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Yay for the meatgrinder. You can outproduce the Rebellion, right? Equal loses are a victory for you.
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# ? Oct 12, 2016 10:54 |
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# ? Apr 27, 2024 02:42 |
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Limit GDN spending. If they can't stop a rebel junker from coming and going from Earth as they please, their usefulness is obviously limited. Build the dreadnought. No better time for it. This might be a bit out of turn, but I propose sending Mas Pantaleon to influence the Asvari. It would keep him safe and that ground unit has to be looking awful tempting to the rebels right now.
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# ? Oct 12, 2016 17:07 |
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1c Constructing space defences at crucial chokepoints could make a major difference in future engagements. If the fleet insists on striking first our defending ships will need every edge they can get against the massed rebel fleets. 1a Space superiority is something I have always advocated for.
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# ? Oct 12, 2016 18:29 |
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Added Space posted:Limit GDN spending. If they can't stop a rebel junker from coming and going from Earth as they please, their usefulness is obviously limited. Yeah all of this, except entirely halt GDN spending if that was an option. We'll get much more mileage putting our resources into the dreadnought and more ground troops. especially as we don't really have much capability to keep planets from going into rebellion (and thus losing the GDN).
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# ? Oct 12, 2016 23:49 |
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Ouch. It feels like they threw a lot at that. How many points was it?
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# ? Oct 13, 2016 01:10 |
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We may have come out ahead in the long run, but if the Rebels hadn't made all of those amazing rolls, we could have devastated them. Oh well. Limit GDN and build a Dreadnought.
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# ? Oct 13, 2016 02:11 |
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The GDNs have proven their worth so far. We only need the expanded systems in critical systems, however. Moderate expenditures The Dreadnought will be a boondoggle that ties up too many resources. Our ships already outclass theirs heavily. Far better to build more of our other ships so that we can stay mobile, not locked down to one planet at a time. No Dreadnought
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# ? Oct 13, 2016 04:01 |
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Limit GDN and Build the Dreadnought.
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# ? Oct 14, 2016 09:55 |
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Yeah definitely going with Limit GDN builds and get cracking on that Dreadnought!
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# ? Oct 14, 2016 16:45 |
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Limit GDN builds and Dreadnought Get those big ships up
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# ? Oct 17, 2016 02:34 |
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Turn 10 Resources and Builds ______________________________________________________________________________________________ Imperial Resources and Builds After repairs we have 4.5 resources left from last turn. It is Karalamp District's turn to be taxed. I double tax the capitol at Chiron and leave the rest on regular taxation except the pacified planet of Cebdia. I could do a regular tax for 6 rp but because it is pacified that would push it up a step right into rebellion. Centauri Chiron - 25 rp Nessus - 4.5 rp Lacaille Aurora - 13 rp Vesperas - 8 rp Van Mannen Halen - 4.5 rp Karibden - 8.5 rp Indi Moronica - 8 rp Solaria - 12 rp Kecsal - 4 rp Pavonis Cebdia - exempting 87.5 rp gained from taxation. 4 rp from Commerce Federation 1 rp from Hypermafia 6 rp from Slaver's Cartel 2 rp from Area 551 1 rp from Crystaloid Plague 4 rp from Rare Gems Mine 5 rp from Rare Metals Mine 23 more rp so 110.5 rp total gained bringing us to 115 rp. 7.5 is spent on upkeep for Earth's GDN, 2 Special Forces groups, 8 stormtroopers, and 4 star marine legions. 2 rp is spent on conscripts. Earth Pantaleon III, a dreadnought - 30 rp Starcruiser - 15 rp 60.5 rp left. Converting 7 rp into $7000 for mission use leaving 53.5. Putting $500 of that into the bounty purse to keep it at $5000. Mission purse is now $8,260. That should cover most expenses. It also gives enough money to hire an elite legion from the Legion of Fortune if needed ($6000 for a year of use). I intentionally kept expenses low this turn. The budget is only going to go down as time goes on so it makes sense to start building a buffer. I wanted those new ships to spearhead the attempt to hit the Rebel fleet at Xibalba. I think ground forces are currently adequate for now. I am hoping to quash one (or even both) of the rebellions at Roca and Raisa which will free up some ground troops. Next turn I will focus more on building some more line units to build up the reserve on Earth. 2 more STR and 4 more hits then a conventional battlestar and carries 3 fighter squadrons to a conventional battlestar's 2. ______________________________________________________________________________________________ Rebels have 40.5 rp from all those rebellions and have an income of 2 rp from the Free Traders. 42.5 rp. They convert 5 rp into $5000 and save the rest. We had hoped to start on Rebel missions tonight but got started late. We plan to try for tomorrow.
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# ? Oct 18, 2016 05:19 |
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Goin to be an interesting turn. Are the Rebels goin gto be trying to get more areas into Revolt or likely doing espionage missions?
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# ? Oct 18, 2016 05:49 |
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wedgekree posted:Goin to be an interesting turn. Are the Rebels goin gto be trying to get more areas into Revolt or likely doing espionage missions? Their primary espionage team is probably going to to try to rescue Tlaniel again. As to the rest I am guessing prep for more revolts though I doubt they can kick any off this turn though it is possible if they get lucky. He will probably pick another species and try to set up another cascade of shockwaves. The only military action I expect to see is an attack on the Rebel fleet at Xibalba and the Rebels scurrying back to their holes. I also went over the history of what I know and I believe the Rebels have only 2 or 3 ground units left in the Empire. One is the battered Horde unit from Xibalba and at least one other. There are also a few at New Hope but they need to wait for general war to start before they can intervene.
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# ? Oct 18, 2016 05:55 |
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Got it. So this is likely goin gto be a bit of a breather turn then with your opponent probably trying to salvage what he can left of his fleet and flee while trying to get some more revolts for the future ti sounds like. Good luck cornering the Rebel scum and looking forwards to see how you two play against one another!
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# ? Oct 18, 2016 06:30 |
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Turn 10 Rebel Missions ______________________________________________________________________________________________ Imperial Search Phase Tobori Bull team on Earth need a 3 or less. d10 = 2, team found. My teams on Earth are not strong enough to take out this team. I consider using Monk Vakvilo for an Assassination mission but odds of success are pretty low and that would mean no interrogation of Tlaniel. If Proctor were not in jail here I would have definitely used him but such is life. The Star Marines have their elite special forces detachment on Earth so I choose to send in three commandos. Their scientific droid hides in the back. They break out their thermal detonator to give Chan a +4 and a possible damage to everyone and they automatically escape next round at the cost of the detonator. I order all the commandos to target Neophyte Scales in hopes of killing him. The first Commando deals 3 hits and the next 1 and the next 2 bringing him to one hit from greviously wounded. Almost got him and if it wasn't for the Avsari defense bonus he would be dead. Probably should have targeted Chan. I would have killed him. They deal minor damage to the commandos and escape but Scales is in trouble. At least they cannot use that detonator again. Starship Team on Lakandon need a 3 or less. d10 = 2 No Imperial teams on planet so we send in some line troops. 4 troops arrive. The Canon and the protocol droid hide in the back line. I order all my troops to hit Bagul. We got all of 1 hit (bad rolling). Bagul misses and Machumen only lands 1 hit. They escape. Scorpion Team on Roca need a 5 or less. d10 = 4 2 stormtroopers led by General Vonder find Master Edwards and his dog. The dog cannot fight in a ranged melee and the holoprojector will not work. I order the team to concentrate fire on Edwards. The Avsari plasma sword's defense proves helpful and we only land 2 hits. Edwards gets a hit on Vonder and 2 on each elite soldier. He tries to run and fails. We only land 1 hit. Vonder takes 1 hit and one of our stormtroopers is decapitated by the plasma sword. Edwards declines to retreat. We deal 1 hit to Edwards and Vonder takes 2 hits and is wounded and the other stormtrooper takes 1 hit and is wounded. Both sides announce a prepared retreat in the next round in case it goes south. Edwards takes 1 hit and deals a hit to Vonder. Edwards escapes but is 1 hit from going down. Saturn Team on Cebdia - Not Detected Ram Team on Inlig need a 2 or less. d10 = 5 Nova Team on Raisa need a 6 or less. d10 = 10 Friendship Team on Dobell need a 2 or less. d10 = 6 Nebula Team on Earth not detected Lion Team on Dobell need a 2 or less. d10 = 9 Lightning Team on Elfond need a 2 or less. d10 = 9 No Adim Agnot attack on Barnard. No kills but did quite a bit of damage. ______________________________________________________________________________________________ Nebula Team img]http://lpix.org/2576667/Durosteel Knife.gif[/img] Nebula Team rests and Doctor Weber sneaks into the medical facilities on Earth and is healed. ______________________________________________________________________________________________ Lightning Team Ison is badly wounded and this team rests too. ______________________________________________________________________________________________ Scorpion Team With Edwards wounded this team rests as well. ______________________________________________________________________________________________ Tobori Bull Team Even with Scales weakened the whole team is going to attempt to rescue Tlaniel again. Chan is mission leader and the team is given no money. Preliminary Action Step Team is energized from recent attack and gets an extra action step in the preliminary phase. Mission crisis. Need a 4 or less on a d6. d6 = 4, +2 modifier to FASC. FASC 1 + 2 1st Action Step Bounty Hunters. Need an 8 or less on a d10 to trigger an attack. d10 = 3. We roll an abduction attempt. They are targeting Scales. They have a FASC of 4 - 2 for mission difficulty - 1 for team INT - 2 for targeting an Avsari = -1. Mission will only succeed on a natural 1. d20 = 9, mission failed. Stupid bounty hunters need to attack rather then lollygagging with almost impossible abduction missions. FASC 2 + 2 2nd Action Step Team hits a snag. Skip next step. FASC 3 + 2 4th Action Step Team runs into a random patrol of 2 line soldiers. Chan takes the front line alone. A soldier gets a hit on Chan but he use his high AGI to evade. He deals 1 hit and then the team escapes. FASC 4 + 2 5th Action Step Team has trouble locating Tlaniel. -1 to FASC FASC 5 + 1 6th Action Step One of the infected worker robots attacks the team but gets confused and the team gets the drop on it. The team destroys it and Chan takes 1 hit but again dodges it. FASC 6 + 1 Final Step FASC 6 doubled to 12 + 1 modifier + 2 for Chan's COU - 2 for being on Earth - 1 for Sote's INT + 2 for Chan's special + 2 for droid's special = 16 d20 = 10, the team rescues Tlaniel. The team is in bad shape and the only pilot capable of flying their ship is 1 hit from going down. They might have to rest giving more time to capture or kill them. ______________________________________________________________________________________________ Nova Team Nova Team is assigned to Karibden with orders in Inspire King Moomer to give up his -1 mild Imperial support. Team is given $400. Preliminary Action Step Sovereign recalled, no effect. Bulma gives an extra action. They evade the enemy fleet and the team barely makes the hyperjump due to Bulma's modifier and arrives at Karibden barely avoiding detection from the GDN. 1st Action Step Team arrives early and Glon shows them the sights. Skip next action step. FASC 1 3rd Action Step Crowds swarm the area and slow the team's travel. -1 to FASC FASC 2 - 1 4th Action Step Imperial informants spot the team. Team is detected. FASC 3 - 1 5th Action Step Emergency drills makes searching for the team impossible. FASC 4 - 1 6th Action Step No FASC next step (no effect) FASC 5 - 1 Final Step FASC 5 doubled to 10 - 1 for modifier + 4 for Glon's CHA + 1 for Glon's RNK - 1 for Moomer's commitment + 1 for being Glon's home + 2 for Glon being nobility on Karibden + 2 for $400 in bribes = 18 d20 = 14, Moomer shifts from -1 to 0 ______________________________________________________________________________________________ Friendship Team Friendship Team is assigned to leave Dobell and go to Karibden for a propaganda mission. Ketres will lead and the team is given $200. Preliminary Action Step Rebels get a Mulligan meaning we each have one now. 1st Action Step The team breaks the blockade at Dobell and then lands on Dobell narrowly evading detection by the GDN. FASC 0 2nd Action Step Friendly doctor offers help but it is not needed. FASC 1 3rd Action Step Team is deluged by the crowds and takes a -1 modifier. FASC 2 - 1 4th Action Step No event next step. FASC 3 - 1 5th Action Step The team is deluged by crowds again and takes a -3 modifier. FASC 4 - 4 6th Action Step No event. FASC 5 - 4 Final Step FASC 5 doubled to 10 - 4 for modifiers + 3 for Ketre's CHA + 3 for everyone having high CHA + 1 for city environment + 2 for $200 in bribes = 15 d20 = 12, unrest shifts to +1 ______________________________________________________________________________________________ Ram Team Ram Team is given $200 and told to try to win back the Hypermafia a little. Preliminary Action Step To deal with Mafia toughs the team is given an elite soldier in civilian clothes as an escort. 1st Action Step Imperial Intelligence tries to home in on the team and conducts a search and fails. FASC 1 2nd Action Step To distract the Empire Rebel special forces take out another conscript force on Intlig leaving one left (one was blown up last turn, must remember to replace these). Repeat this step. FASC 2 2nd Action Step Mark 2 Imperial Intelligence tracks the team due to the bombing. The mission is aborted. ______________________________________________________________________________________________ Saturn Team Saturn Team Saturn Team is ordered to Karibden to conduct a Steal Resources mission. Ekud will lead. I am guessing he wants to shuffle characters and is massing people at Karibden to do so. Preliminary Action Step Team gains an item. Ekud acquires a sniper rifle. That gives him good bonuses for an Assassination mission. 1st Action Step Team evades the light fleet in orbit of Cebdia and jumps to Karibden. FASC 0 2nd Action Step Large military shipment coming through makes the mission easy. Go back one step. FASC 1 1st Action Step Mark 2 Crowds make the mission difficult. -3 to FASC. FASC 2 - 3 2nd Action Step Fix an item (none needed) FASC 3 - 3 3rd Action Step Informant locates the team. FASC 4 - 3 4th Action Step No FASC next step. FASC 5 - 3 5th Action Step Crowds cause a -3 modifier to FASC. FASC 5 - 6 6th Action Step With the mission very difficult at this point the team aborts the mission rather then risk a serious failure and an Imperial attack. ______________________________________________________________________________________________ Lion Team Lion Team is given $7500 and is ordered to Steal Resources on the planet Gotica. Preliminary Action Step Sovereign recalled, no effect. Team attempts to purchase a Martian Queen Pleasure Yacht and finds one and pays $7500 for it. That is the last really good Rebel ship for sale. While not pleased with this development I am glad it wiped out most of the Rebel funds. 1st Action Step The ship evades the Imperial fleet at Dobell but fails the hyperjump to Gotica. Needed an 11 or less on 2d6 and missed. FASC 0 2nd Action Step Team cruises in on sublight and evades detection. FASC 0 3rd Action Step Problems slow the mission. Skip next step. FASC 1 5th Action Step Team is detected. FASC 2 6th Action Step A pair of conscripts find the team and get a hit on Grunk. Grunk kills him and Agelat mows the other down with his repeater. FASC 3 Final Step FASC 3 + 1 for Agelat's COU + 3 for Agelat's special = 7 d20 = 20, total failure. Team is attacked by 4 conscripts. Agelat takes 2 hits and Grunk takes 1 hit before the conscripts are wiped out. ______________________________________________________________________________________________ Starship Team Starship Team is ordered to Solaria to conduct a Propaganda mission with the Canon as leader. They are given $200. Preliminary Action Step The team is assigned Dr. Fedorova to help them perform this mission. Anyone injured? Fedorova is a healer and acts much like Sote in healing without the bonus to interrogation. She makes up for that with a high CHA that will help in lots of missions. 1st Action Step Team evades the GDN and jumps to Solaria but the ship is off-course due to bad calculations. The Doctor heals Bagul on the way. FASC 0 2nd Action Step Team lands on Solaria undetected. FASC 0 3rd Action Step Solarian still recovering from meditation. -1 modifier. FASC 1 - 1 4th Action Step Bounty Hunters. A pair of Bounty Hunters attack the team. They manage to stun the Canon through lucky hits but the combined firepower of the team defeats them and the stun hits all wear off. Perhaps if we did not have the minimum number. FASC 2 - 1 5th Action Step Local rebel cell helps. +1 to FASC FASC 3 6th Action Step A carnivorous Morkasaurus attacks the team. It is a protected species and killing it nets a $50 fine. The Rebels put the whole team on the line, probably to split its fire. Machumen, Bagul, and the Protocol Droid each take a hit. The Rebels hit it will 11 hits and wound it and knock it out. They leave without killing it to avoid the fine. Hopefully a friendly conservationist will show up to heal it. FASC 4 Final Step FASC 4 doubled to 8 + 1 for CHA + 1 for CHA - 1 for natural environment + 2 for droid bonus + 2 for $200 in bribes = 13 d20 = 12, planet shifts to +1 unrest. ______________________________________________________________________________________________ Black Hole Team The newly formed Black Hole Team is on Draconis II and has no ship. They are given $200 and told to get cracking on some propaganda. Preliminary Action Step Team is given an extra action step. No FASC next step. FASC 1 1st Action Step Bounty Hunter abduction mission. Needs a natural 1. D20 = 5, stupid morons. A team would have been almost certain to have succeeded. FASC 1 2nd Action Step Skip next step. FASC 2 4th Action Step All teams become undetected. FASC 3 5th Action Step In a case of mistaken identity Undite is arrested and jailed for unpaid parking fines. As she is only character on team mission is aborted. ______________________________________________________________________________________________ Rebel Cells and Camps Solaria Cell 1 becomes a camp. Attempts a coup on Solaria. FASC = 2, d20 = 13, failure. Cell 2 becomes a camp. Attempts to sabotage 2nd Line unit. FASC = 2, d20 = 11, failure. Halen Camp 1 attempts propaganda. FASC = 4, d20 = 8, failure. Lakandon Camp 1 attempts propaganda. FASC = 4, d20 = 4, success, Lakandon moves to +1 unrest. Cell 2 attempts espionage to find Agnot Keep. FASC = 2, d20 = 20, failure Cell 3 becomes camp and attempts to influence sovereign. FASC = 7, d20 = 6, King Janidel moves to +2 Cell 4 recovers from suppression and can be used next turn. Ganymede Cell 1 continues to recover. Ragnar Cell 1 becomes a camp and attempts propaganda. FASC = 6, d20 = 9, failure. Cell 2 attempts espionage on secret on the planet. FASC = 2, d20 = 19, failure. Ignis II Cell 1 attempts espionage on where Agnot Keep is. FASC = 2, d20 = 12, failure. ______________________________________________________________________________________________ Not bad, three teams were out of action. Lost Tlaniel but missions were failures or only minimally successful. The camps on Lakandon were annoying. It may hit rebellion soon at this rate. I may need to send a team.
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# ? Oct 19, 2016 07:51 |
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Xenocides posted:A carnivorous Morkasaurus attacks the team. It is a protected species and killing it nets a $50 fine. I love that this is a thing
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# ? Oct 19, 2016 10:40 |
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Fat Samurai posted:I love that this is a thing At first he misread it as a $50 bounty and was about to finish it off. I probably should have let him.
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# ? Oct 19, 2016 16:58 |
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Well Weber survived and you lost Tlaniel, but you stopped a lot of their missions and hit them hard.
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# ? Oct 19, 2016 17:59 |
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A very close turn for the rebel characters. I am worried that Imperial characters are going to get headshot by Ekud and his +4 modifier to assasinations.
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# ? Oct 19, 2016 18:36 |
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Surprised that through everything Weber made ti through. The Rebels got roughed up and it looks like they'll probably be going to ground for a bit so good luck if you manage to trakc them to chase after them. Nice bit of gunplay with them otherwise.
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# ? Oct 20, 2016 06:18 |
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Turn 10 Imperial Missions Rebel Search Most of our teams are either not detected or there are no Rebels on planet. Delta Team need a 1. d10 = 2 Theta Team need a 1. d10 = 3 ______________________________________________________________________________________________ Team Theta Going to have this team do their General Research first. Just in case we find anything that matters. Team is given $400. Preliminary Action Step Sovereign recalled, no effect. 1st Action Step Research is difficult due to crazy robots, no FASC next step. FASC 1 2nd Action Step An insane worker robot attacks. Bedor and his combat droid each take a hit and deal 2 back. They are unable to escape. Bedor takes another hit and his combat droid takes out the robot. FASC 1 3rd Action Step Team is detected. Rebel teams can perform another search and need a 1 on a d10. d10 = 7. FASC 2 4th Action Step Mission crisis. Need a 5 or less on d6. d6 = 4, +2 modifier to FASC. FASC 3 + 2 5th Action Step Repeat this step. FASC 4 + 2 5th Action Step Mark 2 Local researchers assist. +1 to FASC FASC 5 + 3 6th Action Step A civilian researcher is assigned to help. +1 if he survives to mission end which he already did. FASC 6 + 3 Final Step FASC 6 + 3 for modifiers + 3 for Bedor's INT + 1 for civilian + 6 for Bedor's special + 4 for $400 = 23 d20 = 1, three levels of success. We get the next three turns of events. With the continuing Avsari support of the Rebellion it is inevitable that his Majesty and the Senate will crack down on Avsar, violate its special status, and occupy the planet. This is an easy choice. The Avsari Legion is one of the best units in the game. Occupying the planet will give the Rebels 8 rps but the unit is worth much more then that. No matter what though the planet is going into Rebellion. Not a good even but at least we did not spend a lot of time pushing their loyalty towards ours. Not much needed to prepare. Just make sure ground units are available in the District Capitol to occupy the planet. And someone is going to defraud the Empire next turn due to patterns in corruption. Hopefully a system with only one planet, preferably in Rebellion. And two turns out: The first treasure of this game. Treasures are placed on random planets and have effects if taken to certain people. Treasures are generally easier for the Rebels because their Mission Phase is first so they get first shot at retrieving them. Not much to be done with this except hope the Rebels cannot find it or that it appears on a world difficult for the Rebels to infiltrate. Wonderful. This has good odds of giving us the location of another Rebel Minor base. Or it might get us closer to their main base or, worst case, tell us where the Free Trader's Union is (which I do not care about). Only preparation is to make sure there is a strike force ready to hit a base that turn. And three turns out: Current developments will soon yield an improved super-heavy laser cannon, only fittable to Battlestar-scale craft. If all of the rest of the ship's guns are temporarily disabled and all power fired through this cannon it should have a devastating effect. Unfortunately the cannon has a large cool-down so after the initial strike conventional weaponry will have to be used. Another great event that makes me glad we built that Dreadnought. YESSS!!!! The Viceroy of Mars will be activated. He can only be loyal to the Empire and starts at a -2. The Rebels can move him to -1 and he joins us at -4. He is a good leader with good stats. He is also skilled at interrogation. I still think Sote is better due to his ability to heal prisoners. He is good persuading factions, espionage, and Coups. Downside is he will be subject to Sovereign recalls like the Emperor and does not have his own ship to travel around him so to use him we have to pick him up and hope we do not have to take him home. Worst comes to worst though he can just stay home and perform missions there. Well, that was a bit of a help in planning and good to know there are no horrible surprises soon. Will have to find something else for Bedor to do next turn though. ______________________________________________________________________________________________ Team Delta Team Delta is assigned to win over the HyperMafia faction even more completely to our cause. They are given $200. Preliminary Action Step General Gamelin is assigned a new droid. Nice. I will use it as a combat droid unless an opportunity to use it for murder shows up. Who knows, they are on the planet with a Rebel team trying to fight for the Hypermafia's support. 1st Action Step Team travels through a polluted area. Each character takes a hit including the new droid. FASC 1 2nd Action Step Mission crisis. Need a 3 or less on a d6. d6 = 6. I considered using the Mulligan card but this is not a critical mission. The Hypermafia is offended by the Empire's demands. They shift from -1 to 0 (neutral). ______________________________________________________________________________________________ Team Gamma Tokool will attempt another Influence Sovereign mission on Q'S'Kln. They are given $400. Preliminary Action Step Imperial Command requests an update on the situation on planet. The Duchess must return to her Capitol on Lai and consult with Imperial agents. 1st Action Step The team bungles their hyperspace calculations and are off-course. FASC 0 2nd Action Step On sublight engines the team arrives on Lai. FASC 0 3rd Action Step The team reports in and gives a full briefing and are given instructions to continue. FASC 0 4th Action Step Team takes their ship back to Vulcan and makes the jump successfully. FASC 0 5th Action Step The team finally begins its mission. No event due to the Imperial propaganda event. FASC 1 6th Action Step No event due to event again. FASC 2 Final Step FASC 2 doubled to 4 + 2 for Tokool's CHA +1 for Tokool's RNK + 2 for sovereign's commitment level + 1 for planet's unrest + 2 for Tokool being nobility here + 2 for $400 in bribes = 14 d20 = 16, failure. Using a Mulligan, d20 = 2, double success. Despite command's interference the mission is a success. Q'S'Kln moves from -2 to -4 and commits to the Empire. This shifts unrest 2 steps and planet goes from -1 to -3. We get the Vulcan Rangers, a Line unit that gets a +1 to STR on Heat planets and Q'S'Kln herself. Her stats are pretty mediocre. No big bonuses. Decent combat though especially on heat world. I will probably leave her on her home planet. She is not worth sovereign recall events unless I find a mission I really need her on. If we have spare mission teams she can Raise Money or do other missions here with little risk. The shift in unrest moves Neogea in the same system from -1 to -2 and influences Ignis II the motherworld from -1 to -2. Lucky, usually such a weak shockwave doesn't hit motherworlds (one in three chance). ______________________________________________________________________________________________ Team Beta Team Beta is assigned to Karibden to perform a propaganda mission. They are also ordered to visit Agnot Keep on Oisad and place two more contract killings. The team is given $900 to fund both. Preliminary Action Step Sovereign recalled, no effect. 1st Action Step Team arrives on Oisad. FASC 0 2nd Action Step $700 is put down to kill Ison and Grunk. This maxes out the number of contracts with the contract for Barnard still outstanding. FASC 0 3rd Action Step Team plots a jump and arrives at Karibden. FASC 0 4th Action Step Local contacts help Nana build a platform for her addresses. +1 to FASC FASC 1 + 1 5th Action Step No event. FASC 2 + 1 6th Action Step Rebel teams spot the Imperials. Team is detected. FASC 3 + 1 Final Step FASC 3 doubled to 6 + 1 for modifier + 1 for Nana's CHA - 1 for planet's unrest + 1 for city environment + 2 for Troyer's special + 1 for psycat's special + 2 for $200 in bribes + 2 for propaganda event = 15 d20 = 3, double success, planet shifts from +1 to -1. Shockwave hits Halen and moves it from -1 to -2. It also influences the Solarian world of Ignis IV pushing it from +1 to 0. Excellent mission. ______________________________________________________________________________________________ Team Alpha Team Alpha is sent to Lakandon to talk to King Janidel of the Lakandi (the space elves) to convince him of the advantages of neutrality. They are given $400. Preliminary Action Step Sovereign recalled, no effect. 1st Action Step Team hyperjumps and lands on Lakandon. FASC 0 2nd Action Step Ignore bad event due to event card. FASC 1 3rd Action Step Ignore bad event due to Imperial propaganda card. FASC 2 4th Action Step Mission crisis, need a 3 or less on a d6. d6 = 5, abysmal failure, Master Pantaleon's veiled threats offend the King and he shifts to +3. One more step and the king will commit for the Rebellion. ______________________________________________________________________________________________ Team Epsilon Team Epsilon is assigned to go to Roca and perform an Espionage mission to find the Free Trader's Union and is given $200. The logic behind this mission is I want them to go heal Vonder on Roca so he is at full strength to suppress the Rebellion and does not need to rest. The team is ill-suited for most missions but with the upcoming secrets event card ferreting out the only secret we can still find easily means it is more likely to find the Rebel bases I want and get the missions that are harder to do. I plan to adjust this team until I acquire new prisoners. Maybe put Stargazer on the team to increase mission possibilities. Right now though Sote's INT will help an Espionage mission. Preliminary Action Step Knowing their unfamiliarity with Espionage a civilian formerly of the Tree Trader's Union is assigned. He gives a +2 if he survives. 1st Action Step Team leaves Earth and Jumps to Roca and lands on the rebellious planet. FASC 0 2nd Action Step Sote heals Vonder for 3 points and he is no longer wounded. He is left in command. FASC 0 3rd Action Step No event (another civilian guide) FASC 1 4th Action Step A combat android attacks the team. The android misses and Sote deals 2 hits and Vakvilo 5. That beats its 6 and the team wins the combat with no damage. FASC 2 5th Action Step Local loyalists help. +1 modifier to FASC. FASC 3 + 1 6th Action Step Local loyalists help more. Same thing. FASC 4 + 2 Final Step FASC 4 doubled to 8 + 2 for modifiers + 3 for Sote's INT + 2 for civilian guide + 2 for $200 in bribes = 17 d20 = 3, double success. We identify that the Free Trader's Union is on Vesperas which helps us not at all but at least that last dumb secret is out of the way. The only places left "unfound" are that the Rebels only have one success towards finding the Slaver's Cartel and none towards finding Agnot Keep. Finding the Slaver's Cartel would let them try to push it towards less support. Finding Agnot Keep means he can raid the planet if he can get unopposed ground units there. The Keep then cancels all contracts and relocates and neither side knows where the new base is until someone locates it again. ______________________________________________________________________________________________ Team Kappa Team Kappa is sent to Cebdia to coup the pacified gov't and install a better Imperial Viceroy. They are given $200. Preliminary Action Step Extra action step in Preliminary phase. Team arrives and lands on Cebdia. 1st Action Step Five angry civilians upset over the recent pacification attack the team. Anaxim takes 2 hits and Baben takes 1. Baben attempts to stun 2 of the enemies and only lightly hits them. Anaxim retreats behind Baben. Baben takes 3 more hits but stuns 2 of the civilians. The team flees and is now detected. FASC 1 2nd Action Step Bounty Hunters (no effect) FASC 2 3rd Action Step No event next round. FASC 3 4th Action Step No event. FASC 4 5th Action Step Enemy patrol, no event. FASC 5 6th Action Step Mission crisis. Need 3 or less on d6. d6 = 6, abysmal failure. The team is arrested for treasonous activities against the Empire and the team is now jailed. This would also push unrest up but the planet is already at +3. ______________________________________________________________________________________________ I have two more team slots and considered making Totem or Vonder do a mission but probably not worth the risk. I would love to get Colonel Smith off Xibalba but trying to get past the orbiting Rebel fleet is definitely not worth it the risk. So instead I am just going to have the Emperor do a propaganda mission on Batres. No money is given as I do not need more then one success. The Emperor has his retinue with him so should be safe. Preliminary Action Step Team is ordered to District Capitol to report. In this case I will say the Emperor has to consult with his advisors as the idea of someone ordering him somewhere is kind of silly. On the bright side he already is on the District Capitol. 1st Action Step Emperor takes care of local business. FASC 0 2nd Action Step No event due to Propaganda event. FASC 1 3rd Action Step No monsters this mission. FASC 2 4th Action Step No random event next step. FASC 3 5th Action Step No event. FASC 4 6th Action Step No event. FASC 5 Final Step FASC 5 doubled to 10 + 2 for Pantaleon's CHA + 1 for CHA + 2 for planet's unrest + 2 for the Emperor being nobility + 1 for city environment + 2 for propaganda event = 20 d20 = 15, planet moves from -2 to -3. ______________________________________________________________________________________________ That finishes the mission phase, a mixed bag of really good successes and really bad failures. Next time we mobilize the fleet to try to wipe out the remaining Rebel scum in orbit of Xibalba.
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# ? Oct 22, 2016 21:29 |
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drat, all those mission crises sucked. But at least the research mission completed. Knowing about the Avsari ground attack will let you put enough troops nearby ready to pounce.
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# ? Oct 22, 2016 23:34 |
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Perhaps we should declare a tax holiday in the corrupt system? We would not lose out on much money and the people would love it.
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# ? Oct 23, 2016 04:18 |
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Whoo, hot dice. Think that the failures were outweighed by the successes and you getting ready for the future. Otherwise, think that you're in a good position to charge after some of the rebel bases now and otherwise go on the offensive. Nice play iwht the research!
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# ? Oct 23, 2016 05:02 |
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Dang sorry about the crises. Do you have like two teams jailed at this point?
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# ? Oct 23, 2016 05:16 |
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Those were some swingy results, but I think we came out ahead, especially learning about Avsari treachery. Mars will not stand for this!
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# ? Oct 23, 2016 05:30 |
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Glazius posted:Dang sorry about the crises. Do you have like two teams jailed at this point? Just one, though Proctor is being held for treason on Earth. There is a 50% chance he will be exonerated, 40% he will be held longer, and a 10% chance he dies. The Rebels also have a jailed team. Friar John posted:Those were some swingy results, but I think we came out ahead, especially learning about Avsari treachery. Mars will not stand for this! Looking forward to the upcoming Mars sovereign. habituallyred posted:Perhaps we should declare a tax holiday in the corrupt system? We would not lose out on much money and the people would love it. Probably a good idea, hadn't thought of that but it makes a lot of sense. Chocolate Chunk posted:drat, all those mission crises sucked. But at least the research mission completed. Knowing about the Avsari ground attack will let you put enough troops nearby ready to pounce. Fortunately the Rebels do not get any troops or rp from Avsar beyond the base legion or 8 rps. wedgekree posted:Whoo, hot dice. Think that the failures were outweighed by the successes and you getting ready for the future. Otherwise, think that you're in a good position to charge after some of the rebel bases now and otherwise go on the offensive. Nice play iwht the research! I really hope to be able to hit a few more bases. Best case it will reveal the exact location of two bases.
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# ? Oct 23, 2016 06:02 |
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Wait, you said that a nat 1 counts as an extra success, so shouldn't you see 4 turns of cards for that research roll?
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# ? Oct 23, 2016 21:32 |
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Added Space posted:Wait, you said that a nat 1 counts as an extra success, so shouldn't you see 4 turns of cards for that research roll? Yes, but a triple success is the highest you can get. We let a quadruple success hit earlier in the game and realized we had made a mistake later and let it stand but triple is the legal max.
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# ? Oct 23, 2016 21:46 |
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Turn 10 Military Phase Imperial Military I pull the fleet that hit the Rebel base last turn back. The new Dreadnought and a collection of other starships from Earth and other capitols head to Xibalba. I also order the damaged ground unit Xibalba to head into orbit to get Colonel Smith into space so he can take command of the battle. The damaged and lost sloops that fled Xibalba when the Rebels arrived now make the jump back to Oisad and will be repaired this turn. Colonel Smith attempts to coordinate arrival times and all but two heavy cruisers arrive in Round 1. They will arrive in Round 3 if the battle goes that long. The current Imperial force generates 7 fighter squadrons and the Rebels have 1 squadron and a surviving heavy fighter. We have 8 warships to their 16 but the Empire has a strong quality advantage and some of the Rebel ships are damaged. We have 35 STR to their 29 and 68 hits to their 51. The Rebels announce a prepared sublight disengagement meaning they will fight a round. Colonel Smith will lead the fight from the Dreadnought. Non-capital ships get a -1 to STR when attacking any kind of Battlestar so it is pretty safe even if the entire Rebel fleet attacked it. The Rebels screen a few of their damaged ships and one longship carrying their surviving horde unit. Our squadrons pair off. The Dreadnought will hit the Rebel's light cruiser, the starcruiser will hit a pirate ship and the rest of the light cruisers and destroyers will hit pirate brigs. The rest of our fighters will swarm an enemy corvette. Our goal is to cripple and kill their best ships. In the fighter battle we took out their squadron without any losses. Our ships fire poorly and only take out one pirate brig but they damage all of them severely. Some will need tows to hyperjump out. Our capital ships took minor damage as did a destroyer and our two light cruisers took a lot of heavy hits (the unengaged longships and frigate duked it out with them. The Rebels now try to run. The Rebels need a 2 or less to get the whole fleet out and a 4 or less to get the unengaged ships out. 1d10 = 4, Rebel calls a mulligan. 1d10 = 2, the entire Rebel fleet escapes on sublight to the off-course box. The Rebels pay 0.5 rp for their lost squadron. A victory to be sure but not the decisive one I sought. Colonel Smith takes the ground troops and lands on Xibalba to hold the planet. Much of the fleet will have to head to the District Capitol at Oisad next turn for repairs. I attempt to quash some rebellions. On Roca Vonder needs a 5 or less. d20 = 13, failed by more then 7, -1 to all future attempts. On Raisa Totem needs a 6 or less. d20 = 14, failed by more then 7, -1 to all future attempts. I also attempted to take out all the Rebel camps on the board with no successes. ______________________________________________________________________________________________ Rebel Military Phase The Rebel fleet attempts to jump out of the off-course box and some of it succeeds but there are more ships out there who hyperdrives failed. They will have to try again on another turn. Presumably most of them fled to their minor bases but some may have gone to New Hope. The ships and transports that failed the jump to Xibalba all jump out as well. The Rebels go back to skulking. ______________________________________________________________________________________________ Repairs I spend 3.5 rp on repairs to the ground units wounded taking the Rebel base and repairing the sloops from Xibalba. The Rebels spend 13.5 rp on repairs. ______________________________________________________________________________________________ The Xibalba Rebel Offensive: A Retrospective Historians continue to argue as to why the Concordance launched the ill-fated attack on Xibalba. The usual reasons are a sense of overconfidence or a need to make a military stand to rally support or the desire to inflame the rest of the Travisian populations. The more practical view is that the Rebels were running out of places to hide and without room to hide their warships and ground troops an assault to take a planet makes more sense. The decision to attack Xibalba, while politically wise, was militarily foolish. Imperial training was sufficient to defend natural biomes competently and the planet was filled to bursting with Imperial line units. While avoiding Stormtroopers may have been wise the sheer number of Imperial troops cost the Rebels the battle and a lot of warriors they could ill-afford to lose. While the Imperials were victorious the results of the battle shook up the Imperial military. Eight full legions of the Imperial army were lost, the greatest single loss since the Minoplisian War and that was a much more decisive victory. The escape of the Rebel fleet also continued to complicate Imperial planning. The Moloch project was reconsidered but the Emperor vetoed it as too provocative. Documents discovered later show that moderate elements in the Senate secretly discussed opening negotiations with the Concordance to bring about an end to the war but there numbers were too small to risk bringing their suggestions into the open. The Concordance leadership reevaluated their military strategy and made the decision to keep their heads down. While this was daunting to the morale of Rebelling worlds denied military resources the Concordance made plans to stir up more rebellions before confronting the Empire directly again. The appearance of the new Imperial Dreadnought also forced the Rebels on New Hope to push for construction of their own capital warships.
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# ? Oct 23, 2016 23:30 |
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These rebels seem to be really good at running away, shame it would have been nice to see them get hit hard.
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# ? Oct 24, 2016 00:16 |
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habituallyred posted:Perhaps we should declare a tax holiday in the corrupt system? We would not lose out on much money and the people would love it. The text of the card says "The next time the planets in that system are taxed by the Empire..." Does that mean that if we exempt the system from taxation, the events on the card won't take effect until we actually tax the system?
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# ? Oct 24, 2016 04:08 |
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Re-rolling a 4 to try and get a 2 sounds crazy but it worked.Epicurius posted:The text of the card says "The next time the planets in that system are taxed by the Empire..." Does that mean that if we exempt the system from taxation, the events on the card won't take effect until we actually tax the system? That is a good question but I think the idea is that you get half income next time the sector is taxed. If normal, double, or no tax is decided on a planet by planet basis then it would still count. Then again that Solarian planet was double taxed during their meditation. Rule sticklers would say that because double taxing is something that modifies the unrest of the planet it would have been impossible.
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# ? Oct 24, 2016 05:38 |
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Epicurius posted:The text of the card says "The next time the planets in that system are taxed by the Empire..." Does that mean that if we exempt the system from taxation, the events on the card won't take effect until we actually tax the system? No idea. There are a lot of weak spots in the rules. habituallyred posted:Re-rolling a 4 to try and get a 2 sounds crazy but it worked. Yeah, I was a little shocked. Though I think if that had failed they would have gone for a hasty warp jump with a slightly higher chance afterwards. habituallyred posted:That is a good question but I think the idea is that you get half income next time the sector is taxed. If normal, double, or no tax is decided on a planet by planet basis then it would still count. That is probably how we will play it.
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# ? Oct 24, 2016 05:53 |
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Wow, the Rebels were mauled. On the upside they don't have a ground force left. On the downside, thier fleet made it out and can annoy us again in the future. So we're back to whack a mole. On the upside, most of our ships are repairable and we can build more if we have to and they can't contest us toe to toe now. So long as we play it careful and have ships and legions on standby we can probably quash anything they send at us for the time being. With research set for the next few turns we know what events are so they can be prepped for and redeployed while the Rebels don't so they'll have to scramble. We have the intel advantage for now even without places to do espionage missions to or the subject for interrogation. They'll probably be trying to withdraw some of thier teams to redeploy them now that they're healed so the advantage hopefully rests with us for now.
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# ? Oct 24, 2016 07:00 |
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Xenocides posted:No idea. There are a lot of weak spots in the rules. Actually it sounds like it means "When entering the Taxation Phase for the district, it happens to the planet" because even "Not Taxing" a planet is a taxation choice. But yes, I agree, the rules are written from the perspective of the designer, not for a player, but someone who "knows" what he´s talking about. Still great to see you guys back in play, watching this with great interest =)
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# ? Oct 24, 2016 13:06 |
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Just got caught up on this awesome, way to complicated board game LP. Looking forward to seeing where this goes.
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# ? Nov 3, 2016 16:40 |
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# ? Apr 27, 2024 02:42 |
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Pash posted:Just got caught up on this awesome, way to complicated board game LP. Looking forward to seeing where this goes. Thanks, we are hoping to play some more this weekend.
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# ? Nov 4, 2016 06:49 |