d9d667 No.47850 [Last50 Posts]
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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d7ff30 No.47851
| Rolled 41, 40 = 81 (2d100) |
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
1. Cakonov-Kinari will use what it's funding to purchase surplus food, fuel, and other resources for the coming exodus. Hopefully they still have the good stuff left in stock.
2. Send out the "Profit" to escort the Mining vessel to the asteroid fields. We must be able to supply ourselves if we are to survive in the unforgiving vacuum.
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639e81 No.47852
| Rolled 17, 3 = 20 (2d100) |
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)
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.
——————————————————————————————
OOB Actions
1. Send mining ship to mine
2. Send refinery ship to harvest fuel
*The NLoS fleet emerges from FTL in the outskirts of the system. The 2 most noticeable ships in the fleet being the Gargantuan Colony ship, "Hope of Terra" emblazoned on it's side, and the Mobile Shipyard named "Haakman: Fleet construction and Logistics"*
"Ladies and gentlemen, Jump succesful. We are now the first Humans outside the sol system!" *The message is broadcast from HighCom to the rest of the fleet, where there is partying and celebration among Civilian and soldier alike. The Asp Class light frigate "First Striker" is tasked with surveying the system, and is shocked when it reports a vast number of ships in the same system*
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639e81 No.47853
>>47852
Both actions get a +10, as they are done solely by me
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3e9cb8 No.47854
| Rolled 11, 84 = 95 (2d100) |
>>47850
Nation Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 2 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer: 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Laser, Railgun, Shield Array
Frigate: 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Railgun, Shield Array
1. To prepare themselves for the grueling journey ahead, the Shura spend this time gathering resources. In particular, water is of absolute necessity, and a group is sent out escorted by the Shura Destroyer to mine the asteroids for ice
2. They also take advantage of their refinery ship to gather their own surplus of fuel, escorted by the Shura Frigate. +10
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639e81 No.47855
| Rolled 37, 21 = 58 (2d100) |
>>47852
Both actions get a second +10, because of the mining and refinery ships
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d7ff30 No.47856
both of those actions get a plus 10, so those numbers are 51 and 50
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d7ff30 No.47857
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639e81 No.47858
| Rolled 95, 23 = 118 (2d100) |
>>47851
The frigate cautiously approaches a CKUC ship.
"This is the Neo Legion of Steel First Striker, who are you, and what are your intentions in this system?"
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639e81 No.47859
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d7ff30 No.47860
>>47858
The ship begins to reverse its course, wary of the new arrival. A human voice then speaks to the other ship
"The same as you friend, preparing for the journey ahead"
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639e81 No.47861
>>47860
The Ship does not respond for several minutes. "What in the fuck kind of alien are you? How can you mimic human form so well? Do not approach this vessel or the Earth colonization fleet any further than you are now." The voice seems panicked
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36961a No.47862
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
Stat Post:
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Post last edited at
8006be No.47863
| Rolled 44, 25 = 69 (2d100) |
>>47850
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
1. Send some of da boys out to collect metals from them nearby rocks.
2. Lend the Galth our shipyard for building their smaller ships in return for fuel and water.
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d7ff30 No.47864
>>47861
A chorus of groans could be heard over communications
"Of course we're the ones who get stuck with the crazy ones, listen, we'll do our things, and you do yours. Profit awaits!"
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639e81 No.47865
>>47864
The Asp's signal is overwritten by a much more powerful communication.
"This is the Neo Legion of Steel's High Command. Pardon our subordinates, as they haven't yet received the full message of ours. Seeing as you are human, we authorize trade and communications between our fleets. We hope mutual cooperation will help us achieve our goal of expanding earth's reach in the galaxy."
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5fbaca No.47867
| Rolled 21, 4, 12 = 37 (3d100) |
>>47850
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 4 Defense: 8 Speed: 10 Shields:84
Fleet:
Civilian:
Colony Ship (Free)
Colony Ship (8)
Refinery Ship (5)
Military:
Frigate: Decay of Morality
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 40
Shield Array: 84%
Destroyer: Death of Reason
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 40
Laser: d6+4 DC 40
Shield Array: 84%
—–
1. Gather fuel, on iron wings with fly through the infinite sky.
2. Gather water, a well sated bird wants for little.
3. Begin research of improved laser refraction technology, to pierce our foes we must first pierce ourselves.
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36961a No.47868
| Rolled 32, 34 = 66 (2d100) |
>>47862
1. Whether once a factory worker on an industrial planet or a liberated slave, or those lucky to be born in the fleet to join the "Great Leader's Youth", no member of the Free Corps shall ever perform duties as a civilian again. Even our cooks adhere to the strictest codes of conduct.
The Free Corps are, first and foremost, an army for hire. Rather than going out to mine for fuel and materials, they do what they do best. Offer their services as nigh but the Galaxy's most professional fighting force, offering the protection of their presence against the scouts of the invader, a foe which they have already fought many times before.
The Heavy Carrier "Valkyr's Bastion" can project its fighters to a much wider area of space than any single, allowing the ability to guard multiple scavenging groups at a time, for a cut of the fuel.
2. Parades are not simply for show. Discipline is a combination of willingness to perform when asked, repetition of steps and maneuvers until they are burned into memory, and pride in one's self and the Corps.
Even suffering 80% losses since the very start of the war, any fleet which cannot show its pride in the Free Corps is no longer truly part of it. We have fought the twin invaders on every region of the Galaxy. Whether we who are still alive are the most skilled, the most favored of Mars, or simply the luckiest, all share the same willingness to die in battle for the Father Fleets.
Boost morale of both the fleet and the local Galthorian's by offering to host a military parade on Unity.
+10 to Morale Boosting
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639e81 No.47869
>>47868
The Asp leaves the CKUK ship and approaches the "Valkyr's Bastion".
"This is the Neo Legion of Steel "First Striker", Identify yourselves. Are you military?"
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3e2342 No.47870
| Rolled 81, 96 = 177 (2d100) |
>>47850
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.
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 AEx Scarab
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase
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
1 Send out the Mining Ship for metal asteroids. The AEx Scarab +10. From the look of the system economy metal is in demand. Anything we don't keep could sell for considerable amounts of fuel, tech or water.
2 Send out the Mining Ship for ice asteroids. The AEx Scarab +10. Ice asteroids provide a good opportunity for the Scarab. Water for the coming journey will be very important.
Captain of the Chariot of Mars - "We should see what technology the Galthorian Fifth defense fleet and the Refugee fleet are willing to trade for metal or water. The threat of an approaching enemy should make them more willing to part with technology for vital supplies. And, anything they can give to make us stronger and keep us here means they strengthen and secure potential allies."
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36961a No.47871
>>47869
The large lumbering vessel returns hailing frequencies. A visual screen shows humans who are immediately apparent to be some sort of military or paramilitary in nature, one man seems to be the leader as other officers behind him stand at attention.
"This is the FCS Valkyr's Bastion.
I am Senior Storm-Battalion Commander John Oliver, commander of the 872nd Voidborne Division. What is your message?"
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639e81 No.47872
>>47871
"Oh thank earth you're human. My ship has been tasked by NLoS High Command to preform a SitRep on the surrounding fleets. We might need help with Terra's expansion after all."
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36961a No.47873
>>47872
"Terra? What do you mean?
wait. . .are you referring to the legend? There has been no trace of the lost Father Planet for as far back as any records in the galaxy go. Explain."
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639e81 No.47874
>>47873
"Well, yes. We come from earth. But we lost contact a few years ago, before we added the Neo part of our name, we were the Legion of Steel Space Forces. The Legion was one of the founding members of the Terran Alliance. That was formed when the Xanthurians attacked Sol. That attack is why we *can not* trust aliens. We never know when they might turn on us."
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36961a No.47877
>>47874
"I can tell when a man's words ring with lies or with the conviction of belief. No, I do not believe you are truly of the Father Planet. You would not be the first to envision that their world was the true 'Earth' nor would you be the last.
And you speak of the 'alien'. In times as this, the true aliens are the invaders and any who stand against us. Even those who do nothing, for they stand in our way. Let me assure you, there are NO true aliens in the Free Corps. All here are fighting men, in body or in spirit and honor.
I am not here to quip history or philosophy with you. What do you want."
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9cd0dd No.47878
>>47877
“You can believe what you want, but the truth is there. But besides that, the NLoS authorizes trade and further communications between us. Terra guide you Free Corp. Though we have one question, what do you mean by invaders? And why so many ships in a single system? Is there a war?”
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36961a No.47879
>>47878
"You talk of truth, yet you have no idea what is going on in the greater galaxy at large. Have your people only just now developed Faster than Light?
I can't even begin to describe how massive this conflict is. Let me attempt to put it to words you can fail at grasping. The entire galaxy is under attack, by two invading empires. Those empires control entire galaxies.That is, multiple galaxies, already subjugated and their resources.
I won't even pretend you understand that scale, and to be honest I don't think I truly appreciate it either. I'm not sure anyone knows.
Return to your 'Terra', and pray they opt for a glorious death rather than ignoble slavery. These fleets you see here are preparing for an Exodus."
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0d5f0c No.47880
| Rolled 41, 41 = 82 (2d100) |
>>47850
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship [Free] 20hp, 25 storage
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. The Eridian Hegemony was well aware of the Galthorian Empire, having long considered them to be scions of the same culture from long ago, but that being said they would not expect such ties to earn them any free favors. That also being said, they would offer to share any secrets gleaned from Eridian War tech to aid their defensive fleet in the upcoming war, and in return would accept whatever the Galthorians would offer, but would slyly suggest a fuel ship, as proper trade.
2. In the meantime, the scientist extracted from the base the current fleet we pilot was built at shall continue their last project. Improving our fallen empire's pitiful shield technology.
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3e2342 No.47881
>>47868
Gregor Ancorou
—————————
Incoming Message
—————————
When you accept the message the screen transitions to a solemn chiptune as a secure connection is established.
'The Divine Factor Bless You' flashes across your screen.
A sitting robed man flanked by a heavily power armored individual greet you within what you assume is a holographic projection of a temple.
"Hail, Free Corps. We are The Altair Exploration Fleet. We viewed your message. Before our ancestors left the inner worlds for uncharted space we heard of the glorious traditions of your company. Though back then we had your name recorded as The Black Company. Our records are from many years past and while our information regrading you may not be current but the reputation of your predecessors is valiant and commendable. We believe you are suitable as a force to open relations with."
"While our economic assets are already defended by our considerable technology, more so then any other economic assets in the fleet by our scans, our personal offensive assets are limited to our light carrier 'Chariot of Mars' and its several bomber squadrons."
"We are willing to provide supplies to retain your council and services as the 'Galaxy's most professional fighting force.' As our assets are already quite well defended our desire is to make the most of your offensive capabilities to destroy enemy assets and secure top priority spoils that we can jointly benefit from. The relationship between those who fund the battle and those who fight the battle can be vital for both sides. We understand 'Distribution of War Booty' is considerably important for all parties involved; for your Free Corps pilots, boarders, crew and members who are soldiers in their own right. And for our citizens to be rewarded for political loyalty, conspicuous valor, and virtue. A fair split of the spoils, agreed on by both parties pending review of every battle, the spoils to be distributed will be stored across our freighters or suitable third party freighters of professional repute."
"As a separate agreement. We are willing to trade access to current and future ship research and blueprints for access to yours. Cooperation in research is welcome. We have one restriction in this agreement; neither shall distribute technology of the other with a third party without council and consent of the other. Our people dearly value independence, but technology is the result of the sacred Divine Factor that men and sentients possess and should not be treated lightly."
"We await your response." - The screen fades to the solemn chiptune but the secure connection remains ready to receive the response message.
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0d5f0c No.47882
= Fleet-Wide Broadcast: Priority Sigma Delta 2 =
"This is Legatus Talmudius of the Eridian Hegemony 1st Evacuation Fleet, broadcasting on all channels to every other fleet gathered here. Now listen folks, we've all been wronged one way or another by most everyone here, or if you haven't, then you are most likely keeping an eye on everyone who might.
We've all suffered horrible losses at the hands of these extragalactic invaders, and we all know they won't stop until every single being here, every single man, women, child, every group of spores or little chick, or even every robot here with a scrap of free will, is bent to their terrible will. So let us, the biggest ship here, be the first to say this…
How about we work together, and send these alien scumbags back to the galaxy they came from. Lets not spend our lives, and our progeny's lives, running scared and hoping and praying not to be found today, to live another day free. We are but a small group of mostly scared civilians right now, but if we band together, free what worlds we can and let these bastards know we aren't submitting to them, not by a long shot, then we might be able to reclaim this galaxy. Legatus Talmudius, Captain of the Pride of Gaius out."
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3e2342 No.47885
>>47868
Gregor Ancorou
—————————
Incoming Message
—————————
When you accept the message the screen transitions to a solemn chiptune as a secure connection is established.
'The Divine Factor Bless You' flashes across your screen.
A sitting robed man flanked by a heavily power armored individual greet you within what you assume is a holographic projection of a temple.
"Hail, Free Corps. We are The Altair Exploration Fleet. We viewed your message. Before our ancestors left the inner worlds for uncharted space we heard of the glorious traditions of your company. Though back then we had your name recorded as The Black Company. Our records are from many years past and while our information regrading you may not be current but the reputation of your predecessors is valiant and commendable. We believe you are suitable as a force to open relations with."
"While our economic assets are already defended by our considerable technology, more so then any other economic assets in the fleet by our scans, our personal offensive assets are limited to our light carrier 'Chariot of Mars' and its several bomber squadrons."
"We are willing to provide supplies to retain your council and services as the 'Galaxy's most professional fighting force.' As our assets are already quite well defended our desire is to make the most of your offensive capabilities to destroy enemy assets and secure top priority spoils that we can jointly benefit from. The relationship between those who fund the battle and those who fight the battle can be vital for both sides. We understand 'Distribution of War Booty' is considerably important for all parties involved; for your Free Corps pilots, boarders, crew and members who are soldiers in their own right. And for our citizens to be rewarded for political loyalty, conspicuous valor, and virtue. A fair split of the spoils, agreed on by both parties pending review of every battle, the spoils to be distributed will be stored across our freighters or suitable third party freighters of professional repute."
"With good faith in mind we believe this contract's status should only be reviewed for termination or renewal after the occurrence of any of these following events; The verified total destruction of either fleet, separation from the other party after one thousand standard years, the founding of a new world by either party, or an unforeseeable event agreed upon by both parties to be sufficient cause for termination, renewal, or reconfiguration of the contract. We feel these are good terms but look forward to your professional opinion on the matter."
"As a separate agreement. We will share new research and tactics and offer cooperation when favorable. In return you will share your new research and tactics and offer cooperation when favorable. We have one restriction in this agreement; neither party shall distribute the new technology or tactics to a third party without council and consent of the other. Our people dearly value independence, but technology is the result of the sacred Divine Factor that men and sentients possess and should not be treated lightly."
"We await your response." - The screen fades to the solemn chiptune but the secure connection remains ready to receive the response message.
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639e81 No.47887
>>47879
"You can talk all you want friend, but you shall see the military might of the Neo Legion against our foes soon enough. We're not going anywhere. Until we find a colony, we're staying here, even with the disgusting amount of aliens. Terra Guide You."
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639e81 No.47889
>>47879
"Not to mention that, If what you say is true, this entire fleet is going to need cooperation for it's survival, and the NLoS will help allies in the fleet whenever we can."
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36961a No.47890
>>47889
>>47882
The only other ship approaching similar size to the Dreadnought, the Heavy Carrier returned hailing frequencies.
"This is the FCS Valkyr's Bastion.
Your presence in the system was unmistakable, we'd recognize that heavy armor and offensive capability of Hegemony ships anywhere. The 423'rd Voidborne division was deployed to your home sector during the combined enemy assault, and they bore witnessing to glory of the 1st Praetorian's last stand. Let all the Galaxy remember how every man and woman of Eridnus embraced an honorable death rather than surrender. Our fallen comrades must surely by now be sharing drinks and tales in the halls of Valhalla.
The 872nd Voidborne Division has a mission in the sector to facilitate in local evacuation efforts and to pursue any military objectives of opportunity along the way. We can think of few better to undertake this with than you.
Hail to Victory. Hail to the Great Leader."
>>47885
"Altairian Exploration Fleet.
Our records show the 234th Company "Black" was dispatched on a contract to an unrecorded patron many centuries ago. If what you say is true, our ancestors must have had dealings in the past. Let us then follow in our Father's footseps.
The Free Company has always strives to fulfill the contracts given to us by states and corporations. Every soldier must have a factory worker to produce ammunition, every army needs factories, and logistics cannot exist without industry. In the words of the the Great Leader, "economy is secondary only to war." War is the highest goal of the Free Corps, but without Economy there can be no War.
We accept your offer of contract. Let it be said so long as you remain faithful to its terms, we will fulfill it or die in the attempt. You have the oath of the Free Corps that we will either succeed or die trying, and never depart a contract so long as a single soldier still lives."
>>47887
>>47889
"Then you have committed to leaving your Earth into the hands of fate. May your people's boldness earn its favor.
Show us your resolve in battle, and we will be gladdened to have even a few more men of the Neo Legion.
Hail to Victory. Hail to the Great Leader."
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5d9604 No.47891
>>47890
“In time, we shall prove ourselves as the capible military power we were back home. Until then, good luck Free Corp.”
>>47882
“Eridian Hegemony, this is the High Command of the Neo Legion of Steel. We wish for the cooperation and benefit of all in this fleet, and are aware of the fact your nation is made up of various species, we would insist that you send human representatives in any dealings with our fleet. The wider population of the NLoS is not as understanding due to, prior contact with alien powers on our homeworld. Terra guide you eridians.”
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3e2342 No.47902
>>47882
—————————
Incoming Message
—————————
When you accept the message the screen transitions to a solemn chiptune as a secure connection is established.
'The Divine Factor Bless You' flashes across your screen.
A sitting robed man flanked by a heavily power armored individual greet you within what you assume is a holographic projection of a temple.
"I am Gregor Ancorou, leader of the men of Altair and Explorator Captain of the Altair Exploration Fleet. We have come prepared to invest in worthy fleets and have already reached an agreement securing the services of the valorous Free Corps Fleet. We have heard some of your history from other peoples. The actions of your Primus Pilate in particular are commendable and of note."
"When we left our world for the invaders we took our shield arrays with us, turning the man-made paradise back into the radiated wasteland it was. "
"It is our pride to deny the enemy anything they might take from us, especially our independence and our sacred technology. Our ancestors left the inner worlds many generations past to leave behind those that would try to interfere in our affairs."
"That being said, your vessel is indeed the largest, most powerful ship among the exodus fleets. If you are in need of vital supplies, scarce though they are becoming, we are willing to invest these in you for fair share of the War Booty you would surely earn from the 'military objectives of opportunity along the way' as the Free Corps put it. Alliances have been made on less certain terms then these."
"We await your response." - The screen fades to the solemn chiptune but the secure connection remains ready to receive the response message.
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81cf3d No.47907
>>47870
The Asp makes it's way to the Altair fleet.
"This is the NLoS First Striker, Identify yourselves."
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57d670 No.47909
| Rolled 96, 23 = 119 (2d100) |
>>47850
>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 5 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 0/383
>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30
ODMS: 7 5 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
1. The Krajek had realized that they had storage capacities incredibly superior to those of the other members of the fleet. Surprisingly nobody had realized this before the fleets had already merged, now however it would only seem reasonable for the Krajek to construct additional amounts of Supply Freighters, for that however they would require Metal. Metal that would be found in the nearby asteroids.
2. Fuel would be required for the long lying journey ahead and it would be wise for each of the combat ships to have a fuel reserve of its own just in case. One way or another fuel was required and would be obtained.
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3e2342 No.47914
>>47907
"We are the Altair Exploration Fleet. Explorers and terraformers. Our ancestors left the inner worlds of mankind to build our own paradise in uncharted space."
"The bionics, cybernetics and sealed power armor you see before you are our keys to surviving long journeys in space and colonizing hostile worlds without succumbing to radiation sickness, cancerous growths, bone and muscle mass loss etc. as had effected the early space faring man."
"Having gathered here you must also be seeking Exodus. Do you seek trade?
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965bde No.47917
>>47850
>Nation Name: Colony 6T9-Echo IV "Sixters"
>Race(s): Evohuman - Genetically not any different than a normal human except for a few genetic mutations brought on by low-powered radiation and prolonged zero-g environments has rendered them tall and thin, almost gaunt in comparison to a normal human, and with a reaction speed that is significantly greater than what a normal, unevolved human can naturally attain.
>History: One of humanity's colonization attempts that went horribly awry. The planet that they had gone to colonize was unfortunately struck by some FTL-borne anomaly, which resulted in their new home being a thick, cluttered asteroid field. Humanity lost contact with the colonists due to a communications array failure on arrival (possibly the result of sabotage), and the colony's sponsors wrote the 6T9 off as failed and the sector as hostile. Fairly standard Mega-corp bureaucractic bullshit. However, the colony survived and did their best to thrive. They couldn't land on the shattered remains of a planet, so they began to mine the asteroids with jury-rigged equipment that had been meant to dig out land for their new homes. They processed the materials, expanded the colony ship, and soon had a thriving new home. Eventually humanity re-entered the sector about two centuries later, but prolonged exposure to the natural radiation of the sun (on a wavelength then undetectable) and the frequency of navigation in the system led those initial colonists to become an evolved species of humanity. While never particularly large in number, the ore they mined earned them a decent profit and their natural evolution made them sought-after as mercenary fighter pilots. That didn't help them much, and they re-salvaged what they could of their original colony ship and joined the ever-increasing number of refugees rather than put up a doomed stand in one ultimately meaningless system filled with miners.
>Core Fleet Stats: 8 attack, 2 defense, 10 mobility, 48% shields
>Fleet:
>Civilian: (1/2 def, 1/2 mobi)
Colony Ship [Free] 20hp, 25 storage, 0A, 1D, 5M
Mining Ship [6 bp] 15hp, 25 storage, 0A, 1D, 5M, +10 common metal +10 metal harvest rolls
Mining Ship [6 bp] 15hp, 25 storage, 0A, 1D, 5M, +10 common metal +10 metal harvest rolls
Supply Freighter [2 bp] 10hp, 200 storage, 0A, 1D, 5M,
>Military:
Frigate [3 bp] 15hp, 8A, 1D, 12M, 1 Laser (1d6+8), 1 Anti-Missile Systems
Frigate [3 bp] 15hp, 8A, 1D, 12M, 1 Laser (1d6+8), 1 Anti-Missile Systems
>Bonus:
Voidborn: Gains a +10 bonus on maneuvering rolls, dogfighting rolls and other such rolls due to natural affinity to space life. Additionally gain a +10 to sensor rolls. However they are extremely weak physically and suffer in situations where high gravity occurs.
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965bde No.47918
>>47917
Forgot muh rolls.
1 - 2. The basis of the Sixter economy has always (and will always) be the mining and processing of valuable ore. We'll search for loose asteroids along the path of the main fleet, and dispatch our nimble ships under cover of our frigates to strip what we can that can be refined into more valuable metal plates for the mobile shipyards. Getting away from the encroaching enemy is still the first priority and no scraps of metal are worth ships or valuable lives.
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965bde No.47919
| Rolled 7, 82 = 89 (2d100) |
>>47918
didnt go through jebus, I'm good at this.
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639e81 No.47922
>>47914
We've come to expand, but trade is fine nonetheless.
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0d5f0c No.47956
>>47902
"Cooperation is what built the Hegemony, what made it great, and what kept it alive while other star empires perished. Though our world may be shattered, and our colonies overruned and occupied by invaders, the spirit of that same force that built the Hegemony still lives on in us. Like the Fabled 4th Marine Company on Hill 3512 in the Mega-Arachnid War of Containment, We shall hold the line as long as we are able, defending ourselves and others against a far superior foe, not because we are doomed to die, nor because we are only made for war, but rather because it is the duty of every sentient being to uphold the values that make life worth living. Duty, Honor, Compassion and Grit. So long as you and others in the fleet shall need us, we shall be there, holding the line as we always have, and we would have it no other way. You shall have your shares of the tattered remains of those who dare impede our mission, and in return should we be in dire need of aid, we shall accept your generosity, for in this we see ourselves, and the future of this galaxy."
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3e2342 No.47957
>>47851
>>47854
>>47863
>>47917
>>47956
>>47890
>>47922
>>47867
"While we are near Unity we can benefit from Trade, the system's considerable resources, and the Galthorians defenses. But, it is already threatened to the point where their Galthorian Fifth defense fleet must maintain position here at Unity while the invaders are free to scout. Eventually they will strike once they are confident. Until the Galthorian fourth Refugee Fleet is ready we are stuck here. Perhaps we could delay the enemy war fleets by striking down their scouts ourselves. We could ask the Galthorians for their intelligence reports or permission to contact their own patrol assets. Though it is common knowledge that the enemy often sent agents to undermine the governments of their enemies so perhaps introducing our own independent patrol that could catch the enemy scouts off guard if we are fortunate. It goes without saying that if the enemy war fleet strikes before the Galthorian fourth refugee fleet is ready the plan to split up and throw off pursuers could be endangered."
"Who among the Exodus could contribute and lead a scouting mission to delay the inevitable until the Galthorians are ready? A chance to make the enemy bleed and hesitate to everyone's benefit."
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639e81 No.47958
>>47957
If we're waiting on xenos, just leave. Their sacrifice won't be in vain. The NLoS has nothing to spare anyway.
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d7ff30 No.47961
>>47957
Cakonov ships are much too fragile for that type of dangerous work. It would not be profitable to us, unfortunately.
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3e2342 No.47962
>>47961
Ships are not the only way to contribute to a scouting mission. Analyzing the intelligence reports of the Galthorians would improve our understanding of the imminent threat and improve our chances of catching an enemy scout vessel. The value of capturing such a vessel would be invaluable to us and the Galthorians.
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d9d667 No.47963
| Rolled 23 (1d100) |
>>47880
mystery Roll
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d9d667 No.47965
>>47851
The Cakonov Merchant Fleet sends out it's mining vessel to raid the Abundant asteroid fields of unity for metal, and they find some as great metal as expected. Not a mother lode by any means and nothing extremely rare but still this is a metal seller's market meaning grofit!
+36 Raw metal +3 exotic metals
They promptly proceed to the Galthorian markets. The bypass the vast majority of the overcrowded spaceport entryway, which looks far more like a tent city filled with refugees over a place for people to visit. AS you appraoch the various buyers of the market you can tell they are all desperate for metal and willing to pay top dollar for it, and quite o a few of them are visibly nervous. In fact the entire spaceport is nervous, they're waiting for their inevitable doom to come when the defense fleet fails and the refugee ships unfinished fail to launch. As the first shoppers of the market they get the pick of prices while the market runs and best deals.
1 Raw Metal = 3 fuel or water
3 Raw Metal = 1 Exotic metals
10 Raw Metals = +1 Stat boost off or defense of all future ships(cap stat gain at 4 max)
1 Exotic metal = 9 fuel or water
3 Exotic = stat boost of Off or Defense
20 Raw and 2 exotics = Improved shield arrays to 40% OR Improved Railguns 1d10+off dc50 to hit
(you may list your purchases as a free action)
>>47852
The neo legion sets out to start gathering resources for itself looking for both food and water. Sadly with the aliens so near by they had to search farther abroad for both taking farther away from peak spots and limiting their yield. Still worth it to avoid pesky xenos.
+20 raw Metal +2 Exotic Metal
+10 Fuel
>>47854
The Shura likewise set out for resources, but instead of metal they opt to use their mining ship for water instead. Unfortunately the mining vessel, so used to metal, is still geared to that effect and the Shura quickly end up accidentally evaporating any water they might have grabbed and venting it away. Stopping the process only have way through result in no usable metal either. The technicians are sure it will not happen again though.
However, the fuel ship is in fine form siphoning up a great deal of fuel and processing it to the point there is a large overflow.
+50 Fuel
>>47863
The Galth quickly pilot their Colony ship to the belt and have smaller shuttles with exosuited Galth sally out to mine and process the ore. They get a surprising amount done with little in the way of deaths, under a hundred!
+20 Raw Metals
The Galthorians use the Shipyard as a way to make the simplest and smallest parts of their exodus fleet cheap, the Galth being more or elss knock off labor to speed things up for the Galthorians more qualified engineers. While it does not pay a lot it does pay some.
+5 fuel
+3 water
>>47867
Unfortunately most of the Avarasian are too busy coming down from their drug induced bliss to be of any great help in anything. However the birds manage to get some minor mining done even with withdrawal happening to them.
+10 Raw Metal
>>47868
The Free Corps offers to provide scouting and cover for the beleaguered Galthorian defensive fleet, and they take to this task with great zeal. however they cannot help but feel that their negotiators did not do their best…
+6 Fuel
Unfortunately given the limited time and space in the Galthorain spaceport the parade is a rushed and short affair. However the Free Corps makes the best of it. They march with backs straight, arms locked and in nigh perfect synchronous, the perfect picture of a career soldier. Combined with Galthorian propaganda it soothes the poor civilians some and helps make their mind rest a little easier. The Government gives the Corps some water for their efforts.
+6 water
>>47870
The Altair fleet sends out it's mining vessel and the they proceed to find a spot in the chain with all their ice and metal needs. Iridium, Gold, silver, and more all within comparative spiting distance of each other as spacers reckon with loads of comparatively pure water nearby as well. After documenting this treasure trove the miners get to work, processing it. The mining ship returns to an ecstatic fleet with a windfall of everything the fleet need but fuel.
+50 Water
+75 Raw Metal
+25 Exotic Metal
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d9d667 No.47966
>>47880
The Galthorian Military thanks the Eridian Refugee fleet for their scientific support, however as they Galthorians relied on shields and the Eridian armor technology would require a retooling of the ship factories entirely, they cannot in good conscience hand over a Valuable refinery ship. They can give the Eridians a good chunk of water and fuel though, as well as some improved laser technology.
+10 fuel
+10 water
+Improved Lasers 1d6+offense to hit dc 30
The basis of improved shield arrays starts once more, the scientist collating notes to have a solid base to build from. things have now crossed into the unknown for the Eridian people in regards to shields. 3/10 to shields boosts
>>47909
The Krejek go out to the asteroid belts of unity and conquer a few of the stupid rocks thoroughly. They find some with exposed metals like iron and titaniaum and send out crew to chop the ore up and bring it back to the fleet. They also happen to find some water too, luckily. It's a bountiful conquest and will serve the people well.
+80 Raw Metal +10 water
However the efforts to gather fuel are less than stellar as the Stellar winds and Gravity of the nearby gas giant cause the fuel gathering process to start and stop many times.
+10 fuel
>>47918
The Sixter send out both their mining ships to strip as many asteroids as possible, Using their wonderful sensors they find several promising lodes of ore and attack them with great vigor. Soon a huge amount of processed ore passes through them.
+120 Raw Metal
+12 Exotic Ore
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d9d667 No.47969
The Galthorian Felt is proceeding a pace and no enemies have slipped by the defense fleet bolstered by the defensive pickets of the other refugees. however another assault is only a matter of time. Meanwhile the disparate refugees fleets have taken time and shelter in Unity until they can move with their allies. Meanwhile the Galthorians in a act of largesse have helped provide the upkeep of the fleet until they need to move.
Not everything is fine though, Free Corps strikecraft and Galthorian sensor craft have been picking up more and more scouts and there are signs of Jump drives entering several adjacent systems. Combat will be soon.
>System name: Unity
>Allegiance: Galthorian empire
>Friendly
>Willing to trade water, fuel, tech
>System has metal, water, fuel available
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
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d9d667 No.47970
| Rolled 85 (1d100) |
>>47965
Roll for plane's marketability
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639e81 No.47971
| Rolled 31, 33 = 64 (2d100) |
>>47969
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)
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.
——————————————————————————————
Resources: 20 Raw Metal, 10 Fuel
OOB Actions
1/2. MINE! +20
Free action: Trade the 2 exotic metals for Water.
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3e9cb8 No.47972
| Rolled 90, 33 = 123 (2d100) |
>>47969
Nation Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 2 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer: 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Laser, Railgun, Shield Array
Frigate: 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Railgun, Shield Array
Resources: 50 Fuel
The Shura heard the offer put out to join scouting parties, but they knew they were not suited for it. They collectively decided that the best thing they could do for now was stock up and assure that the fleet had plenty of provisions for the long journey ahead. They speak with the Galthorians about trading some of the fuel they've gathered for water, and exchange 20 units.
1. Seeing the efficiency of their refinery ships, the Shura try to get even more fuel gathered the same as they did previously to best serve the fleet. +10
2. Elsewhere, Shura researchers convene on the Science vessel to develop what they consider the potential most useful technology for long term space travel. They research water recycling and efficiency to maximize usability and cut down necessary renewal as much as they possibly can. +10 Science Ship, +Bonus
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3dfa4c No.47973
| Rolled 5, 57 = 62 (2d100) |
>>47966
>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 7 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 38/383
+ 19 Water
+ 19 Fuel
>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30
ODMS: 7 5 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
Trade in:
- 10 Raw Metal for a +1 to Mobility
- 30 Raw Metal for a +1 to Defense
- 30 Raw Metal for a +1 to Defense
- 5 Raw Metal for 10 Fuel
- 5 Raw Metal for 10 Water
1. From the looks of it there were numerous advantages to interacting with these various new races. Having soft conquered various improvements for their ships and enhancing themselves with these friendly predator's technologies they would begin to refit their ships, beginning with the military ones, getting as far as they could into enhancing their civilian ships as well.
2. Having shown surprising skill when it came to conquering metals from nearby asteroids the Krajek would continue their work for as long as they could.
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d9d667 No.47974
>>47973
As only one upgrade is allowed to be bought at this market barring @Tsar's Corp fleet for opening trade, White death elects to bolster his defense by one for the 30 raw metal. The other buys are invalid and metal refunded.
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d9d667 No.47975
>>47974
other upgrade buys*
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d7ff30 No.47976
| Rolled 98, 36 = 134 (2d100) |
>>47965
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
+36 Raw metal +3 exotic metals
Trade:
10 Raw Metal -> +1 Def for future ships
10 Raw Metal -> +1 Off for future ships
9 Raw Metal -> 3 Exotic Metals
7 Raw Metal -> 18 Fuel, 3 Water
3 Exotic Metal -> 18 Fuel, 9 Water
Fuel: 36
Water: 12
Exotic Metals: 3
1. Outfit another mining expedition before we head out, we want to make as many gains as we can before we're forced to leave
2. Our corvettes are the most agile ships in the entire fleet. Let's put that to good use, and scout the edges of the system, we don't want any baddies showing up to ruin the fun, would we?
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639e81 No.47977
Galthorian civilian ships approach the NLoS fleet, and the "First Striker" is quick to intercept them.
G: "Please let us into your colony ship! There isn't enough room left in our fleet!"
FS: "You WILL turn back now or you will be fired upon. This is your only warning."
G: "Please! You have to! We'll die if you don't!"
The Galthorian ship advances, but halts as the Asp's guns begin to track it.
FS: "Turn back alien. Now."
G: "Fine, but the blood of innocents is on your hands!"
FS: "No weight on my conscience xeno. Now fuck off."
The Galthorian ship turns back.
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639e81 No.47978
| Rolled 29, 26 = 55 (2d100) |
>>47977
This is non canon
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d7ff30 No.47979
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8006be No.47980
| Rolled 33, 55 = 88 (2d100) |
>>47965
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 28/225
20 Raw Metals
5 Fuel
3 Water
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
1. Mining for water begins, as it will be more needed by da boys. Metal can be more easily looted.
2. Switch to only accepting fuel for parts, and increasing the price if they don't want some extra Stilsar crewmen.
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0d5f0c No.47981
| Rolled 41, 75 = 116 (2d100) |
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+10 Fuel (-1/turn)
+10 Water (-1/turn)
>Buffs:
+Improved Lasers 1d6+offense to hit dc 30
>Research:
Shields Boost 3/10
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship [Free] 20hp, 20/25 storage
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. The Imperials could strike at anytime, and we are hardly prepared for them. The Eridians are among the nations present with the most combat experience with the invaders, and as such have the best knowledge of how to fight them. We will release our combat records in full to the fleets present (with sensitive military information and technology and our own ships specs censored of course) so that the others may learn from it, and in addition to this we will release plans drawn up by our admirals and generals both present and past that have had success against the alien scum.
2. In order to speed up evacuation efforts the ships that can be spared are sent out to harvest metal in the system, giving everything we can't store ourselves to the Galthorians. If possible however, we will take the metal we harvest, if we harvest enough of it, and have them build us a supply ship
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0d5f0c No.47984
FLEET WIDE COMMUNICATION: PRIORITY APLHA DELTA 2
"This is Tribune Aluxius of the Eridian Hegemony Ship The Pride of Gaius, I have been Authorized by the acting Commander of the Eridian Military, Legatus Talmudius, to disclose to all Allied Fleets present the full battle reports of the First Contact War between the Hegemony and the Two Interstellar Empires, the Domonvoi Empire and the Strelatyan Imperacy. This is done so that all present may learn from the military present with one of, if not the most combat experience with the two extragalatic invaders, so that all may benefit from the blood shed by those of us who have died fighting these monsters. Documents and specs sensitive to Eridian Military operations and ships are of course censored, but all other information is disclosed openly. We are in this together whether we like it or not ladies and gentle-fungus. Additionally, combined fleet formations that Eridian Command staff have been cooking up are included as well, as the best chance this fleet has of surviving a direct engagement with Imperial forces, a guaranteed occurance, is cooperation. Any spare metal resource should also be diverted to the 4th Galthorian, as the sooner they are ready to depart, the better off all of us will be.
Aluxius out, Godspeed people."
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3e2342 No.47985
| Rolled 98, 42 = 140 (2d100) |
>>47965
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.
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.
Material; Fuel:10
Water: 50
Raw Metal: 85 (75 with trade)
Exotic Metal: 25
160/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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.
Free Trade
10 Raw Metal for +1 to Offensive
1 Send Refinery Scoop Chase to Gather Fuel +10. As it stands our only lacking resource is fuel and then we will be ready for the long, dangerous journey.
2 Metal for Galthorians and Me. Send Mining Ship Scarab to Gather Metal +10. + Known Treasure Trove. Inform the Galthorians of the nice little treasure trove I had discovered and help get them the metal they need. Keep what they can't immediately use.
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6819dc No.47988
| Rolled 33, 45 = 78 (2d100) |
>>47984
"As much as we dislike the less human elements of this fleet, we will assist. If that's our best chance, we'll take it. Terra Guide You"
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36961a No.47992
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+6 Fuel (-1/T)
+6 Water (-1/T)
Stat Post:
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36961a No.47993
| Rolled 38, 35 = 73 (2d100) |
>>47992
>>47984
In the privacy of the Valkyr's Bastion, several Free Corps officers discussed privately among each other.
"'the most combat experience against the invaders' they say."
"That's typical of the Eri's for you. Brash and loud mouthed. They forget that we were the first to contact and engage the twin Empire's and fight them on every corner of the Galaxy."
"Though, these details of the Praetorian's Last stand are amazing. I've always wanted to study their strategy in depth."
"The Eri's rely on the superiority of their offensive and defensive armaments, which are admittedly even better than our own. But they have less of an emphasis on Speed and Maneuvering. More suited for Head on assaults than Lightning War maneuvers."
1. In tandem to the Hegemony's sharing of tactics and knowledge to allied fleets, the Free Corps also contributes thusly to the allied fleet, distributing electronic copies of their own Battle Manuals and Written works on the conduct of Space Operations.
Among them include lessons of their own successes such as the Fall of the Fr'ahzians or the Siege of the Stalled Gradient, as well as famous books from authors such as Valkyrie Ace Manning Richter or General Morrel. More importantly and in greater quantity they include their own experiences against the twin invaders, detailing in great depth the various battles fought against them.
Where as the Eridian accounts detail the defense of their sector, the Free Corps account adds to other situations on other Galactic sectors as well.
Only the Brave: +10
2. https://www.youtube.com/watch?v=4RhKEkP76LM
Today marks an auspicious day. A new Cohort of the Great Leader's youth are leaving their schools to begin official training in the Raumwaffe Academy, to become Pilots in Training. (Most) having reached the age when children become men and women, the crisp year of 16.
It will not be an easy task. It is expected that many of them will not pass, and will be relegated to soldiers and ship crews. But those few who succeed will have earned a great honor. They who persevere will have earned the right to call themselves Raumwaffe Pilots. Upon graduation, in a tradition that goes back to the start of the Thousand Year Mission, the newly trained pilots swear an oath to the undying spirit of the Great Leader, pledging unwavering loyalty and a willingness to die for Free Corps and Father Fleets.
The first years of their school were spent on mechanics and repaircraft, in rigorous mental and physical exercise, drilling in every school of knowledge in math and language. All of that is now past. From here on out all exercises are live fire, all drills are in the cockpit of a roaring Valkyrie fighter. Error will no longer be measured no longer in failed tests: only the cold grave of space.
Start training untrained strikecraft pilots into trained pilots.
Only the Brave: +10
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d7ff30 No.47994
>>47984
Message received and understood Tribune. May the profiteer protect.
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3e2342 No.47996
>>47984
>>47993
"We will put the files to good use. Your generosity is considerable and we will toast your contribution to the fleets. Our tacticians will review them for applicability to our assets."
In the hull of the Chariot of Mars officers, mechanics, scientists, and pilots review the battle data from both parties.
A team of scientists occupy every one of the corner terminals hotly trying to build a profile for both empires. If they can discover something overlooked that can be used to give the aliens pause other than signs of the other's sphere of influence already being in the sector it would increase our chances of avoiding combat with a superior foe. Every movement, every action associated with an identified vessel. Differences in fleets. Common features in fleets. Unique signatures. They scour the records for any information.
The central terminal is the great island of officers, pilots, and experts relevant to ships and space.
"Put the latest estimated sequence of data into the terminal. This time I think our simulation will be on point."
The interfaces to the central terminal become a storm of motion as what seem to be normal hands burst into cybernetic mechanical wonders as experts put in data and check their integrity in the simulation at awe inspiring speeds.
"Inaccuracies estimated less then 1%, Captain. Even if they don't provide all the schematics it is not impossible for us to use the scans of their ships to build a simulated fleet. Shall I begin?"
"Yes…."
Several hours later "So our allies really don't use shields, -if- the provided materials are completely accurate at least."
"They must rely on considerable chemical, metallurgic, mechanical, and architectural design technologies. Layers of materials with special properties help counter the most common forms of weapons. We can only guess what goes on in the interior. Their fire suppression systems, emergency metal treatment techniques, etc. are probably not much farther ahead then our own. Not devoting any power to shields does leave them with a considerable amount of spare power to pump into other systems. Such as their potent targeting computers. The reported accuracy of their fire from the battle reports is quite high Captain. The new technology we bought from the Galthorians has improved our weapons considerably but it is not accurate enough. We also suspect their ship designs include considerably more electronics around their weapon hardpoints perhaps allowing them to achieve near simultaneous optimum power levels for their weapon systems. An accurate, simultaneous, full power barrage on a single area could produce devastating results matching what is detailed in some of their battles. More then this Captain the issue is experience. As it is said in the Altairan Liturgy; experimentation becomes experience, becomes practice, becomes tradition, becomes technology. We simply need more experimentation and experience with the results of our weapon systems on other ship's defensive systems."
"These reports will go a long way towards improving our chances in battle. It is good to have them on our side."
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5fbaca No.48012
| Rolled 27, 32, 84 = 143 (3d100) |
>>47965
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 4 Defense: 8 Speed: 10 Shields:84
Fleet:
Civilian:
Colony Ship (Free)
Colony Ship (8)
Refinery Ship (5)
Military:
Frigate: Decay of Morality
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 40
Shield Array: 84%
Destroyer: Death of Reason
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 40
Laser: d6+4 DC 40
Shield Array: 84%
Metal: 10
Water: 0
Fuel: 0
—–
—–
1. Gather fuel, on iron wings with fly through the infinite sky.
2. Gather water, a well sated bird wants for little.
3. Begin research of improved laser refraction technology, to pierce our foes we must first pierce ourselves.
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d9d667 No.48016
>>47971
The Neo Legion having separated itself from everyone else finds some ore rich asteroid quickly this time and extract a decent yield.
+30 raw metal +6 Exotic.
>>47972
The Shura once again take a cool hand in gathering fuel in great quantities from a nearby gas giant. If this keeps up they might have enough to last the entire journey!
+50 fuel
On another front their research ship begins working on conservation of fuel and water. Improving the ability to keep their fleet running a long time. a variety of ideas and techniques are thrown out some good some not. 3/15.
>>47973
The Krajek begin trying to improve the armor of their ships with the knowledge they Acquired from the Galthorians. However they overlooked one important detail. They do not have a shipyard to use and did not think of renting space with the Galthorians. The Renovations of Light Cruiser 3 quickly becomes a disaster as the armor quickly becomes unraveled and re-applying it become impossible.
>Light Cruiser 3 ahs Defense dropped to 1 until fixed.
This snafu diminishes the happiness of more Krajek exonauts gathering more metal. +25 raw Metal.
>>47976
The Merchant fleet strikes a motherload, sure the Altarians are already there, but there it plenty to share. The Caknov Merchant fleet harvests a mass of metals good for ships and general use with their mastery of mining the extract a great deal.
+90 Raw Metal
+25 Exotic Metals
Meanwhile the Corvettes of the merchant fleet range out far and wide. They stumble upon a Light carrier, but it warps away well before they can close to combat range.
>>47980
They stillsar find some ice. It's filled with salt and takes a lot of fiddling with to make good fer drinking but they find some.
+4 water
The Stillsar more used to the work now ask for more in the ways of resources, The Galthorians who have fuel to spare but not much time, agree to the deal.
+15 Fuel
>>47981
The Eridians release their data freely giving the Galthorians more data and information to work with in the coming battles. Combined with their help in gathering metals, the Galthorians release a Supply freighter into their allies' hands. The freighter was slated to be decommissioned anyways, due to lack of crew, and better they put it to use than it needing to be scuttled.
>Gained "Freedom of the Heart" 0/4/4 supply ship.
>>47985
The Altarian refinery ship sets itself right besides the Shura ship, copying their approach and tactics and gathering a great deal of raw fuel for use.
+50 fuel
Meanwhile the Altairian mining ship leads several Glathorian mining vessels to the cache that it had found. The merchant fleet's mining ship already there. They proceed to ravage the cache empty except for some raw metal, which the Atairians gather soon after.
+30 Raw metal.
>>47993
The manuals and data the Freee crops releases ahs been in the general market for years at this point, still some new and unique tidbits are exclusive and deemed helpful. The Galthorians hand out more Water and fuel to the Free corps for their efforts.
+8 fuel and +8 water
Meanwhile strikecraft drills are launched and used, live fire and live missions scouting out the asteroid fields. No one dies but there are many dings on the poor strikecraft that needs to be buffed. However it does pays off. There are two full spare wings of strikecraft pilots are trained.
+Gain two full trained pilot squads without dedicated strikecraft.
>>48012
The Serene Republic does much better now that the drugs have run their course.
Their refinery ship manages to hold orbit more or less smoothly and extract some fuel.
+20 fuel
They colony ship manages to find and break down some space ice and render it down to pure water, even though it took a few birds losing their drugs of choice to chemically clean it.
+8 water
However the best drugs and best minds were bent towards the improvement of lasers. Refinements of capacitors are ideated, and cooling system improvements prototyped. Thing look promising 3/10
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d9d667 No.48017
Thanks to the rapid influx of Metal and work from the currently orbiting collation refugee fleet. The Galthorian's Fourth Refugee fleet is nearly finished. However there are several warp signatures blasting into the system, from opposite of the Domovoi and Strelyatean front. Pirates, two large piecemeal fleets of pirates moving from their jumps to interdict the shipyards and Civilian ships. The Fifth is Deploying to block their attempts on the Shipyards, but they cannot block both prongs without a collapse of their defensive cordon against the two encroaching Empire. The Galthorian admiralty asks for aid.
BATTLE TURN
Enemy Fleet Statline 4 4 6 40%
3 Heavy Cruisers
1 Carrier
5 Destroyers
7 Frigates
5 Corvettes
Bid your defensive forces
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0d5f0c No.48018
He turns to his helmsmen, already having issues the red alert to the fleet the moment warp signatures were detected.
"Have The Lance of Leviticus keep and eye out for any incoming fighters or corvettes, and their missiles firing on the enemy cruisers, the Fire of Retribution will be cleared to engage the same cruiser when it is in range. We shall direct primary railgun fire on one of the enemy cruisers, with lasers harrying any frigates that get too close, and the missiles are to aim for any targets of opportunity."
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0d5f0c No.48019
>>48018
>part that was cut off
The Eridians, never one to shy away from a fight, commit all of their combat ships to the battle, their civilian fleet to stay behind with the other civilian vessels. Strength in numbers if anything else. The newly acquired supply ship is to act as a literal shield for the colony ship if need be.
"This is Legatus Talmudis of the EHS Pride of Gaius, we are moving to intercept the enemy with all combat capable ships. You all are cordially invited to join us to unleash any righteous anger any of you might have built up at our current situation. Show no mercy to these vermin, for you shall receive none."
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3e9cb8 No.48020
The Shura, though the amount of space battles their entire race had fought in could be counted on one's digits, dedicate their destroyer to the battle while leaving their frigate back to defend the civilian fleet. At the very least, they reason, their shield technology can let them take lasers meant for their comrades, even if their firepower is lacking.
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3e2342 No.48021
The Bomber squadrons all ready released, the engines warmed up, and a cup of tea laid he gave out an order.
"The Chariot of Mars will take to the field. Our bombers will be ready to strike down opportune targets. Our technology is considerably better then the enemy, their bombers cannot touch us, and their lasers will never penetrate our masterpiece. The experience our pilots win today will serve to bolster our forces in future. Prepare to counter enemy maneuvers and the Divine Factor be with you all."
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639e81 No.48022
>>48017
A message is sent to the "First Striker" from NLoS HighCom
"You are to be sent to counter a pirate fleet which has entered the system with the rest of the fleet's navy. This is an order. Terra Preserve You."
Whilst the captain of the Light Frigate tries to argue, he obeys the order.
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d7ff30 No.48023
>>48017
Cakonov-Kinari will take up the rear, helping the refugees of the Galthorian fifth onto their ships as well as ours, if space is left. Our ships are not yet ready for direct confrontation with either Empire.
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5fbaca No.48024
>>48017
"Death of Reason moving to assist. May you all fly well."
Destroyer: Death of Reason
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 40
Laser: d6+4 DC 40
Shield Array: 84%
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8006be No.48025
>>48017
With their civilian ships mainly protected near the shipyards the Stilsar ships 'Da Scrappa' Light Cruiser and 'Da Target' Destroyer move to defend the other civilian ships to the unanimous cries of "LOOOOOOT!"
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639e81 No.48026
>>48025
not "WAAAAAAAAAAAGHHHH!"?
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3dfa4c No.48029
>>48016
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 101/383
+ 18 Water
+ 18 Fuel
+ 65 Raw Metal
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30
ODMS: 7 1(5) 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
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3dfa4c No.48030
>>48017
Krajek fleet command confirming immediate threat to civilian population.
Requesting Battle Wing report.
Light Cruiser I reporting.
Weapon Systems: Nominal.
Defense Systems: Nominal.
Engines: Nominal.
Ship Status: Combat ready.
>Moving to Intercept.
Light Cruiser II reporting.
Weapon Systems: Nominal.
Defense Systems: Nominal.
Engines: Nominal.
Ship Status: Combat ready.
>Moving to Intercept.
Light Cruiser III reporting.
Weapon Systems: Nominal.
Defense Systems: $$\color{red}{Critical failiure.}$$
Engines: Nominal.
Ship Status: $$\color{red}{Critical.}$$
Requesting Mission Status.
Mission Status: $$\color{red}{Essential.}$$
Reevaluating Ship Status with new Parameters..
Ship Status: $$\color{yellow}{Sufficient.}$$
>Moving to Intercept
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d9d667 No.48032
>>48019
>>48018
>>48020
>>48021
>>48022
>>48024
>>48025
Destroyer: 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Laser, Railgun, Shield Array
Asp class Light Frigate (Corvette) (1 BP)
4 O, 4 D, 15 M
5 HP
Weapons
1. 3 turret mounted cannons (Railgun)
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
Destroyer: Death of Reason
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 40
Laser: d6+4 DC 40
Shield Array: 84%
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
Energy Armor
20 Hullpoints
>Light Cruiser I
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30
ODMS: 7 1(5) 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
The Defense Fleet is locked in. The Eridians, Krajek, Neo legion, Stilsar and Altarians all defend with their full force while the Shura and Benevolent Serene Republic defend with only a partial amount of their ships. One Dreadnought, 4 light cruisers, one Light carrier five destroyers and one corvette against the enemy fleet.
Upon coming closer the entire pirate fleet is ramshackle and has only sparse life signs. They are all arms with poorly maintained Railguns (dc 70) for offense. Defensive systems included shields, and for the larger ships anti-kinetic and missile armor.
The refugee military opens fire…
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d9d667 No.48033
>>48032
Light Cruiser 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
Forgot Stilsar, sorry.
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36961a No.48034
In accordance with both contracts to aid the refugee fleet and pursue targets of opportunity
And in accordance with the contract with the Altair Exploration Fleet to provide it defense and security:
-Colony Ship "Storm-Pioneer Transport 2456" will remain with the main body of the refugee fleet
-Heavy Carrier "Valkyr's Bastion" and Light Cruiser "Quiver of Mars" will stay close to the Chariot of Mars
-All fighters and bombers will scramble
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0d5f0c No.48036
| Rolled 55, 65, 68, 96, 74 = 358 (5d100) |
>>48035
1-2. Pride of Gaius Railguns at Heavy Cruiser 1
3-4. Pride of Gaius Lasers at Corvettes 1 and 2
5. Pride of Gaius Missile Array at Heavy Cruiser 1
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0d5f0c No.48037
>>48036
+Improved Lasers 1d6+offense to hit dc 30
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0d5f0c No.48038
| Rolled 45 (1d100) |
>>48036
1. Second Missile Roll Pride of Gaius Heavy Cruiser 1
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639e81 No.48039
| Rolled 35 (1d100) |
The Asp moves to flank
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639e81 No.48041
| Rolled 65 (1d100) |
The Asp moves to flank a pirate frigate
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3e9cb8 No.48042
| Rolled 5, 54 = 59 (2d100) |
1. Shura Destroyer Laser to Corvette 5
2. Shura Destroyer Railgun to Frigate 7
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0d5f0c No.48043
| Rolled 6, 2 + 11 = 19 (2d6) |
>>48036
Pride of Gaius Railgun 2 to Heavy Cruiser 1 (15 Damage)
Pride of Gaius Missiles 1 to Heavy Cruiser 1 (Damage 15)
1. Pride of Gaius Laser 1 to Corvette 1
2. Pride of Gaius Laser 2 to Corvette 2
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d9d667 No.48044
| Rolled 83 (1d100) |
>>48041
Pirate's counter roll
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0d5f0c No.48045
| Rolled 77, 89, 73, 9, 15 = 263 (5d100) |
>>48036
1. The Lance of Leviticus Laser 1 to Corvette 3
2/3. The Lance of Leviticus Missile 1 to Heavy Cruiser 1
4/5. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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0d5f0c No.48046
| Rolled 2 + 10 (1d6) |
>>48045
1. The Lance of Leviticus Laser 1 To Corvette 3
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0d5f0c No.48047
| Rolled 4 + 10 (1d10) |
>>48045
1. The Lance of Leviticus Missile 1 to Heavy Cruiser 1
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5fbaca No.48048
| Rolled 14, 30 = 44 (2d100) |
>>48032
Fire at Destroyer 1
Fire at Destroyer 1
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8006be No.48049
| Rolled 84, 93, 54, 53 = 284 (4d100) |
>>48033
Da Scrappa's ECM team gets to work fuck'n with their sensors.
Da boys fire everytin at the focused down Heavy Cruiser (1). If dey get da kill'n shot, den da loot is theirs by roight.
1&2. Lasers.
3. Railgun.
4. Missile Launcher Array
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8006be No.48050
| Rolled 90 (1d100) |
>>48049
Second check for missile
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3e2342 No.48051
| Rolled 31, 35 = 66 (2d100) |
>>48032
Bomber Squadron 1 and 2 on Frigate 1
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36961a No.48052
| Rolled 24, 21 = 45 (2d100) |
Bomber Squadron 1 and 2 on Frigate 1
+10 Trained Pilots
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36961a No.48053
>>48052
also +10 only the brave
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8006be No.48054
| Rolled 3, 6 + 10 = 19 (2d6) |
>>48049
>>48050
Laser damage
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8006be No.48055
| Rolled 9 + 5 (1d10) |
>>48054
>>48050
>>48049
Missile Damage
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3dfa4c No.48056
| Rolled 12, 79 = 91 (2d100) |
>>48032
Light Cruiser I firing.
1. Lasers on Corvette 3
2. Railgun on Frigate 1
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3dfa4c No.48057
| Rolled 1 + 7 (1d10) |
>>48056
Rolling Railgun Damage
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3dfa4c No.48058
| Rolled 20, 39 = 59 (2d100) |
>>48057
>>48056
Light Cruiser II firing.
1. Lasers on Corvette 3.
2. Railgun on Frigate 1.
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639e81 No.48059
| Rolled 7 + 4 (1d10) |
RailGun!
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3dfa4c No.48060
| Rolled 24, 2 = 26 (2d100) |
>>48056
>>48057
>>48058
Light Cruiser III
1. Railgun on Frigate 1.
2. Railgun on Frigate 2.
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d9d667 No.48061
| Rolled 49 (1d100) |
>>48047
>Enemy Fleet Statline 4 4 6 40%
2 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Sheild array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 32/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Carrier 45/45
Shield Array
Anti-kinetic armor
Anti-Explosive armor
Fighter 1
Offensive 3 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 40
Fighter 2
Offensive 3 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 40
Bomber 1
Offense 4 Defense 1 Mobility 10 4 hp 5/5
Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber 2 5/5
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
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
7 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
3 Corvettes 5/5
1 poor Railgun 1d10 + off dc to hit
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36961a No.48062
| Rolled 12, 21, 6, 20, 69, 24, 87 = 239 (7d100) |
Fighter 1 - Attack Enemy Bomber 1
+10 Trained
+10 Only the Brave
Fighter 2 - Attack Enemy Bomber 2
+10 Trained
+10 Only the Brave
Fighter 3 - Attack Enemy Bomber 3
+10 Trained
+10 Only the Brave
Fighter 4 - Attack Enemy Bomber 4
+10 Trained
+10 Only the Brave
Valkyr's Bastion:
Laser 1 - Attack Enemy Bomber 5
+10 Only the Brave
Quiver of Attack Enemy Mars:
Laser 1 - Attack Enemy Bomber 6
+10 Only the Brave
Laser 2 - Attack Enemy Bomber 7
+10 Only the Brave
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d9d667 No.48063
| Rolled 69, 89, 60, 100, 46, 39, 7, 17 = 427 (8d100) |
>>48062
Bazrael roll 10 d100 vs my 8d100 for dogfighting.
You get +45
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36961a No.48064
| Rolled 4, 67, 5, 67, 73, 26, 95, 1, 69, 24 = 431 (10d100) |
>>48063
+45
also can list offense and other bonuses if it matters
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d9d667 No.48065
>>48064
>>48063
100, 1
89 140
69 118
60 114
46 112
39 112
17 71
7 69
Baz lose one fighter on one of your Squadrons
all but one bomber iced.
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d9d667 No.48066
| Rolled 41, 28, 24, 91, 34, 43, 86, 37, 16, 2, 22, 40, 10, 78, 84, 69, 4, 86, 48, 47, 65, 72, 88, 32, 12, 41, 71, 60, 38 = 1369 (29d100) |
>>48061
>Enemy Fleet Statline 4 4 6 40%
2 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Sheild array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 32/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Carrier 45/45
Shield Array
Anti-kinetic armor
Anti-Explosive armor
Fighter 1
Offensive 3 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 40
Fighter 2
Offensive 3 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 40
Bomber 2 1/5
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
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
7 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
3 Corvettes 5/5
1 poor Railgun 1d10 + off dc to hit
all enemy railguns focus firing on the Dreadnought Pride of Gaius
The refugee fleet opens up on the pirate raiders, most shots missing but Two corvettes turns to slag from laser fire while one of the heavy cruisers takes some moderate damage. The fighters compliment of the Free corps wreaks a bloody toll on enemy bombers as well due to the fighters being launched second and out of position.
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d9d667 No.48067
| Rolled 10, 9, 2, 4, 2, 1, 7, 4 = 39 (8d10) |
>>48066
8 hits rolling damage
+4 for all but the last which is +3
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d9d667 No.48068
| Rolled 22, 61, 19, 52, 90, 38, 28, 85, 8, 76 = 479 (10d100) |
>>48067
Next the Fighters of the carrier try to interdict enemy Bombers but the Fighters of the free crops interdict!
10d100 vs 10d100 you get +20 Bazrael
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36961a No.48069
| Rolled 66, 13, 80, 17, 65, 100, 46, 17, 28, 58 = 490 (10d100) |
>>48065
>>48068
https://www.youtube.com/watch?v=geHCN-GARwA&t=
+20
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36961a No.48070
>>48069
"We have an enemy ace bomber. BRING OUT OUR ACE"
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d9d667 No.48071
>>48069
>>48068
90 120
85 100
76 86
61 85
52 78
38 66
28 48
22 37
19 37
8 33
Fighters of the pirates nulled.
With the total loss of the screen and being outnumbered 20 to one the bomber surrenders drops it's payload. Free corps takes it and cordons it off until the end of fight. The fighter wing down a fighter is now off the map until battle end.
Refuges may now attack, the enemy carrier has disengaged.
Enemy status
2 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Sheild array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 32/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
7 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
3 Corvettes 5/5
1 poor Railgun 1d10 + off dc to hit
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5fbaca No.48072
| Rolled 36, 12 = 48 (2d100) |
>>48071
Fire at Destroyer 1
Fire at Destroyer 1
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639e81 No.48073
| Rolled 49 (1d100) |
>>48071
Flanked fire at frigate 1
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3e2342 No.48074
| Rolled 79, 71 = 150 (2d100) |
>>48071
Bomber Squadrons 1 and 2 on Frigate 1.
"Strikecraft Superiority is ours thanks to our Free Corps allies. Unleash hell."
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3e2342 No.48075
| Rolled 2, 3 + 4 = 9 (2d3) |
"Payloads confirmed hit"
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3e2342 No.48076
| Rolled 1, 3, 1, 1, 2, 1, 2, 1, 3, 3 + 4 = 22 (10d3) |
>>48074
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8006be No.48077
| Rolled 16, 23, 22, 88, 51 = 200 (5d100) |
>>48071
Da boys change targets to
1. Laser at a corvette.
2. Laser at another Corvette.
3. Railgun at the damaged heavy Cruiser.
4&5. missiles dice at last Corvette.
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0d5f0c No.48078
| Rolled 79, 1, 94, 94, 68 = 336 (5d100) |
1-2. Pride of Gaius Railguns at Heavy Cruiser 1
3-4. Pride of Gaius Lasers at Corvettes 3 and 4
(+Improved Lasers 1d6+offense to hit dc 30)
5. Pride of Gaius Missile Array at Heavy Cruiser 1
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36961a No.48079
| Rolled 73, 51, 32, 80, 31, 36, 66, 12 = 381 (8d100) |
>>48071
2 Bombers on Frigate 2
1 Fighter on Corvette 1
1 Fighter on Corvette 2
1 Fighter on Corvette 3
Valkyr's Bastion:
Laser 1 - Attack Enemy Heavy Cruiser 32/45
Quiver of Mars:
Laser 1 - Attack Enemy Heavy Cruiser 32/45
Laser 2 - Attack Enemy Heavy Cruiser 32/45
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8006be No.48080
| Rolled 9 + 5 (1d10) |
>>48077
Missile Damage
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0d5f0c No.48081
| Rolled 83 (1d100) |
>>48078
1. Missile hit
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639e81 No.48082
| Rolled 7 + 4 (1d10) |
"Railguns have confirmed hit on xeno frigate, assessing damage"
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0d5f0c No.48083
| Rolled 15 + 11 (1d100) |
>>48078
>>48081
>>48078
1. Pride of Gaius Railgun 1 to Heavy Cruiser 1
2. Pride of Gaius Missiles 1 to Heavy Cruiser 1 (Damage 15)
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0d5f0c No.48084
| Rolled 8, 1 + 11 = 20 (2d10) |
>>48078
1. Pride of Gaius Railgun 1 to Heavy Cruiser 1
2. Pride of Gaius Missiles 1 to Heavy Cruiser 1
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0d5f0c No.48085
| Rolled 77, 67, 72, 3, 99 = 318 (5d100) |
>>48078
1. The Lance of Leviticus Laser 1 to Corvette 5
(+Improved Lasers 1d6+offense to hit dc 30)
2/3. The Lance of Leviticus Missile 1 to Heavy Cruiser 1
4/5. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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0d5f0c No.48086
| Rolled 6 + 10 (1d10) |
>>48085
1. The Lance of Leviticus Laser 1 to Corvette 5
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0d5f0c No.48087
| Rolled 7, 2 + 10 = 19 (2d10) |
>>48085
1. The Lance of Leviticus Missile 1 to Heavy Cruiser 1
2. The Fire of Retribution Railgun 2 to Heavy Cruiser 2
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36961a No.48088
| Rolled 3, 3 = 6 (2d3) |
Bomber Damage
+4 Offense Each
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36961a No.48089
| Rolled 5 (1d6) |
Laser Damage
+9 Offense
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36961a No.48090
| Rolled 1, 3, 2, 1, 3, 2, 2, 1 = 15 (8d3) |
>>48088
Forgot that there are 5 bombers in a wing. Rolling the other 8
+4 Offense Each
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d9d667 No.48091
>>48084
1 Heavy Cruiser 16/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Sheild array
Anti-kinetic armor
Anti-Explosive armor
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
5 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
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3dfa4c No.48092
| Rolled 78, 96 = 174 (2d100) |
>>48071
Light Cruiser I
1. Lasers at Frigate 1
2. Railgun at Frigate 1
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3dfa4c No.48093
| Rolled 5 + 7 (1d6) |
>>48092
Damage Laser
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3dfa4c No.48094
| Rolled 7 + 7 (1d10) |
>>48092
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3dfa4c No.48095
| Rolled 1, 10 = 11 (2d100) |
>>48092
Light Cruiser II
1. Lasers at Frigate 1
2. Railgun at Frigate 1
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3e9cb8 No.48096
| Rolled 61 (1d100) |
>>48091
Shura Destroyer moves to flank Frigate 2
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d9d667 No.48097
| Rolled 12 (1d100) |
>>48096
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3dfa4c No.48098
| Rolled 95, 85 = 180 (2d100) |
>>48095
Light Cruiser III
1. Railgun at Frigate 1
2. Railgun at Frigate 1
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3dfa4c No.48099
| Rolled 1 + 7 (1d10) |
>>48098
Damage Railgun 1
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3dfa4c No.48100
| Rolled 8 + 7 (1d10) |
>>48099
Damage Railgun 2
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d9d667 No.48101
| Rolled 9, 94, 53, 72, 12, 63, 32, 74, 56, 29, 9, 98, 37, 93, 56, 10, 89, 20, 100, 44, 33, 34, 76, 24 = 1217 (24d100) |
>>48100
1 Heavy Cruiser 16/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
4 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
1 Frigate 3/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
1-3 on krajek cl 1
4-6 on krajek cl 2
7-9 krajek cl 3
10-19 Free corps carrier
20-24 Altairain light carrier
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d9d667 No.48102
| Rolled 2, 6, 1, 10, 6, 3, 10, 1, 6 = 45 (9d10) |
>>48101
1 hit on krajek cl 1
1 hit on krajek cl 2
1 hit on krajek cl 3
4 hits on CVH 1 critical (2x dice)
1 hit on cvl
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d9d667 No.48103
>>48102
cl1 no damage
cl 2 1 damge
cl 3 no damge
no damage on cvh
no damage to cvl
Combat may be rolled but I am done for the night, until tomorrow
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3e2342 No.48104
| Rolled 44, 99 = 143 (2d100) |
>>48103
Bomber Squadrons 1 and 2 will fire on Frigate 2 and 3 respectively.
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3dfa4c No.48105
| Rolled 24, 63 = 87 (2d100) |
>>48101
Light Carrier I
1. Laser on Frigate 1
2. Railgun on Frigate 1
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3dfa4c No.48106
| Rolled 6 + 7 (1d10) |
>>48105
Damage for Railgun on Frigate 1
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0d5f0c No.48107
| Rolled 10, 71, 60, 55, 65, 27, 92, 78, 5, 22, 89 = 574 (11d100) |
>>48103
1-2. Pride of Gaius Railguns at Heavy Cruiser 1
3-4. Pride of Gaius Lasers at Frigates 1 and 2
(+Improved Lasers 1d6+offense to hit dc 30)
5/6. Pride of Gaius Missile Array at Heavy Cruiser 2
7. The Lance of Leviticus Laser 1 to Corvette 5
(+Improved Lasers 1d6+offense to hit dc 30)
8/9. The Lance of Leviticus Missile 1 to Heavy Cruiser 2
10/11. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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3e2342 No.48108
| Rolled 2, 3, 3, 2, 1 + 4 = 15 (5d3) |
>>48104
Damage on Frigate 3
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3e9cb8 No.48109
| Rolled 55, 52 = 107 (2d100) |
>>48101
1. Laser on flanked Frigate 2
2. Railgun on flanked Frigate 2
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3dfa4c No.48110
| Rolled 33, 38 = 71 (2d100) |
>>48105
Light Carrier 2
1. Lasers on Frigate 4
2. Railgun on Frigate 4
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3dfa4c No.48111
| Rolled 21, 43 = 64 (2d100) |
>>48110
Light Carrier 3
1. Railgun on Frigate 4
2. Railgun on Frigate 4
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0d5f0c No.48113
>>48107
*7. The Lance of Leviticus Laser 1 to Frigate 2
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3e2342 No.48114
>>48108
31 damage on Frigate 3
DEAD
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0d5f0c No.48115
| Rolled 1, 3 + 11 = 15 (2d10) |
>>48107
1. Pride of Gaius Railgun 2 at Heavy Cruiser 1 (+11)
2. The Fire of Retribution Railgun 2 at Heavy Cruiser 2 (+10)
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0d5f0c No.48116
| Rolled 2, 6, 3 + 11 = 22 (3d6) |
>>48107
1/2. Pride of Gaius Lasers at Frigates 1 and 2
(+11)
3. The Lance of Leviticus Laser 1 to Frigate 2 (+10)
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3e9cb8 No.48117
| Rolled 6 + 4 (1d6) |
>>48109
Rolling for laser damage
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d9d667 No.48118
1 Heavy Cruiser 11/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
2 Frigates 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
1 Frigates 3/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
Steel, Baz, Random and Cornwallis still need to roll
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36961a No.48120
| Rolled 51, 97, 9, 42, 12, 58, 68, 57 = 394 (8d100) |
2 Bomber Wings - Attack Enemy Frigate 15/15
Fighter Wing 1 - DISENGAGED
Fighter Wing 2 (4/5) - Attack Enemy Frigate 3/15
+10 Trained
+10 Only the Brave
Fighter Wing 3 - Attack Enemy Frigate 3/15
+10 Trained
+10 Only the Brave
Fighter Wing 4 - Attack Enemy Frigate 3/15
+10 Trained
+10 Only the Brave
Valkyr's Bastion:
Laser 1 - Attack Enemy Heavy Cruiser 11/45
+10 Only the Brave
Quiver of Mars:
Laser 1 - Attack Enemy Heavy Cruiser 11/45
+10 Only the Brave
Laser 2 - Attack Enemy Heavy Cruiser 11/45
+10 Only the Brave
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639e81 No.48124
| Rolled 44 (1d100) |
>>48118
Fuck that flanked frigate up!
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36961a No.48126
| Rolled 4, 1, 5 = 10 (3d6) |
>>48120
Rolling lasers
+9 offense
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d9d667 No.48127
>>48126
1 Heavy Cruiser 1/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
5 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
Corn and Random need to post.
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8006be No.48128
| Rolled 53, 29, 36, 18, 68 = 204 (5d100) |
>>48101
1&2. Laser fire at damaged Heavy Cruiser
3. Railgun at a destroyer.
4&5. Missile at the same destroyer
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8006be No.48129
| Rolled 6 + 5 (1d6) |
>>48128
Laser damage
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3f234b No.48130
| Rolled 79, 9 = 88 (2d100) |
>>48118
2x Laser on Destroyer 1
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3f234b No.48131
| Rolled 6 + 4 (1d6) |
>>48130
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d9d667 No.48132
| Rolled 53, 22, 34, 5, 46, 70, 98, 1, 87, 29, 34, 67, 45, 6, 62, 98, 99 = 856 (17d100) |
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 18/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
With their strike craft destroyed the pirates frigates are rent asunder by coordinated fire and bombing runs, additionally the limping Heavy cruiser is finally rendered combat ineffective. It's odd though. The prates should be screaming hails or trying to retreat by now, and should have much more in the way of crew on the ships. Instead they just keep firing ignoring the losses. The only ship to have fallen back is the Carrier which has now warped away.
1-3 on Free crops CVH
4-6 On Krajek cl 2
7-8 on Krejek cl 1
9-10 on Krajek cl 3
11-12 On Altairian cvl
13-14 stilsar cl
15-16 Eridian Destroyer Lance of Leviticus
17 On Fire of Retribution
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d9d667 No.48133
| Rolled 8, 10, 4, 6, 4 = 32 (5d10) |
>>48132
Krajek cl 2 hit once
Krajek cl 1 hit once
Krajek cl 3 hit once
Lance of Leviticus hit once
Fire of Retribution hit once.
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d9d667 No.48134
>>48133
3 damage on cl 3
5 damage on cl 1
3 damage on cl 3
no damage on the Eridians
players may post actions
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639e81 No.48136
| Rolled 89 (1d100) |
>>48132
Flank the last frigate!
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d9d667 No.48137
| Rolled 25 (1d100) |
>>48136
Frigate's counter move
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8006be No.48138
| Rolled 80, 55, 13, 44, 98 = 290 (5d100) |
>>48132
1&2. Lasers at the damaged Destroyer.
3. Railgun at undamaged destroyer.
4&5. Missile at same undamaged destroyer.
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8006be No.48139
| Rolled 1, 4 + 10 = 15 (2d6) |
>>48138
Laser damage
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8006be No.48140
| Rolled 7 + 5 (1d10) |
>>48139
>>48138
Missile damage
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3e9cb8 No.48141
| Rolled 94 (1d100) |
>>48132
Attempting to flank a destroyer
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3f234b No.48142
| Rolled 39 (1d100) |
>>48132
2× Target Destroyer 1 Laser
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3f234b No.48143
| Rolled 55 (1d100) |
>>48142
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3f234b No.48144
| Rolled 1 + 4 (1d6) |
>>48143
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3e2342 No.48145
| Rolled 2, 76 = 78 (2d100) |
>>48132
Bomber Squadron 1 on the last Frigate
Bomber Squadron 2 on the Most damaged destroyer
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d9d667 No.48146
>>48144
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 17/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 15/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
Messed up the math of last round. Cornwallis's last round laser did 3 damage , sadly this one does none.
Still Need Scruffy, Bazrael, Planewrong, Morgoth, and White Death.
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3e2342 No.48147
| Rolled 2, 3, 3, 1, 2 + 5 = 16 (5d3) |
>>48145
+20
-15
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73b81e No.48148
| Rolled 17, 57 = 74 (2d100) |
>>48146
Light Cruiser I
1. Laser on remaining Frigate
2. Railgun on remaining Frigate
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73b81e No.48149
| Rolled 57, 89 = 146 (2d100) |
>>48148
Light Cruiser II
1. Laser on remaining Frigate
2. Railgun on remaining Frigate
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73b81e No.48150
| Rolled 2 + 7 (1d6) |
>>48149
Damage Laser
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73b81e No.48151
| Rolled 1 + 7 (1d10) |
>>48150
Damage Railgun
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73b81e No.48152
| Rolled 10, 7 = 17 (2d100) |
>>48149
Light Cruiser III
1. Laser on Frigate 1
2. Railgun on Frigate 1
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d9d667 No.48153
>>48146
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 1/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 12/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
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639e81 No.48154
| Rolled 68 (1d100) |
>>48153
Railguns targeting the flanked frigate
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36961a No.48155
| Rolled 54, 26, 4 = 84 (3d100) |
>>48146
3 lasers targeting 1 Heavy Cruiser
Only the Brave
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36961a No.48156
| Rolled 4 (1d6) |
>>48155
I have a feeling that's 1 hit from the Valkyr's Bastion
+10 Offense
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d9d667 No.48158
>>48153
1 Heavy Cruiser 41/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 1/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 12/15
1 poor Railgun 1d10 + off dc to hit
Shield Array
Still need
scruffy, Baz's strikecraft, and Planewrong
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d9d667 No.48159
| Rolled 31 (1d100) |
>>48141
Missed this rolling for Destroyer counter move
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0d5f0c No.48160
| Rolled 34, 26, 5, 58, 47, 31, 36, 8, 76, 53, 57 = 431 (11d100) |
>>48158
1-2. Pride of Gaius Railguns at Heavy Cruiser 2
3-4. Pride of Gaius Lasers at Frigates 4 and Destroyer 1
(+Improved Lasers 1d6+offense to hit dc 30)
5/6. Pride of Gaius Missile Array at Heavy Cruiser 2
7. The Lance of Leviticus Laser 1 to Frigate 1
(+Improved Lasers 1d6+offense to hit dc 30)
8/9. The Lance of Leviticus Missile 1 to Heavy Cruiser 2
10/11. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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d9d667 No.48161
>>48160
1 Heavy Cruiser 41/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20 1 flanked by Plane
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Frigate 12/15 (FLanked by Steel)
1 poor Railgun 1d10 + off dc to hit
Shield Array
baz needs to roll for bombers and fighters.
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0d5f0c No.48162
| Rolled 14 (1d100) |
>>48161
>>48160
From the Command Deck of the Pride of Gaius, the Legatus was not well. Despite the fact that the meager shells of the enemy bounced off their plate like mere micrometeorites in the rings of Eridnus, something was not right. He brings up the holoscreen, showing the spartan bridge of the
Fire of Retribution, its commander, a man by the name and title of Tribune Ferroussi, a stern man and the veteran of many campaigns in the Frontier.
"We are either facing the most determined pirates in the galaxy, or there is something afoot." The Legatus said to his comrade. "Indeed, I have seen to the fall of no less then 25 pirate bastions and even in the defense of their homes did none fight this fierce. We've slain almost their entire escort, not to mention the slaughter the Galthori are wracking on their fleet." The Tribune responded. "I can only think of one thing, as to why these "pirates" if they even are such, are here…" His voice trails off, before suddenly he ends the comm to the Fire of Retribution and turns to his Comm officer, Cornicenius Gervus. " Get the Galthorian 5th, tell them to contact their picket fleets. They are trying to occupy us, to keep us in place for some reason. We must know if the Empires are using this attack as a distraction to make their move, to crush this rebellion before it can began! Do it now man!"
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36961a No.48167
| Rolled 21, 70, 74, 7, 58 = 230 (5d100) |
>>48161
2 Bombers
3 Fighters
+20
Target Frigate 12/15
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7c1637 No.48168
| Rolled 3, 2 = 5 (2d3) |
Rolling bombers
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d9d667 No.48172
| Rolled 5, 22, 8, 49, 62, 35, 10, 32, 68, 78, 1, 18, 61, 6 = 455 (14d100) |
>>48168
Note you roll 1d3+4 for every bomber in the squadron.
So yeah that Frigate is ash.
>>48161
1 Heavy Cruiser 41/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
4 Destroyers 20/20 1 flanked by Plane
2 poor Railguns 1d10+ off dc70 to hit
Shield array
Not much is done except finishing off the ailing destroyer and ravaging the Frigate into particulate ash. Even then the Pirates do not stop…
1-3. CL 1 Krajek
4-6 CL 3 Krajek
7-8 CL 2 Krajek
9-10 CC Neo Legion
11-12 Shura Destroyer
13-14 Stilsar destroyer
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d9d667 No.48173
| Rolled 1 + 4 (1d10) |
>>48172
Neo Legion cc hit rolling damage
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3e9cb8 No.48174
| Rolled 60, 74 = 134 (2d100) |
>>48172
1. Laser on flanked destroyer
2. Railgun on flanked destroyer
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5fbaca No.48175
| Rolled 64, 32 = 96 (2d100) |
>>48172
2× Target Destroyer 2 Laser
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5fbaca No.48176
| Rolled 4 + 4 (1d6) |
>>48175
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3e9cb8 No.48177
| Rolled 6 + 4 (1d6) |
>>48174
Rolling laser damage
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3e9cb8 No.48178
| Rolled 8 + 4 (1d10) |
>>48174
Rolling railgun damage
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3e2342 No.48179
| Rolled 5, 15 = 20 (2d100) |
>>48172
Bomber Squadon 1 and 2 on the destroyer flanked by Plane
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8006be No.48180
| Rolled 59, 15, 68, 79, 39 = 260 (5d100) |
>>48172
1&2. Lasers at a Destroyer
3. Railgun at same Destroyer
4&5. Missile at same Destroyer.
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8006be No.48181
| Rolled 2 + 5 (1d6) |
>>48180
Laser damage
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8006be No.48182
| Rolled 3 + 5 (1d10) |
>>48180
>>48181
Railgun damage
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9fac17 No.48183
| Rolled 77 (1d100) |
>>48172
Firing on destroyer
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639e81 No.48184
| Rolled 3 + 4 (1d10) |
>>48183
"Confirmed hits, analyzing damage
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d9d667 No.48185
1 Heavy Cruiser 41/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
3 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 12/20 Flanked by Plane
2 poor Railguns 1d10+ off dc70 to hit
Shield array
Baz, Scruffy, White death need to post.
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d64c7b No.48186
| Rolled 7, 70 = 77 (2d100) |
>>48185
Light Cruiser I
1. Lasers on Destroyer 1
2. Railgun on Destroyer 1
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d64c7b No.48187
| Rolled 7 + 7 (1d10) |
>>48186
Railgun damage
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d64c7b No.48188
| Rolled 54, 25 = 79 (2d100) |
>>48185
Light Cruiser II
1. Lasers on Destroyer 1
2. Railgun on Destroyer 1
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d64c7b No.48189
| Rolled 5 + 7 (1d6) |
>>48188
Lasers damage
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d64c7b No.48190
| Rolled 49, 16 = 65 (2d100) |
>>48185
Light Cruiser III
1. Lasers on destroyer 1
2. Railgun on destroyer 1
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d64c7b No.48191
| Rolled 6 + 7 (1d6) |
>>48190
Laser damage
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d9d667 No.48193
>>48192
1 Heavy Cruiser 41/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
3 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
Baz and scruff left.
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36961a No.48194
| Rolled 11, 91, 91, 31, 56, 64, 3, 17 = 364 (8d100) |
>>48193
2 Bombers and 3 Fighters on Destroyer
3 Lasers on Heavy Cruiser 41/45
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0d5f0c No.48195
| Rolled 84, 86, 63, 90, 45, 94, 49, 25, 97, 80, 78 = 791 (11d100) |
1-2. Pride of Gaius Railguns at Heavy Cruiser 2
3-4. Pride of Gaius Lasers at Destroyer 1
(+Improved Lasers 1d6+offense to hit dc 30)
5/6. Pride of Gaius Missile Array at Heavy Cruiser 2
7. The Lance of Leviticus Laser 1 to Destroyer 2
(+Improved Lasers 1d6+offense to hit dc 30)
8/9. The Lance of Leviticus Missile 1 to Heavy Cruiser 2
10/11. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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0d5f0c No.48196
| Rolled 3, 6, 4, 5, 10 + 11 = 39 (5d10) |
>>48195
1/2. Pride of Gaius Railgun 1 and 2 at Heavy Cruiser 2 (+11)
3. Pride of Gaius Missile Array at Heavy Cruiser 2 (+11)
4/5. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2 (+10)
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0d5f0c No.48197
| Rolled 3, 4, 3, 4, 6 + 11 = 31 (5d6) |
>>48195
1/2. Pride of Gaius Lasers at Destroyer 1 (+11)
3/4. The Lance of Leviticus Laser 1 to Destroyer 2 (+10)
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0d5f0c No.48198
| Rolled 77 (1d100) |
On the command deck of the Pride of Gaius the Legatus grows further infuriated by the lack of any response from his earlier message. As the ship is rocked from the recoil of another full volley sent into the pirate scum, he turns to his comms officer once again.
"Cornicenius, why have we not heard back from the Galthorians?" The Legatus boomed, though his demeanor was still as solemn as ever. "Sir, it would appear that the debris and weapons fire from our battle is disrupting our communications attempt sir!" The beleaguered man answered, furiously pounding away at his console trying to find some way of fulfilling his commanding officers orders. "I Think I may have found a way to isolate the signal, to insulate it and ensure it makes is through the haze of EWAR and other clutter outside sir, permission to retry broadcast?"
"Do you even need to ask, Gervus? Do it now!" Outside, a corpse from a destoryed pirate corvette drifted across the viewscreen of the Pride of Gaius
"These pirates are not what they seem to be"
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36961a No.48199
| Rolled 6 (1d6) |
>>48194
Rolling Bomber Damage
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36961a No.48200
| Rolled 2 (1d3) |
>>48199
Eh might as well make that the laser damage
+10 offense
This is bomber damage
+3
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36961a No.48201
| Rolled 1, 3, 1, 3 = 8 (4d3) |
r
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d9d667 No.48202
| Rolled 33, 100, 19, 29, 61, 21, 43, 12, 45, 92 = 455 (10d100) |
>>48192
1 Heavy Cruiser 14/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
1 Destroyers 20/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
1 Destroyer 5/20
2 poor Railguns 1d10+ off dc70 to hit
Shield array
The pirates even now keep firing to the bitter end, while the pride of Gaius Finally reaches the admiralty. What is following is a high volume of screams and chaos. Apparently a small group of Strelyatian Corvettes took advantage of the chaos and bombed unity. Not with Normal bombs, no. Virus bombs right over the main spaceport. The planet has at best weeks to live and evacuations are going slowly with the main thoroughfare of movement cut off.
1-3 CL 1
4-6 CL 2
7-10 cl 3
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d9d667 No.48203
| Rolled 8, 10, 10 = 28 (3d10) |
>>48202
1 Crit hit on cl 1 (2x dice)
1hit on cl 3
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d9d667 No.48204
>>48203
13 damage on krajek cl 1
5 damage on cl3 Krajek
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0d5f0c No.48205
| Rolled 91, 46, 97, 44, 16, 43, 9, 64, 85, 78, 88 = 661 (11d100) |
"They attacked the planet with virus bombs! The Cowards!"
1-2. Pride of Gaius Railguns at Heavy Cruiser 2
3-4. Pride of Gaius Lasers at Destroyer 3
(+Improved Lasers 1d6+offense to hit dc 30)
5/6. Pride of Gaius Missile Array at Heavy Cruiser 2
7. The Lance of Leviticus Laser 1 to Destroyer 2
(+Improved Lasers 1d6+offense to hit dc 30)
8/9. The Lance of Leviticus Missile 1 to Heavy Cruiser 2
10/11. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2
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8006be No.48206
| Rolled 11, 53, 71, 99, 44 = 278 (5d100) |
>>48202
1&2. Lasers at injured Destroyer.
3. Railgun at other Destroyer.
4&5. Missile at other destroyer.
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8006be No.48207
| Rolled 5 + 5 (1d6) |
>>48206
Laser Damage
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8006be No.48208
| Rolled 6, 10 = 16 (2d10) |
>>48206
>>48207
1. Railgun Damage +5
2. Missile Damage +5
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0d5f0c No.48209
| Rolled 7, 1, 8, 7 + 11 = 34 (4d10) |
>>48205
1. Pride of Gaius Railgun 1 at Heavy Cruiser 2 (+11)
2. The Lance of Leviticus Missile 1 to Heavy Cruiser 2 (+10)
3/4. The Fire of Retribution Railgun 1 and 2 to Heavy Cruiser 2 (+10)
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2c80ba No.48210
| Rolled 62, 61 = 123 (2d100) |
>>48202
2 Lasers on a Destroyer
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0d5f0c No.48211
| Rolled 4 + 11 (1d6) |
>>48205
1. Pride of Gaius Laser 1 at Destroyer 3
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2c80ba No.48212
| Rolled 2, 5 = 7 (2d6) |
>>48210
+4 each
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3e9cb8 No.48213
| Rolled 79 (1d100) |
>>48202
Rolling to flank heavy cruiser 2
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639e81 No.48214
| Rolled 94 (1d100) |
"Damaged destroyer sighted, engaging"
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639e81 No.48215
| Rolled 10 + 4 (1d10) |
>>48214
"Target hit, assessing damage"
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3e2342 No.48216
| Rolled 43, 64 = 107 (2d100) |
>>48202
Bomber Squadrons 1 and 2 on the most damage Destroyer
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d9d667 No.48217
>>48208
1 Heavy Cruiser 45/45
3 poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
Baz and white death left.
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d9d667 No.48218
| Rolled 44 (1d100) |
>>48213
flank resist
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3e2342 No.48219
| Rolled 2, 2, 1, 1, 2 + 5 = 13 (5d3) |
>>48216
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639e81 No.48220
"To Legion HighCom, we have detected a planetary bombardment. The weapons used were of a biological nature. Be aware that the enemy possesses biological, possibly chemical weapons and that the wider population should retreat into defensive bunkers with CRBN equipment"
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639e81 No.48221
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639e81 No.48222
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d64c7b No.48223
| Rolled 35, 40, 16, 7, 78, 53 = 229 (6d100) |
>>48217
Light Cruiser I
1. Lasers on Heavy Cruiser
2. Railgun on Heavy Cruiser
Light Cruiser II
3. Lasers on Heavy Cruiser
4. Railgun on Heavy Cruiser
Light Cruiser III
5. Railgun on Heavy Cruiser
6. Railgun on Heavy Cruiser
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d64c7b No.48224
| Rolled 2 + 7 (1d10) |
Rolling damage for railgun hit
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36961a No.48225
| Rolled 79, 22, 7, 74, 85 = 267 (5d100) |
>>48217
2 Bomber and 3 Laser on Heavy Cruiser
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36961a No.48226
| Rolled 4, 3, 2, 5, 2 = 16 (5d6) |
>>48225
+3 Offense Bombers
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36961a No.48227
| Rolled 2, 3, 1, 1, 3 = 10 (5d3) |
>>48225
Wrong Dice
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36961a No.48228
>>48226
Just take the first two of these for the laser damage
+9 Offense
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d9d667 No.48229
| Rolled 22, 6, 55 = 83 (3d100) |
>>48228
1 Heavy Cruiser 28/45
poor Railgun 1d10 + off dc to hit
Shield array
Anti-kinetic armor
Anti-Explosive armor
The last cruiser damage but not dead fires on the lead Light cruiser of the Krajek.
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3e9cb8 No.48230
| Rolled 83, 59 = 142 (2d100) |
>>48229
1. Laser
2. Railgun
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639e81 No.48231
| Rolled 86 (1d100) |
>>48229
"Engage the last xeno pirate so we can go home! On my mark, fire railguns……..Mark!"
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3e9cb8 No.48232
| Rolled 4 + 4 (1d6) |
>>48230
Laser damage
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d64c7b No.48233
| Rolled 56, 13, 43, 66, 85, 52 = 315 (6d100) |
>>48229
Light Cruiser I
1. Lasers on Heavy Cruiser
2. Railgun on Heavy Cruiser
Light Cruiser II
3. Lasers on Heavy Cruiser
4. Railgun on Heavy Cruiser
Light Cruiser III
5. Railgun on Heavy Cruiser
6. Railgun on Heavy Cruiser
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0d5f0c No.48234
YouTube embed. Click thumbnail to play. | Rolled 5 (1d11) |
1-11. "Fire Everything!"
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0d5f0c No.48235
| Rolled 100, 70, 16, 7, 49, 18, 96, 1, 100, 1, 47 = 505 (11d100) |
>>48234
ahem
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8006be No.48236
| Rolled 17, 39, 1, 75, 94 = 226 (5d100) |
>>48229
1&2. Lasers
3. Railgun
4&5 Missile
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8006be No.48237
| Rolled 8 + 5 (1d10) |
>>48236
Missile Damage
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d64c7b No.48238
| Rolled 6, 6 + 7 = 19 (2d6) |
>>48233
1. Damage Lasers
2. Damage second Lasers
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639e81 No.48239
| Rolled 1 + 4 (1d10) |
"Hits! Analyze damage!"
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3e2342 No.48240
| Rolled 52, 41 = 93 (2d100) |
>>48229
Bomber Squadron 1 and 2 on the Heavy Cruiser
"Finish this."
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d64c7b No.48241
| Rolled 7 + 7 (1d10) |
>>48233
1. Damage Railgun LC2
2. Damage Railgun LC3
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d64c7b No.48242
| Rolled 5 + 7 (1d10) |
>>48241
Second roll
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d9d667 No.48243
>>48232
1 damage
>>48237
1 damage
>>48238
10 damage
>>48239
no damage
>>48241
2 damage
14 hp left. Scruffy roll!
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0d5f0c No.48244
| Rolled 1, 8 + 11 = 20 (2d10) |
>>48235
1/2. railguns +11
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0d5f0c No.48245
| Rolled 2 + 10 (1d6) |
>>48244
1. Laser
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d9d667 No.48246
>>48244
20 damage from crit
soak drops it to 8
6 left
>>48245
3 more for 3 left
for last normal railgun
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d9d667 No.48247
>>48246
with one more railgun hit to be resolved and morgoth hitting it, it's dead.
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3e2342 No.48248
| Rolled 2, 2, 3, 2, 1 = 10 (5d3) |
"Dropping payload"
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0d5f0c No.48249
| Rolled 7, 5 + 11 = 23 (2d10) |
second volley
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0d5f0c No.48250
| Rolled 5 + 11 (1d6) |
>>48249
and the laser
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d9d667 No.48251
With the Thunderous guns of the Eridian warfleet and the Altairians following soon after with their bomber the Cruiser is nothing more than slag. Albeit given it's general dilapidated shape, it was hardly fit to be called a ship anyways. The refuges stand victorious with only the Krajek taking any real losses, the one fighter lost to the bomber has it's pilot recovered, hurt but alive.
However all is not good, as the Strelyatians snuck stealth corvettes through during the battle against the anomalous pirates, and struck at Unity's heart, the main space port. Virus bombing it in a calucalted action of cruelty and malice, the planet is now dying as Millions are subjected to internal liquefaction and turning into incubators for a world killing plague.
The Galthorians are trying desperately to get supplies and more imporatnly, people off of the planet's surface and into the recently finished colony ship or space stations, but the outlook is grim still.
Worse the Galthoirans can no longer afford to freely supply their guest with fuel and water due to the virus bombing. All fleets will now need to pay upkeep to keep themselves from failing. (this includes combat fuel costs for ships)
Not all of this is bad though, a few other small nations have managed to navigate the perilous systems that the two star empires are fighting over, and made their way to Unity. The insectoid Vor and stout Khazan both managed to breakthrough the forces chasing them turning back once the pickets were clear. After a rigorous vetting by the Fifth they were let into system and moved into orbit with the other refugees. They came provisioned for a long voyage, and are more or less ready to leave now. (Oneman and ELias each start with full colony ship(s) hold of supplies, can be raw metal, fuel or water.)
Still the fourth fleet is not quite yet ready and needs lots of help recovering people from the now dying planet. The Galthorians still have lots of assets in the system and won't be able to take them all with them, and surely they would reward those who helped…
>EVENT 1
The Fleet is now ready to leave but the Galthorians are not. Vote on whether to proceed without them or wait until they can leave at the same time you do.
>Event 2
The Planet of Unity is dying rapidly and the Galthorians are desperately trying to pick up as much as they can from it's ailing body. This presents an opportunity, you can try to help them recover what they can, or you can loot it for your own. Interested parties can send ships down to save people, gather already made supplies, or simply steal them.
>System name: Unity (dying)
>Allegiance: Galthorian empire
>Friendly
>Willing to trade water, fuel, tech
>System has metal, water, fuel available
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
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d7ff30 No.48252
| Rolled 18, 87 = 105 (2d100) |
>>48251
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 36
Water: 12
Exotic Metals: 3
1-2. Cakonov-Kinari is offering a ONE TIME DEAL! Special Galthorian-only positions are being advertised as "now hiring!" Join us for a better and brighter future!
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8006be No.48253
| Rolled 40, 22 = 62 (2d100) |
>>48251
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 46/225
20 Raw Metals
19 Fuel -1/turn
7 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
1&2. Loot da wreckages! Start with da most intact and work our way from der. +Wots dis do
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8006be No.48254
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639e81 No.48255
>>48251
"To Legion HighCom, we have detected a planetary bombardment. The weapons used were of a biological nature. Be aware that the enemy possesses biological, possibly chemical weapons and that the wider population should retreat into defensive bunkers with CRBN equipment"
"To all ships on the fleet, We of Legion HighCom recommend a general quarantine of the planet to prevent the spread of this bioweapon. While it may seem cruel to you people, we dealt with similar things during our war with aliens. Best to leave them to their fate and spare the rest of the fleet so we may live on, instead of an attempt to save survivors and risk the entire fleet to death. But that is but our recommendation."
(Actual post tomorrow)
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3e9cb8 No.48256
| Rolled 48, 6 = 54 (2d100) |
>>48251
Nation Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 2 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer: 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Laser, Railgun, Shield Array
Frigate: 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Railgun, Shield Array
Resources: 110 Fuel, 20 Water
The Shura have every intention to stay until the Galthorians are ready, as they have been gracious hosts. It would not do to abandon them now.
1. The Shura send ships down to gather much needed supplies for extraction, to make sure they get off the planet to be put to use. Hopefully our race's reputation has proceeded us and we can be considered trustworthy enough to handle this task
2. Back in space, the Shura continue their resource conservation research, move vital now than ever (3/15) +10, +Bonus
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085465 No.48257
| Rolled 39, 32 = 71 (2d100) |
>>48251
Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)
Fluff (Races/History): https://pastebin.com/LwsUiShP
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
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, 200 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]
Cargo Hold: 10x Water, 15x Fuel
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.
CURRENT PROCLAMATION: Kar desires TRIBUTE! +10 to looting/salvage operations for the glory of Kar.
sssssssssskkkkkkRRRRRRRRRREEEEEEEEEEEEEEEEEEEEEE
Massive, black-plated ships have arrived in orbit. Under Admiral Tkkz (Pronouced teh-ki-ki-zeeh) aboard the intimidatingly-designed HKN Will of kar, the First Pilgrimage Fleet of the Vor have pledged to aid the other races in their endeavors against the galaxy's larger threats - for now.
While their ships are incredibly well-designed and boast an amazing amount of firepower, that isn't to say that the zealots of the Hegemony are going to easy to work with. For starters, they've pledged passage on their colony ships and a place on whichever new world they settle to the Galthorians in mass communications from the WIll of Kar… provided that they convert to the Karite Temple and agree to work industriously for the Vor as low-caste workers.
They're also looting those who refuse to convert.
And they're loudly voting to leave once all their new converts are onboard.
1: In the meantime, salvage the wreckage with the HKN Victory, assisted by the HKN Sh-Ch-Ni. +10 from looting proclamation.
2: The HKN Will of Kar will be broadcasting offers of safe passage in exchange for conversions and pledges of loyalty to the people below, assuming they're uninfected. We're still going to be quarantining the new arrivals in a separate area of the colony ship anyway. Those who refuse to convert will have useful things looted. +10 from looting proclamation.
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0d5f0c No.48258
FLEET WIDE COMMUNICATION ALPHA PRIORIS
"This is Legatus Talmudius of the Eridian Hegemony 1st Evacuation Fleet, and the first order of business is to congratulate all of you on the excellent display of valor and martial skill in the dispatching of those pirate scum. As Eridian Intelligence deduced part-way through our battle with the impoverished pirates, their attack was merely a distraction so the vile Strelyatians could viral bomb the planet. A fate shared by many a Hegemony world, so to those of you in the Galthorian Fleets, we both sympathize and will begin immediate preparations to aid you in evacuating whatever people you can save from Unity. I encourage all of my compatriots in the fleet to assist the Galth as well, as it is the least we can do to repay them for all the kindness they have done to us. Finally, I would like to bid welcome to the two new comers to our little party at the end of the galaxy as we know it. This is Legatus Talmudius signing off, and wishing all of us Star speed. "
And before the transmission was even finished, Eridian Marines and scientists, in the best NBC suits available to the Hegemony, loaded in their yellow drop-ships and descended towards the planet, eager to do whatever they can to help these desperate people.
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0d5f0c No.48259
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+10 Fuel (-1/turn)
+10 Water (-1/turn)
>Buffs:
+Improved Lasers 1d6+offense to hit dc 30
>Research:
Shields Boost 3/10
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 20/25 storage
Supply Ship - Freedom of the Heart
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. True to their word, the Eridian would deploy their full might available to aid the Galth in whatever they were needing to evacuate their people and get the fleet into motion. The quicker this was done, the better off the chances of survival were for the entire fleet. Even if need be, that the Galth would require aid in orbital sterilization of the worst affected patches of earth, the Eridians would do their best to help. While soldiers would be the bulk of the forces descending, to keep the peace and help control the crowds of people rushing off world, they would also be scientist, engineers, and even the civilian logistics manager, all required to do their best to aid their fellow sentients in their time of need, as the Galth did the fleets above. Any looters trying to interfere with evacuation operations will be shoot on site, however.
2. While their ground forces, eager to get some own action after being cooped up during the space battle, were busy helping the Galth evacuate their dying world, the other forces in space set about doing what was the most logical at the time. Securing supplies for the journey ahead; metals conveniently… ahem prepackaged from the remains of the pirate fleet, water from any stray comets, any odd pockets of dense hydrogen that could be wrought as fuel. The lumbering beast that was the Hegemony fleet wanted it all, and they needed it now.
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0d5f0c No.48260
| Rolled 42, 71 = 113 (2d100) |
>>48259
forgot dice
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3e2342 No.48261
| Rolled 31, 10 = 41 (2d100) |
>>48251
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Material; Fuel:68 (-1 per turn )
Water: 49 (-1 Per Turn)
Raw Metal: 115
Exotic Metal: 25
160/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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.
"We the Altairians vote to remain and aid the Galth."
1 Our people prepare. Initiates of the Martial Factor bring forth the ordained suits of armor. Power armor maintained from before The Fall, painstakingly preserved through the loss of two homeworlds. Advances in our shielding and terraforming factors influenced many areas. Our warriors and ships could survive in the harshest and most hostile environments. Even a world that had been virus bombed. The Galth were in dire need and our people would lend ships and soldiers to their cause. The more we can save the better. Their culture, their achievements lost in a tide of bio-engineered horror. Information about other survivors and supplies would be gathered and transmitted to the Galth and the Eridians. We would save what we could. +Bonus: Sons of the Sun and Circuit
2 We will find supplies. Materiel must not left to the Strelyatians at any cost. For your works to fall into the hands of the enemy is the greatest shame. The scrap of the pirates could be stored for recycling. The water of the asteroids gathered by mining, low strength laser and gas collectors. With the Galth fleets and survivors providing information to their planet->>48251
side supplies we can surely secure enough for the Exodus. +Bonus: Sons of the Sun and Circuit
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5fbaca No.48262
| Rolled 5, 50, 82 = 137 (3d100) |
>>48251
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 4 Defense: 8 Speed: 10 Shields:84
Fleet:
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 40
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 40
Laser: d6+4 DC 40
Shield Array: 84%
Storage Space: /75
Metal: 0
Water: 27 -1/t
Fuel: 49 +10/t -1/t
—-
10 raw metal traded for 20 Water
—–
1-2. For we would not be benevolent in our actions if we did not move to help those in most need. All Transport craft in service of the fleet will help ferry the Galthorians refugees onto their colony ships and space stations.
3. However at the same time the most degenerate race of the Avarasian, the Vulkari would swoop in to purloin any assets the Galthorians deemed lost, things that would bring them profit and expansion in the future would be prefered.
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5fbaca No.48263
>>48262
——Open Line to all Allied Forces—-
Greeting esteemed allies, this is the First Among Equals of the Serene Republic of Benevolent Ones,the fuel production from aboard out refinery ship shall soon overcome our means to store it. We seek to procure storage among another fleet in exchange for 1/10 of the fuel that is stored. May you have a blessed flight.
——-End Communications——-
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085465 No.48264
>>48263
——-Communication line opened from the HKN Will of Kar.——–
skkkrkkciiiyttkiKKKKIIRRKTYYYEEEEE -
Communications software updated. Protocols rebooted.
- have storage space avalible on the HKN Victory for feather-small-things to temporarily use. This agreement is acceptable to us.
May Kar's gaze pass over you.
—–Line Closed—–
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e1cb5e No.48265
| Rolled 15, 87, 94 = 196 (3d100) |
>>48251
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.
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.
Core Fleet Stats: 1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
Fleet:
Colony Ship [Free]: Strike The Earth; 0, 5, 3, 25 Storage (5Water, 5Fuel, 15Scrap)
Colony Ship [8 Bp]: Drink of Streams; 0,5,3, 25 Storage (5Water, 5Fuel, 15Scrap)
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
Free. "Our ships are already loaded down with supplies, so we would not be able not be able to take advantage of this wondrous opportunity. We shall trade it away to improve our fleet and then immediately restock." 30 scrap to increase mobility to 6
Vote. Wait for them
1. "The Galthorians have shown hospitality even when under threat, now they are suffering the same fate as many of our kharaks. Our honor demands that we assist those who are able to leave the planet."
2/3. "While we are helping their civilians there is the question of their supplies. Taking a cursory glance at their fleet they will be unnable to carry much of it at all leaving it to waste on a tomb world or worse, having it supply the enemy. While we are working on evacuation efforts we shall restock our inventory and perhaps may find something else of note to take with us."
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e1cb5e No.48266
——Open Line to all Allied Forces—-
Hail *Barum Zinlaz*! This is a message from Khagan Guzukh Dolekugog of the last Kharak. I have personally seen the results of everyone's handiwork against those pirates and if all battles go as well then this expedition shall surely be a success. Rest assured that the khazan will pull their weight not only in combat but also in scientific progress and industry. In fact, we are so good at the later that we cannot hope to keep the fruits of our labor stored on our own ships. If any of you *Barum Zinlaz* wish to make a deal regarding storage for the foreseeable future, contact us and we shall see if we can write up a contract.
——-End Communications——-
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639e81 No.48267
| Rolled 76, 41 + 20 = 137 (2d100) |
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)
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.
——————————————————————————————
Resources: 50 Raw Metal, 10 Fuel. 6 Exotic, 12 Water
OOB Actions
1/2. Mine.
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d64c7b No.48268
| Rolled 50, 48 = 98 (2d100) |
>>48251
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 99/383
+ 17 Water
+ 17 Fuel
+ 65 Raw Metal
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 12/30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 29/30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 19/30
ODMS: 7 1(5) 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
1. The Krajek had stood by their word and bore the scars to show for it. Not one ship had returned unmarked by the battle and many Krajek had lost their lives in defense of the Galthorians, forever cursed to drift through the empty nothingness of space. However their sacrifice was not in vein, for now the hive had prevailed. Unfortunately none the less the time to lick their wounds had not yet come for the Krajek. Events were unravelling too quickly. Thanks to their advanced storage capacity the Cruisers which had fought so bravely would begin with the conquest of anything of use, whether it be supplies or technology, while the Supply Freighter was still under way to finally pick up what the Cruisers had not been able to.
2. Once the Cruisers had sufficiently stocked up on what would hopefully suffice for the reparation of the damages sustained they would be redirected to Unity where they would assist the Galthorian's once more. Perhaps this time at less cost to the Krajek themselves.
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3e2342 No.48269
>>48266
—————————
Incoming Message
—————————
When you accept the message the screen transitions to a solemn chiptune as a secure connection is established.
'The Divine Factor Bless You' flashes across your screen.
A sitting robed man flanked by a heavily power armored individual greet you within what you assume is a holographic projection of a temple.
"Hail. I am Gregor Ancorou, leader of the Altairian Exploration Fleet. We have an empty freighter that could fit your supplies. Our own supplies are considerable and as such not what we would ask for compensation. We should like to contract your services as fellow scientists. Much knowledge is lost in the fall of worlds and the passage of time, together we might rediscover what was lost. Technology is sacred. It goes no farther than with those who can securely hold it, as agreed by both parties. Independence is a power most dear to us, but technology is the result of the sacred Divine Factor that men and sentients possess and should not be treated lightly."
"Access to any freighters with your supplies will be strict, supervised, and handled by our ships for the sake of security. But you are welcome to schedule inspections of your supplies at any time. Subterfuge by the enemy is an ever present threat, underlined especially by the most recent Virus Bombing of the Galth planet. The enemy's use of pirates, under the power of their bio-science, gave them the opening they needed to sneak in the planet-killing plague."
"Of course such a contract is open to amendments as the Exodus continues. As the fleets grow so too the complexities of managing them effectively. I foresee a contract here as merely the beginning of our relationship. Know that I count another fleet as beneficiary under contract, the valorous Free Corps Fleet. The danger of losing one's supplies is tremendous for people in our situation and under contract I would provide for them in times of need. I do not shy to offer you this contract as well."
>>47885
"We are willing to provide supplies to retain your council and services. To make the most of your military assets to the acquisition of top priority spoils and 'military objectives of opportunity along the way' as the Free Corps put it. A fair split of the 'War Booty'. The spoils to be distributed will be stored across our freighters or suitable third party freighters of professional repute."
"With good faith in mind we believe this contract's status should only be reviewed for termination or renewal after the occurrence of any of these following events; The verified total destruction of either fleet, separation from the other party after one thousand standard years, the founding of a new world by either party, or an unforeseeable event agreed upon by both parties to be sufficient cause for termination, renewal, or reconfiguration of the contract. We feel these are good terms but look forward to your professional opinion on the matter."
"Until your next communication, Khagan Guzukh Dolejugog of the Last Kharak."
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3e2342 No.48270
>>48261
+10 from mining and +10 from fuel ships for action 2?
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0d5f0c No.48271
>>48263
"Hegemony Ship Freedom of the Heart has plenty of space to store your excess fuel, and at a low low rate as well!"
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d9d667 No.48272
>>48262
You are over Limit, fix it by next turn (I know you know but gotta say so)
>>48267
You are too. You have 75 carry capacity and are at 78 either sell some of it or rent some space from someone.
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639e81 No.48273
>>48272
Selling 30 metal to get a 6 in Offence
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e1cb5e No.48274
>>48269
"You give a fair offer Ancorou, However if we are to work together in forging new wonders then we must also learn the names of each other's great ancestors who made the discoveries that we build ourselves on. Failure to do so would surely separate us from our roots as we fail to uphold their spirit or "divine factor" and would make us all vulnerable to subversion. A threat to the independence you hold so dear."
>>48257
After the Khazan representative Nikuz Azanurhalk had finished his dealings with the Galthorians he had witnessed one of his peers, from the Kar Hegemony, angrily gesticulating and screeching in their insectile tongue. As history is of critical importance regardless of profession to the Khazan, it comes as no surprise that Nikuz's specialization as an emissary allowed him to pick up on some core Karite references to their scripture such as "The Prophet has demanded this of you" or "Kar will smite you for your greed".
Soon after this last declaration the representative storms off after having failed to negotiate with the Galthorians. Nikuz, sensing an opportunity after seeing that the representative was interested in the kinetic weapons put on display quickly intercepted the representative.
"Hail Barum Zinlaz! I see that you are interested in proper weapons, not like those beams which have no real character. While I have to admit that the Galthorian railguns are quite functional they also come across as rather limited compared to what we khazan can make ourselves. If you are truly interested in overwhelming firepower then draft a contract with us to design a gun that will be custom fitted to your ships. We have an unbroken tradition of craftsmanship that spans millennia and can ensure absolute quality. Of course this would also necessitate our engineers to learn from your own so that we may faithfully incorporate your traditions into the design and honor both of our ancestors in the process."
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f113e6 No.48275
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085465 No.48276
>>48274
The robe-clad ambassador-priest clicks repeatedly at the Khazan for a few seconds before speaking.
"Kzzck. We a-c-c-c-ccept your offer. Our science officers will contact yours if you can truly deliver these thzzkkksngs you promise. But we k-kontrol our designs tight! We shall give you insight into our ships, but not all plans! Not all. Enough. You will learn much. It is a good deal, yes-yes-yes. May Kar's gaze pass over you."
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3e2342 No.48277
>>48274
"The need to create a more perfect craft is admirable. We will initiate your men to these names as needed. However it is unthinkable for another to have the complete mastery of our ships. May we prosper together, Divine Factor bless you."
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e1cb5e No.48278
| Rolled 5, 40 = 45 (2d100) |
>>48251
posting for baz
1.Interrogate the surrendered bomber
2.Promote some new combat veterans
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36961a No.48286
>>48278
#2 offer to send down Storm Pioneers and logistics troops from my civ ships to aid the Galthorians in their evacuation effort, in exchange for a cut of supplies (mix of fuel, water, and food if possible)
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639e81 No.48299
>>48286
>Inb4 infected with life eater virus
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d9d667 No.48465
>>48252
You recruit many Galthorians from the dying world, far far too many to take care of, but dammit the board says you have to try anyways!
You amy now either roll 1d100 as normal or 3d1000 -20 to each on your rolls.
You will also need to spend 1 raw metal and 2 water a turn as upkeep.
>>48253
You get a bunch of metal from the mangled wreckages after all lots of it is broken down into tiny easy to grab pieces
+35 raw metal and 3 exotics
>>48256
The Shura set down at a technical center and quickly gather up many supplies it had, the archives uploaded and deleted already by the researchers who were evacuated. They transfer these to their rightful owners who given the Schematics for improved lasers as a thank you.
Improved laser is as per laser but dc30 to hit instead of 40.
Sadly the Shura so overjoyed with new laser data were too distracted to come up with anything of used for resource preservation.
>>48257
The Vor loots the wrecks, but only find some substandard metals that are barely worth the effort. But it is worth it.
+40raw +2 exotic metals
The Will of Kar was all set to start forcibly looting the other race of insects, but a Galthorian Battleship passing by picking up civilians made them wisely reconsider. The Galthorians still have a fleet exponentially larger and more powerful than the Vor after all. So the Vor instead looted already dead areas while in hazard suits.
+30 Water +20 raw Metal +3 Exotics
>>48259
The Eridians aide helps keep order and clear out the cities not bombed far more quickly, their martial law actions not exactly making the Galthorians happy but they still understood the necessity understood it. The Galthoirans released Improved Railguns tech to them as thanks. As above in shop.
Meanwhile the space ship start harvesting the metals. It was a decent haul even if the ships were rubbish. Sadly they did not have much time to hit up the asteroids for water or fuel.
+40 raw Metals +5 Exotic metals.
>>48261
The Altairians send aid to help the people in a remote areas of the city. They help the people escape but worries over the plague being corrosive causes them to leave before any items can be taken. The Galthoirans are thankful though and wire some resources to you.
+5 water, fuel and raw metal
>>48262
The Benevolent ones quickly send down transports in staging points and just as quickly leave saving thousands of Galthorians with their rapid movements of people. This does not go unnoticed as the Galthorians send Offensive specifications to the birds as thanks
+1 core off stat, can apply it to ship with refit.
The Vulkari swoop in after all the people had left and found some VERY interesting things. Name designs for improved lasers and railguns. They also found some early designs for a better engine that is more fuel efficient while keeping mobility, sadly the alter data had been scrubbed clean.
+improved railguns (as shop)
+Improved lasers (as shop)
+Project (efficient engines) (0/10)
>>48265
Sadly by the time the last Kharak was in any position to be of aide most people had either fled or were too close to be safely extracted.
However they could still take supplies and did so with great fervor. The went down into an abandoned mine and found some processed but un sent out exotics. They also landed at a nearby base and found some wonderful data. Namely on ship design of the Galthorians. It was older data but still, a treasure trove. It even had Strikecraft data, in particular how to carry higher yield bombs.
+10 water +10 fuel +10 exotic metals
+2 to off stat +1 to mob must refit ships to apply new stats.
Bombers roll d5 + off now.
>>48267
The neo legion totally unconcerned with the Plight of the xenos goes out to mine and with all mining ships being used elsewhere find a treasure trove of loot.
+70 raw and +10 exotics.
>>48268
The karjek find lots of dead metal to pick up and get a fir chunk before other do or it drifts away.
+30 raw metal and 3 exotics.
Then they fall onto the planet and with their immense storage capacity moves thousands to waiting ships safely. The galthorians despite finding the ride cramped and tiny are thankful and the krajek are allowed to get their ship repair, refitted and in one case, rearmed for free at the now mostly empty shipyards.
+full heal on ship and full refit to new core stats
>>48278
The bomber explodes inside your ship after your men try to open the cockpit, lots of men are hurt and your ship is damaged.
-3 ship hp and cannot launch strikecraft until ship is fixed.
The Freecorps descends upon Unity and helps evacuate the planet. The do a standard job and get a standard wage from it. however they can get their ship repaired instead of taking the metals if they so choose.
Gain +5 fuel and water
Can either gain +5 raw metal or get ship repaired as free action next turn.
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d9d667 No.48466
With the planet Unity dead and the Galthoiran's refugee fleet as ready as it will ever be, the time to leave is now. Both refugee fleets begin spooling up their FTL drives, preparing to leave behind the Fifth Combat fleet to meet it's end here to buy time for the others. Multiple FTL decoys are launched to other sundry system in preparation for the massive Exodus from the now dead world.
Things are proceeding apace until sensors pick up two massive fleet jumping in from two different trajectories. The Strelyatians and Domovoi are here. Both flett hold multiple battleships, but the lead ship is obviously not one, no instead both fleet are capped by a utterly massive space control ship. This behemoths the size of a small moon, would bankrupt any of the empires of this galaxy several times over to make, and yet now, TWO appear here.
Both sides quickly demand that everyone surrender and stop spooling up their FTL drives. Both sides are promptly either ignored or in the case of some races told to go fornicate with themselves in very unpleasant manners. The Galthorian Defender prepare to meet both fleets as the refugees warp away to a new but most barren system.
Said system has little to talk about but a slowing fading star and some loose asteroids.
>System name: Zx-145
>Allegiance: None
>System has ??? available
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
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d9d667 No.48467
>>48465
Correction: 3d100-20 not 3d1000-20 for Tsar
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5fbaca No.48468
>>48466
——Open Communications—–
Greeting comrades, I am the Ful'Tari of the Vulkari, we are opening our weapons markets to all other races. Please contact through private channels to inquire.
—-
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3e9cb8 No.48469
| Rolled 47, 43 = 90 (2d100) |
>>48466
Nation Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 2 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer: 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Improved Laser (dc 30), Railgun, Shield Array
Frigate: 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Railgun, Shield Array
Resources: 120 Fuel, 20 Water
The might of the two empire's ships put fear in the Shura, and they decided they could spare some fuel to trade away in order to improve their ships. They spend a total of 98 fuel on raw and exotic metals, which they immediately trade off to improve their fleet offense and get improved railguns.
1. The Shura head to the meager asteroids to try and recoup some of the fuel they just spent. +10
2. They also resume work on their conservation technology (3/15) +10, +Bonus
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e1cb5e No.48470
—————————
Incoming Message
—————————
Hail Barum Zinlaz! This is Nikuz Azanurhalk, Representative of Khagan Guzukh Dolekugog. The Khazan are always interested in great craftsmanship, but I must admit surprise that you offer tools of war rather than pleasure given your nation's history. Have you come across some great windfall that you are willing to share?
—————————
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5fbaca No.48471
>>48470
—–Private Communications—-
We have recently made breakthrough in both laser and railgun technology and are willing to sell both advancements for the right price.
——————————————
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5fbaca No.48472
| Rolled 83, 74, 82 = 239 (3d100) |
>>48465
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 25 -1/t
Fuel: 48 +10/t -1/t
Research:
Improved Laser
Improved Railgun
—-
1. Begin research into the use of nano-bots for the repairing and retrofitting of ships
2. Begin research into efficient water recycling systems so that with a mostly closed system we will no longer need water intake.
3. Continue research into better lasers 3/10
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8c5336 No.48473
>>48468
——Open Communications—–
Greetings Ful'Tari of the Vulkari. I am Ancorou of the Altairian. Have you come across any strikecraft weapons? Ship weapons are not our traditional weapon of choice.
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e1cb5e No.48474
>>48471
—–Private Communications—-
Ah, I see… Well It is always a cause for celebration for when one makes a breakthrough in a field, especially so quickly. In much the same way we Khazan have received a windfall through our efforts in Mining. Most of it is the wealth that would not be well suited for trade however, so we offer you half of the rare and exotic materials excavated as well as improving on the kinetic weapon designs given and then gifting it to you.
——————————————
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0d5f0c No.48475
>>48466
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 9 Fuel (-1/turn)
+ 9 Water (-1/turn)
+ 40 Raw Metal
+ 5 Exotic Metal
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Research:
Shields Boost 3/10
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 18/25 storage (Full)
Supply Ship - Freedom of the Heart, 45/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
the
>The Eridians are Trading 20 Metal for 10 Fuel and Water, 5 Each.
1. A life on the run, what had become a norm of the Eridians as of late. Far from used to it, the warriors of the fleet were still jumpy from seeing the fleets of the empires as they warped out of Unity. These lads were given plenty of asteroids to take their frustration out on, the additional benefit being the metal gathered from the,.. ahem Fruits of their labors.
2. Aside from that, a general scouting of the system is to be done, any resources of note pocketmarked and exploited if possible, anything supremely interesting to be relayed to the Legatus, who will from there decide what to do with it, or them.
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0d5f0c No.48476
| Rolled 58, 16 = 74 (2d100) |
>>48475
ha ha this is becoming a regular thing
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8c5336 No.48477
| Rolled 60, 1 = 61 (2d100) |
>>48474
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Material; Fuel:82 (-1 per turn )
Water: 53 (-1 Per Turn)
Raw Metal: 130
Exotic Metal: 25
290/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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.
1 Study Kharak Defensive Technology. As per our agreement for storage of their goods, they have allowed us to study the workings of their ship's defensive structure. Most intriguing is their architectural designs that seem to allow for dispersion of energies with frightening efficiency. To study it will be a great pleasure for the Altairian Adepts of the Mechanical Factor. Even their metallurgy appears to be slightly different. Improvements to our armor design will be cause for celebration, but it is hardly the time for it. Surprisingly well furnished interior. Could there be a secret behind this? Requires further research.
2 Harvest Metal +10 Mining Ship AEx Scarab. Those asteroids might have metal. We will have to try
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5fbaca No.48478
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e1cb5e No.48482
| Rolled 5, 86, 39 = 130 (3d100) |
>>48466
>>48466
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.
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.
Core Fleet Stats: 3 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Improved Rail guns 1d10+off dc 50 to hit
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (9Water, 9Fuel, 5 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 10Fuel)
Science ship: Forge New Wonders; 0,5,3
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Improve Mobility
Science ship: Forge New Wonders, Research agreement from The Altair Exploration Fleet (10 Mobility)
2. Improve Offense
Science ship: Forge New Wonders, Research Agreement from Third Hegemony of Kar (9 Offense)
3. Improve on the recently traded kinetic weapons
Science ship: Forge New Wonders, Solid Like Stone
"The Khazan in their short time as part of the fleet have made numerous deals. Khazan Engineers are in a frenzy of activity as some are learning from the enigmatic Altair, whose tech priests reveal to them secrets that they have recovered and preserved, Giving the names of those who recovered and integrated this technology. Then there are the Vor whose Zealousness and ferocity have made quite the impression on their guests. Many hours had been spent on not just understanding the Vor's weapons, but also on the war doctrines that utilize them. And it is an understatement to say that the Karites have many doctrines. Finally, back on the ship the remaining engineers were working on a prototype of a weapon based on designs claiming to be of Vulkari origin… Despite the fact that it appears to be the same Galthorian designs that the Kar were originally interested in. Not looking at the gift horse in the mouth however, they get back to work. At least the Karites will be satisfied no matter what the Khazan add to it?
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d9d667 No.48526
| Rolled 6 (1d6) |
>>48477
From the Dust we were born, On the Dust we trod, and to the Dust we return in the end.
The Fire of greatness rises and turns all those who do not bow before it to ash, to be trod upon into Dust by the heels of it's bearers.
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d9d667 No.48527
| Rolled 8, 8, 1 = 17 (3d12) |
>>48526
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d9d667 No.48528
| Rolled 3, 8, 10 = 21 (3d11) |
>>48526
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d9d667 No.48530
| Rolled 4, 2, 7 = 13 (3d10) |
>>48526
And even the dust shall serve.
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8c5336 No.48531
>>48482
—Private Comm—
"Come in Last Kharak. We understand you may have some bomber technology salvaged from the Galth world. We would be willing to trade 5 exotic, 10 scrap, 2 water, and 2 fuel for it. If superior to our own."
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e1cb5e No.48532
>>48531
—Private Comm—
You hear a khazan sputter before replying
"W-What!? Where did you hear such a thing!? No matter we will find out ourselves."
*indistinct grumbling about younglings*
"Very well then, we accept your offer. Although I do hope that you keep such claims to yourself in the future, ESPECIALLY in the presence of other nations."
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8c5336 No.48533
>>48532
—Private Comm—
"Of course Khazan Master Craftsman. We apologize for the promptness of the message. May these precious metals sooth any gap between us. Transferring ownership of supplies to the designated Kharak area in the freighters now."
Strips of data put the Kharak owned supplies along the screen.
Material; Fuel:2
Water: 2
Raw Metal: 10
Exotic Metal: 5
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716ba5 No.48564
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 127/383
+ 16 Water
+ 16 Fuel
+ 95 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 5 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 1(5) 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
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716ba5 No.48566
| Rolled 7, 69 = 76 (2d100) |
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 124/383
+ 46 Water
+ 46 Fuel
+ 32 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
Free:
Traded 33 Metals for 30 Water and 36 Fuel.
Give Scruffy 30 Metal and 6 Fuel for the Railguns.
1-2. Obtaining more raw minerals would be of utmost importance considering the rate at whoch the Krajek‘s supplies continued to deteriorate. Progress on constructing new ships had been set back somewhat. The local asteroids would certainly provide.
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8c5336 No.48569
>>48477
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:82 (-1 per turn ) (2 for kharak)
Water: 53 (-1 Per Turn) (2 for kharak)
Raw Metal: 130 (10 for Kharak)
Exotic Metal: 25 (5 for Kharak)
290/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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 1d5 + 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 1d5 + 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.
Stat Post
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8006be No.48570
| Rolled 55, 87 = 142 (2d100) |
>>48465
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 82/225
55 Raw Metals
3 Exotics
18 Fuel -1/turn
6 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
1. Send some of da boys to look for water. We'z run'n low.
2. Sum of da smarterist boyz come togetha for a single purpose: figurin out how to extend their scrap inta more ships.
- Wots dis do?
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639e81 No.48572
| Rolled 57, 89 + 10 = 156 (2d100) |
Nation Name: The Neo Legion of Steel
Race(s): Humans and Cybernetic enhanced humans
History: https://pastebin.com/1pSN1LQK
Core Fleet Stats: 6 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)
5 O, 4 D, 15 M
5 HP
Weapons
1. 3 turret mounted cannons (Railgun)
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.
——————————————————————————————
Resources: 80 Raw Metal, 9 Fuel. 16 Exotic, 11 Water
OOB Actions
1. Build a frigate.
2. mine
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d9d667 No.48579
>>48572
Ok two issues
One unless you had someone carry the excess for you from your previous mining action you don't have that much metal.
Two it takes a dedicated refit to change your ships's core stats. It is not automatic.
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36961a No.48593
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456" [DAMAGED]
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+10 Fuel (-1/T)
+10 Water (-1/T)
Stat Post:
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d7ff30 No.48596
| Rolled 80 (1d100) |
>>48465
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 36
Water: 12
Exotic Metals: 3
1. Well, now you Galthorians must work to earn your keep! You'll be starting with hard labor, as not many of our laborers made it out of the homeworld. The work will be harsh, some of you may not make it to your first promotion, but we on the Board of Directors have full confidence in you abilities!
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36961a No.48599
| Rolled 53, 20 = 73 (2d100) |
>>48593
Free Action: Get the ship repaired
1. Train our ship crews gunnery further by using the asteroid field as target practice.
+10 to gunnery, dogfighting, morale and mobility rolls in battle
2. Offer to recruit certain Galthorian refugee's and provide them military training, we can always use more crew. Or to train existing Galthorian military personel to let them fight better.
+10 to gunnery, dogfighting, morale and mobility rolls in battle
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d7ff30 No.48600
| Rolled 65 (1d100) |
>>48596
Action 2: Mining efforts must be undertaken, begin digging, gentlemen!
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085465 No.48613
| Rolled 72, 86 = 158 (2d100) |
>>48465
Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)
Fluff (Races/History): https://pastebin.com/LwsUiShP
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
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, 200 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]
Cargo Hold: 40x Water, 15x Fuel, 60x Raw metal, 5x Exotic metal
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.
CURRENT PROCLAMATION: Kar desires TRIBUTE! +10 to looting/salvage operations for the glory of Kar. 2 turns remaining, 4 turns cooldown.
The Vor will be buying Improved Rail Guns for 30 raw metal and 3 exotics.
1. Vor scientists on the HKN Hand of Kar are going to begin research on a way to construct a mobile shipyard to extend our expeditionary fleet here. If that is not possible, we shall begin research on more fuel-efficient engines for our present situation's needs.
2. We will also be making use of our ongoing proclamation to mine from the asteroids in the region! We still have storage space available, yes,yes.
+10 from Proclamation
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0d5f0c No.48677
>>48572
>>48579
>>Per Discord I am hauling his extra load for 5% of it
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639e81 No.48704
>>48677
I may be xenophobes, but I'm also not stupid enough to turn down a deal like that.
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639e81 No.48705
Nation Name: The Neo Legion of Steel
Race(s): Humans and Cybernetic enhanced humans
History: https://pastebin.com/1pSN1LQK
Core Fleet Stats: 6 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)
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.
——————————————————————————————
Resources: 80 Raw Metal, 9 Fuel. 16 Exotic, 11 Water
OOB Actions
1. Build a frigate.
2. mine
(Also, fixed stuff)
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d9d667 No.48707
>>48469
+24 raw metal
+3 exotics
7/15 on conservation
>>48472
4/20 on modularization
3/15 on resource saving
4/20 on Focused Lasers
>>48475
+18 raw metal
Combat start, ambush!
>>48477
defense 8 4/18
Ambush!
>>48482
Corvette half mob for 1 turn
Offense 4 4/8
Marksman railguns 3/15
>>48566
+24 raw metal
>>48570
+10 water
4/20 to Storage
>>48572
Frigate will be done at end of the turn (after battle) list offensive weapon and defensive slot
+30 raw metal +15 exotics
>>48593
4/15 to marksman training
Galthorians declined
>>48596
+30 water
+40 raw metal and 4 exotics
>>48613
Impossible to make a shipyard without a shipyard.
4/15 resource efficiency
+40 raw metal +13 Exotics
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d9d667 No.48708
| Rolled 6, 17, 50, 76, 36, 64, 40, 97 = 386 (8d100) |
>>48477
>>48475
"Ma'am,' an Eridian sensor tech started, "seems your hunch was correct, the traitors who stole the Pride of Gaius and it's escort fleet are heading this way."
Legate Farmina Caius smiled. Yes this was very good. Soon word would return to the Strelyatians and they would bring this pirate fleet to heal before more harm could befall the Galaxy. "Send the message home, we will watch and reconnoiter the enemy until they can send ships to bring these rebels and scum to heel."
Thus she he War hero agains the Domovoi retired looking over the many laurels she had won against them, the pirates and [Redacted]. odd she doesn't rember where she got these. As she takes some mild painkillers for the stress headache she had been experiencing of later, Yellow alert flashed. She quickly heads back to the bridge as her XO relays the situation a mining vessel, close, too close for them to evade it's notice. Blast. She has her ship and her allies go hot and prepare to try and silence the ship and it's escort before it can send a report back only to see Eridian Traitor Destroyers that were somehow missed close by too. No hiding now. THe order is given, "Fire."
Khazanites
1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
1 Lighter Carrier “Judge’s Hammer”
1 Offensive, 9 Defensive, 6 Mobility, 23% Shields, 20 hp
Anti-Energy armor
1 Fighter Squad “Hatred’s Due”
Offensive 4 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 35
1 Bomber Squad “Grudge Returned”
Offense 4 Defense 2 Mobility 10 5 hp
Deal 1d4 + offense to enemies against their defense unable to target any ships moving faster than they are dc 45
1 Frigate “Vengeful Beard”
1 Offensive, 8 Defensive, 7 Mobility, 23% Shields, 15 hp
1 Improved Railgun, dc 50 to hit, 1d10 +off damage vs mobility and Defense
-5 Forge Rounds, do not apply direct damage but apply flames and radiation to the hull of the ship Damaging it on hit.
Eridians
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Heavy Cruiser “Stalwart Warrior”
10 Offense, 11 Defense, 6 Mobility, 2 Shields, 45 hp
1 Improved Laser, dc30 to hit, 1d6+off damage vs shields and defense
1 Improved Railgun, dc 50 to hit, 1d10 + off damage vs mobility and defense
1 Streak Missile Array, d40 to hit, 1d8 + off damage vs mobility and Defense
- 2 Radiation Nova missiles, deals no physical damage but deals AOE Radiation to all enemies near to blast radius
AMS array
ECM array
Anti Energy Armor
Shurans
2 Offense, 6 Defense, 7 Mobility, 95% Shields, 20 hp
Destroyer “Collective’s Rebuke”
2 Offense, 4 Defense, 9 Mobility, 95% shields, 20hp
1 Laser, dc 40 to hit, 1d6+offense damage vs shields and defense
1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns,
Shield array
Destroyer “Genius Denied”
2 Offense, 4 Defense, 9 Mobility, 95% shields, 20hp
1 Laser, dc 40 to hit, 1d6+offense damage vs shields and defense
1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
Shield Array
Judge's Hammer launches strike craft
Vengeful Beard fires on Lance of Leviticus
Stalwart warrior fires upon the Fires of Retribution
Collective Rebuke fires upon the Chariot of Mars
Genius denied fires upon the Aex Scarab
Allied ships may attempt to help after this fire phase, simply bid them in and roll a 1d100, likewise the Scarab if still alive may be allowed to retreat on a d100
Chariot of mars, It's strike craft and the Eridian Destroyers are the combat craft on site.
MEANWHILE
The Galthorian Refugee fleet picks up jump signatures, and position for the defense, as 15 Domovoi ships jump out in formation. Nothing heavier than a CA, but still the invaders demand subservience. The comms tech say that the enemy is also attacking the other fleet, but the Galthorians are too far away to help. That said the Domovoi will lose here. The Galthorian admiral prays quickly for his allies and then gives the order o fire. A Gout of Thermal Energy screeches out of the Battleship, bypassing shields and turning the armor of the vessel into a molten ruin as the Galthorian Heavy Thermal Lance fires for the first time and renders an enemy CVL into ash before it can launch it's strikecraft.
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d9d667 No.48709
| Rolled 9, 9 = 18 (2d10) |
>>48708
Railgun and missile hit
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d9d667 No.48710
| Rolled 2 (1d6) |
>>48708
1 laser hits
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d9d667 No.48711
| Rolled 9, 10 = 19 (2d12) |
both ppcs hit
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d9d667 No.48712
>>48709
10 damage on fires of retribution
>>48710
Scarab eats laser
>>48711
No Damage to Chariot of Mars but shields are down.
Scarab takes 3 damage and shields are down.
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5fbaca No.48713
| Rolled 51, 22, 29 = 102 (3d100) |
>>48708
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
—–
All fire on strike craft
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5fbaca No.48714
| Rolled 1, 5 = 6 (2d10) |
>>48713
+4 each
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5fbaca No.48715
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e1cb5e No.48716
| Rolled 81 (1d100) |
>>48708
Corvette: Silent Guardian; 1 Offense, 5 defense, 5 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
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0d5f0c No.48717
| Rolled 6 (1d100) |
>>48708
Needless to say, the moment Eridian ships were located in the system, all ships went on red alert, and when said ship fired upon the scout destroyers, well, the colony ship and supply ship huddled up with the rest of the fleet's civvies and the Pride of Gaius moves to engage. The Legatus's knuckles were white with fury as he clutched his ceremonial Vitis.
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d9d667 No.48718
>>48716
>>48717
Dc for reaction is 60 fyi. otherwise you spend this fire phase wholly just getting into range.
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0d5f0c No.48719
| Rolled 66, 31 = 97 (2d100) |
Both Destroyers move to flank the Stalwart Warrior, the Fire of Retribution engines burning as bright as the holes in her hull.
>Mobility 6
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d9d667 No.48720
| Rolled 91 (1d100) |
>>48719
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0d5f0c No.48721
>>48719
Fire of R first, Lance of L second dice
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0d5f0c No.48722
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e1cb5e No.48723
| Rolled 64, 36, 55, 45 = 200 (4d100) |
>>48708
If there is one thing that history has taught the Khazan is that trying to fight another Khazan is a futile effort that just ends up embarrassing both parties with how little is accomplished. These Shurans on the otherhand seem to be fond of this "advanced technology" that acts as a glorified bug zapper. With how piss poor their metalwork and engineering is. The Khazan's bombs will have a field day taking their ships apart.
1/2. Called shot on the Collective’s Rebuke to destroy shield array.
3/4. The Bomber squadrons target the Collective's Rebuke.
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e1cb5e No.48724
| Rolled 5, 3, 3, 2, 2 = 15 (5d5) |
>>48723
Bomber offense negates their defense
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085465 No.48725
| Rolled 28, 77 = 105 (2d100) |
>>48707
Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)
Fluff (Races/History): https://pastebin.com/LwsUiShP
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
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, 200 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: [Improved Laser] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
Cargo Hold: 38x Water, 15x Fuel, 70x Raw metal, 15x Exotic metal, Storing bird fuel in excess space
Technology: [Improved Lasers, DC 30] [Ship Resource Efficiency 4/15]
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.
CURRENT PROCLAMATION: Kar desires TRIBUTE! +10 to looting/salvage operations for the glory of Kar. 1 turns remaining, 3 turns cooldown.
1/2: The HKN Will of Kar and KHN Sh-Ch-Ni are closing range on the Strelyatian traitors and preparing to fire.
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085465 No.48726
| Rolled 19 (1d100) |
>>48725
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8c5336 No.48727
| Rolled 87 + 50 (1d100) |
>>48708
Mining Ship [6 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scarab hp 12/15, Shield Down*
The sound of Red Alert, the vibration of a hit on the ship. The Captain of the Chariot was quietly grateful to his Eridian allies who were also on site.
"Under fire, Captain, no damage to the Chariot but Scarab has taken a hit and the enemies's strange energy weapon has brought down both our shields. Your orders?"
"Get Scarab out of there, Chariot of Mars will intercept her pursuers. Tell them to bring information back to the fleets, get your shields back online and prepare for the worst."
Scarab attempts to retreat
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8c5336 No.48728
| Rolled 70, 63 = 133 (2d100) |
>>48727
Meanwhile communications to the Bomber Squadrons was complete.
"The Strikecraft will target that destroyer "Genius Denied". That weapon of theirs is dangerous and must be dealt with. Glory to Altair! Commence Stirke!"
1/2 on Destroy Genius Denied, dc 50, Damage 1d5 + off vs Def.
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8c5336 No.48729
| Rolled 1, 2, 2, 2, 2, 2, 4, 1, 4, 4 = 24 (10d5) |
>>48728
Confirmed Hits by both bomber squads, Offensive power overcomes their defense
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8c5336 No.48730
>>48729
"Confirmed kill on Destroyer "Genius Denied" Captain, and we have denied them more then that today."
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d029cf No.48732
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 148/383
+ 46 Water
+ 46 Fuel
+ 56 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
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d029cf No.48733
| Rolled 62 (1d100) |
>>48708
Sending Light Cruisers I, II and III under way to assist.
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36f552 No.48734
| Rolled 39, 9 = 48 (2d100) |
>>48732
- 1 Water
- 4 Fuel
>>48733
Light Cruiser III targets collective rebuke.
1&2. Improved Railguns
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36f552 No.48735
| Rolled 78, 16 = 94 (2d100) |
>>48734
Light Cruiser I and II target Collective rebuke with their improved Railguns.
1&2. Improved Railguns
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36f552 No.48736
| Rolled 10 + 7 (1d10) |
>>48735
Rolling damage for imp railgun
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36f552 No.48737
| Rolled 37, 90 = 127 (2d100) |
>>48735
Lasers from LC I and II on collective Rebuke because fuck em
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36f552 No.48738
| Rolled 3 + 7 (1d6) |
>>48737
Damage for Laser
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36961a No.48741
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+9 Fuel (-1/T)
+9 Water (-1/T)
4/15 to marksman training
Stat Post:
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8c5336 No.48742
>>48738
(If the shields are down from oneman's called shots on the shields then the destroyer is dead White)
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36961a No.48749
| Rolled 42, 87, 76, 35, 30, 28, 56, 7, 69 = 430 (9d100) |
2 Fighter Squadrons attack the Enemy Fighter Squadron
2 Fighter Squadrons attack the Enemy Bomber Squadron
2 Bomber target the Khazan Frigate
HCarrier Laser Targets the Khazan Frigate
HCarrier Laser Targets the Khazan Frigate
LCruiser Laser Targets the Khazan Frigate
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36961a No.48750
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36961a No.48752
>>48749
Hit
Hit
Hit
Hit
Hit
Miss
Hit
Miss
Hit
Rolls incoming
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36961a No.48753
| Rolled 2, 2, 1, 3 = 8 (4d3) |
>>48749
Fighters
+4 Offense
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36961a No.48754
| Rolled 6, 3 = 9 (2d6) |
>>48753
Actually I keep forgetting that fighters don't roll. Just take the first roll for the 1 Bomber hit.
Rolling lasers
H-Carrier Laser +10 Offense
L-Cruiser Laser +9 Offense
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36961a No.48755
>>48752
>>48754
Also I forget but if Bomber DC is 50 then ignore bomber rolls
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8c5336 No.48756
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36961a No.48760
| Rolled 87 (1d100) |
>>48741
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d9d667 No.48761
>>48708
Khazanites
1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
1 Lighter Carrier “Judge’s Hammer”
1 Offensive, 9 Defensive, 6 Mobility, 23% Shields, 20 hp
Anti-Energy armor
1 Fighter Squad “Hatred’s Due”
Offensive 4 Defense 0 Mobility 15 3 hp
They deal offense damage against their defense to target on dc 35
1 Bomber Squad “Grudge Returned”
Offense 4 Defense 2 Mobility 10 5 hp
Deal 1d4 + offense to enemies against their defense unable to target any ships moving faster than they are dc 45
1 Frigate “Vengeful Beard”
1 Offensive, 8 Defensive, 7 Mobility, 23% Shields, 8/15 hp
1 Improved Railgun, dc 50 to hit, 1d10 +off damage vs mobility and Defense
Energy armor
-5 Forge Rounds, do not apply direct damage but apply flames and radiation to the hull of the ship Damaging it on hit.
Eridians
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Heavy Cruiser “Stalwart Warrior”
10 Offense, 11 Defense, 6 Mobility, 2 Shields, 45 hp
1 Improved Laser, dc30 to hit, 1d6+off damage vs shields and defense
1 Improved Railgun, dc 50 to hit, 1d10 + off damage vs mobility and defense
1 Streak Missile Array, d40 to hit, 1d8 + off damage vs mobility and Defense
- 2 Radiation Nova missiles, deals no physical damage but deals AOE Radiation to all enemies near to blast radius
AMS array
ECM array
Anti Energy Armor
Shurans
2 Offense, 6 Defense, 7 Mobility, 95% Shields, 20 hp
Destroyer “Collective’s Rebuke”
2 Offense, 4 Defense, 9 Mobility, 95% shields, 1/20hp
1 Laser, dc 40 to hit, 1d6+offense damage vs shields and defense
1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns,
Shield array
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d9d667 No.48762
| Rolled 93, 74, 34, 63, 15, 84, 80, 47, 5, 46 = 541 (10d100) |
>>48749
>>48761
Rolling dogfight against Bazrael's fighters
1-5Hatred's Due
6-10Grudge Returned
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36961a No.48764
| Rolled 50, 98, 8, 88, 99, 14, 24, 88, 79, 96, 89, 50, 18, 91, 18, 30, 37, 40, 8, 35 = 1060 (20d100) |
>>48762
https://www.youtube.com/watch?v=v1TowvCSIVA
"Finger five formation, cover your wingman, and engage!"
1-5 ME 794 Valkyrie Squadron "Brunhilde"
2-10 ME 794 Valkyrie Squadron "Hilda"
11-15 ME 794 Valkyrie Squadron "Gertrude"
16-20 ME 794 Valkyrie Squadron "Olga"
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639e81 No.48766
>>48764
"This is the NLoS First Striker contacting the Free Corp, we are detecting weapons fire, what's going on?"
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36961a No.48767
>>48766
"Contact. We have been engaged by hostile enemy vessels and are responding in force. The enemy is here!"
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d9d667 No.48768
>>48762
I would show maths, but yeah you pretty much ruined them due to numbers bonuses.
You lost a fighter in Brunhilde and Hilda, not destroyed but essentially crippled and not able to fight any longer.
Squad Hilda hits Veteran Rank.
Good job neutering the Carrier.
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639e81 No.48769
>>48767
"Say again, what enemy? More pirates?"
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8006be No.48770
| Rolled 55 (1d100) |
Aint no one going to get all dat gud loot without us! Get us inta weapon range.
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3e9cb8 No.48771
| Rolled 98 (1d100) |
The Shura hold some responsibility here, and will contribute to the fight. Rolling to get destroyer into range.
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36961a No.48772
>>48769
"Get me a visual, dammit!"
". . .my Mars, they look just like Khazan fighters!
They have engaged us as hostiles. Perhaps they are defectors to the Invaders?"
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085465 No.48773
| Rolled 80 (1d100) |
>>48761
Rolling to close with the will of kar
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085465 No.48774
| Rolled 39, 46 = 85 (2d100) |
>>48773
Rolling to be able to fire
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639e81 No.48775
| Rolled 87 (1d100) |
>>48772
"Khazan? Hmm, well, we've picked up transmissions that you guys wish to retake the vessel. We've got orders to assist. The First Striker and 200 Legionary marines are arriving to assist."
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639e81 No.48776
| Rolled 40 (1d100) |
"Get the railguns on target, aim for the engines of the khazan vessel"
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3e9cb8 No.48777
| Rolled 95, 97 = 192 (2d100) |
>>48771
Arriving at the battle, they see their former compatriots fighting against their new allies. They prepare their weapons, aiming to disable the engines of the enemy Shura destroyer with their railgun, and the engines of the enemy Khazan frigate with their laser
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3e9cb8 No.48779
| Rolled 10 + 2 (1d10) |
>>48777
Railgun
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3e9cb8 No.48780
| Rolled 1 + 2 (1d6) |
>>48777
Laser
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5fbaca No.48782
| Rolled 100 (1d100) |
>>48761
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
—–
Move in
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5fbaca No.48783
| Rolled 5, 8, 57 = 70 (3d100) |
>>48782
Pew Pew Pew at Stalwart Warrior engines
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d9d667 No.48784
Khazanites
1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
1 Lighter Carrier “Judge’s Hammer”
1 Offensive, 9 Defensive, 6 Mobility, 23% Shields, 20 hp
Anti-Energy armor
1 Frigate “Vengeful Beard”
1 Offensive, 8 Defensive, 7 Mobility, 23% Shields, 8/15 hp
1 Improved Railgun, dc 50 to hit, 1d10 +off damage vs mobility and Defense
Energy armor
-5 Forge Rounds, do not apply direct damage but apply flames and radiation to the hull of the ship Damaging it on hit.
Eridians
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Heavy Cruiser “Stalwart Warrior”
10 Offense, 11 Defense, 6 Mobility, 2 Shields, 45 hp
1 Improved Laser, dc30 to hit, 1d6+off damage vs shields and defense
1 Improved Railgun, dc 50 to hit, 1d10 + off damage vs mobility and defense
1 Streak Missile Array, d40 to hit, 1d8 + off damage vs mobility and Defense
- 2 Radiation Nova missiles, deals no physical damage but deals AOE Radiation to all enemies near to blast radius
AMS array
ECM array
Anti Energy Armor
Shurans
2 Offense, 6 Defense, 7 Mobility, 95% Shields, 20 hp
Destroyer “Collective’s Rebuke”
2 Offense, 4 Defense, 0 Mobility, 95% shields, 1/20hp
1 Laser, dc 40 to hit, 1d6+offense damage vs shields and defense
1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns,
Shield array
Legate Farmina Caius was in over her head, moreover she knew it. The attack was forced too early, but her force had done some vicious damage to the pirate scum, they return fire was unexpectedly apocalyptic though, over a dozen ships had responded quickly, while most had missed or only done passing damge, tehs trikecraft swarms ha d quickly ripped the Khazan Screens apart and crippled the Shuran Destroyer and left another as a hulk rolling in space, worse ships she had no familiarity with had come up on her flank out of nowhere and took shots at her engines. Thankfully they missed but this battle was heading south quickly, just like Gavin reach where the Eridians had their flanks collapsed by {REDACTED]
First d100 Farmina's Will.
2nd d100 Judge's hammer attempt to disengage
3rd d100 Vengeful beard fires on the Lance of Leviticus with Forge Rounds.
4th Roll Shurans try to get their engines working
Other rolls pending 1st's result
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d9d667 No.48785
| Rolled 44, 75, 9, 62 = 190 (4d100) |
>>48784
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d9d667 No.48786
| Rolled 69 (1d100) |
>>48784
>>48785
Pay no Attention to this die
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d9d667 No.48787
| Rolled 58 (1d100) |
>>48786
Final mystery Roll
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d9d667 No.48789
| Rolled 83 (1d100) |
>>48786
>>48785
>>48787
Fond memories of a man flooded her mind. Memories of a man loyal to ERidia who was slated to command the very Eridian Dreadnought now bearing down on her. Then she ehard one of the intercepted communications, that was HIS voice. He couldn't be a traitor what was going o…..
Suddenly the Legate collapsed and blood ran out from her eyes and ears. Her XO screamed for medical and for the Helmsman to get them the fuck out of there best speed.
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5fbaca No.48790
| Rolled 50, 95, 97 = 242 (3d100) |
>>48789
Pew Pew Pew
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5fbaca No.48791
| Rolled 6, 4 = 10 (2d6) |
>>48790
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d7ff30 No.48792
| Rolled 51, 77 = 128 (2d100) |
>>48596
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 36
Water: 41
Exotic Metals: 7
Raw Metal: 39
1. We must continue working the Galthorians, even if they begin to die.
2. Draft a few of them into the military and send them to crew the "Growth" and the "Profit" hopefully this action will take some pressure off the main colony ship.
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d9d667 No.48796
>>48791
Very quickly things go sideways, with the legate of the ship collapsing, and the XO's hasty request to run, the Stalwart Warrior was crippled via precise laser fire from the flanking ships. While it engines were not destroyed, running was clearly no longer an option.
The Khazan Carrier already farther back than the rest had fled entirely, into the asteroid fields where no one was stupid enough to follow.
The Shuran ship was still crippled, while they had started trying to repair the ship, the work was slow going at best.
The Vengeful beard's shots missed entirely, the rounds simply flying off into deep space.
Khazanites
1 Offensive, 10 Defensive, 5 Mobility, 23% Shields
1 Frigate “Vengeful Beard”
1 Offensive, 8 Defensive, 7 Mobility, 23% Shields, 8/15 hp
1 Improved Railgun, dc 50 to hit, 1d10 +off damage vs mobility and Defense
Energy armor
-4 Forge Rounds, do not apply direct damage but apply flames and radiation to the hull of the ship Damaging it on hit.
Eridians
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Heavy Cruiser “Stalwart Warrior”
10 Offense, 11 Defense, 1 Mobility, 2 Shields, 45 hp (Movement slowed greatly)
1 Improved Laser, dc30 to hit, 1d6+off damage vs shields and defense
1 Improved Railgun, dc 50 to hit, 1d10 + off damage vs mobility and defense
1 Streak Missile Array, d40 to hit, 1d8 + off damage vs mobility and Defense
- 2 Radiation Nova missiles, deals no physical damage but deals AOE Radiation to all enemies near to blast radius
AMS array
ECM array
Anti Energy Armor
Shurans
2 Offense, 6 Defense, 7 Mobility, 95% Shields, 20 hp
Destroyer “Collective’s Rebuke”
2 Offense, 4 Defense, 0 Mobility, 95% shields, 1/20hp (CRIPPLED)
1 Laser, dc 40 to hit, 1d6+offense damage vs shields and defense
1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns,
Shield array
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3e9cb8 No.48797
| Rolled 18 (1d100) |
>>48796
The Shurans board the disabled enemy Shuran ship to secure it
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5fbaca No.48798
| Rolled 44 (1d100) |
>>48796
The Frigate Decay of Morality shall move to deploy Marines to board the Stalwart Warrior. The Heavy Bio-Suited Marines shall smash any defenses spewing out toxic gas, filter eroding nano-bots and heavy laser fire.
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0d5f0c No.48800
>>48799
1. Boarding PoG
2. Boarding LoL
3/4. Railguns (hit on >49)
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0d5f0c No.48801
| Rolled 6 + 10 (1d10) |
>>48800
1. Railgun damage (+10)
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639e81 No.48802
"All boarding frigates, Stand back and wait until orders are given."
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e1cb5e No.48803
| Rolled 52, 20, 54 = 126 (3d100) |
>>48796
1. The Grudge bearers of Khazan will show these limp-wristed ninnies of Collective's Rebuke what they do to those who insult their honor by consorting with the ultimate enemy.
2/3. The Silent guardian will fire its missiles at the engines of the vengeful beard.
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8006be No.48804
| Rolled 19, 6, 67 = 92 (3d100) |
>>48796
Missing the space foit da boys still go for all da loot dey can get by help'n da zappy buggas (Shurans) wit der otha zappy buggas. The Light cruiser goes ta hunt'n da ship still in da foit, aiming for der thrustas.
1. Destroyer is boarding the Collective's Rebuke
2. Laser shoots, targeting the Vengeful Beard's thrusters
3. Railgun also shoots for the Vengeful Beard's thrusters.
ECM is also giving -10
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639e81 No.48806
| Rolled 31 + 10 (1d100) |
"Open fire on the Khazan frigates engines. Again."
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8c5336 No.48807
| Rolled 18, 9 = 27 (2d100) |
>>48796
Bomber Squadrons on the Frigate
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5fbaca No.48808
| Rolled 91 (1d100) |
>>48796
Pew Pew the Frigate
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5fbaca No.48809
| Rolled 51 (1d100) |
>>48808
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5fbaca No.48810
| Rolled 1, 2 = 3 (2d6) |
>>48808
>>48809
+4 each
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36961a No.48811
| Rolled 44, 32, 73, 4, 44, 41, 38, 76, 13 = 365 (9d100) |
"Concentrate all fire on that frigate's engines NOW."
Calling shot on the Frigate Engines, by . . .everything.
2 Fighter Squadrons pinpoint the Frigate Engines
2 Fighter Squadrons pinpoint the Frigate Engines
2 Bomber pinpoint the Frigate Engines
HCarrier Laser pinpoint the Frigate Engines
HCarrier Laser pinpoint the Frigate Engines
LCruiser Laser pinpoint the Frigate Engines
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36961a No.48812
| Rolled 1, 1 = 2 (2d3) |
>>48811
Hit
Hit
Hit
Miss
Hit
Hit
Hit
Hit
Miss
Rolling Bombers +4 Offense
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36961a No.48813
>>48812
Forgot DC is different for called shots
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36961a No.48814
| Rolled 1 (1d6) |
>>48811
Rolling for 1 H-Carrier Laser
+10 Offense
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36961a No.48815
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085465 No.48827
| Rolled 77, 69 = 146 (2d100) |
>>48784
The Will of Kar fires its supporting railgun array alongisde the Sh-Ch-Ni's laser systems at the Vengeful Beard to disable its engines.
[Railgun, DC 60+10] [Improved Laser, DC 30+10]
The Will of Kar's principal railgun system and both missile arrays hold so as not to cause excessive damage to potentially captureable ships.
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085465 No.48828
| Rolled 7 (1d10) |
>>48827
I believe both of these broadsides hit, so rolling damage.
RAILGUN DAMAGE:
Roll + 9
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085465 No.48829
| Rolled 2 (1d6) |
>>48828
LASER DAMAGE:
Roll + 8
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085465 No.48830
| Rolled 4, 72 = 76 (2d100) |
>>48827
>>48828
>>48829
If disabled, the Will of Kar prepares boarding squads against the Vengeful Beard for imminent boarding action.
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085465 No.48831
| Rolled 100 (1d100) |
>>48827
DC is actually a flat 80 so the Will of Kar will be firing its principal railgun system at the Vengeful Beard while both ships launch missile broadsides.
[Heavy Railgun, DC 80] [Missile Launcher Array] [Missile Launcher Array]
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085465 No.48832
| Rolled 100, 82 = 182 (2d100) |
>>48831
Meant to say 'targeting their engines. Heavy railgun hits, missile rolls.
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085465 No.48833
| Rolled 5, 6 = 11 (2d10) |
>>48831
>>48832
Missiles need another turn, heavy railgun damage roll.
ROLL + 18
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d9d667 No.48885
The Vor's entrance into the combat is thunderous and bloody as the heavy railgun of the Dreadnought breaks the frigate in two with one shot.
Afterwards the fleet maneuvers to board the stricken enemy ships. The Shuran destroyer rebuffs it brother Shurans and the stilsar marines with some great effort. Howeer the Khazan marines, stalwart and unbreakable, march upwards and capture the bridge, even thought they by necessity killed most of the crew.
Things on the Stalwart warrior are not so easily dealt with though. The Benevelotn ones board and manage to make a beachhead at great cost to themselves, they bio weapons of little use on Eridian ships, even ones loyal to the Strelyantians. The Avarisian marines are gunned down en masse trying to progress the plague and the air scrubbers force the circulation to contain the weapon to a small section of the ship. The bulk Stalwart Warrior's marine compliment was directed towads the boarding Pride of Gaius, and as the boarding doors open marines from the dreadnought were slaughtered in doves as the boarding craft were attacked and cleared out, killing everyone aboard.
This was unfortunate but allowed the boarding compliment of the Lance of Leviticus to slip into the ship with minimal resistance and find the missile arrays, shutting them down. The ships bringing the marines leaving to bring more.
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e1cb5e No.48886
| Rolled 71, 44 = 115 (2d100) |
>>48885
1/2. With The missiles confirmed to be deactivated the Khazan swiftly moved to assist the Eridians in retaking their ship back. Seeing how well entrenched they are (for a non-khazan), the marines work as siege breakers so that their Eridian allies can push past their defenses and take key points.
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0d5f0c No.48887
| Rolled 26, 61 = 87 (2d100) |
>>48885
1. PoG Boarding
2. LoL Boarding
The Boarding operations continue, the Eridians being stubborn if nothing else. One of them would break first, and by the stars above, it would be the Traitors.
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3df389 No.48891
| Rolled 87 (1d100) |
>>48885
Pew pew pew
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5fbaca No.48894
YouTube embed. Click thumbnail to play. >>48891
>>48885
—–Boarding Party: Human Rush ChatLog——
<0verlord69> lol first wave got pwned
<Claw_of_Rage> stfu these humans are harder to kill then it looks
<Higher_Claw> Yeah man, they don't go down till you destroy their heads
<0verlord69> u eggs r just bad, ur mum was a human lol
<EggHunta782> lol these fags can't handle the bants
<Adminstrator> The next wave is being deployed, raid group two prepare for deployment.
<0verlord69> lets go fags
<EggHunta782> BOOYAH
<born2kill> tfw no gf but time to kill humans
———-
The second wave deploys with lither auto-suits specialized for shields, speed and slicing.
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5fbaca No.48895
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8c5336 No.48926
| Rolled 73 (1d100) |
>>48885
With the nova bombs shut down The Altairians are ready to put their own men into the fore and board the Stalwart. A steady methodical advance of heavy power armors and dense particle personal shields at the front ready to open a hole. Many Culters, the more light armored and faster troops, are behind the tall and heavily armed Vanguard. Waiting for their opening volley to signal an overwhelming charge by the Culters.
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0d5f0c No.48940
| Rolled 34 (1d100) |
>>48885
>>48887
1. Going all out the FoR joins the boarding as well, their own soldiers looking to repay the "Eridians" Aboard for their friends deaths in the opening volley of the battle.
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639e81 No.48965
| Rolled 82 (1d100) |
"Ready insertion pods, we're going in. Rifles? Check. Grenades? Check. Pods deployed"
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639e81 No.48966
"This is marine squad Aquila, we've got contact, 10 count."
"MARINE SQUAD REX, WE DROPPED IN THE FUCKING BARRACKS, WE NEED FUCKING SUPPORT NOW!"
"Marine squad mammoth, We've been engaged."
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d9d667 No.48971
With the sheer mass of Boarders now falling into the ship resistance crumbles, The Eridans having too few numbers and attacked on too many fronts to hold them all. While the Benevolent ones and Neo legion forces make great headway forcing defenders to mount a rally and try to stop them, the Marine compliment of he Lance of Longius skip straight through the defense mimicking the traitors and walking through their defenses to the bridge nearly unopposed. once there they storm it in short order and order a mass stand down. While a few crewmen try to fight back they are shot in short order. The ship is captured and defenders subdued.
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8c5336 No.48973
| Rolled 94 (1d100) |
>>48926
The Mining Ship scarab returns from the edge of the battlefield and starts cutting the remains of the Destroy "Collective's Rebuke into manageable pieces, taking care to try and gather the PPC pieces more or less intact.
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145d8a No.48974
With the ship secured, the Shurans thank the Stilsar and the Khazan in particular for their help during the boarding phase. Head Councilman Hitond assures the two of them that as compensation, they will be gifted the method for replicating the new weapon onboard this ship as soon as the Shurans themselves manage to work it out. However the ship is in extreme disrepair from the battle, and must be fixed immediately if they intend to take it anywhere. On that note, they start to talk about who can potentially be made a deal with to fix this ship and fast.
Besides that, there was the issue of the enemy Shura. They fought tenaciously even when pinned down, a trait seldom seen in our people. The surviving captives are questioned, asked about the events that led them to this point. While rehabilitation may be wishful thinking, any unearthed truth can make for a boon.
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e1cb5e No.48975
>>48974
The khazan are willing to take up that contract, citing their long history of craftsmanship and examples of their work for even other species' ships.
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8c5336 No.48976
>>48926
Meanwhile aboard the Stalwart Warrior, the Altairians had brought equipment necessary to neutralize or disable a radiation weapon. Fortunately it was not needed as the methods are not guaranteed even with familiar radiation weapons. This group went to inspect the Nova Missiles and determine the aspects of the eridian nova missile; radiation frequency, construction, fuel used, chain reaction used to bring about detonation, delivery systems etc.
Meanwhile an Altairian qualified and invested with the knowledge of the Diplomatic Factor and the Factor of the Mind was one such Vanguard on from the Chariot of Mars. He had experience in dealing with other races from the time between leaving Altair and reaching the Exodus fleets, even more experience had been gained with the multitude of deals they had engaged in with various fleets. His other specialty was in understanding the process of the mind itself and its processes, or the perversion of those processes that were apparent in the officer they had captured. His mind was clearly tampered with and he was almost entirely catatonic from the trauma of his current predicament. Scans performed on his brain and body to see if there were manifestations visible in a nearly pure human with few if any cybernetic modifications. Questioning were asked in order to determine his age, sex, rank, years in the military, his status as a prisoner of war etc. He would continue to be questioned, brought to different parts of the ships that they had broken through and used for the Altairian boarding path. They would ask him what the meaning was of its construction and placements of turrets, doors, cover, lack of cover and numerous other details about the layout of the ship and how it compared to other ships. His physical responses, his neural responses, and his vocal responses were recorded and the questions continued.
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0d5f0c No.48977
| Rolled 12 (1d100) |
>>48971
A message is sent out to all ships who aided in the combat and boarding efforts of the Stalwart Warrior.
"This is Legatus Talmudius, we have claimed the Stalwart Warrior from the treacherous Strelyantians slaves. We thank all of you who aided us in this task, and to all of those who lost their lives in this endeavor, you will always be heroes to the Hegemony. This marks the turning point, from where we truly gain a chance to win this war. We have enemy vessels, their crew, and from them we can truly learn who we are fighting, and how to win. All of you who aided us on this day shall be rewarded for your efforts, for in unity we are strong! Talmudius out."
With the Comm call ended, he signaled for the Enemy Captain, still comotose, to be taken away in chains to the most secure brig of the Pride of Gaius, along with many other prisoners taken. Those who resisted would be shot. Along with this, he radioed for repair teams, even from the colony ship if necessary, to arrive and repair the Stalwart Warrior, which would now be known as The Blade of Baal . The ship would have to ready as soon as possible, with the entire resources of the fleet devoted to repairing it.
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d9d667 No.48980
>>48974
The few Shurans captives call their fellow Shurans secret mongers and hoarders, calling them destroyers of knowledge to empower themselves and diminish the rest. When questioned more thoroughly some Shurans start foaming at the mouth of bleeding from the ears when irregularities are noted in their story.
>>48976
The Centurion captured by the Altairian seems to respond much like the Shurans did, when the abnormalities and irregularities in his story came to the for he reported a headaches then start bleeding from the eyes. Going catatonic.
>>48977
The stalwart warrior had taken an internal beating, blood of a half dozen races was stuck all over it's halls and many parts of the ship were either broken or in severe disrepair after all the fighting.. The ship now a floating ruin in space after all the abuse inside and out it took. Thankfully the brigs and medical bays are mostly untouched. Many of the traitorous Eridians are thrown into the brigs pending future actions.
Meanwhile Legate Talmundius heads to the med bay outside the Newly renamemd Blade ofBaals burdge. There he finds something he both wished to see and never see ever again. Legate Farmina, decorated war heroine, brave Ship captain, seasoned warrior and his former love, laid out onto a bed. She looking so frail lying like that, like an empty doll with her strings cut. Her doctor a traitor Eridian but one who raised no violence to anyone, explaining, albeit grudgingly , that she had some sort of episode on the bridge and passed out.
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145d8a No.48981
>>48980
Rather than further press the matter and put them beyond help, Head Councilman Hitond has the captives held in a containment center on the colony ship. There, they are encouraged to freely share all of their thoughts, write them out constantly in logs, and pursue knowledge of their own inner workings at this time. The Shuran's electroreceptivity allows them to monitor brain function, so these captives will be thoroughly examined in the hopes that they can eventually be put back to normal. To that end, the most important matter for them now is to be content and refrain from violence. While they will try to lead the captives to decide as much on their own, they don't take any chances, and the containment center is made to be too secure for them to try anything regardless.
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2d877d No.48982
>>48980
Begin harvesting the brains of the prisoners taken and move their bodies on to the colony ships for liquidation.
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0d5f0c No.48983
>>48980
"Thank you doctor. Now please, for your own sake, join your compatriots in the brig."
The doctor was escorted out under his own volition, and much like the other command staff, separated. Having A moment to himself, the Legatus removed his helmet, full of stale air from his experience in the boarding. He looked down upon the form of the Farmina, distant Farmina. In a separate life, they would have had a farm together on some agri-world, but the call of honor and war were too much for the both of them. His guards posted near the door tensed as he reached his gloved hand towards her own.
"This was a far worse fate then any I could have imagined for you Farmina, far, far worse." Removing his hand and placing his helmet back on, the Legatus left the room, motioning for his guard to follow. Proper medical staff would be brought over from the fleet, treating their prisoners, and beginning research on how to erase the what those Strel bastards had done to these people… To his Farmina. The power helmet concealed his face, but underneath the layered metal and polyfiber weave, Augustus's angered rendered his olive face redder then the Sun of Eridnus Prime. They will pay, They will all pay…
Elsewhere on the ship, soldiers continued their task, routine sweeps were made for holdouts, traps, and bodies. Engineers, and oddly enough, janitors (poor, poor janitors) began their monumental tasks of fixing the ship and cleaning hundred of carcasses and thousands of bits of them respectively; The soldiers didn't know who to pity more. A look at the ships logs, or in some cases, the faces of the dead, lead many a man to discover a former comrade, or a cousin or brother amongst the dead. Truly this was a terrible battle, but it awoke in something the Eridians had not felt since the shattering of Eridnus Prime over 2 years ago. Anger, hatred, and oddly enough, hope. Anger at the fact that they had had to slaughter their, hatred for the enemy who had forced brother to fight brother, but most of all, hope that they could win.
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0d5f0c No.48984
>>48982
To aid in the Birds efforts, they own corpses were returned sans brains and uploading tech. A gift given is a gift received.
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2d877d No.48985
>>48982
A slight miscommunication has be had, seems we are simply taking our part of the prisoners for later interrogation on our ships.
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0d5f0c No.48986
>>48985
Said Aviary brains are returned, on ice, and with a new Eridian episodic drama uploaded to their brains. "The Horror From the Tree; A Fucking Leaf."
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8c5336 No.48987
>>48980
An extensive surgery is planned for removing his brain, involving cutting it out and putting it into a "metal box" used for making Scrabouillors (aka servo skulls) and seeing if by stimulating and isolation certain parts of the brain we can determine what is pure and what is corrupted or if the strel perversion of his mind can be circumnavigated by denying it certain areas of the brain by low strength electric pulses or stimuli of the body. The body would be kept alive in a stasis pod that should allow for reattachment, somewhat more difficult with the eridian biology being slightly different then our own.
>>48983
A medical officer is brought in to consult on the planned surgery. Several experts explain that it should not leave lingering bodily or mental harm but it is a surgery and risks are inherent in any complex operation. It would grant clues to the nature and possible reversal of the Strehl mental corruption evident in their mental processes, and with your permission we would proceed immediately.
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0d5f0c No.48988
>>48987
The Eridians refuse to allow one of their own, even if he is a traitor, to suffer such a fate. The dead could be experimented upon as you wish, but this man was still alive. A much more progressive pathway for finding the source of Strehl mindshaping would be to examine the subjects brains, scans first. From there a surgical action plan could be formed, and maybe we could examine his actual memories, see what the Strehl had changed, and why when clashing with reality, the subjects experienced a massive hemorrhage enter a catatonic state.
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8c5336 No.48989
>>48988
Scans were of course performed and all activity monitored as the questioning continued but it was plain that more invasive measures were needed. But we respect the Eridian choice of instead using dying eridians who are beyond the help of medicine for the Scrabouillors procedure. We would perform the operation on such individuals. Beginning the questions sometimes before and sometimes after with their reactions monitored closely with more direct brain scans. Many would not survive the pre-operation questioning, some would not survive the post-operation questioning. Plasma harvested from the dead could be used for other stronger patients to maintain their life long enough to provide results. Eventually they would achieve success and stable Eridian Scrabs were created. They could answer some questions and proved resilient to trauma where others had succumbed to the corruption. Perhaps the near death experience had a hand in this? We would probe deeply now, and see what questions they would answer, could answer, and what they wanted to ask.
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8c5336 No.48990
>>48981
The Altairians, successful in their Eridian Scrabouillors procedure are hoping for access to the dying shurians from the Destroyer 'Collective's Rebuke' which had ambushed the Chariot of Maris and the Altairian Mining Ship Scarab. They feel confident that there is unique potential in attempting Shurian Scrabs. Down the line there might also be clues to be gained from interaction between the corrupted Shurians and the corrupting Eridians and seeing if they can recognize one another before and after the Scrabouillors procedure. We suspect that the procedure should wipe out recognition and leave them favorable to questioning and ordering but experimentation becomes experience, becomes practice etc. etc. We will make use of the results one way or another.
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145d8a No.48991
>>48990
The Shura wish to keep a good number of the dying for their own observation, but see the merit in the Altairians' procedure, and relinquish a few to be used for such.
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8c5336 No.48992
>>48991
With the Shura's permission we create a communications link for a medical consultant that will help smooth out the wrinkles of the operation. It will be difficult, but with their help and the Shurian natural affinity for technology we may be able to salvage the few they have sent into our care. We shall create the Shurian Scrabs and see what they have to say after the operation only, no need to risk the few Shurian patients we have. I suspect they will be potentially valuable for a number of reasons. Let us pray for success.
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17351f No.49014
NLoS marines take their fill of battlefield trophies: Helmets, weapons, one marine even convincing his CO to let him keep a severed head, fucking weirdo…
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d9d667 No.49030
The battle is won, although only because of a ludicrously fast response by all the disparate factions involved.Still what was found in the ships of the attackers was seriously unnerving, Several fleet member races bent to the will of the Strelyatians. The Shura, the Khazan and the Eridians, all molded into shadows of themselves to hunt their kin.
The lead Cruiser and one of the Destroyers have been captured, and returned to the hands of the races who built them. They still bear new and unusual weapons and specialty ammunitions. Regards of conquerors, or devices made by their own hands turned to alien goals? Regardless both ships are ruined and need heavy repairs. The wreckages of other fleets can be divvied up as they wish. As everyone prepares to leave.
For the Strelyatians are coming, or their catspaws. Either way the Stalwart warrior now Blade of Baal sent a message out to them, and a response force is no doubt on the way. Even if that was not the case, with Domovoi picket light strike fleet sent running via Emergency jump, they would follow too.
The Galthorians claim the remains of their kills as everyone prepares to spool up for a jump once again.
Takes 1 raw metal per 3 hp to heal
Ships under 50% need a shipyard to heal in one turn.
>System name: Zx-145
>Allegiance: None
>System has ??? available
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
New Projects(acquire the parts from salvage in order to examine them)
PPC
Nova missiles
Forge Rounds
Streak Missile Array
New Projects (Issues shown from battle that may be mitigated with tech)
Hardened Engines
Hardened Weapon Ports
Internal Security Guns
Breech Boarding shuttles
Communication Dampers
Improved Sensors
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e1cb5e No.49031
—–Private Communications—-
Hail Barum Zinlaz! This is Khagan Guzukh Dolekugog. We wish to congratulate you on your victory against the Domovoi and hope that victory shall always be as swift and decisive as it was now. After our own battle we have come to the realization that it will take far too long to process everything that has been gained by ourselves and so we have set about recruiting other nations to join in a science network. Our first project is to fully unravel and hopefully reverse the indoctrination their people have went through. Naturally this should be of interest to everyone as this would be the first step to ensuring immunity to future Strel infiltration. As you have the greatest amount of science ships it would be a great boon if you were the join the Dorok-u-Sarkhuh group.
——————————————
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2d877d No.49032
| Rolled 50, 59, 94 = 203 (3d100) |
>>49030
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 24 -1/t
Fuel: 46 +10/t -1/t
Research:
Improved Laser
Improved Railgun
—-
1. 4/20 Modularization
2. 3/15 Resource saving
3. 4/20 Focused Lasers
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e1cb5e No.49033
| Rolled 71, 22, 91 = 184 (3d100) |
>>49030
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.
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.
Core Fleet Stats: 3 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Improved Rail guns 1d10+off dc 50 to hit
Projects:
Offense 4 4/8
Marksman railguns 3/15
PPC
Nova missiles
Forge Rounds
Streak Missile Array
Hardened Engines
Hardened Weapon Ports
Internal Security Guns
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak
The Shuran Collective
The Altair Exploration Fleet
The Eridian Hegemony
The Stilsar Remnant
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (8Water, 6Fuel, 5 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 10Fuel)
Science ship: Forge New Wonders; 0,5,3
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Scavenge the Khazan Frigate
Solid Like Stone
2. Finish Offense 4 4/8
Science ship: Forge New Wonders, Research Agreement from Third Hegemony of Kar (9 Offense)
3. Work on the Marksman railguns 3/15
Science ship: Forge New Wonders, Solid Like Stone
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d9d667 No.49038
>>49031
"While we respect the spirit in which you asked, we cannot do so. As we are working with Domovoi scrap and will be departing soon anyways, such actions could lead to disaster for us and you as well."
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e1cb5e No.49039
>>49033
forgot that offense progress was actually at 5/8 and marksman was at 4/15
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0d5f0c No.49040
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d7ff30 No.49041
| Rolled 7, 24 = 31 (2d100) |
>>49030
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 36
Water: 41
Exotic Metals: 7
Raw Metal: 39
1. We must continue working the Galthorians, even if they begin to die.
2. Draft a few of them into the military and send them to crew the "Growth" and the "Profit" hopefully this action will take some pressure off the main colony ship.
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3e9cb8 No.49042
| Rolled 20, 89 = 109 (2d100) |
>>49030
Nation Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 3 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer "Collective's Reprieve": 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Improved Laser (dc 30), Improved Railgun (dc 50), Shield Array
Destroyer "Collective's Reconcile": 2 Off, 4 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 1/20HP
Improved Laser, PPC (dc 50, 1d12+Off vs Def and Mob, drops shields on contact for 2 turns), Shield Array
Frigate "Collective's Tenacity": 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Improved Railgun, Shield Array
Resources: 28 Fuel, 19 Water
The Shura rename their new vessel, and take the opportunity to name their other ships as well.
Free action: Making a deal with the Stilsar to use their mobile shipyard, the Shura give them 10 fuel to repair their new ship
1. While their new ship is being repaired, the Shura try to retrofit all their military ships to their new offensive capacity
2. They also set their scientists on figuring out the workings of the PPC and how to replicate it. +10 science ship, +Bonus
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8006be No.49043
| Rolled 67, 32 = 99 (2d100) |
>>49030
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 80/225
48 Raw Metals
3 Exotics
27 Fuel -1/turn
15 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
In progress: Expanded Storage 4/20
The stilsar contingent begin leaving the captured Shura ship, bringing with them valuables looted from the crew. Watches, random technological devices, clothing, one stilsar is seen trying to shove a severed arm into his mouth holes. The group trying to loot a section of the wall were sent back as the mobile shipyard approached to start the repairs.
1&2. Loot the wreckages and try to grab some of them shiny new gubbins. +Wots Dis do?
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8c5336 No.49063
| Rolled 63 (1d100) |
>>49030
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:82 (-1 per turn ) (2 for kharak)
Water: 60 (-1 Per Turn) (2 for kharak)
Raw Metal: 139 (10 for Kharak)
Exotic Metal: 25 (5 for Kharak)
306/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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 1d5 + 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 1d5 + 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.
defense 8 4/18
a single Raw Metal already subtracted to heal 3 damage to Scarab.
1 Scavenge our rightful kill, The Destroyer "Genius's Denied" with the AEx Scarab Mining ship +10. Serves them right for trying to attack our vessels. Parts will be cut into manageable pieces. The PPC parts will be handled with a bit more care so we can research it, and hopefully come up with a counter for its shield dropping qualities.
2 Build Science Ship. Perhaps the Galth will allow me access to their Shipyard if there is time before we split, otherwise I will offer the Stilsar Remnant 10 raw scrap to use theirs. The man sent to negotiate the price is Cobratius, a man whose enhancements are not apparent to the eye, but his strength, speed, and reflexes are all near or beyond the extreme limitations of the human form and that is not all the secrets his body holds. Or his cigar.
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9d18f9 No.49079
| Rolled 7, 69 = 76 (2d100) |
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 148/383
+ 46 Water
+ 46 Fuel
+ 56 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
1-2. Loot the wreckage
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8c5336 No.49087
>>49063
>>49041
The Altairian offers 10 raw metal and whatever the United Corporation can save with their specialty skills (bonus). He then happily shakes his hand with their appendage at a deal wells truck.
Science Ship to begin being built in this shipyard.
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cc5949 No.49097
| Rolled 34, 16 = 50 (2d100) |
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
+10 common metal a turn
+10 metal harvest rolls
Bonus: Diggie Digge Hole- Bonuses to mining and resource gathering actions. Bonuses to resistance against environmental hazards. Minuses to combat.
Actions 1 & 2
Look for asteroids to mine for metals and precious ores
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085465 No.49120
| Rolled 96, 100 = 196 (2d100) |
>>48885
>>48980
>>49030
Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)
Fluff (Races/History): https://pastebin.com/LwsUiShP
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
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, 200 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: [Improved Laser] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
Cargo Hold: 38x Water, 15x Fuel, 70x Raw metal, 15x Exotic metal, Storing bird fuel in excess space
Technology: [Improved Lasers, DC 30] [Ship Resource Efficiency 4/15]
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.
CURRENT PROCLAMATION: Kar desires TRIBUTE! +10 to looting/salvage operations for the glory of Kar. 1 turns remaining, 3 turns cooldown.
1. Kar demands SALVAGE! We shall take what we can from this wreckage and use it for our own purposes before departing this system. +10
2. Continue research on Ship Resource Efficiency. (4/15)
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36961a No.49161
| Rolled 47, 65 = 112 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+9 Fuel (-1/T)
+9 Water (-1/T)
4/15 to marksman training
1+2. Finish up Marksmanship Training 4/15
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8c5336 No.49297
| Rolled 62 (1d100) |
>>49063
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d9d667 No.49298
>>49032
The Avarisian research into resource efficiency and proceed apace. Ideas and refinements of ideas are put forth and worked on and everything goes apace.
The Focused laser research however goes much more smoothly, as sensor telemetry from the shoran PPCs give the birds some ideas on how to increase the wavelength and energy of their lasers.
7/20 Modularization
6/15 Resource saving
9/20 Focused Lasers
>>49033
The Khazan gather around the broken remnants of the Vengeful beard, the ship broken in two by the awful might of the Vor Capitol ship. In it they find some dead crew which they mourn for, and a still mostly in one piece reactor for the ship. They also find half the Forge rounds left in the frigate's ammo bay, and take them for study.
+4 Exotics
+2 forge rounds
+Forge round special ammo project
The scientist so fascinated with the working of the new rounds in their current railgun prototpes don't get much done in the way of actually improving khazanite fire control and stopping power. They do however take GREAT strides in improving and refining the railgun designs into something that might be usable soon one day.
6/8 offense
10/15 marksman railguns
>>49040
The repairs on the Eridian ships go quickly and without issue, the engineers attending to the Blade of Baal note that it has even better defensive capabilities than the standard, and moves faster too. While the Strike Missile launcher was destroyed utterly in the fighting, the Radiation warheads (thankfully unattached to a missile) are still available for study as well.
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Set Streak Missile launcher to standard missile launcher
All ships full health
>>49041
The Galthorians complain about poor working conditions and when they are rebuffed they start getting Belligerent, not enough to call it a riot but their work noticeably deteriorates and their overseers start vanishing when left alone.
Furthermore the way this negatively affects morale is now spreading to other ships, causing a general malaise amongst the entire corporate ladder. To add insult to injury several skilled technicians the company needs end up calling in their bonuses.
-2 Exotics for techs
-10 to all rolls until morale improves
(Gm note: You cannot fix this by working them to death or spreading the load. You keep trying things will get worse.)
>>49042
The Shura only manage to refit the ship in the yard, the Collective's reconcile up to their new Specifications. They are too new wrapped up into looking at the ppc to do more.
THE PPC is a fascinating piece of technology, it takes a loose collection of charged particles and shoots them out at terribly high energy output causing a cascading effect on shields typically causing them to need to reset. While the Shura cannot build more, yet, they can and will be able to use them when they have them.
7/10 PPC replication
>>49043
The Stillsar rush the vengeful beard after the Khazan are dead collecting their dead and other choice bits of tech. Still the boys find a choice amount of tmeal leftover they can use.
+20 raw metal
>>49063
Sadly the Vor have beaten yiu there by the time you reach the destroyer, and they will not let you past. You are unwilling to challenge them given what their flagship can do. You instead simply look for losoe floating metal you can take
+7 raw metal
The Galthorians allow you to build you science ship, for the fee of 10 raw metal in addition to building supplies.
Free action accept or decline the offer
>>49079
You find some loose metal flying around, wee! Anything else it already taken or being guarded to be taken.
+7 raw metal.
>>49097
(You come in next turn)
>>49120
The mighty Vor surround the broken down hulk of the Former Shuran ship. There is much salvage there, and the Kar decrees it should be his by right. After scaring away the puny fungoids, small weak insects and cybernetically enhanced humans the Vor get to work, dissecting the bombed out wreck of the Ship, securing lots of metal and most importantly lots of data from the Broken particle weapon on ship and useful data on their shields as well.
>Project PPC 3/15
>Project Shield stat improvement 3/15
+40 Raw metal and +7 exotics
However that is not all, with all the data brought in by the salvagers and all resource the Vor have finished their Resource efficiency project, and applied it to all the ships. now they can be much more frugal with their resources, and give kar the tribute he deserves!
>Now only pay upkeep every 3 turns, free upgrades given.
>>49161
The Free corps unhappy with their performance continue to drill against the asteroids and each other to improve their accuracy.
8/15 marksmanship
(if anyone is unhappy, chalk it up to no one claiming salvage rites to the defeated and broken ships post battle when I gave everyone the chance)
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d9d667 No.49299
With the destruction of the enemy fleets and with salvage concluded and the fleets mostly repaired, both refugee fleets prepare to jump out again before the response comes. To this end they pick one of many nebulae to help obscure their movement and give them more lead time on their exodus. They warp into a nebula rife with hydrogen gas and other gasses. While this cuts dow their sensor telemetry greatly, they can still sense some things and they quickly find a mining fleet. This feelt manned by the grylac is vetted and scanned for mental abnormalities and found to be clean. They were running from the great enemies as well and were hiding in the nebula to try and refuel. The fleet will not tarry here long. Be quick about your business.
>System name: Nb-845
>Allegiance: None
>System has Fuel possibly other things available
>Sensors are down
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
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8c5336 No.49301
>>49120
-A broadcast communication-
"What is the meaning of this shameful scene. You are salvaging our rightful kill. You are without honor. Carrion for not taking what you killed yourself. Unskilled warriors. It is the first lesson in a cohesive fleet to follow manner and traditions of battlefield honor. If you want to benefit from a fleet of other -civilized- peoples then you should strive to understand this."
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0d5f0c No.49304
| Rolled 7, 80 = 87 (2d100) |
>>49299
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 9 Fuel (-1/turn)
+ 12 Water (-1/turn)
+ 24 Raw Metal
+ 4 Exotic Metal
> 14 Exotic Metal (From Neo Legion)
> 25 Raw Metal (From Neo Legion)
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 18/25 storage (Full)
Supply Ship - Freedom of the Heart, 45/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. Hmm, there must be some plans for the Streak Array in the ships data storage, backup plans for repairs, technical plans for operations, training, something. It in here, its just a matter of finding it.
2. While we are in a rich nebula, it'd be a waste not to collect fuel, and keep an eye out for anything interesting while we comb the nebula for gas pockets.
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e1cb5e No.49305
>>49043
—–Private Communications—-
The Stilsar see a bearded face stare at them blankly for a couple seconds before he gives a great sigh and says
"I do not know why I, Nikuz Azanurhalk, have to talk to you pests but the Khagan was insistent that there was virtue hidden underneath your fungal exterior. He has heard of your history and believes that your ability to retroengineer anything shows a connection to "everyone's ancestors" whatever that means. Regardless since you had already joined the Dorok-u-Sarkhuh that means we can finally put your "skills" to the test and have you learn how to recreate our forge rounds. As far as you gremlins are concerned that means we are giving you shiny-shiny to study."
——————————————
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5fbaca No.49309
| Rolled 53, 87, 93 = 233 (3d100) |
>>49298
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 24 -1/t
Fuel: 46 +10/t -1/t
Research:
Improved Laser
Improved Railgun
—-
Continue Research
1. 7/20 Modularization
2. 6/15 Resource saving
3. 9/20 Focused Lasers
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8006be No.49326
>>49305
—–Private Communications ——-
The mushroom looks with it's black eyes, turns off camera, turns back, then turns to look off camera again. "I tink da stupie humies and da biggun humies is tryna' insult me." From off screen another voice pipes up "Well you is a git boss." The one on screen takes out it's crude pistol and fire off screen, communication ends soon after.
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8006be No.49328
| Rolled 47, 18 = 65 (2d100) |
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 98/225
68 Raw Metals
3 Exotics
26 Fuel -1/turn
14 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
In progress: Expanded Storage 4/20
1. With the forge rounds work begins to reverse engineer them so we too can fire slugs of firey death at our loot pinatas. +Wats Dis do?
2. Some of the other Stilsar head out to gather gases from the nebula.
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3e9cb8 No.49331
| Rolled 44, 45 = 89 (2d100) |
>>49299
Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Core Fleet Stats: 3 Offense, 6 Defense, 7 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer "Collective's Reprieve": 2 Off, 5 Def, 8 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Improved Laser (dc 30), Improved Railgun (dc 50), Shield Array
Destroyer "Collective's Reconcile": 3 Off, 4 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20HP
Improved Laser, PPC (dc 50, 1d12+Off vs Def and Mob, drops shields on contact for 2 turns), Shield Array
Frigate "Collective's Tenacity": 2 Off, 4 Def, 9 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Improved Railgun, Shield Array
Resources: 37 Fuel, 18 Water
1. The Shura keep up their work on replicating the PPC (7/10)
2. They also return to their work on resource conservation (7/15)
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8c5336 No.49340
| Rolled 97, 57 = 154 (2d100) |
>>49298
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:91 (-1 per turn ) (2 for kharak)
Water: 59 (-1 Per Turn) (2 for kharak)
Raw Metal: 46 (10 for Kharak)
Exotic Metal: 5 (5 for Kharak)
203/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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 1d5 + 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 1d5 + 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.
defense 8 4/18
I accept the offer. Science Ship building in Galthorian M. Shipyard.
1 Study Defense 8, 4/18. The Khazan defenses astound and amaze. This time the Altairians sent Adepts 'Crystal Boy' and Lady as part of the exchange program to teach and be taught.
2 Radiation Nova Missiles. The battle had strengthened bonds between the fleet, for the most part. Our part in capturing the Stalwart Warrior had won us access to the Radiation Nova Missiles we would learn what we could
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0d5f0c No.49348
>>49340
As the actual missiles were too valuable to be transported from their storage facilities, the Altairians were allowed aboard to study the warheads, on the condition that they not get too eager with its radiation dispersion patterns, as not all humans had to deal with the… exotic forms of star stuff that the Altairians were used too, and a detonation inside the hull of the ''Blade of Baal" could very well likely kill everyone on board.
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e1cb5e No.49350
| Rolled 11, 92, 16 = 119 (3d100) |
>>49298
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.
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.
Core Fleet Stats: 3 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Improved Rail guns 1d10+off dc 50 to hit
Projects:
Offense 4 7/8
Marksman railguns 11/15
Expanded Storage 4/20
PPC 7/10
resource conservation 7/15
Nova missiles
Forge Rounds
Streak Missile Array
Hardened Engines
Hardened Weapon Ports
Internal Security Guns
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Shuran Collective (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (7Water, 5Fuel, 9 Exotics, 1 forge rounds)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 10Fuel)
Science ship: Forge New Wonders; 0,5,3
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Internal Security Guns
Science ship: Forge New Wonders, Solid Like Stone
2. Finish Offense 4 7/8
Science ship: Forge New Wonders, Research Agreement from Third Hegemony of Kar (9 Offense)
3. Work on the Marksman railguns 11/15
Science ship: Forge New Wonders, Solid Like Stone
"The last battle has shown that no matter how great your defense is in the exterior, it can all quickly fall apart with one placed blow leaving only stalwart men to repel boarding parties. Their designs have indeed already been based around this, what with the physical failsafes, killzones, gravity control, and checkpoints that function more like fortresses in of themselves. However much like their kharaks at home, they are rather lacking in actually repelling the boarders and instead can only hold them out for a prolonged period of time. As this is not nearly enough in the context of space the khazan have been innovating new ways of defending their ship."
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d7ff30 No.49480
| Rolled 50, 69 = 119 (2d100) |
>>49298
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 36
Water: 41
Exotic Metals: 7
Raw Metal: 39
1-2. Officially give the Galthorians a holiday, as well as offer a representative a chance to take a position on the Board of Directors
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36961a No.49481
| Rolled 69, 49 = 118 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+8 Fuel (-1/T)
+8 Water (-1/T)
8/15 marksmanship
1. Scout out the Nebula with fighters and bombers too, I want full coverage.
2. Continue Marksmanship Training
+10
8/15 marksmanship
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fa3b32 No.49494
| Rolled 69, 2 = 71 (2d100) |
>>49298
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 146/383
+ 45 Water
+ 45 Fuel
+ 63 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
1-2. Hydrogen heavy surroundings are optimal for water collection. The Krajek will make sure to collect as much of it as possible seeing as there is still plenty of storage room to fill.
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085465 No.49502
| Rolled 7, 98 = 105 (2d100) |
>>49298
Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)
Fluff (Races/History): https://pastebin.com/LwsUiShP
Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields
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, 200 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: [Improved Laser] [Missile Launcher Array]
Defenses: [Shield Array] [Anti-Missile System]
Cargo Hold: 38x Water, 15x Fuel, 70x Raw metal, 15x Exotic metal, Storing bird fuel in excess space
Technology: [Improved Lasers, DC 30] [Ship Resource Efficiency, only pay once every third turn, free upgrades] [Project PPC 3/15] [Shield Stat Improvement 3/15]
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.
CURRENT PROCLAMATION: No proclamation. 2 turns cooldown.
1. Continue research on our particle weapons. [Project PPC 3/15]
2. Continue research on shield stat improvements. [3/15]
>>49301
— TRANSMISSION FROM THE HKN WILL OF KAR —
Keep your tongue from flapping such disgusting garbage or we will ensure it stays silent forever.
— TRANSMISSION CLOSED —
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36961a No.49507
| Rolled 3 (1d10) |
roll
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d9d667 No.49653
>>49304
Sadly the Computers of the Blade of Baal have been near wiped entirely. Comm codes, Star maps, Even the majority of Farmina's logs have been scrubbed and even with recovery techs working on it, they'd get fragment of fragments at best.
With data recovery being a total bust the Eridians move to scooping up hydrogen and rendering it into fuel, the nebula have the base material in bulk to the point it obscures sensors.
+25 fuel
>>49309
The Avarisians continue to research
10/20 Modularization
11/15 Resource Saving
14/ 20 Focused Lasers
>>49328
The Stilsar begin looking into the forge rounds. They glow bright and burn hot, that means they're good dakka! a few of the boys get sick but the Doks keep workin at it.
3/10 Forge round reproduction
Sadly without the doks help, the boys can't gather up any gases, cause they end up losing the clouds as the fall apart.
>>49331
The Shura brilliant and innovative find that reproducing the work of their poor broken kin made. The particle projection Cannon fire charged particles at extremely high speeds catching shield arrays and overloading them. This in turn causes them to need to reset. A vicious design able to cause no small amount of consternation against any race that relies on shields over armor.
>Gain the ability to reproduce PPCs
roll d100 or share automatically
Their resource conservation research continues apace as well Designs are being winnowed down and prototpyes are in their early stages.
11/15
>>49340
The showy Hardened dermis that the adepts are adorned with fascinate the Khazan and help motivate them to be more helpful than the normally taciturn and mistrustful race usually is. Great strides in improving the defense of the fleet are made!
11/18
The Nova missiles are to the eye of altarian engineers basically a nuke flavored with their home star's radiation nd 2-3 other types of exotic radiation. This makes it incredibly dangerous to be near for other race's ships. While the engineers can clearly determent the what though, they how is currently beyond them.
4/15
>>49350
The Khazanties begin working on the concept of internal security guns. This concept boggles them entirely and the head engineer has to reject several concepts of turning the halls into guns themselves. After he finnay hammers home that they are infantry, without the Khazan holding, to shoot enemies, he finally gets some usable ideas.
1/15
However the Khazan have truly gotten into the swing of space offense, and how they need to predict where their enemy is to hit them hard with guns!
Off 5 get
however the ensuing party pursuant to their breakthrough leaves them all too groggy and drunk to do too much in the way of work on the marksman railgun designs. Several penis jokes needed to be scrubbed out of the data stream.
>>49480
The Galthorians accept the representative seat. He brings a proposal with him. This proposal would half the holding area of one of the transports and turn the rest of the room into a suitable living space for the Galthorian refugees. This would do a GREAT deal to mitigate the issues with the Galthorians and provide them with enough food to live on.
Galthoiran Quarter Costs 20 Raw metal and an action dice
Removes morale malus, reduce penalty for 3d100 to -10 reduces upkeep to 2 water a turn.
>>49494
The Krajek open their hulls and begin harvesting the mass of Hydrogen needed to create fuel. Every ship pitches in and in the end the fleet pulls a nice little nest egg of fuel
+20 Fuel
>>49502
Disaster! The scientist in charge of the Particle projection Cannon in a routine reconstruction of the canon ended up overloading the salvage while attempting to put it together to get a better look at the whole. The parts making a loop that detonated explosively destroying much of the progress already made and injuring or outright killing the scientist on site. The Voice of Kar is displeased.
>set ppc research to 0
However the scientist in charge of shield technology begin their ideation process off quickly, using data gathered by sensor telemetry of the pcc overload the help solve hypothetical issues about shaped energy loads. This leads them to quickly build a few prototypes on a small scale to test.
9/15
>>49481
The free corps continues to drill it's ability for all it's crews to hit what they are shooting at. Thing progress well.
11/15
The Scouts find something. It's Big, HUGE even. It seems to be a derelict ships or station of absolutely massive size. Bigger than a Battleship, it's armor scored and pitted. However besides it's massive size, the most noticeable thing about the dead behemoth is the massive hole blasted through it.
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3e9cb8 No.49654
| Rolled 99 (1d100) |
>>49653
Rolling
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d9d667 No.49655
In the Nebula the Free Crops finds something that may very well change the course of the fleet. A titan, a dead one, yes, broken, a gigantic corpse of a god amongst the stars. But this dead myth, even slowing going to nothing in this nebula, still has power. How much? none n reliably say without more and closer study, but should something of worth be found, it could be monumentous, at least if found before the enemy finds them.
For this nebula is going to be on the shortlist of places for the Empires and their lackeys to check, and with all the gases about, the sensors of the refugees won't see the enemy coming until they are on sight.
Thus the issue presented is not if they should tarry but how long, and what if anything of use do they find?
>System name: Nb-845
>Allegiance: None
>System has Fuel possibly other things available
>Sensors are down
>Has allied fleet presence.
>Trade is now a free action as the Cakonov-Kinari Corporation opened trade up.
Prices are
>1 Raw metal for 2 fuel or water
>1 Exotic metal for 6 fuel or water
>10 Raw Metal = +1 stat boost to a stat under 4 (buyable ONCE per player and only applies to new ship unless refit actions are taken)
>30 raw metal to upgrade a stat in the 4-6 range (see above)
>4 Exotic for upgrading stat under 4 (see above)
>12 exotic for upgrading a stat at 4-6 (see above)
30 Raw Metals and 3 Exotics tech
-Improve shield arrays to 40%
-Improved Rail guns 1d10+off dc 50 to hit
-Improved Lasers 1d6+offense dc 30 to hit
(One tech per person)
Special Rules: Corpse of a Titan. This ship is so massive that you must spend a dice to simply put a beach head up and explore it. Each dice thrown at this ship is separate and the more dice you use the deeper into it you go. however that also means you spend more time here sitting pretty for the enemy. Also note the rolls of others can and will affect yours. Pray no one exploring rolls a nat 1.
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6c45f1 No.49656
| Rolled 60, 100, 98 = 258 (3d100) |
>>49655
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d6+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d6+4 DC 30
Laser: d6+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 22 -1/t
Fuel: 46 +10/t -1/t
Research:
Improved Laser
Improved Railgun
—-
1. 10/20 Modularization
2. 11/15 Resource Saving
3. 14/ 20 Focused Lasers
—-
The First-Among-Equals votes that we leave next turn.
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0d5f0c No.49657
| Rolled 20, 89 = 109 (2d100) |
>>49655
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 33 Fuel (-1/turn)
+ 11 Water (-1/turn)
+ 24 Raw Metal
+ 4 Exotic Metal
> 14 Exotic Metal (From Neo Legion)
> 25 Raw Metal (From Neo Legion)
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 61/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. Eridian Research crews will not pass up an opportunity like this, crews are dispatched immediately with armed guards to secure a beachhead to explore the massive vessel. Following this, a second wave of pathfinders are dispatched with automated scouts to map the ship as fast as mechanically possible,
2. With areas of interest noted, teams are dispatched to exploit said areas and secure a future for the Eridian people with this gift from the gods. Care is taken not to trash anything valuable to explosive.
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0d5f0c No.49658
>>49655
The Legatus recommends that the fleet tarries as long as it is able, with a picket fleet set up as early warning systems for enemy incursions. The wealth of knowledge lying in this hulk would be worth the risk.
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e1cb5e No.49659
| Rolled 23, 79, 12 = 114 (3d100) |
>>49655
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Improved Rail guns 1d10+off dc 50 to hit
PPC(Shura)
Projects:
Marksman railguns 11/15
Expanded Storage 4/20
resource conservation 11/15
Nova missiles 4/15
Forge Rounds 3/10
Streak Missile Array
Hardened Engines
Hardened Weapon Ports
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Shuran Collective (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (6Water, 4Fuel, 9 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 10Fuel)
Science ship: Forge New Wonders; 0,5,3 (1 forge rounds)
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Khazan engineers are sent onboard to help establish a forward base for the titan reclamation project and also sends champions specifically to the areas that would be critical to allowing this ship to warp again, even if incapable of anything else.
Science ship: Forge New Wonders, Solid Like Stone
2. While we are here we should stock up on fuel while we still can
3. Work on the Marksman railguns 11/15
Science ship: Forge New Wonders, Solid Like Stone
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8c5336 No.49660
| Rolled 67, 84 = 151 (2d100) |
>>49655
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:91 (-1 per turn ) (2 for kharak)
Water: 59 (-1 Per Turn) (2 for kharak)
Raw Metal: 46 (10 for Kharak)
Exotic Metal: 5 (5 for Kharak)
203/475 Storage
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
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 1d5 + 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 1d5 + 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.
defense 8 11/18
4/15 Nova Missiles
The Altairian Exploration Fleet votes to remain as long as possible. The ancient technology of this venerable vessel could be priceless.
1 A beachhead of power armoured Vanguards is dispatched. Explorers following and spreading out among the ruins building routes throughout the ship to cover any areas that might be blocked or Hazardous to sensitive materials and require secure storage units.
2 That accomplished a veteran team of Explorators would be sent in. Only the near superhuman individuals who had gone through trial after trial and test after test, who would be in line to captain a vessel, were deemed the best representatives to have inspect the ship's venerable but likely fragile systems and any surprises it might contain.
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8c5336 No.49661
>>49660
Fuel:100 (-1 per turn ) (2 for kharak)
Water: 58 (-1 Per Turn) (2 for kharak)
Raw Metal: 56 (10 for Kharak)
221/475 Storage
stats fixed*
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d7ff30 No.49693
| Rolled 21, 3 = 24 (2d100) |
>>49653
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp
Mobile Shipyard 1 D, 5 M, 5S, 20 hp
Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
Cargo Hold (Inventory):
Fuel: 33
Water: 39
Exotic Metals: 7
Raw Metal: 39
1. The request will be granted, construction will begin immediately
2. We will begin a scouting mission to find and claim any profitable asteroids in the sector
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8006be No.49694
| Rolled 99, 2 = 101 (2d100) |
>>49653
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 98/225
68 Raw Metals
3 Exotics
25 Fuel -1/turn
13 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
In progress: Expanded Storage 4/20
3/10 Forge Rounds
1. With the news that there was a titan around Stilsar groups join up with da shorties, mekies, and humies to work their mad reverse engineering genius in aiding their progress through the ship, and grabbing all the loot they can carry on the way.
+Wots dis do?
2. The Stilsar left begin their genetically driven duty of tearing the ship apart for all the shiny loot and scrap they can get their hands on, starting on the weapons and other intact techy bits on the outside of the ship.
+Wots dis do?
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36961a No.49708
| Rolled 65, 8 = 73 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+8 Fuel (-1/T)
+8 Water (-1/T)
1. Finish marskmanship training 11/15
+10
2. Join the explorers/looters and scour the huge giant vessel for useful stuff.
"We shall commander any useful supplies and salvage by maritime martial law!"
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3c8e76 No.49715
| Rolled 97, 96 = 193 (2d100) |
>>49655
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 146/383
+ 44 Water
+ 64 Fuel
+ 63 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
>Bonus: Conquest ho!:Your people have become quite adept and 'conquering' things. As they Conquer things they need room, and have become quite adept at organizing their things 50% increase in carry room, all ship start with 15 carry slots if they normally do not.
1-2. It had been long since the Krajek had to feast on the carcasses of larger predators to survive, however it came natural to them and certainly some deep instinct was satisfied as the breaching team prepared for insert. Their physical makeup made the Krajek perfect for this task and they would be sure to conquer as much as physically possible.
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d9d667 No.50195
>>49656
The Avarisian wary of derelict behemoth opt to ignore it They make strides towards improving the modularization of their turrets and weaponry systems. 14/20
They make even greater strides towards focusing the bandwidth of their lasers, the prototypes turned into workable alsers that have more destructive power than they once did.
>Gain Focused Lasers 1d8+off vs enemy shield and def
However the greatest strides were made in resource saving. Which they finished an incredibly efficient system that cut upkeep costs by one third and they quickly applied this to their fleet to capitalize on the tech.
>Now only pay upkeep every 3 turns, free upgrades given.
>>49657
The Eridians secure a beach head quickly and using that quickly manage to find one of the still functional if unpowered guns on the Titan the techs start looking at it in depth when the ship shakes, treachery! a once ally attacked them as their backs were turned!
-10 to all titan rolls until we redo your beach head
Gain schematics for Pulse lasers
1d6 + off vs enemy def and shields 2 attacks
>>49659
The khazanites quickly begin setting up a foot hold on the derelict titan ship. Things appear to be going well, until they comms cream about weapon's fire…
-10 to all titan rolls until beach head resecured.
Meanwhile the science ship slowly but surely chugs along on it's railgun upgrades, slowly but surely working the kinks out of their prototypes to make a feasible accuracy upgrade. 13/15
and the colony ship gather clouds to harvest them into fuel +20 fuel.
>>49660
The Altairian beach head was made some distance away from the others and the entire fleet lingered around that spot, that move would save them some issues when treachery came to pass later on, as the bulk of their fleet made striking the beach head too risky to pursue.
So in the interim the explorers went seeking out things to use, and they found it. The found the security room and a minor engineering bay on the dead vessel and extracted knowledge from it, for the emergency power on it was still in tact. While they could not get into the encrypted files, the basic things that gave the run of the ship allowed them to learn much.
+gain internal ship security tech
+Gain Hardened Engine tech
>>49693
The Galthorian habitat was constructed, and the giant insectoids are now much happier with their accommodations and work is now back to pace.
>Removes morale malus, reduce penalty for 3d100 to -10 reduces upkeep to 2 water a turn.
The Corporation having fallen behind due to the reticence of the new workforce set down near the fungoid race's beachhead, this proves to be disastrous when the Vor attack and strike the at the stilsar,
-10 to all titan rolls until beach head is secured
-5 hp to 3 ships
>>49694
The Stilsar begin setting down, far away from the other due to not being welcomed, on the Titan and in a stroke of luck set down right near the tram systems access, allowing them to move through the ship quickly, if at risk of explosive decompression at times. The stilsar don't care though.
This good news was short lived as the Vor attacked the stilsar ravaging their fleet, but leaving the beachhead unharmed.
-5 hp to 3 ships
>>49708
The continual drilling of the Free crops pays off, as every man and woman in service color can now at least hit what they are aiming at under ideal conditions.
+5 to all shooting rolls across your civ
The Free crops sends explorers in a shuttle down to the dead vessel, with fighter escorts, all these vessels were intercepted and destroyed by the foul Vor attack on everyone.
-2 fighter wings
>>49715
The Krejek set down far away from the other, but almost on the other side of the ship. The set down near a hub on the ship's fast transit hub, and find directly connected to it, what looks to be like an auxiliary bridge. Sadly the door is shut tight…
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d9d667 No.50197
TREACHERY! The Vor having ingratiated themselves to the Shura and the new arrivals called the Grylon, suddenly seized control of the ships of both races, before turning the guns of all onto their former allies. The confusion nd discord this wrought allowed them to get away cleanly to parts unknown as sensors could not track them due tot he nebula.
Besides the damage to ships, the Galthorians seem to have been hacked as well, and data transferred away, nothing critical but it is till worrying given it likely went to the Vor as well. This ahs forced the Galthorian's hands, with the Vor running and doing lord knows what, they are leaving along a new route immediately to lose any trackers and not be found. They recommend you do the same, soon.
>System name: Nb-845
>Allegiance: None
>System has Fuel and a dead titan in it
>Sensors are down
>Fleet is currently alone
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e1cb5e No.50198
| Rolled 47, 10, 33 = 90 (3d100) |
>>50197
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Improved Rail guns 1d10+off dc 50 to hit
PPC(Shura)
Projects:
Marksman railguns 13/15
Expanded Storage 4/20
resource conservation 11/15
Nova missiles 4/15
Forge Rounds 3/10
Streak Missile Array
Hardened Engines
Hardened Weapon Ports
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (5Water, 10Fuel, 9 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 23Fuel)
Science ship: Forge New Wonders; 0,5,3 (1 forge rounds)
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. By the ancestors the Khazan shall have their revenge! A new grudge has been born and it will not be struck out until every last Vor has been squashed under our iron boot. We must work to quickly reestablish our beach head.
2. Time is of the essence and we must not tarry. Investigation of the titan will continue regardless of any concerns as this is an opportunity that is not likely to come again. Collection of any artifacts is also a priority as we could potentially reverse engineer them along with our stilsar allies.
Science ship: Forge New Wonders
3. finish the Marksman railguns 13/15
Science ship: Forge New Wonders, Solid Like Stone
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8006be No.50210
| Rolled 91, 96 = 187 (2d100) |
>>50195
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 15/20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 25/30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 15/20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 96/225
68 Raw Metals
3 Exotics
24 Fuel -1/turn
12 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
In progress: Expanded Storage 4/20
3/10 Forge Rounds
1&2. The Stilsar, seeing they have direct access to most of the ship, begin going EVERYWHERE, and grabbing as much as they can, mainly aiming for anything that looks like weapons, power, or shiny.
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6c45f1 No.50248
| Rolled 68, 3, 25 = 96 (3d100) |
>>50195
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 22 -1/3rd t
Fuel: 46 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
—-
1. Continue work upon nanobot retrofitting 14/20
2. Begin working on the new cloning vats to allow the creation of bio-drone clone soldiers to take over as our main force for boarding actions.
3. With our current store of captured Eridians we shall download their minds onto a quarantined mind matrix and begin dissecting their memories for anything use from the weak points of their technology, improvements that can be used, their tactics and any other knowledge of that they have on the great empire which enthralled them.
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6c45f1 No.50254
| Rolled 58 (1d100) |
>>50248
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baffb5 No.50258
| Rolled 51, 48 = 99 (2d100) |
>>50195
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:100 (-1 per turn ) (2 for kharak)
Water: 58 (-1 Per Turn) (2 for kharak)
Raw Metal: 56 (10 for Kharak)
Exotic Metal: 5 (5 for Kharak)
221/475 Storage (+18 per turn)
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50Bomber 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
4/15 Nova Missiles
2 Turns Since Science Ship Construction Began
1/2 Break into encrypted files. It was risky. We had only just gained access and understanding to their internal ship security but the chance at discovering even more technology, or By Sun and Circuit, knowledge in its purest form. Atleast we had our new science ship The Amano with facilities to contain any counter-offensive by the ship's systems.
+gain internal ship security tech
+Science Ship +10 and and mitigation of failures to an extent
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d9d667 No.50259
| Rolled 100 + 20 (1d100) |
>>50258
<<Daemon's Waking>>
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0d5f0c No.50269
| Rolled 38, 19 = 57 (2d100) |
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 32 Fuel (-1/turn)
+ 10 Water (-1/turn)
+ 24 Raw Metal
+ 4 Exotic Metal
> 14 Exotic Metal (From Neo Legion)
> 25 Raw Metal (From Neo Legion)
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 1d6 + off vs enemy def and shields 2 attacks
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 61/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1/2. Reestablish the beachhead at once, a new area, keeping an eye out for any power surges indicative of active systems or weapons, but also of possible live defenses. A simple scan should allow us to determine areas still active, where the artificial gravity and pressurization will allow us to make the best of the environment to establish a new beachhead.
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b78d03 No.50406
| Rolled 23, 14 = 37 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
+7 Fuel (-1/T)
+7 Water (-1/T)
1. We are mercenaries. We work with miners, not mine. We fight for our wealth, not scavenge. Look for someone willing to cut a deal to get us metal in exchange we can scout, protect, and escort.
2. Continue to work in deals that can get us metals and exotics so that we can buy upgrades.
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d9d667 No.50409
| Rolled 58, 62 = 120 (2d100) |
>>50406
Rolling for baz agauin sicne his actions are invalid
1. Scout the Nebula
2. Scout the Titan.
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052096 No.50412
| Rolled 63, 85 = 148 (2d100) |
>>50195
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64
>>Fleet Storage: 146/383
+ 43 Water
+ 63 Fuel
+ 63 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1-2. The Krajek would not be discouraged by this, they would conquer the auxillary bridge and make the best use of whatever they could find.
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4650be No.50414
| Rolled 46, 38, 67 = 151 (3d100) |
>>50195
>Nation Name: Cakonov-Kinari United Corporation
>Race(s): Any civilized race
>History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
>Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
>Fleet: The Cakonov Merchant Fleet
>Civvie Ships -
>Colony ship 1 D, 5 M, 5S; 25 storage Slots, 15 hp
>Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
>Mining Ship 1 D, 5 M, 5S; 25 storage 10 hp
>Mobile Shipyard 1 D, 5 M, 5S, 15 hp
>Military Ships -
>"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
>Weapon Slot(s) - (Railgun)
>"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
>Weapon Slot(s) - (Missile Launcher Array)
>Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
>Cargo Hold (Inventory):
>Fuel: 30
>Water: 37
>Exotic Metals: 7
>Raw Metal: 39
1/2/3. Investigate that titan, see what we can harvest from it
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d9d667 No.50415
| Rolled 15 (1d100) |
>>50412
<<<Fire Spreads….>>>
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e1cb5e No.50417
>>50406
—–Private Communications—-
Hail Barum Zinlaz! This is Nikuz Azanurhalk, Representative of Khagan Guzukh Dolekugog. The Free Corps is a name that has gained many accolades over your company's long history. We Khazan respect those that can maintain such a tradition. Which is why we come to you today with a proposal that would further bolster such a lineage. As we are relatively new in the galaxy we have much to learn in regards to tactics and training efficiency for such an environment. With your expertise however, we hope that you would be able to better optimize our performance not only for the good of our people, but for the entire fleet itself! In exchange we would be able to offer a unique piece of weaponry developed by the Shura before their abduction by the accursed Vor. It's shield disabling capability should be of great interest to you seeing your "modern" focus on laser weaponry.
——————————————
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b78d03 No.50419
>>50417
"Hail, Khagan Guzukh Dolekugog.
The exchange of military services for supplies and equipment is one of the primary tenants of the Free Corps. We would gladly assist in training of your forces, in exchange for some weapons upgrade. We also request any water or fuel that may be spared, it is on principle we do not mine or harvest except as spoil of war however we cannot function as a fleet without these vital supplies.
You can consider this an offer of contract, one which the Free Corps shall, if accepted, fulfill to the utmost of our abilities."
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e1cb5e No.50420
>>50419
—–Private Communications—-
The Khazan respects your principles and offers 3 tons of fuel to seal the contract.
——————————————
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d9d667 No.50530
>>50198
The Khazan after a long and arduous process finally finish the prototyping of their new more accurate marksman railguns. The guns pack the full punching power of the normal railguns but with a smoother transition and an integrated and more accurate targeting computer allows them to find their target more often than not.
>Marksman Rail guns 1d10+off dc 40 to hit
The Khazan continue to make in routes into the derelict space hulk as well, although the going is slow they make a perfectly satisfactory route.
That is until a Great scream overwhelms all local comms on the sleeping titan, and causes something in it to wake. Defensive turrets spring to life and automata start to attack the beleaguered explorers killing man and hurting more.
>-20 on Security roll next turn.
>>50210
The Stillsar the every curious and perniciously hard to stamp out fungoids, spread through the tram way all over the ship and they find a bevy of shinies. The find schematics of the ship while lots of it is missing there's still a lot of good stuff, including ways too secure their own ships, way to make their weapons and engines harder to hurt, schematics that would certainly help improve their shields, and finally a way to make a laser that fire much faster. However the biggest and BEST thing they have found is some gel filled metal that seem to ablate energy weapons even better than normal, it is quickly shipped home for study, not soon after a screech fills local comms.
>Gain hardened weapon research
>Gain hardened Engine research
>Gain internal Security research
>Raise fleet shields to 40%
>Gain Pulse laser Research
1d6 + off vs enemy def and shields 2 attacks
>Gain gel filled armor (must study to figure it out)
>>50248
The Avarisians continue to work on their able to modularize their weapon and defensive systems. This has left the design stage and now entered the final stages of trouble shooting, as the designs are debugged to make sure there will be no issue with the swapping out of weapons. 18/20
The few captured Eridians are brainjacked and their minds are forced into a data server. Sadly nothing comes of this as the junk data in them is totally unusable. The server in question needing to be destroyed and melted down to be recycled.
The attempts at cloning goes even more poorly. A virus was accidentally found in one of the clones, and the cloning process had mutated it. After an unfortunate breach it spread through the bird fleet causing most everyone to feel ill and some of the elderly and infirm to die.
>-10 to all rolls next turn
>>50258
The Altairans copied and moved over the encrypted files over to their science ship, the Amano. The decryption process had scarcely begun before a security daemon in the files attacks in ways totally alien to the Altairans defenses, undermining and subverting them in record time, jumping from science equipment to cybernetics of the researchers to comm equipment and the ship's controls itself. Once it had full control over the ship it sent outa high bandwidth system to the titan, an audible screech heard over the speakers.
Soon after anti-virus and firewalls of the ship kicked in and destroyed the rogue program, but the damage had been done. The files were deleted, the titan's security woke from a long sojourn, and the science ship would need have it's personally medically attended too and the ship cleaned out.
>Science ship bonus cannot work for next 3 turns
>-15 to all rolls next turn
>>50269
The Eridians work hard to establish a new beachhead on the titan, scanning for alternative routes as quickly as they can and setting up a proper supply line that won't easily be severed by more interference. They achieve their ends reuniting with those stranded on the ship. Not a moment too soon either, as a massive screech over the comms heralds the resurrection of the hulk's security.
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d9d667 No.50531
>>50409
The Free corps has it's fighter wings scout the too major point of the system. Namely the titan and the nebula.
The scans of the titan don't register much, at least until the titan starts to come alive, it secondary power plants and reserves alighting the once dead beast, and outputting power even the nebula cannot fully hide from the sensors of the fleet.
This is worrisome as it effectively turns the once hidden beast into a beacon for anyone with sensors in system. thankfully now sign of scout ships disturbing the nebula yet as confirmed by the other fighter wing in the nebula. how long will it stay that way?
>>50412
The Krajek manage to crack open the auxiliary bridge. said bridge is not in the best of shape, covered in the dry desiccated corpses of a mysterious biped, which the krajek promptly move out of the way.
The bridge has had most of it's systems fried, and fired recently however there is still some useful things that could be pulled out of the computers. There may be more but that would require the Krajek techs to fight against the woken titan's security programming which came alive after a screech over the comms.
>Gain hardened weapon research
>Gain internal Security research
>Raise core fleet stat mobility to 4
>>50414
The Cakonov-Kinari corporation remakes it's beach head, and starts to search for more things to use, however there is a giant screech through the comms and the titan's security begins to wake up.
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d9d667 No.50532
DISASTER! The enterprising Altairians Scientists have attempted to breach the titan's labyrinthine security, only to wake a sleeping giant. Now the titan's secondary and auxiliary systems waken and find that it is filled with intruders, thus it reacts, violently. Internal Security turrets turn upon filthy aliens and open fire while ancient automata lift their arms to fight once more.
Worst yet with all the power the titan is generating, the nebula cannot totally obscure the signature, leaving the fleet exposed to an wandering eye that falls upon the system. No enemy has found them yet, but how long will it last?
New roll required: Security. Every roll to explore or tamper with the titan internally will now require a roll to get past it's defenses, with more critical areas better defended from intrusion. This roll will be separate from all other and clearly marked as a security roll.
>System name: Nb-845
>Allegiance: None
>System has Fuel and a dead but fighting titan in it
>Sensors are down
>Fleet is currently alone
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6c45f1 No.50533
| Rolled 87, 36, 100 = 223 (3d100) |
>>50532
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 73/75
Metal: 0
Water: 22 -1/3rd t
Fuel: 46 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
—-
1.Continue work on the modularization of ships 18/20 -10
2. Continue to work on the production of bio-drones to supplement our current assault troops. -10
3. Isolate and study the virus, if it made it through our containment systems and procedures it must have something else too it and could be useful for the future. -10
——
The First-Among-Equals votes to leave this system behind.
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b78d03 No.50534
| Rolled 31, 36 = 67 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
+9 Fuel (-1/T)
+6 Water (-1/T)
1. Train the Last Kharak in Marksmanship in exchange for their new weapons
2. Practice military drilling, train over and over again until mustering for battle stations and fleet maneuvers are like breathing. We will improve our general combat actions this way.
Practice Military Drills.
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d7ff30 No.50537
| Rolled 21, 81 = 102 (2d100) |
>>50532
>Nation Name: Cakonov-Kinari United Corporation
>Race(s): Any civilized race
>History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
>Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
>Fleet: The Cakonov Merchant Fleet
>Civvie Ships -
>Colony ship 1 D, 5 M, 5S; 25 storage Slots, 15 hp
>Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
>Mining Ship 1 D, 5 M, 5S; 25 storage 10 hp
>Mobile Shipyard 1 D, 5 M, 5S, 15 hp
>Military Ships -
>"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
>Weapon Slot(s) - (Railgun)
>"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
>Weapon Slot(s) - (Missile Launcher Array)
>Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
>Cargo Hold (Inventory):
>Fuel: 28
>Water: 35
>Exotic Metals: 7
>Raw Metal: 39
1/2. CKUC will once again attempt to force its way through the titan's security systems and find out about what happened to it.
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d7ff30 No.50538
| Rolled 75 (1d100) |
>>50537
Sec roll
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e1cb5e No.50539
>>50269
>>50258
>>50210
just so you are aware, as I completed the marksman guns you all get it as well due to our network. Also each of you has a part of the titan's technology and due to our network you can all share a piece of it for free. With the Altairans giving the internal ship security tech, the Eridians with their pulse lasers, and the Stillsar their hardened weapons (along with hardened engines next turn) we should all be better prepared. Each of your contributions are noted in my sheet so at a glance you can see who has been providing what for the entire group.
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e1cb5e No.50540
>>50533
—–Private Communications—-
Hail Barum Zinlaz! This is Nikuz Azanurhalk, Representative of Khagan Guzukh Dolekugog. Let it be said that the Khazan honor their oaths as we have just completed our new kinetic weapon model. We give it freely to you as you were so generous to give us suitable "inspiration" for the prototype. We do not believe this should be the last of our dealings however, as this has given us an opportunity to truly maximize the weapon's firepower. We project that it is possible to double the output of current models and we are willing to share our results if you are willing. All we request is that you share how you maintain such an efficient fleet. Our Kharaks of old would be jealous of the independence they afford to you. If you decide to do so, rest assured that the Khazan will once again honor their debts.
——————————————
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e1cb5e No.50541
| Rolled 42, 93, 72, 40 = 247 (4d100) |
>>50532
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Marksman Rail Guns 1d10+off dc 40 to hit
PPC(Shura)
Projects:
Expanded Storage 4/20
resource conservation 11/15
Nova missiles 4/15
Forge Rounds 3/10
Streak Missile Array
Hardened Engines
Hardened Weapon Ports
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (5Water, 10Fuel, 9 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 23Fuel)
Science ship: Forge New Wonders; 0,5,3 (1 forge rounds)
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Do marksmanship training with The Free Corps.
Free Corps
2. Finish the Shura's work on resource conservation
Science ship
3. Send a team in to examine the titan's engines and warp technology.
Science ship
4. Security roll
-20, Science ship
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8006be No.50543
| Rolled 69, 73 = 142 (2d100) |
>>50530
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 40% shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 15/20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
Light Cruiser "Da Scrappa" 5 O, 8 (10 E) D, 10 M, 8 S; 25/30 HP
-Weapons- Laser, Railgun Defenses- Improved Armor (Energy), ECM system
Destroyer "Da Target" 5 O, 7 (9 E) D, 10 M, 8 S; 15/20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 94/225
68 Raw Metals
3 Exotics
23 Fuel -1/turn
11 Water -1/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
Researched Techs: Hardened Weapons, Hardened Engines, Internal Security, Pulse Lasers (1d6 + off vs enemy def and shields 2 attacks)
In progress: Expanded Storage 4/20
3/10 Forge Rounds
0/? Gel filled armor
The Stilsar, seeing the ship light up and waking up the defenses, decide to grab what they can and get out of there. Their instincts from their homeworld telling them that someone touched something that shouldn't have been touched. There will still be some stilsar going around grabbing loot, there always will be, but the boarding ships leave them there.
1. The mobile shipyard begins to repair and upgrade Da Scrappa Light Cruiser with the new technology.
+Hardened Weapons
+Hardened Engine
+Internal Security
+Pulse lasers
2. The smarter stilsar begin to work on the Forge rounds again, trying to figure them out while waiting for the other races to be willing to leave the giant, now active death trap, ruined titan. 3/10 +Wots Dis Do?
The data on Hardened weapons to all the other races in the pact, mainly just sending it to the Kharak short and big hummies and letting their bean counters get it to the right place.
The Stilsar are ready to leave the system, but are waiting for everyone else for now.
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0d5f0c No.50550
| Rolled 44, 20, 78 = 142 (3d100) |
>>50532
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 32 Fuel (-1/turn)
+ 10 Water (-1/turn)
+ 24 Raw Metal
+ 4 Exotic Metal
> 14 Exotic Metal (From Neo Legion)
> 25 Raw Metal (From Neo Legion)
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 1d6 + off vs enemy def and shields 2 attacks
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 61/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. New robotic adversaries? Excellent. Combat teams will be dispatched to deal with those near our sector, while documenting their tactics and releasing said information to our compatriots for their use.
2. Meanwhile, separate teams are dispatched to power centers on this ship, both for their study and shutdown; the signal has already gone out, but no sense in allowing it to progress further.
3. Security roll.
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e69e2f No.50565
| Rolled 32, 88, 83 = 203 (3d100) |
>>50531
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
+ Hardened Weapon Research
+ Internal Security Research
>>>Core Fleet Stats: 7 Offense, 6 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 146/383
+ 42 Water
+ 62 Fuel
+ 63 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1-2. The Krajek were conquerors and no strangers to battle. They would secure the auxillary bridge and use it to deactivate as many of the internal defenses as they could, in the process conquering all those delicious technological goodies which could advance their agenda.
3. Security roll.
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baffb5 No.50566
| Rolled 41, 9 = 50 (2d100) |
>>50530
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:109 (+9 per turn ) (2 for kharak)
Water: 57 (-1 Per Turn) (2 for kharak)
Raw Metal: 66 (+9, 10 for Kharak)
Exotic Metal: 5 (5 for Kharak)
239/475 Storage (+18 per turn)
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50Bomber 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
4/15 Nova Missiles
>-15 To All Rolls this Turn
>Science ship bonus cannot work for next 3 turns
>>50539
*Share Internal Ship Security Tech with the Network.
The attack had left the Altairans reeling. Personnel recovery would take priority and we would pull back our team for now and leave the Titan to the Fleet. In this case we would step up security, it is not impossible that the virus may have managed to compromise other systems in ways that we aren't able to detect. On a different security issue, if everyone in the fleet is using the same internal security it could lead to other problems and as such we will produce our own unique Altairan Security Protocols using this recent daemon attack as a source of research.
1 Send the Chariot of Mars: Light Carrier and its Wings to patrol the nebula. -15
2 Start Research into Altairan Security Protocols. Study of this recent attacks, its effects, and how we deal with it in the future are deemed priority in this study. -15
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d9d667 No.50723
| Rolled 93, 100, 54 = 247 (3d100) |
>>50566
<<<Growing Shadows>>>
<<<Light's Frailty>>>
<<<Oncoming Storm>>>
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9973e0 No.50727
| Rolled 28 (1d100) |
>>50723
Damn son we fucked roll
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d9d667 No.50728
>>50533
The modularization the Avarisians have long been orking towards has finished. Now due to the stock gunports and defensive slots(excluding armor) the ships now have, guns can be replaced freely in between battle for no cast. This gives the birds a large degree of flexibility in how their fleet can be configured.
Their work on biology met an unexpected and fruitful end. While trying to grow biodrones, a tech noticed a strain of the virus that had ravaged the Avarisian people, whole and untouched. This train was quickly isolated, modified and weaponized. What was once the equivalent of a bad case of bird flu was now a virus bomb that could with luck wreak havoc unto the enemies of the Avarisian people.
+Specialty round: A-Virus missile
Cost 2 raw metal 2 exotic metal 2 water
Damage specialty likely to be better against planets, bioships and ships without nbc protocols.
>>50534
The Free Corps train the Khazan in marksmanship, their weapon protocols and methodology are totally different however, and thus progress is slow for now.
While the officers and diplomats attempt to help the squat builders, the other officers drill the crew in taking formations quickly and without error. This goes about as normally as one can get and they have hope that soon taking formation will be second nature. ( I advise you try to make some!)
3/15
>>50537
The Cakonov-Kinari United Corporation was all prepared to start it's offensive against that titan's security systems, when their sensors noticed something. A massive build up in the smaller auxiliary reactors with accompanying temporal distortions. The corporation wisely withdrew all crew on board.
>>50541
The Khazan put effort into getting trained by the free corps, they really do, but there is still a disconnect between the kinetic loving primates and the free weapon wheeling mercenaries. that's not to say no progress is made, just that it's moving slower than both would lie. 6/15
They stout stonecarvers make much more impressive headway on the resource conservation project left behind by the now in bondage Shura. Theere were near the prototyping phase when they were whisked away, and the Dwarve-life scientist finished the prototypes, tested them and cracked the code in short order.
Gain REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
Meanwhile the marines begin to make a foray into the derelict titan when the ship sensors pick up a massive power spike in it and an accompanying temporal distortion. The marines and all crew on the ship are quickly recalled and the ship pulls back.
>>50543
The Stilsar having had their fill of the treasures they had collected from the Dead godship begin to refit their larger combat ship with their gains. The refit goes swimmingly and the ship is overhauled quickly and without fuss.
(Apply that shit to your ship)
While the mekboyz are working the mad doks are working too, they work on those funny burning rounds that the short boyz gave em to look at. While a lot of doks get sick and die for no real reason the others make a lot o progress on them funny bullets!
8/10
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d9d667 No.50729
>>50550
The Eridians ever ready for a challenge prepare to march and test their mettle against the ancient and ailing but still potent security systems of a long dead Titan. These efforts are left for naught as the sensors of the Eridians pick up a massive and building power surge in the auxiliary power generators along with a temporal distortion. The sons of Eridnus wisely fall back toothier ship which promptly begins emergency jump procedures out of system.
>>50565
The krajek code crackers have come to know the secondary bridge of this dead ship intimately, it struggled against he m greatly but with the door opened they had de-activated the security in this sector with an application of trial and error. They were amongst the first to realize the new peril that the ship was creating as they aw an AI, ancient beyond measure awaken, fragmented and broken it saw that the ship was damage and compromised and activated a failsafe it's builders had put in it long ago. "Chronos's Call".
The krajek pulled back as quickly as they could.
>>50566
The Altairians were still reeling from the virus that had ravaged their cybernetics and ships. They had tried to study what the virus ahd wrought but in doing so only opened themselves up for more issue as another lesser e-war strain ravage them and took it's toll. while it was not as bad they still lost yet more people to this.
-5 to all rolls next 2 turns
While this went on the Altairian carrier had it's bomber scout the nebula, keeping watch for the wolves after the refugee fleet, baited to the door by now waking titan, and they found they were wise to do so. For they detected jump signatures belying a massive fleet heading their way, at least three capital ships with full escort on route. The Altairians sent this information out along the network, but found notice for evacuation was unnecessary, the once dead gods lived again, if only for a moment and it's soon to come death throes would be <<<spectacular>>>
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d9d667 No.50730
The fleet has warped out in an emergency, the dead titan somehow managing to overload itself and causing the surrounding space to be deemed hazardous in the extreme to the fleet with it's temporal distortion. They uickly ascertain their bearing and find that the system they had left is no longer a nebula, but a star one several Millenia old. While the scientists scratch their heads over how this came to pass, the civilians and military breathe a sigh of relief as they were save in this system, for now at least.
>System name: B-679
>Allegiance: None
>System two rocky planets and a large star in it
>Fleet is currently alone
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d9d667 No.50731
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e1cb5e No.50733
>>50566
>>50550
>>50543
A note to all network members, I have completed the resource efficiency tech so make sure to refit your ships as well.
>Gain REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
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baffb5 No.50734
| Rolled 10, 64 = 74 (2d100) |
>>50729
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:118 (+9 per turn ) (2 for kharak)
Water: 56 (-1 Per Turn) (2 for kharak)
Raw Metal: 75 (+9, 10 for Kharak)
Exotic Metal: 5 (5 for Kharak)
257/475 Storage (+18 per turn)
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50Bomber 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
+REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
4/15 Nova Missiles
>Science ship bonus cannot work for next 2 turns
>-5 to All rolls for 2 turns
1 Scout Rocky Planet Alpha
2 Scout Rocky Planet Beta
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0d5f0c No.50735
| Rolled 23, 77 = 100 (2d100) |
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 33 Fuel (+1/turn) (-1 use/+2 Trade)
+ 9 Water (-1/turn)
+ 49 Raw Metal
+ 18 Exotic Metal
>Storing 8 Fuel For Corny
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 1d6 + off vs enemy def and shields 2 attacks
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 61/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
>Free action:
Share the Pulse Laser Tech with the tech sharing commune
1. We shall set to upgrading our ships with the newly acquired conservation tech.
2. After doing such, Eridian Vessels shall scout the system far and wide, both to get a idea of where we exactly are and see if anything interesting lies in this system.
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e1cb5e No.50736
| Rolled 71, 10, 9 = 90 (3d100) |
>>50730
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Marksman Rail Guns 1d10+off dc 40 to hit
PPC(Shura)
Internal Ship Security(Altair)
Hardened Weapon Ports(Stilsar)
resource conservation(Shura (-_-)ゝ)
Projects:
Expanded Storage 4/20
Nova missiles 4/15
Forge Rounds 8/10
Streak Missile Array
Hardened Engines
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (4Water, 10Fuel, 9 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 22Fuel)
Science ship: Forge New Wonders; 0,5,3 (1 forge rounds)
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Refit ships with all the new tech acquired since we first joined this fleet. "We are the last kharak. We are the only representatives of our race to the galaxy, its only record keepers. We have lost so much of history with the invasion of our homeworld, our past fragmented. Such a catastrophe would be cause for mass despair and yet as Khagan I feel…Hopeful? In our short time amongst the stars we have seen such wonders that put many of our previous tales to shame. While we may have lost everything, I can only see a new golden age ahead of us. Exemplified as we put what we have learned into practice."
Solid Like Stone
2. Continue training with the free corps. "This way of fighting is unusual to the extreme for our warriors. Much of their doctrine is based on acting as a champion, a symbol to the rest of the khazan. Necessitating a certain level of flair and recklessness in order to give the performance needed to inspire. The corps's method is so simplistic and utilitarian when compared to our traditions. However for those that have managed to stomach it, the results are undeniable."
3. Begin mining the planet that seems to have the most easily exploitable minerals. "It has been far too long since we have stepped foot onto proper earth. It would do our people some good if they were to begin mining expeditions to give back some normality."
Solid Like Stone
Trade: The khazan share their improved bomber missiles to the other members of the network.
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9973e0 No.50737
| Rolled 69, 24, 89 = 182 (3d100) |
>>50729
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 65/75
Metal: 0
Water: 21 -1/3rd t
Fuel: 44 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
Modularization
Specialty round: A-Virus missile
Cost 2 raw metal 2 exotic metal 2 water
—-
1.Research the data our ships gathered on the Temporal anomaly. Seek to reproduce this on a smaller scale for in-combat use allowing hopefully to manipulate the flow of time to dodge and maneuver our ships.
2. Work on developing different laser frequencies seeking to find the best way to disrupt and pierce shields.
3. Begin work on better jump drives
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b1cfef No.50747
| Rolled 97, 42 = 139 (2d100) |
>>50729
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
+ Hardened Weapon Research
+ Internal Security Research
>>>Core Fleet Stats: 7 Offense, 6 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 146/383
+ 41 Water
+ 61 Fuel
+ 63 Raw Metal
+ 3 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1-2. The Krajek had managed to conquer some interesting technology from the Titan before making their grand escape. While there were no intelligent lifeforms outside of the fleet in this sector the Krajek would go about investigating the rocky planets. Perhaps some metals or something else of interest could be obtained that could at a later date be exchanged for something of use.
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8006be No.50749
| Rolled 82, 55 = 137 (2d100) |
>>50728
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 40% shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 15/20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
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; 15/20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 92/225
53 Raw Metals
0 Exotics
22 Fuel -0.5/turn
10 Water -0.5/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
Researched Techs: Hardened Weapons, Hardened Engines, Internal Security, Pulse Lasers (1d6 + off vs enemy def and shields 2 attacks), Marksman Rail Guns (1d10+off dc 40 to hit), Improved Bomber Weapons: d5, PPC [ dc 50 to hit 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns]
In progress: Expanded Storage 4/20
8/10 Forge Rounds
0/? Gel filled armor
1. Da Target is next in line to be upgraded with the new technology, and repaired in the mean time as the cowardly hit and run attack did a bit of a number on the ship. At least Da Target lived up to it's name.
+Mobile Ship yard.
2. Mad Dok Wazkraka is hard at work on the 'intradesting' new ammo for their ships. It has been found that, while the bullets 'taste funny' before killing the one who ate it, the doks still must work on what makes the bullets taste funny. 8/10
Free: Send the hardened engines tech along the network for all the stupid gits, I mean wonderful allies, to share in.
Free: After getting the 2 exotics from the Kharak upgrade all the ships to recycle water and utilize fuel better.
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e1cb5e No.50750
>>50749
After receiving the the hardened engines the Khazan gladly give the exotic materials needed for the Stilsar to improve their ships.
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b78d03 No.50841
| Rolled 14, 5 = 19 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
+8 Fuel (-1/T)
+5 Water (-1/T)
1. Continue you to train in formations. We are the anti-fighter escort, hence our tactics should revolve around them.
Practice the [Picket Ship Formation], which is specifically geared to allow ships to mutually support each other while surrounded by fighter complements specific to engaging and defeating enemy fighters and bombers. This makes our ships more effective against fighters and bombers 3/15
2. Even our fighters should expertise themselves in anti-fighter and anti-bomber tactics. Have our fighters practice the [Valkyrie Formation], a special dogfighting formation that has been tried and tested for our Valkyrie fighters as very effective against enemy fighters and bombers.
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d7ff30 No.50881
| Rolled 9, 40 = 49 (2d100) |
>>50728
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
>Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 15 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 10 hp
Mobile Shipyard 1 D, 5 M, 5S, 15 hp
>Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
>Cargo Hold (Inventory):
Fuel: 26
Water: 33
Exotic Metals: 7
Raw Metal: 39
1. Alright, well now that that's over with, we should head out to survey those planets, check to see what's on them.
2. Send the mining ship out to check if there's an asteroid belt. The corvettes will accompany them as escorts
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d9d667 No.51003
>>50734
The Altairians go forth to scan both planets and while the second scan goes great, a giant dustball of with scattered nodes of base metals, a inter-fleet dispute between the Altairians, Khazan, and Cakonov-Kinari United Corporation effectively kill an efforts on your part to scan the first planet.
>>50735
The Eridian vessels search around the star's orbit pin pointing their locations as spinward of the new star, and within range of 3 systems to continue the egress away from both Imperial fleets.
A Red Dwarf system with a very little else.
A Yellow star with what seems to be a great deal of asteroids.
Finally a system made up of caught detritus around a Black Hole.
(As the refit need to be paid for, and are free actions when paid for, you will get a free third action this next turn.)
>>50736
Without access to a mobile shipyard, certain refits are just not possible, but the internal ship security, hardened weapons ports and marksman rail guns are created.
However that is nearly all that goes well. The training with the free corps devolves into a brawl, with the Khazan taking part in it, claiming the corpsman spat on their ancestors. This will take a lot of effort to overcome.
2/15 training
Worse the planned mining convoy was tied up in an interfleet dispute, causing nothing to be done.
>>50737
The Avarisian scientists have no idea on how the great dead titan worked, much how it's power sources affected time. Only the broken nature of the machine and how egregiously it was tearing into time gave them any warning. So they begin to work on their sensors, in order to measure chronatons, so they can know what is happening ahead of time.
4/25 Chronoal Sensors
They also begin working on a new type of laser. One that can penetrate shielding more easily. This effort meets some small success, but due to it's basic nature it does not get much attention.
1/20
What gets the most attention is the jump drives. the venerable technology that moves the ships across vast tracts of space nigh instantly. Specifically, the jump drives still take a while to spool up, the avaraisians strive to fix this.
5/20
>>50747
While other races bicker over the planet, the krajek descend onto it,a nd find a lode of resources. Lot of pure raw and exotics metals to take and run off with quickly.
+13 exotics
+25 Raw
>>50749
Da target get fixed up and is made better than new, wew those doks are sure gud at fixin tings!
Meanwhile while da boyz are fixing da target, Wazkrake figure out how to make dose big ole flamey rounds, only killin a hundred boyz to get it roight!
Forge Rounds- 3 exotics 2 raw
Deal radiation and fire damge to ships, best on organic or live ships.
>>50841
A fight broils out between the Free corps and Khazan setting training back. The free corpsmen in question claim that the Khzaan questioned their fighting ability and called them pansies, among other things.
However that is not the worst thing that happens, during a training exercise in formation training, the fighters crash into each other, damaging them and causing them to be grounded until repairs are made. (pay half the cost for new fighters)
>>50881
The corporation gets into an argument over the first planet with the Altairians and Khazan. nothin gets done.
Thankfully the mining run to the asteroid belt goes better. Several small asteroids were processed and rendered down, netting a respectable haul of metal.
+24 raw
+3 Exotic
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d9d667 No.51004
>>51003
Addendum on tsar's second action, he gets this from the second planet, as there is no asteroid belt.
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d9d667 No.51005
The fleet collects itself from it's brush with near disaster. Even as the ships cool their heels in a safe place though, internal tensions between the various subfactions of the fleet build. Will this blow over, or will it lead into even more issues?
>System name: B-679
>Allegiance: None
>System two rocky planets and a large star in it
>Fleet is currently alone
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8006be No.51006
| Rolled 22, 100 = 122 (2d100) |
>>51003
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 40% shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 15/20 hp
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
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; 15/20 HP
-Weapons-Laser, Missile Launcher Array Defenses- Improved Armor (Energy)
-Storage- 92/225
53 Raw Metals
0 Exotics
21.5 Fuel -0.5/turn
9.5 Water -0.5/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
Researched Techs: Hardened Weapons, Hardened Engines, Internal Security, Pulse Lasers (1d6 + off vs enemy def and shields 2 attacks), Marksman Rail Guns (1d10+off dc 40 to hit), Improved Bomber Weapons: d5, PPC [ dc 50 to hit 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns], Forge Rounds [3 exotics, 2 raw; deal radiation and fire damage to ships, best on organic or live ships]
In progress: Expanded Storage 4/20
0/? Gel filled armor
1. Fight'n over shiny things on the planet, and we wuzn't invited? Grab da digga boys, wez gonna get sum shinies. (Mine on the scouted planet)
2. Get da doks ta work fix'n da mobile shipyard, and put'n in da non-kombat upgrades.
+Hardened Engines and Internal Security
Free: Allow the Kharak to use the mobile shipyard after a promise of payment.
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8006be No.51007
>>51006
edit: Da Target is at 20/20 and has all upgrades,
Storage at 91/225
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6c45f1 No.51008
| Rolled 15, 74, 47 = 136 (3d100) |
>>51003
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship (5)
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 65/75
Metal: 0
Water: 21 -1/3rd t
Fuel: 43 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
Modularization
Specialty round: A-Virus missile
Cost 2 raw metal 2 exotic metal 2 water
—-
1. Chronoal Sensors 4/25
2. Laser Penetration 1/20
3. Improved Jump Drives 5/20
Offer the Free Korps our Resource Saving technology in exchange for their protection
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d9d667 No.51009
| Rolled 2 (1d3) |
>>51006
Hm
checking something
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8006be No.51010
>>51003
>>51006
Also free: Share the Forge Rounds tech.
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baffb5 No.51011
| Rolled 57, 37 = 94 (2d100) |
>>51003
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:125 (+9 per turn )
Water: 53 (-1 Per Turn)
Raw Metal: 53 (+9) [was 74]
Exotic Metal: 0
256/475 Storage (+18 per turn)
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 AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50Bomber 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
+REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
+Forge Rounbds
+Improved Bomber
+Pulse Laser
4/15 Nova Missiles
>Science ship bonus cannot work for next 1 turns
>-5 to All rolls for 1 turns
Share Hardened Engine Tech
1 Mine the second planet, +10 AEc Scarab.
2 Upgrade all our ships with the Internal Ship Security tech, and Hardened Engine tech.
Free- Spend 21 Raw metal to put Resource Conservation on all my ship
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baffb5 No.51012
>>51011
(Addtional 21 Raw metal to account for the 7 Exotic needed)
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b78d03 No.51015
| Rolled 95, 69 = 164 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
Lasers 1d6+ offense
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
+7 Fuel (-1/T)
+4 Water (-1/T)
DAMAGES:
1. Make a note of whoever lost the fist fight and whip them with 100 strokes. Whoever won the fist fight fine them with a light dock off their pay. After that get back to training in [Picket Ship Formation] 3/15
2. Have our engineers begin swapping out our previous lasers for the new Pulse Lasers provided by the Khazan
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baffb5 No.51017
>>51015
>>51011
ill cover your fighter repair that costs 1 raw metal
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baffb5 No.51018
>>50881
>>50747
>>50735
Looking for 7 exotic, will pay 21 raw
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b78d03 No.51019
>>51015
CORRECTION
It is
>1 PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
Not Pulse Lasers.
>>51017
The Free Corps salutes the Altair Exploration Fleet for these generous parts and repair supplies.
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827c2a No.51020
| Rolled 82, 4 = 86 (2d100) |
>>51003
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
+ Hardened Weapon Research
+ Internal Security Research
>>>Core Fleet Stats: 7 Offense, 6 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 177/383
+ 40 Water
+ 60 Fuel
+ 73 Raw Metal
+ 4 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1. The Krajek would update their cruisers to fit the latest Krajek force standards in terms of mobility.
2. Continue to forage the planet for valuable resource deposits.
>>51011
>Trade Morgoth 7 Exotics for 21 Raw Metal (already removed from inventory)
>Send Morgoth an additional 5 Exotics and 15 Raw Metal to improve the Krajek Fleet with Resource Conservation Tech (already removed from inventory)
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baffb5 No.51021
>>51020
>>51015
With these materials include (Whitedeath's) The Conquered World fleet in my free Resource Conservation upgrade action and complete my own.
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0d5f0c No.51031
| Rolled 99, 86 = 185 (2d100) |
>>51005
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 34 Fuel (+1/turn) (-1 use/+2 Trade)
+ 8 Water (-1/turn)
+ 31 Raw Metal
+ 12 Exotic Metal
>Storing 9 Fuel For Corny
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 1d6 + off vs enemy def and shields 2 attacks
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 0/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 37/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Leviticus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
>Free Action: Apply the Resource conservation tech to all of our ships.
1. Water was becoming a concern, so the immediate course of action would be to scan the system for suitable comets, and dispatch resource shuttles to mine and extract the water from them. We could not continue as a people without a sufficient amount of water.
2. With the delay in the action, our researchers would instead turn their attention to researching the discoveries made from the captured Traitor vessel, starting with the Nova Missiles.
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e1cb5e No.51032
| Rolled 42, 41, 83 = 166 (3d100) |
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Marksman Rail Guns 1d10+off dc 40 to hit
PPC(Shura)
Internal Ship Security(Altair)
Hardened Weapon Ports(Stilsar)
Hardened Engines (Stilsar)
resource conservation(Shura (-_-)ゝ)
Forge Rounds (Stilsar)
Projects:
Expanded Storage 4/20
Nova missiles 4/15
Streak Missile Array
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 3, 25 Storage (4Water, 10Fuel, 9 Exotics)
Colony Ship: Drink of Streams; 0,5,3, 25 Storage (10Water, 22Fuel)
Science ship: Forge New Wonders; 0,5,3 (1 forge rounds)
Military:
Corvette: Silent Guardian; 1 Offense, 5 defense, 10 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Finish the ship refits with the stilsar station.
Solid Like Stone, Literally just did a refit
2. Continue training with the free corps. 8/15 "Such incidents are exactly why the Khagan believes they need the training. Such pettiness seems to permeate much of their society and has lead to many altercations in the past, some of them legendary in scope. While he would not dare to voice this opinion aloud he will ensure that they will continue their training, in an effort to finally make them at least somewhat manageable."
3. Coordinate with the Altair on the second planet for mining. "With the mining conflict resolved the Khazan figure it would be best to work alongside their reliable Altairan allies when they begin their mining so that they can quickly get the material stored in their freighters."
Solid Like Stone
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0d5f0c No.51077
>>51031
3. And with the discovery of the ancient precursor tech from the massive ancient vessel, we shall retrofit our ships with the new pulse laser technology as we await the fleet to move on the next system
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0d5f0c No.51078
| Rolled 88 (1d100) |
>>51077
with dice this time
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0d5f0c No.51079
>>51078
>>51077
Dreadnought first
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0d5f0c No.51129
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d9d667 No.51130
>>51006
The stillsar fall upon one of the planets, mostly just playing poke the stickor bol, but they do get some mining done too. barely.
+5 raw metal
Meanwhile the docs in the shipyard fix it up, and get a roight noice idea. What if one shipyard, could do da work of two? They work real hard on it and now not only is the shipyard fixed, it can hold two of any class of ship under dreadnought.
+Double Berth Shipyard tech
+Costs 35 Raw metal to make from a normal shipyard
-20 raw metal
>>51008
The chronoal sensor tech stalls, as scientist find they need to redo many equations in them do to a miscopied file. This is frustrating, but time technology has always and likely will always be difficult.
Conversely penetrating laser work has jumped forward quite ab it as those waiting on the sensor equation instead work on bringing the better lasers into being. It's mostly in the realm of theory right now, but this is easier than time distortions for sure.
5/20
Jump drive is still being improved steadily,. making small strides on improving spool up time and the safety of cross colliding points in space.
8/20
>>51011
The Altairians have the scarab begin harvesting the planet for resources and while it is nothing great, it is still enough to be considered a good haul
+28 Raw metal
+2 exotics
The also take the time to upgrade their ship security and engine toughness fleetwide. Which while it goes slowly, it is finished within the expected time frame.
>>51015
With the perpetrator punished swiftly and soundly, the rest of the Free corps makes great strides on working out how to create a picket formation. The particulars are set, now it's just practice.
10/15
While this goes on the Quiver of MArs has it's lasers swapped out for the new PPCs.
>>51020
THe krajek miners are caught in a cave in and a great deal of time is spent digging them out!
(need a shipyard to upgrade stats WD, Get permission from random or tsar to use theirs. given you rolled so horribly I used your first action to mitigate the second)
>>51031
The Eridians luck out, and find a Comet coming into system. It is large and chock full of ice. Harvesting it is realtiey simple and soon the Eridian are not needing to worry about water for a while. They also find in the comet a small cache of exotic metals useful for a variety of things.
+25 water
+8 exotics
Things are similarly good for the nova missile project, as studying the missile is relatively easy due to clear marking and make. The similarity allows the scientist to pry it open almost finish the project.
7/12
Refits also go exceedingly well with Pride of Gaius and the Blade of Baal getting shiny new pulse lasers instead of their normal lasers.
>>51032
Thanks to the double berthing system the inventive, and slightly mad, fungus-men come up with, the refits finish on both military ships as expected. (full refit)
The khazan gunners are slowly, oh so slowly beginning to understand what the free corps are teaching. Soon they will be able to perform up to the high standards. They are slow to change, but they do change, eventually. 12/15
The khazan mining expedition, while coordinating with the Altairian one, seems to have picked a better spot as the lodes yielded are much better.
+40 raw metal
+6 exotics
The CKUC ships seem to at a stalemate due to a fight between multiple managerial boards of the company. Thus nothing gets done.
The fleet slowly continues to get it's bearing and collect much needed resources before resuming it's trek. The issue is to where?
Before the fleet can vote to set off, they run inter another set of refugees. Immortals in the longevity fleeing from the empires, with many civilian ships, but almost no military, as their warships were picked off slowly as the fled.
The fleet has two decision now, what to do with these "immortals" and where to go?
>System name: B-679
>Allegiance: None
>System two rocky planets and a large star in it
>Fleet is currently alone
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e1cb5e No.51131
| Rolled 69, 10, 15 = 94 (3d100) |
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Tech:
Improved Bomber Weapons: d5
Marksman Rail Guns 1d10+off dc 40 to hit
PPC(Shura)
Internal Ship Security(Altair)
Hardened Weapon Ports(Stilsar)
Hardened Engines (Stilsar)
resource conservation(Shura (-_-)ゝ)
Forge Rounds (Stilsar)
Pulse Lasers (Eridian)
Projects:
Expanded Storage 4/20
Nova missiles 7/15
Streak Missile Array
Internal Security Guns 1/15
Breech Boarding shuttles
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 4, 25 Storage (4 Water, 21 Fuel)
Colony Ship: Drink of Streams; 0,5,4, 25 Storage (10 Water, 10 Fuel) 40 metal, 15 exotic
Science ship: Forge New Wonders; 0,5,4 (1 forge rounds)
Military:
Corvette: Silent Guardian; 4 Offense, 5 defense, 14 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: Grudge bearers of Khazad; 5 Offensive, 9 Defensive, 8 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Finish the training with the free corps 12/15.
2. Begin work on the Breech Boarding Shuttles. "due to our migratory existence we are unable to set down our roots and build up an industry that would let us build a fleet, because of this our ability to expand our power is shaved and we have little hope for stable growth. However in the short time we have been in the fleet we have already been part of numerous conflicts, meaning that the enemy naturally has their own ships. It is a waste to outright destroy these ships when they could instead be crewed by proper Khazan men. Already boarding actions have taken place and it has been a great boon to those who were able to add those ships to their fleet. If we were to begin specializing in these boarding maneuvers then we would quickly grow to be the most powerful. In order for this to be valid however, we need entirely new shuttles. The ones that we use now are merely repurposed civilian vessels used to transport champions. With the proper design we could quickly establish a fortified beachhead inside the enemy ship at the start."
Science ship: Forge New Wonders
3. Begin work on recreating our legendary power armor. "Even when we first reached space our armors were a thing of renown. Old ways proved superior even if it was accompanied with a flashy veneer. Sadly with the loss of our homeworld many secrets involving its forging were lost and can only use them as relics of the past. too valuable to risk in actual combat. That does not mean that we cannot potentially recreate them however, as all our ships hold an archive that while pitiful compared to the great libraries (apparently it is considered unusual to hold most of the texts written thousands of years ago) still hold some clues that could be used to rediscover our ancestor's greatness."
Solid Like Stone, Science ship: Forge New Wonders
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baffb5 No.51132
| Rolled 29, 21 = 50 (2d100) |
>>51130
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material; Fuel:135 (+10 per turn and minus 1 every other turn)
Water: 53 (-1 Every Other Turn via Conservation)
Raw Metal: 109 (+9) (40 for Oneman)
Exotic Metal: 17 (15 for Oneman)
304/475 Storage (+19 per turn and minus 2 every other turn)
Core Fleet Stats: 1 Offensive, 7 Defensive, 10 Mobility, 95% Shields (Internal Ship Security, Hardened Engine, Resource Conservation)
Fleet:
Colony Ship [Free] 0,4,5, 95% Shields, 25 Storage
Mining Ship [6 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 Wing 1
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber Wing 2
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
+REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
+Forge Rounbds
+Improved Bomber
+Pulse Laser
4/15 Nova Missiles
1 Nova Missiles 4/15. The Altairans send their research team and vessel, The Amano, to continue conducting research on the Nova Missile array and its payload aboard the Eridian vessel.
+Science Ship The Amano
+Sons of the Sun and Circuit
2 Take the Amano and perform some scans on the large star of this system. Sample it for elements, peculiarities, and age. Ascertain our position in the galaxy by comparing its makeup to our star chart records and what direction may lead to other resource plentiful systems. Expose certain key substances to the unique radiation of the star and record the results, find if its radiation may prove a suitable tool or weapon and record it in our journal.
+Science Ship The Amano
+Sons of the Sun and Circuit
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0d5f0c No.51133
| Rolled 42, 22 = 64 (2d100) |
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 32 Fuel (+1/turn) (-1 use/+2 Trade)
+ 32 Water (-1/turn)
+ 31 Raw Metal
+ 20 Exotic Metal
>Storing 10 Fuel For Corny
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 2d6 + offense to hit dc 30
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 7/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 37/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Pulse Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Pulse Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Longinus
10 Offense, 8 Defense, 6 Mobility
1 Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. The final refitting of pulse lasers for our destroyer " Lance of Longinus " is to be done immediately. The sooner we can retrofit our ships with the latest technology the better, as the technological distance between us and our foes is immense, but every foot gained helps.
2. Research into the matter of the Nova Missiles shall continue, in addition to looking into the missiles themselves we shall also interrogate some of our captives from the ship, to see what other information we can gleam from them, and perhaps if we can elucidate more about their conditioning
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8006be No.51134
| Rolled 71, 17 = 88 (2d100) |
>>51130
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 40% shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20/20 hp [Double Berth, Internal Security, Hardened Engines]
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
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; 20/20 HP
-Weapons- Pulse Laser, Missile Launcher Array Defenses- Improved Armor (Energy), Hardened Weapons, Hardened Engines, Internal Security
-Storage- 91/225
38 Raw Metals
0 Exotics
21.0 Fuel -0.5/turn
9.0 Water -0.5/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
Researched Techs: Hardened Weapons, Hardened Engines, Internal Security, Pulse Lasers (1d6 + off vs enemy def and shields 2 attacks), Marksman Rail Guns (1d10+off dc 40 to hit), Improved Bomber Weapons: d5, PPC [ dc 50 to hit 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns], Forge Rounds [3 exotics, 2 raw; deal radiation and fire damage to ships, best on organic or live ships], Double Berth Shipyards [Costs 35 Raw metal to make from a normal shipyard, 2 ships can be worked on]
In progress: Expanded Storage 4/20
0/? Gel filled armor
1. Get dem docs on dat gel arma we gotz from dat big ship last jump. Dis roit nice gubbins and weze gonna gets more. +Wots Dis Do?
2. Upgrade da rest of da ships wit hard'd engines and internal securiti.
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baffb5 No.51135
>>51133
>>51132
The Altairans offer to combine research efforts on the Nova Missiles with the Eridians that we may achieve mastery over this sacred technology together and grant them the benefit of our specialties and facilities, and us to benefit from the resources and their proficiency with the Eridian systems for the duration of this research.
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0d5f0c No.51136
>>51135
We agree to this, the sooner the fleet is able to profit off of this breakthrough, the better
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6c45f1 No.51137
| Rolled 98, 24, 64 = 186 (3d100) |
>>51130
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 70/75
Metal: 0
Exotic: 5
Water: 21 -1/3rd t
Fuel: 43 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
Modularization
Specialty round: A-Virus missile
Cost 2 raw metal 2 exotic metal 2 water
—-
1. Chronoal Sensors 4/25
2. Laser Penetration 5/20
3. Improved Jump Drives 8/20
—–
The First-Among-Equals urges that we begin movement to the next system.
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ec0fbf No.51141
| Rolled 11, 77, 11, 44 = 143 (4d100) |
>>51130
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: 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.
1/2/3/4: To build up stocks of tradeable materials, harvest the nearby planet for as much material as possible
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ec0fbf No.51146
>>51141
meant as four seperate actions, not one action with a lot of rerolls.
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b78d03 No.51172
| Rolled 71, 13 = 84 (2d100) |
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
+6 Fuel (-1/T)
+3 Water (-1/T)
1 Metal (remember to use these to repair the fighters)
1. Complete the Picket Formation training. Our ships will know how to get into an advantageous position to eliminate any incoming fighters and bombers 10/15
2. Begin replacing our Carrier with the new PPC weapon systems also.
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4cde99 No.51260
| Rolled 31, 9 = 40 (2d100) |
>>51130
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
+ Hardened Weapon Research
+ Internal Security Research
>>>Core Fleet Stats: 7 Offense, 6 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 175/383
+ 39 Water
+ 59 Fuel
+ 73 Raw Metal
+ 4 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1-2. The Krajek would continue to try and conquer more raw materials, they would surely come in handy later on.
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d7ff30 No.51329
| Rolled 36, 98 = 134 (2d100) |
>>51003
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
>Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 15 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 10 hp
Mobile Shipyard 1 D, 5 M, 5S, 15 hp
>Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
>Cargo Hold (Inventory):
Fuel: 26
Water: 33
Exotic Metals: 10
Raw Metal: 63
1-2. Once again, surveying the planet is very important. We can't get caught up in stupid arguments over it!
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d9d667 No.51573
>>51131
THE Khazak after many long long hours of training, have finally gotten their gunnery skills up to acceptable levels. They can now hit more accurately than not, intuiting enemy maneuvers more easily and acting to counter them. However this came at a cost.
The efforts to build breach boarding shuttles and the efforts to refit their power armor for proper void warfare makes little progress, in short due to all the training going on.
1/15 breach shuttles
1/10 Voidworthy power armor
>>51132
Working in concert with the Eridians, you continue the research on the nova missile, making some headway, but not enough that either for you two would call it quick.
7/15
The star in system is basically a normal star. It's not noteworthy at all.
>>51133
The lance of Longinus is refitted easily. The pulse laser turrets have replaced the turrets of the more normal lasers, doubly the ship's fire capability.
Working in concert with the Altairians, you continue the research on the nova missile, making some headway, but not enough that either for you two would call it quick.
7/15
>>51134
The docs look over da new gel filled armoru. dis is some purty nice stuf! da gel is made out of some sort of highly resistant and shock absorbent gunk that makes it real hard for any dakka to hurt it. da docs are not sure what 's made outta but dey want to figure it out!
5/25
In fact dere so focused on dah armor dey don't do any of da refits.
>>51137
The Avarisians make wonderful strides in their chronoal sensors. They start to have some understanding of what they need to do now, and that leads to doing it. The mathematics needed are starting to fall into place.
10/25
Conversely laser penetration research lags, and lags hard. For some reason all the projections on penetrating shields fails, and the scientist need to return tot he drawing board.
6/20
The jump drives move along about as expected. Improving coding and minor hardware edits are estimated to allow for a much faster spool up time, allowing for faster escapes.
12/20
>>51141
The Achenterai send out four search parties to gather resources. Sadly two have to abort the landings, too inebriated to land safely an d are thus recalled home. The other two find some raw metals and a small amount of water frozen to the planets surface. They extract the resources and eturnt hem home
(Qm not you start with one colony ship worth of resources for free, which is 25 units, and can pick anything except exotics)
+40 raw
+3 exotic
+5 water
>>51172
The picket formation training finishes. Your combat fleet can now engage enemy strike craft more easily and cause them harm.
Standard Picket formation-+10 to rolls against strike craft, +1 damage to any hit on strike craft.
However the ppc refits do not come to pass due to electrical issues on the Carrier. Seems like mounting one would have cause a residual feedback issue and shorted you out as well. The issue is now fixed though.
>>51260
The krajek go forth and find more materials, sadly there are not as many materials at this site as there was at the last one. They find some raw metal, but not much else.
+20 raw metal
>>51329
The corporation survey the planet, and thanks to their long experience as planet crackers, they find a positive mountain of usable ore in a planetary range, likely an extrasolar capture that fell to the planet violently some eons ago. The miners attack it with gusto adding a large quantity of ore the hold of the cargo ships, and even when the skilled labor take their bonuses, there is still a lot to go around. In fact there is TOO much to go around, and you will have to leave some behind. (about 20 materials)
+108 Raw metal
+30 Exotic metals.
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d9d667 No.51574
>>51573
The fleet jumps away from their safe haven towards a black hole in what might be argued a stupid move. However the hole would cloak their emissions with it's endless hunger and hopefully allow them to be undetected that much longer on their escape.
Once they get there however they encounter a remnant of the steel fleet, a group of nomads who have been in space for centuries. They are allowed to accompany the fleet but are watched closely, as the fleet still remembers the treachery of the last late arrival.
>System name: Z-891
>Allegiance: None
>System: A collection of asteroids orbitng a Black hole
>Fleet is currently alone
>Hazards: Gravitational pull, Strike craft cannot be launched in this area. Boarding shuttles need prep time and things can do horribly wrong. Fleet will need to navigate around until they get to another jump point as jumping towards other system directly could cause damage to ships. This means no emergency jumps, and it will take 2-5 turns of navigation to get into position to jump away.
Possible jumps are
Red dwarf 1(2 turns)
Red dwarf 2 (4 turns)
A anomalous Green Star (5 turns)
a Yellow Star (3 Turns)
an orange star (3 turns)
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e1cb5e No.51575
| Rolled 53, 54, 44 = 151 (3d100) |
>>51574
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.
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.
Core Fleet Stats: 5 Offensive, 10 Defensive, 7 Mobility, 23% Shields
Training:
Shooting (+5 to hit)
Tech:
Improved Bomber Weapons: d5
Marksman Rail Guns 1d10+off dc 40 to hit
PPC(Shura)
Internal Ship Security(Altair)
Hardened Weapon Ports(Stilsar)
Hardened Engines (Stilsar)
resource conservation(Shura (-_-)ゝ)
Forge Rounds (Stilsar)
Pulse Lasers (Eridian)
Projects:
Expanded Storage 4/20
Nova missiles 10/15
Streak Missile Array
Internal Security Guns 1/15
Breech Boarding shuttles 1/15
Void-Worthy Power Armor 1/10
Communication Dampers
Improved Sensors
Dorok-u-Sarkhuh (Network):
The Last Kharak (active)
The Altair Exploration Fleet (active)
The Eridian Hegemony (active)
The Stilsar Remnant (active)
Fleet:
Colony Ship: Strike The Earth; 0, 5, 4, 25 Storage (4 Water, 21 Fuel)
Colony Ship: Drink of Streams; 0,5,4, 25 Storage (10 Water, 10 Fuel) 40 metal, 15 exotic
Science ship: Forge New Wonders; 0,5,4 (1 forge rounds)
Military:
Corvette: Silent Guardian; 4 Offense, 5 defense, 14 mobility, 1 weapon slot, Hull points 5, missile launcher display
Light Carrier: Grudge bearers of Khazad; 5 Offensive, 9 Defensive, 8 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 1d5 + 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 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1. Scout out the system, especially the asteroids and anything else that may be orbiting the blackhole.
2. Continue work on the Breech Boarding Shuttles. 1/15 "While shuttle use is dangerous here it is also the ultimate proving ground for our designs, once we finish the design phase and begin making the first prototypes we can see which designs will work under such strenuous conditions."
Science ship: Forge New Wonders = +10
3. Continue work on recreating our legendary power armor. 1/10 "With the last of the reformations complete we can now turn back to the past. Going over the archives we will seen what can be gleamed from the annuals."
Solid Like Stone, Science ship: Forge New Wonders = +10+
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8006be No.51576
| Rolled 49, 6 = 55 (2d100) |
>>51573
Nation Name: The Stilsar Remnant
Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.
History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.
Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 40% shields
Fleet:
Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp
Mobile Shipyard, 4 D, 5 M, 8S; 20/20 hp [Double Berth, Internal Security, Hardened Engines]
Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp
Military -
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; 20/20 HP
-Weapons- Pulse Laser, Missile Launcher Array Defenses- Improved Armor (Energy), Hardened Weapons, Hardened Engines, Internal Security
-Storage- 90/225
38 Raw Metals
0 Exotics
20.5 Fuel -0.5/turn
8.5 Water -0.5/turn
Bonus: Wots Dis do? - Gain a bonus to salvage rolls, including finding items of note and technology. However your ability to improve technologically without an example of the tech involved, or several examples, suffer.
Researched Techs: Hardened Weapons, Hardened Engines, Internal Security, Pulse Lasers (1d6 + off vs enemy def and shields 2 attacks), Marksman Rail Guns (1d10+off dc 40 to hit), Improved Bomber Weapons: d5, PPC [ dc 50 to hit 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns], Forge Rounds [3 exotics, 2 raw; deal radiation and fire damage to ships, best on organic or live ships], Double Berth Shipyards [Costs 35 Raw metal to make from a normal shipyard, 2 ships can be worked on]
In progress: Expanded Storage 4/20
1. What you mean da refits ain't done. Getz ta work!
2. Da rest a ya, keeps work'n on dat arma. We'ze gunna be even more unstoppable. 5/25 +Wotz dis do?
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baffb5 No.51587
| Rolled 36, 97 = 133 (2d100) |
>>51573
Nation Name: The Altair Exploration Fleet
Race: Men of Altair (Mankind Mechanically Augmented)
History: https://pastebin.com/JMCmELDB
Tech: Heavy Payload Bomber Weapons: d5
Material;
Fuel:144 (+10 per turn and minus 1 every other turn)
Water: 52 (-1 Every Other Turn via Conservation)
Raw Metal: 119 (+10) (40 for Oneman)
Exotic Metal: 17 (15 for Oneman)
322/475 Storage (+20 per turn and minus 2 every other turn)
Core Fleet Stats: 1 Offensive, 7 Defensive, 10 Mobility, 95% Shields (Internal Ship Security, Hardened Engine, Resource Conservation)
Fleet:
Colony Ship [Free] 0,4,5, 95% Shields, 25 Storage
Mining Ship [6 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scarab +10 Metal a Turn, +10 to roll 15/15 hp
Refinery ship[5 Bp] 0,4,5, 95% Shields, 25 Storage AEx Scoop Chase +10 Fuel a Turn, +10 to roll
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Supply Freighter[2 Bp] 0,4,5, 95% Shields, 200 Storage
Science Ship 0,4,5, 95% Shields The Amano
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 Wing 1 Big Irons
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber Wing 2 Solar Warriors
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + 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.
defense 8 11/18
+gain internal ship security tech
+Gain Hardened Engine tech
+REsoruce conservation tech : Spend 3 raw and 1 exotics per ship as a free action to cut Maintence cost in half. Must be applied to all ships to work.
+Forge Rounbds
+Improved Bomber
+Pulse Laser
7/15 Nova Missiles
This Green Star peeks our interest immensely. We should aim for this and see what secrets the star holds. Potentially we may even need to separate temporarily to gain a sample of its radiation.
1 Nova Missiles 7/15. The systems containing the particular elements needed to create the desired effects are complex. It will require considerable investigation. The devastation the weapon could create is considerable. The constructive techniques employed here look familiar. We shall report our findings to Captain Gregor Ancorou.
+Science Ship
+Sons of Sun and Circuit
2 Dense Energy Holding Super-Material Theory, or the Altarium Theory. There exists a set of weapons designed to knock down shields. We experienced them recently when they attacked the AEx Scarab. Battle data shows it struck at the systems of the ship and knocked them out, albeit temporarily. I will turn the tables on the enemy categorically from capital ship to boarding pods, missiles, and infantry for daring what they dared. Certain elements contain tremendous energy that can be extracted, this is understood. What I believe possible is that we could put energy BACK into a material, of sufficient capacity and structural stability, and use that energized super material as a coating on -everything- at our disposal. To establish the existence of such a material is the first step. Next we combine the super material, which I will henceforth call Altarium, with a system designed to direct energy stored within at a faster rate then attacks take place, which I will call the Sub-Atomic Directed Energy Theory or the Alta-Etheria Theory, due to the fact I believe the system would have to act at the smallest possible level in order to outpace the damage being inflicted. This would allow the material to endure high velocity impacts from even the densest munitions and counter act on surfaces exposed to high levels of energy meant to cause damage or stabilize critical systems. To effectively neutralize the destructive forces of the enemy, and humiliate them, is the goal here. I believe if we could find such a material that it could be readily used to revolutionize our society, particularly our military. Obviously such a thing should be researched securely within Altairan hulls while treachery in the fleet remains a real danger. Once the theory is securely grasped then we can centralize production within ourselves with allied support to the benefits of the allies with clear lines drawn, if not ultimate securities made, that none look into this technology and rely purely on Altairans for its production and maintenance lest its secrets fall into the hands of the enemy. We could start by sending a disposable probe into the black hole and getting the readings from and up until the Event Horizon of the black hole.
+Science Ship
+Sons of Sun and Circuit
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baffb5 No.51588
>>51587
>>51576
>>51575
"The Altairan Exploration Fleet votes to go to the Green Star. It is necessary beyond doubt to explore it and the system."
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e1cb5e No.51589
Such an anomaly must be explored and so we vote to go to the green star.
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8006be No.51590
>>51576
>>51588
"Weze vote for da green Sta"
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9973e0 No.51595
| Rolled 91, 69, 99 = 259 (3d100) |
>>51574
Nation Name: Serene Republic of Benevolent Ones
Race(s): Avarasian, humanoid avian creatures
History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.
Core Fleet Stats: Offense: 5 Defense: 8 Speed: Shields: 84
Civilian:
Colony Ship: Blissful Flight 20 HP
Colony Ship: Euphoric Enterprise 20 HP
Refinery Ship
Military:
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
Storage Space: 70/75
Metal: 0
Exotic: 5
Water: 21 -1/3rd t
Fuel: 42 +10/t -1/t
Research:
Improved Laser
Improved Railgun
Focused Laser
Resource Saving
Modularization
Specialty round: A-Virus missile
Cost 2 raw metal 2 exotic metal 2 water
—-
1. Chronoal Sensors 10/25
2. Laser Penetration 6/20
3. Improved Jump Drives 12/20
—–
Vote for Orange star
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e1cb5e No.51597
>>51141
—————————
Incoming Message
—————————
Hail Barum Zinlaz! This is Nikuz Azanurhalk, Representative of Khagan Guzukh Dolekugog. We have looked into the history of your race and we believe that there is virtue to be found. Many of your citizens have made some name for themselves over their long lives and have shown dedication towards perfecting each path they traverse. We would be honored if you could share such knowledge with the rest of the Dorok-u-Sarkhuh. Each of us has already made great advancements and our honor can be attested for by anyone you ask. With such a great many of you, surely some would be interested such an arrangement?
—————————
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baffb5 No.51598
>>51587
Nova Missile Progress should be 10/15 after combining with the Eridian's research that was 7/12 and our combined research?
Or 10/12 by using the Eridian variant?
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d9d667 No.51600
>>51598
Just 10/12 I guess
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65a85e No.51602
| Rolled 64, 8 = 72 (2d100) |
>>51574
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.
Actions:
vote for jump: Anomalous Green Star.
1. We shall deploy our mining ship to mine for some Materials that we can use to construct new ships using our Shipyard
2. Scout out the system, perhaps we shall discover something?
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d7ff30 No.51603
| Rolled 9, 67 = 76 (2d100) |
>>51573
Nation Name: Cakonov-Kinari United Corporation
Race(s): Any civilized race
History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin
Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields
Fleet: The Cakonov Merchant Fleet
>Civvie Ships -
Colony ship 1 D, 5 M, 5S; 25 storage Slots, 15 hp
Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp
Mining Ship 1 D, 5 M, 5S; 25 storage 10 hp
Mobile Shipyard 1 D, 5 M, 5S, 15 hp
>Military Ships -
"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Railgun)
"Profit" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP
Weapon Slot(s) - (Missile Launcher Array)
Bonus: Grofit! You gain 2 extra raw metal for every 10 gains and repairs and shipbuilding will cost less metal. However your employees sometimes need bonuses for work and this means you can lose one resource randomly every 4 turns.
>Cargo Hold (Inventory):
Fuel: 23
Water: 29
Exotic Metals: 40
Raw Metal: 151
1. We have recently received a commission from the good men of the Karak, they have commissioned a supply freighter from us and we shall deliver! GET TO WORK, PROFIT DEMANDS IT!
2. Deploy the Growth and Profit, the system should be scouted for resources
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d7ff30 No.51604
After a brief discussion with the Board of Directors, we have concurred with the rest of the fleet. We should set a course for the green star.
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65a85e No.51605
>>51602
Adjusting my stuff
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
Cargo Hold:
25 supplies
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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f8ea51 No.51612
| Rolled 34, 15, 55, 84 = 188 (4d100) |
>>51573
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
Destiny-class Colony Ship "Seventh Son"
-Defense: 4
-Mobility: 2
-Storage(15/25): 15 Fuel
Destiny-class Colony Ship "Fated Hero"
-Defense: 4
-Mobility: 2
-Storage(15/25): 15 Water
Destiny-class Colony Ship "Chosen One"
-Defense: 4
-Mobility: 2
-Storage(3/25): 3 Exotic Metals
Barrel-class Storage Ship
-Defense: 4
-Mobility: 2
-Storage(40/200): 40 Raw Metal
Barrel-class Storage Ship
-Defense: 4
-Mobility: 2
-Storage(0/200):
MILITARY
Javelin-class Frigate
-Offense: 2
-Defense: 6
-Mobility: 6
-Offensive: Laser
-Defensive: Shields Array
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.
>>51597
We are honored and flattered by your proposal, and it is evident that your words ring with truth. Of course we would be interested in such an arrangement.
1: Scout the system with the frigate, especially the asteroids orbiting the black hole.
2: Assuming the asteroids are safe for mining, do so. If not, research Improved Sensors.
3: Same as 2
4: A key weakness with a fleet that's constantly on the run like this is that major building projects are quite hard. Try to design some kind of modularization system so that larger ships can be produced from shipyards than currently possible.
"We, also, vote to head for the anomalous green star."
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e1cb5e No.51613
>>51605
—————————
Incoming Message
—————————
Hail Barum Zinlaz! This is Nikuz Azanurhalk, Representative of Khagan Guzukh Dolekugog. Despite being one of the newest additions to our fleet it could be said that you are the most veteran. They say that the stars have always been your home and that it has never failed you. We would be honored if you would join the Dorok-u-Sarkhuh as you must be able to share so much about your traditions and discoveries. You will find that all are respected here and that each one of us uphold's a different aspect of honor.
—————————
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65a85e No.51614
>>51613
A message is returned.
We shall gladly join the Dorok-u-Sarkhuh. It will be a great opportunity for us to work together.
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8006be No.51622
>>51576
Free: Afta konstant beggan da Stilstar share da double berth tech with da tech network under vague promises of scrap for ships.
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2457a1 No.51623
| Rolled 45, 60 = 105 (2d100) |
>>51573
>>>>Nation Name: The Conquered World
>>>Race(s): Krajek
The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.
A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.
On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.
Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.
Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.
>>>History:
Long Story.
>>>Technology:
+ Improved Railguns
+ Hardened Weapon Research
+ Internal Security Research
>>>Core Fleet Stats: 7 Offense, 6 Defense, 4 Mobility, Shields 64
>>Fleet Storage: 173/383
+ 38 Water
+ 58 Fuel
+ 73 Raw Metal
+ 4 Exotics
>>>>Fleet:
>>Civilian:
>Colony Ship I "Conqueror"
HP: 20
DM: 2.5 1.5
Storage: 38
>Supply Freighter
HP: 10
DM: 2.5 1.5
Storage: 300
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
1. The Krajek would do their best to locate some asteroids which would provide them with even more metal, however considering that most things were probably headed straight for the black hole caution would be advised.
2. While the Krajek were great conquerors they could always learn to conquer more metals. They would attempt to research new and better ways to do this.
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0d5f0c No.51626
| Rolled 16, 28 = 44 (2d100) |
>>51574
Nation Name: The Eridian Hegemony
Race(s): Predominantly Humans, with some sparse Humanoid Xenos
History: https://pastebin.com/5KFvEUJG
>Inventory:
+ 33 Fuel (+1/turn) (-1 use/+2 Trade)
+ 31 Water (-1/turn)
+ 31 Raw Metal
+ 20 Exotic Metal
>Storing 11 Fuel For Corny
>Buffs:
+ Improved Lasers 1d6+offense to hit dc 30
+ Improved Rail guns 1d10 + Offense to hit dc 50
>Techs:
+ Pulse lasers - 2d6 + offense to hit dc 30
>Research:
Shields Boost 3/10
Defense 10 2/20
Mobility 6 1/12
Radiation nova Missiles 10/12
Core Fleet Stats: 10 Offense, 9 Defense, 5 Mobility, 2 Shields
>Fleet:
>>Civilian:
Colony Ship - Novo Eridna
[Free] 20hp, 25/25 storage (Full)
Supply Ship - Freedom of the Heart, 37/200 Storage
0 Offense, 4 Defense, 4 Mobility
>>Military:
Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Pulse Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Pulse Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
Destroyer – The Lance of Longinus
10 Offense, 8 Defense, 6 Mobility
1 Pulse Laser, 1 Missile
1 AMS
20 Hullpoints
Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
Bonus:
+ [Do Not Go Gentle] - Do not roll morale checks, Bonus to formation rolls, Bonus in designing and creating better armor. Cannot retreat against an Imperial Foe for unless the battle is hopeless or all civilians have evacuated.
1. We Eridians shall take our time to gather materials from the asteroid belt of the black hole, no doubt the metals here being enriched from the constant bombardment with exotic radiation and under great stress from the nearby black hole.
2. Meanwhile, our scientists would study the black hole itself, gathering interesting physics data, and perhaps working towards a weapon of some sort that could utilize the same singularity scenario taking place past the event horizon.
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d9d667 No.51657
>>51574
The Fleet begins about it's long travel around the Black Hole a jump signature appears behind them! From the depths of space return an old familiar face. The Shura, their ships slightly different, but the Shura none the less. Still how did they escape the Vor?
Shura return with their stats and tech AND
Boost off by 2, def by 1, mob by 1 (applied to combat ships)
Get the Vor resource saving tech
Get Primitive Tandem shields ( If the main layer of shields get dropped, a secondary layer still persists but with a -20 to overall strength)
Get Swarm Micro Missiles 2d100 dc60 each, Damage is (1d6xoff),
Get 25 fuel, 25 water, 50 exotics
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3e9cb8 No.51658
| Rolled 63, 54 = 117 (2d100) |
>>51657
Name: Shura Collective
Race: The Shura are a humanoid species with black lines across their skin that facilitate their electroreceptivity. They stand around six feet tall on average, and are fairly lanky. They tend to have 1-3 spines coming out of their bodies on their back, neck, or shoulders, though the actual location varies by individual.
History: Though it took the species an extremely long time to become accustomed to electronics, as when unfamiliar they can confuse their senses, after many centuries of acclimation they can now use their ability to their advantage. The Shura are an extremely open and honest people, as their electroreceptivity meant everyone in their society was always able to recognize where everyone else was, and the concept of hiding came to be considered pointless. Though the vast reaches of space has dulled the logic behind it somewhat, obscuring information is still looked down upon by the Shura. Being more attached to intellectual pursuits than military ones, the Shura now find themselves doing what they can to survive to avoid extinction at the hands of more violent races in the midst of this brutal war.
Bonus: Move as one: Gain a bonus to research and development, however, you must roll a d100 every time you develop a new technology, if it is under 50 you share it. (on particularly important techs or ones you've been actively keeping secret the dc will be reduced but so will the bonus)
Tech: PPC, Improved Laser, Improved Railgun, Swarm Micro Missiles 2d100 dc60 each, Damage is (1d6xoff), Primitive Tandem shields ( If the main layer of shields get dropped, a secondary layer still persists but with a -20 to overall strength), Ship Resource Efficiency, only pay once every third turn
Core Fleet Stats: 5 Offense, 7 Defense, 8 Mobility, 95% Shields
Fleet:
Civilian:
Colony Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 20 HP
Supply Freighter: 0 Off, 3 Def, 4 Mob, 200 Store, 10 HP
Refinery Ship: 0 Off, 3 Def, 4 Mob, 25 Store, 15 HP
Science Ship: 0 Off, 3 Def, 4 Mob, 10 HP
Military:
Destroyer "Collective's Reprieve": 5 Off, 6 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Improved Laser (dc 30), Improved Railgun (dc 50), Shield Array
Destroyer "Collective's Reconcile": 5 Off, 6 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20HP
Improved Laser, PPC (dc 50, 1d12+Off vs Def and Mob, drops shields on contact for 2 turns), Shield Array
Frigate "Collective's Tenacity": 5 Off, 5 Def, 10 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Improved Railgun, Shield Array
Resources: 25 Fuel, 25 Water, 50 Exotics
Immediately upon seeing the fleet appear on his sensors, Head Councilman Hitond patches a line through to his comrades.
"Hail, my friends!" he greets enthusiastically. "We have returned, and with the once captive knowledge of the Vor! The Shura offer our deepest apologies for letting you all go uninformed this long, but our operation, "The Noble Deception", was able to succeed brilliantly! We fooled the Vor into letting us get access to their systems, manipulated their sensors, then freed their information before escaping during an attack by some of the Domovoi's outsourced help. It's been two jumps for us now, so we likely have no need to worry about pursuers. I greatly look forward to cooperating with you all again."
1. After rejoining the network, the Shura get right to work on researching improvements to mining capacity. +20 (research ship, bonus)
2. They also see the initiative being taken to produce more ships, and start research on streamlining methods that could let shipyards get their work done faster. +20 (research ship, bonus)
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3e9cb8 No.51659
>>51658
As proof of their goodwill, just in case their deception left any doubts, the Shura share the upgraded Ship Resource Efficiency with the entire fleet
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3e9cb8 No.51660
>>51659
Make that "with the fleet's science network", since apparently sharing it with the whole fleet wouldn't be a free action
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d9d667 No.51683
| Rolled 63 (1d100) |
>>>Silent Movement<<<
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d9d667 No.51940
>>51575
The Work the Khazan do on their power armor and boarding pods continues apace. Not making great strides but certainly good ones. +3 tics to each
You also in your scouting find two things. One a another fragment of a refugee fleet and it's pursuers. The fragment is in full retreat while the pursers kill a colony ship and it's meager escort while the others are fleeing in your direction.
>>51576
The biys get the refits done, but they were so focused on the refits they spill the dokl's drink all over his notes, setting the project back some!
4/25 or the arma
>>51587
After much work on the recovered nova missiles the Altairians finish replicating the Nova missiles for use in combat. At any time before combat they can make them for resource cost and use them as one off in combat.
Costs 4 Exotics and 2 Fuel
With the missilies finished, The son of Altair turn their attention to material science. Specifically creation of a hyper dense crystal able to input and output an immense amount of energy for use in further projects. They make a surprising amount of headway, using the black hole to model a compression fields to start modifying the materials necessary to make said construct.
8/25
>>51595
Chronoal Sensors 15/25
Laser Penetration 10/20
Improved Jump Drives 18/20
You do shit.
>>51602
The Iron Fleet takes so long integrating with their new allies that scouting becomes infeasible, but the mining ship does find some decent places to gain ore from.
+40 Raw metal
+12 Exotics
(earmark what the supplies are nignog, water, fuel, or raw metal.)
>>51603
(so lucky you only needed to dedicate an action to make that ship)
The CKUV begins making a ship for the Khazan, a worthy supply freighter for the slowly growing primate men.
Once the construction is underway they then go forth to collect more materials from the black hole because they know such a place is typically where many exotics may be found, and they are not disappointed.
+48 Raw metal
+12 Exotics
>>51612
The Acherantai send out a scout to find asteroids, which it then returns to the fleet and reports.
The Acherantai mining of the asteroids receives mixed results, as one minign party nearly crashes severely reducing the gains of it's voyage, but the other does above par for itself.
+30 Raw
+5 Exotics
The Acherantai begin research into modularization of ship designs, in an effort to either speed up or cheapen production of new vessels. (choose one)
5/20
>>51623
The krajek find some asteroids to mine, and do so until the approach of the event horizon is too close to ignore and vacate.
+15 Raw
+4 Exotics
They then begin to research ways to improve their mining apparati to conquer even more metals. Things like easier to pry out metal and faster recharging of their mining lasers.
4/15
>>51626
The attempt to extract materials from near the black hole nearly ends in disaster, and only quick thinking by one particular on the ball ensign averts a ship loss as an asteroid moving at high speed nearly crashes into the Fire of Retribution
Likewise the attempts to study the black hole does not make much headway. It does however give the scientist an idea. Gravitic Sensors, which would allow them to take more accurate data, plot courses around such spatial threat as the singularity more accurately, and perhaps even allow for the early detection of enemies bearing gravitc weapons themselves earlier.
1/20
>>51658
The Shuran upon return to the fleet from their barbaric captors, begin to do what they did before they were forced to leave, researching the flaws of the fleet and improving them as only the collective could.
The focus now on mining and ship modularization in order to speed ship production up.
5/15 improved mining
4/20 Modularization (speed)
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d9d667 No.51941
COMBAT! Two fragments of a previous refugee fleet are fleeing their pursuers right into you. The hapless Bellum fleet of the Ultanians and the BEC refugees beg for help as their enemies are hot on their hells.
These enemies are too, known. They are Carcharans, an amphibious race of bestial strength and demonic bloodlust, the dogs of war for the Domovoi and typically serve as they vanguard of their forces as a client nation. They've already destroyed at least one other fleeing fleet given the sensor reports of the Khazan, and likely more. This is a wolfpack of their, designed to hunt down and harry softer targets. Instead of pausing in the face of such a giant armada, even of refugees they assume an attack fleet formation and send the following message. "Surrender and DIE!"
System name: Z-891
>Allegiance: None
>System: A collection of asteroids orbitng a Black hole
>Fleet is currently alone
>Hazards: Gravitational pull, Strike craft cannot be launched in this area. Boarding shuttles need prep time and things can do horribly wrong. Fleet will need to navigate around until they get to another jump point as jumping towards other system directly could cause damage to ships. This means no emergency jumps, and it will take 2-5 turns of navigation to get into position to jump away.
>missiles have a 1 in 5 chance of getting pulled off course (i'll roll it)
>No messages out of the event horizon
>Emergency jumps take much longer to escape
Charcharan Wolfpack
>3 Attack Frigates
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>1 Light Cruiser
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
All current PCs bid the forces to fight these guys before combat begins in earnest. Thanks to Oneman this is not an ambush.
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e1cb5e No.51942
| Rolled 4 (1d100) |
>>51941
>Corvette: Silent Guardian; 4 Offense, 5 defense, 14 mobility, 1 weapon slot, Hull points 5, Marksman Rail Gun
1. Silent Guardian aims at the light cruiser using their forge rounds.
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d9d667 No.51943
>>51941
>>51942
This is the bidding phase. AKA which forces you elect to use of what you have. don't start shooting yet.
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0d5f0c No.51944
>>51941
>Dreadnought – The Pride of Gaius
11 Offense, 10 Defense, 4 Mobility
2 Railguns, 2 Pulse Lasers, 1 Missile
Kinetic Armor, Energy Armor, 1 AMS, 1 ECMS
70 Hullpoints
>Heavy Cruiser - The Blade of Baal
10 Offense, 11 Defense, 6 Mobility, 2 Shields
1 Improved Pulse Laser
1 Improved Railgun
1 Missile - 2 Nova Warheads: AOE Damage
1 AMS
1 ECM
1 Anti Energy Armor
45/45 Hullpoints
>Destroyer – The Lance of Longinus
10 Offense, 8 Defense, 6 Mobility
1 Pulse Laser, 1 Missile
1 AMS
20 Hullpoints
>Destroyer – The Fire of Retribution
10 Offense, 8 Defense, 6 Mobility
2 Railguns
1 Anti Energy Armor
20 Hullpoints
The prattling of the sea cows of the Domovoi is interrupted by the Pride of Gaius, already bearing down upon the interlopers with its escorts in tow, sighting in its massive rail guns upon the sniveling toads that dare to call themselves the Carcharans
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6c45f1 No.51945
>>51941
Frigate: Decay of Morality HP 15
Offense: 4
Defense: 6
Mobility: 12
Laser: d8+4 DC 30
Shield Array: 84%
Destroyer: Death of Reason HP 20
Offense: 4
Defense: 7
Mobility: 11
Laser: d8+4 DC 30
Laser: d8+4 DC 30
Shield Array: 84%
——-
The First-Among-Equals sends forth both our warships to do battle with the barbarian attack dogs.
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3e9cb8 No.51946
>>51941
Destroyer "Collective's Reprieve": 5 Off, 6 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20 HP
Improved Laser (dc 30), Improved Railgun (dc 50), Shield Array
Destroyer "Collective's Reconcile": 5 Off, 6 Def, 9 Mob, 95% Shields, 2 Weapon Slots, 1 Def Slot, 20HP
Improved Laser, PPC (dc 50, 1d12+Off vs Def and Mob, drops shields on contact for 2 turns), Shield Array
Frigate "Collective's Tenacity": 5 Off, 5 Def, 10 Mob, 95% Shields, 1 Weapon Slot, 1 Def Slot, 15 HP
Improved Railgun, Shield Array
The Shurans send all their military forces to join the battle alongside their allies.
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6e847d No.51947
>>51941
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))
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.
"So…we're really about to turn this ship around???"
"Well yeah, we're ÆBellum, and all this running is waaaaay out of my pay grade. Besides, catch-22 my brutha. Either that there refuge fleet uses its dreadnoughts for something other than twiddling their fingers or they get ran down like rats. And there are like…hm…how many races in there?"
*Shrug followed by a mutual shrug*
"Well theres enough that at least a few have to be better than cowards. Now come on, lets kill these fish, maybe we can eat them after we salvage their ships. ÆBELLUM!"
"ÆBELLUM!"
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ec0fbf No.51948
>>51941
We Acherantai are not cowardly, but we are not stupid either. One must know when one is so badly equipped for the task at hand that simply standing aside is the best option, lest we get in the way of the heavy hitters.
No Acherantai forces will join the coming battle, though we will assist in any way possible from the rear.
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65a85e No.51949
Bidding forces:
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
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baffb5 No.51950
>>51941
Light Carrier [5 Bp]: Chariot of Mars; 2 Offensive, 6 Defensive, 11 Mobility, 95% Shields, 0 Weapon Slot, 1 Defensive Slot, Hull points 20
Shield Array
Bomber Wing 1 Big Irons (Held back)
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
Bomber Wing 2 Solar Warriors (Held back)
Offense 4 Defense 1 Mobility 10 4 hp
Deal 1d5 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
1 Nova Missile
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.
Lets rock
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19b07f No.51951
>>51940
The Krajek would dedicate all three of their Light Cruisers to the defense of their allies. Another opportunity to conquer resources, ships and technology for the Krajek!
>>Military:
>Light Cruiser I
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Storage: 15
Def: Shield, AMS
>Light Cruiser II
HP: 30/30
ODMS: 7 6 4 64
Off: 1 Laser, 1 Railgun
Def: Shield, AMS
Storage: 15
>Light Cruiser III
HP: 30/30
ODMS: 7 6 4 64
Off: 2 Railgun
Def: Shield, AMS
Storage: 15
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6c45f1 No.51952
| Rolled 26, 68, 39 = 133 (3d100) |
>>51941
Pew Pew the Light Cruiser
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6c45f1 No.51953
| Rolled 1, 1 = 2 (2d8) |
>>51952
two hits
+4 each
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baffb5 No.51954
| Rolled 51 (1d100) |
>>51950
Scan the Light Cruiser for its armaments and capabilities.
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3e9cb8 No.51955
| Rolled 6, 82, 9 = 97 (3d100) |
>>51941
First roll is attempt to hit the light cruiser with the PPC of the destroyer "Collective's Reconcile", DC 50. Second and third rolls are attempts to flank the light cruiser by the destroyer "Collective's Reprieve" and the frigate "Collective's Tenacity".
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d9d667 No.51956
| Rolled 94, 50 = 144 (2d100) |
>>51955
Light cruiser's respone
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65a85e No.51957
| Rolled 61, 35, 99 = 195 (3d100) |
My ships shall quickly attempt to attack the weakest of the Attack Frigates, attempting to isolate it and destroy it.
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65a85e No.51958
| Rolled 33 (1d100) |
>>51949
Need to roll one more time
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65a85e No.51959
| Rolled 3, 6 + 4 = 13 (2d10) |
>>51958
>>51957
Rolling for damage
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b78d03 No.51960
Nation Name: The Free Corps
Race(s): Mostly humans and "honorary members"
Core Fleet Stats:
Offense +9
Defense +7
Mobility +9
Fleet:
>Civ
-Colony Ship [Free] "Storm-Pioneer Transport 2456"
>Military
-Heavy Carrier [14] "Valkyr's Bastion"
Offense +10
Defense +8
Mobility +8
Weapons:
Lasers 1d6+ offense
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Improved armor - Missile +2
Anti Missile Defense System
Strikecraft:
2 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"
2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"
-Light Cruiser "Quiver of Mars"
Offense +9
Defense +7
Mobility +10
Weapons:
PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
PPC, dc 50 to hit, 1d12+off damage vs mobility and defense, drops shields on contact for 2 turns
Defense:
Improved armor - Energy +2
Improved armor - Kinetic +2
Bonus:
Only the Brave: +10 to gunnery, dogfighting, morale and mobility rolls in battle. However as these mercenaries are combatants and not keen on the comings and going of running with a civilians fleet, they get -5 to all non military actions oob.
+5 to all shooting rolls across your civ
Formations:
Standard Picket formation-+10 to rolls against strike craft, +1 damage to any hit on strike craft.
+6 Fuel (-1/T)
+3 Water (-1/T)
1 Metal (remember to use these to repair the fighters)
STAT POST
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b78d03 No.51961
| Rolled 93, 20, 43, 38, 9 = 203 (5d100) |
>>51960
1. 2 Fighter Squadrons
2. 2 Bomber Squadrons
3. HCarrier PPC(DC 50)
4. HCarrier PPC(DC 50)
5. LCruiser PPC(DC 50)
Bonuses:
+10 Gunnery (Only the Brave)
+5 Shooting Rolls (Marksmen)
Target the Frigates, destroy one completely first then target another.
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d7a2b9 No.51962
| Rolled 26, 95, 72, 34, 62, 13 = 302 (6d100) |
>>51941
>>51947
Dreadnought Rolls
3 missile rolls, 2 lasers
Corvette Rolls
1 railgun
+10 for each roll
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d7a2b9 No.51963
| Rolled 46, 64 = 110 (2d100) |
>>51962
Extra 2 missile rolls
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b78d03 No.51964
| Rolled 2, 11 = 13 (2d12) |
weapons
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d7a2b9 No.51965
| Rolled 80, 47 = 127 (2d100) |
Target is
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d7a2b9 No.51966
| Rolled 9, 3 = 12 (2d10) |
Light cruiser, missile damage rolls, +11 per
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d7a2b9 No.51967
| Rolled 2, 1 = 3 (2d6) |
Laser Rolls, +11 per
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8006be No.51968
>>51941
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; 20/20 HP
-Weapons- Pulse Laser, Missile Launcher Array Defenses- Improved Armor (Energy), Hardened Weapons, Hardened Engines, Internal Security
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d9d667 No.51969
>>51941
Charcharan Wolfpack
>Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
23/25 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array (down 2 turns)
>Attack Frigate
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>Attack Frigate
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>1 Light Cruiser
Stats unknown
Hull Points unknown (Lightly damaged)
Weapons unknown
Defenses unknown
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
Status update
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19b07f No.51971
| Rolled 100, 11, 76, 96 = 283 (4d100) |
>>51969
Light Cruiser I and II Firing onto Attack Frigate with no Shields.
1. Lasers LC I
2. Lasers LC II
3. Improved Railguns LC I
4. Improved Railguns LC II
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19b07f No.51972
| Rolled 2 + 7 (1d6) |
>>51971
Laser Damage
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d9d667 No.51973
>>51969
>Attack Frigate
9 Off 7 Def 11 Mobility 60 Sheilds (temp at 0)
12/25 HP
2 Focused Pulse Lasers 1d8+9 Damage vs shield and def twice per
1 Swarm missile launcher 2d100 dc60 each, Damage is (1d6xoff)
Defenses, One Obscuras Shield array (down 2 turns)
>Attack Frigate
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>Attack Frigate
Stats unknown
Hull Points unknown
Weapons unknown
Defenses unknown
>1 Light Cruiser
Stats unknown
Hull Points unknown (Lightly damaged)
Weapons unknown
Defenses unknown
>Formation: Scent of blood: Gives +10 to hit and +2 damage against enemies that have already lost Hull points.
Scruffy, random, Oneman all need to post.
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8006be No.51974
| Rolled 42, 77, 83, 24 = 226 (4d100) |
>>51968
1&2. Pulse lasers fire at light cruiser.
3. Railgun at same.
4. Missile launcher at same.
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8006be No.51975
| Rolled 32, 57 = 89 (2d100) |
>>51974
Second pulse laser attacks
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e1cb5e No.51976
| Rolled 49 (1d100) |
>>51973
>Corvette: Silent Guardian; 4 Offense, 5 defense, 14 mobility, 1 weapon slot, Hull points 5, Marksman Rail Gun
1. Silent Guardian aims at the light cruiser using their forge rounds.
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e1cb5e No.51978
| Rolled 5 (1d10) |
>>51976
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e1cb5e No.51979
| Rolled 7 (1d100) |
>>51976
>>51978
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0d5f0c No.51980
| Rolled 46, 65, 35, 72, 8, 83, 84, 50, 100, 30, 51, 10 = 634 (12d100) |
Allowing the smaller vessels of the fleet to wear down the enemies; defenses, the Eridian Fleet, now properly positioned to make full use of their armament, unleash hell upon the ravenous dogs of the Domovoi.
1/2/3/4.The Lance of Longinus and The Fire of Retribution open up with a salvo from their main guns and missile arrays upon the damaged Frigate of the Enemy
5/6/7. The Blade of Baal, arming one of its Missiles with the Experimental Nova Warheads, lets loose said weapon into the midst of the Enemies formation, followed by turning its pulse laser and railgun upon the other enemy frigate.
8/9/10/11/12. And finally, after everything else, to cap off the opening salvo of the Eridian fleet, the Dreadnought Pride of Gaius turns its many guns, lasers and missiles to bear upon the enemy Light Cruiser. Its missiles aimed for the enemy's life support systems, or failing to accurately locating those, the generators.
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0d5f0c No.51981
>>51980
1/2. FoR Railguns
3. LoL Pulse Laser
4. LoL Missile
5. BoB Missile
6. BoB Pulse Laser
7. BoB Railgun
8/9. PoG Railgun
10/11. PoG Pulse LAser
12. PoG Missile
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0d5f0c No.51982
| Rolled 88, 23, 25, 67, 11, 55 = 269 (6d100) |
>>51981
1. Second LoL Pulse Laser
2. Second BoB Pulse Laser
4. Second LoL Missile
5/6. Second PoG Pulse Lasers
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0d5f0c No.51983
| Rolled 10 + 10 (1d10) |
>>51980
>>51981
>>51982
1. FoR railgun shot to damaged Frigate
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0d5f0c No.51984
| Rolled 2 + 10 (1d10) |
>>51983
1. FoR railgun shot to damaged Frigate
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0d5f0c No.51985
| Rolled 4, 3 + 10 = 17 (2d6) |
>>51984
>>51983
2 damage
>>51980
1/2. Pulse Lasers to damaged frigate
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0d5f0c No.51986
| Rolled 2, 5 + 10 = 17 (2d6) |
>>51980
Damaged Frigate dead
6. BoB pulse laser to Frigate 2
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0d5f0c No.51987
| Rolled 4 + 10 (1d10) |
>>51986
1. BoB Railgun to Frigate 2
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0d5f0c No.51988
| Rolled 5, 10 + 11 = 26 (2d10) |
>>51980
1. PoG Railgun 1 to LC
2. PoG Railgun 2 to LC (*2 due to 100)
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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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