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The King Is Dead; Long Live The King!

File: 1437964863339.jpg (11.98 KB,250x250,1:1,1437789847533-tg.jpg)

a10d3b No.7406

In preparation for a major content & rules update, Phase Two, I'm hosting a "combat sim" for my players.

You can find the current thread here: >>7005

We'll be running this with existing tech and ships as of Turn 13, so please list your stats here accordingly.

READ THE RULES: http://pastebin.com/MsiZXX31

COMBAT RULES: http://pastebin.com/CwTh1Lqq

Rule Additions For Testing: http://pastebin.com/MrdjCMGd

As always, please join #natone on irc.mibbit.net and ping Maldaris, if you have any questions.

____________________________
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a10d3b No.7407

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

"Where the FUCK are we?"

"Some kind of Virtual Reality Combat simulation?"

"What! They expect us to really want to blow up FAKE SHIPS, where's the fun in that?"

"It's a bit like a video game if you think about it."

"Bah, least they could have made virtual reality babes."

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a10d3b No.7408

>>7406

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]

"A simulation, this will be bracing."

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a10d3b No.7409

>>7406

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.

High Velocity Maneuvering +1 PRP during combat against Non-Enemy ships.

["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. 1 Exotic

[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.]

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a10d3b No.7410

Stats : http://pastebin.com/yzdeL3YZ

Important bits for combat or tl;dr version

Mobile Shipyard, Cruiser, 0/5/3/50%,

Population : 3000

Defense : 5

Offense : 0

Propulsion : 3

Shields : 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]

Allows for Ship Manufacturing: Battlecruiser or smaller

Renting Fee : 1 Resource

Lifetime Membership : 1 completely researched technology. Subject to approval.

Current Lifetime Members:

[Solarians]

Ship Type : Battlecruiser, Lark

Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields

Population : 3000

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]

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a10d3b No.7411

>Wave One

>Round One

[COMBAT INITIATED]

A cruiser with several fighter bays drops out of FTL and begins deploying swarms of fighters and bombers.

>ENEMY ANALYSIS COMPLETE

Ship Type / Count / ATK / DEF/ PRP / SHL

Fighter Wing / 4 / 3 / 2 / 5 / 0%

Bomber Wing / 4 / 3 / 4 / 5 / 0%

"Swarmer" Class Cruiser / 1 / 2 / 8 / 6 / 75%

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a10d3b No.7412

Dice rollRolled 88, 56 = 144 (2d100)

>>7411

Mark the cruiser, fire the Missiles!

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a10d3b No.7413

As an added note, Your base COM stat is 2.

Morgoth's LLH upgrade gives +1 COM instead of +5 to his rolls for this testing.

Curious's Battlemaster Computer also gives +1 COM in addition to other bonuses and abilities.

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a10d3b No.7414

Dice rollRolled 68, 58 = 126 (2d100)

>Lark

1. Fire missiles at the cruiser.

>Mobile Shipyard

2. Defend self, mark self for repair

Stats : http://pastebin.com/yzdeL3YZ

Important bits for combat or tl;dr version

Mobile Shipyard, Cruiser, 0/5/3/50%,

Population : 3000

Defense : 5

Offense : 0

Propulsion : 3

Shields : 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]

Allows for Ship Manufacturing: Battlecruiser or smaller

Renting Fee : 1 Resource

Lifetime Membership : 1 completely researched technology. Subject to approval.

Current Lifetime Members:

[Solarians]

Ship Type : Battlecruiser, Lark

Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields

Population : 3000

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]

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a10d3b No.7415

File: 1437967208156-0.jpg (55.19 KB,800x918,400:459,1437642387758.jpg)

File: 1437967208174-1.png (81.78 KB,552x800,69:100,1436988935170.png)

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a10d3b No.7416

Dice rollRolled 20, 65 = 85 (2d100)

>>7411

1. "Uh, FLANK THEM! GET BEHIND THEM!"

OTMS - Flanking Actions recieve +30 Bonus to rolls

2. "Look fer some kinda weak spot!"

+Advanced LADAR Scanners, +10 to Survey Rolls

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a10d3b No.7417

Dice rollRolled 11, 31 = 42 (2d100)

>>7411

1. Target the cruiser with missiles

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a10d3b No.7418

Dice rollRolled 9 (1d100)

>>7411

Activate the Neutrino Charged Phasers

1 Fire phasers on the fighter

+30 Military Rigor

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a10d3b No.7419

>>7412

Your ship scores a hit on the cruiser with missiles!

[Fighter Wing Delta fires at you! 4 Damage]

[Fighter Wing Gamma fires at you! 7 Damage]

Bomber Wing Alpha fires Missiles at you and misses!]

>>7414

(Treating it as if the shipyard did not perform an action this turn)

The Lark successfully strikes the cruiser with missiles!

["Swarmer" Cruiser fires missiles at the Lark! 9 Damage]

[Fighter Wing Alpha fires at the Mobile Shipyard and misses!]

>>7416

Your attempt to flank fails, as the ship deftly fires maneuvering thrusters to keep the firing lane thin between you and it.

(Note that survey rolls are for planetary/solar system exploration.)

[Bomber Wing Beta fires Lasers at you! 6 Damage]

[Bomber Wing Gamma fires Missiles at you! 7 Damage]

[Fighter Wing Beta fires Lasers at you! 4 Damage]

>>7417

Your missiles fail to make their mark as the enemy fires point defense at them, detonating their fuel.

[Bomber Wing Delta fires Missiles at you and misses!]

>RESOLUTION PHASE

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a10d3b No.7420

>>7418

Your NCP array comes online, but as you go to discharge the built up energy, a system power spike fries several primary capacitors.

[NCP Deactivated]

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a10d3b No.7421

Dice rollRolled 7 + 11 (1d10)

>>7419

missile 1d10+4 + offense of 7 on cruiser

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a10d3b No.7422

Dice rollRolled 9 + 17 (1d10)

Damage : 1d10 + 4 + 13

Stats : http://pastebin.com/yzdeL3YZ

Important bits for combat or tl;dr version

Mobile Shipyard, Cruiser, 0/5/3/50%,

Population : 3000

Defense : 5

Offense : 0

Propulsion : 3

Shields : 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]

Allows for Ship Manufacturing: Battlecruiser or smaller

Renting Fee : 1 Resource

Lifetime Membership : 1 completely researched technology. Subject to approval.

Current Lifetime Members:

[Solarians]

Ship Type : Battlecruiser, Lark

Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields

Population : 3000

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]>>>7411

>

>1. "Uh, FLANK THEM! GET BEHIND THEM!"

>

>OTMS - Flanking Actions recieve +30 Bonus to rolls

>

>2. "Look fer some kinda weak spot!"

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a10d3b No.7423

>Wave One

>Round Two

With the carrier gone, the fighters begin aggressively attacking, knowing they're dead already.

[+2 ATK to enemy Fighters, +3 to Bombers]

>ACTION PHASE

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a10d3b No.7424

Dice rollRolled 87, 70 = 157 (2d100)

>Lark

1. Target the bomber wing alpha with lasers

>Mobile Shipyard

2. Continue to defend.

Stats : http://pastebin.com/yzdeL3YZ

Important bits for combat or tl;dr version

Mobile Shipyard, Cruiser, 0/5/3/50%,

Population : 3000

Defense : 5

Offense : 0

Propulsion : 3

Shields : 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]

Allows for Ship Manufacturing: Battlecruiser or smaller

Renting Fee : 1 Resource

Lifetime Membership : 1 completely researched technology. Subject to approval.

Current Lifetime Members:

[Solarians]

Ship Type : Battlecruiser, Lark

Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields

Population : 3000

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]

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a10d3b No.7425

Dice rollRolled 43, 97 = 140 (2d100)

>>7419

1-2. "We are being FIRED at!"

"Well fuck the scanning. SHOOT BACK!"

"FIRE FIRE FIRE"

FIre our explosive cannons at the bomber!

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a10d3b No.7426

File: 1437968995093.png (405.61 KB,700x700,1:1,1435883998882.png)

Dice rollRolled 22, 65 = 87 (2d100)

>>7423

1. Missiles for [Bomber Wing Delta].

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a10d3b No.7427

Dice rollRolled 41, 16 = 57 (2d100)

>>7419

1-2. "We are being FIRED at!"

"Well fuck the scanning. SHOOT BACK!"

"FIRE FIRE FIRE"

FIre our explosive cannons at the bomber!

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a10d3b No.7428

Dice rollRolled 53 (1d100)

>>7423

Mark a bomber squad Beta with the battlemaster cpu +25 to hit fleet wide on my target

Laser away!

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a10d3b No.7430

Dice rollRolled 9, 4 = 13 (2d100)

>>7427

"WAIT. Those things are too fast for the xplosives!"

"Then use the laser rays you dolt!"

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a10d3b No.7431

>>7430

>>7427

Yes, I know it's only one dice Just use the first one, the 2nd post was accidental rolling.

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a10d3b No.7432

Dice rollRolled 59, 16 = 75 (2d100)

>>7423

Fire missiles at Bomber Gamma

+30

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a10d3b No.7433

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.

"Ah yes, back home we used simulations and holograms for many interesting events. Do please begin."

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