personnel, however you cannot willingly leave someone behind, ever.
+Replaceable: Your combat drones and pilots are easily replaced, as are most of the officers and enlisted who are not scientists or high up in the chain of command. Bonuses to recruiting more crew and combat drones.
1&2. Begin filling out forms 139-BA, 199-X, and 119.H, and R-1 to inform Hive High Naval Command of the state of the Ion Doctor and it's crew, the state of the 13th, the result of the battle, and to request establishment of a resupply and reinforcement chain.
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185c05 No.35261
Captain Name: Yrlix-Vran
Class: Destroyer
Armament: 1 Missile Launcher, 1 Laser Array, 1 Coilgun
Defenses: Medium Armor, Medium Shield
Auxillaries: Electronic warfare Suite
Bonuses and Eccentricities:
+/-Mind not your Own: Marshons have a direct line to the best and brightest in their race. Bolstering their efforts on good rolls. However the process is not without baggage, and can manifest in horrific flashbacks.
-Lazy: Your commander is a lazy shit. Rolls out of combat suffer for it.
+Odd profile: Your ship is harder to hit because of it's odd shape.
Rolled 68, 59 = 127 (2d100)
1. Yrlix-Vran orders the ship to go rescuing escape pods.
Both to rescue allies and capture some enemies.
"You fucks ever seen a female Dris'tarr? Well, me either. Let's go see if they have any in some escape pods floating around.
Do they even have females?"
2. Yrlix-Vran sends a message home detailing the, in no small words, "utter incompetence" of the fleet leader and the disaster of their first battle.
But since there's nothing better for him to but stay the course, he asks for a fancy new Gyroscopic Drive for the ship to make turns and evasions faster. Dodging things seems to have been quite useful in escaping the battle unscathed.
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