d9d667 No.47850 [View All]
The Enterra Galaxy, home to hundreds of sentient races and even more worlds suitable for colonies, not counting asteroid belt, space stations, fuel stations, Starbases and more. Thirteen major Empires span the galaxy and dozens of other less important principalities and sovereignties exist in between them, used as proxy states, trading partners, strategic allies or more. Wars waged for the resources of a planet or two was commonplace, but in general despite the moments of war and strife, Enterra was peaceful.
That Changed a decade ago when first contact was made with not one, but two, trans galactic empires. The Domovoi Empire and Strelatyan Imperacy both coming from the opposite sides of one another. Both had seeded agents across the galaxy before hand and both had the same opinions of sovereignty of nations not their own. Namely that it did not exist and if the barbarian natives would not kneel to them, that they would beat them down into subservience instead. After both powers revealed themselves all hell broke loose across the galaxy as Ai projects were subverted, politicians bent to alien wills, and more. The major powers were broken from within and besieged by an enemy more numerous, prepared and technologically advanced from without. Thus began the decline of Enterra’s major player, and so too the decline of the lesser states.
Slowly even as the two powers fought rabidly against each other, the galaxy was worn down and beaten. People were forced to watch as planets, loved and nations were forced under the yoke of oppressive flesh shaping royalty or cold uncaring uploaded autocrats. Many nations still fought, but all knew that there was no future in it. After all the best the galaxy had to offer since the precursors was falling inexorably. So, the concept of Refugee fleets were introduced. Taking a colony ship, filling it with as many people as possible for a long journey and coupling it with a screening and support fleet. These cities in the stars would seek out a place away from the tyrannical outsiders, whether in this galaxy or abroad and rebuild the shattered societies and nations that managed to scrape them together. Obviously, this favored the industrial might of the larger nations as even though they were falling they had the might to create such fleets fully in the time allotted and vet the people in them. Other lesser nations instead banded together for similar effect.
You are one of such fleet, at the outskirts of the Galthor Empire, at one of their border worlds called Unity. This is one of the Galthorians last bastions, replete with two starbases, a shipyard, multiple refueling stations and many many defensive hangar and turrets defending the system. They do not expect it to last out the rest of the year. Enemy scouts are already hitting the system and war fleets cannot be too far behind. Besides the refugee fleets from other minor nations like yours, is the Galthorian Fifth defense fleet and the Galthorian fourth Refugee fleet. They Former holds itself to try and keep the lion’s share of the outsider’s forces from following, and the latter is just in station long enough to put the finishing touches on the last of the colony ships.
The plan so far is for you and the Fourth to travel from unity together far away, then split up to throw off pursuers. Until the Fourth can get underway you have time to get your affairs and fleet in order. The refineries are selling their immense stockpile of fuel at surplus if you do no have any on hand, or you can try to harvest it yourself or buy from another fleet member and the asteroids in the system contain a large amount of ore that can be harvested, and potentially sold to the Galthorian who need even more to finish their fleet. They would be more than happy to pay for that in tech or fuel or water. Speaking of water, there are plenty of ice filled asteroids that they encourage you to take advantage of. Regardless until they are ready you are stuck here so finish your preparations
>System name: Unity
>Allegiance: Galthorian empire
>Friendly
>Willing to trade water, fuel, tech
>System has metal, water, fuel available
>Has allied fleet presence.
Rules
https://pastebin.com/GBuHtR7q
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0d5f0c No.51989
| Rolled 5, 5 + 11 = 21 (2d6) |
>>51988
23 damage
1/2. PoG Pulses to LC
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0d5f0c No.51990
| Rolled 72 (1d100) |
1. For reasons
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d9d667 No.51991
| Rolled 80, 79, 10, 62, 59, 81, 3, 99, 16, 36, 25, 30 = 580 (12d100) |
>>51990
>Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
25 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array
>1 Light Cruiser
Stats unknown9,9,10, 60
14/40 - 2 a turn for 3 turns
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 heavy Thermal Lance 2d10+6 + offense vs def, dc40 to hit
Obscuras Shields, Improved ECM, Improved AMS
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
The Fleet lets loose the gates of hell against the small force that chose to stand against them. Instead of totally annihilating them the force stands, missing only one of their number. Only several lucky shots on the part of the refuges and the use of PPC to drop shields allowing any telling blow to occur. Still the Charcharans return fire…..
1-2 AF 2 pulse lasers on the Silent Guardian
3-4. AF 2 pulse lasers on the Silent Grace
5-6. AF pulse lasers on Da Target
7-8 AF 3 Pulse laser on Quiver of Mars
9-10 Swarm missile at Collective's reconcile
11-12 Swarm missile at Blade of Baal
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d9d667 No.51992
| Rolled 3, 6, 6 = 15 (3d8) |
>>51991
Rolling for damage on target and quiver of Mars
1-2. Target
3 Quiver
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d9d667 No.51993
| Rolled 3, 53, 80, 77, 52 = 265 (5d100) |
1-4 on Quiver (+10 to hit +2 damage)
5. on Pride of Gaius
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d9d667 No.51994
| Rolled 4, 3, 7 + 2 = 16 (3d8) |
>>51993
3 hits on quiver
1 hit on pride
rolling for quiver first
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d9d667 No.51995
| Rolled 1, 1 + 15 = 17 (2d10) |
>>51994
PoG hit
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d9d667 No.51996
The Charcharan return fire was vicious and precise, the Silent Guardian and the Silent Grace were both destroyed wholly, while the Quiver of Mars and the Target were ravaged by laser fire almost to the point of destruction. Even the pride of Gaius was not immune as the thermal lance on the ship scored it lightly.
-7 hp on Pride of Gaius
-26 hp on Quiver of AMrs
- 9 hp on the target
Silent guardian Destroyed
Silent grace Destroyed
fire back!
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b78d03 No.51997
| Rolled 5, 31, 85 = 121 (3d100) |
Firing 2 PPC's each at an individual target
Same for the 1 Laser
+15
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b78d03 No.51998
| Rolled 71, 89, 16 = 176 (3d100) |
1. to the friaget
2. to the frigate
3. to the Cruisder
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3e9cb8 No.51999
| Rolled 20 (1d100) |
>>51996
Rolling for PPC on the cruiser, not even bothering with my other piddly shit
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b78d03 No.52000
| Rolled 1, 3 = 4 (2d12) |
>>51998
+10
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d9d667 No.52001
>2 Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
25 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array
>1 Light Cruiser
Stats unknown9,9,10, 60
14/40 - 2 a turn for 3 turns
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 heavy Thermal Lance 2d10+6 + offense vs def, dc40 to hit
Obscuras Shields, Improved ECM, Improved AMS
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
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3e9cb8 No.52002
| Rolled 94, 29 = 123 (2d100) |
>>51999
I guess I'll roll to flank a frigate with my other two ships
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8006be No.52003
| Rolled 70, 43, 6, 1 = 120 (4d100) |
>>51996
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 30/30 HP
-Weapons- Pulse Laser, Marksman Railgun Defenses- Improved Armor (Energy), ECM system, Hardened Weapons, Hardened Engines, Internal Security
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 11/20 HP
-Weapons- Pulse Laser, Missile Launcher Array Defenses- Improved Armor (Energy), Hardened Weapons, Hardened Engines, Internal Security
1. Da target takes evasive maneuvers to avoid the fire that it will take due to being damaged.
2-4. Da Scrappa fires the pulse lasers and marksmen railgun on of the frigates.
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9973e0 No.52004
| Rolled 53, 68 = 121 (2d100) |
>>52001
Attempt to flank other frigate then plane
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8006be No.52005
| Rolled 2 (1d6) |
>>52003
1 hit for pulse laser 1d6+5
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0d5f0c No.52006
| Rolled 61, 62 = 123 (2d100) |
1/2. The Blade of Baal readies its last operational Nova Warhead, the missile it is strapped to set to detonate in the midst of the enemy's formation and bathe the bastards in the warmth of exotic radiation
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d9d667 No.52007
| Rolled 76, 58, 30, 77 = 241 (4d100) |
>>52002
1-2ATt frig 2 response
>>52004
a3-4tt frig 3 respone
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d9d667 No.52008
| Rolled 63, 53, 96 = 212 (3d100) |
>>52006
Saving throws for the Charcharan ships
1. ATTf 2
2. ATTF 3
3. CL
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0d5f0c No.52009
| Rolled 19, 1 + 11 = 31 (2d20) |
>>52008
1/2. Nova Damage to Both Frigates
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d9d667 No.52010
>>52009
> Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
6 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array
> Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
24 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array
>1 Light Cruiser
9,9,10, 60
14/40 - 2 a turn for 3 turns
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30
1 heavy Thermal Lance 2d10+6 + offense vs def, dc40 to hit
Obscuras Shields, Improved ECM, Improved AMS
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
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0d5f0c No.52011
| Rolled 4, 34, 49, 98, 76, 80, 75, 5, 77, 79, 38, 50, 74, 37, 18 = 794 (15d100) |
1/2. FoR Railguns on Cl
3/4. LoL Pulse Laser on Frigate 2
5. LoL Missile on Cl
6/7. BoB Pulse Laser on Frigate 2
8. BoB Railgun on Cl
8/9. PoG Railgun on Cl
10/11/12/14. PoG Pulse Laser Frigate 2
15. PoG Missile on Cl
As the glorious ball of fire from the Nova detonation radiates, the Eridian Fleet did not give the bastards a moment to breathe, opening up on the damaged frigate and continuing to hammer the enemy light cruiser.
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0d5f0c No.52012
| Rolled 5, 6 + 10 = 21 (2d6) |
>>52011
1/2. LoL pulse on Frigate 2
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0d5f0c No.52013
| Rolled 47 (1d100) |
>>52011
LoL second missile roll
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0d5f0c No.52014
| Rolled 4 + 10 (1d100) |
>>52012
Frigate 2 Dead
1. LoL missile on Cl
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0d5f0c No.52016
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9f0f6d No.52017
| Rolled 29, 33, 87, 18, 66, 53 = 286 (6d100) |
>>52010
vengeance, missiles on cruiser and lasers on frigate, six missile dice and then two laser dice, +10 all
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9f0f6d No.52018
| Rolled 60, 36 = 96 (2d100) |
Lasers
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9f0f6d No.52019
| Rolled 8, 10, 4 = 22 (3d10) |
Missile then two lasers, +11 for both
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9f0f6d No.52020
| Rolled 6, 5 = 11 (2d6) |
Laser reroll, +11 per
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baffb5 No.52021
| Rolled 79 (1d100) |
A good Altairan boi bring the last Nova Missile to The Blade of Baal
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19b07f No.52022
| Rolled 89, 26, 14, 56, 58, 58 = 301 (6d100) |
All Light Cruisers fire on the remaining frigate!
Light Cruiser I
1. Lasers
2. Improved Railguns
Light Cruiser II
3. Lasers
4. Improved Railguns
Light Cruiser III
5. Improved Railguns
6. Improved Railguns
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19b07f No.52023
| Rolled 5 + 7 (1d6) |
>>52022
LC I Laser Damage
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19b07f No.52024
| Rolled 4, 7, 8 + 7 = 26 (3d10) |
>>52022
3 Improved Railgun Damage rolls
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d9d667 No.52025
| Rolled 23 (1d100) |
>>52024
>1 Light Cruiser
9,9,10, 60
12/40 - 2 a turn for 3 turns
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per round dc 30 1 heavy Thermal Lance 2d10+6 + offense vs def, dc40 to hit
Obscuras Shields, Improved ECM, Improved AMS
>>>>MYSTERY ROLL<<<<
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d9d667 No.52026
| Rolled 49 + 100 (1d100) |
>>52025
Mystery roll fails
Ship rolling to escape
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3e9cb8 No.52027
| Rolled 36, 18, 73 + 90 = 217 (3d100) |
>>52026
All three of the Shura ships attempt to follow to prevent the cruiser's escape, while hopefully not dying to its attacks
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9f0f6d No.52028
| Rolled 65 + 60 (1d100) |
>>52026
>>52026
catch the coward!!!!!!
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baffb5 No.52029
| Rolled 48 + 110 (1d100) |
Pursuit roll
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0d5f0c No.52030
| Rolled 37, 40, 2 = 79 (3d100) |
The Fires of Retribution pulls back to the civilian fleet, its damage to great to risk in such a dangerous pursuit. The Rest of the Fleet, all 3 ships, prepare for immediate interception of the fleeing Imperial welp, running with its tail between its legs
1. Pride of Gaius (mobility 4)
2. Blade of Baal (Mobility 6)
3. Lance of Longinus (Mobility 6)
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65a85e No.52031
| Rolled 29 (1d100) |
Rolling to catch the cowardly ships that are fleeing.
MOB 9 base.
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65a85e No.52032
| Rolled 91, 1 = 92 (2d100) |
Wait 2 more rolls
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d9d667 No.52033
| Rolled 4 (1d6) |
>>52032
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6c45f1 No.52034
| Rolled 96, 73 = 169 (2d100) |
>>52026
Rolling to chase
1. Frigate +120
2. Destroyer +110
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3e9cb8 No.52037
| Rolled 95 + 5 (1d100) |
Hail Mary time, called shot to the fleeing ship's engines
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3e9cb8 No.52038
| Rolled 4 + 5 (1d10) |
>>52037
Rolling damage
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65a85e No.52039
| Rolled 40, 56, 73, 26 + 5 = 200 (4d100) |
Targetting the engines with all my weapons.
1d100+5 for each weapon, I have 4 weapons.
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9f0f6d No.52041
| Rolled 72, 95, 18, 68, 87, 60 = 400 (6d100) |
Yall see that coward? Fuck Em. Fire all missiles(+10 all rolls)
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0d5f0c No.52042
>>52040
If you'd stop sniffing your own farts for 2 seconds you'd see oneman muted us to stop the argument, but that is a mighty fine order for you
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