80545d No.7005 [View All]
Solaris – The Long Journey
Session #5: Uncharted; Unknown
The Democratic Council of Species has fallen. An unknown enemy has taken your worlds, marched machines on your capitals, and detonated EMPs in your habitats. The Enemy is ruthless, their technology advanced, their tactics cruel, and their strategy clear: To Wipe out all Sapient Life in this sector.
For those of you lucky enough to escape, you've been tasked with the greatest challenge: Survival. With no worlds to support you, no agriculture, industry, or services to provide for your people, you've banded together with races from all across the DCS. Ships remain loyal to their nations, their populace clinging to the last vestiges of civlization. And they look to you for guidance.
For the Enemy is Coming. And they will only stop when your people are dead.
Previous Thread: https://archive.moe/tg/thread/41289478/#41293564
(After a bit of discussion I decided to move this to /builders/ from /tg/, helps to have found a 8chan app for Android.)
READ THE RULES: http://pastebin.com/MsiZXX31
COMBAT RULES: http://pastebin.com/LEJs8sxV
If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,
>#nation in irc.mibbit.net
252 postsand27 image repliesomitted. Click reply to view. ____________________________
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80545d No.7379
| Rolled 37 (1d100) |
>>7371
>Turn on the SOC & DCS ships.
The Solarian ship sent out all bands hail. Something they never did even in combat. Usually it would just be targeting data.
"This is treachery of the highest level. You demand we kill of our future for some sort of corruption? No the Demurge started this war, they made no peace they did not try to save lives. You are their pawns. You deserve a traitor's reward. Battlemaster Computer start plotting targets, Huntress Open Fire!"
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80545d No.7380
| Rolled 17, 74 = 91 (2d100) |
>>7326
Name: Broken Buccaneers
Species/Subrace: Various pirates, mercenaries, and outlaws of different species
DCS Member Species: Fuck no
Fluff:
http://pastebin.com/BHRqaqPR
—
Cruiser
4000 pop
Defense 3
Offense 7
Ship Speed 5
Shields 27%
9 Fuel
3 Food
3 Water
4 Raw Materials
4 Exotic Materials
Bonus:
OTMS - Flanking Actions recieve +30 Bonus to rolls
Racial Bonus: Conglomerate Crew - Raiding planets recieve +20, stations +30
Racial Detractor: Profit Margins Sink Ships
+10 to Boarding Rolls
+Advanced LADAR Scanners, +10 to Survey Rolls
+Personal Spacehog High Velocity Maneuvering
+Tavern, Once per combat you may pay 3 Food. You gain +10 to all Attack rolls for the next 3 turns
Goddamn docs, fix us up when we're actually hurt not hungover.
Uh. . .pshhhhh, maybe they have a point. My head still aches.
"What do we do now boss, we were out of it for so long, all these other guys have bigger ships and bigger guns now."
What's the news?
"Well, according to reports, the fleet has been infected b-"
Fuck that noise. Look outside! Ships are fighting!
Holy hell it looks like an all out civil war. Look at all that loot!
"But sir, the infected-"
I heard it the first time! Fine, ignore all the infected ships of plague or what the fuck, I don't care.
1-2. But hot damn where theres a battle there is loot. Weapons, materials, parts!
LOOT THE BATTLE! GO FOR SHIPS ALREADY BLOWN UP AND AWAY FROM THE THICK OF IT.
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80545d No.7381
| Rolled 23 (1d100) |
>>7380
3. Third roll for LOOT
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80545d No.7382
>>7371
Better idea, we just showed up for some trading, but this shit's gotten to weird for us. The Xintar Autocracy is Out bitches Ya'll be crazy!
>>7290
>>7131
You are welcome to join us away from the insanity of this DCS conundrum. Strength in numbers and I'm sure if necessary we can come up with some form of payment if you require.
>Leave the fleet and go somewhere saner.
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80545d No.7383
>>7382
Fal'Mra listened to the fleet the Xintar Autocracy had temporarily joined with begin to degenerate and fall apart, and while part of her blood boiled to do combat she could not say that it was in the best interest of her people, or even which side to fight for, instead she reached forward and opened a channel to the Del'Kinra.
"Commander Kalvra'Tosh, we shall not be joining their fight, instead accept the co-ordinates my helm shall send you and follow us into the Jump."
She then ordered the Bridge to begin plotting a Jump away from the chaos. She had a thought as she did so, there was certainly precedent for having allies especially with an enemy fleet roaming about and who knows what the winners of this fight would think of someone who left. She opened up a channel to the Mercenary Pirates and another to the Slath with the same message.
"In light of the recent degeneration of diplomacy within this fleet, I have found it in the best interest of the Xintar Autocracy to leave before someone decides to turn their weapons upon us. I am extending you an offer of… shall we say employment, I am not foolish enough to believe that two ships will survive with all of the enemy fleets roaming about, so I wish to hire you for protection, both mine and yours, I am of course willing to pay and I'm sure we can come to some agreement on what that payment should be, if you wish to join us I shall transmit the Jump Co-ordinates to your Bridge and you may follow us. If not I wish you luck in whatever endeavors you pursue."
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80545d No.7384
| Rolled 97 (1d100) |
>>7371
Baal-Kin-Kar ruminates on his decision, with his eyes closed. His crew, and perhaps the fleet, waiting with bated breath. It is undeniable that the SOC's actions are abominable, but is occurs to him that they may be justified. He stacks up the evidence.
One of the first events that was out of the ordinary, and perhaps a catalyst for the theoretical infiltration of the fleet by Symphony agents, is the chorus heard by the fleeing Crystalline vessel. The mind controlling technology of the Symphony could have taken hold there.
Soon after the event, several things happened. First, after Deneb, fleet citizens began to disappear. Xen's assertion of benign SOC involvement is possible. Another possibility is that the SOC are Enemy agents, and aided them in the capture of fleet individuals, and their subsequent internment on the supercarrier.
Lastly, the SOC published 'Endgame' papers had several well-founded facts pointing to aural infiltration by Symphony forces, including the terrorist activities perpetrated by inside agents.
Baal-Kin-Kar opens his eyes.
"Mister Xen-Li-Cho. This action that you ask me to take is abominable, and were I to take it, neither posterity nor myself would forgive me for it. If I were to fire on these civilian ships, my side in the next battle would be chosen. Those who I have called my allies, or at the least, comrades, would turn their guns on me. This is the vessel of my people. As far as I know, we are the last of our kind." He pauses and draws a deep breath. "However, evidence seems to point to Symphonic aural agents being a real threat. The question is this: am I, a captain of a glorified pirate ship, going to, quite possibly, sacrifice my life and that of my people in order to save the rest of the galaxy, even if history will remember me as a mass murderer?" Again he pauses. Longer this time, letting out a shuddering breath. Finally, he says in a wavering voice: "The answer is yes. However, I make this choice as an informed one, and one of my own volition, not one that you have forced me to at gunpoint. Gunnery officers." The handful of Rawl-Kin who manage the screamers of the vessel stand at attention. "Prepare to fire on my mark." A knife slides into the hand of the Kin-Kar. The spines of the vessel charge for their attack. The gunnery officers prepare to direct the fire of all of the ship's weapons against the civilian fleet. "Gunnery officers. Open fire." As the screamers rend space with their discordant shrieks, and mass accelerator rounds streak across the void, Baal-Kin-Kar makes another order. "Everyone else, on me." With that, he brandishes his blade and lunges for the Admiral.
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80545d No.7385
| Rolled 85 (1d100) |
>Turn on the SOC & DCS ships.
"People of the nation. My people. The last alive of old Xei-Xao. From the very beginning of this exodus I have vowed to lead us to a new home, to a new beginning, to a future in which we shall thrive once more. But I have vowed also to never forget, and to never forgive the injustice and tragedy inflicted upon us by the Demurge. I have vowed that one day we will have our vengeance, our salvation, our vindication for the loss of our ancient and once glorious homeworld.
We are not alone in this cause. We know now that countless civilizations throughout the universe have suffered at the hands of the Demurge just as we have. That this 'Council', so allegedly sworn to the cause of the protection of freedom and liberty for all peoples, would so willingly call for the destruction of innocents, for the destruction of their own kind, men, women, and children alike, is unforgivable. That this 'Council' would so readily act only in the interests of the Demurge themselves, through the destruction of the last free peoples willing to stand against them, is irredeemable.
This false congress, this den of thieves, this bureaucracy of deceivers and betrayers, this disguised agency of the darkness must be destroyed if there is to be any hope of a future for our race, and a future for all those who have been led astray by the machinations and schemes of this 'Council'. We must set aside our suspicions, our prejudices, our hesitations, and we must unite as one in this cause. Know that I shall fight to secure a future for all of us, no matter the cost."
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80545d No.7443
>>7384
Before the first barrage has left the rails, your knife has found the guard's eyesocket. Before the second set of rounds are loaded, your knife has found Xen's throat.
"We tried to stop them. But your compatriots have betrayed you. They've betrayed their races. They'll be slaves to the Symphony, never truly free to unlock the secrets of the universe! We have come so far in only three months! Three months of unrestricted research, and we've come so close to making a leap in subspace technology that we've not come close to in years!"
Xen stops, and a crack can be heard inside his mouth. You pry the knife between his teeth, but it's not long before he's limp in your grasp. Cyanide.
Your forces run through the ship, clearing out the combat forces of the SOC. By the time you have your ship under control, you have them check the ship top to bottom. Your crew finds Aria hiding in a bay well within the belly of the ship, terrified out of her mind. It takes a long time to coax her out, and by the time you get her to her quarters, she's fallen asleep in your crew's arms.
[You are now enemies with the SOC]
[You are now enemies with the Civilian Fleet]
>>7372
>>7374
>>7373
>>7375
>>7376
>>7379
>>7385
With the resounding hail of railgun rounds opening from the military wing, the SOC & DCS formation crumbles, as various subspace event horizons open up as the fleet attempts to jump. However the gravity distortion from the black holes works against them, as their accelleration is slowed considerably. Several shots make their mark.
[DCS Frigate "Solaris" was Destroyed!]
[SOC Cruiser "Pentagram" was Destroyed!]
[DCS-Aligned Civilian Transport "Oberon" was Destroyed!]
[5 Ships Escaped]
[You are now enemies with the SOC]
>>7382
You jump into subspace shortly after the firing starts, content with removing yourself from the equation. The last transmission to the fleet is that of your message and target coordinates to the Mercenaries and the Slathi.
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80545d No.7444
Turn 14
Locations:
>Civilian Fleet Aligned: Center of Lao Sho Nebulae
>Rawl-Kin: Hectare Sector, Lao Sho Cluster Periphery
>Xintar Autocracy:Vindication Sector, Lao Sho Cluster Periphery
Events:
Civilian Fleet Aligned:
1. As your crews field the hails and distress calls from the battered Civilian fleet, captains start approaching you asking your ships to donate resources to aid in the repair efforts.
[Optional: Donate 4 Raw Metal]
2. The Civilian Fleet has already begun looking for leadership, as many of the ships have no real military, deep space, or exploration experience. It really becomes apparent that these ships are either pleasure boats, cargo transports, or short distance charter transports, and aren't suited to the constant jumping, without maintenence or repair. Officers and Engineers seeing these reports coming from the Civilians wonder how they've made it this long, and encourage you to work with the other Captains to find permanent residences either aboard your ships or in a formal colony.
>Favored Trade Good
No market currently exists, due to the disarray the schism has cost. Trading is currently unavailable.
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80545d No.7445
| Rolled 6, 31, 92 = 129 (3d100) |
>>7444
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
8 Fuel
15 Food
11 Water
8 Raw materials
9 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Hydrogen Fuel scoop:[Gain +1 Fuel/Turn]
Race Name: Solarians
Nation Name: Solarian Hegemony
DCS Membership:Y
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
>Research: Hydrogen Scoop
Hydrogen is used to power your ship's secondary power sources, which in turn feed the resulting He3 to your primary propulsion, effectively creating fuel. Your researchers have made a breakthrough and have figured out how to project these fields while in FTL
[+1 fuel a turn Costs 5 ex to build on a ship]
[Enemy Ship Recognition: Standard] -You now are able to recognize Enemy Ships of basic variation without rolling.
[Enemy Wormhole Generator Recognition] -You are now able to scan for Enemy Wormhole Generators within the operational area.
>Research: Particle Projection Cannons
Your researchers manage to dig up some old notes on maintaining PPCs from the head engineer, dating back to the original manufacturing of the ship. They're more anectdotal, but they're a starting point.
[7 Turns, 4 Raw Metal, 6 Exotic Metals]
Your crews trawl the Supercarrier, occasionally skirmishing with the hidden forces of the Enemy in the ship. It becomes clear you could never sieze control of this entire ship without the combined forces of the entire fleet, if even that. However your crews do manage to find one of the primary weapons arrays, of which there are many. It becomes evident that if this ship hadn't gone down as quickly as it did, the Second Battle of Lao Sho would have ended much differently. Your techs describe them as "Thermal Lances"; pure concentrated beams of exotic particles magnetically contained by superconducting coils and magnets with tolerances well above anything you can field. While your researchers admit it's well beyond your current capabilities, they believe they can take the principles therin and recreate the weapon on a much smaller scale.
[Research: Thermal Lances, 2 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
Your salvage group commander stops his ship about halfway inside the hangar of the Supercarrier, and then backs out, neck craning to watch the plating outside. A large gash near the bay has captured his attention, and more importantly, the oily metallic substance between the armor plating. A railgun round sits in the middle of the "gel", stopped dead in its tracks. Bingo. He's got todays haul.
[Research: Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 1 Turns, 4 Exotic Metal]
1. Finish the research on the shock gel armor. It will be necessary soon I fear. +Solarian Taskmasters 2 food
2. Work on researching the Thermal lance. The Huntress needs more punch.
3.Scavenge the remains of the Solaris for anything of use, whether it be tech, supplies or simply munitions.
Event 1: Donate the metal we are lost without a future which is what the civilians represent.
Event 2: Recruit as many solarians from the other ships as possible. just have the ones from the "infected" ships watched. Better safe than sorry. Regardless we need the people.
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80545d No.7446
| Rolled 69, 35, 99 = 203 (3d100) |
>>7444
Name: The Xintar Autocracy
Species: Xintar and Telgron
DCS Member: N
Fluff: http://pastebin.com/HSAgkSvH
Current Leader: Xintar Dictator Fal'mra
Current Fleet
T'Kin'Tekra (Sword of the Fallen)
Colony Barge
[Exis Anti-Ship Missiles - High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater]
Del'kinra (Fire of the Heavens)
Frigate
Commander: Kalvra'Tosh
Current Resources:
>Fuel: 9
>Food: 9
>Water: 2
>Raw Metal: 4
>Exotic Metal: 6
1. Scout out the sector we're in find anything of interest here.
2.3 Begin researching something to replace the EWAR array with, possibly an IFF scrambler or something similar.
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80545d No.7447
| Rolled 20, 22, 85 = 127 (3d100) |
1.2. Continue research on the Latchkey Subspace Generator
3. Use of the Mobile Shipyard as well as any raw metal they might need towards repairing and refitting the civilian fleet. We can afford up to 4 units of raw metal should they need it.
We'll gladly take any gemoids and metalloids onto our ships but the other races may find it difficult to live on Diamond Empire controlled ships given the physical, environmental and chemical disparity between us and the other races.
http://pastebin.com/yzdeL3YZ
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80545d No.7448
| Rolled 44, 18, 21 = 83 (3d100) |
>>7444
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR. Part 2; Gerris and Nuremburg lost in the 2nd Battle of The Lao Sho Cluster after the mysterious "Symphony" Fleet was destroyed. Now the Guard Commanders take up a new ship with a new name. The "Interloper" Class Battleship now holds us back from the void.
Battleship "Shes One of Ours" ATK 3 / DEF 8 / PRP 9 / SHI 25%
Pop 3539
Fuel 12
Food 1
Water 2
Raw Metals 6
Exotic Metals 3
LLH Interface +5 to all Combat Rolls
Hydrogen Scoop +1 Fuel per Turn
Thermal Waste Recycling - During Upkeep, you may pay 3 Raw Metal or 1 Exotic Metal. If you do, ignore Food and Water upkeep requirements this turn
Neutrino Charged Phasers - Once per combat you may activate the NCP array. For the next 3 turns, your lasers ignore all shields on defending craft, and gain +3 damage.
["Space Aphrodisiacs", Single Use, Target Ship under your control gains +1k pop over 4 turns, 250 a turn. ]
[Enemy Ship Recognition: Standard] -You now are able to recognize Enemy Ships of basic variation without rolling.
[Enemy Wormhole Generator Recognition] -You are now able to scan for Enemy Wormhole Generators within the operational area.
Ship Bonus: [Superconductor Railgun: +5 Damage], [Dual Manifold Injector System: During combat you may pay 1 Fuel. Your ship gains +3 PRP until the end of the round.]
Racial Bonus: Military Rigor, Attack actions recieve +30 to succeed. Station & Ship boarding actions recieve +30 to succeed
Racial Detractor: Martial Law, As military rule dicates life on the ship, many members of the crew have grown tired of working under the same conditions that others in the fleet recieve pay and freedoms for. If things don't change, the dissent may grow… [GM discretion, event based]
LLH Interface +5 to all Combat Rolls [2 Exotic Metal]
Hydrogen Scoop +1 Fuel per Turn [5 Exotic Metal]
[Construction: Thermal Waste Recycling - During Upkeep, you may pay 3 Raw Metal or 1 Exotic Metal. If you do, ignore Food and Water upkeep requirements this turn., 3 Raw Metal 1 Exotic Metal]
[Neutrino Charged Phasers, 3 Raw Metal 1 Exotic Metal, Once per combat you may activate the NCP array. For the next 3 turns, your lasers ignore all shields on defending craft, and gain +3 damage. ]
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships. ?Cost?
[Research: Integrated Comms Data-Trunks, 1 Turns, 1 Exotic Metal, +10 to all Research rolls for shared projects]
[3 Turns, 3 Food, 1 Fuel, Unlocks: Construction: Advanced Biological Synthesis Equipment, Manufacturing: Colony Jumpers - Single use; gain +1k population over 4 turns, +250 a turn.]
Event 1 - Donate the 4 Raw Metal, we can spare some metal to make the necessary repairs
Event 2 - "Prior to recent events, the decision to look for colonies was made and I plan to coordinate our efforts with the civilian fleet. We must make repairs and organizing ourselves the priority before any colonizing." We will not be accepting anyone new onto the ship, after all the military rigors our of faction are considerable.
1 There are questions that need to be asked, and the place I think holds the answers are former Councilor Dahl's logs aboard the derelict supercarrier. Retrieve the logs.
2 Salvage what we can from the SOC Cruiser "Pentagram"
3 Finish the Integrated Comms Data-Trunks research.
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80545d No.7450
| Rolled 20, 55, 2 = 77 (3d100) |
>>7444
Enclosed Stats: http://pastebin.com/qfsfTVLb
Event 1: We will donate surplus resources to assist the civilian bystanders in repairing their ships.
Event 2: We shall send a message to the civilian fleet stating that we would be willing to accept as many as 250 civilians aboard our Colony Ship, provided they each be of some physical, mechanical, or academic talent that may be useful to us.
1, 2. Our fuel supplies are running dangerously low. We must dedicate additional effort and attention to finding any fuel-bearing objects in the sector. We shall even search the wreckage of the destroyed DCS ships to determine if there is any usable fuel within them.
3. We have gained a new and perhaps quite powerful enemy. SOC and DCS fleets will be searching for us now. It is imperative that the Colony Ship remain well-defended. Our engineers shall be tasked with the construction of at least one additional Fighter Wing to be housed in the Colony Ship's Launch Bays.
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80545d No.7451
| Rolled 67, 9, 45 = 121 (3d100) |
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Dwindling light
Ship Type: Cruiser
Ship Stats:
>7 ATK
>3 DEF
>2 PRP
>1 % Shields
>865 Pop
Total Resources:
>Fuel 4
>Food 4
>Water 4
>Raw Metal 9
>Exotic Metal 7
Racial Bonus: Vanguard Against the Enemy: Your forces have had limited successes in fighting the Enemy, unlike most others in the DCS, the Cojal Legion being the example of this. Your forces gain +15 to boarding actions, and require one less turn to capture an enemy ship (Minimum of 1 turn).
Racial Detractor: Emotional Decay: Close proximity, combined with a racial depression, has led to a successively worsening mental state among your crew and citizenry. It won't be long before your people see the effects of this state translate into combat and research.
Special Attribute: Asteroid Processing Foundry, Originally used to stripmine Asteroids in belts, this ship is equipped with industrial refineries for Exotic and Raw Metals, and are able to attain higher qualities from salvage and mining. Gain +2 additional resources when receiving Raw or Exotic Metal from Salvage or Mining Actions.
1,2. Strip the old ship of weapons, armor, engines, and metals.
3. Well this has certainly been an exciting day, but we must focus on other things for now. See if any volunteers from the civilian fleet would like to join us, preferably happy ones to rid us of our…depression.
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80545d No.7452
| Rolled 29, 43, 3 = 75 (3d100) |
Name: Broken Buccaneers
Species/Subrace: Various pirates, mercenaries, and outlaws of different species
DCS Member Species: Fuck no
Fluff:
http://pastebin.com/BHRqaqPR
—
Cruiser
4000 pop
Defense 3
Offense 7
Ship Speed 5
Shields 27%
9 Fuel
3 Food
3 Water
4 Raw Materials
4 Exotic Materials
Bonus:
OTMS - Flanking Actions recieve +30 Bonus to rolls
Racial Bonus: Conglomerate Crew - Raiding planets recieve +20, stations +30
Racial Detractor: Profit Margins Sink Ships
+10 to Boarding Rolls
+Advanced LADAR Scanners, +10 to Survey Rolls
+Personal Spacehog High Velocity Maneuvering
+Tavern, Once per combat you may pay 3 Food. You gain +10 to all Attack rolls for the next 3 turns
1-3. LOOT THE AFTERMATH OF THE BATTLE!
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80545d No.7457
| Rolled 78, 86, 82 = 246 (3d100) |
Subtracted 1 Fuel, Food, and Water
Resources
>Fuel: 12
>Food: 7
>Water: 9
>Raw Metals: 24
>Exotic Material: 21
Ship
Name: Righteous Typhoon
>Liveship
>Population: 5965
>Defensive rating: 6
>Offensive rating: 3
>Propulsion rating: 3
>Shield Efficiency: 34
Ship Attribute: Self Sustaining Liveship, Events that tax your water or food supply only require half the resources to succeed. You may forfeit this bonus to assist a fleet member once per three turns.
Racial Bonus: Experienced Spacers, Your race is uniquely attuned to life in space. As such you waste very little, and scrounge quite a bit. Resource gathering receives a +1 to total resources gathered on a success. Resource expenditures cost -1, minimum of 1.
Racial Detractor: Asocial Species, Your interactions with the fleet are strained, your people mistrustful of your neighbors. Defensive actions in support of your fleet are only half as effective. It requires 3/4ths majority to allow your race into the senate, instead of 2/3rds.
Other bonuses: Boarding pods: -1 Turn requirement for Capturing a ship, minimum of 1 Turn.
Exo-Suits [+15 to all boarding actions]
1. Baal is speaking to his new engineering officer, for the last one died in the battle aboard the Righteous Typhoon. "I want you to coordinate the scientists to extract the aural dampeners from the heads of the SOC agents. I want them reverse engineered and repurposed to fit Rawl-Kin physiology. Until then, I want nobody actively IN the Symphony individual's room without my express permission. Violators are to be shot."
2. Dara sends for a doctor to do an imaging scan of his brain and compare it to previous records to see if anything has changed, for fear of aural indoctrination. There are times to take risks, and times to avoid that.
3. As per usual, the aftermath of the battle is a treasure trove of goodies. Pods are to be relaunched with large numbers of scavengers.
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80545d No.7458
>>7457
>Rawl-Kin: Hectare Sector, Lao Sho Cluster Periphery
Dara, you are no longer with the Civilian Fleet, you kinda had to run away from the vast number of ships shooting at you.
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80545d No.7459
>>7457
>Nothing to loot
I'll keep the third roll and put it towards finding some chucklefucks to steal from. Merchants, space stations, poorly armed military ships, anyone. We no longer need to abide by council rules.
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80545d No.7462
>>7460
I gave you all those but the population score.
see post dice for that, multiplied by 1000.
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80545d No.7463
>>7445
>Research: Shock Gel Armor
Your researchers have hit a snag in dissipating heat through the armor without altering the chemical state of the gel, rendering it less protective than water. While they're confident they can rig a system to compensate, they can't guarantee they can meet the projected deadline.
[+1 Turn to Completion]
>Research: Thermal Lance
Your researchers have begun finalizing the power distribution for the Lances, and are getting close to prototyping.
[Success]
>Salvage: DCS Frigate "Solaris"
Your crews find a myriad of containers from the cargo bay of the ship, which appeared to be a major logistics hub for the SOC fleet. Predominately however, there were small medical implants that your researchers can't make heads or tails of at first glance. However given the time, they believe they can discover their purpose and maybe even replicate them.
[Gain: Research - SOC Medical Implant , 2 Turns, 1 Exotic Metal]
>Event 2
About 250 souls are willing to come aboard your ship, mostly from overcrowded ships and ships that aren't as sturdy as the Huntress. While they're willing to pull their own weight, they aren't fighters.
[+250 Civilian Population]
>>7446
>Survey: Local Sector
The Vindication sector was named after the fierce war of succession that was duked out between two rival factions within the family-owned Megacorp Jaxis Heavy Propulsion, the primary manufacturing corporation for military propulsion systems, specializing in Battleship-grade drives. You manage to find one of their old stations, and scrounge up some schematics for their flagship line of drive-systems. While the powerplant requirements are too much for either of your ships, your engineers believe that new designs of Battleships or Battlecruisers can incorporate this design giving them an edge in maneuvering.
[+2 PRP to all new BS or BC class ship designs]
>Research: EWS-3 Array
The EWAR bay has, since the battle, been mostly ignored. While the major components were segmented from power and networked computer systems, as to not interfere with normal operation, as your researchers take a formal look at the capabilities of the array, they're astounded to find out that most of the redundant systems are still in tact. Only the control suite is damaged, but your engineers manage to draft a design for a complete overhaul of the networked systems, restoring operation to the existing tech.
[Gain: Research - EWS-3 Array - Once per round, you may designate a target to be jammed. Roll 1d100, with success of 40. On a successful roll, target ship recieves -30 to all combat rolls, as long as it's selected. You do not need to reroll each turn to maintain it, only when you switch targets., 3 Turns, 3 Exotic Metal]
>>7447
>Research: "Latchkey" Subspace Generator
While the research designs are solid, the implentation has several holes, and as your researchers work through the physical designs for the tech, they find themselves running through unforseen consequences.
[Failure x2]
>Repair: Civilian Fleet
The repairs, using materials donated by the fleet, has drastically boosted the hull strength of the Civilian fleet. Much needed drydock maintenance is performed by the fleet's crew along side the metalloid workers, and the Civilian fleet is able to recover from their long standing list of potential problems.
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80545d No.7465
>>7448
>Salvage: Dahl's Logs/Personal Effects
Your crews zero in on where Dahl stayed on the Super-carrier. While it looks like he stayed here peacefully, the door doesn't open from the inside, and the room is a little too accommodating. However his personal computer is here, and it seems to be in tact. It's encrypted, which will take some time to break, but your techs are confident it shouldn't take too long.
[Gain: Research - Dahl's Encrypted Logs]
>Salvage: SOC Cruiser "Pentagram"
The SOC Cruiser was at the forefront of the military wing barrage, and was destroyed piecemeal when its reactor overloaded. Your crew doesn't find much of use, and strangely not a single piece of salvageable intel.
[Failure]
>Research: Integrated Comms Data-Trunks
The finalized version of the comms network modification has a notably low strain on the comms array, even though it fields a massive amount of data throughput. Your researchers are giddy to begin working with it.
[Turns to Completion finished, ready for Prototyping]
>>7450
>Event 2
You find 250 willing applicants for joining your fleet. While not the stellar brainpower complement you were looking for, they're able-bodied and used to hard work with complex machinery,
[+250 Civilian Population]
>Scavenge: Fuel
While searching for derelict ships was a bust, you managed to find a comet which ostensibly passed through the edges of the black holes, as its core contains a solid amount of He3, replenishing your critically low fuel supplies, if only a little.
[+2 Fuel]
>Construction: Launch Bay
In the process of taking apart a cargo section, one of the gamma-cutter operators was injured due to improper shielding. Now while this event shouldn't have slowed down production at all, the resultant dropping of a live gamma ray emitting cutter with a malfunctioning safety flooded the compartment with lethal gamma radiation, killing the crew inside. When the outcry of "why use gamma-rays" was brought to the foreman by the familes of the deceased, a normal oxygen/acetylene torch was brought in. When it failed to even dent the plating used in the ship, the complaints died down. Since then, proper safety guidelines and maintenance inspections have become standard, but they can't bring back the dead.
[-50 Population]
>>7451
>Salvage: Corvette
You strip the old corvette of a sizable amount of metal and tech, but the weapons aboard it are woefully inadequate compared to the Dwindling Light's batteries.However the fuel cells had ruptured in their casings during the previous battle, and when the crew tried to open them, He3 filled the chamber, and killed the crew in that compartment.
[-15 Population]
[+4 Raw Metal, +2 Exotic Metall]
>Diplomacy: Recruitment
250 Civilians joined your crew, regardless of the "pheremone-induced depression" the fleet knows your crew for.
[+250 Civilian Population]
>>7452
>Salvage: Battle site
Your crews work their way through the remains of the fleet, picking what they can that hasn't already degraded or been claimed. However, when they get to the shuttle bay of a SOC ship, they are met with gunfire and grenades. A SOC Special Forces squad that tried to hide out in a damaged shuttle chose this time to strike out, and stole the shuttle your crew arrived in, jumping away with your materials.
[-75 Population]
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80545d No.7466
>>7457
>Research: SOC Aural Dampeners
The design is rather elegant and adaptable, as the SOC has many member species. It has three primary parts, a membrane replacement, a hammer/anvil bone replacement, and a neural "pattern disruptor" that actually does the heavy lifting of preventing Aural Programming. The design suggests a seriously in-depth understanding of the aural methods used by the Symphony, suggesting either outside help or the SOC having been aware and combating the Symphony for quite awhile. Either way the design is easily reproducible.
[Gain: Research - SOC Aural Dampeners, Prevents Aural Programming and damage from Aural Attacks/Emissions, 2 Turns, 1 Exotic Metal per 1000 population]
>Medical: Aural Programming Analysis
It's not very often that you've sat in the medical bay's massive Dynamic Resonant Imaging Suite, which is the Chief Medical Officer's brainchild. But this time the machine that has plagued your logistics officers with requisition requests for spare parts is paying off in a big way. The DRIS analysis suggests that your Aural exposure was minimal, mostly due to the fact that Aria rarely spoke. However a part of your motor cortex has been significantly altered. While your Medical Officer can only speculate, Aria might have done so to prevent you from harming her directly. It's possible to reverse, and the technique for doing so, once established, should be able to be extrapolated to any sort of partial Aural programming.
[Gain: Research - Anti-Aural Neuropathy, 3 Turns, Your Medical teams can analyse and reverse Aural Programming]
>Raid: Nearby clusters
You're able to find a old observation outpost and cartography station, likely evacuated when the Enemy struck. Without a crew, there's nobody to stop you from taking the supplies on board.
[+3 Food, +2 Water, +3 Raw Metal]
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80545d No.7467
Turn 15
>Civilian Fleet Aligned: Center of Lao Sho Nebulae
>Rawl-Kin: Hectare Sector, Lao Sho Cluster Periphery
>Xintar Autocracy:Vindication Sector, Lao Sho Cluster Periphery
(At this point any major movements from Sector to Sector will need to be specified in a post. Groups of 2 or more may vote, or elect a leader to dictate if the fleet will or will not to move on. Such votes/declarations should be accompanied by 1d100)
>Favored Trade Good
No market currently exists, due to the disarray the schism has cost. Trading is currently unavailable. However, a ship can elect to spend an action to serve as a trading hub, opening the market for next turn.
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80545d No.7468
| Rolled 23, 80, 83 = 186 (3d100) |
>>7467
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900 +250 Civ
>Supplies
8 Fuel
12 Food
10 Water
4 Raw materials
9 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Hydrogen Fuel scoop:[Gain +1 Fuel/Turn]
Race Name: Solarians
Nation Name: Solarian Hegemony
DCS Membership:Y
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
>Research: Hydrogen Scoop
Hydrogen is used to power your ship's secondary power sources, which in turn feed the resulting He3 to your primary propulsion, effectively creating fuel. Your researchers have made a breakthrough and have figured out how to project these fields while in FTL
[+1 fuel a turn Costs 5 ex to build on a ship]
[Enemy Ship Recognition: Standard] -You now are able to recognize Enemy Ships of basic variation without rolling.
[Enemy Wormhole Generator Recognition] -You are now able to scan for Enemy Wormhole Generators within the operational area.
>Research: Particle Projection Cannons
Your researchers manage to dig up some old notes on maintaining PPCs from the head engineer, dating back to the original manufacturing of the ship. They're more anectdotal, but they're a starting point.
[7 Turns, 4 Raw Metal, 6 Exotic Metals]
Your crews trawl the Supercarrier, occasionally skirmishing with the hidden forces of the Enemy in the ship. It becomes clear you could never sieze control of this entire ship without the combined forces of the entire fleet, if even that. However your crews do manage to find one of the primary weapons arrays, of which there are many. It becomes evident that if this ship hadn't gone down as quickly as it did, the Second Battle of Lao Sho would have ended much differently. Your techs describe them as "Thermal Lances"; pure concentrated beams of exotic particles magnetically contained by superconducting coils and magnets with tolerances well above anything you can field. While your researchers admit it's well beyond your current capabilities, they believe they can take the principles therin and recreate the weapon on a much smaller scale.
[Research: Thermal Lances, 1 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
Your salvage group commander stops his ship about halfway inside the hangar of the Supercarrier, and then backs out, neck craning to watch the plating outside. A large gash near the bay has captured his attention, and more importantly, the oily metallic substance between the armor plating. A railgun round sits in the middle of the "gel", stopped dead in its tracks. Bingo. He's got todays haul.
[Research: Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 2 Turns, 4 Exotic Metal]
[Gain: Research - SOC Medical Implant , 2 Turns, 1 Exotic Metal]
1. Work on the thermal lance it's almost done. If we can get it done that will help a lot
2. Work on the armor and get help to do so! WE need it now! +Solarian Taskmaster cost 1 fuel and 1 food
3.Examine the implants, Let everyone have the data, its probably important. They had these for a reason after all. (open research)
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80545d No.7469
| Rolled 40, 82, 76 = 198 (3d100) |
>>7466
Resources
>Fuel: 13
>Food: 11
>Water: 12
>Raw Metals: 27
>Exotic Material: 21
All in all, things are going well for the Rawl-Kin. Well, as well as can be as expected when nearly everyone wants your head on a stick. Regardless, the coming days will be vital, as far as the understanding of aural manipulation goes.
1. Research SOC Aural Dampeners: The devices of the SOC are wonderous indeed, and the Rawl-Kin have enough resources to make the entirety of their population immune to aural manipulation once the research is completed. Baal gives the go-ahead on the project.
2. Research Anti-Neural Neuropathy: After a bit of thought as to whether or not it is truly necessary (resources aren't infinite), the Kin-Kar decides that it would be best to not have this sort of thing hanging over his head. To prevent, or at least reverse, anything like this that happens in the future, would be beneficial to the inhabitants of not only the Typhoon, but the entire galaxy.
3. Continue Looting: In order to maintain projects such as these, resources must be used. Resources are commonly held by others. The Rawl-Kin excel at taking from others.
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80545d No.7470
| Rolled 58, 28, 39 = 125 (3d100) |
1.2. Continue research on the Latchkey Subspace Generator
3. Destroy the nearest wormhole generators to give the Civilian Fleet some breathing room. If the Demurge or the Symphony are present run away instead of fighting.
Free Action : Build the Fuel Scoops on the Mobile Shipyard, we cannot afford to spend time gathering resources right now.
http://pastebin.com/yzdeL3YZ
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80545d No.7471
| Rolled 5, 4, 17 = 26 (3d100) |
>>7467
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR. Part 2; Gerris and Nuremburg lost in the 2nd Battle of The Lao Sho Cluster after the mysterious "Symphony" Fleet was destroyed. Now the Guard Commanders take up a new ship with a new name. The "Interloper" Class Battleship now holds us back from the void.
Battleship "Shes One of Ours" ATK 3 / DEF 8 / PRP 9 / SHI 25%
Pop 3539
Fuel 12
Food 1
Water 2
Raw Metals 6
Exotic Metals 1
LLH Interface +5 to all Combat Rolls
Hydrogen Scoop +1 Fuel per Turn
Thermal Waste Recycling - During Upkeep, you may pay 3 Raw Metal or 1 Exotic Metal. If you do, ignore Food and Water upkeep requirements this turn
Neutrino Charged Phasers - Once per combat you may activate the NCP array. For the next 3 turns, your lasers ignore all shields on defending craft, and gain +3 damage.
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships
[Integrated Comms Data-Trunks, 1 Exotic Metal, +10 to all Research rolls for shared projects]
["Space Aphrodisiacs", Single Use, Target Ship under your control gains +1k pop over 4 turns, 250 a turn. ]
[Enemy Ship Recognition: Standard] -You now are able to recognize Enemy Ships of basic variation without rolling.
[Enemy Wormhole Generator Recognition] -You are now able to scan for Enemy Wormhole Generators within the operational area.
Ship Bonus: [Superconductor Railgun: +5 Damage], [Dual Manifold Injector System: During combat you may pay 1 Fuel. Your ship gains +3 PRP until the end of the round.]
Racial Bonus: Military Rigor, Attack actions recieve +30 to succeed. Station & Ship boarding actions recieve +30 to succeed
Racial Detractor: Martial Law, As military rule dicates life on the ship, many members of the crew have grown tired of working under the same conditions that others in the fleet recieve pay and freedoms for. If things don't change, the dissent may grow… [GM discretion, event based]
[Dahl's Encrypted Logs]
LLH Interface +5 to all Combat Rolls [2 Exotic Metal]
Hydrogen Scoop +1 Fuel per Turn [5 Exotic Metal]
[Construction: Thermal Waste Recycling - During Upkeep, you may pay 3 Raw Metal or 1 Exotic Metal. If you do, ignore Food and Water upkeep requirements this turn., 3 Raw Metal 1 Exotic Metal]
[Neutrino Charged Phasers, 3 Raw Metal 1 Exotic Metal, Once per combat you may activate the NCP array. For the next 3 turns, your lasers ignore all shields on defending craft, and gain +3 damage. ]
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships. 1 Exotic
[Research: Integrated Comms Data-Trunks, 1 Exotic Metal, +10 to all Research rolls for shared projects]
[3 Turns, 3 Food, 1 Fuel, Unlocks: Construction: Advanced Biological Synthesis Equipment, Manufacturing: Colony Jumpers - Single use; gain +1k population over 4 turns, +250 a turn.]
1 Crack the encryption on Dahl's Logs. Then we can learn what Dahl knew, what lead to our current situation and hopefully when exactly The Enemy and perhaps Symphony made contact with the DCS.
2 Serve as trade hub. I trust my crew to be able to look out for any funny business. Give favorable positions to those looking to trade for fuel
3 Work together with the Solarian Hegemony on the SOC Medical Implants research
+10 Data Trunks
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80545d No.7472
| Rolled 40, 37, 17 = 94 (3d100) |
>>7463
Name: The Xintar Autocracy
Species: Xintar and Telgron
DCS Member: N
Fluff: http://pastebin.com/HSAgkSvH
Current Leader: Xintar Dictator Fal'mra
Current Fleet
T'Kin'Tekra (Sword of the Fallen)
Colony Barge
[Exis Anti-Ship Missiles - High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater]
Del'kinra (Fire of the Heavens)
Frigate
Commander: Kalvra'Tosh
Current Resources:
>Fuel: 9
>Food: 9
>Water: 2
>Raw Metal: 4
>Exotic Metal: 6
1.2. Work on researching the EWS-3 Array
3. Continue to scavenge the old station we found for anything of use.
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80545d No.7479
| Rolled 78, 92, 50 = 220 (3d100) |
>>7467
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. We shall assign some of our scientists to assist the Solarians in analyzing the recovered SOC Medical Implants. We are confident that the potential applications of the data may prove useful to us.
2. Our chemists and botanists are to invest their efforts into developing new chemical supplements and experimenting with various genetic modifications and admixtures to accelerate the growth and improve the yield of the food-bearing specimens of the Colony Ship's Aquaponics Bay. As always, maintaining a large enough food supply to reliably meet the demands of our citizens is of critical importance.
3. With the new safety regulations in place, and the remaining engineers assigned to the project presumably exercising more caution in their work, the construction of the new Launch Bay shall continue as scheduled. If there are any amongst the DCS civilian refugees we have taken aboard our ship who might have relevant technical experience, they shall be requested to oversee to the construction project in an advisory capacity.
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80545d No.7480
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Dwindling light
Ship Type: Cruiser
Ship Stats:
>7 ATK
>3 DEF
>2 PRP
>1 % Shields
>850 Pop
>250 Civ Pop
Total Resources:
>Fuel 4
>Food 4
>Water 4
>Raw Metal 13
>Exotic Metal 9
Racial Bonus: Vanguard Against the Enemy: Your forces have had limited successes in fighting the Enemy, unlike most others in the DCS, the Cojal Legion being the example of this. Your forces gain +15 to boarding actions, and require one less turn to capture an enemy ship (Minimum of 1 turn).
Racial Detractor: Emotional Decay: Close proximity, combined with a racial depression, has led to a successively worsening mental state among your crew and citizenry. It won't be long before your people see the effects of this state translate into combat and research.
Special Attribute: Asteroid Processing Foundry, Originally used to stripmine Asteroids in belts, this ship is equipped with industrial refineries for Exotic and Raw Metals, and are able to attain higher qualities from salvage and mining. Gain +2 additional resources when receiving Raw or Exotic Metal from Salvage or Mining Actions.
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80545d No.7482
(Woohoo fluffy post!)
>>7480
Queen Viscial sat on her new command throne on the Dwindling Light. She sat in her full Regal armor, its pointed fingertips tapping against the armrest of the vibrant throne. Most of the command room had been decorated in many neon and mettalic colors, while many Osralian paintings, statues, and more balanced out the seemingly outlandish display with a royal air. The Queen took a few deep breaths, attempting to regulate her pheromone control and relieve herself of the depression that affected every living being on the ship. Being sad, melancholy, and depressed were almost anethema to the Osralian way of life, which valued joy and happiness immensely.
Sadly such depression was nigh unavoidable, as every surviving member of her race was weighed down by heavy hearts and heavier thoughts. Even this Cruiser, which should have been named something hopefull, had been renamed out of melancholy and despair. With the loss of the homeworld, and death of over 99% of her race, the Queen was filled with guilt as if she had failed her race…
As she thought the doors to the command room opened, and she brought herself up just enough to swivel around and the Cojal Legion's commander, Guvilio. Dressed in his full decorative plate, and armed with his heavy shield and plasma vibroblade, the commander looked more like an elaborate statue than a being encased in armor. This of course was merely how Osralians preffered to armor and dress, and only a fool would underestimate such a towering figure.
The commander kneeled, but Viscial was naturally not in the mood for such formalities. She bade him to rise, and he did so immediately. "What is it Guvilio? More deaths, more wounded, more damage to the ship?"
Guvilio, who had managed to not fall to the undending despair even the queen was succumbing to, shook his head before looking up at her. "No my lady, I have come to suggest that we research aural technologies of our own. If we manage to create our audio control systems we could possibly aleviate the depression that has overcome those on the ship, and increase our potency in all things by restoring our race to its former happiness."
Guvilio sees no response from the queen, who he hopes is meditating on the matter, and thus continues to speak. "By doing so we could then move on to more important matters, such as our ships current population. Genetic research may also be carried out so as to increase reproduction and growth rates amo-"
"Do it Guvilio. Just go do it."
Having said what little she cared to say, the huge Queen spins around in her massuve chair, and looks back out into the gulf of space. The commander bows one last time, before silently leaving the room.
1,2. Research Aural Technology(currently researching technology that induces joy, happiness, and focus all at once)
3. Create a genetic enhancement lab(purpose of which is to greatly increase reproduction rates, birth rates and number of children, and massively increase rate of growth both physically and mentally)
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80545d No.7486
| Rolled 99, 2, 19 = 120 (3d100) |
>>7480
>>7482
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80545d No.7487
>>7485
>>7486
>finally get 8chan to roll
>it rolls twice
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80545d No.7488
Fudge it here was first roll by accident.
Rolled 5, 21, 8 = 34 (3d100)
B noice 2me maldaris bby
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80545d No.7489
>>7469
>anti- NEURAL Neuropathy
So no brain cells? Got it.
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80545d No.7492
| Rolled 79, 76, 44 = 199 (3d100) |
>>7294
Name: The Eridian Hegemony
Species/Subrace: Eridnus Maximus
DCS Member Species: Yes
Fluff: A strong arm of the DCS, the Eridians specialized in mechanized assaults via orbital drops. They are bipedal sophants, and this design is reflected in their war machines. Towering metal machinations that provide support for their troops and ships. Known as "Gardes" They function as both orbital and ground support units, and fill a role usually occupied by much more squat and robust vehicles. As a military society, it go without saying that the Eridian people are spartan in dress and home, rejecting the luxury and comforts of modern life and only valuing performance on the battlefield. When the enemy came, the Eridians, like many other species, tried to oppose them, their Gardes were similar to the enemies own machines, and this apperantly offended the Enemy as well, because the Eridian's world was among the first to fall, and when the Enemy razed the planet, they didn't stop there, the pushed on, cracking the planet in two. The Eridian defense fleet lied in pieces in orbit around the detritus of their former world, the lifeless bodies of billions of souls floated in cold void, a warning to other species of the horrors to come. Now all that remains of the Eridians is what few ships they had out on deployment in the far reaches of the galaxy when the Enemy arrived. The E.C.S Ferdinand was such a ship.
>Racial Bonus: DCS Frontliners
Known best for Peacekeeping operations and general DCS Space security, your people are a strong example of the warrior ethic. +10 to offensive combat rolls against the Enemy, +10 to defensive combat rolls in support of Fleet ships. -20 to Retreat rolls.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
1 Food
7 Water
6 Raw Metal
7 Exotic Metal
>Ship Bonus: "Garde"-based Combat Carrier
Your ship has a complement of 2 "Garde" Class Fighters, with 4/2 ATK/DEF. (They inherit traits from default fighters, see combat reference for details)
>Garde production 1/2
>["Salvage Slurry" x 3, 1 Turn to Sort per Unit]
1. Begin sorting the salvage slurry
2.Begin looting the battlefield for any useful materials, food, water, metal
3. Finally, begin rescue operations of any civilians craft that were caught in the battle, if they are willing to live a new peaceful life aboard the Ferdinand, they can stay, if they are unruly, space them
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80545d No.7493
| Rolled 52, 7, 73 = 132 (3d100) |
>>7443
>Name:The Peoples Republic of New Soviet
>Species/Subrace:Human/Clone
>DCS Member Species (Y/N):Y
>Fluff:We will strive for the dead motherland we will stop at nothing to stop the enemy or die trying. They took the sickle expecting us to die but they didn't know that the hammer will stop them. The Hammer took a few civilians and military personnel with her. But she haven't gotten food from the harsh Father Winter nor any more metals from Brother Mountain except for his gift of rare metal that the enemy didn't take. They may have raped the people of our planet and our sickle but we will have our revenge with our hammer instead.
>Name: HAMMER
>Liveship
>1990 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 9
>Exotic Metals 16
>Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]-8 from this now
>Ship Special Attribute: Bio-Medical Freighter
Your ship was carrying the biological slurry needed for clone production. You can convert this into +6 Food, or use it to improve the reflexes & cognitive capabilities of your flight crews, giving them +2/+2 to Atk/Def. This consumes the item.
>Racial Bonus: Ingrained Loyalty, Your people are less likely to panic during Enemy raids, giving a +2 to all Defense, or Flank Rolls.
>Racial Detractor: Clone Genetics, Your population has a hard time maintaining genetic diversity, which makes them prone to making the same mistakes, as a whole. (This affect is applied situationally at the GM's discretion)
[+1 DEF vs The Enemy. This Upgrade costs 1 Food]-1 food now
[2 Turns, 3 Raw Metal, Converts 1 Water to 1 Food per turn]-3 to pay for this
1-2-3 Try to salvage the low life's ships to get materials to protect the civilians
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80545d No.7494
| Rolled 55, 78, 21 = 154 (3d100) |
>>7465
Name: Broken Buccaneers
Species/Subrace: Various pirates, mercenaries, and outlaws of different species
DCS Member Species: Fuck no
Fluff:
http://pastebin.com/BHRqaqPR
—
Cruiser
3025 pop
Defense 3
Offense 7
Ship Speed 5
Shields 27%
9 Fuel
3 Food
3 Water
4 Raw Materials
4 Exotic Materials
Bonus:
OTMS - Flanking Actions recieve +30 Bonus to rolls
Racial Bonus: Conglomerate Crew - Raiding planets recieve +20, stations +30
Racial Detractor: Profit Margins Sink Ships
+10 to Boarding Rolls
+Advanced LADAR Scanners, +10 to Survey Rolls
+Personal Spacehog High Velocity Maneuvering
+Tavern, Once per combat you may pay 3 Food. You gain +10 to all Attack rolls for the next 3 turns
1-3. FUCK, we were supposed to get loot and meet up with the fleet.
Now we HAVE to KILL these sons of bitches.
get them, Get them! GET THEM!
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80545d No.7495
>>7489
Holy shit. Did I type that? I must have been fucking out of it.
But you know exactly what I meant.
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80545d No.7531
Hello! I sure hope this is the right format.
All rolls were done in private, by Maldaris at an earlier date, he can confirm.
—-
Name: Jensai
Species/Race: Akran
DCS Member Species: Yes
Fluff:
http://pastebin.com/Vg7GsQmu
—-
Colony Barge
12,000 pop
7 Offense
4 Defense
7 Ship Speed
62% Shields
10 Fuel
1 Food
9 Water
4 Raw Materials
7 Exotic Materials
Bonus:
LIZARD Suits:
+2/+2 to all infantry
+20 to Boarding rolls
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80545d No.7532
>>7531
Forgot to give a racial detractor it seems.
>Racial Detractor: Naturally Weak, Synthetically Strong.- Your race consumes water to power their augmentations. As such, you require 2 water instead of 1 for each unit of upkeep.
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80545d No.7555
>>7468
>Research: Thermal Lance
Installation mounts were the last on the list, and somewhere in the mix of the changes to power distribution the specification has changed. This has the lead researcher knocking heads and about ready to shoot his team. A "careful" talking to by the weapons officers resolved the situation. Sadly it's going to take longer.
[Failure]
>Research: Shock Gel Armor Cavity
Making up for lost time, your crew manages to finish the armor, using a "dirty hack" in the words of the head researcher. On closer investigation, it seems that exchanging the backup heat dispersion system with the primary system did the trick, and the armor is ready to be fitted.
[Success, Ready for Prototyping]
>Research: SOC Implants
You list the research data in the public networks, and continue work on deciphering the implants processes.
[Success]
>>7469
>Research: SOC Aural Dampeners
Your research has a few minor hiccups, but thankfully little is impeding progress.
[Success]
>Research: Anti-Aural Neuropathy
Regardless of the typo in your orders, your Medical Officer begins collaborating with the research teams, perfecting the methodology that previously treated PTSD and other biologically-learned "disorders".
[Success]
>Raid: Local System
A transport seemingly lost in space pops up on radar during an intense scan. Upon further inspection, it seems that the entire crew is in cryostasis. Your crew takes down the security drones without awakening the crew, and makes off with what little was left aboard.
[+3 Food, +2 Water]
>>7470
>Research: "Latchkey" Subspace Generator
The really unique part of the "Latchkey" project is how it stabilizes the subspace portal, regardless of the location or composition of the surrounding space. Atmospheric interaction usually means a rapid deterioration and subsequent rebound in the FTL drive. With this new method, the subspace portal feeds the containment field, leaving the field projector to focus energy on moving the ship itself.
[Success]
>Combat: Sabotage nearby Demurge/Symphony Wormhole Generator
Your ship jumps to the location of the nearest wormhole generator, several AU away to prevent immediate detection. The sight of a 10 ship patrol makes the path of action forward quite clear, as you jump back, taking a wandering route to prevent tracing.
[Failure]
>>7471
>Research: Dahl's Encrypted Logs
After careful analysis, your researchers determine that the logs are quite heavily encrypted. It's going to take much longer than expected with conventional computing techniques.
[4 Turns to Completion, no Prototype Cost]
>Trade: Serve as Trade Hub
As your crew begins inspecting shuttles coming in to setup ,they find several ships with illicit goods, likely traders from the previous black market. A firefight breaks out, as the black marketeers attempt to flee with their cargo. You manage to take them out, but not without casualties.
[-100 Population]
[Critical Failure]
>Research: SOC Medical Implants
The implants are relatively complex for your researchers, as they've little experience with medical augmentations. They end up spinning their wheels for a good while.
[Failure]
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80545d No.7558
>>7531
Jensai
—-
Current Stats: http://pastebin.com/RJLbNDxZ
—-
Popping out of subspace, the Akran barge arrives in relative, non-visual proximity of the DCS fleet. In the wake of the second battle of Lao Sho, the akranites have arrived with full tanks, meager holds, and empty bellies, hoping to find some semblance of civility in the empty systems. Having tracked the wake of terror left by the DCS fleet, the Akran navigators have led the colony barge to the center of the Lao Sho nebula. Noticeable disturbances in subspace, as well as unusual amounts of background radiation have led the Akran ship to possible companions. Whether they will accept the newcomers with open arms has yet to be seen.
For now, the crew of the Colony barge:
1-2: Scan nearby systems for worlds capable of sustaining life. (searching for food)
3: Attempts to locate the fleet itself, instead of its general area.
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80545d No.7560
>>7558
go to show post options and limits, dice will be there
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80545d No.7561
| Rolled 68, 25, 90 = 183 (3d100) |
>>7560
Thank you!
>>7558
Dice for actions:
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80545d No.7562
>>7472
>Research: EWS-3 Array
Your repairs and modifications have had a few hiccups due to unfamiliar power distribution techniques, but your researchers are making good progress.
[1 Success, 1 Failure]
>Scavenge: Old Station
Your crews have picked the station bare. Anything more would be a demolitions operation, which would take more time than you can afford.
[Failure]
>>7479
>Research: SOC Medical Implants
Your researchers are familiar with medical technology moreso than most, and make significant progress in reverse engineering the implants.
[Success]
>Research: Aquaponics Improvements
Higher yields are theoretically possible, and your engineers set to work on improving the process by using chemical additives.
[3 Turns, 2 Exotic Metal, +1 to conversion yields.]
>Construction: Additional Launch Bays
With the added precautions, your crew has begun expanding the launch bays. Your chief engineer notes that they're cutting it close in terms of space and power consumption, but this bay should be up and running soon.
[2 Turns, 4 Raw Metal]
>>7481
>Survey: Stellar Cartography
(Pic related)
Your fleet is currently nearest the star 30520, a red dwarf.
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80545d No.7564
| Rolled 74, 96, 70 = 240 (3d100) |
>>7555
Resources
>Fuel: 12
>Food: 13
>Water: 13
>Raw Metals: 27
>Exotic Material: 21
Okay. No fluff today.
Well.
A little.
Resources
>Fuel: 12
>Food: 13
>Water: 13
>Raw Metals: 27
>Exotic Material: 21
1/2. The research is going well. continue both projects.
3. The transport was a fortunate find. However, other systems must have more lucrative opportunities. We'll scout around, with a particular focus on larger space stations. As always, however, we'll take what we can get.
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80545d No.7565
>>7482
>Research: Aural Technology
Your technical officers have qualms about using the same tech that the Symphony use to manipulate people. However as the debate continues, your people start to see how the Symphony utilized your race as a testbed for similar methods of control, noting pheremone regulation is incredibly similar to Aural control, with less of a logic-manipulation focus, and more of an emotional stimulus.
[4 Turns, No prototype requirement]
>Research: Genetic Modifications: Reproduction
Considering the uproar your people were in for using Aural Technology, your researchers are more or less focused on that for the moment.
[Failure]
>>7492
>Salvage: Sorting Salvage Slurry.
Your crew begins working their way through the salvage, and end up with a sizable chunk of raw materials.
[+5 Raw Metal, +4 Exotic Metal]
>Salvage: DCS/SOC Wreckage
Your crew finds a SOC-aligned civilian ship that didnt' make the jump. Looting it nets you the food and water stores aboard.
[+2 Food, +2 Water]
>Rescue Operations: Civilians
Your crew manage to find a shuttle of civilians nearing hypoxia, and rescue them. While some don't make it through the night, those who survive are more than happy to join the Ferdinand's crew.
[+50 Population]
>>7493
A mishandled salvaged fuel cell detonates on the deck of your ship, killing the crew who salvaged it. However the other crews seem to have their heads on correctly after that incident, and you manage to mitigate the loss of crew with materials.
[-50 Population]
[+3 Raw Metal, +2 Fuel]
>>7494
Your concentrated effort makes quick work of the hidden forces aboard the ship. Upon further investigation you find out what they were protecting. A data store with, if the metadata tags are to be believed, a trove of information on the Symphony. You take the data with you, a good haul from this operation.
[Gained: Research - SOC Data on Symphony]
>>7558
>Scavenge: Food
Your crew finds a planet with life suitable for processing into foodstuffs, with high caloric content, and the rare trace minerals needed to support healthy connections with your augmentations.
[+2 Food]
>Survey: Civilian Fleet Location
With careful analysis, even through the gravitic distortion, you manage to pick up the location of the Fleet. Jumping at a safe distance, your hails are well met, and you join the ranks of the Military Wing.
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80545d No.7566
Phase Two begins shortly, a new thread will be posted with a pastebin of the finalized rules and content for the new phase. Note that the map seen >>7562 is the actual map we're using, courtesy of Jensai.
If you have any questions please drop into #natone in irc.mibbit.net
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