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Rolled 51 (1d100)

The hostile battlefleet has finally arrived. Despite our best efforts they have surrounded the system and have infiltrated to our very colony. Near the center of the system they are deploying a warp gateway. So far they have yet to attack our colony but have already invaded our other installations. We suspect they have yet to deploy all of their forces and to make matters worst we have had little luck in acquiring assistance.

As for our trump card...its not yet ready and the enemy may soon stumble upon its existence.

Quick history

We are HAX. Our sponsor a twisted so called 'genius' has gotten the team together, a mothership, and pull some blackmai-ahem favors to acquire specialized ultra rare and REDACTED pieces of equipment for you purpose. The rest of the team meanwhile traveled on the mothership, looted a battlefield, rescued some survivors, recruited 'privateers', made an alliance with an AI, and even proceeded to utterly screw over a Megacorp. In that regard you were even given a trophy.

The hostile fleet has arrived meanwhile has finally arrived.
>>
Rolled 30 (1d100)

>>34582973
Last Thread: http://suptg.thisisnotatrueending.com/archive/34427651/#p34493180

Our space installations are under assault but holding.

Hostile ships hanging in orbit over the colony and with additional reinforcements incoming. After that they have commenced firing upon the colony world.


>Turn 60
>>>>>>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: 291
>Mothership unnamed
>>>Pop 31k
>>>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.
>>
Rolled 80 (1d100)

>>34583080
Meanwhile the gateway is being powered up as installations are being set up around it. I suspect they will soon notice our trump card once its fully online.

The holes within the their enclosing trap will soon begun. The ships forming the barrier of deployed their own installations.

While alien ships commenced their firing...the ships have begun to deploy their troops ground side.

A number of ideas were brought up last from contacting the Combine, the pirate princess armada, or even the SS megacorp with their black box. To somehow delaying them...forcing them to deploy their back up forces, and such.

Hired help...will arrive eventually. I do hope you don't mind me contacting other sources. Unfortunately I cannot risk deployment due to the possible friendly fire of trump card. Regardless the more republic ships we can get into the trap the better.
>>
Here's the plan from yesterday

Our goals are to:
1. Delay the encirclement and annihilation of our fleet forces, and give our heroes time to power the defense trap
2. Convince the Republic to send in the rest of their forces through continued and persistent resistance
3. Once the device is powered up, hold out till the majority of their forces are here, and then if possible cut off any room for retreat

Immediate actions needed before this plan can be undertaken in the *best* scenario.

A.) Convince the Pirate Princess Armada to fight alongside us
B.) Convince the Combine to fight for us
C.) Convince the SS to fight for us (Optional, but preferable if possible)

>Con't
>>
>>34583477
Pending the success of A.) and B.)

Action 1
The Combine must head for the Ship Graveyard, and through the use of the gravity field, widen the breech in the Republic Defense net.

If the Pirate Armada is outside the defense net, this hole will allow them inside to help with Action 2 and bypassing the rest of their fleet, as well as the combine to bypass the defense net as well.

With a breach opened we will (or at the least the Combine) will be able to also meddle with their defense net both inside and outside, and to great effect from the outside due to it being intended to keep stuff on the inside, via pincer attacks from both outside and inside the net, as well as around the breach.

*No combine Scenario*
Failing that, we must use the Ship Graveyard breach to our advantage. This is risky as the enemy might recognize this and have prepared a trap there, or if we are lucky they are avoiding it out of not wanting to put their fleet at risk. It would be up to the cultists and scientists and expert ship captains we have to maneuver through the gravity field.

This is why it is imperative the Combine be there.

Con't.
>>
>>34583500
Action 2
With the defense net penetrated and being attacking and torn, if we are lucky they will redirect their forces into controling the situation again. In the *best scenario* while the combine meddles with the Republic fleet, the Pirate Armada must make a strike against the warp gate. To Hijack it, and use it to best advantage our heroes can think of.

If we are VERY lucky, we can have MAL and our Tactical Insight Mastery VS Republic, as well as scientists and cultists, plant a secret virus onto the Warp Gate interface, to where once they do set it up and reinforcements start pulling through we can shut off the gravity stabilizers and have the rest of their fleet if not careening into the sun have a very bad day.

The rest of the mission should be set to exploiting the breeches in the net combined with Combine and Pirate fleet into continued atrition, guerilla, and hit and run attacks on the Republic to cause dismay, confusion, and the hopes of drawing in the rest of the fleet while we use our time to construct the defense.

Failing to convince the Pirate Armada it will be up to our own pirate forces to do it. . .not the best odds.

---

The Pirates have shown they can be paid to fight, the issue still remains convincing the Combine to fight for us while maintaining our independence (because really, this whole plan was made for that goal and to just surrender ourselves to the combine makes all that in vain).

We know that:
1. They only fight for themselves, they cannot be paid or bribed
2. They state their goal is independance with only "minor" tithes from members, although it's been stated they are anything but "minor" tithes. Also, they are alien (blegh)
3. They do not wish to go to a full scale war with the Republic. We would need to justify a war to get them.

Gaining the assistance of the SS is also another option, but one which has us remember how we swindled them, though we do have their black box.

We do *not* know what is in the Black Box.
>>
>>34583641
The easy way to get the combine to join the fray is by joining. Their terms are amicable and they offer trade assistance too. Honestly it seems joining the combine is entirely in our favor
>>
>>34583477
>To the diplomat
"Karamazov, what is in the Black Box? It seemed to be something you bartered for so it must be of some sort of value to you or someone."

>Heroes
"We are ye close, everything hinges on our ability to convince the Combine to fight, and if can be, leave us out of it.

Your whole plan was built around that purpose, giving us our freedom.

But the command can only see a way to get them to fight if we join them, we beg you, if there is anything you can think of now is the time."

>To the Combine
"You state you do not wish for war.

But both you and I can see the truth.

War between the Republic and the Combine is inevitable.

Be it now, or a hundred years from now, no peace is eternal. The Republic are already planning, and have plans for a war with the Combine, and surely you do to.

But think, if there is to be war, would you not want it on your terms? If there is to be war, can you forsee a better opportunity than the destruction of an entire Republic warfleet.

If there will be a war, NOW is the best time to strike. Or else the Republic can, and will, find a way to strike first. Maybe after we are both dead and dust, but if the combine do not strike first, they will."
>>
Hey Genie, have our members' opinions on joining the Combine shifted in the face of extinction?
>>
>>34583814

Well it won't be 'entirely in our favor'. But at this point I don't really see any other way out of this.

As-is, joining the combine, giving the Armada salvage rights, and a heroic sacrifice or two STILL might not be enough to get us out alive.
>>
>>34584016
True.

If by a miracle we can get the SS on here, somehow and someway, that would be a godsend.
>>
>>34584016
It was never enough, good thing we have a mastermind with a secret plan to destroy the first wave of invaders.
>>
>>34584043
It won't be enough to destroy the first wave, we will not survive the rest.

We need to withstand the first wave, and draw out all waves, and then we activate the trap. Otherwise what we trap here, we will be annihilated by their reinforcements.
>>
Rolled 27 (1d100)

>>34583477
You have yet to do any convincing...

However I will now display merc stats.

Hired Help

Alien Annihilators
Hero Unit Confirmed
Aced Annihilator
Assets
Annihilator Awe Fleet
Annihilation Armaments
Elite Specials

Spawns
Assets
Digi Structiions
Spawning Space Station
Hero Unit Spawned #55555
Spawning Stations

Gained
Super Soldiers
Hero Unit Smart Super Soldier

Assets
Super Strikers
Superior Technology
Unbreakable

UUU
Hero Unit Codenamed Ultima

special Assets
Stealth Speed
Silence Zone
Silent Slaughter
Special Spec


and but not least...well.Hope you like some company.

WARNING
VOLKER CLAN DETECTED IN VICINITY.

Bribed those bastards with biotech. They wanted war criminals yes? In which case i didn't get your ordinary volkers...hehehehheh. Now they shall know the TRUE meaning of Mal. Sure do hope they like the super variants.

Now...for my own thing.

I do hope they like surpises.

Meanwhile upon detecting Volker Clan nearby the republic forces have exploded with chatter and pings.
>>
>>34584117
>You have yet to do any convincing...
What do you think we're trying to do right now?
>>
>>34584117
"Oh my god Mal, you have no idea how useful this will be.

We have just that little bit more time thanks to you."
>>
>>34583818
>>34584117
**dialogue**
>>
>>34584078
Theoretically they could reinforce the effort over here ad infinitum. We need to take out as much as we can, weakening them, then maintain a traditional defense.

We need to make this battle as costly and unpleasant for the republic as possible. Attrition and guerrilla tactics all the way.

Also we did find those old alien toxic rounds, maybe some biowarfare will help encourage them to leave.
>>
Well, shit my laptops gonna run out of power any second now. . .
>>
>>34584239
Though true, they sent a warfleet. We need to destroy or turn back the entire warfleet, and not a part.

Then we can hope they won't be interested in sending another too soon.
>>
Rolled 72 (1d100)

>>34583985
They are growing to appreciate the idea.

>>34584036
and how do you plan to do that?

>>34584117
All these forces by the way except for the UUU and Super Soldiers have an entire fleet easy.

>>34583818
"Heh with new upstarts and third parties we cannot afford to war with each other. Last time we did so we both were nearly taken out by the other forces who we previously considered no threat. Much like you humans currently."

"Once upon a time we COULD afford to wage war on each other without mercy without quarter and so it was done until we both found out the hard way that when weakened previously weak enemies suddenly become quite the threat."

Karamazov doesn't know whats in the black box and the heroes have no ideas about the Combine...except for the Commander.

>>34584179
Heheh you ain't seen nothing yet. I bribed the spawns with tech. The AA joined for free and the SS owed you for some reason.

Which that alone is scary...

The UUU were the only tricky ones.

Volker Clan were interested in biotech as usual it seemed like my time with them was worth it.

One thing I should alert you though....

Your colony world contains a bot node legions and Assembled Armaments.

One of the ice worlds has a stealth space station and space elevator. It contains a bot shipyard and construction.

At the moment is has an Assembly Armada...

I have concealed Cloaker Carriers within some nearby volanic sources and gas giants.

Various robotic legions are scattered throughout the system awaiting activation.

At the moment they are in stand down.

They will activate once either I complete a certain objective or the booby trap activates.

The assembly armada is nearing completion.
>>
>>34584406
We actually don't need to destroy the whole war fleet to rout it. We need to cripple it mostly. I'll wager if we destroy even as little as 1/4 of the war fleet in one fell swoop, we will scare them off.

I don't know how much they value these ships, but we can assume that they are thousands on thousands of credits worth of hardware. We don't know if we can break their wallet or not.
>>
>>34584478
Well commander, if you have any ideas on how to get the combine in this scrap now is the time.
>>
>>34584589
Ah, but then the 3/4 can and will come back.

If we can get 4/4 trapped by the masterminds machine, the better
>>
We are so so close, the teams are stacked, we have big odds but have big advantages and success at our back.

Now more than ever we need to make sure we don't mistep and watch out for our Achilles heel.
>>
Rolled 2 (1d100)

>>34584600
"The...Combine and I have an understanding of each other. I can use that to drag them in but...I could pull no more then a fleet. Which wont be enough and they would be rather miffed"

"To acquire their respect I showed the superiority of humanity and the derision of the alien. Not to mention committing many foul acts and proving myself mighty. I could acquire their services but only for a time and should I make a move the peace will be broken."

"For you see...I once had grand dreams but I fell to grief upon hearing of the world where i had my daughter stashed while i was off waging war. The grief overwhelmed me...I fell and did terrible things."

"Such was the force of my wrath humanity was able to force a treaty through. However for my services i was not awarded instead me and those who followed me were punished."

"Not even our clear expertise against the alien was enough to save us we were even denied entry into the esteemed united force of humanity against the alien."

"To put it bluntly we were purged."

"Every last one of us."
>>
>>34584638
We don't even have the slightest inkling of the masterminds plan, but we have risked everything going with it sight unseen. I almost want to turn command over to the mastermind so he can put our people where he them for the final climax of his plan.
>>
>>34584826
The mastermind set up a defense matrix to trap the incoming warfleet.

He stated himself, if we activate it too early we will only trap some of their forces and the rest will destroy us
>>
>>34584822

So Genie, if we heroic sacrificed the commander how good would our chances of pulling off the current plan be? (current plan is >>34583500 , >>34583641
)
>>
Rolled 24 (1d100)

>>34584822
So what is da plan?

>>34584957
Due to some of his special abilities...it would be a resounding success without fail(fucking special ability).

However the trauma of your forces much less his daughter...
>>
>>34584986
Character building ahoy! Sacrifice!
>>
>>34584957
I really don't like heroic sacrifices...somehow annihilation almost feels better.

I also feel like its a bit of a cop out, proof that we killed a hero who did not need to die if we were just a little smarter
>>
>>34584986
Plan is still on hold until we can convince the combine to fight.

Personally I would take joining the combine over a dead commander with independence ANYDAY
>>
>>34585096
Again, please do not kill the commander. We will be safer with him under the combine, than alone with him dead.
>>
>>34585096
Story wise the commander kinda has to die at some point. His daughter has seen he is not some crazy heartless bigot, he genuinely loves her, and wants what is best for everybody. HE would want to be sacrificed, he fixed things with his daughter and is answering for his war crimes.

This COULD be his daughters first step into Legendary hero mode, let's not deprive her of character growth..
>>
>>34585096
Lastly, the populace qualms we have with living under aliens will be peanuts without the strong command of the commander.

Expect mass mutinees, abandoning, and severly killed ability to control and use our military and weapons.
>>
>>34585193
Gameplay wise, we would implode and fall apart without his leadership and experience. His death is our death warrant.
>>
>>34585272
The end? Or a new beginning?
>>
>>34585298
Fuck new beginnings, at least let us set up control of our system to last and survive then we can leave them ( while we are ahead)
>>
>>34585368
I would even be willing to accept life under the combine, we would be alive, we would be producing ships and fighting aliens like we were meant to, even if under the context of serving the Combine.

It's still better than watching our forces slowly implode, and we rot and die without our commander as the anchor that holds this whole civ together.
>>
>>34584822
Think Hard commander.

Look at what we have assembled and what we have planned.

Put yourself in our shoes, what would you do?
>>
>>34585594
>>34584822
**Dialogue**

If we're going to die here, at least let us die following the Commander. His decision on fighting the alien would be more sound than anything we could do here.
>>
>>34585067

Eh, you have to stop thinking that way. Heroic sacrifices are the only reason the Memor lasted as long as they did.
>>
Rolled 84 (1d100)

>>34585594
"Hm...I would trust in my troops and each other. I would then use myself as bait while hitting several of their key unit. Try to force them to call in reinforcements. That is when the defense matrix will be activated."


"No...wait. MAL are you by any chance...and you were onboard a Umbra vessel."

"Umbra is..."

"Hm. That COULD work."

I don't like the sound of this commander.

"Heh. Alright Mal here is what I need you to do...target their comms. Bring it ALL down."

hm?

"When the back up suddenly lose contact.....they'll be forced to investigate. When they come THAT is when we strike."

Uh commander they WILL attempt to send out a distress beacon and they undoubtably have planned for this.

"Hm that they did but you are forgetting one of two things Mal. Number 1 this buys us time and number 2 we got something special for em."

...to strike at such a large target. I will enjoy the challenge and savor the screams of their broken defenses. After that I will strike far beyond a mere fleet. You wanted time? I will give you time even their back ups back ups will suffer my wrath.

"Heh I knew it."
>>
>>34585682
...that is true.

I just want to shoot myself when Genie says "you know if you just did X you didn't have to kill your hero, it was completely unecessary."

Also, my god the ramfications. We are lucky that this mess of a civ is holding, I shudder to think how it will live without him and his fighting ability.

We will be children playing with ships in a bathtub going up against hardened enemy commanders.
>>
Rolled 21 (1d100)

>>34585784
>Hm...I would trust in my troops and each other. I would then use myself as bait while hitting several of their key unit. Try to force them to call in reinforcements. That is when the defense matrix will be activated
That is all I needed to hear.

If he thinks we can do it without the combine, then by god we will.

if he wants to sacrifice himself, that's entirely his choice.

I vote to back this >>34585784, in conjunction with elements of
>>34583500
>>34583641
(the Commander is free to modify this strategy or throw it in the garbage for his own).
>>
Rolled 65 (1d100)

>>34585862
>>34585784
>>34583641
>>34583500
Vote
>>
Rolled 35 (1d100)

>>34585862
Oh yeah, and of course, throw out the part with the Combine attacking.

We're going to trust in our Troops and his command to make do with what we got.
>>
Rolled 19 (1d100)

>>34586066
*Edit
I meant throw out the part where we have to join the Combine.

If the Commander can get a few fleets without us needed to give our necks, do it.

Whatever, you know what I mean, let the COMMANDER DO WHAT HE WANTS, I'd delete my post after realizing my mistake but that'd be against the rules because of the roll.
>>
Rolled 56 (1d100)

>>34585862
Vote, it's do or die now.
>>
>>34585784
Special option chosen.

Background ability discovered.

Background trait discovered.

Bonuses adding.

Commencing special ability.

ability activated.

Heroic Ability activated.

Heroic ability combo initialized.

Commencing bonuses...

Calculating.

Commencing operation.

AI MAL USED HAX
Commander used GG2

Combo bonus

trait combine.

Duality confirmed bonus acquired.

AI MAL ability revealed.

HAX: So good at what you do it feels like cheating. May or may not be actual cheating.

Trait
Abominable Intelligence
Super Splicer
Surfer

Commander traits revealed.

Killer
Last Man Standing
Unbreakable
War Master

negative trait detected.
CORRUPTED Criminal


Abilities revealed.

GG2: In other words Good Game except with the commander's experience it has been enhanced...as in a ranked up GG ability.

Breach: Specialized form of BREAKER able to BREACH any defense.

Gauntlet: For the times when either you do or do not have time to set up a proper defense. Either way gauntlet will enhance defenses AND slow down the enemy. An envious ability even for defense master.

Slaughterfest: When commences ALL enemies with broken morale or deemed as largely helpless(like civilians) are SLAIN.

Endless: An ability special ability that only rarely appears...and never by something anything remotely like this. Was taught however due to exotic/alien nature is an activated ability instead of passive and is weakened.

Effects: When activated forces are counted as 'endless' which boosts morale, greatly increases health, and allows forces to acquire the Overpower ability.

Discovered special ability passive
Wrath
PURGE
Aren't pre fall heroes awesome?

>>34585862
Underestimating the Commander now are we? The Commander is a monster of hero. As a largely ordinary human he had to go through some SHIT to reach hero status.
>>
>>34586332

Yeah, they're pretty fucking awesome.

Which makes me scared of the 6 and the Legendary that the Republic has with them.
>>
>>34586332
This.

This is how you reveal a hero.
>>
>>34585862
The Commander has revealed himself and has commenced taunting.

Hostile forces deployed in mass to subdue him.

WARNING.

unknown trait activated and revealed.

Notoriety
Alien Annihilator
Infamous Monster

"Gotcha."

HAX

ALERT
ALL comms within the battlefleet are disabled.

General has activated Endless syn with MAL forces.

ENDLESS and TIRELESS for bot forces commencing.

With the their coms down Republic forces have suffered broken morale...

SLAUGHTERFEST ACTIVATED.

Republic forces are being slaughtered by our forces.

Panic is spreading throughout the fleets.

Reinforcements warping in...

reinforcements have warped in.

TWO additional fleets have joined and the warp gate is opening spewing out additional forces.

That was when the trap activated...

Throughout the system a long line of strange looking probes have scattered connecting themselves spread throughout.

Meanwhile there was a line of installations floating helplessly in space from the sun to a certain ship graveyard...

That was when it began to spark with life....and commenced channeling the two polar forces. The reaction was devastating as the installations seemingly began to explode and overload...only for the powers to be diverted...

By the probes.

It formed a gigantic tide/chain of power wrapping out and around the ENTIRE system.

Getting hit by the wave was like getting caught between clashing gravities thrashed around while suffering getting pumped with a bunch of raw power, radiation, and flares along with exotic strangeness.

The effects to say the least were nothing short of devastating especially to the alien ships which were rarely has sturdily constructed as human vessels. Even the alien ships on the edge of the system were battered around but thanks to them being on the edge...they survived somewhat better. The ones deeper within the system however were not so lucky.

Even our own ships took a beating.

HEROIC ABILITIES ACTIVATING

SAVIOR

INTERLOCK

SUPERCHARGE
>>
>>34586718
>It formed a gigantic tide/chain of power wrapping out and around the ENTIRE system.

So we DID get to see the "Fighter joins shields to make a big shield net" thing from Guardians of the Galaxy after all.

And by god. . .an entire System.
>>
>>34586718

Oh Jesus, there's more
>>
It all boils down to this.

if we live this, if we survive, I'm gonna focus the shit on making this sytem worth living for, becuase for many today it was worth dying for.

If I could, I'd see us become a core world colony, but something that can survive in our death is most acceptable as well.

these past few threads have been a goldmine of information of new things to build and use, we need to make profit of these.
>>
>>34587126

The best place to start would be more ships. I don't know if we gave the Armada *exclusive* salvage rights, but it might be nice if we could salvage and repair some of this republic fleet.
>>
Rolled 27 (1d100)

>>34586718
Thanks to this astounding feat of engineering and madness a hero has been promoted.

Acquired MAD Genius.

Traits
Super Smart
Madness

Ability
Supreme Design

Due to unit not being discovered before its too late is suffering from a chronic disability that is madness.

>>34586718
Enemy forces are being rallied.

Forces on the edge of the system are interlocking...

Hostile forces being thrashed around shields despite the strain are sparkling in the darkness.

Interlocking ships have connected...and combined with a SUPERCHARGED vessel. Effect has spread and their pushing into the system snapping up forces along the way and pushing towards the devices power it.

The effect has begun to wear off as it probes and installations burn out catastrophically.

This much to the enemies displeasure serves to devastate them even more. Especially considering they end up EXPLOSIONS. Wracking them even more.

With the enemy focused inwards...that was when our help began to warp in from the outside. That was also as they poured in lurking bot forces emerged ambushing their forces.

Outskirts of system are being assaulted by Spawns and AA. Meanwhile the Strikers have punched through elsewhere and were followed in.

That was also when to add insult to injury their warp gate exploded...tainting the entire system as it bounced around the currents and twisted wrecks. Preventing any easy FTL travel.

Combine have failed to arrive as agreement was undecided.
Pirate armada has failed to arrive as agreement was undecided.

A wormhole has formed in the previous ship graveyard...

>>34587126
How so?

>>34586806
Heh more like a gigantic surge of clashing gravity and sparkling storms of interlaced 'lightning'. So powerful it surged throughout a solar system.

FUCK YEAH MADNESS AND SUPERIOR TECHNOLOGY!

Too bad it was a one time use.

It was only possible by tapping into TWO anomalies and it exhausted one of them...so even if wanted to repeat the experience you can't.
>>
>>34587276
>Pirate armada has failed to arrive as agreement was undecided.
Wait, we decided last thread to pay them for first rights to salvage.
>>
>>34587364
As well as Sancutary. Both of which we are willing to provide especially if we need them.
>>
Rolled 95 (1d100)

>>34587364
>>34587387
The commander said to trust our forces, if he thinks we don't need them, we won't. But yeah, we did agree last thread the pirate terms were fine, just not the Combine terms.

They'd keep our own pirates from getting bored.
>>
Rolled 53 (1d100)

>>34587276
what do?

The enemy fores are attempting to rally but they have been about cut in half.

Their most intact forces are on the edge of the system and can still perform an encasement. Those deeper in...their forces are rallying and grabbing their beaten ships for some reason. Mostly seems to involve emergency repairs an rescues.

We are still grievously outnumbered even with reinforcements.

WARNING
Heroic ability activated

Recover
Reversal
discov-cancelled interference detected.
HEROIC CLASHED ENGAGED.

REPUBLIC HERO VS UUU HERO

>>34587364
>>34587387
...hm in that case perhaps they are running late?

I may have forgotten...
>>
>>34587493
Wait, did we just use the trap and there are still more?

...shit
>>
Rolled 90 (1d100)

>>34587527
They had hero units too you know.

For fucks sake you took out HALF a goddamn warfleet of the STRONGEST goddamn faction. a force so large it could encircle a solar system and then some.
>>
Wow we are kicking ass. Great work I knew we could trust our people.
>>
>>34587493

I, for one, still approve of giving the Armada the salvage and sanctuary rights for them to show up.

As for a plan...we should probably work on taking out the outer-system forces first, while they're still disoriented. The inner-system forces will be occupied with their emergency repairs and rescues for quite a while, and emergency repairs means that even once they're done they'll be much less effective.
>>
>>34587736
Truth.

Hrmm, our planning counted on the Trap being a fix-all, we had hoped we'd of gotten them with it all.

This is going to take some more detailed planning.
>>
>>34587563
I really hope warfleets aren't as easy to replace as a disposable tooth pick for them.
>>
>>34587870

You expected it to get rid of them all? No no, but it gave us a fighting chance.
>>
>>34587896
That's my big concern. We don't know if they have 9 war fleets or over 9000.
Allegedly the universe is quite big, and the republic is one of the largest military powerhouses. Hopefully we scared them off with our display of organized power.
>>
>>34587917
I just hate being on the edge of the cliff for so long, it just makes me think of how close we came and how bad it'd feel it we failed.

So we better not fail.
>>
Rolled 23 (1d100)

>>34587896
Their not a republic warfleet is something even the megacrops are impressed by due to sheer resources required. Not to mention the costs, materials, and manpower.

So yeah losing a warfleet actually hurts the Republic as a whole.

Normally its just a fleet but losing one of those(which to many other factions hurts like hell) merely stings them.
>>
>>34587563
Hey can our Twisted nature help the engineer failing into madness?
>>
>>34587493
Wait a second. Did you just admit to making a mistake?
Aren't there rules in place for when that happens?
I <3 free bonuses
>>
>>34587996

Eh, if it comes to it then we can just communicate with them and figure out something that let's them save face while we get off free. It's only worth so much to them to get our Commander, but they can't afford to NOT get him after all our bullshit with broadcasting our message to a good chunk of their population.
>>
>>34587736
In line with this, this seems like the most optimal choice.

I'm thinking we send our pirates and raiders to go fuck with their rescue and repair operations through more hit and run actions, they seem desperate to pull their shit together, we can't let them.

The heavy liners go out to fight the outer forces, and hold them off long enough for any more reinforcements.

>>34588071
See, I don't get the whole Combine way of thinkng of "oh, a war with us both will let some other 3rd party come and take us over!"

Economies thrive off of war, the nations of the world (who won) were at their strongest after the 2nd world war, it's all about filling the vacuum.

Nobody in their right mind would invade the soviet union even after Germany decimated them.
>>
>>34588071
>Recover
>Reversal
>discov-cancelled interference detected.
>HEROIC CLASHED ENGAGED.

Can Mizar's "Eye for an I" identify this?
>>
>>34588136

The nations of the world kind of had devastated economies after WWII and WWI. It was only okay in the US because we got all the profits and none of the decimated infrastructure.
>>
Rolled 61 (1d100)

>>34588082
Nope you could have detected him before its too late...alas you didn't.

Those suffering from MAD well...its much better getting them taken care off BEFORE that happens.

As those suffering from MAD are a pain in the ass.

>>34588113
The armada takes time to get its shit together(as pirates they tend to be rather spread out). So they should arrive shortly...once the tainted areas settle anyway.

>>34588136
Combine and Republic after learning the hard way avoid direct confrontation. though they would BOTH just LOVE taking the other one out. Problem is those pest third factions... even a pest can become a threat when weakened or in great number.

>>34588182
Nope.

>>34588193
Precisely.
>>
Rolled 30 (1d100)

>>34588193
Also sweden and switzerland got out pretty great too.
>>
>>34588246
>>34588193
At that I wonder why they don't just eliminate those other small parties altoghether.

The United States didn't form by letting all those native americans keep their states and lands.
>>
Alright, so skeleton planning
1. Send pirates and raiders to fuck with their repair and rescue operations and stop them from getting their shit together
2. Hardliners and front troopers go to fight the Outer System

This is really barebones, can we add onto it? (or detract from it if it's a bad idea).
>>
Rolled 38 (1d100)

>>34588276
They probably kept them alive so they could fight through proxxy wars. Kinda like the Cold War.

It's interesting to think that if in a nuclear war between the Soviet Union and the United States during the cold war, you likely would see all those smaller nations rise up and take what's left of the world with impunity.

Mostly because any objection by the two superpowers are radioactive dustclouds.
>>
>>34587736
You know, actually, I'm wondering if it'd be wiser to delay the outer forces and get rid of the inner forces first. Take out the weaker one before facing the stronger, just like how the Combine and Republic can still get fucked over by a weaker force left unchecked.

As is, we are at risk of being caught in a pincer, if we can hold the center the Commanders new Defense abilites will come quite in handy.
>>
Rolled 29 (1d100)

>>34588276
The third parties were able to form because they were both too focused on the other. This ended up biting them on the ass...now though even though they DID notice. They can't afford to make a move.

Hence the often skirmishes and exploitation. They are all trying break the stalemate on a galactic scale.

The Galactic Republic and the United Combine the two big parties.

There were some close upcoming third placers which is hotly debated over. Ironically there are three potential third placers.

1 Collective
2 Artifice Ire
3 Archen Kindred

Humanity only BARELY beat off the Kindred.

The Collective very nearly overtook the Republic and Combine once upon a time...

As for the other? They are just about enemies of EVERYONE...yet despite that they are just still so mighty...

The top three dogs below the Combine and Republic are those.

>>34588381
Certainly could be true...

hm...funny you say that anon.
>>
>>34588598
Humans don't even make 2nd place eh? Just never was the same after the fall of Earth.

But not if the Dominion has a say about it!
>>
Rolled 75 (1d100)

>>34588666
Heh second?

Those three are ALL scrambling for third place, then fourth, and finally fifth.

and no one can agree on who is second or first between the Republic and Combine. Usually its goes down to which one happens to be waning or waxing at the time loosely determines it.

War wise its reached the point that if the two DO fight outright...it will lead to mutual destruction thanks to those 'lesser' parties. So they stick with the occasional swing and proxies.
>>
Rolled 72 (1d100)

Action 1-2
We are caught between two forces, a hammer and an anvil.

This is a bad place to be.

If we tried to take out the stronger one before the weaker one, we risk failing on both and ending up still caught between two forces and crushed.

It would be wiser to take out the weaker one while it is still easy to do so.

Send forces not preocuppied in the outer battle to wipe out the inner forces before they can repair or rally, pirates raiding to cause devastation and dismay and cut them off from each other, heaviers moving in to crush the pockets of resistance.

Just like eating a meal, you have to tackle the small things before the big thing and not everything at the same time.

With the inner system under our control, forces can then move out to take out the rest, while our Mad Engineer dude prepares defenses as a last fall back measure. If our outer push fails, we'll fallback to these and hold out till the last.
>>
>>34588831
I consider Republic and Combine both equally first and both equally alien filth.
>>
>>34588568
Good point, the inner system forces are probably pretty helpless right now.

But, if we can capture them instead of kill them it'd be best. My thinking with going for the outer forces was that (if we eliminate them) we can sue for peace and let the inner system forces retreat peacefully.

Of course, now that I think of it, the Commander might not let any of them out alive.
>>
Rolled 32 (1d100)

>>34588877
They aren't actually helpless but more along the lines of trying to rally and recover.
>>
>>34589061
And in a lot better position to be struck and taken out than the forces engaged outside. Likewise if we strike out against the outer forces and they do rally and recover, we'll suddenly find ourselves being struck in our front and back.

Not a good situation.
>>
>>34589061
Can the Commander verify our situation?

"We're thinking of taking out the weaker one while it's still weak, so we can focus on the stronger one and not get caught by both. Unless we're missing something blaringly obvious here, do you recommend this or something else?"
>>
>>34589061
Our t3s crack cannon should make short work of their ships capable of making repairs. Especially if we break out the planet buster rounds.
>>
>>34589137
Wait, don't we have that crazy shield piercing alien gunship?

innacurate supposely, but maybe not so against stationary ships trying to make repairs.
>>
Rolled 68 (1d100)

>>34589227
The Eracca Cannon, cuts through shields before striking at the sensitive armor.

I wonder what that would do on a stationary target that's already been weakened and needing repairs. I bet such a feared weapon would cause quite the shock towards troops trying to rally themselves.

Have the pirates and such pin their ships down, and land a nice clean shot.
>>
>>34589301
Hit them with both the crack and eratta canon. Crush their morale. Continue shock-and-awe tactics.
>>
>>34589382
I agree we should keep up the attack. But we are still out numbered. One action should probably be repair what damage we can to our ships. Then let the pirates and our main cannon for to work. Finally have the drones and assembly armada do some damage.
>>
>>34589227
I thought that was on the ship in the graveyard.
>>
Did everybody collectively decide to go get dinner or something?
>>
>>34589132
>>34589061
**Dialogue**
>>
Rolled 76 (1d100)

>>34589702
who knows.
>>
>>34589702
I noticed around a specific time the thread dies down, personally I actually did go to dinner, but it makes me wonder if we're all on the same certain timezone.
>>
>>34589648
These are our two main weapons gained.

Eracca Cannon

Unknown.

Records indicate it having ties with some aliens and superior technology.

Its an old weapon design that is highly unusual in that somehow it has 'generators' which generate munition for the cannon. It....shoots a shielded globe of unknown material that upon impact releases charged plasma.

Its basically a long range plasma cannon with ionic tendencies.

Very rare as it comes with built in generators its a Combine weapon created by the highest echelons of the Combine. In other words its one of their best they have available and caused untold devastation against humanity in the rare cases they were seen.

The reason for their rarity is the incredible cost, fragility, and sensitivity of the system in question during creation.

Their somehow shielded blasts have torn through shields of the highest caliber thus unleashing their payloads to the weaker armor underneath at full power.

Humanity has yet to figure out how the hell this 'shielded' effect of their weapon's fire works.

------------------+++++

T3S Crack Cannon is a weapon...that isn't suppose to quite exist due to it being a literal super weapon WITHOUT the bloody BLACK buster rounds used. This particular model is an experimental variant fresh from SS and specially modified. Its a literal one of kind weapon capable of if rumors are true can even crack open a star.

Just to note the Combie weapon is weaker on human ships (Because of there heaver frames).

>>34589702
I'm trying to think of what I can do to help. I believe everyone has the links to my notes.
>>
Rolled 26 (1d100)

>>34589132
"Hm...attempting to focus on the stronger one allowing us to punch through would be good alas it would give time for the other to recover."
>>
>>34589746
I do, we have so many assets to list and use them all would take more than the time of a night.
>>
>>34589758
"You're the commander here, making the call over which good outweights the bad is part of your job description.

You've bought us time so far, your decision here won't be taken any lightly but we must know do we focus on the meat or the potatos first, so to speak. The bigger one or the smaller one?"
>>
>>34589758
Right now we are surrounded. But if we take out the injured ships in the center first we will have the outside forces flanked when our reinforcements arrive.
>>
>>34589758

But with the pirate armada jumping in soon they'll be able to harry the outer forces. If we can eliminate the inner forces then we can pincer the republic like we're afraid they might do to us.

Also, are our ships still in fighting shape, or do they need repairs to be effective?
>>
>>34589758
If we can be sure to neuter the bigger force after "punching through" before the smaller one recovers, that'd be worth it.

Do we have a way how?
>>
Rolled 10 (1d100)

>>34589780
"I cannot say. I will say though is this we need to find their leaders and heroes then kill them."

>>34589822
"Heh. You underestimate the formation. The same formation or at least something similar to it is used to also keep things out."

>>34589827
They are still in fighting shape.

>>34589829

"I don't know."
>>
>>34589829
True, the outside forces are the bigger threat, if we can find a way to cripple the outside force in one turn before we take down the inside ships I would support it. Unfortunately I can't think of a way..
>>
>>34590003
>I will say though is this we need to find their leaders and heroes then kill them.
Words of wisdom gentlmen. We must heed them.
>>
>>34590039
They are the bigger threat.

But the biggest threat is having to face both forces simultaneously.

Also heed our hero, if we can get the heroes this battle will be that much easier.

Cut the head, you kill the snake.

Now how in gods name are we supposed to find them.

>>34590003
Does twisted insight reveal anything about why we are being blocked from viewing the enemy heroes?
>>
Rolled 2 (1d100)

>>34590086
Heroes are unknown and unidentified...to be more precise the Legendary hero they have is blocking us and due to its power we are unable to identify.
>>
>>34590086
Maybe have MAL hack the coms or ship bored crammers to find them. Also I believe the UUU are fighting one at the moment.
>>
>>34590147
Is there anyway we can triangulate the location based on where the power is strongest and weakest?

Hey, isn't the UUU guy fighting them?
>>
>>34590147
"Commander if it were you, would you gang up and take out the Legendary as fast as you can, or focus on getting rid of his cadre of heroes?"
>>
>>34590259
>>34590237
>>34590147
**Dialogue**
>>
Rolled 68 (1d100)

>>34590237
They are attempting to take out one of them and no.

>>34590259
Hm..his hero cadre otherwise we'll have to deal with them nipping at our heels.
>>
>>34590445
Right, as we thought take out the smaller ones so we can focus on the bigger one.

Where does it seem most of their leaders are? The inner circle or the outer?

I bet there is at least one in the inner trying to rally them.
>>
Alright, so we have to balance the handling of
1. Hunting Heroes down
2. Keeping the Inner Circle from reorganizing and regrouping
3. Don't let the outer eschelon fall to pieces
4. Prepare more interstellar defenses to widen the breech and hold the enemy at bay

Pioritized in that order, and we need to make it into plan form.
>>
>>34590579
I wonder if we can threaten to "engage our defense system again" if they don't pull out. "Inform" them that we have 5 more batteries of system sized anomalies to batter them with.
>>
>>34590801
With such heavy losses, and both of us so close to victory and defeat, I doubt we could bluff them nor would they accept anything less than our destruction.
>>
>>34590445
"Alright Commander, one last thing. Should we focus our whole efforts onto hero capture, or should we split it between dealing with one of the two divided forces and hero capture?"
>>
>>34591060
"Hm capturing the heroes is much harder you know. As for that...I really don't know."
>>
>>34591131
We don't even know where to look, do we have time to waste on an action to "look for heroes to kill?"

I need to go note diving, there's gotta be a hint or some power we're missing here that could be useful.
>>
>>34591183
The Problem is the Legendary one blocks Mazars vision, but we can't deal with him until his Cadre are removed.

If there were only a way we could isolate whatever is blocking our vision.

At the same, we can't ignore the battlefield. I have a feeling if we fight we're bound to find at least a few of them.
>>
Still digging through these notes, got to be someting in here. Thank god for Delim.
>>
>>34591438

Heroic sacrifice.
>>
>>34591131
Do any of our many many hired factions know how to track a hero being hidden by another hero?

How about you MAL, opinions?
>>
>>34591584
test
>>
Did anyone else lose connection back there?

Anyway, I have to get up early tommorow, hopefully a bolt of lightning strikes my imagination and you all help think of a good plan. Don't get us killed!
>>
Rolled 99 (1d100)

>>34591584
The SS don't know but instead are just killing them all.

Same with the AA though they state heroic foes tend to be deeper in and last. IF they deploy while ignoring those reasons it tends to be a very bad sign.

UUU simply stated they found the hero because that one was trying too hard to hide.

Spawns simply state kill em all and that the better the enemy is the more likely its a hero.

I myself don't know how to detect heroes only super units none of which are present for the enemy.

>>34591896
You weren't the only one.
>>
>>34592008
Tell the spawns if they can capture the hero alive, we need information.

Anyway, night folks
>>
>>34592373
Even better. 20 cred bounty on any captured hero's, 50 for the legendary.

10/25 if killed.

Wanted dead or alive.
>>
>>34591438
I'm just glad I can help.

>>34592419
Well that will get them found. But I'm sure at a great cost to our system wide combat.
>>
>>34592477
I doubt very many factions will be able to capture, and anybody that wants to collect on a bounty must first hope we survive the encounter. It incentivizes the more powerful groups that MAY be able to capture a hero to fight harder for us.
>>
Bump/Musing. I'm kind of amazed that it takes us a few threads just to get this far into the fight. I will not lie, I do like that we have think this out. But dam does it make it hard for new blood.

O well still fun to play with the 4-5 people we keep. I Just wish I could do more to help.
>>
>>34595569
Truly the nature of this particular civ has reached a point where the sheer learning cliff is nigh unclimbable.

Think, we ourselves even forget some important details and mechanics and we've been here sine the start. How much more someone who hasn't even played a Genie civ game?
>>
>>34596560
I would say however what we lack in volume we make up for in longevity, survivability, flexibility, and usually cohesion

I've seen lots of other civs out there (and not that usual template crap, an actual civ quest with its own setting), some of them look well thought out even fun, but I couldn't get myself the time to play them, much less would they probably be interested in emulating how Genie runs his game.
>>
bump
If we can't figure out a way to actually find heroes, even if it'd be the best course of action, we had better deal with the enemy fleets.
>>
>>34598519
There's basically not a way we can find them, so we're going to have to just deal with the fleets. Now we just need to decide how to allocate our available forces between the inner system Republic and the Outer System Republic.

To do so though it'd be nice to have more information on the size, disposition, and specialties of our various forces.

How many ships a 'fleet' is would be a good start, followed by a description of the general makeup of each of the merc fleets and the Volker fleet. Armor, maneuverability/speed, and density/potency of armaments would be the most important stats, I think.

I'd love to just be able to send our, what 3 pirate ships? To harry the Inner system and call it done, but they'll probably need some sipport seeing as there's something like a fifth of a warfleet in there.
>>
>>34599142
>>34599142

So I guess i'd advocate a plan that focuses our forces on breeching the outer sphere, while delegating a fleet (or portion of a fleet) to making sure the inner system forces don't get their shit *too* together.

We may want to use our Mastermind's ability on the inner system forces, because our troops there will be grossly outnumbered and need all the bonuses we can get. Our tactical mastery of republic forces ought to help us, and we can take advantage of them wanting to do petty things like 'save their wounded forces'.

The Inner System is also probably where the Hero that activated Recovery and Reversal is at.
>>
>>34599453
On the contrary I'd feel the legendary hero would likely be on the outer fleet where their forces are engaged in the bulk of our allies (who are saving our lives) as well as their own heroes.

Splitting the fleet sounds risky in that we divide our already quite tiny edge, granted the Commanders ability makes him good at commanding a vastly outnumbered fleet but we are already like that. . .

I mean, the way I see it is we can eliminate the inner system then use the mad engineer and the commander to defense it to hell and back and even if the outer system falls, we'll bleed the enemy white of whats left.

Still, the commander did suggest breeching the outer forces and engaging the fleet.
>>
>>34600744

Not the Legendary Hero, there are 6 other heroes. The UUU hero probably wouldn't be able to contest ability activation of the Legendary Hero.
>>
Bump.
>>
>>34600773
True.

>>34600744
It's just. . .what worries me is if we do manage a breakthrough, we run the risk of not being able to neutralize the outer fleet, which is by far stronger than the repairing fleet, in time. In the worst case, we will lose the advantage of defending from the system, and facing the outerfleet now being reinforced by the inner fleet.
>>
>>34602739
Quick thought, The commander said something about showing the Combie that we are good (I hate the I forgot the words). I like to think after what we just did we can ask for help and they will be more open to the thought of us not having to join.
>>
Bumpan

>>34592008
**Dialgoue**

"Commander (and any other heroes), if you were the head honcho of the Republic and you had your cadre of heroes, and you knew the enemy would likely try to strike at your injured forces, what would you set them to do?"
>>
>>34603026
It's diplomatically impossible for them to join us in open battle against the Republic unless we're one of their members. That would be like the US openly fighting Russia over them invading a 3rd party that we don't care about.

Huehuehuehue.

On the same note though, they may be able to provide some less-obvious support.
>>
>>34604889
It is, however, highly likely that with continued resistance against the Republic they will be interested in supplying us.

Just like how the US supplied the Taliban against the Soviets. Or the Soviets/Chinese supplied the vietnmaese against the US.
>>
>>34604997

If I were a super power who saw a small backwater colony with a 7-ship fleet smack down an entire warfleet of my prime enemy, I'd sure want to supply the shit out of them.
>>
>>34605709
my thoughts exactly.
>>
>>34606136
Even if they could just provide us with 'drives' then it would be great. But that's a matter for if we can survive this catastrophe.
>>
>>34606148
slap some warp drives on our mothership and go full Alderon on the republic, we could hold one of their worlds ransom for unconditional surrender
>>
>>34606285

Because you think the Combine doesn't have planet/star busting weapons but Sorry Suns does?
>>
You know, technically speaking, supplying third parties to fight your enemy ala Vietnam/Afghanistan is a completely legitimate and historical way to fight your enemies without declaring war, and I would like to bring that up to the Combine if given the chance.
>>
Beyond that, hell maybe the Combine should know a way to track some damned Republic hero's they've been fighting them for ages.

Certainly they could also help us find them personally through discrete agent involvement similar
>>
>>34607311

It's a bit late for agents to actually come into the battle and help us, but they might be able to at least provide more information on the fucker.
>>
>>34607446
Never too late for heroes to do awesome things, but yeah whatever help we can get.
>>
See Genie, we may take a fucklong time to percolate ideas but they're pretty decent once they're finished brewing.
>>
>>34607548

Speaking of, do you think our tremendous crushing of half the war fleet might be the 'something special' Karamazov needed to get them to back the fuck off? Or did we need something special for the Combine to join?
>>
>>34607552
mostly because I think we think better when we're not pressured by an arbitrary push to come up with half assed ideas to quickly.
>>
>>34607602
We can only hope and pray the world is watching, even now we hope the Pirates are on their way.

This is why I'd rather we take out the inner fleet and hold the line until the end, but if even the commander wants a full on assault on the outer fleet what can I say? Still, we'd lose our defensive bonuses and likely the system will have to be fought back for.
>>
>>34607651
also a nights sleep and time to think does wonders

I can tell Genie is likely enjoying the time to sit and think on these awesome scenes
>>
>>34607674

I tend towards wanting to wipe the inner fleet too. We probably couldn't make it to the outer fleet before they got themselves together, if we eliminate the inner forces we buy time because they're not immediately up in our faces anymore, the inner forces are much more weakened than the outer, there's the possibility of taking hostages and using them for ransom, and we can always try to punch through later when the pirates arrive.
>>
Also everyone remember that the Commander's abilities are all exhausted for the remainder of the battle (most likely) and that heroic sacrifice is always an option.
>>
>>34607897
It is, and I know it has precedence even year old precedence

I just really quake in my underwear thinking of how radically bad our life would be changed by such an event.
>>
>>34608949
He is the reason the republic is after us, without him, we likely can smooth over relations with the republic after all is said and done...
>>
>>34609149
He is also the reason we survived so long and so far, even before the Republic attacked he has come in handy time and again, and likely after us wrecking half their fleet they won't back down from this.

And again, even if we do smooth relations with the Republic, we'll have our own problems almost as bad to deal with.
>>
>>34608949
>>34609276

I don't necessarily mean the Commander. We have a few other heroes, you know.
>>
>>34609580
We have unlocked some less-than-memorable hero's... Anybody have a short list?
>>
>>34609816

Diplomat Karamazov
Twisted Genius
Mastermind
AI Mal
MAD Scientist
Commander

Or just check Delim's notes that've been posted like every fucking thread.
>>
>>34609941
God those pastebins are useful. Always have been.
>>
>>34609941
>>34610410
I'm kind of surprise the original anon that took notes hasn't posted theirs.
>>
>>34611020
Pretty sure that was smartanon
>>
>>34611020
The original note taker anon is smartanon, and he's too busy to make notes anymore.
>>
night bump
>>
New day bump.
>>
Thursday bump
>>
Notha bump
,hrmm need to remember if there are any dialogues we should do before making an action plan.
>>
>>34621181
If we have the pirates working with us. Maybe make sure they are on the same page. Otherwise we could probably use some info on how the assembly armada is doing.
>>
>>34621483
Ah right, as well as combine information.
>>
>>34621483
Pirates still haven't shown up, we need to ask the Combine what they know about the Legendary Republic Hero and possibly the other heroes though.
>>
Rolled 6 (1d100)

WARNING
Currently suffering SEVERE connection issues. Despite the fact that EVERYTHING is working EXCEPT for the damned gateway. Can't figure out how to fix it so I don't know if i will be able to run today.

As is had to stop near a place with free wifi to deliver this message. Now to fight with the internet once more otherwise i may be stuck camping out a 24/7 cafe.

>>34596707
My way works though.

>>34604541
"Heh if I was republic I would use defense positional matrix Geden. Would love to know what the type combination is to allow it but its mean to breakthrough giving their haggard forces time to recover. Its even worse if they got some kind of special backing."
>>
>>34625783
noted.

Is there anyway we can still contact the Combine.

"Combine, are you familiar with old earth history?

There was a time in ancient mankind's history it seems when two superpowers were on the brink of a war that could have destroyed the earth.

So, instead of declaring war, they sent arms and funding into smaller proxies. And indeed, those proved more detrimental to the enemy than any outright war. The concept of Proxxy warfare should not be unfamiliar.

But more than anything this, we stand a chance of striking a devastating blow towards your enemies without you lifting a finger. But it isn't enough. If you do not wish to go to war, then surely you would be willing to help us against your enemies in other ways.

We need help, information, weapons, anything at all you can send that isn't short of a fleet. If we win here, the Republic will be down one whole warfleet without you having lost a man. I'd call that a bargain."
>>
Bump?
>>
>>34626291
Yeah, let's just hold out and hope Genie gets his internet back. If not, always friday.

I'd say any thread we live just a bit further is an accomplishment of its own right.
>>
Another bump
>>
>>34625783
Also
>Commander gets asked a question about heroes
>States something related to fleet maneuver

>Has knowledge of knowledge of advanced fleet maneuver
>Is unable to gauge which of two fleets would be the better option to attack.
>>
>>34628694
Well they could be setting up a ploy to trick us. Like go for the "weak" ships then set off their own trap. I'm sure he will be able to give info, But no real yes or no answer.
>>
Rolled 36 (1d100)

>>34625783
And I have failed internet is still off at my place so I was forced to come to a 24/7 place. Despite my increasing poverty doesn't help i also have to assist my grandmother...

>>34625928
"Hm yes proxxy wars...but that would require us determining if one is worthy for our backing. Which isn't easy despite the fact that our great enemy flourishes with using it against us. Our members are most...uneager to reciprocate most troublesome for us."

"As for us helping you...why? Why should we use our resources to help though? If your a member that is a different story. But these proxies are still quite independent hence troublesome."

"When we get our hands dirty we prefer to do it ourselves and be blunt about it unlike the Republic. Who love their scape goats, lies, and cover ups."

>>34626615
It wont happen that quickly it seems like i have order some new stuff.

>>34628694
Its because of heroic presences and their being concealed.
>>
>>34630600
"We smashed HALF a Republic warfleet and we are ye close to finishing off the other half. What more do you want?"
>>
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>>34628888
Reporting in. Nice mad quads.
>>
Rolled 54 (1d100)

>>34630660
"Heh certainly a worthy feat to join us...who planned it anyway? Your rather new so we don't have much on you yet. Damn humans so are broken up pain to keep track of it all."
>>
>>34630728
"Our planning and methodology is one of our greatest advantages, unless you agree to help us, we cannot disclose that information. I will admit one thing though, You haven't seen anything yet...."
>>
>>34630728
"Ah, but remember we are at war with the Republic. You yourselves stated you do not want to be at war with the Republic, thus joining you would cause difficulties.

Here however, you have a wonderful opportunity to strike against the Republic without going to war. We ask you, help us, give us information if you cannot supply us, but we are fighting your enemies without you needing to go to war, and all we ask for is aid."
>>
Rolled 90 (1d100)

>>34630808
"Hm...we noticed that you had utterly blocked their chatter could you do that again?"

>>34630792
"Is that so does that mean you can repeat an earlier feat."
>>
>>34630975
Mal, Mizar, would we be able to block their comms again?
>>
Rolled 74 (1d100)

>>34631059
Hm certainly Umbra tech is just so lovely like that and when you include my own talents...

"Possible."


So empty in here...is my civ really that horrible?

I also miss smart anon despite the near heart failures...

Much less fun when someone isn't fighting desperately to puzzle things out.
>>
>>34630975
"Heh, I suppose that is for me to know and for you to find out. Like the old human poker expression, you got to pay to see them"
>>
>>34631135
Hey, we're trying desperately to puzzle things out, as much as we could.

It's not empty, we're just trying to chew through the right option via careful dialogue and this takes time.
>>
>>34631135
"Let's say there's a chance we could cut there comms, Combine, and if we could would you stand to be able to help us?"
>>
Rolled 58 (1d100)

>>34631197
"Hm if you cut their combs...and limit your own 'recordings' then we can certainly help you heheh."

>>34631159
"Not happening in that case human"
>>
>>34631236
"Commander, the Combine are brutally honest you say? Do you trust them here?"

If the Commander gives the green light, I think I'll have an action plan ready.
>>
Rolled 99 (1d100)

>>34631272
"I trust the Combine a hell of a lot more then the Republic. I suppose you could say they are an enemy I actually consider a friend and look forward to seeing on the battlefield."
>>
>>34631236
"I'm sorry you feel that way. Alas you got to know when to hold em' and know when to fold em.
You wouldn't be negotiating with us if you didn't see value in us. Your about to fold the nuts because your too afraid of what the republic might have.
Now this old gambler knows, the secret to surviving is knowing what to throw away and knowing what to keep, because every hands a winner, and every hands a loser, and the best that you can hope for is to die in your sleep.

You never count your money when your sitting at the table, their will be time enough for counting when the dealing's done.
>>
Rolled 48 (1d100)

>>34631363
I share that agreement.

Action 1
MAL We need you to cut their comms again, to give the Combine the opening they need.

Action 2
"Commander, we trust your judgement in this"
While there is still time and an opening, smash through it and punch out through the otherside.

The commander says that which can trap forces inside can also keep forces out, so we need to make sure reinforcements can arrive.

If he recommends it, send raiders to harry and harras the inner forces but if not let him have his full control of the fleet to punch through.
>>
Rolled 9 (1d100)

>>34631519
Do any of our heroes want to make and additions/suggestions?
>>
Rolled 44 (1d100)

>>34631854
Nope.
>>
Rolled 36 (1d100)

>>34631519
Rolling, here hopes this works!
>>
>>34631854
Use the commander's skill breach to break the defenses (remember the heroes do use skills unless there is a reason or we say so).

>>34631135
To be up front and honest, It is not that your games suck. In fact I rank your style high up there and you have a good system from what I can tell. The main problem is the difficulty and learning curve. When I did my games I learned quickly that people on /tg/ need a bit of hand holding or ideas to help them get started. Not a lot but if they are not use to the style having a,b,c,Etc helps with talks and actions.

Luckily we as a group are good with each other's style and work well. We have thinkers, talkers and supports (Granted we are a bit slow at times).
>>
Rolled 77 (1d100)

>>34632348
Aw crud, do we have to list them out? He has so many awesome abilities.
>>
Rolled 10 (1d100)

>>34632348
And now you figured out why I have the A B C crap listed.

/tg/ can't do shit without at least some kind of idea.

I still use them despite it often being ignored because it gives any potential newbs a rough idea.

As for me being a ranker I don't see it. Shit I can't acquire new blood well for shit as they never much seem to stick around. Learning curve is a bitch despite me simplifying it and difficulty is due to me not being willing to coddle.

>>34632436
Commander is indeed a sweet hero. Especially helps he is a Pre Fall and the 'world' is much larger hence more of them due to less limitations.

So you CAN expect to acquire more/stronger heroes then usual.
>>
>>34632529
Your ABC stuff won't be of any use here, nor has it been really that helpful in the past.

And don't worry about new blood, if anything you are the most sucessful civ. So many others live for a few threads and die never to be seen again.
>>
Rolled 61 (1d100)

>>34632436
Since we're breeching the net, we have to use
>Breach: Specialized form of BREAKER able to BREACH any defense.
>>
Rolled 33 (1d100)

>>34632578
Because i actually keep to my schedule damn it also I do my best to end civs properly. So few if any ever do that even the so called 'greats'. Its how I differentiate myself.
So wait you changing the action plan around one me?
>>
>>34633010
Which action plan do you mean?

The one most recently listed is

Action 1
MAL We need you to cut their comms again, to give the Combine the opening they need.

Action 2
"Commander, we trust your judgement in this"
While there is still time and an opening, smash through it and punch out through the otherside. (Use BREECH if applicable)

The commander says that that which can trap forces inside can also keep forces out, so we need to make sure reinforcements can arrive (by punching through).

If he recommends it, send raiders to harry and harras the inner forces but if not let him have his full control of the fleet to punch through.
>>
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>>34632529
I got that a long time ago, But new people/players may not.

It doesn't help that a long of people seem to come here for chose your our path story time.

I believe the main reason we ignore them is we get use to your difficulty and end up going overboard. Like each and very time we get our shit pushed in. We start hammering away at every detail to minimize the loss.

You may not have the people showing up. But you have the skills and style to rank high. Yeah you don't coddle much and I can understand. In truth I'm fine with it, I like to think of you as the dark souls of the civ games.
>>
Rolled 22 (1d100)

>>34633082
hm yes but adjustments may be made due to the wanting to use abilities.

>>34633137
All because i don't believe in coddling...I don't even purposely make it hard even.
>>
Rolled 19 (1d100)

>>34632805
>>34631519
Support.
Now I roll a 1 and a war starts between the Combine and Republic.
>>
>>34633137
Dam it I missed spelled again.

>It doesn't help that a lot of people seem to come here for chose your own path story time.
>>
>>34633167
What sort of adjustments are needed?
>>
Rolled 67 (1d100)

>>34633213
Abilities if you want to use them need to be included otherwise i may miss it.

>>34633195
Uh really?

>>34633167
I actually suck at dark soul games btw...considering even my bro is a fucking monster at gaming has little trouble is enough to make me not even bother. Scary part is he hardly ever dies.

If only there was a unreal tournament for melee games i could enjoy dark souls...

I used to be quite good at shooters until I experienced unreal tournament. Afterwards I became amazing at it. I dream of the day I get to experience the same thing with melee...
>>
Rolled 60 (1d100)

>>34633279
Include it then, we need to punch through this hole.
You're not trying to trick us into using an ability prematurely are you?
>>
>>34633213
Commander: Breach/ Slaughterfest (If those in repair count) / ( Maybe Endless )

MAL: HAX / Synchronized / Centrally Linked Node (If he need others to help.)

>>34633279
/tg/ yeah it seems like it with most quest or are you saying that because of me stating the obvious? I can't tell with text.
>>
>>34633279
Chivalry: Medieval Warfare, I believe you would like that game or maybe Mount & Blade: Warband.
>>
Rolled 20 (1d100)

>>34633555
I played mount and blade.

Alas current computer is too shitty for it...

>>34631519
Just gonna give in...


Comms have been taken out.

We are attempting to assault their line...

WARNING
Our forces are under heavy fire and have been repulsed.

Meanwhile after confirmation the Combine starts to giggle...

Meanwhile at a certain wormhole that formed...began to pour out an entire FLEET of Combine ships.

We were entirely unable to detect their passage...fucking worm drive.

Combine fleet is engaging the Republic.

WARNING
Combine Hero detected.


ALERT
The armada has arrived and is assaulting the Republic.
>>
>>34634165
Fuck yar!
>>
>>34634165
>Our forces are under heavy fire and have been repulsed.
Damn, I guess the Commanders breach ability isn't unstoppable.
>>
Rolled 57 (1d100)

>>34634288
At least they didn't get slaughtered, I would say it helped.
>>
Rolled 29 (1d100)

>>34634165
The Combine fleet has a hero with them.

Pirate Armada has an unknown number of heroes with them.

Combine Hero

Yarza Yigit
Supreme Command
Insight

actives
Divider
Unifier

Passives
Unifying Command


The Combine forces have caused a breach within Republic lines.

The Armada is spreading out and striking.

>>34634288
Wasn't activated needed to be in the action plan.

>>34634345
Your ships are beefy. They can actually take a few hits just fine.

Anyway what do?
>>
>>34634377
>Wasn't activated needed to be in the action plan.
Wait, is THAT what you meant by 'included'?

You should have been more clear earlier, I thought you simply meant we had to state we wanted to include it in the actions.

Goddamit, genie.
>>
>>34634424
Come on dude, we all kinda knew that, your a memor guy right? You should know that especially
>>
>>34634377
Alright, things are at least falling into place, even if they aren't perfect.

Now how to best exploit it.

"Commander, we couldn't make the breech, but reinforcements have arrived. Recommendations?"

Also what is the status of the two Republic fleets?
>>
>>34634463
So why did nobody bother to actually remake the actions with it inside the post. . .
>>
>>34634501
I was waiting to see if this >>34633431 was okay. I linked it to this post >>34633213.
>>
>>34634554
I guess linking isn't enough anymore, it has to literally be inside an action post.

Which really seems redundant even if everyone votes consensus.
>>
>>34634569
Sorry, I meant that I linked it to the post that was asking for what adjustments. I was hoping for a reply, I guess next time I will ask again.
>>
Whatever we do, make sure the comms blackout is maintained.
>>
>>34634554
Linking is not enough
>>34634501
I'm kinda half working half playing, that and I am sort of banned from making actions...
>>
>>34634649
Right.

>>34634469
>>34634377
**Dialogue**

Would it also be a bad time to contact the Combine or the Armada, or should we maintain radio silence as well
>>
Rolled 98 (1d100)

>>34634424
I thought that was actually quite blunt...

Anyway.

Combine hero has activated an ability.

Divider.

Republic lines are collapsing.


Pasive Insight

Heroes Identified.

Two deceased.

3 active.

Legendary Confirmed.

Repulsion detected...

Confining...

Tracing...

Identified.

Legendary Hero

War Master Kill-error

Processing...

Confirmed.

Traitor Hero.

War Master Killigan

Now going by Union Expeditionary Leader of Peace and Crime Kimora

WARNING
Hero is a traitor turned Republic hero.

Was formerly a human hero who joined the Combine with his forces was one of the (in)famous Killigans became a War Master under the Combine before betraying them for the Republic.

Event was known as Operation Killzone where a Combine Nexus was assaulted and the resulting forces coming for the rescue were ambushed.

Only possible because he was a traitor.

Is now a leading official of the 'union'.

Known stats
Traits
War Mastery
Defender
Attacker
Cold Blooded
Traitorous Nature

Actives
Stillness
Overwhelming Assault
Unstoppable Bastion
One Shot Kill
Nullify

Passives
Reversal
No Weakness
War Waged
Entrapment
Deceiver
>>
>>34634673
Says who?

I mean, sure you've had your moments but we all have, I'd vote your actions if they make sense and have even modified a few.
>>
>>34634719
That solves the problem of finding the legendary, now we just need to follow the Commanders advice and find the other two and eliminate them.
>>
>>34634673
You're only banned from rolling to try to nullify 1s.
>>
>>34634719
... I don't know why but I want to say have the mad engineer take him down. I believe their life will end the Legend, If not hurt badly.
>>
Rolled 22 (1d100)

>>34634719
>Commander
"...is this true alien?"

"Hm yes figured we owed you and you were having such a hard time."

"KILLIGAN YOU FUCKING TRAITOR BOTH MAN, DUTY, AND HONOR."

"Oh well if it isn't you 'commander' the one who along with others were PURGED? Heh you had it coming, but I am not sure you can talk considering the whole deal with a certain incidents...well since my cover is blown guess its time to take action."

WARNING
Mothership is being boarded.

"I am coming for you commander."

ability activated.

"Our defenses are unable to hol-

Ability activated.

The battle is at a standstill.

"Oh so its TRUE you DID learn something you shouldn't have....heh looks like its too alien for you though you can't hardly do anything besides that hm? Too bad for you I CAN."

WARNING
LEGENDARY HERO IS ASISTING WITH THE BOARDING.

"Pity I had to lose one of my heroes to those damned bastards but it did covered my trail nicely. Along with that dirty trick took out another one of my heroes."

"I will leave the rest to you two while I deal with the war criminal. I trust in your unified abilities."
>>
>>34635060
Dam being sick ... {Just As Planned} with a hint of madness {Supreme Design}. They came for us and it was a bad idea.

Commander should use {Gauntlet}. Our goal will be to slow them down and to set the defense trap.

Mastermind and Engineer please tell me we have something we can place to end, if not hurt the hero coming for us?
>>
>>34635258
"...Problem is the hero is a LEGENDARY one. A ordinary hero is difficult enough..."

"Mastermind suggest a plot and some bait."

"Engineer suggests a device."
>>
>>34635358
>>34634706
>>34634469
**dialogue**
>>
>>34635358
We have bait, Sorry commander, the main thing is do we have something game ending. {GG2} ... with {Do or Die}? Maybe.

I know that this will not be easy. But we have the people and smarts to end this here. The hero messed up coming to our base and we can use this. (Throw them into the maw would be funny.)

I assume [Twisted] will give us nothing still.

>MAL any chance of getting some Spawns moved to the base?
Thinking if we have a cannon we can point at them the spawns could keep them in place.

... what else ...
>>
>>34635358
Exactly what type of ship is trying to board us?
>>
Rolled 19 (1d100)

>>34634469
"Hm two the Republic has three. Two on the edge and one deeper in. As for recommendations...since we hired them I suggest we make orders or at the very least suggestions."

>>34635646
A stealth warship snuck up on us.
>>
Hrm, I need to reread these posts and get a clearer view of the battlefield.

So we still have an inner fleet rallying and an outer fleet engaged by our assortment of allies, the Armada, and the Combine.

Our mothership is somehwere and a stealth warship snuck up on us, and they are boarding. We did install those nice Alien anti-boarding stuff we salvged way back, but that isn't enough.

The Legendary one is coming for us himself, while his two remaining heroes are going to fight the rest of the battlefield.

Anything I'm missing here?
>>
>>34635724
Can we maw the ship?
>>
Rolled 5 (1d100)

>>34635832
Nope its not in range.
>>
Alright, more planning time. Need to figure out how to balance the fleet keeping the space fight from falling apart, as well as the little battle in the mothership.
>>
>>34635898
Is there anyway we can take evasive actions to regroup with the rest of the fleet and head towards the Armada/Combine?
>>
Rolled 96 (1d100)

>>34635929
they already latched on all you'll be doing is dragging them along for the ride.
>>
>>34635974
Which might not be a bad thing, get them in range of the heavier guns of the Combine/Armada.

Can't we just jetison the parts they latched on?
>>
>>34635974
What type of forces are present on the mothership, and what sort of forces are currently attacking?
>>
Rolled 47 (1d100)

>>34636012
You could try.

>>34636077
Who don't know who or what they are and their engaged with the bots.
>>
>>34636012
Why don't we just ram them with the maw and eat our way to freedom?
>>
>>34636103
Just the bots huh? So we have our heroes, bots, all onboard the mothership currently being boarded. Hopefully we can devote our actions on this current fight whilst the Armada/Combine deal with the rest of the Republic fleets.

>>34636163
I think the maw is in the front and they have probably attached themselves to the side or something.
>>
>>34634719
>Killigan

>War Mastery
>Attacker
>Cold Blooded
>Overwhelming Assault
>Unstpobbable Bastion

ESPECIALLY THIS
>Nullify
>No Weakness
>Entrapment

Are going to be problems. The way I see it, we'll have to force him through the use of our own hero abilities as well as tactics to waste at least a few of his actives and then try to fight off the boarding forces.

We also have to judge whether to keep our ship where it is or try to move it elsehwere.

>>34635974
"Commander if we could try to move our ship to which force should we go to? The rest of our fleet perhaps, the colony with its defenses?"
>>
>>34636177
... hm I like to think we can turn to it. But if that fails there's the T3S Crack Cannon ( I do believe that is installed) and the Eracca Cannon.

I really want to see the enemy's reaction to us eating their ship.

>>34636301
Yeah those are a problem. But if we cut off more people from getting on we can take them.
>>
>>34636358
Well, I'm reading the pastebin right now for any special weapons we have. That might come in use here as well as all our combined hero abilities.

>>34636301
>>34635974
Also Dialogue
>>
Rolled 29 (1d100)

>>34636301
"Hm...hell if I now. Try to get some ships to blast the bastard off and supply reinforcements."
>>
Rolled 10 (1d100)

Action 1+2
Set the ship on a course toward the colony. We need reinforcements, and lots of our ground forces and elites are down there, as well as defenses.

On the way there, we need whatever part of our fleet that isn't preoocupied to start trailing us and either blasting away at the ship, or keeping any enemy reinforcements from helping it.

We will try to land planetside and get supplies and reinforcements to push in, while planetary defenses and bastion rip away at the ship.

---

For me this feels like a good base, now to deal with the actual in ship combat. If anyone else has suggestions that'd be appreciated.
>>
>>34636644
As in, this is just a skeleton of a plan, working on some more additions.
>>
Rolled 98 (1d100)

>>34636458
Ah wish my internet wasn't broken...
>>
>>34636644
Down to mad syncro it? Lol

Mal has an independent action too, unless it takes all of Mal's power to keep the coms down.
>>
>>34636671
I wish it wasn't past midnight and I could relax and think on this plan.

>>34636718
That's another thing, we need to keep their comms shattered if we can.
>>
>>34636732
Aw and I kind of hope we were all in the same time zone, It's 10 ish here.
>>
Rolled 37 (1d100)

>>34636732
Ah well there IS always Tuesday you know?

Besides the Colony is current being invaded after getting bombarded.
>>
>>34636812
Eugh, well at least we fortified the crap out of that place.
So tired, only 4 hours of sleep last night, need to get up early against tommorow. . .

Surely I'm not the only one making a plan? Anyway, we're 20 posts of bump left.
>>
>>34636914
I have little and been sucking honey down for an hour. The random thoughts i posted are all I can get out but I will try later.
>>
Rolled 51 (1d100)

>>34636812
bah didn't think this conflict would of taken so long.
>>
>>34637534
This is the first major conflict we've seen in the civ, on top of that it's the first real Large Scale battle scince Memor with the most powerful heroes to boot, and we have invested quite a lot into here. We don't want to make a mistake anytime soon now that we are sooo close.

Plus, this battle is really awesome. . .
>>
>>34637534
Yeah sorry about that, It doesn't help that we are going for everything.

Action wise I want to leave it in the hands of mastermind and Mad engineer for setting and making the trap. That would be Action 1. Mostly needing to make use of Gauntlet, Just As Planned and Supreme Design. Seeing that they said it's hard to kill the hero. Probably just remove them threw air lock or other methods.

>Action 2
Have our ship turn to just take shoots at the ship hooked on to us and see about taking bites our with the maw. In hopes that this will slow the enemy's boarding down.

>MAL's Synchronized action
Can be MAL keeping up the comm problems if he needs to or helping the the boarding problem with Centrally Linked Node and a tireless action to remove the problem.
>>
>>34637747
This is a good addition, though there are other heroes with other abilities we need to use, as well as minor sub heroes. We need throw everything at this guy since he'll be nullifying and reversing stuff left and right.
>>
>>34637787
Well the problem I keep facing is i don't know what our people can do. We probably have a mad pilot or someone with great skill with ships, lots of officers and things going on in the back ground (Like Cock fights).

I know Genie would hate in. But in real world I would have done a walk around of everything and gotten to know the crew, throw birth-days, movie night and so on. So, much like I kind of do, make mental notes and write down info on the crew. Then base actions and chooses on that.

Combat I would be baiting people to planets. So we could use the cannon to make the debris damage ships with little damage to our people or (if our ship has the power) take the maw and throw moons at them then fire the cannon.

But I lack a lot of visual and personal info to make a lot of moves.
>>
>>34637965
We have the engineer, the weapons master, and at least 3 minor pirate officers I can recall.
>>
>>34637980
Yup one of the pirates is so a hero.

>Rogue Psychic
Ran from official channels going underground. WARNING has removed limiters and failsafe is disabled WARNING

>Captain Grimjoy
An upcoming pirate captain. Was once a navy officer until deciding to go rogue for some reason.

>Mad Man Mason
A insanity ridden case renown for both madness and committed atrocities. WARNING detected psi emanations, neural tampering, body modifcation, and addictive behavior.

>Muwe
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.

Bio: Its name is Muwe. Dude is mutilated to a disgusting degree to allow the usage of many kinds of weapons whether of man or not.
>>
Rolled 100 (1d100)

>>34637965
Hm you CAN still do that and even get a walk around should you choose to activate it. As it exists for a reason.

Right now though the fight is pretty spread out.


As the republic formation has been broken on the outside, but they pretty much holder the inner system except for the colony which they are invading.

Your installations also have some ships occasionally pouring in additional troops as well as deployments and bombardments planet side.

The Republic formation is broken on the outside but it is beginning to change as now their formation is now longer possible they are reforming and additional reinforcments are arriving.

Meanwhile in the inner system their remaining ships have been rallied and their dragging the wounded ships together to speed up repairs and or salvage the ones too far gone.

Currently the solar system is still radiated to hell thus FTL super travels isn't exactly possible limiting range.
>>
>>34638086
>and additional reinforcments are arriving.
It just never ends does it. . .
>>
>>34638086
Problem is I'm not sure we can devote our actions to the battle at large when our very mothership is about to get wrecked and our heroes captured without serious intervention.
>>
>>34638042
I really want to unleash these guys onto the boarding party just to see what they can do.
>>
>>34638086
Well the dice sure do love the idea of a walk around.

Do we need to keep the action up for comms cut off? If not we need to hit those ships repairing.

But main goal is our mother ship and the legendary hero. That will need most of our crew, Offices and heroes. If we finish the hero off or break them, We will likely break moral and win this.

We should be able to trust the armada and Combie to do their magic on the outer area.

If we had a bomb the lack of FTL with be fun.

... what else ... dam lack of troops. Heh, what I'm I saying this group as XCOM and a commander we can do it with the numbers we have.

>Can we have a quick strategy meeting?
I would like ideas from MAL, Commander and who ever else can chip in. For the best move to make. We should be able to trust the outer to the allies and mercs. But we will likely need some support to end the boarding team.

>>34638237
I'm think of using the psi madness for the trap. Just do hit and run with traps to weaken the hero. Then finish off with the finial move {Just As Planned}.
>>
>>34638335
I'm wondering if our mad psi pirate and our mad weapons expert could get together and come up with something MADENDINGLY good
>>
Rolled 62 (1d100)

>>34638086
The enemy is also meanwhile being jammed.

Currently the enemy outnumbers you...but they have much less heroes at their disposal then you do.

Currently the Spawns are performing spamming the enemy kinda like a zerg rush on crack but with gamers/soldiers armed/armored/ with the BIG guns.

UUU are countering their own stealth/spec ops.

Supers are going after where ever they are strongest.

The Armada has engaged and is sweeping them aside attempting to charge into the inner system.

The Combine meanwhile seems to be on a path of MAXIMUM carnage.

Clan Volker meanwhile...

Well shit.

It appears they have WARPED IN near the former ruins of the warpgate...somehow they got around the hazards and are attacking the enemy.

Discovered

Clan Volker Fleet Awesome Atrociousness
Leader and hero Chief Commander Captain Malof Killigan infamous war criminal serving under MAD Scientist Volker...

wait a second...

There is no such thing as a MAD who is still a mere volker...oh wait its THAT one.

The one Super Smartie who actually managed to get along with their military forces...but keeps failing the damned test. Quite humiliating for Clan Volker who prize their MADness.

Detected.

Volkendradd Guard homeworld Volkengarde. The homeworld and HQ of Clan Volker.

They only appear if they have...hm guess it is true then they actually DO have a MAD among them. Otherwise Volkendradd Guard wouldn't be here.

WARNING
Such troops are the BEST that Clan Volker can provide and if its true they serve the one failure known as Volker...they are in a league all of their own.

Caution is advised.

Super Genius confirmed.

Suffering from MAD.

Caution is advised.

Heroes

Dr. Volker
Traits
Super Smart
Pure Madness
Bonus Research
Free SCIENCE! action
Cursed
>Unknown

Actives
To the MAX
Supreme Design
i GOT THIS...TOTALLY


Passives
Safety FIRST!
Personable
Insightful
Specialty is for CHUMPS
>>
Rolled 7 (1d100)

>>34638465
Other hero

Chief Commander Captain Malof Killigan

Traits
Mad Command
SCIENCE! Survivor

Actives
Cannot be Stopped
Don't Drop Dead

Passives
For Thy Duty

>>34638121
Their from the same fleet remember how large a system is? Quite a few of their ships were quite far away so they are merely just redeploying themselves.
>>
>>34638560
>Malof Killigan
Any relation to the killigan we are facing now?
>>
Rolled 8 (1d100)

>>34638560
>>34638465

Dr. Volker
Considered truly amazing even by Super standards. Ironically those who also suffer from MAD and even own clan consider that one a failure/embarrassment.

Everyone else do not share these sentiments.

Malof Killigan
Member of Clan Volker known to be loyal to one known as Dr. Volker. Commited countless atrocities and war crimes unlike Dr. Volker did not have excuse of for SCIENCE!

Is considered a true monster even by Volker OR Killigan standards. Commands forces that protect...and do Dr. Volker's bidding. Is unusual relations are normally not nearly so good but thanks to Dr. Volker trail blazing that has changed...at least when its just that one. Others are confused by this while the larger Guard forces are most thankful to Dr. Volker. A MAD who they actually don't mind working under. In fact if the rumours are true Volkendradd Guard fight viciously over who gets to serve/protect that one where normally they fight over who they DON'T.

In exchange he and his forces have been further enhanced.

EXTREMELY dangerous.

>>34638737
They are part of the same bloodline the (in)famous Killigans.
>>
Oh god I'm going to have to reread this before Tuesday and make sure we're not missing any of this new information we need it.
>>
Cool glad to see the other groups and "VOLKER CLAN" is doing well.

I'm sure we have what we need to win. But not sure where to use it. Down side is we will probably not we done this thread. Probably keep the other groups attacking ...

>Commander after seeing what our allies can do and have been doing. Any thing we should have them change?
Wasn't sure if we should bring them under one command to finish this. I can see some not likely it.

But I still believe our main goals for our crew will be mother ship boarding, dealing with hero, keep comms down and probably deal with the people repairing.
>>
>>34639221
Don't forget the rest of the fleet is out there and hopefully can help unless everyone is literally preoccupied fighting.
>>
Rolled 21 (1d100)

>>34638847
aNYWAY don't forget to archive or anyting.
>>
>>34639452
Thanks for the work you had to put in. I'm sure chilling at a cafe for internet wasn't the best of times.
>>
Rolled 78 (1d100)

>>34639485
Not really no.

So broke...and nows no internet.

I live a pathetic life at the moment and am in especially bad spot due to college backfiring on me.
>>
Rolled 74 (1d100)

>>34639517
Worst part is I wont be able to readily do my anniversary special where i was gonna reveal talk about system/setting...

That is a huge blow...I precious 1 year anniversary edition. Guess i could come to the cafe again but it just wont be the same...
>>
>>34639452
Thank you too Genie, you have no idea how appreciative this is

>>34639517
Also, if it is any condolences, happy Memor anniversary day! It officially began a few hours ago.

I almost would have forgotten, but if anything this battle and all the forces involved here are very reminiscent of those days.
>>
>>34639517
I'm kind of amazed that happened, Dam paper work.

>>34639535
Well we will be here I'm sure of that much.
>>
>>34639535
No way to do a special tommorow then?

That is truly, truly, sad :c I will celebrate it nonetheless by binging on the archives and looking back at those times, and if there isn't a thread by tommorow maybe one of us will make one.
>>
Rolled 73 (1d100)

>>34639535
That is what irks me the most. Suppose I will do it again tomorrow but it will be lacking...

>>34639544
Not sure i follow for that first part.

hm...yes Memor anniversary...my first success on 4chan and only.

I can't do anything else as i learned the hard way. Apparently I don't play well with others. The whole civ success was quite out there.

>>34639557
That would be nice. The anniversary thread shouldn't be missed.
>>
Rolled 23 (1d100)

>>34639577
I can't even write for shit...and the civ system likely never be completed.

No matter how hard I try I can't seem to convey what I want and there are parts of the civ system that i get lost in or outright can't do.
>>
>>34639577
I just. . .need to find an excuse for it. /tg/ won't take kindly to a thread with no point, but it's not like we can just start a game without you.

I really hope you will be able to show tommorow.
>>
Rolled 42 (1d100)

>>34639619
Hm well you can use it to discuss what to do with the current civ as well you know and I'll try to make it.
>>
>>34639603
I tell you if you manage to publish this thing, I will buy it.
>>
>>34639603
Well that's a lie you write well if not great. The system on the other hand depends on who you are willing to trust to help you. We, I believe I can speak for all of us, of your civ crew will help you in building if you ask us.

It happens to the best of us. Some times you need to take a step back or have another person take a look.
>>
>>34639699
Granted, we are very bad at this system. . .but sometimes we strike it lucky.
>>
Rolled 88 (1d100)

>>34639641
The Memor....back when it all got started.

I don't think no more then a couple anons have stuck around since that day...so much as changed since then.

With the great PR0N deletion.

The zombie horde unleashing on bandits...

The ghoulish tides.

Super monsters.

Mother of the swamp.

Remember Ramona.

Dr. Volk(I am so sorry the one thing...the VERY one thing...) and Clora'Zel

Glowyjoe(who I fucking hate to this day goddamn mary sue)

EDE and EVE.

She Who Hungers.

The Umbra reveal which pissed everyone off so goddamn much...priceless. If only that wasn't a one trick pony...but so worth it.

Still though its amazing to see just how devastating that reveal was now that people are STILL jumping at shadows.

>>34639666
Fiction market ain't doing so good especially for male writers...and then there is the type of writing that this setting is.

Its something that simply doesn't exist besides myself.
>>
>>34639765
And those are but snippets of the things I remember we did.
>>
Rolled 64 (1d100)

>>34639765
If only the market was little better...

Anyway as for the book in question.

Its gonna take place in the Fantastic Sci Fi Post Apoc setting of mine. Starting from a simple kid who did odd jobs and goes out into the wider world.

Where that one will encounter a brotastic dark god.

Going to sail on the sands.

Face off against a Zombie Queen.

Who 'won' against a reaver.

revelations on the Syndicate.

Sorta need a story line besides "explore and survive." easier said then done i swear...

Only thing I got is an adaptable clever punk armed with the only great boon of regular required nanite injections, a rifle with some ammo, basic survival equipment, and some light leather armor.

Coming out of the dustlands...

On an adventure. Whose goal is...uh. Well I need to figure that one out.

Survival?

Glory?

Adventure?

I am gonna stick with adventure and more importantly survival.

>>34639799
It was indeed wild...I am thankful for it though. As it forced me to resurrect a setting I had previously abandoned(of whom i have several).
>>
Rolled 92 (1d100)

>>34639890
So...yeah. Things are gonna be interesting.

The Chronicles of an surviving in such a world and the adventures that entails.

Anyway...I just gotta ask.

What skills, stats, traits, and abilities both active or passive shall this one have hm?

Seriously though I am having a hard time with stats of all things...

Am taking suggestions that i will look over, also don't forget to archive.
>>
>>34639931
[Passive]
Over thinker: + planing / - Slower actions

[Active]
Leroy- When times are not looking good you just got to do it head first. + to hit and movement

[Weakness]
Chicken - This delicious fowl is calling to me.

[Skills]
Wood working - In this world people need builders.

Str - Normal
Dex - Good

Wits - Normal
Wisdom - Good

Charisma - High (Richard's sexy adventures will not stop with him.)

... then I don't know. Would need some idea of a point buy/limit. Uses spears maybe.
>>
>>34640107
Also, he lost a finger in a tragic woodworking accident. He replaced it with a post apoc jury rigged multitool.



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