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File: SpaceScourgeTitle.png (94 KB, 794x794)
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Welcome Captains, you have been summoned here to suppress a horrible plague on our sector. A mysterious new form of life has recently been discovered, and it is wreaking havoc on our colonies, stations, and supply lines. I speak of course of the Scourge, a mysterious form of mega bacteria that are capable of surviving and thriving in the vacuum of space. They vary in size, but are often the size of frigates, or even cruisers. They are highly dangerous even to military vessels, and tend to operate in large groups.
>>
>>5516457
Recently, one of our stations has suffered a devastating attack and been mostly destroyed. However, reports from the station just before we lost contact indicated the presence of an especially large Scourge that was… consuming the station. Our scouts have found this specimen and have made some alarming and peculiar observations. Firstly, this Scourge seems to produce other Scourge, though none so large as itself. Second, the Scourge around it seem show it what we can only guess is reverence, like one might show a leader. This is especially concerning, as it implies an intelligence in what we have confirmed are single cell organisms. Nothing like this has ever been seen before. Your mission is to jump to the sector, and destroy this mysterious Scourge, and perhaps we will have peace once again.
>>
File: IncelVariants.png (75 KB, 1123x794)
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>>5516458
Also, among the Scourge, there are what we know as “Incel Variants”. These are purple in contrast to the usual green, and when they are killed, the release a plethora of smaller Scourge if they are adjacent to a friendly Scourge. To prevent this from happening, separate them from their allies before killing them, using either displacement methods or by killing the non-Incel Variants first.
>>
>>5516459
=========================================

This is a skirmish brought to you by the SkirmJam >>5493424. You and other players will be working together to defeat your enemy in space with custom built cruisers. To design your ship, you will need to balance tonnage, utility, defenses, firepower, and complexity to create an effective vessel while also avoiding overengineering to prevent hindering your capabilities or perhaps even becoming a Vegetable from the strain.

>Ship designs submitted to this post within the next 48 hours will be created and set to jump to the area of operations to confront the mysterious mega Scourge and its accompaniment.
>Turns will be processed once each 24 hours once play commences
>>
>>5516462
Does taking the same system multiple times stack Complexity?
>>
>>5516462
>>5516978
In either case, this is what I'll run with for now. I dub it: The "Shear Razor" commanded by yours truly.

Tub E Class Line Cruiser {Shear Razor}
Hull HP: 50/50, SPD: 4
Tonnage: 100/100, Energy: 65/65, Shield 5/5
Complexity: 30, Laughter Immune

Systems:
[Engineering]
Mobile Fabrication unit: [Restore Ammo/Repair System]
Engineering Bay: [Unscramble System Grp/Restore Hull]
Repair Arm: [Unscrmbl Adj. Friend Sys.Grp/Restore their Hull]

[Defense]
Shield Array: [5 Shield, Restore 5 Shield]

[Energy]
5x Energy Generator [Max EN is 10x Gen, +10 EN x Sys/Turn]
Energy Capacitor [+15 Max EN]

[Volatile]
Targeted Laughter Array: [-10 EN, RNG 5, Target Laugh vs 75]

[Weapons]
3x Termobaric Warhead:[-10 EN, RNG 6, DMG 17, AE 1, vs90]
1x Torpedo Launcher: [-NY2 EN, A 3, RNG 6, DMG 9, vs 90]
>>
>>5516462
We at RNDBS Inc. would like to provide you, absolutely free of charge, with a demo sample of our latest product, the Strongest Shape-class automated warship! The latest in the cutting edge of the paradigm-shifting visionary firepower-as-a-service providers, equipped with a complete suite of delicate features, piloted by our newest combat AI (demo-version) and possessing a sharp tactical finish, The Strongest Shape will grant you an unparalleled ability to shape the battlespace to your needs!
(RNDBS Inc. is not liable for any physical, mental, economical and other damage caused by usage or non-usage of The Strongest Shape in a way of any degree of appropriateness)

Tub E Class Line Cruiser {The Srongest Shape}
Hull HP: 50/50, Armor HP: 1/1, SPD: 4
Tonnage: 100/100, Energy: 60/60
Complexity: 0, Laughter Immune

Systems:
[Engineering]
Engineering Bay: [Unscramble System Grp/Restore Hull]
Mobile Fabrication unit: [Restore Ammo/Repair System]

[Energy]
6x Energy Generator [Max EN is 10x Gen, +10 EN x Sys/Turn]

[Defense]
Point Defense System [7 projectiles at 0 range]

[Weapons]
40x Missile launcher [-1 EN, RNG 4, DMG 1, AoE 0, vs90]

[Unscrambleable]
1x Armor
>>
>>5516978
>Does taking the same system multiple times stack Complexity?
Yes, it does. So taking 2 Missile Bays would give you +8 Complexity
>>
>>5517003
FYI, Shield Generators don't grant Max Shields, so you'll need at least one Shield Capacitor to have shields. Also, take note that the Shield Array is also necessary, so the bare minimum for having any shields is 1xShield Array, 1x Shield Capacitor.
>>
>>5517072
>Shield Generators don't grant Max Shields
Shield Arrays
>>
>>5517072
Switch it for a Missile Bay instead. Same Complexity and Tonnage but more ammo for Torps and no Shields

(I won't repost the sheet again so the thread doesn't get clogged. I'll do it when we deploy.)
>>
>>5517050
This comes out to 21 Complexity, not 0, but otherwise looks fine.
(-15 (Hull) + 5 (MFU) + 3 (Engi Bay) + 28 (PDS) = 21)
>>
>>5517147
Gah, you're right. I'll redo it.

Tub E Class Line Cruiser {The Strongest Shape}
Hull HP: 50/50, Armor HP: 17/17 (DR 1), SPD: 4
Tonnage: 100/100, Energy: 60/60
Complexity: 0, Laughter Immune

Systems:
[Engineering]
Engineering Bay: [Unscramble System Grp/Restore Hull]
Mobile Fabrication unit: [Restore Ammo/Repair System]

[Energy]
6x Energy Generator [Max EN is 10x Gen, +10 EN x Sys/Turn]

[Weapons]
40x Missile launcher [-1 EN, RNG 4, DMG 1, AoE 0, vs90]

[Unscrambleable]
12x Armor
1x Hardened Armor Plating
1x Stacked Armor Plating
>>
>>5516462
Tub E Class Line Cruiser
Hull HP: 42/42
Armor HP: 3/3
SPD: 4
Energy: 100/100
Complexity: 100
Tonnage: 100

Systems:
[Engineering]
Mobile Fabrication unit
Engineering Bay
Repair Arm
2x Scramble Purge System

[Energy]
4x Unstable Energy Generator
2x Dense Energy Cell

[Weapons]
3x Thermobaric Warhead
4x Torpedo Launcher

[Unscrambleable]
8x Hull Integrity Override
1x Stacked Armor Plating
>>
>>5516462

Built with the adage of "What does it matter if the captain is in a catatonic state?", the Glowbug promises pinpoint accuracy at extreme range and insane rambling on the communications line. Results may vary.

> Glowbug
O.R.-B Tech Cruiser
Shield Arrays Cost -2 Tonnage
Shield Capacitors Cost -1 Tonnage
+5 Accuracy to Weapons

> Engineering
3X Scramble Purge System
1X Targeting Array

> Defense
2X Shield Array
9X Shield Capacitor

> Energy
1X Unstable Energy Generator
5X Dense Energy Cell

> Weapons
10X Beam Projector

> Summary
Hull: 35
Max Shield: 45
Max Energy: 160
Passive Energy Regen: 25
Total Complexity: 155
Total Tonnage: 100
>>
>>5516462

Dor-I.T.O. [The Anvil]
Hull HP: 135/135 (Hardness 10), 0/0 Shields
Energy 40/70
SPD: Molasses (3)
Tonnage: 100/100
Complexity: 114, Laughter Resistance 120%

Systems:
[Engineering]
Engineering Bay: [15E=Unscramble System Grp/ xE = Restore x/2 Hull]
Scramble Purge System x2: 5E = Roll 1d2 to clear all Scrambles

[Defense]
Point Defense System (3,0): Block 12 projectiles at range 0
Humor Suppressants (6): Adds 20%x6 = 120% Laughter Resist
Bacterial Resonance Beacon: xE = Taunt all at range X.

[Energy]
4x Energy Generator
2x Energy Capacitor


[Weapons]
3x Gun Battery:[-10 EN, RNG 6, DMG 17, AE 1, vs90]

[Unscrambleable]
10x Stacked Armor Plating: +60 HP, +10 Armor Hardness
>>
>>5517314
My Gun Batteries might not be as potent as previously stated.
>>
>>5517314
Alright, like the theme and design, but a few things here to clear up.

Point Defense System as you set it up would block 3 projectiles at range 0, not 12. The multiplication by 4 is a calculation for Complexity.

Stacked Armor Plating does grant 60 HP, but it is not Hull HP, it is Armor HP, subtle detail there that I can understand you missing since the colors are rather similar. Also, there is no Armor Hardness stat. There is a Damage Resistance for Armor HP which is granted from the Hardened Armor Plating System, but you have not equipped that, so you don't have any Damage Resistance as it stands.
>>
>>5517649
What improbable things can the mysterious improbably drive do?
>>
Dor-I.T.O. [The Anvil]
Shields: 0/0
Armor HP: 40/40
Hull HP: 75/75
Energy 40/70
SPD: Molasses (3)
Tonnage: 100/100
Complexity: 114, Laughter Resistance 120%

Systems:
[Engineering]
Engineering Bay: [15E=Unscramble System Grp/ xE = Restore x/2 Hull]
Scramble Purge System x2: 5E = Roll 1d2 to clear all Scrambles

[Defense]
Point Defense System (3,0): Block 3 projectiles at range 0
Humor Suppressants (6): Adds 20%x6 = 120% Laughter Resist
Bacterial Resonance Beacon: xE = Taunt all at range X.

[Energy]
4x Energy Generator
2x Energy Capacitor

[Weapons]
3x Gun Battery:[-1 EN, RNG 3, DMG 4, vs40]

[Unscrambleable]
10x Hardened Armor Plating: +40 HP, +10 Armor Hardness

Yes it looks like I mixed some things up. I had intended to take the hardened plating. Gun and Armor stats fixed. I had done the complexity calc for what I had wanted, so no change there.
>>
>>5517790
Aside from the advertised random teleportation... well, who knows? Perhaps it might alter the battlefield. Perhaps it might do things to your vessel. Perhaps it might do things to your enemies. Or maybe something else entirely. The scientists weren't very forthcoming on it, frustratingly enough. But surely it must be useful to us for it to be available for military use, right?
>>
Dor-I.T.O. [Arcadia]
Shields: 0/0
Armor HP: 40/40, 5 Damage Resistance
Hull HP: 75/75
Energy 80/80
Speed: 3
Tonnage: 100/100
Complexity: 130

Systems:
[Engineering]
Engineering Bay x2: [15E = Unscramble System Grp/ xE = Restore x/2 Hull]
Targeting Array x2: [4E = +10 Accuracy]
Scramble Purge System: [5E = Roll 1d2. 2 clears all Scrambles]

[Energy]
Unstable Energy Generator 2x [20 EMAX, 50 EGEN, +1 Scramble roll = +25 EGEN]
Dense Energy Cell 2x [60 EMAX]

[Weapons]
Gauss Cannon 2x [3 EN, AC 70, DMG 15, RN 7]
Needler Battery 7x [5 EN, AC 80, ROF 10, DMG 2, RN 5]

[Unscrambleable]
Armor Plating x10 [+20 AHP]
Hardened Arrnor Plating 5x [+20 AHP, +5 ARES]

The Arcadia is a heavily armed front-line battle cruiser capable of decimating hard targets and swarms alike. The only thing holding back its incredibly potent capabilities is the need for an equally potent captain. The ship's 6th and current captain has done well so far, but whether his sanity can measure up against the oncoming battle is uncertain.
Interestingly, tales traded among the senior crew sometimes mention the ship's mysterious first captain, who was said to be a vicious pirate that valued freedom above all else.
>>
>>5518019
>>5516462
Ah, I need to submit it here
>>
>>5516462
O.R.-B Tech Cruiser [The Predator]
Shields: 25
Armor: 3
Hull: 25 (-10 from Hull Integrity Override)
Energy: 110
Speed: 5
Tonnage: 110 (+10 from Hull Integrity Override)
Complexity: 150
Systems
•Engineering
°1 Mobile Fabrication Unit
°1 Engineering Bay
°1 Targeting Array
°2 Scramble Purge Systems
•Defense
°3 Shield Arrays
°5 Shield Capacitors
•Volatile
°1 Scaled Teleportation Device
°1 Mysterious Improbability Drive
•Energy
°5 Energy Generators
°2 Dense Energy Cells
•Weapons
°5 Beam Projectors
°1 Torpedo Launcher
•Unscrambleables
°Hull Integrity Override (10)
°1 Stacked Armor

Guerrilla warfare ftw!
>>
O.R.-B Tech Cruiser [Dryad]
Shields:35/35
Hull HP:35/35
SPD: 5
Energy:110/110
Tonnage:100/100
Complexity:55
Systems:
2x Shield Array
7x Shield Capacitor
8x Energy Generator
Dense Energy Cell
Engineering Bay
Repair Arm
Targeting Array
Weapons:
9x Gun Battery
3x Needler Battery
>>
File: ISD_PassiveAggressor.png (30 KB, 423x614)
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"Bwahaha! With this new experimental hyperdrive no rebel can escape my wrath! Eh? Our current location matches no know star chart? THE HYPERDRIVE BROKE!? Arrgh! This damn thing better not have failed me for the last time! I've got a rebellion to crush."

(If it's alright with the QM I'd like to use the custom sprite provided in pic related.)


Non-Standard ISD Refit (Counts as a Dor-I.T.O): The Passive Aggresor

Max Speed: 3
Base Hull HP: 75
Final Hull HP: 111
Max Shields: 20
Complexity: 50

Hull Specials:
Armour Grants Double HP
The first time you are reduced to 0 HP or less, go to 1 HP instead,
and you cannot die this turn by enemy action.

System List:

Engineering Systems:
1x Engineering Bay
6 Tonnage || 3 Complexity

Defense Systems:

4x Shield Capacitor
4x5 Max Shield (20)
4x5 Tonnage (20) || 4x2 Complexity (8)

2x Shield Array
2x5 Tonnage (10) || 2x4 Complexity (8)

Volatile Systems:
N/A

Energy Systems:

1x Unstable Energy Generator
+10 Max Energy (10)
+25 Passive Energy Generation (25)
5 Tonnage || 7 Complexity

1x Energy Generator
+10 Max Energy
+10 Passive Energy Generation
5 Tonnage

2x Energy Capacitor
+15x2 Max Energy (30)
2x2 Tonnage (4) || 2x1 Complexity (2)

Weapon Systems:

4x Plasma Battery
4x3 Tonnage (12) || 4x3 Complexity (12)

10x Laser Battery
10x2 Tonnage (20) || 10x1 Complexity (10)

Unscrambleable Systems:

18x Armour Plating
+18 Armor HP (+36 from ship special)
18x1 Tonnage (18)
>>
>>5518195
Shield Capacitors actually have a tonnage of 2, not 5, so you have some more room to work with if you desire. Also, I should be able to work with that sprite.
>>
File: SmolenyyStationDeployment.png (1.99 MB, 4535x3780)
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>>5517003
>>5517174
>>5517207
>>5517212
>>5517832
>>5518019
>>5518044
>>5518191
>>5518195

https://www.youtube.com/watch?v=JjYKhD-yIuk

Alright gentlemen, gather around, I've got a sitrep for you.

Advance scouts have been able to secure a jump point on the far side of Cascasius-III, which should hopefully allow our ingress to go unnoticed. You'll need to go around the planet to reach the remains of Smolenyy Station, where we expect the Mysterious Mega Scourge to be. There is an asteroid belt present in orbit of Cascasius-III, which may hinder your maneuverability, but at the same time, it should cover one of your angles.

As a reminder, your primary objective is to locate and destroy the Mega Scourge. Once this has been accomplished, you will be granted coordinates for an exfiltration jump. Speed is critical, don't take too long to accomplish your objective. Once they know you're here, we expect them to converge on your position, and possibly even call in reinforcements. They highly value this target, and given enough space, it may even see fit to leave system before you can exterminate it if it thinks you can overcome their numbers. Remember that this target has been observed to create Scourge on the fly as well.

Don't let your guard down out there captains, they are surprisingly crafty for single-celled organisms. Good luck out there.

>Deployment is now open to the numbered hexes in the South West; only one ship may deploy to each hex
>>
>>5518762
This is Arcadia, code [D-3]. We are preparing to exit jump as close as possible to the enemy's estimated location. We plan to head towards the center of the swarm at full speed and cut a path to the Mega Scourge before it produces overwhelming Scourge ships or flees. We also request for the following two ships to accompany us on the front lines: code [D-1] The Anvil to provide shielding against heavy Scourge weaponry, and code [O-3] Dryad to act as a forward scout.

>Deploy the Arcadia at Hex 4
>>
>>5518762

> Glowbug O-1 at hex 25

This is Glowbug[O-1], we're warping in at hex 25. We'll drift out toward the astroids and provide supporting fire as you locate the enemy. Godspeed Arcadia.
>>
>>5518762
This is The Predator, code O-2. My predatory instincts tell me to deploy as close to the asteroid belt as possible, and position my ship inside it while being just outside the Unknown Scourge Presence circle.

>deploying at hex 11
>>
>>5518762
Shear Razor code T-1. I'll follow up one of our groups in engineering support. We got your back.

>Deploy Shear Razor [T-1] at Hex 10

(just checking for Trip, don't mind if it wrong, posting from somewhere else tonight)
>>
Before I join in we can pick the value of X and y on the PDS right?
>>
>>5518762
Zealot reporting. It shall not escape.

>Deploy at Hex 18
>>
>>5516462
If ye be accepting one more

A hail marry to the stars, we ain't coming back in one piece.

Tub-E
Living on a prayer

Mobile fab units
Engie bay
Targetting array x2
Energy array x8
Dense cells x4
Torp launchers x15
Armor plating x2

Hull HP 40
No shield
Armor 2/2
Energy 200/200
Complexity 63
Speed: 4
>>
This is Dryad, code [O-3]. We'll knock on the door for you.
>Deploy at Hex 1
>>
>>5518762
If I'm in I wish to deploy on hex 16.
>>
>>5518762
[Request: Deploy this unit at hex 3]
>>
>>5518281
>Deploy in hex 3
>Seek to move 3 hexes "NE" as first move

"This is Captain Hammer, reporting in. Plan is to charge forward screaming to get the enemy's attention. Over.".
>>
Since D3 is taken, deploy at Hex 9 and proceed NE from there.
>>
>>5518281
Looking back I've tried to completely redo my ship:

Non-Standard ISD Refit (Counts as a Dor-I.T.O): The Passive Aggresor

Max Speed: 3
Base Hull HP: 75
Armor HP: 26
DR: 2
Max Shields: 10
Energy Generation: 40
Max Energy: 40
Complexity: 62

Hull Specials:
Armour Grants Double HP
The first time you are reduced to 0 HP or less, go to 1 HP instead,
and you cannot die this turn by enemy action.

System List:

Engineering Systems:
1x Engineering Bay
6 Tonnage || 3 Complexity

1x Mobile Fabrication Unit
8 Tonnage || 5 Complexity

Defense Systems:

2x Shield Capacitor
2x5 Max Shield (10)
2x2 Tonnage (4) || 2x2 Complexity (4)

1x Shield Array
5 Tonnage|| 4 Complexity

Volatile Systems:
N/A

Energy Systems:

4x Energy Generator
+10 Max Energy (40)
+10 Passive Energy Generation (40)
4x5 Tonnage (20)

Weapon Systems:

10x Plasma Battery
10x3 Tonnage (30) || 10x3 Complexity (30)

8x Missile Launcher
8x1 Tonnage (8)

2x Torpedo Launcher
2x2 Tonnage (4) || 2x3 Complexity (6)

Unscrambleable Systems:

2x Hardened Armour Plating
+4 Armor HP (+8 from ship special)
2 Damage Resistance
2x3 Tonnage (6) || 2x5 Complexity (10)

9x Armor Plating
+9 Armor HP (+18 from ship special)
9x1 Tonnage (9)
>>
>>5518762
Deploy at hex 24
>>
>>5519099
Yes, you can

>>5519214
>>5519197
I'll look over your ship in a bit, but there is indeed room for you to join and deploy with the rest.
>>
>>5519348
>>5518281
Sorry for being wishy washy QM. But I've decided to sacrifice mechanical utility in order to stay in character.

Here's my final build, for reals now, no take backsies:

Non-Standard ISD Refit (Counts as a Dor-I.T.O): The Passive Aggresor

Max Speed: 3
Base Hull HP: 75
Armor HP: 20
Max Shields: 10
Energy Generation: 40
Max Energy: 40
Complexity: 67

Hull Specials:
Armour Grants Double HP
The first time you are reduced to 0 HP or less, go to 1 HP instead,
and you cannot die this turn by enemy action.

System List:

Engineering Systems:
1x Engineering Bay
6 Tonnage || 3 Complexity

1x Mobile Fabrication Unit
8 Tonnage || 5 Complexity

Defense Systems:

2x Shield Capacitor
2x5 Max Shield (10)
2x2 Tonnage (4) || 2x2 Complexity (4)

1x Shield Array
5 Tonnage|| 4 Complexity

Volatile Systems:

Experimental Hyperdrive
(Counts as Mysterious Improbability Drive)
5 Tonnage || 15 Complexity

Energy Systems:

4x Energy Generator
+10 Max Energy (40)
+10 Passive Energy Generation (40)
4x5 Tonnage (20)

Weapon Systems:

10x Plasma Battery
10x3 Tonnage (30) || 10x3 Complexity (30)

8x Missile Launcher
8x1 Tonnage (8)

2x Torpedo Launcher
2x2 Tonnage (4) || 2x3 Complexity (6)

Unscrambleable Systems:

10x Armor Plating
+10 Armor HP (+20 from ship special)
10x1 Tonnage (10)
>>
>>5519197
Ok, so I calculated your Complexity to be 58, not 63, assuming you mean to only equip one Mobile Fabrication Unit (your tonnage is exactly 100 with one). Also, your Hull HP should be 50, since you didn’t declare any Hull Integrity Override to reduce it to 40. Regardless, I can just adjust these on your stat block, so you’re good to go.
>>
>>5519454
Don’t worry about it, you’re good to go
>>
>>5519534
Ah I forgot my complexity calc was before I took off a mobile fab

New Stat block

Mobile fab units 1
Engie bay
Targetting array 2
Energy generator 8
Dense energy cells 4
Torp launchers 15
Armor plating 2

Hull HP 50
No shield
Armor 2/2
Energy 200
Complexity 58
>>
File: Strikeforce.png (174 KB, 1134x1209)
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The strike force has been assembled, standby for jump.
>>
File: SmolenyyTurn1-PlayerPhase.png (1.45 MB, 4535x3780)
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Jump complete, all vessels have entered the area of operation.

Scourge have been sighted, designating targets now.

>Turn 1 - Player Phase
>>
Rolled 90, 78, 58, 71, 36, 63, 71, 14, 57, 37, 82, 26, 11, 50, 63 = 807 (15d100)

>>5520280
"Gentlemen I am blowing my load"

Targetting array activated -4 energy
Fire torps! -30 Energy <<Assuming energy consumptions stacks>> ((Weapon accuracy 110 due to targetting array I do not know how I can miss this))
Fabricate -15 Energy

I just realized I can't fire off 3 torp volleys at once...fuck
>>
>>5520280
Targets will be B-1, B-2, and S-1. 5 torps to each of them
>>
>>5520305
Wait fuck I'm not T-1 so Move to T-1s position and then fire the torps
>>
E (40/70 -9 Move -25 Taunt = 6)
>Move 3 hexes NE (-9 E)
>Taunt at R5. Come at me blobs.
>>
Rolled 69, 21, 38, 92, 34 = 254 (5d100)

>>5520280

> Glowbug Targetting B-2

> Activate Targeting (-4)
> Activate 5X Beam Projector (-25)
> Activate Unstable Power (+25)
> Activate Scramble Purge 3X (-15)

Let's start a fire boys.
>>
Rolled 35, 36, 34, 100, 17, 83, 28, 54, 24, 35, 43, 18, 98, 65, 36, 1, 26, 64, 80, 61, 42, 98 = 1078 (22d100)

This is [D-2] Arcadia, we have successfully made it to the landing zone. We are proceeding towards the station as planned, and will open up a pathway for O-3 to investigate further ahead, May our weapons be blessed with accuracy and our vessels with resilience.

>50/80E start
>Move 3x to the space between B-1 and P-1 (-9)
>Activate 1x targeting array (-3)
>Fire 1x Needler Battery at B-1 (-5) [1st-10th d100
>Fire 1x Needler Battery at S-1 (-5) [11th-20th d100]
>Fire 1x Gauss Cannon at B-1 (-3) [21st d100]
>Fire 1x Gauss Cannon at S-1 (-3) [22nd d100]
>22/80E end

https://www.youtube.com/watch?v=fwAg6QPJhpg
>>
>>5520439
B-1 Needlers: 9 hits
S-1 Needlers: 9 hits 1 crit
B-1 Gauss: 1 hit
S-1 Gauss: miss
>>
>>5520439
Addendum, targeting array activation is -4E. Final E is 21/80.
>>
Rolled 1, 1, 2 = 4 (3d2)

>>5520417
Scramble purge dice.
>>
I'd like to clarify a few things.

First, everyone starts with full energy, so you effectively have no energy generation this first turn, but starting from next turn you should be replenishing energy spent this turn.

Second, you can't draw Line of Sight to a target if there are ships or objects in the way, which players count as, and if you can't draw Line of Sight to something, you can't shoot it.

Third, Scrambles and their effects are calculated at the end of the turn; you can't pre-emptively purge or remove them. Another way to think of it is that removing a Scramble takes the course of the entire turn. This is how it would look:

(Turn 1) Actions taken -> (End of Turn 1) Scramble rolls performed, any Scrambles / Vegetable are applied -> (Turn 2) Actions taken -> (End of Turn 2) Scramble rolls performed, possible Scramble removal from Turn 2 Actions
and so on

Fourth, while you can move through allies, you can't end your move in a space they currently occupy. Actions are processed in order of posting. I'll try to be merciful and place you in your intended destination if your target moves on the same turn, but it would be easier for me if you take into account where people are at the time of your movement.
>>
>>5520492
Ooof Alright uhh this puts a damper on me plans. I was hoping to hide behind people so I can shoot em down despire being so lightly armored.

>>5520280
New plan move up to the Right of O-3 to get Line of sight on enemies. Requesting everyone to keep line of sight open on enemies for me I literally cannot miss with my targetting array

I'm taking the same turn. Activate targetting array x2 > Fire torps x15 > Replicate ammunition. The amount of energy expended should be 53

Also to clarify weapons count as systems and can only be used once per turn?
>>
Rolled 9, 48, 64, 66, 55, 80, 23, 67, 32, 73, 52, 89, 24, 55, 28, 29, 64, 24, 12, 88, 14, 88, 19, 45, 43 = 1191 (25d100)

>>5520492
Alright. Since we start at max energy, I'll put my remaining 5x Needler Batteries into B-1. These will hit after the Gauss Cannon shot.
>Fire 5x Needler Cannon at B-1 (-25)
>27/80E end
>>
Rolled 54, 52, 46, 7, 41, 36, 94, 37, 72, 73, 24, 48, 76, 92, 8, 47, 69, 11, 49, 91, 39, 40, 9, 22, 25 = 1162 (25d100)

>>5520545
>>
>>5520545
>>5520550
B-1 Needlers: 47 hits
>>
Rolled 92, 74, 8, 89, 73, 17 = 353 (6d100)

>>5520280
> Remaining current location this turn
> Activate Targeting Array, Energy 106/110
> Fire all 5 Beam Projectors at B2, Energy 81/110

Last number is scramble roll. Pretty sure that I'll be a vegetable if its 50 or lower.
>>
Rolled 34, 37, 22, 16, 19, 35, 24, 49, 56, 56, 56, 19, 32, 32, 30, 3, 85, 100, 19, 18, 46, 30, 50, 39, 51 = 958 (25d100)

>Move to the tile above S-1 [5 moves, -15 E]
>Activate targeting array [-4 E]
>Fire 3x Needler into S-1 [-15 E]
>Fire 9x Gun into S-1 [-9 E]
>>
Rolled 49, 23, 28, 63, 52, 7, 62, 9, 72, 9, 52, 41, 98, 60 = 625 (14d100)

>>5520601
>>
Rolled 49 (1d100)

>>5520552
Scramble roll, DC 130
>>
Rolled 88 (1d100)

>>5520601
>>5520604
Needler hits 29 times, gun hits 5. Should be 78 damage.

Rolling Scramble, DC 55
>>
>>5520492
We start with some scrambles. Does this mean we can't purge them T1 and there's nothing we can do to prevent becoming a vegetable T2?
>>
>>5520601
>>5520618
Looking back, one of the needles is a crit, so that would be 80 damage.
>>
Rolled 88, 57, 42, 50, 28, 54, 64, 57, 37, 71, 19, 13, 16, 45, 39, 22, 61, 28, 36, 46, 28, 9, 42, 91, 7 = 1050 (25d100)

>>5520280
[Assertion: This unit will revel in destruction]

>Move NE 2E
>Launch all missiles at P-1
>>
Rolled 32, 21, 94, 17, 24, 71, 11, 1, 81, 33, 100, 34, 70, 6, 98 = 693 (15d100)

>>5520668
The rest of the dice

I must say, having the players block each other's fire seems like a bad decision to me already. Every poster has to track the movement of everyone before them.
>>
>>5520669
Ez fix we discuss who's doing what and who's going where before we declare any actions. Then since we're going by post order for when actions get processed we can choose who goes first and after that. After we're all agreed who moves where and who goes first then we post our moves in the agreed upon order. Prolly not gonna happen though
>>
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>>5520280
>Move 1E2NE
>Fire Thermobaric Warheads at marked hexes
>Fire Torpedoes at anything in range, starting with largest targets closest to me.
No rolls because I don't actually know how many enemies I'm shooting at. This kind of targetting is fine, right?
>>
>>5520524
>Also to clarify weapons count as systems and can only be used once per turn?
Correct

>>5520629
You don't start with Scrambles, I just grayed out the system groups that you guys don't have, sorry if that wasn't clear.

>>5520716
You need sight of your target, so unfortunately, no these are not viable shots you can take this turn.
>>
>>5520716
I'd also like to clarify that the Mobile Fabrication Unit restores Missiles and Torpedoes, and technically the Thermobaric Warhead is neither of those. Once you use them you lose them.
>>
>>5520764
That would have been nice to know before deploying
>>
>>5520779
From my point of view, I thought it was clear because I specified "Missiles and Torpedoes" in the description, and the two systems it applies to are specifically called by those names, and the Thermobaric Warhead has neither of those in its name. In retrospect, it's easy to see how that might be unclear. As a compromise, I'll allow you one reload of the Warhead.
>>
Rolled 61, 57, 51, 91, 49 = 309 (5d100)

>>5520280
>Move 1E3NE
>Fire two torpedoes at B-2, one each at B-1 and S-1
New orders. Last roll for complexity.
>>
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Rolled 18, 48, 1, 8, 16, 5, 49, 33, 15, 57, 87, 34, 9, 52, 92, 24, 32, 2, 41, 11 = 634 (20d100)

>>5518762
“So the experimental hyperdrive has thrown us into an alternate universe. Just what I kriffing need! I suppose we should help the locals exterminate the space bacteria. Not like I have anything better to do. First things, first, scramble our TIE fighters!”



“We left them behind when we jumped? How did that happen!?”



“TIEs don’t have hyperdrives!? That’s not how… arggh! No matter, the Passive Aggressor is more than capable of dealing with these oversized midiclorians directly! Helm! Get us into firing position!”

>Move 1E, 2NE (-9E)
>Fire 10 Plasma Batteries at B-2 (-20E)
>Fire 2 Torpedoes at B-2 (-4E)

>I'll let the QM roll and resolve my scrambles.

Non-Standard ISD Refit (Counts as a Dor-I.T.O): The Passive Aggresor

Max Speed: 3
Base Hull HP: 75
Max Armor HP: 20
Max Shields: 10
Energy Generation: 40
Max Energy: 40
Complexity: 67

Ordinance:
MSL-1: 3/3 Ammo
MSL-2: 3/3 Ammo
MSL-3: 3/3 Ammo
MSL-4: 3/3 Ammo
MSL-5: 3/3 Ammo
MSL-6: 3/3 Ammo
MSL-7: 3/3 Ammo
MSL-8: 3/3 Ammo

TRP-1: 2/3 Ammo
TRP-2: 2/3 Ammo
>>
>>5520878
Wrong trip, just confirming this is really me.

...and I rolled too many dice, oops. Oh well just use the ones I need.
>>
>>5520280
>Move 4 E (-12 EN)
>>
>>5520779
You know, you could say that it's ... improbable ... to obtain more Thermostatic Warheads. (slightly gestures at my Mysterious Improbability Drive)
>>
File: SmolenyyTurn1-EnemyPhase.png (2.22 MB, 4535x3780)
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The first shots are made, and the Scourge front line melts in a blaze of fire! Bacteria bits rain around everywhere in a shower of glory.

But as our intrepid heroes charge forward, they are met with a harrowing sight... just how many are there?!?

Also, among the chaos, there are two wrecks, most likely some of the remnants of those that defended Smolenyy Station.

The Scourge are taken by surprise, but now it is their time to act....

>Enemy Phase

The amount of time it took me to process this all was rather absurd, so unfortunately the amount of effects going forward will be reduced/simplified to speed things up. Bear with me please.

Also, as some of you might notice, you rolled atrociously. I'll try to keep the rolls in thread going forward in the interest of transparency.
>>
>>5521776
>you rolled atrociously
In terms of Scramble Rolls I mean
>>
File: SmolenyyTurn2-PlayerPhase.png (2.01 MB, 4535x3780)
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https://www.youtube.com/watch?v=O_LivpEN_DM

The Scourge strike back in force.

Those nearby are drawn to the Anvil's Resonance Beacon, and his defense hold up well against most attacks, but that one Scourge found a chink in the armor, and landed a nasty hit, critically damaging his Engineering Bay! Now it will be very difficult to restore that valuable outer armor layer.

Nearby, the Scourge pounce on the over-extended Dryad and tear through the shields, bringing it down critically low in HP! Luckily, he isn't Vegetable, or even Scrambled, but he will probably need support if he is to survive this engagement.

Shear Razor and Zealot take their own share of the punishment, drawing the ire of the Eastern Scourge.

Curiously, some of the Scourge to the North pull back.

Will our brave heroes be able to overcome the onslaught?

>Turn 2 - Player Phase
>>
>>5521829
(I knew I was forgetting something; here's the map, with enemies actually tagged this time)
>>
Rolled 2, 1, 1 = 4 (3d2)

>>5521829

>Scramble Purge 3X

Please standby, the captain is currently foaming at the mouth.
>>
>>5521833
Purging scrambles. If the first roll is a 2, cancel the second scramble purge.
>>
Rolled 2, 2 = 4 (2d2)

>>5521864
Bruh
>>
>>5521865
Oh, nice. First one succeeded. Pretend that second one never activated.
>>
>>5521867
Since I succeeded, do I continue my turn like normal? Did purging my scrambles take up my entire second turn?
>>
>>5521870
Purging scrambles takes up your entire turn. Scramble status is checked and resolved at the end of the turn.
>>
>>5521833
So who wants to go first?
>>
Rolled 97, 65 = 162 (2d100)

>>5521833
>Regen to Max EN
>30 EN: Unscramble Engineering Group
>2 EN: Fire 1xTorpedo at B-10 (1 EAST) (1st dice)
>10 EN: Use Targeted Laughter Array against B-10
>12 EN: Move 2SE, 2E
(65-54=11 EN at end)
>Rolling vs Complexity (with 2nd dice )
>>
ENEMY COMPENDIUM:
B-class: Forward rams [DMG 15, RNG 1], Flagella [unknown purpose]; HP [<41]; MOV [>=5]; ARES [0].
P-class: Forward rams [5x4 DMG. RNG 1], Flagella [unknown purpose]; HP [<58?], MOV [>=3]; ARES [0]
S-class: Nuclei cannons [DMG 3x<10, RNG >=2]; HP [>19]; MOV [>=2]; ARES [2]
???-class: No visible armaments; HP [???]; MOV [>=3]; ARES [???]
>>
>>5521871
Oof. Ok, gonna wait til next turn then.
>>
>>5521888
Pretty sure the two of us are going to be alternating between vegetable and guns blazing the entire fight.
>>
Rolled 33 (1d100)

>>5521833
>>5521882
>+ Also rolling for Laughter
>>
>>5521892
such is the life of the hyper-complexity chads
>>
>>5521896
Well, looks like I'll be attempting to do improbable things more often than I thought. :)
>>
Alright, this is what I propose. We have to break up that center swarm or else our midline will be cut apart. I recommend we let some nukes fly into the center clump, targeting S-3. T-1 and T3 should back up and fire a combined total of 3 nukes into the clump to ensure they are wiped out. Then, D-3 comes into the hex between T-3 and T-1 to tank the southeast swarm.
The northern swarm is not readily accessible by our nuclear warheads, so we will need D-1 to move to the hex between D-2 and O-3 to tank them. The only thing that can even touch The Anvil is a B-class cell, which can only do 5 damage (on non crits, ouch). O-3 needs to immediately fall back to the gex behind T-4 and D-1 and begin repairs and shield restoration. The other ships should fire, prioritizing B-class, then P-class, then S-class cells in line of sight.
We here at the Arcadia will move forward to where O-3 currently is and attempt to destroy B-5. P-2 and P-3. Our armor should be enough to withstand the northern swarm's attacks, and our engineering module is still functional for self-repairs.
>>
>>5521910
Okay, T-1 already moved, so it looks like nuking the middle swarm is solely T-3's job. T-3, back up at least 1 tile so you aren't caught in the blast, and lay it all on S-3. If all goes well the enemy should be crippled at this juncture.
>>
>>5521913
My energy generation has been crippled, I'm trying to figure out what to do now.
>>
>>5521926
Okay, you should still be able to net 10 energy with a self-repair. Also, if you move between T-4 and O-2, you can wait for O-3 to descramble you with their repair arm, then move east 1 hex or have T-2 move out of the way to maintain line of sight on S-3 and fire your nukes safely.
>>
>>5521833
>15 Energy: Unscramble Energy Group (10 remaining)
>3 Energy: Move 1 SW (7 remaining)
>0 Energy: Generate 25 Energy, 1 extra scramble roll (32 remaining)
>Fire three Thermobaric Warheads at S-3, B-11 and the empty space in the middle of L-2, P-5, B-12 and L-3 (2 remaining)
>2 Energy: Restore 1 Hull HP to myself
Sorry Ruse, I'll leave the dice to you. That's a lot of bugs in my aoe, I imagine the list of hits wouldn't be easy to parse.

>>5521930
Can't move, wait for someone else to take an action then move again. I think I got this though.
>>
>>5521932
Your third missile doesn't have line of sight to its target. Plus, I really recommend firing everything at S-3, since 17 damage per cell won't be enough to finish off anything, bar maybe a P-class. 34 however is crippling and 51 is a surefire kill.
>>
>>5521833
>>5521932
Change my targetting to fire two warheads at S-3 and one at B-11, keep everything else the same

>>5521939
51 damage seems like overkill
>>
Rolled 55, 65, 33, 69, 35, 38, 64, 97, 76, 97, 27, 60, 44, 40, 22 = 822 (15d100)

>>5521910
Aight Prioritizing B class

HP 50/50
Energy 200/200 <<Generated 80>> God I'm wasting so much energy
Complexity 58/58
Armor 2/2

Activate Target array <+20 Accuracy -4 Energy>
Move to the location marked in orange on me map
Torps to B-3 <Firing 8 torps -16 energy, Accuracy 110>
Torps to B-9 <Firing 7 torps -14 energy, Accuracy 110>
Reload Torps <+1 Ammo to all torps, -15 energy>
>>
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>>5521943
Buddy I am about to put down 72 damage and 63 damage on B-3 and B-9. assuming they don't shoot the torps down

>>5521954
forgot to post map
>>
Rolled 36, 83, 88, 94, 44, 30, 17, 4, 74, 9, 62, 99, 51, 69, 42, 46, 1, 43, 57, 72, 25, 15, 24, 63, 54 = 1202 (25d100)

>>5521829
[Emotional assertion: Wow, that's a lot of hostiles]
[Business proposal: Would you like to purchase the full version of The Strongest Shape series? Buy one for the price of two and get a second one completely free!]

>Move SE
>Reload missiles
>30 missiles at S-4
>10 missiles at B-11
>>
Rolled 22, 86, 26, 79, 54, 70, 32, 76, 65, 27, 94, 64, 90, 21, 39 = 845 (15d100)

>>5521984
>>
Rolled 71 (1d100)

>Regenerate 10 shields [-4E]
>If I can move through enemies, move NE of O-2.
If I can't, move behind D-1. [-15E]
>Activate Repair arm descrambler on either T-3 or D-1 [-15E]
>Repair them for [-36E]
>Repair myself for 20 HP [-40E]

Rolling Scramble
>>
>>5522001
If I can, I'd like to descramble twice and repair myself for
34E instead.
>>
>>5522018
that would be 24E
>>
Rolled 2 (1d2)

>>5521833

This is Captain Hammer. I'm going to charge the enemy and insult their stubbly sacks. It would be helpful if someone who is saving energy by not having to heal themselves could use that energy more efficiently by healing me. Otherwise I might have to pull back next turn.

Scotty, how's the Engineering Bay? Can you get her working again?

>Move 1 NE, 2 E into the recent explosion next to Ugly_Overbite B-7. (-9E)

>Scramble Purge (-10 E each) if needed
>Point Defense for free
>Bacterial Resonance beacon at R3 (-15E)

1E remaining.
>>
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>>5521833
“Haha! Taste imperial firepower bacterial scu- oh kark, what now!?”

XO: “Ma’m engineering is reporting multiple sub-system overloads. Apparently the refit to install the experimental hyperdrive made the whole power grid unstable. They recommend not putting the grid under stress lest we suffer a permanent full system shut down.”

“Unacceptable! We are facing imminent combat! Fix it at once and resume firing!”

>Unscramble Engineering (-30 E)
>Move 1E 1NE (-6 E)
>Fire Torpedo at B-9 (-2 E)
>Fire 2 Missiles at P-4 (-2 E)

Max Speed: 3
Base Hull HP: 75
Max Armor HP: 20
Max Shields: 10
Energy Generation: 40
Max Energy: 40
Complexity: 67

Ordinance:
MSL-1: 2/3 Ammo
MSL-2: 2/3 Ammo
MSL-3: 3/3 Ammo
MSL-4: 3/3 Ammo
MSL-5: 3/3 Ammo
MSL-6: 3/3 Ammo
MSL-7: 3/3 Ammo
MSL-8: 3/3 Ammo

TRP-1: 1/3 Ammo
TRP-2: 2/3 Ammo
>>
Rolled 40, 51, 9, 51 = 151 (4d100)

>>5522177
Dice including my scramble roll.
>>
Rolled 18, 47, 56, 42, 42, 23, 10, 56, 97, 43, 82, 82, 20, 22, 44, 45, 30, 42, 92, 99, 29, 55, 75, 13, 53 = 1217 (25d100)

>>5521833
This is the Arcadia. We have taken no external damage and will continue to break through the foe's defensive lines. Though we risk incapacitation, we will hold off the northern tide for the time being.
The crew of the Arcadia know no fear!

>38/40E start [27/2+50/2]
>Move 2x to the space O-3 formerly occupied (-6)
>Activate 2x Engineering Bay to purge 2 Scrambles (-30)
>Activate 2x Unstable Energy Generator (+50)
>Activate 2x Targeting Array (-8)
>Fire 4x Needle Battery at B-5 (-20) [1st-40th d100]
>Fire 3x Needle Battery at B-4 (-15) [41st-70th d100]
>Fire 2x Gauss Cannon at S-2 (-6E) [71st-72nd d100]
>3/80E end

https://www.youtube.com/watch?v=p3Ai9Iys84g&t=1490s
>>
Rolled 18, 22, 51, 16, 63, 88, 65, 83, 26, 5, 1, 35, 3, 80, 12, 85, 66, 11, 5, 56, 3, 4, 81, 66, 43 = 988 (25d100)

>>5522640
>>
Rolled 75, 39, 71, 100, 70, 58, 64, 14, 55, 2, 78, 88, 88, 6, 28, 46, 47, 92, 13, 94, 79, 38 = 1245 (22d100)

>>5522643
>>
>>5522646
B-5 Needler: 40 hits, 3 crit
B-4 Needler: 29 hits, 3 crit
S-2 Gauss: 2 hits
>>
Rolled 92, 77, 76 = 245 (3d100)

>>5522650
And now, time to see how hard my captain's brain gets fried.
3x Scramble roll, DC 130
>>
I won't be able to process tonight, but I should be able to tomorrow. Actions are still able to be taken in the meantime.
>>
>>5522001
You cannot move through enemies, but fortunately, your desired destination is available because the enemy blocking your way got a bunch of torpedoes shoved down its throat

processing btw
>>
>>5522018
Well, you only have one repair arm, so you can't descramble twice since systems can only be activated once per turn. But he already was descrambling himself once, so he only needed one more anyways.
>>
>>5524187
on this note, you can't both repair someone else and descramble them with one repair arm for the same reason
>>
File: SmolenyyTurn2-EnemyPhase.png (2.15 MB, 4535x3780)
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A decisive strike!

Swathes are cut through the Scourge, and yet they still pore through.

The onslaught continues...
>>
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https://www.youtube.com/watch?v=0U5fgIPELsE

The Shear Razor has taken a tactical withdrawal behind the disabled cruiser, and its crew takes a breather.

But... wait... are those...?

Oh no

Don't... move... a muscle

Are they inactive? Resting? Waiting to pounce?

Do you dare to find out?
>>
>>5524224
Didn't I move before predator so my shots wouldn't get blocked?
>>
>>5524269
Predator didn't move. I take it you mean Zealot (T-3), who moved SE? In which case he did move before you.
>>
>>5524274
Rip that's annoying sas that I couldn't redirect shots. Prolly should do something like if shot get blocks then shoot x instead because this is going to be a problem
>>
>>5524280
I would figure you'd be happy your shot got blocked, your target got nuked, this saved you energy and ammo
>>
Rolled 44, 80, 49, 36 = 209 (4d100)

Scramble rolls
>Zealot
>Living on a Prayer
>The Strongest Shape
>Anvil
>>
>>5524274
>>5524280
Our ragtag fleet's greatest enemy yet: working together
>>
File: SmolenyyTurn3-PlayerPhase.png (1.95 MB, 4535x3780)
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https://www.youtube.com/watch?v=daYgZ4eVtZI

Anvil takes the Hammer of many enemies, but its armor holds firm in the face of the Scourge. Even the critical strike is deflected, having done no damage.

The surrounding Larger Scourge somehow project maddening transmissions directly into the captains of the forward Dor I.T.O. Cruisers, and the Arcadia is afflicted! Though perhaps it doesn't matter too much, since he's vegetable anyways. However, the Anvil yet still holds firm, the Humor Suppressants doing their work to keep Captain Hammer perfectly sane amidst the turmoil.

The battle rages.

>Player Phase
>>
>>5524268
>Let sleeping dogs lie?
>>
"Oh shit. Ok... Calm down. Patch me to comms. It appears we found ourselves surrounded crew. But they haven't activated...yet. One right in front of us, 1 on the broken down cruiser and on on t hat other asteroid...This path is very dangerous lads. Back it up."
>>
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>>5524304
Ahaha... I'll just drift along here. Purging my scrambled systems takes more energy than I can even hold right now. Hehe...
>>
>>5524304
Quick question: Can I repair friendly Armor (not hull) with my Repair Arm? or is that something that HAS to be self-fixed?
>>
>>5524347
Yes you can
>>
>>5524335
Well, next turn the laughing debuff goes away, and you can descramble, or someone can come around with a repair arm.
>>
Okay so who's moving where so we don't block each other and who's shooting what so we don't waste energy
>>
Rolled 16, 86 = 102 (2d100)

>>5524304
>New Turn: +50 EN (63/65)
>12 EN: Move 2W, 2NW (51/65)
>15 EN: Use Repair Arm to unscramble a system from The Passive Aggressor [D-3] of their own choosing >>5522177 (36/65)
>24 EN: Engineering Bay repairs self for 24EN / 2=12HP (12/65)
>2 EN: Fire Torpedo at L3 (4 NE) 1st roll (10/65)
>Scramble Roll is 2nd Roll

>>5524393
[T-1] (me) Am going 1SE of [D-3]'s current position on Tac-Map
>>
>>5524398
Prolly should say that before ya moved

Also I am planning to move NW of D3 to hit L-3 and B-12 is anybody planning on taking them on as well or am I blocking anyone's shots?
>>
Rolled 76, 75, 94, 20, 4, 76, 12, 33, 89, 88, 63, 20, 35, 8, 36, 3, 99, 20, 73, 25, 53, 9, 88, 18, 21 = 1138 (25d100)

>Regenerate 10 shields [-4E]
>Move next to D-2 [-15E]
>descramble an Energy [-15E]
>Activate targeting array [-4E]
>Fire 3X needlers into B-6 [-15E]
>Fire 5 guns into B-6 [-5E]
>Fire 3 guns into L-1 [-3E]
>>
Rolled 37, 53, 22, 65, 61, 74, 93, 69, 71, 66, 79, 91, 69, 63 = 913 (14d100)

>>5524420
Needler: 1 miss, 2 crits.
>>
Rolled 6 (1d100)

>>5524424
Needler: 5 hits
Gun:0 hits
Damage to B-6:62
Rolling scramble at DC 55
>>
>>5524304
You know what fuck it

>Move NW of D-3
>Activate targetting array so I have 110 accuracy
>5 torps if I can shoot at 3 enemies
>If that isn't possible Split it between 2 enemies 7 torps to one 8 torps to the other
>And if I can only shoot one 15 torps to whatever Enemy I can shoot at.
>Reload ammo for 15 energy
>>
>>5524440
5 torps to each enemy if I can shoot at 3 enemies*
>>
>>5524304
[Data request: How was this unit scrambled with its Complexity of 0?]
>>
Rolled 49, 21, 27, 29, 43, 35, 12, 66, 100, 61, 87, 42, 45, 83, 14, 40, 4, 48, 66, 27, 40, 73, 74, 7, 21 = 1114 (25d100)

>>5524304
[Antiquated catchphrase: Time to clean up the trash]

>Replenish missiles
>Move 2NE
>Shoot 13 missiles at P-2
>Shoot 13 missiles at P-7
>Shoot 13 missiles at P-6
>>
Rolled 85, 36, 88, 3, 15, 7, 78, 18, 45, 28, 58, 88, 27, 88 = 664 (14d100)

>>5524506
>>
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Rolled 5, 51, 99, 84, 63 = 302 (5d100)

>>5524304
XO: ”Local forces are rendering assistance, engineering thinks we should be able to get everything online soon provided nothing else overloads.”

“It better not I want all systems ready for a full barrage. Now fire zee missiles and get this small fry off my hull!”

>Use T-1’s repair to unscramble weapons.
>Unscramble Defence (-15E)
>Restore 5 Shields (-5E)
>Fire 4 Missiles at P-4 (-4E)
>>
>>5524502
You weren't scrambled. You've had the same system groups grayed out since the start because you don't have any systems in those groups.
>>
>>5524602
[Clarification: This unit is inquiring about the purpose of the scramble roll in >>5524289]
>>
>>5524615
I just rolled for everyone I didn't see a Scramble roll for, I forgot you had 0 complexity
>>
Rolled 36, 61 = 97 (2d100)

>>5524594
For the record I meant
>Fire 6 missiles at P-6 (-6E)

Adding two extra dice
>>
Rolled 2, 2 = 4 (2d2)

>>5524304
>20 Energy: Activate both Scramble Purge systems (30 remaining)
>12 Energy: Move 3NW1NE (18 remaining)
>8 Energy: Fire 2 torpedoes each at P-2 and P-7 (10 remaining)
>8 Energy: Repair self for 2 HP (2 remaining)
>>
Rolled 43, 45, 13, 4, 72 = 177 (5d100)

4 torpedo rolls + Scramble
>>
>>5524304
Starting with 90/110 energy
>Moving 5 tiles to the right 75/110
>Activating Mysterious Improbability Drive to do something improbable, hopefully it's something that'll help out D3 55/110
>Firing all 5 Beam Projectors at P6 30/110
>>
Rolled 13, 74, 26, 73, 96 = 282 (5d100)

>>5525151
Rolls for my beam projectors
>>
Rolled 89 (1d100)

>>5525154
4 hits, 1 miss. And scramble roll.
>>
Rolled 1, 2 = 3 (2d2)

Energia: (1 + 40 = 41 - 39ish = 2ish)

This is Captain Hammer. I am neither moving nor shooting. However, I think that with the lag on these coms expecting us to declare actions, debate them, and then coordinate is unrealistic. However, I commend your idealism and innovative thinking. Keep on living, and keep on praying. Hey you, B-6, you coward. Get over here and join the party. That goes for your too P-6. You know that children aren't allowed to play on their own. That goes for you too little ghosty...thing on that wreck. I see you. Get over here or you'll miss out on Captain Hammer. Just look at me, hanging out with the Hammer out, here in the center of Attention, where I belong. Don't be shy, you can come join me at the center of Attention. Joining the fan club is half off if you get in today.

>Taunt at R3 (-15 E).
>Scramble Purge x2 if needed (-10 E each)
>Heal 1 Armor (-4 E) ... umm, feels so good.
>>
>>5524290
Kek
>>
Looking like another break night, sorry guys
>>
Spilled a bunch of water on my keyboard so I'm going to need to let it dry, so you guessed it, another delay.
>>
>>5526723
>>
Rolled 24, 74, 28 = 126 (3d100)

Scramble Rolls
>Living on a Prayer
>The Passive Aggressor
>The Anvil
>>
File: SmolenyyTurn3-EnemyPhase.png (2.19 MB, 4535x3780)
2.19 MB
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The guns of the task force sing a song of victory, blasting apart another wave of Scourge from the surrounding space of Cascasius III. Their numbers finally thinning, few remain that pose a threat other than to slow you down.

The Predator cautiously activates his Improbability Drive, and it whirs up menacingly, causing visible distortions in space around the vessel as it draws on the energy supply from the generators. Soon enough, the engineering section realizes that the second function, the "Improbable Teleport", is active! Was this a mistake? Surely not, they were sure they tuned it to standard improbability settings. Is it malfunctioning?

As the engineers tried to diagnose the issue, it was too late, and The Predator began teleporting out!
>>
File: AnImprobableLocation.png (144 KB, 1123x794)
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https://www.youtube.com/watch?v=QJhuMjvO3Ow

When the teleportation resolves, The Predator finds itself... completely lost? Cascasius III is nowhere in sight, but alarmingly, it is surrounded by Scourge! And there's a huge one right in front of them!

But... these Scourge look different somehow. And they aren't immediately attacking... very odd.

And... is that communication channel open? What could this mean?

Incredibly, the Improbability Drive is still active! It will still be doing something else! There might not be much time here before something wacky happens, or perhaps you teleport somewhere else. Who could have predicted this?

>How do you respond to this situation?
>>
File: SmolenyyTurn4-PlayerPhase.png (1.68 MB, 4535x3780)
1.68 MB
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The Scourge response is weak. Those few left capable of fighting are drawn to the Anvil, where they strike impotently against its hardened armor, including the Scourge in hiding inside the wreck that Captain Hammer scouted out and challenged. The remaining Scourge flees, perhaps it thinks it can escape?

The clock is ticking Captains, find that Primary Objective! Who knows what it's been up to all this time? Perhaps we should be cautious?

>Player Phase
>>
>>5528064

> Move as far toward the astroid field as possible to get line of sight on any remaining enemies.
>>
>>5528064
It seems to me that the blue Scourge are only interested in attacking green Scourge. Perhaps they're in a race war? I'm gonna try talking to them.
"No, i'm not green, but I and 9 others are fighting green colored mega bacteria that look just like you, excluding the color difference. Wanna help us fight them? :D"
>>
Rolled 60, 90, 55, 11, 25, 40, 88, 59, 70, 98, 32, 83, 70, 66, 26, 40, 91, 91, 15, 5, 23, 14, 82, 87, 91 = 1412 (25d100)

>>5528064
[Emotional acknowledgement of success: Yeah, die, scum.]
>>5525088 >>5524424
[WARNING: L-1 must be prevented from reaching its target]

>Replenish missiles
>Shoot 2 missiles at P-5
>Shoot 20 missiles at L-2
>Move NW
>Shoot 9 missiles at P-8
>Move NE
>Shoot 8 missiles at P-3
>>
Rolled 98, 48, 77, 88, 25, 12, 91, 61, 19, 34, 51, 83, 23, 99 = 809 (14d100)

>>5528293
>>
>>5528027
Uhh Fug I guess I'll pass my turn?
>>
Rolled 2, 2, 1, 5, 7, 4, 7, 3, 6, 4, 10, 4, 5, 8, 10 = 78 (15d10)

>>5528319
Scratch that, I would like to destroy L-2 with 15 torps please
>>
Rolled 33, 56, 16, 23, 96, 28, 26, 86, 9, 99, 47, 55, 98, 61, 46 = 779 (15d100)

Oops
>>
Rolled 28, 77, 54, 15, 31, 70, 22, 1, 37, 82, 52, 54, 85, 81, 6, 41, 17, 77, 1, 12, 63, 74, 26, 82, 56 = 1144 (25d100)

>Descramble self [-15E]
>Repair D-2 for 13 armor [-52E]
>Move 2x NE, 1xE [-9E]
>Activate targeting array [-4E]
>Fire all weapons into L-1 [-24E]
>>
Rolled 97, 18, 54, 80, 9, 23, 36, 63, 91, 84, 1, 28, 48, 8 = 640 (14d100)

>>5528375
>>
Rolled 75 (1d100)

>>5528377
Needler:1 miss, 27 hits, 2 crits.
Gun:3 misses, 5 hits, 1 crit.
Looks like 90 damage here.
Rolling scramble, DC 55
>>
Rolled 89 (1d100)

>>5528064
>Turn Start, Regain: +50 EN (60/65), No systems scrambled!
>16 EN: Engineering keeps fixing self for 16/2=8 Hull Points (44/60)
>12 EN: Move 4 Tiles NW (32/60)
>16 EN: Repair Arm to repair Hull (Armor)
for >>5525283 [D-1] Captain Hammer (You regain 4 Armor from this) (16/60 EN left for me after this)
>Complexity versus 30

"Razor to Anvil, stellar work. It's time we get moving towards our actual concern. Let us give you a bit of a polish."
>>
File: MofthHmmComp.jpg (35 KB, 401x393)
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Rolled 44, 31, 2, 77, 1, 73, 31, 48, 2, 98, 36 = 443 (11d100)

>>5528064
XO: "All systems online. Local forces are flagging an enemy on the edge of the battlefield as a high threat."

"Why do they fear a retreating enemy? Very well, adjust heading and commence long range bombardment as soon as we get in range."

>Move 2NE, 1E (-9 E)
>Fire 10 Plasma Batteries at L-1 (-20 E)
>Charge Shields (-5 E)
>Repair 6 Armour (-6 E)
>>
>>5528501
Wrong trip again, confirming it's really me.
>>
Rolled 2, 2 = 4 (2d2)

>>5528064
>Activate both scramble purge systems (-10 energy, 90 remaining)
>Restore all ammo (-15 energy, 75 remaining)
>Move 2NE, 1E (-9 energy, 66 remaining)
>Unscramble D-2's Energy system group (-15 energy, 51 remaining)
>Fire 4 torpedoes at L-1 (-8 energy, 43 remaining)
>Repair self for 7 hull, 3 armor (just the hull if I can't do both) (-14 energy for hull, -12 for armor, 29 or 17 remaining)
>>
Rolled 78, 51, 49, 87, 47 = 312 (5d100)

rolling for torpedoes and scramble
>>
Rolled 1 (1d2)

>>5528064
Enacting emergency system reboot...

>35/40E start
>Activate 1x Scramble Purge System (-10)
>25/40E end
>>
Rolled 1, 2 = 3 (2d2)

46E - 9 (move) - 10ish (double purge scramble) - 24 (repair 6 armor) = 3 remaining

This is Captain Hammer. Thank you Razor. With the low number of targets I'll focus on myself rather than my fan club.

I will be off tomorrow and possibly Saturday. Shear Razor may bot me tomorrow if a turn has rolled by then.

> Move NE, NW, NE (-9 E)
>>
Rolled 9 (1d100)

Scramble Roll
>Living on a Prayer
>>
File: AnImprobableLocation2.png (134 KB, 1123x794)
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https://www.youtube.com/watch?v=ELdFyWwyMY8

"Not green... no... but we fight green... yes...! We understand..."

These strange Scourge have apparently come to an agreement with you, and latch onto The Predator. Sure enough, the Improbability Drive begins to spin up its teleportation sequence once more...
>>
File: SmolenyyTurn4-EnemyPhase.png (2.09 MB, 4535x3780)
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Meanwhile back at Cascasius III, the stragglers are wrapped up, minus one lucky smaller Scourge which heroically continues to face down the strike force. The retreating larger Scourge is torn to shreds.

Glowbug approaches the wreck on the flank, previously discovered by the Shear Razor to house Scourge. Surely he doesn't intend to disturb them? He will need to be careful with his following actions to avoid their wrath.

Smolenyy station is in view, and with it, a few of the Scourge that seem to be gathering for a counter attack. There is also another wrecked vessel spotted to the flank.

Say... isn't something peculiar about all these vessels? And the station too. They all have all these weapon mounts, but all the weapons themselves seem to be missing. What could this mean? Were the Scourge just so powerful that they all got destroyed?

>Enemy Phase
>>
File: SmolenyyTurn5-PlayerPhase.png (2.24 MB, 4535x3780)
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The next wave of Scourge approaches!

Two of the melee Scourge pounce on Dryad, and two of the ranged blast away at Zealot! Lacking the protection of their fellow Dor I.T.O.'s, they take serious damage!

But suddenly, The Predator teleports back in! And he brought friends! Though his Improbability Drive has finally stopped its activation.

These blue Scourge seem different in more than just their color and alignment. Their coordination should allow you to shoot through tiles they occupy, meaning they don't block your Line of Sight. Incredible! Someone should really get on the navy about that if even bacteria can manage it...

>Player Phase
>>
>>5529543
This is [D-2] Arcadia. We are requesting one additional descramble be made to our engineering systems. Once that is resolved, we can begin self-descrambling with our ship's own systems.
Also, an additional warning to all ships, particularly O-2 and the five blue ships that seem to be escorting it: there are more Scourge hiding in the asteroids due east of our column. Be prepared for them to emerge if we encounter the one controlling the swarm.
>>
>>5529614
>activating targeting array 106/110
>firing all 5 beam projectors at P9 81/110
>firing 1 torpedo at L4 79/110
>fabricating 1 torpedo with mobile fabrication unit 64/110
Hopefully the blue scurge will attack B-13, B-14, and B-15.

My accuracy for all weapon systems are 100+, so everything should hit.
>>
Rolled 68 (1d100)

>>5529728
Scramble roll
>>
Rolled 99, 71, 36, 16, 65, 54, 2, 58, 36, 21 = 458 (10d100)

>>5529614
[Status report: Damage negligible. Current goal: disproportionate revenge.]

>Replenish missiles (15En)
>Shoot 10 missiles at P-5 (10En)
>Move 2NE 2NW (12En)
>Repair 3 armor (12En)
>>
Rolled 15, 75, 14, 54, 56, 96, 11, 68, 77, 48, 37, 40, 1, 76, 99, 98, 97, 56, 54, 54, 62, 56, 78, 54, 2 = 1378 (25d100)

>Regenerate 10 shields [-4E]
>Activate Targeting array [-4E]
>Fire 3x needler into B-13 [-15E]
>Move 1W 1NW[-6E]
>Fire 9 guns into S-6 [-9E]
>Move 1SW 1SE [-6E]
>Descramble D-2 Engineering [-15E]
>Move 1NE [-3E]
>>
Rolled 27, 16, 60, 25, 65, 11, 43, 91, 8, 25, 6, 70, 22, 18 = 487 (14d100)

>>5529952
>>
Rolled 92 (1d100)

>>5529954
Needler: 2 crits, 24 hits, 4 misses
Gun: 7 hits, 2 misses
>>
>>5529803
>[Action correction: Move 1NW instead of 2NE 2NW]
>>
>>5529614
>Regain 50 EN (from 21 to 65 {MAX})
>3 EN: Move 1 NE (62/65)
>15 EN: Repair Arm Unscramble: >>5529630 [D-2] Arcadia IV as per their request. They may choose whichever system (47/65)
>20 EN: Engineering Bay finish repairs on self. 20 EN/2- 10 Hull Points (27/65)
>Complexity roll vs 30

"Request received Arcadia, were moving to you. Time to get loose."
>>
Rolled 45 (1d100)

>>5529614
>>5530013
>Complexity dice for me
>>
>>5529614

> Northwest 1
> Northeast 4
>>
Rolled 1, 2 = 3 (2d2)

>>5529614
>Scramble purge x2 (-20EN, 30remaining)
>Fire two Thermobaric Warheads at S-6 (-20EN, 10 remaining)
>Move 1E1SE(-6EN, 4 remaining)
>Repair self for 1HP (-4EN, 0 remaining)
rolling for scramble purge
>>
Rolled 68, 75, 99, 25, 95, 83, 89 = 534 (7d100)

rolling for thermobarics and scramble
>>
File: 111111.png (457 KB, 1553x848)
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Rolled 12, 63, 6, 37, 1, 33, 88, 59, 70, 39, 27, 98, 76, 59, 98 = 766 (15d100)

>>5529614
to S-5 S-6 and B-13

Move along the red line
>Targetting array x2 192/200
>Fire torps 162/200
>reload 137/200
>>
Rolled 33, 75, 79, 30 = 217 (4d100)

>>5529209
>>5529614
>Botting [D-1] The Anvil as per requested
>+40 EN
>9EN: Move 2NW, 1NE
>12EN: Repair 3 Armor
>6EN: Fire Gauss Cannons (X2) at L4 vs 70
>3EN: Fire last Gauss Cannon at S6 vs 70
>Complexity rolll
>>
>>5530621
(he has gun batteries, not gauss cannons, in case that impacts decision making)
>>
Rolled 64, 93, 17, 92, 67, 73, 85, 30, 41, 59, 55, 81, 80, 42, 5, 39, 64, 37, 65, 83, 59, 48, 34 = 1313 (23d100)

>>5529614
This is [D-2] Arcadia. Friendly repairs have been received. We believe L-4 is attempting to regroup with additional hostiles. We will attempt to destroy it before it advances beyond visual range. We will also provide shielding against the S-class cells that are grouped around Smolenyy Station. Once those are destroyed, our advance to our target should be unimpeded.

>75/80E start
>Use friendly descramble on Engineering
>Activate 2x Engineering Bay to purge 2 Scrambles (-30)
>Move 1x NW 1x NE 1x NW (-6)
>Activate 1x Targetting Array (-3)
>Fire 2x Gauss Cannon at L-4 (-6) [1st-2nd d100]
>Fire 2x Needler Battery at L-4 (-10) [3rd-23rd d100]
>20/80E end

https://www.youtube.com/watch?v=7gcxI82ZCm0
>>
>>5531010
L-4 Gauss: 1 hit
L-4 Needler: 19 hits, 1 crit
>>
>>5531010
Unfortunately, scrambles and scramble removals are processed at the end of each turn, so you are still vegetable here. If you wanted to run Scrambler Purge again to try for the other scrambles, you can, but even though you are in the processed of being restored from Vegetable this turn, you are still Vegetable until its end.
>>
Rolled 1 (1d2)

>>5531016
Oh, then in that case I'll just Scramble Purge.

>75/80E start
>Activate 1x Scramble Purge System (-5)
>70/80E end
>>
Scramble roll
>Dryad

>>5530387
Sorry I didn't notice earlier to remind you, but you are actually Vegetable right now, and can't perform most actions.
>>
Rolled 90 (1d100)

>>5531045
>>
File: SmolenyyTurn5-EnemyPhase.png (2.67 MB, 4535x3780)
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https://www.youtube.com/watch?v=BBRcf8JdncY

The enemy are purged, and the friendly Scourge charge forward.

As many in the rear collect themselves and regroup, the forward elements have finally broken through to gain sight of what appears to be the Primary Objective! A huge, hulking thing... that bears artificial weapons?!? Not just artificial, those are OUR weapons! And not just itself, it seems that some of the enemy Scourge are bearing them as well!

And now they bear down -on us!

>Enemy Phase
>>
File: SmolenyyTurn6-PlayerPhase.png (2.44 MB, 4535x3780)
2.44 MB
2.44 MB PNG
The Scourge rearguard retaliate, killing off one of the friendly Scourge and wounding another. However, it is clear they don't have the bite they once had.

This is it captains, bring it home! Before that big one can do anything crazy!

>Player Phase
>>
>>5531129
(minor correction, P-5 is indeed dead)
>>
>>5531132
You forgot to move me up bud
>>
>>5531132
Ait I went before T-2 what's up with that?
>>
>>5531155
Wait I GOT KEKED AGAIN!? And now I'm too far this fucking sucks!!
>>
>>5531153
As I explained here >>5531045 I did not forget, you are Vegetable and thus can't act
>>
Can I repair the blue scourge?
>>
Rolled 2, 1 = 3 (2d2)

>>5531102
>Two Scramble purges (-20EN, 80 remaining)
>Restore all ammo (-20EN, 60 remaining)
>Move 3NW1NE (-12EN, 48 remaining)
>Fire last Thermobaric at the hex between S-8 and S-9 (-10EN, 38 remaining)
>Fire four torpedoes at A-1 (-8EN, 30 remaining)
>Repair self for 7HP (-28EN, 2 remaining)
rolling for scramble purges
>>
Rolled 31, 45, 25, 51, 95, 41, 57, 26 = 371 (8d100)

rolling 3 dice for thermobaric, 4 for torpedoes, 1 for complexity.
>>
>>5531405
No, you cannot, but if you're looking for someone to repair, you have an ally in your backline that has been Vegetable for 2 turns with no way to get themselves out of it.
>>
>>5531129

> Move NW 4 (-12)
> Activate Unstable Energy (+25)
> Activate Targeting Array (-4)
> Fire Beam Projectors X10 at enemy H1 (-50)

> Take a nap
>>
Rolled 1 (1d2)

>>5531129
Energy 64/110
>Moving 3 hexes northeast 55/110
>firing all 5 beam projectors at P10 30/110
>firing torpedo at B19 28/110
>moving 2 hexes east 22/110
>activating first scramble purge system 17/110
If the first one fails, im activating the second one
>>
Rolled 2 (1d2)

>>5532338
Ok, activating second scramble purge system 12/110
>>
Rolled 46 (1d100)

>>5532345
Yay. Now scramble roll
>>
>>5532346
Oh no. I might have to start only use scramble purge when I'm a vegetable, lol
>>
Rolled 14, 68, 70, 20, 23, 17, 39, 92, 14, 95, 11, 55 = 518 (12d100)

>>5531933
Ten hit dice just to check for crits
And two scramble dice to see just how hard I vegatable.
>>
>>5531132
>Botting [D-1] Anvil
>12 EN: Move 1NW, 2 NE
>Use scramble purge system
>>
Rolled 19 (1d100)

>>5531132
>Recover to Max EN (65/65)
>12 EN: Move 2NE, 2NW (53/65)
>40 EN: Repair Arm, Repair armor on [D-1] The Anvil (13/65)
>Complexity
>>
>regenerate 10 shields [-4E]
>Activate targeting array [-4E]
>Fire 3x needler into B-16 [-15E]
>Move to T-4 [-15E]
>Descramble Engineering [-15E]
>>
>>5532494
oops
>>
Rolled 10, 1, 34, 15, 49, 26, 70, 78, 100, 69, 14, 84, 15, 25, 24, 57, 9, 14, 69, 33, 23, 68, 13, 91, 92 = 1083 (25d100)

>>5532497
Am I suddenly retarded?
>>
Rolled 59, 83, 64, 39, 67 = 312 (5d100)

>>5532500
>>
Rolled 9 (1d100)

>>5532501
Needler: 28 hits, 1 crit, 1 miss.
Rolling scramble DC:55
>>
It's going to be difficult for me to process at the 24 hour mark tonight, and we're missing a few people anyways, so I'll process tomorrow.
>>
Rolled 90, 84, 12, 35, 39, 32, 78, 44, 100, 1, 2, 47, 45, 6, 88, 56, 32, 76, 38, 9, 15, 42, 5 = 976 (23d100)

>>5531132
>80/80E start
>Activate 2x Engineering Bay (-30)
>Move 3x NE (-9)
>Fire 2x Gauss Cannon at S-9 (-6)
>Fire 2x Needler at S-9 (-10)
>25/80E end
>1x scramble roll, DC 130
>>
Rolled 69 (1d100)

>>5531129
>Use improbability drive for random teleport.
>>
>>5531132
Still a vegetable unless I am able to use my engineering bay
>>
Rolled 3, 8 = 11 (2d10)

>Move 3 hexes NE (-9E)
>Descramble x2 (-20E)
>Be too far from the front to properly Anvil.
>>
Rolled 1, 1 = 2 (2d2)

Descramble rolls.
>>
File: SmolenyyTurn6-EnemyPhase.png (2.53 MB, 4535x3780)
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https://www.youtube.com/watch?v=mhXuYp0n88g

The strikeforce closes in on its target, and the enemies begin to fall away.

Even with many of their shots blacked, it's clear good progress is being made. But is it fast enough?

>Enemy Phase
>>
File: SmolenyyTurn7PlayerPhase.png (2.42 MB, 4535x3780)
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The hostile Scourge continue to give their ire to the mysterious blue Scourge. But what's, more those larger Scourge in the back seem to be healing the Mega Scourge! If they're allowed to continue, this fight will be much more difficult to conclude quickly!

On top of that, new Scourge are being spawned, and now it might be difficult to get lines of sight to either the healer Scourge or the Mega Scourge.

But wait, what's that in the back?! The Passive Aggressor teleported directly into the enemy rear lines! It now has unmitigated access to a healer and the backside of the Mega Scourge! How improbable!

>Player Phase
>>
Rolled 47, 11, 47, 45, 14, 61, 75, 98, 15, 2, 63, 34 = 512 (12d100)

>>5534083
> Move NE2, E3
>Activate Unstable Energy (+25)
> Activate Targeting Array (-4)
> Fire Beam Projectors X10 at enemy H1 (-50)

Hopefully I don't mix up east and west again :)
>>
Rolled 48, 85, 57, 92, 54, 37, 54, 64, 23, 35, 66, 4, 15, 76, 79, 68, 2, 69, 99, 60, 32, 30, 20, 24, 22 = 1215 (25d100)

>>5534083
[Advisement: This unit is unable to defeat the armor of S-type hostiles]

>Replenish missiles
>Move 3NE 1NW
>Shoot 30 missiles at B-20
>>
Rolled 52, 89, 58, 47, 59 = 305 (5d100)

>>5534199
>>
>>5534083
>Move 2 NW, 1 NE (-9E)
>Taunt at R3 (-15E)
>Scramble Purge x2 (-20 E)
>>
"Come at me you giant cathode. I'm your priority target" shouted Captain Hammer as he sought to distract the healer cell.
>>
Rolled 2, 2 = 4 (2d2)

You should stay behind me Zealot, at least until your hull has been repaired.
>>
Rolled 81, 41, 29, 67, 31, 43, 38, 72, 80, 91, 56, 92, 45, 95, 52 = 913 (15d100)

>>5534083
We're back in business baybee

>Engineering bay clears a scramble
>activate targetting array
>Move to where O-1 was
>Attack A-1 if possible
>>
File: FullFirePower.png (316 KB, 765x834)
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>>5534083
“What just happened?”

XO: “The experimental hyperdrive overloaded and forced us to jump using random co-ordinates.”

“How are we still alive? Traveling hyperspace on random jump co-ordinates without getting your ship torn apart is nigh impossible.”

XO: “Not impossible ma’m, just… really improbable.”

“You don’t say…”

XO: “We seem to have jumped behind enemy lines, gunnery is reporting clear sightlines and a very target rich environment.”

“Well then, let’s show them the might of an Imperial Star Destroyer. All Batteries: OPEN FIRE!”

https://www.youtube.com/watch?v=W2RUH5Ng4P4&t=54s

>Fire 10 Plasma Batteries at H-2 (20 E)
>Replenish Ammo (15 E)
>>
Rolled 31, 80, 7, 12, 89, 48, 93, 59, 36, 84, 99 = 638 (11d100)

>>5534439
Didn't roll dice for some reason.
>>
Rolled 2, 2 = 4 (2d2)

>>5534083
>Scramble purge x2 (-20 energy, 80remaining)
>Restore ammo (-20 energy, 60 remaining)
>Fire 4 torpedoes at A-1 (-8 energy, 52 remaining)
>Move 1NW, 1W (-6 energy, 46 remaining)
>Repair self for 11hp (-44 energy, 2 remaining)
"Copy that, Captain Hammer. I'll be right behind you."
>>
Rolled 41, 67, 98, 98, 68 = 372 (5d100)

torpedoes+complexity
>>
>>5534439
Forgot to move. Just so there's no doubt I have LoS

>Move 1 E ( 3E)
>Fire 10 Plasma Batteries at H-2 (20 E)
>Replenish Ammo (15 E)
>>
Rolled 1 (1d2)

>>5534083
Activating 1st scramble purge system 22/110
>>
Rolled 2 (1d2)

>>5534862
Activating 2nd scramble purge system 17/110
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>>5534864
Now i have to wait until my next turn.
>>
Rolled 99, 12 = 111 (2d100)

>>5534083
>+50 EN: 63/65
>30 EN: Unscramble Engineering (33/65)
>9 EN: Move 2 NE, 1East (24/65)
>2 EN: FIre Torpedo at [A-1] (22/65)--->1st roll
>Complexity vs 30
>>
Rolled 1 (1d2)

>>5534083
Descrambling...

>80/80E start
>Activate 1x Scramble Purge Unit (-10)
>70/80E end
>>
Rolled 91, 6, 77, 23 = 197 (4d100)

Scramble Rolls
>Glowbug
>The Strongest Shape
>The Anvil
>Living on a Prayer
>>
>>5535353
ignore the rolls for Glowbug and The Strongest Shape, Glowbug already rolled and Shape has 0 Complexity
>>
Ah, that five scramble life
>>
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A decisive blow!

The healer Scourge are dead before they can act a second time, and a hole is cleared to the mega Scourge! But with new Scourge spawning, will this hole last?

And on top of that, the brave crew under Captain Hammer intentionally draw the ire of the mega Scourge and its guard. Perhaps this will be the deciding factor in clearing a firing line?

>Enemy Phase
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Well, the Anvil has certainly got their attention! It takes a barrage of fire, and is no worse for wear save for the melee Scourge that put a dent in the armor after spawning.

Speaking of spawning, it seems the rate of the Scourge being spawned from the mega Scourge is increasing! How is this possible? So much mass, it seems like it shouldn't be physically possible! Especially if we are to assume this mega Scourge is what created all the other Scourge that used to be here.

And that's not all, it let out a huge, mysterious signal! Many of our Captains have succumbed to laughter for the turn! And to make matters worse, this signal seems to have driven several Scourge to emerge from hiding places around the field!

This situation is getting worse as time goes on! We need to finish this!

>Player Phase
>>
>>5535408
(adding a tag to one of the enemies that was missing one)
>>
Rolled 5, 29, 74, 76, 68, 46, 76, 90, 26, 57, 1, 45, 59, 58, 57 = 767 (15d100)

>>5535415
>+80 energy
>Descramble again -15 energy
>Reload Torps -15 energy
>Activate targetting array
>Fire on B-25 B-24 B-26
>>
>>5535432
Move away from the swarm and towards the sun, forgot to add that in
>>
Rolled 80, 61, 16, 72, 42, 54, 82, 45, 38, 42, 45, 65, 57, 74, 13, 42, 85, 50, 84, 55, 80, 53, 68, 12, 63 = 1378 (25d100)

>Regenerate 10 shields [-4E]
>Descramble self [-15E]
>Move 2xNW [-6E]
>Descramble T-4 [-15E]
>Move 3xNE [-9E]
>Activate targeting array [-4E]
>Fire 3x needlers into B-23 [-15E]
>Fire 9x guns into P-11 [-9E]
>>
Rolled 6, 9, 39, 93, 8, 35, 33, 55, 13, 23, 14, 18, 87, 81 = 514 (14d100)

>>5535447
>>
Rolled 98, 95 = 193 (2d100)

>>5535448
Needler: 12 hits, 24 damage
Guns: 4 hits, 12 damage
Rolling 2x scramble DC 55
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Rolled 64, 35, 59, 40 = 198 (4d100)

>>5535415
"Weapons! Statust report!"

WSO:"The missiles are primed sir! But the sights are off. We'll do our best but we have no guarantees."

"Fine by me! Engineering! Fix the sights! Weapons at the ready! 1st volley! Fire!"

>New turn: +50 EN (65/65)
>15EN: Unscramble Weapons Systems on self (50/65)
>30EN: Fire 3 Thermobaric Warheads at [A-1] (20/65) [If unscrambled on time vs 90, if not vs 45= 3 rolls]
>3EN: Move 1 West (17/65)
>Complexity roll (last roll)
>>
Rolled 2, 1 = 3 (2d2)

>>5535408
> Double Scramble Purge
>>
>>5535415
>Activating 1 Shield Array 22/55(110) energy 7/12 shields
>Activating Mysterious Improbability Drive to do something improbable 2/55(110)
>>
Rolled 36, 29, 10, 90, 63, 76, 43, 23, 93, 95, 54, 62, 6, 71, 14, 2, 11, 74, 63, 71, 25, 69, 20, 9, 31 = 1140 (25d100)

>>5535415
[Status report: This unit can't be bargained with. This unit can't be reasoned with. This unit doesn't feel pity, or remorse, or fear. And this unit absolutely will not stop ever, until the designated mission completion state is achieved.]

>Replenish missiles
>Move E NE
>Shoot 39 missiles at A-1 (vs 90)
>>
Rolled 92, 62, 48, 46, 94, 23, 77, 3, 10, 30, 30, 18, 63, 31 = 627 (14d100)

>>5535489
>>
Rolled 9, 79, 54, 67, 32, 5, 83, 21, 52, 21, 77, 84, 4, 11, 33, 73, 80, 70, 74, 69, 47 = 1045 (21d100)

>>5535408

>Fire 10 Plasma at A1
>Fire 2 Torpedoes at A1
>Fire 8 MIssiles at A1
>>
>>5535433
It’s a planet btw
>>
Rolled 2, 1 = 3 (2d2)

>>5535415
>Unscramble Anvil's energy group (-15 energy, 85 remaining)
>Restore all ammo (-15 energy, 70 remaining)
>Move 3E (-9 energy, 61 remaining)
>Fire four torpedoes at A-1 (-8 energy, 53 remaining)
>Use both scramble purges (-10 energy, 43 remaining)
>Repair self for 10HP (-40 energy, 3 remaining)
>>
Rolled 49, 32, 82, 49, 65 = 277 (5d100)

torpedoes+complexity
>>
>Move 1E, 1NE (-3E)
>Taunt at R3 (-15E)
>Heal self 2 Armor (-8)

"Thank you Zealot. Now as for you green gooey masses, come and get me".
>>
I'm not going to be staying up till 2 am to process again, so I'm going to delay it until tomorrow. Sorry for all these delays, I'll be changing how I schedule processing / Player Phase going forward (even though this skirmish is almost over).
>>
>>5535761
Just realised I could actually fully repair myself (thanks Captain Hammer) so change my repair orders to
>Repair self for 17HP (-34energy, 9 remaining)
>>
Rolled 97, 66, 85 = 248 (3d100)

Scramble Rolls
>Living on a Prayer
>The Predator (2)
>>
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In the rear, Living on a Prayer unleashes a deadly salvo on the Scourge reinforcements, even through the crippling Weapons Scrambles, and Dryad advances and struggles to operate through the Laughter, but manages to pick off one of the smaller Scourge.

On the flank, The Predator once again activates the Mysterious Improbability Drive, and... giant confetti pops out of the ship? Who the hell brought that onboard? In any case, all of the local Scourge find this hilarious, and are afflicted with Laughter!

And at the front, the bulk of the strike force pummels the primary objective. Warheads scatter about, and even though missing a direct hit, still catch their target in their area of effect, though one unfortunately takes out a friendly Scourge. The Anvil makes sure to keep the attention of any enemies that survive this onslaught. Unable to withstand the barrage of fire, the mega Scourge falls!

You did it! Good work Captains! Transmitting jump coordinates now.

>Standby...
>>
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The remaining Scourge are either incapacitated, taunted to an enemy they can't possibly kill, or otherwise unable to prevent your escape. Jump coordinates have been loaded, emergency descrambles have been authorized and administered, and you are cleared for exfiltration. Come on home, Captains.

>Mission Accomplished!
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...
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>>5537600
.................................
>>
That wraps up Space Scourge Skirmish! Thank you all for playing! Be sure to keep your eyes out for other skirmishes coming out of the Skirm Jam very soon.

Now I'd like to request some feedback from those interested in providing it:

>How was the difficulty? Regardless of the outcome, did you feel the challenge I gave you was too easy, too hard, or just right?

>How did you feel about Scrambles / Vegetable? Was it too punishing? Not punishing enough? How would you change the mechanic, if at all?

>How did you feel about Laughter? Does it have a place in this type of game?
I know it didn't feature much (and was mostly here to function as an implementation of one of the words for the Jam), but I'm wondering if it would have a place in any continuation.

>Could anything have been worded or explained better?

>Does anything else stand out to you as too strong or too weak?

>Does anything stand out as well designed or well balanced?

>What would you like to see changed besides what has been mentioned?

>What would you like to see stay the same?

>Any wacky ideas for mechanics that could be included?

>Other thoughts / Any Questions?
>>
>>5537602
If someone is a vegetable just put like a big ass broccoli over their their ship, Makes blind people like me notice that their getting vegged out.

Missiles are just better guns with the ammo regen thing

If you're up for it make a carrier class ship lmao
>>
>>5537602
Thanks for running!
>>
>>5537602
Thanks for running.
>>
>>5537602
I think you have a solid foundation to build off of. the complexity mechanic is a good way to soft cap ship builds.

Though I will say that there should be some universal anti-scramble actions such as passively losing 1 scramble if you do nothing for a turn, or maybe performing a full purge at the cost of all your shields and energy.

Making it possible for the players to stun lock themselves is too harsh IMO.

Maybe make different hull types have different vegetation thresholds in order to give high complexity builds more leeway without letting them off the hook entirely.

I think there's a lot of potential to add more depth by tweaking base ship stats.

I can see that you were going for making the limited ammo weapons have a low complexity to high damage/accuracy ratio, which made them distinct from the other weapon classes. The trade off being you either had to accept you'd run out of ammo or take a fabricator module, which gives an upfront complexity/tonnage cost that only gives a bigger payoff as you add more missiles.

The fact that we saw so many missile boats tells me that this build might be so efficient that it is objectively the best choice in the vast majority of situations. Yes missiles have to contend with point defence, but how many enemies had point defence? and how many were strong enough to negate mass missile attacks?

This brings me to the enemies. I could see from the sprites that there were supposed to be distinct enemy types but It never really felt like that mattered. We had so much firepower at our disposal that anything in our sights during the player phase would be killed or crippled. Maybe we reserve the missiles for the swarms of little guys because they needed AoE. Make sure you separate the incels from the regular enemies? Sure no problem, we kill so much scourge a turn it doesn't matter.

Enemy and map design could be greatly improved upon. I think you need to make it so some enemy types really need a hard counter to be handled efficiently.

Make incels a bigger threat, such that they could really mess with us if we delay taking them out to clear their allies. Incidentally this would make displacement abilities more important as they would allow us to focus fire on the incels sooner.

Captain Hammer basically broke the game with the Anvil, which is fair play. But in order to do something about it I recommend you either nerf armour or make an enemy type that can pierce it.

As for map design. I do wonder why you gave us this big map then put a giant planet over one third of it, making it impassable terrain.

Also why can't we fire through our allies? In a game where a single person controls one side this might be a valid tactical consideration, but when the player base is a herd of cats it's just a recipe for needless frustration.

Despite my criticisms I wanna finish by saying this is a great first skirmish. It's got a solid core system and with refinement it will only become better. I had fun.
>>
>>5537603
>If someone is a vegetable just put like a big ass broccoli over their their ship, Makes blind people like me notice that their getting vegged out.
Yes, that could definitely be made more clear

>Missiles are just better guns with the ammo regen thing
I think there is merit to running the guns, but it's also clear that the ammo-type weapons are too strong right now, this will certainly need to be tweaked.

>If you're up for it make a carrier class ship lmao
Certainly. It was one of my ideas for a ship type / system type, but I know sub-unit controllers like carriers have a reputation for being difficult to process, so I wanted to keep things simpler this game as it was my first time running a skirmish. Now that I have a grip on it, I'm definitely open to having things like carriers, I think they are really cool.

>>5537865
>Though I will say that there should be some universal anti-scramble actions such as passively losing 1 scramble if you do nothing for a turn, or maybe performing a full purge at the cost of all your shields and energy.
Good ideas, will be strongly considered.

>Maybe make different hull types have different vegetation thresholds in order to give high complexity builds more leeway without letting them off the hook entirely.
>I think there's a lot of potential to add more depth by tweaking base ship stats
I agree, ships could use more to distinguish themselves. I also think there could be more done to make ship choice more interesting. I'm not sure if having a ship type that is "more forgivable for high complexity" is smart (I know the Tub E kind of is this already) since on the surface it seems like an auto-pick for people who want to go all-in on complexity. Maybe I just need to make the other options strong in comparison to give it a good opportunity cost.

>I can see that you were going for making the limited ammo weapons have a low complexity to high damage/accuracy ratio, which made them distinct from the other weapon classes. The trade off being you either had to accept you'd run out of ammo or take a fabricator module, which gives an upfront complexity/tonnage cost that only gives a bigger payoff as you add more missiles.
>The fact that we saw so many missile boats tells me that this build might be so efficient that it is objectively the best choice in the vast majority of situations. Yes missiles have to contend with point defence, but how many enemies had point defence? and how many were strong enough to negate mass missile attacks?
Yes, this was certainly a flaw. Missiles will be looked at and it will be harder to regen ammo. I want limited ammo to be meaningful outside of just forcing you to have a mobile fab unit that you activate every turn.
>>
>>5537865
>This brings me to the enemies. I could see from the sprites that there were supposed to be distinct enemy types but It never really felt like that mattered. We had so much firepower at our disposal that anything in our sights during the player phase would be killed or crippled. Maybe we reserve the missiles for the swarms of little guys because they needed AoE. Make sure you separate the incels from the regular enemies? Sure no problem, we kill so much scourge a turn it doesn't matter.
>Enemy and map design could be greatly improved upon. I think you need to make it so some enemy types really need a hard counter to be handled efficiently.
I greatly underestimated the firepower that would be brought by the players this mission, even with the amount of enemies I spawned. Outside of just buffing their HP or giving certain enemies more damage resist, do you have any ideas for how more interesting enemies could be designed?

>Make incels a bigger threat
Yes, I could definitely stand to have incels be stronger than normal enemies

>Captain Hammer basically broke the game with the Anvil, which is fair play. But in order to do something about it I recommend you either nerf armour or make an enemy type that can pierce it.
Yup, definitely going to need to have things that work around armor or make it harder to stack.

>As for map design. I do wonder why you gave us this big map then put a giant planet over one third of it, making it impassable terrain.
Partly storywise, partly I was trying to find interesting terrain for a space battle, but I can see that it was cramped. I'll make an effort to make things less cramped in the future.

>Also why can't we fire through our allies?
I wanted to reduce the confusion of the firing effects that would arise from everyone shooting through each other and make positioning your ship more important. I still feel like I want positioning to be more than how far away you are from enemies, but I can also see that it is frustrating to have your shots canceled because you didn't notice you were moving behind someone else's new position. I have a couple ideas to help alleviate this going forward, but it's something I'll be careful to consider.
>>
As Captain Hammer, I will say that I was worried about the damage output from the melee ships and that I sacrificed basically everything and went with a med-high complexity ship and had healing support from friends in order to make the build work. The taunt is also a blunt hammer type tool in that it would be difficult to avoid dedicated armor piercing ships. So having piercers would be unlikely to change my play style, I'd have just asked the other players to prioritized killing them. If armor were nerfed much, then I don't think that it would be viable. I had 2 scrambles on me most of the time and Captain Hammer never fired his guns. In practice they mostly acted as a scramble sink.

Regarding scramble sinks, even though the rules say system, when I designed the Anvil I thought that each gun/shield/whatever would scramble independently, so scrambles were mostly a danger due to vegetating out. If doing this again, I recommend including an example of vegetation in the rules. That said, I might have tried to add a single missile to serve as a complexity sink had I properly understood the rules. If armor were nerfed too much, a hard armor build would become non-viable (as Dominions players will know, protection either works or it doesn't). I'd say that Strongest Shape Tubs are a better shape for hard armor with non-piercer foes. If you add piercers, then I'd either modify armor to be repairable at 2:1 instead of 4:1, or have the piercers bypass armor and hit hull directly (dangerous). I didn't try a shield-regen taunting tank, so not sure if that would be a viable build.

If you want to keep the movement rules, the most straight forward thing that I can think of is to name the hexes (A2 for example) and require all players to name the hex that they are going to end up in. Having some sort of formatting rules for the action part of the post can help with this too. Then people can more easily look to see who is ending up where, and should only be surprised by people who post between when they start their post and when they end it (ie. ninjas).

I didn't design my ship for any particular enemy, because I did not know what the enemy capabilities were. I just grabbed as much hard armor as I felt I could afford, and hoped that I wouldn't run into a bunch of 30 damage enemies.

I wanted to be able to use my sturdy prow to ram the enemy. As a tank, can I not crush these puny lesser void dwellers? This game has a plethora of guns, so really would only apply to non-gun specialists like me, or people who wanted to engage ramming speed for other purposes.

Re: Battle Maps - Soft cover? Our movement ranges are similar to infantry in many other tactics games, so maybe have soft cover which negates a portion of attacks (asteroid fields, dust clouds, etc) and hard cover which blocks shots (moons, planets, floating obelisks)?

[more to come]
>>
The system allows ships to carry a very large number of guns, which I feel makes each shot feel less important and makes it more of a shooting gallery than a thoughtful tactical exchange (which is not a bad way to go for an image board game).

Anyway, I enjoyed it, even if my turns were low effort. Thanks for putting in the effort to make and run this game.

p.s. - maybe a powerful beam ship that paints a target one turn then fires the next? Would feel bad if you were a vegetable when you got painted. Longer range on the enemy ships could limit the effectiveness of an Anvil as well. So would 'shoot through but don't move through' terrain, as one of the Anvil's weaknesses is getting into the right spot to taunt.
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>>5537898
>I wanted to reduce the confusion of the firing effects

That's actually pretty valid now that I think about it. Skirm can easily turn into a visual cluster fuck. To be fair there was only really one time my desired LoS was blocked by allies, which probably meant my targets were gonna get overkilled anyway. So who knows, maybe this fine as a baseline mechanic, but I'd recommend a combination of better map design(multiple routes t different areas), "indirect" fire weapons, and teleportation ability(which you already have) to mitigate frustration.

>Enemy suggestions
I got a ton, but sharing them while phone posting is awkward so I won't dump them all right now.

Let's start with incels:

Give incels abilities that make them a high threat. Maybe incels heal adjacent enemies, maybe they have a kamehameha super beam, maybe they will perform a status effect ability with strenghth based on adjacent allies. Mix, match and tweak to your preferred threat level.

Now incels are priority targets that need to die fast, but killing them near allies will only spawn more bad guys. Oh no! Tough choices! Sure overwhelming fire power solves everything, but displacement abilities would be the smart play.

Some other special types:

Magnet scourge: Transfer all missile attacks within a certain radius to itself, add point defence for a higher threat level. Now missile boats can't have free reign. Sure you can still saturate the magnet but that means all the other scourge will live to hit back in the next phase.

Energy Sponge Scourge: Absorbs energy damage taken during the player phase, then performs an attack that deals more damage based on how much was absorbed. Doing this will heal it. The idea is this enemy plays chicken with DPS energy builds. Yeah you can just overkill it outright, but you better make sure you pop it that turn otherwise it will hit you back hard. Add damage mitigation or increase health for a higher threat level.

Immortal: Ripped straight from the Starcraft unit of the same name. Has a hard cap on the amount of damage it can take from a single shot. So requires dakks builds to effectively destroy. Hard counter for single shot DPS and thermobarics.
>>
As complexity and difficulty increase the amount of time needed for player communication is likely to increase as well.
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>>5537898
I suggest adding an option to let players choose what the Mysterious Improbability Drive does, but at a very high energy cost, and they can only give you a brief description of what they want to happen. Leave the specifics and small details up to you. Imo, 100 energy seems fair.
>>
>>5537895
You don't need to put out multiple sub units you can just have multiple wings you can designate targets for as well as a turn delay on when they damage depending on distance and when they get back to you since strike wings prolly need to refuel per run and their prolly going to beeline it for their enemy ships. Just remember to keep the fab on to allow replenishment of strike wings
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>>5537602
Let's start from the top. Having to balance 3 different metrics when shipbuilding is a great foundation. Tonnage prevents jack-of-all-trades beefcakes. Energy prevents systems from being spammed. Complexity prevents players from defaulting to the strongest systems. I'd say they're balanced very well.
Scrambling on the other hand, while a good idea on paper, is both too easy to build up and too difficult to remove. For example, if a ship with 150 complexity has 2 Scrambles and removes both with 2 Engineering Bays, it still has a 99% chance to be double Scrambled at the end of the turn, and it has a 50% chance of Vegetabilize. Plus, since Scrambles are removed at the end of the turn, the ship would never actually be Scramble-free. The only way to remove the Scrambles without risking more coming is by standing still and Scramble purging, which a) isn't guaranteed to work, and b) means the ship is essentially a Vegetable without actually being one. I'd let Engineering Bays and Repair Arms remove Scrambles as soon as they're activated, and reserve end-of-turn Scramble removal for Scramble Purges only. I'd also increase the number of Scrambles needed to Vegetabilize up to 5 so players aren't knocked out immediately.
I know we had problems with Line of Sight, but I actually liked that. It makes our positioning more important and creates a limited need for coordination. If there was no friendly LoS blocking, we could simply pour fire into the enemy while hiding behind a dedicated tank. It would be cool though to have a very complex system that allows ships to fire through you as if you weren't there.
Each ship's abilities are diverse enough to distinguish themselves for certain builds and roles. A 4th hull isn't necessary, but if there was one I'd like to see it encourage Laughter over weaponry, with a +10 Laughter power bonus and maybe a 2 tile aura of 15% Laughter immunity to allies.
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>>5537602
I think what this means is that you should try to stay below 121 complexity if you can, as then you can't triple scramble. It does create an energy sink with the de-scramble rolls. It creates a lot of uncertainty with how much energy you will have and need, so you either live with the uncertainty or over compensate, or be the strongest shape and ignore the system.
>>
having some sort of built-in descramble mechanism to keep people from totally hosing themselves is probably a good idea though, unless you're trying to weed people out.
>>
>>5538559
> if a ship with 150 complexity has 2 Scrambles and removes both with 2 Engineering Bays, it still has a 99% chance to be double Scrambled at the end of the turn, and it has a 50% chance of Vegetabilize
If a ship has 150 Complexity, I would hope it runs into trouble with removing Scrambles every turn. It is intentionally difficult to remove Scrambles. If you were able to remove them immediately at the start of your turn, they would have little impact. I'm open to other ways to mitigate Scrambles such as ships that require more Scrambles to go Vegetable, and default actions to remove them, but I think Scrambles hurting you is a design that I like.

>I know we had problems with Line of Sight, but I actually liked that.
Interesting to hear someone that enjoyed this, I'll take it into account.

>It would be cool though to have a very complex system that allows ships to fire through you as if you weren't there.
That's a neat idea, I might just use that.

>Each ship's abilities are diverse enough to distinguish themselves for certain builds and roles.
That's good to hear, but even still I think the more the merrier. The Laughter hull is certainly interesting.


>>5538525
Are you really playing a carrier if you aren't micro-managing several different squadrons though? :P


>>5538499
I like it, good idea!


>>5538461
>I'd recommend a combination of better map design(multiple routes t different areas), "indirect" fire weapons, and teleportation ability(which you already have) to mitigate frustration.
Thanks for the map suggestions, I just need to think of ways to incorporate this in space. Space tends to be wide open, so I'll need to get creative. Indirect fire is something I hadn't thought of, perhaps I could have some missiles to that effect? I like the idea.

Also great enemy ideas, I appreciate them.


>>5538441
>Regarding scramble sinks, even though the rules say system, when I designed the Anvil I thought that each gun/shield/whatever would scramble independently
I tried to word and color it to specify that "System Groups" would get Scrambled, but apparently that isn't enough, I'll need to word it better and more extensively to get the point across.

> If you add piercers, then I'd either modify armor to be repairable at 2:1 instead of 4:1, or have the piercers bypass armor and hit hull directly (dangerous)
I don't like the idea of discounting the armor repair too much, because I want regen-ing HP to be part of the Shield niche, where armor is more reliable and harder HP. I think it is definitely necessary to add some sort of counter to armor, so my current thinking is I'll buff armor base stats a little bit as compensation for enemies not being hard blocked by damage resistance.
>>
>>5538441
>the most straight forward thing that I can think of is to name the hexes (A2 for example) and require all players to name the hex that they are going to end up in
I thought of this when designing the game, but I think it's a bit awkward to name tiles on a hex grid rather than on a square grid, though it would help with visibility if it were implemented. I'll think about how I might do it.

>Having some sort of formatting rules for the action part of the post can help with this too.
I was thinking about being more restrictive on the action economy and formatting, it's sometimes difficult sorting through what people want to do.

>I didn't design my ship for any particular enemy, because I did not know what the enemy capabilities were
Yeah, it would probably be smart to give some more intel before the mission, I'll keep it in mind.

>I wanted to be able to use my sturdy prow to ram the enemy.
Perhaps I'll implement a ramming mechanic in the future, but for this game I didn't think it was very realistic. In hindsight, the realistic part should definitely give way to the cool factor in a game with giant space bacteria.

>Re: Battle Maps - Soft cover?
I appreciate the ideas, I'll try to implement some of this.


>>5538446
>The system allows ships to carry a very large number of guns, which I feel makes each shot feel less important and makes it more of a shooting gallery than a thoughtful tactical exchange
It is also tedious to process, so I am strongly considering having some sort of limit on the number of weapons you can have. Right now I'm thinking of using "weapon mounts" in some form.

I like the extra ideas too!


>>5538481
I've never really seen skirmishes require more than a day for coordination, and I don't think people needed it much here, but it wouldn't be very hard for me to allow more time for turns. In fact, I would consider it a success if people wanted/needed to coordinate such that they needed extra time.
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>>5538559
As for the system groups,
Engineering has very well-defined systems. Mobile Fabrication Units and Engineering Bays are greatly encouraged but not absolutely necessary on each ship. Repair arms offer good support utility, although I would let them also repair an ally's damaged system and make their actions cost slightly more energy than their self-targeting counterparts. Scramble Purge Systems are necessary but unreliable. I was essentially knocked out of the final engagement because I couldn't roll a single 2 to reactivate my systems. I'd add in a second action for Scramble Purge Systems that is guaranteed to remove all Scrambles at the beginning of your turn in exchange for permanently disabling that Scramble Purge System. A sort of reward-now-risk-later action.
All the Defensive systems are fine, with each having their own niche. At most, I'd say that the Point Defense System and Humor Suppressants didn't have a lot of chances to be useful, given the abundance of pure melee enemy types.
As for the Volatile group, PUT A LIMIT ON THE CATASTROPHE SUITE'S RANGE. It's possible to build a suicide screenwipe ship by picking the Dor-I.T.O., hollowing yourself out with 74 Hull Integrity Overrides, taking 10 Catastrophe Suites, a single Scaled Teleportation Device, and 33 Dense Energy Cells. This ship can teleport into the middle of the map and blow itself up for almost 1000 damage at any point in the game. It doesn't even take complexity rolls as long as it stays completely still. It's an oversight that's game-ruining at worst, so I'd cap the Catastrophe Suite's range at 3 tiles and damage at 100.
The other Volatile Systems are fine, if a bit expensive. Teleportation's utility warrants the high cost, but the Broad Laughter Array costs too much energy and Complexity for too low a chance of doing anything.
The Energy systems encourage loading up with a bunch of basic Energy Generators. It's not a problem because of how little difference this makes in gameplay, but the more complex systems offer too little in the face of a 0 complexity system that can generate and store energy. I do like the Unstable Energy Generator's extra energy generation at the cost of another Scramble Roll. If it wasn't so easy to Vegetabilize, I would see this being a more popular choice.
As for Weapons, some options are simply better than others, even with Tonnage, Energy and Complexity being taken into consideration. The lower-tier guns and cannons are too costly to be spammed in mass and too weak to dump leftover Tonnage into. Their abysmal accuracy means you'll always take a laser or missile launcher over them too. Perhaps adding an Armor Piercing stat onto them and introducing more armored enemies will make them more useful.
All of the Unscrambleable systems are good for sinking leftover Tonnage into. They're basic but have their utility. I do think we players overlooked the potential Displacement Munitions had for clearing allies from our Line of Sight.
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>>5538614
>I'd add in a second action for Scramble Purge Systems that is guaranteed to remove all Scrambles at the beginning of your turn in exchange for permanently disabling that Scramble Purge System.
I like it

>At most, I'd say that the Point Defense System and Humor Suppressants didn't have a lot of chances to be useful, given the abundance of pure melee enemy types.
Sure, I'll be sure to rectify that going forward >:)

>As for the Volatile group, PUT A LIMIT ON THE CATASTROPHE SUITE'S RANGE.
Lmao, this was an intentional oversight. I hadn't done the math on the maximum you could get out of it, but I was definitely hoping someone would try to go nuts with the suicide module. Killing yourself is a severe price to pay, so I'd like it to have very strong payoff, but yeah a map wipe is too much. I'll put some limits on it.

> the Broad Laughter Array costs too much energy and Complexity for too low a chance of doing anything.
Keep in mind that each enemy makes their own roll, it's not just one roll to see if everyone laughs or no one does. The strength is if it targets a group of enemies, it'll probably make something laugh, and it can scale quite well. Though perhaps it is a bit expensive.

> If it wasn't so easy to Vegetabilize, I would see this being a more popular choice.
It can still see good use on low complexity ships, and this is also another good reason for me to include extra ways to resist Vegetable.

>Weapons
Weapons will almost definitely be getting an overhaul. I'll try to make "lower tier" weapons more appealing as part of that.
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>>5538614
The map felt small and big a the same time. Because of the planet to the left and asteroid belt to the right, we really only had one way to move forward. However, the lack of terrain in the middle of the map also meant there wasn't a lot of variation in our environment as we progressed, though that was mitigated in the beginning by the sheer volume of enemies in our line of sight. In a way the enemies, acted as additional terrain we had to navigate through. The emptiness of space only set in after they had been wiped.
Unfortunately the next waves never got big enough to the point where they seriously threatened us. If the Scourge hiding in the asteroid belt came out earlier, or if we were chased by a swarm of Scourge that appeared behind us, it would have forced us to adapt and raised the difficulty for at least a turn. I was also disappointed to see that the final line of defense wasn't another wave of enemies that numbered in the 20's. Looking back, the game really ended when we destroyed everything on turn 2.
As for Scourge types, what I think has already been said. There's too little variation in Scourge types, especially for ranged and support classes. Every new type offered here >>5538461 has the potential to up the difficulty an appropriate amount. I'd also add in a Scourge type that carries 1 tile AoE guns to discourage players from clumping too close and a Scourge that lays high damage destructible mines to create artificial choke points.
Overall, the game was fun and has a lot of potential. A lot of the mistakes made can be chalked up to the untested system and misunderstandings that came with it. I'm excited for a larger-scale sequel in the future about the great yellow Deity waking up.
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I had a lot of fun despite complexity basically hosing me. I kind of want to try 'accepting vegatable' every other turn again just to see what sort of shenanigans I can get up to. Infinite range perfect accuracy shots were nice, but I feel like I could do better.

Hopefully my one good snipe was actually useful.

Perhaps an interesting part might be a scramble shield that prevents one class of systems from being scrambled? Energy scrambles were particularly harmful to my build.
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>>5538591
You can micro them in other ways like what their payload is but Imma be honest with you I just want kamikaze fighters lmao



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