[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1363627750486.jpg-(3.68 MB, 2600x1903, 1358212430249.jpg)
3.68 MB
3.68 MB JPG
Part I: http://suptg.thisisnotatrueending.com/archive/23729950/
Part II: http://suptg.thisisnotatrueending.com/archive/23736174/
Channel: gaia.Sorcery.net #Shattered_Galaxies

The year is 2048 PS, Post Spatium. Humanity has finally pushed their differences aside and were united under one banner, SolForce. This human coalition developed technology and weaponry that boosted the human expansion into space, this included warp drives and plasma cannons that could boil a ship's hull away in a matter of seconds. They stretched through the Orion Arm, settling in over 1,000 star systems. They established space ports in some of these more "contested" star systems. These ports protect the star system from outside invasions. Coalition Port 46 is one of these ports. The port is in the the star system named SST-5275, inside of this star system are four planets: GT-031, a dust planet much like Mars only a little bigger. This is where the human colony lies. The other planets are a gas giant named TY-612, a ice planet named DE-4109, and another gas giant named TY-234, this is the planet the space port is in orbit around. You have led your colony to success, capturing and dissecting an alien ship, defeating off a fearsome pirate attack in a neighboring system, and managing to negotiate an entire star port of pirates and smugglers into your inner circle. Your efforts have helped you uncover the psionic potential latent in some of your population, including your own daughter... and a horrible secret regarding the nature of the implants that SolForce uses to unleash psionic potential: They contain a deadly killswitch, effectively a bomb that will kill any implanted. You have just completed construction of the psionic refinement facility that handles such implantation, as well as an orbital shipyard and dedicated research AIs. Your daughter is currently recovering from surgery as your newly enhanced psions await orders. Your power grows, and SolForce seems none the wiser.
>>
>Also all rolls for this thread will be 1d100

Your AI, CentSys, reports the following:

Population on the Space Port/Colony: 2600/5200

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor, combat cybernetics/Autoguns, standard issue knives, civilian-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships)

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
---------
Turn 16:
Current Research Projects:
>Basic Research AI [Three years remaining]
>Early Cloning [Five years remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Early Research AIs
>Basic Cerebral Implants
>Desert World Terraforming
>Early Cerebral Implants
>>
>>23753728
A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
have we implemented the terraforming? if not do that.
>>
>>23753734
As you start yet another day, your research projects continuing along as you begin preparations for terraforming your desert world into an Earthlike paradise, you have two pending meeting requests.

Additionally, your daughter Annabel is currently recovering in her quarters, apparently adapting to her new implants.

The two meeting requests are from, interestingly enough, General Warhurst and Myra, your pirate-turned-smuggler associate in the neighboring system. Well, less associate and more direct underling, though she would refuse to acknowledge herself as such.

Additionally, there's a pending requisition order from Admiral Donaldson, though just what he'd need your permission to procure is somewhat baffling.

Who do you wish to deal with first, if anyone?
>>
Rolled 2

>>23753937
1 Mira
2. Warhurst
3. Donaldson
>>
>>23753903
Terraforming will be an active action on your part. While it will require a year to get rolling and have the structure built (requiring both of your 'construction' activities focused solely upon the terraforming facilities and modules), after that point, it will automatically proceed for the next five years, at which point it is estimated to be complete.
>>
>>23753959
Lets use our action for that then.
>>23753952
the dice have decided it seems. Warhurst it is.
>>
>>23754012
works for me
>>
>>23753721
Ah shit yes here we go.
>>
>>23753952
You open up holoconferences in order, reclining in your gubernatorial palace's main office.Sitting back in the high-backed wooden chair, you puff away at a nice cigar as a glass of scotch (your "business time" drink of choice, at least for now) sits on your desk.

You open a line to Myra first, the spiky-haired pirate woman smiling at you like a cat. Her burning red cybernetic eye stares at you unblinkingly from underneath her bangs, the woman tilting her head forward in a gesture that seems downright feline.

"Well, good morning to you, Lord Governoooor." She greets in a sing-song tone of voice, her attitude towards you anything but the formality that your aristocratic dilettantes abide by so thoroughly. The aristocracy on this planet, though small, do love their games and rituals. Games she purposely dances on the ashes of.

"Hello, Myra." You greet back.
"How's your daughter? She put on quite a show last time."
"Fine." You reply simply, taking another puff, denying her any potential information she might market. Not that she would be stupid enough to sell you out, but still, "Now, is there something I can help you with?"
"Well, yes, actually." She remarks, smiling broadly. "I was meaning to make mention-- you've got a bunch of those rather dashing psions, your daughter included, now, right?" She mentions, "They're terribly hard to come by in this corner of the galaxy. Or, at least, ones that have been implanted... and that aren't in some way controlled directly by SolForce." She adds.

"And?" You ask, fixating her with your best level look.

"Well, I was wondering if I might, ah, borrow them?" She asks, "I could find a number of uses for some psionic... information-gatherers." She states tactfully, though you suspect they'd do more than that. "Those implants would put them leagues ahead of the natural-born talent that litters the streets, after all."

You currently have seventy-eight implanted psions, excluding your daughter. Their use is your choice.
>>
>>23754088
Assign her twenty of the Psions that need the most improvement in their skills. Consider it a 'trial by fire' if you will. They are also to report directly to us with mission and interaction logs.
>>
>>23754088
I find myself ever-so-slightly worried about having the psions tracked back to us. I'm tempted to decline, or place strict limits on their use. But then, I'm not sure we could enforce said limits on her. Hrm.
>>
>>23754088
Agree to lend here say, five of them once they are properly trained. We'll select for loyalty (To us personally) and ability.
>>
>>23754143
I'll second this. Five of the loyal ones, daily reports straight to our office and they're in no way obligated to comply with what Myra tells them to do.
>>
>>23753952
>>23754058
>>23754085
>>23753952
>Ah! You were rolling to see who to speak with first. Very well then, I'll just have Warhurst speak next.

The General's projection, next to Myra, shows the white beard and chocolate-skin of the General's face. Warhurst greets you with a smile, "Good to see you back in the saddle so soon after that surgery. I heard Annabel's holding up well." He remarks, and you simply smile at your old war buddy with a nod.
"You heard right, General." You reply, "What do you need help with?"
"I was meaning to talk with you about the troops-- your own bodyguard's the best we got." He remarked, "... Which, I'm sorry to say, isn't all that spectacular. To be quite honest, sir, the gear's old. Improvised, even, since we're essentially using armored industrial work suits. The autoguns aren't bad, nor are the lasrifles, but they're old. The Fiori were unlucky in that they only got into the ships with a lot of Marines and only them in small numbers-- even then, we took some nasty losses. We get into real battles with anything that has genuine shielding, or anyone that isn't a bloodthirsty idiot, and our boys are just going to be a bunch of dust world farm kids with paper armor." He says bluntly.
"I see." You state, folding your hands together.
"I want to dedicate research and some production towards making our men better. Give them some real armor-- and some real weapons and training. I was thinking it might be wise to put an army outpost on that ice world, make a garrison there we can use to train 'em in unfamiliar and hostile environments. Some genuine barracks and a real base here couldn't hurt either. Kind of hard to maintain a real army when they're living in the same apartments they always have, and shooting tin cans off railings." He remarks, exaggerating a bit, but not by much.
>>
>>23754188
Smart man. I didn't realise the situation with troop armaments was so dangerous. Fully support his suggestions.
>>
>>23754175
>>23754143
>>23754128
>>23754117
You consider Myra's request before nodding. "Very well. I will send five such agents." You remark, already well aware of just which ones would prove loyal to your cause over any temptation Myra might exert.
"Five?" She asks, thinking for a moment, "I was really thinking a few more than that-- they'd be very well taken care of, of course." She counter-offers.
"Five." You assert with a note of finality, cocking an eyebrow.
"Very well, Lord General." She states, leaning back. "I'll put them to good use. Thank you."
>>
>>23754205
Agreed. We should probably start the terraforming first though.
>>
Rolled 3

>gaia.Sorcery.net #Shattered_Galaxies

yeah, how the fuck do i go to chat?
>>
>>23754376
Have a mibbit link I just generated.
http://mibbit.com/?channel=%23Shattered_Galaxies&server=gaia.sorcery.net
>>
File: 1363631673676.jpg-(384 KB, 549x864, Medium infantry armor.jpg)
384 KB
384 KB JPG
>>23754282
>>23754205
You nod at the General's assessment, "I'm inclined to agree with your proposal."

He simply smiles, "Right then-- I'll forward what I was thinking to your office. Up to you to put the final stamps on it, sir."

A scrolling data feed fills with just what he was hoping to obtain, considering the current state of affairs. Designs of barracks, bunkers, and more besides fill your rolling feed.

>Cyclops Support Mechs: Bipedal scout mechs with a two-person crew, intended to traverse bad and urban terrain quickly, armed with anti-air rockets and twin-linked autoguns for anti-infantry purposes. [2 years to research]
>Early military-grade infantry powered armor designs: With dedicated servos, built-in radar and sonar, internal air supplies, and an advanced internal battery capable of lasting a week without recharge, these suits lack the perks of more modern suits, but are still leaps and bounds above the civilian-grade stuff your troops currently use. [2 years to research]
>50 Infantry Bunkers: Able to fit four in a reinforced steel dome with internal air filters, firing ports, and minor shielding. [1 year to build]
>30 Infantry Barracks Buildings: Able to fit 100 men each, these buildings contain mess halls, training rooms, infirmaries, and everything needed for day-to-day living for soldiers and their families. [1 year to build]
>10 Watchtowers
>10 SAM sites: Armed with automated surface-to-air missile turrets that can be operated remotely, these sites are ideal for taking on atmospheric and aerospace fighters operating in the upper atmosphere.
>Second Advanced Hospital Facility: Effectively a mega-hospital, it would possess the ability to perform more complex surgical procedures for cybernetics and genetic therapy, as well as providing preventative care, improving morale, health, and assisting with research in the biomedical sciences. [1 Year]
>10 Military Vehicle Factories: Dedicated towards the production of military vehicles. [1 Year]
>>
>>23754282
>>23754205
Terraforming seems to be the current consensus, but the General's plans will consume your administrative and economic power for some time.

"I'd also like to discuss about getting some of those psions you've upgraded into officer and special forces programs. Each will require their own facilities to properly train, and they won't be SolForce equivalent, but I can make 'em damn scary with what we can get. Maybe even a bit better if you can get Myra to abduct some actual trainers. Not that I'm a big fan of abducting military personnel, but that's the cut of it." He remarks, his ever-present bluntness as tactful as usual. Good thing this channel is encrypted.
>>
>>23754458
[x] Early power armor.
Vehicles are good, but we can't use them onboard ships or in close-combat.
[x] Infantry Barracks.
Pretty self-explanatory
>>
>>23754458
Interesting. Time to see what the Admiral wants.
>>
>>23754497
Terra-forming should be done first, then we can get on his wishlist.
>>
>>23754497
what are our psions doing anyway?

We can spare 20-30 for this
>>
>>23754497
Terraforming first, then all of the General's plans.

Research wise, start with Early power armor, seems like we need that boost in survivability.
>>
>>23754498
You currently have Improved Research AI and Early Cloning queued. Which research do you wish replaced with Early Powered Armor?

Infantry Barracks will only require one of your two construction queues available for a construction action. What do you want build with the other queue?

>>23754515
Admiral Donaldson, reporting from the bridge of the Annabel, greets you with a formal bow. "Lord Governor," He greets, "A pleasure to see you again. Please extend my well wishes to Annabel." He states, to which you nod.

"Thank you, Donaldson. You wished to procure something?" You asked, to which the admiral nods.

"Yes, sir. I wanted to send the rebuilt fleet to the other sector within warp range of here. We've yet to explore it, and our recent encounter with the Fiori has made me somewhat... anxious of neighbors." He remarked, "I also was considering having us attempt to develop more advanced naval powers. I have recommendations as to what upgrades the fleets could use, but they are yours to pursue at your leisure. It may also prove beneficial if we produce additional cruisers. Our current assortment are fine and well for a core strike group, but a second battle group with an increased presence of cruisers could serve well as a defensive fleet for our homeworld. Manning it may prove problematic until a supply fleet arrives, though, with the necessary additional crew."
>>
>>23754644
>You currently have Improved Research AI and Early Cloning queued. Which research do you wish replaced with Early Powered Armor?

replace cloning with it
>>
>>23754644
Drop Cloning in favor of Powered Armor.

Donaldson has permission to scout the neighboring sector with stealth corvettes, although it would be recommended if he waits for the improved power armor to roll of the production line just in case he has to fight off any boarders.
>>
>>23754644
let him give us the list
>>
>>23753721
Guys how do you call that art style? I want some inspiration for my terrain for Infinity and I'm looking for some similiar shit (Hawken has some awesome stuff like that)
>>
>>23754589
Your psions are currently unassigned. You have 78, 5 of which have been dispatched to Myra's aid (And to spy on her to a small degree).

73 remain unassigned, excluding your daughter.

>>23754534
>>23754593
>>23754674
>>23754666
Early Cloning has been dropped in favor of early military-grade infantry powered armor designs.

Current choice seems split between terraforming, dispatching the fleet to the neighboring system, and constructing barracks (plus one additional building).

Terraforming is leading, but no majority consensus has been obtained.
>>
>>23754729
terraforming! I want to do this as soon as possible!
>>
>>23754674
Additionally, you do not have stealth corvettes to spare. Your improved stealth corvette was dispatched to Myra's command, though you do have a standard one you have repaired. You may build more, but you currently have ten frigates and five destroyers left unassigned to any group or function.
>>
>>23754729
I'll vote terraforming to kick off that population boom.
>>
>>23754729
>>23754751

Also op, you never do a general report on how population feels about us and overall morale.
>>
Rolled 85

http://client02.chat.mibbit.com/?channel=%23Shattered_Galaxies&server=gaia.sorcery.net

come here now.
>>
>>23754729
teraforming.
>>
>>23754762
>>23754751
Terraforming confirmed as the turn action. Processing the turn now...

Population on the Space Port/Colony: 2700/5400

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor, combat cybernetics/Autoguns, standard issue knives, civilian-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships)

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility, Terraforming Geo-Engine [2 years until expended].

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Unassigned: 10 frigates, 5 destroyers.
>>
>>23754783
I'll add that from now on! Thanks for the suggestion.

>>23754863
Turn 17:
Current Research Projects:
>Basic Research AI [Two years remaining]
>Early military-grade infantry powered armor designs [One year remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Early Research AIs
>Basic Cerebral Implants
>Desert World Terraforming
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23754868
Morale: Ecstatic! With your attention to growing the populace of the colony and the burgeoning star port, plus with all of the extra goodies and contraband Myra has been making a profit off of, the people seem genuinely happy to have a ruler giving them attention. Your terraforming project has the people excited and simultaneously concerned at the drastic changes about to overtake their homeworld, but the medical care, abundant housing, and excitement has them all fascinated.
>>
>>23754729
Put 20 of them as researchers. See if they can use psionics to create stronger materials and special psionic enhanced weaponry. Also have them start the groundwork on how to increase psionics in our population.

Send 45 of them to the military for training and officer duty.

The remaining 8 can be used in civil projects, basically help the population, make them liked, allow the population to get used to seeing psions.
>>
>>23754917
Seems good.
I wonder what Annabel wants to do now? We might want to ask her.

inb4 she wants space adventures with Myra
>>
>>23754900
>plus with all of the extra goodies and contraband Myra has been making a profit off of

I hope it is not drugs and addictives...
>>
>>23754863
assign the frigates and destroyers as part of "Task Force Agamemnon"
Action: Build Barracks Buildings, SAM sites
>>
>>23754863
>>23754868
>>23754900
Another year goes by, and this year is perhaps more interesting than others on account of the geo-engine being built. A massive structure almost as large as your gubernatorial palace, it has your mines stretched thin and your populace working day and night. Its atmospheric processors puff out fat clouds of concentrated moisture drawn from kilometers-deep channels, percolating moisture that causes heavy rains to fall during the first few hours. Rains so heavy as to almost become floods.

The genetically tailored microbes and macrobacteria cause strings of infections among the populace, but your advanced health facility ensures that everyone survives, if some better than others. Local wildlife flourishes as well as the engine begins its processes.

Annabel is slowly regrowing her hair at the moment, her amplified powers impressive to a scale you wouldn't otherwise expect. She has come to train her mind like her body, capable of lifting her bodyguards in full armor as if they're playthings, her psionic strength best measured in terms of gravities rather than newtons of force.

>If you have any desires about how to alter the landscape, or particular desires about how the world should look in the end, feel free to voice them now.
>>
>>23754968
>>If you have any desires about how to alter the landscape, or particular desires about how the world should look in the end, feel free to voice them now.

Mediterranean mild/warm climate all over with pools of water and perfect beaches for maximum comfy. With seas not too cold.

This could become a tourist planet if everything works out.
>>
>>23754968
Nothing too mountainous, that way we have lots of land to build upon.
>>
Is there a limit to how many ships we can have or was that removed by the shipyard?

>>23754968
Maybe we should send a message to next convoy to bring in people as we'll have planet terraformed by then?
>>
>>23754955
Some of it is, to be frank, but those issues exist everywhere. Myra has been relatively well-behaved about turning your populace into junkies. Most of it, however, comes in the form of lewd materials, restricted viewing materials (Xenos holofilms prove popular for some reason), bootleg programs, and other controlled-yet-popular items.

>>23754917
>>23754939
>>23754958
Task Force Agamemnon established.

Your psions are distributed accordingly: General Warhurst seems particularly pleased at the ability to give the psions some combat training, but he mentions that he'll need dedicated facilities to make them into actual special forces and officers. You'll also need to decide which is which, as the two are separate branches of training and understanding. Additionally, combat applications vary, but the two Warhurst can immediately think of are either as assassins or as commandos. If you can think of more, that's your prerogative to pursue.

>Early Psionic Officer Academy [2 Turns to Research] [1 Turn to Build]
>Early Psionic Commando Academy [2 Turns to Research] [1 Turn to Build]
>Early Psionic Assassin Academy [2 Turns to Research] [1 Turn to Build]
>>
>>23754968
Build a section of coastline like souther California. But wetter and with less earthquakes. Also if possible build the geology around our capitol like a natural fortress. Natural harbor with strategically place islands, well placed mountain range and rivers to deter land advances.
>>
>>23755030
There's no upper limit, but each ship needs a crew. If you don't provide the crew from your own population, you have to wait for a supply ship to arrive with the necessary numbers of crewmen, marines, gunners, so-forth, and their arrival tends to be somewhat sporadic.
>>
>>23755065
Lets go for officers, If we want psions trained in the other two we'll send them to Myra. She'd be delighted to take them.
>>
>>23754868
Not voting for it, just suggesting, but maybe we should construct some more farms for the inevitable population boom we get from the terraforming?
>>
>>23755010
This, but make sure that there are some volcanic areas for easy geothermal energy generation.
>>
>>23755065
Send the fleet to the other sector for exploration.
>>
>>23754917
>>23754939
>>23755075
Psionically-enhanced alloys is possible, but not a very strong technology as it required dedicated psionic workers to alloy the metals. Best suited to weaponry and personal armor, as you lack the infrastructure necessary to industrialize it, as well as the psions. You'd need to either increase the number of present psions or find ways of increasing their power massively.

Annabel, at the moment, is training her abilities. She wouldn't mind going to whatever academy or specialization schools you open. She actually mentions having a vested interest in studying all such forms of psionic arts. Granted, at the physical age of eighteen, she'd be the youngest person present.

>>23755019
>>23755010
>>23755030
Requesting additional colonists is possible, but you will need to incentivize them to move from highly population-dense areas to your sparsely populated and "backwater" colony world.

Current requests for design accepted and put in. A Mediterranean world with a warm climate, large pools of water, and an abundance of beaches, with very few mountain areas and lukewarm seas. Exclusion: Capital city, which will be ringed by mountains.

Warning: Tectonic activity around city will cause major earthquakes and serve as a natural disaster. Damage will be minimized as best possible, but still inevitable.
>>
>>23755172
>>23754958
Consensus torn on course of action.

>>23755140
Geothermal energy harvesting technology needs to be researched, but magma chambers will be located within mountains present.
>>
>>23755189
>Warning: Tectonic activity around city will cause major earthquakes and serve as a natural disaster. Damage will be minimized as best possible, but still inevitable.

That doesn't sound like good idea. Better not do it, if enemy forces manage to land their army on our planet then that would mean we did something very, very wrong to allow that and by that point have already lost.
>>
>>23755241
I think its a good idea. a natural fortress sounds like a potentially useful feature.
>>
>>23755269
don't want our capital to be afflicted by major earthquakes, might as well make man-made defenses instead

Like I said, if an army manages to get onto our capital, that means all or most of the orbital defenses and the fleet were destroyed by that time it wont do anything
>>
>>23755269
I agree. Would also be a useful feature to help reasure Prospectve colonists. Oh, and do the exploring
>>
>>23755322
Stealth vessels who manage to land troops on our soil to bypass our orbital defences, an enemy inducing a revolt, an alien race that has religious or social reasons not to do an orbital bombardment, said mountains could be used as a buffer for our people if we ever do get under orbital bombardment...

Plenty of reasons why it could be used.
>>
>>23754695
As you mull over your thoughts, you nod to Donaldson.

"Tell me what you wold recommend, admiral." You nod, listening to him even as you mull over ideas. The heavy rains pour against your office's windows in seemingly endless sheets. It's been like this for almost a month now.

He proceeds to outline his ideas, each one punctuated with a holographic representation.

>5 Superheavy magnetic accelerator cannon space station platforms. [1 year each]
>20 Plasma cannon satellites, ringing the colony, capable of firing either planetward or out into space. [5 years]
>Ten additional cruisers [4 Years]
>Thirty frigates [6 Years]
>Four carriers [4 Years]
>Two dedicated supply freighters [2 Years]
>One additional flagship for the new fleet [3 Years]
>Two long-range torpedo satellite platforms [Two years]
>>
>>23755388
Let's queue three MAC space cannons.

What's the current queue list looking like as well?
>>
>>23755388
>>20 Plasma cannon satellites, ringing the colony, capable of firing either planetward or out into space. [5 years]

This. It might take some time but its a timeless defence that we can't accidentally send away. it also has the power to properly defend against a larger fleet.
>>
>>23755388
Dedicated supply ships looks like a good idea.
>>
>>23755453
But that's not good for defence, really, so we're looking more at the plasma cannons or MAC's.
>>
>>23755502
Good for the ecconomy though.
>>
>>23755515
Which isn't worth much if we can't defend it. We're also only on one planet, so I fail to see how they'd be useful at this stage.
>>
>>23755543
Not having to rely on the erratic supply ship to trade or fuel or population boom.
>>
>>23755347
>>23755269
>>23755241
>>23755322
>>23755362
Consensus seems to lean towards including the range of mountains surrounding the capital city as a defensive feature, in addition to other strategic defensive concepts.

Exploration chosen. Processing.

Population on the Space Port/Colony: 2800/5200
Psions: 84. 5 under the employ of Myra, 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale.

Morale: Concerned. Though your people feel a great affection to you, the recent natural disasters and associated deaths have caused them no small concern, especially with the three hundred fatalities that have come about, even with abundant warning. Dissident elements have gained a large boost to membership as a result of a view of you being "callous" towards life.

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor, combat cybernetics/Autoguns, standard issue knives, civilian-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships)
>>
>>23755586
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 19:
Current Research Projects:
>Basic Research AI [One year remaining]
>None Active
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Early Research AIs
>Basic Cerebral Implants
>Desert World Terraforming
>Early military-grade infantry powered armor designs
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

>>23755572
>>23755543
A dedicated freighter supply ship will allow you to 'add' to the supply ship that arrives erratically, but keep in mind that you have to trade for the supplies you get from the food you have. Supplies don't come cheap, and you may have to choose between colonists/crew and technology in time.
>>
>>23755599
Build earthquake shelters and invest in earthquack prediction equipment.
>>
>>23755599
H) Other

Create extensive underground safe zones. Bunkers who are both protected against earthquakes and orbital bombardment.

Have your daughter personally help with repair / saving lives in the aftermath of the earthquakes,It'd be good PR for our family and Training her psionics with heavy objects.
>>
A)Train your troops/Colony's troops.

We really do need to do this, considering what Warhurst said.

Also, is there any way to get more Action Points?
>>
>>23755599
>>23755586
Your research facilities produce yet another boon, this time in the form of more advanced powered armor for your troops. While it's by no means equivalent to the frontline stuff utilized by SolForce's federal armies, even this centuries-old armor is better than nothing. It's actually real military armor, used once upon a time, with a number of utility systems. In-built combat knives, dedicated adapters intended for linking with the combat cybernetics of your soldiers, Mind-Machine Interface capabilities, an internal power core that can last for a week rather than a smattering of hours, oxygen tanks... It's actually something that leaves General Warhurst extremely pleased. Even if his men don't really have the facilities he'd like.

Of course, this boon comes on the wings of tragedy, three hundred colonists dying from a series of massive earthquakes. Your palace is unphased but for scant tremors as mountain ranges are erected, the geo-engine's launch into orbit followed by the activation of hundreds of powerful gravity field manipulators. Tectonic plates are slid about like hockey pucks, slamming into one another with such force as to level entire residential spires and tearing apart agricultural buildings.

It will only take a single construction action of two possible to rebuild what was destroyed, thanks to the existing infrastructure, but the loss of life has taken a mild hit to morale. And you're not even done yet! Even if the world's artificially accelerated grass grows like untamed weeds, millennia of evolution occurring overnight.

Entire forests spring forth as the oceans warm, the rains constant and unyielding. Animals begin mass frenzies of breeding thanks to fertility hormones pumped into the atmosphere tailored for animal species. Any side effects on the populace at large are... just a small unintended result.

The city itself is now sporting an impressive mountain range, as well as an artificial inlet produced to aid the defenses.
>>
>>23755690
>>23755665
>>23755627
The current thought seems to be of building earthquake shelters. The earthquakes in question were already well predicted due to your Geo-Engine terraforming of the planet, and simply in the fact of population density compared to the intensity of the earthquakes, but if you desire to research more advanced detection methods, that's entirely your prerogative.

Furthermore, Action Points are based off of population, which in turn affects your economic, political, and administrative capabilities. The next population milestone is a population of ten thousand people, while you currently sit at 8,000.

Earthquake shelters are simple enough, though being able to house your entire colony's population in underground safe zones protected against both earthquakes and orbital bombardment (which is really much more intense than any other sort of natural disaster, so they'd effectively be disaster-proof) would qualify as your very first megaproject. As such, you'd need an antimatter reactor dedicated towards powering it, a project in itself that'd take a year. The safe zone itself would take ten years, and be able to house 100,000 persons in a facility that'd effectively be a self-sufficient vault. A 10,000-person variant would require five years.

Your daughter assisting will provide a morale boost, however, and help reduce the time required to nine years and four years respectively.
>>
>>23756015
I say we do it, the safety we gain by making this is something we will never regret. This is definatly a case of better have it and not need it than need it and not have it.
>>
>>23756015
Let's do it. having our daughter help will be a good learning experiance
>>
>>23756015
that's just unnecessary spending of shit-ton of resources and time.
I vote against it. There are far more useful things we could make than spending 4-10 years on this.

Oh and letting entire population know that we have super-psion is a good idea? God dammit people. Learn to lay low, you cannot keep that kind of information leaking to the Federation at large.
>>
>>23756165
Yeah, this. No using our Daughter.
>>
I'm going to vote against as well. Let's spend this turn building one orbital MAC cannon and the barracks the General wanted.

For our action point lets deploy Fleet Aggamemnon to scout the neighboring system. Additionally, let's have a chat to our lovely daughter and see how she is.

Also OP, can the terra former be used on other worlds after this or is it a one-use kind of thing?
>>
>>23756015

there a far better things we could build instead:

-Start actually exploiting the mineral rich planet we have. Build mines, station
-Expand our flee
-Build fucking defenses for our capital which will prevent orbital bombardment in in the first place. Dammit people, if our planet is being bombarded WE ALREADY LOST BY THAT POINT. This is the same reason I was against mountains.

And many other things we could do. We had a laundry list of proposed ideas given to us in this thread already.
>>
>>23756259
seconding these
>>
>>23756015
>>23755759
Finally, you hear back from Donaldson's exploration fleet, Battle Group Dogma having warped out a few months prior.

Such is his message's importance that it's tagged critical-- opening before you without even asking your confirmation, the Admiral's expression rather intense.

"Sir, seems my hunch was correct. Five planets here. Forwarding information."

Well, hot damn. An Earthlike planet-- those are extremely rare. Also, what appeared to be a pair of desert planets like your own, tough but hospitable. There's also a gas giant, as to be expected, as well as what seems to be a volcanic world. Likely rich in valuable minerals, as they tend to be.

" I've got a system full of contacts-- seems like some kind of SolForce facility. Nothing on any of the star charts or public record." He pauses, "... If I were to guess, sir? It's a ghost facility. Confidential star port. But that's not all-- it's likely been here for some time, because we're not alone here."

There's a distant alarm, and the lighting behind Donaldson goes dark red. "Sensors detect a Varg Swarmship on the system's edge, heavily damaged. It might have infected one of these worlds." He states darkly.

The Varg were a notorious species, highly adaptable to almost any climate due to their extremely pliable genetic makeup. Though composed of one particular 'species', individuals varied wildly, modifying their own makeup on the fly. Though they did utilize tools for space travel, almost everything inside of those metal hulls was organic, right down to the computers they utilized, weaving the essence of life in organic threads-- including the life of those unfortunate enough to be captured.

"I'm also detecting... Hell's Bells! Another alien species. Growers." He remarked, "Seems they ran into each other while scouting-- it's a Grower flagship, though. Its fleet is scattered across the system, and I'm picking up a Grower outpost on one of the desert worlds. It looks to be a few years old."
>>
>>23756276
>if our planet is being bombarded WE ALREADY LOST BY THAT POINT.

Not neccesarially. Ever played 4x space games?
Plenty of moments where my fleet was in another system while my planet was being bombarded. seeing that you guys keep sending out our fleet to everywhere but home, protection is neccesary.

>>23756165
Its also Hearts and minds people. Right now we are seen as a guy who doesn't give a damn about the civilians. doing that both gives protection And gives us an epic Pr boost.
>>
>>23756402
Growers-- robotic organisms like the Kiish, except not obedient to any particular species. They worked with a singular goal of transforming each world they arrived on into a specific atmosphere, essentially mobile terraformers. The only problem is that the species they terraform for is unknown, and they violently oppose any who interrupt or otherwise interfere with their efforts of terraforming, including the inhabitants of the world they're changing. Worlds they transform tend to have a very rich methane-based life upon it, including animals, and said worlds include exotic flora and fauna that they introduce into it after stripping away and exterminating local life. They are unique in that they utilize their biosphere-annihilating weaponry in starship combat to terrifying effect.
>>
>>23756402
Tell him to contact the SolForce outpost if he can do so without alerting the Xenos forces present, to try and ascertain what's happening in the system.

If that isn't possible, tell him to stealthy investigate the swarmship, but be prepared to bug-out Cole Protocol style if there is any trouble.
>>
>>23756129
>>23756114
>>23756165
>>23756234
>>23756259
>>23756276
>>23756343
The terraforming technology is usable on any world, but in its current iteration, the terraformer is a one-use facility that must be built on-planet. It is essentially a structure that goes from performing atmospheric functions, to transporting itself into space to perform final and grandiose changes and functions. It then disintegrates itself into base parts, to burn up in the atmosphere on reentry.

Consensus appears to be against the underground facility project.

>>23756343
>>23756259
>>23756276
Current thoughts seem to be towards construction. Additionally, there is an open research slot, which will automatically be used to finish the Basic Research AI project if not utilized. Basic Research AI has only one year left in it regardless.

Your daughter, at the moment, is very well and extremely happy as she continues to hone and refine her talents. Still physically young, she is currently spending a lot of time with General Warhurst, seemingly interested in his war stories at the moment. The number of which ought to keep her occupied for decades, if not the next half-century.
>>
>>23756445
Stay back and wait to see how the varg and the Growers handle each other. If they come to arms, wait for them to weaken each other and then move in.

Have teams ready to capture and salvage any ships that can be towed away to a safe distance for analyses.
>>
>>23756444
>Its also Hearts and minds people. Right now we are seen as a guy who doesn't give a damn about the civilians. doing that both gives protection And gives us an epic Pr boost.

Nigga, what the fuck are you talking about? The population absolutely fucking loves us.

>Not neccesarially. Ever played 4x space games?
Well, this is the capital world. I assume when the fight comes to the capital, it means everything else has already been defeated.

>>23756402
>>23756445

We need some kind of prediction of what kind of a force we should use.
And none of that sending 250 marines results in 100% success and later on we find out 60% casualties is a success. We need to know what we are facing and how much we are expected to lose.
>>
>>23756549
Agreed, we need to find out if they require assistance.
>>
>>23756588
Like I suggested earlier, Start Psy Officer research.
>>
>>23756588
yes, lets research AI

Also, could we ask the president of the university for research ideas that can increase the build speed of projects and similar ideas?
>>
>>23756603

Nigga, what the fuck are you talking about? The population absolutely fucking loves us.

>Morale: Concerned. Though your people feel a great affection to you, the recent natural disasters and associated deaths have caused them no small concern, especially with the three hundred fatalities that have come about, even with abundant warning. Dissident elements have gained a large boost to membership as a result of a view of you being "callous" towards life.

Right. Stop me if I'm wrong, but that isn't exactly love.
>>
>>23756639
Seconded.

Let's finish this research AI and then move on to Psi Officer Training.
>>
>>23756588
Begin research on the genetics related to psionic ability, and ways to engineer that ability in people who would otherwise not have it.
>>
>>23756662
The people will get over this when they realize how fucking awesome their new terraformed world is.

@OP, have all of our marines and soldiers been equipped with power-armour yet?
>>
>>23756662
Right, sorry, I somehow missed the new morale report

ALSO I TOLD YOU NOT TO MAKE THE STUPID FUCKING MOUNTAINS!
>>
>>23756678
Seconding this.
>>
>>23756678
Let's actually have something for our Psi-capable to /do/ before we start altering our population on a genetic level.
>>
>>23756782
When all are psi-capable, there will be everything for them to /do/.
>>
>>23756782
agree with this

also, we have spent time developing research ai, might as well finish it
>>
>>23756782
We do have things for them to do, the problem is that we can't do those things before we have a larger psionic population.

Things like Psionically strengthened materials, psionic powered weapons, etc...

Also ease of ((undetectable)) communication, better natural sensors than mechanical ones, things like that.
>>
>>23756549
Donaldson nods, "Aye, sir, hailing now."

He pauses to turn away from the holo-projector, "This is Admiral Donaldson of Battle Group Dogma, SolForce. Please respond-- I repeat, this is Admiral Donaldson of Battle Group Dogma. Please respond."

Only to be met with absolute silence.

"They could be under orders for radio silence, sir, and have already sent out a distress signal." He remarks, "... Or they could all be dead."

>>23756602
>>23756603
>>23756619
It appears that, judging by sensory data, the Growers and Varg both engaged one another in combat, thus explaining the heavy damage of the Varg vessel and the lack of escorts around the Grower craft. Both sides seem to have drawn off, though the Grower facility on the one world appears to be continuing its efforts unimpeded.

As far as forces goes, in terms of ship-to-ship combat, your current group should be more than sufficient, though you suspect you'll lose at least a few frigates, maybe a destroyer or cruiser if you find yourself in an unexpected predicament.

However, in terms of actual military combat on the ground, the Varg vessel will prove extremely difficult, and no real predicaments can be made... in any situation, really. Infantry combat is always messy, especially in boarding actions, so sheer numbers are your true ally. All of your soldiers are, however, equipped with the improved armor, which was easy enough to incorporate into their existing framework of armor without requiring a dedicated production facility.

The Growers aren't particularly strong in boarding actions due to their fragile metallic frames, a weakness the Varg do not share in the slightest, though their naval abilities are reversed.

>>23756639
President Jamison can suggest building further research facilities, be they general or dedicated, but to improve construction speed, you're better off developing more advanced constructor drones, or putting a focus on building an engineering guild hall.
>>
>>23756974

I say BOARD EVERYTHING!
>>
>>23756974

>>23756633
>>23756676
Psionic Officer Research added to the queue.

>>23756954
The only caution I give is that no means of known communication is entirely undetectable, short of quantum ansibles, though they are expensive on a scale that makes even SolForce's accountants get gray in the face.

Current projects:
>Basic Research AI [One year remaining]
>Psionic Officer Academy [Two years remaining]
>>
>>23756974
>or putting a focus on building an engineering guild hall.
we should build this sooner or than later

>>23756974
how much did we actually send there?
>>
>>23756974
The Growers won't go anywhere, the Varg might leave and bring back more.

If we are to engage either side, I suggest taking on the Varg first.
>>
>>23757029
All of Battle Group Dogma, with Admiral Donaldson at the helm.

Task Force Agamemnon, with 10 frigates and 5 destroyers is not yet ready for deployment.

>Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
>>
>>23757057
How long till Agamemnon is ready?
>>
>>23757057
Engage the enemy
>>
>>23757149
The fleet should have its officers, crew, and marines needed next turn, when the supply fleet is due to arrive.

Additionally, if you have any requests to transmit as far as goods for the supply fleet, feel free to send them now. Just keep in mind you need to provide suitable raw materials in exchange.
>>
>>23757039
Seconded.
>>
>>23757039
>>23757175
>>23757172

I suggest we don't fight anything till our task force is ready. It's just one more turn
>>
>>23757235
gives them more time to call in reinforcements.
>>
>>23757235
It's only one swarmship, but I agree that caution is probably the rest route here. Maybe tell him to investigate the SolForce outpost then?

Also, we can always ask Myria for back-up...if we desperetly needed it.
>>
>>23757291
then they will engage the other group meaning that we will clean up whatever is left.
>>
>>23757339
>>23757291
>>23757235
>>23757175
>>23757172
>>23757150
>>23757149
>>23757039
>>23757029
Current consensus seems to be engaging the Varg, though a boarding action may not go over favorably, and may require additional reinforcements from General Warhurst's marines (or your PDF elements).

Technically, you require only one ship to investigate the SolForce station. The crew and, more importantly, marine contingent on the given ship (whatever it may be) will be what are sent over to investigate the station.
>>
>>23757420
are you sure about that?

I say we wait till the task force is ready before engaging.

And absolutely no boarding actions.
>>
>>23757420
Lets not board the Varg.
>>
>>23757453
checking out the station is ok though
>>
>>23757420
Have the entire fleet aside from the 3 cruisers investigate the station. Instruct the cruisers to disable the Varg ship if it tries to depart or makes any hostile movements.
>>
>>23757467
ya at least till we have Milspec armor
>>
>>23757453
Your Battle Group is, in actuality, larger than your second Task Force, though having both forces present can only serve to improve the outcome of the fighting.

Additionally, while you have your research projects selected, you still have need of a primary action for the turn, as well as orders for your fleet in the (potential) engagement.
>>
>>23757513
If we need to do a primary action lets at least get started on those orbital plasma cannons.
>>
>>23757513
do we have to research the psion academies or can we start building them?
If latter, lets build officer academy
>>
>>23757566
I agree with this and after words we can work on the macs and the rest of the Gens list
>>
>>23757513
Begin colonization efforts on the volcanic world in our home system as this turns primary action.

We're already building MAC guns as part of our construction phase.
>>
>>23757588
It was just added to our research que.
>>
>>23757614
eh, wasn't there an oceanic world in system where we met Myra?
Wouldn't that be smarter to colonize first?

Go with the most habitable planets first.

And how do you propose to colonize new planet with such a low population count?
>>
>>23757588
Research first, followed by construction, as your scientists need to develop the necessary psionic techniques and design the appropriate curriculum to produce not only military officers, but also military officers with effective psionic abilities.

>>23757467
>>23757482
>>23757487
>>23757489
>>23757339
>>23757235
>>23757291
>>23757419
You order your fleet to move towards the SolForce station, your entire contingent of cruisers breaking off to move closer to the Varg Swarmship, which is slightly larger than your flagship, the massive craft hanging in orbit as it continues to bleed and vent atmosphere. Considering the damage it has endured, it makes sense that it has not attacked, but that may not remain so for long.

As your ships approach the outpost, they receive no hails, but there's a flurry of sensor activity. It appears that some form of defenses have activated, as a swarm of about thirty fighter craft-- automated Mark II interceptor craft-- erupt from the outpost's docking bay. The interceptors say nothing, but they're slightly more powerful than your standard fighter craft, as they possess not only laser cannons in place of gauss cannons, but they also appear equipped with individual fighter shields. Likely nothing too powerful, but still better than the pure armor your own craft are left to rely upon.
>>
>>23757614
There's no volcanic world in your home system, only an ice world and a pair of gas giants.

Myra's system contains the volcanic world, as well as the ocean world and gas giant. There's also an asteroid belt in that system.

As indicated by >>23757696 however, your population is low, albeit much higher than what it first was. You have enough to start a very basic colony population on another world, although this would leave your own population depleted.

>>23757614
>>23757566
>>23757599
The MAC stations have yet to be built, same for the plasma cannons. One more vote will help turn this option into a consensus, however.
>>
>>23757779
Might as well.
>>
>>23757714
Let's back away from the outpost to see what happens
>>
>>23757779
yeah, lets build defenses I guess

could we send next supply convoy a message to bring as many colonists as they can
Selling points:
- earth-like planet with tropical climate?
- Great and free healthcare?
- ummm, not many people around?
- Beautiful scenic view of mountains?
>>
>>23757779
Ah, right. Well, how about we establish that hostile environments training facility that the General wanted on the I've world then.

Or alternatively, contact CentComm and attempt to lure in more colonists with the promise of a better life on our non-polluted, soon to be terraformed world.
>>
>>23757714
which is why we launch 125 fighters for fighter defense, and also use the point defense guns on the ships.
>>
>>23757871
>>23757847
Your contact with CenComm is affirmed, though the additional colonists will require an additional quantity of food to keep sated. The supply ship will arrive with a quantity of 2,000 colonists in return for a measure of food in addition to the standard tribute, which will reduce your station's "High" food rating down to "Average" post-trade.
>>
>>23757799
>>23757779
>>23757714
MAC station and four plasma cannon satellites selected as construction project. Processing.

Your AI, CentSys, reports the following:

Population on the Space Port/Colony: 2900/5400
Psions: 84. 5 under the employ of Myra, 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale.

Morale: Concerned. Though your people feel a great affection to you, the recent natural disasters and associated deaths have caused them no small concern, especially with the three hundred fatalities that have come about, even with abundant warning. Dissident elements have gained a large boost to membership as a result of a view of you being "callous" towards life.

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, early military-grade powered armor, combat cybernetics/Autoguns, standard issue knives, early military-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: High/Average

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships)

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.
>>
>>23757952
Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 20:
Current Research Projects:
>None Active
>Psionic Officer Academy [One year remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Early Research AIs
>Basic Cerebral Implants
>Desert World Terraforming
>Early military-grade infantry powered armor designs
>Basic Research AI
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

>>23757845
>>23757886
By ordering the fleet to pull back, after it gets out of torpedo range the fighters disengage, returning to a holding pattern around the station.

All the same, however, you order your fighters to deploy, the huge swarm fanning out as your frigates, with dedicated anti-fighter and anti-bomber weaponry, pull forward. Shields flare to life on both the Varg and Grower vessel as well, though in the year interim, neither seems to act, both ships instead focusing on performing some modicum of repairs, the Varg ship healing over its gaping wounds with an excess of biological growth so as to appear nearly fully repaired. The Grower vessel is much slower in repairs, however.
>>
>>23758011
On the desert planet with the Grower facility, the facility in question expands, several prominent-looking spires now jutting from the massive cube that the facility is made up of. They appear to be shield generators of some sort, as affirmed by the spike in energy readings from the Grower facility itself.
>>
>>23758050
>>23758011
>>23757952

our taskforce should be ready, right?

Lets send it over there

Though that will leave our homesystem undefended...
>>
>>23758011
We should increase research into cybernetics.
>>
>>23758011
Research: Cybernetics
Action: Form a Builders Guild.
>>
>>23758094
>>23758114

I thought we were doing psion academy research
>>
>>23758011
Target the Varg with Both task Force Agamemnon and battle group Dogma
>>
>>23758140
We have two research slots.
>>
>>23758050
Engage the fighter swarm near the SolForce station and then leave one frigate to board it. Order the rest of the fleet to proceed to the desert world and turn that Grower facility to slag.

Does Task Force Agemenmon have enough crew to leave dry-dock? If so, order them to warp out and meet up with the admiral's fleet in the neighboring system.
>>
>>23758156
ah
then lets do cybernetics, combat if possible
>>
>>23758011
>>23758050
>>23757952
In addition, the supply fleet has returned, as well as your spies working with Myra reporting in. The supply fleet in question contains not only colonists aboard it, but also the crews necessary for Task Force Agamemnon, which is now brought up to full operational power.

The fleet itself is carrying an assortment of technology, as well as colonists contained within stasis, your world but one of many stops on its long journey. The supply fleet this time around is rather behemoth, containing several kilometers-long cargo haulers, each one larger than your flagship. Almost as large as your star port, in fact!

The chummy trader in charge regales you with just why: Apparently, there's been a Varg incursion a few jumps away, which, combined with the Fiori raiders in the area, has prompted SolForce to dispatch an armada of ships in a show of force, as well as to prevent the Varg from gaining a foothold in this particular sector.

However, in addition to taking tribute, he offers you a choice: You can choose not to trade technologies this time around in exchange for an additional sum of colonists (Six thousand total), or you can trade an additional helping of food for two thousand colonists in addition to your trade, getting two thousand colonists plus two technologies.

Of course, you could just do the regular trade, gaining two technologies and maintaining a healthy surplus on your star port.

Myra, in the meantime, has obviously used your psions for more than intended. While they gain great experience, they regale you with reports of how she has had them perform very gruesome and brutal psychic probings into the minds of potential informants and rivals, reducing her foes to simpletons with nary a thought. They have managed to, with their abilities, abscond with a number of valuable pieces of information. They can provide you with a stolen technology as well, if you so desire, at what they feel is a small risk.
>>
>>23758011
has the supply ship arrived?
>>
>>23758187
get the two thousand colonists and see what tech he has.
>>
>>23758114
Second the research decision; but use our action point on a propaganda campaign instead, to help ease the minds of our citizens.
>>
>>23758251
lets not lower our food supply any more than we need to.

I'd say just take the tech.
We'd need to improve food to keep trading food and getting a lot of new colonists.
>>
>>23758251
agree

also have our psions steal tech, whatever it is
>>
>>23758251
agreed
>>
>>23758251
agree
>>
>>23758094
>>23758114
>>23758181
Improved Cybernetics are improvements over the standard organic counterpart, though they still retain a weakness to electromagnetic pulses and exposure to water.

Basic Combat Cybernetics evolve from integrating into weaponry, into having independent combat functionality without a direct weapon. The most common examples are fists with in-built power fields, legs with basic thrusters, cybernetic implants that serve to automatically dispense combat drugs, and cybernetic eyes capable of infrared, x-ray, and other such sensory technology.

>>23758172
>>23758152
Decision split. The fighter craft, though more advanced than your own, do not possess sufficient armaments to challenge your force of numbers nor your frigate presence.
>>
>>23758419
What tech does he have on tap?
>>
>>23758288
We still produce a lot of food even with our growing population, and this will only improve when the terraforming is done in 3 years (I think that long). So I vote for colonists and tech.
>>
>>23758419
go for combat cybernetics

>>23758419
lets attack defensively using our bigger ships shields and point defense
>>
>>23758419
>[X] Basic combat cybernetics
>>
>>23758419
Combat cybernetics will help us more at the time, we can always grab the improved ones later.

Unless researching improved cybernetics will let us research better military-grade ones?
>>
Research improved shielding, either stronger shields or smaller shields for personel or fighter craft.
>>
>>23758461
yeah
and it is not like we cannot build more farms
>>
>>23758419
So yeah, what tech can we grab?
>>
>>23758251
>>23758385
>>23758390
>>23758402
The food changes hands in short order, the behemoth vessels laden with food. Your merchant compatriot smiles broadly,

"My many thanks, my fine friend!" He remarks, "The soldiers at the front shall be quite happy at this abundance of food! Which reminds me, on the topic of great and fine things..."

Standing nearby, Annabel suddenly gets a look of great disquiet, the powerful psion looking at the massive merchant as he speaks.

"My son is in need of a magnificent and beautiful wife-- such as your very fine daughter!" He remarks, "If you are so interested in such a barter, I am willing to give you a mighty dowry in exchange for your daughter's bonding to my first son! From that point forth, each time my fleet passes through your fine system, I shall freely deposit three technologies for your tribute, instead of a mere two, or something equivalent to such." He remarks, smiling broadly as he strokes his beard. "Such is more than fair, no?"

He offers you several technologies in addition to this:
>>
I think we should focus on expanding our construction capabilities, as we have a lot of tech we can't really capitalize on. Just sayin'.
>>
>>23756678
Again, stating we should begin research into the genetics governing psionic ability.
>>
>>23758506
Improving standard cybernetics technology is a requirement for more advanced designs, yes, as the more advanced combat designs rely on principles utilized in general cybernetics, and vice-versa.

>>23758776
>>23758446
>>23758492
>>23758473
Basic Combat Cybernetics is now being researched. Two turns to completion.

Technologies available:
>Basic Space-to-Ground Teleportation: Increasing the speed of the teleport, as well as reducing the monumental energy requirements in comparison to the amount transported. This technology still requires precise coordinates, as well as being unable to penetrate shielding.
>Impaler Combat Rifle: A personal-scale gauss rifle, intended to fire sharpened durasteel stakes in single-fire, burst fire, or fully automatic modes, this rifle is able to penetrate most basic body armors, as well as primitive personal shielding.
>Avenger Medium Powered Armor: Medium combat armor utilized by most mercenary companies, equipped with individual communications suites with crude encryption, as well as in-built sensors, oxygen storage, and an improved strength and reflex enhancement capacity.
>Brawler Heavy Combat Suit: A heavy suit of powered armor, weighing a full ton, this suit is designed to withstand even direct hits from anti-tank weaponry, and comes equipped with a moderate-strength shield generator in addition to its heavy plating. It is capable of being armed with heavy weaponry ordinarily reserved for light mechs or heavy weapon teams.
>Grand Cruiser Schematics
>Disruptor Bombs: Torpedoes and regular bombs intended to unleash a powerful electromagnetic pulse on impact, particularly effective against synthetic foes.
>Surface-to-Space Antimatter Missiles: Adapted from ancient ICBM designs, and upgraded with shielding, micro-warp drives, and antimatter warheads, these weapons are downright devastating for any threats that go near the planet. On the downside, these missiles are easily detectable on a planet by their nature.
>>
>>23758793
Just out of curiosity, how detrimental would it be for us if we shot him right now?

What about if we shot him non-lethally?
>>
>>23758793
Ha!
Our daughter is not for sale but if his son can impress her enough then by all means, let him try.

Tell Anabell not to kill him. We need to be at good relations with the trader.
>>
>>23758793
Nope.
>>
>>23758848
Don't do something stupid like this guy is suggesting, just tell the trader no.
>>
>>23758839

>Personal Plasma Guns (PPG): Heavy weapons designed to eliminate enemy armor and aircraft, PPGs are bulky weapon platforms that require a backpack mounted on powered armor, containing a small plasma manufacturing and heating unit. The PPG fires these globs of plasma in a near-continuous stream of bolts, incinerating targets.
>Micro-grenade dispensers: Usable by infantry, micro-grenade dispensers enable a solider to produce three-inch-wide rounded discs from a specialized fabricator that easily attaches onto a soldier's belt. These dispensers contain a myriad of grenade types, ranging from anti-tank to fragmentation to flashbang.
>Colossus Siege Tanks: Heavy, treaded tanks designed to be able to transform into a mobile firebase and bunker. The heavy armor plating of the tank, which is the size of a bomber, shifts when placed into 'Siege' mode. Its main cannon, a gauss accelerator, is able to target both aircraft and enemy armor.
>Rotary Plasma Cannons: Cannons designed to fire a continuous stream of plasma bolts by rotating the barrels, allowing the heat sinks to rotate in rapid succession, increasing rate of fire without seriously altering any systems.
>>
>>23758820

It can wait, we should focus on tech that makes population grow faster. Why make farming for psionics more intensive, when we can make it more extensive?

Additionally, we are in dire need of more workers, scientists, military personnel...
>>
>>23758839
I would go with Impaler combat rifles and brawler heavy combat suit
>>
>>23758848
don't be an idiot
human kind has massive amount of systems under their control. Billions upon billions of different cultures and traditions.

Nothing wrong of him suggesting this.
>>
>>23758839
Impalers and Brawlers. Brawlers give us some breathing room while we develop tanks, and the impalers give us some small fighting capability against organized enemies.
>>
>>23758858
Haha, seconded.

As for the technologies:
>Surface-to-surface antimatter missiles
>Avenger medium power armour
>>
>>23758889
Because if we can make psionics, we don't need to farm for it at all?

Besides if word gets around that we can make people psionic, that'll draw people to our systems
>>
>>23758839
Grand Cruiser schematics.
Avenger power armor.
>>23758858
This works.
>>
>>23758890
Impalers sound fine, but brawlers are useless to us at the moment. We couldn't use them for boarding actions, which is where most of our infantry has seen combat. If a ground war does come up soon (unlikely), our resources would be better spent just slagging the place from orbit.
>>
>>23758848
>>23758877
>>23758858
>>23758872
You know just what Annabel is thinking, because it's the exact same impulse that ran through your head.

"Annabel," You whisper, "Don't you dare make one of the men shoot him. Even in the knee." You remark. Your daughter's voice is equally silent, the two of you having mastered how to have entire conversations without a seeming twitch of a vocal cord long ago. A handy skill for dealing with aristocrats.
"Not even in the knee?"
"Not even in the pinky."
"You didn't see what his son looks like, dad."

You stare at the merchant's voluminous stomach and scraggly, unwashed for a moment.

"I can imagine."
"You really, really can't." She retorts, her subtle body language telling you things. Horrible things you'd rather not try to imagine.

You elect to smile, "My thanks, but my daughter is not for sale. If your son can impress her of his own wits and charms, then by all means, he may try." You inform him politely, smiling even as the merchant looks a bit crestfallen.

"Ah, a shame. Ah well-- My son shall have a wife, one way or another, even if he may not have your lovely daughter." He remarks, giving Annabel a look that goes on for just a little bit too long for you to like.

You clear your throat.

"All the same, I appreciate your offer." You affirm, nodding emphatically. Annabel just stares at the man now, giving nothing away, but you can tell she's livid deep down inside.
>>
>>23758914
Plus if everyone become psionic there won't be an as large class difference much further down the line and prevent Non psions vs psions war at least within our colonies.
>>
>>23758914
pretty sure it is just easier to get 1 psion out of every 100 people which wont attract any attention at all.
Increase the population and soon we'll be rolling in psions.

Lets not waste time and resources on this just yet.

>>23758839
Tech:
Impaler and Avenger

Question: if we get these techs will our forces be outfitted with them or will we need to use an action to build that stuff?
>>
>>23758914

Making psionics seems pretty far away, we have more pressing concerns. I think we're trying to rush vanity tech, which may or may not bring unwanted attention from our nominal superiors.

Can we procure 'lizard pirates' (forgot race's name) specimens to train psionic's brain frying abilities?
>>
>>23758914
Yeah, including the "inquisition" meaning that the federation will start looking closely to us which we don't really want
>>
>>23758971
the brawler armor would be great in boarding actions for clearing rooms and spear heading attacks
>>
Hey gents reposting the list.
Terraform our planet - done
Better weaponry for our ships
Better shields for our ships
Improve Hyish Translocation Drive
Improve Space-to-Ground Teleportation
Refitting all ships with cloak
Improved power armor - done I believe?
Combat cybernetics - I think we're working on this
Something to help with construction rate
Better ship designs
Get bigger fleet
Get Myra to steal better tech for us
Upgrade our port or colony
Crew training
Industrial-standard power armor
Space based defense systems
Better farming
Better Cerebral Implants
Better Medical Care (Should be able to increase our population.)
Research new alloys
Again, not in that order.

Gimme more things for the list gents!
>>
>>23759029
but if we get the vanity tech Early on, we won't have to ditch other tech that we came to rely on in the interim. Like say, We can research cybernetics Now. But when we develop a high cybernetic people, do you think Tg is going to want to go back to normal people Psionics?
>>
>>23759047
I think its a bad idea.
>>
>>23759029
It is not 'vanity' tech, psionic troops would improve our ability in all areas of combat, while a psionic populace could be more productive in general.

>>23758987
And this.

>>23759046
It'll be awhile until they start paying attention to us, but if they do then we may as well be capable of detecting or mind controlling any investigators they send over to us.
>>
>>23759053

Better weaponry for our ships
Better shields for our ships
Improve Hyish Translocation Drive
Improve Space-to-Ground Teleportation
Refitting all ships with cloak
Something to help with construction rate
Better ship designs
Get bigger fleet
Get Myra to steal better tech for us
Upgrade our port or colony
Crew training
Industrial-standard power armor
Space based defense systems
Better farming
Better Cerebral Implants
Better Medical Care (Should be able to increase our population.)
Research new alloys - We need to do this at some point.
Continue to upgrade AI when we have time
Research the genes that make Psionics
Finish the other Psionic training facilities
Again, not in that order.
Updated the list again
>>
>>23759047
There is no way it would fit into the tight confines of a ship; and even if it did it would be redundant. Who in their right mind would use AT weaponry on a starship?
>>
>>23759053

I think that Secretary Davidson mentioned we could build sensor array to detect warping into our solar system, maybe we should build it?

Additionally, I think it's high time we build shields for our capital - it'll boost defense AND we can use it to boost people's sense of security. Our neighborhood is not very safe, after all.

>>23759076
Why not both?
>>
>>23759159
Add in:
>Create colonies on other resource rich planets
>Planetary shielding for the capital
>Create a cult of personality around us
>Build a hostile environments training facility for soldiers on the ice world
>>
>>23759179
Because it'd take time to develop.

And the next tier of the one is going to always sound better than the basic tier of the other.
>>
>>23759164
that's the point if it can take AT rounds then it can take a fuck ton of non-AT rounds and it is still a suit of powered armor not mech size
>>
>>23759156

It will be a major boost, but I'm more concerned with turning our colony size from 'tiny' to 'somewhat huge'. We still have 1 administration point, darn it! We're rushing tech, but our production capabilities are lagging behind badly.
>>
File: 1363650198440.jpg-(141 KB, 614x1000, 1355728398228.jpg)
141 KB
141 KB JPG
>>23759087
>>23759047
Brawler armor is fantastic in those roles. It's essentially a tank that you can wear, but also keep in mind that it's both a boon and a detriment in clearing rooms and spearheading attacks. It's great for clearing out a ship or large building, but in the smaller scale of urban combat it can turn into a doorway-blocking chunk of steel if something bad happens. Also, wooden stairs. WOODEN STAIRS!

>>23758890
>>23758910
>>23758971
>>23758991
Impaler rifles selected! Very deadly, very shooty, and very, very effective. They'll be distributed to your troops shortly, though their training could use a bit of work.

Avenger armor is a close second.

>>23759029
Fiori are very tough and durable infantry combatants. Capturing a few of them would be a very costly affair, but doable. Myra may be able to help with this, though a direct attack on them, while likely to be very costly and requiring you to discover their nearest base, could yield these prisoners as well.

You could also attempt to go on your own patrol for pirates, warping around local systems in fast succession in an effort to find them. An interstellar sensory array could also expand your range of ship/enemy detection.

Admiral Donaldson is also waiting for orders in regards to the situation involving the SolForce outpost and its automated defenses, his troops having pulled back for the moment, the cruisers maintaining their vigil over the repairing Varg swarmship.
>>
>>23759197
maybe we should later on make another HETF on the lava world later on
>>
>>23759164
While we may be focusing on shipbased combat right now, we never know when we'll need to fight on the ground. We don't want to be caught with our pants down.
>>
>Better weaponry for our ships
>Better shields for our ships
>Improve Hyish Translocation Drive
>Improve Space-to-Ground Teleportation
>Refitting all ships with cloak
>Something to help with construction rate
>Better ship designs
>Get bigger fleet
>Get Myra to steal better tech for us
>Upgrade our port or colony
>Crew training
>Industrial-standard power armor
>Space based defense systems
>Better farming
>Better Cerebral Implants
>Better Medical Care (Should be able to increase our population.)
>Research new alloys - We need to do this at some point.
>Continue to upgrade AI when we have time
>Research the genes that make Psionics
>Finish the other Psionic training facilities
>Create colonies on other resource rich planets
>Planetary shielding for the capital
>Build a hostile environments training facility for soldiers on the ice world

I don't know about the cult dude. Did we actually decide on that?
>>
>>23759224
We are in the process of terraforming, and 2000 more colonists are on the way. We can afford to put in more tech research.
>>
>>23759230
reinforce with our newly crewed ships and engage the Varg
>>
>>23759230
I was thinking urban combat would not be great for the brawler was mainly seeing it as are heavy foot/bodyguard
>>
>>23759230
no, to trying to get the fiori.

concerning the situation, send the taskforce and then go all out on the stations defences, then board the station expecting heavy automated resistance
>>
>>23759264
Second
>>
>>23759264
sounds good we just need to be careful about boarding parties
>>
>>23759230

Luckily, Fiori have a habit of showing up on their own. Maybe we should express our wish to use some degree of non-lethal force during mocking-up after one of their attacks?

We would need a separate orbital facility for that sort of training, as Fiori are extremely dangerous and fertile.

>>23759203
Low hanging fruits. At some point, getting into next tier psionic tech would be equivalent to getting many levels of cyber tech costwise.
>>
>>23759247
Sounds like I was wrong, apparently Brawler suits are excellent for ship-based actions. I change my vote from avenger to brawler.
>>
>>23759320
I say focus on psionics first. Cybernetics are too easy to disable and too noticeable.
>>
>>23759264
Third, just to break the dead-lock. I really want to board that SolForce station and take out the Growers base next though.
>>
>>23759254
We want our citizens to be loyal to us, not simply loyal to SolForce. A cult of personality achieves that.
>>
>>23759371
If you guys want a cult then go for it. I just think they lead to more trouble than they're worth. We can make our people love us without a cult.
>>
>>23759257

Still, our only production investments were construction nanobots, shipyard and engineering guild. We're researching new things faster than we can produce them. Plus, our world is defended almost exclusively by our fleet, which seems to be out of the system more often then not.
>>
>>23759394
It is simply an idea; what specific problems do you see coming up?
>>
>>23759371
Yea, I'm against a cult. Nothing is bad about being popular, but cults are generally bad news. If things go bad with the cult Solforce might just decide to purge our entire colony instead of just remove us from office.
>>
>>23759179
>>23759203
It should be remarked, idly, that synergy does apply. As it is, cerebral implants, combat cybernetics, general cybernetics, impaler rifles, and the military armor, in addition to other boons, have vastly improved your military in comparison to the initial autogun-wielding folks in hillbilly armor.

And you're not even remotely close to what SolForce federal infantry are able to enjoy.

>>23759164
>>23759211
A Brawler suit is able to fit within the tight confines of a ship, actually, although the tighter maintenance corridors are beyond its reach. Most starships tend to have fairly decent-sized corridors, though a Brawler would clearly take up a good chunk of it. Brawlers in ship boarding situations, though, tend to have flamethrowers bolted to their arms in order to make 'tight confines' irrelevant.
>>
>>23759401
Our fleet, the star base in orbit and a MAC cannon and 5 plasma-cannon defense sats currently under construction, to be precise.
>>
>>23759394
I agree.
No to damn cult of personality, where do these bad ideas even pop up from?

Just stop doing blatantly retarded shit like raising mountains and turning our capital prone to environmental disasters.

>went from ecstatic morale to concerned due to this stupid idea which wont do jack shit
>>
>>23759371

I'm against the cult. I suspect It would reduce efficiency in the long run. We seem to be popular without it. What did SolForce did for colonists anyway?
>>
>>23759445
>>23759428
Another vote against a cult of personality.
>>
>>23759443

It's a subjective opinion, but I suspect it'd lack volume of fire needed to stop larger Fiori incursion and planetary drop in particular. How do our installations compare to ships?

IMO, for defense we need more military structures or better long-range detecting capabilities, if we don't want to keep our fleet constantly stationed near planet.
>>
>>23759533
Oh, I agree completely. Our defenses need a large overhaul and we've been extremely lucky thus far.

I was just pointing out that we're not 100% reliant on a defensive fleet.
>>
>>23759670

Yay, someone agrees with me!

I used phrase 'almost exclusively' to indicate my negative opinion on state of our stationary and orbital defenses.
>>
Rolled 13

>>23759350
>>23759264
>>23759297
>>23759315

Task Force Agamemnon, newly crewed, quickly warps out with such speed that they become little more than a hurried blip in the stars. Though mostly composed of smaller frigates and destroyers, you're not very concerned, the fleet arriving with weapons charged and shields at full power. Which is right when Battle Group Dogma breaks off, joining its smaller sibling fleet in a massive, unified attack on the Varg vessel.

The fighters and bombers swarm around the unified fleet like a hive of hornets, the Varg vessel reacting in kind: Mostly repaired, it seems to have returned some focus upon spawning attack drones and its own organic torpedoes. The corrupted metallic hull seethes and writhes, blistering, cancerous nodules rupturing like boils as fighters coated with organic biomass go streaking at your own fighter craft. Frigates open fire with flak cannons as a mixture of organic rounds and corrupted ship weapons, slaved to writhing masses of muscle, fire at your own ships. The cruisers are the first target, being closest, and you can only watch as one of them gets hit by a kamikaze fighter, its swollen frame erupting into a glowing cloud of corrosive chemicals that steadily eat away at the ship's kinetic barriers.

Then a second and third follow suit, that particular section of barrier falling just in time for a pair of infested bombers to slam into it.

Except they don't explode: Instead vomiting their noxious contents inward. You soon hear reports of why: Varg boarding crews, swarming their way through the ship's decks, the infesting creep of the Varg slithering across everything in range and rapidly corrupting electronic systems and flesh alike. You don't get to see the Varg themselves, but you get to watch as more kamikaze craft smash against the various shield sections, even as the ship's point defense weapons attempt to work in cohesion with one another.
>>
>>23759763
Holy shit.

Well, we can play hardball too.

The crew of that cruiser shall be remembered. Order them to charge the Varg ship. One kamikaze shall be met with another.
>>
>>23759815
We don't need to use kamikaze tactics. It wouldn't be very effective.
>>
>>23759763

Seems we need to use our frigates and destroyers to screen bigger ships...again. Anybody agrees?
>>
>>23759763
It sounds like the infected cruiser is lost and might even be turned against us. Take remote control of it and suicide-ram the swarmship.
>>
>>23759815
nope.
>>23759831
Yes.
>>
>>23759829
That ship is compromised. Crew rapidly dying, systems failing, and it's likely been exposed to biological weaponry.

That ship is dead. The least it can do is deal some damage before we scrap it regardless.
>>
Don't we have AM bombs? Those would be nice right about now.
>>
Rolled 65

>>23759763
Your fighter screen arrives just in time to rescue the cruiser being swarmed in question, your fleet hot on the tails of the fighters in question. Frigates firing at full intensity of the combined fleets, the ensuing wall of flak, interceptor, counter-missile, and point defense fire is such that it looks like a laser light show. The massive Varg Swarmship continues to lazily swing about its slaved weapons, pummeling the injured cruiser with additional plasma fire even as it limps behind the cover of one of your carriers. The carrier in question slowly rolls to disperse the hits across its numerous kinetic barrier planes, your flagship rolling closer. The Varg vessel deploys wave after wave of craft, destroying several of your fighters, as well as managing to land infestations on two more of your frigates. Vessels that find themselves both under internal siege and caught in the midst of a space fight.

Still, the Varg ship is clearly in dire straits, attempting to turn about as your own weapons hammer at it. Large sections of biomass and metal plating are boiled away under concentrated fire, torpedoes streaking through barriers to detonate within the hull of the vessel. The detonations cause huge chunks of disintegrating matter and gore to vent into space, hundreds of thousands of Varg lifeforms spewing into the void, freezing and dying off instantly.

The boarding actions aren't going well for your cruiser and frigates, though. The Varg are well-adapted to fighting, especially the lifeforms that have been tailored to such fighting. The ships infested have neither impaler rifles nor any sort of upgraded combat armor, and, as such, are at a severe disadvantage against the poisonous limb-blades, corrosive acidic blood, and steel-rending strength. You can see only glimpses of them as they roam the halls, striking from the dark, their muscular limbs slimy and covered in bony, ridged carapace over vitals. They look like a mix between human and eel. Disgusting.
>>
>>23759873
If it comes down to it then they will be remembered. Until then we will not sacrifice them.
>>
>>23759924
Fuck. That. We may ask our men to make sacrifices, but damned if we don't look out for them. If that ship can get safely to the back lines, have it drop shields and teleport in some reinforcements. If it can't, hit it with boarding torpedoes and send over some rescue shuttles, we're keeping our boys alive.
>>
>>23759981
God damn right.

Gentlemen we need to figure out what kind of chemical they're throwing at us. We need to prepare against this in the future. If we live that is.
>>
>>23759981
Rescue shuttles yes, with marine escorts. But I'm not sure if we should throw good money after bad here in regards to massive reinforcements. This single ship could potentially be a meat-grinder to most of our still weakened marines.
>>
>>23759443
Completed, actually, as of this year.

>>23759247
To note, your defensive satellites/station are capable of firing down on your colony, though using starship weapons on land targets is a very dangerous tactic. Effective, though.

>>23759859
>>23759831
>>23759815
Frigates are heavily armed with flak and anti-small craft weaponry. Thus why they're effective parts of a fleet. Destroyers possess a dedication towards containing numerous weapons of a capital ship variety on a frame slightly larger than a frigate, dedicated weapons platforms.

>>23759898
You have antimatter reactors. The improved stealth corvette has antimatter-fueled plasma cannons, as well as smaller antimatter rockets, but you'd need to reverse-engineer those to properly incorporate them elsewhere. Right now, you're just copy-pasting the corvette design, effectively. You could pick up some antimatter missiles from the trader, though they'd be very large and easily detected on whatever's carrying them. They'd still be downright deadly.
>>
>>23759981
Oh good, sacrifice more troops. Nothing says heroics like exposing the entire military, and potentially the planet, to an unknown biological agent, that could potentially fuck our entire ecosystem, and our colonists.

Cut our losses and make the ship a missile.
>>
>>23760090
We will not leave a man behind god dammit! We're better than that!
>>
>>23760124
That never stopped us before, when we had no problem sending perfectly good ships as kamikazes.

It's infested and infected. We're risking more by trying to save it. We're up against an enemy that uses biological warfare. Every cell is a potential hazard. The crew was lost the second they were exposed. As far as I am concerned, that ship has already been destroyed.
>>
>>23760165
I can see your point. At least try and save some people. Any sample of that chemical at all will be priceless to us in the future.
Then crash the fucker into em.
>>
>>23760124
>>23760090
>>23760068
>>23760020
>>23759981
>>23759969
Consensus is torn on course of action. As you lack ship-to-ship teleportation of any level, you would need the cruiser to drop its shields entirely and remain stationary to qualify as a 'Surface' object for teleportation. An escorted shuttle fleet could work, however, for the transportation of marines. The cruiser could also dock with a vessel, or several vessels, for a direct ship-to-ship transfer. The universal docking systems in question are designed to allow a critically damaged vessel to conjoin with another craft in order to be escorted out.

However, it has found equal use amongst pirates and insurgents alike as a means of boarding and laying out a trap.

Indeed, Admiral Donaldson has many stories of seemingly crippled frigates and cargo ships containing small armies of eager pirates looking to make a fortune.
>>
>>23760165
Compromise solution:
- Try and evacuate the ship right now; instruct all the living crew to go to escape ods and jettison (on both the infected cruiser and frigate). Then take remote control of them and use them as missiles against the swarmship.

We can't risk letting an unknown virus completely decimate our entire fleet!! Also, make sure to scan, decontaminate and then isolate for observation any survivors.
>>
>>23760216
I'd be somewhat okay with that. We still need a sample of that "virus". We cannot counter what we do not know.
>>
>>23760204

Do we know anything about SolForce procedures dealing with Swarm contamination? Isn't it a common problem?
>>
>>23760216
A fine middle ground for the callous and the heroic, I second this prudent course of action.
>>
>>23760233
I'm assuming that most of the 'survivors' will be infected to some degree unfortunately... But at least we should have some samples of the virus.
>>
>>23760216

I support this prudent decision.
>>
>>23760293
Alright I'd be down with that.
>>
>>23760216
I can agree with this.

There shall be nothing but the strictest quarantine on any personnel or items retrieved from the ship.
>>
Rolled 7

>>23760186
>>23760165
>>23760124
>>23760090
Consensus resolved. You have the infected vessels order a general retreat into escape pods. Though some pods are infected and launched, allowing you an (admittedly morbid) sample, the majority of escape pods contain at least a fraction of the original crews.

The only downside is that some of the pods seem intent on flying towards the SolForce station and the Earth-like planet. The infected pods in particular have these as their goals.

On the upside, you manage to remotely override the vessels, setting their antimatter reactors to critical levels and putting them on a collision course with the Varg vessel.

A tactic that the slowly turning vessel, moving like a wounded and beached whale, has little time to avoid. Its bloated form continues to spew forth infestation craft, but that proves to be of little use against the mechanically operated vehicle.

You can only smile faintly from your chambers as you watch, the merchant and Annabel observing as well, the two frigates impact simultaneously. Their hulls slowly corroding, they prod the massive behemoth like fingers poked into blubber, the organic-metallic mass jiggling abruptly.

Which is right when the reactors erupt in a brief cloud of purple, followed by a rush of bright light. The ship is torn in twain with such violence as to disrupt your fleet's sensors, thousands of Varg life forms rushing in every direction as your cruiser reaches the middle of the newly created passageway, its entire front half annihilated. You can't even control the cruiser anymore, but you don't need to.

Because that erupts next, utterly vaporizing the Swarmship, albeit at the loss of three of your vessels.
>>
>>23760337
;_;7
>>
Rolled 79

>>23760337
(;_;)7
>>
>>23760337
They shall be remembered. We must learn from this defeat. We need to study that sample and find a material that's not reactive to it.
In fact let's just research a non-reactive alloy from the ground up. It'll come in handy in case they try to make a variant.
>>
>>23760337
Capture those infected escape pods and place them in quarantine for study. Maybe some new technology can be gained from it.
>>
File: 1363654746671.jpg-(70 KB, 800x600, gendo005.jpg)
70 KB
70 KB JPG
>>23760337
Excellent. Any escape pods that look like they may make impact, destroy them with extreme prejudice.

The rest, capture and quarantine--nothing but the strictest. Take zero risks.
>>
>>23760239
SolForce, in brutal fashion, recommends that any non-critical vessels be targeted for annihilation should infestation reach above 49% levels or reach the bridge. Fire weaponry and decompression are all recommended means of combat, as the Varg lack any major utilization of non-organic armor in their boarding efforts.

Critical vessels are recommended that they be entirely decompressed after the 49% mark, with a total deactivation of the ship's reactor. Vital personnel are to evacuate via escape pods for later screening. Otherwise, marine personnel are to board the vessel for a total purge of all life onboard, Varg or otherwise.
>>
>>23760410
Did we get that sample?
>>
>>23760410
I like SolForce. They think on my level.

Do what is necessary, not what is morally right.
>>
>>23760410
makes total sense can't be too careful
>>
>>23760435
>morally right.

Morally right is society driven anyway...
>>
>>23760337
Have the fleet mop-up the remains, make sure there is nothing left of this foul xenos infection.

After which begin to recover the escape pods using the aforementioned quarantine protocols. Take no risks at all.
>>
>>23760410

I think that Varg reinforce my point about long range sensor arrays. We can't provide necessary point-defense for our entire planet - we need to be able to intercept any aggressors on borders of our system. Any engagement with Vagr near our planet would be a catastrophe.
>>
>>23760501
That's an excellent point. Our next turn should revolve around create this sensor array and developing countermeasures to Varg biological agents, for both our ships and men.
>>
>>23760410
Which is the lesser of the evil, I wonder? To callously execute all without trail, granting them what little mercy that they could possibly receive, or to let them suffer and writhe in agony, in the slim but bright hope that a preventive measure may be found and fielded?

But these men are soldiers, they would gladly suffer if it meant their comrades could be saved from their fate. Contain it.
>>
>>23760487
>>23760433
>>23760399
Your frigates and fighters are more than enough to intercept any pods that get too far. In fact, some of your fighter pilots have a bit of celebratory fun in playing 'Bump the Varg', wherein they use their fighter craft to nudge the pods in question off-course, waiting to see how long it'd take for the parasites inside to figure it out and correct course.

Immature, but you expect nothing less from pilots.

The job is done, though, with plenty of breathing room. The non-infected are quickly herded into sealed cargo bays under the armed watch of your newly armed marines. A few pods host secret infections, but your men not only outnumber the one or two lifeforms that emerge, but also heavily outgun them. A Varg is deadly in large numbers, tight confines, with a lot of hiding spots.

In an open carrier retrieval bay, with dozens of marines securing the area, with impaler rifles? Those things are made into so much Swiss cheese you'd swear you were in Switzerland.

The persons themselves are moved into quarantine by the marines for later investigation. Your carrier's medical officers preform preliminary scans and treatments against mild cases of early infection, but they'll wait for expert equipment back at your colony before letting anyone reintegrate. Zero risks-- just as you ordered, and Admiral Donaldson carried out.

Soon enough, however, your fleet has things in hand, the Swarmship having been atomized and all escape pods recovered.

Leaving the Grower flagship and the SolForce outpost, which continues to swarm with automated fighter craft.
>>
Well, I just got myself a copy of Natural Selection 2. Vagr vs. SolForce is now relevant to my interests.
>>
>>23760618
does the Admiral think we have the firepower to take out the Grower Flagship
>>
>>23760621
Sadly, we don't have Exo (brawler armor) tech yet, but maybe soon.
>>
>>23760680

Evidently Vagr have Fades. Let's avoid derailing this thread, ok? I couldn't help mentioning NS, but now I feel guilty.
>>
>>23760618
How close is the Grower flagship to the planetary base they established?

Also, I think that if we want to do sensitive research (such as the Varg viruses), an orbital research lab separate to our star-base is in order. It would be a location which could be sterilized with ease in case anything happened.
>>
>>23760680
>>23760672
>>23760621
You've chosen the Impaler rifle as your one tech, but it's up to you what else to choose. You also have a 'Primary Action' to assign.

>>23760672
Admiral Donaldson thinks for a moment, in deep consideration of the matter.

"We're down a cruiser and two frigates. Not too bad, but there's some mild damage across the rest of the fleet. I think we can take the Grower flagship, but it won't be quite so simple, especially with the way it's just been sitting there. Those machines don't rest-- which means they're up to something, either on-planet or on that ship."

General Warhurst pages you as well, seemingly desiring to get into contact as well. Do you wish to speak to him separately, or make this into a conference between the three of you? Or do you wish to put the General on hold for now?

Annabel, in the meantime, seems to be deep in thought, observing the entire proceedings in silent. The merchant is likewise, though possibly for different reasons. He looks to be evaluating you in a way, observing just how you command the situation.

>>23760532
>>23760529
While a sensory array is simple enough, biological cures for Varg infectious organisms are... difficult and transitory. While one could be developed for this ship's specific strain, the Varg are weavers of genetic code, weaving flowing tapestries out of individual strands of DNA. There has been a great quest for the 'Primal Varg', but it seems to be for naught, as there are countless strands and variations with no two being similar enough.
>>
>>23760778
Why are we letting the merchant watch this? Send him out of here!

Use the action to begin research on psion genetics.
>>
>>23760778
conference call.

>>23760807
Yes, lets do this.
>>
>>23760778
use the action to develop a weapon that would be most effective at destroying a Varg ship.

maximum priority.
>>
>>23760778
Second tech:
>Brawler power-armour

Talk to the General separately; use our primary action to establish an interstellar sensor array.
>>
>>23760778
make it a conference so we can bounce ideas off of one another other
>>
We have some nice new and improved AM generators right? We should work on a way to incorporate them into our existing ships, their shields seem to drop faster than a hat in an old west saloon
>>
>>23760807
We have to select our second tech before we dismiss him. But I agree, why is he allowed to watch this with us, he's definitely seen enough now.
>>
>>23761028
Can we research an alloy that's not reactive to the shit they threw at us? They melted through our shit like butter.
>>
OP, gentlemen. You have my attention, pray continue.
>>
>>23761063
Certainly, We'd need to get one of their cannons.

By definition, their cannons need to be resistant to it.
>>
>>23761063
Not sure, but I definitely like the idea. Its why I wanted to build an orbital research lab separate to our star-base (>>23760746), to research sensitive stuff like this.
>>
>>23760778
brawler armor and working on the Gen plan
>>
>>23760746
The Grower flagship isn't too far away. Still in space, but anchored at a Lagrange point for that particular planet.

As far as sensitive research, an orbital 'Hot Lab' is entirely possible. It's how Smart AI research is conducted-- in hanging facilities hanging off of a star port, tethered to the port via a carbon nanotube table equipped with both manually activated and remote-activated docking clamps. An entirely separate series of closed circuits.

>>23760867
>>23760823
You invite General Warhurst into the conversation. "Lord Governor, Admiral." He'd greet in turn, nodding, "I heard word that there might be a land facility for us to target."

>>23760823
>>23760807
You pause long enough to gesture for the observing merchant to leave, the man looking mildly surprised that you notice before abruptly departing, Annabel staring at him strangely the entire time.

"Right." General Warhurst goes on to say, "Like I said-- a land facility. We may not be elite supersoldiers, but our numbers are fairly replenished as of late. I was considering it might be wise to warp in a fleet with some marines and PDF elements." He comments, looking over the shared data feed. "Well, shit." He curses, "Growers, huh? Yeah-- Glad we got those Impaler rifles." He remarks, "Though I wouldn't mind having some armor for taking on an enclosed base like that."

A thought of consideration, before he looks over to you, "Regardless, sir, it may hurt a bit, but I think we can stand to conquer that Grower facility. Not sure what we might be able to pry out of it, or even what the hell it is, but it might give the men some good experience in land combat. All up to you, though, sir-- I know it'll be a messy fight if we do, though."

You also see a faint glint of battle lust in the General's eye, his seasoned status not entirely eliminating his warrior roots.
>>
>>23761164
What armor do they recommend, between the medium armor, and the brawler?
>>
>>23761102
Technically we could get hold of some sort of ceramic. Hopefully see if that contains the stuff they threw at us if any is still floating in space. If we can get some of the substance then we can study it from there.
>>
>>23761164
While I'm of a mind to let the General have his fun, I think we should investigate the SolForce star-base first.

Also, I will change my vote for our action from sensor array to the construction of an orbital 'hot lab'; so some of the Varg samples we took have somewhere safe to go when the fleet returns.
>>
>>23761164
I don't like the idea of taking heavy casualties back to back, or the idea of getting into a battle with a wounded fleet, but I -really- don't like the idea of letting these terraforming lumps of aluminum set up shop so close to home. I say take them out ASAP
>>
>>23761237
That solforce base isn't going any where, let's stop those Growers before they do any more terraforming.
>>
>>23761265
True it isn't, but it is the easier of the two tasks and we might find something useful inside it. Also, its not like they're going to finish terraforming the planet in the 1/2 days it'll take us to look at the SolForce base.
>>
>>23761265
>>23761249
Keep up harassment with our bombers, while we restock and repair.
>>
>>23761164

>>23760936
The main problem, even with improved shielding an antimatter reactors, is ship scale. Your flagship, cruiser, and carrier shields can withstand a goodly amount, but frigates and destroyers aren't too strong against heavier stuff. Fighters can't hurt frigates too much, though, nor can bombers. Destroyers are another story as far as bombers are concerned, though.

>>23760807
>>23760823
You have your psionic officer academy research completing at the end of this turn-- you can use an action to add a third research (maxing it all out), or you can just wait it out for now. Additional research facilities can increase the cap, though you'll need more than one more than one to reach the next milestone-- ten facilities, taking five years of dedicated construction actions, though dedicated ones provide a greater boon to specific areas of research.

>>23761106
>>23761102
>>23761063
While you have samples of the infestation itself, you will need to establish a proper facility to attempt to replicate the Varg themselves and their bio-organisms. This act includes some very obvious risks... and potential boons.
>>
>>23761106
Okay...we're gonna need that orbital research lab sometime in the near future.
>>
>>23761364
>>23761423
Okay, use our one action this turn to order the construction of an orbital research lab.

Next turn we can begin research on the psi genes and the varg bio-organisms.
>>
>>23761462
hm...make sure we keep those two labs separated.
>>
>>23761492
Yeah, we definitely don't want those two getting mixed.

Or do we....

No, absolutely not,
>>
>>23761206
Admiral Donaldson speaks first, "The security forces in the fleet could likely find the most use for Brawler armor. We don't have much use for medium armor in close quarters, and the heavy armor would serve to either block off potential avenues for enemies to enter, or serve to help punch through whatever defenses an enemy might have on their own ships." He remarks.

General Warhurst, on the other hand, seems to be of a different mindset. "While I agree the Brawler is an excellent asset, and I'd take both if I could, I think the Avenger would work better for actual land infantry. It'd be a huge improvement over the older tech in our current suits, plus the added strength boosters and reflex bundles would let our men have some real mobility to them. The Impaler rifles also give them a bit of extra punch-- the Brawler's nice for open warfare and boarding actions, but in what we've been dealing with, I think the Avenger would work best for our troops. Especially since we could issue it to every man, rather than sporadically. We will, however, need facilities for producing military equipment soon, sir."
>>
>>23761340
>>23761327
>>23761265
>>23761249
>>23761237
Orbital hot lab construction queued. It will require one turn to construct if used as the sole focus of the construction-- two turns if coupled with a second construction project.

What orders do you wish to issue to the fleet? Consensus seems split.
>>
>>23761561
The derelict can wait for us.

With every passing moment, the Growers build strength, and the longer we wait, the greater they become in force.

General Warhurst is a warrior, yes? That means he knows patience. Board the Growers.
>>
>>23761561
If we use our action point on the lab construction, can we assign a second construction project?

As for the fleet, engage the SolForce base with the entire fleet (should be simple enough to take out their fighters), then leave say two destroyers to board the station while the remainder of the fleet proceeds on towards the Grower flagship.
>>
>>23761561
>>23761529
Tough choice with the armor. While the medium armor improves the entire army, the brawler gives us an important advantage when we need it.

I vote for the medium armor.

Focus on the lab--the sooner we can isolate certain experiments, the better.

As for the fleet, keep up harassment with the bombers while the rest of the fleet repairs and resupplies. Send them back out ASAP
>>
>>23761645
Unnecessary waste of resources.

Have both battlegroups engage the Growers. There is little reason that the SolForce derelict can't wait. The Growers can't. They are dynamic, the base is static.
>>
>>23761645
Yes-- it will take two years for the lab, but you can add an additional construction project for each turn spent building it.

>>23761652
>>23761644
As for boarding-- please specify if you intend to have General Warhurst and his men board the Grower flagship or the Grower terraforming base.

Current consensus seems to be on keeping the pressure on the Grower flagship. Bombers can harass it, but the bombers will likely take a fair amount of damage in the process, as flagships have a decent number of anti-small craft weaponry.
>>
>>23761697
this the longer we leave them the bigger the threat they become
>>
>>23760337
Addendum:

The merchant, though friendly, is breathing down the governor's neck. We may have saved his family's life from those Fiori several years ago, but that does not mean he is trustworthy. He ought to be escorted out.
>>
>>23761759
Alright, let's take out the flagship now then. Are we actually going to bother landing troops on the base or can we just slag it from orbit?

As for the lab, lets focus all efforts on it to get it done as fast as possible; yet with the same mentality as before, zero risks.
>>
>>23761561
So while I'm finishing reading through the thread I'm wondering if you could answer a few questions, OP.

What is the governing structure of SolForce, and what are the limits on our power? If we want to set up a decision-making body or a parliament or a corporate-style administration beneath us (not that it'd be a good idea), can we do so? If we want to further legitimize Myra and create an officer position or something (assuming she was willing) is that within our powers?

Also, where do our troops come from? Their total number is rather large if they're all colony recruits, I presume we're being supplied with soldiers from the central government?
>>
>>23761757
I vote for the boarding action.
From what we've seen, the Varg and the Growers are almost polar opposites. The Varg's biological focused nature means that individually, they are better than us. Their infantry is superior. The Growers, on the other hand, work better together as automatons. Their navy is superior. Their infantry is not. We target their weaknesses. Board the Grower flagship first with all hands available. One target at a time. Once the naval element is finished, we focus on the ground element.
>>
>>23761816
Also - what's tourism and travel like? Can individuals buy a ticket to another world without being incredibly rich? Is it cheaper for families? Can the lower classes take jobs onboard transport ships in order to pay their way and move from system to system?
>>
>>23761812
The base likely has Anti-Air and Anti-Low-orbit weapons, and I think taking their terra-forming tech is well within our interests, so a grounds assault would be in our favor.
>>
>>23761848
I agree
>>
>>23761848
Thirded.

Boarding torpedoes away!
>>
>>23761816
You keep a mixed garrison of SolForce troops and your own colonist recruits. SolForce troops are a minority, however.

>>23761773
The merchant is, per your quick orders, already escorted out, though you have yet to make your second pick as far as technology goes.

>>23761697
>>23761759
>>23761812
>>23761848
Boarding seems to be the favored option, though it's up to you if you want to land the troops.

Annabel speaks up at this point, however. "... Whichever you decide, father." She remarks, "I want to be present for any boarding or land war actions." Her voice seems more pointed and clinical now, calling you 'father' instead of 'dad'.

"My powers are growing. I'm feeling more confident with them-- more assertive. I think I could do very well."
>>
>>23762067
Thanks, what about >>23761954
as well?
>>
>>23762067
"I'm not even going to bother asking if you're sure, you wouldn't have said this if you weren't.

If you come back with a single scratch on you and not having taken out more enemy forces than anyone else I will be disappointed in you.

Understood?

Now get some good armor and head out."
>>
>>23762067
Hold all actions against the Grower base until the Flagship is obliterated or disabled, is my vote. Unless they fly reinforcements into orbit from their base, the flagship should have your undivided attention. One threat at a time.
>>
>>23762137
Second this, but add more concern. This is our one and only daughter, not only do we not want her to get hurt, we're also a bit taken back that she doesn't call us dad anymore...
>>
>>23762067
I say ship first, then base. As for out darling? Well we learned about life in the school of hard knock, and as much as I hate putting our baby girl in danger if she's going to be running this colony after we retire, she's going to need some first-hand experience. Let's get her some power-armor, a nice impaler, a squad of vets to command, and the most hard-ass captain we have for her to call "sir"
>>
>>23762067
>daughter wants to be on-site for boarding
Tell Annabel we're considering her for a command and communications role and not close engagement because she can help improve the survival rate for everyone involved, as well as the success rate for the entire operation, by staying off the front lines and making sure the infantry are well supported - surely she can see how the ability to find and correct weaknesses across the entire battlespace is far more helpful to the suffering of soldiers, which she should be able to feel herself quite acutely, than sating her bloodlust on the front line and focusing her attention narrowly.

However, we're interested in her perspective if she wishes to stay in the command center and we're interested in psionic warfare systems research, in which she can play a crucial part.

>aliens
Begin assessment on our ability to isolate and weaken the enemy flagship with long-range bombardmen. If we go for the base, the flagship can leave the area, return with support, or whatever else; if we isolate the flagship from the base we'll be able to face it on its own merits. The goal there should be to cut it off, cripple its mobility and weapons, and prepare it for destruction or capture without risking our already diminishing assets.
>>
>>23762067
get her armored up have have her guard go with her
>>
>>23762137
We really need to stop letting princess pretend she isn't vulnerable and important. She's already well on her way to a spoiled life and suicidal death.

>>23762171
>>23762192
Seconded.
>>
>>23761816
>>23761954
SolForce is a representative democracy, a republic with a centralized presidential power, a bicameral legislative body composed of representatives of each sector, with the President of SolForce serving as the head of the house, with executive powers enabling him to not only serve as supreme admiral and general of the military, but also to introduce legislature directly to the congressional body. The President is chosen from the Senate by popular majority therein, lending rise to the idea of a self-perpetuating aristocracy, as the President also maintains the power to appoint Senators.

Your power is effectively absolute in your local system, as you maintain control of the system's charter. Any new systems you colonize are supposed to have a charter drawn up for their own Lord Governors (Or Lord Governesses), but such a law is rarely enforced. If you wish to establish a decision-making body, parliament, or corporate administration beneath you, you have free reign to do so. It still is subject to SolForce laws and regulations, however, which are in turn enforced by SolForce magistrates and arbitrators.

Neither of which are really wise to mess with, even out in the border worlds, as they're the ones that sanction the 'Sequestering' of Lord Governors and other politicians from direct SolForce federal authority.

Individuals can certainly buy tickets to travel from world to world in the more densely traveled regions. Out here in the borders, though, you need a charter ship and a route with resupply available on it. Families that are heading out with the intent of being colonists tend to get free passage-- the local government takes them as indentured workers in exchange for their fare. Lower classes often find menial work on larger ships to get free passage, but said work tends to have a high mortality rate. Ever wonder who helps repair hull breaches in combat?
>>
>>23762195
While she would certainly be able to help the soldiers by using her abilities for tactical support, especially given her spectacular talents, having some front-line experience would help her understand the needs of the soldiers, and therefore enable her to make better decisions. Not saying it should be a permanent arrangement, but for now let's ship her out with the grunts.

Also, I already voted so don't count this as such.
>>
>>23762195
I second both the focus on the Grower flagship and telling Annabel to stay in the command centre. She has lived her entire life in the halls of power and she will soon be attending the military Psi Officer academy; this is no time for her to be leading any boarding actions from the front among the common soldiers.
>>
>>23762195

>bombardmen
Bombardment, even.

>One more action to decide.
We have FTL communications and a university. We should establish an academic network and trade technologies with other outlying colonies and interested parties elsewhere.

And tell our pirate friend that while lucrative, tearing sensitive information out of people's heads isn't good for our collective long-term health. Pull the five psions and inform her we'll give her a regular stipend of food in order to locate capable specialists WILLING AND ABLE to leave their positions (for whatever reasons, short of being psychopaths) and come move to our colony to start new lives. Plenty of folks being passed over for promotion or stuck under a crappy boss. We can invest in these specialists, whatever sort they might be, and give them better compensation on our paradise world, more opportunities for interesting research, etc.
>>
>>23762253
What would be the result if we established a local representative Senate and created a clone of the SolForce's self-replicating aristocracy in the systems under our control?
>>
>>23762259
We don't need a daughter/heir with the fun combination of incredible psy-powers and whatever we have in the future as some fun equivalent of PTSD, mmkay?

Annabell stays home and plays commander. Tell her we need her there.
>>
>>23762322

A local legislative body for a colony of sufficient size would probably make for easier administration. And depending on the power of the body of decision-makers, popularity would likely improve so long as they were competent - though at the expense of our own power.

For a tiny colony of around ten thousand people, though, that'd be like turning your city council into a massive legislature. Not enough problems for that yet.

I'd suggest waiting until we get significantly closer to a hundred thousand people, but creating an open-door policy for complaints.
>>
>>23762381
Alternatively, by creating such a body now, we'd allow for the creation of several Noble Houses who grow stronger with time and would help us control our holdings when we actually do have a population of 100k. I
>>
>>23762137
>>23762178
>>23762192
>>23762171
>>23762195
>>23762199
>>23762217
>>23762259
>>23762274
>>23762280
As you prepare to pull your psions, they inform you that they've managed to successfully locate a few vital persons retaining key technology information. They can pluck the relevant technology information from the minds in question if you desire on the way out.

Technology in question:
>Disruptor Bombs: Torpedoes and regular bombs intended to unleash a powerful electromagnetic pulse on impact, particularly effective against synthetic foes.
>Surface-to-Space Antimatter Missiles: Adapted from ancient ICBM designs, and upgraded with shielding, micro-warp drives, and antimatter warheads, these weapons are downright devastating for any threats that go near the planet. On the downside, these missiles are easily detectable on a planet by their nature.
>Basic Space-to-Ground Teleportation: Increasing the speed of the teleport, as well as reducing the monumental energy requirements in comparison to the amount transported. This technology still requires precise coordinates, as well as being unable to penetrate shielding.
>Colossus Siege Tanks: Heavy, treaded tanks designed to be able to transform into a mobile firebase and bunker. The heavy armor plating of the tank, which is the size of a bomber, shifts when placed into 'Siege' mode. Its main cannon, a gauss accelerator, is able to target both aircraft and enemy armor.

You seem split on what to do in regards to Annabel. On one hand, you suspect this taste of blood would do well to show just how far her abilities have expanded, both to herself and yourself. As well as those who might oppose you.
>>
>>23762253

I vote we keep Annabelle by Warhurst's side with the best suit of armor we can muster and a copy of the grid-shield we have. That way she should be safe while getting a taste for battlefield command.

As for armor, I vote medium. It's a step-up from what we have without any downsides.
>>
>>23762476
Pull the psions. We're just begging for a slap-fight with the ten-ton gorilla we;re governed by if we don't, and we can learn a lot about psionic warfare if we pull now and debrief, then develop new tactics from their experiences - and not just in information warfare!

Leave the techs on the table unless they're held by pirate elements. Better to only steal from criminals. Plus, we can do that ourselves without leaving Mira the means to blackmail us to hell and back.
>>
>>23762476
does this mean we would get all of them if not go for Disruptor bombs or Colossus Siege Tanks
>>
>>23762476
TAKE IT. TAKE IT ALL.
>>
>>23762518
Wait..Equity Lord? From Fabrique Generale?
Tell me it's so!
>>
File: 1363662437608.jpg-(44 KB, 320x191, cobra.jpg)
44 KB
44 KB JPG
>>23762476
>>23762476
Yes, we want that info.
>>
>>23762461
>create a nepotistic, aristocratic 'micro-senate' in a tiny colony for benefit later
>expect not to have a horrible backlash and populist revolt

How about we just have our people like us without creating even more class division? That works best.

>>23762476
Warrior princess stays home.

>>23762533
Forget that, you're going to get us murdered in our beds by a SolForce stealth taskforce with your profiligate stealing.

We can check who we're stealing from first, thanks. We should only move forward if the targets are appropriate.
>>
Rolled 7, 6, 12 = 25

>>23762476
Let's not risk making any allies enemies. Any tech that can be garnered under those conditions take, elsewise pull out like a teenager that's terrified of responsibility.
>>
>>23762569
How would they know unless we put them into use?
I figured we'd mix and match tech to make a melting pot of godly proportions.
>>
>>23762556
That's goddamn right, shareholder. You best not be taking risks with my stake in the enterprise now. Took you long enough.
>>
>>23762476
Excellent, have them grab what while remaining safe. Prioritize the stuff that we can't get easily ourself.

And I think Annabel could use some combat experience. Make sure she's with a good squad under a damn good commander with some really good armor.
>>
>>23762533
I know you like gambling, but someone might find out we're playing with loaded dice.

>>23762476
I vote to keep her in your hand. She's only eighteen, anyway.
>>
>>23762476
I second the vote for keeping Annabel next to Warhurst in the command center. Future Governesses need to know how to lead.

As for the armour, I vote for the heavier Brawler armour.
>>
>>23762586
It certainly did. Jesus christ get on the IRC.

It's a god damn pleasure to be working with you again.
>>
>>23762461
>>23762381
>>23762322
There are both upsides and downsides to this. As you watch the trading of torpedo fire on both sides, you know that establishing local government would allow you to more effectively administrate any colonies that arise when your world finally settles in the coming year and becomes inhabitable.

On the other hand, with such a small population, the potential for corruption and bureaucratic stagnation is great. Federalism is rife on small worlds that invest too much in government too soon, not to mention a welfare state of more state employees than those that pay taxes.

>>23762323
>>23762274
>>23762259
>>23762217
>>23762199
>>23762192
>>23762178
>>23762137
You mull things over for some time, but your thoughts eventually weigh in the way of experience. Just as you had to lead your own rebellion, so, too, will your daughter need to someday lead her own forces in battle. To know what each act of war results in.

"You're heading in with a veteran unit-- your own bodyguards, too." You remark finally, "Impaler rifles, and you're wearing armor. Full protective loadout. And a damned good pilot, too. Understood?" You ask with a note of finality.

"Yes, dad." She says, beaming with glee at the prospect of getting to go into the field, her long, braided hair knotting itself up into a ponytail at a thought. "Thank y--"

"Sir." You remark, "And you best be careful. I'm letting you do this because you think you're ready, so be careful. You come back hurt? You will have nobody but yourself to blame." You assure her, doing your best to mask your concern and fatherly worry. That's why you're sending her with the best. "Warhurst's Warriors is the best squad, and they won't let dead weight stay on their squad. Understood? And don't think this will be regular: I'd prefer you in a strategic role or here in the command center, but you deserve a test."

"Yes, sir." She remarks, still smiling like a hog in shit, but beaming all the same. "Anything else, sir?"
>>
>>23762590
They'd never know we're playing with loaded dice if we don't roll. We can take the info and not put it on the field in a detectable way. We can dissect the information and take things that WE find useful out of it to put on our other creations. Subtly of course.
>>
>>23762476
Let her go into combat, from the waaaaay back.
>>
>>23762607
"Make me proud (childhood nickname here, maybe Little Bear)."

Give that girl a fucking hug.
>>
>>23762476
She's an adult now, and can make her own decisions. Keeping her on a leash would be an unspeakable insult to the thousands of sons and daughters that have volunteered to be sent to their deaths by our orders.
>>
>>23762582
You realize the report we had of the method of information extraction described it as brutal and invasive? This isn't like mind-reading, it is a process that the victim remembers.

If we kidnap people, it will be noticeable. If we kill them after to limit the trail, even moreso. If our half-baked seat-of-their-pants operatives fail to create a completely foolproof cover-up in the minds of everyone they contact, we're potentially screwed.


And then there's the fact that we have a violent pirate woman who might one day decide to leave our camp and betray us, or get captured and roll over on us for a plea bargain.
>>
>>23762643
Well shit. Guess we'll have to be more careful about it then. My apologies, I didn't think it was that invasive.
>>
>>23762607
>>23762631
"Go out there and earn your flagship, Little Bear."
>>
>>23762643
What if we use the psions to extract the information and then wipe the victim's mind to only replace it with that of a bunny. No one will be the wiser.
>>
>>23762676
As much as I like bunnies, I don't think it'd work that way.
>>
>>23762631
Fucking ace, second!
>>
>>23762607
>still smiling like a hog in shit
>smiling like a hog in shit
>hog in shit

OP's confirmed as being from Alabama or something.

I don't know if this is odder than having our character drinking and smoking while his troops are dying like a fat fuck or showing his daughter affection that could easily be mistaken for the exact manner in which one hits on a woman.

She better not have a purdy mouth, OP.
>>
>>23762711
Pigs don't even like rolling in shit...this guy right?

Now bend over and squeal.
>>
>>23762711
Wha's wrong wit' a purdy mout'?
>>
Alright guys enough deliverance. We don't wanna start a banjo duel.
>>
>>23762500
Medium seems the popular consensus.

>>23762523
Only one, unless you want to take an exponentially increasing risk of discovery by Myra.

>>23762564
>>23762533
>>23762569
The technology seems to come mostly from other pirate groups and information brokers, but your agents' reports also include mention that Myra has plucked some merchant traders and independent agencies. The methods of interrogations he has had the psions use are... endlessly and excessively brutal.

>>23762643
To note, the method of extraction is beyond brutal and invasive. To give a comparison, it's not just reading surface thoughts, which is fairly easy and what your agents can do with a minimum of fuss. Myra was having them basically rip into their minds and scour them electron-by-electron, thought-by-thought, unraveling their brains as they separated truths from lies, knowledge from opinion.

It left the victims human potatoes, and in some cases, even dead from massive brain trauma.

Action needs to be set, though you have your research in order.

Are you focusing on building the xenobiology hot labs in one year, and having your fleet deploy a boarding action on the Grower flagship?
>>
>>23762890
Have we reached consensus on the fleet action? If so, engage.
>>
>>23762931
I believe it was engage the flagship first and attempt to board it; Annabel would also be joining in on the attack.

As for the hot labs, use both construction options to have them done in one year and then use our action for the fleet attack.
>>
>>23762890
>Battle plan
Do this:

>>23762195
>Begin assessment on our ability to isolate and weaken the enemy flagship with long-range bombardment. If we go for the base, the flagship can leave the area, return with support, or whatever else; if we isolate the flagship from the base we'll be able to face it on its own merits. The goal there should be to cut it off, cripple its mobility and weapons, and prepare it for destruction or capture without risking our already diminishing assets.

If conditions are right, isolate the ship, hit it from a distance, and do everything possible to disable the vessel and the forces inside before committing men to the job. Minimize losses.

>Action
>Hotlab?
Delay the hotlab, investigate tech trading as mentioned here:
>>23762280
>We have FTL communications and a university. We should establish an academic network and trade technologies with other outlying colonies and interested parties elsewhere.

>To note, the method of extraction is beyond brutal and invasive.
Yeah, pull our guys, tell Myra she's going to make us terrifying enemies this way, and use the methods to develop a new breed of psionic warfare.
>>
>>23762890
I vote we create the arctic training base, perhaps with a mining base as well, over a hotlab.
>>
>>23762890
Construct the hot lab now, and then begin research on those samples as soon as it is ready.

With second research, begin study on psion genetics.
>>
>>23754729
I vote that we begin the design and construction of grand cruisers. Oh, and Expand our mining operations to provide more trade goods.
>>
>>23762982
>>23763007
>>23763067
>>23763082
Okay, hot lab this turn as per IRC discussion, trade network next turn, then we trade for better safeguards for the lab.

Feedback on the battleplan here would be great >>23762982
>>
>>23763157
I think the battle plan looks alright. Here's hoping.
>>
>>23763157
Battle plan looks good to me.

Hot-labs would be better if they were situated in orbit of one of the gas giants and not connected to our star-port.
>>
>>23763172
Thanks. Guess we'll see.
>>
>>23763194
Fuck that, have it orbit the sun. Emergency protocol is dropping it into it. HOT ENOUGH FOR YA!?
>>
>>23763194
Damn right. We'll need to tow them out there probably and then continuously refit them with improved security measures and quarantine safeguards.
>>
>>23763217
And this isn't a bad idea either. There are going to be lagrange-like points for the sun, between it and its largest planet. That might not be a bad place for it.

Anyway, we have kind of a lot of work to do.
>>
>>23762805
>>23762765
>>23762711
>>23762818
Ain't nothin' wrong wit' a purdy mouth.

But as Lord Governor of the SolForce government, you will disembowel any man who accuses you of being improper with your daughter, and leave any remnants for your daughter to eviscerate again and again.

>>23762671
>>23762702
You give Annabel a tight hug, smiling faintly at your daughter, who you raised from a wee tyke, now turned warrior.

"Go out there and earn your flagship, Little Bear." You mention, planting a kiss on her forehead before stepping back. She's beaming from ear to ear as she practically skips out of your office.

... And she knicked your flask. Fucking kids...

>>23762958
>>23762931
>>23762982
As you pull your psions from Myra's workforce, bringing them back to develop a more advanced program, you debate between a hotlab and training base. You could expand mining either here or on another world, entirely up to you, though any mines present on another world will also require residential infrastructure set up to house and feed them.

For the moment, however, you dispatch your fleet, the conditions prime for long-range torpedo fire. Unfortunately, as the ship returns fire with its own torpedoes, you find yourself burning through ammunition stores, though your frigates are sublime in disabling the Grower's torpedo fire. Not a single one gets through!

Unfortunately, it seems the damaged vessel is continuing its repairs, content to remain in place as it swats aside every incoming torpedo almost casually. Annabel will be warping in with her escorts in short order.

How many marines do you wish to dedicate to the boarding effort, and from what sources? You have your marines on each ship, but you also have your marines at both the star port and colony. As you have no intelligence available on just what a Grower flagship's interior is like, you're left to estimations and after action reports published by SolForce. With, of course, exaggerated loss/kill numbers.
>>
>>23763294
I'd say roughly 65% of our total marines? Just in case they try to counter board. Maybe more depending.
>>
>>23763349
Send around 800 imo. Let's see what everyone else thinks?
>>
>>23763294
Wait for Annabel and her squad to warp in and then proceed to attack the Grower flagship with the fleet's entire marine contingent.
>>
>>23763349
I agree
>>
>>23763349
Hold 50% in reserve until we see what we're up against in the ship's bowels.
>>
>>23763294
Exactly how many marines are on-board the fleet again?

My personal guess without those numbers is 400 marines, 100 from the colony, 100 from the starport, and 200 from the fleet. The more seasoned fleet troops will form the first wave, securing entry-points for the second half. Each boarding group could have an attached psion "advisor" as well.
>>
>>23763294
>>23763349
>>23763389
Use present psions to probe the vessel, if possible.

Try to use the intel to make an estimate of a necessary force.

Send up to 20% more than estimates require if possible, while leaving at least a third of the force to defend our own vessels in case of counter-boarding efforts.

Trade with the merchant for disruptor bombs.

Send more ammunition to the fleet. If necessary, send a vessel back to serve as a supply ship.
>>
>>23763477
And be ready to rotate squads in and out of combat if possible - certainly onto and off of the front line for resupply and medical care.

>>23763464
A thousand marines, I believe.
>>
>>23763460
We have 3000 total marines in the fleet.
I say send in 1750?
Send in our best. We want this to go as smoothly as possible.
>>
>>23763521
Very well, I change my vote.
>>
>>23763521
I'm suggesting we gather intel with our psions before sending our troops - especially our best - into what could be an unwinnable slaughter.

Afterwards, the general should have a suggestion, and we can go with it and see what gives, but sending in more than two thirds of available boarders leaves us dangerously vulnerable.
>>
>>23763571
Agreed.
>>
>>23763521
We have 3,000 marines in total; only 2,200 of which are currently in the fleet. An additional 800 can be arrive from our colony however; and Annabel is coming in with her unit of 20.

So I'll vote for a first wave of 1,500 to attack after Psi-scouting of the ship's interior. Which leaves a hefty reserve of around 700.
>>
>>23763595
>>23763587
>>23763547
>>23763521
We have consensus, I think?
>>
>>23763610
As long as we hit em with shock and awe.
>>
>>23763157
>>23763172
>>23763194
>>23763217
>>23763213
>>23763227
>>23763238
You elect upon the hotlab, which leaves you with this battle alone to resolve. Your exchange of torpedo fire seems to go nowhere for quite some time, the Grower ship seemingly confident in this long-range duel. Especially when you watch as its rounded prow, facing towards you, erupts into light as some sort of launch mechanism is activated. You realize, perhaps a moment too late, that the flagship's prow is suspiciously similar-looking to the massive square-shaped base below.

Unfortunately, the damage is done as the armored and shielded bullet-shaped device streaks across space, slamming into your flagship with such velocity that the shields barely have time to pause it. Critical warning alarms blare around Donaldson's projection, which is abruptly cut off.

You can only watch as the ship abruptly begins listing, the improvised "Super" boarding craft making the flagship look downright cancerous. Almost like a wounded animal as it abruptly begins to drift, venting atmosphere from the gaping hole in its side.

Your combat psions, though not given any particular formal training, are still able to probe into the flagship. Though they detect no organic minds, and thus have no minds to probe from their little experience, but they do get a rough idea of potential breaching points. Breaching points they can put to good use.

Thankfully, Annabel arrives at this point in time, her squadron of troop transports quickly met by a fighter screen from the carriers, the Grower flagship beginning to slowly move forward towards the fleet, continuing to swat away torpedo fire as it returns its own. Without the flagship's added point defense fire, a torpedo manages to slip through, lightly damaging one of the carriers with a near-miss.

The situation is... Unique.
>>
>>23763610
Consensus.
>>
Rolled 62

>>23763571
>>23763587
>>23763610
>>23763617
>>23763595

>>23763633
As the Grower vessel approaches, your remaining ships return fire with boarding torpedoes, Annabel's own shuttle-- the stealth corvette originally confiscated from Myra-- rushing forward. The woman, slowly amping herself up for the impending fight, stares unblinkingly at the distant ship. General Warhurst, sitting right next to her, quietly puffs at a cigar.

"... Y'know, been years since I had a damn good fight like this." He remarks wistfully, giving a deep, throaty chuckle.
>>
>>23763633
All useful personnel to seal breaches, all useful security and marines to contain damage.

Revise boarding force to fifty percent, send our own wave.

Support craft to cover flagship, which as predicted invited a strong enemy assault.

First priority is flagship survival. Second priority is assault or harassment of enemy forces with boarding and other means.

Our strategy only suffers if we lose the flagship at this point, be prepared to retreat.
>>
Rolled 38

>>23763674
>Opportunity present: A small mini-quest oriented around playing Annabel in her first real battle. If not desired, roll 1d100 to resolve for a narrative compilation.
>>
>>23763692
Sure, why not.
>>
>>23763687
Agreed.
>>
Rolled 39

>>23763692
Can I want a mini-quest and still roll?
Do we get to roll on the mini-quest?
>>
>>23763692
Sounds good, let's go full psychic murder princess who wants to impress Daddy.
>>
>>23763687
Second these orders and I vote for an Annabel mini-quest.
>>
Rolled 10

>>23763692
I JUST WANT TO ROLL DICE MAN.
>>
>>23763725
Not the way you roll, anon.
>>
>>23763737
Alright I'm putting them down. I'm bad at this.
>>
>>23763726
You mean 'make sure she and Warhurst survive while minimizing casualties and relaying orders to the whole fleet if necessary,' right? Right, I know that's what you mean.
>>
Rolled 7

>>23763692
rollin'
>>
>>23763818
I feel bad for you, son. You are terrible with dice.
>>
>>23763692
Gonna vote against leaving these things to chance.
>>
Rolled 57

>>23763687
>>23763709
>>23763712
>>23763725
>>23763726
>>23763728
You present orders to your fleet... And the perspective shifts.

No longer the Lord Governor, you are now the young Princess Annabel, inheritor of your father's interplanetary dynasty, future queen of the very vessel you now sit within. Your body reclines within the luxurious interior of the craft, its oak floors and polished, upholstered seats reminding you of home.

The armored men around you also remind you of it, each one dressed in full armor, Impaler rifles in hand. You're dressed in your own suit of armor, equipped with interface ports that directly link it with your cerebral and psychic implants. Your brain is awash with potential energy, and you can feel the thoughts of the men around you. Fear. Eagerness. Anxiety. Terror. Lust. Hate. Longing.

You glance aside to Warhurst, the old General staring at you. He always thought of you as the son he lost to a Varg infestor craft. Enlisted man. That's why you know he'd gladly die for you if there was even the slightest risk of such.

But you know there's not. You are a psychic storm raging around the heart of a flaring sun, primed to go supernova at a moment's notice. You breathe, and not only breathe the recycled air of the corvette, but also the essence of every mind aboard.

"Psionic scouting has revealed a landing bay. Boarding torpedoes launched. Boarding pods underway. Shuttle craft and dropships underway." The pilot broadcasts over the intercom.

>Roll 1d100 for current psychic energy reserves.
>>
>>23763833
Seconded.
>>
Rolled 93

>>23763834
DICE FOR THE DICE GODS
>>
Rolled 10

>>23763834
Rolling.
>>
Rolled 80

>>23763848
you have redeemed your rolls with this
>>
>>23763848
Nice.

We should make the effort to follow the minds of the first boarders and get a sense of the enemy, then relay it to our fellows to better prepare them.
>>
Rolled 89

>>23763871
I FIGHT FOR MY FRIENDS.
>>
Rolled 86

>>23763834
"Hold on, we're in for some chop!"
>>
>>23763834
Maybe we should try and use our psionic abilities to help guide the thoughts of the squad, increase their reaction times and such. Very minor stuff, nothing they'd consciously notice.
>>
>>23763896
Maybe we should just fuck everyone's mouths! WE HAVE ALL THIS ENERGY. TOO MUCH ENERGY.
>>
Rolled 37

>>23763848
>And of course, the Gambler ends up with the high roll.
>Current Psychic Energy Pool: 93/100.

You sit, your body almost pulsating with waiting energy. Your every breath is charged with kinetic potential, with potential that makes your stomach burn and your brain feel like a fireworks show.

"Arrival in five, ma'am." The pilot announces, as your cloaked shuttle enters the maelstrom of point defense fire, exploding munitions, and more. His expert talents leave little to chance, dancing through the eruptions and riding the wake of each one.

"Any last-minute preparations, Princess?" Warhurst asks.

You think...

A) Feed off of the ambient psychic energy of those present in the Corvette. (+10 Psychic Energy Pool)
B) Drain the psychic energy of one person in particular, weakening them. (+20 Psychic Energy)
C) Attempt to shield the shuttle against any shrapnel/weapons fire. (-20 Psychic Energy, 1d100.)
D) Attempt to fortify the minds of the men around you, giving them unshakeable willpower and morale. (-10 Psychic Energy, 1d100)
E) Other?
>>
>>23763902
I swear to god if you give the woman a psy-dick and turn this into yet one more transgender quest things will only worsen.
>>
Rolled 18

>>23763922
D. D GOD DAMMIT.
>>
Rolled 62

>>23763922
D
>>
Rolled 61

>>23763938
FUUUUUUUUUCK REROLLING.
CHEESE FOR THE CHEESE GODS.
>>
Rolled 94

>>23763922
>[X] Attempt to fortify the minds of the men around you, giving them unshakeable willpower and morale.
>>
>>23763922
>Attempt to shield the shuttle against any shrapnel/weapons fire. (-20 Psychic Energy, 1d100.)

That works now.

However, we should also do >>23763873 if we can.

We can do D later, when we're actually in combat.
>>
Rolled 1

>>23763922
Give them the D)
>>
Rolled 11

>>23763956
Okay yeah...much better idea.
>>
Rolled 35

>>23763922
D all the way

Hearts and MINDS
>>
>>23763938
>>23763944
>>23763951
>>23763952
>>23763956
>>23763961
>>23763966
>>23763969
WE NEVER REACHED A CONSENSUS YET.
NONE OF THIS COUNTS.
>>
>>23763952
You have done well.
But we're not being asked for a roll.

>>23763951
>>23763944
>>23763938
>>23763961
>>23763966
>>23763969
You Nazis! You killers of our poor men. Clear your goddamn email fields.
>>
>>23763956
So is everyone okay with this option? We have a shit ton of energy currently.
>>
>>23763961
>dat 1
This is what happens when a woman tries to give someone the D. Note it down well, Anon. This was a bad idea and you should feel bad.
>>
...Why are you guys rolling?
>>
>>23764028
We're dead. We're all dead.
>>
>>23764042
I don't even know anymore man. I don't even know.
>>
>>23764028
I do. I'll never roll again.
>>
Rolled 1524956

>>23764042
Because rolling is fun, I guess
>>
Rolled 100

>>23763969
>>23763966
>>23763961
>>23763956
>>23763952
>>23763951
>>23763944
>>23763938
>Current Psychic Energy Pool: 83/100.

You reach out with your own mind, your burgeoning psychic power weighing out upon each mind in turn. You're touching many minds at once, no easy task, but you do your best to try and shape them accordingly. You aim to instill them with the same confidence and power you feel, to touch their emotions and instill your own. It isn't perfect, but you see at least some of the men stand up straighter, their helmets making them look impassive yet their radiating menace amplifying.

"Contact incoming!" The pilot announces, the corvette whipping around as you see other shuttles and boarding torpedoes come streaking forward. Dropships explode in space before your very eyes, the burning wreck of the Annabel slowly drifting as the rest of the fleet converges defensively around it.

You can sense no minds before you, but that is because they are machines. No... You can sense minds, actually, simple minds. Animal minds-- creatures left in stasis, their last thoughts preserved and repeating in an endless refrain.

Disturbing, but interesting.

Your thoughts are jarred off as the corvette is hit by a torpedo that was intercepted a bit too close for comfort, the pilot calling out as the corvette goes into a small spin, whipping around.

"We've got a hit-- cloaking's down for now." He remarks, "We're going in a bit rough-- brace for impact!"

>Each action will take 1d100
A) Attempt to reduce the shuttle's momentum with your psychic powers. (-20 Psychic Energy)
B) Attempt to rip out the psychic power of the animals stored in stasis nearby (+10 Psychic Energy)
C) Amplify the shuttle's momentum to punch through the ship's hull like an armored spear. (-10 Psychic Energy)
D) Other?
>>
>>23763873
I like this, this is good thinking.
>>
>>23764087
CAN WE USE THAT!?
CAN WE USE IT FOR C!?
>>
>>23764101
NO WHAT THE FUCK
>>
>>23764101
NO ONE ROLL TILL HE ANSWERS.
>>
>>23764087
>A) Attempt to reduce the shuttle's momentum with your psychic powers. (-20 Psychic Energy)
Let's play nice with our most advanced ship, hm?
>>
>>23764101
>>23764118
>>23764119
>NYET. For there are reasons for my rollings. And that 100 will be interesting.
>>
Rolled 42, 17 = 59

>>23764087
First priority is slowing the shuttle, as in A.

Second priority is ripping out the animals and absorbing them, I think.
>>
>>23764158
If it wasn't a challenge, it wouldn't be worthy of our presently unmatched power.
>>
Rolled 9, 7 = 16

>>23764145
Thank god I rolled that 72.
>>
We're in autosage. New thread coming up.
>>
Rolled 39, 47 = 86

http://suptg.thisisnotatrueending.com/archive.html

Go upvote.
>>
New thread, guys.
>>23764381
>>
>>23764381

New thread!



Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [cm / hm / lgbt / y] [3 / adv / an / asp / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / q / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.