093904 No.47607 [View All]
This is the Preliminary thread for the space fleet game I am working on. While the rules are subject to change via fine-tuning right now, the core ship creation concept is sound. Thus people wishing to join can roll up their stats here and generate their fleet. so as to not clutter the actual thread.
Pastebin with rules here. https://pastebin.com/Sn4P8Xue
The actual game will come with story soon.
55 postsand15 image repliesomitted. Click reply to view. ____________________________
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8e7689 No.47686
In reality though, The NLoS was never from earth. The system, while resembling the sol system, even given the names of the planets of sol by it's residents, was in fact the resting site of a long forgotten sleeper ship from actual earth, which drifted for untold years until it's final resting place in a system isolated from the wider galaxy (except for those pesky Xan). The Neo Legion will swear Up and down that *they* and they alone hail from the real earth, but they don't.
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b097b2 No.47690
>>47644
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: A new breed of man sprang from the soil of Altair Prime. This new breed seeks to explore the ocean of the stars. They had constructed the finest exploratory fleet possible before danger sprung on their doorstep. They quickly converted their fleet into something capable of overwhelming the enemy with skill and awesome speed. To begin with our vessels were staffed by military, seconded by science officers and those ready to encounter new races. Having the proper grounding to make the most use of their ship's capabilities, with proper training, and the finest augmentations available pushed them to become Super Human, these Men, these Explorator Captains.
In the battle against the hostile vanguard our wolfpack tactics and territory advantage proved formidable. Our deep space drones and outpost caught their FTL signatures early and we had time secure a battleground that would give us an advantage. We had spent countless hours scouting the local phenomenon and obstacles that we could maneuver them into. Unable to damage our ships the enemy morale was in tatters. Furthermore our coordination was perfect. Our enhanced reaction times to visual stimuli were as fast as .125 seconds. Salvo after salvo wore them down until they broke, and then the slaughter began. Victory did not last long and their reinforcements were detected. The size of the signal could come from a typical sized fleet. To flee was the only sensible option. We hope to find a new place to set roots, and allies to weather the storm with.
As proud men they inherit traditions and technology of an old race. As a people who are rising they are devoting themselves to exploration and discovery. Bodies ranging from beautiful to robustly utilitarian have helped refine that old wisdom of mankind where if everyone focuses on their specialty we can create powerful centers of humanity and a vigorous military.
"—We have been so deep into uncharted space that was the Altair System we thought to be beyond the influences of empires. Here we would build their new world from the ground up." - Explorator Founder of Altair Dr.Morbius, Year Zero of the Altairan Calendar
Altair was not a natural paradise. Far from it. But it was a man made paradise. The culmination of countless years of terraforming. It would have taken tens of thousands of years, perhaps a hundred thousand to turn the small radiated planet of Altair Prime into a Gaia world. Yet our progress was accelerated by leaps and bounds after the introduction of state of our art shield technology; The Wottfase Pattern Shield Array. It could prevent even the rays of Altair, the brightest star in a thousand light years, from penetrating our domes. Its powerful radiation had been a plague on our ancestors efforts to reclaim the world and on their bodies.
A flower out of the desert, water to a dying man, Altair Prime. Wondrous cities and factories spanning the world. Elegant halls for an elegant people. A flowering of a new human civilization. Or it would have been.
Alien ships, like rings of snakes devouring themselves endlessly. Massive oval plates of strange metals and ceaseless chattering languages. They continued to enter our sovereign space and refused to halt. We thought and hoped that if we drove off these alien vessels we could display our desire to remain independent. The Captains of the Fleet mobilized and set to work our shipyards to refitting the ships with what weapons we had on hand.
The ships set off to war to defend our sacred home; Son of Altair, Solar Merlin, Resurrection, Wind of Discovery, Giger Child, and Last Horizon returned victorious against the odds. When their reinforcing fleet arrived, it was all they could do to hold them off while the citizens evacuated into the colony ship to a new world escorted by a newly constructed Light Carrier: Chariot of Mars.
Core Fleet Stats: 1 Offensive, 7 Defensive, 10 Mobility, 95% Shields
Fleet:
Colony Ship [Free] 0,4,5, 95% Shields, 25 Storage
Mining Ship [6 Bp] 0,4,5, 95% Shields, 25 Storage
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Military;
Light Carrier [5 Bp]: Chariot of Mars; 1 Offensive, 6 Defensive, 11 Mobility, 95% Shields, 0 Weapon Slot, 1 Defensive Slot, Hull points 20
Shield Array
Bomber 1
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bonus: Sons of the Sun and Circuit: Ships are immune to radiation weapons. Able to colonize otherwise hostile worlds. Civilian ships can equip shields freely.
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8e7689 No.47733
Pictured:
NLoS Sovereign Class Colony Ship
NLoS Luna Class Battlecruiser
NLoS Asp Class Light Frigate
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8e7689 No.47754
Nation Name: The Neo Legion of Steel
Race(s): Humans and Cybernetic enhanced humans
History: https://pastebin.com/1pSN1LQK
Core Fleet Stats: 5 offence, 7 defense, 9 mobility, 70 shields
Fleet:
Civilian:
1x Colony ship (Free)
5 M
Mobile Shipyard (8BP)
5 M
1x Mining Ship (6 BP)
5 M
1x Refinery Ship (5 BP)
5M
Military:
Asp class Light Frigate (Corvette) (1 BP)
4 O, 4 D, 15 M
5 HP
Weapons
1. 3 turret mounted cannons (Railgun)
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8e7689 No.47757
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093904 No.47758
>>47757
indeed
>>47666
38 slots for colony ships and other ships that normally have 25 slots.
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8e7689 No.47761
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093904 No.47767
>>47754
Bonus: The masses fall more easily to a Big lie.. - Your people still think they are from Earth, the actual factual earth not one of many earth like worlds in the cosmos. They are speciest and Xenophobic. +10 to OOB and combat rolls when working alone or with only other humans. -10 when working with anything not human.
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04b20a No.47788
>>47767
Hurrah for rampant xenophobia!
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8e7689 No.47789
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a7fd52 No.47818
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a7fd52 No.47819
Nation Name: The Last Kharak
Race: Khazan (dwarves and giants). The khazan are a humanoid race that while somewhat resembling humans there are some key differences. Their arms are long and apelike giving them leverage for great blows that would devastate anything it comes in contact with, their eyes also let them see in the dark almost as well in the light, finally and most importantly they reach full maturity at around 3ft, however they never actually stop growing and as long as their body is not overly strained then they can live arbitrarily long time giving some the ability to reach some truly incredible size.
Core Fleet Stats: 1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
Fleet:
Colony Ship [Free]: Strike The Earth; 0, 5, 3, 25 Storage
Colony Ship [8 Bp]: Drink of Streams; 0,5,3, 25 Storage
Science ship[6 Bp] Forge New Wonders; 0,5,3
Military;
Corvette [1 Bp]: Silent Guardian;
1 Offense, 5 defense, 10 mobility
1 weapon slot, Hull points 5, missile launcher display
Light Carrier [5 Bp]: Grudge bearers of Khazad; 1 Offensive, 9 Defensive, 6 Mobility, 0 Weapon Slot, 1 Defensive Slot, Hull points 20, Anti-missile systems
Bomber 1: Greybeard Paragons
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber 2: Dwarven Prodigies
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
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feaeec No.47824
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8e7689 No.47828
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8e7689 No.47845
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093904 No.47846
>>47819
>>47818
Solid Like Stone: The Khazan are a stubbornly traditional people, more willing to put their faith in tried and true technologies over newer more experimental ones. They gain bonuses to armor research, repairs, explosive and kinetic weapons. However they gain maluses in energy weapons, directed energy systems, and specialist ammunitions.
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2fa4d2 No.48163
| Rolled 8, 10, 9 = 27 (3d10) |
Base stats
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2fa4d2 No.48164
| Rolled 77 (1d100) |
>>48163
Shields.
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2fa4d2 No.48165
>>48163
>>48164
Nation Name: Third Hegemony of Kar (The Hegemony)
Races: Primarily Vorilian, creatures that appear partly humanoid and partly insectoid. Vors stand at an average of seven feet, covered in hard black chitin with subdued mandibles and a pair of claw-like appendages in addition to a larger pair of dexterous manipulators. Equal parts horrifying and terrifying to look at, the Hegemony nonetheless accepts all races, provided they accept the holy scripture. Though Vor are often hostile to other races, even after conversation, small communities of most galactic races can be found on Vor worlds.
History: Often, religion plays little role in a society's space age. Technological understanding reduces the role of the divine in average life, and peaceful religions that can reach the poorer masses tend to dominate. At least, that would be the case if all societies were like humans; free-willed, independent, and wired for an ultimate goal of avoiding pain.
The Vor are nothing like that.
Evolving from megafauna insects on the hostile arid world of Vor, the Vorilian people have an entrenched caste system where soldiers keep workers in line with an iron fist. Early in the history of the Vorilian race, the Karite religion took hold in the far northern clan of Sh-Ch-Ni, a religion of blood and iron that demands its adherents conquer, fight, and win as the highest of honors. The Sh-Ch-Ni never conquered Vor.
But Kar did.
In its spacefaring future, the clans of Vor still fight viciously both in the Assembly of Kar, the main political body of the Hegemony, and, occasionally, with soldiers. But while the clan leaders individually have much sway over their smaller and ever-shifting political and geographic factions, true power lies with the Voice of Kar, head of the Karite temple. It is often said that a Vorilian bar sounds like a thousand pennies being dropped into a funnel; the Vorilian languages compose of rapid, high-pitched clicking sounds, and the Vor have a tendency to speak constantly and aggressively over one another. The Vor seem to never stop talking; each one thinking and boasting of personal glories, of violent delights, and of how they can shift the universe in their favor.
But when the Voice speaks, the Vor listen.
And the chosen people of Kar are not the sort you want paying too close attention.
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
Fleet:
Civilian -
Colony Ship I: "HKN. Hand of Kar" 8 Offense, 10 Defense, 9 Mobility, 77% Shields, 20 HP, 25 Storage
Supply Freighter I: "HKN Victory" 8 Offense, 10 Defense, 9 Mobility, 77% Shields, 10 HP, 25 Storage
Military-
Heavy Cruiser I: "HKN Annihilation" 8 Offense, 10 Defense, 9 Mobility, 77% Shields, 45 HP
Weapons: [Railgun] [Railgun] [Missile Launcher Array]
Defenses: [Shield Array] [ECM System] [Anti-Missile System]
Light Cruiser I: "HKN Sh-Ch-Ni" 8 Offense, 10 Defense, 10 Mobility, 77% Shields, 30 HP
Weapons: [Railgun] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
Light Cruiser II: "HKN Eye of Kar" 8 Offense, 10 Defense, 10 Mobility, 77% Shields, 30 HP
Weapons: [Railgun] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
Bonus:
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2fa4d2 No.48166
>>48165
Submit to the will of Kar or be annihilated
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2fa4d2 No.48169
>>48165
Thought the supply freighter was free, so here is my new fleet:
Civilian -
Colony Ship I: "HKN Hand of Kar" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 20 HP, 25 Storage
Supply Freighter I: "HKN Victory" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 10 HP, 25 Storage
Military -
Battleship I: "HKN Will of Kar" 10 Offense, 12 Defense, 7 Mobility, 77% Shields, 100 HP
Weapons: [Heavy Railgun] [Railgun] [Laser] [Missile Launcher Array]
Defenses: [Shield Array] [ECM System] [Anti-Missile System] [Improved Armor: Kinetic, Energy]
Strike Craft: [1x Fighter Wing] [1x Bomber Wing]
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2fa4d2 No.48170
>>48169
Since we can't build battleships here is my new NEW fleet.
Civilian -
Colony Ship I: "HKN Hand of Kar" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 20 HP, 25 Storage
Supply Freighter I: "HKN Victory" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 10 HP, 25 Storage
Military -
Dreadnought I: "HKN Will of Kar" 9 Offense, 11 Defense, 8 Mobility, 77% Shields, 70 HP
Weapons: [Heavy Railgun] [Railgun] [Missile Launcher Array]
Defenses: [Shield Array] [ECM] [Anti-Missile System] [Improved Armor: Kinetic]
Light Cruiser I: "HKN Sh-Ch-Ni" 8 Offense, 10 Defense, 10 Mobility, 77% Shields, 30 HP
Weapons: [Laser] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
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093904 No.48171
>>48170
>>48165
Bonus: The Voice Speaks- Every 5 turns your prophet speaks. He imparts a +10 bonus to all tasks associated with his decree for 3 turns.
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03b84c No.49011
| Rolled 4, 9, 8 = 21 (3d10) |
3d10
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03b84c No.49012
| Rolled 58, 26, 73 = 157 (3d100) |
3d100
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03b84c No.49013
| Rolled 31 (1d100) |
1d100
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03b84c No.49019
| Rolled 38 (1d100) |
Nation Name: Grylon
Race: Grylac
History: The Grylac are a peaceful race that has developed a utopia on their home world, Grylon. The Grylac have avoided war and formed one nation across their world due to their aversion of hostility and their obsessive and compulsive behaviors of working hard and progressing. Grylac prefer repetitive menial and laborer tasks like mining and building. Grylon is a desert planet with little life and harsh conditions, but is rich in ore, precious metals and stones.
Core Fleet Stats:
> Offense 4
> Defense 9
> Mobility 8
> Shields 58
Fleet:
1 Colony Ship
20 HP
25 Storage
1 Supply Freighter
10 HP
200 Storage
3 Mining Ship
15 HP
25 Storage 15 hp
+10 common metal a turn
+10 metal harvest rolls
Bonus:
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03b84c No.49078
>>49019
Update
Nation Name: Grylon
Race: Grylac
History: The Grylac are a hard working race that prefer repetitive menial labor tasks like mining and building similar to the common ant. Their homeworld of Grylon is a desert planet with little life and harsh conditions, but is rich in ore, precious metals and stones.
Core Fleet Stats:
> Offense 4
> Defense 9
> Mobility 8
> Shields 58
Fleet:
1 Colony Ship
20 HP
25 Storage
1 Mobile Shipyard
20 HP
2 Mining Ship
15 HP
25 Storage 15 hp
+10 common metal a turn
+10 metal harvest rolls
Bonus:
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093904 No.49096
>>49078
Bonus: Diggie Digge Hole- Bonuses to mining and resource gathering actions. Bonuses to resistance against environmental hazards. Minuses to combat.
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4646a2 No.51013
| Rolled 2, 8, 4 = 14 (3d10) |
rollan for stats
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4646a2 No.51014
| Rolled 62 (1d100) |
>>51013
and again
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4646a2 No.51016
>>51014
>>51013
Nation Name: The Acherantai Decadents
Race(s): Acherantai
History:
The Acherantai are a nation who at the height of decadence and carelessness, found an immortality serum and immediately distributed it to their entire population. It was only a decade or two later that they found that not only did it grant immortality, but also sterilization. The few Acherantai who were still fertile slowly died out as a very small minority, and the ones who were sterile didn't care, they were immortal, or effectively so at least. Medicine was good enough that dying from accidents and the like was extremely rare, and only would one be able to truly die if they were attacked with the intent of murder by someone else.
Only when the Domovoi Empire rolled in to their nation did they realize their folly, as every loss meant that their population was permanently culled, and soon there were but a few worlds left of them. Desperately, they tried to supplement their population with anything they could think of, autonomous drones, vat-grown artificial life, even AI's themselves, but against the might of the Domovoi they fell, one after another. Now only a handful remain, enough to create three large cities at most, refugees of their own making.
Core Fleet Stats:
Offense: 2
Defense: 8
Mobility: 4
Shields: 62
Fleet:
CIVILIAN
Colony Ship "Seventh Son"
-Defense: 4
-Mobility: 2
Colony Ship "Fated Hero"
-Defense: 4
-Mobility: 2
Colony Ship "Chosen One"
-Defense: 4
-Mobility: 2
Storage Ship "Barrel"
-Defense: 4
-Mobility: 2
MILITARY
Frigate "Javelin"
-Offense: 2
-Defense: 6
-Mobility: 6
-Offensive: Laser
-Defensive: Shields Array
Bonus: (qm will give you this)
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c5b9bc No.51080
>>51016
Add another freighter ship onto that.
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093904 No.51086
>>51016
Bonus: Immortal (unless Killed): Your people have lived a long, long, long time and have had plenty of time to master a variety of skills that they can bring to bare on a variety of actions. +5 to all rolls, however critfails are worse.
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c6cddd No.51375
| Rolled 4, 5, 9 = 18 (3d10) |
>>47607
Rolling base stats
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c6cddd No.51376
| Rolled 91 (1d100) |
shield roll
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c6cddd No.51378
| Rolled 73 (1d100) |
Nation Name: The United Iron Fleet
Race(s): Humans
History: The United Iron Fleet has long been traversing the depths of space, as sort of Nomads. Usually when traveling through space they had to be quick, and never stay long, they were common targets of Space Pirates, and larger nations who just wanted someone to bully. They learned to move fast, and never be stationary, and nowadays they specialize in hit and run attacks, but also carry around a mobile shipyard and a Mining ship for the sake of self-sufficiency and general fleet support.
Core Fleet Stats:
4 Offense
4 Defense
9 Mobility
91 Shields
Fleet:
23- Build Points
Shipyard
Mining ship
Destroyer (2 Lasers, 1 Shield Array)
Frigate (1 Laser, 1 Shield Array)
Frigate (1 Laser, 1 Shield Array)
Bonus: (qm will give you this)
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093904 No.51380
>>51378
Nation Name: The United Iron Fleet
Race(s): Humans
History: The United Iron Fleet has long been traversing the depths of space, as sort of Nomads. Usually when traveling through space they had to be quick, and never stay long, they were common targets of Space Pirates, and larger nations who just wanted someone to bully. They learned to move fast, and never be stationary, and nowadays they specialize in hit and run attacks, but also carry around a mobile shipyard and a Mining ship for the sake of self-sufficiency and general fleet support.
Core Fleet Stats:
4 Offense
5 Defense
9 Mobility
91 Shields
Fleet:
23- Build Points
Shipyard 0,3,5
Mining ship 0,3,5
Destroyer (2 Lasers, 1 Shield Array) 4, 4, 10, 91
Frigate (1 Laser, 1 Shield Array) 4, 3, 11, 91
Frigate (1 Laser, 1 Shield Array) 4,3, 11, 91
Bonus: Migrant fleet: You've been running so long it feels like walking. Bonus to engine technology, Fleet endurance technology research, and building and repairing ships.
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171492 No.51653
| Rolled 10, 7, 9 = 26 (3d10) |
test
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171492 No.51654
| Rolled 82 (1d100) |
testa
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b34d00 No.51655
| Rolled 55, 51, 53, 60 = 219 (4d100) |
Rolling for plan
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470d84 No.51664
| Rolled 4, 3, 2 = 9 (3d10) |
>>47607
rolls as requested
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470d84 No.51665
| Rolled 18 (1d100) |
>>51664
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470d84 No.51681
Nation Name: Brannan Emergency Convention
Race(s): Mostly human
History: The Brannan System, filled with a few gas giants and a fairly large amount of asteroids, lays along a former trade corridor. Back in the heyday of that old route, the system was full of investors and traders of all sorts, eagerly staking claims and picking apart the choicest rocks for easy wealth to be shipped right down the road. But the empires up the road crashed and burned, and suddenly the profit margins on shipping most of those minerals out-of-system dropped to less acceptable levels. Pretty much all outside investment pulled out alongside their employees, save for the Cakonov-Kinari, who slapped their miners with non-compete clauses and left for more profitable skies.
Those clauses were almost always ignored. After all, mining's all those former employees had to keep the lights on, and who was going to stop them exactly? That was generations ago. Clawing a life from the rock is never really easy, and mining has never been relaxing work, but they manage. A culture spread across Hector's belts, moving into abandoned mining facilities and carving new habs out of the more stable asteroids. Slowly, but surely, small amounts of trade began to pick up, this time in the hands of the belter's ships. That those ships were essentially tissue paper with peashooters moved by pedal power was never much of a problem - there wasn't much conflict in the area, and pirates usually balked at the defenses of the habs themselves instead of fearing the ships. Life developed a kind of rhythm in the system, a mostly prosperous status quo maintained through hard work among the rocks and engineers increasingly good at shoving new and old systems together in a way that kept 'em all alive.
But nothing lasts forever. Reports of two big ol' empires riding in from the intergalactic void, fleets screaming into systems all weapons blazing and tearing through every fleet that dared stand in their way, were written off as the exact sort of sailor's tales they were used to. That changed when closer trade ports started going dark, when strange signals tore away at the edge of sensors. When the ultimatums came, handed down by advance elements of both fleets to freighters headed home, the miners circled the wagons and mulled over their options. Could they fight? Not a chance in hell. Should they serve? There were some grumblings, but those same early reports hardly spoke of the mercy and benevolence of the invaders. And so they decided to run.
And so they tore their homes apart, room by room, facility by facility, to make their ships. Entire agricultural sections of habs, entire industrial facilities, slotted into the frame of would-be colony ships. Generations of jury-rigging experience, the distant future descendants of what we might call "duct tape", and abusing what might've once been modularity got those babies flying. Were conditions cramped? Would they, as they fled, be forced into difficult working conditions? Would they be forced to live with slim layers of metal between themselves and the cold void? Business as usual, really.
Core Fleet Stats: OFF 4 DEF 3 SPD 2 SHIELD 18
Fleet:
Civilian:
-Colony Ship: Frontier Star [20HP 25 STORAGE]
-Colony Ship: Driller's Delight [20HP 25 STORAGE]
-Colony Ship: Claim Jumper [20HP 25 STORAGE]
-Mining Ship: Brotherlode [15HP 25 STORAGE +10CM/turn]
"Military":
-Corvette: Haymaker [O3 D1 S4 HP5 SHIELD 18] [LASER]
Bonus: (qm will give you this)
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093904 No.51682
>>51681
Bonus: Sweat, Grit and Duct Tape: You've had nothing for so long, you've learned to make the best of it. Can make repairs for cheaper and can make repairs/modifications and build ships as jury rig. Jurry-rigged ships have half stats.
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27640f No.51684
| Rolled 10, 5, 7 = 22 (3d10) |
>>47607
First roll
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27640f No.51685
| Rolled 3 (1d100) |
>>51684
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27640f No.51705
>>47607
Nation Name: The Bellum Rexes(Translation: Reigning Kings of War)
Race(s): Ultanians(Subraces: Grand Makers[scientists/engineers], Overlords[Commanders/Captains], Slayers[Civilians/Soldiers], and further broken down into thousands of categories if not more if one focused on the prevalence of idiosyncracies and genetic differences)
History: The Ultanians are an exceedingly belligerent race of rapidly producing humanoids hailing from the Hastos system, which originally hosted ten other sentient and intelligent species that they wiped out or subsumed into their species genetics. Ultanians range from 6ft to 8ft tall, never shorter and only taller with extreme genetic quirks, and all are shaped like typical humanoids. They possess five fingered claws, powerful legs, a "skin-tight" shell, and are omnivorous. The race naturally creates soldiers that are both inhumanly disciplined and incredibly idiosyncratic in personality and appearance, further divided into multiple squads and units that each conform to their own way of fighting, forming an interlocking whole where soldiers fight both as one unit and individuals, similar to wolves. This coupled with other evidence leads many to believe the race was genetically engineered, even considering that evidence shows they existed in their system as long as their now extinct relative races. The species as a whole gravitates toward warfare, and when first taking the galactic stage they quite quickly embroiled themselves in conflict, notably adding the genetic benefits of their foes into their own code, with said benefits seeming to appear at random amongst the whole, but in accordance with other benefits. Scientists being not only smarter but having greater introspection, soldiers with both strength and greater reaction times, and so on.
The Ultanians would likely have been culled for their extremely violent ways and rapid spread, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but lacked natural aggresiveness, and quickly became that empires primary soldier race. The empires rulers lowered the races aggresiveness and breeding while increasing discipline even further. This made it so that, while still brutally effective and fast spreading, the Ultanians were no longer a plague and scourge upon the galaxy, and soon rose in prominence. They fought the empires wars for countless centuries, utilizing advanced Orb ships to travel and decimate foes. This lasted until the galaxy was invaded. Not given to cowardice, the Ultanians fought against impossible odds until eventually the empire they worked with was obliterated along with approximately 99% of their race. The members of the empire they worked for fled in the hundreds, and took the Ultanians with them. But with the former deals broken and the galaxy changed, the Ultanians in short order added the former races DNA and traits to their genetics. Now the Ultanians flee with other races, held back by common sense and the fact that they cannot afford a war. They must primarily maintain their race, even as the urge for battle flows through all their veins.
Core Fleet Stats: 10 Offensive, 5 Defensive, 7 Mobility, 3 Shields
Fleet:
Dreadnought Orb "Last Word"
HP: 70 Hull Points
Stats: 11 Offensive, 6 Defensive, 6 Mobility
Attack Modules: 3 Missile Launcher Arrays, 2 Lasers(1d10+11(3), 1d6+11(2))
Defensive Modules: ECM System, Improved Armor Kinetic, Energy, Explosive
Corvette Orb "Silent Grace"
HP: 5 Hull Points
Stats: 9 Offensive, 3 Defensive, 14 Mobility
Attack Modules: Railgun(1d10+11(1))
Mobile Shipyard Orb "Maker of Wills"
HP: 20 Hull Points
Stats: 3 Defensive, 4 Mobility
Supply Freight Orb "Holder of Power"
HP: 10 Hull Points
Stats: 3 Defensive, 4 Mobility
Storage: 200
Colony Ship Orb "Heart of War"
HP: 20 Hull Points
Stats: 3 Defensive, 4 Mobility
Storage: 25
Bonus: (qm will give you this)
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27640f No.51782
Nation Name: Bellum(This fleet)
Race(s): Ultanians(Subraces: thousands of categories if not more if one focused on the prevalence of idiosyncracies, currently number only dozens)
History: The Ultanians are an exceedingly belligerent race hailing from the Hastos system, which originally hosted ten other sentient and intelligent species upon its large varied worlds. All of these the Ultanians killed over the course of a dozen wars. Ultanians range from 6ft to 8ft tall on average and are shaped like typical humanoids. They possess five fingered claws, powerful legs, and are omnivorous. The race is naturally fractious, proper discipline and true unity an alien concept to them. They have a mentality that is half individualistic and half collective, in that they are quick to form into cliques, gangs, and squads of incredibly varied sizes. Gangs as small as five and so large they numbered in the thousands were the range on average. This is notable in their physiology. Their natural skin, eye, and hair colors are pure grey, but when joining a gang will rapidly develop colors, markings, and patterns unique to the particular gang they are member of. In time this even leads to physiological differences of varying extremes.
The Ultanians would likely have been rendered extinct in time by their own hand or anothers, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but whose member races lacked natural aggresiveness and through lengthy and incredibly difficult negotiations the majority joined the empire to one extent or another. In exchange for resources, weapons, ships, and pay, the Ultanians became that empires premiere race of mercenaries. Point them at a world, tell them what to do, and in due time they would have it dead. They fought the empires wars for countless centuries, utilizing odd Orb ships to travel the starts. This lasted until the galaxy was invaded. The empire they were under was targeted directly, as were the Ulthanians. Not given to cowardice, though their loyalty was always in question, the Ultanians fought a retreating war against impossible odds until eventually the empire they worked with was utterly fractured. The surviving Ulthanians, never given to discipline, finally abandoned their former masters to their fate. The races surviving members linked up, and naturally split into a variety of radio silent Refuge Fleets, each made up of gangs and squads held together by as much resources as common sense. This is one of those fleets, the whereabouts of others are unknown.
Core Fleet Stats: 10 Offensive, 5 Defensive, 7 Mobility, 3 Shields
Fleet:
Dreadnought Orb "Last Word"
HP: 70 Hull Points
Stats: 11 Offensive, 6 Defensive, 6 Mobility
Attack Modules: 3 Missile Launcher Arrays, 2 Lasers(1d10+11(3), 1d6+11(2))
Defensive Modules: ECM System, Improved Armor Kinetic, Energy, Explosive
Corvette Orb "Silent Grace"
HP: 5 Hull Points
Stats: 9 Offensive, 3 Defensive, 14 Mobility
Attack Modules: Railgun(1d10+11(1))
Mobile Shipyard Orb "Maker of Wills"
HP: 20 Hull Points
Stats: 3 Defensive, 4 Mobility
Supply Freight Orb "Holder of Power"
HP: 10 Hull Points
Stats: 3 Defensive, 4 Mobility
Storage: 200
Colony Ship Orb "Heart of War"
HP: 20 Hull Points
Stats: 3 Defensive, 4 Mobility
Storage: 25
Bonus: (qm will give you this)
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093904 No.51804
>>51782
Bonus: Dogs of War: You have always and ever been a race of bloodthirsty brutes, War is not only your job, it is your life's calling.
Bonus towards shooting and combat actions. Low rolls are more punishing.
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