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File: mothership.jpg (546 KB, 1280x800)
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Rolled 16 (1d100)

Current suggested name for our group HAX.

Current suggested names for our mothership Myrmidon and Orion.

Last time we had to make a run for it due to a deal going horribly wrong. Drawing the wrong kind of attention to us and causing us to lose such a fortune that we could easily have bought our own planet outright and with a few ships besides.

After that we send a comm message to our forces that were currently away while we fled far far away. After we got running we decided to explore around a bit in this new sector of space checked out a number of star systems a few of which were inhabited. One by the alien and the other by our fellow human. In that regard we found a number of interesting stars/worlds and even a great potential for a colony that was further discussed but yet to be confirmed.

We also decided to do some digging with the items of interest bequeathed to us by Sorry Suns Megacorp.

Last thread: http://suptg.thisisnotatrueending.com/archive/34092195/
>>
Rolled 40, 65, 68, 26, 14 = 213 (5d100)

>>34138579
Random Notes: http://pastebin.com/i8VekKjs
System/Area Info: http://pastebin.com/jT77pYcF

Of interest.

Current forces are...a bit divided due to such an influx with certain personnel or military might, specialist, and civilian quarter are largely made up of NON human supremacists.

Turn 31
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 378
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
Rolled 49, 13, 45, 32, 99 = 238 (5d100)

>>34138647
Changing my schedule around...trying to anyway. Best i can come up with is three days Sunday, Tuesday, or Friday seem to be the best days I could come up with that could work.

So far I have this in mind though depending on what I get work wise i will have to change it up again. As is I have narrowed it down to those three days are the top picks at the moment.


Anyone here? it IS Thursday and I did say I was gonna run this day. Yes for once I actually wasn't a bit late.
>>
>>34138894
I'm here. . .at work. Dunno where the others are.

Tuesday is good, so is sunday, but I am only one anon
>>
>>34138894
Sorry for being later got into a game XCOM.

My work keeps my days off random so do what works for you.

>>34138647
Alright at the end we were going to equip and get use to the new weapons. Then make a base on the desert moon in the system we double checked.

But in light on this new news about our people. Thinking we still equip/Train and sit down to talk this out making use of our in house diplomat.

"Karamazov would you be fine with helping us get our team back together?"

And what do we think about this? [Hero and players] Should we walk around and talk to them or maybe break them apart in the colony.
>>
>>34139570
"What do you mean by back together?"
>>
>>34139969
"We seem we be dividing with the new members. I'm hoping with your help we can fit that."
>>
Rolled 57 (1d100)

>>34138894
Tuesdays and Fridays over here
>>
>>34140234
"How so?"
>>
>>34138894
Lurking, but driving. 3 hour commute home, had to work in a lame office today. I can vote and lurk but I can't participate in convo too much..
>>
Did we ever decide on an optimal planet to colonize yet?
>>
>>34140586
The closest one you found is a desert moon verdant with life. You could keep exploring if that one doesn't please you though.
>>
>>34140586
A verdant desert moon that Mal pointed out to us. I don't have a good grip on what the other neighboring planets are even though the data was posted. Mal thinks it's a great choice, and I am willing to trust his judgement.
>>
Hey guys, guess what, https://archive.foolz.us/ has stopped archiving...

and might pull the plug on stuff archived alrady completely...

shit
>>
>>34140672
Well shit I had some good threads on that....and other boards did too. Not everything gets archived as it should.
>>
>>34140672
>>34140756
The good news is 4plebs is still up and has everything back to the 1st Memor thread. For now
>>
>>34140672
Shit that's great.

>>34140512
Thinking we find ways people can form some common ground. I can understand why most wouldn't want to fight the aliens as badly as most here. But there should be things we can all work on. Be it the betterment of humanity or maybe showing people there is some aliens we can trust. But something to keep us a team. It wouldn't be good from the ship and our crew to have infighting.
>>
Anyway actions?

holy hell its slow today.
>>
>>34140950
I'm confused as to what our current actions should be right now. . .which is sad because we have so many assets at our disposal and all this power, but we need to hold it.

For that we need a colony, but I'm wishing I had more ideas than to just throw everything at that desert moon.
>>
>>34140974
I'm also really wishing I made that map yesterday making it easier to at least judge where each planet is in relation to the system they are in, with some notes on it
>>
>>34141019
Report goes as the following

Sun
Whatever is closest to sun
Whatever is second closest
Whatever is third closest ect.

Include details about certain object say info about its moons and the planet itself.

>>34140974
Sure you have assets but you aren't really using much of them or have the need to.
>>
>>34141140
Yeah, yeah, but there's so many systems to juggle around in my head when comparing them and their planets all at once. Least if we could eliminate which system where best for our current needs.
>>
Rolled 2 (1d100)

>>34141140
>Train and equip the new gear.

>Synchronized:
Walk around and talk with the new people. Have the Karamazov Kliesti ' Diplomatic Negotiator ' help ease the divide with the crew. Find ways to get people to work together and build up trust.

We don't need problems with the crew at a moment when we could be attacked.
>>
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>>34141259
Well be that way dice. If you want the colony we can do that. But lets keep our people happy first.
>>
Rolled 50 (1d100)

>>34141259
Ah yes, we DID install the armory last thread, now to make sure we know how to use this stuff.

Vote
>>
>>34140974
I still hope we can make use of the station. We got the mining humans we can talk to and the megacrop we need to check up on. Then there's moons we can eat for resources.

Going form there if the megacrop is cool with us. Maybe we can trade for tech, like drones. We also have the skill to make a AI hub. We will need that to get the bots working better.
>>
Rolled 82 (1d100)

>>34141259
Backing this
>>
>>34141259
Karamazov simply states that the crew is divided on a multitude of lines for some reason or another. Even with a single 'faction' like the military boys and for the most part it has always been like this except for the time her father went out recruiting for a particular type of people.

As for the other stuff...she simply stated that isn't really her 'thing' with what she did to SS required some outside assistance. As for being attacked she states they wont turn on us even the megacorp bastards due to some unfortunate displeasure going on with the greater corp and their failures. Infighting among megacorps isn't by any means unheard of just kept down low for the sake of the stocks/shares and really profit in general.
>>
Rolled 71 (1d100)

>>34141933

Turn 32
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 378
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
>>34141933
did training go any well?
>>
>>34142071
Not really no its a bunch of highly exotic weapons. Even the commander was thrown for a loop only good thing about it i that no one got hurt.
>>
>>34141965
Cool, So we did equip the gear? I was hoping the walk around would do something as well, But it's cool.

If we did equip then I guess that next step will be colonize the moon. Probably double action to make sure it's do right.
>>
>>34142105
Duly noted.

Would we require to hire the expertise of people who know how to use these things?
>>
>>34142105
Dam do we need the think tank take a look at them or will trying again work?
>>
>>34142158
Think Tank doesn't wanna touch the things with a ten foot pole and a containment field.

>>34142141
They are exotic weapons created by the SS Exo Division which is especially notorious for their weaponry. Their stuff even gives the alien a run for their money.
>>
>>34142254
Well, SOMEBODY in the galaxy should know how to use this stuff. Hrrgh, yet another thing we'll need to work on.
>>
Rolled 89 (1d100)

Well shit we got new weapons and it seems no one knows how to use them.

>>34142254
Just to be sure no one what so ever has a clue how to use them?

>>34141965
I guess lets go set that colony up on the desert moon.

>Synchronized
Study the megacrop people. We need to know who they are and if we can trade with them.
>>
>>34142671
Oh sure we know how to use them...kinda problem is they are not your ordinary or typical weapons even by alien standard fucked up standards.

Why do you wish to study them when all you need is to make contact?

There were like two human colonies in that system.


...so goddamn slow today.
>>
Rolled 90 (1d100)

>>34142671
Vote

>>34142745
I think most of the usual people are preoocupied, and you also did start early today.
>>
Rolled 78 (1d100)

>>34142671
I'm at work right now and posting on my phone, which really sucks for a number of reasons

Voting
>>
Rolled 24 (1d100)

>>34142671
Vote
>>
>>34142745
I'm got mix singles then. Okay so we are equipped we just need to keep working to get good with them.

The reason for studying the megacrop was because the remark made about their crop making could be a ploy.

I was slow last time then weirdly not on Wednesday.
>>
>>34142898
oh at was a close one...

>>34142671
Of course you can trade with them. The megacorp is actually sponsoring a bunch of veteran colonists on said mining platform. Hence the excellent equipment they have some contracts and agreements worked out. The megacorp merely handed out some certain pieces of equipment and the civilians took care of the rest.

The station itself is working hard and two fleets of ships regularly stop by there. The typical caravans and a megacorp fleet. As for which megacorp its one of the mining greats. Sure the name has been posted before somewhere.

Can't believe you decided to waste a syncro on that...
>>
>>34143052
Turn 33
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
>>34143052
>Can't believe you decided to waste a syncro on that...
It isn't like MAl will get exhausted

In your opinion Genie, what ought we be diong right now?
>>
Rolled 29 (1d100)

Is there any reason we aren't just focusing on colonizing the desert planet right now?
>>
>>34143052
It was only because of this remark from you MAL.
>Unknown but their gear bore the markings...could be a cover operation though.

But we even tried to do this action last thread you didn't make a remake then.

>>34143188
That was the action set up on the moon and study the humans. >>34142671

Unless there was more confusion again. Because I would normally call it the free action. But people did like that so I name it the ability.
>>
>>34143108
Indeed but it was a waste of my talents. If you wish to consult you need merely ask and i just might bother answering with what I think.

>>34143188
Who knows its a mighty interesting uh 'moon' more equivelent to a world but stuff tends to be rather skewed regarding gas giants.

>>34143245
because you never know with the megas the place is clean.

>>34143245
When you don't use syncro it means I get to use it instead.
>>
>>34143080
"Well mal, we're thinking of Colonizing the desert planet, but really this ties into poor macromanagement and sticking to long and midterm goals.

Should we focus on a colony, or what thinks you we should do?"
>>
>>34143277
That's fine with me. But if some makes that kind of remark it's best to not leave thing to chance.

But way did we not set up on the moon Genie that was the action? Set up the colony on the moon and study the people.
>>
>>34143277
>>34143296
** Dialogue **
>>
Rolled 83 (1d100)

>>34143296
Colony.

Use Mothership has base for operations. It can service entire fleet of vessels with fuel, repairs, and supplies if properly maintained. Don't really upon it for gathering massive volumes of materials its not designed to be a harvester.

Use mothership as a base of operations due to mobility. Such a modelling would even make it compare to one of the great mobile base ships used by the major powers during their games.

Basically they have the ship follow their fleets wherever they go thus preventing them from traveling all the way back home.

Or you can stick with the nomad plan but your adviser was very clever arranging for the mothership to be of the venerable TSM patterned. A highly adaptable pattern with unusual amounts of superior technology built into its very frame hence why I moved onto it.

Very nice place btw must say.


Nomad patterned motherships are good for well...being a nomad they are very good at long ass journeys, defense, and keeping itself running.

There are other mothership designs but those are the most readily available. Yours is not of that particular design. As I have detected traces of overhauling, refitting, gutting, and usage of superior tech. In particular the drivers and energy supplies reek of it with traces lingering all around elsewhere
.
>>
Rolled 77 (1d100)

>>34143080
Voting to set up the colony on the dessert planet.

And make that an actually useful Synchro roll!
>>
>>34143691
Hooray for dubs
>>
Rolled 68 (1d100)

>>34143691
Backing. Lets get it set up.

But that last action was for doing the colony. I had to say Synchronized for that extra action. Because that was what I was told to do. Last time I tried other wise I was told no that's not right.

... Great now I feel like the other anon that had this problem.

>>34143627
Huh does that mean we can change the lay out later or will we be stuck with what we pick for the mother ship?
>>
Rolled 99 (1d100)

>>34143817
The mothership offers some module enabling. To a degree anyway.
>>
>>34143876
Nice 99.

Alright that good to know. Once this base is up and running let try to buy some nice things. Hopefully we can send credits to your account this time around MAL.
>>
Rolled 5 (1d100)

>>34143691
Backing, unless double dubs is a crit.
>>
>>34143691
Colony being set up getting into position...preparing to put down payload.

Colony Town constructed....calculating bonuses.

Veteran colonists use their insight.(gained proficiency)
Newbie colonists offer their goods (gained equipment).
Think Tankers offer their expertise (gained actually proficient lab and med facilities).
Megacorpers offer their contacts (gain bonus colonial gear)
Private Military offers their contact(acquired Merc center)
Public Military offers their training(acquired militia)
Government military offers regimen(boosted influence)
PMC offers their assets (acquired Fortified trait)
Colonial Military offers their insight(boosted efficiency)
Pirates offer their services(acquired Den)
Criminals offer their expertise(acquired Black Market)
Supremacists offer their services(acquired alien combat bonus)
Veterans offer their experience(acquired 'seasoning')
Ice 'colonists' offer their special training(acquired cold blooded)
Cultists offer their 'insights' Acquired Understand Thy Alien
Bots offer something of their own Unlocked Single Tireless trait for one action of your choosing

Alliance Bonus
MAL offers a AI Node
Pirates offers Grey Grande

Contact bonus
Sponsor provides Superior Contact you may have choose 1 hero.
"So...you wants SUPER? ANYONE? I CAN EVEN GET THEM MAD? HOW ABOUT A HERO OR VILLAIN HM?
Commander provides one SPECIAL company of troops acquired the PURGED Company
"its been a long time captain"

Karamazov provides elite company acquired Killer Klan Kommandous
"Its been awhile sister your home is our home mother was worried and pops lost touch. Were here now though."
>>
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... quite. I wounder if we should start a war or something.
>>
>>34144850
Aw yee crap this colony must be da shit
>>
Rolled 44 (1d100)

>>34144850
"Its Commander now."

Township has been placed down.

How much pop do you wish to transfer ground side?

"Hey isn't the carrier a bit...overboard?"

"don't look a gift horse in the mouth pops."

"Wait aren't those killer klan members?"

"...no and aren't those PURGED?"

Turn 33
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
>>34144850
O may ... That explains a lot.

A Hero and 1 free Tireless action plus all this. Wow I do hope we picked the best planet for this.
>>
>>34144992
>hero: Somebody that can train our dudes to exotic weapons.

>12500 pop.
>>
>>34144992
... hm Hero thinking a CEO type or someone best suited to running the town. The Tireless action on ... thinking exploring of the planet or any base thing that has to be done. Pop thinking 12K 8 pop and 4 military.
>>
>>34144998
Colonies are indeed awesome but rather limiting obviously.

This is mostly a one time bonus btw as anything similar after this will have a strong tendency on being weaker.

worst part is your mostly gonna be limited to one colony unless you pull off the core world or major power template. Otherwise it wont really work all that well for you.

>>34145173
Its a trait you can attach to an action.

Also because you set up a colony you just gained another basic action.

>>34145171
So you want to put down that much pop?

>>34145173
It can be any hero even a different type then the usual norm. This system setting is a big lively place after all.
>>
>>34144992
>Pirates offers Grey Grande
Wut

>Bots offer something of their own Unlocked Single Tireless trait for one action of your choosing
Mining actions I suppose, unless we can get them to just auto mine.

>Criminals offer their expertise(acquired Black Market)
Fuck yar
>>
>>34145230
Is that too much? I want it to be mostly robot for our mining operations.
>>
>>34145230
Hero wise, seeing that it is open it any thing, we should get someone that is a builder type, someone who can run this type on colony well and keep this mix working as one.
>>
>>34145230

>alien hero: alien traitor, has a vendetta against his own species for undisclosed reasons. He wants to see them wiped out of the universe by any means. Former alien fighter pilot/engineer with very good knowledge of how his species weapons work. Doesn't know much about other alien species but he is happy to help where he can.
>>
>>34145230
"You have any suggestions on how much we should devote to this Colony Mal?"
>>
>>34145274
what is too much to ask?

I am just saying its a special that can be attached to whatever action.

>>34145429
Depends right now your a bit tied down and what population do you wish to set down?
>>
>>34145482
"Enough that they'd be able to survive a long time cut off from us, maybe even survive our loss."
>>
>>34145482
I would say seeing that we have a mix and started out that way. Why not keep it so for the colony. Maybe keep the more space types on the ship.

We should probably give everyone who wants it some ground time.
>>
>>34145536
>>34145482
"How much do you think that would be?"
>>
>>34145482
We need to think about our long term goals. Where is a city-planner anon when you need one?

We intend on setting up the black factory at the settlement. Not sure if we should set up the mining facility here though.. We could mine our home base into barrenness with a redacted mining package like this, it's only a moon, even if a large one.

I think we should set up the mine on the planet we are orbiting or another moon in our orbit.

I still don't know what kind of world we are orbiting, sister moons or what they contain, what neighboring planets we have in our system or notable factions, but that's because of my flawed meatbag brain, not our lack of investigation.

I'm thinking 6k pop, all military, because their primary purpose will be recon and defending the assets we set up here.

Next turn we need to figure out where to put our mine, and maybe try to create a local star map.
>>
>>34145681
We have the information for a basic map, just most of us are too lazy fucks to make one. . .
>>
>>34145536
>>34145663
10k at least in that case.
>>
>>34145715
I was thinking about it then someone said they would.
>>
>>34145715
The info dump was too much for me to process. I basically shut down. If somebody could repost some data, in clearer terms for me, I would be eternally grateful
>>
>>34145728
>>34145729
>>34145786
10k, that's roughly half our current spacefleet, but not completely dibilatating I think.

Anyone else object?
>>
>>34145813
Let's go with 8k because I believe it should really be all military. At least for the first people we send down, we can bring them civilians when they get the lay of the land.
>>
>>34145813
Na I said 12 If 10k will do I'm down.

Now for hero pick. I am still thinking a CEO/Builder type. Some with skills in city planing as well as growth and government skills to help keep the peace.
>>
>>34145886
Actually, I can back this and this logic
>>
>>34145900
I actually wish we could pick a "Planning Hero" whom we could follow when we forget what's the most important thing we should be doing at the moment in line with longterm, viable strategy.
>>
>>34145976
Shit kicking prophet?
>>
>>34145976
We can pick anything we want it's free game >>34145230. It's also like the only hole we have. We got fighters, thinkers and talkers. A planer could help a lot.

>It can be any hero even a different type then the usual norm. This system setting is a big lively place after all.
>>
>>34146066
>>34145976
>>34146093

A mad super genius?

A super villain mastermind?

A hero team leader?

A warlord?

A witch?
>>
>>34146093
His name is Cuban Pete. He's the king of the rumba beat....
>>
>>34146134
But in their spare time a master builder and planer?

>>34146132
>CEO/Builder type. Some with skills in city planing as well as growth and government skills to help keep the peace.
AKA a Planning Hero with long term goals in mind.
>>
>>34146132
>A warlord?
This

Definitly this

After how useful slag ended up being near the end of Memor, and now that we're gonna wage war on aliens and have new technologies at our disposal.
>>
>>34146134
We had one of those before and he wasn't exactly a very good planner. Shit I even rewatched those movies too...

>>34146209
but don't you have a commander? Unless...oh dear he is gonna hate you for this. Would work though...maybe.
>>
>>34146209
We have a great commander. There's no need to get up in his kool-aid.

>>34146236
How about a heroic mastermind? They use their robot army for good.
>>
>>34146236
Wait. . .would the commander be able to lead us on a macro largescale level with longterm planning and making sure we stick to it.

Shit, if that's the case then by all means we keep him in charge.
>>
>>34146263
HE is a commander not a logistics or architect.

His deal is the leadership and to a lesser degree the planning. He isn't an idiot and one hell of a veteran.
>>
>>34146132
>giant mind controlled gorilla w/ handler
>a very sassy apricot tree
>a super intelligent beaver operating a man suit
>Jacky Chan
>a sentient suit of power armor please oh please!
>a teenager with attitude and a robotic dinosour spaceship

The possibility is endless
>>
>>34146295
>logistics or architect
Which hero type would have that?
>>
>>34146318
A Civil planner. What a boring hero
>>
>>34146302
Now you see why my setting is so awesome yeah?

Granted its that way on the meta scale and may be less so within the parts but still.

>>34146318
Engineer, tactician, ect. Though that isn't really a good heroic equivalent.

In which case were talking the dreaded mastermind, the good dark doctor, or the MAD SCIENt!st ect.
>>
>>34146369
Think of them as the healer. We need healers for the tank.

>>34146372
Master mind it is then, That is if they will not try to take everything out from under us. We will be robing alien banks in no time.
>>
Rolled 54 (1d100)

>>34146372
Well seeing as it is a settlement that we sort of can afford to lose.. I'm not opposed to having some MADNESS.
>>
>>34146412
>robing
robbing* Yes clothing banks they will never know what hit them.
>>
>>34146369
>Not taking the mad architect who can create wonders of the world in a day
>Not taking the Lobibro hero who makes the enemy wonder WHY DO THEY NEVER RUN OUT OF BULLETS and OH GOD REINFORCEMENTS ALREADY.

Your thinking TOO small user.
>>
>>34146462
>mad shift supervisor: some how he manages to distribute the workload in such a way that jobs get completed as fast or faster than robots. Don't ask him how he does it, and DONT look at his clip board. As far as supervisors go he is pretty awesome, and he always makes time for tea....
>>
>>34146546
If he knows what jobs we should be doing at the moment, I'd back it.
>>
>>34146546
The best manger ever could be fun. Works well with teams, able to push people pass a limit they never thought they could go, Holds meetings to plan out moves well a head and makes model ships on free time.
>>
>>34146626
Damned right he knows what should be getting done, but isn't, because of shit employees, and typically when he is in charge, less small stuff gets missed. He does his job well. If we asked him what needs doing around the settlement I'll be the has an Idea for something... Mind you he is mad...
>>
>>34146691
I respect madness. But it could kill us if we are not careful. I would rather have a sure thing and less of rubber ducky.
>>
>>34146546
>>34146626
>>34146666
>>34146691
mfw you guys remember No-Mad

Fuck that is on the level of mastermind of oh shits.

>>34146726
and somone partially catches on to the danger of it.
>>
>>34146726
It could kill the settlement sure.. But we need somebody mad to play with the SS black box, and the manager probably has the instruction pamphlet in his office, he just has to find it...
>>
>>34146760
I never forgot that's way I never said things we madness in it till now. If it was more controlled I would be game.

>>34146789
No we just need someone skilled. We can't do it because we were banned from it. An AI planner with computer skills could do it.
>>
>>34146760
If you didn't make us stop and think we would have ended up with a sassy apricot tree
>>
>>34146726
>>34146760
>>34146825
Well if this is No-Mad we're talking about, Madness is the last thing we should be concerned for.

>>34146760
I remember no mad. Was actually gonna reference him in a certain Megacorp for the Dominion before the recent fluff revelation that Sci-Fi happens before the fall, and not after.

Considering the potentials of modifying their fluff to take place during the supposed Green Growth stage after the fall.
>>
>>34146825
Don't be afraid of madness, no balls no glory.
>>34146849
The funny thing about the shift supervisor is that I tried to think of the least mad profession then smack it with madness. This one just kinda worked..
>>
>>34146849
No-Mad

Is so SANE he's CRAZY and you don't even wanna know what his life story was which is admittedly quite amusing. Ah he was one of my more favorite creations hero wise.

>>34146989
Madness isn't really about balls but rather about CRAZY. Which may or may not backfire on you.

You don't have to be crazy to be MAD to have balls.

Ah so you weren't there for No-Mad? He was much like but with a very special kind of crazy.
>>
>>34146989
Our gear heads died from madness. It's nice to have, But not for what we want this hero for. An architect should have brains and logic. Maybe a bit of twistedness would be find, But not full blown.

>>34147070
I don't think I was here for No-mad.
>>
>>34147096
ah...hm weren't here for No-Mad then you certainly weren't there for the Memor. Ah I miss No-Mad...

Anyway what is your vote hero wise and ACTIONS?
>>
Rolled 40 (1d100)

>>34147070
I remember streaks of madness abuse that have gone unparalleled since. Madness works most of the time... And that sexy ass dice goddess loves that shit
>>
>>34147152
Oh right, actions, let's see we got our colony set down I still am not sure what hero we should get, what to do. . .
>>
>>34147152
I believe I missed like 3 or 4 civs.

Dropping off 10K and Hero Mastermind [logistics/architect] or some type of AI manger.

Actions based on what hero really. But explore planet and talk to the megacrop to see what we can trade for will work.
>>
>>34147228
The action is easy. Look for a good location to set up one of our redacted mines.

Hero is still a shitstorm. Mad Supahvisor ftw.
>>
Rolled 39 (1d100)

>>34147199
Do not speak of that one as she has actually been giving me some distance lately.

>>34147261
hm wow you missed all the really good civs so far in that case.

>>34147274
You will cry if you choose a mad supervisor that hero is even worst then No-Mad who was a special variant.
>>
Rolled 92 (1d100)

>>34147261
>Hero Mastermind
Preferably not the overtly Mad kind

>>34147274
>Look for a good location to set up one of our redacted mines.

Voting these
>>
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>>34147299
Us crying is a forgone conclusion. Bring on the fun toys!!! Also REMINDER: we don't HAVE to do mad actions, they are special.

I destroy the civ with MAD syncro 1
>>
Rolled 99 (1d100)

... hm something to help fluff the mastermind.

Once on the path of domination and wished to see all fall to them. But day after day learned allies would be needed so turned to the stars. Where they meet a genetics scientist who could make a undead army for them. But turned them down for a robotic army instead. Life was good and armies fell. But then the aliens came with their new toys. So years later finally ready to start anew came to a new colony with dreams of war.

... or something.

>>34147374
We get two actions now. MAL can keep theirs for the moment.

>Look for a good location to set up one of our redacted mines.
We have the gas giant and the asteroids. So maybe be a action to recheck those spots and look for more.

>See about setting up trade agreements with the humans near by.
With the diplomats help.

>Hero Mastermind [logistics/architect]
>>
Rolled 2 (1d100)

>>34147374
>>34147496
Ok I'll play ball. Here goes nothing!
>>
>>34147496
Seconding modification.
>>
>>34147496
No trade shit tho. We have redacted gear and everything we need. We need to stay hidden for now, with occasional trips to sell our shit in far off systems.
>>
>>34147565
Gah fine. Y'all gay.
>>
>>34147570
But we have aliens to fight and we need allies to aid us.
>>
>>34147496
oh wait a minute here,
>>34147610
Wait, we should stay hidden. That's a big advantage of ours. Especially since we're still possibly being chased by someone
>>
>>34147610
In addition, having a hidden base of operations away from prying eyes is too much of an excellent thing not to have.
>>
>>34147625
We studied them a turn ago they are fine.
>>
>>34147653
Who says that they need to know where the base is. They're not even in the same system as us.
>>
Rolled 36 (1d100)

>>34147374
Heroic mastermind locked.

Downloading stats now....

Steven Makarios Alias Mastermind Mazar
trait
MM

Abilities

Passive
An Eye for I: Able to identify chosen target literal or figuratively afterwards will provide bonuses on target permanently but will decrease as time wears on.

Active
Just As Planned: When activated no matter the surroundings or background will count as a trapped event.

>>34147496
A space Station has been established our the Titanic Gas Giant feeding upon it.

Trade Agreements have been forged with the nearby human factions.
>>
Rolled 91 (1d100)

>>34147751
Turn 34
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
>>34147866
WARNING

Unidentified ship using phase drives have entered near us undetected.

Meanwhile a certain sponsor calmly allowed them to doc and unload their goods.

"As requested we provided."

Meanwhile they all left except for one...

"Ah its been awhile mastermind."

With that last word the figure flinched.

"Gotcha."

"How the hell..."

"Welcome aboard also you need to work on your planning."

"it was perfect."

"Exactly."


Acquired BLACK Alien Specialty Labs and containment.

acquired mastermind villain unit.
>>
>>34147751
>A space Station has been established our the Titanic Gas Giant feeding upon it.
Ah, and what will be produced from this?
>>
>>34147953
>Acquired BLACK Alien Specialty Labs and containment.
Aw yee.

Who wants to try to take apart our alien ship and put it back together again to research all that other stuff we didn't get?
>>
>>34147953
"Welcome aboard Mastermind, I hope you like what you see."
>>
>>34148015
I assume we will need to install it first. But I believe the alien ship is with the crew on a mission.

>>34147866
So what do they have to trade?
>>
>>34147967
Gases and liquids.

Many of which can be refined or converted onsite before being moved off. When people think of such stations they think of refueling. Which is only a part of what they do their products also end up in many other things but that is the most notorious.

>>34148015
If your willing to destroy the ship in the process certainly.

>>34148035
"We'll see."

>>34148045
One has the mined products while the other colony is offering mostly resources and supplies.
>>
>>34148110
It. . .can be put back together again right?

Also will having Mazar and Mizar walk around our current ship and colony allow them a more personal view, and possibly give Mazar some insight as to immediate improvements which can be made?
>>
>>34148244
nope.

possibly.
>>
Rolled 7 (1d100)

>>34148303
>Actions
Activate Walk around.

"Well Mazar, we may as well give you the grand tour, so you can see more than just stats and numbers and what currently goes on around here. Perhaps you might be able to enlighten us as to ways we could improve our infrastructure or how we run things in general."
>>
>>34148344
double turn walk around?

How about walk around and install the labs on the ship?
>>
Rolled 34 (1d100)

>>34148508
Actually this.
>>
>>34148508
...oh god i had forgotten it being a double was practically crying like little bitch about the thought of it being a single action alone. because good god that would be a massive pain in the ass.
>>
Rolled 38 (1d100)

>>34148110
>>34148344
>Actions
Activate Walk around.

"Well Mazar, we may as well give you the grand tour, so you can see more than just stats and numbers and what currently goes on around here. Perhaps you might be able to enlighten us as to ways we could improve our infrastructure or how we run things in general."

>Action 2
Install the acquired BLACK Alien Specialty Labs and containment. Carefully we need this to work.

>>34148596
Eh well good thing I said something but we do need to get this out of the way.
>>
>>34148596
Hrmm, would we get benefits from making it a double action?
>>
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Rolled 34 (1d100)

>>34148627
GODZILLA
>>
Rolled 86 (1d100)

>>34148627
Votan
>>
>>34148627
NNOOO-I have to write all this out now...

oh god.

why me.

...and walk around was activated. Fuck.

Install where exactly?

>>34148637
of course.
>>
>>34148788
Sorry and ship.
>>
Rolled 74 (1d100)

>>34148788
I. . .kinda want to make it a double action now.

Also I presume the lab will be on the mothership.
>>
>>34148627
Walk Around activated.

"Hm yes we shall see now wont we?"

Tour begins first at the mothership's helm and then off from there.

In the barracks the many combat forces lurked doing whatever during their spare time. These are the soldiers.

IN the officer quarters while seeming painfully ordered and strict on the surface deeper in shows its true nature of debauchery and will.

In the living quarters existed the existed the non fighters here civilians and researchers intermingled during their off time. Also where one could in fact find the megacorpers who largely kept their distance from each other even here they avoided intermingling.

In the merchant quarters...appeared largely empty but if you look bellow the surface one could see much of the space was converted into bot storage and used for more...frivolous activities.

The following military quarters revealed them to be where much of the stuff that kept the military in shape lurked. Here they could exercise, practice, commit holo runs, or hook themselves up in pods. Among countless other possibilities if the grunts weren't sleeping it off in the barracks good money is they were here instead.

The research quarters meanwhile of such superb quality reeked with superior technology being rather intermingled with it. Here the some 2k researchers worked and spent most of their day. Much research was being done mostly the examining of different technologies from the alien to the more familiar human.

In the holding quarters were great gigantic corridors and rooms meant for holding stuff. It was quite empty and seemed...weirdly small from the outside but quite larger on the in also empty if it wasn't the low whirring of bots constantly moving stuff in while on a trickle moved out.

In the waste recycling were massive structures churning through 'waste' recycling everything it could which was vital on a ship especially one of this size thus it was constantly busy people and bots worked together even guards
>>
>>34147866
Patrols of soldiers were quite constant in the waste recycling unlike much of the rest of the ship.

In the hydroponics section one could see great vaults towering with edible vegetation...with their roots hanging in pools of water where schools of fish lurked with. That which was edible was commonly plucked same with the fish eggs. That which was not was processed as fertilizer and mixed in the material coming from waste cycling to continue the process anew. Here...it was eerily peaceful and quiet over the gentle rustling of leaves, the falling water/feed, and the occasional plop of leaping fish.

Meanwhile in the exotic SS armory one could see many guards with the occasional attempted tampering with tech or researchers coming to take samples or return them. Here dizzying rows of armaments and munitions towered high and wide. All of which were quite exotic. Interestingly the mastermind enjoyed perusing the wares and taking some items from it stating he hadn't expected to see such devices again so soon much less in such a backwater while being such superb quality.

The other armory that our forces used...really was quite shameful in comparison only harboring basic explosives, weapons, and armor. The greatest piece of tech there was a measly mono edged knife. There however it was much more lively instead and not so nearly intimidating.

In the engineering bay one could see designs being figured out while stuff was built/replaced as needed from the local quarters there. It was really quite empty and seemingly dreary.

The medical bay was also empty but that was more along the lines of very good thing except to the quite bored workers there. It too was of truly fine quality. At least there weren't any lines...

In the robotics bay...one could already determine modification was done if the expanded bot storage had anything to say about it. Much less the constant stream of bots undergoing maintenance or being built. This place was mostly thick with bots.
>>
>>34149229
>robotics bay
Oh my god Mal we have been so negligent, we haven't given you any financial backing since the credit fiasco!
Take 50 cred, it's all we can afford, please use to fulfill any need you may have in upgrading your robots, after all we do basically consider them yours.
>>
Life Support unsurprisingly was VERY heavily guarded even the vigilance of battle bots were easily noticed. Rarely one would see the specialists lurking who kept you all alive. Here mighty pipes churned out clean air and water. As well as such things like temperature regulation and gravity manipulation were all handled here. Some superior technology was also readily sighted here as well.

In the cargo hold...was just that cargo. Mostly at the moment rather empty. Its vast hold of space woefully unused.

Constructive Bay where matters needing to be built ore rebuilt largely took place in mass unlike the engineering bay. Once something was properly figured out it tended to be taken here unless it dealt in robotics. Here a few workers were noticed and the odd squad of patrol troops passing through more notably here then else where due to its rather useful nature. Also a lot of megacorpers for that matter.

Holding Bay was where things were held that needed to be in better care. Whether the fragile or the criminal who has yet to be sent to the prison. Here things of supposedly special nature were put in holding.

The prison meanwhile...was a dark but rather empty place. Many would claim it be a brings if it wasn't for its hi-tech nature and surprising size. Here brig was an insult to this structure built to contain even the alien easily.

The boarding dock was just that here ships hooked up to allow much easier movement between gods and personnel. Pretty self explanatory. Largely empty unless a ship is connected in which case its bustling.

The mother yard meanwhile...was the mother of all shipyards if it wasn't for it being connected to a mothership. Here even the great vessels could be held, repaired, or even built. It unsurprisingly seemed even more empty/abandoned then the boarding dock which at least saw some regular usage.

Material Processing Center used for more in depth recycling or much more likely processing the materials brought in from the maw or pipes.
>>
>>34149318
That would be good to do.

>>34149229
By the way do we have ship designs we can use to make more ships?

doudye general eh this is different.
>>
The reverse engineering bay...specialized and seperated in case something went wrong. Which either happens surpsingly often or not depending on how you look at it. Here leery guards and...an odd type of bot are on duty overlooking those who work here...carefully. Oh so carefully whether they were the watched or watchers.

Mega Mashing Maw was...well the old one looked small in comparison and significantly less bad ass. Here it could chew through a moon or even ships apart. Unsurprisingly it was largely empty due to it not being easily accessed without special suits.

Pissed Pour Pipes were much the same...somewhat though a good chunk of them were stored somewhat in the ship/hanging of it or more simply being dragged along. These mighty pipes were used to enduring the insane storms on a gas giant to suck it dry. Suffice to say surprisingly tough as they can endure the like of which would tear even a spaceship apart.

The redacted SS sensor suite deluxe + seemed to have combined a deluxe suite, some superior tech, and finally SS REDACTED sensors. It hurts the brain just thinking about how this stuff is all suppose to work in unison much less together to create such fearsome sensors. These quickly proved a favorite to Mazar who liked tinkering with them and whistling in satisfaction.

Defense wise...one could see the largely no longer missed and former mighty railgun cannon which now seemed to be both forgotten and small compared to the mighty C3S Crack Cannon. Here though ammo was cheap so it as still kept at least somewhat active.

The laser batteries were of Aduro manufacture thus of especially excellent quality due to their focus. These mighty batteries largely lulled there having not been called upon once. Thus in still pristine condition..so far at least.

There is the ABCs better known as the anti boarding countermeasures ship for those land lubbers. This ship is built to keep boarders off and has a notable manufactured addition of clearly alien inspired tech
>>
Finally the greatest of the weapons is the awesome T3S Crack Cannon a super weapon of pure carnage and massive carnage if we ever bothered to use it. A specialty of SS and legendary weapon if it wasn't so rarely seen even among Sorry Suns its creator and manufacturer.

Finally there were the comm suite maintaining connection to quantum net allowing easy rapid communication across the great void that is space as well as basic encryption and radio even a internet as well though a non fancy one.

Power wise one could see the odd plasma nodes...a most unusual modification and quite exotic. As well as the coursing plasma conductive matrix that one could actually see once you went beyond the 'used' spaces into the quite empty and seemingly unused portion of the ship. At least until you run into an odd structure...

DISCOVERY
AI HUB and AI Core

Yo sup.

After running there...and a very unusual design of bot the two wandered away from the empty unused bulk.

After seeing it though one could actually realize those odd scattered modifications throughout the ship were in fact a relay point for AI as well as other connections.

Meanwhile one wondered to the a truly HUGE plasma reactive generator. Which is REALLY saying something considering how big these fuckers are even for the small or average ones for that matter. This place massive amounts of plasma were created, recycled, and held until the inevitable churning outward. The raw massive power of it was very hard to endure much less the seemingly mad and often genius machines, modification, and design throughout.

The other place is a fast breeder reactor where specially shielded bots were often seen taken 'waste' from the other reactors to be recycled here. The place was VERY radiated due to all the waste being stored, used, or spilled. Unsurprisingly living things were not often seen here but it seemed to be working quite fine.
>>
Meanwhile elsewhere one could see a fusion reactor happily churning away doing its thing. At first glance one would assume it quite ordinary if recent human invention until you got closer...that was when the grim realization that this was no normal fusion reactor unit...as it actually had an ACTUAL miniaturized sun stored within. While ingeniously and quite insanely was piping other materials in to 'cover' up the fact. It also explained those odd fuel banks...many of which turned out to be titanically powerful stasis generators and gravity boosters.

Meanwhile in the nuclear reactor things went swell and seemed quite ordinary in comparison unless waste was being moved.

The highly overrated thorium reactor was also happily churning out power and providing disappointing amounts of useful waste as usual for being an 'environmentally sound' and 'safe' reactor. Bastards.

After that introductions were made with the other big players.

As the Commander went

"great a damned mastermind who is after you now and when do the heroes show up?"

Or his daughter

"Yay someone else who does fun stuff."

who somehow seemed even worst the all the other ones combined.


Fuck finally done. Don't think I missed anything.
>>
Rolled 61 (1d100)

>>34149898
Turn 35
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
Rolled 25 (1d100)

>>34149920
NEWS
Our wayward forces have RETURNED...

Though they seemed to have taken quite the beating but..do have quite the number of ships with them.

Apparently they kicked some serious as for the post part until some brief troubles showed up...they acquired quite the decent number of ships...


that was later on when thing went wrong they got full of themselves got hit hard real hard. Suffered no small casualties. After that they wised up and it was pretty typical. Until they made a REAL awesome job acquiring a specially fun toy.

After that though was when things went wrong right around the time we pissed people off. It was pretty normal bit a bumpy or above average until things REALLY went to shit right when they were finishing up the job.

Only thing that saved them was a 'gift' a CARRIER ONLINE vessel showed up saving their bacon allowing them to flee. The ship just so happened to be a gift from a certain commander who had a Carrier Complex thus stated she didn't need it...which was strange the thing was fresh of the line seemingly. Loaded up with entire stored excessive banks of drones and munitions waiting for them.

Also dat point defense and dem batteries which would of done a dreadnought proud.

Acquired

1 Dreadnought
1 Juggernaut
2 Cruisers
Unfortunately they are all damaged and the smaller ships were destroyed...not to mention heavy causalities. It took quite the bit of trickery, dragging on, and bribe of alien samples/tech to take those ships with us.

Finally 1 carrier a gift from a friend for our 'colony' it worth noting commander was sweating over it while his daughter loved it.
>>
>>34150099
Only 4k troops made it back.

gained 5 credits.
>>
>>34150099
Fantastic! Glad to see you'll back. By all means rest up and enjoy some ground time if you wish.

3 cruiser
2 destroyers 1 alien
1 frigate
1 raider - Lucky
2 corvettes
1 Dreadnought
1 Juggernaut
1 carrier (Gift)

I do believe this is the ship number now. Also do we have designs we can use to make more ships?
>>
>>34150185
You lost the destroyers, frigate, and corvettes bit the dust. Only the larger ones survived as they couldn't take the beating.
>>
>>34150349
Dam I was hoping that was new ships we lost.

So how hard would it be for us to make designs we can use to make more ships? I'm hoping the carrier has some we can use to make more drones. If not maybe the think tank can tinker with some.
>>
Night bump
>>
>>34149898
Don't forget
>{erhaps you might be able to enlighten us as to ways we could improve our infrastructure or how we run things in general.

Whole point of this was to see of Mazar can see any immediate improvements to be done, but the gains we've made right now are good.
>>
>>34150439
ship designs are rather straightforward except for certain things that are a bitch/temperamental to work.
>>
>>34150808
>>34150822
*Does Mazar have any immediate opinions BTW?
>>
>>34150808
His power isn't THAT strong. He can't do all of that at once. Not to mention he is a mastermind. His deal his weaving a web of plots. what he did say was to help the bots out or recruit more people. As we are currently hideously undermanned.

>>34150863
He strongly suggests making our colonial status official so that way we can enjoy the passing of ship caravans. Problem is our pirate troops make it a bit troublesome so we'll need to figure out some way around that.
>>
>>34150873
Can we make them privateers? Also do we have the resources to repair and build more bots?

Also I'm guessing that AI hub and core is not yours MAL or am I wrong in this?
>>
>>34150920
I suppose you could but that would require certain warrants, treaties, agreements, arrangements, and limitations.

You do.

That is mine...

sorta temporary.

Nice and spacious which never happens nice change of pace.

AI node is built to help administer to the bots I don't like the tedious work it otherwise requires.
>>
>>34151157
... Hm maybe we can have lucky go on missions well traders are near by.

Cool, thinking this turn we can start repairs on the ships and make more bot.

All good you been good to us it's our turn to let us be good to you. Just let us know if we can help with anything.
>>
Well see every one later then.

I mean bump.
>>
>>34152126
Come back bright and early tommorow, we've got work to do.
>>
Morning bump
>>
Thinking what we should do soon is repair the ships, build some more bots and see if the mastermind can help train our people in the new weapons use (seeing that he knows about them).
>>
>>34158012
Once we start mining things we can turn into materials, we can make our own fleet.
>>
>>34158988
Very true. We got the gas giant set up and we still have one more pre made station left. O yeah Plus the maw.

Maybe later we can have the think tank come up with some new ship designs and drones to use.

I just hope MAL's AI core and hub are protected. I would hate for unforeseen hacks and the like to happen.
>>
>>34160155
Bots basically belong to Mal. Ships on the other hand would not be exclusively his, even though he will need a small fleet to transport the gasses from the mine to the moon settlement.

We still need to set up the black factory on the settlement btw..
>>
>>34160938
I thought we wanted to wait till we gave the planet a once over.
>>
Rolled 20 (1d100)

So, why haven't we run a series of "Education on the Alien" seminars led by our esteemed Commander to ensure that all of our forces are on the same page regarding the status of aliens and humanity's place in relation to them?
>>
>>34160938
I would rather not set up the Black Factory somewhere people are going to be visiting.
>>
>>34162361
This sounds good.
>>
>>34162361
you never asked.

>>34160938
I have the transport for that. Which by the way worked quite well at restocking the settlement but good god does the mothership have an ass ton of space to store the gases in. Like damn its gonna take awhile to fill her up. Which I suppose is nice we no longer have to rely upon auxiliary power or the backup that is fusion. It has greatly reduced strain on the power systems and will increase the speed, power, and energy reserves of said ship.

Would be much faster to bring it around for direct line up on the station in question so we can pump it in directly.

Had thought at worst it would take a run or two...its already been five and there are still plenty of holds that need filling on that ship.

>>34160155
You dare question my security?

>>34158988
You don't have the plans for it. Not to mention the exotic components like the drivers. Which are a special bitch to find. Humanity has yet to crack drivers on a sufficient level thus forced to rely upon hi jacked alien or superior technology.

>>34158012
Just because he is somewhat familiar with it doesn't mean he can train.
>>
Rolled 87 (1d100)

>>34162888
and no I wont design the drivers don't ask. Last time that happened...lets not go there. Brought down way too much heat.

Humanity is quite eager to have their own stable supply of such exotic components instead of being forced to rely upon such things. The sources they have that CAN produce such things are VERY rare and VERY well protected. While still being forced to rely upon an outside force/source even on a best day. Which is saying something even by alien standards. Considering how much they remarked humanity seems to be obsessed with defense and war.

Human ships are notoriously tough. Within the top 10% even for their civilian craft. While their shields and other more exotic weapons may be sub par they make up for it with such beastly designs. This is especially impressive considering how humanity lacks.

Only a few alien species are noted to create ships that can compare and even fewer still which can beat human toughness. They prefer ships that aren't so damned monstrous.

They like to state its because humans are heavy worlders who beat the odds and a very warlike divided species yet beating even more impressive odds. They consider it unnecessary for the most part to go into it so heavily. With their advanced shields, alien systems, and exotic weaponry.
>>
>>34162888
MAL not to be mean but with the amount of black level we have a little paranoia will do is well.
>>
>>34164044
I can crack black level systems and I chew through redacted for breakfast. I was built for it nay I was DESIGNED for it. For I am MAL an artificial intelligence of the highest caliber. I was engineered with a very special purpose. I am made to counter the superior and even the alien. From hacking, unleashing plagues of viruses, hell i even do a bit of gene splicing. Yeah I will admit the last one is something I picked up later on personally. Normally I just did the usual super AI with a thing for genes.

I also like surfing.
>>
Bump from work
>>
Rolled 11 (1d100)

>>34158012
>Actions
1+2 Syncrho
Repair the ships
>>
Rolled 15 (1d100)

>>34165104
Well then we have a black box for you to open.

>Actions-basic 1
Repair ships

>MAL's action synchronized + 1 basic
>>
Rolled 83 (1d100)

>>34167772
Backing
>>
Rolled 73 (1d100)

>>34167772
seconding
>>
O well so much for getting a turn in today.

I believe the new times will start next week. If so see everyone, Sunday?

Thanks for the game Genie.

Also does anyone want me to keep the notes up to date?
>>
>>34171539
New time? When?
And yes keep notes. Mine are crap and next to useless right now
>>
>>34172444
>>34138894
Here is what was said.
>>
... Eh I will bump. Just in case we have ideas later.
>>
Rolled 5 (1d100)

>>34171539
>>34172444
its Sundays and Tuesdays now. I managed to keep one of days the same.

>>34167772
ships are being repaired...though we do not have enough materials to repair them all the way not by a long shot.

MAL commits to a unknown action.

I can stop in again tomorrow but I am running a game of rogue trader. Somehow despite my attempts to throw the inquisition far far away they managed to earn the wrath of four different ordos its amazing.

Turn 35
>>Credit: 376
Mothership unnamed
>>Pop 35k(23k temp)
>>Military 22k(12k temp)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
>>34175978
crap forgot correct stats.

Turn 36
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 27k
>>Military 16k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts. Salvage.
>>
Quick bumpity
>>
>>34175978
Sweet thanks for the turn.

For this turn thinking we part the maw to work on something near by for resources or we could buy some and hit up the gas giant to refill faster. Then for the base action explore the desert on the ground level. Hopefully we can find a place for a nice automated mine set up.
>>
It seems we have 3 moons that do us no good (toxic and low gravity).
>>
>>34182298
Let's not mine the moon we are supposed to be living on. There are plenty other moons around to mine, >>34184577
Robots don't mind low gravity or toxicity
>>
Rolled 73 (1d100)

>>34184742
That they do not.

>>34184577
Potentially those other moons have resources of some kind.

>>34182298
gonna have to put that into an action plan format.
>>
Rolled 15 (1d100)

>>34184742
Didn't Mazar say we are vastly undermanned and could use more robots?

>>34176058
1-2. Syncrho - "We are undermanned and require more robots for security and mining purposes, but we do have an AI HUB now, or rather MAL does, so get to work making more robots."
>>
Rolled 26 (1d100)

>>34186780
MAL is doing the black box and we need resources for ship repairs.

>>34186773
>Action1
Maw the ice moon, if it's safe to do so. >>34184577 or one of the others.

>Action 2
Make more bots. (We should have some resources to get started.)

Also how much would it cost to buy resources from the miners or the megacrop?
>>
Rolled 49 (1d100)

>>34186773
>>34184577
>>34182298
Actually, in line with this

1 Send bots and the mega maw to start mining the toxic moon

2 Explore around the base of the desert, checking for anything of interest or possibly hazardous
>>
Rolled 28 (1d100)

>>34186963
Fuck it, backing this instead.
>>
Rolled 98 (1d100)

>>34186979
Sure I will back it.

Hopefully we will get what we need to finish repairs and make more bots.
>>
>>34187052
Eh, we both back the others post.

(Now if only I wasn't working.)
>>
Rolled 94 (1d100)

>>34186963
I support this, Maza said we needed more manpower and there's no point in sending our Maw without more bots to bring back the resources.
>>
>>34186780
You have an AI hub both groundside and inside the ship.

>>34186963
Uh...I don't like opening black boxes. The last time it turned out to be a 'gift'.

Mothership has descended on the ice moon and has begun to use the mega maw...our systems and manpower are severely stressed.

This ship was not designed to be a true harvest/industrial ship and we are quite lacking in the manpower needed to process the gigantic volumes of raw material we are bringing in.

Bots are under construction...

Megacorp?

Damn cheap if its bulk or raw otherwise you'll need to find one of the marketing divisions who deal in...'smaller' consumer packaging. Those are brought along with the caravan ships otherwise megacorp fleets or decently colonized worlds would have it.

Miners are good if its raw they are kinda lacking in industrial output to properly process the material in bulk hence why they sell it. Processing is QUITE the expensive endeavor especially in bulk.
>>
Rolled 21 (1d100)

>>34188454
Do you wish to register yourself on the colonial registry?

If so do we wish to seek additional patronage or merely register our self as independent?

How will we deal with our...'privateers'? Who are getting antsy and well still dishonest pirates.

Turn 38
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 27k
>>Military 16k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts.
>>
>>34188517
> Who are getting antsy and well still dishonest pirates.
What are their main complaints?
>>
Rolled 95 (1d100)

>>34188629
When you really get down to it and their dizzying array of complaints.

Boredom.

With a hint of worry about them not being 'sanctioned' pirates even by a colonial power.
>>
>>34188688
Didn't they just get back from a mission? Hrmm, we ought to get them someone soon.

Do we know of any groups who might be interested?
>>
>>34188688
>>34188728
Or any aliens nearby who aren't part fo the treaty?
>>
>>34188728
They weren't actually on a job for awhile your getting them confused with the mercs.

>>34188747
there is a nearby alien system we explored briefly.
>>
>>34188792
Can the locals tell us anything about them?
>>
>>34188867
Not really. They largely stuck to their own system.
>>
>>34188908
>>34188792
>In the outer reaches we noted a starship graveyard with four alien ships of two different kinds. 3 of the four ships were just utterly shattered and we recognize two of them as Combine vessels. The other two are unknown.
This is the alien system you are referring to right?
>>
>>34188949
There is an alien system that was colonized by them.
>>
>>34188985
I'm having trouble remembering which one you're referring to, I really want to send them there and come back with loot but wondering if we'll get the rest of humanity pissed if they're combine or whoever else we have a "treaty" with.

Then again, they are pirates. . .not in league with the rest of humanity after all.
>>
Rolled 10 (1d100)

>>34189052
Combine there is only an very uneasy truce. Combine has been messing with humanity for a long long time. The treaty is with the republic with whom relations are quite strained.

That is true. but in exchange they will expect such things as sanctuary, resupplying, and a place to relax.

The more the better.
>>
>>34189153
"Anyone object to letting our pirates relieve themselves and get some nice loot on that alien system? I have a feeling we know your sentiments Commander, but how goes you Mal, Mazar, Negotiator?"
>>
>>34189230
I have no qualms as for the others.

Mazar doesn't mind it so long as their sneaky on the way back so as to lose any tails.

Negotiator meanwhile

"I is it that after brokering ONE deal I get stuck being called that? Anyway I don't care so long as they aren't connected to us."

"Having feelings toward the alien daughter?"

"I do not share your bigotry if that is what you mean."

Relations between the two are rather strained.
>>
Rolled 61 (1d100)

>>34188517
Fuck it. It's SKULLFUCKER KILLING TIME.

Tell our pirates to go out there and go wild on that alien ship, but under no circumstances are they to leave any leads or trails, and I want you to see to it personally they can't be traced MAL.

Especially since you know someone seems to be after us.

If it can be synchronized, do it.
>>
>>34188454
MAL where did that talk before go (>>34165104) I thought you said you eat these kind of things for breakfast.

... I guess that was all talk then.
>>
Rolled 85 (1d100)

>>34189415
I will agree if the other action is us refilling at the Titan gas giant station.

So
MAL synchronized plus 1 on this >34189415

1 action on refilling from the gas Tgg station.

After words we will need to get more people. Maybe we can recruit from the human factions.
>>
Rolled 75 (1d100)

>>34189764
I'll back that modification
>>
>>34175978
>>34188454
I do ament that explains way that last action was unknown.

>>34188517
As for this believe some good will come of registering. But that could lead people to us. So we will need a face to hide us.

"Mastermind would be up to the job or do you have a better idea?"
>>
>>34189664
Just because I don't like it doesn't mean I am not good at it.

>>34190057
"Depends on how you register."
>>
>>34190104
Mal, Mazar, Karamazov, you guys have any ideas which is the best way to register?
>>
>>34190104
Fine, fine. I guess we will need to find some other way then. It would be a waste to sell the info.

>>34190104
What would you suggest for our set up and group?
>>
Rolled 29 (1d100)

>>34189764
We're attacking aliens?
Finally, voting this shit. Don't let em trace us back of course, have the pirates leave towards another location NOT in our direction.
>>
Rolled 11 (1d100)

>>34190192
uh....colonies ain't my sorta thing.

Karamazov suggests sticking with independent colony then flirting with the others.

Mazar suggests choosing a front one.

>>34190235
uh group? Set up?

>>34189764
Pirates dispatched.

Mothership dispatched to the gas mining station for refueling.

As I suspected the bitch is quite the thirsty one. Like big time...so much gas. So much materials being processed overtime.
>>
Rolled 86 (1d100)

>>34190444
Turn 39
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base.
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Train our forces.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>>Resource Points: 0
>>Credit: 376
Mothership unnamed
>>Pop 27k
>>Military 16k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>:Health Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: who?
>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>armor: Basic Body Armor
>>>>>communications:. Comm Suite.
>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>Materials: 3 Supply. Parts.
>>
>>34190444
>Karamazov suggests sticking with independent colony then flirting with the others.
>Mazar suggests choosing a front one.
Can both of you elaborate on how you want to go about doing this? Perhaps a compromise can be reached.
>>
>>34190494
Also Mazar, when you say "undermanned" can you give us and Mal estimate on the number of humans and bots that we'd need?
>>
>>34190444
Our crew, our team , our friends, our group. Well we have a mother ship loaded with high grade tech ( I do hope you remember the tour), newly made colony and a desire to hunt aliens.

Also just in case you didn't know we ripped off a megacrop and bought some things with a license.
>>
>>34190594
With out*
>>
Rolled 96 (1d100)

>>34190519
Kara would like to...play them against each other for maximum profit.

Mazar simply states to create a surface front to help coverup your 'dealings' and 'workings' trick will be finding one that wont cause too much bad suspicions.

>>34190577
"Asstons"

and I agree.

You have many big ships, space stations, AND a colony to man.

Saying your grossly undermanned is putting it VERY lightly. Once you become registered you'll gain the option of 'purchasing' people from passing caravans to provide a population boost.
>>
>>34190645
>Kara would like to...play them against each other for maximum profit.
>Mazar simply states to create a surface front to help coverup your 'dealings' and 'workings' trick will be finding one that wont cause too much bad suspicions.
Sounds like you guys have goals that are quite aligned with each other and would benefit from the other.
>>
>>34190645
Could we devote an action onto giving them resources and money and come up with and enact a plan to both create a front to divert suspicions and dealings, as well as pit the various other colonies against the other and profitting from it?
>>
>>34190690
Not really.

>>34190719
That would be EXTREMELY hard to do. Just one of those things is quite difficult.
>>
>>34190737
But doesn't it make sense to use your enemies against each other to get what you need done, while acting through fronts or third parties so as to reduce suspicion toward you?

Sounds like Umbra really
>>
>>34190789
(Next target to rip off.)

>>34190737
So do we need to stay around a bit longer to full up or are we done with the gas station?
>>
>>34190789
Indeed sounds just like Umbra except umbra is more shadowy and thievish

>>34190881
You don't HAVE to use the mothership you know and I got a game to attend.

I feel sorry for the players two gms of two VERY different game style who switch off.
>>
>>34190944
So. . .what exactly is the biggest thing that prevents both their ideas from aligning?
>>
>>34190944
True. I'm just hoping to fill up while we have a chance.

Well see you around then.
>>
>>34190944
Aight, 50 bumps I think we can keep this going till tommorow in case anyone wants to chip in ideas. Preferably in short term action format.
>>
>>34191093
Alright I will throw a set out.

Well first part is us agreeing on the best way to legalize our faction. For we will need to pick up loads if new people. Even if we keep making more bots at our normal rate we would be way behind.

Next bit would be improving our factories for drone and bot making as well as power for said factories. That is if our people think that it's posable.

>1 + MAL's skill
Find ways to improve power and factories. Our think tank and MAL should have some good ideas.
(Granted we have the SS one. But that is more wild martial processing, if I remember right.)

>2
Keep refilling from the Tgg station.
(Reason for this is it will get us fuel to run the ship at max power and give us reserves if we need to fight/run.)
>>
Then once we have solved the pirate vs caravan problem we can grow in pop. I mean who wouldn't want to live here on our desert planet. With it's high-grade labs and what not. But once again we have a lot of mix types of people. So we need to make sure to keep the right mix. Otherwise we can end up with problems like we had before with others.

Got to keep our goal in mind. Fight the aliens sum before they end our race. That being said we must let it go out of hand. So aliens could be of use to us after all.

>>34190944
How hard would it be to get a movie theater on our planet? People like movies.
>>
>>34196409
>>34193131
Sounds about right.
>>
Bippityu boppity bump
>>
At the rate our mother ship is turning out. I think it would be good to out fit her to be a mobile self sufficient factory. We got the Mega Mashing Maw, Pissed Pouring Piper and Processing Deluxe Station. Now we need to upgrade her power and make use of the bays we own with some ship plans.

Which I believe will make her a supply ship in a way. Which follows MAL's input >>34143627. That is if we keep the harvesting down and focus on building ships and repairs.

Down side is, If I remember right, engines. We can steal or take them from run down alien ships. But most humans lack the ability to make them, well good ones. But I think it can still work in a way. We jump from system to system with per-built bases and a few ships in the bays. Find a spot and jump make system ships for defense. While we have a main fleet ready to jump around and do the real fighting.

>>34190944
Another random building question. Do we have schools for the kids that grow up or do we already have them?

"Hey think tank random question. Do any of you have cloning equipment? I was thinking of making super soldiers (If that's allowed in this setting). Also if we do how many of you are trained in the fields need to start this project?" Thinking if we can build bots. Why not humans as well.
>>
... Not sure of what to add ... Bump.

... Need input ... Night ... People.
>>
Bamp.
>>
Rolled 39 (1d100)

Say, one of those nearby colonies is a mining colony, right?

"Negotiator, and Mastermind would you two mind contacting that mining colony and discussing whether they'd be willing to be our 'front' colony in exchange for us using our advanced SS equipment to refine their goods? Or something along those lines, you guys are the mastermind and negotiator respectively so you can probably work out something more advantageous."

>Basic 1
Enter into some discussions with the mining colony to see about possibilities of them being our 'front'. (Activate "An Eye for I") Negotiator and Mastermind assigned here.

>Basic 2
Establish the mining station on the stupidly rich ice world in our system. (I think the one that's massive, but you should know which one I'm talking about)
>>
>>34203701
The first one sounds as though we should ask our heroes about it, as for the 2nd one I think we're already mining the ice moon but
>Mothership has descended on the ice moon and has begun to use the mega maw...our systems and manpower are severely stressed.
>>
Rolled 23 (1d100)

>>34203701
Actually, I see that basic 1 is a vote for discussion, and that's good. I'll back that first action

I'm thinking for action 2 we go with
>Keep refilling from the Tgg station.
>(Reason for this is it will get us fuel to run the ship at max power and give us reserves if we need to fight/run.)

as a saftey precaution of course
>>
Rolled 80 (1d100)

>>34203701
Voting this basic 1
>>34203899
With this modification
>>
At last I have the free time to actually make a friggin map. Can someone remind me which of the many systems Genie has posted we are in?
>>
>>34205650
Yeah just give me a few minutes to make a paste bin for you.
>>
>>34205650
NEW system - Home

ALERT inhabitable moon detected. Rich in rare and significant exotic even organic compounds. Is a desert world verdant with life. Thin air but pure. Has two wastelands on each of the poles in the center is gigantic plain. [Base/Colony]

In the outer reach is a TITANIC gas giant which could of been damn close to becoming its own sun even fucker is so huge. It has 12 moons none are habitable but are an odd mixture of barren, ice, temperate, and volcanic. Resources among those moons are pretty hit and miss from initial scans. [Station]


>You just want the system or the info as well?
It's the last one we explored.
>>
>>34206213
Whatever info you can spare, so I can probably add it to a little legend or something.
>>
>>34206223
New stuff is first old area is bottom. I tried to highlight but it seems I can do that right from unknown reasons. Sorry if it's a bit messed up.

http://pastebin.com/nwVpRxg6

Home system and human factions system are noted.
>>
>>34206417
Thanks, now lets see if I can make this look good
>>
>>34206445
http://pastebin.com/TCFy4R2L

There we go I hope this will help better. I highlighted the breaks to show which is new and more info to the system it's under.
>>
While rechecking things once we get repairs done lets look into our system a bit more there's things all over the place to take and make use of.

xenos defense station

Life and Richs - superior tech cache detected.

Home - strange cache / sustainable amount of valuables(like jewels) detected. / plentiful unknown alien ruins. / Scans indicate two Combine vessels with 2 unknown alien ships. Only one combine vessel might be possible to salvage while the others are shattered / cache of superior technology on the barren moon./ the gravity anomaly seems to be focused on the surviving alien ship.

>We will have a lot to study if we can get the caches, ships and Alien ruins
I hope the shattered ships will have working engines we can take.
>>
File: System.png (166 KB, 1000x1000)
166 KB
166 KB PNG
Tada!

Now comes the part where I'm completely wrong and have to redo the whole thing . . .
>>
>>34208120
Which ice moon we mining again btw?
>>
>>34208120
... And saved.
>>
File: 49244_1091964283.jpg (105 KB, 560x750)
105 KB
105 KB JPG
>>34208202
The toxic one out of the 3 moons.
>>
>>34203899
>>34204567
Trying to think of anything to add to the action we have. I like, it has a chance to work. But they sell their stuff to a megacrop near them. What can we give that is a better price for the trouble we could bring them?

Maybe have our people give them some free upgrades if we can or dibs on something.
>>
>>34209553
We have so many assets and techies at our disposal, should be a matter of asking them what they might like and seeing what we got
>>
Rolled 62 (1d100)

>>34209793
True. I started to re-look thru some of the info. If i understand right they sell because they can't process it. >>34188454

One down side with making them a face is how do we bring people into our fold. I guess we could hand pick people or just drop by randomly and see who wants to join.

>>34203899
Also rolling for the talks and refilling. I believe it need 1 more roll.
>>
>>34203872
If I recall correctly there's an obscenely rich, MASSIVE Ice World in our system. I could be wrong though.
>>
Rolled 94 (1d100)

>>34196409
Easily enough depending on what type you would like. From a cheapo 2d flick to the 3d or even the minder style.

>>34199116
You actually already have a ludicrous amount of excess power...that is if you keep the ship filled up on 'gas' and harder fuels like radioactives.

"Oh HELL no. Sure we got the stuff to churn out smaller cloning works but full body we ain't got. Not to mention super soldiers ain't so NEARLY easy to manufacture like that. While your basic common cloner troops are fast to make yes? But you need to jack them up, speed em up, and clean em up. Not by any means cheap."

"For super soldiers it ain't nearly that easy and much more costly with being even more prone to failure besides. While everyone does try to make them there is a reason why you never see large batches of them being churned out."

>>34208120
Its very good you only messed the up Titanic gas giant and the solar flares, radiation bursts, and gravity rip tide wasn't actually on that moon but between/adrift the sun and the gas giant.

>>34203899
Refueling continues we have about topped out finally. Though we have space for more that would require us tapping into other storage places that may not be quite built for it. Granted we do have tons of excess space at the moment.

Negotiator states they aren't interested in such a suspicious deal and Mastermind simply states those two colonies are both affiliated with a megacorp. They wont bend over whatsoever less they draw its wrath. Not to mention they don't exactly trust us especially now with this suspicious bullshit.

Anyway stopping in real fast need to run a few more errands but I will return due to the game date change for running.
>>
>>34210662
oh right, forgot the differentiation between "World" and "moon"

There are three ice worlds actually, check the map >>34208120
THe one in the middle is probably the one you're referring too.
>>
Rolled 33 (1d100)

>>34210668
>Turn 40
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 375
>Mothership unnamed
>>>Pop 29k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
File: System.png (166 KB, 1000x1000)
166 KB
166 KB PNG
>>34210668
Gotcha
>>
>>34210668
Well shame that we just put a strain on our new trade partners.

>If the resources we gathered processed or will we need more time to make use of them?

Thinking if we can use them go back to ship repairs and more bots to fill the ranks.

>Also do we make a lot of bots or do we need more factories for it?
>>
>>34209983
It's simple, we have them purchase people woth a vague but accurate description of what their jobs will be with us.

Also, we have a Mastermind with an Identify ability, and a negotiator twh caused tremendous asspain to a Megacorp and has an ability to do it again. I'm not worried about actually securing the contract we just need to see if doing it with them in particular is the best choice.
>>
>>34210983
Why not just USE what we mine to make our own bots and clones. Seems simple enough, and with all our tech, we will make higher quality that we can afford to buy.
>>
Rolled 44 (1d100)

>>34210695
>1 + MAL's skill
Find ways to improve power and factories. Our think tank and MAL should have some good ideas.
(Granted we have the SS one. But that is more wild martial processing, if I remember right.)

We need more robots to shore up our overstretched and thinned out manpower.

>2
>Interestingly the mastermind enjoyed perusing the wares and taking some items from it stating he hadn't expected to see such devices again so soon much less in such a backwater while being such superb quality.
Mastermind you seem to have familiarity with our exotic weapons that we currently own but do not posses the know how to use. I want you to work with the commander and our scientists/culstsi on showing them how to work the ones you know how they function, and figure out how to safely work the ones you don't. We do have some new containment facilities thankfully, even if they are meant for Xenos incidients.
>>
Rolled 88 (1d100)

>>34211425
Vote
>>
Rolled 25 (1d100)

>>34211425
Sounds good seeing that it's unlikely Steven could train us. But he should be able to help us understand them better.

We got some power problems out of the way with the refueling. >>34210668 Main thing will be our out put of machines.

One thing I'm thinking to help boost our rep with the megacrop near us is we maw some moons and drop off some resources to sell. Granted we are still low on man power to move it.
>>
>>34211425
>>34211553
>44
>88
>Synchro
Oh my.

Double 44 equals 88.
>>
>>34211425
Mastermind denies claiming he is no arms master.

>>34211578
uhm...shit.
>>
>>34211578
Too bad we didn't involve the Sponsor for some madness too.
>>
Rolled 76 (1d100)

>>34211425
Voting, I was going to suggest a general "Train forces" turn. This should do the same, and I like how you've phrased it.
>>
>>34212049
Alas, I want to figure out a way that we can actually use the super cool exotic guns we have, and the mastermind having familiarity with these things made me hopeful
>>
>>34212049
>>34162888
This is way no training, Well the reason i didn't say anything.

>>34212080
I'm thinking we will just have to send a squad out into the desert and try their luck with a few think tank members.

>>34211850
So anyone one willing to give the weapons a try? We should find a way to use them right and train everyone we can in their use for combat.

Maybe the Sponsor has some thoughts?
>>
>>34212182
What we need is an armsmaster.

Now we could see if any of the pirates/mercs we picked up are just that, or go out and find one
>>
>>34212297
Another walk around to meet the crew?
>>
>>34212377
Possibly, maybe when the pirates come back. if they live
>>
>>34212422
They got skill, Lucky and they have a good captain. They well be fine.
>>
Hrmm, thread bump over. New thread? It is sunday.
>>
Rolled 95 (1d100)

>>34212588
Yes new thread would be best...I now run things on sunday instead of Tuesday after all.
>>
>>34212664
You do the honors then Genie, unless you want someone else to. Feel free to use the new map.
>>
>>34212588
I was waiting to see what happens with Genie's "uhm ... shit moment." >>34211850 Because we still have the research.
>>
Rolled 99 (1d100)

>>34211425
Mastermind action...DENIED Mastermind has no training in such endeavors is unable to pass it on.

HOWEVER our scientists HAVE made some interesting observations regarding the tech. Mostly in how to NOT have things go wrong. Thank god for containment tech. The cultists meanwhile...they turn out to have an arms master among them. One who while...rather modified has a knack for the usage of all kinds of weaponry. That one examined the weapons and merely stated said weapons who of human origin but often contained elements of alien or the rarer occasion of superior influences.

Simply put the arms master stated the weapons while 'exotic' have been refurbished by SS for humanity usage. Its more along the lines of learning how to use them which takes practice.

MAL meanwhile has informed us there IS a way to improve the factory but would require...well first for it to actually be set up first. After that I COULD perform modifications...but well they wont exactly be well looked upon.

Those are just basic modifications additional ones can be implemented but it would make the factory much more hostile to life.

Power wise the think tank states setting up battery stations throughout the ship while the factory due to its most unusual nature they don't know what to do with it. They do however state that due to its odd nature and how its a factory facility deluxe...means that its ACTUALLY many different types built into one sort of mega complex. They state this makes it easier for it to churn out additional stuff, a variety, and due to its exotic specialty wont have problems dealing with it. IT will however be tough to use precisely for those reasons much less to power. SS are NOTORIOUS for their energy hogs.

Power improvement according to MAL states there isn't much to be done besides additional power supply set up or an odd source of energy provider by the usage of environmental technologies. Such as space or even from the differing environs within the ship itself
>>
Rolled 45 (1d100)

>>34213342
Pirates return though they complained they didn't get much good stuff besides ordinary materials. Basically no fun stuff.

Meanwhile we are still lacking on the colonial registry by the way among other things DOES need to be taken care of. Along with the amount of pop sent ground side.

>Turn 42
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 375
>Mothership unnamed
>>>Pop 29k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
>>34213407
"So what exactly did you guys find in the Alien system eh?"

>Along with the amount of pop sent ground side
What does this mean?
>>
>>34213407
So then I guess the same could be said if we set it up planet side. But it could be for the best if we make our mother ship a mobile fleet builder.

"Next time my friends, Next time."

I thought we agreed on the 10k MAL suggested. I believe we also agreed to HaX as faction name. Forgot what we said for mother ship.

>>34213342
Nice work team soon we should be able to use the new weapons skill fully.
>>
>>34213461
you have a colony ground side with whom its yet to be determined how much was sent down there.

"Not much or at least nothing real good anyway."

>>34213506
HaX seems to be the winner name wise due to no real competition mothership had no winner for names.

>>34213506
soon is most unlikely these weapons are exotic thus a very special bitch to learn.
>>
>>34213538
"Mazar, Mal, you guys agree 10k would be enough to ensure our survival in the event the fleet goes through some difficulties that completely separates them yes?"
>>
>>34213590
They both agree it should work.

Also need new thread and made the new post as requested. Now to find a fitting image for HaX...for next time.
>>
>>34213654
Images images, images, what are we after anyway?
>>
>>34213538
.. here they are the two names floating around. (Myrmidus , Orion ). I will agree to Myrmidus if we can the carrier Orion or one of the others we have.

3 cruiser
1 raider - Lucky
1 Dreadnought
1 Juggernaut
1 carrier (Gift)

>>34213654
So need us to make a thread then? I guess I can do it not sure what to put as the opener.
>>
>>34213735
opener is a simple review of last thread and invitation for new players(which i always forget).

after that its stat page and archive to last thread somewhere.

Is what i do anyway.
>>
>>34213735
I'm still voting for "Alea Deorum" for the Ship's name. "Dice of the Gods". What's not to like?
>>
Wow i thought we did less that that. So it's up >>34214140



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