e6b3b3 No.7567 [Last50 Posts]
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
____________________________
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e6b3b3 No.7568
| Rolled 54, 75, 87 = 216 (3d100) |
1.2.3. We are in desperate need of a place to settle. Seek out nearby systems with planets and look for a suitable one. Use probes for each planet.
http://pastebin.com/yzdeL3YZ
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e6b3b3 No.7569
| Rolled 77, 92, 21 = 190 (3d100) |
>>7567
Let us finally find a world to settle, and begin the rebuilding of our race. Send out ground crews of 20 each to survey the worlds…
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e6b3b3 No.7570
| Rolled 78, 97, 98 = 273 (3d100) |
>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
>1940 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 9
>Food 1
>Water 6
>Raw Metals 12
>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. Try to find some planets nearby that looks like life can be there for growing of crops.-4 metal for probes
3. The threat of alien born plagues are rampant inspect each crew member for a plague береженого Бог бережет for the old planet.
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e6b3b3 No.7573
| Rolled 15, 55, 69 = 139 (3d100) |
>>7567
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 3439
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] 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]
[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 Dahl's Logs. Lets to work work decrypting these bad boys, if we are lucky it goes chapter by chapter and I can learn as we work.
23 Search for worlds suitable for the Guard.
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e6b3b3 No.7576
| Rolled 65, 61, 60 = 186 (3d100) |
(Subtracted for probes and upkeep)
>Fuel: 12
>Food: 13
>Water: 13
>Raw Metals: 21
>Exotic Material: 21
Baal Kin-Kar was walking through the ship one day when a realization struck him like a bullet. There are other ways to survive, other than piracy. The old Rawl-Kin homeworld need not be the only place where his people could live and work with solid ground under their feet.
An hour after his realization, two probes were being constructed for deployment to different worlds in the sector. A team of Rawl-Kin were prepared to risk their lives to find a new home for some of their people. All of the men were promised permanent residence on the new homeworld of the Rawl-Kin, as a gift from the Kin-Kar, should they wish.
1/2. Produce and deploy probes
3. Deploy the team of brave souls
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e6b3b3 No.7577
| Rolled 3, 66, 83 = 152 (3d100) |
>>7567
—-
Current Stats: http://pastebin.com/RJLbNDxZ
—-
Having joined the ranks of the Military Wing, the Akrans scan the skies for prime terrain. (1-3)
I think I got it right this time.
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e6b3b3 No.7579
| Rolled 71, 1, 22 = 94 (3d100) |
>>7567
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: 8
>Food: 8
>Water: 1
>Raw Metal: 4
>Exotic Metal: 3
1. Salvage the derelict station for materials
2. Research the EWS-3 Array 1/3
3. Find a comet and mine it for ice and water
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e6b3b3 No.7580
| Rolled 7, 10, 86 = 103 (3d100) |
>>7567
Ship Type: Cruiser
Offense: 7
Defense: 7(9 vs energy)(11 vs explosive and kinetics)
Propulsion: 8
Shields: 54%
Population: 900 +250 Civ [Soc anti-aural implants on crew]
>Supplies
7 Fuel
10 Food
9 Water
4 Raw materials
4 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]
[Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 4 Exotic Metal]
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, 1 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
[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]
1-2. Scan for a nearby planets we Solarians can inhabit. (freebie from previous purchase means I only need to spend 2) +Solarian Taskmasters Cost 1 food 1 fuel
3. Research Thermal lance Technology it is almost done.
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e6b3b3 No.7585
| Rolled 80, 22, 83 = 185 (3d100) |
>>7567
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
2050 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
3 Food
9 Water
11 Raw Metal
11 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 2, 1 Turn to Sort per Unit]
1. The recent conflict has taught us one thing, The Ferdinand is under-armed for the conflict filled future ahead of it, begin refitting the ship, beginning with the superstructure and with additional armor plates and weapon systems.
2. Continue construction on the half-finished garde units
3.Finally, scour the sector for planet's that we can colonize
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e6b3b3 No.7587
| Rolled 7, 67, 82 = 156 (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
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
"What the FUCK is the symphony"
"I think it's those slimy aliens, the meaty singin ones."
"Oh yeah, don't that song o there's to do freaky mind control shit or something?"
"Beat's the hell out of me."
"Wait a tic. . .those assholes use singing to control people right?"
"Yeah"
"Well, what if WE did that. Here, we can use that kinda thing to shred the airwaves with killer metal music and call all the pirates and badasses to OUR side."
"Great idea captain! Uh. . .but how."
"We just got's to steal some sciency types to make it happen you idiot."
1-3. FIND SOME SCIENCE GUYS AND KIDNAP THEM SO WE CAN USE THIS NEW INFO! OH, AND TAKE THEIR SCIENCE SHIP TOO IF WE CAN.
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e6b3b3 No.7588
>>7568
Your survey teams update their habitation parameters mid-flight to take into account for their biological tolerances.
>Gain: Metalloid/Gemoid Biology - You ignore population reductions for Lava/Tectonically Active planets.
>Survey: Colonizable Planets
You manage to turn up 3 possibles in the system 24879.
P4X8842 - A world just on the far edge of the habitable zone, this Tundra planet is wracked by constant storms of sleet and snow that criss-cross across the planet. While they'll be easy to avoid initially, it's possible the mildly eccentric rotation around the sun will alter the climate.
Population Capacity - 3
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 4
Orbital Capacity - 2
P3X2232 - An Oceanic planet, 2232 is one of the more promising planets you've seen in the region, as the scout crews believe the fauna they've seen swarming around in the ocean are edible. However on further inspection, your crew notes that the swarms of aquatic creatures are fighting each other, suggesting it might make fishing dangerous.
Population Capacity - 8
Agriculture Capacity - 4
Mining Capacity - 4
Planetary Development Capacity - 1
Orbital Development Capacity - 4
P2X4401 - Sitting in the sweet spot for habitation, with a tilted axis and an eccentric orbit, this Lava planet is well suited for the Diamond Empire, and is forwarded immediately to the bridge of your ship.
Population Capacity - 1 (+3 with Metalloid/Gemoid Biology)
Agriculture Capacity - 1
Mining Capacity - 7
Planetary Development Capacity - 4
Orbital Development Capacity - 1
>>7569
With the advent of ground combat, your forces are seeing some light at the end of this long dark tunnel, and prepare for war.
>Gain: Osralian Combat Experience
Your forces gain +3 ATK when attacking infantry.
>Survey: Your forces survey the system 16220 and find mixed results.
P6X9961 - A barren world with not much to speak of on the surface, it's littered with underground tunnels, that appear to have seen development at some point. Your survey teams believe the underground caverns could boost population capacity immensely.
Population Capacity - 9
Agriculture Capacity - 2
Mining Capacity - 6
Planetary Development Capacity - 4
Orbital Development Capacity - 3
P3X8848 - A jungle world, not unlike the Osralian homeworld. It's worth noting that while it's unassuming in terms of flora/fauna, the weather patterns promote near hypergrowth of the plant life. Your survey teams feel confident that it shouldn't be a problem, however, and might even be beneficial to ground forces on the defense.
Population Capacity - 4
Agriculture Capacity - 6
Mining Capacity - 2
Planetary Development Capacity - 4
Orbital Development Capacity - 4
P9X4404 - An unassuming gas giant with a highly saturated atmospheric composition, leaving fuel production a question of how much material you're willing to sink to see results.
Population Capacity - 1
Agriculture Capacity - 1
Mining Capacity - 1
Planetary Development Capacity - 0 (Gas Giant)
Orbital Development Capacity - 8
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e6b3b3 No.7621
| Rolled 36, 3, 54 = 93 (3d100) |
>>7567
Enclosed Stats: http://pastebin.com/qfsfTVLb
1, 2, 3. Resources continue to run low, and even the many improvements we have made to the Colony Ship do little to reverse this vicious cycle.
The time has finally come for us to establish a permanent settlement upon a new homeworld. We must invest the collective efforts of all willing citizens to search, to scan, and to survey, far and wide across the Nebula for any planet that may be even the slightest degree habitable and hospitable to our kind.
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e6b3b3 No.7625
>>7570
Your crew has begun making preparations for colonization, with the newfound orders to scout planets. Cracking open one of the dusty cargo holds in the rear of the ship, they start doing inventory on the cloning vats.
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>Survey: Colonizable Planets
Your crew jumps to 9575 and begins searching for viable planets. Your crew chief calls it the "veritable jackpot".
P3X9971 - A Tundra planet, 9971 is one of the few planets in the system that doesn't sit in the habitable zone. Stuck in an eccentric orbit that keeps it partially eclipsed, the colder temperatures lends its sparse vegetation to hardy adaptations to the cold.
Population Capacity - 5
Agriculture Capacity - 1
Mining Capacity - 4
Planetary Development Capacity - 2
Orbital Development Capacity - 3
P1X5583 - A tiny Terran planet that, while it shouldn't have the gravity to support the dense atmosphere it has, is simply exploding with life. Your crew considers it quite the boon, and after checking flora samples, deems the planet is likely safe for habitation.
Population Capacity - 8
Agriculture Capacity - 7
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 2
P3X0842 - 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
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 3
>>7573
Your crew has been looking forward to the
>Research: Dahl's Encrypted Logs
A hiccup in the data decryption code forced the researchers to dump this standard period's progress. The bug has been fixed, but it's cost them time doing so.
[Failure]
>Survey: Colonizable Planets
Your survey teams jump out to 16220 and starts taking initial scans, which are promising.
P4X1111
Double Eleven is probably one of the more average planets in the stellar scale. A barren rock, not unlike Mars in the Sol system, Double Eleven is characterized by several deep canyons and thick polar ice caps. The thin atmosphere is not too concerning, as it's breatheable, but the lack of surface water is concerning to your surveyors.
Population Capacity - 4
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 2
P2X7532
A rarity, this dwarf gas giant is composed mainly of heavy noble gases, likely caused by close proximity to a singularity that collapsed on itself. Its composition makes it ideal for harvesting material however, as there are several bands of ice and metal laden rings orbiting the small world.
Population Capacity - 3
Agriculture Capacity - 1
Mining Capacity - 3
Planetary Development Capacity - 0 (Gas Giant)
Orbital Development Capacity - 6
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e6b3b3 No.7632
>>7588
Fluff: http://pastebin.com/cQ0yGdHf
Crunchy Stats: http://pastebin.com/Hd9UTux3
Racial Bonus: Civilized and Pacified: While your crews are adept at combat, your fleets are much more suited to support roles. Defensive actions in support of fleet members are twice as effective, and Fighters/Bombers attacking in support of friendly ground troops other than your own gain +25 to-hit
Racial Detractor: Quelling Old Urges: Your people may have been mid-pacification, but the chemical balance needed to maintain it is very difficult to achieve without the proper facilities.
+ SHIP +
Cruiser
2,000 Population,
ATK: 4
DEF: 7
PRP: 3
Shields: 33%
~ Supplies ~
Fuel: 1
Food: 3
Water: 1
Raw Metal: 3
Exotic Metal: 9
+ TECHNOLOGY +
Gain: Planetary Development - Pacification Synthesis Plant - Prevents unrest and mental degradation on a planet. 2 Raw Metal, 2 Exotic Metal
= Planets without Pacification Synthesis Plants receive -10 to all action rolls
+ MISCELLANEOUS BONUSES +
"Your Excellency?"
The pale newtling stood nervously before The High Judge, clasping a dataslate in his bleached hands. It was strange, where once their species had prided itself on their vibrant, rich and toned skin, now they were all a pale shade of cream, their brilliant crimson fins a mere faded pink.
The newtling coughed, a dry rasp that caught the attention of the much taller judge.
"Yes? You tallied our supplies?"
"Indeed. As we thought, we are dangerously low on both Ship Fuel and Water. I do not know how long we can ration the supplies, but I imagine it is our most pressing concern."
The High Judge seemed to ponder this, turning to the other Tha'Dued Ehz that peppered the Cruisers bridge. "What of the other supplies? I knew we were caught unaware by the Enemy, but we did have some short time to gather supplies, no?"
"Indeed." Coughed the Newtling again, echoed by a few of the surrounding aliens. "Our Federal Reserves of Gold and other precious commodities were brought aboard, as ordered by Governement protocol."
"A Governent that no longer exists in all likelyhood." The High Judge interrupted dryly.
"Indeed." Repeated the Newtling, a grimace on his face. "In addition, we have standard Rations of food for a Cruiser of this size. Approximately 2000 people made it aboard before we had to run awa-"
"We did NOT run away!" The High Judge retorted, fins flaring with blood as he raised a fist. The moment passed quickly, and he stepped backwards. "F-forgive me. I have been lax on my treatments."
"Y-yes sir. Of course. That is our final issue. Our Relaxinthesis supplies are dwindling, and we cannot manufacture more aboard the ship."
"Then our course is clear…"
1-2 Scan for nearby planets. Emphasis Water-heavy worlds. Though Tha'Dued Ehz are not acquatic, the colour blue is extremely soothing to them. They quickly found that large bodies of water serve to raise morality slightly.
3. Assess the population aboard the Ship. 2000 people is a lot! We specifically need Engineers capable of quickly constructing a Pacification Synthesis Plant once we hit the ground.
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e6b3b3 No.7634
| Rolled 37, 67, 88 = 192 (3d100) |
>>7632
Rolling for me!
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e6b3b3 No.7635
>>7576
Being a pirate doesn't exactly lend itself to keeping colonies, but it does lend to taking them. Your ground commanders review planetside raiding tactics, and begin working on readying your forces for the new form of warfare.
>Your forces gain +2/+1 when attacking a colony or settlement, and gain +15 to rolls when attacking a colony for the first 3 rounds.
>Survey: Colonize-able Planets
Your probes and volunteer crew disperse to begin surveying 69462. They find a pretty average spread of planets to settle, each with their own oddities.
P2X1143
An Arctic world in a far orbit from the system's star, 1143 is mostly frozen water world, alleviating the challenge of dealing with the standard methane composition. The quirk of this world is its eccentric orbit, which makes a side of the tidally locked planet nearly vaporize the surface ice due to the change in temperature.
Population Capacity - 5
Agriculture Capacity - 4
Mining Capacity - 6
Planetary Development Capacity - 5
Orbital Development Capacity - 1
P7X4432
4432 is a fairly standard Desert world, covered with thick layers of silicate seas accented with spires of rock. The few habitable zones lie near the polar caps, as the melting ice gives way to underground rivers and oases, which your survey teams mark for possible settlement.
Population Capacity - 7
Agriculture Capacity - 3
Mining Capacity - 5
Planetary Development Capacity - 1
Orbital Development Capacity - 2
P3X9972
A Terran planet, 9972 has an extremely tilted axis, making for scorching summers and blisteringly cold winters. A habitable band lies at an angle around the belt between the hot and cold portion of the planet, which your survey teams believes would work. However the climate extremes make for some nasty storms, which further add to the dilemma.
Population Capacity - 8
Agriculture Capacity - 7
Mining Capacity - 6
Planetary Development Capacity - 1
Orbital Development Capacity - 3
>>7577
>Survey: Colonizable Planets
Your first crew meets an untimely end as they get caught in a particularly nasty electromagnetic storm. The barren world in question is unforgiving, as it consumes their ship via high gravity and high terminal velocity.
[-50 Population]
The other crew fair much better, and manage to find a pair of suitable worlds.
P4X0413
0413 is a fairly average barren world. With no overt signs of water beyond the thick polar ice caps, your survey team worry about agriculture on this world. However, the mineral composition is favorable, giving your surveyors confidence that colonizing here would be worth the investment.
Population Capacity - 8
Agriculture Capacity - 1
Mining Capacity - 5
Planetary Development Capacity - 1
Orbital Development Capacity - 2
P2X0043
43 is a lush Terran world, replete with several "garden world" characteristics. Interestingly enough, there seems to be a sentient indidgenous population, that upon seeing your craft arrive, retreat to earthwork forts in apprehension. While the spears and stones flung at your survey teams are discouraging, there are distinct signs of intelligence here.
Population Capacity - 9
Agriculture Capacity - 7
Mining Capacity - 6
Planetary Development Capacity - 4
Orbital Development Capacity - 4
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e6b3b3 No.7640
>>7579
(Woo! A reprieve from generating planets by hand!)
>Salvage: Derelict Station
Your crews take to stripping the station of usable systems, and end up with a sizable haul of metals and fuel from reserves hidden throughout the station.
[+4 Raw Metal, +2 Fuel]
>Mining: Comet
Your crew finds little by way of anything more than a methane comet. What little ice they recover only gives you a standard periods worth of water.
>Research: EWS-3 Array
One of the intern researchers has stumbled upon something that has brought him in front of your desk directly. With the encouragement of the head researchers, he begins explaining how he discovered several latent comms systems that are reporting small amounts of metadata, or at least trying, about the ship and its capabilities. Removing this would require scrapping the entire EWS-3 Array, and with little understanding of the core mechanics, it's unlikely you could reproduce it. It's not long after you make the decision to remove it that you're called down to the Array by a rather excited engineer.
A holographic projection of a grotesque Telgron, with several gruesome augmentations and implants greets you, its face and body seemingly limp, but very much aware of its surroundings.
"And even the Dictator herself shows up? Oh this is too good. Fal'mra, you Xintar pleb, what makes you think this ship will ever truly bow to you? This Telgron host thought your kind foolish, but I had no idea it was this far!"
Your engineers are ready to detonate base charges in the array housing, frying the components. But this Demurge seems entertained, and perhaps in this rare moment of distraction, you could rend some bit of information from it.
>Destroy the Array
>Keep the Demurge talking. (1d100)
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e6b3b3 No.7644
| Rolled 18, 80, 65 = 163 (3d100) |
>>7635
Jensai
Akrans
—-
Current Stats: http://pastebin.com/RJLbNDxZ
Creation Fluff: http://pastebin.com/1Nd0Wugd
—-
After much debate regarding P2X0043, the crew heads of the Akran barge decides to send a shuttle of volunteer envoys from the civilian population aboard to communicate with part of the native population the first expedition did not spook.
ACTIONS:
1-2: Learning from the initial search, the volunteers will set down in a more remote location, and proceed unarmed to the nearest visible settlement, in an attempt to make peaceful contact with the indigenous sentients.
Crew on board the ship will be making remote efforts at translation, and will be monitoring the situation, so that if anything goes wrong, we will have experience for the next inevitable encounter. The Akran heads of crew are dead set on colonizing P2X0043, but would very much like the permission of the indigenes. It would be much easier to make peace with them than to have to waste time, energy, and resources blasting or removing them.
3: The food and water stocks are both wearing thin. If we are to establish a colony, we will certainly need more than we have. We send an exploratory force to the ground, to see if food is readily available, from any source.
Breakdown:
1-2: Volunteer envoys are sent lightly (but not visibly) guarded in a discreet manner to an obvious settlement of sentient life for an attempt at diplomacy with indigenous sentience.
3: Scavenge the planet for food far away from the envoys in a discreet manner, obscuring as much biology as possible. We wouldn't want to make a poor impression.
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e6b3b3 No.7649
>>7580
Your crew even with the Taskmasters on their backs, find little by way of habitable worlds, only atmospherically barren rocks floating in space. However in the process of leaving a prospective world, a solar flare rips across space. With little time to react, and the lack of a magnetosphere, the shuttle is bathed in radiation, cooking the crew inside.
[-100 Population]
[2x Critical Failure]
>Research: Thermal Lance
Your crews have finally got their shit together so to speak, and have the final design ready to send to the manufacturing plant.
[Time to Completion reached, ready for Prototyping]
>>7584
>Research: Brain Probe
With all-neurons-on-deck, Zaleos Brain and the other brains on board cook up a portable version of themselves, ready for launch almost immediately after they've finalized the genetic structure.
[Gain: Brain Probe - Functions akin to normal probes. 2 Food]
>>7585
>Research: Ablative Armor Plating
While most ships have heat-resistant armor, the recent conflicts have inspired your engineers to design ceramic composites that can withstand the vacumn of space and the rapid changing of temperature on the hull.
[3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]
>Construction: Garde Units
The assembly line has hit a snag. While there's plenty of material for producing the units, the processing units have become troublesome of late. With the bottleneck in materials, your assembly lines have slowed to a crawl, pushing back the roll-out date for the new units.
[Failure]
>Survey: Colonizable Planet
A Terran world, its notably one of the closest "earth like" planets that your people have seen outside of the core worlds. Had there been more exploration into the Lao Sho Nebula, it's likely this would have become the hub.
Population Capacity - 7
Agriculture Capacity - 4
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 3
>>7587
>Raid: Capture Scientists
While ignoring the protests from your onboard eggheads, you manage to find a station out in the rim with some scientists aboard. While at first glance it's just an observation post, the security is tight, and the station defenses are surprisingly strong. It's a long and grueling fight after you take the hangar, through tight geometry and around some impressive security and defenses. When you get to the core, you understand why. It's a Human Megacorp station, likely a ghost op, housing an experimental weapons array. But by the time you've made it inside, a klaxon sounds. The self-destruct is activated, with a 15 second timer. It's not enough time, and your crew suffers a terrible fate.
[-250 Population]
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e6b3b3 No.7650
>>7621
(Back to the rollin' grind…)
>Survey: Colonizable Planets
Your crew jumps out to 17342 (see >>7588), and begins surveying.
Unfortunately they only find a single habitable world, before suffering a terrible fate, death by irradiation, as the subterranean caverns on a non-descrit barren planet were filled with radioactive material, likely blasted by solar flares and other radiation from space. They manage to transmit their findings before they begin rapidly mutating.
[-50 Population]
P2X8884
An barren world, 8884 is one of the few planets in this system that is remotely habitable, as it does seemingly have a stable atmosphere. Offset by underground rivers, the barren surface is bleak, but with hard work it could very likely be livable.
Population Capacity - 5
Agriculture Capacity - 2
Mining Capacity - 4
Planetary Development Capacity - 4
Orbital Development Capacity - 3
>>7632
>Survey: Colonizable Planets
Your crew finds a pair of potentially habitable worlds, one better than the latter, in the system 33715 (see >>7588)
P8X9976
A Gas Giant, 9976 is probably one of the more hospitable you've seen, but its hospitality is offset by its nigh uselessness, as the atmospheric composition prevents normal gas harvesting techniques, and requires special refineries to be constructed for the slush to be usable.
Population Capacity - 3
Agriculture Capacity - 1
Mining Capacity - 1
Planetary Development Capacity - 0 (Gas Giant)
Orbital Development Capacity - 8
P4X9939
An Oceanic world, 9939 is characterized by the belt of archipelagos around the equator, suggesting a hemispheric tectonic structure. While it's unlikely you'll find deep sea life due to the sheer stability of the tectonic plates, the coral reefs along the island chains are plenty lively.
Population Capacity - 5
Agriculture Capacity - 6
Mining Capacity - 2
Planetary Development Capacity - 2
Orbital Development Capacity - 4
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e6b3b3 No.7652
>>7632
The Lord Captain of the Solarians, Taking note of the severe lack of supplies In the Tha'Dued Ehz, fuel supplies makes an offer. Trading them the necessary technology to make Fuel scoops now, in exchange for 5 Ex metals at a alter date once the colony is set up.
>Research: Hydrogen Scoop
[+1 fuel a turn Costs 5 ex to build on a ship]
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e6b3b3 No.7653
>>7652
The High Judge turned as their communication panels flickered to life, rasping a small cough from his parched throat before addressing the slender white alien that appeared on their Holodeck.
A Solarian! An ancient race of beings known for being extremely reclusive. Their technology was old, far older than anything a Tha'Dued Ehz could imagine, but despite this their ships were known for their power and accuracy in battle.
"Greetings! To what do I owe the honor?"
A short conversation took place, whereupon a deal was struck. A surplus of Exotic Metals that the Solarians wanted was exchanged for A Fuel Scoop, technology that could allow them to gather fuel from the nebulous gases around their ship.
"My most heartfelt thanks." Bowed the High Judge. "We will have your supplies sent as soon as possible."
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e6b3b3 No.7654
| Rolled 43, 70, 84 = 197 (3d100) |
Name: The Cortosis Consortium
Species/Subrace: Cortosi mainly. Variety of other species who have joined in hopes of a better life.
DCS Member Species: Yes
Fluff: http://pastebin.com/Ue5AeCEs
Battleship "CSS New Dawn" ATK 10 / DEF 2 / PRP 7 / SHI 40%
Pop 1000
Fuel 4
Food 10
Water 1
Raw Metals 10
Exotic Metals 9
Ship Bonus: Salvage & Recovery Rigging -Your ship gains +15 to all salvage and scavenge rolls.
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.
1-3) It is with halting steps that the first Cortosi probe is sent out into Deep space in search of planets to colonize. This would mark a new Dawn for the Consortium as they finally enter onto the national stage, finally being granted recognition as their own nation in the DCS. GLORY TO THE CONSORTIUM.
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e6b3b3 No.7655
>>7654
Free Action: Serving as trade hub for one exotic metal
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e6b3b3 No.7656
As we've got a few new players, rather than explain multiple times about the events of the previous sessions, I've written up a synopsis of the game thus far.
https://docs.google.com/document/d/1QUElP03dbjwp1xYLi-Cfn1PgLEwFb6ikPya_j7zTXxE/edit?usp=sharing
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e6b3b3 No.7658
>>7570
The Lord Captain of the Huntress comms The Captain of the Hammer.
"We have noticed you have had much better luck on your surveys than we have had on ours. Would you be willing to trades coordinates of one of the planets you've found for access to fuel scoop tech? It would make your ship self sufficient, fuel wise.
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e6b3b3 No.7659
>>7654
>Survey: Colonizable Planets
Your crew jumps out to 51624 (see >>7588), and begin surveying
P2X7743
A Tundra world, 7743 is home to a race of bear-like creatures that roam the central plains, hunting the smaller wildlife found there. Turns out, they're good eating.
Population Capacity - 4
Agriculture Capacity - 5
Mining Capacity - 2
Planetary Development Capacity - 3
Orbital Development Capacity - 2
P4X7843
A Desert world with a particularly calm climate, 7843 is predominately covered in scrub-like flora that is actually a tuber-like plant that collects massive amounts of water for its size. The local wildlife seem to subsist of this, as they're not particularly evolved towards storing water.
Population Capacity - 6
Agriculture Capacity - 4
Mining Capacity - 6
Planetary Development Capacity - 2
Orbital Development Capacity - 2
P5X6842
An Ocean world, 6842 is characterized by the two large landmasses on polar opposites of the planet. However the ocean between them is incredibly deep, and from your initial scans appears to have high geothermic activity, promising deep ocean life and diversity.
Population Capacity - 4
Agriculture Capacity - 6
Mining Capacity - 2
Planetary Development Capacity - 2
Orbital Development Capacity - 4
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e6b3b3 No.7660
>>7658
"We've got Tundra planet P3X9971 & hospitable planet P3X0842 for possible planets we accept your offer. But we have concerns about possible infection and plague we're afraid since the Putin era warnings about the plagues generated from unknown visitors as such is the reason for non communication and well fear. As such we shall help you because we have the same enemy and you need to rebuild like us."
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e6b3b3 No.7661
Turn 16
The Civilian Fleet is estatic at the prospect of settling down on actual worlds instead of the cramped quarters they've been subsisting in since the evacuation of the Core Worlds. Many have contacted ships of the Military Wing volunteering to settle on the worlds they wish to colonize.
(Note your first colonies are free, but the Civilian fleet will only augment your population up to 2,500. If you already have population above 2,500 you cannot hire Civilian Fleet settlers.)
>Civilian Fleet & Military Wing
Location: Central Lao Sho Cluster (Map #1)
>Rawl-Kin, Xintar Autocracy, Broken Buccaneers
Location: Hectare/Vindication Sectors, Lao Sho Periphery (Map #2)
>The Cortosis Consortium has begun serving as a Trade Hub
>Market Favored Material: Exotic Metal
(You may trade 1 unit of the Favored Material for any 2 units of another type of resource)
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e6b3b3 No.7662
>>7660
planet P3X0842 is more than acceptable. Do not worry we will just transmit the technical data. No worries about disease or infection.
>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]
a pleasure doing business with you Human.
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e6b3b3 No.7663
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e6b3b3 No.7664
>>7661
I am a dumbo and made a post last night.
>>7644
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e6b3b3 No.7665
| Rolled 92, 48, 13 = 153 (3d100) |
>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
>1940 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 8
>Food 0
>Water 5
>Raw Metals 12
>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
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>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]
-2 exotic metal for 4 food
1-2. Make 5583 a farming colony so we will survive the cold reaches of space
3.Try to mine for asteroids so that we can have more of our materials for trade
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e6b3b3 No.7666
| Rolled 9, 95 = 104 (2d100) |
>>7661
Offense: 7
Defense: 7(9 vs energy)(11 vs explosive and kinetics)
Propulsion: 8
Shields: 54%
Population: 900 +250 Civ [Soc anti-aural implants on crew]
>Supplies
6 Fuel
8 Food
8 Water
2 Raw materials
4 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]
[Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 4 Exotic Metal]
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, 1 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
[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]
FREE: Hiring the human civilians help The Huntress sets down a colony on planet P3X0842 renaming it Remembrance.
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
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 3
1. Trade 1 EX for 2 raw
2. If the trade is successful build an orbital refinery +Solarian Taskmaster 1 food 1 water
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e6b3b3 No.7667
| Rolled 44 (1d100) |
>>7666
3 Make sure the trade goes ok.
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e6b3b3 No.7669
| Rolled 77, 16, 24 = 117 (3d100) |
>>7661
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 3439
Fuel 12
Food 1
Water 2
Raw Metals 6
Exotic Metals 0
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] 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]
[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.]
Use the ["Space Aphrodisiacs", Single Use, Target Ship under your control gains +1k pop over 4 turns, 250 a turn. ] on our BS.
Colonize Double Eleven. P4X1111, its said four ones is a lucky number. 2500 Volunteers from the crew to colonize the planet
Mars Invictus
Population Capacity - 4
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 2
12 Try and finish the Advanced Biological Synthesis Equipment
3 Harvest Material, P2X7532 for Exotic Metals. The metal laden rings orbiting out dwarf gas giant will prove themselves very valuable to us while we wait to gather enough for a second colony.
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e6b3b3 No.7670
| Rolled 86, 11, 87 = 184 (3d100) |
>>7661
Name: Tha'Dued Ehz
Fluff: http://pastebin.com/cQ0yGdHf
Crunchy Stats: http://pastebin.com/Hd9UTux3
+ SHIP +
Cruiser
2,000 Population,
ATK: 4
DEF: 7
PRP: 3
Shields: 33%
~ Supplies ~
Fuel: 0
Food: 2
Water: 0
Raw Metal: 3
Exotic Metal: 4
+ Fuel Scoop: Allows a ship to lower it's Fuel Upkeep by 1.
With fuel no longer a pressing concern, the demand for Food and Water grows ever more stark. With all due haste, make way to the Oceanic World! This shall be the starting point of our revival, World 9939, we hope you serve us well! (>>7650)
With our colony on the world, we can now
1. Harvest Food from this Oceanic World.
2. Harvest Water from the World.
3. Harvest Fuel from the World.
(Due to a lack of a Pacification Synthesis Plant, I'll be taking a -10 to these rolls, I think?)
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e6b3b3 No.7672
| Rolled 18, 71, 59 = 148 (3d100) |
>>7659
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: 0
Fleet Capacity: At least 1
Happiness:10
Supplies:
Pop 1500
Fuel 4 + 2 (Trade) = 6
Food 10
Water 1
Raw Metals 10 - 3 (Asteroid Refinery Station) = 7
Exotic Metals 9 - 3 (Research Facility) - 3 (Asteroid Refinery Station) - 2 (Trade) = 1
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.
———————————
So it came to pass that the first Colony Ship from the Civilian Fleet made landfall in their system, landing upon P4X7843 in a tremendous cloud of dust and sand. Within minutes, the ramps started to disembark thousands of civilians who dutifully started to get to work as soon as possible in the mission towards building a new life. High above the planet, High President Zavaxis would genuinely smile for the first time in years as he viewed a holo-screen showing the colony setting up their new home deep in the sands of their planet. It was rare in these times with the Commission breathing down his neck and his wife ever-demanding that he could find joy in this universe but here it was.
He could see it now in the future, their child finding a place to rest their feet on the planet below in but the first stepping stone to recivilization. There was much work to be done first though. He had already sent the orders through for the Research Teams to start planning out their first compound on the planet below. It would be the entire shebang. Underground complex for unsavory research, decontamination rooms for diseases, and a onsite security teams in case they had to clean up a few messes. Perfect considering the need to resolve the tubers yesterday. There was also the matter of that madman who proposed a Asteroid Refinery Station. Seemed reputable. Totes believable.
Toss some cash at him and we don't have to worry about it until he either dies or we have a reliable source of Exotic Metal. Thank god for these trades going on. I don't know how I would function without all of these gullible nations giving us their resources for free. What a profitable market. We really should have done this years ago.
———————————
Freehold
A Desert world with a particularly calm climate, Freehold is predominately covered in scrub-like flora that is actually a tuber-like plant that collects massive amounts of water for its size. The local wildlife seem to subsist of this, as they're not particularly evolved towards storing water.
Current Population - 2500
Population Capacity - 6
Agriculture Capacity - 4
Mining Capacity - 6
Planetary Development Capacity - 2
Orbital Development Capacity - 2
Free Action: Trade 1 Exotic Metal for 2 Fuel
———————————-
1) Construct a Research Facility
2) Construct a Asteroid Refinery Station
3) Harvest Exotic Metals from the surrounding asteroids so that we may leap upon this valuable trade opportunity.
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e6b3b3 No.7678
>>7669
Trade.
My [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. ] Research
>>7665
for 4 Exotic Metal and knowledge of Thermo-Palladium/Lanthium Railgun Rounds 1 Turn, 8 Exotic Metal when he finished the research.
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e6b3b3 No.7679
>>7678
Deal -4 exotic and >Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
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e6b3b3 No.7680
| Rolled 11, 90, 74 = 175 (3d100) |
>>7635
>>7635
Prefab housing and other buildings are launched in pods to be assembled by colonists on P3X9972, while shuttles deliver the new residents themselves to their new homes. After a while, the operation is complete. The Righteous typhoon remains in orbit around the planet for a while.
1/2. Research: SOC Aural Dampeners, Research: Anti-Aural Neuropathy
Although there are several planetside projects, and many are concerned with the colony, orders from Baal Kin-Kar are to continue with research.
3. The scientists have been busy, but there is always more work to be done. Latest orders are to develop a technology that can make dealing with storms on he planet more bearable.
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e6b3b3 No.7682
Resources because I missed those:
Fuel: 11
Food: 12
Water: 12
Raw Metals: 21
Exotic Material: 21
And Ship/Race stuff:
Name: Righteous Typhoon
>Liveship
>Population: 3465
>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]
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e6b3b3 No.7683
>>7668
The 2 food is the prototyping cost for when want to actually create them. Research has two phases, the time to completion and prototyping. The former is action based the latter is a free action.
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e6b3b3 No.7684
| Rolled 85, 35, 75 = 195 (3d100) |
>>7585
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
2050 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
3 Food
9 Water
11 Raw Metal
11 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 2, 1 Turn to Sort per Unit]
>[3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]
1/2. This seems as good of a planet as any to settle down on, put us into orbit and send a team down to scour the planet more closely
3. Continue work on the Ablative armor plating
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e6b3b3 No.7692
| Rolled 2, 65 = 67 (2d100) |
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.
Colonization: http://pastebin.com/aMrvAihi
1,2. Rolling to begin gathering food, waters, and metals
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e6b3b3 No.7695
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
>1650 Civ Pop
Total Resources:
>Fuel 2
>Food 2
>Water 2
>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).
Secondary bonus: Osralian Combat Experience; +3 when attacking infantry
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.
Research: Aural Technology(3 turns left)
Worlds: Kalana(colonized), P6X9961, P9X4404
Kalana(colonized)stats:
>Pop cap: 4
>Agri cap: 6
>Mining cap: 2
>Planet Dev cap: 4
>Orbital Dev cap: 4
P6X9961 stats:
>Pop cap: 9
>Agri cap: 2
>Mining cap: 6
>Planet Dev cap: 4
>Orbital Dev cap: 3
P9X4404 stats:
>Pop, Agri, Mining cap: 1
>Planet Dev cap: 0
>Orbital Dev cap: 8
Fully updated stats
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e6b3b3 No.7696
| Rolled 60, 54, 59 = 173 (3d100) |
>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]
[Gain: Research: Photo-Neural Integration - Requires Optical Web Computing; Unlocks the development of General Artificial Intelligence, 6 Turns, 9 Exotic Metal]
Date:2124123412412.45641412.1211111111111111115
"Attention crew, this is a momentous occasion. With this current announcement, we are on unprecedented grounds for the most advanced and incredible technological developments of our time. Such knowledge of course, is being utilized in making sure our archives and records are well kept, protected, and of course, utilized as well. Now, for our current atmospherics report of the ship, followed by Research statuses, and current notings from the research, engineering, and medical departments, followed by bridge command summaries. But before we continue on, we must make note: Who ever has been recording the reproductive patterns of the other fleet species is to halt temporarily until DCS fleet members stop complaints OR who ever is doing so becomes more discreet with his recording practices."
1) "Such as the predators of old, back in our once grand homeworld, where our most illustrious ancestors and knowledge-founders one knew this: to better predict when and where our enemies attack is the key to finding success in all things. Therfore, continuing research on the Enemy Invasion Stratgem will hopfully better prepare us for future attacks"
2) "The Possibility of Artificial Intelligence is of great importance. On one hand, it will allow us to not only better organize our archives, but to also better preserve and make greater use of them. Records once thought impossible to retrieve from the depths of our library could very well be returned to us in a matter of days instead of the trivial months of annoyance. Better yet, such Intelligence's could very well help defend us from enemies, where as their mechanical and automatic logic engines will prove better over our great, and pondering minds. Henceforth, we continue on this."
3) "But, we must not loose our focus so easily. Continued work on the Advanced Archive systems will be the stepping stone to the return of our greatness , and the eventual reproduction of our great Archives. Such a thing will of such beauty, that all eight of my eyes will weep in pure joy for a entire year. Truly, this will be a most honored and great occasion."
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e6b3b3 No.7706
>>7692
Changing rolls to:
1. Send out 20 men to explore the planet
2. Begin building a genetics lab for biological manipulation upon Kalana
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e6b3b3 No.7707
| Rolled 66, 49 = 115 (2d100) |
Changing my 3 action turn to a 2 action turn as per new rules.
Ship: Gather Fuel. The Fuel Scoop is an amazing piece of technology, but having an empty fuel-tank doesn't seem right. Gather He3 from nearby asteroids.
Colony: Construct "Pacification Synthesis Plant"
Prevents unrest and mental degradation on a planet.
2 Raw Metal, 2 Exotic Metal
(Planets without Pacification Synthesis Plants receive -10 to all action rolls)
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e6b3b3 No.7711
| Rolled 73, 93, 72, 15 = 253 (4d100) |
Free : Colonize the lava world P2X4401. Call it Ruby's Rest
Free : claim reward for doing the research pastebin, I keep on forgetting to remind you during update time
>Fleet Actions (2 ships)
1.2. Continue research on the Latchkey [3 turns left]
>Ruby's Rest (6600 population)
3.4. Build an Orbital Refinery. Include a Advanced Ice Processor so that it can handle icy as well as rocky asteroids.
>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
Diamond stood on the hull of the metalloid that was the first of the Lark class battlecruisers and stared at the world above her as it slowly revolved. It gleamed like some exotic jewel, molten red and pitch black. She nodded once and placed her hands upon the hull and she spoke in the language of gemoids to her ship. Not sound, but vibrations, striking the material that made up the Lark rapidly in complex patterns.
"You have served us well. The time for expediency is over and thus you, gretest amongst metalloids, deserve a name. In the name of the Diamond Empire, I hereby pronounce you my Sword of Conviction." For a long moment there was silence then the metalloid shifted in form. "I am honored my Empress. I will bear my name with pride and all our enemies shall know my bite."
Diamond nodded. "Good. Now relay my words to our people." She straightened, and her form became solid, and shining. "I am Diamond. The last of that noble line. I am the one who ordered us flee, to leave our sisters to be shattered into dust. I am now the one to say this. We flee no longer. We have fought and won for the very first time. Our people have sought out a new home to live upon and we have found it. I give unto you, after a long journey our new home. I give you Ruby's Rest."
She looked again upon that glowing world. "It will not be easy, and I will not lie to you and say the worst is over. The Enemy is still out there. The Symphony seeks us as slaves. The SOC and what remains of the DCS would see us all dead for their treachery. And yet there is hope. The Sword of Conviction will protect us. We will create Larks and more to strike back at our enemies. There is hope once more, where there was naught but despair. We will survive, we will prosper, and eventually it will be our enemies who flee into the dark before us. "
If Maldaris wants to use my old dice : Rolled 5, 7, 81 = 93 (3d100)
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e6b3b3 No.7763
>>7665
>Colonize
(FYI - Colonization is a free action, however it works out with the way you've set up your actions)
Your colonists touch down in the early morning on 5583, orbital shuttles dropping in the base structures of the colony, the self-assembling tech setting up the framework of a power grid and communications net. Your colonists are just happy to get off their ships and onto real soil. Farming and Mining begin right away.
[+2 Food]
>Mining: Asteroids
It seems the asteroids in this system are fairly sparse, and you have a hard time pinning down those with the materials you need.
[Failure]
>>7666
>Trading
Solarians and Cortosi have a bit of a history, what with the meddling the Cortosi have done in the galactic economy. It flared up today, and you almost didn't walk away with your goods. However a logistics officer from your ship came later to apologize with a bottle of Cortosi booze and ended up with the desired trade.
>Construction: Orbital Refinery
When built around anything other than a Gas Giant, the tech for an Orbital Refinery shifts around, Instead of focusing on He3 refining, Antimatter becomes the fuel of choice. While normally this is a difficult process, the solar system you've settled in is by all accounts magnetically quiet, giving your refinery operators a chance to focus on streamlining production, rather than continuously monitoring and repairing the bottling and containment structures.
[+1 Fuel/turn on Structure]
>>7668
>Survey: Astrological Anomalies
Unfortunately your Brain Probes aren't able to pin down things that havent already been charted, and return empty handed.
[Failure x2]
>>7670
>>7707
>Mining: Fuel
Your ship's crew manages to apply some techniques learned from the fuel scoop to improve the harvesting techniques their fuel drones use, making off with a good haul.
[+2 Fuel]
>Construction: Pacification Synthesis Plant
[-10 from no Pacification Synthesis Plant]
The plant is almost complete before disaster strikes. A Tha'Dued Ehz begins reverting, and takes it out on his comrades working on one of the central power conduits. While nobody was killed, the berzerker is in critical condition, and most of the conduit components in the building are fried beyond repair.
[Failure, Recover 1/2 of expended material]
>>7672
(Clarified roll rules with Zavon, opted to ignore his failed roll as he didn't have the population to do 2 actions anyways.)
>Construction: Asteroid Refinery Station
It's not long before quickships start zipping back from the mining ships in the belt, bringing back precious metals key to your colony and fleets' advancement.
[Success]
>Mining: Exotic Metal
Your ship pulls up along side the mining ships in the belt, and with the help of the refinery station, manages to make off with a sizable haul. There's a bit of ship envy among the miners though.
[+2 Exotic Metal]
>Research: SOC Aural Dampeners
Your crew hit a snag with one of the microcontrollers, as it appears to be unlike any model on the market, pre-Enemy. It's taking quite a bit of time to reverse engineer, as it appears to be partially shielded.
[Failure]
>Research: Anti-Aural Neuropathy
Your medical team makes a leap forward, completing the Anti-Aural therapy, with you as their first patient after the procedure is finalized.
[Complete! No Prototype Costs.]
[Aural Programming Removed]
>Research: Weather Pattern Mitigation
While your researchers believe they could tackle this problem, the colony does not have a suitable laboratory for them to work from.
[Failure - Requires Research Labs]
(Note that I considered this a failure because of the change in roll rules due to your new colony. 1d100 per ship, 1d100 per 2500 population.You still got the rolls you would have normally gotten with your ship and colony however.)
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e6b3b3 No.7766
| Rolled 94, 15, 3, 29 = 141 (4d100) |
>>7640
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: 8
>Food: 8
>Water: 1
>Raw Metal: 4
>Exotic Metal: 3
1(keep him talking) "Whether foolish or not, the Telgron submitted to Xintar rule, if the Xintar are foolish what does that make the Telgron? But that is not the matter that needs questioning, the matter that needs questioning is the conflict between you and this Symphony. Why? What connects your two peoples?"
2.3. Find more Comets to mine for water
4. strip the Derelict station for parts.
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e6b3b3 No.7767
>>7684
[Free Action: Colonization]
>Survey: Colonized Planet (using 85)
Your crew finds a cache of material likely left by the megacorps that used to control this region. While small arms aren't anything to wow at, the cache does have a sizable amount of food rations.
[+2 Food]
>Research: Ablative Armor Plating
By fusing several thermal-reductive polymer sheets to the armor plating, the researchers are convinced they've got a working model. All that remains is stress testing and further refinement before the deploy-able model.
[Success]
>>7763
Retconning >>7666 's orbital refinery, as he meant the asteroid mining refinery not the fuel refinery.
[+1 Exotic Metal/turn on structure]
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e6b3b3 No.7776
| Rolled 84, 99 = 183 (2d100) |
>>7763
Name: Tha'Dued Ehz
Fluff: http://pastebin.com/cQ0yGdHf
Crunchy Stats: http://pastebin.com/Hd9UTux3
+ SHIP +
Cruiser
2,000 Population,
ATK: 4
DEF: 7
PRP: 3
Shields: 33%
~ Supplies ~
Fuel: (0+2) 2
Food: (2+6-2) 6
Water: (0+6-2) 4
Raw Metal: (3-2+2) 3
Exotic Metal: (3-2+2) 3
+ Fuel Scoop: Allows a ship to lower it's Fuel Upkeep by 1.
Colony: Ocean World 9939
Current Population - 2850
Population Capacity - 4
Agriculture Capacity - 6
Mining Capacity - 2
Planetary Development Capacity - 2
Orbital Development Capacity - 4
Structures - None
Fuel: 0
Food: 0
Water: 0
Raw Metal: 0
Exotic Metal: 0
The High Judge slammed a DataSlate onto the display before him, causing his Newtling Assistant to jump.
"You mean to tell me." He breathed evenly, fins flaring slightly with each intake of air. "That our facility isn't operational yet?"
"S-sir." The Newtling nodded, his hesitation evident. "W-we did manage to-to-to salvage some of the materials."
As his back straightened, the High Judge closed his eyes, clapping his hands once as he brought his blood pressure down. Muttering quiet words to himself, it was a full five minutes until he turned to the Newtling.
"Contain the poor soul who ran out of Relaxinthesis. Quarantine him and give him the bare minimum so as he does no harm to himself."
The newtling nodded, tapping his own DataSlate quickly as he relayed the orders.
"This time," The High Judge spat through gritted teeth. "Do. NOT. Allow ANYTHING to disturb the construction."
The newtling nodded, swallowing nervously before he scampered away.
The High Judge turned to the great windows, depicting the blue orb of the planet they called home. He could see a small storm forming on the Horizon, thankfully far away from their small colony.
"Send out a message to the Ship-Engineers" He muttered, sub-vocalizing to his slightly damaged DataSlate. "I want them working on a design for a cheaper Orbital Refinery Station. We must acquire Exotic Metals to repay our debt."
1. Re-construct Relaxinthesis Plant! (-2 Raw, -2 Ex.)
2. Research Cheaper Construction cost for Orbital Refinery Station.
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e6b3b3 No.7777
| Rolled 33, 60 = 93 (2d100) |
>>7776
2. BTW. Private Research. Sorry to you all.
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e6b3b3 No.7785
| Rolled 30, 75 = 105 (2d100) |
Subtracted resources for ship and colony. Added from colony.
Fuel: 10
Food: 17
Water: 10
Raw Metals: 27
Exotic Material: 21
And Ship/Race stuff:
Name: Righteous Typhoon
>Liveship
>Population: 3465
>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. It's time to begin raiding nearby systems focusing on fuel and water.
2. The scientists from the Anti-Aural Therapy were given extra rations for a week in hopes that it would motivate the scientists on the Dampeners project.
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e6b3b3 No.7786
>>7692
>>7706
>Survey: Colonized Planet
Your survey team can't shake the feeling they're being watched, ever since they lost sight of the colony. After about the third ridge, the crew chief called for them to stop and set up a perimeter. It didn't matter though. By the time they had 360 coverage, the hunter had found its prey.
The recovery squad only found their weapons, bloodied and covered in a corrosive slime.
[Critical Failure, -100 Population]
>>7711
>Research: Latchkey Subspace Generator
Your researchers have made up for lost time considerably. While working with the mechanics of subspace is no trivial matter, a programmer stumbled upon a "gap" in the mathematical algorithms, and upon filling it, the software has made leaps and bounds in processing efficiency. Your researchers have benefited greatly, but your navigators believe they can use this to gain an edge in FTL jump speed.
[Gained: Improved FTL Algorithms: +10 to FTL related rolls]
[Success, Critical Success]
>Construction: Orbital Refinery w/ Adv. Ice Processor
Oddly enough, most of the production waste of asteroid mining is either regolith or ice. Not only being able to process one of the waste materials, while normally not advised, but process it efficiently, has worked to your advantage.
[Success]
[+1 Water/Turn on Structure]
>>7766
(Handling the PLOT in a separate post)
>Mining: Water
The jump into FTL to the Oort Cloud is the last you see of that mining team. Some distorted telemetry comes in, but the computer can't make heads or tails of it. When the recovery team jumps back, they've got caskets and scrap.
[+1 Raw Metal]
>Salvage: Derelict Station
The more your crew starts ripping apart the station, the more they realize why it was abandoned. The structural beams are cracked and the metallurgical composition is weak. It'd take a serious refinery job to process this slag into anything usable.
[Failure]
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e6b3b3 No.7787
>>7692
The Lord Captain of Huntress Commlinks to the Queen of the Ossralian people.
It ahs come to our attention you are not as of yet, self sufficient in fuel. We would like to trade the technology of hydrogen fuel scoops usable in ftl for some of your spare resources. Say 4 ex metal and 3 raw metals. Does this sound like a deal?
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e6b3b3 No.7788
| Rolled 52, 62 = 114 (2d100) |
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. Though we have by now depleted all of the Colony Ship's conventional fuel, the ship's storage contains an abundance of exotic metals of various unique physical properties. Our materials scientists shall be tasked with researching a means of converting some of these metals into a usable fuel source, if it is possible.
2. The planet we have discovered is not ideal, but it is better than nothing, and we do not have the time or the resources to wait until we find a better one. We shall create a small colony upon the planet, consisting of 2,500 of our citizens. As with any newly-established civilization, our first priority shall be to establish a sustainable system of agriculture upon the planet. Though the planet's surface is barren, we trust that our dedicated colonists will be able to eventually make meaningful progress towards this goal.
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e6b3b3 No.7789
>>7787
The Queen quickly accepts the offer, and the metals are shipped to the Solarians immediately
-4 Raw, 3 Ex
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e6b3b3 No.7790
>>7789
>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]
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e6b3b3 No.7800
>>7706
>Research: Genetics Lab
While your crew is confident they can rig up a lab specialized for genetics. They need time to draft up the specs however, and this will require a full laboratory.
[Gain: Research: Genetics Lab, Gives a Research Slot, with +20 to any genetics related rolls, 5 Exotic Metal]
>>7644
>Diplomacy: Native Population
You notice a marked difference between the pair of settlements your crews deploy to. One, who live in dirt-work forts and herd cattle, seem to think you're terrifying and just barricade themselves. The others? They're.. Odd. They seem to be more concerned with your metallic equipment, and more importantly, spitting on your metallic equipment. No acid or anything, just.. saliva.
>Scavenge: Food
Your crew manages to find a field of food that is edible. While making sure no native population farmed this, or even scavenged it, your crew makes quick work of harvesting the gourds.
[+2 Food]
>>7788
>Research: Catalytic-Based Endothermic Reactions
Exotic Metals are, predominately, rare because of their absence of planetary deposits. That said in the stellar stage they're not that impossible to find, just tricky. When most races hit the stellar playing field, economic shock sets in when they realize a kilo of gold isn't actually worth that much. A gram of anti-matter is not too difficult to get a hold of. But when talking about Catalyst metals as a fuel source, even your engineers cocked their heads. Sure it could be done, but is it worth it? Scarcity says no. But is this just the next step into the future?
[Gain: Research - Catalytic-Based Endothermic Reactions, 4 Turns, 3 Exotic Metal, May substitute Exotic Metal for Fuel during upkeep.]
>Construction: Hydroponics-Based Agricultural Systems
Plans are drafted to have the agricultural buildings set up around the polar ice caps and other cold zones where frozen water exists. Using thermal rods to extract water, and feed it directly into hydroponics tech, your engineers are confident they can meet the needs of the population of the colonists with this method.
[Costs 4 Raw Metal, 1 Fuel, +1 Agricultural Capacity]
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e6b3b3 No.7803
>>7766
The Demurge simply shifted his weight, and smirked. "If you want to know so bad, you should just come here, in two standard periods. We'll have answers for you then. And if my word, or the word of my superiors means anything to you, we promise not to harm anyone who shows up." The Demurge's hands were raised as if surrendering with the last few words. His face was genuine as well, which was kind of unnerving to begin with. A tech checks the coordinates that pop up in the Nav Computer. "Ma'am, these are… This is where the civilians were going."
"The choice is yours Xintar pleb. Although for the sake of your friends, I suggest you at least give them warning."
The transmission cuts out shortly after, and surprisingly the uplink trunk self-destructs. The rest of the computer equipment is removable, and your techs believe they can learn a thing or two about Demurge computers, but they're hesitant to plug anything else in again.
[Gain: Research - Demurge Crystal Lattice Computing - 6 Turns, 2 Exotic Metal]
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e6b3b3 No.7804
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e6b3b3 No.7805
>>7680
see >>7763 at the bottom for update, pardon the lack of link.
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e6b3b3 No.7806
>>7805
Quite alright, good sir.
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e6b3b3 No.7807
Turn 17
Thanks to donations from some of the civilian captains, network hubs have been deployed on each of the colonies, keeping the LocalNet alive for this region. While subspace comms are easy to disguise and hide, they're not exactly easy to maintain. Your colonists are interested in maintaining this link however, as many of them have grown fond of the connectivity that previously was their only reprieve from the harsh conditions of the ships they lived on.
Luckily they're cheap materials wise, but the colonists don't have enough to foot the bill.
In other news, the Civilian fleet is looking for new leadership after the DCS abandonment. While many are convinced the Military Wing is sufficient government enough, a rather vocal minority believes military dictatorship to be a possibility lest new government be established. While it's not a formal vote, many of the Civilian fleet captains are encouraging the Military Wing leadership to step forward with a plan for the future and for the rights of the Civilian Fleet and the Colonists.
>Resource Event: Pay 2 Exotic Metal to produce LocalNet Hub on your colonies. Provides general happiness and network connectivity to the rest of the fleet's colonies. Does not count towards your planetary development capacity.
>Locations
Civilian Fleet colonies - Central Lao Sho Nebulae
Xintar Autocracy, Rawl-Kin Colony - Vindication/Hectare Sectors, Lao Sho Periphery
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e6b3b3 No.7808
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e6b3b3 No.7809
>>7669
(Because I'm a faggot and forgot to update you)
>Construction: Advanced Biological Synthesis Equipment
(Progress next time? I don't remember anything about this beyond your crit fail)
Your crew makes up for their previous fuckup, and manages to make significant progress on completing the Synthesis Lab.
[Success]
>Mining: Exotic Metal
Your crew manages to strip a quite a few asteroids, but end up with nothing but regolith and water vapor.
[Failure]
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e6b3b3 No.7810
| Rolled 14, 43 = 57 (2d100) |
>>7807
Offense: 7
Defense: 7(9 vs energy)(11 vs explosive and kinetics)
Propulsion: 8
Shields: 54%
Population: 900 [Soc anti-aural implants on crew]
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]
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]
[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]
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 2600
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 3
+ Asteroid mining refinery +3 Ex a turn
>Supplies
6 Fuel +0turn
7 Food +0 turn
7 Water +0 turn
8 Raw materials +5 turn
7 Exotic materials +3 turn
Resource Event. Produce local net hubs -2 ex
Proposal to the civilian fleet, Many habitable or nigh habitable planets are in this sector. We solarians advise group together and finding some, using the ship to find and ferry the necessary supplies in. We are no longer a DCS fleet, puppeted about by "fate" we are a collation of allies fighting against two great foes. As such we should settle down and work together on our planets to try and rebuild, and as necessary rearm for when the enemy comes again. We've beaten them one with no supply base or hope, we can do it again.
1. Planet action: Build a Research facility (costs 3 ex)
2. Ship Action: Survey the planet, start researching way for this planet to have a greater food and water yield. + Solarian taskmaster Cost 2 raw
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e6b3b3 No.7812
>>7809
>Favored Trade Good: Water
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e6b3b3 No.7813
| Rolled 96, 47 = 143 (2d100) |
>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
>925 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 7
>Food 5
>Water 4
>Raw Metals 9
>Exotic Metals 2
>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
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>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]-5
[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. ] -3m -1em Research
P1X5583
Pop is 925
Population Capacity - 8
Agriculture Capacity - 7
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 2
1:Planetary action: Produce a LocalNet Hub but heavily modified to block certain sites like alien on human sex or any symphony or enemy recruitment -2 for this
2.Ship Action: Try to mine more asteroids to help us build more things
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e6b3b3 No.7814
| Rolled 64, 21 = 85 (2d100) |
>>7807
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 1189
Fuel 12
Food 2
Water 3
Raw Metals 11
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
[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 (1/4)
Mars Invictus -2850
Population Capacity - 4
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 5
Orbital Development Capacity - 2
1 Trade 3 Water for 6 Exotic
2 Construct an Orbital Asteroid Refinery
If trade is successful construct the LocalNet Hubs
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e6b3b3 No.7815
| Rolled 85, 49, 42 = 176 (3d100) |
>Fleet Actions (2 ships)
1. Mine for exotic metals.
2. Continue research on the Latchkey [1 turns left]
>Ruby's Rest (4000 population)
3. Our homeworld had plenty of exotic metals to feed off of. This world isn't so different, so they should be somewhere.
>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.7816
| Rolled 73, 68 = 141 (2d100) |
>>7786
>>7800
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
>1550 Civ Pop
Total Resources:
>Fuel 1
>Food 6
>Water 6
>Raw Metal 12
>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).
Secondary bonus: Osralian Combat Experience; +3 when attacking infantry
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.
Research: Aural Technology(2 turns left)
Research: Hydrogen Scoop
Worlds: Kalana(colonized), P6X9961, P9X4404
Kalana(colonized)stats:
>Pop cap: 4
>Agri cap: 6
>Mining cap: 2
>Planet Dev cap: 4
>Orbital Dev cap: 4
>Pop: 2400
P6X9961 stats:
>Pop cap: 9
>Agri cap: 2
>Mining cap: 6
>Planet Dev cap: 4
>Orbital Dev cap: 3
P9X4404 stats:
>Pop, Agri, Mining cap: 1
>Planet Dev cap: 0
>Orbital Dev cap: 8
(Free action: Hydrogen scoop on ship)
1. Explore the world!
2. Use the ship and its great facilities to gather metals.
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e6b3b3 No.7823
| Rolled 8, 97 = 105 (2d100) |
>>7807
—-
Stats (updated): http://pastebin.com/RJLbNDxZ
Creation fluff: http://pastebin.com/1Nd0Wugd
—-
Seeing that the native intelligence doesn't quite match ours, to a communicable level at least, the crew heads decide colonization of P2X0043 is a must, that we cannot wait for a clear answer from the reluctant natives. We dub the planet New Akranis, unload 4,500 civilian Akrans off the 11,950 strong colony barge, and set about to work agricultural aspects of the planet.
While the sentient life forms of New Akranis do seem quite dim, we decide that those observed capable of basic construction warrant further study. We dispatch a crew of diplomats to establish meaningful contact with them.
Looking towards the future, the crew heads bicker of what should be done. The most common answer is to "upgrade" our colony barge to something more manageable. It is decided against scrapping the ship, but new designs are rumored to be in the works already.
Free Action: Colonize New Akranis, 4,500 colonists.
Ship actions:
1- A permanent team of diplomats is sent to the fort-building natives of New Akranis, their mission: to establish a form of communication with the herders.
2: Set about the design of a new, more efficient and maneuverable class of ship, meant for combat but capable of supporting a basic population of colonists, with crew to spare. (A pop cap of about 3500)
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e6b3b3 No.7860
| Rolled 95, 75, 77 = 247 (3d100) |
>>7807
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
2050 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
3 Food
9 Water
11 Raw Metal
11 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 2, 1 Turn to Sort per Unit]
>[3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]
1. Sort through another salvage slurry.
2. Begin construction of basic homestead units on this new planet.
3. Finally, scout the star system for other bodies in system that could contain usable and beneficial resources for us to obtain
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e6b3b3 No.7866
>>7860
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 2750
Fuel 6
Food 14
Water 5
Raw Metals 13
Exotic Metals 8+4(Trade)-3(Research Facility)= 9
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) Construct a Research Facility on Freehold
2) Harvest fuel
(Sorry for no fluff. need to hurry so not skipped and busy.)
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e6b3b3 No.7867
| Rolled 18, 89 = 107 (2d100) |
>>7866
mfw I am so shit at rolls
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e6b3b3 No.7869
>>7763
>>7868
No you weren't skipped, you just posted out of turn. Check the other post I linked for your last turn.
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e6b3b3 No.7902
>>7785
>Raiding: Fuel & Water
With any megacorp operation, infrastructure follows. In the Vindication Sector, the Megacorp war forced them to pour trillions of credits into creating hundreds of refueling stations. While automated, they hold and distribute a fair bit of material to the surrounding stations. However the ones you've found were cleared out, likely by the corps themselves.
[Failure]
>Research: Aural Dampeners
Your crew manages to make progress in working with the dampeners, primarily in how they actually affect the neurons and prevent the programming from taking hold.
[Success]
>>7810
>Construction: Research Facility
Zoning complaints come up about half way through construction, as the facilities power distribution overloads this section of the grid. Material that would have been put towards the facility is instead diverted to repairing the overloaded sections.
[Failure]
>Survey: Rememberance
Your crew pinpoints a river delta that the initial scans overlooked. With the specific focus on food production, the analysis nets your colony a recommendation moving forward, but it'll take some production to exploit, as the delta is heavily forested at the moment.
[Gain: Construction - Floodplain Automated Farms, 6 Raw Metal, 2 Exotic Metal, +2 Agriculture Capacity]
>>7813
>Construction: Auto-Censored LocalNet Hub
Your techs have put together quite the complete package when it comes to controlling your citizen's data access. However upon further analysis, it appears the permissive and open nature of the LocalNet software allows you to wring a little more than just control over your own network. To put it simply, those with a LocalNet have essentially given you access to their data of their own volition.
[Gain: Sabotage Action - can sabotage tech/data/information from other players, or give a player's roll a debuff. success is 60 or greater.]
>Mining: Asteroids
Your ship mines several nickle/iron deposits on some of the larger asteroids.
[+2 Raw Metal]
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e6b3b3 No.7911
>>7814
>Trading
Your trades execute successfully.
>Construction: Orbital Asteroid Refinery
Unbeknownst to the survey team that selected the site for the refinery, a rapidly solar orbiting cloud of micro-asteroids passes directly through the site's location. Halfway through construction, LADAR from the construction tug picks up the cloud. Thankfully there's enough time to flee, but the structure is swiss-cheesed by the hail of tiny rocks moving almost as fast as bullets.
>>7815
>Mining: Exotic Metals
Your crew manages to pick out a handful of cobalt and iridium asteroids from the cluster your ship jumped to in the Oort Cloud.
[+3 Exotic Metal]
>Research: "Latchkey" Subspace Generator
The first lab test of the field generator was a resounding success. Even with artificial gravity distortions applied, the waveform remained constant, giving your scientists the final data needed to complete the project. They report at the end of this standard period that they're ready to install the new FTL drive.
[Success - Ready for Prototyping]
>Mining: Exotic Metals
Your colonists take geological surveys for the better part of the standard period before determining the true worth of the planet. Several portions of the crust are split all the way to the mantle. While it would be difficult to mine them without specialized equipment, your colonists are confident they could get at the material if they could get a sizable investment first.
[Gain: Construction - Deep Core Drilling Rig, 5 Raw Metal, +1 Exotic Metal/turn on Structure]
>>7816
>Survey: Kalana
Your survey teams fan out from the colony, and one stumbles upon a river with a unique property. While it doesn't seem potable, due to the heavy metals in the water, it does seem to be a natural run-off stream from a cave with quite a few veins of ore. Your team believes with the proper construction, they can exploit the resources.
[Gain: Construction - Metallic Water Distillery, 3 Raw Metal, +1 Mining Capacity]
>Mining: Raw Metal
Your crew manages to find a handful of asteroids in the Oort Cloud with enough nickel & iron to make it worthwhile.
[+2 Raw Metal, +2 from Ship Bonus]
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e6b3b3 No.7927
| Rolled 36, 71 = 107 (2d100) |
>>7800
Enclosed Stats: http://pastebin.com/qfsfTVLb
Free Action (or so Maldaris tells me): Our citizens have spent far too long on this derelict barge as it is, and this new planet seems as though it shall serve our needs for the time being. We shall send another 1,200 of our citizens down to the planet's surface to assist in the development of the colony.
1. Though our plan is to send as many of our citizens onto the new planet as possible, the planet likely cannot yet support our entire population, so we must accept that the Colony Ship still serves its purpose for those that cannot be sent down to the surface. However, the Colony Ship's stores of consumable resources have been almost completely exhausted. It is imperative that we scan the local system thoroughly for any fuel-bearing and water-bearing objects that can be harvested efficiently.
2. Our initial scans of this new planet suggested the presence of great quantities of water under the surface. A vital resource for almost any lifeform, especially one as accustomed to an aquatic environment as ourselves. Our colonists are to make efforts to locate and access any underground rivers and aquifers near the colony site, and, if possible, construct a reliable means of transporting the water to the surface in a usable form.
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e6b3b3 No.7929
Name: Arduari
Species/Subrace: Human…ish
DCS Member Species (Y/N): Yes
Fluff: Human in most aspects, the Arduari diverged after long periods on their desert homeworld of Ghandar. Their skin became pale and slightly leathery, with hair present only on the face and head. Their eyes also took an odd, blueish glow due to constant exposure to the radiation of Ghandar's twin suns. Their life was a nomadic one, travelling the desert, conserving water religiously, hunting what they can and fiercely opposing trespassers.
The history of the Arduari is a tale of hardship. Their homeworld was a blasted, sand-choked desert under the iron grip of the Slathi Empire, and a mass exodus (Fwadiyah) during the invasion of the Enemy was their only salvation. But even that proved a curse. Unused to space travel, they wandered aimlessly. The DCS admitted them as a member when they joined the Great Fleet, seeking a new homeland. The Enemy was sundered, if only briefly, and now at last they have a chance. They are used to betrayal and oppression - the sand shifts, the heat smothers. The only constant is the land. Now they must find a new Oudi, a new Homeland. Defiance is strength. Unity is survival. To wander is to live. The Arduari will persevere.
>Racial Bonus: Water Conservationists: Your crew is familiar with the innate requirements of desert life, and have translated them aptly to space travel. As such you may pay Food or Water upkeep costs with either resource
>Racial Detractor: Novices in Space - Your people are unexperienced with space travel and combat, and as such recieve -10 to combat rolls and ship actions. This can however be mitigated with proper training from an Academy.
>>SHIP: Jadih a'Bwar, Sunseeder
Cruiser, 4000 Population, 5 ATK, 6 DEF, 4 PRP, 9% Shields
>Ship Bonus: Precision Tuned Engine Systems - Your ship used to be a hauler for the Slathi taxes incurred by the Empire. As such, the ship is quick and efficient, due to the sometimes nigh-impossible deadlines the Slathi imposed on your world's tithes.
>At the beginning of the turn you may choose to either get +3 PRP, or pay no fuel in upkeep for the ship.
>Resources: 4 Fuel, 4 Food, 10 Water, 5 Raw Metal, 2 Exotic Metal
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e6b3b3 No.7930
>>7823
>Diplomacy: Communicate with Natives
Your diplomatic crew has made one hell of a fumble. While landing their shuttle near the fort, they failed to ensure the area is clear beneath them. A hunters lean-to is crushed, and the resulting chaos is enough to drive back your diplomats, some with injuries. While the poison they tipped their javelins with is relatively easy to remove, the farmers on the perimeter report increased clashes with the natives, predominately with what can only be described as cattle riders with torches. A few farms have been set fire to since the initial clashes, and it's cut into the bottom line of the agriculture production.
[Gain: Hostile Natives - Dirtwork Riders, -1 Agriculture Cap until Pacified]
>Research: "Guilty Thorn" Class Frigate
The proposed design is a highly agile frigate, designed from old blockade runner specs. Using publicly available data on the Enemy's combat capabilities, the design has been streamlined, giving it high agility, while still allowing it to sport a dual use slot for either combat or utility modules, in addition to the post-Enemy standardized weapon mounts.
[Gain: Research - "Guilty Thorn" Class Frigate, 5 Raw Metal, 5 Exotic Metal, 2 Fuel, +5 PRP, +1 Dual Combat/Utility Slot]
>>7860
>Salvage: Supercarrier "Salvage Slurry"
In one of the larger stacks, it appears you've got a hold of an intact power core from a Demurge ship. While not currently active, its structure and components aren't out of your grasp of understanding, and with a little research, it's likely you could integrate it with future ship designs.
[Gain: Research - Demurge Cyclic Self-Propagating Power Generator, 4 Turns, 3 Raw Metal, 5 Exotic Metal, 2 Fuel]
>Construction: Colony Planning
Your crews set down at the proposed site and take the time to really knuckle down and make sure the site is ready for habitation. The work pays off, as the redesigned layout gives your colonists an edge in agricultural production, as a secondary soil layer turns out to exist under what was previously believed to be infertile soil.
[+1 Agriculture Capacity on Planet]
>Survey: Non-Colonizable Celestial Bodies
An otherwise unassuming moon in far orbit around your planet turns up some interesting results. While the distance of the orbit would otherwise make it a heliocentric orbit, the moon turns out to be primarily cavernous and hollow. It could feasibly serve as a habitat for the colony or an industrial hub, giving a boost to either Orbital Development Capacity or Population Capacity.
[Gain: Construction: Industrial Moon Exploitation - +2 Orbital Development Capacity]
[Gain: Construction: Urban Moon Exploitation - +2 Population Capacity]
>>7866
>Construction: Research Facility
Your construction crews have run into a snag. Somewhere along the production line, a series of metallic impurities were introduced. While this wasn't an issue for a majority of the facility, the supports and load-bearing structural components buckled as the facility neared completion. While nobody was killed in the incident, it's caused an uproar, and the relevant facilities have already been reprimanded and been given new quality standards.
[Failure]
>Mining: Fuel
Your crew makes off like bandits at a nearby gas giant, managing to haul off several units of nearly pure helium. About half a standard period later, the processing equipment has converted it to usable fuel.
[+3 Fuel]
>>7927
>Mining: Fuel & Water
Unfortunately the best candidate for fuel & water resources turns out to be laden with a core of liquid nitrogen, which has saturated the planet's resources. It's a total wash of an operation, and leaves a few of your crew with frostbite, even through the suits.
>Survey: P2X8884
The underground river system is complex, but with the proper geo-sensing equipment, your crew is able to rough out a GIS system that gives them the ability to accurately predict the path of water flows under the surface. They manage to pin down a few aquifers where the water seems to collect and dissipate through the rock above. Drilling deep wells into these aquifers seems like the best course of action, and your teams draft a plan of attack for getting at the resources.
[Gain: Construction - Aquifer Well Pumps, 3 Raw Metal, 1 Fuel, +2 Water per turn on Structure]
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e6b3b3 No.7931
| Rolled 54, 21, 23 = 98 (3d100) |
>>7929
1/2 - Continue on the long search for a home. One day, we shall have a place to call our own.
3 - We are… inexperienced. This is not an end, not a definite. We shall overcome it as we have all else. But we shall do it with our new family. The DCS will surely have someone or some group willing to help teach us proper spacecraft.
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e6b3b3 No.7932
>>7931
>Survey: Colonizable Planets
Your crew manages to find a few worlds that they could possibly settle on, one being more promising than the latter, in the system 31579 (see the first image in >>7807)
>P5X8831
A Volcanic planet, the surface is mostly open lava floes, with a few "dry" zones, safe for habitation. While the volcanic soil is likely suitable for farming, there's not a lot of it. The metals flow freely on the surface however, and are likely suitable for usage.
Population Capacity: 3
Agriculture Capacity : 2
Mining Capacity : 5
Planetary Development Capacity: 3
Orbital Development Capacity : 2
>P3X0845
A Desert planet not unlike your home, this world has an interesting quirk of having a native sentient species. These quadrupeds are tribal in nature, but have a rudimentary mastery over the metals that show up in ore clumps near the few rocky portions of the terrain. It's going to be likely difficult to mine material with them competing however, unless you can figure some way to either appease them, or worst case scenario, eliminate them.
Population Capacity: 4
Agriculture Capacity: 2
Mining Capacity : 2 (5 with Pacified Locals)
Planetary Development Capacity: 4
Orbital Development Capacity: 2
>Diplomacy: Space-faring "Apprenticeship"
While most of the fleet is probably no more experienced than your crew is, most of the fleet is a little perturbed at the line of questioning, some going as far to tell you to go "Ask your Slathi overlords". Needless to say, the requests net you no results.
[Failure]
Next turn coming shortly
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e6b3b3 No.7934
>>7902
Resources
>Fuel: 11
>Food: 14
>Water: 14
>Raw Metals: 32
>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]
1/2/3. Baal does not chastise his people for poor luck. The crew is disheartened enough with dwindling supplies. He merely urges them to carry on with the scrounging of materials. fuel is badly needed, while water and food are steadily growing due to colonial output.
It's time for the mass production and deployment of the anti-aural dampeners, 8465 of them to be exact. Since the engineers and mass producers don't want to work in fractions, they decide that expending 8 raw metal (price-racial bonus) to create 9000 units with 535 in storage is the best way to go. Baal signs off on the project and the dampeners begin to roll off of the assembly lines.
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e6b3b3 No.7935
>>7776
>Construction: Relaxinthesis Plant
The building construction goes up without a hitch, due to the… pressing demands of the High Judge.
[Success]
>Research: Efficient Model - Orbital Refinery
Your crews manage to take the standard plans from the fleet database and make major reworks. On top of being incredibly efficient, replacing a majority of the manned systems with automated ones, it requires a drastically reduced amount of material.
[Gain: High-Automation Orbital Refinery - 3 Raw Metal, 1 Exotic Metal, +3 Exotic Metal per turn on Structure]
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e6b3b3 No.7936
Turn 18
A group of civilian entrepreneurial traders have claimed to have found a sizable cache of tech left by the mega-corps during a survey run. While they claim they've got solid coordinates, they can't secure the transport and security crew needed acquire the goods. Instead they've put up an auction for the data up on the net, catering to the Military Fleet.
>Resource Event: You may place a bid on the coordinates for the cache. Bidding will continue until the beginning of next turn, once the last person has made their main post.
>Civilian Fleet & Military Wing
Location: Central Lao Sho Cluster (Map #1)
>Rawl-Kin, Xintar Autocracy, Broken Buccaneers
Location: Hectare/Vindication Sectors, Lao Sho Periphery (Map #2)
>Last turn for Trade Hub
>Favored Trade Good: Fuel
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e6b3b3 No.7937
| Rolled 15, 73, 32 = 120 (3d100) |
>Fleet Actions (2 ships)
1. Mining isn't working fast enough. Send the Sword of Convinction on a punitive raid on any nearby SOC, DCS, or Demiurge installations and take what we need for further development of our new home.
2. Research the supercarrier fighter [5 turns left]
>Ruby's Rest (4000 population)
3. Build a Civilian Industrial Plant
>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.7938
| Rolled 66, 84 = 150 (2d100) |
>>7936
Name: 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]
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]
[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]
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 3000
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 3
+ Asteroid mining refinery +3 Ex a turn
>Supplies
6 Fuel +0turn
7 Food +0 turn
7 Water +0 turn
11 Raw materials +5 turn
6 Exotic materials +3 turn
1. Build [Gain: Construction - Floodplain Automated Farms, 6 Raw Metal, 2 Exotic Metal, +2 Agriculture Capacity] We need it to sustain and grow our populace. Remembrance WILL flourish. +Solarian taskmasters 1food 1 water
2. Research Improved, structural upkeep, both orbital and planetary.
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e6b3b3 No.7939
| Rolled 92, 85 = 177 (2d100) |
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
>1550 Civ Pop
Total Resources:
>Fuel 1
>Food 10
>Water 10
>Raw Metal 18
>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).
Secondary bonus: Osralian Combat Experience; +3 when attacking infantry
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.
Research: Aural Technology(1 turns left)
Research: Hydrogen Scoop(5 exotic to put on ship)
[Construction - Metallic Water Distillery, 3 Raw Metal, +1 Mining Capacity]
[Research: Genetics Lab, Gives a Research Slot, with +20 to any genetics related rolls, 5 Exotic Metal]
Worlds: Kalana(colonized), P6X9961, P9X4404
Kalana(colonized)stats:
>Pop cap: 4
>Agri cap: 6
>Mining cap: 2
>Planet Dev cap: 4
>Orbital Dev cap: 4
>Pop: 2400
P6X9961 stats:
>Pop cap: 9
>Agri cap: 2
>Mining cap: 6
>Planet Dev cap: 4
>Orbital Dev cap: 3
P9X4404 stats:
>Pop, Agri, Mining cap: 1
>Planet Dev cap: 0
>Orbital Dev cap: 8
1. Get more exotic metals from the planet and space, find area of higest concentration so as to make a world.
2. Explore the world, find biological wonders that can benefit us on many levels. Search for things like symbiotes, high concentrations of bio-electricity(or things that produce truly extraordinary amounts)fauna able to survive in extreme temperatures, and more. Im general explore world
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e6b3b3 No.7940
| Rolled 5, 35 = 40 (2d100) |
>>7936
Tha'Dued Ehz
>UPDATED RESOURCES, TECHNOLOGY AND POP
http://pastebin.com/Hd9UTux3
+ SHIPS +
Cruiser
2,000 Population,
ATK: 4
DEF: 7
PRP: 3
Shields: 33%
~ Supplies ~
Fuel: 2
Food: 10
Water: 8
Raw Metal: 2
Exotic Metal: 0
+ Fuel Scoop: Allows a ship to lower it's Fuel Upkeep by 1.
+ COLONIES +
Colony: Ocean World 9939
Current Population: 3200
Population Capacity - 4
Agriculture Capacity - 6
Mining Capacity - 2
Planetary Development Capacity - 2
Orbital Development Capacity - 4
Structures - Relaxinthesis Plant
Fuel: 0
Food: 0
Water: 0
Raw Metal: 0
Exotic Metal: 0
The High Judge sat alone in his private quarters, the lavish interior contrasting with his disheveled and unkempt look. An empty Syringe sat by his forearm, a bright Lime film the only clue to it's contents.
Perhaps through a noble sense of duty, or a guilt driven fear to maintain order, the High Judge had been taking only the bare minimum Relaxinthesis requirements, and sometimes even less, in a punitive effort to sustain the ships supply. It showed. His head lolled, eyes lazily drifting across the paperwork before him as his body re-acclimatized to the calm state.
Bolstered by the steady supply of their soothing crutch, the Engineers had outdone themselves, designing a new Orbital Station that could harvest Exotic Metals at a much greater rate.
Still, to construct said station required some of the exotic metal itself. This material technically belonged to the Solarian Hegemony, as due their debt.
Should he send the Exotic Metal to the alien race, fulfilling their deal, or should he construct an Orbital Refinery, paying back the aliens in a future Standard Cycle?
He knew what was important to him, and that was his people. His people demanded growth to survive, so they would have it.
1. Ship Action: Begin Construction of Orbital Refinery around Aquatic World. (-3 Metal, -1 Exotic Metal)
2. Colony Action: Construct a Deep Space Surveillance Center on remaining Planetary Development Slot(-4 Exotic Metal)
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e6b3b3 No.7941
| Rolled 13, 21 = 34 (2d100) |
>>7936
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 1439 [SOC Anti-Aural Implants]
Fuel 12
Food 2
Water 0
Raw Metals 16
Exotic Metals 8 minus 4 for the Implants = 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.
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 (2/4)
Mars Invictus -3200 [SOC Anti-Aural Implants]
Population Capacity - 4
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 5
Orbital Development Capacity - 2
Anti-Aural SOC Medical Implants for 4k~ 4 Exotic Metals
1 Trade 7 Fuel for 5 Food, 7 Water and 2 Exotic Metal AND 6 Raw Metal for 6 Exotic Metal
2 Survey Mars Invictus. Explore polar ice caps and understand its composition, we hope to find a lot of water ice that we could use to raise the Agriculture Cap.
I am making the Data Trunks an open research
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e6b3b3 No.7942
| Rolled 82, 79 = 161 (2d100) |
>>7902
>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
>925 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 2
>Food 11
>Water 10
>Raw Metals 13
>Exotic Metals 2
>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
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>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]-5
[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. ] -3m -1em Research
P1X5583
Pop is 925
Population Capacity - 8
Agriculture Capacity - 7
Mining Capacity - 5
Planetary Development Capacity - 3
Orbital Development Capacity - 2
>[Gain: Sabotage Action - can sabotage tech/data/information from other players, or give a player's roll a debuff. success is 60 or greater.]
1 planetary action Build a military base for our planet -4fu -3m
2. GET MORE FUEL FROM THE ASTEROIDS
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e6b3b3 No.7943
| Rolled 99, 59, 93 = 251 (3d100) |
>>7932
Name: Arduari
Species/Subrace: Human…ish
DCS Member Species (Y/N): Yes
Fluff: Human in most aspects, the Arduari diverged after long periods on their desert homeworld of Ghandar. Their skin became pale and slightly leathery, with hair present only on the face and head. Their eyes also took an odd, blueish glow due to constant exposure to the radiation of Ghandar's twin suns. Their life was a nomadic one, travelling the desert, conserving water religiously, hunting what they can and fiercely opposing trespassers.
The history of the Arduari is a tale of hardship. Their homeworld was a blasted, sand-choked desert under the iron grip of the Slathi Empire, and a mass exodus (Fwadiyah) during the invasion of the Enemy was their only salvation. But even that proved a curse. Unused to space travel, they wandered aimlessly. The DCS admitted them as a member when they joined the Great Fleet, seeking a new homeland. The Enemy was sundered, if only briefly, and now at last they have a chance. They are used to betrayal and oppression - the sand shifts, the heat smothers. The only constant is the land. Now they must find a new Oudi, a new Homeland. Defiance is strength. Unity is survival. To wander is to live. The Arduari will persevere.
>Racial Bonus: Water Conservationists: Your crew is familiar with the innate requirements of desert life, and have translated them aptly to space travel. As such you may pay Food or Water upkeep costs with either resource
>Racial Detractor: Novices in Space - Your people are unexperienced with space travel and combat, and as such recieve -10 to combat rolls and ship actions. This can however be mitigated with proper training from an Academy.
>>SHIP: Jadih a'Bwar, Sunseeder
Cruiser, 4000 Population, 5 ATK, 6 DEF, 4 PRP, 9% Shields
>Ship Bonus: Precision Tuned Engine Systems - Your ship used to be a hauler for the Slathi taxes incurred by the Empire. As such, the ship is quick and efficient, due to the sometimes nigh-impossible deadlines the Slathi imposed on your world's tithes.
>At the beginning of the turn you may choose to either get +3 PRP, or pay no fuel in upkeep for the ship.
>Resources: 3 Fuel, 3 Food, 9 Water, 5 Raw Metal, 2 Exotic Metal
1/2 - P3X0845. An odd title, clinical and lifeless. Even the sands must bear life, and so must our language. It will be Ne'bwar, First Seed. And it will be the site of our first colony. Hopefully the residents will be pleasant.
3 - As always, there is no time to tarry. We always move, always change. We have a ship for flying, but now we walk. We have missiles for space, but nothing for the land. So we shall need tools to hunt, to mine and to survive on this new land. The ship will be a start, but we will purchase what we must, if we must.
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e6b3b3 No.7944
| Rolled 76, 84, 65 = 225 (3d100) |
>>7930
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
2050 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
3 Food
9 Water
11 Raw Metal
11 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]
1. Send a message to the civilian fleet, brave souls wanted for colonization efforts, 1500 lucky individuals will be granted habitation on a new planet in the Sector
2.Begin research into the Demurge Power source
3. Send out mining teams to lonely astral bodies in the system, asteroids, comets, harvest their resources and bring them back to the ship
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e6b3b3 No.7947
| Rolled 87, 51, 23 = 161 (3d100) |
>>7936
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: 7
>Food: 7
>Water: 1
>Raw Metal: 4
>Exotic Metal: 3
1. Mine comets for water
2. Travel to the point of contact that the demurge stated.
3. Send a communication to the civilian fleet about the demurge going to be in this location and that they have supposedly promised not to kill whoever shows up.
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e6b3b3 No.7955
| Rolled 48, 47, 3 = 98 (3d100) |
>>7649
Name: Broken Buccaneers
Species/Subrace: Various pirates, mercenaries, and outlaws of different species
DCS Member Species: Fuck no
Fluff:
http://pastebin.com/BHRqaqPR
—
Cruiser
2775 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. "Damn sons of bitches, well, we're STILL going to need to find someone to figure out how to use this symphony shit to our advantage. KEEP LOOKING."
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e6b3b3 No.7967
>>7798
>Survey: Convertable Planets
The process of creating a bioworld isn't that difficult, but it does preclude certain... interactions. None the less you've found a pair of suitable worlds for the rather specific process in the system 24914.
>P3X07399
A Terran world, its notable features include several massive mountain peaks and ranges, suggesting a rather unstable tectonic geology. The ecology is also worth studying, and the remains of a space station floating in orbit suggest you're not the first to think so.
Population Capacity: 4
Agriculture Capacity: 5
Mining Capacity: 2
Planet Development Capacity: 3
Orbital Development Capacity : 2
>P9X4414
A massive world, with an uncharacteristically low gravity well, 4414 is mostly ice and snow. The interesting portion of this planet lies in its epiphytic plants that occupy some of the warmer bands of the planet. Their growth patterns suggests a developed biology, as well as several uncharacteristically advanced selection methods, evident in the stark difference between several samples gathered from the same region, but on different sides of a mountain pass.
Population Capacity: 3
Agricultural Capacity : 3
Mining Capacity: 5
Planet Development Capacity: 5
Orbital Development Capacity: 4
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e6b3b3 No.8016
| Rolled 12, 55 = 67 (2d100) |
>>7936
Enclosed Stats: http://pastebin.com/qfsfTVLb
Event: We shall place a bid of 2 units of Raw Metal on the coordinates for the tech cache.
1. Fuel scarcity remains a concern for those still aboard the Colony Ship, and it is unlikely at this point in time that we will be able to continue our search for fuel-bearing bodies in the local system with any degree of success. We must instead seek a more internal solution. Our engineers shall be tasked with thoroughly analyzing the power consumption of all primary systems aboard the Colony Ship, and inspecting the internal structure of the ship's engines, to determine if there are any repairs or adjustments that can be made to improve the general fuel-efficiency of the Colony Ship.
2. Though initial scans of the planet did not suggest the presence of any valid fuel substances, orders will be given to colonial workers to carry out, if possible, a more precise survey of the region immediately surrounding the colony site for any natural deposits of substances that can be used as fuel sources.
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e6b3b3 No.8019
| Rolled 63, 82 = 145 (2d100) |
>>7930
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 3000
Fuel 8
Food 17
Water 8
Raw Metals 19
Exotic Metals 11
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) President Zavaxis stared with eyes narrowed over the reports for the facility. A inward sigh closely followed too before he looked up from the dataslate in his hand and towards the portly human in overalls. All humans were provided with recreational overalls as their culture said they enjoyed. A mind-link followed as he peered into the Foreman's mind for a split second before his voice spoke and drowned it all out. "This is not good. The people are angry. The Foreign inspectors are throwing a fit. Even my advisors are wary. You will do this right the second time or I promise that we will find someone better to serve us." The pitful little human nodded his fat head as he mewed out the little human words in placation. It made him angry. Zavaxis only turned towards his desk as he waved the shitstain out of his office. He spoke once more over the mind-link before he did so however. "Remember, our employees only leave the Consortium when they die. Remember the consequences of failure." [Reconstruct Research Facility with a memorial to the workers killed in the collapse in the middle of it.]
2) In comparison, the order signed off for the extraction of Exotic metals from the surrounding asteroid belt were in a much less furious tone. [Harvest Exotic Metals[
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e6b3b3 No.8020
>Resource Event: You may place a bid on the coordinates for the cache. Bidding will continue until the beginning of next turn, once the last person has made their main post.
I'll bid 5 food and 5 raw metal.
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e6b3b3 No.8028
Name: Aceil Refugees
Species/Subrace: Aceil
DCS Member Species (Y/N): N
Fluff: Home is gone. Destroyed. Ancestors dead long ago. Dying star. Swallowed home mere decades after we left.
Lived in ship for many generations. Endless grey walls. So many who saw nothing but them. Recycling vats.
Search for new home. Very long time. Nobody remembers old home. Ship was home for all. No weapons. Found no life among stars. Ignored?
Hope lives. Home found soon. Ship is old. Systems failing. Hundreds of years of jury rigging. Barely operational. Coffee filters used for air.
Captain despondent. Only enough fuel left for one system. Last mining drill broke four systems ago. Did not have facilities to make new one. Never thought they would be needed.
System has bright star. Seven planets.
It is found. Hope lives. Habitable. We can breathe. Good.
Hope. That is our new homes name.
Hope.
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e6b3b3 No.8030
>>7936
I'll bid 5 Food, 5 Raw metal, and 3 exotic metal along with a free Consortium lisence allowing them to do business at all future trade hubs. Official employment also offered if interested.
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e6b3b3 No.8031
New race thank god. Old one wiped out by super predator. Maldaris gave approval.
Name: The Daivin Unitatem
Species/Subspecies: Daivin, Kaivin, Zaivin, many more
Fluff: The Daivin Unitatem was created on the Unitatem homeworld of Daivin. An extremely empathic race of half mammalian have insectoid humanoids, the Unitatem believe that all must work together for the benefit of the whole. As such The Unitatem is entirely military, and its troops extremely skilled at ground combat and defensive combat. When it comes to war the Unitatem focus on speed and endurance, something their many subspecies show. The reason for having so many subspecies is due to an extreme genetic quirk. Upon finding an obstacle unsurmountable, the Unitatem breed and cause a new subspecied to be created to surpass that specific obstacle. The three major subspecies are The Daivin, meant specifically for infantry warfare and the general horrors of war, the Kaivin, genetically bred for the intricacies of space warfare and extraterrestrial activity, and the leaders of the race known as the Zaivin. The Zaivin direct the entire race, serving as its main force commanders and Scientist. The dozens of other subspecies have arisen due to a number of obstacles, such as understanding new types of sciences and more. Every Unitatem member considers themself part of the whole, and other than the color and insignia of their armor fulfill only the goals genetically made into them, and breeding more of their strain of a new strain of Unitatem. Upon joining the DCS they served as another wing of its military and throughout, benefitting the larger whole whereever they could. The race prospered, and their numbers reached massive proportions.
Then the enemy attacked. When they did the Unitatem lost all contact with the rest of the DCS, and quickly began to percieve their homeworld and planets as the main whole. They adapted and fought the enemy both in space and on land, every action coordinated, every challenge causing a new subspecies to be bred. After almost an entire year of war, most of which was defensive or retreating actions, the remaining battle hardened forces of the Unitatem arrived in the Lao sho cluster by sheer luck, having escaped the enemy and searching for another sector to begin building their defensive. Now they begin the mandatory breeding process so as to create dozens or even hundreds of new strains to replace the thousands of old ones lost…
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e6b3b3 No.8034
>>7937
>Raid: SOC, DCS, Demurge Installations
Your ship and scout shuttles have worked for almost fourteen straight days on 12 hour rotations trying to find raid targets. By the end of the standard period, they're haggard and tired, but no closer to a possible target.
[Failure]
>Research: Supercarrier Fighters
After the initial analysis, your researchers have determined that the enemy fighters are in fact complex drones, controlled by some sort of highly complex software link. However the actual command scheme is incredibly simple, albeit designed for previously believed impossibly low latency and accuracy. The Demurge likely controlled these using AI or other pure-computer systems.
[Success]
>Build Civilian Industrial Plant
After this incident, you feel like you're going to have those surveyors focus on the tectonics a little more closely. The building was receiving the final internal build out, when the entire shelf of rock cracked, and slid into the magma floes nearby. The building was salvageable, but most of the materials are in deep within the lava pools.
[Failure]
>>7938
>Construction: Floodplain Automated Farms
The floodplain seems to be surprisingly stable. Even with a few hiccups due to the unfamiliar tidal patterns, the automated farm is set up and seeded properly. Results should be visible from the next standard period.
[Success]
>Research: Optimized Supply Chains
Your researchers have begun aggregating data from around the colonies, provided through the LocalNet, and from local logistical officers. A pattern of the lack of integrated supply chains, and abuse of heavy shuttles for transporting light bulk material has given your researchers a lot to work with. Their solution is a light, fuel efficient cargo hauler drone, to be managed by a data center. They have two alternate versions of the center, for either orbital, or planetary construction, but the lead on the project has said he'll inform you when it's reached the stage for the decision to be made.
[4 Turns, (Prototyping determined by version), -2 to Upkeep cost of specific resource type specified by free action, continuous effect]
>>7939
(Per Kefka, the Osralians are being abandoned. Resources accrued can be salvaged, if you can handle the new owner…)
In the night, the creature came. It stalked your perimeter guards until it had learned your patterns. And in the night it took you. One by one, the Osralians fell. When the alarms were sounded, it was already in the colony center. When your ship landed to reinforce the colony, it had already killed the magistrate. And when it found you, the Queen, on the bridge, its only indication of its presence was the opening and closing of the turbolift door.
[BAD END]
>>7940
>Construction: Orbital Refinery
Disaster struck during the construction of the refinery, as the crews were struck by a unknown, previously dormant pathogen from a crate of material. While the logistical origin of the crate is a mystery to your crew, it contained Exotic Metals, and the resulting tirade by the crew chief effectively shut down your ship's construction bay.
[Critical Failure - No Material Recovered]
>Construction: DSS Center
After word from the ship reached the colony, not a soul in the fleet would touch another container of material. Due to this, several metric tons of material were improperly handled, causing corrosion and adverse chemical reactions, rendering a majority of the material useless.
[Failure]
>>7941
>Trade
Your trades execute successfully
>Survey: Mars Invictus
Your crew surveys the polar caps, but in the words of the chief science officer: "We've been here, we've done that, and not a damn thing has changed. Can we go home now? It's colder than my exwife's heart up here."
[Failure]
>>7942
>Construction: Military Base
The base was built almost overnight, as the construction crews fell into the age old rhythm of war-time production. By the end of the standard period, the base was up and operational, the officers ready to train fresh recruits from the cloning vats.
[Success]
>Mining: FUEL
While your crew chief was mildly amused by the logistical differences between Fuel and FUEL according to the computer, your crews managed to make off with a sizable haul by running their mining barge through binary star's lone gas giant orbiting it. The logistics team also got a kick out of the emphasized "FUEL"
scrawled haphazardly across the length of the tanks.
[+2 Fuel]
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e6b3b3 No.8035
Name: The Daivin Unitatem
Species/Subspecies: Daivin, Kaivin, Zaivin, many more
Fluff: The Daivin Unitatem was created on the Unitatem homeworld of Daivin. An extremely empathic race of half mammalian have insectoid humanoids, the Unitatem believe that all must work together for the benefit of the whole. As such The Unitatem is entirely military, and its troops extremely skilled at ground combat and defensive combat. When it comes to war the Unitatem focus on speed and endurance, something their many subspecies show. The reason for having so many subspecies is due to an extreme genetic quirk. Upon finding an obstacle unsurmountable, the Unitatem breed and cause a new subspecied to be created to surpass that specific obstacle. The three major subspecies are The Daivin, meant specifically for infantry warfare and the general horrors of war, the Kaivin, genetically bred for the intricacies of space warfare and extraterrestrial activity, and the leaders of the race known as the Zaivin. The Zaivin direct the entire race, serving as its main force commanders and Scientist. The dozens of other subspecies have arisen due to a number of obstacles, such as understanding new types of sciences and more. Every Unitatem member considers themself part of the whole, and other than the color and insignia of their armor fulfill only the goals genetically made into them, and breeding more of their strain of a new strain of Unitatem. Upon joining the DCS they served as another wing of its military and throughout, benefitting the larger whole whereever they could. The race prospered, and their numbers reached massive proportions.
Then the enemy attacked. When they did the Unitatem lost all contact with the rest of the DCS, and quickly began to percieve their homeworld and planets as the main whole. They adapted and fought the enemy both in space and on land, every action coordinated, every challenge causing a new subspecies to be bred. After almost an entire year of war, most of which was defensive or retreating actions, the remaining battle hardened forces of the Unitatem arrived in the Lao sho cluster by sheer luck, having escaped the enemy and searching for another sector to begin building their defensive. Now they begin the mandatory breeding process so as to create dozens or even hundreds of new strains to replace the thousands of old ones lost…
Racial Bonus: Hypermorphic Biology - Stressors and adversity skew your breeding habits. As such your population doesn't have normal breeding habits, rather they have what some outside races call "angry fornication". After a failed roll, you may gain 500 population OR gain +10 to a similar action roll. You do not gain population normally.
Racial Detractor: Wars of Attrition Harm All - Your race has fought tooth and nail for survival, even in the face of the Enemy's advance. However their leaders fear for the end game, and for the successive military actions that may lead to their doom. After each combat engagement, roll 1d100. On a 40 or less, you suffer -20 to all combat rolls until the end of the next engagement.
Ship stats:
Name: Loyalty Until Death
Type: Frigate
Pop: 2000 Population
8 ATK
6 DEF
9 PRP
24% Shields
Ship Bonus(?): The Ship is Out to Get You - Whether it be from abuse, misuse, or general mismanaged maintenence, your ship seems to fail at all the wrong times. This ship recieves -10 to rolls, until the Major Overhaul research is completed.
Resources:
7 Fuel
2 Food
2 Water
6 Raw Metal
5 Exotic Metal
1,2,3. The final Unitatem ship Loyalty Until Death soars through space, its powerful engines carrying it through the Lao Sho Nebula. Built so as to be dangerous to its very crew, the ship rumbles as its powerful guns point out into the void. Onboard the many Zaivin leaders talk and plan, examining the worlds of the system. Finding that the DCS still exist aftivates their instincts, and it isnt long before the entire crew of 2000 prepares to rejoin the whole, and rebuild their numbers. But first…they need a world to settle…
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e6b3b3 No.8036
| Rolled 55, 76, 65 = 196 (3d100) |
>>8035
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e6b3b3 No.8037
>>7943
>Colonize: P3X0845, "Ne'bwar, First Seed"
Your crew sets down on the planet in a fervor. There's crying and laughter heard for days after the first construction ships begin fabricating the first habitats and industry centers. As work begins among the populace, the sense of jubilation turns into a massive increase in effectiveness among all sectors of labor. The rewards of their efforts go into their own pockets, and that of their families, and its fueling their ethic. With the excess, your magistrate has come to you with a request for orders moving forward, as it seems like the happiness will last for quite awhile.
[+2 to Agricultural Capacity, and Mining Capacity for 3 turns OR pay no upkeep for 3 turns]
>Research: Labor Drones
Your crew takes a page out of the colonist's books, and has the bright idea of augmenting their existing crew with a drone force, capable of performing hard labor or other menial tasks, allowing for your crew to focus on more complex tasks, increasing overall efficiency.
[3 Turns, 3 Raw Metal, 1 Exotic Metal, Gain +3 Resources from any Mining, Salvage, or related actions OR Gain +20 to Mining, Salvage, or related actions. You may chose to change this effect once per turn.]
>>7947
>Mining: Water
Your mining crews make an uncommon success cracking into a rather large comet. Using laser cutters and well placed harpoon cabling, they manage to haul off massive chunks of water-laden ice for processing.
[+3 Water]
>Navigation: Demurge "Rendezvous" Coordinates
You begin making the series of jumps to the site, and your navigator informs you as you're underway that with the route they've picked, it will take a standard period to arrive.
(You will arrive after next turn)
>Diplomacy: Civilian Fleet Warning
Your comms officer relays the data and transcript of the conversation you and the Demurge had, with emphasis on the possibility of negotiation and diplomacy with them. While it's a subspace shot in the dark, you're not sure if it arrived. After a period of silence, your comms officer recommends trying again once T'Kin'Tekra is closer.
[Failure]
>>7955
>Raid: Researchers
Your crew manages to pin down another research station, likely armed, AGAIN. And almost as if there's a pattern to this madness, as soon as you board, and ascertain the location of the researchers, the station begins to go critical. Your boarding party doesn't manage to make it out this time.
[-125 population]
>>7968
>Salvage: Remains orbiting P3X07399
Your crew manages to salvage a large portion of the material, which appears to be scored and impacted by explosive weapons fire, likely from a corporate frigate. It's odd to see them torch another corporate station, as they often take them over rather than destroying them.
[Success, +4 Raw Metal, +1 Exotic metal]
(Note that there is upkeep, 1 Fuel Food & Water per turn)
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e6b3b3 No.8045
>>8044
He's stil gotta gen my planets so yah
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e6b3b3 No.8046
>>8044
waiting for the official start of the turn that look like this >>7936
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e6b3b3 No.8047
>>8044
Every new turn is prefaced with a post like this one announcing the turn and any events that might take place.
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e6b3b3 No.8052
>>8016
>Repair: Internal Fuel & Power Systems
The maintenance crew is infuriated at the suggestion that they've allowed the ship to leak power, especially with the restrictions on power consumption. Never the less, your crews make a thorough recheck and double check of the systems. Not a single discrepancy can be found.
[Failure]
>Survey: Fuel Sources
Your survey teams stake out some locations with underground oil deposits, reminiscent of the industrial era on your own home world. While the tech is still used and improved today, or at least it was, it's going to be tricky reinventing thousands of years of geological data and specialization to crack at it. That said, the refinery techniques have come a long way since the birth of industry, and well-processed oil can in fact be used to power your ships, however it's horribly inefficient.
[Gain: Construction - Oil Production Fields, 4 Raw Metal, +1 Fuel/turn on structure]
>>8019
>Construction: Research Facility with Memorial
Colonization is never easy. It wasn't when there was infrastructure and specialists from across the galaxy. The memorial is a grim reminder of that fact, and your crews take extra care to ensure it goes without a hitch
[Success]
>Mining: Exotic Metals
Your crews manage to collect a sizable portion of Exotic Metals before the end of the standard period.
[Success, +3 Exotic Metal]
>>8035
>Survey: Colonizable Worlds
Your crew surveys 24914 (see >>7936) for colonizable worlds and finds a few promising candidates
>P2X0031 - Tundra World
While the plains are extensive, and the planet is mostly flat, the permafrost is ever shifting, causing some areas to become waterlogged. Only a few sites are actually suitable for construction.
Population Capacity - 5
Agriculture Capacity - 3
Mining Capacity - 3
Planetary Development Capacity - 1
Orbital Development Capacity - 3
>P3X5041 - Terran World
While lacking in metals, this world has a incredibly soil composition, giving your budding empire a solid food base.
Population Capacity - 3
Agriculture Capacity - 6
Mining Capacity - 1
Planetary Development Capacity - 3
Orbital Development Capacity - 2
>P4X7739 - Barren World
While the habitable zones in this planet are slim, the metal composition of the world is thick with usable material, making it an ideal location for a foundry and orbital manufacturer..
Population Capacity - 2
Agriculture Capacity - 3
Mining Capacity - 5
Planetary Development Capacity - 2
Orbital Development Capacity - 4
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e6b3b3 No.8053
>Turn 19
The Consortium's generous bid seemingly shut out other offers from the rest of the fleet, and as the pair of enterprising Humans walked into the Consortium hangar, field gear slung over their shoulders, it becomes obvious they're ready for a fight.
"While we don't expect there to be a fight, we've dealt with our fair share of Megacorp stations since leaving the Core Worlds. We suggest you gear up in kind."
(Zavon may elect to bring escorts from the Military Fleet, and any player in the Central Lao Sho sector may solicit him)
>Locations
Rawl-Kin, Broken Buccaneers: Vindication Sector, Lao Sho Nebulae
Xintar Autocracy: En-route to Central Lao Sho Cluster
Military/Civilian Fleet: Central Lao Sho Cluster
The market has closed, as such free trades are unavailable.
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e6b3b3 No.8054
| Rolled 26, 6 = 32 (2d100) |
>>8037
>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
>925 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 4
>Food 17
>Water 16
>Raw Metals 18
>Exotic Metals 2
>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
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>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]-5
[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. ] -3m -1em Research
>P1X5583
>Pop is 925
>Population Capacity - 8
>Agriculture Capacity - 7
>Mining Capacity - 5
>Planetary Development Capacity - 3
>Orbital Development Capacity - 2
>Structures:Military Base
>[Gain: Sabotage Action - can sabotage tech/data/information from other players, or give a player's roll a debuff. success is 60 or greater.]
1. Planetary action: Have my men do a exploration on the planet to see what bounties are to be had
2. Ship action:Try to mine for some asteroids
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e6b3b3 No.8055
| Rolled 58, 75, 28 = 161 (3d100) |
>>8053
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: 7
>Food: 7
>Water: 4
>Raw Metal: 4
>Exotic Metal: 3
1. Try again to transmit the message to the fleet.
2.3. Try to boost the engines to reach the rendevous in time
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e6b3b3 No.8056
| Rolled 13, 18 = 31 (2d100) |
>>8053
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
[4 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 3250
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
8 Food +2 turn
8 Water +2 turn
10 Raw materials +5 turn
7 Exotic materials +3 turn
Free Actions: Build and equip the Huntress with a thermal lance. Build 2000 implants and put them in the citizenry, starting with leaders and high security jobs.
1. Planet action: Continue research on the optimized supply chains, We need to be self sufficient. +Solarian Taskmasters 1 food 1 water
2. The huntress shall, as agreed upon prior, accompany and escort the Consortium's ship on it's expedition to the megacorp supply cache. the Demurge, Symphony and SOC are still out there after all.
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e6b3b3 No.8057
| Rolled 74, 31, 21 = 126 (3d100) |
>>8037
Name: Arduari
Species/Subrace: Human…ish
DCS Member Species (Y/N): Yes
Fluff: Human in most aspects, the Arduari diverged after long periods on their desert homeworld of Ghandar. Their skin became pale and slightly leathery, with hair present only on the face and head. Their eyes also took an odd, blueish glow due to constant exposure to the radiation of Ghandar's twin suns. Their life was a nomadic one, travelling the desert, conserving water religiously, hunting what they can and fiercely opposing trespassers.
The history of the Arduari is a tale of hardship. Their homeworld was a blasted, sand-choked desert under the iron grip of the Slathi Empire, and a mass exodus (Fwadiyah) during the invasion of the Enemy was their only salvation. But even that proved a curse. Unused to space travel, they wandered aimlessly. The DCS admitted them as a member when they joined the Great Fleet, seeking a new homeland. The Enemy was sundered, if only briefly, and now at last they have a chance. They are used to betrayal and oppression - the sand shifts, the heat smothers. The only constant is the land. Now they must find a new Oudi, a new Homeland. Defiance is strength. Unity is survival. To wander is to live. The Arduari will persevere.
>Racial Bonus: Water Conservationists: Your crew is familiar with the innate requirements of desert life, and have translated them aptly to space travel. As such you may pay Food or Water upkeep costs with either resource
>Racial Detractor: Novices in Space - Your people are unexperienced with space travel and combat, and as such recieve -10 to combat rolls and ship actions. This can however be mitigated with proper training from an Academy.
>>SHIP: Jadih a'Bwar, Sunseeder
Cruiser, 4000 Population, 5 ATK, 6 DEF, 4 PRP, 9% Shields
>Ship Bonus: Precision Tuned Engine Systems - Your ship used to be a hauler for the Slathi taxes incurred by the Empire. As such, the ship is quick and efficient, due to the sometimes nigh-impossible deadlines the Slathi imposed on your world's tithes.
>At the beginning of the turn you may choose to either get +3 PRP, or pay no fuel in upkeep for the ship.
>Resources: 3 Fuel, 3 Food, 7 Water, 2 Raw Metal, 1 Exotic Metal
>[No upkeep for 3 turns]
>Research Drones: 0/3 [Gain +3 Resources from any Mining, Salvage, or related actions OR Gain +20 to Mining, Salvage, or related actions. You may chose to change this effect once per turn.]
1 - Long have we subsisted off our own hands, our own works. The land has given little, and we have needed to work every moment to take what we can. Even during the Jwidan, the Occupation, the Slathi forced us into constant labor. But now, a way to alleviate that work. It ought to be a godsend, but many are… wary. Is this the right path for us? The road of mechanization? It would make our lives easier, and we could fare better among the interstellar giants of the day. But at what price does this come? Do we lose ourselves, the essence of the Arduari, by doing so?
This is an unfamiliar home, a new seed, a new start. We cannot afford any less. Be this a change, we can only hope it is a change for the better.
>[Research Labor Drones]
2/3 - The price of these drones has made clear our limited resources. Even rationing, ingenuity and balancing cannot protect from the inevitable decline of goods. We will need more, and that means interacting with the natives for mining, hunting and water-gathering rights. By Umaad, may they be pleasant.
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e6b3b3 No.8060
| Rolled 81, 60, 55 = 196 (3d100) |
>Fleet Actions (2 ships)
1. Escort the Consortium on their salvage mission.
2. Investigate the Osralian colony that just went dark. Find out what happened, and rescue what we can. If there is no one left alive salvage anything remaining and do our best to find the metalloid ship we gave them. We've lost enough people.
>Ruby's Rest (4000 population)
3. Build a Local Market Centre and attempt to re-establish the free trade market.
>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.8061
| Rolled 23, 32, 79 = 134 (3d100) |
>>8037
Name: Aceil Refugees
Species/Subrace: Aceil
DCS Member Species (Y/N): N
Fluff: Home is gone. Destroyed. Ancestors dead long ago. Dying star. Swallowed home mere decades after we left.
Lived in ship for many generations. Endless grey walls. So many who saw nothing but them. Recycling vats.
Search for new home. Very long time. Nobody remembers old home. Ship was home for all. No weapons. Found no life among stars. Ignored?
Hope lives. Home found soon. Ship is old. Systems failing. Hundreds of years of jury rigging. Barely operational. Coffee filters used for air.
Captain despondent. Only enough fuel left for one system. Last mining drill broke four systems ago. Did not have facilities to make new one. Never thought they would be needed.
System has bright star. Seven planets.
It is found. Hope lives. Habitable. We can breathe. Good.
Hope. That is our new homes name.
Hope.
Racial Bonus: Forever a Spacer - Your race is used to working their entire lives aboard a ship, as such they recieve +10 to all actions performed by ships outside of combat. Your ships also recieve +2 DEF
Racial Detractor: Deteriorating Culture - Whither it be due to the generations spent aboard the ship, or the general outlook of the populace, cultural tenets, education, and basic social skills have begun to deteriorate from general disuse. The mandate of survival has over time forged your people into hardy survivors, at the cost of their social skills, and emphasis on non-skill based education.
Population/Turn: 150
Fuel: 4
Food: 8
Water: 8
Raw Metal: 3
Exotic Metal: 4
Main Ship: Progenitor
Class: Liveship
ATK: 1
DEF: 4
PRP: 7
Shields: 65%
1-3:
System. Search it.
Hope must be found here. There is little left. The ship is groaning and crying from use. We cannot last many more months in it. The ship must rest.
Find Hope. Find Hope. We must find Hope.
[Search for a suitable planet to colonize.]
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e6b3b3 No.8062
| Rolled 74, 4 = 78 (2d100) |
>>8052
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 3250
Fuel 7
Food 15
Water 11
Raw Metals 20
Exotic Metals 13
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: Open up another Trade hub in our system.
1) One of the biggest worries held by the Consortium board members is that we are technologically weaker than the Enemy in almost all aspects. Only with a truly large force can we even fight them on equal terms and that itself is still very questionable. Until we are sufficently powerful. it will be suicide to deal with the Enemy in combat but perhaps we can simply avoid combat in the first place? Project SPIRIT hopes to rectify this by producing a working stealth field in two versions, one for our ships and one for our ground troops. This way, we can avoid combat whenever possible when facing the Enemy and if we can avoid the gaze of our fellow allies, that is only better.
2) We are to depart immediately from our System to the coordinates given to us by the these two great humans, a true credit to their race. It should be noted that we will wait at a rendevous point before heading anywhere for the two contracted escort ships to arrive from the Diamond Empire and the Solarians. With their help, we should be able to breach this supply cache with ruthless efficency. It should be noted that the two humans will be offered spots on the bridge during this trip.
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e6b3b3 No.8068
| Rolled 70, 53 = 123 (2d100) |
>>7941
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 1689 [SOC Anti-Aural Implants]
Fuel 5
Food 7
Water 7
Raw Metals 15
Exotic Metals 12
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 (3/4)
Mars Invictus -3550 [SOC Anti-Aural Implants]
Population Capacity - 4
Agriculture Capacity - 2
Mining Capacity - 5
Planetary Development Capacity - 5
Orbital Development Capacity - 2
1 The Guard Commanders will escort the Consortium's ship to retrieve the megacorp tech cache along with the rest of the core Military Wing fleet.
2 Construct an Orbital Asteroid Refinery over Mars Invictus
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e6b3b3 No.8069
Name: The Daivin Unitatem
Species/Subspecies: Daivin, Kaivin, Zaivin, many more
Fluff: The Daivin Unitatem was created on the Unitatem homeworld of Daivin. An extremely empathic race of half mammalian half insectoid humanoids, the Unitatem believe that all must work together for the benefit of the whole. As such The Unitatem is entirely military, and its troops extremely skilled at ground combat and defensive combat. When it comes to war the Unitatem focus on speed and endurance, traits their many subspecies inherit on a physical and mental level. The reason for having so many subspecies is due to an extreme genetic quirk. Upon finding an obstacle insurmountable, the Unitatem breed and cause a new subspecies to surpass that specific obstacle. The three major subspecies are The Daivin, meant specifically for infantry warfare and the general horrors of war, The Kaivin, genetically bred for the intricacies of space warfare and extraterrestrial activity, and the leaders of the race known as The Zaivin. The Zaivin direct the entire race, serving as its main force commanders and Scientist. The dozens of other subspecies have arisen due to a number of obstacles, such as understanding new types of sciences and more. Every Unitatem member considers themself part of the whole, and other than the maintaining the color and insignia of their armor fulfill only the goals genetically made into them, and breeding more of their strain or a new strain of Unitatem. Upon joining the DCS they served as another wing of its military and throughout, benefitting the larger whole whereever they could. The race prospered, and their numbers reached massive proportions.
Then the enemy attacked. When they did the Unitatem lost all contact with the rest of the DCS, and quickly began to percieve their homeworld and planets as the main whole. They adapted and fought the enemy both in space and on land, every action coordinated, every challenge causing a new subspecies to be bred. After almost an entire year of war, most of which was defensive or retreating actions, the remaining battle hardened forces of the Unitatem arrived in the Lao sho cluster by sheer luck, having escaped the enemy and searching for another sector to begin building their defensive. Now they begin the mandatory breeding process so as to create dozens or even hundreds of new strains to replace the thousands of old ones lost…
Racial Bonus: Hypermorphic Biology - Stressors and adversity skew your breeding habits. As such your population doesn't have normal breeding habits, rather they have what some outside races call "angry fornication". After a failed roll, you may gain 500 population OR gain +10 to a similar action roll. You do not gain population normally.
Racial Detractor: Wars of Attrition Harm All - Your race has fought tooth and nail for survival, even in the face of the Enemy's advance. However their leaders fear for the end game, and for the successive military actions that may lead to their doom. After each combat engagement, roll 1d100. On a 40 or less, you suffer -20 to all combat rolls until the end of the next engagement.
Ship stats:
Name: Loyalty until Death
Type: Frigate
Pop: 2500 Population
8 ATK
6 DEF
9 PRP
24% Shields
Ship Bonus(?): The Ship is Out to Get You - Whether it be from abuse, misuse, or general mismanaged maintenence, your ship seems to fail at all the wrong times. This ship recieves -15 to rolls, until the Major Overhaul research is completed.
Resources:
6 Fuel
1 Food
1 Water
6 Raw Metal
5 Exotic Metal
>Worlds:
Centra(colonized) - Tundra World
Population: 2500(1)
Population Capacity - 5
Agriculture Capacity - 3
Mining Capacity - 3
Planetary Development Capacity - 1
Orbital Development Capacity - 3
>P3X5041 - Terran World
Population Capacity - 3
Agriculture Capacity - 6
Mining Capacity - 1
Planetary Development Capacity - 3
Orbital Development Capacity - 2
>P4X7739 - Barren World
Population Capacity - 2
Agriculture Capacity - 3
Mining Capacity - 5
Planetary Development Capacity - 2
Orbital Development Capacity - 4
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e6b3b3 No.8070
File: 1439425158088.jpg (152.64 KB,1073x745,1073:745,white_ops_by_zhegesha-d4n3….jpg)
| Rolled 46, 23 = 69 (2d100) |
Tundra world deemed suitable for the creation of new strains and an defensable point. Proceed to colonize P2X0031, renamed Centra, and let 2500 civilian from the fleet take shelter upon it. This is an unanimous order from all Zaivin onboard the ship.
1. A lander sits on the frosted tundra of planet Centra the cold air beating away at the Unitatem troops that have landed. Bred specifically for colder enviroments, these Daivin are a bit larger and stronger than their kin and have greater insulation of heat. Having set up a perimeter they allow multiple Zaivin scientist to begin their work of soil examination, ice thickness, and defensable areas. The Zaivin then send a message back to command confirming the land it is suitable, and the lander soon takes off to begin researching an underground hive center on the planet able to hold civilians and serve as a base/strain creation area(begin research: Underground Military center)
2. Meanwhile a unit of Daivin-Tundra Strain, Zaivin-Tundra Strain, and a recently bred subspecies of Tundra builders begin searching Centra for an area high in Exotic metals. They plan to first take some metals and then begin building a permanent mine.(Gather exotic metals, research exotic metals mine)
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e6b3b3 No.8082
| Rolled 3, 84 = 87 (2d100) |
>>8053
Tha Dued' Ehz
>Updated Population, resources and costs.
http://pastebin.com/Hd9UTux3
The High Judge is devastated at the loss of the Materials, but takes the time to visit the men in the sick bay, if only briefly. With a steady inflow of Relaxinthesis, he and everyone aboard the ship are in much better moods. Still, the loss of the metal was a grave and terrible blow to them, as it delayed the payment of the debt to the Solarians. Hopefully, their long-lives meant they were exceedingly patient.
1. Planetary Action:
Reattempt construction on that Orbital Mining Facility! We have advanced Tech, we need to use it! [-3 Metal, -1 Exotic Metal]
2. Ship Action:
This Fuel Scoop technology is marvelous. It allows our ship to gather all the necessary fuel it needs for it's necessary use. A pity it cannot produce a surplus… Or can it?
Research Improved Fuel Scoop.
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e6b3b3 No.8083
>>8060
Send the Mettaloid species the following Tech as per our agreement. Their species requires a steady supply of Exotic Metal, so this is much needed for them.
- Research: Efficient Model - Orbital Refinery
# [Gain: High-Automation Orbital Refinery - 3 Raw Metal, 1 Exotic Metal, +3 Exotic Metal per turn on Structure]
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e6b3b3 No.8089
>>8083
As agreed the shipment of Raw Metals are on their way and we will have the Exotic Metal delivered as soon as we can.
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e6b3b3 No.8198
>>7944
>Diplomacy: Recruit Civilian Colonists
Your offers don't go unanswered, and by the end of the standard period, a list of 1500 souls are prepared to colonize a world of your choosing
>Research: Demurge Power Source
Interestingly enough, the Demurge power core seems to be akin to a nuclear breeder reactor, however instead of creating fissionable material, the reactor generates exotic particles that are allowed to decay in a shielded field, thereby generating massive amounts of electricity. The particle stream could also in theory be directed towards weapon systems, should the proper mounts be available. While the Ferdinand wouldn't be able to take advantage of this possibility, it's likely ships designed with this core in mind could have conduits to support ancillary functions.
[Success]
>Mining: Comets, Asteroids, et al.
Your crews efforts are well rewarded, as they generate sizable resources from only a few expeditions.
[+4 Raw Metal, +2 Exotic Metal]
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e6b3b3 No.8227
| Rolled 6, 62, 88 = 156 (3d100) |
>>8198
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
2050 Population
4 ATK, 9 DEF, 7 PRP
50% Shields
>Resources
4 Fuel
3 Food
9 Water
15 Raw Metal
13 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]
Free action: Begin colonization of the planet, using 1500 of the colonist of the civilian fleet and 1000 of our own crew
1. Interesting, begin construction of a Demurge Reactor for the Ferdinand, and the process of retrofitting the ship with it.
2. In turn, also begin construction of farms and food facilities on the new colony we've established
3. Finally, at the site of our new colony, begin building a space elevator so that our shuttles will stop having to ferry resources to the surface and back again
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e6b3b3 No.8279
| Rolled 67, 6 = 73 (2d100) |
>>8053
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. It is clear to us that we still have many enemies in the universe, and we must be prepared to defend ourselves.
At its prime, our civilization was known for its impressive war machines, and powerful engines of destruction. Though we lack the manufacturing capacity to recreate any of our civilization's greatest designs, we may yet be able to construct a useful deterrent to any would-be attackers, with the resources already available to us.
Having already sent nearly half of the Colony Ship's population down to our new colony, the living quarters that once supported those citizens are now unnecessary. Our engineers are to begin consolidating the unused portions of the Colony Ship to establish space for new weapon housings. Large mass-drivers, advanced missile arrays, high-intensity directed photon cannons, anything that can be constructed with reasonable time and resource expenditure to bolster the ship's offensive capabilities.
2. Many of the components of our most advanced machines contain a variety of rare elements and compounds, valued for their unique physical properties. If we should ever expect to establish ourselves as the great technological power we once were, we will need to amass a sufficient supply of these substances. To this end, our engineers and architects shall begin construction on an Asteroid Refinery Station in orbital range of our new planet.
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e6b3b3 No.8283
>>8054
>Survey: Colonized Planet
While there were gray-areas in the scans done by the initial survey team, your ground teams get to work clearing them. By the end of the standard period, the data is cataloged, but nothing of import is found.
[Failure]
>Mining: Asteroids
Your crews make a huge blunder. Late into the standard period, they find an asteroid with magnesium deposits. Rather than carefully cutting it out with lasers which takes time, they attempt to cut it with power tools. A pile of flakes ends up coalescing under the rock, and after a stray spark lands on the deck, the entire mining barge's intake goes up in flames. While nobody was hurt, it's going to take some resources to get repairs underway.
[-3 Raw Metal]
>>8055
>Diplomacy: Forewarning
Your message makes it to the rest of the fleet, finally. However the military wing is largely absent, off chasing a Megacorp cache. You look at the reply in horror as the coordinates match the ones given to you by the Demurge.
[Success]
>Engineering: Boost FTL
Your crews manage to make some improvements, which may or may not eventually burn out the engine. For now though, it appears you're in the clear.
(You will reach the destination at the end of this turn)
[Success]
>>8056
>Research: Optimized Supply Chains
A group of researchers in the laboratory began running some numbers about midway through the standard period. The results of their proofs show a flaw in the logistical calculations, which forces the team to retconn the weeks research to compensate.
[Failure]
>Military: Escort the Consortium Flagship
The approach on the Megacorp station is all clear to your sensors. Comms traffic with the civilian fleet is problematic however, as you can't keep a stable link.
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e6b3b3 No.8296
>>8057
(Please include your population statistics in your stats, especially colony population)
>Research: Labor Drones
Your research teams aboard your ship begin work on the labor drones, and make surprising progress.
[Success]
>Diplomacy: Natives
The only response your people get is either being pelted by sharp rocks, or the complete disappearance of the native population as soon as you step foot into their territory. Neither bodes well.
[Failure x2]
>>8060
>Military: Escort
Your ship escorts the Consortium ship to the location. However midway, you receive a message from the Xintar Autocracy, by way of the Civilian Fleet. They detail an encounter with the Demurge, and a location for a "peaceful meeting". Promises aside, what concerns you is the location of the proposed meet. It's the same as the coordinates provided by the two entrepreneurs to the Consortium.
[Success]
>Salvage: Osralian Colony
The ship is in orbit, but offline. The drives and power cores normally continuously active are dead silent, and the ship is in a semi-stable orbit. However the disturbing reading from the sensors is the lack of any life-signs aboard the ship. Your combat boarding teams manage to breach and clear the hangar bay, and gain control of the ship.
[Gain: Abandoned Osralian Ship]
>Construction: Local Market Center
The market is a roaring success, and after it's declared open, your starports find themselves inundated with traders and civilians from other colonies looking to find much needed essentials.
[Success]
>>8061
>Survey: Colonizable Planet
Your haggard crews survey 9575, looking for habitable worlds. They manage to find only one that meets the criteria.
>P3X6874
A Terran planet, this planet is one of the few potentials in the system with atmosphere. However it is incredibly lush, with a properly tilted axis, barely eccentric orbit, and a booming ecology.
Population Capacity: 5
Agriculture Capacity:6
Mining Capacity: 4
Planetary Development Capacity: 3
Orbital Development Capacity: 3
>>8062
>Research: SPIRIT Cloaking System
Your researchers are a bit befuddled when given the task of building a stealth system to counter the enemy. While LADAR is easy enough to camouflage a ship from, ancillary sensors on ships of a wide variety have often rendered most stealth systems useless. Without a sample of Enemy sensor tech, they worry about the effectiveness, however using general stealth techniques, they might be able to figure out a working prototype.
[3 Turns, Requires Enemy Sensor Array Analysis, 8 Exotic Metal, Gives -80 to hit for all enemies while active. Costs 1 fuel per 3 rounds.]
(Your second action will be handled at the end of the turn in a separate post)
>>8068
>Military: Escort
Your ship flies alongside the other Military Wing ships escorting the Consortium Flagship to the location. You too receive the communique from the Xintar Autocracy, detailing the potential Demurge threat to the site.
[Success]
>Construction: Orbital Refinery
The construction goes off without a hitch, giving your colonists a much needed boost of confidence.
[Success]
>>8070
>Research: Underground Military Base
Shielded and reinforced in design, the initial plans look to be highly advantageous to any ground forces defending the facility and by extension, the planet. However it's going to take some time to come up with the internal layout and logistical plan to maintain this facility.
[3 Turns, 6 Raw Metal, 2 Exotic Metal, Inherits from Military Base, +4 DEF to defending ground forces]
>Research: Deep Core Mining Rig
Your researchers are a bit baffled by the issues arising from the high heat requirements below ground, and the low temperature requirements above ground. The materials science crew tried and failed several times to find a proper solution this standard period.
[Failure]
>>8073
(This falls under Construction)
The Bido begin growing the creep production organ on the superstructure of the dead space station, which acts as a strong reinforcer for the structure, giving it an increased rate of production.
Your population capacity on all worlds is determined by the creep spread. All worlds you colonize begin with 1 Population Cap, regardless of the roll, with a maximum of 10. You gain +1 population cap per 3 turns per creep producer on the world. Creep producers cost 4 Food & 3 Raw Metal to create.
[Success]
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e6b3b3 No.8297
| Rolled 95, 36 = 131 (2d100) |
>>7934
Nice rolls, m8.
(Also, I forgot I only get 2 dice now. Thanks, Obama.)
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e6b3b3 No.8300
>>8296
I immediately warn the other escorts and the Consortium that we are potentially walking into a trap.
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e6b3b3 No.8303
>>8082
>Construction: Orbital Mining Facility
One failure was bad enough, but this is a catastrophe. A miscalculated orbit put the station in a collision course with a massive asteroid with a dense metallic core. There was no forewarning as the asteroid slammed into the construction tug, killing nearly everyone on board.
[-100 Population on Colony, no resources recovered.]
>Research: Improved Fuel Scoop
Your researchers begin theorizing about how to improve the efficiency of the fuel scoop. While primarily it was used to make the ship self sustainable, It could be more effective if actively employed during fuel mining operations.
[Gain: Research - Improved Fuel Scoop, Gives +2 Fuel from successful Fuel Mining actions, 4 Exotic Metal, requires Fuel Scoop]
>>8227
(Note you haven't completed research for the Reactor yet, continuing as if you're working on the reactor research)
>Research: Demurge Reactor
After doing a soft test on the salvaged reactor, a problem arises. The Demurge obviously have a unique understanding of particle physics, as the reactor defies the current understanding of how exotic particles interact. It seems like there's going to be a bit of standards rewriting before you can properly harness this.
[Failure, +1 turn to Completion]
>Construction: Space Elevator
Tethers to orbital stations are not a new concept, in fact they're as old as space travel itself. However recent materials advances within the past 200 years have made considerable advances in the practicality of an elevator. Before the Invasion, they were fairly common place, so replicating them is an easy task. However they're not cheap.
[Success, -5 Raw Metal, -6 Exotic Metal, Upkeep for Planetary & Orbital structures increases every 3 structures vs every 2]
>>8279
>Research: Improved Tactical Control
When given the option of picking several different weapons types to improve, your lead Researcher took a step back. They had already made improvements in the background to the weapons systems to better combat the Enemy. However it seems that they've neglected something along the way. CIC has stagnated, and the bridge controls are very dated. It doesn't take long before you're presented with plans for a new CIC, While the previous CIC was designed for operations with much larger ships doing most of the computationally heavy lifting, this Post-Invasion Command and Control, as the researchers dubbed it, works in a mesh style system. For each ship that is running this, the fleet as a whole benefits proportionally, increasing the accuracy and responsiveness of their weapons systems.
[Research: Post-Invasion Command and Control, +5 to-hit per ship in engagement with PS-CIC installed for all ships in fleet, 4 Turns, 3 Exotic Metal, Uses Combat Slot]
>Construction; Orbital Mining Facility
With the news of all the failed construction attempts at building orbital facilities making their way through the fleets, it takes a lot of convincing to get your people to start on a Orbital Mining Facility. The foreman on the project is so perturbed by the request amidst all the faitalities, that he puts the facility a good 100km from the belt itself. But it's all for naught.. As your ships begin to move into the belt, a solar flare cooks up from the sun. There's enough time for the crew to get to the shuttles and get clear, but the flare rips through the reactor, almost dead center, destroying the facility.
[Critical Failure, no materials recovered]
>>7934
>Mining/Salvage: Fuel
It's not every day your crew finds a refinery ship out in the black. Even less so that it is not only in tact, but in good enough condition to move. A skeleton crew climbs aboard, and commandeers it. It appears the previous crew abandoned it, likely in the face of Demurge patrols. The shuttles are gone, but the tanks are full, and the ship is in working order.
[Gain: UHL Omicron - Refinery Class, 0/6/2 50%, +20 to Fuel Production actions & +2 Fuel generated per action, +4 Fuel]
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e6b3b3 No.8304
>>8299
1) I'm going to say you haven't this time just since the first colony is free.
2) Either option works.
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e6b3b3 No.8305
Turn 20
With the Military Fleet away attempting to recover a Megacorp tech trove, the Civilian fleet is focusing on maintaining trade and order among the colonies. Overall things are quiet at home, but the captains aware of the Xintar Autocracy's message and their rapid jumps to the Military Fleet has the leadership on edge.
Locations:
Rawl-Kin - Vindication, Lao Sho Periphery
Xintar Autocracy, Diamond Empire, Solarian Fleet, Guard Commanders, Consortium Fleet - Megacorp Station, Codename "Hilde", Deep Space Laboratory
Civilian Fleet et al - Central Lao Sho Cluster
Favored Trade Good: Raw Metal
(And now for the event)
>Raid: Megacorp Station, Codename "Hilde", Deep Space Laboratory
The station is immense for such a distant structure from logistics. The primary hangar bay could fit fifteen cruisers with room to spare. The defenses are terrifying, and the escorts go to full combat readiness as soon as they complete the initial LADAR sweep. However it appears the station is currently offline. The two "prospectors" claim that the prize they seek is in the heart of the station, which is likely abandoned. The area around the station is eerily calm and quiet, and you can't help shake the feeling that there's more going on out there in the black than your sensors can detect.
A plan of action is required moving forward, and there are some requirements and objectives.
>One ship will need to move into the hangar, and deploy combat troops to escort the "prospectors" and the Consortium representative
>Any number of ships may patrol the station, keeping an eye out for the Demurge.
>A ship other than the ground troop ship may dock and attempt to re-arm the station defenses.
Roll 1d100 for any of the above actions.
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e6b3b3 No.8306
>>8305
Fuckin' post the image 8chan you piece of shit
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e6b3b3 No.8307
Name: The Daivin Unitatem
Species/Subspecies: Daivin, Kaivin, Zaivin, many more
Fluff: The Daivin Unitatem was created on the Unitatem homeworld of Daivin. An extremely empathic race of half mammalian half insectoid humanoids, the Unitatem believe that all must work together for the benefit of the whole. As such The Unitatem is entirely military, and its troops extremely skilled at ground combat and defensive combat. When it comes to war the Unitatem focus on speed and endurance, traits their many subspecies inherit on a physical and mental level. The reason for having so many subspecies is due to an extreme genetic quirk. Upon finding an obstacle insurmountable, the Unitatem breed and cause a new subspecies to surpass that specific obstacle. The three major subspecies are The Daivin, meant specifically for infantry warfare and the general horrors of war, The Kaivin, genetically bred for the intricacies of space warfare and extraterrestrial activity, and the leaders of the race known as The Zaivin. The Zaivin direct the entire race, serving as its main force commanders and Scientist. The dozens of other subspecies have arisen due to a number of obstacles, such as understanding new types of sciences and more. Every Unitatem member considers themself part of the whole, and other than the maintaining the color and insignia of their armor fulfill only the goals genetically made into them, and breeding more of their strain or a new strain of Unitatem. Upon joining the DCS they served as another wing of its military and throughout, benefitting the larger whole whereever they could. The race prospered, and their numbers reached massive proportions.
Then the enemy attacked. When they did the Unitatem lost all contact with the rest of the DCS, and quickly began to percieve their homeworld and planets as the main whole. They adapted and fought the enemy both in space and on land, every action coordinated, every challenge causing a new subspecies to be bred. After almost an entire year of war, most of which was defensive or retreating actions, the remaining battle hardened forces of the Unitatem arrived in the Lao sho cluster by sheer luck, having escaped the enemy and searching for another sector to begin building their defensive. Now they begin the mandatory breeding process so as to create dozens or even hundreds of new strains to replace the thousands of old ones lost…
Racial Bonus: Hypermorphic Biology - Stressors and adversity skew your breeding habits. As such your population doesn't have normal breeding habits, rather they have what some outside races call "angry fornication". After a failed roll, you may gain 500 population OR gain +10 to a similar action roll. You do not gain population normally.
Racial Detractor: Wars of Attrition Harm All - Your race has fought tooth and nail for survival, even in the face of the Enemy's advance. However their leaders fear for the end game, and for the successive military actions that may lead to their doom. After each combat engagement, roll 1d100. On a 40 or less, you suffer -20 to all combat rolls until the end of the next engagement.
Ship stats:
Name: Loyalty until Death
Type: Frigate
Pop: 2500 Population
8 ATK
6 DEF
9 PRP
24% Shields
Ship Bonus(?): The Ship is Out to Get You - Whether it be from abuse, misuse, or general mismanaged maintenence, your ship seems to fail at all the wrong times. This ship recieves -15 to rolls, until the Major Overhaul research is completed.
Resources:
5 Fuel
2 Food
2 Water
3 Raw Metal
3 Exotic Metal
Research:
>Underground Military Base: [3 Turns, 6 Raw Metal, 2 Exotic Metal, Inherits from Military Base, +4 DEF to defending ground forces]
>Worlds:
Centra(colonized) - Tundra World
Population: 2500(1)
Population Capacity - 5
Agriculture Capacity - 3
Mining Capacity - 3
Planetary Development Capacity - 1
Orbital Development Capacity - 3
>P3X5041 - Terran World
Population Capacity - 3
Agriculture Capacity - 6
Mining Capacity - 1
Planetary Development Capacity - 3
Orbital Development Capacity - 2
>P4X7739 - Barren World
Population Capacity - 2
Agriculture Capacity - 3
Mining Capacity - 5
Planetary Development Capacity - 2
Orbital Development Capacity - 4
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e6b3b3 No.8309
| Rolled 13, 1, 10 = 24 (3d100) |
1. Failure deemed unacceptable. New subspecies created to deal with scientific and logistical issues to create deep core mining rig(Create/Research Deep Core Mining Rig, +10 due to bonus)
2. Race Lost: Osralians
Last Known Transmission: Unknown
Last Known World: P3X8848
Reasons for Loss of contact: Unknown
Possibility of useable resources remaining: High
Resource Retrieval Mission: Allowed
Deployment: Two Shuttles carrying 4 Squads: Predator, Ares, Sidval, Kaivek
Squad Statistics: Recently bred, Specialized for squad operation, Zero Live Combat Skill, Typical Squad Training
Troop Data: 11 Daivin per Squad, 1 Zaivin per Squad
Equipment: Standard Squad Weapons(2 Plasma Rifles, 3 Laser Rifles, 4 Kinetic Rifles, 3 Plasmo-Kinetic Rifles) for each squad
All squads are to keep in radio contact and maintain comms with the ship. Kaivin on board are to watch crew vitals while Zaivin manage the operation. Shuttles are only allowed to embark and depart upon giving proper codes in Unitatem language, junvi dialect. Due to the sensitive nature of this operation, and the possibility of biotoxins, dangerous flora, and Osralian empathy-driven hysteria and madness, squads are ordered to use extreme prejudice on anything they see except an Osralian or colonist that is not hostile and unarmed.
All Squad Objectives:
>Primary Objectives:Gather abandoned resources from Colony, Determine cause of Silence
>Secondary Objectives: Download all Osralian datafiles, Secure Osralian technologies
>Tertiary Objectives(only to be attempted if at optimal strength and primary/secondary objectives completed): Find the Queen, Secure Survivors, Eliminate cause of colonial silence
Upon mission completion all surviving squad members are to be examined mentally and physically, their gear fully cleansed, and debriefing to take place. Shuttles are to be checked for any anomalies and said anomalies are to be either captured or eliminated based on what they are. (ship action)
3. Military base research finished, beginning rapid development(create base)
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e6b3b3 No.8311
| Rolled 93, 18 = 111 (2d100) |
>>8305
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
[4 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 3500
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
9 Food +2 turn
9 Water +2 turn
7 Raw materials +5 turn
5 Exotic materials +3 turn
1. Planet Action, Research improved supply chains
2.Ship-Event Action. Patrol the station, and put the Battlemaster computer on highest alert. We will not be snuck up upon. +solarian taskmaster +1 food +1 water
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e6b3b3 No.8312
| Rolled 3, 59, 36 = 98 (3d100) |
>>8283
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: 3
1. Patrol the area keeping an eye out for the Demurge, keep shields up but don't prime weapons yet incase they meant it when they said that they would not harm anyone who shows up
2. Research the Demurge Crystal Lattice Computing {6 turns, 2 exotic metal}
3. Research a water recycling unit to deal with our water problems.
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e6b3b3 No.8313
| Rolled 98, 18, 24 = 140 (3d100) |
>>8283
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
1-3. SON OF A BITCH.
We need more fucking guys.
Dammit, alright fuck. It looks like the rest of the fleet are digging their heels in for some reason, I think we stand a chance of going static ourselves.
First of all, it's time we found some allies. /other/ allies.
Where there is civilization, there are pirates.
Where there are pirates, there is a pirate hub. Where there's a pirate hub, there's a pirate base.
GO FIND THE LOCAL PIRATE/BANDIT HANGOUT PLANET!
+Advanced LADAR Scanners, +10 to Survey Rolls
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e6b3b3 No.8314
| Rolled 61, 40, 11 = 112 (3d100) |
>>8283
>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
>925 Pop
>Defencive is 10
>Offencive is 7
>Proposition is 4
>Shield is 85%
>Fuel 4
>Food 24
>Water 23
>Raw Metals 20
>Exotic Metals 2
>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
>Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
>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]-5
[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. ] -3m -1em Research
>P1X5583
>Pop is 925
>Population Capacity - 8
>Agriculture Capacity - 7
>Mining Capacity - 5
>Planetary Development Capacity - 3
>Orbital Development Capacity - 2
>Structures:Military Base
>[Gain: Sabotage Action - can sabotage tech/data/information from other players, or give a player's roll a debuff. success is 60 or greater.]
1-2-3 Ship actions:Mine for exotic metals in nearby asteroids and be sure if one of your crew members is acting stupid you are granted permission to….correct them
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e6b3b3 No.8315
| Rolled 38, 99 = 137 (2d100) |
>>8305
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 7
Water 7
Raw Metals 16
Exotic Metals 11
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 Ship Patrol along with the Solarian Huntress.
2 Trade. 11 Raw Metal for 7 Food 7 Water and 8 Exotic Metal
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e6b3b3 No.8317
| Rolled 15, 22 = 37 (2d100) |
>>8305
>Updated Population, Resources and Tech.
http://pastebin.com/Hd9UTux3
This Relaxinthesis stuff is great.
…
We lost more resources on another attempt at building this Orbital Refinery?
…
WHA-no, I'm calm. Let's try again.
Ship Action:
1: Orbital Refinery when? [-3 Metal, -1 Exotic Metal]
Planetary Action:
2. Construct Deep Space Surveillance Center [-4 exotic]
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e6b3b3 No.8319
| Rolled 12, 27 = 39 (2d100) |
>>8305
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 3250
Fuel 15
Food 15
Water 16
Raw Metals 15
Exotic Metals 22
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: Trade 11 Raw metals for 9 Exotic Metal, 5 Water, and 8 Fuel
1) It is with a loud and ear-piercing sound that the Magnetic locks on the Consortium Ships engage and bolt themselves down to the Hangar of the Megacorp Station. Immediately, Consortium marines made up of a variety of Species pour out of the ship with their rifles ready and their battle-armor strapped down. It is only when the hangar is proven secure that the Cortosi Representive exits the bowels of the ship with the archaeologists in tow. The first hours on station are spent fortifiying the hangar and surrounding corridors in case of a hostile encounter. Heavy machine-guns, mine, barricades, tripwires, and even basic motion sensorsare layed down during this time. Several teams of scouts are sent ahead of the main team in search of any contacts and any possible valuables off the beaten path. Reports are handed off in the event that they make it back from the main route and given to the prospectors for more planning.
Finally, the main event arrives as a full compliment of their finest troops forms up around the prospector and representive. Along the planned route, troops are sent ahead to set up checkpoints in key sections so that the team has a place to retreat to in the event of a attack of overwhelming force. Heavily fortifited, armed and manned checkpoints. They will at least slow them down. The Consortium Guidebook says that one should be ready for any event and they were going to be ready. So it is said that the Cache team will finnally advance cautiously down the Station towards their fate.
2) Shelf that research for now and start working on a way to increase birth rates around the planet. We were thinking perhaps a way to put aphrodisiacs into the water system for more babies? Perhaps super hospitals to increase the rate of succesful births and prevent the sick and wounded from dying too soon? I do not know, your the scientists. Get up to it.
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e6b3b3 No.8321
| Rolled 72, 5, 21 = 98 (3d100) |
>>8296
Name: Arduari
Species/Subrace: Human…ish
DCS Member Species (Y/N): Yes
Fluff: Human in most aspects, the Arduari diverged after long periods on their desert homeworld of Ghandar. Their skin became pale and slightly leathery, with hair present only on the face and head. Their eyes also took an odd, blueish glow due to constant exposure to the radiation of Ghandar's twin suns. Their life was a nomadic one, travelling the desert, conserving water religiously, hunting what they can and fiercely opposing trespassers.
The history of the Arduari is a tale of hardship. Their homeworld was a blasted, sand-choked desert under the iron grip of the Slathi Empire, and a mass exodus (Fwadiyah) during the invasion of the Enemy was their only salvation. But even that proved a curse. Unused to space travel, they wandered aimlessly. The DCS admitted them as a member when they joined the Great Fleet, seeking a new homeland. The Enemy was sundered, if only briefly, and now at last they have a chance. They are used to betrayal and oppression - the sand shifts, the heat smothers. The only constant is the land. Now they must find a new Oudi, a new Homeland. Defiance is strength. Unity is survival. To wander is to live. The Arduari will persevere.
>Racial Bonus: Water Conservationists: Your crew is familiar with the innate requirements of desert life, and have translated them aptly to space travel. As such you may pay Food or Water upkeep costs with either resource
>Racial Detractor: Novices in Space - Your people are unexperienced with space travel and combat, and as such recieve -10 to combat rolls and ship actions. This can however be mitigated with proper training from an Academy.
>>SHIP: Jadih a'Bwar, Sunseeder
Cruiser, 1000 Population, 5 ATK, 6 DEF, 4 PRP, 9% Shields
>Ship Bonus: Precision Tuned Engine Systems - Your ship used to be a hauler for the Slathi taxes incurred by the Empire. As such, the ship is quick and efficient, due to the sometimes nigh-impossible deadlines the Slathi imposed on your world's tithes.
>At the beginning of the turn you may choose to either get +3 PRP, or pay no fuel in upkeep for the ship.
>Colony: Ne'bwar, First Seed
>3000 Population
>Resources: 3 Fuel, 3 Food, 7 Water, 2 Raw Metal, 1 Exotic Metal
>[No upkeep for 2 turns]
>Research Drones: 1/3 [Gain +3 Resources from any Mining, Salvage, or related actions OR Gain +20 to Mining, Salvage, or related actions. You may chose to change this effect once per turn.]
1 - Continue working on Drones
>Research Drones 1/3
2/3 - This will hardly stand. But we know the grueling tolls of war, and do not wish to tread that path if unneccessary. So they will be given one more chance. Peace, and cooperation. Or war, and death.
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e6b3b3 No.8328
| Rolled 57, 96, 19 = 172 (3d100) |
In reply to: (17)
>>7930
Most recent turn: (20)
>>8305
—-
Stats (updated): http://pastebin.com/RJLbNDxZ
Creation fluff: http://pastebin.com/1Nd0Wugd
—-
Having such a failure with the natives seen capable of construction is somewhat of a pity. We shall leave them alone for now. Our attention is turned to the spitting lifeforms. A new, more analytical team of diplomats and scientists shall be sent to the spitters. We will, of course, bring metal for them to spit on.
Focusing on the new colony, it has been decided that with the recent success in frigate design, a light shipyard will be created.
The remaining seven-thousand-some of the crew is sent on an exploratory mission, for another planet to colonize.
(1)Ship: Survey for planets
(2)Colony1: Diplomacy (Spitters)
(3)Colony2: Begin construction of Light Shipyard (-5r -5e)
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e6b3b3 No.8330
| Rolled 93, 9 = 102 (2d100) |
>>8303
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. It's time to put this colony to work, begin mining operations on the planets surface, but in manners so as to not destroy the local environment.
2. For the sake of progress as well, let us begin the design and drafting of a new ship type, one that could house the experimental weapon theorized by the researchers behind the demurge reactor
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e6b3b3 No.8379
| Rolled 91, 69, 92, 47 = 299 (4d100) |
>Event (1 ship)
1. I move in to re-arm the station defenses.
>Fleet Actions (2 ships)
2. Build a Deep Core Drilling Rig on Ruby's Rest.
3. We have located a gas giant thanks to data recovered from the Osrilian's former ship. Dredge it for fuel.
>Ruby's Rest (4000 population)
4. Upgrade our orbital asteroid refinery to the High-Automation version we recently acquired.
Free: Local Market Action, Trade 12 raw metal for 16 exotic metal, 4 water and 4 fuel
>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
In case Maldaris wants to use my old rolls : Rolled 35, 78, 20, 45
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e6b3b3 No.8381
>>8379
Yeah sorry mate, old rolls still apply.
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e6b3b3 No.8390
| Rolled 73, 34 = 107 (2d100) |
>>8303
Resources
>Fuel: 15
>Food: 14
>Water: 14
>Raw Metals: 32
>Exotic Material: 21
Ships:
Name: Righteous Typhoon
>Liveship
>Population: 5965
>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 a strange thing to command, and an uncomfortable thing, but Baal-Kin-Kar has never shrunk from doing things that others may think odd in order to help his people.
“This is Baal. I would like to remind every Rawl-Kin citizen that it is their duty to replenish losses inflicted upon the fleet. So, get to it…”
The captain hangs up the intercom, uncomfortable in the extreme.
[Procreate]
2. It's time for the mass production and deployment of the anti-aural dampeners, 8465 of them to be exact. Since the engineers and mass producers don't want to work in fractions, they decide that expending 8 raw metal (price-racial bonus) to create 9000 units with 535 in storage is the best way to go. Baal signs off on the project and the dampeners begin to roll off of the assembly lines.
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e6b3b3 No.8601
| Rolled 56, 90 = 146 (2d100) |
>>8305
Enclosed Stats: http://pastebin.com/qfsfTVLb
1. Offer 6 Raw Metal to the local trade hub in exchage for 4 Fuel and 8 Exotic Metal
2. If this colony is to become successful, it must have reliable access to rare elements. Another attempt shall be made to construct the Orbital Mining Facility; perhaps solar activity will be less intense in the current standard cycle.
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e6b3b3 No.8887
>>8309
>Research: Deep Core Mining Rig
Your research teams have been arguing with the survey crews for the better part of the standard period. Apparently the survey results were inaccurate, as the composition of the core samples they gave them, and the data they received with them didn't match. The rest of the period was spent re-surveying the core zones, costing valuable time and resources.
[Failure]
>Military: Investigate Colony
MEMORANDUM FOR Unitatem Command
FROM: RICO 1-1, Shuttle Crew Chief
SUBJECT: After Action Report,
1. This after action report is prepared IAW XXXX
2. The following is information regarding the contingency itself:
Deployed Location: P3X8848 Grid 0841-6894
Deployed CCOs: Ares, Predator, Sidval, Kaivek
Duration of Site Survey: 3 Local Days (.43 Standard Period)
Duration of Deployment: 3 Local Days (.43 Standard Period)
Operational Ingress: Deployed forces 4 km from original LZ. Scattered debris and general disarray impeded landing, forced to rope in all squads. Motion sensors detected rapid movement, upwards of 30m/s at ground level. Ares took point after confirming motion detector readings from weapon-mounted detectors. Ares reported contact shortly after, Sidval & Kaivek engaged while Predator provided rear security.
Communications blackout occurred 3 minutes into the engagement. Visual tracking of Ares & co. lost shortly after, as unknown enemy contacts flanked them, forcing them to regroup in a building near by. Sounds of small-arms fire and other weapons were heard for an additional 15 minutes. After 20 minutes since loss of contact, regained visual contact on rooftop of Ares squad survivor. Could not attain radio contact, however Ares used signal lights to request immediate extraction. RICO 1-2 moved in to assist while RICO 1-1 kept over-watch. Small arms fire from within building erupted as RICO 1-2 reached the extraction position. Ares squad was eliminated in the attempt to rescue by enemy small arms fire. RICO 1-2 CC reported "shard-like" rounds being fired by crystalline enemies. Detonation occured shortly after message reciept of #2 engine on RICO 1-2. Complete loss of aircraft shortly after. RICO 1-1 Flight Lead called abort, recalled to jump range and proceeded with RTB.
Recommendation: Site is incredibly hostile. Reccommend FLEETCOM approve orbital bombardment of the target. Enemy ground forces are highly mobile and effective.
[Critical Failure - No survivors]
>Construction: Underground Military Base
A misplaced support vehicle for the construction crews caused the collapse of a major section of the caverns. Work was shifted to re-excavating the zone and searching for survivors. The materials used for the base were unsalvageable, as a magma vein that was supposed to be used as power, instead flooded the remaining sections of the complex.
[Critical Failure - No Resources Recovered]
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e6b3b3 No.8895
>>8311
>Research: Improved Supply Chains
Your research teams make a breakthrough, as an algorithm for optimizing computational loads proves itself to be several orders of magnitude more effective than previously thought for this application. This has saved your research teams several days worth of work.
[Critical Success, 2 Turns Remain]
>Military: Patrol Megacorp Station
The sensors seem eerily quiet. There's always a maddening silence in the dark of space, but something here is just a little too… peaceful.
>>8312
>Military: Patrol Megacorp Station
Your pair of ships stand at the ready, or at least attempt to. The overtaxing of your reactor and drive systems has caused some readiness issues, something your chief engineer is adamant he warned you about. While your crew is working diligently to fix them, suffice it to say it's going to be awhile before you're at full strength.
[-15 to combat rolls for the first 4 turns of the next engagement, Critical Failure]
>Research: Lattice Computing
Your lead researcher starts out his report sheepishly admitting that your crew is in over their heads with Demurge tech, however, the practical repair and maintenance skills picked up from the Fire of the Heavens is making up part of the deficiencies. His demeanor changes when he gets to explaining the tech itself. While most computers run on a synchronized clock, meaning they execute actions simultaneously across the chip, the Lattice is purely optical, allowing for the chip to segment itself into sub-sections to handle complex tasks. While this doesn't mean much to you in the technical sense, as he starts to get to applications, you understand. The chip acts as a silicate brain, using light instead of electricity, meaning, theoretically, an entire brain could be contained on the system. A step towards AI?
[Success]
>Research: Advanced Water Reclamation
Your crew are hard pressed to finish work on getting the overtaxed systems back online, and offer little help in assisting your researchers in optimizing water consumption
[Failure]
>>8313
>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
[Critical Success]
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e6b3b3 No.8896
>>8311
>Research: Improved Supply Chains
Your research teams make a breakthrough, as an algorithm for optimizing computational loads proves itself to be several orders of magnitude more effective than previously thought for this application. This has saved your research teams several days worth of work.
[Critical Success, 2 Turns Remain]
>Military: Patrol Megacorp Station
The sensors seem eerily quiet. There's always a maddening silence in the dark of space, but something here is just a little too… peaceful.
>>8312
>Military: Patrol Megacorp Station
Your pair of ships stand at the ready, or at least attempt to. The overtaxing of your reactor and drive systems has caused some readiness issues, something your chief engineer is adamant he warned you about. While your crew is working diligently to fix them, suffice it to say it's going to be awhile before you're at full strength.
[-15 to combat rolls for the first 4 turns of the next engagement, Critical Failure]
>Research: Lattice Computing
Your lead researcher starts out his report sheepishly admitting that your crew is in over their heads with Demurge tech, however, the practical repair and maintenance skills picked up from the Fire of the Heavens is making up part of the deficiencies. His demeanor changes when he gets to explaining the tech itself. While most computers run on a synchronized clock, meaning they execute actions simultaneously across the chip, the Lattice is purely optical, allowing for the chip to segment itself into sub-sections to handle complex tasks. While this doesn't mean much to you in the technical sense, as he starts to get to applications, you understand. The chip acts as a silicate brain, using light instead of electricity, meaning, theoretically, an entire brain could be contained on the system. A step towards AI?
[Success]
>Research: Advanced Water Reclamation
Your crew are hard pressed to finish work on getting the overtaxed systems back online, and offer little help in assisting your researchers in optimizing water consumption
[Failure]
>>8313
>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
[Critical Success]
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e6b3b3 No.8900
>>8898
>>8899
Turn hasn't been declared yet.
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e6b3b3 No.8903
>>8315
>Military: Patrol Megacorp Station
It was a flicker. A millisecond where the LADAR didn't return all clear. But your systems caught it. It only took a few more passes to realize what it was. A therm-optically camouflaged ship, likely no bigger than a corvette. And it was close. Incredibly close. Your crew snapped to high alert, and readied weapons, passing the data to the fleet. As the fleet began using the new scanning pattern you used to find it, several more show up on sensors. It's then that the Demurge fleet decloaks, black as the space around you. They number 8 in total, a pinwheel around the station. But they do not fire. Instead a channel is opened to your ship, audio only.
>Answer it
>Ignore it and fire (1d100)
>Trade
Back home things are going better than planned. A metal speculator came in today and with the crafty work of your dockmaster, bought your metal at 3:1 rates, giving you 11 Food, Water and Exotic Metal in return.
[Critical Success]
>>8317
>Construction: Orbital Refinery
Not today, apparently.
[Failure, 1/2 Resources Recovered]
>Construction: Deep Space Surveillance
After the n-th failure at construction, your crews are all instructed to take remedial classes on engineering and fabrication. And rightfully so. Many of these people weren't trained properly, as the instructors report in the exit interviews for their contracts.
[Failure, All resources recovered.]
>>8319
>Military: Clear Station for Salvage and Recovery Ops.
Your squads fan out, working in tight groupings, going to room to room. Once they clear the rooms of enemies, tech teams clear them of booby traps and other technical hazards, of which there are many. It's not until your crew is deep within the facility that they take fire from live targets. A group of Demurge foot soldiers, all DCS races with grotesque augments and heavy weapons, come barreling down the main causeway, taking your squads by surprise. Attempting to retreat, they work back in an orderly fashion, 2/3rds of a squad covering, while the other 1/3rd peels off. However the Enemy forces them into a choke. It's an absolute slaughter.
[Failure, -40 Population]
>Research: Colony Jumpers
It's not a new tech per say, but your unique biology lends itself to needing modifications. Jumpers give a massive boost in fertility along with a significant decrease in gestation time.
[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.]
>>8321
>Research: Labor Drones
Getting articulated graspers for the drones that they could recieve tactile feedback from was a major milestone, and moving forward, it seems like your people will vastly benefit from these machines.
[Success]
>Diplomacy: Native Population
The diplomats your colony send out return in body bags. Sharp, jagged shards of metal litter their corpses, as if they were shot out in droves. The coroner detects explosives residue, mostly of the black powder variety. It seems they feel you're an occupying force on the world. This, undoubtedly, is an act of war.
[Failure]
[Gain: Hostile Native Population]
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e6b3b3 No.8904
>>8314
1. Try to get the people to go the army base to be soldiers
2. mine for exotic metal
(I thought it's the old thing )
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e6b3b3 No.8910
>>8903
The crew goes silent as Captain Bob prepares himself, what kind of alien emotions are The Enemy capable off? In all the engagements of the Guard Commanders throughout DCS space none have tried to communicate or have hesitated in the destruction of Guard colonies. Bob would marshal all of his discipline into trying to understand them.
"Open the channel. This is Captain Bob of the Guard Commanders Flagship and I want to know what you seek to accomplish by opening communications with the remnants of factions you have destroyed. In the records that managed to survive you have not initiated communications or bothered to reply, but I am different. I am a free human the Free Guard Company and I will listen to your cries for mercy before I decide whether or not to send any Symphony of Demurge into a rightful oblivion the likes of which would make a black hole seem shallow."
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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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 1 (1d6) |
>>9315
rolling 1d6 for crit
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e6b3b3 No.9323
| Rolled 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
| Rolled 2 + 7 (1d6) |
>>9325
Rolling laser damage
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e6b3b3 No.9327
| Rolled 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
| Rolled 29, 52, 18, 79, 93, 41, 59, 19 = 390 (8d100) |
Rolling for the 8 Corvettes
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e6b3b3 No.9432
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 3 (1d6) |
>>9432
Rolling
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e6b3b3 No.9444
| Rolled 4 (1d6) |
>>9443
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e6b3b3 No.9445
| Rolled 4 (1d100) |
"HOLY FUCK WE'RE ALIVE!"
"STOP CELEBRATING. KEEP SHOOTING."
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e6b3b3 No.9446
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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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