Decision 3 is just naming the current outpost. The first five are suggestions made by Captain\crew, the two O-suggestions are write-ins. No mechanical interaction.
|# ? May 19, 2018 03:31|
|# ? May 26, 2018 02:15|
Can we let the robots name it?
|# ? May 19, 2018 03:38|
We are the robot
|# ? May 19, 2018 03:40|
We are the robot
*BEEP BOOP* *dispense frozen yogurt*
|# ? May 19, 2018 04:15|
Human Facility, Kaijuberg
“Kaijuberg?! What the hell is a Kaijuberg?”
“No idea Capya. Looks vaguely Archon-ish, maybe someone who was helping us assemble the library saw it and folks liked it?”
“Speaking of which, get your ears over here and help me finish it up so we can show the Captain all the time and money was worth it.”
“Yeahya, keep your socks on.”
Putting both Cody and Jadzi on this project seems to have been a good idea. The late night-shouting matches in you office had given way to occasional snarky comments mixed with a grudging respect. Their still not at a place where you’d be comfortable leaving them alone for weeks, but its a good start.
A very good start if Cody’s library idea works. Working off the hypothesis that Archon and the languages they created were more specialized than Human languages, she and Jadzi had spent the last few days feeding samples of every language they could access into a translator program. They were now feeding their ‘Master Language Library’ into the facility’s control program, hoping it would give it enough samples to bridge the gap.
“ And here we go!”
She activates a holobutton dramatically, and the display flickers and shuts down. The room is quiet for a few minutes, and you realize that you have your fingers crossed for some reason.
“Well it was a good try ladies. We ca-”
You’re interrupted by the entire room erupting into holoscreens, rebooting themselves into Corp. The screen at the main station Cody had been working at reactivates, five times the size and littered with sub-sections.
38 Cygni 4 Terraforming Facility #3 Master Control posted:
Greetings Users INHERITOR_00219, INHERITOR_00220, 274-10/6(REMOTEUSER)
After the revelation at the Facility, making the rounds of… Kaijuberg is a bit anticlimactic. But its important that the settlers see you out and about, and these early days are important for future development. Cain is showing you around, introducing you to the heads of the various work details. More names to cross-reference in the file, but you are starting to recognize folks without its help.
The farms are coming along nicely, and until they’re up and going there’s plenty of wild fruits and such that have cleared bio-quarantine. And it looks like the Humans (or more likely, their robots) had dug enough exploratory shafts that just shifting through the spoils has netted useable ores. And with the arrival of the Corp prefab’s fabricator, several families have been able to set up small manufactories. All rather low-key, but its a good start.
Speaking of the prefab, you’re quite glad there are an existing hollowed-out structure to assemble it in. Its cheap and quick, but very ugly. The fabricator was nearly always busy, and would be key to using your own resources to expand your facilities. And even with the crates of goods awaiting pickup, there was plenty of space for more workshops.
Finally there was the perimeter sweep with Hydra and her growing security force. Transferring the fencing and guns from the ‘base camp’ had gone smoothly, but given the larger footprint of… Kaijuberg, the defenses were a bit spread out for Hydra’s tastes. And given what you now know about the Facility, beefing up defenses would be a great idea.
Welcome to Kaijuberg!
We’ve completed a cycle, so we have Goods in storage:
7 Food, 1 Organisms, 5 Ore, 0 Energy, 5 Machinery, 0 Tech. (I messed up the numbers originally). We have 9/15 STP.
So the Facility. Fixing it will require alot of Tech and Machinery. However, if you fix the Mechanotron Control system the Facility will start to self-repair using Ore and Machinery, but the repair will proceed according to their priority system. We can trade for Goods we don’t have using the Transport Commision, or by making deals with NPCs.
Repair Facility Virtual Intelligence: 4 Machinery, 6 Tech, 1 STP
Repair Mechanotron Control: 4 Machinery, 1 STP (will decrease Ore and Machinery by 2 each cycle)
Repair Geothermal Plant Control: 6 Machinery, 4 Ore, 6 Tech, 1STP
Repair Comm Net (Buy Long Range Comm Trait): 8 Machinery, 1 Energy, 3 Tech, 2 Influence
Decision 1: Settlement Expansion
Do we want to slowly expand our Influence or go out and look for work?
A: Just Ship Food
Play it safe and just use our Food Production to increase Influence. 1 Influence/4 Food
B: Hit Up Our Contacts
Go looking for jobs to increase Influence. Higher risk/reward
C: Increase Mines
We currently have the Influence to make our Mines 3 (and we’d start getting 1 Energy), but it would mean we couldn’t buy any Traits until we get more Influence. Go ahead?
Decision 2: Special Project
D: Repair the Terraforming Facility
Required for the Terrafomer Trait. Right now we can only afford to repair the Mechanotron Control System and we don’t really have enough to trade for other Goods.
E: Pollen Vaccine
Given Elizabetty’s data Kruze thinks she can formulate a counter-agent to the plant pathogens of the Waistra area. Costs 1 STP and 1 Space for the biotech workshop, 1 STP for the work, will provide bonuses when interacting with the local plant life.
Jadzi and Hydra want to lead an expedition to another area in the region. Costs 1 STP, will reveal an area’s special features and possible Outposts.
G: Trade Network
Korote has offered to put the Twi-Far vessels to work as local transporters. Costs 2 STP, gets you 2 Influence and better deals on trading Goods.
H: Find the Nephilim
You know there’s a local Feral Tribe somewhere in the area, send out patrols to find them for reintegration. Costs 1 STP, gives you the location of any Feral Nephilim in the region.
Have an idea? Let me know and I’ll tell you how feasible/what the cost would be.
|# ? May 20, 2018 15:13|
Repair Mechanotron Control
A, sell food for Influence
E, pollen vaccine
Getting the auto-repair back online is cheap, has affordable upkeep, and will make the place fix itself. Win win win, imo. Plus, who the hell can turn down a legion of Human
|# ? May 20, 2018 15:45|
Repair Mechanotron Control
|# ? May 20, 2018 16:14|
Repair Mechanotron Control
|# ? May 21, 2018 02:37|
|# ? May 21, 2018 08:29|
Repair Mechanotron Control
|# ? May 21, 2018 10:25|
|# ? May 21, 2018 16:48|
|# ? May 21, 2018 20:44|
Supplementary Information: Mass Combat
Mass Combat works similarly to the Theater of the Mind combat rules that I’m using, but instead of a standard 3d6+skill+bonus roll you get a pile of dice based on the Outpost that is generating the combatants. You then set aside smaller piles of dice for specific actions your squads/battalions/etc are taking. These actions are then rolled against the GMs pile of dice, and the first to get a set number of successes wins. If you fail a roll, the PC involved in that specific action takes damage and your Outpost takes some damage. If you get a Strong Hit (a 6 on the die), you remove one of your opponents dice. Your piles of dice come from your Outpost militia or the forces you Deploy.
Getting Mass Combat Dice
If your Outpost is directly attacked, you have a certain amount of standing forces on hand. They are determined from some of your secondary values:
-Recruit Combat Dice = Workforce +2.
-Advanced Combat Dice = Soldiers.
-Armoured Combat Dice = Soldiers -3.
In the case of Kaijuberg with its Workforce 3 and Soldiers 2, we have 5 Recruit, 2 Advanced, and 0 Armored Dice on hand (I’ll go over the types in a bit).
Now if we want to beef up our defenses or attack somewhere else, we have to perform a Deploy Commision. Each Deploy costs 1STP and some goods. This represents raising volunteers:
Force: Costs 1 Food. Gain 2d6 Recruit and Skilled Mass Combat Dice.
Armada: Costs 2 Food & Machinery. Gain 4d6 Recruit and Skilled Mass Combat Dice.
Spec Op: Costs 2 Energy, Machinery & Tech. Gain 2d6 Elite Mass Combat Dice.
Types of Dice
The basic types of Mass Combat dice are:
Recruit: If a Recruit Combat Die rolls a “1”, remove that Combat Die from this combat.
Skilled: Gain 1 additional non-Elite Mass Combat Dice Type.
Elite: Gain 2 different additional non-Elite Mass Combat Dice Type.
The ‘additional types’ mentioned in the Skilled and Elite dice are more or less specialties and the ones in the book are:
Advanced: Any roll of a “5 or a 6” on an Advanced Combat Die counts as a Strong Hit.
Ambush: Ambush Combat Dice gain 1 free Strong Hit during the first round of Mass Combat that they are used. This may only happen upto twice per roll.
Armoured: Reduce the number of your Armoured Mass Combat Dice that would be removed each round by 1. You may not participate in the first two or three (GM’s discretion) rounds of Mass Combat (as you take some time to move into position).
Counter: You must specify the exact nature of each Counter Mass Combat Die (ie: anti-air). These Counter Mass Combat Dice are immune to a specific style of opponent (ie: immune to spaceships, tanks, light infantry, etc...). GM Discretion is given.
Fast: After every fourth Mass Combat round all Fast Mass Combat Dice may join in on a bonus Mass Combat Round.
Long Distance: This combatant is able to contribute to the fight from a safe distance. It may only be removed from the combat with the GM’s permission (ie: it is engaged at close range or is attacked by another Long Distance Combat Die).
Standard: Standard rules.
Support: Strong Hit: Mass Damage from Leader Combat Dice may also bring back a Recruit Combat Die that was removed due to it rolling a “1”.
Tactical: Able to contribute to two Combat Skill Rolls per round. May represent a tactically advantages position.
So basically if you Deploy a Skilled or Elite troop, you get these secondary types. Forex a Skilled speeder-bike troop could have the Fast type, an Elite troop might have Fast and Ambush.
You normally get to choose the types of troops when you Deploy, as you are calling up specific troops. However, one of the drawbacks of having a Kaltoran Pop is that you get random dice types when you Deploy Skilled and Elite dice, representing the Kaltoran peoples’ rather ad hoc approach to violence.
Kaltoran Population Drawback posted:
Mass Combat Dice from Deploy Commission gain random Mass Combat Types (normally you choose). 1 = Long Distance, 2 = Support, 3 = Fast, 4 = Tactical, 5 = Armoured, 6 = Advanced.
We can also get specific MC dice by purchasing Outpost Traits, Buildings, or guards. Forex, our gun emplacements give us +2 Tactical Dice.
If this is all a bit much, don’t worry. The various types will mainly be used as narrative tags when they come up in the posts, and I’ll keep the bulk of the dicework behind the scenes. Its mainly come up as an explanation on why you’d want to have some Prosperity/Order/Security as those dictate your baseline ability to defend your Outpost.
|# ? May 22, 2018 22:11|
Chapter 3: The Wild, Wild, Northeast
The Facility, Kaijuberg
This small bit of platform near the top of the Facility had become a popular spot for a bit of relaxation. You could see the small grill Jadzi had set up, next to Hydra’s sniper perch. There was even a small hidden case full of those trashy historical romances that Cody didn’t know we knew she loved. But this afternoon its you and Jenni enjoying the view and sipping fruity drinks (at her insistence).
“I really should be back at the office, Korrote’s fuel and food consumption figures were out of whack. And Jadzi had some suggestions for fixing up some of The Jenni’s more problematic systems.”
Jenni looks at you archly over the top of her sunglasses.
“It’ll keep for a few hours. And seriously, how long has it been since you took even a day off?”
“Well, the exact number depends on what specific theory of consciousness transfer you subscribe to. But conservatively… 94 years? But that’s besides the point, there’s more to do and only 28 hours in a day.”
“Just stop, and breathe. Hush, yes I know you don’t actually have to breathe. Its a metaphor, and things are going fine.”
She begins to count on her fingers.
“One: Even the holdouts have finally agreed to take the pollen vaccine after the early adopters failed to horribly mutate. Two: Korrote’s been having great success using our food surplus to open networking doors. Three: Cain’s miners got the Electro-Gravity extractors working, so the mines are at full capacity. Four: The Mechanotrons are working again, and making progress on the facility. Five: The reports from Jadzi and Granny say that there should be all sorts of useable salvage from the deorbited station they found on the west side of the plateau. I can continue, but I’d have to set down my drink. And I’d rather not.”
“ I suppose the figures can wait. The view is nice up here.”
You sit in silence for nearly an hour, the distant cries of the razorwings the only sound beyond the wind. Then your comm goes off, the tech manning the ship’s array forwarding a call from Bastion High. Staionmaster Cline looks harried and nervous, you’re beginning to think its his default state.
“Oh, Captain TenSixths. I wish I could be bearing better news, but I’ve just received a comm from the Paladin Consortium head office on Alabaster One. They’ve arranged to resupply a troop transport at Bastion High, and offered me compensation for locking you out of the commnet.”
He pauses for a moment, tugging at his tie.
“I’m still very grateful for your help, but it was alot of money. Sorry.”
The comm ends, and the carrier signal follows it sortly. Jenni sighs and begins to pack up the picnic basket while you shake your head and enter the command codes for the backdoor you installed in the commnet.
Looks like vacation is over...
Housekeeping first: We now have a biotech workshop in Kaijuberg, have a vaccine for the local toxic pollen, and have explored the northwestern Density Anomaly. It is a large space station that fell from orbit. Its trashed, but there’s still alot of materials that you can salvage from it once this current situation is over. Waiting out an addition cycle gave us enough Food to trade in for 3 Influence, bringing our total to 23. I also bumped up our Mines to three, so Kaijuberg is at 19/23. Our Goods total now stands at: 2 Food, 2 Organisms, 9 Ore, 1 Energy, 4 Machinery, 0 Tech.
Decision One: Dealing with the Paladin Consortium
It looks like the PC is angry with you and is sending in an attack force. Do we:
A: Hunker Down
Button up Kaijuberg and hope your defenses can hold out
B: Raise A (Defensive) Army
Commision a volunteer force to bolster your defenses. (2 Food, 2 Machinery, 1 STP for the Deploy Commision)
C: The Best Defense Is Hitting First!
You have people, you have ships. Commission volunteers and use your spacecraft to take the fight to the PC before they make landfall. (2 Food, 2 Machinery, 1 STP for the Deploy Commision. Your defensive dice won’t count but your Outpost isn’t at risk of getting trashed).
Have another battleplan? Let me know and I’ll tell if its feasible/how much it’d cost
Edit: If we Deploy and get a dice type that wouldn't work with our original plan we can adjust on the fly
Decision Two: The Commnet
Your backdoor has let you into the commnet after have gotten shut out, but is that that?
You just want to be able to use it.
F: No, I Control The Flow Now!
Take control of the commnet so you can determine who can use it, and/or spy on them.
I will also have an updated map up by the end of the week.
PoultryGeist fucked around with this message at May 24, 2018 around 02:00
|# ? May 24, 2018 01:33|
Let them come to us, we've got a nicely fortified position. Also, that's our commnet now, rear end in a top hat. What a nice way to pay us back for literally saving your life. Although try and keep up the charade that it isn't as long as we can, we just want to use it for passive listening. At least until the battle starts, then it would be great to gently caress with it actively.
|# ? May 24, 2018 02:01|
very much this.
|# ? May 24, 2018 02:25|
Let's go with this!
|# ? May 24, 2018 02:49|
+1 but let's stick to passive listening unless we're sure it's worth it. If we make it too obvious we have a backdoor then we're going to lose it. If we keep it hidden I'd expect it to continue paying dividends.
Like the saying goes: I've got this thing and it's golden, and I'm just not giving it up for nothing. I'm not gonna do it.
|# ? May 24, 2018 03:03|
|# ? May 26, 2018 02:15|
Let me just throw in a doomed vote for E. Openly taking over the satellite net is a bad idea, as we don't have the forces to prevent its previous owners from accessing them directly. And as with all technology, if you can access them you can take (back) control over them.
Imo taking them over now would lead to us losing them in a few weeks time and being locked out completely with very little to show for it. Let's bide our time and let our enemy think they've successfully cut off our comms.
|# ? May 25, 2018 15:21|