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The King Is Dead; Long Live The King!

File: 1438483123349.jpg (132.53 KB,1600x670,160:67,51032_MEvF09mhQC_809_max.jpg)

e6b3b3 No.7567 [View All]

Solaris: Phase Two – The Reckoning.

Session #6: New Homes, New Challenges

The Demurge hunts you, the Symphony subverts you, the SOC betrayed your people.

And yet you still continue.

With no civilization in sight, a weary crew and peoples begin preparations for establishing permanent colonies on worlds in the far flung Lao Sho Nebula, a place where your people have begun a bloody history in fighting for survival. Now with the promise of stability only a planet can offer, your crew is given new hope and a promise of salvation by their own blood, sweat and tears. Take solace in your survival thus far; Your defiance is your strength.

But it alone will not beat back the dark.

Previous Thread: http://8ch.net/builders/res/7005.html

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

COMBAT RULES: http://pastebin.com/LEJs8sxV

PHASE TWO RULE ADDITIONS: http://pastebin.com/nyLpSc5t

If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,

>#natone in irc.mibbit.net

163 postsand42 image repliesomitted. Click reply to view. ____________________________
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e6b3b3 No.8921

>>8328

>Survey: Colonizable Planet

Your crew continues to survey your system's planets for other potentials. You happen to find another candidate.

>P3X0452

A Barren World, 0452 is one of the most interesting candidates for colonization. The air is rife with microbes and other single cell organisms that subsist in the atmosphere, making it biologically active, while ecologically stunted. There's a chance your colonists could kick-start the ecology by researching a solution to the missing portion of the ecological chain.

Population Capacity: 4

Agriculture Capacity:1 (With Ecology Research: 5)

Mining Capacity: 3

Planetary Development Capacity: 3

Orbital Development Capacity: 3

>Diplomacy: Native Population - Spitters

It becomes apparent after the Spitters allow the few diplomats into their tree-cities why they spat on the metal previously. They have built all of their tools, weapons, and habitats out of plant life and chitin. There's likely a strong cultural divide, even though they're of the same species. However they appear to have a strong written lanuguage, and after a few days of working with them, and trying to communicate, the elders begin working with the tech assigned to the operation on translating the language. When prompted with an image, the elder writes the word associated with the image. It's a slow process, but eventually they have an understanding between the two of them about themselves and their culture. After explaining several base concepts, such as space and worlds beyond, the Spitters, or the Arklat as they refer to themselves, seem to understand far more than they let on. Where the concept of emptiness and space would normally boggle the mind of a primitive, it almost seems like there's more to this race than meets the eye in terms of what they know. However they're more than willing to work with you in nearly any regard, even if it means working with metal.

[Critical Success - Gain: Allied Native Population, Gain 1d100 as if you had an additional 2500 population on this colony.]

>Construction: Light Shipyard

A Rider raid slams the construction site in the early twilight, scattering the construction crews and their equipment. The structure is torched to the ground however, the high-oxygen environment causing the metal to burn and melt.

[Failure, 1/2 Resources Recovered]

>>8329

>Bido: Creep Spread

The orbital creep facility seems to work in overdrive during the daytime, likely because of its young age. It cranks out material at a greater rate than expected while exposed to the sun directly.

[+1 Population Cap from Creep Spread]

[Critical Success x2]

>Minimal Operations

Your ship shuts down major systems and orbits the planet in a stable rotation. Minimal power and resources are consumed by the hibernating crew.

[No Ship Upkeep this Turn]

>>8330

>Mining: Planetary Deposits

Your crews make a massive discovery when working in tandem with the normal mining operations. A fault that opened recently gave unprecidented access to a vein of exotic metals. While the magma is slowly sealing access to the vein, it will be accessible long enough to exploit.

[Critical Success, +2 Exotic Metal per turn for 3 Turns]

>Research: Linear Magnetic Cannon Frigate - "Hex" Class

The design your crew comes up with is, to put it simply, a giant gun. The crew compartments are cramped, tiny, and may or may not have poor radiation shielding depending on the output from the reactor. Since they really don't know too much about the reactor itself, it's nothing more than conjecture.

[Failure: Requires Demurge Cyclic Self-Propagating Power Generator to Research]

>>8379

>Military Action: Board Station & Re-arm Defenses

The prospect of the several corvettes around the station has your forces in a frenzy, and it's only at the last moment when they realize they've walked into a trap. They work their way back, dropping Demurge and pulling their own fallen away. It's not till they get back to the hangar atrium that they manage to mount a defense.

[Failure]

>Construction: Deep Core Drilling Rig

Your crews manage to come up with a viable location where the stark temperature differences can be gradually shifted between, allowing for the rig casing to survive the trip below ground. By the end of it, your mines are working at full capacity.

[Success]

>Mining: Fuel

Your mining barges run into complications with the magnetic storms that are rife among gas giants. It takes a fair bit to get the situation under control, and when you do, the content of the gas isn't fuel quality.

[Failure]

>Construction: High-Automation Orbital Refinery

The crews manning the refinery are glad to see themselves out of potential danger and relegated to operating and supervising drones. The refinery takes the upgrades well, and before the end of the standard period, you're moving at full capacity.

[Success]

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e6b3b3 No.8922

>>8390

>Procreate

Being told that fornication for reproductive's sake on a ship that had previously been population restricted is…. well it's a clusterfuck. Meaning there are clusters of Rawl-Kin. Fucking.

Overall it goes well, and you should see population growth over the next few standard periods.

[+100 Pop/turn for 3 Turns]

>Manufacturing: Aural Dampeners

The manufacturing grinds to a halt after the first batch nearly kills the recipients. A fault in the tooling method used to create the chip causes a successive overload that is discharged into the brain. While the recipients of the erroneous material survived, they're laid up for a few days to recover.

[Failure, 1/2 Materials Recovered]

>>8601

>Trade

Your trades execute successfully.

>Construction: Orbital Mining Facility

The asteroid that your crews build it into surprisingly enough is a candidate for mining of its own. A large portion of the material cleared out for the facility is used in its construction.

[Critical Success, +1/2 Materials Required]

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e6b3b3 No.8923

>>8910

The comms crackles to life with a distorted voice, almost purely made of basso sounds. The Anti-Aural implants flare to life, and begin normalizing the sounds. It appears there's minor programming to be had, but the implant reports it as a precautionary measure.

"When you speak to us, you assume much. You assume we are a concerto of will, moving together. In reality few see eye to eye. And so we have a different priority. Within this structure is a relic of years past, that your mega-corporations discovered among the ruins of this part of space. We are here for the contents of this station, nothing more. There are those who have chosen to make our mission known to you, either among the Symphony or Demurge, I know not. But I do know that the fleet before you will destroy your forces lest you allow us to complete our mission." The voice pauses for a second before continuing. "Though know this. I will not fire upon you should you choose to allow us passage. And the coming storm before you might yet be abated, the one who will not crest until it is right upon you. The tools for us to accomplish this lie beyond the blast doors your forces defend. And those who would destroy our hope for salvation exist within your ranks."

From the Cortsi ship, the crew is dealing with a security issue. The two humans have disappeared, seemingly lost among the chaos of the repelled assault. Weapons fire is reported from the holds where they were staging their entry into the station, from behind the ground forces' lines.

>Order the fleet and combatants to stand down, and allow the corvettes to pick up their quarry.

>Engage the Enemy. (1d100)

(Note: While the second action is free to be made of your own will, I suggest you consult the others before continuing with the former.)

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e6b3b3 No.8924

Dice rollRolled 91 (1d100)

>>8319

"Consortium, you must give no ground, the item they seek is a relic of considerable power and they must gain no ground for a beachhead in the station. Fight hard"

>>8390

"Diamonds, the Guard Commanders need you to bring the station weapons on no matter the cost this station's weapons must not fall into their control, be steady in your path"

>>8311

"Huntress, this is the Guard, I am sure you can see the situation and so you must spread your fire and be prepared for suppression from these many ships "

>>8923

"This Station will not fall into the hands of any demurge or Symphony. I so swear it will be under the protection of Guard Company as long as we are able through blood and sweat and brothers in arms among the diamonds, consortiums and solarians that have survived the onslaught of you, The Enemy. Fall forever demurge scum."

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e6b3b3 No.8925

Dice rollRolled 40 (1d100)

>>8923

The Consortium

1) There will be two consecutive actions transmitted through the communication equipment available. All forces deployed to the cache will be ordered to do a leapfrog retreat back to the hangar where they will regroup and fortify. Half of the forces curently in the hangar and half of those who regroup will be deployed to help the Defense System advance. During this, special priority will be given to the humans with attempts to rescue them being authorized.

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e6b3b3 No.8926

>>8924

"Engaging in enemy interdiction." was the wooden reply from one Solarian comm officer.

>>8923

"The children of Solaria send their regards Enemy, die." Were the last words a Demurge stealth corvette head being obliterated by the Huntress's guns. (maldaris said no roll needed)

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e6b3b3 No.8927

Dice rollRolled 24 (1d100)

Diamond stood on the bridge of the Sword of Conviction, she had joined the salvage mission to escape some of the monotony of managing a burgeoning colony. Only to find Demiurge once again.

Basso sound thrummed against the hard shell of her diamond-like form as the gemoid alarms blared and she used her social form to smile grimly at the crew around her who bared their own teeth back in savage grins. They too had heard the declarations of the Guard. She spoke even as her form glittered in the low light.

"Send reinforcements to those battling the Demiurge on station to get to that control room. We're going to fight. The others from the Military Wing are battling out there and are depending on us. We have to make sure we won't fail. "

She turned to a crewman. Welded to her gem were sigils indicating the Heavy Combat division. "I am authorizing the use of Mettaloids in this battle. Keep them on task and we will roll right over the Demiurge infantry."

Metalloids weren't often used for battle, most preferrred to be sedentary, only shifting shapes if they had to. However some were far more active, finding joy in the constant movement of battle and the art of war. These had to be often trained extensively and kept close watch on for they often went into berserk like fugues. However when they were trained and they were kept on task they were true terrors. Several tons of metal that could change shape on the fly, able to hold multitude of weapon systems within their bulk and even carry around power generators for laser and shield batteries.

The other gemoid grinned back at Diamond and gave a short salute. The Demiurge wouldn't know what hit them.

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e6b3b3 No.8933

>Turn 21

The fight between the Demurge Corvettes and the Military Wing begins in earnest as the standard period rolls around in the rest of the galaxy. The pinwheel of Demurge ships is caught off guard by the stark declaration by the Guards, and the equally striking move by the Consortium to move into the station's weapons bays, a well designed feat of command done by pure reaction to a declaration of unyielding strength.

>Events: Combat - Military Wing ships engaged at the Megacorp Station should roll combat actions instead of ship actions

Enemy Fleet:

Class - Corvette

Count - 8

ATK - 4

DEF - 3

PRP - 10

Shield - 25%

Weapons - Smart-Swarm Anti-Ship Missiles - 1d10+10, 30 to Hit

>Combat Event: Demurge forces within the station are working through the firewalls to the station gunnery control. ETA to weapons ready - 3 Rounds. Two successes are required to take the station, 1 remains.

Class - Station Defense Battery

Count - 4

ATK - 10

DEF - 7

PRP - 0

Shield - 25%

Weapons - Lanthium/Palladium Railguns - 1d10+10, 30 to Hit

Chemical Lasers - 1d6 + 4, 20 to Hit

>Favored Resource: Raw Metal

(Per request, these are the available open techs)

Open tech Listing

[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: Integrated Comms Data-Trunks, 1 Exotic Metal, +10 to all Research rolls for shared projects]

[Gain: Research - SOC Medical Implant] Protects against further Symphony Aural indoctrination 1 Ex metal per 1000 pop

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e6b3b3 No.8935

Dice rollRolled 100, 55 = 155 (2d100)

>>8933

Name: SHNS Huntress

Class: Cruiser

Offense: 7

Defense: 7(9 vs energy)(11 vs explosive and kinetics)

Propulsion: 8

Shields: 54%

Population: 900 [Soc anti-aural implants on crew]

Com: 3

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]

[Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 4 Exotic Metal]

Thermal Lances 50+ to hit, 1d10+3 base damage, 1 turn cooldown, Mitigate: Def only

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]

[Research: Thermal Lances, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]

50+ to hit, 1d10+3 base damage, 1 turn cooldown, def mitigate

[Research: Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 4 Exotic Metal]

[Gain: Research - SOC Medical Implant]

>Research: Optimized Supply Chains

[2 Turns, (Prototyping determined by version), -2 to Upkeep cost of specific resource type specified by free action, continuous effect]

Remembrance - Another Terran planet, orbiting not far from 5583, the unique geographical features make it ideal for settlement, with large plains offset by densely forested mountain ranges. The local fauna appear to be mostly herbivores, leaving your colonists to pick and choose their meals.

Population Capacity - 7

Current pop 3750

Agriculture Capacity - 2(4)

Mining Capacity - 5

Planetary Development Capacity - 3

+ Construction: Floodplain Automated Farms + 2 Agri

Orbital Development Capacity - 3

+ Asteroid mining refinery +3 Ex a turn

>Supplies

6 Fuel +0turn

10 Food +2 turn

10 Water +2 turn

12 Raw materials +5 turn

8 Exotic materials +3 turn

1. Planetary action: The Solarian people unawares of he Huntress's trial by combat, continue their work on improved Supply Chains for Remembrance. In order to achieve self sufficiency. +Solarian taskmaster 1 food 1 water

2.Ship combat action: The Lord Captain looks out from the Huntress's command deck. He looks at the enemy's fleet and is not scared, no rather he is angry. He see these interlopers threatening his people and crew once again, and it fills him with cold fury. "Fire the lasers," he rasps "Kill them all." +Battlemaster cpu

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e6b3b3 No.8936

Dice rollRolled 49, 17, 23, 74 = 163 (4d100)

>Fleet Actions (3 ships)

>Combat

1. Our best bet is to get that station in our control. We cannot let the Demiurge beat us to it.

>General Fleet.

2. Go mine some asteroids. We need metals of both types and water still.

3. Gather fuel from the gas giant.

>Ruby's Rest (4000 population)

3. Build a research center

FREE: Prototype the Latchkey and immediately put it into use

FREE: Install the Integrated Comms Data-Trunks into our systems.

FREE: Give Tha'Dued Ehz their 5 exotic metal.

>My pastebin was getting really cluttered so I split it up.

Fluff and Resources : http://pastebin.com/yzdeL3YZ

Researched Upgrades : http://pastebin.com/vf7ey250

Planets : http://pastebin.com/SwX0JF05

Fleet : http://pastebin.com/iF4nbuP0

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e6b3b3 No.8937

Dice rollRolled 34, 1 = 35 (2d100)

>>8933

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 1939 [SOC Anti-Aural Implants]

Fuel 5

Food 18

Water 18

Raw Metals 10

Exotic Metals 24

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]

[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] 4 Turns

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]

[Neutrno 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]

[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.] 2 Turns

250 pop a turn Space Aphrodisiacs (4/4)

Mars Invictus -3800 [SOC Anti-Aural Implants]

Population Capacity - 4

Agriculture Capacity - 2

Mining Capacity - 5

Planetary Development Capacity - 5

Orbital Development Capacity - 2; Orbital Asteroid Refinery.

1 Build a Research Center for Mars Command

Activate the Neutrino Charged Phasers

2 Fire lasers on Corvette Beta

+35

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e6b3b3 No.8938

Dice rollRolled 96, 11 = 107 (2d100)

>>8933

>Updated Population [Capped], Resources

http://pastebin.com/Hd9UTux3

The High Judge has no strong feelings about this unfortunate series of events. No one was hurt, so everything is fine.

Ship Action:

1: Orbital Refinery now? [-3 Metal, -1 Exotic Metal]

Planetary Action:

2. Construct Deep Space Surveillance Center [-4 exotic]

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e6b3b3 No.8953

Dice rollRolled 48, 3 = 51 (2d100)

>>8922

Resources

>Fuel: 14

>Food: 19

>Water: 19

>Raw Metals: 26

>Exotic Material: 25

Ships:

Name: Righteous Typhoon

>Liveship

>Population: 6065

>Defensive rating: 6

>Offensive rating: 3

>Propulsion rating: 3

>Shield Efficiency: 34

Name: UHL Omicron (Official), Lifeblood (Fleet Name)

Class: Refinery

Population: [PENDING]

Defensive rating: 0

>Offensive rating: 6

>Propulsion rating: 2

>Shield Efficiency: 50

>Other: +20 to Fuel Production actions & +2 Fuel generated per action

1. It's time to put the new fuel vessel to use. (Generate fuel, +20, +2 to fuel produced)

2. We'll give the production of the anti-aural dampeners another go. We'll produce 9000, put 8565 into use with our shipboard and planetary populations, while holding 200 for the expected new population members with 235 in storage. We've learned from our mistakes. (-8 raw metal)

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e6b3b3 No.8960

Dice rollRolled 58, 45, 97 = 200 (3d100)

>>8903

>Name: The Cortosis Consortium

>Species/Subrace: Cortosi mainly. Variety of other species who have joined in hopes of a better life.

>Current Commander: High President Zavaxis

>DCS Member Species: Yes

>Fluff: http://pastebin.com/Ue5AeCEs

>Ships: http://pastebin.com/fYaMYVpd

>Planets: http://pastebin.com/S7RpqcCe

>Reproduction Rate: 2.5

>Military Capacity: 5

>Fleet Capacity: 5

>Happiness:10

>Supplies:

>Pop 3,960

>Fuel 23

>Food 23

>Water 24

>Raw Metals 20

>Exotic Metals 29

>Racial Bonus: Unending Trading Markets - You may serve as a trade hub as a free action, at the cost of 1 Exotic Metal every 3 turns. While doing so, you gain one resource of your choice per trade performed in your hub.

>Racial Detractor: Hunted - Your crew has seen its fair share of being dogged by the Enemy. But since learning about the Symphony, and Aural Programming, your crew has become more aware of the true enemy on their trail. Surely the abilities latent in your race would make you prime candidates for study for such a race as the Symphony.

Free Action: Trading 7 raw metal for 10 fuel, 2 water, and 2 food. 3 Exotic metal gained from other player trading.

(I only took one action last time for the fleet combat and I should have taken another one for my colony. Putting it in here since I didn't think you would mind.. pls don't mind.)

1) Even as the defense forces finish entrenching themselves even further into the hangar in preperation for an attack that may not come, the attacking force is pushing alongside the Diamond's troops towards the Station's Batteries. Cortosi officers use their psionic presence to their advantage as they relay instructions and orders within seconds. Men swarm up flanks under a hail of fire as a human soldier trips a landmin and is blown across the floor. Squad after squad lay down covering fire for those advancing down the labrynth of hallways into incoming fire. Screaming. Blood. Death.

These are the things that would stick with the 1st Cortosi Marines as they braved the hellish depths of the Station in search of the Battery. They would give up their lives so that the fleet of allies on the outside would have a chance against the enemy hated by all. They would take the Batteries or they would die trying. May the light cleanse their soul. FOR THE DCS!

2) (First turn before retreat) Research the colonial jumpers for enhanced reproductive capabilities.

3) (Second turn after the retreat) Research the colonial jumpers for enhanced reproductive capabilities.

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e6b3b3 No.8971

Dice rollRolled 96, 3 = 99 (2d100)

>>8921

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

1050 Population

4 ATK, 9 DEF, 7 PRP

50% Shields

>Resources

4 Fuel

3 Food

9 Water

9 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 1, 1 Turn to Sort per Unit]

Research and construction options

>Ablative Armor [3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]

>Demurge Cyclic Self-Propagating Power Generator, [4 Turns, 3 Raw Metal, 5 Exotic Metal, 2 Fuel]

>[Construction: Industrial Moon Exploitation - +2 Orbital Development Capacity]

>[Construction: Urban Moon Exploitation - +2 Population Capacity]

Colony: [unnamed] - Population - 2500

>Buildings:

[Space Elevator]

>Planet stats:

Population Capacity - 7

Agriculture Capacity - 5

Mining Capacity - 5

Planetary Development Capacity - 3

Orbital Development Capacity - 3

1.This is too good to pass up, exploit the exposed vein to it's full potential!

2. A shame about the ship design, let us continue the work on the Demurge power reactor research then

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e6b3b3 No.8979

Dice rollRolled 83 (1d100)

>>8923

Name: Broken Buccaneers

Species/Subrace: Various pirates, mercenaries, and outlaws of different species

DCS Member Species: Fuck no

Fluff:

http://pastebin.com/BHRqaqPR

Cruiser

2650 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

>Diplomacy/Survey: Local Brigands, Pirates, Thieves and other Undesirables

It's no secret that the fleet protected some of the scum of the galaxy during the retreat to the Lao Sho Cluster. The blanket pardon given by the DCS directive that started the fleet was a godsend to the otherwise deserted pirate gangs. While they're not officially listed as fleet members, these gangs have lived through hell, and are beginning to establish a hub for their forces moving forward. Trade has already picked up among the colonies in the few standard periods they've been formed, and with trade routes come piracy. FTL piracy is a careful game of intelligence and ambushes. When the popularly elected leader of the "Wasters" hears through backchannels that you're looking for a few good men, his bad boys hop to, knowing full and well that your ship has fought the Demurge and won.

[Gain: Asteroid Colony]

>"Wasterel Prime"

Population: 3000

Population Capacity: 4

Agriculture Capacity: 1

Mining Capacity: 3

Planetary Development Capacity: 2

Orbital Development Capacity: 6

(Note: Your Mining Capacity produces Exotic Metal instead of Raw Metal)

Existing Structures: Light Shipyard, Military Base, Orbital Starbase

"Hey Captain!"

"What?"

"Dose boys dat sent you da signal to join? Dey be fighting now!"

"A fight? Dammit but we were just about to visit our new space rock. Fuck we can't pass up the chance fer loot. Where's it at."

"Dese coordinates!"

"What the fuck are you waiting for, FULL SPEED AHEAD."

1. GET TO THE FIGHT AND START BLASTING [GUNS] AT WHATEVER ISN'T ON OUR SIDE.

GONNA BE LOOTIN TONIGHT BOYS

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e6b3b3 No.8994

Dice rollRolled 55, 98 = 153 (2d100)

>>8933

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: 6

>Food: 6

>Water: 3

>Raw Metal: 4

>Exotic Metal: 1

1. the T'kin'Tekra shall fire lasers upon the leftmost corvette

2. The Del'Kinra shall fire their lasers upon the rightmost corvette

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e6b3b3 No.8996

Dice rollRolled 4, 2 = 6 (2d6)

>>8994

gonna roll laser damage since I don't know or think if I'll be on when we're supposed to do damage or if I'll be driving.

1. leftmost

2. rightmost

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e6b3b3 No.9242

(Going to handle your planetary actions separately)

>>8935

>Research: Improved Supply Chains

Apparently the prospect of true, optimized infrastructure has sparked the desire to grow among the dwindling Solarians. Many who previously pontificated on the matter have begun devoting long nights in the laboratory with your research teams, offering practical expertise and knowledge, much of which was only preserved through word of mouth. Industry professionals have weighed in on the designs, giving unprecedented efficiency, by some 200%. They've hit a design impasse though, and require further instruction.

>Choose One:

Optimized Supply Routing - Using advanced computational tracking software, each kilo of material is measured and tracked at each stop, ensuring minimal loss. While this is easy to set up, and provides significant bonuses, it would take a sizable portion of development capacity to run.

[2 Raw Metal, 1 Exotic Metal, -4 to Upkeep of selected resource]

Networked Meter Hubs - By providing centralized infrastructure for transporting maintenance related material, efficiency can be taken into account, especially when a unit of material may only partially used. While slightly more expensive, they have significantly less draw on infrastructure, allowing for 2 units to 1 planetary capacity.

[3 Raw Metal, 2 Exotic metal, -2 to Upkeep of selected structure, Uses 1/2 a Planetary Development Capacity]

>>8936

>Mining : Asteroids

Regolith and char is all your crews manage to find in the belt this time around.

[Failure]

>Mining: Fuel

Your scoops get muddled up with dense noble gases, preventing the lighter helium molecules from reaching the intakes.

[Failure]

>Construction: Research Center

With the rest of the sector having a difficult time constructing buildings on their planets, your crews set the bar, by completing the laboratory in record time.

[Success]

>>8937

>Construction: Research Center

A shipment of material comes in empty, as it appears a loading order was mishandled. The material was shipped to the civilian fleet, and has since disappeared. Foul play or just stupidity. Your dock-master has no idea.

[Failure, 1/2 Resources Lost]

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e6b3b3 No.9243

>>8938

>Construction: Orbital Refinery

Yes, Now. So much that it seems to be heavily reinforced. A second assessment of the "popularly elected design" puts the armor plating on this station to be more effective than civilian grade, almost in line with military. While it's nothing revolutionary, it could give your fleets a point to launch from should your colonies be attacked.

[+1 to DEF for Attacking/Defending Forces on Structure]

>Construction: Deep Space Surveillance Center

It's bad enough when you have to deal with faulty equipment. But the tracking software on the survielance array was completely corrupted when it was pulled from the archives. While it's possible to reprogram, shutting down the malfunctioning program damaged several key components.

[Failure, 1/2 Resources Lost]

>>8953

>Mining: Fuel (Refinery Ship)

Your newly captured refinery ship purrs like a cat as she skims the surface of a gas giant. The particulate counts are high, as the conversion fields begin the process of making He3.

[Success, +2 Fuel]

>Manufacturing: Aural Dampeners

Your cheif engineer comes in with a large digi-roll somewhere around midnight. He doesn't knock, nor does he even attempt to ask permission before clearing room on your desk. But its the solemn look on his face that keeps you from backhanding him out an airlock. He simply starts talking you through the schematics until you get the picture.

Someone sabotaged these designs. Someone tried to kill the Rawl-Kin with this tech.

It will need to be recreated, this time with a higher security rating on the procject.

[Gain: Research - Anti-Aural Dampeners - Sabotage Repair, 3 Turns, 2 Exotic Metal]

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e6b3b3 No.9244

Dice rollRolled 36, 66, 90 = 192 (3d100)

Last Post - >>8328

Last Response - >>8921

Most Recent Turn - >>8933

—-

Stats (updated): http://pastebin.com/RJLbNDxZ

Creation fluff: http://pastebin.com/1Nd0Wugd

—-

The discovery of this new barren planet is intriguing to a small population of the colony barge. 2500 of the remaining folk are set upon settling the planet, so we leave them there with enough supplies to last until an internal transportation of goods is established.

(1)Ship action: Colonize P3X0452

Back on New Akranis, the colony heads are displeased with the failure to guard against potential interference when constructing such a high priority target. Wit h insufficient materials in stock, deep mining is scheduled to begin soon so as to expedite the construction of a shipyard.

(2)Colony1: Mine for exotic materials.

Understanding that the current colony barge is far too large for the skeleton crew, just shy of five-thousand, the ship heads back to New Akranis orbit, hopefully to be analyzed, categorized, and dismantled after the shipyard is done.

(3)Colony2: Start documentation on the Akran colony barge: We may learn a thing or two about shipwrighting.

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e6b3b3 No.9249

File: 1440419337340.png (326.38 KB,814x1050,407:525,1440044504238.png)

Dice rollRolled 63, 54 = 117 (2d100)

>>8923

Enclosed Stats: http://pastebin.com/qfsfTVLb

1. Much of our Colony Ship's combat utility lies in its capacity as a Carrier. However, this capacity is almost meaningless if the ships stored in the Launch Bays are not of sufficient capability. Engineers aboard the Colony Ship are to begin drafting designs for any improvements that can be made to the ship's Bomber Wings to increase the effective payload they can deliver in a single attack.

2. While the refined petroleum from the oil fields will provide us with a rudimentary fuel supply, we will need a more viable energy source if we are to establish any heavy industry on this planet. Perhaps our chemists and material scientists can devise a method of synthesizing the fuel oil into more advanced compounds with higher potential energy.

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e6b3b3 No.9253

Dice rollRolled 100, 73 = 173 (2d100)

>>9243

Resources

>Fuel: 15

>Food: 25

>Water: 25

>Raw Metals: 26

>Exotic Material: 25

Name: Righteous Typhoon

>Liveship

>Population: 6065

>Defensive rating: 6

>Offensive rating: 3

>Propulsion rating: 3

>Shield Efficiency: 34

Name: UHL Omicron (Official), Lifeblood (Fleet Name)

Class: Refinery

Population: [PENDING]

Defensive rating: 0

>Offensive rating: 6

>Propulsion rating: 2

>Shield Efficiency: 50

>Other: +20 to Fuel Production actions & +2 Fuel generated per action

Attributes and Bonuses:

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]

Colony:

Population Capacity - 8

Agriculture Capacity - 7

Mining Capacity - 6

Planetary Development Capacity - 1

Orbital Development Capacity - 3

Population: 2500

1. After the chief engineer left, Baal sat motionless at his desk, staring at the digi-roll upon it. His fury simmering just under his skin. The order to begin research with heightened security parameters was received just after everyone else on the ship woke up. In particular, he wanted to make it look like they had given up. If their enemy thought that the Rawl-Kin were defeated, they would become bold.

2. Shortly after the trusted few received their orders to begin the research, the navigator was told to find a colony that could be raided. Space stations are also acceptable.

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e6b3b3 No.9257

>>9243

>Updated Resources, Orbital Structure

http://pastebin.com/Hd9UTux3

Ship Action: Research: While this Orbital Structure is fantastic, it still has room for improvement. Research Refinement Efficiency. There may be Metal, Fuel or Hidden Pockets of more Exotic Metal that the normal process misses.

2. Planetary Action. Once again, construct that Deep Space Surveillance Structure. [-4 Exotic]

Send 5 Ex. Metal to Curious and his Solarians. With this, our Debt is fulfilled.

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e6b3b3 No.9258

Dice rollRolled 60, 33 = 93 (2d100)

>>9257

Forgot roll

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e6b3b3 No.9314

>>8960

>Research: "Colony Jumpers"

Your research teams make an epic discovery this standard period, realizing the Cortsi biology is well suited to the Colony Jumper's primary genetic amplifier, suggesting they can pull higher efficiency out of the project.

[Research Completed]

[Gain: Manufacturing - Improved Colony Jumpers, +450 Population per turn, for five turns.]

>>8971

>Mining: Exotic Metal Vein

It's amazing. Just when you thought it was too good to be true, ti gets better. The vein is actually part of a greater cave system, meaning you'll have access to it well after the fault closes.

[+2 Exotic Metal/turn on Colony]

Note you do not need to roll for this.)

>Research: Demurge Cyclic Self-Propagating Reactor

It's not every day you discover a new particle. It's even less likely that this particle has only ever been suggested in one paper, which was dis-proven several thousand times over by other researchers. But here it is. The Fluix Boson. And it just wrecked an entire deck.

It seems the mechanism of the cyclic nature of the reactor that has eluded your researchers was actually the reaction of these particles to intense magnetic fields. 30 Tesla+ to be exact. (google it. it's a LOT). Needless to say, to properly understand this particle's properties, it's going to take some more experimentation. After of course, you repair the lab.

[+3 Turns to Completion, -40 Population, Critical Failure]

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e6b3b3 No.9315

>>8979

>Military: Join the Fight!

Your ship cranks the FTL to 11, and pops in system, in near perfect firing position on a nearby corvette. Your Railguns land a solid hit, and slam against the defenses of the ship.

[Successful Hit]

>>8994

>Military: Fire Lasers

Your Colony Barge's array of lasers opens fire on the farthest corvette and sears it, the shields lighting up in an attempt to repel the energy.

>Military: Fire Lasers

Your Frigate's Demurge Lasers fire in tight clusters at the enemy ship, the shields buckling under the fire, and a large explosion erupting from the target's hull.

[Critical Hit - Roll 1d6 for Damaged Sector]

>>9244

>Colonize: P3X0452

Your crews land on the surface unabated, the first cargo-buildings landing successfully.

[Success]

>Mining: Exotic Metals

Your mining teams in the belt manage to find a sizable amount of material.

[+3 Exotic Metal]

>Research: Internal Systems Redundancy

While most Akran ships were designed in house, this ship has several redundant-designed systems from Monarch Innovations. Reverse engineering them is going to be a chore, but the underlying mechanics could be incredibly useful.

[Gain: Research - Internal Systems Redundancy, Ships created with this technology can ignore the first critical hit each combat.]

>>9249

>Research: Neutrino Payload

Bombs have been a staple of space warfare ever since the first SSTO fighters were invented, allowing orbital fighters to deliver payloads to structures or ships several orders of magnitude beyond their weight class. While less like conventional bombs, and more like heavy missiles, a Neutrino based payload could massively increase the effective strength of your bombers against most targets.

[Gain: Research - Neutrino Payload, Converts any Missile attack to a 1d10+5 Energy Weapon attack. Can ony be equipped to Bombers.]

>Research: Hexaferrium Cells

While most petroleum chemical compounds are hydrocarbon based, a recently discovered catalytic process can convert them to a high potential energy compound called Hexaferrium. When exposed to a small electrical charge, the cell releases a stream of electrons at an amperage several magnitudes higher than the input. While previously thought impossible to properly harness, due to the heat output, the unique composition of the hydrocarbons from this planet negate a sizable portion of energy loss, cutting just below the curve of cooling capabilities.

[Gain: Manufacturing - Hexaferrium Cells, 1 Exotic Metal, Requires Hydrocarbon/Petroleum deposit to manufacture]

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e6b3b3 No.9316

Dice rollRolled 1 (1d6)

>>9315

rolling 1d6 for crit

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e6b3b3 No.9323

File: 1440662839101.jpg (127.9 KB,960x727,960:727,1440212576635.jpg)

Dice rollRolled 46, 97 = 143 (2d100)

>>9314

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

1020 Population

4 ATK, 9 DEF, 7 PRP

50% Shields

>Resources

4 Fuel

3 Food

9 Water

9 Raw Metal

9 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 1, 1 Turn to Sort per Unit]

Research and construction options

>Ablative Armor [3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]

>Demurge Cyclic Self-Propagating Power Generator, [7 Turns, 3 Raw Metal, 5 Exotic Metal, 2 Fuel]

>[Construction: Industrial Moon Exploitation - +2 Orbital Development Capacity]

>[Construction: Urban Moon Exploitation - +2 Population Capacity]

Colony: [unnamed] - Population - 2500

>Buildings:

Big ass mine: [+2 Exotic Metal/turn on Colony]

[Space Elevator]

>Planet stats:

Population Capacity - 7

Agriculture Capacity - 5

Mining Capacity - 5

Planetary Development Capacity - 3

Orbital Development Capacity - 3

1. Sort through the last pile of salvage slurry

2. Crew is needed, encourage some "growth" in the colony

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e6b3b3 No.9325

>>8935

>Combat: Fire Lasers at Corvette Charlie

Your lasers lance out and flare against the shields of the nearest corvette, the energy creating a bright flash in the solemn dark of space.

[Success]

>>8936

>Combat: Take the Station Gun Batteries

Your forces smash their way through the defenses, the metalloid's morphing shapes leaving no gap for the enemy to fire at the other advancing forces. While they're still vulnerable to HEAT rounds, which the enemy begins employing with extreme predjudice, your forces break into the Gun Batteries. It'll take a bit to get them online, but it seems like the Demurge did most of the work for you.

[Success - Gun Batteries Secured, 1 Round to Online]

>>8937

NCP Safeguards have been in place since the last mishap with the system. They were rigorously tested and verified by your engineers and researchers. So when the klaxon to the NCP reactor sounds, it takes you off guard. However, it's not the engineering teams that page you, but security.

"We've got 4 men in the NCP Array with cutting torches and mining explosives. They're not responding to commands, and we think they've been programmed. Permission to neutralize!?" You give the order without question, and your security team takes them down. But in the firefight, they manage to detonate a secondary charge on one of the coolant vents, rendering the array, and your lasers, down for the count.

[Critical Failure - Lasers are offline for the duration of the Engagement]

>>8960

>Combat: Take the Gun Battery

Your soldiers stave off the counter attack as the Diamond Empire forces begin the process of powering up the guns. It's likely if you hadn't taken up position, they would have been gunned down by the HEAT and High-Ex rounds the Enemy is firing down the corridors.

[Success - Counter Attack Repelled]

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e6b3b3 No.9326

Dice rollRolled 2 + 7 (1d6)

>>9325

Rolling laser damage

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e6b3b3 No.9327

Dice rollRolled 5 + 7 (1d6)

>>9315

>Combat Lasers

"WHY THE FUCK ARE WE SHOOTING THESE PANSY ASS LASERS."

"IT'S TOO FAST FOR THE GUNS AND MISSILES SIR."

"FUCK THIS CHICKENSHIT HORSECOCK. FINE, ZAP THE FUCKERS."

"WHEN THIS IS OVER WE ARE GETTING FASTER GUNS."

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e6b3b3 No.9429

Dice rollRolled 29, 52, 18, 79, 93, 41, 59, 19 = 390 (8d100)

Rolling for the 8 Corvettes

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e6b3b3 No.9432

Dice rollRolled 6, 4, 1, 1, 9 = 21 (5d10)

>>8937

Corvette Beta returns fire, slamming your ship with high density swarms of micro-missiles.

>>8994

As if indignant about the use of their own ships against them, frigates Delta and Eta fire their missiles at the Del'Kinra, scoring hits.

>>8979

Epsilon rolls on its lateral axis into position above you, before emptying its missile bays into your ship. The micro-missiles take advantage of the close quarters to find the egress ports and thruster clusters in the OTMS system before detonating.

[Critical Hit, roll 1d6 to determine the damaged section.]

>>8935

Zeta slips behind a friendly corvette before launching its missiles, just as it comes into view on the opposite side.

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e6b3b3 No.9434

Dice rollRolled 2, 2, 2, 3, 7 = 16 (5d10)

>>9432

Total Damage, 18, 16, 13, 13, 21

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e6b3b3 No.9435

resolution

Theta - Bridge Crit, Derilict

Alpha - 8 Damage, 3 Damage total, 1 SP Remain

Gamma - 9 Damage, 1 Damage total, 3 SP Remain

Delta - 12 Damage, Enemy Destroyed

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e6b3b3 No.9436

Round 2

>Two Corvettes Destroyed

>Alpha through Gamma & Epsilon through Eta remain.

The Station guns are powering up, and barring issues with the loading mechanisms, they should be online and ready in less than a minute.

[1 Round until Station Batteries online]

>ACTION PHASE

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e6b3b3 No.9438

>>9435

Damage rounding error.

Alpha is Destroyed and Gamma is at 1 SP.

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e6b3b3 No.9440

Dice rollRolled 21 (1d100)

>>9436

Fire upon the next Corvette! Take them down! Fire the lasers!

+Battlemaster computer(+25) on all weapons rolls against designated target

(6/8)sp

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e6b3b3 No.9441

Dice rollRolled 86 (1d100)

1. Continue working on getting the station guns online.

Researched Upgrades : http://pastebin.com/vf7ey250

Fleet : http://pastebin.com/iF4nbuP0

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e6b3b3 No.9442

Dice rollRolled 38 (1d100)

>>9436

Pay 1 Fuel for 3 PRP

Ramming hit on a 45+, 1d10+12

1 Ram the next corvette. So they stand in my path, a foolish mistake. "All power to thrusters! RAMMING SPEED!"

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e6b3b3 No.9443

Dice rollRolled 3 (1d6)

>>9432

Rolling

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e6b3b3 No.9444

Dice rollRolled 4 (1d6)

>>9443

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e6b3b3 No.9445

Dice rollRolled 4 (1d100)

"HOLY FUCK WE'RE ALIVE!"

"STOP CELEBRATING. KEEP SHOOTING."

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e6b3b3 No.9446

Dice rollRolled 60 (1d100)

>fluff.

Diamond tapped her command console, a constant, steady beat that held no meaning, but fully carried her impatience with every sharp clack of her telekinetic shell against the smooth metals and plastics that made up the station she commanded her ship from. All was silent as the rest of the bridge crew watched their captain and empress. Waiting along side her. The battle for the station was largely over, and now it was time for waiting.

A quiet thrum sounded from the console. The rapid clicks and rasps of the Diamond Empire's official language carried through to the bridge clearly.

"Guns are operational in 30 seconds. We await your orders Empress."

Diamond hummed in satisfaction even as her social shell gave a tight and savage grin. "Follow the examples of our allies. Spread your fire over the entire group. One solid hit will destroy any single one of them so focused fire will be useless. Prioritize those not already fired upon."

Diamond paused a second. "Good work commander. You and your team are an example to us all. "

The nameless commander replied with quiet pleasure infusing her voice. "Thank you Empress. "

The console clicked one final time indicating the transmission was ended.

Diamond stood and pressed another button, broadcasting her voice to the entire ship. "All hands prepare to undock. We can't let the commander have all the fun after all. The Demiurge have many lives to answer for and I want the Sword of Conviction to claim a small portion of that debt today!"

The bridge burst into activity as the gemoids began to prepare the ship for undocking.

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e6b3b3 No.9450

>>9442

(Hit on 35*)

The battleship flew. Anticipation was the only word to describe the feelings of the crew as we were fast approaching our target. The fastest vessel in the DCS was about to collide with a ship a fraction of its size. The destruction of the corvette was fact with varying levels of destruction based on the efficiency of our velocity maneuvering we could strike it with enough force to destroy it four times over, obliteration for the demurge and a new paint job for our Girl.

On the edge of their seats eyes glued to their screens "Bring up several frontal views on the monitor, we may want to reexamine this for future study" I would need several view points to really appreciate the total destructive force being unleashed.

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e6b3b3 No.9454

>>9440

The Laser of the Huntress lined up with it's target, the Battlemaster computer adding a thousand minor corrections to the ship in order to line up the hit. Inside the ship proper, a gunnery officer depressed a trigger, both elated to send another enemy ship into the void as a derelict ruin, and disappointed that none of the heavier weapons could be sued to annihilate the small ships.

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e6b3b3 No.9474

Dice rollRolled 37 (1d100)

>>9436

>Name: The Cortosis Consortium

>Species/Subrace: Cortosi mainly. Variety of other species who have joined in hopes of a better life.

>Current Commander: High President Zavaxis

>DCS Member Species: Yes

>Fluff: http://pastebin.com/Ue5AeCEs

>Ships: http://pastebin.com/fYaMYVpd

>Planets: http://pastebin.com/S7RpqcCe

>Reproduction Rate: 2.5

>Military Capacity: 5

>Fleet Capacity: 5

>Happiness:10

>Supplies:

>Pop 3,960

>Fuel 23

>Food 23

>Water 24

>Raw Metals 20

>Exotic Metals 29

>Racial Bonus: Unending Trading Markets - You may serve as a trade hub as a free action, at the cost of 1 Exotic Metal every 3 turns. While doing so, you gain one resource of your choice per trade performed in your hub.

>Racial Detractor: Hunted - Your crew has seen its fair share of being dogged by the Enemy. But since learning about the Symphony, and Aural Programming, your crew has become more aware of the true enemy on their trail. Surely the abilities latent in your race would make you prime candidates for study for such a race as the Symphony.

1) "Hold the line!" A shout shared by many reverberated along the defensive line as rifle after rifle kicked back, sending slugs down every hallway in search of the Enemy. Many died. Many were killed. Their sacrifice was not in vain however as the gun batteries started up behind them. (Defend the Station Batteries. Sorry for delay.)

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e6b3b3 No.9478

Dice rollRolled 88, 33 = 121 (2d100)

>>9432

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: 6

>Food: 6

>Water: 3

>Raw Metal: 4

>Exotic Metal: 1

1. T'Kin'Tekra shall fire upon Corvette Epsilon with lasers

2. The Del'Kinra shall fire upon Corvette Eta with lasers

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e6b3b3 No.9479

Dice rollRolled 4 + 4 (1d6)

>>9478

damage from the T'kin'Tekra on Corvette Epsilon,

again internet issues may have me unable to post when necessary so posting now

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