8c781f No.35735 [Last50 Posts]
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
____________________________
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8c781f No.35736
Reserving spot for frigate
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8c781f No.35737
>>35735
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)
2 Longmire AZ-12 Railguns (Medium)
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8c781f No.35738
>>35735
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.
Ship Name: HMS Lady Annabelle
Ship Type: See ship Type
Weapon Systems:
Redeemer Swarm Missiles
Redeemer Swarm Missiles
Farthan Lances
Farthan Lances
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8c781f No.35739
>>35738
Ship Type: Frigate
Weapon Systems: All Med
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8c781f No.35741
>>35735
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
1x 4759T ECM Pulse
1x Omni Flak
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8c781f No.35743
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
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8c781f No.35747
>>35735
Captain’s Name: Ensign Elijah Brown - 'Angel'
Captain Fluff: Elijah Brown, or, as he generally prefers, 'Angel', is a product of the same environment that produced the revolution itself. Born penniless, destitute, and without the slightest trace of an opportunity for traditional success, the only difference between Brown and most of the megacity's orphan children is that a gun was not pushed into his hands; he actively sought it ought. Sometime in his early teens, Brown killed a member of a rival gang in his district, securing himself a position in another. A criminal aggression caused Brown to steadily grow his reputation as a skilled murderer, acquiring the ironic nickname of 'Angel' somewhere down the line, his well-timed hits gaining enough notoriety that by sixteen, he was offered a serious contract from a genuine syndicate as one of the Empire's youngest contract killers. Through this means he managed to get off-world, blowing an Imperial trader's brains out from miles off and getting enough money to live comfortably for the rest of his life off it.
Angel made an effort at doing just that, buying an apartment on a decent world and attempting to settle into a life of forgetful parties and rest. He quickly found that he couldn't; after two years, the decadence and unfounded, arrogant pretension of the rich district he lived in's youth sickened him, though he knew he had no right to judge. Lurching in revolt more at this than anything he'd done before, and knowing that he'd kill the next man who jokingly grandstanded over him, Brown took what money he had left and left, buying a Corvette and a mercenary crew that understood his intent well enough.
Brown became noteworthy to the public at large soon after; doing a mixture of mercenary work on the ground and in space, he quickly moved from assassination contracts to outright raiding, making use of skilled boarding teams and brutal short-range weapons to devastate defenses and successfully raid even notably larger ships, acquiring a massive amount of wealth in a short period of time. He became an infamous criminal figure for a span of roughly three years, acquiring a fleet and assets that launched comparisons to the pirate lords of ancient Earth, bold enough to launch (overwhelmingly successful) raids on proper Imperial stations and, one or twice, military convoys. Dealing with a growing insurrection, the Empire became increasingly less able to stop these attacks as Angel grew his own overt strength. Only through the Emperor's diligence did this period come to a close - tracking one of his safehouse's exact locations, a full squad of Imperial Marines carefully waited outside as Brown disembarked, seizing and imprisoning him at the ripe old age of twenty-two. The act shattered Angel's 'mock empire', as despite being shockingly well-administrated, the entire organization foolishly rested on the autonomy and guidance of Brown himself. Funnily, this proved mostly helpful to the Empire, as the remaining groups largely turned on the now more profitable rebellion.
Brown spent two full years in a maximum security prison on death row, going through lengthy trial proceedings while the Empire crumbled in on itself. His death-date was delayed twice; debate raged in the temporary capital's governance on the issue of the traitor. Still, Brown expected death to be the final sentence, thinking the Empire unwilling to bend to convenience. Yet on the last day of his life, a Governor came to his cell, flanked by two armed guards, with a pardon in his hands - provided that Angel accept a rank in the Imperial Navy and fight to the best of his capacity against the rebellion.
For the first time in two years, Brown managed to smile. The Empire may spit on his name as a criminal and a traitor; but signing the pardon to command the Imperial Hawk, a close-range harassment-focused destroyer, it seemed clear that it was efficiency needed at the frontlines, not loyalty or ethics. And efficiency - that, Angel could give.
Ship Name: The Imperial Hawk
Ship Type: Destroyer
Weapon Systems:
2x Small Reaper-Z42 Autocannons (4d10)
1x Medium 4769T ECM Pulse (1d50, half health)
1x Redeemer Swarm Missiles (15d10)
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
>>35738
>low-health close-range missile screen plus long-range support anti-armor on the same ship
delet this
don't just pick the highest damage options because you want to glory hound
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8c781f No.35756
>>35753
>>35755
Captain’s Name: Admiral Houston Flint
Captain Fluff: Climbing through the Imperial navy ranks is no easy feat. But with a solid head on your shoulders and a love for the empire in your heart few things are considered impossible. For a one Houston Flint this was and remains to be his creed. The Empire needs things done, and it was up to the Navy to see that will done. Slacking off and shrinking duties simply wasn't an option. Unfortunately a reputation for being a stiff patriot can do very little for ones social graces in a more informal manner. But sacrifices like that are an easy pill to swallow for peace.
Ship Name: HMS Lady Claire
Ship Type: Destroyer
Weapon Systems:
Light: 4759T ECM Pulse , Reaper-Z42 Autocannon
Medium: Farthan Lances , Longmire AZ-12 Railgun
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
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8c781f No.35757
>>35735
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: Chosen by the player, has to be in line with what their ship type can equip
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
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8c781f No.35759
All players start with one upgrade, please make sure you select one, otherwise I will consider you not choosing one.
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8c781f No.35760
>>35759
Also, in regards to upgrades. The Small, medium, heavy tags are for the size of the ships. In regards to 'that', the ship classes are as follows
>Small
Fighters/bomber
Corvettes
>Medium
Destroyers
Frigates
>Heavy
Cruisers
Capitals
>Super Heavy
Titans
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8c781f No.35761
>>35743
Switch my upgrade to le gap drive
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8c781f No.35762
>>35753
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 4d10 (Small)
Upgrade: Gap Drive (Fighter/Bomber Only): A small warp drive that allows fighters/bombers to "Blink" to target, generates exploitable gap in space time around vessel by modifying engine output to tear apart local space time.
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8c781f No.35763
>>35762
One day we will be together my mech.
Until then Fighter with Gap Drive and the listed weapons.
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8c781f No.35764
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8c781f No.35765
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8c781f No.35768
>>35757
I'll take le ebbin gab drive
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8c781f No.35771
>>35760
One Apocalypse Torpedo to go please
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8c781f No.35772
>>35737
Nihlus looked out of the observation deck at the remains of the Royal Guard, last loyal vestige of the once grand Imperial Fleet. The ships that warped in were not grand, however. They were shadows of greatness, many leaking atmosphere and pocket-marked by blast holes. Some of them disintegrated upon exiting warp, the strain too much on their already weakened structures. The Betrayal of the Royal Houses was unexpected and brutal, but as Nihlus watched his comrades limp into the Veil, he knew that the Treacherous dogs must be brought to heel.
Stats:
Ship Health: 80/80
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
>>35738
Captain Artemis Thulmir, a name synonymous with failure. Within the circles of Fleet Command, his name was whispered with a tinge of disgust. The man himself was not a failure, but often present at the sight of them. It was a wonder then, how of all the officers in the Imperial Navy, that Artemis Thulmir was not present at the last stand of the Royal Guard, and the massacre that followed. The Captain wondered this himself as he saw the last remains of the Loyalist Fleet warp into port at the Veil, before looking at the ships of his own fleet, pristine from their light patrol on the Frontier. They were tasked by fleet command to bring the traitors to heel, to make them pay for their betrayal, and though Artemis was keen to do that, he could not begin to imagine how they could accomplish such a feat.
Stats:
Ship Health: 120/120
Crew: 200/200
Upgrades: ==PICK ONE==
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
>>35741
Yoto was utterly devoted to the Emperor, and to the Empire he built. Some would call Yoto A fanatic, but he would call those people heretics. When word of the Emperor’s death and the subsequent slaughter of the Royal Guard, Yoto was in despair. The man that he, and many others, worshiped like a god was dead, slain by those closest to him. The Treachery, the Betrayal, it was incomprehensible. The Emperor brought peace to the galaxy, prosperity to trillions, and they butchered him on his throne. The Heretics would pay, their world will burn, and Yoto will ensure that they would pay. Every. Single. One.
Ship Health: 120/120
Crew: 200/200
Upgrades: [Shields]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
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8c781f No.35773
>>35743
A machine built for war, with no other purpose besides that. A lonely existence, but this does not bother drones like CLX-#124, the last of his kind. Relics of a bygone age when the Second Culling forced the military to resort AI piloted ships. There was flaw, however. As suggested by Imperial Scientist, sentient AI thrust into war will not have stable minds, such as you would imagine with a child thrust into a life of violence. CLX units were responsible for many massacres and war crimes, and one by one they were destroyed or decommissioned, for their own sake as much as for that of the greater Imperium. CLX-#124 is unique, different from his brothers and sisters. Unlike them, he has no empathy, no remorse. One could call him a monster, but to others he is the perfect killing machine. Shelved for many years, it is now, in the Empire's darkest hour, that he is activated once more, suborned to the last intact loyal fleet of the Empire, and tasked with avenging the fallen Emperor and restoring order to the Empire at large.
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (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.
>>35747
Elijah had never been to The Veil before, not many citizens had, let alone criminals. This was the secret base built in the farthest reaches of the Empire in case a rebellion such as the one that had recently taken place should occur. A massive shipyard wrapped around a barren world with many moons, this was the staging point for fleet of massive size, yet the one that limped into it now could hardly be called that. The Remains of the Royal Guard were shells of their former glory, less than a fourth of the fleet had survived their recent engagement over the world that held the last copies of the Emperor’s body. That fourth that did make it having barely survived the jump themselves. The Angel began to idly wonder just what he had gotten himself into, but quickly decided that he didn’t care if it involved him earning his freedom. He could roam the stars once more, free from that cramped cell on the Capital world of Ra’kathum, all he had to do was end a rebellion and kill the strongest nobles in the Empire.
He could manage that.
Stats
Ship Health: 80/80
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
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8c781f No.35774
>>35756
Admiral Flint was no stranger to war, or to loss, but the sight he saw before him was enough to move him to tears. The once glorious Royal Guard, reduced to mere scrap by the Traitors that had killed his beloved Emperor, thrown his Empire into war, and caused untold suffering for trillions. This was too much to bear for Houston, someone had to pay for this, for all of this death and ruin. A gift, that Houston was sure of, would be repaid in kind.
Stats
Ship Health: 80/80
Crew: 100/100
Upgrades: ==PICK ONE==
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [For Crown and Country] – Houston will do anything necessary to see justice served and peace restored, and his record puts him in good graces with Fleet Command. Favor Gain increased.
Flaws: [Perfect record] – Such a clean record though, will rouse suspicions should a mission you take part in fail.
>>35757
The Good Doctor, as he is known, fled his lab when the traitor militia came knocking. With his son he left the Throne world of Ra’kathum and journeyed out to The Veil, the rendezvous point for those still loyal to the Old Empire. Already in his mind the good doctor was imagining ways to strike back at the Treacherous scum. A thought entered his mind, thinking of the old warships of his homeworld. A ship, that could disappear at a moment’s notice, but in one move could break the back of the enemy. He began to theorize how to achieve this with the fighters and bombers of the Empire when he was told that his expertise was needed again, this time of the field of battle. He and his son were given free rein to work on whatever ship design they so wished so long as they fought with the Royal Guard to restore order to the Empire and depose the False King.
Stats
Ship Health: 20
Crew: 2
Upgrades: [Gap Drive]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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
>>35762
Double W, as he was known, was not as smart as his genius of a father, though that wasn't saying much. WW dreamed of a new fighter, much as his father did. He dreamed of a fighter that could transform into a mechanized robot in space. Military theorist told him time and time again of the problems that exist in this design, and how ships could already maneuver in 3 dimensions, but the boy was persistent. Now he finds himself on the edge of known space, fighting in a war he didn't sign up for, nor one that he believes he will make it through, but it may hold the key to getting his designs greenlighted by the Fleet, as what better test is there of weapons then war itself?
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
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8c781f No.35776
Transmission to all Loyalist Ships from High Command: Current state of the War
"This is Fleet Commander Zuric of the Royal Guard, and though we may be bloodied, we are not out, so long as we fight, the Empire is not dead. The Emperor brought peace and prosperity to the Empire, defended the arts and the sciences, and ensured the safety and well-being of millions.
Though the treachery of the Great Houses came as a surprise, we have the facilities here to take the fight back to this new "Imperium".
I know many of you lost friends, maybe even family or loved ones, which is why we need to not let their deaths be in vain.
To my fleets from the frontier, now is your time! As our main fleets repair and rebuild, you will be our main arm, keeping the fight alive and letting the people of the Empire know that the the TRUE Empire is not DEAD
Do your duty people, and we can, no, WE WILL, WIN THIS WAR!
FC Zuric out."
IMPERIAL NEWS:
>>CRUEL EMPEROR DEPOSED, NEW KING CROWNED
After Eons of oppression and cruelty at the hands of the Emperor, the Great Noble Houses of the Emperor have risen up in defiance and cast the Emperor down from his throne, killing him and destroying all of his spare vessels. The New King shall now lead the Reformed Imperium into a golden age of Understanding and Advancement!
>>ROYAL GUARD DESTROYED AT TANNHAÜSER GATE
In a last ditch assault the treacherous Royal Guard attempted to recover one of the last body copies of the Late Emperor, only to be met by the Newly former Imperial Militia. After several hours of fighting the Royal Guard were completely destroyed, and the last vestiges of the Old Empire and its malignant overlord cast to the winds.
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8c781f No.35777
>>35737
>>35738
>>35741
>>35743
>>35747
>>35756
>>35757
>>35762
A mission packet is sent to all pilots and captains, in it details the current assignment for the fleet.
Confidential: For Imperial Officers only
We have detected a Traitor Milita convoy in the Ferno Asteroid belt, lightly guarded and guarding valuable supplies that we'll need to rebuild our fleet. As the most combat capable vessels you are ordered to make for the Belt posthaste and destroy the convoy guards and disable their freighters. Permit none to Escape.
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8c781f No.35778
>>35777
As soon as all players are ready to jump, we can start the fun
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8c781f No.35779
>>35777
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small)
2 Longmire AZ-12 Railguns (Medium)
Stats:
Ship Health: 80/80
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
"Weapons Online, Navigation Online, FTL Online, Shields Online, All systems nominal. Perilous is ready for combat operations."
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8c781f No.35780
>>35774
Ready
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: 20
Crew: 2
Upgrades: Gap Drive
Imperial Favor: 0
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
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8c781f No.35782
>>35777
For the Emperor let us begin.
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8c781f No.35783
>>35777
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 4d10 (Small)
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
Ready
"Reactor Powering Up, Weapons Loaded, Fuel Cells Optimal, as the Progenitors once said 'Time to Rock and Roll'."
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8c781f No.35784
>>35777
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
Redeemer Swarm Missiles
Redeemer Swarm Missiles
Farthan Lances
Farthan Lances
Stats:
Ship Health: 190/190
Crew: 200/200
Upgrades: [Juggernaut Armor]
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"This is *coughs for several seconds* Captain Thulmir here, prepared to jump on command."
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8c781f No.35785
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8c781f No.35786
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (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.
"Combat Systems engaged. Preparing for Jump."
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8c781f No.35787
>>35777
Captain’s Name: Admiral Houston Flint
Captain Fluff: Climbing through the Imperial navy ranks is no easy feat. But with a solid head on your shoulders and a love for the empire in your heart few things are considered impossible. For a one Houston Flint this was and remains to be his creed. The Empire needs things done, and it was up to the Navy to see that will done. Slacking off and shrinking duties simply wasn't an option. Unfortunately a reputation for being a stiff patriot can do very little for ones social graces in a more informal manner. But sacrifices like that are an easy pill to swallow for peace.
Ship Name: HMS Lady Claire
Ship Type: Destroyer
Weapon Systems:
Light: 4759T ECM Pulse , Reaper-Z42 Autocannon
Medium: Farthan Lances , Longmire AZ-12 Railgun
Don’t fill this in:
Ship Health: 80/80
Crew: 100/100
Upgrades: Shields
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [For Crown and Country] – Houston will do anything necessary to see justice served and peace restored, and his record puts him in good graces with Fleet Command. Favor Gain increased.
Flaws: [Perfect record] – Such a clean record though, will rouse suspicions should a mission you take part in fail.
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8c781f No.35788
>>35787
Last bit got cut.
"Admiral Flint, reporting for duty."
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8c781f No.35789
>>35786
>>35785
>>35784
>>35783
>>35782
>>35780
>>35779
With all captains ready for battle the fleet warps out, arriving at the edge of the Ferno Belt, the convoy is of medium size, but with a proportionally small escort. It seems that maybe even the Traitors themselves are starting to believe the propaganda about the war.
Enemy Fleet Compostion
2 Fighters all armed with Reaper-Z42 Autocannons
1 Destroyer Armed with 2 Lerudos and 2 Omni Flaks
4 Freighters
Health: 50/50
You are unseen and all within range for your medium guns. The destroyers are in front with fighters behind and frigates in back
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8c781f No.35790
| Rolled 72, 65 = 137 (2d100) |
>>35773
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 (4d20, half on shields)
1x Medium 4769T ECM Pulse (1d50 all)
1x Redeemer Swarm Missiles (15d20, half on shields)
Ship Health: 80/80
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
>>35777
"Angel here, good as ever. Sounds like a milk run. Give me some cover as we go in and I should have their heavy guns down quick."
>>35789
Once he's being properly supported and has heavier guns at his back ensuring he doesn't get shot down instantly, he moves for a harassment run on the Destroyer, getting in as close as he's able to disable the ship's Flak with his Pulse while focusing Autocannon fire on the fighters - and once the Flak's out of action or distracted enough, firing a full barrage of Redeemers.
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8c781f No.35791
| Rolled 34, 54 = 88 (2d60) |
>>35789
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
Redeemer Swarm Missiles
Redeemer Swarm Missiles
Farthan Lances
Farthan Lances
Stats:
Ship Health: 190/190
Crew: 200/200
Upgrades: [Juggernaut Armor]
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Firing upon enemy Destroyer aiming to cripple engines."
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8c781f No.35792
| Rolled 19, 1, 5, 11 = 36 (4d20) |
SHOOTING ROLLS
AUTOCANNONS
1+2: Fighter 1, 5% to-hit deduction
3+4: Fighter 2, 5% to-hit deduction
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8c781f No.35793
| Rolled 33, 3 = 36 (2d35) |
>>35789
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10) Longmire AZ-12 Railguns (Medium) (1d35)
Stats:
Ship Health: 80/80
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Fire the Railguns at the Fighters. One Each.
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8c781f No.35794
| Rolled 43 (1d50) |
>>35790
>>35792
PULSE ROLL AGAINST FLAK
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8c781f No.35795
| Rolled 1, 17, 6, 1, 1, 4, 20, 14, 10, 18, 18, 20, 9, 8, 19 = 166 (15d20) |
>>35790
>>35792
>>35794
REDEEMER SWARM ROLL
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8c781f No.35796
Captain Fluff: Climbing through the Imperial navy ranks is no easy feat. But with a solid head on your shoulders and a love for the empire in your heart few things are considered impossible. For a one Houston Flint this was and remains to be his creed. The Empire needs things done, and it was up to the Navy to see that will done. Slacking off and shrinking duties simply wasn't an option. Unfortunately a reputation for being a stiff patriot can do very little for ones social graces in a more informal manner. But sacrifices like that are an easy pill to swallow for peace.
Ship Name: HMS Lady Claire
Ship Type: Destroyer
Weapon Systems:
Light: 4759T ECM Pulse , Reaper-Z42 Autocannon
Medium: Farthan Lances , Longmire AZ-12 Railgun
Ship Health: 80/80
Crew: 100/100
Upgrades: Shields
Flint followed suit, mimicking the harassment run, setting his pulse weapons on the enemy destroyer's flak systems, while training his keeping auto-fire aimed to pin down the armor.
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8c781f No.35797
>>35795
redirect this to the one living fighter, fuck that dude in particular
>>35794
redirect this to a freighter's engines and prepare for boarding
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8c781f No.35798
| Rolled 80, 20 = 100 (2d100) |
>>35789
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 4d10 (Small)
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
Approach from medium gun range into the range of my weapons and make a run to damage Freighter 1's Engines with my Autocannon and damage Freighter 2's Engines with my Purifier Missiles
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8c781f No.35799
| Rolled 5, 8 = 13 (2d10) |
>>35798
Autocannon
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8c781f No.35800
| Rolled 2, 6, 7, 3 = 18 (4d10) |
>>35798
Purifier missiles on freighter 2 engines
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8c781f No.35801
| Rolled 28, 29 = 57 (2d100) |
>>35786
Seeing the escaping freighter, and realizing the usefulness of a ship with (somewhat destroyed but not blown up) engines, CLX-#124 tries to catch up with it and latch on its body to rip its engines away, disabling it while leaving other stuff intact.
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8c781f No.35802
It was brutal, it was quick, but mostly it was efficient. The escorts never saw the Fleet, they barely realized they were being shot at by the time they died. They never stood a chance.
>All enemy combatants dead, no salvage due to amount of raw damage done to them
The freighters got a lighter beating, but still it was brutal. Freighter 1 had its engines disabled and was preparing to be boarded by the enigmatic Angel, while its brother ship had its engines torn apart by a combat drone. Not wanting to meet the same fate, the captains of the ships all rush to hail you all at once, offering surrender and immediate possession of their ships and their cargo. Spineless merchants.
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8c781f No.35803
>>35802
Combat Finished
With their objectives complete the fleet warps home with their loot, Fleet Command giving a warm welcome as the supplies you procured so quickly will go a long way towards repairing and rebuilding the main fleet.
Favor Gain == All == + 2
>>You are now back at the Veil, time to relax, refit, or even chat with your fellow captains
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8c781f No.35804
>>35803
Comms open up. "This was too easy. Numbers and a superior armament as well as surprise on our side. Seems odd to send a whole frontier fleet when three ships, four on the outside could do it. Anyone know anything I don't?"
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8c781f No.35805
>>35801
>>35803
>>35804
"Dunno if you've noticed, mate, but this entire fleet is comprised of failures, traitors, and borderline retarded lapdogs; not exactly the cream of the Empire's officer corps. I don't think they're gonna be sending us against military stations quite yet, huh?"
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8c781f No.35806
EVERYONE READ AND EDIT YOUR SHIT
Weapons: http://pastebin.com/XnFQqRxm
Ships and shit: http://pastebin.com/8unm6HZu
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8c781f No.35807
>>35805
>>35804
>>35803
"Haha…isn't our success here just good planning? Good fortune? Just something to whet our appetite? Lets have a snack when we get back because I am starving."
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8c781f No.35808
>>35805
Obviously not, but even three half crippled ships could have done this. We could have been split up and hit twice as many convoys or done something else besides this. Hell most of us didn't even fire a shot or move.
>>35807
It's still too easy. (Man this guy is a nutcase.)
>>35806
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10) Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
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8c781f No.35809
>>35807
"Funny. A whole fleet versus a destroyer and two fighters - good planning."
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8c781f No.35810
>>35809
>>35808
"I suppose the funniest thing is that they wont tell our ragtag band why there was so little there. Maybe there was something bigger going on the enemy diverted the rest of the escort….who knows"
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8c781f No.35811
A new data packet comes from high command, straight to the dataslates of the pilots and captains
Priority Orders: Security level GAMMA
This is FC Zuric, good job on that last mission boys. It was a milk run to be sure, but the supplies you got for the Empire cannot be ignored. As such I'm granting you this new mission, succeed and you'll be rewarded handsomely.
We've found the location of one of the Traitors that killed our beloved Emperor.
Lord Yuul has been granted lands along the Frontier for his part in the betrayal. He has been spotted patrolling these lands in his new Cruiser, most likely bought with the blood money of the False King himself.
You are to warp to Yuul's position and destroy him, this shall be the First step in avenging the Emperor, and will go far in securing support for our Cause.
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8c781f No.35812
>>35811
"Ready to go on my end."
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8c781f No.35813
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8c781f No.35814
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8c781f No.35815
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8c781f No.35816
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 120/120
Crew: 200/200
Upgrades: [Shields] (150/150)
Imperial Favor: 2
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.
"We have the oprotunity to execute a traitor. Let him burn in holy fire! I am ready."
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8c781f No.35819
>>35811
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon
ZR-MK12 Point Defence Cannon
Farthan Lances
Farthan Lances
Stats:
Ship Health: 480/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
——
"This is Captain Thulmir, ready to move out"
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8c781f No.35827
YouTube embed. Click thumbnail to play. With the Fleet reporting in as all ready across the board, they Frontiersman meet up along the warp-path that they will take to Yuul's Holdings, where the Traitor Lord was last spotted.
"This is Veil Traffic control, you are cleared for Warp. Give em hell boys, for the Empire!"
The Space around you collapses and you're off, stars flashing past as long lines of light as you are accelerated to 8.53 C's.
"This is Fleet Command, all diagnostics normal and nominal, expect to drop out in 3…. 2…. 1…."
Your crafts lurch as they are dropped out of FTL on the edge of Frud's Cloud, where the Traitor Lord has a helium and hydrogen Mining operation setup.
"Warp exit, sending mission specifics and scouting data now."
Kill Traitor lord Yuul and his Escort
Favor if successful: 15
Bonus Objective: Make examples of the Treacherous workers who man the Mine, by supporting the Rebellion their lives are forfeit.
Extra Favor: + 8
>>Enemy Fleet Composition
x1 IMS Defiance - Cruiser: Lord Yuul's ship
2 Redeemer Swarm Missiles (Medium)
1 ZR-MK12 Point Defense Cannon (Heavy)
x3 Destroyers
D1
2 Reaper-Z42 Autocannon (Small)
1 Purifier Missiles (Medium)
1 Farthan Lances (Medium)
D2
2 Leruda Cannon (Small)
2 EZ8 Pulse Casters (Medium)
D3
2 Longmire AZ-12 Railgun (Small)
2 Purifier Missiles (Medium)
6 Fighters
All armed with Reaper-Z42 Autocannons
>> New enemy weapons spotted, if possible,recover for Imperial use
Civilian Targets:
5 TRSX Civilian Class Mining Shuttles
Health: 5/5
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8c781f No.35828
>>35827
The Fleet drops warp on the far side of the cloud, unspotted as of now. The Frigates are first, followed by Fighters with destroyers on the screens
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8c781f No.35830
| Rolled 18, 19, 2, 10 = 49 (4d20) |
>>35827
Captain’s Name: Ensign Elijah Brown - 'Angel'
Captain Fluff: http://pastebin.com/kUJ9kqMq
Ship Name: The Imperial Hawk
Ship Type: Destroyer (Health: 200 pts.)
Weapon Systems:
2x Small Reaper-Z42 Autocannons (4d20, half on shields)
1x Medium 4769T ECM Pulse (1d50 all)
1x Redeemer Swarm Missiles (10d20, half on shields)
Ship Health: 80/80
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 1
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
The hard-worn voice that crackles over the radio of the former Pirate king, while young, is clearly used to command.
"Don't waste missiles on the Cruiser while it's surrounded by its destroyers and PDC. The Cruiser will tear your ass up if you get too close to it - if you've got range, target it with support fire and fuck it up as well as you can. If you're on the right flank, Destroyers, take down D3 before it can respond. Left, help me put D1 in the dirt. And remember to keep your goddamn distance from the Cruiser."
ATTACK ROLLS
AUTOCANNONS
1+2 to FIGHTER 1
3+4 to FIGHTER 2
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8c781f No.35831
| Rolled 7, 6, 10, 5, 2, 1, 14, 4, 19, 6 = 74 (10d20) |
>>35830
REDEEMER SWARM AT D1
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8c781f No.35832
| Rolled 5 (1d50) |
>>35830
>>35831
PULSE SHOT AT CRUISER IF IN RANGE THIS COMBAT ROUND, IF NOT FIRE AT D1'S WEAPON SYSTEMS
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8c781f No.35834
| Rolled 96, 40 = 136 (2d100) |
>>35830
>>35831
>>35832
Ignore combat rolls, we're not in range yet. Rolling to strafe undetected
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8c781f No.35835
>>35828
THE FLEET IS NOT IN RANGE OF THE ENEMY FLEET, UNLESS YOU ARE STATED TO BE IN RANGE AT THE START OF A ROUND, YOU ARE NOT IN RANGE
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8c781f No.35836
| Rolled 30, 29 = 59 (2d100) |
>>35827
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 120/120
Crew: 200/200
Upgrades: [Shields] (150/150)
Imperial Favor: 2
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. Charge through the cloud towards the traitor lord. Shields and weapons at the ready. The heretics shall burn!
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8c781f No.35837
| Rolled 54, 51 = 105 (2d100) |
>>35827
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
>>35834
Stay in the shadow of the Hawk and keep pace.
1/2 +15
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8c781f No.35838
| Rolled 8, 20 = 28 (2d100) |
>>35827
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: 20
Crew: 2
Upgrades: Gap Drive
Imperial Favor: 0
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. Fire up the engines! The U-Scruf-I would seperate itself from the main bulk of ships in an attempt to avoid detection, once the fighting would commence the Gap Drive would be utilized to swiftly and unsuspectingly strike the IMS Defiance, however until then it would remain hidden within the black void.
+ [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
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8c781f No.35841
| Rolled 51, 37 = 88 (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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (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.
>>35836
Stay behind The Emperor's Light, be ready to provide fighter support.
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8c781f No.35848
| Rolled 57, 100 = 157 (2d100) |
>>35827
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10)
2 Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
1-2. Move into a better firing position for the railguns while maintaining surprise.
+5 Peerless
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8c781f No.35857
| Rolled 31, 27 = 58 (2d100) |
>>35827
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon
ZR-MK12 Point Defence Cannon
Farthan Lances
Farthan Lances
Stats:
Ship Health: 480/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
——
1-2. Move into range for the Lances.
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8c781f No.35862
>>35834
You slowly move through the cloud, more like a Owl in a winter forest then a hawk,
"Stop" Angel says, and its good that he did, for he now lies in position to fire on no less then 4 of the fighters and all of the destroyers, which he also notices are forming a sphere around Yuul's Cruiser.
>>35836
Yoto plows through the crowd, intent on smashing into the enemy force and bringing the fury of the Emperor to bear upon them. It is only a quick message from Angel that stops him
"Stop you moron, don't blow our cover just yet!"
Good thing as well, as he soon sees the shape of a destroyer and several fighters moving through the cloud.
>>35837
WW follows the Hawk into the cloud, and keeps close as it maneuvers to hit the top of the enemy sphere
>>35838
A master of stealth, a expert in surprise, a aficionado in sneak attacks, Karl Wolf was all these and more, and he was deadly. Thoughts of submarines and wolf packs danced in his head as he moved into the cloud, and he was apparently day dreaming for quite awhile as it is only the loud KLANG KLANG KLANG of the impact alarm warning you of the gun barrel right outside of your window. That Barrel being that of a point defense gun of Lord Yuul's Cruiser.
>>35841
You accompany the Emperor's Light through the cloud, screeching through it in sight of the frigate. You do come to a crushing halt when the frigate cuts its engines and fires retros on full blast, stopping yourself from charging into the enemy defensive sphere.
>>35848
Your mind drifts back to the sim pods in flight school as you fly into the yellow abyss that is the cloud, thinking of the many simulations that you have done like this. In fact, this one in particular reminds you of a particular sim that you a lot of trouble on, one that troubled you so much that you ran it to the point where you could predict the enemy fleet's attack patterns that the pathways of the nebula. You realize with a start that this is because it is the same nebula ! You quickly move into your favorite sniping spot, and sure enough you can see the entire enemy fleet, as you are directly beneath them, in a patch of nebula dense enough to hid your shots but thin enough for you too see through.
>>35857
Thulmir cautiously moves into the cloud, dragging behind his peers. He orders a full stop when the first enemy ship is detected by his ship's scanner, ordering for the lances to be warmed up and the biscuit trays to be secured. Tea will have to wait.
All parties are in range and undetected, do as you wish
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8c781f No.35864
| Rolled 11, 3 = 14 (2d40) |
>>35862
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon
ZR-MK12 Point Defence Cannon
Farthan Lances
Farthan Lances
Stats:
Ship Health: 480/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"This is Captain Thulmir, opening *loud coughing noise for several seconds* fire on Cruiser"
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8c781f No.35865
Elias: All targets
Random: D1, F1, F3, F4
Morgoth: What elias Sees
Whitedeath: Literally only the Cruiser
Baz: What Randomperson sees
Curious: All Targets and whitedeath
Cornwallis: Cruiser
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8c781f No.35866
Cornwallis: Cruiser, D3, F2
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8c781f No.35867
| Rolled 16, 22, 13, 23 = 74 (4d30) |
>>35864
Firing on Fighter 2
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8c781f No.35868
| Rolled 1, 25 = 26 (2d30) |
>>35864
These should be these dice
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8c781f No.35869
| Rolled 39, 6 = 45 (2d40) |
>>35865
Both lances fire at the Destroyer. x2 damage from Holy Fury
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8c781f No.35870
| Rolled 18, 29 = 47 (2d30) |
>>35865
>>35869
Rerolling damage because lances are d30s now. x2 damage Holy Fury.
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8c781f No.35871
| Rolled 15, 11, 17, 9, 16 = 68 (5d25) |
>>35865
Fire flak at Fighter 1. x2 Damage Holy Fury
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8c781f No.35872
| Rolled 4 (1d50) |
>>35865
EMC Pulse will fire upon the Destroyer. Holy Fury canceled out by half damage to health. Target the life support systems. Let the Heretics die a slow death.
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8c781f No.35873
| Rolled 20, 16 = 36 (2d30) |
>>35864
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10)
2 Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 150/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus smiled, all too easy. He drew a bead on the traitor lord's cruiser. It was a large ship ugly and ungainly looking. Perfect for the perfidious filth piloting it. He smiled as he thumbed the triggers for his railguns and fired, targeting the guns of the Cruiser that his lackwitted allies hadn't blocked his shot at.
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8c781f No.35874
| Rolled 1, 2, 1, 4 = 8 (4d10) |
>>35873
Nihlus not waiting to see the damage he caused against the Traitor's ship drew his reticle over one of his escorts. The third fighter. He had a perfect position as such he fired both his autocannons into the vessel. Hoping to cripple it enough to make it combat ineffective via ripping it's autocannon apart.
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8c781f No.35884
| Rolled 9, 2, 11, 2 = 24 (4d20) |
>>35862
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 (4d20, half on shields)
1x Medium 4769T ECM Pulse (1d50 all)
1x Redeemer Swarm Missiles (10d20, half on shields)
Ship Health: 200/200
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 1
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
"Keep to the orders, you damn nitwits! Do NOT close on the Cruiser before his destroyers are down, if you don't intend to say hello to the business end of a Redeemer swarm!"
Firing all Autocannons at D2.
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8c781f No.35885
| Rolled 17, 2, 11, 8, 2, 20, 9, 9, 16, 4 = 98 (10d20) |
>>35884
Reedemer Swarm firing at D1.
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8c781f No.35886
| Rolled 10 (1d50) |
>>35884
>>35885
If he can managed to harass the Cruiser in a manner that doesn't expose him to fire from either its Lances or Redeemer Swarms, Angel is taking a Pulse Shot at the Cruiser's Weapons Systems.
If not, fire at D2's Weapon Systems.
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8c781f No.35887
| Rolled 2 (1d50) |
>>35886
Invoking One-Winged Angel to reroll.
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8c781f No.35888
>>35887
I knew this would happen.
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8c781f No.35889
>>35885
>>35886
>>35887
Way to waste literally all your shots. Random killed d1 and Cornwallis killed d2 already fuck head mc no read.
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8c781f No.35895
>>35889
Are you retarded? Ship health values were changed and are much higher. None of them are dead, you dumbass. Destroyers have 200 hp.
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8c781f No.35896
>>35889
Also, even if destroyers still had 80 hp, which they don't, Cornwallis didn't even target D2. He targeted the Cruiser. He doesn't even have D2 as a viable target.
Kill yourself.
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8c781f No.35900
| Rolled 1, 7, 1, 2, 1 = 12 (5d10) |
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (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.
Firing Autocanon and Purifier Missiles at F2 (which is still alive, IRC)
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8c781f No.35905
| Rolled 7, 4, 8 = 19 (3d10) |
>>35862
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
>>35870 94 to D1
>>35872 2 to D1
>>35885 98 to D1
>>35888 1 to D1
5 Health left on D1
"What a pounding that destroyer has taken! Don't worry Angel, this is what I'm here for."
Firing Purifier Missiles on D1
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8c781f No.35907
>>35905
that 1 to D1 was erroneous, but it doesnt matter that ship is toast.
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8c781f No.35909
| Rolled 9, 10 = 19 (2d10) |
>>35905
Autocannon on F3
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8c781f No.35910
>>35884
"Angel that second Destroyer has some kind of new Pulse Gun."
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8c781f No.35913
>>35910
"Yeah, I see it. Now that the right Destroyer's out of the way, we should be able to draw and quarter it fairly easy. It's gonna get a round or two off beforehand - don't let those things hit any core systems, boys."
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8c781f No.35941
With holy fury and the element of sSurprise on their side, the frontier fleet's mighty weapons surge forth from the swirls of the gas cloud and cut into the Miser's Fleet. In a flash of explosive flak Fighters 1 is reduced to clouds of metal filaments, while the First destroyer is cut apart by lances and missile fire before its point defenses can even register the incoming projectiles.
Fighters 2 and 3 also take hits, fighter 2 barely limping along while 3 seems to have sustained light damage.
The Traitor lord's cruiser was not spared as well, as lances from the Lady Annabelle raked its hull. Strangley, this was to little effect as the cruiser merely turned and aimed its main guns on the Frigate, its lances having given away its position. This is before a pair of kinetic slugs rip into the Redeemer pods on the flanks of the Cruiser, seemingly coming from directly below it. The impact causes the cruiser to lurch to one side, before righting itself and locking targets.
A communication rings across the fleet comms from the cruiser, Lord Yuul himself on the screen. A wiry man with sable hair, crooked nose, and long, thimble-tipped fingers.
"PIRATE SCUM, HOW DARE YOU DESTROY MY SHIPS! I PAYED GOOD MONEY FOR THOSE!"
He takes a thin finger and hovers it over a big red button near his command console
"TAKE THIS" He screams as he smashes the button down. Immediately across the fleet incoming projectile warnings light up captain and pilot displays.
Miser Round 1
F1: Destroyed
F2: 4/75
F3: 48/75
F4: 75/75
F5: 75/75
F6: 75/75
D1: Destroyed
D2: 176/200
D3: 200/200
Cruiser: 674/700
>>Redeemer Missile Pod (Medium) 24/60
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8c781f No.35943
| Rolled 7, 2 = 9 (2d10) |
D2:
2 Leruda: Targeting Cornwallis
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8c781f No.35944
| Rolled 2, 8 = 10 (2d50) |
D2:
2 EZ8 Pulse Casters (Medium): Targeting Curious
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8c781f No.35945
| Rolled 2, 1 = 3 (2d15) |
D3:
2 Longmire (Small): Targeting Bazrael
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8c781f No.35946
| Rolled 3, 11, 17, 6 = 37 (4d20) |
D3:
2 Purifier Missiles (Medium): Targeting Randomperson
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8c781f No.35947
| Rolled 9, 6, 3, 6, 5, 2, 9, 4, 2, 1, 4, 10, 1, 9, 2, 8, 7, 2, 6, 4 = 100 (20d10) |
Cruiser:
2 Redeemer Swarm Missiles (Medium): Targeting cornwallis
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8c781f No.35948
>>35947
perfectly equaled 100, neat
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8c781f No.35949
| Rolled 45, 7, 52, 30, 19 = 153 (5d60) |
Cruiser:
1 ZR-MK12 Point Defense Cannon (Heavy): Targeting: All incoming missiles from ships in current positions (if can't shoot them if you move this turn)
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8c781f No.35950
The Miser laughs as his lackeys rush forth to deal with the raider threat, cackling in his control room
"YES, YES, FIGHT FOR MY AMUSEMENT"
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8c781f No.35951
| Rolled 10, 3, 5, 1, 6, 2, 9, 9, 8, 9, 8, 3, 8, 1, 10, 9, 2, 7, 6, 1 = 117 (20d10) |
made a mistake, posting correct fighter weapon rolls
F2: Targeting Randomperson
F3: Targeting Randomperson
F4: Targeting Morgoth
F5: Targeting Elias
F6: Targeting Bazrael
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8c781f No.35952
| Rolled 4, 16, 6, 2 = 28 (4d20) |
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 (4d20, half on shields)
1x Medium 4769T ECM Pulse (1d50 all)
1x Redeemer Swarm Missiles (10d20, half on shields)
Ship Health: 174/200
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 1
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
>>35941
Angel immediately sends a voice communication, having actually raided Yuul more than once for catastrophic damage - his poor security made the man's former holdings an easy target for raids.
"Brings back memories, don't it?", the former Pirate Lord transmits, cutting the wire before a response can be sent. His voice will be enough.
The fighter strafing by can only do light damage to the Hawk, and its close proximity makes it an easy target for the precise Autocannons. Should hurt a hell of a lot more on their end.
BOTH AUTOCANNONS TARGETING F5
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8c781f No.35953
| Rolled 9, 20, 1, 12, 8, 11, 1, 1, 2, 20 = 85 (10d20) |
>>35952
((+5% = 30 damage to F5))
Angel transmits to the fleet after barking an order to his Weapons Officer to prime the Redeemers.
"If you're in range, direct heavy fire at target D2 - it's out of the Cruiser's protection now. Throw your small arms at the fighters buzzing around, and if you've got pulses, get that goddamn Point Defense down. We won't be able to even remotely focus on Yuul as long as they're up. AND KEEP OUT OF ITS FUCKING RANGE."
REEDEMER SWARM AT D2
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8c781f No.35954
| Rolled 16, 9 = 25 (2d100) |
>>35950
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 120/120
Crew: 200/200
Upgrades: [Shields] (40/150)
Imperial Favor: 2
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. "Heretic! Traitor! The Emperor's wrath comes for you!" Charge the the traitor lord.
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8c781f No.35955
| Rolled 31 (1d50) |
>>35953
Again, if Angel can get in range of the Cruiser without risking exposure to its missile systems, fire the Pulse at where its weapons controls (hopefully the point defense) are expected to be. If not, fire the pulse at F5 to put it out of commission.
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8c781f No.35956
| Rolled 17, 13, 17, 12, 13, 4, 12, 20, 16, 7 = 131 (10d20) |
>>35953
Invoking One-Winged Angel to reroll this. Risky, let's see how it turns.
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8c781f No.35957
| Rolled 12, 5 = 17 (2d30) |
>>35954
Lances fire upon the traitor lord's ship. x2 from Holy Fury.
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8c781f No.35958
| Rolled 45 (1d50) |
>>35957
Rolling Pulse aimed at the traitor lord's point defense system to shut it down. Holy Fury canceled out by weapon dealing 1/2 damage.
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8c781f No.35960
| Rolled 16, 11, 2, 6, 1 = 36 (5d25) |
>>35958
Rolling Point defense for inevitable missile swarm from the traitor lord's ship.
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8c781f No.35962
| Rolled 3, 25 = 28 (2d30) |
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10)
2 Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 140/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus smiles, Only some light retaliatory fire, excellent. He draws his railguns reticles over the damaged missile systems on the Traitor's cruiser. Here's hoping he didn't spring for CASE and an ammo explosion ruins him.
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8c781f No.35963
| Rolled 93, 74 = 167 (2d100) |
>>35941
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
1 "Evasive maneuvers! Engaging plasma drive!" +15
2 "Flanking!" +15 Flank F4
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8c781f No.35964
| Rolled 15 (1d100) |
>>35963
The fighter sees your moves and attempts to outflank your flanking maneuver, the two of you engaged in a delicate dance
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8c781f No.35965
| Rolled 2, 2, 6, 1, 5 = 16 (5d10) |
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 0 (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.
Firing Autocannons and Missiles at D2
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8c781f No.35966
| Rolled 4, 2, 4, 3, 9 = 22 (5d10) |
>>35963
Unleashing purifier missiles and autocannons on D2
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8c781f No.35967
| Rolled 6, 9, 1, 6 = 22 (4d10) |
>>35962
After firing his main weapons arrays Nihlus brings up his Autocannons. He paces one on D2 and one on F2 attempting to kill both quickly
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8c781f No.35968
Angel grins under his helmet as the last focused beam splits a Destroyer in half, slicing up to take the limping fighter nearby with it. He sends out another message to the fleet…
"Right, bastard's down for the count. The half-insane fuckwit in the cruiser's had his point defense taken down, so focus all fire on him: Ignore the last destroyer and the couple of fighters buzzing around unless an opportunity presents itself to deal with them. We kill him and the fleet breaks. Repeat, do NOT fire at anything other than the Cruiser, especially the mine; that shit's explosive, and they'll turn over willingly once Yuul's out of the way."
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8c781f No.35969
| Rolled 80, 97 = 177 (2d100) |
Captain’s Name: Admiral Houston Flint
Captain Fluff: Climbing through the Imperial navy ranks is no easy feat. But with a solid head on your shoulders and a love for the empire in your heart few things are considered impossible. For a one Houston Flint this was and remains to be his creed. The Empire needs things done, and it was up to the Navy to see that will done. Slacking off and shrinking duties simply wasn't an option. Unfortunately a reputation for being a stiff patriot can do very little for ones social graces in a more informal manner. But sacrifices like that are an easy pill to swallow for peace.
Ship Name: HMS Lady Claire
Ship Type: Destroyer
Weapon Systems:
Light: 4759T ECM Pulse , Reaper-Z42 Autocannon
Medium: Farthan Lances , Longmire AZ-12 Railgun
Don’t fill this in:
Ship Health: 80/80
Crew: 100/100
Upgrades: Shields
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [For Crown and Country] – Houston will do anything necessary to see justice served and peace restored, and his record puts him in good graces with Fleet Command. Favor Gain increased.
Flaws: [Perfect record] – Such a clean record though, will rouse suspicions should a mission you take part in fail.
Frowning at the helm, he ordered his crew to bring him out of warp in hopefully close enough proximity to actually be of use instead over over shooting the mark. Red tape had slowed him down, hopefully the fleet would still be standing. (Warping in as reinforcements)
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8c781f No.35970
| Rolled 9 (1d100) |
>>35968
[???] - Fanaticism, low is better
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8c781f No.35971
>>35969
Houston warps in to the firestorm of lances and slugs right on top of the cruiser's position, just in time to see its point defense system sputter from a hit from one of his comrade's pulse systems. The point defense is down, but not out as it intermittently spits out globs of superheated plasma
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8c781f No.35972
| Rolled 16 (1d30) |
>>35971
Captain’s Name: Admiral Houston Flint
Captain Fluff: Climbing through the Imperial navy ranks is no easy feat. But with a solid head on your shoulders and a love for the empire in your heart few things are considered impossible. For a one Houston Flint this was and remains to be his creed. The Empire needs things done, and it was up to the Navy to see that will done. Slacking off and shrinking duties simply wasn't an option. Unfortunately a reputation for being a stiff patriot can do very little for ones social graces in a more informal manner. But sacrifices like that are an easy pill to swallow for peace.
Ship Name: HMS Lady Claire
Ship Type: Destroyer
Weapon Systems:
Light:
4759T ECM Pulse: (1d30)
Reaper-Z42 Autocannon: (2d10)
Medium:
Farthan Lances: (1d30)
Longmire AZ-12 Railgun: (1d30)
Don’t fill this in:
Ship Health: 200/200
Crew: 100/100
Upgrades: Shields
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [For Crown and Country] – Houston will do anything necessary to see justice served and peace restored, and his record puts him in good graces with Fleet Command. Favor Gain increased.
Flaws: [Perfect record] – Such a clean record though, will rouse suspicions should a mission you take part in fail.
The fire and destruction going on around him did little to hide the tactical point his crew had presented him. The defense point was damaged but would still cause a problem for the fleet. “Weapons, pulse those flaks and get them out of the way, then all weapons on that missle bay. I want it wide open." (Pulse Weapon on Flak)
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8c781f No.35973
| Rolled 3, 10 = 13 (2d10) |
>>35972
Rolling Autocannons at missle bay.
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8c781f No.35974
| Rolled 15, 4 = 19 (2d30) |
>>35972
Firing Lance and Railgun at missle bay
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8c781f No.36000
>>35954
Yoto orders full speed ahead toward's the traitor's cruiser, valiantly attempting to draw fire upon himself and melt the heretic's armor with his lances. However, a errant round from a destroyer sends his ship off course, and he ends up valiantly taking one of the Cruiser's missile swarms instead
>>44 points of damage have been dealt to you instead of cornwallis
Combat Report
Slugs abound and lances fly inside of the cloud as Heretic and Loyalist do battle. The brief flash of Fighter 2 going critical and exploding in a ball of purple fire is outdone by the much larger explosion of the Second Destroyer, the fleet having focused fire on it in these few minutes. Angel gets a bead on the fifth fighter, itself aiming to light up the fighter of Ensign WW, preoccupied with dancing around the enemies fourth fighter. A quick burst from the Hawk's autocannons put an end to that, the fighter bleeding as it races away from the fiery armor piercing rounds of the Hawk.
The Traitor Flagship takes a beating as well; a beating assisted by the HMS Lady Claire, having just warped in from the Veil, its weapons themselves being targeted. Massed pulse fire puts the point defense out with a electrical fizzle, disabling the enemy fleets ability to deter direct fighter assault and missile barrages, and massed kinetics and missiles put one of the two Redeemer Missile systems out of work in a explosion of unspent ammo, dealing even more damage to Yuul's cruiser.
Yuul curses as his fleet falls apart around him, but a coy smirk crosses his face as he looks to the system wide radar afforded to him as lord of this place.
"Just a little while longer, then these pirates shall all be dead, and their ships decorating this cloud as a message to all others of their kind. Yes, very soon indeed."
Miser Round 2
F1: Destroyed
F2: Destroyed
F3: 48/75
F4: 75/75
F5: 36/75
F6: 75/75
D1: Destroyed
D2: Destroyed
D3: 200/200
Cruiser: 590/700
>>Redeemer Missile Pod (Medium) 0/60 (Destroyed)
>> 1 ZR-MK12 Point Defense Cannon (Heavy) 0/60 (Pulsed)
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8c781f No.36001
| Rolled 7, 6, 8, 8, 5, 9, 3, 10, 1, 7, 1, 5, 7, 4, 3, 6, 3, 1 = 94 (18d10) |
The Furious Yuul orders his men forth, content to lash out at the pirate scum and hold them off long enough for his comeuppance to arrive.
F3: Targeting Curious
F4: Targeting Elias
F5: Targeting Bazrael1
F6: Targeting Morgoth
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8c781f No.36002
| Rolled 10, 1, 7, 9, 10, 10, 6, 8, 7, 10, 10, 2, 7, 5, 6, 9 = 117 (16d10) |
>>36001
correct dice
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8c781f No.36003
| Rolled 13, 12 = 25 (2d15) |
D3: 2 Longmire (Small): Targeting Morgoth
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8c781f No.36004
| Rolled 11, 11 = 22 (2d20) |
D3:
2 Purifier Missiles (Medium): Targeting Markus
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8c781f No.36005
| Rolled 4, 1, 1, 7, 4, 8, 6, 1, 7, 10 = 49 (10d10) |
Cruiser:
1 Redeemer Swarm Missiles (Medium): Targeting Randomperson
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8c781f No.36006
>>36005
>>35960
Missile Swarm destroyed by flak
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8c781f No.36007
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8c781f No.36010
| Rolled 24, 24 = 48 (2d30) |
>>36000
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10)
2 Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 113/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus grits his teeth as his shields groan under the stress the fighter's Autocannons. Ignoring the biting fly he once again brings his Railguns up upon the cruiser and fires on it,.
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8c781f No.36011
| Rolled 6, 16 = 22 (2d30) |
>>36007
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 116/120
Crew: 200/200
Upgrades: [Shields] (0/150)
Imperial Favor: 2
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.
Both lances fired at the Heretic lord!
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8c781f No.36012
| Rolled 2, 3, 6, 9 = 20 (4d10) |
>>36010
Be brings up his autocannonsupon the traitor lord's craft as well and opens fire.
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8c781f No.36013
| Rolled 13 (1d50) |
>>36011
That is x2 from Holy Fury
Pulse aimed at the last remaining weapon of the heretic lord. x2 mitigated by half damage to health.
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8c781f No.36014
| Rolled 22, 15, 1, 14, 13 = 65 (5d25) |
>>36013
Point defense turns to the fighters, the heretics shall be purged. Flak to fighter 6, double damage due to holy fury.
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8c781f No.36017
>>36000
Nihlus laughs, the missile bay he ripped to shreds with his rails ripped a massive gaping hole in the traitor's armor. "Ha! seems my guns ripped a hole into the greedy shit's armor. Target that and we can end this quickly. ignore the small fry fior now, he HAS to die before the response fleet warps in.
>>36010
>>36012
Nihlus of course targets the rent in to armor from his sniper's nest.
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8c781f No.36018
>>36017
Destroying a weapons subsystem leads to rents in the enemy's armor, which can be exploited for double damage, this is only for destroyed weapons subsystems, and not pulsed ones
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8c781f No.36019
| Rolled 56, 9 = 65 (2d100) |
>>36000
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
1 "Evasive Action!" +15 to dodge F6's fire (current 27)
2 A barrel roll! +15 to dodge D3's longmire fire (current 22)
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8c781f No.36021
| Rolled 5, 7, 4, 4, 6 = 26 (5d10) |
>>36019
Ship Health: 39/75
27, 40% off
2.7x4
10.8 ~ 11 avoided
16
25, 20% off
5 avoided
20
36
"Let me return the favor to your Lord" Fire into the breach in the Cruiser
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8c781f No.36022
| Rolled 6, 19, 17, 1 = 43 (4d20) |
>>36000
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 (4d20, half on shields)
1x Medium 4769T ECM Pulse (1d50 all)
1x Redeemer Swarm Missiles (10d20, half on shields)
Ship Health: 147/200
Crew: 100/100
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 1
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
"All ships, fire directly into that breach. Give that Cruiser everything you've got. FULL FOCUS."
AUTOCANNONS (*2) V CRUISER
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8c781f No.36023
| Rolled 10, 4, 8, 11, 18, 17, 15, 4, 9, 8 = 104 (10d20) |
>>36022
REDEEMER SWARM (*2)
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8c781f No.36024
| Rolled 42 (1d50) |
>>36022
>>36023
PULSE AGAINST OTHER REDEEMER MISSILE SYSTEM ON CRUISER
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8c781f No.36027
>>36019
Seeing the gaping wound left by the explosion meant WW could put this baby into second gear. He had a sense of Déjà vu from the feeling of eagerness as he was about to give his opponents the slip. "Gap Drive on!"
With the Gap Drive move in to avoid all enemy fire and get a clear shot at the breach.
No damage taken and 3 Turn cooldown*
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8c781f No.36030
>>36013
>>36014
>>36011
Aim at the weak point of the armor! Let the heretics be roasted from the inside out!
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8c781f No.36035
| Rolled 3, 7, 4, 7, 4 = 25 (5d10) |
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 0 (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.
>>36022
"Hey asshole, you don't have to shout." a mechanical voice replies. "We hear you bloody clearly."
Fucking shouty humans. For some reason command loved the shouters and screamers when they wanted a subordinate to jam their proverbial cocks in, especially if they yelled the obvious like they didn't have eyes. He bet his iron nuts and bolts they'd give this fucker a command for it.
The fighter launches missiles and an autocanon at the cruisers breach.
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8c781f No.36037
>>36035
(Baz with random's note of aiming for the breach, the Cruiser is quite dead already.)
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8c781f No.36039
>>36037
(If we're going to be playing this game with absolute precision to make sure every single damage point counts with no overkill before the next update, it'd be great if scruffy or anyone would care to update the health of the remaining targets as often as possible. it feels a tiny bit meta adjusting, but hey if it wins the battle I'm all for it)
>>36035
Just as CLX#124 is bout to fire on the cruiser, it summarily blows up. "Aquiring new target" and switches to firing on F3
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8c781f No.36044
>>36039
(we had it ongoing in the irc but it was like 2 or 3am and a bit late for more record keeping then the minimum.)
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8c781f No.36046
>>36035
"Took your damn well time firing if you heard so clearly, buckethead. I'll stop shouting when you're on point on time."
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8c781f No.36050
>>36011
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 496/500
Crew: 200/200
Upgrades: [Shields] (0/150)
Imperial Favor: 2
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.
Fixing ship health to match up to date version.
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8c781f No.36057
| Rolled 11, 25 = 36 (2d30) |
>>36000
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon
ZR-MK12 Point Defence Cannon
Farthan Lances
Farthan Lances
Stats:
Ship Health: 480/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Alright frag F3 and F5, get me the lances on D3, also can someone grab me some sugar?"
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8c781f No.36058
| Rolled 10, 7, 16, 5, 18, 8, 25, 17 = 106 (8d30) |
>>36057
First 4 on F3
Second 4 on F5
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8c781f No.36059
>>36046
"Stuff it ya bloody fleshbag.. And your cruiser is dead anyway, or do you want us to waste ammunition ya bleedin' humie."
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8c781f No.36110
| Rolled 70 + 10 (1d100) |
>>36057
Rolling to perfectly steep my tea.
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8c781f No.36111
Yuul's Cruiser is beset on all sides by the Loyalist Fleet, his last weapons disabled or destroyed and the rent worked in his armor pounded incessantly by the Loyalist guns. Eventually his ship cracks under the strain, blowing fully in two, the shock wave throwing all the ships in the immediate area back a bit. Out of the wreckage spills a tiny metal escape pod, with a engine capable of warping out of system. First though, Yuul must survive the next few minutes.
"CURSES, I PAID GOOD MONEY FOR THAT SHIP! PIRATE SCUM, YOU'L PAY FOR THIS, YOU'LL ALL PAY SOON ENOUGH!"
Combat Results:
Miser Round 3
F1: Destroyed
F2: Destroyed
F3: Destroyed
F4: 75/75
F5: Destroyed
F6: 23/75
D1: Destroyed
D2: Destroyed
D3: 200/200
Cruiser: Destroyed
Yuul's Escape Pod: 1/1
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8c781f No.36113
| Rolled 1 (1d100) |
Escape Pod Evasion roll
NOTE
As escape pods are literally tin cans with giant engines on them, the players must roll above its evasion roll to target them.
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8c781f No.36116
>>36113
As Yuul attempts to dodge the already incoming fire of the Loyalist fleet, his engines, cheap as all get out, go critical and his craft explodes in a hail of metal and fire. The Traitor lord flails incessantly in the void until a crack in his bargin bin space suit exposes him to space. Almost immediately his blood boils and shoots out of his body forming a cystalline lattice that last all of three seconds before he is smeared across the helm of the Lady Annabelle, the shock causing Captain Thulmir to spill what was quite possibly the best tea he had ever made.
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8c781f No.36117
| Rolled 13, 4, 10, 9 = 36 (4d20) |
Angel's voice crackles over the local radio…
"Now that the old fuck's out of the way, let's mop up the rest of these fuckers and get out of here."
After a moment, Angel switches frequencies, transmitting - publicly - to the mining station.
"This is the Imperial Fleet transmitting. You lot have one chance to keep your heads down and officially swear allegiance to the Empire, or else we're blowing you out of the sky. Be earnest with it, yeah?"
Rolling to target D3 in the meantime
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8c781f No.36118
| Rolled 8, 27, 3, 2, 16, 10, 6, 28 = 100 (8d30) |
>>36111
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon
ZR-MK12 Point Defence Cannon
Farthan Lances
Farthan Lances
Stats:
Ship Health: 480/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Flip on the windshield wipers lieutenant and someone grab me a new shirt. This was a damn fine tea too, traitor bastards. Jenkins put on another pot!"
Fire on F4 and F6
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8c781f No.36119
| Rolled 20, 13 = 33 (2d30) |
>>36111
"Hmm one destroyer yet, I bet we can crack it before reinforcements arrive, fire the lances and would some grab my inhaler, I feel a fit coming on."
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8c781f No.36120
| Rolled 10, 13, 7, 7, 14, 19, 3, 16, 19, 5 = 113 (10d20) |
>>36117
Redeemer Swarm at D3
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8c781f No.36121
>>36113
>>36116
>>36111
With their lord dead the remaining Traitor Vessels flee to the edge of the cloud, as if waiting for something. The mining ships remain completely still, as if also waiting for something.
Ever ship in the fleet's navcom comes to life, the voice of a officer of fleet command filling every captain and pilots ears with his booming voice.
"ENEMY REINFORCEMENT FLEET INCOMING, YOU'VE GOT 4 MINUTES TILL THEY DROP OUT OF WARP. MULTIPLE CAPITALS AND NUMEROUS ESCORT AND HEAVY CLASS VESSELS."
>>You've completed the mission, you have 1 turn till the enemy fleet comes right in on top of you, you can stay to complete the bonus objectives or leave right now
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8c781f No.36122
>>36117
"You and your sodding Empire can piss off, the Emperor gave us nothing but trouble, and pretty soon you'll all be as dead as he is!"
With that they close communications
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8c781f No.36123
>>36121
"This is Captain Thulmir, starting warp jump, recommend you laddies do the same. Always best to fight another day then risk death."
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8c781f No.36124
| Rolled 28 (1d50) |
>>36122
"Offered you a fair chance."
Angel shrugs with an almost morose heave. These men didn't have to die until those words. Damn shame.
On that note, the tall man gestures to his weapon officer, and an enormous swarm of high-yield thermonuclear missiles fire off from the Imperial Hawk.
>>36119
SWITCH TO TARGETING 2 MINING SHIPS
>>36120
SWITCH TO TARGETING MINING BASE
PULSE AT 3rd MINING SHIP
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8c781f No.36125
>>36124
After watching just long enough to ensure destruction, the Imperial Hawk warps off with a salute.
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8c781f No.36126
| Rolled 2, 6, 8, 10, 5 = 31 (5d10) |
>>36111
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 2d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
Fire on the miners.
>>36121
"Lets finish this and get out of here."
Autocannon on 4th mining ship
Purifier missiles on 5th mining ship
and I am outta here.
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8c781f No.36127
>>36126
"Thats all she wrote boys, PRAISE THE EMPEROR!" and WW warps on out
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8c781f No.36128
| Rolled 8, 8, 8, 10 = 34 (4d10) |
>>36111
>>36122
So be it
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: Perilous
Ship Type: Destroyer
Weapon Systems:
2 Reaper-Z42 Autocannons (small) (2d10)
2 Longmire AZ-12 Railguns (Medium) (1d30)
Stats:
Ship Health: 200/200
Shields: 113/150
Crew: 100/100
Upgrades: [Shields]
Imperial Favor: 2 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus puts a reticle over for his autocannons over each mining ship. One each. Then he fires.
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8c781f No.36129
| Rolled 20, 30 = 50 (2d30) |
>>36121
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
1x 4759T ECM Pulse
1x Omni Flak
Ship Health: 496/500
Crew: 200/200
Upgrades: [Shields] (0/150)
Imperial Favor: 2
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.
Two Lances at two different mining vessels.
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8c781f No.36130
| Rolled 4 (1d50) |
>>36129
Pulse at another mining vessel.
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8c781f No.36131
| Rolled 6, 24, 21, 3, 14 = 68 (5d25) |
>>36130
>>36129
Flak fire at any remaining mining vessels.
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8c781f No.36132
>>36129
After making sure that all the Heretics have fled to the edge of the cloud for reinforcements or have been purged in holy fire Captain Yoto shouts over the comms "The Emperor's fury be done!" then warps out.
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8c781f No.36133
| Rolled 25, 33 = 58 (2d35) |
>>36128
He puts his Railguns over the enemy destroyer. firing from his nest one last time. "See you later failures." He fires, then warps out.
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8c781f No.36134
| Rolled 3, 1, 7, 3, 1 = 15 (5d10) |
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, Purifier Missiles
Upgrade: Armor Piercing Rounds
Stats
Ship Health: 20/20
Crew: 1/1
Upgrades: [Armor Piercing Rounds]
Imperial Favor: 0 (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.
Following the bandwagon, the fighter unloads what's left in his guns towards the nearest hostile thing coming outta warp, and then warps off himself.
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8c781f No.36135
>>36121
EVERYONE READ THIS VERY CAREFULLY
This is the new and improved reworked rules, ensure to read it as a few things have changed in everything
Rules: http://pastebin.com/qb0NHcdC
Ship Classes: http://pastebin.com/7Xw0Lxq2
Weapons and Upgrades: http://pastebin.com/YuXb8mbk
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8c781f No.36136
>>36135
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon 4d30
ZR-MK12 Point Defence Cannon 4d30
Farthan Lances 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/480
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
Stat update
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8c781f No.36137
>>36136
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon 4d30
ZR-MK12 Point Defence Cannon 4d30
Farthan Lances 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
Stat update
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8c781f No.36139
HEADLINES
PIRATE ATTACK AT FRUNO'S CLOUD, VALIANT LORD YUUL FOUND DEAD
Earlier this week the magnanimous Lord Yarthon Yuul was assisting Imperial Miners in Furno's Cloud on the edge of the Frontier when he and his escort came under attack by an unknown pirate group. They slaughtered the noble lord, best known for his role in allowing valiant freedom fighters into the Imperial Throne Room to depose the old Tyrant, and his guard, before warping off just as a Fleet from the nearby planet Arcturus came to reinforce the beleaguered escort fleet. Imperial forces are looking into this attack, and more news is to follow as we learn more.
NEW KING VISITS IMPERIAL HOSPITAL
Our magnificent new Ruler, in his unending charity and bottomless kindess, took time out of his very busy schedule of ruling the galaxy today to visit the Terminal patient ward in the Imperial Hospital. Patients were delighted to see him, and there was much fanfare. He later vowed to double down on research for curing a common ailment on mining worlds, the dreaded Black Lung. Truly we are blessed to be ruled by a man such as he."
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8c781f No.36141
>>36138
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Col. Wolf Wolf, nephew of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 25
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Nutty] - WW insistence on designing essentially an entire new type of fighter based on untried and in some cases, non-existent technology has earned him the moniker of "Nutter" by some in the research field, as such, unless he can prove its worth, he will have a very hard time getting his fighter design approved.
updated stats
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8c781f No.36143
>>36141
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 (4d40, half on shields)
1x Medium 4769T ECM Pulse (1d50)
1x Redeemer Swarm Missiles (10d40, half on shields)
1x Flak Drone (30 Health, 10d15)
1x Repair Drone (15 Health, 15 repair/round)
Ship Health: 200/200
Ship Shields: 150/150
Crew: 100/100
Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)]
Imperial Favor: 0
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
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8c781f No.36144
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: 60/60
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.
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8c781f No.36145
Mission: Completed
Bonus Objectives: Completed
THE EMPEROR'S WILL BE DONE
Combat Rewards:
All pilots: + 23 Favor
Special Commendations:
Captain Artemis Thulmir: + 3 Favor
Ensign Elijah Brown: + 3 Favor
Captain Nihlus Striesse: + 3 Favor
FC Zuric walks into the debriefing room on the Station Aluxia, Bastion of the Veil and current head of what is left of the Empire. It contains no less then 1.5 million Souls and drydocks for a fleet several times larger then the one you currently pilot, and by god is it beautiful. The way that the Veil's violet sun shines on its polished meter thick titanium armor, the way the many guns it has glisten in the star light, it makes a man tear up. But that's not why you're here.
Many of you note that the oft Grim and Stern Fleet Commander has the slightest twinge of a smile on his face as he walks into the room. It remains when he sits at his desk, in front of which all pilots and captains are waiting at attention.
"At ease men, you've earned some rest."
You all drop your salutes, in in CLX-#124's case, combat tentacle, and relax.
"You boys did some mighty fine work, Yuul was one of our chief targets, and with him dead we've sent a message to the Rebellion's upper echelons."
He takes a break before looking at three members of the fleet in particular. The Elderly Captain Artemis, the Former Pirate, and Brash young Nihlus
Thulmir I must say you've surprised me, maybe the reports I've read about you weren't
as accurate as I thought, and I must say that for a pirate Elijah, you know how to work as team. And don't think I forgot you Nihlus, that move to hide in the gas cloud was brilliant, maybe the reports about you were right after all…
You've all earned some rest as we look for the next batch of targets to hit. Good job men, you've done the Emperor's work today, and with Yuul's death, we come on step closer to restoring order to the Galaxy.
Dismissed"
>> You have a turn or two of downtime to upgrade your ship, build connections with fleet command at the Veil, or search for new targets to hit. Spend them as you wish.
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8c781f No.36147
| Rolled 20, 51 = 71 (2d100) |
>>36145
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] (150/150)
Imperial Favor: 25
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. With no real upgrades needed Yoto talks to fleet command about Heretics in need of burning.
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8c781f No.36148
>>36143
WW was light of hair and long-limbed. The Wolf and the Hawk had done some good work together in the field and he wanted to congratulate his fellow ensign on his commendation. The rumors that he was a ex-pirate kingpin or the like weren't going to stop him from making a friend.
Approaching him after we were dismissed was easy, others gave him a wide berth.
"Angel wasn't it? That was a good fight, you had some good positioning and it made my job pretty easy. A little too easy since I was hoping to get some renown for Imperial pilots and all I did was clean-up duty and giving some slowpokes the slip. Still it is good to know I didn't get a scratch of the Wold."
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8c781f No.36149
| Rolled 55, 21 = 76 (2d100) |
>>36145
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: 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: 250/200
Shields: 150/150
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo]
Imperial Favor: 13 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
1. Search out people in research and development, get to know them and in their good graces. +5 Peerless
2.Study the combat tactics and strategies of the traitors. Look for flaws, patterns, repeat and if possible personal tendencies of noted commanders. Knowledge is power, and I will sue it well. +5 Peerless
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8c781f No.36150
>>36149
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: 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: 250/200
Shields: 300/300
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo]
Imperial Favor: 13 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Shields updated to proper numbers
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8c781f No.36151
| Rolled 18, 8 = 26 (2d100) |
>>36145
1 Practice my piloting in simulation. I am a fine pilot but I could always be better and you never know who is watching for excellent scores. Maybe I can even take the top score and put my initials in maybe get my initials put up on some plaque.
2 Meet with a science or engineering officer in fleet command at the Veil. The craft he wanted to build the knowledge and industry it would take to assemble. He would need people that would work with him and that believed in what a next generation fighter could do to change the battlefield. Perhaps he would find friends who could help.
>>36144
Was that the drone piloting the fighter in the science bay? Was it getting its memory copied so they could review his data? I wonder if he save my data? It could probably help to have something to look at during downtime and maybe even learn a thing or two about piloting these fighters.
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8c781f No.36152
| Rolled 20, 42 = 62 (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: 60/60
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.
>>36149
1. Join the young Cadet in trying to win favor of the eggheads and labcoats. This bot needs upgrades, and to make that happen would need people who understood Asimov laws. Damn that man.
2. With whatever i can do within my parameters, learn. Particularly assembly of parts and materials into equipment. I'd very much like to make post battle scrap a lot more useful to myself, and my fighter.
>>36151
Wolf Jr. continued to look at the robot, as it worked at some scraps of metal and parts. Without turning it spoke. "You lookin' at something fleshie or you got something to say."
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8c781f No.36153
| Rolled 78, 93 = 171 (2d100) |
>>36145
If I'm gonna do a job, thought Angel, Damn right I'm gonna do it well.
>>36148
The former menace of the Empire, Angel, had an appearance as mysterious as his bearing; a tall, lean form clad in an advanced armor of some alien mesh, covered by a ragged but elegant white coat, mantled with black fur and inscribed with EB on the hem. ((>>35747)).
"Had a lot of experience strafing Imperial craft. Raided that same froth-mouted old lord once or twice, even." Angel shrugs, the armor pressing against the shoulders of his coat. "Besides, it's not about the glory. It's about doing a damn good job - regardless of whether people recognize it or not. Keep fighting well, and people will notice. Sure as hell did in my case at least." Elijah nods his head, his lips difficult to read beneath the encasement of his armor. "'Sides, means less time in dock."
1. Angel is going to be rigorously training his crew, particularly his bridge staff, up to his own mysterious standard and using his own methods. An efficient command means an efficient ship, and an efficient fleet. He didn't choose these officers, but they're going to be damn good.
2. He's also going to be spending some time practicing his shooting, fitness, and CQC, mostly out of habit.
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8c781f No.36156
>>36152
"Haha, you're quite cheeky for a robot but then I've never seen any robots outside of vids. You flew that fighter around pretty well though and we fighters should stick together….say, would you be interested in a bigger, stronger, faster fighter? Because I have some ideas that would allow a single, perhaps even two pilots, to control something more powerful then a cruiser and faster then a fighter. I've been called…well I don't know if a robot would know that word but the point is a number of people don't think this kind of revolutionary craft can exist with what we have but I KNOW it can be done."
It was then that he realized that some industrial wiring on the ground were actually metal tentacles and what WW had assumed was a large diagnostic frame to house a small body was in fact the armored form of the drone.
"Big fella aren't you."
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8c781f No.36158
>>36156
"The better to smash fleshbags and enemies with.
Yeah sure I'd be interested. Planning on improving a fighter myself, main reason I'm taking this thing apart and putting it back together."
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8c781f No.36160
>>36151
(+15 on 1 from Wild Child?)
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8c781f No.36301
| Rolled 87, 13 + 10 = 110 (2d100) |
>>36145
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.
Ship Name: HMS Lady Annabelle
Ship Type: Frigate
Weapon Systems:
ZR-MK12 Point Defence Cannon 4d30
ZR-MK12 Point Defence Cannon 4d30
Farthan Lances 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Thank you my lords, I will not let you down"
In every base there are too people you need to get to know, the quartermaster and the base chef!
1. Talk to the Quartermaster about repairs, ammo and fuelling. +10
2. Hmm I wonder if we have a decent chef on this base and if so I need to talk to him about my rations +10
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8c781f No.36323
>>36147
1/2. Yoto strides into the war room on the 4th deck of the Aluxia, observing all of the holo-projectors and Data displays. Men in various colors of uniform are everywhere, talking and gesturing to the various displays while looking at their own data slates. You worm your way around the busy room, listening in on many conversations before finally taking interest in a conversation taking place between two junior officers about a rebel prisoner station holding captives from the Slaughter of the Guard at Tannhäuser Gate. Immediately you join the conversation, talking of your recent engagements with the Traitors at Furno's Cloud. After several minutes conversation, you eventually discover that the prisoners are being held in a station inside of the gas giant Orion in the Luxia system, close to the frontier. I was known in Imperial days as the place where traitors and heretics of the highest order were sent for "processing".
>>36149
1. Nihlus leaves the debrief content with his performance, pleased that command did well to acknowledge his stellar performance in the last battle, though he thought they should have attributed Yuul's death to him, he was the one that work the rent in his cruiser's armor after all….
It mattered not now, Yuul was dead and Nihlus was eager to seek better gear for his ship. The best way to do that was to talk to the men who researched and tested the guns: R&D.
Captain Striesse descended down the center spine of Aluxia, down down down to R&D, located on the bottom deck of the station. Once there, he sought out the researchers who looked like they were working on something related to what he sought and began to use some of the skills he learned at the Academy, particularly his lessons in physics and chemistry. Although his knowledge was amateurish compared to the scientist of Research and Development, he talked enough and at length to impress them slightly, and once he left the discussion of the researchers turned from the interaction of high-velocity metal and hull to the new captain from up top that took an interest in the sciences of war.
>Friends in R&D: 4/6
2. Talking so much at length, however, had drained the young captain of his vigor, and he was only able to study the holo-feeds of the last two battles for a few moments before passing out in his bunk.
Traitor Tactics: 1/15
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8c781f No.36324
>>36151
1. Wolf wolf left the debriefing in a rush, eager to test his piloting skills once more. As his fighter was in the repair bay being rearmed and repaired from his last battle, he would try the flight sims on the training deck instead. Unfortunately, he was halted on his journey by a malfunctioning elevator, where he spent several hours merely thinking about flying.
2. After finally escaping the elevator and finding his way to R&D, WW rushed to met with any scientist that would hear his idea for a new fighter type. Unfortunately for him, none would, and he was rejected as a hauteur that was more obsessed with boyish fantasies then real science.
>Nutty upgraded to:
[Enemies in R&D] - Your brash and bold attitude, along with the many problems with your design, have led to R&D writing you off as a fool, and as such all dealings you have with them in the future will be hampered. - 5 to further dealings with R&D until you prove your competence
>>36152
1. While WW's attempt to garner favor fall on contemptful ears, you do manage to garner some attention with simply being what you are as many of these scientist have only read of your kind, as sentient A.I. is not common in the Galacy after the precedent that your kind set. Still, a chance to study you cannot be passed up.
>Friends in R&D: 1/6
2. You begin to download and integrate some manuals on engineering and construction of the Executor-Class fighter vessels the Royal Guard uses, though you are often stonewalled by not having high enough clearance to access many of the intricate systems nessecary to let you tamper with it on as deep of a level as you would wish. You can however get a feel for the outer hull composition and layout, allowing you to begin to understand how to do repairs to your ship on the fly.
In-Combat Repairs 3/6
>>36153
1. Angel takes his crew, which is much more professional and willing to train then any he has had before, and puts them through the rigors of becoming a experienced and well-oiled combat crew. He trains them for the better part of a day, running through all the various scenarios he can think up and has experienced personally: Enemy boarding, fire on the ship, hull ruptures, power failures, evasive maneuvering and running silent. The men are hard pressed and some buckle under the pressure, but this is what Angel wants, to break them and remold them as superior soldiers. Progress goes quite nicely.
Crew Training 4/6
2. After that, Angel takes the central spine elevator on the station to the training deck, avoiding the elevator labelled "OUT OF SERVICE", and he swears he hears a faint moaning coming from the elevator doors.
He goes up several floors from the hangar to the Training deck, where fresh recruits from the few communities that exist in the Veil train for the war to come, and older soldiers train for battles that will soon be fought.
Angel himself takes to the sparring ring first, where a contingent of Royal Marines are practicing CCQ. Angel decides to step in the ring and show them a thing or two, and the marines would be hard-pressed to reject and opportunity to beat the ever-living piss out of a pirate.
Unfortunately for them Angel is no mere pirate. After trouncing more then 5 marines in a row with only a few bruises and a single cut on his left eye to show for it, the marines concede defeat, praising angel for his combat skills, and the sergeant even asks Angel if he'd be willing to become a trainer for the soldiers.
After this, he spends some time at the shooting range, the feel of the Imperial Rifle odd in his hands, and the bark of it quite queer, as he is used to the bullets it fires coming at him not from him. Still he hammers almost every target, beating almost every score on the range that day.
Angel ends the session with a quick jog through one of the many training halls on the deck, this one a small jungle. The mist from the trees feels fresh on his skin, and his muscles burn with the satisfaction of a proper workout. He leaps over logs, slides under sideways trees, and wraps it up with a dive from a waterfall into a crystal blue pool below it. After this he showers and heads back to his quarters in the Hawk, where he reviews the battle footage from the last two engagements.
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8c781f No.36326
>>36301
1. The Wise Captain Artemis heads off from the debrief slightly satisfied with his performance, and being a father to his men his thoughts immediately turn to them. He heads to the quarter master to ensure that his ship is in top shape. While he is there, he also ensures that the ammo and fuel of his ship is the best he can acquire. His words and wisdom find hold in the quarter master, and he promises to ensure that you will receive the best that he can acquire.
Gain Friends: [The Quartermaster]
2. However, the Base Chef is much less cooperative, he notices your accent at first, and when you hear his you understand his hostility….
"Why should I givé a Pig like yourself such works of Ârt like I construct here' hon ' ' hon ' ' hon '. I doubt your taste-buds could apprecïate the Stygiàn Depths of flâvor that I create?"
After pleading with the man for some decent food, he finally relents and makes a small concession.
"Oui, Very well. If any of my creations fail to meet my very strenuous standards, I shall see they are sent to you instead of the trash, but then again it might as well be the same place ' hon ' ' hon ' ' hon '
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8c781f No.36327
You shall have one more turn of R&R before receiving your next assignment
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8c781f No.36328
>>36324
>>36153
2. Soldiery I 5/6
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8c781f No.36330
| Rolled 83, 62 = 145 (2d100) |
>>36323
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] (150/150)
Imperial Favor: 25
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. Talk to command about mounting a rescue for our brothers held in Orion prison.
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8c781f No.36331
| Rolled 88, 67 = 155 (2d100) |
>>36324
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10 (Small)
Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
Damage: 3d10 (Small)
Ship Health: 75/75
Crew: 1/1
Upgrades: [Gap Drive]
Imperial Favor: 25
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Enemies in R&D] - Your brash and bold attitude, along with the many problems with your design, have led to R&D writing you off as a fool, and as such all dealings you have with them in the future will be hampered. - 5 to further dealings with R&D until you prove your competence
12 Wolf was not one to be put off so easily. He would focus on what he knew best with the solid mechanical designs of the frame and limbs. "You see this arm here can contract into the wing base with this extension here becoming the wing. Compared to a normal fighter this fighter has a greater external area to fit thrusters or additional weapons. With standard thrusters here, here and here front and back it would improve maneuverability to the point that a typical fighter could hardly even attempt to flank it which means with enough prediction engines to prop up the pilot he could take track even a fighter's cockpit from several angels that a typical fighter isn't capable of without total devotion to the maneuver."
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8c781f No.36333
| Rolled 53, 71 = 124 (2d100) |
>>36324
>>36328
Angel is hardly satisfied as it stands - the crew of the Hawk have seen a great deal of improvement under Angel's intense simulations, even after just a full day of running them, but they have a great way to go; and simulations only go so far. Still, another round of running mock boarding combat, silent runs, strafing, harassment, and damage protocol will do wonders. The crew that crack now won't do so when the Hawk is under serious fire; and a crew that can handle pressure and make quick decisions is the foundation of any genius maneuver. [Crew Training I 4/6]
2. A trainer for the Royal Marines? That's a funny concept, considering that those same boys have a death warrant hanging over his head. Then again, who better to drill marines into a combat-ready, brutally efficient force than someone with a proper grudge? Besides, after so long cramped up in a maximum security cell, running and shooting feel damn well blissful. It'll be useful as all hell. [Soldiery I 5/6]
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8c781f No.36336
| Rolled 64, 87 = 151 (2d100) |
>>36324
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: 60/60
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.
1-2. Looks like I'm about to be deployed soon. Ain't no time to be making friends, better finish what I can. In-Combat Repairs 3/6
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8c781f No.36338
| Rolled 56, 21 = 77 (2d100) |
>>36323
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: 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: 250/200
Shields: 150/150
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo]
Imperial Favor: 13 (Gained by destroying traitors, used or purchase new ships and upgrades)
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 in R&D: 4/6
>Traitor Tactics: 1/15
1. Nihlus Continues to speak and make connections with the fine people in Research and development. IT went well yesterday, and with some luck he might be able to win them over fully today. 4/6
+5 Peerless
2. Afterwards, he looks over more Battleroms of the previous conflicts, in greater detail than before. The art of war dictates if one knows their enemy and themselves, victory will never be in doubt. He will prove that maxim right once again. 1/15
+Peerless
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8c781f No.36339
| Rolled 100, 66 = 166 (2d100) |
>>36326
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
1. Acquire some brandy and some more tea. +10
2. In every base there is a black market, I wonder if I can find one here. +10
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8c781f No.36365
>>36338
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: 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: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Upgrade Revision
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8c781f No.36372
>>36330
1/2. After hearing the grisly details of the prison, Yoto rushes to the office of FC Zuric to demand an opportunity to rescue their beleaguered comrades, by the emperor such an atrocity such as this cannot be allowed to occur.
To Yoto's surprise, FC Zuric is in his office with some of Fleet Command's senior staff overlooking a holo-projection of Orion and the Prison complex, known as "The Anchor", and the current disposition of the small enemy fleet around it. Surprised by Yoto's bursting in on the meeting, FC Zuric stern face wraps into a wry smile as he begins to open his mouth to speak. "Eager one, aren't we Captain Yoto. You, I will say, are the first captain I've ever had asked for an assignment that I am mere hours away from giving him. Such boldness is something we could surely use more of, but keep in mind to temper your fury boy, for the fire that burns twice as bright burns half as long, and in this sea of darkness we need all the illumination we can get."
+ 1 Favor
>>36331
1/2. Wolf Wolf again descends to R&R, the researchers lamenting as he stomps out of the elevator once again talking of his impossible dream. Not to mention that all fighters already had thrusters all over and that a 3-D battle space necessitates being able to move in all directions at once, and that his design would only increase the area for an enemy to shoot at, alas, they humored him again.
This time however, his words find purchase in the ears of someone. Dopey, the failed lobotomite that has only as he calls it "tribial blain damage", and janitor of the R&D floor, who by the nature of his position could make use of the equipment and data when the R&D staff are off hours. He promises to help you when he can, though his skills might be small.
Gain Friend: [Dopey the Janitor] - Grants you access to R&D on off hours, and plenty of cleaning supplies.
>>36333
1. The Training is stepped up, and the crew are more adapted to the fire now, and instead of cracking and bending like weaker men, they stand hard and fast, steeled by your iron will and demanding expectations.
Gain Skill:
[Crew Training I] - + 5 to all combat rolls
2. Elijah returns to the training deck for another round of training with the marines, this time taking them through the rigors of ship to ship combat from a pirates perspective. Where once the royal marines boarded ships like angry bulls in china shops, Angel now taught them to move like deadly snakes creeping through the undergrowth. The current war situation necessitated that each man be used to the best of his ability, and the tactics angel was teaching them was to ensure that is the case. He learns a bit of tactical combat as well, as pirates fight as individuals, as lions. Soldiers, however, fight as the wolf, as a pack.
Gain Skill:
[Soldiery I] - + 5 to personal Combat rolls (boarding and ground combat)
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8c781f No.36373
>>36336
1/2. CLX-124 decides to focus his time on perfecting his work at on the spot repairs. He works ceaselessly on it with only the dogged determination and unflinching ardor of a machine. To CLX-124, finishing this skill became as important to him as it is to man to eat, to sleep, to procreate.
After several hours of tinkering and adjusting and compiling lines of code, CLX - 124 is now able to preform repairs on fighter craft on the spot
Gain Skill: [In-Combat Repairs I - Fighters] - + 5 to rolls to repair fighters mid combat, you must exit your fighter to do so.
>>36338
1. Another round of talking and jiving with the eggheads lead to friendships formed and bonds made. The R&D department as a whole considers you an acquaintance.
Gain 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.
2. Unfortunately, the social activity has once again left Nihlus exhausted, and he falls asleep after only one video again.
>Traitor Tactics: 2/15
>>36339
1. Your friend to quartermaster asks if you require anything before you ship out next, to which you reply
"No my good chum, but some Brandy and Tea would be quite appreciated."
Captain A. Thulmir
To your surprise several hours later there is a knock on the door to your quarters when you just laid down to rest, it is the quartermaster for your ship, asking you what to do with a special package you've received in the last hour. When you ask him "What bloody package?" he looks at you with a curious tilt of the head, before gesturing to the docks, where a mass of steel crates and barrels lie in a neat stack, and already men begin to load them into the Lady Annabelle. You look at the manifest, which list enough tea leaves and brandy for 4 years, all of it top shelf. You also notice one extra bottle, standing out as it in fact one bottle.
"Vintage 11754: Muy'liu's Vineyard, a very rare vintage captain, I assure." Your quatermaster says as he eyes it greedily.
+ [Aged Space Brandy] - Drink it and see the stars.
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8c781f No.36374
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8c781f No.36395
A notifications shows up on all captains datapads, priority Gamma. Orders from on high it would seem.
ALL CAPTAINS REPORT TO THE BRIEFING ROOM ON LEVEL 7 DECK 4 IMMEDIATELY
The Captains comply and all report to the Briefing expecting orders. They arrive to a stern, short women with blonde hair and blue eyes, a long scar running down her face on her left eye, but still quite beautiful.
Her beauty is noted, but when she starts to speak, so is her gruffness;
"Hello Captains and junior officers…" She looks to angel with slight look of disgust
"…I am Officer Grayson, here on behalf of the Fleet Commander to brief you on your next mission. It is of the utmost importance that you succeed at this. Your task is to raid the Orbital Prison at the Gas Giant Orion, in the Luxia system. In this station, known as "The Anchor", surviving officers and possibly some admirals from the Slaughter at Tannhäuser Gate, and other captured after the assassination of the Emperor, are being held and most likely tortured to reveal any information about the whereabouts of the remnants of the guard. The Imperium may be telling its citizens and the common soldier that the war is won, but the higher ups know it is only just beginning, and if they get the knowledge that these officers possess then this war could be very short indeed."
She turns and gestures to the holo-projection, showing the gas giant Orion, with a small shape representing the station and several smaller shapes representing the picket fleet currently guarding the station.
"You can see the Station; Which for this mission shall be dubbed "CAGE", and the small fleet surrounding it, the fleet image you see represented on the Holo-Projection is from one of our scout probes as was taken only hours ago. You are to drop into system in immediate range of the station, destroy the picket fleet, upon which the Troop Carrier "HANGMAN" shall warp in and board the station, command of this boarding party shall be lead by Ensign Elijah, Fleet Command believes that his "skill" (At this Officer Grayson faces contorts, as one would when tasting something particularity foul) will be the most useful in the boarding and quick extraction of the Royal Guard and Loyal Imperial Navy officers. Once all of the officers are extracted you are to destroy the station, the Frigate HMS Lady Annabelle will be equipped with a special weapon for this task."
The holo-projection pans out, coming to a view where the star Luxia, angry and red, comes into view, it then magnifies the capital planet of the system, the Tropical World Episatlia.
"Expect resistance continuously as soon as you make contact with the Traitor fleet. Initial reinforcements will be delayed in their response by a diversionary attack on Mines on the border of the system's Asteroid belt carried out by the newly rebuilt Fighter Squadron "Feta", but once the Rebels learn of your true intent they will bring the full force of the system fleet down upon you, this is why speed is key to this operation."
Officer Grayson flicks the projector off, then turns to face the captains sitting and standing around the room.
"You have your orders, you cannot fail in this task. You will depart immediately for Luxia. By the Emperor's light."
She leaves the room.
End Briefing
>Notes for Players
>Cornwallis: You are equipped with 1 ZZ-7 Fusion Torpedo, which has been essentially jury rigged to your hull for this mission. As it is essentially 3/4th's the size of your ship, you are slowed for this mission, taking a - 10 to any maneuvering rolls.
ZZ-7 Fusion Torpedo: Massive Torpedoes often carried by capital ships, used in the destruction of Stationary orbital objects and small moons. Massive destructive power on a scale the likes of which are legendary, but also limited in use due to their volatile nature and difficulty to produce in part because of the rare components used in its destruction.
Damage: 1d1000 (Heavy)
>Elias: Your captain has been given the honor of leading the boarding party, you will board the Hangman once the enemy fleet has been destroyed, and you are in charge of securing the prisoners and ensuring they make it alive to the Hangman for extraction. While this is going on you will have a officer in command of the hawk, so you can still use it when enemy reinforcements jump in.
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8c781f No.36396
>>36395
Mission: Extract Loyalist Prisoners From Orbit Prison "The Anchor"
Favor Upon Completion: 15 Favor
Bonus: Ensure all officers are extracted alive and well and that Hangman makes it to the extraction point.
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8c781f No.36397
>>36396
Bonus Favor: + 10 Favor
ALL CAPTAINS REPORT IN WHEN READY
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8c781f No.36398
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: 60/60
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.
>>36397
ready
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8c781f No.36399
>>36397
Ready (when not at work)
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8c781f No.36401
>>36395
Angel's face is shockingly expressive for a mask of cybernetic armor as Grayson speaks, eyebrows raising and mouth smirking as the woman speaks his name in disgust, making obviously irritated references to his supposed 'skill'. The pirate sits up straight in interest, but keeps silent as she talks, only getting in a word as the officer leaves - his voice as military and strong as ever, but with a lifted, entertained youthfullness.
"Hey, hardass. I'm gonna bring in every last loyalist from the Anchor, unharmed and wrapped up in a basket. Not for you - just 'cause I can."
Angel shrugs.
"Thought you might want to know that in advance." Without hesitation, he turns to the other officers in the room.
"Anyone want to volunteer for the boarding party from the Officer ranks? You'll have to put up with me if you do. And a medal."
>>36396
>>36397
readyish
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8c781f No.36409
>>36395
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Crew: 200/200
Upgrades: [Juggernaut Armour]
Imperial Favor: 2
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. +10 to non-combat actions
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
" Ready to roll out Officer!"
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8c781f No.36411
>>36372
>>36395
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
Ship Health: 115/115
Shield Health: 50
Crew: 1/1
Upgrades: [Gap Drive][Shields][Juggernaut Armor][Armor Piercing Rounds][Kamikaze Chassis][Flak Drone][Autocannon Drone][Autocannon Drone][Autocannon Drone]
Imperial Favor: 1
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Enemies in R&D] - Your brash and bold attitude, along with the many problems with your design, have led to R&D writing you off as a fool, and as such all dealings you have with them in the future will be hampered. - 5 to further dealings with R&D until you prove your competence
Friend: [Dopey the Janitor] - Grants you access to R&D on off hours, and plenty of cleaning supplies.
"Ready and rearing to go"
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8c781f No.36425
>>36397
>>36338
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: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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 2/15
The HMS Perilous is ready for interdiction.
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8c781f No.36442
>>36153
"The Veil isn't so bad, sure its no Space Mall and the planet sure as Supernovas isn't a blue wonderland…at least there are some ladies in uniform. I've got my eye on a little blond number and being an ex-pirate I bet you have a few vices in you" Wolf chuckles a bit
>>36411
>>36401
"I've never been to a space prison perhaps you can lead me on the tour. I might even pull something heavy out of the old man's workshop for this expedition."
*whisper to himself* "Maybe the Wolf-frame?"
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8c781f No.36463
>>36395
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: 20
Crew: 2
Upgrades: Gap Drive
Imperial Favor: 0
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
This guy is ready to go and delve deeper into the elaborate realm of intergalactic submarine warfare.
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8c781f No.36464
>>36372
>>36399
and updated stats
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] (150/150)
Imperial Favor: 26
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.
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8c781f No.36476
The Fleet rendezvous at the edge of the The Veil, Aluxia a distant dot illuminated by the Violet star of the system. The Captains all preform routine pre-jump diagnostics, Captain Thulmir has his second lieutenant pour him a glass of his Star Brandy, Angel manually checks the bolt on his rifle which he has brought for the boarding operation, and Yoto eyes the massive torpedo tube on The HMS Annabelle. After a all clear resounds from all pilots and captains of the fleet, the jump sequence commences.
It is a odd thing to observe a jump from a third person viewpoint. At first the ship seems to stretch out, then compress to the point of a psuedo-singularity. In the eyes of the beholder the ship at first stretches out in front of them, before everything around them becomes a tunnel of light before space comes back into view. Stars stretch out as they pass by you in less then a second, before finally it all screeches to a halt, and the jump is over.
By now the fleet has done this several times, and the sense of wonderment has long left the green recruits of the crew, but still men like Thulmir have to admire the beauty of it all. Almost as beautiful as the lances of his ship cutting into the hulls of traitors. Artemis always loved the sight of that, fused hull plates drifting in the void, he mused on the beauty of such things, of war, as his fleet dropped out of warp less then 5 kilometers from the picket fleet, guns already charging and targets quickly being called. A quick glance at the incoming data report from his ships intel officer reveals the disposition of the Enemy's forces, which Thulmir quickly passes onto the rest of the fleet before raising his brandy glass into the air in a fleetwide toast.
"Death to Traitors and peace to the Empire. By the Emperor's light, let us make war!"
He downs the glass in one gulp, and he cannot pinpoint why, but he feels…. different.
>Cornwallis Gains the Bonus:
+ [LZRS] - For some reason you feel different, but not in a bad way.
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8c781f No.36477
>>36476
3 Fighters
>F1:
2 Leruda Cannon (Small)
>F2&3:
1 Purifier Missile (Small)
1 Redeemer Swarm Missile (Small)
1 Frigate
>F1:
2 Redeemer Swarm Missiles (Medium)
2 4759T ECM Pulses (Medium)
>1 Station:
"The Anchor of Orion" Designated Target "CAGE"
4 ZR-MK12 Point Defense Cannon (Medium)
1 Redeemer Swarm Missile (Heavy)
Station Health: 1000/1000
Upgrades: [Smart Missiles] 1 [Repair Drone (Heavy)]
You have surprised the enemy, and as a result get one free round of combat, unmolested by the enemy forces
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8c781f No.36478
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8c781f No.36485
| Rolled 36, 35 = 71 (2d100) |
>>36476
>>36477
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: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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 2/15
Nihlus begins to maneuver his ship into an ideal firing position, where he can overlook not only the station and its attendant forces, but also where enemy reinforcements would likely come from. +5 from Peerless
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8c781f No.36486
| Rolled 36, 35 = 71 (2d45) |
>>36485
While he is moving he targets the enemy screening force. He puts one railgun over F2 and another over f3 then he fires. He is confident that this will cripple if not kill the fightercraft with his armor piercing ammo.
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8c781f No.36487
| Rolled 37, 17 = 54 (2d45) |
>>36486
and f3's
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8c781f No.36488
| Rolled 8, 3, 8, 1, 1, 8 = 29 (6d10) |
>>36487
As he is flowing by he puts autocannon into the damaged f3 and another one into the fresh f1 firing his all in order to take the most advantage of surprise.
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8c781f No.36489
>>36488
for those keeping score, f2 and 3 are dead, f1 is at 41 health
"Scratch two, and the third is winged. Let's take these guys out fast, we don't want them around when reinforcements come."
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8c781f No.36492
| Rolled 1, 8, 25 = 34 (3d25) |
>>36476
>>36477
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk1
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
Ship Health: 115/115
Shield Health: 50
Crew: 1/1
Upgrades: [Gap Drive][Shields][Juggernaut Armor][Armor Piercing Rounds][Kamikaze Chassis][Flak Drone][Autocannon Drone][Autocannon Drone][Autocannon Drone]
Imperial Favor: 1
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
Flaws: [Enemies in R&D] - Your brash and bold attitude, along with the many problems with your design, have led to R&D writing you off as a fool, and as such all dealings you have with them in the future will be hampered. - 5 to further dealings with R&D until you prove your competence
Friend: [Dopey the Janitor] - Grants you access to R&D on off hours, and plenty of cleaning supplies.
Lets see some action from these drones. Targeting the injured fighter! F1
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8c781f No.36493
| Rolled 7, 10, 5 + 10 = 32 (3d10) |
>>36492
Now the first autocannon on F1
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8c781f No.36494
| Rolled 10, 4, 6 + 10 = 30 (3d10) |
>>36492
Fire on the station's heavy repair drone with my second autocannon
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8c781f No.36495
| Rolled 99, 14 = 113 (2d100) |
>>36492
Now lets get outta Space Dodge and out of the station's range while those flaks are till operational.
1/2 Get out of range of the Station's weapons. +15
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8c781f No.36496
>>36493
>>36494
F1 and the Station's Repair Drone are dead
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8c781f No.36497
The Station has 9 Subsystems, you will roll a 1d9 to determine which one you hit
>1. Miss and hit the station
>2. Life Support
>3. Weapon Controls (located inside the station, cannot be targeted without blowing a hole in the station)
>4. Communications Relay
>5. Reactor: (See notes for weapon's control)
and a subsystem for each of its guns.
>6-9. The 4 point defense cannons and the Missile system
>10. Critical (x2 damage) to the subsystem of your choice
>>Subsystem rules:
>Subsystems (and health based on ship size): Power and literally are the pieces of larger ships, can be destroyed to disable key functions on ship.
Engines (Movement) Medium 40/40, Heavy 90/90
Communications (Talking to other ships) Medium 20/20, Heavy 50/50, Station 100/100
Life Support (Keep Breathing I keep, Keep breathing oh ho) Medium 40/40, Heavy 90/90, Station 150/150
Reactor (Power for ship) Medium 50/50, Heavy 100/100, Station 175/175
Shield Generator (Only applicable if ship has shields, controls shields, cannot be damaged until shields are down) Medium 40/40, Heavy 90/90, Station 150/150
Weapon Systems (individual guns, can be destroyed by means of combat actions) Medium 30/30, Heavy 60/60
Weapons Control (The system that controls the weapons on the ship/station) Medium 30/30, Heavy 70/70, Station 150/150
(more to be added as they are encountered)
>Targeting: When firing at a subsystem, there is always a chance you might miss your target. This is reflected in targeting. When you target a subsystem on a ship, you roll a 1d(X) the "X" being the amount of subsystems on that ship, which can be found out by asking the host. A "1" will always hit the ship itself and miss the subsystem, dealing damage to the ship health instead. 2 though "X" will be the various subsystems, while the highest value one can roll will deal a critical to the subsystem, doubling the damage of the weapon roll against it.
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8c781f No.36498
(Would taking out the station's communications delay reinforcements or hamper their deployment in this case? Obviously they wouldn't be able to signal the reinforcements about the boarding.)
Wolf gets on the fleet channel as he clears the station
"Might be a nice move to bring down the communications as well as the weapons. Maybe we need a few to dedicate their ships to spotting? If we can get the right target before the strike zone gets obscured in destruction then the prisoners should be alright."
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8c781f No.36500
>>36498
It would delay their arrival
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8c781f No.36505
| Rolled 12, 6 = 18 (2d70) |
>>36477
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] (150/150)
Imperial Favor: 26
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.
Two Farthan lances aimed at the Frigate.
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8c781f No.36506
| Rolled 75 (1d90) |
>>36505
Pulse weapon takes aim at the Station's communications array.
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8c781f No.36507
| Rolled 5, 14, 19, 3, 23 = 64 (5d25) |
>>36506
Omni Flak screens for any stray missiles but will most likely be firing uselessly
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8c781f No.36509
>>36506
Need to roll to hit subsystems Randonperson.
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8c781f No.36510
| Rolled 89 + 10 (1d100) |
>>36477
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Shields: 150/150
Crew: 200/200
Upgrades: [Juggernaut Armour I][Shields I][Armor Piercing I]
Imperial Favor: 5
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. +10 to non-combat actions
[LZRS] - For some reason you feel different, but not in a bad way.
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
What a beautiful day for a battle, you can see how the stars gravity ripples, the ignition of the engines of great warships and the blood of many men about to be lost into the vastness of space
"Francis prepare me some tea."
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8c781f No.36513
| Rolled 80, 31 + 5 = 116 (2d100) |
flashback to pre-combat
>>36442
"Yeah, something like that." Angel says with an armor-clad smirk. "Hope you trained your squad in shooting."
>>36477
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 (4d40, half on shields)
1x Medium 4769T ECM Pulse (1d50)
1x Redeemer Swarm Missiles (10d40, half on shields)
1x Flak Drone (30 Health, 10d15)
1x Repair Drone (15 Health, 15 repair/round)
Ship Health: 200/200
Ship Shields: 150/150
Crew: 100/100
Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)]
Imperial Favor: 0
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
With the Flak Drone on point, the Imperial Hawk bursts in, making an extremely quick press towards the Transport - and then onto the ship.
"If you're planning on getting on this thing, hurry the hell up and get behind me." He transmits to the rest of the fleet.
The flak drone and autocannons are on point as he closes in.
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8c781f No.36514
| Rolled 40, 14 + 20 = 74 (2d70) |
>>36510
Firing Lances on the Frigate
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8c781f No.36516
| Rolled 18 + 15 (1d100) |
>>36497
Aiming for Communications relay
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8c781f No.36517
| Rolled 3, 13, 30, 32, 34, 35, 24, 39, 1, 2 = 213 (10d40) |
>>36513
Firing Redeemer Swarm at the various Flak Cannons to distract them all and allow landing.
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8c781f No.36518
| Rolled 73 (1d100) |
>>36517
Combat roll.
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8c781f No.36519
| Rolled 1 (1d10) |
>>36516
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8c781f No.36520
>>36497
>Targeting: This is how you hit subsystems. A combat action is given to target a specific subsystem, if it succeeds you successfully target it, if not read on. When firing at a subsystem, there is always a chance you might miss your target. This is reflected in targeting. When you target a subsystem on a ship, you roll a 1d(X) the "X" being the amount of subsystems on that ship, which can be found out by asking the host. A "1" will always hit the ship itself and miss the subsystem, dealing damage to the ship health instead. 2 though "X" will be the various subsystems, while the highest value one can roll will deal a critical to the subsystem, doubling the damage of the weapon roll against it.
>how does this apply now
Roll a combat action to target a subsystem, if you fail the roll i.e. roll under 20, then You must roll a 1d9 to determine what you actually hit.
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8c781f No.36521
| Rolled 15, 29, 6, 6, 5, 6, 17, 17 + 20 = 121 (8d30) |
>>36520
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8c781f No.36522
| Rolled 36, 28, 36, 32 = 132 (4d40) |
>>36513
Firing all autocannons at Frigate 1. As he does this, Angel sends a message to FC;
"Bring the Hangman in right now - the preliminary fleet is mostly out of the question and the flak cannons are distracted, so he's clear to board for a minute or two with the Hawk escorting. No time to waste."
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8c781f No.36523
| Rolled 82 (1d100) |
>>36522
Targeting the reactor.
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8c781f No.36524
>>36492
>>36495
>>36513
(Changing to landing in the station hangar while the missile screen is up. 99+15 = Modified 114)
"Chance! I am coming in for a landing!"
With the missile screen put up by Angel, Wolf sees his moment and does a 180 to mosey on through and get into the hangar.
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8c781f No.36526
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 (5d5)
1x Farthan Lance (1d40)
2x Reaper-Z42 Autocannons (4d10)
Don’t fill this in:
Ship Health: 80
Crew: 100
Upgrades: Armor-Piercing Rounds (Medium)
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
Bonus: Based on Fluff
Flaws: Based on Fluff
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8c781f No.36527
>>36526
Im drm and I approve this post
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8c781f No.36528
| Rolled 71, 93 = 164 (2d100) |
>>36506
Rolling to hit comm array. 2d100
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8c781f No.36530
| Rolled 1, 1, 2, 7, 10, 3 + 20 = 44 (6d10) |
>>36522
rolls changed to be extra useless
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8c781f No.36531
| Rolled 8, 2, 4, 7, 8, 2 = 31 (6d10) |
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: 60/60
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.
1. Pound that Frigates Reactor with the Autocanons now that the Hawk has softened up its exterior.
2 Autocanons (small)
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8c781f No.36532
| Rolled 23, 20, 4 = 47 (3d25) |
>>36531
Drones firing on the Frigate Reactor
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8c781f No.36533
| Rolled 58 (1d100) |
>>36531
>Need to roll 1d100 to target
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8c781f No.36535
>>36532
>>36530
The frigate Reactor is dead with 142 damage
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8c781f No.36538
| Rolled 61, 64 = 125 (2d100) |
>>36477
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: 0
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. Stealth me funboii
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8c781f No.36539
| Rolled 22, 27 = 49 (2d100) |
>>36538
Just assuming that this is stealth roll succeeded.
Fire my super secret Übertorpedo at the Space Station's Rocket Systems. First d100 for hitting it and second d100 double damage, special ability bonus.
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8c781f No.36540
>>36539
6 health left on the Station's Rocket System
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8c781f No.36541
| Rolled 46, 82 = 128 (2d100) |
>>36539
Autocanons aiming for the same sub system.
1. Autocannon Scru
2. Autocannon Ffy
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8c781f No.36542
| Rolled 10, 6, 8, 5, 5, 5 = 39 (6d10) |
>>36541
Damage calculations
1-3. Autocannon Scru
4-6. Autocannon Ffy
Give me those sweet double donkers.
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8c781f No.36589
The Battle commences as the Frontier Fleet exits warp, weapons hot and kinetics outgoing. The Rebel fleet, paltry and unprepared, is caught completely off guard by the random, much larger, fleet warping in and shooting at them. The fighters are all gunned down mere moments after the Loyalist warp in, with stray shots grazing the Frigate as well. Its reactor is damage by a strafing run from the hawk, but it continues to operate; that is, until CLX-124, always the opportunist, pounds into the damaged reactor with his autocannons, causing it to finally break under the fire. The Station is not exempt from fire as well, as Captain Yoto attempts to disable the enemies communications relay, his pulse guns almost succeeding in doing so, but falling short. A barrage of missiles from the Hawk destroys 3 of the 4 idle pulse guns, and the elusive pilot Karl "The Gasser" Wolf destroys the massive rocket array on the installation with his crippling sneak attack on its weak points.
A reinforcement arrives from the Veil, a newly minted destroyer piloted by one of the more ' esoteric ' recruits from the last batch of cadets from fleet academy. Where as most pilots and captains already integrate with their ships via a neural link, Ensign Herbert Strenhausen IV has had his entire morbidly obese body directly integrated into his ship.
>>36526
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.
Enemy Fleet Stats
F1: Destroyed
F2: Destroyed
F3: Destroyed
FI1: 428/500 (Pulse Guns, engines inactive)
>Reactor: Destroyed
Station: 1000/1000
>Rockets: Destroyed
>Flak 1: Destroyed
>Flak 2: Destroyed
>Flak 3: Destroyed
>Flak 4: 18/60
>Communications: 25/100 (Pulse)
>Station Drone 1: Destroyed
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8c781f No.36590
>>36589
The Commander of the Station Guard jolts to attention as the system scanner lights up with reports of enemy contacts, and the missiles impacting his station knock him flat on his ass as the station shakes from the impact.
"Damage report! I need a fucking Damage Report!" He screams at no one in particular.
"Sir, we've lost flak cannons 1 through 3, and the missile system has been destroyed sir!" Reports a ensign at his station, head bloodied from basing it against his console when the missiles impacted.
"Damn loyalist Raiders, these must be the ones that killed Yuul!"
"Loyalist? Sir, I thought we destroyed the last of them at Tannhäuser?"
"You really believe that hog-wash boy? They're alive and well, and now they're here to kill us. We might be crippled but I'll be damned if we don't go down fighting. Radio Episatlia, tell sector command we're under attack and in need of urgent reinforcements. And what's the status of our picket fleet?"
"All ships aside from the Frigate INS Resolute are destroyed, and the Resolute has had her reactor crippled, Sir. It also appears that a transport craft is heading straight for the hanger Sir."
"Damn, defenseless and about to be boarded, never thought that the backwater guard duty I'd been assigned would be the death of me." He walks over to his command chair, pushing the all comm button on his console. "THIS IS COLONEL TELLAR, WE ARE ABOUT TO BE BOARDED, I WANT ALL BULKHEADS SEALED AND ALL SECURITY FORCES PREPARING FOR COMBAT." He then walks over to the armory in the bridge and grabs his Rifle, the name "Vera" lovingly etched into its side.
Outside of the Station, the Royal Guard Transport "Hangman" is making its final approach to the Space Station, Ensign Elijah Brown sits at the front of the ramp, a full contingent of Royal Guard Space Marines behind him.
He speaks one word as they pass through the shield sealing in the atmo of the hanger "We go in quick, get this done, get our people out, then we blow this hell hole the fuck up and go home."
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8c781f No.36592
| Rolled 19, 69, 76, 41 = 205 (4d100) |
Station Combat Actions
1. Sealing down station and preparing to repel boarders.
2. Distress call to System Capital world
Frigate Actions:
3/4. Repair reactor
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8c781f No.36594
It seems that Yoto's pulse did more damage then it should have, as the bulkheads for the hangar and several corridors thereafter are unable to close. The Bridge and several unknown decks still manage to secure their doors, however.
The Hyperwave ping, however, goes through, and the incoming contacts on the Loyalist fleet let them know that rebels are coming in hot.
Repair crew valiantly struggle in the IMS resolute to repair its crippled reactor, under fire and the ship itself flaming around them, they still manage to get it almost operational again.
>Reactor Repairs 4/6
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8c781f No.36595
>>36593
The Enemy reinforcements arrive in sector, a patrol squadron from a nearby moon system.
6 Fighters
>F1-F6: 2 Leruda Cannons (Small)
2 Destroyers
>D1: 1 Thermite Bombs (Medium)
1 4759T ECM Pulse (Medium)
2 Reaper-Z42 Autocannons
>>Upgrades: [Shields] - Medium 150/150
>D2: 2 Redeemer Swarm Missiles (Medium)
2 Redeemer Swarm Missiles (Small)
>> Upgrades: [Juggernaut Armor x2] - Health 430/430
1 Frigate
>F1: 2 Longmire AZ-12 Railguns (Medium)
2 ZR-MK12 Point Defense Cannon (Medium)
>>Upgrades: [Armor Piercing Rounds] [Shields] - (Medium) 150/150
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8c781f No.36601
| Rolled 60, 4 = 64 (2d100) |
>>36595
Rolling for attack of Feta Squadron
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8c781f No.36602
| Rolled 33, 39 = 72 (2d100) |
>>36595
>>36590
Wolf Jr
Strength: 20
1&2 Wolf undoes the attachments on his seats and sets off down the fighter's ramp, it would be a priority to try and secure the doors leading from the hangar to the bridge and deeper into the station. Hopefully the enemy was still disoriented and he could clear any resistance he encountered.
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8c781f No.36603
| Rolled 100 (1d100) |
>>36601
Feta Squadron warps in at the mining grounds of Episaltia's moon Ignis, 30 fighters strong and quickly picking apart anything and everything it can find. Fleets are quickly scrambled from the Capital world to deflect this assault so close to home
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8c781f No.36604
>>36603
>roll accidentally
>its a 100
>In a game I'm hosting
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8c781f No.36606
>>36595
>D2: 2 Redeemer Swarm Missiles (Medium)
2 Redeemer Swarm Missiles (Small)
>> Upgrades: [Juggernaut Armor x2] - Health 410/410
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8c781f No.36609
| Rolled 57, 52 = 109 (2d100) |
>>36595
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] (150/150)
Imperial Favor: 26
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. Yoto takes aim at D2's Life support systems.
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8c781f No.36610
| Rolled 38, 59 = 97 (2d70) |
>>36609
Lances at D2
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8c781f No.36611
| Rolled 28 (1d90) |
>>36610
Pulse at F1 to take down the shields
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8c781f No.36612
| Rolled 22, 1, 13, 6, 25 = 67 (5d25) |
>>36611
Flak screens for missiles aimed at the fleet or the station from the enemy.
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8c781f No.36613
>>36595
>>36611
To avoid confusion frigates are no FI, so F1 is now FI1
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8c781f No.36614
| Rolled 36, 22, 45, 26 + 60 = 189 (4d45) |
>>36595
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: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
And thanks to the daft boy wonder trying to be a hero we are down another ships. 2 frigates, 3 destroyers, 1 fighter and 1 bomber against 2 frigates 2 destroyers and 6 fighters. Not great odds.
We need those frigates dead yesterday, that railgun ship can drop a fighter with one shot. Focus on one or the other and end them fast. if they fall we might hold long enough to do this.
Nihlus pulls his railgun reticles over FI1 fire both, his shield/armor piercing ammo should hopefully be enough to drop them and damage the ship underneath. +60(piercing ammox 2 shots)
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8c781f No.36616
| Rolled 19, 22 = 41 (2d70) |
>>36595
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Shields: 150/150
Crew: 200/200
Upgrades: [Juggernaut Armour I][Shields I]
Imperial Favor: 5
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. +10 to non-combat actions
[LZRS] - For some reason you feel different, but not in a bad way.
Flaws: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Hmm this is going rather well, fire the lances on that new frigate and pour me another cup of brandy."
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8c781f No.36617
| Rolled 15, 3, 9, 18, 1, 28, 29, 21 = 124 (8d30) |
>>36616
Firing flack cannons on f3 and f4
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8c781f No.36618
| Rolled 82 + 15 (1d100) |
>>36616
This will be aiming for it's engines
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8c781f No.36619
| Rolled 6, 9, 5, 4, 1, 9 + 20 = 54 (6d10) |
>>36614
Nihlus uses his autocannons to counter any missiles fired at him or on any fighters that intend to make a strafing run at him.
+20(piercing ammo x 2 weapons)
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8c781f No.36626
| Rolled 58 + 5 (1d100) |
>>36616
Move ship in position to block for the transport
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8c781f No.36627
| Rolled 3, 6, 8, 10, 2, 9 = 38 (6d10) |
>>36590
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
Crew: 100/100
Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)]
Imperial Favor: 0
Crew/Personal Bonuses: [Soldiery I] [Crew Training I]
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
The Hawk, delivering Angel and a small group of the crew's most capable boarding marines on the Hangman, gets a firm order to harass and stay out of serious enemy fire as the Ensign leaves, handing command to Petty Officer First Class Daniel Wood, the helmsman. The command crew is freshly-vetted and given a rather effective crash course by Angel himself, making them decently effective even without the former pirate onboard.
>>36595
Autocannons are firing at the damage fighters in an effort to destroy them entirely, with a +10 to each roll.
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8c781f No.36628
| Rolled 5, 9, 1, 3, 1, 3, 9, 7, 8, 4 + 30 = 80 (10d10) |
>>36627
The Redeemer Swarm is being fired at D1's hull to breach and cause serious raw damage.
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8c781f No.36629
| Rolled 30 (1d50) |
>>36627
Finally, the Pulse is aiming at D2's Redeemer Swarm, with the Flak on defense.
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8c781f No.36630
| Rolled 14 (1d100) |
>>36629
Roll for aiming, 15 or lower is a failure due to Crew Training I.
Elijah is suited up, standing at the forefront of a group of heavily-clad Imperial Marines as he waits for the bulkhead to open up.
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8c781f No.36631
| Rolled 4 (1d10) |
>>36630
wew lad
Random system
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8c781f No.36632
>>36631
you hit the reactor
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8c781f No.36633
| Rolled 82, 50 = 132 (2d100) |
>>36616
>>36619
Maneuver back past the main body of the fleet. I need to keep range and hopefully I can lead those that follow my heels to closely into the teeth of my allies.
+5 Peerless
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8c781f No.36634
>>36627
Angel disembarks with his squad of 10 of his hardest and most loyal crewmen, followed behind by 10 squads of Royal Guard Space Marines, clad in sealed pressurized suits and armed with the ZX-47 Imperial Battle Rifle. The 111 men, including Angel, fanned out and found the hangar empty. The Bulkheads to the interior of the station were also open, and through the corner of his eyes Angel noticed Wolf Wolf running through them and into the station.
>Elias
Force Composition:
Angel: 1 (20 Str)
Hawk Crewmen: 10 (5 Str each)
Imperial Marines: 100 (5 Str each)
Force Strength: 570
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8c781f No.36635
| Rolled 6 + 10 (1d10) |
>>36634
There's two immediate objectives at hand - locating and securing the station's Command Center, and finding the specific locations of all essential loyalist personnel on-board. A lightning-fast sweep will have to be performed, getting the station layout and establishing both of these, while taking out any resistance in the way. While splitting to fully scope the station is inevitable, in this situation groups ought split as little as possible - staying above two full squads, ideally. Nothing short of an organized and effective military surge from the prison guards can feasibly deal with a unit of that size.
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8c781f No.36637
| Rolled 2, 34 = 36 (2d100) |
>>36635
Elias you need to roll a 2d100, not a 1d10
>>36602
Enemy Station Guard:
45 Prison Guards (Trained, 5 Str Each)
35 Recruits: (Recruit, 1 Str Each)
1/2. The Guards and their trainees wait for the squads of soldiers to pass before emerging from their hideaways and crannies to launch a surprise attack on the enemy boarders.
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8c781f No.36639
>>36637
Enemy force strength: 260
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8c781f No.36642
| Rolled 68, 92 = 160 (2d100) |
>>36635
Fuck rolling
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8c781f No.36646
| Rolled 7, 2, 8, 2, 8, 8 = 35 (6d10) |
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: 60/60
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.
Fire on the nearest fighter thats not next to the larger ship with so much flak on it.
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8c781f No.36647
| Rolled 3, 17, 1 = 21 (3d25) |
>>36646
Drones firing
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8c781f No.36648
>>36646
+10 to each autocanon from AP
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8c781f No.36665
| Rolled 41, 97 = 138 (2d100) |
>>36595
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 (5d5)
1x Farthan Lance (1d40)
2x Reaper-Z42 Autocannons (4d10)
Don’t fill this in:
Ship Health: 80
Crew: 100
Upgrades: Armor-Piercing Rounds (Medium)
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Having just arrived on the scene, Strenhausen will position himself at a slight slant as he moves towards the enemy, to properly fire at the incoming fleet, and so incoming enemy fire has more of a chance to not penetrate the armor. +15
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8c781f No.36666
| Rolled 2, 3, 3, 5, 1 = 14 (5d5) |
>>36665
With his Omni-Flak, he'll take aim at the remaining fighters
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8c781f No.36668
| Rolled 13, 24, 15, 25, 10 = 87 (5d25) |
>>36666
rerolling for correct weapon rolls
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8c781f No.36669
| Rolled 79 + 15 (1d100) |
>>36665
Next off, he'll take aim at FI1's Life Support
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8c781f No.36670
>>36611
This is supposed to be the frigate not the fighter, I am just an idiot.
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8c781f No.36671
| Rolled 6, 7, 2, 6, 1, 10 = 32 (6d10) |
>>36669
He'll open fire on their life support with his 2 Autocannons. +AP Rounds
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8c781f No.36672
| Rolled 49 (1d70) |
>>36671
Finally, he'll fire at their beloved air-supplier with his Farthan Lance
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8c781f No.36688
| Rolled 47, 27 = 74 (2d100) |
>>36589
Use the Gap drive to jump away from the space station in an attempt to get lost in the confusion of the battle.
(Re-Stealth)
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8c781f No.36818
The enemy fleet jumps out of warp and into the warm jaws of the Loyalist captains and pilots with predictable results. Four of the enemy fighters fall before the flak and autocannons of the fleet, while the rest of the captains hammer away at the enemy's subsystems, to much effect. The already crippled Frigate has its life support systems destroyed by the newly arrived Loyalist Captain Strenhausen IV. The Destroyers get their own pounding, as lances and kinetics hammer home, the shields of the second destroyer briefly light up as Thulmir's lances are dissipated by them. In a similar manner to Strenhausen, Captain Yoto also aims to kill his opponents not by weapon fire, but by asphyxiation, as he destroys the second Destroyer's life support systems with sustained lance fire.
Space may be quiet, but the many microasteroids and ice particles do make for a lovely show, as the Caesuim Beams of the Loyalist Lances dance in the pale color of Gas Giant Orion. The current scene would make a lovely fresco, muses Captain Thulmir as he takes another sip of the simply magnificent brandy, the warm glow of a soft buzz tingling on his mind for the briefest of seconds before snapping back into cold reality. He does not notice that his thinking has improved slightly, he's reacting quicker and thinking much faster then before. He also fails to notice that his face is tightening up, the bags under his eyes disappearing, replaced with the stern eyes of youth. In fact his whole body seems to move back several years, the limp from his tour on Veragax 6 noticeably missing, and the dull pain of the shrapnel lodged in his spine also gone. But such is the rigors of combat that all of these changes go unnoticed by the Captain.
>>Cornwallis, Revise: [Wisdom] - + 15 To non-combat actions, + 5 to combat actions
Combat Report
Round 2
F1: 75/75
F2: 46/75
F3: Destroyed
F4: Destroyed
F5: Destroyed
F6: Destroyed
D1: 140/250
>Shields: 150/150
D2: 278/410
>Reactor: 20/50
>Life Support Systems: Destroyed
FI1: 239/500 (Pulse Guns, engines inactive)
>Reactor: Destroyed
>Life Support: Destroyed
FI2: 500/500
>Shields: 101/150
Station: 1000/1000
>Rockets: Destroyed
>Flak 1: Destroyed
>Flak 2: Destroyed
>Flak 3: Destroyed
>Flak 4: 18/60
>Communications: 25/100 (Pulse)
Station Drone 1: Destroyed
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8c781f No.36820
Angel Leads his group of men down one of the many corridoors inside of the station, the loud stomps of WW charging down some ways ahead deafening compared to the relative silence of Ensign Elijah and the Imperial Marines.
It is just several minutes into the boarding operation when the first shots ring out, and then after that the sounds of gunfire get closer and closer until Angel can see the muzzle flashes out of the corner of his eye. He dives into cover, many of the Marines and his crew doing the same, only a few fall prey to the ambush. Unwilling to allow himself to be pinned down, and listening in on the combat chatter of his fellow pilots, he presses onwards, lugging a flash grenade into a alcove where fire is radiating from, before quickly leapfrogging to it with several marines and filling the corner full of lead. After several more minutes of fighting, all of the guards near angel and his men are dead or dying, with only several of his own men lying wounded or dead. Reports come in from the other squads, much of the same. The tell tale sound of retreating feet sounds in the station's halls as what remains of the guard fall back into the deeper parts of the station. The tall comes in at 54 confirmed K/W.I.A. for your boarding party.
>Elias
Force Composition:
Angel: 1 (20 Str)
Hawk Crewmen: 8 (5 Str each)
Imperial Marines: 80 (5 Str each)
Force Strength: 440
>Enemy force is in retreat, force composition unknown
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8c781f No.36821
| Rolled 17, 18, 19, 3 = 57 (4d20) |
F1: 2 Lerduo Cannons (Small)
Targeting Bazrael
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8c781f No.36822
| Rolled 4, 9, 6 = 19 (3d10) |
>>36821
F2: 1 Purifier Missile (Small)
Targeting: Elias's Life Support
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8c781f No.36823
| Rolled 5, 3, 4, 4, 1 = 17 (5d5) |
>>36822
F2: 1 Redeemer Swarm Missile (Small)
Same as the last
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8c781f No.36824
| Rolled 97, 78 = 175 (2d100) |
>>36823
>>36822
Dice Challenge to Aim
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8c781f No.36828
| Rolled 5, 15, 11, 14, 10, 11, 12, 6, 12, 6, 11, 9, 12, 6, 6 = 146 (15d15) |
>>36822
>>36823
Flak cannons rolling to destroy missiles.
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8c781f No.36829
| Rolled 15, 37, 3 = 55 (3d40) |
D1: 1 Thermite Bombs (Medium)
Targeting Cornwallis's Reactor
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8c781f No.36830
>>36828
That should be 10d15, ignore the last 5
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8c781f No.36831
| Rolled 42 (1d90) |
D1: 1 4759T ECM Pulse (Medium)
Targeting Curious's Reactor
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8c781f No.36832
| Rolled 10, 9, 3, 5, 8, 4 = 39 (6d10) |
D1: 2 Reaper-Z42 Autocannons (Small)
Targeting Curious
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8c781f No.36833
| Rolled 76, 87, 84, 89 = 336 (4d100) |
>>36831
>>36829
Dice Challenged to aim
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8c781f No.36834
| Rolled 13, 13, 14, 13, 13, 15, 8, 10, 13, 13, 8, 6, 8, 1, 1, 6, 2, 6, 4, 15, 5, 8, 9, 9, 7, 3, 9, 6, 2, 10 = 250 (30d15) |
D2: 2 Redeemer Swarm Missiles (Medium)
Targeting Randomperson
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8c781f No.36835
| Rolled 5, 1, 4, 1, 1, 4, 4, 1, 3, 2 = 26 (10d5) |
D2: 2 Redeemer Swarm Missiles (Small)
Targeting Elias
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8c781f No.36836
| Rolled 10, 32, 39, 36 = 117 (4d45) |
FI2: 2 Longmire AZ-12 Railguns (Medium)
Targeting Curious
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8c781f No.36837
| Rolled 1, 9, 8, 21, 10, 17, 19, 3 = 88 (8d30) |
FI2: 2 ZR-MK12 Point Defense Cannon (Medium)
Targeting any incoming Missiles
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8c781f No.36838
| Rolled 56, 58, 61, 96, 53, 27 = 351 (6d100) |
Combat Actions:
1-2. D2 Repairing Life Support
3. FI1: Repairing Life Support
4. FI1: Repairing Reactor
5-6. Station Distress Call
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8c781f No.36839
>>36838
1/2. D2: Life Support 3/6
3. F1: Life Support 4/6
4. F1: Reactor Repaired
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8c781f No.36840
| Rolled 24, 73 = 97 (2d100) |
Feta Squadron continues its attack, moving onto to assets closer to the Capital world in a effort to take attention off of the raid on the Anchor.
Feta Squadron: 30 Fighters
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8c781f No.36841
>>36840
>>36838
5/6, 1/2. The Assault of Feta Squadron is brutal and swift, and the calls for help from the station fall on deaf ears, with only paltry reinforcements being sent their way as Sector Command prioritizes Episaltia's defense over that of some backwater station on the border.
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8c781f No.36842
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8c781f No.36844
>>36828
>>36830
Damage halved due to posting before turn was finished
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8c781f No.36856
| Rolled 3, 31 = 34 (2d70) |
>>36818
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Shields: 95/150
Crew: 200/200
Upgrades: [Juggernaut Armour I][Shields I]
Imperial Favor: 5
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: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—-
"Firing on FI2, gonna give her everything we got."
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8c781f No.36857
| Rolled 19, 17, 1, 24, 17, 28, 28, 28 = 162 (8d30) |
>>36856
Fragging F1 and F2
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8c781f No.36858
| Rolled 26, 95 = 121 (2d100) |
>>36818
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] (150/150)
Imperial Favor: 26
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. One lance aimed at the life support system of Fl1
2. Other lance aimed at the D2's life support system.
Heretics do not deserve the blessing of breath.
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8c781f No.36859
| Rolled 54, 47 = 101 (2d70) |
>>36858
First lance on Fl1
Second lance on D2
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8c781f No.36860
| Rolled 82 (1d90) |
>>36858
>>36859
Pulse guns take down Fl2's shields
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8c781f No.36861
| Rolled 7, 5, 22, 5, 25 = 64 (5d25) |
>>36858
>>36859
>>36860
Omni flak screens the fleet and station from missile fire.
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8c781f No.36862
| Rolled 82 + 5 (1d100) |
>>36856
Repair my stupid shit
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8c781f No.36863
| Rolled 37 + 5 (1d100) |
>>36862
Repair more of my stupid shit.
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8c781f No.36864
| Rolled 36, 15, 19, 1 + 60 = 131 (4d45) |
>>36820
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: 102/300
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo][Juggernaut Armorx2]Imperial Favor: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
"Yeah, That destroyer has got to go. Now." Nihlus brings both Reticles of D1's frame and fires.
>>36828
>>36665
>>36646
>>36688
"Take Out D1, now!" those thermite bombs can rip us all to bits at close range and go through shields."
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8c781f No.36865
| Rolled 5, 3, 2, 4, 2, 8 + 20 = 44 (6d10) |
>>36864
He brings his autocannon's reticles over the destroyer's frame as well and fires.
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8c781f No.36866
| Rolled 72, 10 = 82 (2d100) |
>>36864
>>36865
After Unloading on D1 Nihlus take evasive measures to foul enemy targeting and stay at range. Thermite bombs can't hit moving targets at range.
+5 Peerless
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8c781f No.36867
>>36866
Status so far of enemy combatants
F1: 75/75
F2: 46/75
D1: 115/250
>Shields: 0/150
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: 185/500 (Pulse Guns, engines inactive)
>Life Support: Destroyed 4/6
FI2: 500/500
>Shields: 2/150
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8c781f No.36873
| Rolled 7, 9, 2, 7, 8, 8 = 41 (6d10) |
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: 60/60
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.
>>36867
Targeting F2
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8c781f No.36874
| Rolled 9, 1, 5 = 15 (3d10) |
>>36873
Drone
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8c781f No.36883
| Rolled 55 (1d100) |
>>36867
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: 0
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 Silent Hunter stalks its Prey! One d100 to hit and big damage D1 give me that double secrit damage.
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8c781f No.36884
| Rolled 6, 4, 6, 7, 4, 10 = 37 (6d10) |
>>36883
Finish D1 off with the massive blasts from the Reaper Autocannons!
1-3. Autocannon Scru
4-6. Autocannon Ffy
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8c781f No.36890
>>36883
>>36884
Status so far of enemy combatants REVISED
F1: 75/75
F2: DEAD (Seriously baz you armor pericing cannons were enough, the drones were overkill)
D1: 1/250(Seriously a stiff wind will kill it now thanks to WD hitting it.)
>Shields: 0/150
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: 185/500
>Life Support: Destroyed 4/6
FI2: 500/500
>Shields: 2/150
>>36873
Also Baz your healthy should be 58/115 since you have juggernaut armor as a fighter and got hit by the enemy fighters.
>>36883
You can roll to try and restealth WD.
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8c781f No.36893
| Rolled 86, 85 = 171 (2d100) |
>>36890
I wanna be a stealth boy
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8c781f No.36896
>>36857
After rereading this
F1: DEAD
F2: DEAD
D1: 1/250
>Shields: 0/150
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: 185/500
>Life Support: Destroyed 4/6
FI2: 500/500
>Shields: 2/150
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8c781f No.36915
| Rolled 41 + 5 (1d100) |
>>36820
Best to shatter the remaining forces of the guard, if they organized into a cohesive unit this quickly, before they can mount another attack. In doing so, I suspect they'll bring us closer to the two PoIs onboard the ship - the command center and the cells of interest. Coordinate the squads and press further.
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8c781f No.36916
| Rolled 26 + 5 (1d100) |
>>36915
second roll
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8c781f No.36917
| Rolled 3, 5, 7, 6, 8, 5 + 10 = 44 (6d10) |
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
Crew: 100/100
Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)]
Imperial Favor: 0
Crew/Personal Bonuses: [Soldiery I] [Crew Training I]
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
Autocannons from the Hawk are firing on FI1.
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8c781f No.36918
| Rolled 4, 9, 2, 8, 1, 8, 2, 1, 10, 8 + 30 = 83 (10d10) |
>>36917
The Redeemer Swarm is also firing on FI1.
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8c781f No.36919
| Rolled 5 (1d50) |
>>36918
And the Hawk is pulsing D1 to overload its electronics and cause them to frazzle, or explode.
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8c781f No.36922
| Rolled 67, 94 = 161 (2d100) |
>>36915
>>36916
1/2. Guard Regrouping Roll
-20 [Shattered]
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8c781f No.36925
| Rolled 99, 80 = 179 (2d100) |
>>36922
>>36916
>>36915
Enemy Station Guard:
Warden Xixa (Elite, 40 Str)
+ [Strong, + 10 Str]
+ [Reaper-Z42 Autocannon, + 10 Str]
43 Prison Guards (Trained, 5 Str Each)
15 Recruits ( Recruit, 1 Str Each)
Force Strength: 270
Angel gives the order for his forces to move further into the station, eager to dispatch the retreating guards and wrestle control of the station from them. The clamor of boots sounds as the white clad marines stride down the hall, bounding from cover to cover, stepping over the many corpses of both their allies, and much more numerous corpses of the fallen guard. As Angel's personal squad rounds a corner deep within the bowels of the station, the booming voice of the Warden sounds out once again, this time in shocking person instead of stereo. Elijah catches a glimpse of the man in his jet black armor and hulking form ordering around the remain guards into defensive positions around the command center. In his arms is a massive cannon, infact it is a Reaper-Z42 Autocannon, the man is large enough to wield a fighter weapon as a a personal weapon.
He spots Angel's head pocking around the corner of the hall and lets loose a stream of bullets, making the mercenary dive behind cover and reconsider a direct assault on the Command center.
1/2. The Guard assume defensive positions and prepare to repel any assault made against them.
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8c781f No.36926
| Rolled 32, 29 + 10 = 71 (2d100) |
>>36922
>>36925
Fluff post coming soon (TM)
No time right now.
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8c781f No.36936
>>36896
F1: DEAD
F2: DEAD
D1: Dead by pulse (how embarrassing dying to worst hero)
>Shields: 0/150
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: 83/500 (assuming each die of the flak from FI2 took out one missile as scruffy said, Elias hit with two the 8 and 10 and then +30)
>Life Support: Destroyed 4/6
FI2: 500/500
>Shields: 2/150
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8c781f No.36943
| Rolled 51, 66 = 117 (2d100) |
>>36925
>>36916
1/2 "By The Emperor lo- TAKE COVER!" Wolf shouted as he saw the Warden.
>>36926
"We seem to be in a bit of pickle Angel. This many guards means there must be quite a few prisoners, lets say 9 or 10 for every guard. We unlock them they might be keen to kill a guard or two to get out of here with us. Command said they only want the officers safe but I am thinking the rest are up to our discretion."
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8c781f No.36948
>>36943
you absolute autist you're going to get yourself killed *and* confuse our men, you're literally right next to the enemy rn, stop shouting
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8c781f No.36949
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8c781f No.36966
>>36948
Its not an order since I am not the commanding officer, it is the reaction of a *fellow soldier* who is putting his head down to not get killed. The men are *trained marines* who have a comm to listen to your orders which they will follow. Its not countering your order to put attention towards the elite unit with the big gun. I think that is fair.
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8c781f No.36967
>>36966
you're also literally right next to a large group of enemies and hidden
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8c781f No.36969
>>36966
>>36943
>>36948
>>36949
>>36966
>>36967
To note: Wolf Wolf is in fact hiding under a console in the command center, the warden has his back to him
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8c781f No.36970
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8c781f No.36971
>>36969
Secondary note: targeting a specific target does double damage, so in this case targeting the warden will do 1.5x the normal damage you would do to the force overall.
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8c781f No.36972
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8c781f No.36974
| Rolled 1, 6, 7, 2, 7, 4 + 20 = 47 (6d10) |
>>36818
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: 80
Crew: 100
Upgrades: Armor-Piercing Rounds
Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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. Having accidentally preoccupying himself with stuffing his fat fucking face with his upteenth sausage, Strenhausen remembered there was a battle going on. Therefore, he fires at FI1 with his two autocannons, indiscriminate as to where they hit on the ship. (+10 for each gun for Armor Piercing)
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8c781f No.36975
| Rolled 34 (1d70) |
>>36974
2. Then, he took aim with his Funthan Lance, and fired.
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8c781f No.36976
| Rolled 24, 12, 10, 6, 2 + 10 = 64 (5d25) |
>>36975
3. Finally, he fired off his flak at any incoming enemy missiles
(+10 for the AP)
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8c781f No.36978
>>36936
Current projected status
F1: DEAD
F2: DEAD
D1: DEAD
>Shields: 0/150
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: DEAD
>Life Support: DON'T MATTER
FI2: 500/500
>Shields: 2/150
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8c781f No.37010
| Rolled 86, 15 = 101 (2d100) |
>>36969
>>36943
ill be changing my actions.
1/2 Sneak Attack on Warden. Wolf Wolf sees the back of the Warden…hes never killed men face to face but many in dog fights where the speed of the situation and adrenaline lets him move past the violence of his actions. Here stood an officer of the enemy, an elite traitor who had organized the tortures and deprivations no doubt inflicted on his fellow Imperials and he had his back to him. Kill him Wolf, Kill him.
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8c781f No.37028
Players Fill this in
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.
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
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8c781f No.37029
>>37028
I CAN EVEN POST PICTURES. FUCK YOU AND YOUR FUCKING HTTP REFERER YOU FUCKING CRIPPLE
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8c781f No.37047
>>37028
Yo Dara. Everyone usually gets one Upgrade, id recommend Armor-Piercing Rounds which will make the autocannon a 3d10+10 and your BFG 2d80+65.
http://pastebin.com/K1Jy4jMC most recent gun and upgrade stats in here
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8c781f No.37058
>>37028
>>37029
Ship Health: 250/250
Crew: 300
Upgrades: ==Pick== ==One==
Imperial Favor: 0
Bonus: [Blue Blood] - Your name is well known among fleet command, your family respected, honored even. The Valkenhiem's 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)
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8c781f No.37077
YouTube embed. Click thumbnail to play. >>37058
>>37028
>>37029
The Wergild, a late addition to the battle, drops out of warp space on the far side of Orion, the enemy far enough away to be out of range of even its massive gun, but this position does allow it a unparalleled view of the current engagement. The enemy fleet lies in shambles, but the loyalist fleet has its nose very well blooded to say the least. Still, you note several targets of opportunity as you sound the alarm.
"This is Captain Valkheim, red alert, all crew… Battle Stations!"
(You warp in out of range on everyone, both friend and foe, you must devote a combat action and succeed in it to be in range, and if it succeeds you may assume so without me saying anything and then proceed to do a combat post)
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8c781f No.37078
>>36862
>>36863
Heroic efforts on the part of your crew, working under fire and in conditions full of fire, repair your reactor in record time, but its not a full fix, and will have to be put into berth on the completion of this mission for proper repairs.
>Your reactor is fixed
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8c781f No.37079
The Traitor fleet is torn to shreds, giving the loyalist a beating, but taking much more in return. At the end of the fire exchange, only the second Frigate and destroyer remain standing, it shields flickering as bright as the morning sun as they are hammered by the Frontier Fleet, the destroyer leaking atmo and radiation as its hull and reactor vent into the umber void of space.
>Enemy Stats:
F1: DEAD
F2: DEAD
D1: DEAD
D2: 234/410
>Reactor: 20/50
>Life Support Systems: Destroyed 3/6
FI1: DEAD
>Life Support: DON'T MATTER
FI2: 500/500
>Shields: 2/150
On the Station, the boarding party fares far much worse as the massive warden and his guards tear apart the cover the boarding party hides behind, while grenades lobbed by the guards force the marines into the open, for the warden to cut them down. Half of the marines lie wounded or dying from the shockingly effective counter attack, with return fire taking out 23 of the enemy. Angel himself is struck by several rounds from a guard that he promptly returns favor to in kind via a knife to the forehead, when he manages to spot Ensign WW hiding under a comms console in the command room, before a burst from the Warden's minigun sends him scurrying back into cover. It is then that he hears WW scream something intelligible, before a loud explosion is heard, followed by the screaming of men clearly in anguish. Angel rounds the corner to see a gorey scene, limbs strewn about, men clutching their insides as pools of blood form around them. The Warden is laying against a far wall, his autocannon blown to pieces on the far side of the room, himself bleeding profusely from several shrapnel wounds. The three guard that remain standing surrender, as they themselves can barely stand. The Bridge, and the station, is yours.
Enemy Station Guard:
Warden Xixa (Elite, 10/40 Str)
+ [Strong, + 10 Str]
+ [Reaper-Z42 Autocannon, + 10 Str] (Destroyed)
3 Prison Guards (Trained, 5 Str Each)
Force Strength: 25 (Surrendered)
Elias's Boarding Party: Lose 40 Marines, gain full control of Station Anchor
Morgoth: Roll a 1d20 to determine health and possible malus or possible bonus from your valiant, if daft, attack.
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8c781f No.37080
| Rolled 97, 98 = 195 (2d100) |
Enemy Reinforcement roll
F12: Distress call
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8c781f No.37081
| Rolled 14, 11 = 25 (2d100) |
>>37080
Feta Attack Rolls
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8c781f No.37082
| Rolled 19 (1d20) |
>>37079
Heres WW
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8c781f No.37084
Feta's attack flounders as stiff resistance from the sector defense fleet pushes back full force. Half the fighters are lost as the enemy deploys a strange new flak frigate with deadly efficiency.
"Frontier Fleet, this is acting Lieutenant Marcus Grundar, we are taking a hell of a beating, down to half strength, but we'll keep on fighting to give you boys the time you need! Finish the fight!
Grundar out, god speed captains!"
Feta Squadron: 15 Fighters
>>37080
ENEMY FLEET INBOUND
10 Enemy Corvettes
CV 1 - 5
Ship Health: 150/150
2 Reaper-Z42 Autocannon (Small)
1 4759T ECM Pulse (Small)
1 Leruda Cannon (Medium)
CV 6 - 10
Ship Health: 150/150
3 Purifier Missiles (Small)
1 Thermite Bomb (Medium)
Corvette info in pastebin is a typo, corvettes have 150 base health
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8c781f No.37085
>>37082
WW: Gain Bonus: [Badass Scar] - You caught a white hot piece of metal to the face, fortunately for you it hit you in such a way as to give you a scar that looks pretty rad. + 5 to all communication rolls with other soldiers
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8c781f No.37086
| Rolled 4, 10, 6, 7, 9, 1, 10, 5, 8, 5, 5, 2, 1, 2, 10, 5, 8, 2, 7, 9, 10, 1, 10, 1, 2, 7, 7, 10, 10, 3 = 177 (30d10) |
CV: 1 - 5
2 Reaper-Z42 Autocannon (Small)
Targeting: Cornwallis, Elias, Curious, Drm, and Randomperson
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8c781f No.37087
| Rolled 26, 9, 48, 39, 13 = 135 (5d50) |
CV: 1 - 5
1 4759T ECM Pulse (Small)
Targeting: Cornwallis, Elias, Curious, Drm, and Randomperson
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8c781f No.37088
| Rolled 12, 4, 3, 15, 34, 13, 30, 21, 20, 12 = 164 (10d35) |
CV: 1 - 5
1 Leruda Cannon (Medium)
Targeting: Cornwallis, Elias, Curious, Drm, and Randomperson
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8c781f No.37089
| Rolled 8, 2, 1, 7, 5, 7, 6, 2, 4, 5, 9, 1, 2, 6, 1, 7, 1, 1, 8, 5, 8, 5, 3, 5, 9, 2, 6, 6, 9, 6, 1, 6, 8, 2, 3, 2, 8, 8, 4, 1, 3, 3, 2, 4, 8 = 210 (45d10) |
CV 6 - 10
3 Purifier Missiles (Small)
Targeting: Station Anchor
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8c781f No.37090
| Rolled 29, 32, 1, 2, 27, 11, 27, 1, 35, 20, 21, 28, 13, 27, 20 = 294 (15d40) |
CV 6 - 10
1 Thermite Bomb (Medium)
Targeting: Station Anchor
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8c781f No.37092
| Rolled 79, 73, 52, 75 = 279 (4d100) |
Due to the amount of rape RNGeesus has unleashed, I am throwing you goys a bone
1/2. Allied Reinforcement roll
3/4. Station Repair systems automatic activation
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8c781f No.37093
>>37092
>>37084
A small glimmer on the edge of the system betrays the emergence of another party from warp space, but to the surprise of the fleet, and the celebration of its crew, they are friendly vessels!
A Scion of the Royal Guard that has been on the run since Tannhäuser! They picked up your comm tags and have made a beeline to your position!
"Fleet Commander, this is Royal Guard Captain Preston Scott, it seems that you boys are in some trouble, requesting targets."
Allied Reinforcements
1 Destroyers
2 Leruda Cannon (Small)
2 ZR-MK12 Point Defense Cannon (Medium)
2 Corvette
3 Reaper-Z42 Autocannon (Small)
1 Purifier Missile System (Medium)
2 Fighters
2 Redeemer Swarm Missiles (Small)
3/4. The Station's automatic repair system engages in response to the incoming damage, the in-house repair bots manage to get three of the flak guns back online. Angel can now actually shoot back at the people shooting at him.
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8c781f No.37094
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8c781f No.37098
>>37094
Hate to a be a stickler. But what did FI2 and D2 do?
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8c781f No.37100
>>37086
Cornwallis 79 damage to shields
Elias 62 Damage to shields
Curious takes 102+21 damage to shields hull
Drm takes 109 damage to hull (psst you hrealth is 250 now drm)
Randomperson takes 84 Damage to sheilds
Anchor takes 294 un mitigateable damage from bombs
Takes 163 damage from missles (unless they get flakked, already counted random and Drm towards killing 10 of them)
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8c781f No.37101
>>37079
>>36926
As Commander Angel's party moved into the Bridge Wolf's heart was racing with an audible -thump thump- -thump thump- In a burst of aggression he had killed 54 men, more then half of them unwounded and come out with a scratch. A piece of metal had pierced his helmet and reached his face and he knew it would leave a scar but that wasn't what occupied him now. Wolf had learned a two valuable lessons; one, a man in the right position can destroy his enemy breaking him totally. Two, he displayed a capacity for personal carnage that combined with his reputation as a Wild Child could put his name on a very short list of Imperial soldiers often selected to run missions like this a result he might come to regret. He snapped back to awareness he was here as a soldier of the Empire under Commander Angel and he looked to Angel now as he had entered the Bridge.
"Orders Commander Angel?"
(also putting this here as a reminder that we might be able to use the Bridge to get some data on the station's [Smart Missile] upgrade that makes missiles do double damage. Unless that is already available to us that is.)
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8c781f No.37102
>>37084
"We're half done here Lieutenant, keep it up. Godspeed."
>>37093
"Glad to see you Captain Scott. This is Captain Nihlus Striesse of The Imperial navy. We're trying to get the rest of the Royal guard out of this station. The transport can't take off with those corvettes strafing it. Transmitting targeting data. Focus of the C6 through C10 first."
>>36917
"Angel, get your ass in gear and the prisoners on the transport. We're not going to last long out here and more reinforcements are probably coming. Also get WW back into his fighter and back into the fight, we need every gun we can get."
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8c781f No.37104
>>37098
They are meandering at the edge of your engagement range for some odd reason.
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8c781f No.37105
| Rolled 4, 13, 17, 4 = 38 (4d20) |
>>37102
AD1:
2 Leruda Cannons (Small)
Targeting C6
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8c781f No.37106
| Rolled 6, 9, 24, 24, 7, 14, 10, 15 = 109 (8d30) |
>>37105
AD1:
2 ZR-MK12 Point Defense Cannon (Medium)
Targeting C6, C7
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8c781f No.37107
| Rolled 5, 1, 2, 10, 4, 5, 4, 5, 4, 9, 9, 3, 3, 4, 5, 10, 8, 4 = 95 (18d10) |
>>37106
>>37105
2 Corvette
3 Reaper-Z42 Autocannon (Small)
Targeting C9 - C10
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8c781f No.37108
| Rolled 14, 10, 2, 3 = 29 (4d20) |
>>37107
2 Corvette
1 Purifier Missile System (Medium)
Targeting C9 - C10
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8c781f No.37109
| Rolled 5, 3, 1, 2, 1, 3, 1, 3, 2, 4, 4, 5, 4, 1, 1, 1, 2, 4, 5, 3 = 55 (20d5) |
2 Fighters
2 Redeemer Swarm Missiles (Small)
Targeting C8 - C9
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8c781f No.37111
>>37105
>>37105
>>37106
>>37107
>>37108
>>37109
C6 is at 49 health
C7 is at 104 Health
C8 is at 95 health
C9 is kill
C10 is at 24 health
C1-5 are nominal health at 150
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8c781f No.37112
| Rolled 9, 81 = 90 (2d100) |
>>37111
Nihlus Takes his ship into Evasive action against the oncoming fire from the corvette fleet.
+5 Peerless
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8c781f No.37113
| Rolled 9, 3, 8 + 10 = 30 (3d10) |
>>37112
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: 40/300
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo][Juggernaut Armorx2]Imperial Favor: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus grimaces as his already tested shields get hit again with another fusillade of enemy fire, even doing his best to dodge he only got missed by half. Still he smiled at what the Royal guard had wrought, downing one enemy bomber corvette and damaged the rest, some severely. He put the reticle of one of his autoncanons unto such target, designation c10 and fired.
+Ap rounds
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8c781f No.37114
| Rolled 33, 2, 38, 29 = 102 (4d45) |
>>37113
Trying to keep the momentum up he brought the crosshairs of his railguns over yet more of the bombers. targeting c6 with one and c8 with the other.
+30 from AP rounds each shot
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8c781f No.37115
| Rolled 1, 2, 8 + 10 = 21 (3d10) |
>>37114
Finally he Used his last Autocannon to bunch a seem into the final Bomber-vette, designation C7 and fired
+10 Ap
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8c781f No.37116
>>37115
C1 150
C2 150
C3 150
C4 150
C5 150
C6 DEAD
C7 86/150
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 234/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
Nihlus gets on the comm to the rest of the Loyal Imperial Fleet, "The heavier ships are waiting for reinforcements, finish these guys off and get those prisoners out of here. If a Cap ship show up this plan is fucked."
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8c781f No.37129
| Rolled 33, 63 = 96 (2d100) |
>>37093
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: 26
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. Pulse is aimed at C7's Thermite bombs system. Shut it down.
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8c781f No.37130
| Rolled 2, 50 = 52 (2d70) |
>>37129
I'm an idiot.
2 farthan lances into C7, fuck those missiles.
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8c781f No.37131
| Rolled 10 (1d90) |
>>37129
>>37130
Meh, works.
Pulse into C7
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8c781f No.37132
| Rolled 21, 24, 13, 8, 7 = 73 (5d25) |
>>37129
>>37130
>>37131
and Omni Flak continues to screen for missiles.
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8c781f No.37134
>>37131
C1 150
C2 150
C3 150
C4 150
C5 150
C6 DEAD
C7 34/150
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 234/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37135
| Rolled 13, 39 = 52 (2d100) |
>>37058
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: "Close to within range of the heavy artillery, Herr Fleiss. Herr Lauer, prepare to fire the OOA-P, armor piercing rounds, and get me a firing solution on the enemy destroyer, target D2."
[Close to within firing range of D2] [-5]
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8c781f No.37138
>>37135
See link below for updated stuff.
>>36478
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8c781f No.37139
| Rolled 3, 6, 8 = 17 (3d10) |
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: 60/60
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.
1. Firing an autocanon at Corvette 7!
+10 AP
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8c781f No.37140
| Rolled 10, 13, 25 = 48 (3d25) |
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.
>Corrected stats
>>37139
Firing two drones at Corvette 7!
Firing a third drone at Corvette 5!
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8c781f No.37141
| Rolled 8, 10, 3 = 21 (3d10) |
>>37140
Firing a 2nd autocanon at Corvette 5!
+10 AP
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8c781f No.37142
>>37141
C1 150
C2 150
C3 150
C4 150
C5 94/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 234/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37146
>>37079
>>37101
Angel barked out firm commands to the majority of the remaining marines - find and secure the targets of interest, and bring them back ASAP. With only a small handful, the young pirate made his way over still-smoking bulletholes to the bridge, ears ringing from the explosions.
"Commander?" Angel laughed to himself, hearing his nickname with the honorific in front of it. "I'm not even a lieutenant. Download all data from their station communications for later review, then destroy the consoles. See if we can pull anything from the station's systems, and get me a list of names from their prisoner rosters. Work fast; we're leaving this junker the second that the retrieval crews get every Imperial man offboard, but there's a lot of valuable intel in it. Come on, today!"
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8c781f No.37147
| Rolled 7, 5, 1, 1, 6, 5 + 10 = 35 (6d10) |
>>37102
This is OOC unless Nihlus has become a psychic.
>>37084
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
Crew: 100/100
Upgrades: [Armor Piercing Rounds(M)][Shields(M)][Flak Drone(M)][Repair Drone(S)]
Imperial Favor: 0
Crew/Personal Bonuses: [Soldiery I] [Crew Training I]
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: [Pirate Scum] – Your name, and your past, follow you like the moon of Ra’kathum follows the suns, you are recognized, but not for the reason one would want to be. This has the adverse effect of Fleet Command taking less notice of your good actions, and more notice of your mistakes. Half favor gain and double Favor loss until you prove you are more than your past.
The Hawk is firing on Corvette 1 with both autocannons!
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8c781f No.37148
| Rolled 6, 7, 9, 10, 2, 3, 8, 4, 9, 3 + 30 = 91 (10d10) |
>>37147
-63 health on shields, my bad. Redeemer swarms also to C1.
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8c781f No.37149
| Rolled 31 (1d50) |
>>37148
And a pulse to finish them off.
Angel transmits a short communication to the rest of the fleet:
"Station anchor's under full control. I give it ten minutes tops before we're able to fully pull out of here. Let's go for three, yeah?"
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8c781f No.37150
| Rolled 30, 12, 17, 8, 30, 7, 9, 5, 21, 21, 25, 30 = 215 (12d30) |
Station flak roll v. enemy missiles
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8c781f No.37152
| Rolled 6, 10 = 16 (2d100) |
>>37146
>>37079
1/2 Following orders; Download station communications data, get the names of the prisoner rosters and as much data from the systems like [Smart Missile] data from the weapons controls, then destroy the consoles. Lets get these prisoners and get out of here.
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8c781f No.37153
>>37147
"I think we are gonna need to find a working console Angel! This shit is fried"
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8c781f No.37154
| Rolled 78, 87 = 165 (2d100) |
>>37152
>>37153
Morgoth is banned from rolling.
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8c781f No.37155
>>37149
C1 15/150
C2 150
C3 150
C4 150
C5 94/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 234/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
>>37149
That frigate and
Anchor lost 401 health of the bombing run
>>37149
That place is in bad shape and we're not doing much better Angel. Pedal to the metal unless you want to be here when the enemy Cap ships jump in. The larger enemy ships are already waiting for them, and Feta is about to go down.
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8c781f No.37156
| Rolled 13, 4, 18, 3, 7, 7, 10, 16 = 78 (8d30) |
>>37155
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Shields: 53/150
Crew: 189/200
Upgrades: [Juggernaut Armour I][Shields I]
Imperial Favor: 5
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: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—–
Flank Cannons of C1 and C5
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8c781f No.37157
| Rolled 24, 33 = 57 (2d70) |
>>37156
Lancing C1 and C2
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8c781f No.37158
>>37157
Sorry this is C5 and C2
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8c781f No.37159
>>37158
C1 DEAD
C2 120/150
C3 150
C4 150
C5 38/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 234/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37165
>>37138
Danke. Will post soon.
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8c781f No.37166
| Rolled 8, 4, 8 = 20 (3d10) |
>>37135
1. "Herr Brennwald, fire the autocannon at target C2. Tear it to pieces." [Fire Reaper Autocannon at Corvette C2] [+10 damage from AP] [-5 from Prototype]
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8c781f No.37167
| Rolled 10, 7, 7, 6, 2, 4, 5, 3, 1, 9 = 54 (10d10) |
>>37166
2. "I want a full missile salvo on target C2. Ruin their day." [Fire Redeemer Swarm Missiles at Corvette C2] [Do I get +30 damage from AP even though these are missiles?] [-5 from Prototype]
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8c781f No.37168
| Rolled 24, 14 = 38 (2d80) |
>>37167
3. I love this part. "Herr Lauer, run out the gun." [Fire OOA-P at D2] [+65 damage from AP] [-5 from Prototype]
2d80
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8c781f No.37169
>>37166
>>37167
-5% chance to hit on these, I think.
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8c781f No.37170
>>37169
C2 12/150
C3 150
C4 150
C5 38/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 121/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37174
| Rolled 24, 69 + 15 = 108 (2d100) |
>>37170
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: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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. Strenhausen will first position his ship in such a way to be in range of both D2 and C2-5.
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8c781f No.37175
| Rolled 7, 15, 10, 20, 10 + 10 = 72 (5d25) |
>>37174
Next, he'll fire at C2, C3, and C5 with his Flak
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8c781f No.37176
| Rolled 97, 38 + 15 = 150 (2d100) |
>>37175
He'll then take aim with at D2's Weapon's Systems
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8c781f No.37177
| Rolled 13 (1d70) |
>>37176
And he'll fire at it with his Farthan Lance
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8c781f No.37179
| Rolled 18, 13 + 15 = 46 (2d100) |
>>37177
Then he'll continue taking aim at D2's Weapsons Systems, but include preparations for snap firing at C3 and C5.
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8c781f No.37180
| Rolled 3, 7, 7, 7, 8, 5 + 10 = 47 (6d10) |
>>37179
Considering how the aiming is less than reliable, he'll just instead unload everything onto D2's WS
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8c781f No.37181
| Rolled 51 (1d100) |
>>37159
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: 0
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. Shoot that massive Apocalypse Torpedo out of nowhere at that C3 crew. Double my damage Doc.
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8c781f No.37182
| Rolled 3, 9, 2, 7, 1, 4 = 26 (6d10) |
>>37181
Follow it up with a savage double damage donkers Autocannon barrage!
1-3. Scru
4-6. Ffy
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8c781f No.37183
>>37182
C1 DEAD
C2 DEAD (can't split weapon shots from one weapon against multiple ship targets DRM)
C3 DEAD (sub bomber one strafe kill)
C4 150
C5 38/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 61/410 (spent all your combat actions, which you get 2 of, maneuvering drm, so you hit his HP.)
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37184
| Rolled 93, 45, 78, 23 = 239 (4d100) |
>>37183
Enemy Actions:
1/2. D2 distress call
3/4. FI2 distress call
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8c781f No.37185
| Rolled 88, 54 = 142 (2d100) |
>>37184
Allied Action
1/2. Feta Attack rolls
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8c781f No.37229
>>37100
Cornwallis 79 damage to shields
Elias 62 Damage to shields
Curious takes 102+21 damage to shields hull (I dodged for half)
Drm takes 109 damage to hull (psst you hrealth is 250 now drm)
Randomperson takes 84 Damage to sheilds
Anchor takes 401 health damage
C1 DEAD
C2 DEAD
C3 DEAD
C4 150
C5 38/150
C6 DEAD
C7 DEAD
C8 DEAD
C9 DEAD
C10 DEAD
Watching from range
D2: 61/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37233
>>37150
>>37089
215 Flak damage against purifier missiles from C6-10
45 missiles for 210 damage, purifier missile health is 5. 225 health
2 Missiles left = 12 missile damage to Station Anchor
>>37090
294 Thermite Bomb Damage
>>37229
306 Damage to Station Anchor
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8c781f No.37235
>>37233
It's one die hitting one missile according to scruffy, Morgoth.
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8c781f No.37236
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8c781f No.37237
>>37236
You cannot hope to stop them all
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8c781f No.37241
The Corvette squadron jumps out of warp ten strong, and unleashes hell upon both the Loyalist fleet and the station as well. The brawlers focus their fire on the fleet, attempting to draw fire unto themselves so that the latter half of the squadron, the missile corvettes, can hammer the station, and hammer they do. Despite the best efforts of the flak turrets on the reclaimed station, many missiles make it through the flak burst to hit home. The station is visibly rocked by the fire, with large fragments of it outer section being blasted off only to be pulled into the gas giant below.
This initial attack quickly proves to be the only attack that the Corvette Squadron will get off, as slug, flak, lance and missile sears towards the various corvettes, with all but two of them being blasted into clouds of monoatomic ash.
Long rounds from a new arrival rack the enemy destroyer sitting at the edge of the engagement range, still broadcasting distress calls, as its comrade the Sole remaining Frigate does the same.
C4: 150
C5: 38/150
>Watching from range
D2: 61/410
Life Support back working
Reactor still down
FI2: 500/500
Shields: 2/150
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8c781f No.37242
In the remains of the station command center, Angel and WW immediately get to work processing the little data they can get to expedite and identify the prisoner's extraction. WW heads to a console that hasn't been destroyed and immediately starts downloading the reading the manifest of the station, along with prisoner data and some rebel weapon tech developments. He does not notice the piece of metal lodged into the processing unit for the console, nor the loud humming it makes. The Station is shaken by the missile and round impact from the corvette squadron, and all the men in the command center are rattled as they hear the sickening crunch of the metal tearing from metal, though none of the now discovered prison blocks or interior of the station are damaged, just some vechicle bays and hangars luckily enough. As the men gain their bearing back, and WW continues to examine the data on the console, a sudden flash lights up the room, followed by a loud explosion. WW is thrown several feet as the explosion throws him off his feet and into a low hanging support strut for a overhanging lighting fixture. He is knocked unconscious by the blast, and taken the Hangman by two soldiers. Angel sighs heavily before ordering the remaining men to quickly get the prisoners out of this blasted hellhole before it all falls apart around them. The Marines comply and rush off to release their comrades.
>Morgoth: You are unconscious and out of action for the rest of the engagement unless you roll above a 60 to wake up. 1d100 pls.
>Elias: Prisoner Extraction 5/6
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8c781f No.37243
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8c781f No.37245
Reports come into the captains from Feta Squadron, they've pressed their attack, though are still taking losses, they won't be able to hold out much longer.
Much more pressing, however, is the spacetime ripple several kilometers out from the positions of the Frigate and Destroyer. A smattering of smaller ships warp in, but all pilots' and captains' eyes are drawn to the two very large ships that warp in last. Sleek, glimmering, a design unlike anything in Imperial records.
This is new.
>>Enemy Fleet:
C1-C3:
2 Reaper-Z42 Autocannon (Small)
1 Lerudo Cannon (Small)
1 4759T ECM Pulse (Medium)
C4:
Ship Health: 150/150
2 Reaper-Z42 Autocannon (Small)
1 4759T ECM Pulse (Small)
1 Leruda Cannon (Medium)
C5:
Ship Health: 38/150
2 Reaper-Z42 Autocannon (Small)
1 4759T ECM Pulse (Small)
1 Leruda Cannon (Medium)
D1:
Ship Health: 250/250
2 Purifier Missile Systems (Small)
2 Farthan Lances (Medium)
>>Upgrades: [Lance Focuser] - More lenses made from nano-forged Ytharian Crystals, increases the potency of lances as the beams destructive power is concentrated in a smaller, but more lethal, area.
Additional Lance Damage: + 30 (Medium)
D2:
Ship Health: 61/410
Life Support back working
Reactor still down
FI2:
Ship Health: 500/500
2 Longmire AZ-12 Railguns (Medium)
2 ZR-MK12 Point Defense Cannon (Medium)
>>Upgrades: [Armor Piercing Rounds] [Shields] - (Medium) 2/150
Capital 1: (CA2)
Ship Health: 2000/2000
3 ZR-MK12 Point Defense Cannon (Medium)
1 Redeemer Swarm Missiles (Medium)
1 Redeemer Swarm Missiles (Heavy)
>>Upgrades: [???????]
Capital 2: (CA2)
Ship Health: 2300/2300
3 Reaper-Z42 Autocannon (Small)
2 Purifier Missile Systems (Medium)
>>Upgrades: [???????] x2 [Juggernaut Armor]
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8c781f No.37246
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8c781f No.37248
| Rolled 47, 41, 9, 65, 61, 63, 17, 43, 12, 80 = 438 (10d100) |
>>37245 (You)
1-10. C1-C3, D1, FI2: Move into Range
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8c781f No.37249
| Rolled 7 (1d100) |
>>37248
All ships listed are within range of the loyalist fleet, the capitals are out of range for everyone (including you dara)
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8c781f No.37258
| Rolled 65, 53 = 118 (2d100) |
>>37245
"Son of a bitch. Alright, Captain Scott, have your assets bunt down and kill weakened enemies, priority on C5 and D2 then thin out the rest of the corvettes one by one. If those Cap ships start moving in warp out, at least some of the Royal guard should get back to base. Sending a set of vectors that will let you get found by other loyalists if we don't make it.
>>37241
"Lieutenant Grundar, or whoever is left of Feta, We have two cap ships on sight already, but we're almost out. Give us (one turn time) Minutes and then fall back. if we're not out by then we're not getting out at all. Ave Imperator and Godspeed."
>>37154
"Angel we have two Capital ships, I repeat TWO capital ships that just warped in. new design too. Hurry up and get the FUCK out of there now or else we're all going to die. That's a direct order since Thulmir seems to be drunk off his ass and not paying attention to the radio."
1-2. The Perilous maneuvers into a position that will shield the hopefully soon to be leaving transport from enemy fire.
+5 Peerless
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8c781f No.37259
| Rolled 9, 15 + 30 = 54 (2d45) |
>>37258
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: 40/300
Crew: 100/100
Upgrades: [Shields x2][Armor Piercing Ammo][Shield Piercing Ammo][Juggernaut Armorx2]Imperial Favor: 3 (Gained by destroying traitors, used or purchase new ships and upgrades)
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.
Nihlus sees the charging but more than half dead enemy destroyer, he bring one of his railgun reticles over it and fires.
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8c781f No.37260
>>35735
Captain’s Name: Captain Karl von Sternberg
Captain Fluff: Captain Sternberg was a minor aristocrat and naval officer around the time of the rebellion. He was captured, along with several other officers during the rebellion, and was severly tortured. Eventually he was rescued by a loyalist raiding party, but he was so badly mutilated that extensive cybernetics where required to save his life. His body was repaired, but his mind was left damaged by the suffering he endured. Karl is now a grim and vengeful man, dedicated to crushing the rebels by any means.
Ship Name: HMS Nemesis
Ship Type: Corvette
Weapon Systems:
1 Longmire AZ-12 Railgun (Medium)
3 Reaper-Z42 Autocannons (Small)
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
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8c781f No.37261
| Rolled 7, 8, 4, 9, 8, 8 = 44 (6d10) |
>>37259
Satisfied that it was nearly dead he split his auto cannons. One for the near dead destroyer D2 and the other for C5 then he fires.
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8c781f No.37262
| Rolled 7, 34 + 30 = 71 (2d45) |
>>37261
The Autocannons gutted the failing destroyer and savaged the corvette. Satisfied with this he brings his other railguns onto D1 and fires.
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8c781f No.37263
Status so far
C1 150/150
C2 150/150
C3 150/150
C4 150/150
C5 5/150
D1 179/250
D2 DEAD
FI2 500/500
Sheilds 2/150
Staying Back
CAP1 2000/2000
CAP2 2300/2300
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8c781f No.37264
| Rolled 5, 54 = 59 (2d70) |
>>37245
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 1d70
Farthan Lances 1d70
Stats:
Ship Health: 580/580
Shields: 53/150
Crew: 189/200
Upgrades: [Juggernaut Armour I][Shields I]
Imperial Favor: 5
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: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—–
Lancing C1
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8c781f No.37265
| Rolled 23, 23, 4, 13, 13, 26, 21, 12 = 135 (8d30) |
>>37264
Flacking C1 and C2
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8c781f No.37266
>>37264
>>37265
Status so far
C1 40/150
C2 85/150
C3 150/150
C4 150/150
C5 5/150
D1 179/250
D2 DEAD
FI2 500/500
Sheilds 2/150
Staying Back
CAP1 2000/2000
CAP2 2300/2300
HINT FOCUS FIRE ON THE WOUNDED SHIPS (C1, C2, C5, D1)
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8c781f No.37270
| Rolled 54 (1d100) |
>>37242
WAKE UP
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8c781f No.37271
| Rolled 90, 53 = 143 (2d100) |
>>37246
Dive me down into the deep blue sea where the White Death's are hidden from the traitors prying eyes
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8c781f No.37272
| Rolled 2, 25 = 27 (2d70) |
>>37266
Lances into D1
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8c781f No.37273
| Rolled 71 (1d90) |
>>37272
Pulse into D1, half damage, might still do more damage than the fucking lances.
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8c781f No.37274
| Rolled 8, 15, 18, 20, 1 = 62 (5d25) |
>>37273
Omni Flak into C1 and C2 (2 &3)
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8c781f No.37275
>>37274
Can't split shots, all on C1, is ded
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8c781f No.37276
>>37274
Status so far
C1 DEAD
C2 85/150
C3 150/150
C4 150/150
C5 5/150
D1 120/250
D2 DEAD
FI2 500/500
Sheilds 2/150
Staying Back
CAP1 2000/2000
CAP2 2300/2300
(Take out C2,C5 and I guess D1 now )
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8c781f No.37277
| Rolled 47, 98 = 145 (2d100) |
>>37266
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. Gentlemen, I need you to get us into the midst of our ships. If anything goes wrong, I want them to be able to protect us. [-5, prototype]
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8c781f No.37278
| Rolled 8, 3, 2 = 13 (3d10) |
>>37276
1. "Light guns, fire on that limping cruiser. Put its crew out of their misery."
[Autocannon firing on C5] [3d10] [+10 damage from Armor Piercing] [-5% to hit from size difference]
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8c781f No.37279
| Rolled 7, 8, 5, 1, 9, 7, 2, 5, 6, 7 = 57 (10d10) |
>>37276
2. "Missiles, lock on target D1. Fire at will."
[Missile Swarm on D1] [10d10] [+10 damage from Armor Piercing]
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8c781f No.37280
| Rolled 18, 38 = 56 (2d80) |
>>37276
3. "OOA-P crew, put a hole in that frigate."
[OOA-P on FI2] [2d80] [+10 damage from Armor Piercing]
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8c781f No.37281
>>37280
C1 DEAD
C2 85/150
C3 150/150
C4 150/150
C5 DEAD
D1 33/250
D2 DEAD
FI2 381/500
Sheilds 0/150
Staying Back
CAP1 2000/2000
CAP2 2300/2300
Dara light weapons get +10 from ammo, Mediums 30 and heavies +65 just fyi. Also C5 is a corvette.
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8c781f No.37282
| Rolled 33, 41 = 74 (2d80) |
Yeah, I was about to correct myself.
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8c781f No.37304
| Rolled 10, 4, 2 = 16 (3d10) |
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.
Firing 1 Autocanon at D1
+10 AP
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8c781f No.37305
| Rolled 19 (1d25) |
>>37304
Firing 1 Autocanon Drone at D1
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8c781f No.37306
| Rolled 5, 3, 7 = 15 (3d10) |
Firing 2nd Autocanon at C2
+10 AP
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8c781f No.37307
| Rolled 18, 18 = 36 (2d25) |
>>37306
Firing 2 drones at C2
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8c781f No.37312
>>37307
C1 DEAD
C2 24/150
C3 150/150
C4 150/150
C5 DEAD
D1 DEAD (pending all 87 missile damage Dara dealt being confirmed otherwise 75/120)
D2 DEAD
FI2 381/500
Sheilds 0/150
Staying Back
CAP1 2000/2000
CAP2 2300/2300
Nihlus's Advice: "Station pdf can only hit light craft, meaning the corvettes. The U-Scruf-I, Stuffed Sausage, and Imperial hawk should either focus on the frigate remaining or the corvettes. One or the other, not both."
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8c781f No.37313
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8c781f No.37316
>>35735
Captain’s Name: First Lieutenant Nebular Starva
Captain Fluff: Sharp in wits but not exactly "book smart", Nebular Starva prides himself as being as effective as "a star and nova combined", and from his humble beginnings as a man from a small town planet (what he usually neglects to say is that he was a gambler in a major city of said "small town planet") with an all-imperial face who found himself with the aptitude to fly one of the Empire's atmospheric fighters, quickly becoming a local celebrity and a symbol of the Empire's air superiority. Without the Empire, he finds that his gambling, drinking antics are less supported on top of being let go of due to his former connections. Unhappy and willing to crack a beer as well as some heads to get back to the good life, Starva has commandeered a spaceship and through trial and error managed to join up with the loyalist fleet.
Ship Name: The Half-Pint
Ship Type: Fighter
Weapon Systems:
x1 Longmire AZ-12 Railgun (Small)
x1 Reaper-Z42 Autocannon (Small)
Upgrade: Shield (Small)
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8c781f No.37324
| Rolled 74, 1 + 15 = 90 (2d100) |
>>37312
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: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)
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. Strenhausen will first take aim at FI2's Life Support.
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8c781f No.37325
| Rolled 4, 8, 3, 4, 8, 3 + 10 = 40 (6d10) |
>>37324
Then, he'll fire, however haphazardly it might be, his autocannons at FI2. +10
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8c781f No.37326
| Rolled 34 (1d70) |
>>37325
Then he'll fire his Farthan Lance
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8c781f No.37328
| Rolled 11, 17, 7, 13, 22 + 10 = 80 (5d25) |
>>37326
Finally, Flak will be deployed to shoot down any incoming missiles. +10
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8c781f No.37329
>>37328
Flak doesn't get +10 (thankfully) so you just almost kill a fighter (63) damage and deal 94 to captain scott's ship.
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8c781f No.37331
Nihlus sees the inept fat bastard shoot Captain Scott's destroyers in the aft, the flak hitting a nearby fighter. "You have got to be fucking kidding me. Fat bastard can't even check his fire for friendlies." He Comms the now beleaguered Captain of the Royal guard. "Captain Scott get your people out of here, we're either pulling this off shortly or dying here, either way you've helped more than enough. Sent you a coordinate heading that will let you get picked up by the remaining loyalists."
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8c781f No.37351
| Rolled 41, 46 = 87 (2d100) |
>>37242
1) Finish getting the loyalists inside out of here, and get what we can off the ship's databanks.
2) Lug that unconcious dumbass out of here, or wake him up. Quickly.
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8c781f No.37355
>>37351
(may I suggest piloting my fighter out the station while everyone else gets on the hangman?)
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8c781f No.37356
>>37355
A Hawk crewman probably will.
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8c781f No.37385
| Rolled 26 (1d100) |
>>37312
Targeting FI2 with the Apocalypse rocket OUT OF NOWHERE!
Double me timbers.
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8c781f No.37386
| Rolled 1, 10, 7, 8, 6, 3 = 35 (6d10) |
>>37385
Autocannons to the FI2
1-3. Scru
4-6. Ffy
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8c781f No.37388
>>37386
C1 DEAD
C2 24/150
C3 150/150
C4 150/150
C5 DEAD
D1 DEAD (pending all 87 missile damage Dara dealt being confirmed otherwise 75/120)
D2 DEAD
FI2 259/500 (assuming the torp hit otherwise 311)
Sheilds 0/150
Well honestly all that's left is the station defense guns and Elias's actual ship. There is no way they can kill the frigate so it was a bunch of wasted shots guys. Here's hoping Elias will kill some corvettes.
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8c781f No.37457
>>37351
1. You need to roll for warp out
2. Your destroyer and the station can still fire at oncoming enemies.
I STRONGLY suggest you do both, otherwise scruffy will do the first for you and the second will get skipped.
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8c781f No.37473
| Rolled 100 (1d100) |
>>37457
I strongly suggest you suck my cock
>>37351
Roll
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8c781f No.37474
| Rolled 446 (1d1000) |
>>37264
Firing the big one
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8c781f No.37475
| Rolled 55 (1d100) |
Secret Roll
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8c781f No.37476
| Rolled 36, 97, 46, 7, 60, 10, 96, 61, 79, 10 = 502 (10d100) |
>>37474
Sub thingys
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8c781f No.37477
| Rolled 1, 5, 7, 2, 1, 3, 10, 10, 8, 8, 10, 8, 8, 4, 5, 9, 2, 4, 8, 6, 10, 3, 8, 5, 8, 6, 4, 8, 6, 6, 6, 6, 1, 2, 8, 1, 4, 8, 1, 1, 5, 10, 9, 2, 4, 3, 1, 6, 7, 9, 1, 6, 1, 9, 1, 9, 5, 4, 7, 1, 10, 2, 7, 10, 4, 4, 1, 8, 2, 1, 8, 6, 1, 7, 8, 4, 10, 8, 9, 6, 6, 10, 2, 7, 9, 2, 6, 3, 6, 2, 3, 6, 4, 9, 5, 7, 3, 6, 4, 4 = 541 (100d10) |
>>37476
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8c781f No.37479
| Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 200 (200d1) |
>>37477
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8c781f No.37480
| Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 200 (200d1) |
>>37479
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8c781f No.37481
| Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 200 (200d1) |
>>37480
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8c781f No.37482
| Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 200 (200d1) |
>>37481
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8c781f No.37483
| Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 200 (200d1) |
>>37482
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8c781f No.37485
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8c781f No.37491
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8c781f No.37492
>>37491
>>37485
Scruffy told me too
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8c781f No.37498
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8c781f No.37674
| Rolled 22, 44, 91, 36 = 193 (4d100) |
1/2. Feta: Fighting Retreat Roll
3/4. Rebel Fleet: Attacking Feta
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8c781f No.37677
| Rolled 38, 37, 78, 3 = 156 (4d100) |
A fiery battle rages outside of the Prison Station as the rebels make one last attempt to halt the escape of the Loyalist fleet. The Rebels rush forward, attempting to bring enough of the loyalist arms to bear on themselves in an effort to soak up enough fire to allow the two capitals behind them to deploy their reinforcements. The first part of this plan works spledidly, as all of the traitor ships excluding the frigates are reduced to flaming wrecks from the sustained fire of the Loyalist Fleet.
Amidst this, the Transport "Hangman" emerges from the prison, followed soon after by WW's fighter. The Hangman spins up its warp drive and bolts off into the Blue, and the loyalist ships follow thereafter, only Captain Thulmir remaining to discharge his Planet Cracking Torpedo. The Fighter, apparently not piloted by WW himself, turns and warps out in the opposite direction of the Royalist Fleet to parts unknown. Eventually all that is left is the Crew of the Two Capital Ships, and their fighters; these men and women are granted the special privileged of watching the death of a world, as the massive torpedo smashes through the Station "Anchor" and continues onwards to the Gas Giant Orion below. A massive explosion, as bright as the systems sun, fills their viewscreens, followed by many many smaller explosions. The Gas Giant, a dull orange, glows and angry red and swells to massive size. It is at this point that the Capital ships themselves warp out, and only the scattered survivors in the scattered hulls of ruined ships remain to see the final show. Orion compacts to from the size of a large gas giant to smaller then its largest moon, glowing white hot all the while, before in the briefest of instants, expanding outward at several thousand feet per second and exploding in what can only be described as a "Micro-nova", the gas giant now becoming a super heated Gas Cloud, everything with 5 AU's of it destroyed, only their base atoms remaining. The light given off is bright enough that the Inhabited worlds of the system will have to endure lacking a night for the next few weeks as the light from the explosion and resulting gas cloud expansion travels through space and impacts their world. With the Gravity of the entire system thrown off with the removal of its 3rd largest gas giant, the predictions for the outer planets of the system are grim indeed.
Concurrent to all of this is the retreat of Feta Squadron, reduced to 8 fighters, none of which are in even semi decent condition, zooming through the Orbit of Episaltia itself. Once they receive the all clear from command to retreat, they make way as fast as their crippled ships will go. It matters not, as they are picked off one by one by the pursuing ships, but the pilots die easy knowing that in their sacrifice, they have done their duty for the Empire. The Last pilot turns his ship around and drives straight into the Bridge of an enemy Carrier, his Kamikaze hull destroying their power control systems and ultimately destroying the ship and several surrounding ships in the explosion. He sends one last transmission, the holovid showing his oxygen mask hanging off the side of his helmet and his cockpit flashing every warning light it has. A small trickle of blood runs down his mouth….
"This is Petty Officer Tranner, signing off.
Give em hell boys."
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8c781f No.37678
ignore those rolls, they mean nothing
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8c781f No.37731
| Rolled 2 (1d6) |
>>37677
The Fleet makes it back the Veil, stronger then when it left oddly enough, though at the other rendezvous point not a single ship of Feta Squadron idles. A tinge of sadness resonates through the fleet, followed immediately by sheer horror. The Transport is not here! The very reason they set out on this mission, gone! Without it, every man that died today died in vain, their sacrifices for naught…..
Then a message across the Hyperwave broadband, fuzzy
"…. Ensign Brow…. don't know where the Fuc…. found somethi….. will wanna see t….."
Hours later, after recovery and a long and thorough explanation, it appears that Angel did in fact find something, or rather, he hit something. What it was is unknown, and it had no crew, and appeared to never have had one to begin with. What it does have though, is very advanced technology, such as that it is centuries beyond anything the rebels or the loyalist posses. It will take the Eggheads in R&D awhile to understand all of it, but when they do it will be an immense boon to the Loyalist.
>1d6 for amount of turns till an immense trove of new tech is available to the players
All Players
Excluding new guys who just joined
Favor: +25 Favor
In lieu of a debriefing, all captains and military staff (excluding WW, who spent the day in the med-bay) attend the memorial ceremony for Feta Squadron, each pilot's name being carved into a massive block of pure obsidian, which was then shot into orbit around the The Veil, the reflective stone shining bright with the glow of the Purple star, a beacon to all who enter the system, so that their bravery never be forgotten.
FC Zuric approaches the assembled captains after the end of the ceremony, his usual all white uniform replaced with a black one.
"Excellent job men, though we lost many men today, what you brought back was extremely important to the survival of the Resistance. With what you've done today, you've ensured that none of those men died in vain. Now get some rest, you've earned it."
>>Elias: [Pirate Scum] changes to [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 1/1/2 loss respectively.
>>Cornwallis: {Buffoon] changes to [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.
Final Note
New guys, I'm sorry for not getting you in right now but I swear I will do so tomorrow. i'm slumped for tonight
I will also be changing some rules slightly, so make sure to look out for a new rules pastebin post
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8c781f No.37738
>>37731
From the Raid on Orion, two new recruits were added to the Loyalist Fleet. A eager civilian in a stolen rebel fighter, and one of the captives the fleet rescued, a old captain tortured for his knowledge, but did not waiver when called upon to remain faithful.
>>37260
Ship Health: 150/150
Crew: 25
Upgrades: ==pick== ==one==
Imperial Favor: 0
Bonus: [Survivalist] Karl has been to hell and back. He's made of iron, both figuratively, and now literally as well. Roll a 1d4 on any instance that would normally result in Player Death, on a 1, you get seriously wounded, on a 2, you miraculously survive, on a 3 you will receive a minor wound, and on a 4, you die.
Flaws: [I have no mouth, but I must scream] - You are more machine then man now, and every waking moment is filled with pain, be it from the mechanites in your system or the mental trauma from the torture on Anchor Station. This pain hampers your interactions with others outside of combat. - 10 to all non-combat actions.
>>37316
Ship Health: 75/75
Crew: 1 (you)
Upgrades: Shield (Small) 50/50
Bonus: [Self-Made Man] - Everything Starva has he got for himself, and a man tends to learn a lot when he builds his empire up by himself. + 5 To all rolls
Flaws: [Literally Who?] - Your humble background means that your name does not garner much attention, and those who do know of you will forget you quickly when you lose the spotlight. Reduce favor gain to 1/4 of normal rate, increase favor lost to 4x normal rate.
Elsewhere on the station, a women awakes with a shout, something has startled her, but what?
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8c781f No.37739
| Rolled 4 (1d5) |
Y'all can post now
rolling for down time turns
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8c781f No.37745
| Rolled 76, 76 = 152 (2d100) |
>>37731
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 2/15
1. Pour some drinks out for Feta squadron. They died to a man because we were not fast enough, but never once did they waver or retreat. Celebrate their lives, no that we have honored their sacrifice. + 5 peerless
2.Then back to researching traitor tactics. There are patterns and idiosyncrasies, I am starting to see them. 2/15 +5 peerless
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8c781f No.37753
| Rolled 90, 64 = 154 (2d100) |
>>37731
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: 25 (Gained by destroying traitors, used or purchase new ships and upgrades)
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. Order a feast to be held for the crew for surviving another day. Dine without them, though, as I suppose theyd rather dine with their fellow brother in arms, not with an amputee lardball
2. Ask to meet the head of engineering on station. This ship is my body, and I ought to meet my doctor
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8c781f No.37755
| Rolled 23, 29 = 52 (2d100) |
>>37731
Captain’s Name: First Lieutenant Nebular Starva
Captain Fluff: Sharp in wits but not exactly "book smart", Nebular Starva prides himself as being as effective as "a star and nova combined", and from his humble beginnings as a man from a small town planet (what he usually neglects to say is that he was a gambler in a major city of said "small town planet") with an all-imperial face who found himself with the aptitude to fly one of the Empire's atmospheric fighters, quickly becoming a local celebrity and a symbol of the Empire's air superiority. Without the Empire, he finds that his gambling, drinking antics are less supported on top of being let go of due to his former connections. Unhappy and willing to crack a beer as well as some heads to get back to the good life, Starva has commandeered a spaceship and through trial and error managed to join up with the loyalist fleet.
Ship Name: The Half-Pint
Ship Type: Fighter
Weapon Systems:
x1 Longmire AZ-12 Railgun (Small)
x1 Reaper-Z42 Autocannon (Small)
Ship Health: 75/75
Crew: 1
Upgrades: Shield (Small) 50/50
Bonus: [Self-Made Man] - Everything Starva has he got for himself, and a man tends to learn a lot when he builds his empire up by himself. + 5 To all rolls
Flaws: [Literally Who?] - Your humble background means that your name does not garner much attention, and those who do know of you will forget you quickly when you lose the spotlight. Reduce favor gain to 1/4 of normal rate, increase favor lost to 4x normal rate.
1. Hey, looks like I just missed all the action. How about I get to know the crew of whichever vessel I'm assigned to, or at least the other fighter pilots? Maybe offer them an E-cig.
2. And this thing I flew in. "Half-Pint". I took the first spaceplane that caught my eye, and this ain't nothing like what I was flying back on Corvas-5. I inspect my fighter for any hidden features or abnormalities, see if there's more to it than meets the eye.
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8c781f No.37756
| Rolled 88, 15 = 103 (2d100) |
>>37731
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&2. Men. Your performance in that last battle was, one would say, a disgrace in the eyes of the emperor. We had so many glancing hits that I'm wondering whether my targeting computers are off or you all need your eyes replaced! It's time for target practice men, I'm either replacing my targeting computer or you all are learning to fucking aim! Lets see which.
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8c781f No.37758
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8c781f No.37772
>>37738
So, after a combat, do you update everyone, or just a few people?
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8c781f No.37782
>>37772
non-combat R&R turns are like normal builder turns
Combat is everyone gets one big post
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8c781f No.37784
>>37731
New stats:
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]
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.
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8c781f No.37786
| Rolled 81, 67 = 148 (2d100) |
>>37784
>>37731
1/2: The crew gets the day off for now; Angel has more important business to attend to. First things first, he has a promise to collect on. That Officer Grayson needs to pay up. For drinks might work well enough. Besides, there's a whole laundry list of people the Angel needs to have a chat with, and most of them are going to be in the station bar.
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8c781f No.37865
| Rolled 64, 82 + 15 = 161 (2d100) |
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: [Buffoon] - And as his record cannot be ignored for its length, it cannot also be ignored for its utter horribleness. As such, fleet command is reluctant to grant him the same equipment and ships as other captains. Upgrades and New Ships cost twice as much until you prove your worth.
—–
1. Head to the Bar to buy a round for everyone and congratulate them on a mission well done. +15
2. After having a drink Artemis will head down to the Archives, in those great archiac vaults a treasure trove of knowledge awaits. Locations of old supply depots, mothballed ships and old outposts. Old tech may not be as agile or fast as the flashy new things but it still packed a punch and was often built to last. +15
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8c781f No.37866
| Rolled 41, 60 + 15 = 116 (2d100) |
>>37865
Flaw has changed:[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.
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8c781f No.37877
| Rolled 38, 63 = 101 (2d100) |
>>37738
Captain’s Name: Ensign Wolf Wolf Jr.,
Nickname: Wolf Powered, Woof Woof, That Child Soldier. Double W, WW
Captain Fluff: Son of Prof. Dr. Karl Wolf. Wolf is a gregarious easy going youth who enjoys himself whenever he has the chance in port. Growing up in a colony where his father was posted he had his father's great workshop to experience all kinds of planes and a good people of an outer world to raise him. He would win piloting competitions and races, the glorious skies of that world will stay with him forever.
While he could experience the fruits of his father's engineering prowess such as muscle cars or fast planes what his father was really working on was a new type of fighter; one far more maneuverable and dangerous than anything the Empire or the Rebel scientists of even the Cullings could produce. With the base model complete it would be ready for field testing it would need a pilot and with the Empire in dire straights it could hardly refuse a young man who would never betray his family and by extension his country.
It was built to hunt down the enemy fighters and cripple systems while surviving amidst incalculable amounts of ship fire, it would be their answer to continuing the Empire's history in military achievement.
Perhaps it just runs in the family.
Ship Name: The Wolf Mk2
Ship Type: Fighter
Weapon Systems:
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
1 Reaper-Z42 Autocannon. Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
Damage: 3d10+10 (Small)
Ship Health: 195
Shield Health: 150
Crew: 1/1
Upgrades: [Gap Drive][Armor Piercing Rounds][Shieldsx3][Juggernaut Armorx3]
Imperial Favor: 2
Bonus: [Wild child] - A childhood of racing his father's inventions and piloting all manner of craft has let WW gain quite the skills as a pilot. He will surely use them in the coming campaign. + 15 to maneuvering rolls in small craft.
[Badass Scar] - You caught a white hot piece of metal to the face, fortunately for you it hit you in such a way as to give you a scar that looks pretty rad. + 5 to all communication rolls with other soldiers
Flaws: [Enemies in R&D] - Your brash and bold attitude, along with the many problems with your design, have led to R&D writing you off as a fool, and as such all dealings you have with them in the future will be hampered. - 5 to further dealings with R&D until you prove your competence
Friend: [Dopey the Janitor] - Grants you access to R&D on off hours, and plenty of cleaning supplies.
1/2 He was young but he was still a soldier and a pilot and he would drink to the heroes of Feta. Then he would drink to Mk1 wherever she is. +5 [Badass Scar]
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8c781f No.37944
| Rolled 49, 60 = 109 (2d100) |
>>37731
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. Wolf and his son will drink to Feta squadron. They could have lived had more time been invested into Space Submarine Warfare. Today they would remember, tomorrow they would change Space Warfare forever. Still the Old Wolf will have to call it a night earlier than his son, the respiration chamber called.
2. While in the respiration Chamber the Old Wolf would keep tinkering on the concept of Space Submarine Warfare. Surely he would get some ideas on how to extend the time spent in the Dimension inbetween.
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8c781f No.38031
| Rolled 27, 38 = 65 (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
1-2. Go back to making friends in R&D
>Friends in R&D: 1/6
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8c781f No.38138
>>37745
1. You walk to the station pub and start a tab for drinks, offering to all that come a story of great men, men who fought and died to preserve order in the galaxy. Feta Squadron, the men who's pictures hang on the nearby wall of lost servicemen. A small gathering forms around you, with songs of soldiery and war stories being traded in equal value.
2. You stumble out of the bar several hours later, meandering down the halls of the station until finally finding your bunk. Once you stripped down to your flight diaper you sit in bed and pull out your holo-pad, bringing about recordings made by your flight cams from the last fight, staring intently at the footage of the two enemy flagships. Something seems odd about them, and not the fact that their carriers. They seem too smooth, almost alien in their design. You do note several ports on the sides of both ships, they glow intermittently at an interval that you cannot determine.
Traitor Tactics 7/15
>>37753
1. Your crew graciously accepts your offer of a feast and wheels you into the pub, which is close enough that they can hook you with wiring to the ship and wheel you into it. After 14 shots of a liquor you can't pronounce and you're almost certain could serve as starship fuel, you pass out for about 14 hours, before awaking back in your "cockpit" very hungover and a very large bill on your platter. Still, you seem to have built some rapport with the crew despite the cost.
- 2 Favor
[Crew Love: 5/10]
2. After a few hours of detox, you call upon the head engineering to meet with you. When a short women in a tanktop knocks on the access hatch, you ask her if she knows when the head of engineering will be by. This riles the women up, and she has the large robot that is carrying her tear the hatch off before she steps into your cockpit.
"The Name is Chief Engineer Amya Dysterov, and I am here now."
The Rest of the meeting goes well, and she says she'll have a team by later to fix your door.
Gain Contact: [Chief Engineer Amya Dysterov]
>>37755
1. Starva departs from his stolen fighter and wanders around the hanger he's in. He notes that it is oddly empty, and the only soul here beside him is a young mechanic working on a hydraulic rack that the fighters in service normally hang from.
Starva approaches the man and speaks "Hey, I'm the new guy, where is everyone?"
The mechanic, a small old man, looks at the rimworlder in a very queer way, and he continues to do so for several seconds before finally speaking. "Are you daft boy? This is Feta Squadron's hangar, and those boys all died not a day past."
2. As far as you can tell, this is a run of the mill fighter, in fact, its actually a cheaper knockoff of the model you thought it was.
>>37756
1/2. A day out on the ship range blasting stray asteroids and derelict ship hulks has taught the men much in the area of targeting. Not much longer till they're pros, and then the rebels will be so much scrap metal waiting to be cut up by your lances.
Crew Training: [Targeting I] 5/6
>>37786
1/2. Elisa begrudgingly accepts your "offer" for drinks, snarkingly replying with "As long as your scumball ass is paying."
You both take the elevator down several levels, Elijah's heavy breathing and growing wet spot in his trousers going unnoticed by Elisa Grayson. You finally arrive at the Station's Pub, where a roaring party in remembrance of Feta Squadron is being held. Grayson and Elijah take a seat on two stools at the end of the bar, and Angel orders two drinks, an Appletini for himself, and before he can order for her, Grayson asks for the usual, which is answered with scotch on the rocks.
The two talk long past the party's end, and by the time Angel walks Grayson back to her room, she has defrosted quite a bit. She even playfully throws her bangs over her ear before telling you goodnight.
Later that night, angel requisitions several units of hand lotion and some fresh socks.
Gain Friend: [Officer Elisa Grayson]
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8c781f No.38139
>>37865
1. You join the party and buy a round for everyone there, they are already absolutely smashed. Your rounds get them quite a bit more inebriated and by the end of the night you have to be carried out. Still, it was a fun time.
2. After sobering up; a process which is exponentially quicker you not, as it only takes you 3 hours to feel normal, you head to the archives down in the inner depths of the station. Once there, you spend hours pouring over the various data files you find, locating many forgotten Imperial supply depots that very well may be untouched by the rebellion, mayhaps this might prove a boon to the Loyalist counter-rebellion.
>>37877
1/2. WW goes to join the party at the bar and gets so drunk that he passes out in the bar. In his stupor he rolls under the bar itself and wakes up the next day, covered in bar peanuts and mints.
>>37944
1. Karl has several steins of brew and retires to an early night in the respiration chamber, contemplating the idiosyncrasies of stealth warfare in space.
2. He continues to think and ponder this as an odd thing happens within the chamber. Some of the residual alcohol on Karl reacts with the gases in his chamber, causing him to hallucinate. He dreams of a ship, which can disappear and reappear at will, which it will do through some special coating on its hull. Fever dreams for sure, but it does help him think of some ways to revolutionize the methods of stealth warfare you already know.
[Stealth Warfare I] 4/6
>>38031
1/2. The robot continues his work making pals with boys and gals in R&D, though most are gone to the roaring party on the Pub Deck.
>Friends in R&D: 3/6
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8c781f No.38140
>>37865
2.
Gain: [Large list of Supply Depots and defunct Imperial Bases]
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8c781f No.38141
| Rolled 93, 13 = 106 (2d100) |
>>38138
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
1. That's ….. odd. Bring up more footage of traitor ships and scans of energy variation. Something is not right here. 7/15
+5 Peerless
2. Next bounce some ideas for possible upgrades off my freinds in R&d. Improved mag coils using the same basic premise of lance focusers to hone the field to a razor keen, better predictive software using the same techniques smart missiles have, armored subsystems, perhaps adjusting the autocannons to rotary to increase rate of fire while reducing the need to cool down with variable barrels that lock into place if they sustain damage, and finally a Chaff system to ablate or slow missiles and cause them to blow early.
+5 freinds in R&D
+5 Peerless
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8c781f No.38142
>>37786
1/2. Elisa begrudgingly accepts your "offer" for drinks, snarkingly replying with "As long as your scumball ass is paying."
You both take the elevator down several levels, discussing many things from how Grayson came to become an officer of the Royal Guard to how Angel got his mysterious facial scars.
You finally arrive at the Station's Pub, where a roaring party in remembrance of Feta Squadron is being held. Grayson and Elijah take a seat on two stools at the end of the bar, and Angel orders two drinks, an Gina and Tonic for himself, and before he can order for her, Grayson asks for the usual, which is answered with scotch on the rocks.
The two talk long past the party's end, and by the time Angel walks Grayson back to her room, she has defrosted quite a bit. She even playfully throws her bangs over her ear before telling you goodnight.
Gain Friend: [Officer Elisa Grayson]
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8c781f No.38143
| Rolled 23, 73 + 15 = 111 (2d100) |
>>38139
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. Search through the list for mothballed Imperial ships hopefully for any of the Redeemer Generation. These Redeemers massive brutes of ships and were all equipped with onboard combat AI but most were mothballed after AI began to develop quirks and personalities often mimicking those who first commanded them.
+[Large list of Supply Depots and defunct Imperial Bases]
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8c781f No.38144
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
>>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
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8c781f No.38390
| Rolled 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
| Rolled 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
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8c781f No.38423
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
>>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
>having a ship the size of a moon
pls
Also post now
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8c781f No.38590
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8c781f No.38601
| Rolled 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
| Rolled 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
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8c781f No.38612
| Rolled 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
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8c781f No.38616
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
>>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
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
>>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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.