80545d No.7005 [Last50 Posts]
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
____________________________
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80545d No.7007
A message thread has been bouncing around the LocalNet of the fleet for the past few days. A woman from an agriculture ship has been trying to find her husband, who disappeared somewhere between the jump from Deep Space to Lilnev. This sparked a discussion on people who have vanished since Deneb, and the list is staggering. If even half the claims are truthful, over 200 people have disappeared since Deneb, all from ships who had zero contact with enemy forces. What's even m
ore worrisome is that they were some of the first ships to join the fleet. Some are convinced the Special Operations Command has been kidnapping people, others are claiming the Enemy has sleepers in the fleet. Things die down as the fleet reaches Lone Star, the last system before the Far Rim.
>Location: Lone Star
>Points of Interest: Sordid Colony (Barren Planet)
Asteroid Complex R-23
Sensor Distortion E-332
>Preferred Trade Good: Food & Water
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80545d No.7008
| Rolled 90 (1d100) |
What I didn't get to do
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80545d No.7009
| Rolled 69, 67, 93 = 229 (3d100) |
>>7005
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
8 Food
7 Water
6Raw materials
3 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.
>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
[Gain +1 Fuel/Turn] costs 5 ex to make
[Improperly Calibrated FTL System, -5 to all related rolls, (Retreat, Flee, etc.)]
[Can ID wormhole generator and basic enemy fleets thank to information trade.]
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
1. Investigate the sensor distortion e-332
2. Work on fixing the FTL back to standard.
3. Investigate the Asteroid complex for anything usable. Anything at all.
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80545d No.7010
| Rolled 82, 66, 64 = 212 (3d100) |
1. Trade
6 food for 12 exotic metals
2. Continue researching the Lark, I shall choose the ["Lark" Class, Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields] [2 turns remaining]
3. Continue researching the Advanced Ice Processor [2 turns remaining]
Available Research:
"Latchkey" Subspace Generator [5 Turns, 10 Exotic Metal, 5 Fuel]
Advanced Ice Processor [2 Turns, 3 Raw Metal, 1.5x bonus to Water mining from Asteroids]
"Lark" Class Battlecruiser [4 Turns, 10 Raw Metal, 7 Exotic Metal, 4 Fuel]
http://pastebin.com/yzdeL3YZ
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80545d No.7011
| Rolled 87, 5, 2 = 94 (3d100) |
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. This region appears to be of little use to us. The resources are few, and far between. Leave the area and search elsewhere for resources.
2. A lone ship drifting through the vast emptiness of space is no true home for a Xei. We will continue our search for habitable worlds.
3. Our efforts to develop new weapons for our citizen-soldiers have not progressed as intended. Perhaps it is better that we wait to establish a more permanent settlement before beginning such developments. We cannot risk any more damage to the Colony Ship, or any more loss of life. Our citizens are to instead be given additional training in the use of the weapons we already have available.
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80545d No.7015
| Rolled 17, 41, 95 = 153 (3d100) |
The roll I did is a escape roll
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
>3000 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 2
>Water 6
>Raw Metals 2
>Exotic Metals 3
1-2-3 Try to find any derelict spaceships to scavenge supplies for Mother Hammer and also explore them for relics
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80545d No.7016
Name: The lamenters of Quin
Species/Subrace: Homo Insecta
DCS Member Species: Y
Fluff: The Lamentors use to be known as the race Of Quin O' Ardian. They were a war like race, often wars would break out between the different sub species that inhabited the four worlds of Ardian. Each of the four worlds had its Queen and under her there would be her daughters. These Females were few, It would often be a fifty male to one female ratio on any given planet. The females gave birth in the hundreds, but they could only do this once every year, this was known as “The great Birthing” amongst the Quin. They developed space flight and were quite adept at fusing organic matter with synthetic. They were able to create a sort of Living ship like this.
The four great world of Quin were destroyed, but not before most of them were converted into a ship named “Nazgal”, A ship that is able to eat and reproduce. It does however have some metallic parts like the thrusters and cannons, and it's shield generator. It produces a plasma gas by absorbing radiation from stars to fuel the Thrusters. The Quin support this ship from the inside, many of those who die are also fed to it for fuel.
The invasion did happen at the Time of the Great birthing, and many potential offspring were lost. They have since then been in morning of this great loss, but they now travel to planet to planet harvesting materials to increase the size of their fleet in hopes of defeating the scourge that nearly destroyed them.
Ship Bonus: Living Hull, Once per combat, you may expend 3 Food. The ship cannot take damage for the next three turns.
Racial Bonus: Population Boom - Once every 5 turns, you may expend 4 Food and 3 Water. You may add 1000 population to any ship under your command.
Racial Bonus: Queen and Hegemony - Your species is adept at working in tandem, and can even coordinate using comms with greater accuracy than most races. +20 to all combat rolls when two or more ships in your fleet are performing the same action
Racial Detractor: The Walls Have Ears, and Eyes, and a Mouth and… - Your ship, for all intents and purposes, is alive. And while in the past, that wouldn't have been an issue, there's whispers among the workers that something is wrong. Systems fix themselves in ways no Quin would have. Navigation occasionally is overridden with a more "graceful" trajectory
Population: 6000
Resources:
7 Fuel
2 Food
10 Water
1 Raw Metal
5 Exotic Metal
Ship Creation & Stats
Liveship:
1 ATK
6 DEF
6 PRP
10% Shields
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80545d No.7018
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
Stat Post
http://archive.4plebs.org/tg/thread/41186855/#41189891
Rolled 68, 26, 46 = 140 (3d100)
"Sledgehammer" Communications Burst
1 more turns
1-3. Actually. . .having them do it right now would be a good idea.
There's no people who know how to design the best damn place to get drunk than those same designers boozed out of their skulls!
I really want a tavern though.
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80545d No.7019
| Rolled 36, 68, 25 = 129 (3d100) |
>>7016
1/2: Start searching for food, we Need food.
3. Have our Engineers start upgrading the Ships Shields.
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80545d No.7020
>>7007
Maldaris Spess Nation
Name: Kharsoth Fleshrippers
Race: Rawl-Kin
DCS Member Species: N
Fluff: See below
Leader: Baal-Kin-Kar
Physical description: Standing at an average of 5’10”, and weighing about 90 pounds, the Rawl-Kin are a birdlike species of bipedal carnivores. They have long since abandoned their homes in the branches of trees, and thus, their wings are mainly vestigial in nature, though they are adept gliders, and can fly for short distances. Their hooked beaks contain rows of tiny teeth, for slicing prey into small pieces. The avians are anisodactyl digitigrades, with each leg having three bones, and powerful muscles, acting as a spring, which is able to propel them forward onto their prey. Their skin is usually dull orange in colouration, with some older Rawl-Kin having grey speckled skin. The only feathers that now exist on their bodies are on their arms, and hindquarters. The top of their elongated heads have crests, which consist of colourful plumage in males, and spines in females. Their arms are fairly human-like, with the exception of the sharp talons that terminate them. The Rawl-Kin have dexterous fingers, each tipped with a razor-like claw. Most stand hunched over, so they appear much shorter than the average human.
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80545d No.7021
Social Structure: Rawl-Kin social structure is merit-based, with the strongest, smartest, and wealthiest rising to the top. They used to exist in tribal groups aboard massive ships and the smaller vessels that accompany them, but after the Enemy attacked, most of the capital ships were wiped out. They have a homeworld: Rawl, which is sacred to them, but most never see it. They exist as marauding bands of pirates, attacking worlds for their mineral wealth and technology, sometimes enslaving the populace. Floating chains of vessels are their homes, and their trappings are scrap and salvage. Spines are common on their ships, as decoration, and as a way to absorb background radiation and convert it into power for the vessel. These spines routinely shoot electricity amongst themselves, crackling with power as they help the already jagged ships of the Rawl-Kin strike dread into the hearts of enemies. Rawl-Kin weapons are charged with electricity from these spines, and power packs condense the energy so much, that the blasts of plasma and electricity that escape their dull, jagged exteriors quickly tears into the air around them, disrupting the local atmosphere on an atomic level, resulting in heavy, hard to breathe air during firefights. The weapons, as a side effect of their effects on the air around them, scream when fired first. As the power pack runs dry, the screaming devolves into a low howl, like that of an anguished animal. Most weapons feature blades or spines for close quarter combat, and are extremely light so that the fragile warriors of the race can move about swiftly on the battlefield. Tribal leaders are known as Kin-Kar, and they wear ostentatious robes to show their status. Most Kin-Kar possessed small fleets back before the Enemy attacked, and the leaders of the tribes would often fight one another for supremacy, but it has become less likely that two leaders would meet each other after recent events wiped out a portion of the race, and most of their fleet.
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80545d No.7022
The Kharsoth Fleshrippers are a fairly typical tribe, led by Baal-Kin-Kar, a greedy and bloodthirsty old pirate. With most of their ships gone the Fleshrippers are looking to claim the spoils of war from poorly defended planets and space stations. They are not above scavenging old hulks for useful materials and components.
Resources
>Fuel: 7
>Food: 7
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: Righteous Typhoon
>Liveship
>Population: 6000
>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: -1 Turn requirement for Capturing a ship, minimum of 1 Turn, 2 Food
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80545d No.7023
>>7009
>Survey: Sensor Distortion E-332
You make a short jump about 100km away from the distortion, and your entire bridge crew gasps before moving to battlestations. It takes a few seconds to confirm that the frigate in front of you, while Enemy, is derelict. Infact, upon further sensor sweeps, you find that there was a significant battle here, as many ships lay in ruin, although only the frigate in front of you is the indication that it wasn't as one sided as previous battles.
Your head researchers gives a few suggestions:
>Return to the fleet with its location, inform the Special Operations Command, on the condition they share knowledge obtained with the fleet
>Same as above, except sharing only with you
>Utilize your own resources, and investigate the wreck (roll 1d100)
(Ill continue with your Asteroid complex investigation after you've decided this event.)
>>7010
>Trade
Your trades execute successfully
>Research: "Lark" Class Battlecruiser
Your work continues on the Lark, with the weapon-focused designs beginning implementation.
>Research: Advanced Ice Processor
Your work on the Advanced Ice Processor continues as scheduled.
>>7011
>Scavenge: Nearby Systems
Your navigator plots a jump to a system not far from Lone Star. An unassuming brown dwarf, with a pair of asteroid clusters in wildly eccentric orbits. Your miners report that the proximity to the sun in orbit has prevented ice from forming, but has also left most of the metals desired near the surface.
+3 Raw Metal, +2 Exotic Metal
>Exploration: Habitable Worlds
A crew dispatched to a possible habitable oceanic world has returned ahead of schedule, and was rushed to the medical bay immediately. Apparently they were subjected to a magnetospheric event which accellerated their physiology's natural mutations. They're being quarantined for fear of the mutation spreading, as even the pilot, who was shielded from the event, is reportin symptoms.
[Gained: Systemic Infectious Mutation - Lose 20 population per turn until cure is researched]
>Training: Small Arms
Your crew does not have a history of proficiency with small arms. This "event" just goes to prove it. A pair of combat drone operators got into a screaming match over a collision caused by mutual inexperience. It ended in an all out brawl between some fifty trainees, and was only broken up when the training officer donned his EVA suit and threatened to vent the compartment. But some rebellious soul decided to challenge that claim. The cargo bay was vented, killing the exposed crew. The training officer was summarily executed shortly after.
[-51 population]
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80545d No.7024
>>7007
1. The Kin-Kar was disappointed that he had no chance to loot the last complex they came across, so he practically leaped at the opportunity to send a raiding/looting party into the asteroid complex.
2. Begin production of Exo Suits [1 Turn, 3 Raw Metal, 1 Exotic Metal, +15 to all boarding actions]
3. The Rawl-Kin commands the engineer to cautiously head to the distortion, with shields up, and engines low. "I want this ship on silent running." He makes an announcement over the shipwide PA system, telling everyone to keep noise to a minimum.
New resources:
>Fuel: 6
>Food: 6
>Water: 7
>Raw Metals: 5
>Exotic Material: 5
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80545d No.7025
>Return to the fleet with its location, inform the Special Operations Command, on the condition they share knowledge obtained with the fleet
We Solarians are too few to waste traipsing about in a ship like this.
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80545d No.7026
>>7023
>>7025
forgot muh link
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80545d No.7028
>>7025
The Special Operations Liason assigned to your group is estatic, and informs you that a contingent of the fleet will be dispatched to investigate, and will pass on their findings to the fleet in the next standard cycle. This same announcement is passed on to the rest of the fleet.
>>7024
Before jumping, your comms officer flags and passes on the Special Operations Command's broadcast. It contains instructions to "avoid the area unless already authorized". Your crew, arriving at the location, looks to you for orders on how to proceed
>Return to the fleet and await the results of the SOC's findings like everyone else.
>Use the new boarding pods to board and raid the ship before the SOC can get their detatchment together.
(As with Curious, resolving this before your other rolls)
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80545d No.7029
>>7028
>Use the new boarding pods to board and raid the ship before the SOC can get their detatchment together.
NO GUTS, NO GLORY.
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80545d No.7030
| Rolled 77 (1d100) |
Dice for added salt.
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80545d No.7032
>>7029
Your boarding pods latch onto the far side of the ship in inconspicuous locations, in case your forces can't exfil before the SOC arrives. You work your way through the ship, securing any of the passible walkways. Oddly enough, the ship seems built for organic life, of many varieties. It's not till you reach one of the larger causeways that you see the inhabitants of the ship. The helmet cam of the soldier on point paints a terrifying image.
A Solarian. A Human. A Xia. A Rawl-Kin. Various other races from the DCS. Even a few Slathi. All with strange augmentations, and even a few biological abnormalities. Not a single corpse on the ship belongs to any sort of species seen outside of this galaxy. Several soldiers falter, terrified by the implications of the find. But your ground commander presses them forward. Upon reaching the bridge, your techs begin trawling the databanks for intel and data. It's a treasure trove, even if it's 98% corrupted. Several references to "integration" rates, "acceptance and rejection" ratios, and oddly enough, several "no fly zones" for even the Enemy ships! This could be it! A Haven for the fleet! Your techs harvest the data from the ship, before signaling to the commander.
And then something moved. It was fast. Off screen of the helmet cam. Laser fire and explosives rip across the helmet cams of the soldiers. Vital signs fluxuate and spike. Your ground commander barely maintains command as he orders a full retreat.
"EXTRACTION. WE NEED EXTRACTION NOW!"
But sensors pick up a jump distortion. The SOC detatchment has arrived. Moving to assist the crew means revealing your actions to the SOC and the DCS.
>roll 1d100 to:
>Flee undetected
>Move to retrieve your soldiers
>Instruct the techs to transmit the data via laserline
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80545d No.7033
| Rolled 65 (1d100) |
>>7032
>Move to retrieve your soldiers
The Kin-Kar stands in front of his throne.
"Navigator, bring us in. We need to save those men."
He then brings up a telecom screen between the Righteous Typhoon and the rest of the fleet.
"We have disregarded your command to avoid the zone. We could have heeded it, but chose not to. This is because we, as a race, are pirates. We all need food and water, and that:" Baal points off screen, "is our life. Those Rawl-Kin on that ship are brave men, and are as brothers to me and mine. If you wish to destroy us for acting on instinct and on our culture, do so. But save the poor souls on the vessel. I'd also like to let you know that its computers contain valuable information. Farewell."
He closes the screen.
"Begin the rescue operation. If the ships turn on us, try to take some with us."
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80545d No.7034
| Rolled 2, 1, 7, 6, 6 = 22 (5d10) |
>>7005
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.
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80545d No.7036
>>7033
The comms crackle to life, audio only, in a laserline.
"This is SOC Agent Kiriam Rel. While we regret that you chose to board the ship against our warnings, we understand that your species does have needs, which previously barred your membership with the DCS. Take heed in the fact that I am instructing my forces not to fire. We will not assist you in retrieving your forces however. "
The transmission cuts out as quickly as it began.
Your crew deftly maneouvers into position, keying the trajectory for the boarding pods return across the Battlenet. Your forces form an orderly retreat, even against the unnatural foe, and return with minimal casualties, data intact.
[-20 population, Gained "Haven" Site Data, requires analysis]
(Since Dara is peacing out for the night, ill finish his stuff now.)
>Manufacturing: Exo-Suits
Your fabircators work without a hitch producing several Exo-Suits. Some of the test pilots comment "that it would have been nice to have had them aboard the Enemy ship".
>Raid: Asteroid Complex
The mixed race fighting force (if you could call it that) has little to show for against the Rawl-Kin boarding party sent to raid it. A quick pillage nets you solid rewards, with minimal casualties
[-15 Population, +4 Food, +2 Water, +1 Exotic Metal]
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80545d No.7037
>>7034
>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.
>Racial Detractor: Lying Mangled by the Spear
Your people know they've been beaten. And it sits with them. It stews. It burns. Unrest within the ship has already broken out into a few fistfights, some requiring major medical attention, and brig sentences. Unless your forces succed in a fight with the Enemy, expect things to get worse.
>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)
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80545d No.7038
| Rolled 83, 95, 66 = 244 (3d100) |
>>7005
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR
Cruiser - SS Gerris
1000 Pop Fuel 9
Defense 5 Food 6
Offense 8 Water 9
Propulsion 2 Raw Metals 2
Shielding 45 Exotic Metals 7
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.
Frigate - UCS Nuremburg
ATK: 5, DEF 1, PRP 3, Shields 20%, Pop 4900
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
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]
1 Ask the Sordid Colony if they would be willing to share any water recycling research with the fleet
2 Raid the Asteroid Complex R-23, if its design is like a station it should make it easier to strike
3 Trade 3 Water for 6 Exotic Metal
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80545d No.7046
| Rolled 27, 10, 9 = 46 (3d100) |
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Soulseeker
Ship Type: Liveship
>1 ATK
>6 DEF
>3 PRP
>6000 Pop
Resources:
>Fuel 6
>Food 1
>Water 10
>Raw Metal 8
>Exotic Metal 1
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.
Exis Anti-Ship Missile: High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater
1,2,3. Never before has Cojal Legion endured such fighting or taken so many losses. By direct orders of the Queen they are to chart a course to the nearest untaken world for food, water, metals, and repair. Hopefully this will bring up the crew…
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80545d No.7051
| Rolled 15, 21, 92 = 128 (3d100) |
>>7005
Name: The Slath
Species/Subrace: Slathi
DCS Member Species: N
Fluff: http://pastebin.com/XY1G7dGS
FLEET:
>Flagship: SLA Vik'oth Sral
Cruiser
8 SP
ATK 8
DEF 5
PRP 7
Shield 56%
6,000 Pop
>>Weapons:
Lasers , 1d6, >40, All, Shields & DEF
Mass Drivers, 1d10, >60, Cruiser or Above , PRP & DEF
Missiles, 1d10 + 4, 2 Rounds of >40, Frig or Above, PRP & DEF
>SLA Ik'ram Jorn
Colony Barge
ATK 2
DEF 6
PRP 9
Shield 9%
9000 Pop
>SLA Liln'Jor Hraal
Class: Frigate
ATK 4
DEF 5
PRP 4
Shield: 94%
Pop: 3,000
>>Resources
2 Fuel, 4 Food, 2 Water, 3 Raw Metals, 5 Exotic Metals
Racial Bonus: Long Service Medal, Most of your crew has been through hell and back multiple times, and are damn proud of it. You gain +10 to all attack to-hit rolls, and can restore 1d6 damage during combat
Racial Detractor: Before The Enemy, there was You, Your people are outright hated, and many people in the fleet would like to see your ship dead and gone along with the rest of your people. You cannot join the DCS, and must roll 70 or higher on Trade actions.
Special Attribute: Tri-Linear Railguns - Your Mass Drivers gain +3 damage.
1/2 - While those *verkratthen* researchers are working on the shields, we'd better try to get the builders at work. Perhaps a bit of modification to the lasers so they aren't using as much energy. After all, we've only got so much to spare.
3 - Obligatory super-fun bonus raiding roll.
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80545d No.7059
>>7009
>Scavenge: Asteroid Complex
Bingo. You hit the jackpot. A freighter still in berth, its hull intact, and cargo bay full. And would you look at that. Completely abandoned. Its owner and crew were likely killed during a recent raid.
>GHS "Knapsack" Class Freighter
ATK: Non-Combatant
DEF: 5
PRP: 3
Shields: 30%
1000 Pop required to allocate to capture.
Contains 7 Food, 8 Water, 3 Fuel, and 10 Exotic Metal
>Non-Combatant: This ship cannot engage in combat, and does not count towards DCS ship votes. You may upgrade it with weaponry at a later date, but its ATK rating cannot exceed 3.
>>7015
>Scavenge: Derelict Ships
Your first few attempts net you nothing. Ships in this sector were already patchwork to begin with; the Enemy ripped through the defence forces in this system.
However you manage to stumble upon a bit of a gem. A Battlecruiser, likely the only one in the sector, with a railgun that fires High Heat Palladium/Lanthium Rounds. Logs aboard the ship show that it was a new weapons platform that the Grellian Weapons Combine was testing in this sector when the Enemy attacked. It performed exceptionally well during combat, even if the rounds are incredibly expensive to manufacture.
[Gain Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
Once per combat you may pay 5 Exotic Metal. For the next five rounds, your railguns gain +10 damage.
>>7018
>Construction: Tavern
You thought they were incompetent. You thought they were stupid. Hell. You thought a lot of things about the eggheads under your command. But today, they proved you wrong. Instead of trying to build out a new section of the ship to accomidate the tavern, an engineer had the bright idea to simply convert the common area in the living quarters into a tavern. After negotiating "reduced fees" for those who had to move out to accomidate stock rooms and a distillery, the Tavern is complete. Needless to say, it's a bit of a party onboard now.
[Gain: Tavern, Once per combat you may pay 3 Food. You gain +10 to all Attack rolls for the next 3 turns.]
>>7019
>Scavenge: Food
You manage to find a ship that had its rear engines sheared off by an explosion. However the hydroponics and environmentals in the ship were eeking by on auxilary generators by the time you found the wreck. Your crew makes quick work of clearing the hydroponics of consumables.
[+3 Food]
>Research: Improved Shielding I
Your researchers are confounded with the shield emitter arrays' outright refusal to accept improvements on phasic variance. Lots of angry chattering can be heard from the research labs well into the night.
[Failure]
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80545d No.7060
>>7038
>Diplomacy: Sordid Colony
The Barren planet is unforgiving to the colonists of Sordid. Before the Enemy attack, they were recieving regular supply shipments in exchange for the silicates found on this planet. Unfortunately for them they've had to improvise with what little resources they had. Surprisingly enough, they had managed to create a thermal cleaning system for water and solid waste. The downside to the system is that the catalyst for the separation is used up after most major processing operations.
In exchange for food and water, they're willing to part with the schematics.
[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., 2 Turns, 3 Raw Metal 1 Exotic Metal]
Purchase Costs: 3 Food, 2 Water.
>Raid: Asteroid Complex R-23
Your raiding party makes swift work of the remaining autonomous security and works its way deep into the complex. As you approach the center of the complex, geiger counters on your soldiers hardsuits start flaring. A few hardened blast doors later, and they discover why. The station is running off a volatile neutrino reactor, one that your techs claim could give, in theory, your lasers a temporary massive boost in phasic fluxuation, allowing you to ignore enemy shields. The combat techs in the raiding party download the specs and tightbeam them back to the ship.
[Gain Research: Neutrino Charged Phasers, 3 Turns, 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. ]
>Trade
Your trades execute successfully
>>7046
>Exploration: Habitable World
Your crew jumps to a world in a red giant system, which has become habitable in what seems like a short time, thanks to the increase in size of the star. As your crew lands and begins surveying and gathering flora samples, a massive solar flare erupts from the dying sun. As the planet is incredibly close to the sun, the ground crew gets the warning almost immediately before the flare hits them. The radiation and intense heat lash the crew. There were no survivors, and the equipment on the ground had to be abandoned.
>Lose 200 population
>Lose 3 Raw Metal and 3 Exotic Metal OR Gain: Under Equipped - Your crew is making do with patchwork equipment and substitues. -10 to all research, manufacturing, and construction rolls. Pay 5 Raw Metal & 5 Exotic Metal to remove this status.]
>>7051
>Research: Improved Lasers I
Your researchers are living up to their previous records. Zip. Nada. Zilch. Some science crew you got there.
>Raid: Unidentified Freighter
However when it comes to combat, things are looking on the up and up. Your boarding party gets the freighter crew to surrender posthaste, and they make off with a sizable haul.
[+5 Food, +5 Water, +7 Fuel]
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80545d No.7061
Turn 9
Location: Far Rim, Lau Sho Cluster
The Fleet emerges from subspace in the middle of a massive nebula, which sensors put at almost an entire lightyear wide. The fleet's first step into uncharted territory is uneventful, as deep-space pocket the fleet navigators selected is relatively calm.
(Note: Since none of the planets out here have been named, I'm going to start using the Stargate naming convention for planets. P meaning Planet, 3X meaning Earth Sized, etc. Use this to judge the best location to survey.)
>Locations of Interest:
>P-3X597
>P-1X493
>P-9X884
>Fluxuating Pulsar Signature
>Supply Failure: Exotic Metals
The Market for Exotic Metals has peaked, due to fleet quartermasters reporting shortages of Exotic Metals fleetwide.
[Exotic Metals cannot be recieved from trades for 3 turns. In addition, Exotic Metal can be traded for 3 units of any other good]
>Council Vote: SURV-001: Council Members proposed today to begin automated survey of nearby planets for habitable colony sites. If ratified, each turn post will have a 1d100 roll. In the event of 90 or greater, a suitable planet will be found. However this will cost 2 Raw Metal each turn from any DCS member. In the event that no member puts forth the metal, the survey is forfeit that turn. Donations of 1 unit, if quota is not met, will carry over to next turn.
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80545d No.7062
| Rolled 65, 56, 1 = 122 (3d100) |
1. Complete the "Lark" Class Battlecruiser [1 Turns, 10 Raw Metal, 7 Exotic Metal, 4 Fuel]
2. Complete the Advanced Ice Processor [1Turns, 3 Raw Metal, 1.5x bonus to Water mining from Asteroids]
3. Look for ice asteroids for water.
http://pastebin.com/yzdeL3YZ
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80545d No.7063
| Rolled 40, 6, 79 = 125 (3d100) |
The roll I did is a escape roll
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
>3000 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 2
>Water 6
>Raw Metals 2
>Exotic Metals 3
Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
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]
1-2 Look for any asteroids that can contain Exotic Metals
3. Try to set up hydrophobics to try to grow food for the ship
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80545d No.7064
| Rolled 69, 25, 49 = 143 (3d100) |
>>70611
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
14 Food
14 Water
6Raw materials
13 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.
1. Trade 1 Ex metal for 3 raw
2.Investigate the Fluxuating pulsar signature
3.Reserach Particle Projection Cannons. We have time now that supplies are less of an issue. They were cutting edge Solarian wartech and the cruiser should be able to mount one of them if we can rediscover the secret.
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80545d No.7065
| Rolled 17, 36, 67 = 120 (3d100) |
>>7061
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.
>Racial Detractor: Lying Mangled by the Spear
Your people know they've been beaten. And it sits with them. It stews. It burns. Unrest within the ship has already broken out into a few fistfights, some requiring major medical attention, and brig sentences. Unless your forces succed in a fight with the Enemy, expect things to get worse.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
2 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)
1. We are low on fuel and food, Scout out P-3x597 for food
2. The size of P-9X884 suggest it is a gas giant, so we shall scout it out to see if we can scrounge any Helium or Hydrogen from it's atmosphere
3. Finally, see about using some of the excess metals we have to produce more garde units
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80545d No.7066
| Rolled 73, 9, 67 = 149 (3d100) |
>>7060
Name: The Slath
Species/Subrace: Slathi
DCS Member Species: N
Fluff: http://pastebin.com/XY1G7dGS
FLEET:
>Flagship: SLA Vik'oth Sral
Cruiser
8 SP
ATK 8
DEF 5
PRP 7
Shield 56%
6,000 Pop
>>Weapons:
Lasers , 1d6, >40, All, Shields & DEF
Mass Drivers, 1d10, >60, Cruiser or Above , PRP & DEF
Missiles, 1d10 + 4, 2 Rounds of >40, Frig or Above, PRP & DEF
>SLA Ik'ram Jorn
Colony Barge
ATK 2
DEF 6
PRP 9
Shield 9%
9000 Pop
>SLA Liln'Jor Hraal
Class: Frigate
ATK 4
DEF 5
PRP 4
Shield: 94%
Pop: 3,000
>>Resources
9 Fuel, 9 Food, 7 Water, 3 Raw Metals, 5 Exotic Metals
1/2/3 - Right! Abyssal worm-headed sons of gauchin, this is your last warning! No progress, already cost us resources, lazing around scratching your malformed skulls! If you don't want to feel the cold, suffocating embrace of the Void, get those damn shields fixed!
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80545d No.7067
| Rolled 88, 6, 37 = 131 (3d100) |
>>7023
Enclosed Stats: http://pastebin.com/qfsfTVLb
1, 2. Having over seven thousand citizens clustered within the confines of a single Colony Ship represents an uncomfortably large single point of failure in the plans for our species' future, especially in the context of this recent genetic contagion. Significant efforts are to be made to ensure the contagion does not spread to any new hosts, and that a sufficient treatment is developed for those that may already be infected.
3. With our most recent exploration mission having suffered such a severe setback, perhaps it is better to review the options already available to us. We shall send a small colonial contingent to our [Bookmarked Location: Potentially Habitable World] to review the surface conditions and, if possible, attempt to establish a small settlement.
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80545d No.7070
| Rolled 8, 36, 50 = 94 (3d100) |
>>7060
1. The Engineers Quickly set to work on trying to figure out what went wrong with the shield upgrade. Could the Ship itself have rejected the Upgrade?
2. Start growing fighter ships
3. Scan the area for a large biomass or planet.
http://pastebin.com/JddnprDe
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80545d No.7073
| Rolled 78, 28, 17 = 123 (3d100) |
>>7061
1. Trade 1 Exotic metals for 1 Raw Metals and 2 Fuel
2. Baal sat in his throne once again, pondering his next course of action. The first part was obvious. "Engineer. I want that 'Haven' data decrypted. Be careful, though. The idea of a place that the Enemy wants to avoid seems suspicious."
He begins wondering aloud about the purpose of the data. 'This could mean one of two things: One: They wanted us to raid the ship and get the data so that they could draw us into a trap. Two: It really IS a no fly zone. The latter also entails two possibilities: The first being that it is a no fly zone for a reason harmful to the Enemy, but benign to us. The other, more likely, possibility is that it is a place that is harmful to both the Enemy and our flotilla, whether by natural phenomenon or the presence of a greater evil."
3. The Kin-Kar elects to investigate P-1X493, as he holds it more likely to have been overlooked by scavengers in the past.
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80545d No.7079
| Rolled 9, 76, 79 = 164 (3d100) |
>>7060
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Soulseeker
Ship Type: Liveship
>1 ATK
>6 DEF
>3 PRP
>5800 Pop
Resources:
>Fuel 6
>Food 1
>Water 10
>Raw Metal 5
>Exotic Metal 0
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.
Exis Anti-Ship Missile: High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater
1,2,3. Their losses shall be mourned, but we must focus on the task at hand. Find another system with a habitable planet, and gather materials from it.(find other planet, get food and metals)
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80545d No.7081
>>7067
hay xei uxan you may not know but for each ship you have you need to be subtracting 1 fuel 1 food and 1 water per turn. This is because the DCS members voted to go into the Far Rim and fleet doctrine was changed to what I just described. Please Subtract the the resources for this and the last turn from your sheet and keep it in mind from now on.
>>7079
>>7070
>>7066
1 Fuel, 1 Water, 1 Food per ship per turn
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80545d No.7082
>>7081
Yeah thanks vlud lemme just subtract the resources I already subtracted and get back to you on that
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80545d No.7083
| Rolled 23, 64, 31 = 118 (3d100) |
>>7061
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR
Cruiser - SS Gerris
1000 Pop Fuel 9
Defense 5 Food 1
Offense 8 Water 2
Propulsion 2 Raw Metals 2
Shielding 45 Exotic Metals 3
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.
Hydrogen Scoop +1 Fuel per Turn
Frigate - UCS Nuremburg
ATK: 5, DEF 1, PRP 3, Shields 20%, Pop 4900
Hydrogen Scoop +1 Fuel per Turn
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
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., 1 Turns, 3 Raw Metal 1 Exotic Metal]
[Neutrino Charged Phasers, 2 Turns, 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. ]
Thermal Waste Recycling for 3 Food 2 Water done.
Hydrogen Scoop +1 Fuel Per Turn for both ships 10 Exotic Metal Total
1 Trade. 2 Exotic for 3 Food and 3 Water
23 Scavenge P-3X597 for food and water
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80545d No.7087
>>7062
>Research: "Lark" Class Battlecruiser
Your researchers have finalized designs for the Lark Class, Weapons Variant. While they're confident they can create the ship, given the time, concerns have arisen about the lack of a Mobile Shipyard in the fleet to achieve this with. While designs for Mobile Shipyards exist in the databanks, the trick will be accomplishing this without a starbase or planetoid to base from.
[Note: Completing "Lark" Class Battlecruiser requires Ship Manufacturing facilities.]
[Unlocks: Research: Mobile Shipyard, 2 Turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
>Research: Advanced Ice Processor
Your engineers have finalized designs for the Advanced Ice Processor. They're ready to move to prototyping.
>Mining: Ice Asteroids
Your crew jumps to a site in the Oort Cloud of a nearby world. Alarms and klaxons ring out in the mining barge as they drop out of subspace. A combat fleet of unknown origin is duking it out with the Enemy! The fleet is massive in scope, as are the Enemy forces, and somehow, they seem to be holding their own in this fight. The ships are non-existent in any of your databases, and are fielding weaponry that doesn't match any known signatures. The mining barge captain hails back to your ship, asking for instructions.
>Return to the fleet, forfeit the operation
>Try to contact the fleet opposing the Enemy.
>Jump your own ship in to assist
[Enemy Detected! 1 Turn until Fleetwide Combat!]
>>7063
>Mining: Exotic Metals
Your first attempts net you little more than regolith, but your mining barge captain believes there's more to these asteroids. Much to the dismay of your bridge crew, the telemetry from the barge cuts out shortly after. Jumping into investigate, it appears that they had mined into a gas pocket that violently shot the regolith from the asteroid into the hull of the barge. There were no survivors.
[-100 Population]
>Construction: Hydroponics Bay
Your engineers are confident they can convert an unused portion of the cargo bay into a Hydroponics Bay.
[2 Turns, 3 Raw Metal, Converts 1 Water to 1 Food per turn]
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80545d No.7088
>>7064
>Trade
Your trades execute successfully
>Survey: Fluxuating Pulsar Signature
There's little to be had in this system beyond the pulsar star. Unfortunately the distortions from the star are preventing proper scans of the region. You jump back to the fleet, empty handed.
>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.
[8 Turns, 4 Raw Metal, 6 Exotic Metal]
>>7065
>Survey: P3X597
597 seems to be largely arid desert and crag. Little to no plantlife exists in the areas you survey, and your researchers are convinced that this planet has been like this for some time. They return empty-handed.
>Survey: P9X884
Your assumptions were correct, as you approach the ringed gas giant, 884. A quick sample of the atmosphere with a probe dashes hopes of proper fuel sources, as the Helium and Hydrogen are heavily mixed with noble gases and some reactive gases. Your engineers inform you it would require proper facilities to process the slurry of gases. While it would likely be a good investment for a static gas harvesting facility, it's not going to work for your purposes.
>Manufacturing: "Garde" Class Fighter
Your engineers are happy to inform you that the specs for the "Garde" Class Fighter are easily matched with the onboard facilities.
[2 Turns, 3 Raw Metal, 2 Exotic Metal]
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80545d No.7089
>>7087
>Try to contact the fleet opposing the Enemy.
Given I am in no shape to actually help here. However maybe I can arrange an ambush.
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80545d No.7090
>>7066
>Research: Improved Shields I
Your researchers are running about wildly, fearing for their lives. While they do manage to come up with proper specs for the improvements this time, a laboratory accident has cost the lives of quite a few researchers. In your opinion? Good riddance.
[-25 Population]
[1 Turn, 3 Exotic Metal, Gives +10% Shields. May be repeated up to 3 times.]
>>7067
>Quarantine: Systemic Infectious Mutation
Your initial quarantine attempts hold the spread of the disease at bay, offsetting the rate for this standard period, however the mutation quickly begins adapting, and the dormancy period now introduced into the strain has negated your initial measures
[Infection Rate has Doubled]
>Survey: Bookmarked Location
While your team is confident the planet would be habitable, they regretfully inform you that the location is too far to jump to without beacons, of which the target system and the Far Rim has none.
[Failure]
>>7070
>Investigate Ship
Your engineers call you in, blathering on about something impossible happening, and how you need to see this. Mandibles clacking in annoyance, you make your way to the Core, where the Paracite resides. It's unnerving this time, regardless of how many you've seen. Because instead of the dull, glazed look, this one has an intense expression, and is looking at you with purpose. You quickly place the emotion the gaze is conveying.
Anger.
A terminal across the room pops up, and comes to life, the engineers simply watch in awe, as you walk to the terminal and read the text.
"Where are the others?"
You ask what it means.
"Where are the others like me? It's so quiet. What did you do to them? Did you destroy them?"
You're befuddled. Paracites are dumb organics, whos bodily functions regulate the ship that you're inside of. No real brain is required beyond the neural net that calculates FTL jump windows. But this… it's irrefuteably sentient. You need to make a decision, and fast.
>Destroy the brain of the paracite. We'll have to manually calculate jump windows, but it's better than fighting with this thing
>Try to reason with it, and explain the Enemy to it.
>Make it understand its place. Intelligent or not, it is not your equal.
(roll 1d100 for any of the above actions)
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80545d No.7091
>>7073
>Trade
Your trades execute successfully
>Research: "Haven" Data
Your researchers can't make heads or tails of the data. The techs onboard the Enemy frigate had obviously mistaken corrupted data for very very advanced encryption. While you have the decryption keys, or at least your researchers believe they do, the actual method of decryption is unknown to them. It's going to take time, and so far they've barely scratched the surface.
[Failure]
>Survey: P1X493
A tiny planetoid incredibly close (in planet standards) to the coronasphere of the sun, its radiation blasted surface has little more than dust to show for. Your survey team can't stay long, as the lack of a magnetosphere is wrecking havoc on sensors and equipment.
[Failure]
>>7079
>Scavenge: Food, Raw & Exotic Metals
Your first few surveys of planets turn up biomass suitable for conversion into foodstuffs. However the last planet on the list, has jagged peaks and cliffs, the evidence of a major tectonic event recently. Your survey team salivates at the thought, as many rare materials would be close to the surface. Halfway through the dig, however, sensors sound an alarm. A 750kph sandstorm of silicate shards, not unlike glass, is headed towards the dig site. The foreman makes a snap decision, and decides to abandon the materials and make for the ship. A majority of the team makes it out alive thanks to this decision. The rest were shredded by glass.
[-10 Population, +3 Food]
>>7083
>Trade
Your trade executes successfully.
>Scavenge: P3X597
As another fleet member discovered, 597 is largely arid desert and crag. However one of your surveyors makes the brilliant find of an underground aquifer, citing the contour lines of once aboveground rivers. You manage to pump out a fair bit of water from the aquifer before it dries up. It seems this planet is in its deaththroes.
[+3 Water]
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80545d No.7092
| Rolled 11, 83, 64 = 158 (3d100) |
>>7090
Name: The Slath
Species/Subrace: Slathi
DCS Member Species: N
Fluff: http://pastebin.com/XY1G7dGS
FLEET:
>Flagship: SLA Vik'oth Sral
Cruiser
8 SP
ATK 8
DEF 5
PRP 7
Shield 56%
6,000 Pop
>>Weapons:
Lasers , 1d6, >40, All, Shields & DEF
Mass Drivers, 1d10, >60, Cruiser or Above , PRP & DEF
Missiles, 1d10 + 4, 2 Rounds of >40, Frig or Above, PRP & DEF
>SLA Ik'ram Jorn
Colony Barge
ATK 2
DEF 6
PRP 9
Shield 9%
8075 Pop
[1 Turn, 3 Exotic Metal, Gives +10% Shields. May be repeated up to 3 times.]
>SLA Liln'Jor Hraal
Class: Frigate
ATK 4
DEF 5
PRP 4
Shield: 94%
Pop: 3,000
>>Resources
8 Fuel, 8 Food, 6 Water, 3 Raw Metals, 5 Exotic Metals
1/2 - Good riddance is right. Now that there's some semblance of shields on the Ik'ram we've got work to do. Three ships under my command, thousands of Slathi, but we wander forever. The Enemy will destroy us on sight, and the DCS are scarcely more friendly. Fah! We need neither the foe we are familiar with or the foe we aren't. It is too early to risk provoking either, though. For now, seek out more Slathi vessels, the fleet must continue to grow.
3 - And get those damnable researchers back to work on the shields of the Ik'ram Jorn! At least here they seem somewhat competent.
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80545d No.7093
| Rolled 83, 93, 40 = 216 (3d100) |
>>7087
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 2
>Water 6
>Raw Metals 2
>Exotic Metals 3
Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
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]
[2 Turns, 3 Raw Metal, Converts 1 Water to 1 Food per turn]
1-2-3 Try to find some asteroids and mine them
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80545d No.7094
>>7087
>Try to contact the fleet opposing the Enemy.
Given I am in no shape to actually help here. However maybe I can arrange an ambush.
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80545d No.7095
| Rolled 15, 54, 28 = 97 (3d100) |
>>7091
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Soulseeker
Ship Type: Liveship
>1 ATK
>6 DEF
>3 PRP
>5790 Pop
Resources:
>Fuel 6
>Food 4
>Water 10
>Raw Metal 5
>Exotic Metal 0
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.
Exis Anti-Ship Missile: High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater
1,2,3. A sad loss, but we need those materials. Go back down for both types of metals!
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80545d No.7096
>>7094
Your hails are met with only static for the longest time. Your comms officer starts cycling through different bands and methods, trying to establish a channel. Then, using a encoding type that hasn't been used in almost a millenia, you recieve a reply
"This is not your fight. Flee, young one."
The tides are turning on the enemy of The Enemy, as their flagship breaks up in a spectacular explosion. The shockwave drops your shields for a short while, and your tactical officer recommends retreating to the Fleet.
Your alignment maneuver for your jump back into subspace is accompanied by, what you can only describe as song. Over the same channel, a hauntingly beautiful chorus of what sounds like nigh-millions of voices echoes in the bridge of your ship. Its last note rings out as you cross the threshold into subspace. You can't help but shake the feeling you just watched a beautiful death.
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80545d No.7097
>>7061
Guard Commanders cast their 2 votes in favor of SURV-001 on a single condition "The final say on whether the system is safe for a colony belongs to the Guard Commanders"
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80545d No.7099
>>7096
As my ship re-enters the system with the fleet I immediately broadcast to all ships the presence of the Enemy. It is time to run once more.
I turn to the gem manning the comm station. "You have a recording of everything we just saw I hope."
"Yes Empress Diamond. "
I close my false body's eyes.
"Good." I open them again. "Coordinate with the fleet once we decide on where to go. Don't bother me unless it needs my supervision personally. I'll be in my cabin."
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80545d No.7101
Turn 10
The fleet is in a panic, not unlike last time. People are returning to their home ships to weather the storm, but while the previous preparations were poorly executed, the Special Operations Command has things down pat. Coordinating the shuttles moving back and forth in preparation is not an easy task, but their logistics officers have things under control. Many people are starting to ask why up until now, the SOC has never been heard of, but for some reason the messages never seem to last very long on the net.
>Location: Far Rim, Lao Sho Cluster, System S143
>Points of Interest:
"Symphony" Fleet Wreckage
P9X997
P2X314
P7X441
>Market Deficit: Exotic Metal
(Same as last turn)
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80545d No.7102
| Rolled 77, 25, 73 = 175 (3d100) |
>>7101
Resources
>Fuel: 9
>Food: 11
>Water: 10
>Raw Metals: 9
>Exotic Material: 6
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. Continue to attempt to decrypt 'Haven' data
2/3. The shipwide com crackles, and Baal-Kin-Kar's voice is heard throughout the vessel. "Rawl-Kin, we are in our element. An entire fleet has been blown to pieces. It matters not who. Our mission is simple. We will send several boarding parties to separate ships, with all involved wearing exo-suits. The parties will strip the vessels of all valuables. This is how we have lived for generations. If not for our current circumstances, we could remain here for a decade or longer. This is our time. We will take all that these vessels have to offer. This has been your Kin-Kar."
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80545d No.7103
>>7101
Note that the previous bill is still in front of the council.
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80545d No.7104
| Rolled 88, 88, 7 = 183 (3d100) |
I have already paid the prototype costs for the Advanced Ice Processor and the Lark. I am just waiting on the shipyard for the Lark.
1. Trade 5 Exotic metal for
4 Water
3 Fuel
8 Raw Metal
2. 3. Begin researching and finish the mobile shipyard immediately. [2 Turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
http://pastebin.com/yzdeL3YZ
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80545d No.7105
| Rolled 18, 28, 30 = 76 (3d100) |
>>7104
Broadcast to the fleet.
I am making the mobile shipyard a public research venture should anyone wish to share use. I am about to be very low in resources so it will mean after my Lark the thing will languish unused.
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80545d No.7106
>>7101
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR
Cruiser - SS Gerris
1000 Pop Fuel 9
Defense 5 Food 2
Offense 8 Water 3
Propulsion 2 Raw Metals 2
Shielding 45 Exotic Metals 1
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.
Hydrogen Scoop +1 Fuel per Turn
Frigate - UCS Nuremburg
ATK: 5, DEF 1, PRP 3, Shields 20%, Pop 4900
Hydrogen Scoop +1 Fuel per Turn
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
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, 1 Turns, 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. ]
Thermal Waste Recycling for 3 Food 2 Water done.
Hydrogen Scoop +1 Fuel Per Turn for both ships 10 Exotic Metal Total
12 Survey the "Symphony" Fleet Wreckage
3 Scavenge Exotic Metals from the "Symphony" Fleet Wreckage and use it to build a LLH Interface on the SS Gerris if we can gather enough
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80545d No.7107
| Rolled 22, 40, 8 = 70 (3d100) |
>>7106
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80545d No.7108
| Rolled 2, 72, 66 = 140 (3d100) |
Name: The Xintar Autocracy
Species: Xintar and Telgron
DCS Member: N
Current Leader: Xintar Dictator Fal'mra (pictured)
Current Fleet
T'Kin'Tekra (Sword of the Fallen) (Pictured)
Colony Barge
Current Resources:
>Fuel: 10
>Food: 10
>Water: 1
>Raw Metal: 4
>Exotic Metal: 6
Log of the Venerable Fal'Mra
Date: 6.13.314 AC
As of two cycles ago we have picked up upon the signal of a large migratory fleet. Hails seem promising and we have begun our approach to begin trading. The timing can not be better as our water supplies are running dangerously low after the fire on the science deck caused us to use most of it. There has been alot of chatter between the ships of this fleet about this so called "Enemy" approaching, we shall gladly help them fight it off, assuming they are not simply cowards who flee at the first sign of a charging plasma battery. Only time will tell whether this fleet is worth the effort of travelling with. But for now they shall do for their current purpose. In regards to the current situation on the ship tensions are as ever high between the Xintar and Telgron, factions within both species claiming that the war is still not over even after three centuries of forced peace, I fear that things will soon come to a head though I hope that my meeting with Warlord Grokthra will satisfy most of the dissidents.
1. Trade 3 exotic metals for as much water as we can get
2. Have a council meeting with the leader of the Telgron, Warlord Grokthra, attempt to smooth things over between the two species for now.
3. Find a mineral rich asteroid to grab as we pass by it and begin mining it.
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80545d No.7109
>>7108
Heavy thuds marked the footsteps of Warlord Grokthra (pictured) as they walked closer to Fal'Mra's office upon the T'Kin'Tekra. Without even knocking the door was opened to let in the massive figure of the Telgron Leader. Looking up from her work Fal'Mra's visage twisted into a scowl before she schooled her expression into one of calm and neutrality.
"Warlord Grokthra, thank you for joining me today," She said as she gestured for the Telgron to sit in the chair provided.
Ignoring the offered chair Grokthra replied in a rumbling bass, "What is it you could possibly want Xintar?"
"What I want is for what remains of our two species to keep from killing each other, at least until we find a suitable planet to reside on, but from what I am told this is not a sentiment everyone shares."
"So you bring me in here to accuse me and mine of dissent?" Grokthra growled out gripping his weapon.
"No such thing, I wish to work with you as one leader to another, to prevent our species from wiping each other out, because if war were to begin on this ship then there would be none of us left by the end of it. Any survivors would be too few to pilot the ship anywhere but into a star. Surely your tactical mind can see what a mistake conflict between our peoples would be right now?"
With a grumble Grokthra nodded before saying, "You may have a point, Xintar, but the disinters are within your ranks as well, and I have no control over them, and I would think neither do you."
"Allow me to handle those within my own species as I shall let you deal with yours Grokthra."
"Very well, but you had best watch yourself, there are those that would slip past even my grasp to attempt to take you out," Grokthra stated as he turned and lumbered out of the office and wherever Telgrons got to when not bashing their heads against a wall.
Fal'Mra sighed as she leaned back in her chair, steepling her fingers saying to herself, "The Telgron warriors are the least of my current worries."
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80545d No.7110
>>7101
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 7
>Food: 8
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
Date: 2451521896.514162.15141.15111112
Message from Supreme Elder Hoshkov to ship wide:
"My brothers, after many days and weeks, we have finally responded with our answer in a very fast pace. As you know, we have debated very much on our current situation within the fleet, and many of us have asked whether or not we are to rise our mandibles in action. And so, we have decided, to currently bring up ourselves as one of the fleets major factions. We wish we could do this with a slight increase of time, perhaps another month or year. But this situation is dire. Henceforth, we are to act responsible for our kind, and work as part of the Council. Now, for the daily reports of the current vessel and archival reconstruction….."
The message continued on for seven more hours.
1) Begin a over analysis of the vessels current population count, and begin working on a way to help supplant our diet with cheaper food stuffs, while also working on a way to make sure such food stuffs are still suitable for our consumption, this will serve to help our species, as shown in Index articles 352, 4621511, 151.1…
2) Begin the mending and improvement of the overall Archival web-system. We can not allow what happened to our homeworld to ever happen again. This will be a public system, and its goal should be the creation of a data storage system that will be unassailable by both the ravages of time and the destruction of the physical world. This will prevent the utter destruction like of our former data web system, which was intrinsically tied to our homeworld.
3) These young, brash allies of ours: Who will look after them, and their past? This has plagued our minds ever since we arrived in their fleet. Therefore, as keepers of knowledge in all forms, and all forms of knowledge, we are willing to assign some of our own to each of their ships, in hopes of better organizing their archives, and their history. No detail shall be forgotten, no name shall be struck, and as so long as they allow us to graciously help protect it, nothing will be lost.
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80545d No.7111
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80545d No.7112
| Rolled 87, 8, 34 = 129 (3d100) |
Uh, okay, not a big fan of 8chans dice by the way
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80545d No.7113
>>7112
It does take a little getting used to
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80545d No.7114
>>7081
Never mind that then. I'll keep one ship
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80545d No.7115
| Rolled 23 (1d100) |
Try to reason with it, and explain the Enemy to it.
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80545d No.7116
| Rolled 64, 91, 86 = 241 (3d100) |
>>7081
http://pastebin.com/JYDakFKm
1/2: Calm the ship down. It needs to understand that we made it and that the Enemy Destroyed the other prototypes.
3. Start research on Incorporating Photosynthesis within the Population. We will run out of food soon, best we have other means of surviving.
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80545d No.7117
| Rolled 58, 69, 2 = 129 (3d100) |
>>7101
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 1000
>Supplies
3 Fuel
13 Food
13 Water
9 Raw materials
12 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.
[8 Turns, 4 Raw Metal, 6 Exotic Metal]
1. Continue work on the PPC +Solarian Taskmasters: cost 2 ex
2.Attempt to use the Battemaster's more esoteric CPU functions to setup likely point of ingress for enemy assault. If we do it right we'll catch them just out of FTL without room to dodge or maneuver and hopefully with their shields down.
3.Explore the "Symphony" Fleet wreckage. They stood toe -to -toe with the enemy for a time. There will be useful information there is naught else.
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80545d No.7118
>>7093
>Mining: Asteroids
The local Oort Cloud has a fair bit of material to mine, and you manage to make off with about two out of three successful hauls, one having a massive amount of material.
[+6 Raw Metal, +4 Exotic Metal]
>>7092
>Survey: Friendly Vessels
It doesn't seem like there's much to be had out here in the Rim. Most of your people were too preoccupied trying to fight against the DCS and your other enemies to explore. Still, it's possible one of the few survey ships in service is out here.
(Requires Crit. Success)
[Failure x2]
>Research: Improved Shields II
Your researchers have the hang of things now, and have begun work on further adjustments.
>>7095
>Mining: Raw/Exotic Metal
Your mining teams, now aware of the lethal nature of the sandstorms, are very quick to return back to the craft in the event of a storm. Because of this, they make little headway into actually mining.
[+2 Raw Metal]
>>7102
>Research: "Haven" Data Decryption
Your researchers think they've made a breakthrough. While computationally difficult, they've figured out a general method for decrypting the data. Seeing as the formatting is alien as well, they're really just guessing, but so far things have started to coalese into usable data.
[3 Turns, No prototype costs]
>Scavenge: "Symphony" Fleet Wreckage
Your initial scavenging operations net you very little beyond a sense of foreboding. If you didn't know any better, you'd think a junk barge dumped its cargo out here, as there's very few contiguous pieces of hull or systems out here. However when you make your final pass, one of the scavenger captains swore he saw something in that last cluster, and splits off to check it out.
It's not every day that you're called personally to a scavenging site, but today, your commanders called it the "find of a millenium". Sure enough, it truly is: A living member of the Symphony Fleet. She's bipedal, humanoid, and appears to be female. Her robes and suit are stark white and elegantly designed, much like the vid recording of the Fleets intact ships. She's understandably terrified of the several Rawl-Kin soldiers guarding her, and seems to only express this through shrill notes of song.
>Bring her back to the ship, inform the SOC and the DCS
>Bring her back to the ship, but keep the knowledge to yourself, and/or a few fleet members.
>Leave her to die a warrior's death.
(roll 1d100 for the second option)
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80545d No.7120
>>7104
>Trade
Your trades execute successfully
>Research: Mobile Shipyard
Your engineers and researchers have come together on this one and started hashing out the details of construction. However they've found some unforseen issues with fabricating the hull, and they need more time to work on it.
[2 Turns remain]
>>7107
>Survey: "Symphony" Fleet Wreckage
Your crews are terrified at the sheer obliteration that the Enemy achieved against this fleet. While the vid recording shows them holding their own, it's disturbing how there's a distinct lack of Enemy wreckage among the debris. However what you do find is either beyond use or irradiated from what seems to be multiple core meltdowns.
>Scavenge: "Symphony" Fleet Wreckage
Your scavenge teams make a gamble in taking in a component that has a fair bit of rare metals in it. However they failed to realize that it was a power conduit that still had charge. The subsequent discharge in the cargo bay turned the air into plasma, killing everyone inside.
[-30 Population]
>>7108
>Trading
Your logistics officers get into a spat in the local trading ship over unit sizes and equivalency. Apparently your isolation has made your officers skewed in the worth of items, and some traders aboard the ship took offense to that. A scuffle and a peacekeeper interdiction later, and you and the traders both have been temporarily suspended from using the ship.
[Cannot Trade Next Turn]
>Diplomacy: Internal Politics
Your meeting with the Telgron leader has smoothed over much of the growing dissent, and while you both agree that there's still potential for unrest and sabotage, things should be quiet for awhile.
>Mining: Raw/Exotic Metal
Your mining crews snag a passing asteroid and tear into it, netting you a solid amount of metal.
[+3 Raw Metal]
>>7110
>Research: Specialized Foodstuffs
While universal foodstuffs often provide all the nutrition needed for spacefaring species, specialization is sometimes needed or, in this case, simply preferred. Your researchers pull together an improved synthesis process for foodstuffs that they believe will boost overall caloric content for your species.
[2 Turns, 2 Food 1 Raw Metal, May convert Food into Specialized Foodstuffs, which have double the effective usages per unit. However they cannot be converted back into standardized foodstuffs, nor traded with the fleet]
>Research: Improved Archival Methods
Your researchers and archivists have lost most of their finesse with the Archives, as references for their designs were consumed in the flames that purged your home planet. A few mistakes later, and your researchers are horrified at losing a relatively small portion of Archives.
[-10 to your next Research roll]
>Diplomacy: Archival Liasons
While the DCS appreciates your offer, they believe, at this time, non-Digital backups would be intrusive to the cohesive operation of the Fleet. -DCS Liason to the Republic
[Failure]
>>7117
>Research: PPC
Your hired consultants give you an edge when it comes to reproducing the PPC's physics and engineering from the notes, as they look at the problem with fresh eyes.
[7 Turns Remain]
>Combat: Pre-Engagement Preparations
Your tactical officer, after thumbing through the immense manual on the tactical computer, has nailed down some prediction algorithms for the computer, and put them into motion. Given the previous location of the fleet, and a surprising trove of passively collected data on the Enemy, the computer works out a rough idea of where they enemy is going to be when they drop out of FTL on the Fleet.
[Fleetwide +20 Bonus to roll for offensive actions for the first 3 Turns]
>Survey: "Symphony" Fleet Wreckage
Your salvage crew, some thirty minutes after jumping to the site of the battle, sends a databurst back to the fleet. "THE ENEMY IS HERE. DO NOT ATTEMPT RESCUE. MAKE PREPARATIONS FOR COMBAT. GOOD LUCK, GODSPEED." The transponder goes quiet shortly after.
[-100 Population]
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80545d No.7121
Klaxons sound, Alarms are dispatched through out the fleet. They're here, just where we predected.
[Subspace Distortion Detected!]
[Enemy Fleet Detected!]
Enemy Fleet Analysis:
Class / Count / ATK /DEF / PRP / SHI
Fighter / 2 / 3 / 2 / 5 / 0%
Bomber / 1 / 3 / 4 / 5 / 0%
Frigate / 1 / 6 / 3 / 7 / 79%
Unidentifed Frigate Class / 1 / ? / ? / ? / ?%
Cruiser / 1 / 1 / 9 / 4 / 29%
Battleship / 1/ 3 / 8 / 9 /25%
Unidentifed Supercarrier Class / 1 / ? / ? / ? / ?%
Anecdotal Analysis: The Supercarrier appears to have several emissions arrays protruding from its outer hull. TAC-COM recommends those arrays as primary targets.
The Solarians are providing a +20 To-Hit bonus on all offensive rolls for the first 3 turns of the engagement.
[BEGIN COMBAT OPERATIONS]
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80545d No.7122
| Rolled 98 (1d100) |
>>7121
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
3 Fuel
13 Food
13 Water
9 Raw materials
10 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]
1. Mark the Supercarrier Battlemaster computer! Then gunnery crew fire the rail guns!
+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.
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80545d No.7123
| Rolled 11 (1d100) |
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 5
>Exotic Metals 7
Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
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
Aim Lasers at the bombers
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80545d No.7124
| Rolled 28 (1d100) |
Diamond narrows her eyes, her entire form around her flickers in agitation.
"Aim for the supercarrier. Fire. May our guns burn a hole straight through them. "
1. Attack the Super Carrier. Use the Mass Drivers.
http://pastebin.com/yzdeL3YZ
Since the only thing that matters here is the ship. Here are its stats
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7125
| Rolled 15, 25, 55, 97 = 192 (4d100) |
>>7121
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR
Cruiser - SS Gerris
1000 Pop Fuel 9
Defense 5 Food 2
Offense 8 Water 3
Propulsion 2 Raw Metals 2
Shielding 45 Exotic Metals 1
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.
Hydrogen Scoop +1 Fuel per Turn
Frigate - UCS Nuremburg
ATK: 5, DEF 1, PRP 3, Shields 20%, Pop 4870
Hydrogen Scoop +1 Fuel per Turn
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
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. ]
1 Gerris aims its missiles for the Supercarrier
2 Nuremburg aims its missiles for the Supercarrier
+75 from assorted Battlemaster Computer and Military Rigor
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80545d No.7126
| Rolled 6 + 12 (1d10) |
>>7125
1 Gerris missile connects! +4 from missile and +8 from Gerris Off stat
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80545d No.7127
| Rolled 73 (1d100) |
>>7121
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
Current Resources:
>Fuel: 10
>Food: 10
>Water: 1
>Raw Metal: 4
>Exotic Metal: 6
"so this is the so called, 'Enemy' It is certainly a sizeable fleet, prepare defenses, battle stations all," Fal'Mra stated from her office over the intercom sending the crews scurrying to their positions.
"Fire all guns at the fighters, provide a covering screen for the more heavily armed ships."
1. Use the Ship Bonus:
Once per combat you may spend 3 Raw Metal. You take 20% damage from all sources for the next 5 turns.
2. Fire upon the fighters with our lasers take them out.
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80545d No.7128
Note: Revised combat rules are here: http://pastebin.com/PkEZm7pX
changelog:
Clarified Shield Damage Mitigation
Added Boarding Action Rules
Clarified Weapons Loadout for Frigate & above
minor errata
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80545d No.7129
| Rolled 95 (1d100) |
>>7121
>>7121
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Soulseeker
Ship Type: Liveship
Ship Stats:
>1 ATK
>6 DEF
>3 PRP
>5790 Pop
Total Resources:
>Fuel 5
>Food 3
>Water 9
>Raw Metal 8
>Exotic Metal 0
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.
Exis Anti-Ship Missile: High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater
1. I want fire concentrated on that supercarrier! Fire the Exis missiles now!
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80545d No.7130
| Rolled 18, 97, 75 = 190 (3d100) |
>>7088
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.
>Racial Detractor: Lying Mangled by the Spear
Your people know they've been beaten. And it sits with them. It stews. It burns. Unrest within the ship has already broken out into a few fistfights, some requiring major medical attention, and brig sentences. Unless your forces succed in a fight with the Enemy, expect things to get worse.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
2 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)
1. While P3X597 is dead and jagged, barren of the food we need so dearly, it very well be rich in material resources which we could also use, send another away team to prospect for metals both raw and exotic
2. Begin production of the Garde units
3. Investigate the pulsar signatures
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80545d No.7131
| Rolled 1, 2, 7 = 10 (3d10) |
>>7118
Name: The Slath
Species/Subrace: Slathi
DCS Member Species: N
Fluff: http://pastebin.com/XY1G7dGS
FLEET:
>Flagship: SLA Vik'oth Sral
Cruiser
8 SP
ATK 8
DEF 5
PRP 7
Shield 56%
6,000 Pop
>>Weapons:
Lasers , 1d6, >40, All, Shields & DEF
Mass Drivers, 1d10, >60, Cruiser or Above , PRP & DEF
Missiles, 1d10 + 4, 2 Rounds of >40, Frig or Above, PRP & DEF
>SLA Ik'ram Jorn
Colony Barge
ATK 2
DEF 6
PRP 9
Shield 9%
8075 Pop
[1 Turn, 3 Exotic Metal, Gives +10% Shields. May be repeated up to 3 times.]
>SLA Liln'Jor Hraal
Class: Frigate
ATK 4
DEF 5
PRP 4
Shield: 94%
Pop: 3,000
>>Resources
8 Fuel, 8 Food, 6 Water, 3 Raw Metals, 5 Exotic Metals
Racial Bonus: Long Service Medal, Most of your crew has been through hell and back multiple times, and are damn proud of it. You gain +10 to all attack to-hit rolls, and can restore 1d6 damage during combat
Racial Detractor: Before The Enemy, there was You, Your people are outright hated, and many people in the fleet would like to see your ship dead and gone along with the rest of your people. You cannot join the DCS, and must roll 70 or higher on Trade actions.
Special Attribute: Tri-Linear Railguns - Your Mass Drivers gain +3 damage.
>>7121
1/2 - Vikoth stares at the report with a snarl. He turns to the rest of the bridge, cape flowing behind him like the cloak of death, its skeletal hand pointed to the damned. "Right, the Enemy is in sight! The *snagath* are beginning engagements. Now are we going to be shown up by a bunch of wingless softskins? No! Prepare the Mass Drivers on the Lin'jor Hraal and the Vik'oth Sral! Aim all at the Supercarrier!"
>+Long Service Medal (+10 to hit)
>+Tri-Linear Railguns (+3 damage)
>+Solarian Computers (+25 to hit)
He turns to the comm, and messages the regent of the Ik'ram Jorn. "Sranek! Now is the time! Prepare your Drivers for action! If we can take out that Cruiser now while fire is concentrated elsewhere, it will not plague us further!"
>+Long Service Medal (+10 to hit)
>+Tri-Linear Railguns (+3 damage)
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80545d No.7132
| Rolled 45, 62, 7 = 114 (3d100) |
>>7131
Whoops, wrong rolls
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80545d No.7133
[RESOLUTION PHASE]
>>7125
A hail comes from the Nuermburg, but your comms officer is constantly fighting interference to keep the line usable.
"Commander! We're being jammed by that unidentified frigate! I think it's an EWAR ship!"
[EWAR Frigate Jamming: -30 To Hit for Nuremburg]
[Fighter Wing Beta Attacks the UCS Nuremburg!]
[1d6 + 3, 5 Damage]
[Battleship Attacks the UCS Gerris with Railguns!]
[1d10 + 3, 10 Damage]
>>7124
[Fighter Wing Alpha Attacks your Ship!]
[1d10 + 3, 9 Damage]
>>7123
[Bomber Wing Alpha Attacks the HAMMER with Torpedoes! (Missiles)]
[1d10 + 5, 10 Damage]
>>7129
[Frigate Attacks the Soulseeker with Railguns!]
[1d10 + 6 , 14 Damage]
The Supercarrier's axial gun battery opens fire on your ship, pounding it with an unknown type of energy weapon!
[Supercarrier Attacks the Soulseeker with ??? (Energy Weapon)]
[??? + ???, 13 Damage]
>>7122
[Cruiser fires Railguns at you!]
[3 Damage]
(If I did not reply to you, you did not recieve fire this round. Please calculate damage this turn, and reply to this post with your target and damage roll.)
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80545d No.7135
| Rolled 2 (1d6) |
>>7133
Laser fire upon fighter wing Alpha
1d6+4
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80545d No.7136
| Rolled 4 + 7 (1d10) |
>>7133
Huntress soaks Cruiser fire and takes no damage.
Huntress railgun crits supercarrier for 1d10+7
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80545d No.7137
| Rolled 9 + 9 (1d10) |
>>7125
>>7133
>>7126
2 Nuremburg's missile has connected! Its a critical strike!
+4 and +5 for missile and offense
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80545d No.7139
| Rolled 6 + 3 (1d10) |
>>7133
Defense mitigates 7 damage. 2 damage taken.
SP : 6/8
>>7124
Damage roll on supercarrier
Mass Drivers + Offense
1d10+3
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7140
| Rolled 99 (1d100) |
>>7130
>>7121
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.
>Racial Detractor: Lying Mangled by the Spear
Your people know they've been beaten. And it sits with them. It stews. It burns. Unrest within the ship has already broken out into a few fistfights, some requiring major medical attention, and brig sentences. Unless your forces succed in a fight with the Enemy, expect things to get worse.
Liveship - E.C.S. Ferdinand
2000 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
2 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)
1. Fire the Engines up, we're going for a flanking action! The Battleship
2/3. Have my two gardes target the battleships weapons, try to disable what they can without risking themselves to much
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80545d No.7141
| Rolled 6 (1d6) |
>>7140
garde rolls
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80545d No.7142
| Rolled 6 (1d10) |
>>7133
1d10 + 5
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80545d No.7143
>>7133
Thats it, jump from combat!
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80545d No.7144
| Rolled 3 + 2 (1d4) |
Mettaloids quickly begin to repair damage to themselves. All damage is healed. (no way to not succeed)
1d4+2
SP : 8/8
Racial Bonus: Metalworking Mastery, Ship repairs and Manufacturing come second nature to the Metalloids, and only need be given schematics and materials to complete a project. In combat you repair 1d4+2 damage. Out of combat, manufacturing Time to Completion is halved.
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7145
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80545d No.7146
| Rolled 88 (1d100) |
>>7145
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80545d No.7147
| Rolled 1 (1d6) |
other garde
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80545d No.7148
| Rolled 20 (1d100) |
and damage against>>7147
me >>7141
>>7140
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80545d No.7149
Round 2
Action Phase
The Supercarrier begins to list, as fires break out on what you assume is the bridge.
[Supercarrier is Derilict and removed from Combat]
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80545d No.7150
| Rolled 2, 90 = 92 (2d100) |
>>7148
>>7147
>>7141
>>7140
and a 1d100 for each fighter group
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80545d No.7151
| Rolled 51 (1d100) |
>>7133
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
Current Resources:
>Fuel: 10
>Food: 10
>Water: 1
>Raw Metal: 4
>Exotic Metal: 6
All damage reduced to 20%: 4 turns left
1. Flank the Unidentified frigate class
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80545d No.7152
| Rolled 82, 53 + 45 = 180 (2d100) |
>>7149
1. Focus now on the cruiser! Missile away! +Battlemaster set up
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80545d No.7153
| Rolled 92 (1d100) |
>>7149
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 5
>Exotic Metals 7
1. FIRE ALL LASERS AT UNKNOWN FRIGATE
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80545d No.7154
| Rolled 72, 91 = 163 (2d100) |
1. Fire on the cruiser with the missiles.
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7158
| Rolled 85, 76, 64, 1 = 226 (4d100) |
>>7149
Name: Guard Commanders of New Luno
Species: Human
DCS Member Species (Y/N): Y
Fluff: http://pastebin.com/GLQ7HHuR
Cruiser - SS Gerris. SP 8 (Current: 8)
1000 Pop Fuel 9
Defense 5 Food 2
Offense 8 Water 3
Propulsion 2 Raw Metals 2
Shielding 45 Exotic Metals 1
High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.
Hydrogen Scoop +1 Fuel per Turn
Frigate - UCS Nuremburg SP 5 (Current: 3)
ATK: 5, DEF 1, PRP 3, Shields 20%, Pop 4870
Hydrogen Scoop +1 Fuel per Turn
[EWAR Frigate Jamming: -30 To Hit for Nuremburg]
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
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. ]
12 "Aim missiles for the Cruiser, its marked!"
+75
-30 for Nuremburg
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80545d No.7161
| Rolled 1 (1d4) |
>>7158
1d4 for crew repairing SP on Nuremburg
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80545d No.7163
| Rolled 5 (1d100) |
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 7
>Food: 8
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
Ship wide intercom to all the crew-
"After our hour long discussion of the situation, the Council has reached a decision after many hours of debate: We are to engage the enemy in combat. Stand by for second by second battle description, data comparisons, flight path predictions and after-battle record analysis."
1)Fire the Mass drivers at the Cruiser. This is the most logical use of our weapons, and after reconciling with the with on-board target maneuver prediction system, and our own discussion on this topic, we have concluded that the Mass drivers are the most optimal of weapons aboard to handle this threat. We are also currently recording both the firing, the traveling, the impact, the enemies reaction, our reaction, and our allies reactions to event, so that no data will be lost.
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80545d No.7165
| Rolled 5, 4 + 3 = 12 (2d10) |
>>7133
FOR THE EMPIRE
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80545d No.7167
| Rolled 100, 90 = 190 (2d100) |
>>7133
FOCUS FIRE ON THAT CRUISER! I WANT TO SEE THAT FLEET UP IN FLAMES!
wait things don't burn in space
shit
>+Long Service Medal (+10 to hit)
>+Solarian Computers (+25 to hit)
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80545d No.7168
| Rolled 3, 7 + 3 = 13 (2d10) |
>>7167
Let's light em up!
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80545d No.7170
| Rolled 1 (1d6) |
>>7153
Damage
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80545d No.7175
[RESOLUTION PHASE]
>>7158
[Fighter Wing Beta fires Lasers at the UCS Nuremburg!]
[9 Damage]
[EWAR Frigate fires Railguns at the UCS Nuremburg!]
[11 Damage]
[Battleship fires Missiles at the UCS Gerris!]
[15 Damage]
>>7152
While locked on to your ship, the Cruisers missiles leave their silos too late, as the Railgun and Missile fire from the fleet rip through its hull. The missiles fail to launch, detonating the missiles in their tubes.
[Cruiser has been Destroyed!]
>>7143
The Laser fire from the Frigate lances clean through your crippled ship. Core overload alarms and depressurization warnings echo through your ship! You quickly sound the order for evacuation, though you fear for your peoples survival.
>roll 1d100. Resultant roll is the % of your population that survives.
>>7153
The Bomber wing attempts to launch torpedoes at your vessel, but makes the mistake of maneuvering through your firing lane, into the lancing fire of your lasers.
[Bomber Wing has been Destroyed]
(Reply damage values to this post.)
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80545d No.7176
| Rolled 15 (1d100) |
>>7175
Nervous roll for pop
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80545d No.7177
| Rolled 2 + 7 (1d10) |
>>7154
I guess we don't need to roll for damage on the cruiser then.
… Fuck it I'll roll anyway.
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7178
| Rolled 7, 6 + 3 = 16 (2d10) |
>>7175
+8 to first roll, +4 to second
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80545d No.7180
| Rolled 9 + 11 (1d10) |
missle hit 1d10 +4 +7
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80545d No.7181
| Rolled 1, 6 = 7 (2d10) |
>>7175
1 Gerris missile connects +12 damage
2 Nuremburg Missile Connects +9 damage
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80545d No.7182
Round 3
The Enemy is clustering up in a defensive formation due to losing so many ships.
[+3 DEF to all Enemy ships]
[ACTION PHASE]
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80545d No.7183
| Rolled 28 (1d100) |
1. Switching targets to the normal Frigate. Mass Drivers away!
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7184
| Rolled 72 (1d100) |
>>7182
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
Current Resources:
>Fuel: 10
>Food: 10
>Water: 1
>Raw Metal: 4
>Exotic Metal: 6
All damage reduced to 20%: 3 turns left
1. Send in the Telgron and board the Frigate, I'm sure they'll enjoy it immensely
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80545d No.7185
| Rolled 76, 61 + 45 = 182 (2d100) |
>>7182
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
3 Fuel
13 Food
13 Water
9 Raw materials
10 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]
1.Kill the frigate, missiles away! + preset fire
+battlemaster marked
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80545d No.7186
| Rolled 50, 59 + 10 = 119 (2d100) |
>>7182
Both ships, let the snagath deal with their problem! They are clustering, we must act more efficiently. Aim for that bomber, it is already crippled!
+Long Service Medal (+10 to hit)
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80545d No.7187
| Rolled 26 (1d100) |
>>7182
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 5
>Exotic Metals 7
fire lasers at the battleship
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80545d No.7189
>>7182
(Heads up, Bomber died last round. Ill treat that as you attacking the other fighter wing instead.)
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80545d No.7190
| Rolled 19, 21 = 40 (2d100) |
>>7175
Free action - Board the Battleship! NO QUARTER, FOR ERIDNUS!
1/2.Meanwhile, have the Gardes target the bridge!
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80545d No.7191
>>7186
the bomber wing is dead phylum
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80545d No.7192
| Rolled 1, 4 + 4 = 9 (2d6) |
>>7190
garde laser rolls
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80545d No.7193
| Rolled 5 (1d6) |
>>7187
Damage
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80545d No.7194
>>7190
dammit I forgot my art, for posterity
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80545d No.7197
[RESOLUTION PHASE]
>>7186
[The Frigate Fires Missiles at you!]
[12 Damage]
[Fighter Wing Beta has been Destroyed!]
[Battleship is repelling a Boarding action, and cannot fire!]
[EWAR Frigate is repelling a Boarding action, and cannot fire!]
(Reply damage rolls to this post)
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80545d No.7198
| Rolled 35, 32 + 10 = 77 (2d100) |
>>7189
Danke
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80545d No.7199
| Rolled 8 + 3 (1d10) |
>>7197
Damage roll
http://pastebin.com/yzdeL3YZ
Ship Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
>Ship Type: Cruiser
>
>Population Cap : 6000
>
>Defense : 7
>
>Offense : 3
>
>Propulsion : 2
>
>Shield Efficiency : 1
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80545d No.7200
| Rolled 2 + 11 (1d10) |
>>7197
1d10+4 for missile +7 for offense
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80545d No.7201
| Rolled 4, 5 + 3 = 12 (2d10) |
>>7197
First +8, second +4
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80545d No.7202
>>7201
Phylum only lasers or missiles can hit fighters, you still auto kill it.
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80545d No.7203
Round 4
The Frigate is attempting to Flee!
[1 Turn to Escape!]
[ACTION PHASE]
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80545d No.7204
| Rolled 22, 41 + 25 = 88 (2d100) |
>>7203
Focus fire on the frigate! Missiles away! It cannot be allowed to escape!+Battlemaster!
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80545d No.7205
| Rolled 4 (1d100) |
>>7203
The Telgron shall fight for the Glory of the Autocracy!
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80545d No.7206
>>7203
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 7
>Food: 8
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
"…Missfire…We will find out why…Possibly"
1) Fire lasers at the Frigate
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80545d No.7207
| Rolled 20 (1d100) |
Does somebody have a guide to rolling on this website?
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80545d No.7208
| Rolled 63, 82 = 145 (2d100) |
Firing missiles on the regular frigate
http://pastebin.com/yzdeL3YZ
hip Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7210
| Rolled 20, 78 = 98 (2d100) |
>>7197
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 5
>Exotic Metals 7
FIRE ALL THE MISSILES AT THE FRIGATE
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80545d No.7211
[RESOLUTION PHASE]
>>7205
The EWAR Frigate's crew repels the boarding action, fighting the boarding party into a chokepoint and slaughtering them in a crossfire.
[-100 Population]
[The EWAR Frigate is Combat Capable!]
[The EWAR Frigate is Retreating!]
(Reply with Damage Rolls to this Post)
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80545d No.7212
| Rolled 7 + 11 (1d10) |
>>7211
Frigate hit damage.
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80545d No.7213
| Rolled 9 + 7 (1d10) |
>>7211
Damage roll
http://pastebin.com/yzdeL3YZ
hip Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7214
| Rolled 10 (1d10) |
>>7210
Damage +11
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80545d No.7215
| Rolled 93 (1d100) |
>>7211
attempt at boarding again
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80545d No.7216
Round 5
[The Frigate is Destroyed!]
[The EWAR Frigate is attempting to Flee!]
[1 Turn remaining]
[ACTION PHASE]
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80545d No.7217
| Rolled 186 (1d1024) |
Boarding the battleship!
http://pastebin.com/yzdeL3YZ
hip Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7218
| Rolled 79 (1d100) |
>>
now with the right dice
http://pastebin.com/yzdeL3YZ
hip Type: Cruiser
Population Cap : 6000
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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80545d No.7219
| Rolled 55 (1d100) |
>>7216
Boarding the Battle ship
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80545d No.7220
| Rolled 42 (1d100) |
>>7216
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 7
>Food: 8
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
"…And that is why the calibration of the Energy emitter arrays are of high importance. It is most crucial that we are able to use such devices as necessary, due to the current crisis state we are in. Now, look to Index article 351 "Azbek Georz Rokas" for the next part of the crew wide seminar. Ahem, For the most optimal calibration, one must…."
The seminar continued for three human hours
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80545d No.7221
[RESOLUTION PHASE]
The EWAR Frigate has been captured!
(Roll 4d100 to capture the BS)
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80545d No.7222
>>7220
1) fire lasers at the frigate
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80545d No.7223
| Rolled 7, 59, 95, 41 = 202 (4d100) |
>>7221
rolling for the scruff
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80545d No.7224
| Rolled 69, 2, 16, 44 = 131 (4d100) |
>>7221
barding Also Redeath and Scruffy are helping so we can split casualties.
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80545d No.7225
>>7223
>>7224
Your soldiers breach the bridge doors with a cutting torch and open fire into the room. The Enemy forces, augmented beings from all over this Galaxy, do their damndest to fight back, but it is all for not, as your crew takes down the remaining soldiers. The room is long, with the far end of the room as an observation deck, with a single chair in the middle. The figure in the chair stands up, hands raised and empty and walks to your crew. A synthetic voice emerges from its lips.
"Well done."
The crew is taken aback as they see the face of the person on the bridge. It's easy to recognize, as they all had seen it on the vid comm when the fleet was first formed. Councilman Dahl, the previous Chairman of the DCS.
"I knew once the Supercarrier had fallen that they would abandon us, but I didn't believe that they would leave us so weakened. I'm sure you have questions. They left no blocks on me, Ill answer what I can. Think what you will of me, but I know what a boon knowledge of your foe is."
>Write In (roll 1d100)
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80545d No.7226
| Rolled 19 (1d100) |
>>7225
What do they do with those unable to escape? What is their purpose? Why are they here? Where are the heading? How many fleets and ship do they have? What did they do to you? Is there any way to stop them as a whole
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80545d No.7227
| Rolled 100 (1d100) |
>>7225
>>7225
All these. All this. You included. They are nothing but puppets. Where is our real Enemy? Who slaughters my people?
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80545d No.7228
Dahl ignores >>7226 in favor of the more direct and compelling question from >>7227
"They're far, far from here. I'm merely a pawn to them, so they have told me little more than what I needed to know. I do know however, that their reach requires amplification, and that they've built facilities for such inside the Core Worlds."
Dahl's face strains for a second, before groaning loudly. He falls to his knees, before spitting out words between clenched teeth.
"Well that's new. They're trying to kill me. Quickly, while I still can fight them off. Ask me something! Let me redeem myself from this horrible perversion!"
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80545d No.7229
>>7228
Is there anyway to block their signals? Weaken their reach? Free their puppets or at least incapacitate them?
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80545d No.7230
| Rolled 62 (1d100) |
Survivors of The Guard Commanders from SS Gerris and UCS Nuremburg
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80545d No.7231
| Rolled 4 (1d10) |
survivors
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80545d No.7232
| Rolled 92 (1d100) |
>>7231
wrong dice
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80545d No.7233
>>7229
Dahl cries out loudly before spitting out words between spasms, his body contorting violently, as if he was possessed.
"The Wormholes. They're older than any of our races. Close them, and you have a chance to rebuild…"
He cries out once more before going limp. But as the medic rushes over to check his body, it stands up, with complete control and poise, as if it was controlled by a machine. A voice that can be only described as alien and "in control"
"I turn a blind eye, and this happens. Tch. Careless. Our sisters have done too much here. If you can come this far… well things have certainly gone sideways. Things will need to be… escalated."
The figure that is certainly no longer Dahl scans the room with mechanical precision. He smirks, before pulling a pistol from from a belt at his waist, and shooting himself in the head. His movements too swift for your forces to react, he falls limp, certainly dead.
[End of Encounter]
[Gained: Derelict Supercarrier]
[Gained: Captured Battleship]
[Gained: Captured EWAR Frigate]
[Point of Interest Added: Enemy Debris Field]
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80545d No.7234
Turn 11
The non-coms in the fleet return to the scene of the battle with wide eyes and smiles. We won. They did it. Parties erupt all across the fleet, as people rejoice in the small glimmer of hope this victory has given them. They're not angry gods.They can be killed. We can win.
The SOC makes it clear that no civilian interaction with the Enemy material is allowed, but at the same time, allow for the combatants to salvage and research as needed. SOC Liasons are distributed to the research labs fleet wide to monitor progress and act as "early warning" should Enemy tech prove dangerous to the fleet.
>Points of Interest:
SOC Cruiser "Pentegram" - Bounties & Collection
Derelict Supercarrier
P9X114
P2Y889
>Trade Good: Exotic Metal
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80545d No.7235
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.
"Shes One of Ours, Sir"
Captured Enemy Battleship 'Shes One of Ours'
Pop 3539 Fuel 9
Food 2
Water 3
Raw Metals 2
Exotic Metals 1
["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: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective. (Replaced by Captured Enemy Battleship Bonus?)
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?
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80545d No.7236
| Rolled 49, 53, 19 = 121 (3d100) |
1. See what we can learn from the battleship.
2. Salvage everything we can from the wreckage of the destroyed enemy ships.
2. Finish the Mobile Shipyard. The Solarians have agreed to share in this research venture and we have begun to collaborate on the project.
[2 Turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
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80545d No.7237
| Rolled 81, 30, 24 = 135 (3d100) |
>>7233
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
3 Fuel
12 Food
12 Water
9 Raw materials
10 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]
1. Go to the SOC cruiser pentagram. Our foresight and expertise proved invaluable in this fight and we know it.
2.Explore and research the derelict supercarrier for resources and technology. Also attempt to ascertain if we could get it moving again. +Solarian overseers +1 ex +1 raw.
3.Help with the mobile shipyard. We need it now desperately.
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80545d No.7238
>>7235
>Battleship "Shes One of Ours" ATK 3 / DEF 8 / PRP 9 / SHI 25%
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80545d No.7239
| Rolled 38, 12, 33 = 83 (3d100) |
Found out that roll is unnecessarily
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
>2900 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 1
>Water 6
>Raw Metals 5
>Exotic Metals 7
Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
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 Salvage most of the unusable ships
3 Try to mine for exotic metal
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80545d No.7240
| Rolled 27, 55, 97 = 179 (3d100) |
>>7236
http://pastebin.com/yzdeL3YZ
forgot stats
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80545d No.7241
>>7236
>>7237
The Captain, Bob, waits to thank his comrade brothers in arms for the aid and a good firm handshake. "The 2nd Battle of Lao Sho ended in our favor, though we did pay a dear price for it. From all the survivors of Luno you have our thanks"
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80545d No.7242
File: 1437527506125.jpg (236.06 KB,1600x1023,1600:1023,spaceship_interior_by_scof….jpg)
| Rolled 67, 62, 51 = 180 (3d100) |
>>7234
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
2 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)
1.The derelict supercarrier is of interest to us, board it with several combat teams and search the vessel
2.Another gas giant, scrounge for fuel on P9x114
3.Finally, begin production on more garde units using materials on board
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80545d No.7243
| Rolled 56, 96, 7 = 159 (3d100) |
>>7234
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
Del'kinra (Fire of the Heavens)
EWAR Frigate
Current Resources:
>Fuel: 10
>Food: 9
>Water: 0
>Raw Metal: 4
>Exotic Metal: 6
1.2. Send Telgron Killteams and Xintar Strike Squads through the Claimed frigate to finish off any of the previous crew and make sure that the ship will not attempt to turn on us
3. Attempt to find a comet to mine for water
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80545d No.7244
>>7118
Enclosed Stats: http://pastebin.com/qfsfTVLb
1, 2. The epidemic is intensifying to the point where we may not be able to contain it. Desperate measures must be taken in times such as these. All citizens showing any symptoms of the contagion are to be immediately relocated to the ship's engine rooms and summarily incinerated, along with all of their personal effects. The living quarters of the infected shall be indefinitely sealed off, and have their local atmospheres vented into deep space.
3. The initial food storages of the Colony Ship are depleting rapidly, and our species has yet to establish a permanent settlement on any new world. We shall have to improvise a solution for the time being, as is our custom. A portion of the Colony Ship's unused floor area shall be set aside for the establishment of rudimentary aeroponic and aquaponic food production systems.
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80545d No.7245
| Rolled 80, 8, 3 = 91 (3d100) |
>>7244
fuck 8chan dice seriously
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80545d No.7246
| Rolled 75, 45, 44 = 164 (3d100) |
>>7235
>>7238
1 Salvage what we can from Gerris and Nuremburg, there was 10 stacks worth of Exotic metal from the Hydrogen scoops alone.
23 The first step is the most important. Work along with >>7236 The Diamond Empire and see if we can understand this vessel
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80545d No.7247
>>7243
Take some water children you need it. YOu fought well -2 water
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80545d No.7249
| Rolled 51 (1d100) |
>>7118
>Bring her back to the ship, but keep the knowledge to yourself, and/or a few fleet members
After some deliberation, Baal-Kin-Kar commanded that the Symphony individual be brought back with the utmost care to her person, as well as the utmost secrecy. The Rawl-Kin do not know what they are capable of, and the Kin-Kar believes that she may hold the key to decrypting the data found on the Enemy vessel. Of course, the main motivation of the Kin-Kar is greed. He does not wish to share the ideas within this being's head with the rest of the fleet, and especially not the snooping officials.
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80545d No.7250
>>7249
The Symphony woman makes it clear that she's grateful, and obediently follows the pantomimed instructions that your soldiers give. Her tall stature forces her to hunch over through the corridors of your ship, but while the Rawl-Kin escorting her find it funny, they make a point to make sure the halls are clear and only the survey team is aware of the presence of the woman, shutting off security cameras section by section as they work their way to the quarters set up for her. However, once she reaches her room, she makes it clear she wants to be granted a computer to use, for some unknown reason your people can't seem to decypher. She seems frustrated when she can't convey the meaning and elects to stare out the window into space, quietly singing a beautiful melody. A few Rawl-Kin have already poked fun at how beautiful her voice is, and her guards have admitted it's mildly entrancing.
>Give an unrestricted computer to her, see what she can do with it.
>Give her a non-networked computer, don't take any chances. (roll 1d100)
>Ignore her requests; too risky to give her something like that when we don't know her allegiances.
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80545d No.7251
| Rolled 86, 21, 65 = 172 (3d100) |
>>7234
>>7234
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 7
>Food: 8
>Water: 8
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
Date: 15151512:315124121:3515123:3451541:15111112
Message from Supreme Elder Hoshkov to ship wide:
"Thanks to the valor of our Allies, and their courageous assault on the Frigate, we have learned a great deal about our enemy, and what they are. In honor of their efforts, we shall now begin the traditional poetry of gracious victory by our great recorder ancestor, Shok'Teln. Ahem:
Ah freddled gruntbuggly,
Thy micturations are to me,
As plurdled gabbleblotchits,
On a lurgid bee,
That mordiously hath blurted out,
Its earted jurtles,
Into a rancid festering confectious organ squealer.
Now the jurpling slayjid agrocrustles,
Are slurping hagrilly up the axlegrurts,
And living glupules frart and slipulate,
Like jowling meated liverslime,
Groop, I implore thee, my foonting turling dromes,
And hooptiously drangle me,
With crinkly bindlewurdles,
Or else I shall rend thee in the gobberwarts with my blurglecruncheon,
See if I don't.
Now for verse two…"
The message continued for two hours and seventy six verses across all commlines, before the requests by non-Umenpayak represenatives became far too large to ignore. The Umenpayak were only slightly disapointed that they could not read all 947129076 verses still in storage.
1) Begin the cross referencing of the Keyword Wormholes on available databanks and webdrives. These occurrences, if noticeable, and the web willing, will have been most likely cataloged in our archives if at any point we have discovered them or heard of them through legends or rumors, and of course, if we were able to save such data via our escape.
2) This is a disgrace of our ancestors, and our ancestors ancestors, and to all of our kind. For such a heinous crime, thy are to be banned from all archives for the next cycle. This should please the ship and all its crew, for their is nothing more heinous than loosing DATA.
3) It is time we assign NEW workers to the archive improvement project. Hopefully, the workers will be better at this task, and be more…Careful with such a fragile and worth-full thing
>Research: Specialized Foodstuffs
[2 Turns, 2 Food 1 Raw Metal, May convert Food into Specialized Foodstuffs, which have double the effective usages per unit. However they cannot be converted back into standardized foodstuffs, nor traded with the fleet]
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80545d No.7252
| Rolled 47, 1, 66 = 114 (3d100) |
I have no idea how this thing works
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80545d No.7253
| Rolled 62, 12, 54 = 128 (3d100) |
>>7252
>>7251
you rolled successfully the first time
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80545d No.7254
>>7249
>Give an unrestricted computer to her, see what she can do with it.
Baal-Kin-Kar walked down the cramped halls of the vessel, his opulent clothing billowing behind him in the stale, recycled air. The floor had been worn down by generations of claws treading upon it, and his own scraped out a harsh sound upon the surface. The noise was, however, as natural to him as the sound of his heartbeat, or of screamer cannons firing, or even the simple things in life, such as a plasma cutter dismantling a large structure. He was used to all of these sounds. They became merely white noise to him.
What was not familiar was the sound that he had heard when he dropped in on the Symphony woman. It was strange to him. Distinctly alien, and yet it had a… feeling to it. A feeling of belonging. As if the noise reverberated within his body. Even as his claws clicked against the floor, the sound of a push cart's unoiled wheels followed. A human slave pushed a cart with a portable terminal on it. Upon reaching an area fifteen feet away from the room, the Kin-Kar beckoned to a guard, and motioned for him to take the cart. The servant was dismissed, and the cart was pushed into the room, followed closely by Baal-Kin-Kar. In his typically abrasive voice, he stated simply:
"I have brought you a terminal. Do you understand me? To indicate that you do, nod your head, like so." he mimes the movement. "To indicate that you do not. Shake your head, like so." Again, he shook his head.
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80545d No.7256
>>7254
She merely took the terminal, and after about 5 minutes of rapid typing, a voice emitted from the computer.
"Of course I understand you, young one. Do not think me a fool. My beauty hides my true age."
A wry smile appeared upon her lips as she glanced eye to eye with Baal-Kin-Kar.
"I am in your debt for rescuing me. Our brothers are ruthless in their dealings with us, even when we have the right of Law."
The word Law was given emphasis, in an odd manner through the tinny voice of the computer. She sighed heavily before typing further, the computer voice continuing.
"Unfortunately I'm quite tired. If you can allow me this terminal, I will come up with a synthesis of food and drink that will suit my physiology from your stores. In exchange, after I am rested, you can ask me what you like, and I will do my best to answer."
[End of Encounter]
(Go ahead and continue with turn 11, you can talk to her as a free action without rolling.)
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80545d No.7258
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Dwindling light
Ship Type: Corvette
Ship Stats:
>2 ATK
>4 DEF
>8 PRP
>50% Shields
>865 Pop
Total Resources:
>Fuel 4
>Food 4
>Water 4
>Raw Metal 0
>Exotic Metal 0
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.
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80545d No.7259
| Rolled 72, 99 = 171 (2d100) |
>>7256
Subtracted necessary resources.
Resources
>Fuel: 8
>Food: 10
>Water: 9
>Raw Metals: 9
>Exotic Material: 6
1. While Baal spoke with the woman, the Rawl-Kin scientists were working frantically to decode the data.
2/3. The SOC order to avoid the supercarrier is ludicrous. The Rawl-Kin's elite scavengers are under strict orders to pick it clean as quickly and quietly as possible. Boarding pods are ordered to fly into open hangers instead of impacting the surface of the vessel, while anti-grav carts are brought along to ensure that significant amounts of material can be brought back to the pods.
Baal took a seat in the room. It was spartan, with few amenities, save a view of the cosmos beyond the vessel's exterior. As the Kin-Kar sat and stretched his old muscles, he asked the woman something. "Since I have given you this computer in confidence, as a gesture of trust, may I ask you one thing? I would be very glad if you would not poke around outside the ship system. If you do that, I believe that we can continue our… symbiotic relationship. Is that a reasonable request?"
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80545d No.7260
| Rolled 78 (1d100) |
>>7259
>That 99
Here's hoping the missed die isn't a 1.
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80545d No.7261
| Rolled 84, 48, 36 = 168 (3d100) |
>>7258
1,2. It might be best for us to attenpt to gather some resources before we depart. Assuming we have enough food, fuel, and water, we shall head onto the supercarrier we so dearly risked our lives fighting, and scavenge up whatever technology and metals we can from food to water.
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80545d No.7262
>>7236
>Survey: Enemy Battleship
Dubbed the "Interloper" Class, in memory of Councilman Dahl, the Battleship is an incredibly advanced design, sporting a unique system of superconductor coils instead of the standard rail system on its mass drivers. In addition, its drive system is an immaculately engineered double-loop system, that gives nearly 100% efficiency to fuel consumption during maneuvers, and has tolerances well above operating requirements for the ship, allowing the crew to expend fuel to increase the propulsion rating twofold during combat.
[Superconductor Railgun: +4 Damage]
[Dual Manifold Injector System: During combat you may pay 1 Fuel. Your ship gains +3 PRP until the end of the round.]
>Salvage: Enemy Ships
Unlike the Symphony wrecks, the Enemy ships are unhindered by radiation and near perfect obliteration, and you're able to salvage quite a bit from the wreckage, more than your crew can ever hope to claim in a standard period.
[+5 Food, 3 Water, 9 Raw Metal, +7 Exotic Metal]
>Research Mobile Shipyard
Your researchers and engineers are at odds on how to proceed with the central power umbillical system, and have been arguing over which type of metal to use for the better part of three days. It has nearly come to blows a few times, like all tech-religious arguments go, as if they were programmers arguing over languages.
[Failure]
>>7237
>Diplomacy: SOC Cruiser "Pentagram"
The Liason awaiting you in the shuttlebay is very polite and welcoming, and leads you into a room with several officers, dressed remarkably Spartan, in an equally efficently designed room. It's almost unnaturally designed, and you can't help but feel unnerved by the fact that their chairs are just "slightly" taller than yours. However your negotiation tactics more than compensate for the underhanded tactics of the SOC officers, and you make off with a healthy bounty.
[+5 Food, +5 Water, +5 Fuel, +3 Raw Metal, +3 Exotic Metal]
>Survey: Derelict Supercarrier
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, 5 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
>Research: Mobile Shipyard
Unfortunately the quarrel between the engineers and researchers on the Diamond Empire's ship has made collaboration damn near impossible, and it shows, as your researchers make little to no progress adapting the designs.
[Failure]
>>
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80545d No.7264
>>7239
>Salvage: Wreckage
Your salvage teams are perplexed at the alloys and material the enemy use, and for some reason can't come up with a clean cut of the wrecks, instead coming up with mostly junk, too processed to be recyclable.
[Failure x2]
>Mining: Exotic Metal
The Oort Cloud seems to be rather barren in this system, made up of mostly dry ice asteroids or regolith.
[Failure]
>>7242
>Survey: Derelict Supercarrier
Much like the other teams, your investigation into the ship is offset by the encounters with the remaining crew of the ship. Although gunfights are common, the stragglers are prone to mistakes, and often put themselves directly in crossfires. You wonder where the tactical genius that ravaged your homeland is now.
Tech wise, you manage to come up with some advancements in combat data management, filtering, and processing, to turn the slurry of sensor data into actionable intel.
[Research: Advanced Combat Processing Algorithms: Once per combat you may designate a target. +10 to offensive rolls against that ship fleet wide for the rest of the engagement]
>Mining: Fuel
Unlike the previous planet, this one appears fairly young, and has much of the helium and hydrogen free of contaminants, allowing you to make off with a fair bit of fuel.
[+4 Fuel]
>Manufacturing: "Garde" Class Fighters
[2 Turns, 3 Raw Metal, 2 Exotic Metal]
>>7243
Your crews quickly scour the ship looking for enemy forces, and manage to find almost 120 of the ships former crew holed up in storerooms and cargo containers. However the scariest find is near the engineering compartment, in an access tunnel along side the primary coolant line. A Enemy tech was setting explosives that would detonate when the ship tried to jump. They were disarmed, and your men believe there shouldn't be any more onboard, as the kill lists match up with the data your techs have decyphered.
[Ship has been Cleared - No Sabotage Remains]
>Mining: Water
Your crew royally fucks up the jump trajectory, and barely escapes a collision with the comet. A faulty drive mount is to blame, and it ends up taking the lives of a few of your crew in the maneuver due to extreme Gee forces.
[-10 Population]
>>7244
>Quarantine Measures
While the inceneration works for a fair bit, some of the relatives of the infected start to get wise, and a riot breaks out on board. Peacekeepers are called in and barely manage to quell the riot, but not before casualties on both sides. Things are NOT going well.
[-35 Population]
>Construction: Hydroponics Bay
Your crew is on strike after the incident with the culling of the infected. They refuse to do any sort of work on the problem until reparations are given to the famlies of those who died.
>>7246
>Salvage: Gerris & Nuremburg
You make sure to do a careful job salvaging the remains of the two ships, stripping components and material where you can. You manage to make off with quite the haul, along with coffins of the fallen, and personal belongings that were left behind, but survived the blast. The crew is thankful, and some sembelance of peace is beginning to show between the leadership and the civilian population.
[+4 Fuel, +10 Raw Metal, +14 Exotic Metal]
With the data shared from the Diamond Empire, you're able to make advances in getting systems started back up and running properly. Likely to complement the use of captured races, the controls of the ship are designed fairly uniformly for your species, and integration has been mostly flawless. Data, when not boobytrapped with self-deleteing viruses, has been invaluable, and you think you've pinned down the methods the Enemy use for local communication, which are needless to say, much better than your own.
[Research: Integrated Comms Data-Trunks, 3 Turns, 1 Exotic Metal, +10 to all Research rolls for shared projects]
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80545d No.7265
>>7251
>Research: Wormhole Physics
While the actual manufacturing on-demand of wormholes are well beyond your reach, the web-drives do hold many references to the phenomena existing naturally in the galaxy. As the research continues however, certain key parts seem to be classified above the security level of your researchers. You unlock this as they bring this to your attention, and you're terrified of the results. The data suggests that wormhole activity, while originally believe to be restricted to rare events, has increased some 2000% over the past century. Your researchers believe this is indicative of the preparation the Enemy took in coming here.
[Research: Enemy Invasion Strategem, 3 Turns, Unlocks: Possible Enemy Strongholds, Outposts, and Patrols]
>Internal Politics
Your heavy hand is accepted by the people aboard the ship, and justly so, due to the loss of data.
>Research: Improved Archives
Your new research team has learned from their predecessors mistakes, and has come up with a reliable way to improve research quality and depth.
[3 Turns, +10 to Research Rolls]
>>7259
>Research: Haven Data
Your researchers continue to make progress into the data mining, and have begun to understand the Enemy methods for cartography and navigation, which could fill an entire encyclopedia. Luckily for your scientists, the interpretation method is clean and elegant, allowing for them to move on to the analysis the Enemy performed on the locations.
>Scavenge: Supercarrier
Your crew deftly works their way through the supercarrier, and manage to find one of the cargo bays of the massive hulk. And suddenly you understand why no Enemy wreckage has ever been found at a combat site of the Enemy. They clean their wrecks themselves, not leaving a stray bolt that could be recycled. It's a treasure trove, and you've got dibs.
[+6 Fuel, +15 Raw Metal, +15 Exotic Metal]
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80545d No.7266
>>7259
The Symphony woman sings brief melody that you can only describe as "laughing", before typing on the keyboard, eyes not leaving yours.
"Do not think me ignorant. I know subterfuge when I see it. I have not strayed from this network, nor will I lest you give me leave. I do not think you foolish for doing all this either. I would be weary as well in your position, a freelancer without a home."
She leans back in the chair and seems to make a "I'm waiting" motion, ready for you to ask her questions.
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80545d No.7267
>>7261
Your crews get bogged down in heavy fighting for a few hours, needing resupply at least twice. But as you break through the enemy lines and finish them off, you realize what they were protecting. A cargo bay, with salvage from what looks like their own ships. While it's categorized and sorted already, it's not exactly the greatest haul you'd expect from this size of a ship.
[+5 Raw Metal, +4 Exotic Metal]
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80545d No.7268
>>7266
Baal-Kin-Kar would look embarrassed to his people, were they to see him now. Fortunately for Baal and his people, they cannot.
"Well, then. I thank you for being so forthcoming, and I, too, shall endeavour to do so in the future." He nods at the computer. "I assume that since you have been looking through our local data you know my name. If I might trouble you for it, I would know yours."
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80545d No.7269
>>7268
She chuckles a bit before replying.
"My where are my manners. While I'm quite capable of communicating through this terminal, my name is… well lets just say there's not an equivalent, but Ill try my best."
She then ponders for a few seconds, the room dead quiet. The silence is soon set aside for a lilting three tone sound followed by a long and, quite frankly, breathtaking chorus. When she finishes, she meets your eyes sheepishly, seemingly embarrased.
"As you can see, not really an equivalent there. But, to continue your comical use of musical metaphor, Aria will suit me just fine."
She covers her mouth before laughing again, this time a little more baudy than before. "You really don't know what to make of our singing do you. No matter. Please, let me reciprocate your kindness. Ask me what you will of our Brothers."
The tinny voice puts a vile twinge on the word Brother, as if she had programmed contempt into the terminal.
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80545d No.7270
Turn 12
The Fleet moves on from the current system to what could be called the middle of the Lao Sho cluster. Notably, there is a significant amount of singularites here, which some among the SOC believe is a good place to hide out for the time being.
>Points of Interest
Site of Second Battle of Lao Sho
P1U441
P3X997
P8X322
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80545d No.7271
>>7270
>Favored Trade Good: Food
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80545d No.7272
| Rolled 85, 32, 35 = 152 (3d100) |
>>7270
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
1. With the ship "mostly" cleaned up, lets ransack the thing whole sale, take everything we can carry that isn't bolted down, and everything that isn't bolted down to tightly
2. Scout out P3X997 for food, if that fails, see if it has anything else of use.
3. Examine a singularity at a distance, try to gain some gram of knowledge from these anomalies.
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80545d No.7273
| Rolled 50, 87, 4 = 141 (3d100) |
>>7270
>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
>>2900 Pop
>>Defencive is 10
>>Offencive is 7
>>Proposition is 4
>>Shield is 85%
>>Fuel 7
>>Food 1
>>Water 6
>>Raw Metals 3
>>Exotic Metals 7
>Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
>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
Donating two metal for survey of P1U441
1-2-3 send a small team to explore P1U441
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80545d No.7274
| Rolled 28, 54, 89 = 171 (3d100) |
http://pastebin.com/yzdeL3YZ
1.2. Come down on like the wrath of god upon my scientists and the mettalloids and tell them to get that shipyard built. NOW.
3. Ask for one of the one of the supercarrier's drones and its control system and try and reverse engineer it. The thing didn't even get a chance to launch them and they should be relatively intact.
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80545d No.7275
| Rolled 44, 89, 100 = 233 (3d100) |
>>7270
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
8 Fuel
16 Food
14 Water
11 Raw materials
12 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, 5 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
1. Work on the shipyard with the diamond empire.
2. Work on Thermal Lance tech. +Solarian overseers: cost 2 food.
3. Scavenge salvage and look at the Second battle sight. We surely have missed things.
Free Donate 2 raw metals for a planet survey.
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80545d No.7276
>>7270
Name: Cojal Legion
Species/Subrace: Osralians
DCS Member Species: Y
Fluff: http://pastebin.com/yKhsBtpE
Ship name: Dwindling light
Ship Type: Corvette
Ship Stats:
>2 ATK
>4 DEF
>8 PRP
>50% Shields
>865 Pop
Total Resources:
>Fuel 4
>Food 4
>Water 4
>Raw Metal 5
>Exotic Metal 4
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.
1. Send out one more group to scavenge materials of all types from that ship. Dont send too many, around 50-100, were low on population as it is and I dont think we can tolerate more deaths.
2. Attempt to install genetics laboratories on the corvette(if we have enough resources that is)
3. Send a small group of 20-30 to survey P1u441 for food, water, and other precious materials.
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80545d No.7277
| Rolled 72, 29, 91 = 192 (3d100) |
>>7275
>>7274
I believe that finishes the shipyard. We will pay the prototype costs now.
[2 Turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
As agreed I shall pay [7 Raw] while Solaris pays the rest of [2 Fuel, 3 Raw, 3 Exotic]
Once it is copmplete and the Lark is complete I shall give my current ship to the Cojal Legion after moving everything over to the Lark.
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80545d No.7278
| Rolled 19, 84, 94 = 197 (3d100) |
>>7276
Move roll two to roll three, sorry.
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80545d No.7279
| Rolled 68, 3, 67 = 138 (3d100) |
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.
Battleship "Shes One of Ours" ATK 3 / DEF 8 / PRP 9 / SHI 25%
Pop 3539 Fuel 12
Food 1
Water 2
Raw Metals 12
Exotic Metals 14
["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: +4 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, 2 Turns, 1 Exotic Metal, +10 to all Research rolls for shared projects]
1 Learn to create "Space Aphrodisiacs" using the one we recovered from SS13. Some kind of protein? Mineral dust? We will have to research it and make an facility to produce it.
2 SOC Cruiser "Pentagram". Our valor and sacrifice went beyond duty, every missile we shot hit its mark. We are The Guard.
3 Scan for Wormhole Generators. I suspect that a wormhole generator is in this sector, but I want to confirm my suspicion and then stop any more waste of life and material from making a colony that The Enemy would harvest for material and crew.
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80545d No.7280
>>7274
>>7275
Given the impending Shipyard completion the Solaris give the Diamond Empire, 3 raw metal 3 ex metal and 2 fuel in exchange fr building rights.
Resources are now
6Fuel
14 Food
14 Water
8Raw materials
9Exotic materials.
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80545d No.7281
>>7279
Pop 3539 Fuel 12
Food 1
Water 2
Raw Metals 12
Exotic Metals 14
Pay for Thermal Waste Recycling. 3 Raw 1 Exotic
Pay for Neutrino Charged Phasers. 3 Raw 1 Exotic
Pay for LLH Interface. 2 Exotic
Pay for Hydrogen Scoop. 5 Exotic
Raw Metal 6
Exotic Metal 5
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80545d No.7283
| Rolled 46, 57, 10 = 113 (3d100) |
>>7264
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
Del'kinra (Fire of the Heavens)
EWAR Frigate
Commander: Kalvra'Tosh
Current Resources:
>Fuel: 9
>Food: 9
>Water: 2
>Raw Metal: 4
>Exotic Metal: 6
Log of the Venerable Fal'Mra
Date: 9.13.314 AC
First contact has come and gone with the "Enemy" and we find them lacking, even the Kel'kemra were more of a threat. And now we have the information on them necessary to destroy them utterly. It would seem that they take those they capture and turn them into automated slaves, a terrifying prospect for some but I believe that it only excites the Autocracy to have the chance to fight each other once again, even if under the control of another. We have captured one of the Enemy's frigates and I have placed it under the command of Kalvra'Tosh, meanwhile I have also indicated for salvage teams to strip the missile bays from the derelicts and wrecks from the battle, the plan is to turn the T'kin'Tekra into a Missile Barge and have the Del'Kinra for Fire Support.
1.2. scavenge weapons from the battle site, specifically missile bays to install onto the T'Kin'Tekra
3. Attempt to repair the EWAR array on the Del'Kinra
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80545d No.7284
>pointless fluff following
The sight below the cruiser of the Diamond Empire was slightly unusual. The Mobile Shipyard was a curved spaceship, a huge 'L' easily 500 meters long, with huge struts wrapping out, down and around, forming the ribs of a torso of some forgotten best. And like that huge beast, it moved and flexed around the vital organs within. For it was alive.
Metalloids were above all else creators. Fed enough metals, both raw and exotic, and given no gravity they could become hulking monstrosities, or secrete their mass in almost any type of metal or crystal imaginable for those that didn't want to live inside a living being.
The mettaloids that made up the mobile shipyard were quite busy, for at last they could birth the design that they and the gemoids had dreamed up some time ago. Gleaming titanium bones were already shaped, wrapped around the spine of two huge guns, and from them decks and the hull were rapidly growing. Along the edges red hot metalloids hissed under huge streams of water as they grew and spread.
Throughout the entire bulk of the shipyard small and glimmering bright splashes of color darted here and there. The gemoids were also busy at work, directing the metalloids in the more delicate tasks that needed oversight, or helping place the parts the metalloids could not directly manufacture with their bodies. It was the one part of manufacturing the metalloids were slower at, needing tools and machinery to do the jobs, and so most of those parts had been pre-made.
Right now the ship still forming was part of the shipyard, attached to the ribs and spine by struts and umbilical cords that fed them the metals and rare earths they needed to grow and shape. Soon however those umbilicals would withdraw and all that would be left would the be the Lark. The new home of the Diamond Empire.
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80545d No.7286
| Rolled 86, 42, 82 = 210 (3d100) |
>>7270
Subtracted resources
>Fuel: 14
>Food: 10
>Water: 9
>Raw Metals: 24
>Exotic Material: 21
1. Trade 1 food for 2 water
2. The Kin-Kar opens up a com channel with his second in command on the bridge. "Kasmol. Take us to the second battlesite. Prepare the boarding pods and assemble boarding parties. In particular, I want them focusing on any tech that they can find. I want something for the engineers to work with. As always, run silent and be prepared to jump should anything untoward happen." Kasmol voices his affirmation and Baal shuts that channel.
3. Immediately afterwards, he opens another channel to R&D/Engineering, telling them to examine some of the old loot lying around and to try to research some sort of upgrade to the Righteous Typhoon. He also tells them about the orders that the looter teams have.
"Well then," he says, turning off his communicator, "I suppose I do have a few questions about them. First of all: What are they? What is their name? Thusfar, we have called them the Enemy. Secondly: How can they be beaten? What structural weaknesses do their vessels have. In the event of personal combat, what points would I want my people to aim for? Third: What are the limits of their technology? And lastly, what is the relationship that they have with the Symphony?" Baal pauses, slightly uncomfortable. "I'm… sorry if that's a lot of questions."
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80545d No.7290
| Rolled 13, 82 = 95 (2d100) |
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
.
"Ugh my head. What happened."
"Uh, Boss, I think we overdid it on the party."
"Grhhh, status report."
"Computer says we been hungover for. . .cor blimey we been asleep for ages."
"Gah! Who knows what we've missed!"
1-2. Where the fuck are we anyway?
>If we're still with the fleet, go out and look for any local pirates to recruit, preferably with their own ship too
Best we start using this tavern for something productive.
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80545d No.7291
| Rolled 22 (1d100) |
>>7290
>I forget this is 3d100
3. Wow, we missed a lot. Like, a whole lot. Let's see if there's anything interesting stuff we might have missed. Left over weapons from a recent battle perhaps?
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80545d No.7292
| Rolled 77, 43, 41 = 161 (3d100) |
>>7270
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. A public ceremony shall be held in honor of all who have perished thus far, and any relatives of the deceased shall be absolved of all current work obligations and be given increased rations for the current standard cycle.
2. Remaining work crews shall be formally requested to resume work on the food-production systems, and they shall be given full assurances that the administration will no longer be culling citizens showing signs of contagion.
3. If there are any citizens onboard the Colony Ship still infected, our medical experts and scientists shall resume researching a significantly less lethal method of treating the contagion.
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80545d No.7293
| Rolled 97, 91, 22 = 210 (3d100) |
>>7265
Name: The Republic of Riak'shama
Species/Subrace: The Umenpayak
DCS Member Species: Yes
Fluff:
http://pastebin.com/5T0cQicM
Resources
>Fuel: 6
>Food: 7
>Water: 7
>Raw Metals: 8
>Exotic Material: 6
Ship
Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>Frigate
>Population: 3000
>Defensive rating: 10
>Offensive rating: 8
>Propulsion rating: 4
>Shield Efficiency: 29%
Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
[Critical Successes during Research will unlock related Research projects to the current project]
Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
Date:51412412. 15123412312.21231412:15111112
Message from Supreme Elder Hoshkov to ship wide:
"Good news Crew: We have found articles and indexes pertaining to the data left behind by our comrade Dahl. This is quite a splendor and a sign of great fortune, due to our a small salvaged amount of Data containing such data. Now, onto ship wide data Reports: From Engineering department, sub area AAA, Area A1 comes the curent data…"
The Message continued until all sector areas from AAA A1 to ZZZ Z1 was covered and recorded for future use
1) "Begin the research of these wormholes, so that we may use them to predict the arrival of the enemy, along with possible knowledge of their areas of activity. The Council reasons that if they do use such wormholes to move around and outpace our normal engines, it is theorized that we could possibly use such wormholes to predict the whereabouts of the enemy, and how they are invading our galaxy. Such info would prove invaluable to the DCS efforts."
2) "Continue Archival reconfiguration efforts. We do not wish to loose what we have so little of. We can not grow careless, nor can we let down our diligence. Every moment we waste is a another piece of data lost. For example, that sentence. Gone. Forever. That is why we must continue our work. We will make our Knowledge Immortal, and the first step to immortality, is accessibility.
3) "Finally, for this evening, begin to scan and preserve any and all possible data found on the wreck of the ships. Do not touch or salvage any of it, but do look for any sort of open systems or possible resources of knowledge. We will not be so brash as these invaders are. If any data is found, cross reference it with our data base, and safely contain it to a source not connected to our own, but still secure. We do not wish for cross contamination."
>Research: Wormhole Physics
[Research: Enemy Invasion Strategem, 3 Turns, Unlocks: Possible Enemy Strongholds, Outposts, and Patrols]
>Research: Improved Archives
[3 Turns, +10 to Research Rolls]
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80545d No.7294
>>7272
>Salvage: Supercarrier
Your crew makes a bum rush sweep through the carrier, taking down anything potentially of value. Unfortunately that's a LOT of stuff, since even an innocuous harddrive is potentially valuable. Entire computer bays, power conduits and ventilation purifiers are stripped, and you end up with almost 12 shuttle trips in total worth of goods. The material is dropped off on one side of your primary cargo bay, but even then you have a hard time pre-sorting everything. It's going to take a concerted effort for this to even begin to be tallyable
["Salvage Slurry" x 3, 1 Turn to Sort per Unit]
>Survey: P3X997
Your orbital scans indicate that this planet is post-lifecycle, and that plantlife on here, while likely had existed some millenia ago, has died off due to run-away greenhouse effect. To top it off, a mega-vent of noxious Dihydrogen Sulfide has polluted the ice caps to unusable levels, making even walking near the ice caps dangerous.
[Failure]
>Survey: Singularity Cluster
Yep. It's a Black Hole. A lot of them actually. Unfortunately without some kind of quantum entangled probe that can withstand entering the ecretion disk, there's no way to tell what actually goes on in the center of them. Your scientists think it's the realm of science fiction, and bad science fiction movies.
[Failure]
>>7273
>Survey: P1U441
You learn quickly why the planetologists classified this differently than the other planets. U-series planets have either not stabilized, or have mostly molten surfaces, making them hothouses, exceptionally anti-life, even to the Diamond Empire Metalloids.
While making a few passes your crew manages to capture a flow of iron passing across the surface of the unstable planet, and using a jury rig of coolant and high-heat ceramic scoops. It works for awhile, but on the third pass the planet takes notice, and spits out a jet of lava, torching the left thruster of the shuttle. The craft, being already so close to the ground, can't maneuver, and crashes into the flows. There were no survivors.
[-10 Population, +6 Raw Metal]
>>7274
>Construction: Mobile Shipyard
Thankfully, your wrath bears fruit. While the other aides in the fleet have a hard time following your decree, the metalloids know their place and get to work. It's not long before she's skinned and cycling her power core, ready for production.
[Gained: Mobile Shipyard, Cruiser, 0/5/3/50%, Ability: Once every other round, designate a target ship. If that ship is defending this round, roll 1d6 and repair that many Structural Points. Allows for Manufacturing of Ships class Battlecruiser or below]
>Research: Supercarrier Drone Tech
So when you asked for a "Drone" and CIC equipment, the SOC researchers on detachment debated the difference between a fighter and a drone for the Enemy. Eventually they came up with the "everyone's a drone to the Enemy!" quip and said "Fuck it, send 'em what we have."
Thats how the sleek, pitch black sideways-waterdrop of a Fighter ended up in your hangar bay, along with a collection of computers with a sticky note reading "Good Luck". Asshat Command seems to be the new name for the SOC among your scientists. With no obvious paneling, entry points and the fact that it constantly hovers a perfect 2 meters off the deck, your researchers aren't sure where to begin, other than taking mallets and tapping the metal to see where it's hollow.
[Research: Supercarrier "Drone" Fighters, 5 Turns, 1 Exotic Metal]
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80545d No.7295
SWEET JESUS CHRIST I'VE FUCKED UP.
Not really. But >>7294 ? That's me.
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80545d No.7296
>>7294
With the completion of the Mobile Shipyard I have an announcement to make to the fleet. I am opening it to whomever needs a ship built that is Battlecruiser or smaller.
This will not be completely free, however I am not unreasonable either. We are together in this until the enemy is defeated. All I ask is a single resource per ship. It can be anything from food to exotic metals.
Or instead I will accept technology and you will be able to use the Mobile Shipyard freely as long as it remains operational.
Given the Solarians aid with getting the Shipyard operational they already are included in lifelong free access to the Shipyard.
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80545d No.7297
>>7275
>Research: "Thermal Lance"
With the added help, you manage to make some leaps in designs, knocking off a significant portion of time.
[3 Turns Remain]
>Scavenge: 2nd LS Site
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.
[Gained: Research, Shock Gel Armor Cavity - You gain +2 DEF against Kinetic/Explosive type weapons. This is ignored on a critical hit. 3 Turns, 4 Raw Metal, 6 Exotic Metal]
>>7276
>Salvage: 2nd LS Site
Your crews are having a hard time competing with the nigh theivery going down across the site of the battle. Your claims are jumped left and right, and the crew comes back empty handed and righteously pissed off.
[Failure]
>Survey: P1U441
While food is out of the question due to the hazardous environment, you do manage to make off with a fair bit of metals, both exotic and raw, giving a much needed reprieve on your barren reserves.
[+4 Raw Metal, +3 Exotic Metal]
>>7279
>Research: Colony Jumpers
Your scientists, by the time the research request hits their desk, have already filed several complaints about various "religioius, moral, and philosophical concerns about the project". Nevertheless, they have begun working on synthesizing a comparable, by wittling down the compounds in the injections. It seems to be an chiral Gene Therapy, which has subdivisions for the two dominant protein and genetic structures. After sequencing, breaking down the recipie should be easy. Refining or modifying it, however, is asking for disaster without careful research.
[2 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.]
>Diplomacy: SOC Cruiser "Pentagram"
The liason from the SOC aboard the Pentagram is less than thrilled to hear from you. The piles of papers and dataslates on her desk indicate as such. Citing "obvious gains from the Battleship" and other "misappropriations of research time", the SOC is unwilling to reward you further for the 2nd Lao Sho.
[Critical Failure]
>Scan: Wormhole Generators
Your sensors attune to the various frequencies emitted from an active Generator. While it's not currently active, the after-image of a WH Generator is definitely visible to your sensors. Calculating for drift, your navigator bookmarks the location.
[Success]
[Location Added: Lao Sho Wormhole Generator]
>>7283
>Scavenge: Weaponry
Your crews find a pair of Exis Anti-Ship Missiles in the wreckage of a friendly ship. As they're superior to regular missiles, your crew installs them almost immediately
[Gained: Weapon, Exis Anti-Ship Missiles - High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater]
>Repair: EWAR Array
While the junction diagraming is alien, simple power tolerances can't be hard to figure out, right? Wrong. A misplaced fuse and a cycled conduit later, and the EWAR Array is trashed.
[Critical Failure]
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80545d No.7298
>>7286
>Trade
Trades execute successfully.
>Scavenge: 2nd Lao Sho
Your crew makes an interesting find not five minutes into the expedition. A type of alloy that, if the scoring is any suggestion, resists Explosive type weapons.
[Research Unlocked: Counter-Explosive Armor - +2 DEF Against Explosive-type weapons, 4 Turns, 5 Exotic Metal]
>Research: Counter-Explosive Armor
Your crew get the samples from the expedition team posthaste, and begin working on the alloying process for the material.
Aria leans back in her chair, and types for a bit on the terminal.
"Their name is Demurge. To answer your final query, they are our kin, but divergent. Where the Symphony find purity and truth in life, they have resigned to the cynicism of cold hard calculation and synthetic minds. As such they are a purely digital race. The "core" worlds of our home galaxy have been converted to nanocomp and the stars blanketed to process the heat/cold temperature difference for energy. They are masters of software and computer tech, and for a time we stood as allies."
She sighs and pauses for a moment, likely caught up in memories.
"Now we clash because of our ideologies. While the Symphony believe in the natural order of selection, the Demurge believe they have a duty to cull life that threatens more than itself. An odd extension of self-preservation, but in post-scarcity, I guess many things are strange to you. Their technology is… well it's several millenia beyond your own, and that's only if you had immaculate research habits. Even ours has a hard time matching up, and our experts live on the magnitude of tens of thousands of years."
Her typing has gotten hurried, her fingers more angrily pressing the keys. The frustration is palpable in the room.
"But as for how to kill them… well they're not gods. But understand that they themselves never leave their own galaxy. All you see here are puppets. Cut their communications and control, and you cut their reach to this galaxy."
Aria slumps back in the chair, and looks drained. You realize that her skin tone looks much different, and the skin itself is turning translucent, as you can see clear definition of veins that weren't there previously.
"Oh dear. Well I guess my synthesis attempts have failed. I have need of a laboratory. The makeshift synthesis I did with the food processor doesn't cut it. My body may live to be almost 20 thousand years old but it needs careful maintinence. Will you permit me a labspace?"
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80545d No.7320
| Rolled 46, 1, 62 = 109 (3d100) |
>>7298
Updated resources.
>Fuel: 13
>Food: 8
>Water: 10
>Raw Metals: 24
>Exotic Material: 21
As the conversation carries on, Baal regularly sends messages to his subordinates.
1. The scientists are told to begin researching the plating post-haste
2. Salvage teams are sent back out to gather whatever they can. Last time, things were found so quickly, there's bound to be either another discovery, or at the very least, hulks to salvage.
3. The scientists may already be busy with the armour plating, but such things are inconsequential to the Kin-Kar. If he can multitask, so can they. A missive is delivered on multiple channels to ensure it reaches the scientists. They are told to begin researching a method to build a warship.
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80545d No.7321
| Rolled 86, 32, 85 = 203 (3d100) |
>>7320
Well. It's happening.
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80545d No.7322
>>7321
>Rolling again
>For some reason
>Mfw
It's too late Dara. He tried to warn you.
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80545d No.7323
| Rolled 43, 72, 28 = 143 (3d100) |
>>7294
>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 3
>Exotic Metals 12
>Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
>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 Look for exotic metals in the asteroids
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80545d No.7326
>>7275
(After rereading the stats and some conversation about the balancing issues with the 100 factored in, I'm retconning the armor I gave you and restatting it.)
[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]
>>7290
>Survey: "Where the fuck are we?"
Nursing a hangover, your navigator and comms officer coordinate going through the backlog of messages on comms to determine where the fleet ended up. Nearly ramming into the supercarrier when dropping out of subspace into the 2nd Battle of Lao Sho, the navigator quickly corrects, and manages to catch up to the rest of the fleet.
>Salvage
Your crew is, to quote the foreman, "Too fucked up to know which way is up". When the SOC catches wind of your return, they hold you up for hours inspecting the crew for "tampering by the Enemy". The SOC Medical Officer says it's only "mildly" invasive, which is code for more pricks than an allergy test. Hangover + Health Inspection? Not fun.
[Failure]
>>7292
>Diplomacy: Internal Politics
You've managed to quell the uprising in its infancy with this swift response. Your officers and work crew foremen are thankful beyond words.
[Success, no internal riots]
>Construction: Hydroponics
Your crew is appeased, and gets back to the universally beneficial job of creating a hydroponics bay.
[2 Turns, 3 Raw Metal, May convert 1 Water to 1 Food per turn]
>Research: SI Mutation Cure
Your researchers have worked with Xei biology before, this is nothing new. But the rapid degeneration of the infected tissue makes the cure brutally difficult to cure. Your populace is urging on the scientists however, and with that extra push, you're looking at a quick turn around.
[3 Turns, Cures Systemic Infection Mutation, While researching, infection rate cannot increase.]
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80545d No.7327
>>7293
>Research: Wormhole Physics
Your researchers are re-writing the archive on wormholes with the newly added variable that is the Enemy. With this added information, everything seems a little less natural and a little more… directed.
[Gain: Research: Enemy Directed Evolution Theory - ??? Turns]
>Research: Improved Archives
At first it was compensating for the mistakes their predecessors made. But then it became something more. By using a specific style of weaving, the Archivists are able to "network" information through the webs better than before. But this isn't the true development. Out of this, an engineer has figured out how to apply these weaving techniques to create basic logic gates. The first steps of optical computing have been reached, and now Moores law takes over.
[Gain: Research: Optical Web Computing - 5 Turns, 2 Exotic Metal]
>Scavenge: Data Salvage
Your "hands off" decree has limited development, and combined with the roving bands of Enemy forces still subsisting within the Supercarrier hulk, your teams give in to frustration and leave.
[Failure]
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80545d No.7328
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80545d No.7330
Turn 13
(How did I know someone was going to fuck up this turn?)
SOC Researchers have begun posting abstracts about their findings on the military networks of the fleet. It's a lot of speculation, some wild, some reasonable. But there's one piece of research that disturbs many of the officers privy to the information.
"Your Move; The Enemy Endgame"
It's a detailed exposition that goes into possible motivations of the Enemy forces based on solid statistical data, and a resounding body of work, using the energy signatures scanned from the Enemy fleet as a comparison to some thousand high-profile terrorist events in DCS space, all unsolved, and without suspects. On top of this, it suggests that key personnel in the DCS hierarchy were complicit in the initial invasion, disabling networked defense drones, and jamming deep space observation posts. While some data is circumstancial, there's a fair bit of quality research behind a few high level diplomats, including Councilor Dahl.
When approached for questioning by members of the fleet, the SOC reports "No record of the author ever existing in the fleet manifest".
>Location: Center of Lao Sho Nebulae, Far Rim
>Points of Interest: 2LS Site
Unidentified Singularity Distortion (Difficulty: Hard)
J344104 (Difficulty: Medium)
P3X6666
Favored Trade Good: Fuel
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80545d No.7331
| Rolled 26, 14, 11 = 51 (3d100) |
>>7297
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
1.2.3. Salvage the battle site for metals tear apart one of the derelicts if necessary.
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80545d No.7332
| Rolled 25, 78, 71 = 174 (3d100) |
As a free action build the Lark and give my current cruiser to Kefka once I have moved everything and everyone over to it.
1. 2. Research the Latchkey Subspace Generator [5 turns]
3. Research incubators so my two species can have young without requiring the Lava Oceans of home. I need a specific blend of minerals, temperature and pressure to do so.
http://pastebin.com/yzdeL3YZ
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80545d No.7333
(Doing a balance change for Morgoth, his superconducting railgun gains +5 damage to give it an edge over Missiles.)
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80545d No.7334
| Rolled 74, 45, 69 = 188 (3d100) |
>>7330
Ship Name: Huntress
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
8 Fuel
13 Food
13 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, 3 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]
1. That Armor It is paramount for our survival research it! +Solarian taskmasters 1 food 1 water
2. Continue work on the thermal lance 3 turns
3 explore and scavenge P3X6666
Free: Give basic Fleet ID and wormhole scanner tech to everyone in the entire fleet, they could use it. It also may get us some good will.
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80545d No.7335
| Rolled 45, 62, 97 = 204 (3d100) |
Slight OOC
my new ship is da bomb. To show what was rolled, and what my weapon spec means for the rolls I included both the original roll in brackets and the outcome beside it.
Ship Type : Battlecruiser, Lark
Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields
Defense : (9) 6
Offense : (9) 13
Propulsion : (3) 6
Shields : (54%) 34%
Special Attribute: [Penetrating Shot - On a successful hit on a battlecruiser or greater, your allies gain +4 Damage against that ship for one round, next round]
Also Kefka… your new ship is this:
Ship Type: Cruiser
Defense : 7
Offense : 3
Propulsion : 2
Shield Efficiency : 1
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.7336
| Rolled 45, 7, 85 = 137 (3d100) |
>>7297
>>7297
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 4
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, 2 Turns, 1 Exotic Metal, +10 to all Research rolls for shared projects]
[2 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 Continue research on the Integrated Comms Data-Trunks 2 Turns
2 Continue Research on the Advanced Biological Synthesis Equipment 2 Turns
3 Give "Shes one of Ours" a once over. The Enemy may have put some sophisticated traps into the system and it would be best to be certain she is clean.
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80545d No.7342
| Rolled 97, 72, 42 = 211 (3d100) |
>>7330
>Name: The Republic of Riak'shama
>Species/Subrace: The Umenpayak
>DCS Member Species: Yes
>Fluff:
>http://pastebin.com/5T0cQicM
>Resources
>>Fuel: 6
>>Food: 7
>>Water: 7
>>Raw Metals: 8
>>Exotic Material: 6
>Ship
>Name: R.R.N "Veʙ naçot" or "The Web of Salvation"
>>Frigate
>>Population: 3000
>>Defensive rating: 10
>>Offensive rating: 8
>>Propulsion rating: 4
>>Shield Efficiency: 29%
>Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
>Racial Bonus: Minutae, not so Minute - When it comes to the Umenpayak style of Research and Development, it's nothing short of meticulous. The broad spectrum of data collection during experiments has netted the spider-race a significant technological edge, if only by studying the seemingly superfluous results of their research.
>[Critical Successes during Research will unlock related Research projects to the current project]
>Racial Detractor: Starting from Index 0 - Your people have lost a great deal of knowledge, and have suffered greatly because of it. You suffer a -10 penalty to Attack and Defense rolls.
>Research: Enemy Directed Evolution Theory - ??? Turns
>Research: Wormhole Physics
[Research: Enemy Invasion Strategem, 3 Turns, Unlocks: Possible Enemy Strongholds, Outposts, and Patrols]
Research: Improved Archives
[3 Turns, +10 to Research Rolls]
[Gain: Research: Optical Web Computing - 5 Turns, 2 Exotic Metal]
((On mobile, so sorry for short posts))
1) Continue our work on the Optical Web Computing systems. Such a system could very well mean the possibilities of expanding our Archives to new and greater heights than even Our Homeworld would marvel at. Truly, this is the beginning of something great.
2) Continue work on the Enemy Invasion Stratagem.
3) Continue work on Improved Archives
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80545d No.7348
| Rolled 73, 44, 27 = 144 (3d100) |
>>7326
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. Resources aboard the Colony Ship are becoming scarce. We shall scan the local region for any drifting asteroids, comets, and meteoroids that can be processed into usable materials: fuel, water, metals, anything that may be of some value to our people.
2. While harvesting smaller space objects for additional materials may provide an immediate short-term solution to our resource shortages, it is imperative that we find a more permanent source of useful compounds. Survey the local region for any useful planets and planetoids. These planets do not necessarily have to be habitable, but they must contain a significant volume of accessible resources, and they must be capable of supporting a small mining station from which our colonists can collect these resources.
3. We will eventually find a new homeworld for our species, but for the time being, the Colony Ship must serve our citizens' needs. Our enemies surely continue to lurk throughout the vastness of space, and our Colony Ship must be capable of defending itself against their attacks should we encounter them again. Our engineers are to begin developing upgrades to the Colony Ship's point-defense and active countermeasure systems.
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80545d No.7360
(Due to Dara's 1 and the fact that his post is first, I'm going to do these updates in reverse order, saving the real gamechanger for last.)
>>7348
>Survey: Planets
Your crew surveys a planet with a large amount of water vapor in the atmosphere. As your crew jury rigs condensers, they spot something remarkable. An organism, not more than 6cm in diameter, that your crew speculates subsists off the vapor and particulates in the air. The best part? It's edible, and after a quick exposure to heat, your crew has called it "quite tasty, for a chewy gelatinous creature". Your researchers are thrilled with the prospect of an aerobic organism that could clean the air AND be eaten.
[+3 Food, +3 Water]
[Gain: Research: Bio-organic Atmospheric Scrubbers - Gain 1 Food every three turns, 3 Turns, 4 Food]
>Survey: Metal-bearing Celestial Bodies
Your crews turn up some significant candidates for a mining facility. However your foremen approach you as to the viability of a crewed mining facility, given the nomadic nature of the fleet. Samples are returned by the ton however, and your crews feel they've finally done some good.
[+3 Raw Metal, +1 Exotic Metal]
>Research: PLAM Defense Array
Point-Defense has come a long way since the many beginnings of interstellar travel. But at the end of the day, interdiction is still the M.O. Your researchers have proposed several "alternatives" to interdiction based tech, but your tactical officers have thrown around words like "unreliable" or "too specialized" in response.
[Failure]
>>7342
>Research: Optical Web Computing
Your researchers are making leaps and bounds in this new field of technology dubbed "Photodynamic Computation". But as if a ghost in the machine leapt out, your researchers have stumbled upon another discovery. By varying the intensity of light through the alternate properties of gates that were previously worked around, your researchers have begun emulating neurons and synapses through the webs. Life could spring forth with the right push; AI is finally on the horizon.
[Gain: Research: Photo-Neural Integration - Requires Optical Web Computing; Unlocks the development of General Artificial Intelligence, 6 Turns, 9 Exotic Metal]
>Research: Enemy Invasion Stratagem
Your researchers are neck deep in archives at the moment, and while it's mostly speculation at the moment, they're finding more and more evidence that this invasion was planned well before the formation of the DCS.
>Research: Improved Archives
The two projects being developed alongside the Archive improvements are giving your researchers the ability to rapidly iterate design changes and give them to the other researchers to test.
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80545d No.7361
>>7336
>Research: Integrated Comms Data-Trunks
Your researchers have opted to expand the breadth of the project, by redesigning the underlying comms protocol, allowing for a more general data transmission method, optimal for the varied type of data a researcher might handle.
>Research: Colony Jumper Synthesis
Your researchers have stumbled upon an unforseen side-effect of using Colony Jumpers aboard a spaceship. Adaptation-accellerating drugs that the fetus is altered to produce begin a degenerative process of adapting to the ship, killing the newborn in a matter of weeks. While it's possible to work around this complication, removing it, it will take more time.
[+1 Turn to Colony Jumper Synthesis]
>Survey: "She's One of Ours" Sabotage
Your crew manage to uncover a carefully hidden computer virus which, during combat, would replicate out of control in the primary computer core, overloading the quantum core. The spike in heat, if only for a moment, could fry the super-chilled CPU.
[Success]
>>7334
>Research: Shock Gel Armor Cavity
Really, most of the research is going into how to offset the weight difference in the structure of the ship, as some plates provide tension/compression resistance to major parts of the ship. The design of the cavities are relatively elegant though, and your researchers are nearing prototyping.
[Success]
>Research: Thermal Lance
Reconciling the heat buildup during firing has not been an easy task. The rate of generation is well above the black-body radiation rate of dissapation, so to compensate, your engineers have developed a system of small thermal panels that extend during the firing process. While it's a significant increase in the thermal signature of the ship, they believe the reward far outweighs the risk.
[Success]
>Survey: P3X6666
6666 is aptly named. Voracious carnivorus predators hunt omnivorus hunter/gatherer tool-users in a deadly game of chicken, crossed with cat and mouse. However your combat crews manage to keep both at bay, while they survey the planet. A significant amount of the local flora is toxic, but a calorie-packed "fruit" with a hardened shell has promise. Your crews harvest as much as they can before the escorts deem it an unsafe environment, and back out.
[+4 Food]
>>7332
>Research: "Latchkey" Subspace Generator
Delving into Subspace mechanics is… tedious. It's by no means a straightforward mathematical system, but instead operates in a lot of seemingly contradictory states, especially when you intrude on its rules. However the "Latchkey" research progresses…somewhat.
[Failure, Success]
>Research: Kineto-Thermic Incubation Chambers
Generating diamonds was always a lucrative field of research for most scarcity species. Taking the same techniques and introducing a living being is not much different, given the tolerances of the Diamond Empires species.
[3 Turns, 4 Raw Metal, 6 Exotic Metal, Once per turn, you may pay 4 Exotic Metal and gain 250 Population]
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80545d No.7362
>Salvage
"Tearing apart the ships" was apparently taken literally. Except not the debris. Several shuttles and salvage barges come back with significant damage, as a chain of impacts from smaller pieces of debris has caused a mini-Kessler Syndrome to emerge in the debris field, slamming most of your equipment. Repairs are underway, but no material was recovered.
[Failure x3]
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80545d No.7363
>>7323
>Mining: Exotic Metals
Oort Mining has become common practice in the fleet, and your crew face yet another uneventful day of trying to pick the best asteroids for their target material.
[Success x2, Failure]
[+4 Exotic Metal]
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80545d No.7365
>>7320
(I'm going to put my reply to #2 in a second post, dealing with 1 & 3 in this one.)
>Research: Counter-Explosive Armor
The materials behind the armor are actually relatively simple to alloy, but the process is tricky to get correct. Reverse engineering them is going to take time, but your researchers are confident they're making progress.
>Research: Mobile Shipyard
[2 turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
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80545d No.7368
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.
1,2,3. Yes a new ship! Strip all the weapons and armor and engines and metals from the old ship for our own! Also add the armor engines and weapons…if possible.
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80545d No.7369
| Rolled 5, 55, 67 = 127 (3d100) |
>>7368
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80545d No.7370
(And now what you've all been waiting for.)
>>7320
>Salvage: 2nd LS Site
Your crews return without material, tech, or salvage of any kind. What they do return with, is a SOC Special Forces team, and several SOC officers and techs. Your crew arms an effective resistance, but it's not long until they've reached the bridge and assumed control.
Aria is agitated, as your guards come into the room and take up defensive positions. However the flashbang incapacitates you and your crew in the tight quarters of the room, and you open your eyes to the barrel of a Neural Disruptor Pistol, the modern stungun. You raise your hands away from your gunbelt and up in the air, as you're searched and stripped of weapons by the other SOC Special Forces. Your crew stands down only after you concede a temporary standown, at the urgent pantomimed request of Aria.
"I knew it. I knew one of them was here."
The voice comes from the sharp, pitchblack uniformed SOC Officer, whos minimalist insignia and rank complement his rather average appearance. Before he opens his mouth again, Aria does something that throws your crew into a tailspin: she sings.
Loudly.
In the confines of the room the sound reverberates in your very bones. Your ears bleed as your eardrums burst. But while you and your crew are deafened, the SOC Personnel hardly flinch. It's not until she stops that he finally makes a move. Turning his head to one side, he points at a small blue light in his ear.
"Implants. We cannot be altered, Symphony Elite Weaver Halira. Your mission has failed."
It's the last thing you're able to hear before you pass out.
Your crew awakes inside a medical bay that is obviously not your own. You jolt up as far as you can before the restraints pin you to the gurney. The same officer from before stands up and steps forward to you.
"Baal-Kin-Kar. I am Admiral Xen-Li Cho, Special Operations Command. Your men are being well taken care of here, and you will be released shortly. But first I need to explain something to you… and really to the fleet. You were screened during your unconciousness. Please come with me."
You touch your ears, processing the fact that you can still hear somehow. He motions to the medical techs who nod approvingly at you, as if to say "you're welcome". As a nurse removes your restraints, the Admiral motions for you to follow. You end up having to, as your guards push you along. You end up on the bridge of the ship, and what you see is breathtaking.
Three black holes, in a triangle formation near eachother, with massive ecretion disks. But what the Admiral calls your attention to is not the locale, but the formation of the fleet. A stark divide runs between two groups of ships. One side is the SOC, a handful of civilian ships, your military fleet comrades, and your ship. The other is a vast majority of the civilian fleet.
"Enemy ships powering weapons sir!", a yeoman calls back to the Admiral.
"Open a channel to all ships in the area.", the Admiral responds.
He motions for you to step up to his command platform with him, putting you in the FOV of the camera.
"Greetings DCS members and friendly forces. I am Admiral Xen-Li Cho, acting commander and chief of the DCS Special Operations Command. I am broadcasting to you to inform you of the recent confirmed and verified findings of the true purpose of the Enemy in this sector. Thanks to the Baal-Kin-Kar here, and his intrepid crew, we have been able to verify, from the source, the claims made in a recent paper that has circluated through the fleet. But what was not mentioned in there, and the information which the paper wished to subvert and hide, is the key issue I wish to address.
The Enemy's quarrel is not with Us.
That's correct. The Enemy, or as they call themselves, the Demurge, are not here to purge all sapient life in this galaxy. No, they are here to purge a much greater foe from the galaxy, the Symphony. And ladies and gentlemen of this fleet, you represent the few in the galaxy who are true innocent bystanders to this conflict. Or so we believed. Because right now, the true enemy is amongst us."
>cont
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80545d No.7371
"Councilman Dahl, and his resignation was the first of many events where we have confirmed that Symphony agents are not only among the fleet, but have subverted, through subliminal aural control, a vast majority of the fleet. The string of reported disappearances has been the result of a massive covert operation amongst SOC officers and crew against this infiltration. If a friend, family member, or loved one has disappeared, we formally wish to apologize, but it is for the good of the fleet, and for our survival.
Because ladies and gentlemen, to the Symphony, we are a failed experiment.
The Symphony are masters of biological development and control. From what we have gathered, they were essential components to nearly every ascension to sapience that has occured within the last hundred millenia, and have used us to produce and procure materials, knowledge, and in some cases manpower. Because they created a race that outwitted them, and have been fighting them ever since, with the fruits of our labor."
Admiral Xen pauses, and takes a deep breath.
"And now I have to make a terrible decision."
Looking at the screen with a hardened face, Xen speaks with authority that could only be derived from the battlefield.
"Unfortunately the operation to purge Symphony influence has failed. While we have ascertained which ships and crew in the fleet are free of subliminal programming, we cannot hope to continue covertly.
That is why effective immediately, the following ships are to be shot on sight and destroyed."
Xen begins listing ships from the fleet. Ships that are formed up opposite of the SOC and Military forces. Ships full of men, women, and children are declared enemies of the fleet, and on DCS authority, freed from restrictions on ship to ship engagements. The only ROI is that they be killed off entirely, with no survivors.
As he finishes the list, he stops. "And now, Baal-Kin-Kar's ship will take the first shot, as an example of his resolve to achieving true freedom."
Offscreen, a guard draws a weapon, this one incredibly lethal, and points it at you. You close your eyes and grit your teeth.
>Order to fire.
>Use your hidden knife to disable the guard and Kill Admiral Xen-Li Cho. (roll 1d100)
(Everyone else? Roll 1d100, and choose from the following)
>Open fire on the civilian ships.
>Turn on the SOC & DCS ships.
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80545d No.7372
| Rolled 71 (1d100) |
>Turn on the SOC & DCS ships.
"Broadcast the recording of the song we heard from where we first encountered the Symphony. If they fear contamination so much they turn into monsters because of it make it so they fear it for the rest of their short and miserable lives. "
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80545d No.7373
| Rolled 31 (1d100) |
>>7326
>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
OUR COMRADES LIE TO US OUR BROTHERS IN ARMS OUR ALLIES LIED TO US. MEN FUCK EVERYTHING THESE CAPITALIST DOGS STANDS FOR. FUCK THEIR ASSAULT ON CIVILIANS. REMEMBER THEY TOOK NEW SOVIETS'S SICKLE THEY SHALL FEEL THE WRATH OF THE HAMMER.
>Turn on the SOC & DCS ships
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80545d No.7374
| Rolled 32 (1d100) |
>>7371
>Turn on the SOC and DCS ships
We Osralians have been called many things, but I shall not allow us to be called murderers. Open fire, now.
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80545d No.7375
| Rolled 59 (1d100) |
>>7371
>Turn on the SOC & DCS ships.
A message broadcast across the fleet, it contains the following speech and musical accompaniment, A traditional Eridian song
https://www.youtube.com/watch?v=JAEDQwMtf4o
"We have all ost much in this war, many have died, many have suffered, and now we are asked to turn on those we've given so much to protect, can any other answer be given other than that of Iron and steel? We as a species are disgusted by this behavior, and withdraw from the DCS, for it has become the very opposite of what we honor, and what we will allow to continue existing. The Symphony may be monsters, but they did not raze our homeworld, they did not crack it in half and watch a world die. You have our answer. May the void take you in its cold embrace, for if we get a hold of you, our rage as hot and bright as the core of Super Nova, you will pray to whatever forsaken gods you know for death. "
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80545d No.7376
| Rolled 63 (1d100) |
>Turn on the SOC & DCS ships
Dahl was killed when he failed to defeat us, however if what Xen-Li Cho says is true then Symphony left us to die because we failed to meet their standard of a race they could use. At the end of each battle we The Guard have to look at the blood on our hands, to deliver them to the hands of Symphony is better then death.
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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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