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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 60561b23d648f4d⋯.jpg (243.21 KB,800x450,16:9,outer space interceptor di….jpg)

8c781f No.35735 [View All]

The Emperor is Dead

His Royal Guard Scattered

And a False King sits on the Throne

As the last loyal remnants of the Imperial Navy gather at gather at The Veil, last stronghold of Imperial Rule. Your fleet is one of the few Frontier fleets of the Old Empire, relatively untouched in stark comparison to your brothers, some of which crumple up upon exiting warp space. The Last Admiral of the Imperial Navy issues you an order; the Last Edict of the Late Emperor:

Hunt the Traitor Lords

Bring Ruin to their People

Bring peace to the Empire

Go forth, brave soldiers of the Emperor, go forth and slaughter those who bring ruin to our people! The Fleet shall not rest while the False King sits on the Imperial Throne, for there is no survival for us but Victory!

Your enemies have had years to prepare, they will be ruthless and deadly. Heretic children grow up learning your tactics, studying your war-machines, and wishing for your death.

This will do.

>>This will be a Fleet based HB, your ships will be your heroes. Your ultimate goal is to restore order to the Empire, by any means necessary. Be prepared, for this fight shall not be easy

>Sheet:

Players Fill this in

Captain’s Name: The Name that shall be forever remembered as the one who restore order to the stars

Captain Fluff: Your life before you were sent to the frontier

Ship Name: Don’t get too attached

Ship Type: See ship Type

Weapon Systems: Chosen by the player, has to be in line with what their ship type can equip

Don’t fill this in:

Ship Health: Varies on Class

Crew: Also, on class

Upgrades: Boons for ship, can be bought with favor or salvaged from the battlefield

Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)

Bonus: Based on Fluff

Flaws: Based on Fluff

Rules: http://pastebin.com/uK3MJwkX

Ship Classes: http://pastebin.com/5Y622s31

Weapons and Upgrades: http://pastebin.com/Vw1JEA5Z

555 postsand82 image repliesomitted. Click reply to view. ____________________________
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8c781f No.38144

Dice rollRolled 49, 99 = 148 (2d100)

>>38138

Captain’s Name: Yoto Satori

Captain Fluff: Satori is what one would comonly call a fanatic. No matter what ship he is captain of he makes sure that there is a shrine and that worship is practiced regularly. He also favors energy weapons, seeing it as 'purging the enemies of the Emperor in holy fire'. He was sent to the fronteir after slapping a superior officer for 'lack of faith'.

Ship Name: The Emperor's Light

Ship Type: Frigate

Weapon Systems:

2x Farthan Lances (d70)

1x 4759T ECM Pulse (d90)

1x Omni Flak (5d25)

Ship Health: 500/500

Crew: 200/200

Upgrades: [Shields] (66/150)

Imperial Favor: 51

Bonus: [Holy Fury] – Inside Yoto burns a hatred as hot and white as the stars themselves, when he sets his sights upon a traitor lord, those directly responsible for the Emperor’s Demise, this hatred burns out of him and into the very guns of his ship, increasing their damage. Do Double Damage to Traitor Lord Ships.

Flaws: [Untampered Fury] – While the raging fire burns bright, it so too burns quick, when in a state of Holy Fury, you take twice as much damage as well.

1. Continue crew training. The heretics shall fear the Emperor's Light! [Targeting I] 5/6

2. Get myself a pistol. The ship may be boarded one of these missions and I may need to fight myself.

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8c781f No.38155

Dice rollRolled 38, 93 = 131 (2d100)

>>38142

Captain’s Name: Ensign Elijah Brown - 'Angel'

Captain Fluff: http://pastebin.com/kUJ9kqMq

Ship Name: The Imperial Hawk

Ship Type: Destroyer

Weapon Systems:

2x Small Reaper-Z42 Autocannons (6d10)

1x Medium 4769T ECM Pulse (1d50)

1x Redeemer Swarm Missiles (10d10)

1x Flak Drone (30 Health, 10d15)

1x Repair Drone (15 Health, 15 repair/round)

Ship Health: 200/200

Ship Shields: 150/150 +30/round

Crew: 100/100

Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)][Shield Recharger (M)]

Imperial Favor: 12

Crew/Personal Bonuses: [Soldiery I] [Crew Training I]

Contacts: [Officer Elisa Grayson]

Bonus: [One-Winged Angel] – A life of violence breeds hard men, and Elijah is no exception. His upbringing instilled in him a great understanding of the way of things, and how to exploit them. He would not have risen as high as he did had he not. Now the time comes to put his skills to work again, and not for himself for a change. May reroll one combat action per turn

Flaws: [Scum]: You've been a bad man in the past, but some are starting to see the heart you've grown as of late, and the dedication you have to this cause. Favor Gain changed from half-gain/double loss to 3/4 gain and 1/2 loss respectively.

1: Scotch is a pretty decent choice. I mean, y'know, for a woman. Certainly a lot better than the stuff that aristocrats drain down. I swear, some of those things are like a competition to find the most flaming damn drink, like you're just pouring out a couple packs of sugar with a drop of Tequila. My philosophy's always been Gin for talking, Vodka for doing. Maybe we'll see about a glass or two of the second over the next bet.

There's much more important business to attend to at the moment, however. First of all, I've got another social call to make. This one, unfortunately, is a lot less squeezable.

The Warden from the station should still be around here. Having a talk with that bastard might be a damn good idea, I think. Let's see if I can nose him down from whatever Imperial fuckboy's got their claws on him.

2. In what spare time I have, I'm going to run a session or two with the Marines. The last run on the station and the fact that the warden nearly tore me to shreds let me know how far out of practice I am. I need to get back into it, and sparring with the Marines is a good way to do that - and, hell, earn a bit of goodwill along the troops while I do it. Besides, the crew will appreciate me not hanging over them for training one more day.

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8c781f No.38157

>>38155

how dare you die without my permission

Since the Warden was actually the one who went boom, I'm changing roll one to forming initial bonds with and understanding the key officers and specialists of the Hawk. A close relationship and a trusted commander go a long way in a combat situation, and after two fantastically successful missions, I get the feeling the crew of the Hawk will be quite liable to forming some bonds.

t. Commander Jack 'Angel' Shepard

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8c781f No.38170

Dice rollRolled 57, 17 = 74 (2d100)

>>38142

>Elisa doesn't fuck on the first date

Unrealistic/10

>>37739

Captain’s Name:  Feodor Von Valkheim III

Captain Fluff: Feodor was never supposed to be here. The heir apparent to the Valkheim family title and fortune, he was set to become one of the most powerful noblemen on the galactic stage. However, he fell victim to vicious blackmail and political maneuvering from his younger brother, Theobald von Valkheim IV. slanderous lies were told, and his name was blackened by gossip and intrigue. His father, Feodor Von Valkheim II was forced to disown his firstborn, and send him to the far reaches of the galaxy, to preserve the honor of the Valkheim name. Given captaincy over a destroyer (of his own design), he set about devising new tactics, and honing his political abilities, so that he could  rise through the ranks, dominate the balance of power in the Navy, and strongarm his father into bringing him back into the fold. However, before he could get very far, the nobles rebelled, and threw his plans into disarray. Now part of a ragtag frontier fleet, he aims to hit the false leaders of the Empire where it hurts, and take his pound of flesh in compensation for the wrongs which have been done to him.

Ship Name:  Wergild

Ship Type: Destroyer

Weapon Systems: 

Small [1] Reaper-Z42 Autocannon [Kinetic] [2d10]

Medium [1] Redeemer Swarm Missiles [Missiles] [15d10]

Large [1] OOA-P [Kinetic] [2d80]

Ship fluff: The Wergild, is a deviation from the Naval norm. It fits into the size class of the destroyer, but the similarities end there. It's effectively a ship built around a gun. The OOA-P Heavy Artillery weapon takes up the bulk of space in the ship, and greatly decreases the amount of room and energy available to retrothrusters, making maneuvering much more difficult. The flip side of this sacrifice is the massive firepower now available to the captain, allowing him to place his ship towards the back or center of a formation, and fire exceptionally damaging ordinance, capable of engaging capital ships.

Ship Health: 250/250

Crew: 300

Upgrades: Armor Piercing Rounds (+10/+30/+65)

Imperial Favor: 0 

Bonus: [Blue Blood] - Your name is well known among fleet command, your family respected, honored even. The Valkenhiems were one of the few Royal Houses that didn't betray the Emperor, but nobody has heard from them since the rebellion began. (Favor Gain is doubled)

Flaws: [Prototype] - Your ship is one of a kind, and as such is not able to be repaired as quickly as Fleet ships, not to mention that most of the hull had to be hallowed out to accommodate the massive cannon that runs its entire length. (Must roll for post mission repairs, - 5 to all combat rolls)

1/2. The ancient warrior-philosopher of Earth once said that if you know your enemy, and know yourself, you will be victorious in every battle. I do not intend to lose any fights, so I must learn about my enemy. The best way to do this is with Sneaky Bois (TM), or spies, as they are more commonly called. I have no network, and I must work to build one. 

My family's name carries weight, even though I do not know much about my kin's current status. By presenting myself as good, just, and generous to prisoners or refugees from the Empire, I can endear myself to them, and someday let them loose into the Empire. The lowlives in my employ will be my local spies. Simple gifts of candy, cigarettes, or alcohol could win me many friends. 

I might also cautiously approach persons who have fallen out of favor with the new government, who might be willing to sell me secrets in exchange for protection, or promises.

I might also recruit the occasional spies from our own ranks, feed them false information, and send them into positions where they are likely to be captured. Ideally, these spies will be relatively unintelligent and weak willed, to maximize the chances of capture and "successful" interrogation. If they believe they know where and when we plan to move and strike, they will give up this information in interrogation, especially if they believe that they have been handled poorly. Thus, they will be given false briefings of the identities of spies (actually traitor lords or their retinues), false reports on our fleet movements, false reports of our manpower, resources, and battle readiness, and false reports of our plans for attack. These doomed spies will save the empire and never know it. It is a despicable, honorless thing to do, to be sure, but a necessary thing in these dark times.

Once I have attracted spies, I will treat them with honor, sincerity, and generosity. That is the only way that I can ensure their loyalty.

[Build a spy network]

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8c781f No.38210

Dice rollRolled 65, 69 = 134 (2d100)

>>38138

Captain’s Name: Herbert Strenhausen IV

Nickname: Sherbet Funhouse, Fat Fuck, Captain Pyle

Captain Fluff: The third son of Baron Strenhausen III, Herbert was a sheer and utter disappointment in every way. Out of shape, flabby, and a wee-bit autistic, nevertheless Strenhausen was awarded a ship to command for his nobility. However, even he knew of his physical limitations, mostly from his endless hazing during the Academy that carried on all the way till he was assigned his ship, but even still, and so he chose to sacrifice his body for the sake of the empire. Gone were his rather useless legs and arms, and instead came docking ports that allowed him to hook up and synch in with the ship he pilots to further his combat ability. That way, he could do what he did best: sit around and shoot things on a screen. But in this case he would instead proudly serve the Empire by doing so.

Ship Name: The Stuffed Sausage

Ship Type: Destroyer

Weapon Systems:

1x Omni-Flak (5d25)

1x Farthan Lance (1d70)

2x Reaper-Z42 Autocannons (6d10)

Don’t fill this in:

Ship Health: 250

Crew: 100

Upgrades: Armor-Piercing Rounds

Imperial Favor: 23 (Gained by destroying traitors, used or purchase new ships and upgrades)

[Crew Love: 5/10]

Contact: [Chief Engineer Amya Dysterov]

Bonus: [Unbound] - You and your ship are the same, you are it and it is you. Thusly you operate it better then any pilot or captain can ever dream of, as moving its guns and manevuring can be performed with as much finesse as the acrobats of the Imperial Circus. +15 to combat actions.

Flaws: [Metal Cage] - You cannot separate from your ship without weeks of detox and adjusting, as the mental linkage is that strong. As such you cannot eject when your ship is destroyed, when it dies, you die with it.

1. Speak with the engineer on improving my targeting systems. I'd rather not have to accidentally shoot my superiors on accident again.

2. While she's hear, see if she can't install some extra port, starboard, and bow engines to improve maneuverability.

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8c781f No.38369

Dice rollRolled 48, 28 = 76 (2d100)

>>38139

Captain’s Name: Prof. Dr. Karl Wolf

Captain Fluff: Before the War Wolf was a military scientist engaged in the development of numerous ship technologies, however with the death of the Emperor times had changed and Wolf was forced to retreat to the Veil where the last faithful remnants of the Imperial Fleet remained.

Numerous times before men had fought far superior fleets. Back on his homeworld they had adapted and taken the fight from the surface down to the black depths of the ocean where no light could reach. Submarines they were called, ships that struck anywhere with merciless fury.

The Imperial Fleet was faced with a problem that was very alike and they too could develop capacities to take the fight beyond the minds of normal men. Beyond what was even considered the realm of possibility. They would strike from a dimensions others doubted to exist. Karl Wolf would be the father of the Space Submarine Doctrine.

Welcome to making history, fuckboiis.

Ship Name: U-Scruf-I

Ship Type: Bomber

Weapon Systems:

+ Apocalypse Torpedos (heavy)

+ 2x Reaper-Z42 Autocannon (small)

Ship Health: 75

Crew: 2

Upgrades: Gap Drive

Imperial Favor: 25

Bonus:

+ [Master of Stealth] – In your search to make submarine warfare into space warfare, you have yet to find a way to make your ship completely disappear after striking, but in your research you have developed a methodology for sneak attacking using conventional tactics. + 5 to Sneak attacks, if roll is successful, damage is doubled

Flaws:

+ [Zyklon Karl] – A accident in the lab many years ago left Karl with a reliance upon a breathing apparatus. This as a result has left him confined to his respiration chamber for half of most days, and when he is out of it, his mask puts others off quite a bit, as does his odd voice. https://www.youtube.com/watch?v=w9wi0cPrU4U

1-2. The perfection of Stealth Warfare would remain Karl's primary objective. A fleet of Space Submarines would strike fear into the hearts of any galactic rebellion! He would work on this concept for hours on end until finally it was time to approach their new assignment.

[Stealth Warfare I] 4/6

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8c781f No.38370

File: 571c30acf829f72⋯.jpg (418.64 KB,1920x1080,16:9,Eyasluna.jpg)

File: 9b7090d292a6338⋯.jpg (356.91 KB,2528x1411,2528:1411,planet-ship-space-station-….jpg)

>>38141

1. After more careful review, you come upon a startling realization. These ships are not of Imperial make. In fact, after several hours of research, you can say with certainty that ships of that class have not existed until now, and they certainly weren't made by Imperial Shipyards. Whats more, you discover the idle chatter of reckless rebel pilots on the recording, and set about making a code book that will allow you to decipher parts of their transmissions.

Traitor Tactics: 14/15

2. You head down to R&D to talk to the eggheads about your ideas, but they are much more distracted with a recent discovery by Captain Artemis Thulmir of a ancient derelict shipyard, the home of the Redeemer Class Battle-cruisers, notorious for being the ships that brought about the laws outlawing AI in the ancient Empire. Still, they write down what you say and promise to work on it as soon as they get the chance.

New Kinetics Upgrades: 1/15

>>38143

1/2. You look through the itinerary for any mention of the Redeemer-Class Battlecruisers, and one search result pops up on your cogitator. Its a orbital shipyard around a planet you've never heard up in a system that doesn't exist in Imperial Charts.

Forebodingly, the Star is labeled as "Orias", the Shipyard itself orbits a broken world, which bears the designation of H-ZX3. A priority message appears on your datapad, from the Upper levels of Fleet Command. Fleet Commander Zuric himself. It is only one sentence long, but you feel as if it was a reading of your eulogy rather then a order.

"Captain Thulmir, Report to my office immediately.

Fleet Commander Garrus Zuric"

>>38144

1. Your crew continues their training, finally grasping the lessons you've been drilling into them.

Gain Skill: [Crew Training I]

2. After the training session you head down to the armory to requisition yourself a fine pistol, fit for a officer of the Royal Fleet.

The Quartermaster looks at you incredulously, before shutting his window and heading into the bowels of the Storage decks. He returns several hours later, a little worse for the wear, but he hands you a very ornately carved box containing what appears to be the finest pistol you have ever laid eyes on. He opens his mouth to speak.

"She's called Eyasluna, take care of her and she shall your enemies fall before as if the very might of the Emperor himself was yours."

Gain Item: + [Eyasluna] - + 20 Strength to your captain, can reroll 1 combat action per combat session (ground only)

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8c781f No.38371

File: 25e398ac82a8d7d⋯.jpg (16.84 KB,564x245,564:245,5a941dce74d2b21ec6f175cd93….jpg)

File: 7f01490d4edbe13⋯.jpg (50.32 KB,736x363,736:363,49902a3cdac43fbdbe6330a44c….jpg)

>>38155

1. Angel spends his day cavorting with his crew, running errands for them, taking them out to bars, even discussing the finer points of Imperial politics with a very astute man the size of a Generator. While his crew is warming up to him, dismantling the rigid system that these men have been trained in will take some time.

Crew Friendship 2/6

2. You spend the last few hours of the day on the marine's deck, training with them and running some combat sims yourself. In particular you work on the boarding sim extensively, noting the unseen problems with boarding a enemy craft, such as unknown deck layouts, ambushes, and the very environment itself being turned against you. You round it out with a good pugil brawl amongst the marines, standing as the winner once again.

Soldiery II: 5/12

Friendship: [Royal Marines] 5/6

>>38170

1/2. Spies, information, deceit and betrayal. These weapons can wins wars almost as handily as any fleet or army, and in its current state, the Royal Guard possess little information and few spies. Feodor aims to change that. He recruits men he has observed over several weeks, noting their guile and skill, there, he uses some of his own personal finances to train them further using masters of the art he has recruited from all over the empire. Its a start, and a good one.

Royal Guard Spy Network: 3/20

>>38210

1. You send a cordial note to the chief, and the idea of doing less work pleases her, so she agrees and sends a team over to get to work.

Targeting I: 4/6

2. You additional request for maneuvering engines goes fulfilled as well, though she does say it will take some time. Until then your ship will have to stay in drydock.

Additional Engines: 4/10

>>38369

1/2. Karl has done it, he's made a breakthrough. Though use of a gap drive and simple gas clouds, one can attack and disappear in an instant, all the while the enemy remains curious of what just annihilated 4 of their decks. Its no cloaking system, but it will do for now

Gain Skill: [Stealth Warfare I]

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8c781f No.38372

post now pls

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8c781f No.38390

Dice rollRolled 86, 67 = 153 (2d100)

>>38370

Captain’s Name: Yoto Satori

Captain Fluff: Satori is what one would comonly call a fanatic. No matter what ship he is captain of he makes sure that there is a shrine and that worship is practiced regularly. He also favors energy weapons, seeing it as 'purging the enemies of the Emperor in holy fire'. He was sent to the fronteir after slapping a superior officer for 'lack of faith'.

Skills: [Crew Training I]

Items: [Eyasluna] - + 20 Strength to your captain, can reroll 1 combat action per combat session (ground only)

Ship Name: The Emperor's Light

Ship Type: Frigate

Weapon Systems:

2x Farthan Lances (d70)

1x 4759T ECM Pulse (d90)

1x Omni Flak (5d25)

Ship Health: 500/500

Crew: 200/200

Upgrades: [Shields] (66/150)

Imperial Favor: 51

Bonus: [Holy Fury] – Inside Yoto burns a hatred as hot and white as the stars themselves, when he sets his sights upon a traitor lord, those directly responsible for the Emperor’s Demise, this hatred burns out of him and into the very guns of his ship, increasing their damage. Do Double Damage to Traitor Lord Ships.

Flaws: [Untampered Fury] – While the raging fire burns bright, it so too burns quick, when in a state of Holy Fury, you take twice as much damage as well.

1. I must become worthy to wield such a weapon. To the firing range. I shall become a crack shot with this great pistol.

2. On that note, my crew must be ready to be boarded or board the enemy. Combat training for all!

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8c781f No.38392

Dice rollRolled 59, 43 = 102 (2d100)

>>38370

Captain’s Name: Nihlus Striesse

Captain Fluff: Nihlus was once an up and coming cadet in one of the Empire's myriad Officer schools. He was smart, intuitive and savvy. However his greatest flaw was always his mouth. He was brash, uncouth, even rude at times and that cost him with his fellows, as he always said his mind, even when discretion with his betters would have been wise.

As such his peer reviews were horid and even some of his teachers, those who disliked his manner or were bought by another, were overly harsh on him. This in turn got him relegated to patrol destroyer in the frontier. So while his peers were getting rent limb from limb he himself was patrolling, then fleeing from the coming storm until he could regroup with allies.

Ship Name:HMS Perilous

Ship Type: Destroyer

Weapon Systems:

2 Reaper-Z42 Autocannons (small) (3d10) (Best against smaller ships or missiles)

2 Longmire AZ-12 Railguns (Medium) (2d45) (Long Ranged sniper weapons)

Stats:

Ship Health: 410/410

Shields: 300/300

Crew: 100/100

Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo][Juggernaut Armorx2]Imperial Favor: 28

Bonus: [Peerless] - Nihlus was one of the brightest, one of the best, yet marred by his arrogance and brashness. It was mere months ago that he was "exiled" to the frontier, and his skills are still fresh. + 5 to all actions.

Flaws: [Pride Cometh] - Your boldness is your strength, but also it feeds your greatest weakness; Pride. You cannot run from fights from ships of the same class or smaller than yours.

+Friends - [Research and Development I] - You've friends among the eggheads and researchers on Aluxia, and receive a + 5 to all rolls dealing with them.

>Traitor tactics 7/15

>New Kinetics Upgrades: 1/15

1. Now where oh where did the rebels hide or more likely find a shipyard with alien tech? Well with these morons chattering hopefully I can find out. 14/15

+5 Peerless

2.Keep trying to help my freinds in R&D with my ideas for kinetic weapon upgrades. 1/15

+5 Peerless

+5 Freinds in R&D

Also Scruffy where the fuck is that trove of shiny new upgrades from Elias's 100?

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8c781f No.38407

>>38370

Thulmir stares at the screen for a minute before grabbing his hat and heading off to the Fleet Commanders office.

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8c781f No.38408

File: 4a671f44687e658⋯.jpg (387.95 KB,1374x1359,458:453,059-Seal-of-Oriax-q100-137….jpg)

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8c781f No.38423

Dice rollRolled 84, 76, 22, 22 = 204 (4d100)

Captain’s Name: CLX-#124

Captain Fluff: CLX-#124 is one of the Empire's most adanced artifiial intelligent military drones. Designed to house the downloaded information of previous pilot aces, captains, as well as expert pilot programming, it is fully capable of piloting any unit it assimilates itself into.

Its central processing unit is surrounded by an array of tools and devices designed to allow it to manually repair, scavenge, or modify technological components. Given enough time and resources, it can repair and pilot a damaged ship alone. Admittedly, they are far more proficient at ships designed for individual piloting, particularly fighters, of which the bulk of their combat expertise is directed at, but they were designed to aid in a population shortage.

It specializes in high speed, high force manuevers and turns of which the G-Force would kill any organic pilots, but not an automated one.

Ship Name: L-8000

Ship Type: Fighter

Weapon Systems: Auto-Cannon, Auto-Cannon

Stats

Ship Health: 58/115

Crew: 1/1

Upgrades: [Armor Piercing Rounds (FREE)] [Shield Piercing Rounds 3] [Juggernaut Armor 3] [Gap Drive 3] [Kamikazee Chasis 3] [Autocanon Drone 3] [Autocanon Drone 3] [Autocanon Drone 3]

Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)

Bonus: [Assuming Direct Control] – Your “escape pod” is in fact your body, and with it you can attack small enemy vessels and take control of them should your ship die.

Flaws: [Abomination] – Fleet Command remembers your model, and all the headaches it gave them. They know what you are and what you’re capable of, and they will be reluctant to give you access to real fire power until you can prove you’re loyal. Capped at Destroyer class vessels until deemed efficient and loyal by Fleet Command.

Skill: [In-Combat Repairs I - Fighters] - + 5 to rolls to repair fighters mid combat, you must exit your fighter to do so.

More Favor +25

>>38139

1-2. Continue to make friends in R/D 3/6

>>38370

1-2. Talk to the fellows in R&D involved in the Reedemer Class Battlecruisrs. Inform them that I am willing to submit myself as a primary test subject as a sentient AI, such as devising ways to prevent further catastrophe of the past. It's my hope that more trustworthy AI means I'll get more funding and ability to develop better weapons for myself.

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8c781f No.38458

>>38407

Thulmir arrives at the imposing waiting room for the FC office, his personal aide, a small man with a pointed face.

"The Fleet Commander will see you now Captain. Proceed through this door into his office."

Thulmir approaches the heavy blast doors that mark FC Zuric's office, knocking once before being told to come in.

Thulmir approaches the desk and promptly salutes, with the Fleet Commander offering the returning salute before telling Thulmir to sit down.

"I'm not going to beat around the bushes here Thulmir, you've really pissed me off! Your performance in the last few missions has been inexcusable to say the least, and…"

You see the FC reach under his desk and push a button, an slightly audible fwoosh fills the air, before a almost silent 'chunk'.

"…Now that we are alone and unheard, lets get to business. Have you informed anyone of your little discovery?"

Thulmir informs the FC that he hasn't, and one could visibly see the stress melt away from Zuric's face.

"Good, we do not want a secret like this getting out. All of us here are far too young to remember the Redeemer Wars, and many of the data files detailing them are available only to people like me and several of my colleagues, but do believe me when I say this. The war that we will be waging will be nothing like the one that was fought so many millennia ago. Systems burned, worlds died, over half the galaxy was sterilized by those things, we thought them all dead, destroyed by the emperor and his secret weapon, but now we know that is not the case. These things aren't active, otherwise this coup d'etat would be the least of our worries, but we cannot allow anyone to rediscover them and risk reactivating them and the automated shipyard that is making them. Your fleet will be tasked with their destruction, and do ensure that the AI that you have in your fleet does not make any contact, physical or otherwise, with the AI aboard those ships. It shall not survive the encounter."

Zuric hands you a data stack in the form of a holopad, before making some notes on his own.

"That's your dossier, it covers everything we've discussed. Let anyone else see it and you'll be thrown out of an airlock into the big purple star over there, after we disavow you as traitor and a madman. Now, enjoy what remains of your off-time, you and your fleet ship off in a day. Dismissed"

Zuric goes back to his work, before taking one last look at you, an odd expression on his face

"Captain, where in the world did you get Lazarus nanites?"

Thulmir gives a witty smirk before turning and leaving the room. He was dismissed, after all.

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8c781f No.38461

Dice rollRolled 10, 61 = 71 (2d100)

>>38371

Captain’s Name: Ensign Elijah Brown - 'Angel'

Captain Fluff: http://pastebin.com/kUJ9kqMq

Ship Name: The Imperial Hawk

Ship Type: Destroyer

Weapon Systems:

2x Small Reaper-Z42 Autocannons (6d10)

1x Medium 4769T ECM Pulse (1d50)

1x Redeemer Swarm Missiles (10d10)

1x Flak Drone (30 Health, 10d15)

1x Repair Drone (15 Health, 15 repair/round)

Ship Health: 200/200

Ship Shields: 150/150 +30/round

Crew: 100/100

Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)][Shield Recharger (M)]

Imperial Favor: 12

Crew/Personal Bonuses: [Soldiery I] [Crew Training I]

Contacts: [Officer Elisa Grayson]

Bonus: [One-Winged Angel] – A life of violence breeds hard men, and Elijah is no exception. His upbringing instilled in him a great understanding of the way of things, and how to exploit them. He would not have risen as high as he did had he not. Now the time comes to put his skills to work again, and not for himself for a change. May reroll one combat action per turn

Flaws: [Scum]: You've been a bad man in the past, but some are starting to see the heart you've grown as of late, and the dedication you have to this cause. Favor Gain changed from half-gain/double loss to 3/4 gain and 1/2 loss respectively.

1. Professional attitudes don't work if they're just put up to avoid punishment, and the only way professionalism comes legitimately is through respect. Keep working with and spending time on the ship and with the crew, getting names and stories.

[Crew Friendship 2/6]

2. Otherwise, I'll be building more of a name for myself (and getting some training in) amongst the Marines. And - while I'm at it - whipping them into something resembling a decent damn well state. Some of these pansies couldn't punch their way out of a paper bag. A proper soldier should scoff at the very concept of weight class.

Soldiery II: 5/12

Friendship: [Royal Marines] 5/6

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8c781f No.38499

Dice rollRolled 42, 10 = 52 (2d100)

>>38371

Captain’s Name: Feodor Von Valkheim III

Captain Fluff: Feodor was never supposed to be here. The heir apparent to the Valkheim family title and fortune, he was set to become one of the most powerful noblemen on the galactic stage. However, he fell victim to vicious blackmail and political maneuvering from his younger brother, Theobald von Valkheim IV. slanderous lies were told, and his name was blackened by gossip and intrigue. His father, Feodor Von Valkheim II was forced to disown his firstborn, and send him to the far reaches of the galaxy, to preserve the honor of the Valkheim name. Given captaincy over a destroyer (of his own design), he set about devising new tactics, and honing his political abilities, so that he could rise through the ranks, dominate the balance of power in the Navy, and strongarm his father into bringing him back into the fold. However, before he could get very far, the nobles rebelled, and threw his plans into disarray. Now part of a ragtag frontier fleet, he aims to hit the false leaders of the Empire where it hurts, and take his pound of flesh in compensation for the wrongs which have been done to him.

Ship Name: Wergild

Ship Type: Destroyer

Weapon Systems:

Small [1] Reaper-Z42 Autocannon [Kinetic] [2d10]

Medium [1] Redeemer Swarm Missiles [Missiles] [15d10]

Large [1] OOA-P [Kinetic] [2d80]

Ship fluff: The Wergild, is a deviation from the Naval norm. It fits into the size class of the destroyer, but the similarities end there. It's effectively a ship built around a gun. The OOA-P Heavy Artillery weapon takes up the bulk of space in the ship, and greatly decreases the amount of room and energy available to retrothrusters, making maneuvering much more difficult. The flip side of this sacrifice is the massive firepower now available to the captain, allowing him to place his ship towards the back or center of a formation, and fire exceptionally damaging ordinance, capable of engaging capital ships.

Ship Health: 250/250

Crew: 300

Upgrades: Armor Piercing Rounds (+10/+30/+65)

Imperial Favor: 0

Bonus: [Blue Blood] - Your name is well known among fleet command, your family respected, honored even. The Valkenhiems were one of the few Royal Houses that didn't betray the Emperor, but nobody has heard from them since the rebellion began. (Favor Gain is doubled)

Flaws: [Prototype] - Your ship is one of a kind, and as such is not able to be repaired as quickly as Fleet ships, not to mention that most of the hull had to be hallowed out to accommodate the massive cannon that runs its entire length. (Must roll for post mission repairs, - 5 to all combat rolls)

Royal Guard Spy Network: 3/20

1/2. The network is coming along beautifully. There's not much to do now but put some more effort in, and wait for further developments. [Build Royal Guard Spy Network 3/20]

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8c781f No.38518

Dice rollRolled 19, 100 + 15 = 134 (2d100)

>>38458

Captain’s Name: Captain Artemis Thulmir

Captain Fluff: Captain Artemis Thulmir is a failure, or was a failure. Loss after loss have been attributed to his name and it is a miracle him still remains in command of a ship. A slim rambling man prone to coughing fits born from an early childhood on a mining world it is a wonder he is still alive at all. However through every failure and disaster he still limps along, determined to do his duty to the empire.

Friends: [The Quartermaster]

Ship Name: HMS Lady Annabelle

Ship Type: Frigate

Weapon Systems:

ZR-MK12 Point Defence Cannon 4d30

ZR-MK12 Point Defence Cannon 4d30

Farthan Lances 7d70

Farthan Lances 7d70

Stats:

Ship Health: 580/580

Shields: 53/150

Crew: 189/200

Upgrades: [Juggernaut Armour I][Shields I][Focus III][Split III]

Imperial Favor: 0

Bonus: [Wisdom] - Though Artemis has had a poor career, none can deny his length of service to the Empire, and much of the knowledge he has gained in this time. This knowledge will surely come into play in the campaign to follow. +15 to non-combat actions and +5 to combat actions

[LZRS] - For some reason you feel different, but not in a bad way.

Flaws: [Slightly Competent] - This String of victories are causing some of the higher-ups to question just why your record is so utterly awful. Maybe it wasn't your fault after all. No favor cost increase for upgrades, but still for ships.

—–

1-2. Well that turned out just horribly…. I just wanted a ship that talked funny and could take a hit. Ah well this lady luck kicking me the dick once again. I'll grab another cup of tea and sort through this list for simple supply depots. Never can have to much fuel and ammo…..

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8c781f No.38587

File: e54fdebbf93a709⋯.jpg (344.09 KB,1536x864,16:9,31_bridge.jpg)

>>38390

1. Yoto decided to spend the first half of his day at the firing range, training with his Eyasluna, honing his skills with her and improving his shot dramatically

Skills: [Pistols I] 5/6

2. The latter half of the day is spent with the men preparing for combat situations, boarding drills, ship lockdown protocol, and what to do in the event of catastrophic hull failure. The men learn well, as Yoto's passion and fire drives them ever onwards

[Crew Combat I] 4/6

>>38392

1. No talk on any kind of shipyard, but there is a strange voice you subtly detect in the background, a low voice, speaking in a frequency lower then the average human can hear, but only very hard for Nihlus to detect due to the genetic engineering afforded to him due to the station of his birth

Gain Bonus: [To know thy enemy] - With countless hours spent studying enemy formations, Nihlus has learned the ways of the human enemies he has fought, and in understanding them, he can manipulate, deceive and crush them. + 5 to combat rolls against human rebels.

2. Nihlus descends to R&D and continues to pester them about the new kinetic weapons he desires so much, but much to his chagrin over 3/4 of the staff is gone, apparently working on some new upgrades and additions for the fleet. Still, he does converse with those who remain, and they insist they are working on his upgrades, albeit slowly.

New Kinetic upgrades 4/15

>>38423

1/2. Further study of the finer details of CLX-124 circuitry and motherboards allow the eggheads to finish the final parts of some planned upgrades from the slaveged tech of the ship Angel "Found". For this, the R&D team sends their regards in the form of a calling card, with a small message written on the back. "Though you may have a troubled past, machine, we see the potential in your form, and if you need anything from us, you but have to ask."

+Friends - [Research and Development I] - You've friends among the eggheads and researchers on Aluxia, and receive a + 5 to all rolls dealing with them.

3/4. The people you talk to in R&D have no idea what you're talking about, really, they insist, and politely ask that you stop talking about it.

(do not talk about mission details with base staff unless directed and permitted to do so, this will be your only warning. This is a military and certain information must be kept secret.)

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8c781f No.38588

File: 1791182cf08ab00⋯.jpg (509.22 KB,848x1200,53:75,chef-le-cook-le-chef-chara….jpg)

File: ff54b3fe11092fe⋯.jpg (100.51 KB,1440x900,8:5,PercheronLightCarrier.jpg)

>>38461

1. Angel continues to make overt overtures towards his crew, all in the effort to grow closer to them. A crew gets a job done effectively, and works for each other under the pretense of duty; A family works for each other and can accomplish almost anything. Some crew members respond to this well. Others….. Not as well. What will eventually become known as the "Noodle incident" occurs in this time, when a cook rejects Angel's notion of Family and promptly tells him to "get stuffed", to which Angel responded with breaking the man's jaw and stuffing 14 pounds of pasta down his throat while pouring hot red sauce on his bald scalp, before exclaiming "That'sa Spicy MEATBALL!" and throwing him off the ship. Some say that this has hurt crew relations

[Crew Friendship 0/6]

2. Training with the marines went much better, as Angel was able to put his anger towards something productive and train amongst the Royal Marines, some fresh recruits, runaways from home sneaking onto whatever loyalist ships still delivered supplies to the Veil, learning much from the man.

Soldiery II: 9/12

Gain Friendship: [Royal Marines] - The men responsible for the ground war against the Rebellion call you a comrade, though you may not wear their colors.

>>38499

1/2. The work of drudgery continues ever onward, though it may take months, the reward for the rebellion will be worth it.

Royal Guard Spy Network: 6/20

>>38518

1/2. Thulmir had done it again, sorry, wrong tone…. 'Thulmir hath done it again'. Somehow this formerly old man has managed to find something quite wonderful when he was looking for something quite mundane. Fuel and Ammo was what he was looking for, but what he found contained both, though not ammo for her guns, as she lacked any. She was affectionately called "Estela" by her previous crew, which last crewed her over 100 years ago. For some reason her ship class was discontinued, most likely because of the lack of actual wars in the Empire meant her class, which specialized in force projection, an unnecessary expense. Still, she is good as new and ready to fly at a moments notice, and as her design is essentially a modified cruiser, there are people to pilot her. Not to mention the pilots that will be needed for the fighters. Did I not mention that? Estela is a Percheron-Class light Carrier, outfitted to carry/maintain 10 fighters/bombers for extended deployments, and she's all Thulmir's to command. Not that he actually has to command her though.

Ship Name: Estela

Ship Type: Light Carrier (Cruiser Subtype)

Weapon Systems: N/A

Stats:

Ship Health: 900/900

Crew: 700

Upgrades: None

Cost to fully outfit as a companion ship: 25 Favor (Note: You do not have to spend this all yourself, any captain/pilot can assist you in this as much as they are willing too)

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8c781f No.38589

File: a8706aa97c06729⋯.jpg (1.35 MB,2240x1320,56:33,1456807636131.jpg)

>having a ship the size of a moon

pls

Also post now

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8c781f No.38590

test

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8c781f No.38601

Dice rollRolled 85, 100 = 185 (2d100)

>>38587

Captain’s Name: Nihlus Striesse

Captain Fluff: Nihlus was once an up and coming cadet in one of the Empire's myriad Officer schools. He was smart, intuitive and savvy. However his greatest flaw was always his mouth. He was brash, uncouth, even rude at times and that cost him with his fellows, as he always said his mind, even when discretion with his betters would have been wise.

As such his peer reviews were horid and even some of his teachers, those who disliked his manner or were bought by another, were overly harsh on him. This in turn got him relegated to patrol destroyer in the frontier. So while his peers were getting rent limb from limb he himself was patrolling, then fleeing from the coming storm until he could regroup with allies.

Ship Name:HMS Perilous

Ship Type: Destroyer

Weapon Systems:

2 Reaper-Z42 Autocannons (small) (3d10) (Best against smaller ships or missiles)

2 Longmire AZ-12 Railguns (Medium) (2d45) (Long Ranged sniper weapons)

Stats:

Ship Health: 410/410

Shields: 300/300

Crew: 100/100

Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo][Juggernaut Armorx2]Imperial Favor: 28

Bonus: [Peerless] - Nihlus was one of the brightest, one of the best, yet marred by his arrogance and brashness. It was mere months ago that he was "exiled" to the frontier, and his skills are still fresh. + 5 to all actions.

+Friends - [Research and Development I] - You've friends among the eggheads and researchers on Aluxia, and receive a + 5 to all rolls dealing with them.

[To know thy enemy] - With countless hours spent studying enemy formations, Nihlus has learned the ways of the human enemies he has fought, and in understanding them, he can manipulate, deceive and crush them. + 5 to combat rolls against human rebels.

Flaws: [Pride Cometh] - Your boldness is your strength, but also it feeds your greatest weakness; Pride. You cannot run from fights from ships of the same class or smaller than yours.

>New Kinetics Upgrades: 4/15

1. Bring what I have found to Command. New alien designs clearly not from any known shipyards, a voice speaking through in background chatter? Something is not right.

+5 peerless

2. Continue to talk with my freinds about the kinetic upgrades. 4/15

+5 Peerless

+5 Freinds in R&D

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8c781f No.38606

Dice rollRolled 74, 26 = 100 (2d100)

>>38587

Captain’s Name: Yoto Satori

Captain Fluff: Satori is what one would comonly call a fanatic. No matter what ship he is captain of he makes sure that there is a shrine and that worship is practiced regularly. He also favors energy weapons, seeing it as 'purging the enemies of the Emperor in holy fire'. He was sent to the fronteir after slapping a superior officer for 'lack of faith'.

Skills: [Crew Training I]

Items: [Eyasluna] - + 20 Strength to your captain, can reroll 1 combat action per combat session (ground only)

Ship Name: The Emperor's Light

Ship Type: Frigate

Weapon Systems:

2x Farthan Lances (d70)

1x 4759T ECM Pulse (d90)

1x Omni Flak (5d25)

Ship Health: 500/500

Crew: 200/200

Upgrades: [Shields] (66/150)

Imperial Favor: 51

Bonus: [Holy Fury] – Inside Yoto burns a hatred as hot and white as the stars themselves, when he sets his sights upon a traitor lord, those directly responsible for the Emperor’s Demise, this hatred burns out of him and into the very guns of his ship, increasing their damage. Do Double Damage to Traitor Lord Ships.

Flaws: [Untampered Fury] – While the raging fire burns bright, it so too burns quick, when in a state of Holy Fury, you take twice as much damage as well.

1. Continue in the firing range. Pistols I 5/6

2. Drills and tests. The crew shall know what to do in any situation, from hull failure to border encirclement. Crew Combat I 4/6

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8c781f No.38607

File: d6fed96d28664b4⋯.jpg (69.87 KB,500x500,1:1,1489977679525.jpg)

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8c781f No.38612

Dice rollRolled 3, 50 = 53 (2d100)

>>38588

Captain’s Name: Feodor Von Valkheim III

Captain Fluff: Feodor was never supposed to be here. The heir apparent to the Valkheim family title and fortune, he was set to become one of the most powerful noblemen on the galactic stage. However, he fell victim to vicious blackmail and political maneuvering from his younger brother, Theobald von Valkheim IV. slanderous lies were told, and his name was blackened by gossip and intrigue. His father, Feodor Von Valkheim II was forced to disown his firstborn, and send him to the far reaches of the galaxy, to preserve the honor of the Valkheim name. Given captaincy over a destroyer (of his own design), he set about devising new tactics, and honing his political abilities, so that he could rise through the ranks, dominate the balance of power in the Navy, and strongarm his father into bringing him back into the fold. However, before he could get very far, the nobles rebelled, and threw his plans into disarray. Now part of a ragtag frontier fleet, he aims to hit the false leaders of the Empire where it hurts, and take his pound of flesh in compensation for the wrongs which have been done to him.

Ship Name: Wergild

Ship Type: Destroyer

Weapon Systems:

Small [1] Reaper-Z42 Autocannon [Kinetic] [2d10]

Medium [1] Redeemer Swarm Missiles [Missiles] [15d10]

Large [1] OOA-P [Kinetic] [2d80]

Ship fluff: The Wergild, is a deviation from the Naval norm. It fits into the size class of the destroyer, but the similarities end there. It's effectively a ship built around a gun. The OOA-P Heavy Artillery weapon takes up the bulk of space in the ship, and greatly decreases the amount of room and energy available to retrothrusters, making maneuvering much more difficult. The flip side of this sacrifice is the massive firepower now available to the captain, allowing him to place his ship towards the back or center of a formation, and fire exceptionally damaging ordinance, capable of engaging capital ships.

Ship Health: 250/250

Crew: 300

Upgrades: Armor Piercing Rounds (+10/+30/+65)

Imperial Favor: 0

Bonus: [Blue Blood] - Your name is well known among fleet command, your family respected, honored even. The Valkenhiems were one of the few Royal Houses that didn't betray the Emperor, but nobody has heard from them since the rebellion began. (Favor Gain is doubled)

Flaws: [Prototype] - Your ship is one of a kind, and as such is not able to be repaired as quickly as Fleet ships, not to mention that most of the hull had to be hallowed out to accommodate the massive cannon that runs its entire length. (Must roll for post mission repairs, - 5 to all combat rolls)

Royal Guard Spy Network: 6/20

1. As I pace down the cramped halls of the destroyer, making a cursory inspection of the crew, I think to myself that it might be acceptable to not put ALL of my time and energy into the building of the spy network. These things take time, and cannot be rushed. But what to do in my free time? It would be impossible to add anything to the ship, at least on the inside. It's simply too cramped. As a matter of fact, my quarters aren't much larger than those of the average crewman. If this vessel is to be improved, it will either be by the upgrading of its hardware, the addition of exterior devices, or the training of its crew. That's it! The ship's weakness is its specialization, and subsequent difficulty to handle. That makes it sluggish, and slow to realize orders. If we can train our crew to better understand their specialties, we could mitigate some of the penalty of being a prototype. The cannon technicians will be able to diagnose and repair problems with the main gun in the dark. Missile specialists shall be capable of reloading their weapon with one hand tied behind their back. The men on the autocannons must be capable of disassembling and reassembling their gun as a team in under thirty minutes. The drilling will begin tomorrow at 06:30. [Begin drilling crew to improve proficiency, or perhaps even reduce combat penalty]

2. I can't, however, neglect the network. I shall go over dossiers, and any preliminary reports, and manage things accordingly. [Spy network 6/20]

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8c781f No.38613

File: ae4f7352aaa4834⋯.jpg (73.85 KB,576x1024,9:16,IMG_2163.JPG)

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8c781f No.38616

Dice rollRolled 3, 11 = 14 (2d100)

>>38588

Captain’s Name: Herbert Strenhausen IV

Nickname: Sherbet Funhouse, Fat Fuck, Captain Pyle

Captain Fluff: The third son of Baron Strenhausen III, Herbert was a sheer and utter disappointment in every way. Out of shape, flabby, and a wee-bit autistic, nevertheless Strenhausen was awarded a ship to command for his nobility. However, even he knew of his physical limitations, mostly from his endless hazing during the Academy that carried on all the way till he was assigned his ship, but even still, and so he chose to sacrifice his body for the sake of the empire. Gone were his rather useless legs and arms, and instead came docking ports that allowed him to hook up and synch in with the ship he pilots to further his combat ability. That way, he could do what he did best: sit around and shoot things on a screen. But in this case he would instead proudly serve the Empire by doing so.

Ship Name: The Stuffed Sausage

Ship Type: Destroyer

Weapon Systems:

1x Omni-Flak (5d25)

1x Farthan Lance (1d70)

2x Reaper-Z42 Autocannons (6d10)

Don’t fill this in:

Ship Health: 250

Crew: 100

Upgrades: Armor-Piercing Rounds

Imperial Favor: 23 (Gained by destroying traitors, used or purchase new ships and upgrades)

[Crew Love: 5/10]

Contact: [Chief Engineer Amya Dysterov]

Bonus: [Unbound] - You and your ship are the same, you are it and it is you. Thusly you operate it better then any pilot or captain can ever dream of, as moving its guns and manevuring can be performed with as much finesse as the acrobats of the Imperial Circus. +15 to combat actions.

Flaws: [Metal Cage] - You cannot separate from your ship without weeks of detox and adjusting, as the mental linkage is that strong. As such you cannot eject when your ship is destroyed, when it dies, you die with it.

Targeting I: 4/6

Additional Engines: 4/10

1. Before I go back into combat, let us finish up working on my targeting systems.

2. As well, lets see if we can't knock off the work on the additional engines

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8c781f No.38653

Dice rollRolled 72, 60 = 132 (2d100)

>>38588

Captain’s Name: Ensign Elijah Brown - 'Angel'

Captain Fluff: http://pastebin.com/kUJ9kqMq

Ship Name: The Imperial Hawk

Ship Type: Destroyer

Weapon Systems:

2x Small Reaper-Z42 Autocannons (6d10)

1x Medium 4769T ECM Pulse (1d50)

1x Redeemer Swarm Missiles (10d10)

1x Flak Drone (30 Health, 10d15)

1x Repair Drone (15 Health, 15 repair/round)

Ship Health: 200/200

Ship Shields: 150/150 +30/round

Crew: 100/100

Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)][Shield Recharger (M)]

Imperial Favor: 12

Crew/Personal Bonuses: [Soldiery I] [Crew Training I]

Contacts: [Officer Elisa Grayson]

Friendships: [Royal Marines] - The men responsible for the ground war against the Rebellion call you a comrade, though you may not wear their colors.

Bonus: [One-Winged Angel] – A life of violence breeds hard men, and Elijah is no exception. His upbringing instilled in him a great understanding of the way of things, and how to exploit them. He would not have risen as high as he did had he not. Now the time comes to put his skills to work again, and not for himself for a change. May reroll one combat action per turn

Flaws: [Scum]: You've been a bad man in the past, but some are starting to see the heart you've grown as of late, and the dedication you have to this cause. Favor Gain changed from half-gain/double loss to 3/4 gain and 1/2 loss respectively.

1/2: I ought to see about making up to the crew for losing my temper a bit there - should be easier now that that piece of shit chef is off my goddamn vessel. The rest of 'em are a good sort, and some good old combat training and bar-cruising should help solidify the relationships I've been building up - which'll mean a more efficient crew, of course. Happy officers tend to be loyal officers; and calm ones too.

Also, I should make a note to visit Grayson before we head out again. Stop by sometime later in the day, I think.

[Crew Friendship 0/6]

[Soldiery II 9/12]

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8c781f No.38657

Dice rollRolled 84, 39 = 123 (2d100)

>>38588

Captain’s Name: Captain Artemis Thulmir

Captain Fluff: Captain Artemis Thulmir is a failure, or was a failure. Loss after loss have been attributed to his name and it is a miracle him still remains in command of a ship. A slim rambling man prone to coughing fits born from an early childhood on a mining world it is a wonder he is still alive at all. However through every failure and disaster he still limps along, determined to do his duty to the empire.

Friends: [The Quartermaster]

Ship Name: HMS Lady Annabelle

Ship Type: Frigate

Weapon Systems:

ZR-MK12 Point Defence Cannon 4d30

ZR-MK12 Point Defence Cannon 4d30

Farthan Lances 7d70

Farthan Lances 7d70

Stats:

Ship Health: 580/580

Shields: 53/150

Crew: 189/200

Upgrades: [Juggernaut Armour I][Shields I][Focus III][Split III]

Imperial Favor: 0

Bonus: [Wisdom] - Though Artemis has had a poor career, none can deny his length of service to the Empire, and much of the knowledge he has gained in this time. This knowledge will surely come into play in the campaign to follow. +15 to non-combat actions and +5 to combat actions

[LZRS] - For some reason you feel different, but not in a bad way.

Flaws: [Slightly Competent] - This String of victories are causing some of the higher-ups to question just why your record is so utterly awful. Maybe it wasn't your fault after all. No favor cost increase for upgrades, but still for ships.

—–

1-2. Very nice but not what I'm looking for send the info off to fleet command and go back to searching the lists for Mothballed ships.

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8c781f No.38658

Dice rollRolled 42, 12 = 54 (2d100)

Captain’s Name: CLX-#124

Captain Fluff: CLX-#124 is one of the Empire's most adanced artifiial intelligent military drones. Designed to house the downloaded information of previous pilot aces, captains, as well as expert pilot programming, it is fully capable of piloting any unit it assimilates itself into.

Its central processing unit is surrounded by an array of tools and devices designed to allow it to manually repair, scavenge, or modify technological components. Given enough time and resources, it can repair and pilot a damaged ship alone. Admittedly, they are far more proficient at ships designed for individual piloting, particularly fighters, of which the bulk of their combat expertise is directed at, but they were designed to aid in a population shortage.

It specializes in high speed, high force manuevers and turns of which the G-Force would kill any organic pilots, but not an automated one.

Ship Name: L-8000

Ship Type: Fighter

Weapon Systems: Auto-Cannon, Auto-Cannon

Stats

Ship Health: 58/115

Crew: 1/1

Upgrades: [Armor Piercing Rounds (FREE)] [Shield Piercing Rounds 3] [Juggernaut Armor 3] [Gap Drive 3] [Kamikazee Chasis 3] [Autocanon Drone 3] [Autocanon Drone 3] [Autocanon Drone 3]

Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)

Bonus: [Assuming Direct Control] – Your “escape pod” is in fact your body, and with it you can attack small enemy vessels and take control of them should your ship die.

Flaws: [Abomination] – Fleet Command remembers your model, and all the headaches it gave them. They know what you are and what you’re capable of, and they will be reluctant to give you access to real fire power until you can prove you’re loyal. Capped at Destroyer class vessels until deemed efficient and loyal by Fleet Command.

Skill: [In-Combat Repairs I - Fighters] - + 5 to rolls to repair fighters mid combat, you must exit your fighter to do so.

More Favor +25

+Friends - [Research and Development I] + 5 to all rolls dealing with them.

>>38601

1-2. There is some interesting developments going on with kinetic upgrades from pilot Striesse here in R&D, and good work is being done. I would like to witness these experiments and perhaps ask my other friends if they could be applied to my own vessel. I could use more powerful kinetic projectiles for my auto canons.

+Friends - [Research and Development I] + 5 to all rolls dealing with them.

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712991 No.39040

File: c88dc19fd3bd24f⋯.png (1.46 MB,1366x768,683:384,MAC_round.png)

File: 67a2074a117dec6⋯.jpg (57.26 KB,602x498,301:249,main-qimg-4e47945369b34158….jpg)

>>38601

1. Nihlus submits his reports on the battle's findings to the intelligence division on-board the Aluxia, and several hours later receives a notification on his data-pad from an adjunct in the Intelligence department

" …would like to thank you for preforming some research into the enemy in your shore leave time, we will make ample use of this information to equip ourselves to better combat….

…will notice a small boon added to your next stipend, as befits the work you have done….

…is important to fight the enemy on all fronts, and in researching them to not fall prey to their…"

This continues on for several paragraphs, but you also notice an attachment containing several very high-up signatures granting you access to extended resources.

+ 15 Favor

2. Before Nihlus can walk in the door to Research and Development, he hears a loud explosion, and feels the floor jolt beneath him. The klaxon that signals a hull breach rings loud and clear and the reverberations of slamming bulkheads runs up his legs. Thinking the station is under attack, Nihlus radios his helmsmen to warm up the engines of the Perilous, only for the coxswain to ask him what the hell he's talking about. Pertubed, but at ease since it appeared the station was not in fact under attack, Nihlus drew his sidearm and entered an override to enter the depths of R&D. Red emergency lights flicker on and off in an offbeat pattern, their generator apparently damaged, but what Nihlus sees in the brief moments of light seems… off.

There are no bodies, no blood, only a massive blast mark that cuts clean through R&D and the 12 adjacent departments and rooms, and exits clean into the black void of space. Nihlus speaks up "Anyone alive?" He is answered with meek moans as the scientist and engineers emerge from their hiding places, their coats and jumpsuits covered in some black residue, others with odd burn marks on their clothes. "What caused this?" Nihlus asked, to be answered by several shaking hands pointing to a hither-to unnoticed odd weapon hooked up to several very large generators scattered around the room, several of them blown out from an apparent overload.

Nihlus stepped closer to the weapon, an odd blue hue radiating from the various couplings on the weapon.

"What is this?" Nihlus asks, reaching towards the weapon

A nearby scientist manages to stutter out an answer "Rrrrr-rree-Reversed engineered tttt-technology from the unknnn-nown craft that Captain Brown hit. We dododon't know how it works, but its very destructive."

Nihlus runs his hands along the weapon, its glow increasing as he touches it, almost as if it responds to his touch.

"There, there is another weapon as well, even more complex then the last. It uses a miniaturized drive of some sort to "skip" past layers of armor to penetrate an enemy's ship, detonating and killing crew and the ship itself."

Nihlus could only dream of the new possibilities available to him.

>>38606

1. Yoto spent another day at the range, honing his skills with his new gun. He had finally found something that seemed to quell the rage that burned inside of him, as he cheerfully burned holes in the targets of rebel soldiers present at the range. After a long day of practice he felt as if he had finally made some real progress, and knew the skills he had developed would surely come in handy next time he was involved in any ground combat.

Skill: [Pistols I] - + 5 combat rolls involving pistols and + 5 strength to Yoto when wielding a pistol.

2. The crew training, however, went much less smoother then his pistol training. The crew seemed distracted, distant even. They had the look in their eyes of men filled with ennui. Progress was made, but very little of it.

Crew Combat I 5/6

>>38612

1. No one showed up, the entire crew was missing. Was this some sort of joke? Did the station's clock change and no-one told Feodor? What the hell is this?

It doesn't matter, because apparently some commanding officer noticed the fact that absolutely none of your troops showed up for the apparent inspection you were supposed to have today. Your status as a commander has been called into question.

- 5 Favor

2. To take your mind off of your possible impending demotion, you get back to work setting up the spy network using contacts from your old life. The work goes as well as you can expect it to, reaching out as a dethroned Nogerian trade prince to several distant relatives, asking for access to their personal accounts and handbrains in order to wire inordinate amounts of credits to them for "safe-keeping". The plan works like a charm and now you have privy access to several core worlds inner social network, surely to be a boon to your growing network.

[Spy network 9/20]

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712991 No.39041

File: 0f7b600a51b6f07⋯.jpg (192.66 KB,1280x1386,640:693,destroying_planet_and_moon….jpg)

File: 139b0b613afe1b3⋯.png (66.81 KB,1181x677,1181:677,sci_fi_bar_by_picantesemmy….png)

>>38616

1. Apparently someone though it would be funny to replace the files responsible for managing your targeting dumb A.I. with music files that only play classical Theobarian Throat Singing. Fixing this will require most of the targeting system to be stripped out and rebuilt.

Targeting I: 1/6

2. To add insult to injury, apparently your "engines" were simply crates stuffed with steel slag.

Additional Engines: 3/10

>>38653

1/2. Angel spends the last day of shore leave training his men, and the last night taking them out to the bar. After all, who knows what they'll be sent to kill, steal, or blow up this time. A warrior never knows what day will be his last, so he spends his nights living as if it was, and Angel was a fine warrior at that.

As his crew stumbled back to the ship to sleep off their varying degrees of stupor, Angel walked in a different direction; He walked towards the quarters of one Elisa Grayson. She was an uptight bitch, but Angel always appreciated a tough nut to crack, its one of the reason he took to high class thievery. A strong safe is a fun safe, and Elisa's "safe" might as well be the Royal Vaults on Ra’kathum. Still, if he was going to die tomorrow, he might as well try to get laid tonight….

>>38657

1/2. Thulmir didn't need a carrier for what he had in mind, he was looking for something else, something specific….

Ah, this looked promising. A munitions storeworld off in the Abyssal Reaches. After the 3rd Doctrinal Conflict of the 4580's, the various warring factions all had their remaining ships stripped from their ports and parked here, as a reserve incase the grand fleet was ever lost. These ships would be centuries out of date by now, but maybe, just maybe it had what thulmir was looking for…

>>38658

1/2. CLX ventured down to the Depths of Aluxia to the R&D department, eager to ;earn of the supposed new advancements that were occurring there. No sooner then the machine has passed through the door had he seen some evidence of this new progress. A massive cannon, running off of what must at least 12 generators. It appears to be entering some sort of initiation phase as CLX hovers in the room, before a bright blue flash fills the room.

What happens next is a blur, as a bright flash fills the room, and CLX's sensors tell him that he is moving very fast through a very hot area, then his sensors tell him he's entering a almost absolute zero area. His ocular sensors then register the debris floating around him, and the round that made the hole flying away at ludicrous speeds. Later reports indicate that it impacted a small planetary body, carving a hole clean through to the other side of the body and not stopping. CLX used several of the debris to fashion himself a small propulsion unit and jetted slowly back to Aluxia, where engineering teams were already investigating the breech.

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712991 No.39042

Slight change to rules and ships stats, in addition to new weapons and upgrades. Range is now a mechanic, and ships have had their health buffed.

Rules: https://pastebin.com/B2e6dvGU

Ship Classes: https://pastebin.com/NM5yPEDA

Weapons and Upgrades: https://pastebin.com/G5abNhAL

Ground Combat: http://pastebin.com/90xEcQtj

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712991 No.39044

File: 103894615b7667e⋯.jpg (111.7 KB,1280x640,2:1,brown_dwarf_by_justv23-d7l….jpg)

File: 18a2ea67c93547c⋯.jpg (810.04 KB,3335x1876,3335:1876,hh_tHmlyTZS4.jpg)

A klaxon disrupts the relatively peaceful "night" onbaord the Station Aluxia. It shrill bark heralding the voice of Zuric's weedy adjunct.

ALL CAPTAINS ARE TO REPORT TO THE BRIEFING AREA ON LEVEL 117 FOR MISSION ASSIGNMENTS

Dutifully the men leave their bunks, put on their duty uniforms, and head their various ways to the briefing room. To their surprise it is not Officer Grayson that greets them, but rather a man from the Intelligence Division, his black uniform standing in stark contrast to the white walls of the room.

The man turns on a holoscreen with a remote before speaking. "Good evening gentlemen, I am General Counsel Viktor Pluume, and I am here to inform you men just what it is you will be trying to kill in a few hours." He brings up a 3-D model of a very large and foreboding ship, gesturing to its core "This is the latest known design of the Redeemer-Class Battlecruiser, a fully sentient A.I. warship that was created millenia ago using technology salvaged from a world in the Halo Stars. Technoloy, I might add, that is very reminiscent of the hulk that Ensign Brown collided with."

He then continues on to a holovid, taken from some sort of satellite or station, showing a conflict between several Redeemer -Class vessels supported by numerous smaller vessels, and what looks to be an Imperial Fleet. "As you can see, while for a time the Redeemer served its purpose well, something caused them to… rebel. We don't know what it was still after all these years, but the price of their Rebellion was terrible. The ships made up just 35% of the Capital ships in the Royal navy at the time of their insurrection, but quickly grew enough to challenge the might of the Imperial fleet. They scoured over a 100 worlds before they were stopped at the Jolun Reach by the Emperor and his Dragon. The Emperor's own titan as severly damaged in the fighting, with only the martial (and other) skills of the Dragon seeing the day through. His executors danced through the battlefield like angels of death, felling machine fighters and capitals alike. We thought them dead as the Harbinger fleet flew forth from Jolun and scattered what little remained of this A.I. rebellion. Apparently we were wrong. The danger that these ships pose is massive, and cannot be ignored. For the time being this even takes higher priority then combating the rebellion, as if these machines awake then we will have no planets, no empire, no people to fight over. Only the ashes of empire, scattering on the stellar wind."

The holoprojector displays a dark planet orbiting a black star, the absence of light radiating from it being the only clue to its existence. "This is the Orias system, currently excluded from Imperial Records for a reason we are not aware of. The world you see, or rather, pieces of a world you see, are the remains of Dracaris, a old robotic mining colony and automated shipyard that existed before the First Culling. Preliminary scans and scouting vessels report no activity in the system, but we must ensure that if there are any Redeemer vessels here, that they be destroyed; along with any plans for them, or any A.I. cores found. You are to board and search the station, and sweep the planet below for any signs of activity, be it machine or otherwise. Once you have ensured that nothing is active here, you are to destroy the station after emptying its databanks and returning them to Aluxia."

Pluume turns the holoprojector off before turning and walking towards the door. He leaves all of you with one last piece of wisdom.

"The Emperor Protects, captains. Trust in his light and you shall not falter in this task."

END BRIEFING

Favor Upon Completion: 75 Favor

Note: You guys can still retrofit and bring along the carrier that cornwallis has found, but the favor cost to outfit it must be paid, and those doing so must post that they are doing so

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712991 No.39052

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fc3d1c No.39053

>>39040

Captain’s Name: Yoto Satori

Captain Fluff: Satori is what one would comonly call a fanatic. No matter what ship he is captain of he makes sure that there is a shrine and that worship is practiced regularly. He also favors energy weapons, seeing it as 'purging the enemies of the Emperor in holy fire'. He was sent to the fronteir after slapping a superior officer for 'lack of faith'.

Skills: [Crew Training I] [Pistols I; +5 to combat rolls and strength] (Crew Combat I at 5/6)

Items: [Eyasluna] - + 20 Strength to your captain, can reroll 1 combat action per combat session (ground only)

Ship Name: The Emperor's Light

Ship Type: Frigate

Weapon Systems:

3x Prototype Beam Emitters (6d60 - 30)

1x 4759T ECM Pulse (d90)

Ship Health: 1000/1000

Crew: 200/200

Upgrades: [Shields] (150/150)

2x [Lance Splitters]

[Lace Focuser]

Imperial Favor: 0

Bonus: [Holy Fury] – Inside Yoto burns a hatred as hot and white as the stars themselves, when he sets his sights upon a traitor lord, those directly responsible for the Emperor’s Demise, this hatred burns out of him and into the very guns of his ship, increasing their damage. Do Double Damage to Traitor Lord Ships.

Flaws: [Untampered Fury] – While the raging fire burns bright, it so too burns quick, when in a state of Holy Fury, you take twice as much damage as well.

6 favor going to purchasing the carrier

30 favor to trade in 2 laces and omni-flak to prototype beam emitters

15 favor to buy 2 Lance splitters and 1 Lance focus

an now Captain Yoto is ready.

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712991 No.39054

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33e404 No.39055

>>39040

>>39044

Captain’s Name: Nihlus Striesse

Captain Fluff: Nihlus was once an up and coming cadet in one of the Empire's myriad Officer schools. He was smart, intuitive and savvy. However his greatest flaw was always his mouth. He was brash, uncouth, even rude at times and that cost him with his fellows, as he always said his mind, even when discretion with his betters would have been wise.

As such his peer reviews were horid and even some of his teachers, those who disliked his manner or were bought by another, were overly harsh on him. This in turn got him relegated to patrol destroyer in the frontier. So while his peers were getting rent limb from limb he himself was patrolling, then fleeing from the coming storm until he could regroup with allies.

Ship Name:HMS Perilous

Ship Type: Destroyer

Weapon Systems:

2 Prototype Phase Cannons (small) (5d5) (Bypasses shields and hits all subsystems for 1/4 damage) +25 on hull and Deals 5 crew kills and heals for 10

2 Prototype Kinetic Artillery (Medium) (3d35) (Heavy artillery that ignores armor) +30 on shields +60 On hull with a heal of 15 kills crew

Stats:

Ship Health: 750/750 (+40 a round)

Shields: 300/300 (+30 a round)

Crew: 100/100

Upgrades: [Shields x2][Shield Recharger (+30 a round)][Antarian Armor (40% resist damage)][Nano-Rifling][Repair Drone (+40 A round)][Skip Rounds][Leech Rounds][Sheild Piercing rounds]

Imperial Favor: 4

Bonus: [Peerless] - Nihlus was one of the brightest, one of the best, yet marred by his arrogance and brashness. It was mere months ago that he was "exiled" to the frontier, and his skills are still fresh. + 5 to all actions.

+Friends - [Research and Development I] - You've friends among the eggheads and researchers on Aluxia, and receive a + 5 to all rolls dealing with them.

[To know thy enemy] - With countless hours spent studying enemy formations, Nihlus has learned the ways of the human enemies he has fought, and in understanding them, he can manipulate, deceive and crush them. + 5 to combat rolls against human rebels.

Flaws: [Pride Cometh] - Your boldness is your strength, but also it feeds your greatest weakness; Pride. You cannot run from fights from ships of the same class or smaller than yours.

43 at start of upgraded

Spend 39 on upgrades (2 prototype arty, 2 small phase guns, skip rounds, and etc.)

Put remaining 4 on that Carrier purchase and fill out

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2af98f No.39058

>>39044

Feodor stops the spook before he leaves the room.

"General Counsel Pluume, I've got a question before you go. If we do discover one of these vessels, would conversion from AI control to a user interface design be possible, if the vessel were disabled and boarded? Is there a way we can come out on top, and gain an advantage with a new capital ship, despite the losses which seem inevitable?"

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712991 No.39064

>>39058

Pluume doesn't stop, but turns his head to give a dismissive acknowledgement,

"Well Captain, there is only one way to find the answer to that question."

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7a6ac3 No.39079

>>39044

Captain’s Name: Ensign Elijah Brown - 'Angel'

Captain Fluff: http://pastebin.com/kUJ9kqMq

Ship Name: The Imperial Hawk

Ship Type: Destroyer

Weapon Systems:

2x Small Reaper-Z42 Autocannons (6d10)

1x Medium 4769T ECM Pulse (1d50)

1x Redeemer Swarm Missiles (10d10)

1x Flak Drone (30 Health, 10d15)

1x Repair Drone (15 Health, 15 repair/round)

Ship Health: 200/200

Ship Shields: 150/150 +30/round

Crew: 100/100

Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)][Shield Recharger (M)]

Imperial Favor: 12

Crew/Personal Bonuses: [Soldiery I] [Crew Training I]

Contacts: [Officer Elisa Grayson]

Friendships: [Royal Marines] - The men responsible for the ground war against the Rebellion call you a comrade, though you may not wear their colors.

Bonus: [One-Winged Angel] – A life of violence breeds hard men, and Elijah is no exception. His upbringing instilled in him a great understanding of the way of things, and how to exploit them. He would not have risen as high as he did had he not. Now the time comes to put his skills to work again, and not for himself for a change. May reroll one combat action per turn

Flaws: [Scum]: You've been a bad man in the past, but some are starting to see the heart you've grown as of late, and the dedication you have to this cause. Favor Gain changed from half-gain/double loss to 3/4 gain and 1/2 loss respectively.

"Hold up." Angel says near the end of the speech, his arm slung haphazardly back against his chair. "You're throwing perfectly good men and ships, and wasting a hell of a lot of time, to fight a third-party unknown Redeemer fleet, when you've got a perfectly good rebellion to throw at them?"

Angel pauses for a second, scoffing. "Are you out of your damn mind, Councillor - Counsel, whatever. At best, there's nothing there, and we've wasted a valuable expedition on ghost calls. At worst, it's either a Rebel ambush or an activated A.I., both of which are going to hurt us badly. Why, exactly, aren't we making use of the Rebellion, who think themselves mostly secure at the moment, to probe this system and take any fire that might show up? Is there some data we've neglected entirely right up until there's A.I. waking up in-system? Or is this just poor planning?"

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712991 No.39083

>>39079

>>39064

Almost out the door, Pluume continues on his way while giving one last cryptic piece of information. " It will all become apparent once you arrive, Ensign Brown."

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712991 No.39110

File: ace26ceac06e993⋯.jpg (34.02 KB,640x426,320:213,&NCS_modified=201601211825….jpg)

File: 0364534e7ae1a3a⋯.jpg (573.36 KB,1404x648,13:6,anomaly_by_chriscold-d9nbz….jpg)

>>39044

After sorting out all remaining affairs and overseeing new refits of their craft, the captains of the now formidable frontier fleet ready for the mission ahead of them, unsure of wait awaits them out in the void. The captains and pilots gather in hanger 7A for a final send off, but not from either the Fleet Commander, Officer Grayson or any of the other command staff. Instead, it is Director Pluume who awaits

you, in his all black uniform and polished bald head. He greets all of you as one. "Greetings, Captains and Pilots. All of you are already aware of what your mission entails today, but none of you are aware of who and what will be accompanying you. When you exit from warp, you will not see it, but a stealth destroyer, our last stealth destroyer, will be waiting for you. It will contain the sensor array and other data suites that will be used to scan the wreckage and ruins for signs of activity, and will be gathering any and all data we can obtain from the derelict station and any other remains in this space graveyard. You, in addition to preforming manual sweeps of the shipyard and station wreckage, will be providing protection and hauling duty for the stealth ship, which bears the designation "Midwinter Solace". After confirmation of complete inactivity of the site has been confirmed, and all available intel has been gathered from the site, the mission will be complete and you will return back to the station."

With the final briefing over, the captains and pilots move towards and mount their respective machines of war. A final check and a all clear from Tower Control and the fleet is off, forming around Thulmir's Flagship. As the route shares both wonderful features of being extremely old and extremely long, the series of jumps is both long and perilous, with quite a few oddities screaming into view only to be lost mere seconds later as the fleet speed past at super-relativistic speeds. Several hours later, with mere minutes till their arrival at the Orias system, the ready klaxon sounds across all vessels of the fleet; In answer, men rush to their post, weapons are warmed up and shields brought online. No report had been received from the Stealth Destroyer since departure from the Veil, and that was cause enough for the captains to approach this mission as though they were crawling into the lion's den.

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712991 No.39111

Dice rollRolled 3 (1d3)

>>39110

secret stuff

1. Something

2. Something Else

3. A third thing

4. The Best thing

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712991 No.39112

File: 42ebb25107d8995⋯.jpg (229.6 KB,1200x520,30:13,constantine-fleet2.jpg)

>>39111

>>39110

The Fleet registers a strange energy field as they drop out of hyperspace, before suddenly reports throughout the fleet tell the same disturbing story. A sickly humming originating from the warp drive of all the ships in the fleet, followed by a incandescent green glow.The drives then all activate simultaneously, not responding to any attempts to stop them, and even in the case of Captain Yoto, cutting all power to the engines. The ships once again all enter hyperspace at once, destination unknown. Readings indicate that this is not your standard warp jump, as unknown energies warp the space around the fleet, and the once familiar sky blue hue of the space lanes have been replaced with the same sickly green color that now engulfs the hyper-cores of each ship. For several minutes this continues, before the familiar sirens of the end of an impending warp jump sound, and the fleet finds itself cast into chaos. They emerge on the edge of an unknown system, with two massive fleets slugging it out, as lances burn holes in crafts like a searing knife through lard, while swarms of fighters prey upon those who are too slow or lack the proper point defenses to drive them off. Missile screens the size of large asteroids crash into the flanks of ships large enough to shrug off the impact of a small moon.

What the hell is going on?

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fc3d1c No.39120

Dice rollRolled 22, 1 = 23 (2d100)

>>39112

Captain’s Name: Yoto Satori

Captain Fluff: Satori is what one would comonly call a fanatic. No matter what ship he is captain of he makes sure that there is a shrine and that worship is practiced regularly. He also favors energy weapons, seeing it as 'purging the enemies of the Emperor in holy fire'. He was sent to the fronteir after slapping a superior officer for 'lack of faith'.

Skills: [Crew Training I] [Pistols I; +5 to combat rolls and strength] (Crew Combat I at 5/6)

Items: [Eyasluna] - + 20 Strength to your captain, can reroll 1 combat action per combat session (ground only)

Ship Name: The Emperor's Light

Ship Type: Frigate

Weapon Systems:

3x Prototype Beam Emitters (6d60 - 30)

1x 4759T ECM Pulse (d90)

Ship Health: 1000/1000

Crew: 200/200

Upgrades: [Shields] (150/150)

2x [Lance Splitters]

[Lace Focuser]

Imperial Favor: 6

Bonus: [Holy Fury] – Inside Yoto burns a hatred as hot and white as the stars themselves, when he sets his sights upon a traitor lord, those directly responsible for the Emperor’s Demise, this hatred burns out of him and into the very guns of his ship, increasing their damage. Do Double Damage to Traitor Lord Ships.

Flaws: [Untampered Fury] – While the raging fire burns bright, it so too burns quick, when in a state of Holy Fury, you take twice as much damage as well.

1&2. Get sensors online and start scanning those ships. I want to know what they are and if they have any recognizable insignia. Let's see if we can find out who is fighting who.

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24f72f No.39121

Dice rollRolled 40, 91 = 131 (2d100)

>>39112

Captain’s Name: Nihlus Striesse

Captain Fluff: Nihlus was once an up and coming cadet in one of the Empire's myriad Officer schools. He was smart, intuitive and savvy. However his greatest flaw was always his mouth. He was brash, uncouth, even rude at times and that cost him with his fellows, as he always said his mind, even when discretion with his betters would have been wise.

As such his peer reviews were horid and even some of his teachers, those who disliked his manner or were bought by another, were overly harsh on him. This in turn got him relegated to patrol destroyer in the frontier. So while his peers were getting rent limb from limb he himself was patrolling, then fleeing from the coming storm until he could regroup with allies.

Ship Name:HMS Perilous

Ship Type: Destroyer

Weapon Systems:

2 Prototype Phase Cannons (small) (5d5) (Bypasses shields and hits all subsystems for 1/4 damage) +25 on hull and Deals 5 crew kills and heals for 10

2 Prototype Kinetic Artillery (Medium) (3d35) (Heavy artillery that ignores armor) +30 on shields +60 On hull with a heal of 15 kills crew

Stats:

Ship Health: 750/750 (+40 a round)

Shields: 300/300 (+30 a round)

Crew: 100/100

Upgrades: [Shields x2][Shield Recharger (+30 a round)][Antarian Armor (40% resist damage)][Nano-Rifling][Repair Drone (+40 A round)][Skip Rounds][Leech Rounds][Sheild Piercing rounds]

Imperial Favor: 4

Bonus: [Peerless] - Nihlus was one of the brightest, one of the best, yet marred by his arrogance and brashness. It was mere months ago that he was "exiled" to the frontier, and his skills are still fresh. + 5 to all actions.

+Friends - [Research and Development I] - You've friends among the eggheads and researchers on Aluxia, and receive a + 5 to all rolls dealing with them.

[To know thy enemy] - With countless hours spent studying enemy formations, Nihlus has learned the ways of the human enemies he has fought, and in understanding them, he can manipulate, deceive and crush them. + 5 to combat rolls against human rebels.

Flaws: [Pride Cometh] - Your boldness is your strength, but also it feeds your greatest weakness; Pride. You cannot run from fights from ships of the same class or smaller than yours.

1. "ALL HANDS TO BATTLESTATIONS, RED ALERT!" The klaxons of the ship blared as the automated speaker system gave an unnecessary warning. "Get me a Full scan of those ships and compare them to all known profiles, NOW! Also get me their comms and IFF. I want to know what the fuck is going on here."

+5 Peerless

+5 if to know thy enemy is applicable

2. Also compare the stars to our star charts, figure out where the hell we are, now.

+5 Peerless

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2af98f No.39144

Dice rollRolled 74, 76 = 150 (2d100)

>>39112

Captain’s Name: Feodor Von Valkheim III

Captain Fluff: Feodor was never supposed to be here. The heir apparent to the Valkheim family title and fortune, he was set to become one of the most powerful noblemen on the galactic stage. However, he fell victim to vicious blackmail and political maneuvering from his younger brother, Theobald von Valkheim IV. slanderous lies were told, and his name was blackened by gossip and intrigue. His father, Feodor Von Valkheim II was forced to disown his firstborn, and send him to the far reaches of the galaxy, to preserve the honor of the Valkheim name. Given captaincy over a destroyer (of his own design), he set about devising new tactics, and honing his political abilities, so that he could rise through the ranks, dominate the balance of power in the Navy, and strongarm his father into bringing him back into the fold. However, before he could get very far, the nobles rebelled, and threw his plans into disarray. Now part of a ragtag frontier fleet, he aims to hit the false leaders of the Empire where it hurts, and take his pound of flesh in compensation for the wrongs which have been done to him.

Ship Name: Wergild

Ship Type: Destroyer

Weapon Systems:

Small [1] Reaper-Z42 Autocannon [Kinetic] [2d10]

Medium [1] Redeemer Swarm Missiles [Missiles] [15d10]

Large [1] OOA-P [Kinetic] [2d80]

Ship fluff: The Wergild, is a deviation from the Naval norm. It fits into the size class of the destroyer, but the similarities end there. It's effectively a ship built around a gun. The OOA-P Heavy Artillery weapon takes up the bulk of space in the ship, and greatly decreases the amount of room and energy available to retrothrusters, making maneuvering much more difficult. The flip side of this sacrifice is the massive firepower now available to the captain, allowing him to place his ship towards the back or center of a formation, and fire exceptionally damaging ordinance, capable of engaging capital ships.

Ship Health: 250/250

Crew: 300

Upgrades: Armor Piercing Rounds (+10/+30/+65)

Imperial Favor: -5

Bonus: [Blue Blood] - Your name is well known among fleet command, your family respected, honored even. The Valkenhiems were one of the few Royal Houses that didn't betray the Emperor, but nobody has heard from them since the rebellion began. (Favor Gain is doubled)

Flaws: [Prototype] - Your ship is one of a kind, and as such is not able to be repaired as quickly as Fleet ships, not to mention that most of the hull had to be hallowed out to accommodate the massive cannon that runs its entire length. (Must roll for post mission repairs, - 5 to all combat rolls)

Royal Guard Spy Network: 9/20

1. When there is time, men will be whipped for this infraction. The idea that any man would defy my orders is absolutely mind-boggling. For now, though, there are things to do. "I want someone looking into what just happened in the drives. My guess is that it was some sort of digital intrusion. Whatever it is, fix it. I want to be able to either get out of here or know that we're not going to be warped into a star the next time something like that happens."

2. "Herr Fleiss, I want an immediate sitrep. Tell me what the watch have seen, and what our sensors indicate. Coordinate with the other ships in the fleet to get a bigger picture of the current situation."

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7a6ac3 No.39274

Dice rollRolled 31, 85 = 116 (2d100)

>>39110

>>39112

Captain’s Name: Ensign Elijah Brown - 'Angel'

Captain Fluff: http://pastebin.com/kUJ9kqMq

Ship Name: The Imperial Hawk

Ship Type: Destroyer

Weapon Systems:

2x Small Reaper-Z42 Autocannons (6d10)

1x Medium 4769T ECM Pulse (1d50)

1x Redeemer Swarm Missiles (10d10)

1x Flak Drone (30 Health, 10d15)

1x Repair Drone (15 Health, 15 repair/round)

Ship Health: 200/200

Ship Shields: 150/150 +30/round

Crew: 100/100

Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)][Shield Recharger (M)]

Imperial Favor: 12

Crew/Personal Bonuses: [Soldiery I] [Crew Training I]

Contacts: [Officer Elisa Grayson]

Friendships: [Royal Marines] - The men responsible for the ground war against the Rebellion call you a comrade, though you may not wear their colors.

Bonus: [One-Winged Angel] – A life of violence breeds hard men, and Elijah is no exception. His upbringing instilled in him a great understanding of the way of things, and how to exploit them. He would not have risen as high as he did had he not. Now the time comes to put his skills to work again, and not for himself for a change. May reroll one combat action per turn

Flaws: [Scum]: You've been a bad man in the past, but some are starting to see the heart you've grown as of late, and the dedication you have to this cause. Favor Gain changed from half-gain/double loss to 3/4 gain and 1/2 loss respectively.

1/2: The obvious course of action is to hang far, far back from this until a grip is gained on the situation. It shouldn't be terribly hard to distinguish things with fleets this large - but just being close enough to run scans is a danger in and of itself. See about figuring out if these are rebels, imperials, AI, or something else entirely - for both sides.

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