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File: Cruiser.png (2.05 MB, 1480x800)
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The Supreme Commander, Aleksandr, is extremely displeased. With the growing expansion of the resources, territory, and subjects he has control over, there has been an increasing need for delegating out tasks to subordinates. Reuniting the Children of the Tzardom requires further expansion and growth, and thus more delegation.

The problem is that both of the subjects who passed the test of loyalty and cunning, are both not responding to orders and are missing. This is slowing down the timeline for restoring order to chaos. It is only a matter of time till another armada of xenos moves into human space and sets back repopulation, and rebuilding, another 9-10 years.

By emergency decree, a volunteer will be selected or someone will be impressed into the new position.


Voting Time, First to three or most in 22 hours

Military
You were brought up in the military. This might mean you are warrior nobility, a veteran enlisted man, an officer, or a trained covert operator.
Specialist
You are an educated and trained expert in special skills, such as: diplomacy, bartering, piloting, or engineering.
Psychic
You have access to questionable and mysterious powers. These could be connected to The Rifts, some mysterious god that foreign traders talk about, or you are secretly not entirely human.
Mixture
You might be a mixture of two of these things above. This might be because you are a foreign recruit or mercenary. Perhaps you are a civilian who was recruited into the military, or you are a well rounded noble.
>>
>Mixture (Military+Specialist)

Let's go for a little more well-rounded approach.
>>
>>5558269
>Mixture
Military, and Psychic
>>
>>5558269
>Mixture
Specialist+Psychic
Diplomacy,trading, piloting, combined with PSI powers should give nice effects.
>>
File: Tverdost.jpg (1.08 MB, 1920x2880)
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Be advised that you can request information from the datanet at will. Anything that records are available on, can be searched and read about.

Lore posting

The Tzardom was a feudalistic "Star Nation" (a nation that ruled over multiple solar systems), which operated as a monarchy. Religious power was confined to the Church, the best manufacturing belonged to worlds controlled by The Engineers Guild, trade with outsiders was monopolized by the Freebooters, and the Tzar was simply the most powerful of a hierarchy of warrior nobles.

Below him were the Gertsog/y (Dukes / Earls), who each managed 1/5th to 1/4th of the territory. Below them were Graf/y (Counts / Comes), who were entrusted with a whole system. Then there were Baron/y (Bear-Ons) or Gospodin/y, who were standard warrior nobility in their Tverdost (Iron, referring to their power armor). Tverdost/y (Referring to the man named after the armor), could be directly granted land by the Tzar, subordinates granted land by another noble, or landless bodyguards of another noble (Gospodin/y). Due to the decade of training that it takes safely and effectively pilot the highly expensive Tverdost armor, the Tverdost warriors demand considerable wealth and luxurious accommodations. There are also heavy logistics costs, including maintaining a crew for maintainence and repair.

Thus, the slightly wealthier nobility started arming subordinates with gear that was cheaper, easier to maintain. At the same time this gear took about two years to learn to use, saving on costs of wages. These resulting squires or companions became "Anvil Troops".

Finally, there are the conscripted commoners, the Vintovki (Shooters). They are a pittance in pay and equipment, and are killed fairly easily. A single shot from their betters can rip through multiple of them, and it requires a heavy cone of fire from several Vintovki to kill a single Anvil troop.

Granted, only the last paragraph is certain. The rest of history is rumor, legend.
>>
Btw, in the future when I describe or define units, ranks, places or equipment, do you want comparisons to RL, a specific sci-fi faction, or both? If a specific sci-fi setting/faction, name it?
>>
>>5558269
Supporting >>5558274

>>5558306
Real life, with additional information to account for the different technology, society, and expanded scale of the setting.
>>
>>5558319
I am failing to understand what additionally is being asked of me, besides standard comparing and contrasting with modern places, technology, ranks, units.
>>
Wait, isn't there already basically the same quest here >>5550104

Or is that a precursor or subtly different quest?

If it is the same then why are you remaking this, just let your failed quest idea die if people aren't interested.
>>
>>5558322
I am asking you to do just what you described. As an example, lets say that a Star Nation can sustain literally billions of soldiers, actual fighting soldiers, the 'tooth' in the tooth-tail ratio so to speak. In such a case I'd like to know the additional ranks of generals and associated staff required to organize such an army in your setting and the force structure of such a hypothetical army. If it is relevant, that is.
>>
>>5558327
More detail, understood.

For future self reference.
Within drawn borders are several billion subjects, but only a single billion are in direct holdings, all located within the "ACDS" (ACkDoSs, Aleksandr Central Docking Station/System). 5%, 50 million are under arms, mostly as the crews of cargo-carrier and war ships, along with station mechanics. Maybe a third of those under arms are Naval Infantry, and the Naval Infantry has two support personnel to every combatant. That means there are about 5.5 million Vintovki, about 3.85 million of that being the better trained and equipped volunteers, Assault Vintovki. There are three men equivalent to Field Marshalls and three Fleet Admirals. Each FM is assigned to a FA and the respective fleet. One fleet is parked at Ackdoss and thus that FM has around a million Assault Vintovki and 1.65 million Vintovki. The Vintovki are split in half and commanded by two generals
>>
>>5558349
>Two support personnel to every combatant.

Bruh...

I assume this is enabled by advances in automation, robotics, and AI. Otherwise it'd be moronic. Though I guess with the vaguely Slavic language being thrown about, it'd make sense for some offspring of Russia to continue its current trend on leaning heavy on the tooth end of the tooth to tail ratio.
>>
>>5558366
Around the Gulf War, the ratio for the US military was 1 tooth to 1.3 tail. Russia currently has 1 tooth to 1.1 tail. Second Gulf War had 1 tooth to 2.5 tail.

The Obligation Naval Infantry are extremely lacking in vehicles and mostly are confined to stations or vessels, or they are deployed from shuttles or landing corvettes.
>>
>>5558385
Not sure where you are getting your historical numbers from, but okay, the lack of vehicles and their intended role explains it I guess.
>>
>>5558274
>>5558280
>>5558294
>>5558319
>Mixture (Military+Specialist)
So two votes for this, along with one additional vote for Specialist and one extra vote for Military.

Voting Options, first to 3 or most in 24 hours.
>Vessel Captain
You are a skilled pilot and leader of people. You might be from the common people or a minor noble. Your ship was likely built by the facilities at Ackdoss.
>Political Officer
You are a political officer of the Naval Infantry, and you are good at three things, yelling at people, talking people into things, and lying to people. You can function as a diplomat if required.
>Infantry Officer
You are an officer of the Naval Infantry, and your skills are divided among yelling at people, understanding war, and being paranoid.
>Warrant Officer
You a highly skilled technician engineer of the Obligation Armed Forces, and you oversee a team of technicians, and mechanics. You and your team can repair the bulk of equipment used by warrior nobles or the Naval Infantry.
>>
>>5559239
>Vessel Captain

Would prefer to pick a military occupation that involves us actually being good at the whole...leading a military thing.

We can always pick up diplomatic skills or something with our specialization vote.

Unless I'm misunderstanding and we aren't voting on one after the other but just picking our mixture here in a single vote. In which case I'd probably be more partial to the political officer.
>>
>>5559289
Mixture, not one than the other. I know from experience that doing one than the other results in everyone quitting.
>>
>>5559289
-Would prefer to pick a military occupation that involves us actually being good at the whole...leading a military thing.
Then you would want
->Infantry Officer
-You are an officer of the Naval Infantry, and your skills are divided among yelling at people, understanding war, and being paranoid.
-understanding war

>>5559563
If we can have a mixture, then the two votes I will mix will be
>>5559239
1st.
>Warrant Officer
-You a highly skilled technician engineer of the Obligation Armed Forces, and you oversee a team of technicians, and mechanics. You and your team can repair the bulk of equipment used by warrior nobles or the Naval Infantry.
Because an arsenal facility worker and space junker quest isn't something I've seen before.
2nd.
>Infantry Officer
-You are an officer of the Naval Infantry, and your skills are divided among yelling at people, understanding war, and being paranoid.
Because it's in line with what (ID: fyHJ+dui) intended to vote for. I'm also interested in seeing what combat system we will be using.
>>
>>5559599
When I say mixture, I mean our 4 options are both the military and the specialist. There is no picking one than the other.

Btw, a lot of this setting and this area was established in earlier /qst/s, RPs, RPGs, and such.
>>5559599
I'll allow ranked choice voting for now, but if you bail after this, you're a fuck face.
>>
>>5559600
-I'll allow ranked choice voting for now, but if you bail after this, you're a fuck face.
No guarantee I'll stay, but I'll try.

>>5558306
Examples like what you did under >>5558349 and >>5558385 will suffice. I don't need comparisons to other sci-fi factions at the moment. Having comparisons to reality helps ground it and give scale to what we're doing.
>>
While I am waiting for people to vote, how about someone ask a question about the setting, Obligation, the former Tzardom, or other successor states to the Tzardom.
>>
>>5559599
Eh, I'll keep my vote for the vessel captain, the description mentions us being a skilled leader and it doesn't really make sense for only the infantry officer to 'understand war' rather then just their specialty, plus in any space opera setting the space fleet ought to have primacy over any other branch of the military in terms of importance.
>>
Rolled 4 (1d10)

First 5 for first person, second five for second person.
>>
Ackdoss, the crown jewel of The Obligation. The navy is the state, and Aleksandr is the navy. Your grandparents were dockworkers and mechanics, and your parents were the same. You inherited their good physical strength, nimbleness, endurance, beauty and sensory awareness. However, one thing set you apart from the others, and that was your Intellect. You did well in the required schooling and when you passed the exams to get into naval officer's school.

That was a long time ago. You are now 35 and a Kapitan of a Obligation Anti-Piracy Corvette, 150 meters of greatness.

You have an excellent education in the matters of interstellar warfare and ship design, along with the general function of technology. You have practice yelling at subordinates and interrogating pirate scum, but also are trained and practiced in examining passengers and strangers for any sign of deception or trickery.

You have the required 10 man crew, all of which are experts in the various sections of vessel operation. There is a 30 man crew of Assault Vintovki, but they each have access to an assault rifle AND a shotgun or submachine gun per man. There is also some cross-training in putting out fires and carrying ammunition or parts.

>Loading Ship Statistics.
>>
>Obligation Anti-Piracy Corvette

The OAPC is a downgraded, reconfigured version of a pre-collapse Tzardom corvette. It has a minimum crew of 10 and a maximum crew / passenger number of 40.

It has 15 power slots and 15 mass slots, like most corvettes of its size of 150~ meters length.

It is configured with an Armory, Boarding tubes (Takes up 1 mass slot), Cargo Carrier and Bay (2 mass), Void Drive (2 power, 2 mass), Escape Pods / Lifeboats (1 mass), Ship’s locker, Point Defense Lasers (3 power, 2 mass), Flak Emitter Battery (5 power, 3 mass), Plasma Beam (5 power, 2 mass), Surface Hardened Ceramic Composite Armor (2 mass)

It has a very specific figuration to its engine and propulsion system, that allows it to convert the bulk of its energy and crew to propulsion. This is to allow it to catch up to pirates, or warn systems of invading Xenos fleets. The old Tzardom model had two Plasma Beams, which made it just as good against ships of similar size, and a Sandcaster for blasting shuttles and drones. The Flak Emitter Battery is a cost-cutting measure, as it has the same abilities as the Plasma Beam or Sandcaster, just not at the same time. The Point Defense Lasers are a noticeable improvement however, making the ship harder to damage.

The ship is valued at billions of Trade Units (An exchange measurement for trade between factions) and is owned by the state, Aleksandr.
>>
You and your crew have served on previous ships, and it is standard practice to reinvest wages into partial ownership of the ship they man, cashing out and reinvesting as they change ships. With combined earning power of 150,000 Trade Units per year over 15 years, saving 20% per year, there is 450,000 Trade Units invested in your current ship.

Most of the travel was through jump-gates, so you only had to run your rift-drive once. This is good as your ship only has enough saved fuel for a single jump and no means to easily refuel on it's own. You and your ship were ordered to this frontier refueling system, and are parked at a minor fueling station orbiting a gas giant. The system has dumpy, tiny red dwarf. About 70% of stars are said to be like this, and for ships like your own, refueling stations like this are vital.

>Boarding the station

When you first entered the station, you notice that four Assault Vintovki are there to greet you.

You are taken to the Command Center, where the Station Gubernator Neustroj is. Neustroj wears the heavy assault vest of Assault Vintovki (Shooters), an imported tan coat, shades, an officers synth-fur hat and heavy combat boots.

>Minor Tactical Knowledge check bypassed
>Minor Investigation check bypassed
>Moderate Perceive Motive check bypassed

While he just appeared to be a Leytenant, likely in charge of some naval boarding infantry, the imported coat and weapons indicated otherwise. His rifle wasn't a bulky, heavy metal thing, or a compact, polymer-composite bullpup. It was something between the two in size, with a large, curved magazine, with scopes and lasers, and bits attached to it. He had a large holster on his hip with a powerful sidearm, a true hand-cannon. A handgun meant an officer, but a large handgun and quality, imported gear meant the same thing now as it meant a generation ago... This man's entire job was watching people and executing those who didn't obey. He was likely some kind of high ranking political officer, but such a high rank would indicate he was actually an agent of Aleksandr himself.

He tells you that if you manage to disappear just like the previous two applicants, he has instructions to just have you shot.

He tells you that if you visit the Expatriate Section of Station, you will be stripped of your position, crew, and ship.

If you don't talk to the resident Vigraf (Vig-raph, Vi-Graph) [Means 'vice-Graf' (Graf = Count = Comes)]
before the waking/work cycle is over, you will be shot.
>>
First to 3 or most in 23~ hours.
Pick your first preference of what to do, and your second preference of what to do. Some actions can be done in order, others are exclusive.
Asking questions of the crew or giving minor orders is free at any time.

>Just go and approach the Vigraf, perhaps with a gift of some sort. You will focus on trying to win them over

>Do some research on the Vigraf before if you can and skeptically go visit them. You will focus on trying to figure out their "angle".

>Dismount Point Defense Laser to free up power and mass, convert this to cargo space. It will provide 40 metric tonnes of space.

>Dismount Point Defense Laser to free up power and mass, convert this to a Fuel Bunker (Two jumps of fuel)

>Dismount Point Defense Laser to free up power and mass, convert this to additional life support and crew/passenger space (40 more people)
>>
>>5560389
1st preference
>Do some research on the Vigraf before if you can and skeptically go visit them. You will focus on trying to figure out their "angle".
Do some research so we know what gifts to give them.
2nd preference
>Just go and approach the Vigraf, perhaps with a gift of some sort. You will focus on trying to win them over
To give them the gifts they would want.

>>5559666
-how about someone ask a question about the setting
What happens to the lore of quests, games, and threads that ends from player inactivity or switching to another character?

>>5559927
Fair enough. I do agree that "in any space opera setting the space fleet ought to have primacy over any other branch of the military in terms of importance."
Congratulations on >>5560343 winning the roll.
>>
>>5560412
>What happens to the lore of quests, games, and threads that ends from player inactivity or switching to another character?
The vast majority of Aleksandr's territory, personality, history, stats, and power was decided in previous forum games, quests, RPGs, and RPs. Most of the information of his equals, was also previous quests, RPs, or RPGs. The Vigraf was an RPG. Some of the available mercenaries are previous players in RPGs.
>>
>>5560389
>Do some research on the Vigraf before if you can and skeptically go visit them. You will focus on trying to figure out their "angle".
>Just go and approach the Vigraf, perhaps with a gift of some sort. You will focus on trying to win them over

In that order.

I don't want to dismount and convert anything before I know our tasking. If I was to make a general choice on that matter I would probably switch the point defense laser out for cargo space to accommodate more loot in traditional fashion, relying on the flak for point defense.
>>
Rolled 9, 17 = 26 (2d20)

>>5560412
>>5560500
Rolling to see which is picked, and then rolling for the Research roll.
>>
>>5561285
You decide that you will do what research you can on this strange Vigraf and then decide how to focus your energies during your meeting, later. Thanks to your great Intellect and education, you manage to pull up multiple, maybe even several, tiers of information about this Vigraf.

First, until about a year ago, he was a lowly Assault Vintovki, a Serzhant of a whole squad of Assault Vintovki, but Assault Vintovki nonetheless. The man is a commoner like yourself with a similar background, but he is young. He has access to his own converted a small frigate (corvette size) Freebooter vessel, one that is about the size of your own ship, but vastly less armored, less power to spare and considerably cheaper to manufacture. He travels around a decent amount, possibly providing additional transport or security to trade fleets, more important nobles, or simply doing express shipping or delivering packages of DataSets. Sometimes he stays at a station that is very clearly a concentration of Naval Infantry, but it's not clear what happens there.

Secretly, the Vigraf title is actually bestowed upon a couple, a male and a female. The female is sort of nobility and she has access to some sources of precious metals, resources, or trade goods which fund part of their lifestyle. She mostly consumes luxuries and he collects imported or rare weapons, typically standard issue models. He trains in hand to hand or melee combat, along with boarding tactics and engaging exotic targets such as xenos.

You managed to recover a dataset that was sent to a previous application, it reads as:

"Your counterpart Vigraf is a couple, who are extremely loyal, AND under vassalage of both myself and my companion. Causing trouble with them, will mean causing trouble with me."

Carefully trying to obtain some minor rumors or trying to tap into what information isn't entirely encrypted, you find mention that the couple are indeed married. The woman is rarely seen, but is recorded as being pale and shockingly beautiful, with curvy, round features that seem suspiciously perfect. For reasons you do not fully understand, most causal mentions of encountering her up close are extremely negative. The messages are rushed out, poorly spelled, and full of crude, contradicting insults. She is described as ugly and a "temptress of unearthly beauty" in the same paragraph. She is too tall, too short, too pale, not pale enough, ect ect.

There are accusations of her being blind and feeble, while other accounts insist she looked right at them when they called her a whore, and thus she clearly is pretending to not be able to see. People who don't get to close to her just seem to think she has nearsighted vision, or her eyesight comes and goes.
>>
Rolled 12, 6 = 18 (2d20)

Forgot to roll, urg.
>>
I think it's more climatic or cinematic or atmospheric or something if I don't directly spell out the stats as numbers. Also, if I roll more dice than I need, it adds to the effect that you don't fully know if you did good or bad on Insight.
>>5561310
You decide you will bring a gift, but mostly try to figure out what is going on with this suspicious couple. The man is rising far too quickly through the ranks, and he is at best another set of senses for Aleksandr, or even a spy for the Supreme Commander's companion. She is also a foreigner, and generally disliked. You arrange for a meeting at one of the adjacent rooms to the cafeteria, where visitors and important people generations ago might've had their meals. You bring a compact scatter gun, something suitable for boarding, a weapon to be kept by the bedside, or something to keep by yourself as you drive a transport around on the surface of some planet. It has very short range and is not precise, but the pellets barely penetrate the arm and ribs of a typical male, and the two fists of lead could easily be an instant kill to the head or neck.

His dress is actually a lot like the Station Gubernator. Assault Vintovki armor, large greatcoat over, imported weapons, large sidearm. He has hardened steel toes on his boots and metal inserts on his fingerless gloves. There is clearly a lipmark peaking out of his shirt, maybe the shirt collar was higher or a button came undone. He has grown out his hair past current standards and has grown a beard as well, but his cheeks and lips are shaven. His boots are on the table and he is leaned back, relaxed, seemingly at ease. There is a titanium ring around the index finger of his right hand, and a removable loop around the top of his helmet. This indicates he is both married and nobility.

"Finally, one of you applicants finally managed to make it." He holds out his hand to shake, but he does not give up. He does strain himself and lean a lot forward, which is something, maybe. You shake his hand and when he offers you a spot across from him with a gesture, you remain standing. "I was starting to think Aleksandr would just give up and give me both Vigraf appointments.

You ask his last name, so you can address him properly of course. You have to always address leaders in the military by their last name or as Sir. When it comes to nobles, the standard for generations has been their title and last name.

"Marion. I am Razor Marion. First of the Marion family, and soon to be first of many."

You hear a slight change in tone as he spoke. Maybe it was him accidently giving something away or trying to slyly hint to something. Regardless, you know that he obviously created his own name or borrowed a name from his foreign spouse. It might not be too strange of a thing for new nobility to do, to cut ties with their commoner past. It's also possible he does not have parents to refer to, or he is not fond of them.
>>
>>5561334
It also seemed he implied his wife was with child, and he, or they intend to produce more than just two.

Something occurs to you. This man is above the Baron and the two ranks of nobility below that, and yet he has not obtained access to Iron[/b] or is not wearing it. He's not even wearing part of the armor of Anvil troops.

Clearly, this man is title rich and resource poor. Your investment in your own ship might exceed all the resources and coins this man can muster without asking favors.

"How about this, Insert Name Here. Since you have the more heavily armored ship, and mine is faster... You might as well go first, and that means I might as well let you decide where we go."

Reaching across his body and into his coat, he pulls out a sealed tube, which he opens and pulls out a rolled up piece of laminated parchment with. He places it down on the table.

"It says here that I," You see a second area crossed out. He doesn't seem nervous, so it's possible the previous applicants fucked things up for you. You certainly were not called nobility in your orders to go here, but you know the previous applicants were. "Have a written commission and title to whichever of three nearby systems I can bring under the domination of the Obligation. If I find something that would be more suitable to convince into vassalage, I am to do so. If I can only convince them into trade, I am allowed to do that."

He leans back and puts his hands behind his head, getting more comfortable, as you try and read it over.

"Considering that I am allowed to take an extra amount, equivalent to 25% of my expenses as profit, and I must provide 20% of my income as tribute... I am allowed to have a 50% markup to account for this, and I am encouraged to buy valuable, rare Trade Goods, and seek out discounts and sales."

He holds his hand out to, gesturing to you.

"But you obviously need to get paid as well, you have your own expenses... So I will tell you what.... I will hold whatever cargo I can, and since you likely will be providing trade goods to barter or the money for mercenaries... I will split the income with you. My hold must not be filled with meager foodstuff, as much as it is scooped off the shelves back home.... We need something profitable enough to justify a few days travel away from Aleksandr and back, and to justify the expenses of us both. If we could fill the hold with livestock or meat, that might do it, maybe, perhaps."
>>
Vote! First to 3 or most in 22.5~ hours
Pick one of these

His ship has a Fuel Scoop and the ability to refuel your ship as well.

>Dismount Point Defense Laser to free up power and mass, convert this to additional life support and crew/passenger space (40 more people)

>Dismount Point Defense Laser to free up power and mass, in order to spare 20 tonnes of cargo capacity
(Your flak system does not cover anything besides the front angle)

>Trust in the other person's 100 tonnes of cargo capacity.

Also pick one of these

>Move to the neighboring system that isn't staked off, and hope you find something of interest there.

>Travel through a mostly empty system that is staked off by some petty noble, paying a fee, and then travel to this supposedly habitual world to do trade.
You might dip into your own savings or borrow more to get trade goods that have value there. You also have the ability to do research and tap into what information those on the station know.

>Same as above, but you inspect the options for mercenaries. You might be able to take things, conquer things, "liberate" things, or assist some faction fighting to keep or get power.
>>
Btw, I didn't want to overload you even more than I did, but you will have the chance to say stuff to the other people during the traveling or before traveling (Such as to Razor)

You can also openly state things you've considering or plans you are making.

Anything that has no risk is likely going to be automatic, but obviously if you want to charm or insult someone, two or more players have to vote for it... or at least one person must state it unopposed for 24 hours.
>>
>>5558303
-Due to the decade of training that it takes safely and effectively pilot the highly expensive Tverdost armor, the Tverdost warriors demand considerable wealth and luxurious accommodations.
I like the idea of warrior-nobility rising again, because of extensive training required to use their equipment. Like it was before declining after World War 2.

>>5560358
-Obligation Anti-Piracy Corvette
I like the idea of doing anti-piracy missions to start off.

>>5559563
-I know from experience that doing one than the other results in everyone quitting.
Perhaps you would want to include an end-goal for us to follow. Like what that Demons in the Mountains suggestion for a civ quest thread that was deleted.

>>5560500
-I don't want to dismount and convert anything before I know our tasking.
I agree, that's reasonable.

>>5560500
-If I was to make a general choice on that matter I would probably switch the point defense laser out for cargo space to accommodate more loot in traditional fashion, relying on the flak for point defense.
Fortunately, we have
>>5561349
-I will hold whatever cargo I can,
As per Razor Marion's words. Although it's primarily for
-I am encouraged to buy valuable, rare Trade Goods, and seek out discounts and sales."
>>5561355
>Trust in the other person's 100 tonnes of cargo capacity.
That should be more than enough to cover what (ID: fyHJ+dui) wanted.

>>5561355
->Dismount Point Defense Laser to free up power and mass, in order to spare 20 tonnes of cargo capacity
>>5560389
->You can also openly state things you've considering or plans you are making.
->Dismount Point Defense Laser to free up power and mass, convert this to cargo space. It will provide 40 metric tonnes of space.
Which is it?

>>5561443
-You can also openly state things you've considering or plans you are making.
>>5561355
->Move to the neighboring system that isn't staked off, and hope you find something of interest there.
What'd the difference in this? Is it more dangerous or less dangerous than the other two options? Is it more expensive or less expensive than the other two options? Will we potentially find/discover more than the other two options?

>>5561334
-I think it's more climatic or cinematic or atmospheric or something if I don't directly spell out the stats as numbers.
I agree that it's more narratively interesting to not necessarily spell it out in only raw numbers.
-Also, if I roll more dice than I need, it adds to the effect that you don't fully know if you did good or bad on Insight.
Rolling more numbers is always good.
>>
Rolled 10 (1d20)

>>5561478
Good catch. An empty mass is 20 tons on a small frigate size vessel.
>What'd the difference in this? Is it more dangerous or less dangerous than the other two options? Is it more expensive or less expensive than the other two options? Will we potentially find/discover more than the other two options?
>>
>>5561478
>What'd the difference in this? Is it more dangerous or less dangerous than the other two options? Is it more expensive or less expensive than the other two options? Will we potentially find/discover more than the other two options?

According to what records you can get, the other system is empty, but the system after that is listed as a refueling station. There is no account of when it was a functioning refueling station, or when it started being a refueling station. You can look out and see that this recorded refueling station is orbiting some kind of white dwarf. It's a small pinprick of light, that puts out as much light as a lifegiving world, could be promising.

However, there could be nothing there. Maybe you could stake out an empty refueling station or salvage scrap parts if it's wrecked. If there is nothing there, you can at least record navigation charts and provide more current information of what is where.
>>
>>5561498
So
>>5561355
->Move to the neighboring system that isn't staked off, and hope you find something of interest there.
Is generally the safer and generally the less lucrative option.

In that case, since we already have an
>>5560358
->>Obligation Anti-Piracy Corvette
and >>5561307
-He has access to his own converted a small frigate (corvette size) Freebooter vessel,
We should have enough military power to go for >>5561355
>Same as above, but you inspect the options for mercenaries. You might be able to take things, conquer things, "liberate" things, or assist some faction fighting to keep or get power.
Plus, we don't have any exploration vessels, so we won't be as geared for exploration as combat with the amount of money we spent for combat capacity.
>>
>>5561355
>Dismount Point Defense Laser to free up power and mass, in order to spare 20 tonnes of cargo capacity

>Travel through a mostly empty system that is staked off by some petty noble, paying a fee, and then travel to this supposedly habitual world to do trade.

Just do a milk run for now. We'll make up the costs by finding a good deal at the trade world.

I'd be worried about exploring seemingly abandoned systems if it weren't for the Razor's fuel scoop. Once we have some funds and have established that we can work together then I think it'd be fine to go exploring. Unless mercenaries come with their own ships then hiring them is probably pointless, since our passenger allotment is full from my understanding.
>>
>>5562063
See
>Dismount Point Defense Laser to free up power and mass, convert this to additional life support and crew/passenger space (40 more people)
The other ship can hold as much as 120 more people.
>>
Rolled 10, 8, 4 = 22 (3d10)

>>5562063
>>5561512
Rolling to pick, rolling research
>>
>>5562220
Sure, but we won't be getting much benefit out of that aside from being able to board bigger ships or having redundant crew as a safety measure. To me that isn't worth it. The big money would be in being to independently take over a station or planet, but we aren't doing that with hundreds or low thousands of shooters.
>>
Btw, you should vote on a name or a nickname or something. Finding the map took awhile.
>>
>>5562360
>Mikhael 'Misha' Ivanovich Volkov
>>
>>5562370
Sorry, misspelled.

Should be Mikhail, not Mikhael, was used to a different form of the name.
>>
File: Obligation Map.png (126 KB, 2616x1132)
126 KB
126 KB PNG
Based on what information you were able to access and what you were able to get from other people at the station, along with comparing charts with Vigraf Razor Marion, you were able to... The charts say that you live in a Confederacy. The Obligation is just one part of The Confederation. You didn't even know what a Confederation was or what the term meant. The term isn't even native to your people, it had to be imported from outside.

You've have some existential crisis about that later. The major issue you see is that your profits on top will be 10%, because you have to cut through a minor system that some other minor nobility has staked out and is charging a toll on. According to your records, they are another converted Freebooter corvette. You could obviously try to cut through or fight them over the toll, but they have a boarding party as good as yours. That is ignoring the fact that two of them are in foreign power armor, and one of them can cut straight through power armor with his sword. Razor might not side with you either, and you might get in trouble with Aleksandr for infighting.

You did get some information from the Tollnobles, because obviously they want you to know what is most profitable, as they take a cut. You know that the system you are considering is called Furar and it has a habitable world known as 'Furar Secondus'. It has a valuable, one in ten, lifegiving yellow star. The world is similarly bountiful, if every difficult to get to and on the fringes of the fringes of any major powers. Even the powerful foreign fleet that passed through the Tzardom a few years ago wasn't there long.

Due to the surplus of Agricultural products, you can get most of what they have for about 80% typical price. Livestock is down about 10%. Luxuries like smokes and alcohol are standard price, but available.

They are said to be willing to pay about 10% extra for Tools, but 20% extra for Military equipment or items that are More Advanced than them.

The TollNobles will waive the toll and provide another 100 tonnes of cargo capacity, along with some of the Hard Currency to get Trade Goods, but they expect a 33% of what remains after expenses and tribute.
>>
>>5562397
Please, for the love of god use a different colour or shade of red than dark red for the Scourge and our faction, I can't tell them apart in the legend. Also, what is the sand colour supposed to represent, the one that is covering most of the map I mean.

Are we the pathetic nation in the bottom of the map or the bigger one in the upper left?
>>
File: Obligation Map.png (126 KB, 2616x1132)
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I realized that the color that one group voted on, didn't match the colors of the flag that another group had voted in. Thanks for catching that I didn't update the map key.
>>
>>5562370
>>5562372
>+1.
I don't have much of a preference for names.

>>5561478
-Like what that Demons in the Mountains suggestion for a civ quest thread that was deleted.
The goal to work towards or end-goal suggestion was either summoning a demon lord or gorgon.
>>
You think, based on your research and math, is that without cutting in the TollNobles, you have 450,000 Trade Units to convert into something to sell to the natives of Furar Secondus. You know that the most expensive thing you can expect to carry back and make serious profit on, is Livestock, at 8,000 Trade Units a tonne. You can only afford enough barter to get 56 tonnes of Livestock. You could borrow against yourself and maybe talk Razor into borrowing against himself. The same is possible if you bring the TollNobles in on this, they can borrow against themselves.

You know for a fact that for this to be profitable enough, you have to bring discounted goods there and make a big profit, and then turn those around for discounted goods that make a big profit. Luckily for you, Vintovki and Assault Vintovki equipment is plentiful and available. You don't know if this is due to how much of it is made at Ackdoss, how much is for sale used, or because Aleksandr maybe sells it at cost to people he knows he taxes anyways. So that comes out to 90 tonnes of weapons, munitions, and armor before you and your crew are out of funds. After that your options involve borrowing, talking others into borrowing and so forth.

So, logically. 450,000 Trade Units would become 562,500 Trade Units of Military Gear, but they would be valued at 675,000 Trade Units at the destination. Livestock should be on sale, so 843,750 Trade Units worth (You would need 105 tonnes of storage), and that would be sold back to the Obligation for 1,012,500 Trade Units. These are all the lowest prices you can get, assuming you lack charisma and don't let people fuck you over, and you won't, because you know the prices. If one person can't pay these prices, someone on that planet will. However, there is a lot of expenses, and you are stuck in your captain's quarters trying to get them right.

Your profits before taxes would be 198,000 Trade Units, paying 20% income to Aleksandr will leave you with less than nothing. You can only hope that perhaps he meant "taxes" when he said income, or perhaps "profits". If that is what is meant, you and your crew can pocket about 138,600 Trade Units. Or perhaps you are supposed to make a 20% profit on the 450,000, which means you walk with 90,000? That doesn't add up however, how do would the TollNobles and Aleksandr take their cut?

Voting Time! AHAHAHAHAHAH! First to 3 or most in 21~ hours

>1. Throw your arms up, fill the holds with guns, cartridges, and armor. Prepare for the jump, cross your fingers it all works out, and hope that your liege lord won't totally fuck you over.

>2. Max out whatever you can borrow, and fill all available hulls, as much as you can, with what you think would be enough to fill the hulls again with animals

>3. Talk Razor into helping you do the above.

>4. Cut the TollNobles in and try to talk them into also filling their hull with enough equipment as needed to make all three vessels full of animals.
>>
>>5562432
Ah, thank you. The text inside the blue is a little hard to read now, but at least I know where we are and what faction is where. Of course I meant I was mistaking us and the parasites, not the scourge, my bad.
>>
>>5562448
>>5561478
BUT WHAT ABOUT SECOND VOTING? .meme

Decide that you are setting out to become a legitimate Vigraf or Graf.
This could mean command over multiple ships through vassals or just owning your own system or fulling owning this ship.

Become able to retire in luxury with a legacy of terror or glory, and then marry into a powerful family, or have a beautiful concubine.

Play an important part spreading the territory of the Obligation/Confederacy, and contributing to the Children of the Tzardom being united within your lifetime.

Carving out an independent state on the periphery that is respected by the Children of the Tzardom, and not annexed by your former liege-lord Aleksandr?
>>
>>5562464
>3. Talk Razor into helping you do the above.

Fuck it, we'll avoid paying the toll or something to make it profitable. God, this incentive structure sucks, imagine arranging things with your taxes and neighbours tolls such that trade is inherently unprofitable. What a nightmare.
>>
>>5562469
>Decide that you are setting out to become a legitimate Vigraf or Graf.

>Become able to retire in luxury with a legacy of terror or glory, and then marry into a powerful family, or have a beautiful concubine.

>Play an important part spreading the territory of the Obligation/Confederacy, and contributing to the Children of the Tzardom being united within your lifetime.

Literally all of these, with opportunism being our guiding principle.

We'll carve out an independent state if Aleksandr fucks us too hard, if he's nice and at least uses lube then maybe we'll play ball.
>>
>>5562397
-File: Obligation Map.png (126 KB, 2616x1132)
>>5562432
-File: Obligation Map.png (126 KB, 2616x1132)
Opening both images in different tabs makes it easier to tell the changes inbetween the two images.
The difference is that the legend color for the Aleksander Confederacy went from dark red to dark blue.

>>5562427
-The text inside the blue is a little hard to read now,
Zooming in the image makes it vastly easier to read.
The most difficult territory hex name to read is Tsuka, because of grainy the name is. Perhaps thickening the borders of the text, or retyping the text, will help.

>>5562464
>4. Cut the TollNobles in and try to talk them into also filling their hull with enough equipment as needed to make all three vessels full of animals.
Maximum total profits. Might as well do it one trip to account for paying the tolls to even get there. Having one large profit before taxes will also provide larger margins than multiple smaller profits before taxes, because the tax authorities will round and truncate numbers in their favor.

>>5562473
-Literally all of these, with opportunism being our guiding principle.
Do you mean opportunism as in ruthless, or entrepreneurial as in enterprising or ambitious in trade?

>>5562471
-Fuck it, we'll avoid paying the toll or something to make it profitable
>>5562397
-You could obviously try to cut through or fight them over the toll, but they have a boarding party as good as yours.
Trying to bypass them won't work, unless you mean turning around and going back to the empty system.
I don't think turning around and going back to the empty system is necessary if all three vessels chip in on the trade run.
>>
File: Obligation Map.png (126 KB, 2616x1132)
126 KB
126 KB PNG
>>5562505
Slight fix to map.
>>
>>5562505
Opportunism is the practice of taking advantage of circumstances – with little regard for principles or with what the consequences are for others. Opportunist actions are expedient actions guided primarily by self-interested motives-Wikipedia

the taking of opportunities as and when they arise, regardless of planning or principle.-google

In this case I meant taking advantage of circumstances that arise. None of the goals are things I want to get super attached to pursuing zealously, just take the opportunities as they come to gain money and power wherever possible.

I'm aware that the odds aren't good on a strictly force on force basis, I meant to roll the dice and get through this by relying on the intangibles of war, our leadership skill and the skill of our troops, or by outrunning them, in a boarding action we'd presumably have a slight defensive advantage too.

>>5562464
I'll switch to...
>4. Cut the TollNobles in and try to talk them into also filling their hull with enough equipment as needed to make all three vessels full of animals.

So as to avoid a tie since we seem to only have two voters. I hope this is works out.
>>
I guess that option is locked in. Is anything specific going to be said to anyone else?
>>
>>5562519
-just take the opportunities as they come to gain money and power wherever possible.
Understandable.
>>5562473
>+1.
-We'll carve out an independent state if Aleksandr fucks us too hard, if he's nice and at least uses lube then maybe we'll play ball.
Since the Aleksander Confederacy was a player faction, and I don't think a particularly malevolent or cruel one at that, I'm partial to believe they won't screw us over.

>>5562519
-I'm aware that the odds aren't good on a strictly force on force basis,
>>5562397
-and you might get in trouble with Aleksandr for infighting.
There's also that.
If we want to get into a fight to avoid tolls, I suggest doing so in Pirate/Terrorist hexes in grey, which are adjacent
>>5562512
-File: Obligation Map.png (126 KB, 2616x1132)
to our territory hexes.

>>5562519
-So as to avoid a tie since we seem to only have two voters. I hope this is works out.
Thanks. We can negotiate votes for backing one option on one side in exchange for backing the one option on the other side in subsequent votes. Reciprocal altruism.
>>
Rolled 20, 6, 14 = 40 (3d20)

Rolling
>>
>>5562524
-Is anything specific going to be said to anyone else?
I don't have anything in mind.
>>
>>5562538
+"player faction"
Good to know

+"pirate hexes, infighting"
May be worth going around them since we have Razor's fuel scoop. Something to think about for the future I guess. We'll have to see if the taxes fuck us.

+"Reciprocal altruism"
Sure, sounds good.
>>
Rolled 10, 15, 5, 19 = 49 (4d20)

4.8 million Trade Units fills the hulls of all three vessels, and then they all undock, and start humming away towards the edge of the system. It's a long, exhausting day sitting around in your captain chair trying to not go insane, because most of these ships can't fully get their gravity to work while in the Rifts. Oh and the Rifts are full of horrible screaming and strange shapes, which means you have to completely shut down all visual and auditory sensors, and rely purely off movement, heat, wavelengths, and so on. Oh and you don't broadcast at all while in there, it's a lot safer that way.

But Mikhail 'Misha' Ivanovich Volkov is used to this, he has lived this for around 13 years, and trained for it almost ten years before that. Captain Volkov, soon to be first noble of the Volkov family, crosses his arms and sternly looks around the room from time to time, checking readings. While you are travelling, you take the time to try reading up on whatever the fuck a Confederation is, and who exactly this "Imperitrix Jel'en'ah ÄŚetyre" is. If some woman 20 years younger than the aging Supreme Commander is going to get half the former Tzardom, you should read up on her. You learn two new words to describe the political structure of your homeland, "Hegemony" and "Autocracy", near complete and absolute power. A Confederation, meanwhile, is as little centralized power as physically possible.

You knew that Tsuka and "K" were important worlds, and coordinating the trade between the three worlds in a triangle provides most of the funding for Aleksandr's operations. You however had no idea that these other two planets were not directly controlled by Aleksandr. This might possibly explain why the taxation system doesn't make a lot of sense, it's not designed to consider any other traders besides Aleksandr, and it doesn't expect his control to extend very far from his home station.

"Imperitrix Jel'en'ah ÄŚetyre", meanwhile, is a niece of the former Tzar. She is a warrior noble and has centralized control over her areas, supposedly. She fosters a militant, austere culture, and has a vast, teaming supply of shockingly well trained professional infantry and warrior nobles. The two central powers among the Children of the Tzardom each control a different domain of military power, and each of them is dependent on the other. About half of the vessels being manufactured new back home, are shipped off to this woman. There is also a lot of rumors that the two leaders have regular, private meetings that go on for days, which only causes more rumors.

There is a period of rest and then another long, agonizing jump. Getting close to the planet you intend to visit, you see that Furar Secondus has what looks like the shattered remains of half a fleet and most of a huge stardock orbiting it.

Rolling for Complications.
>>
The process of getting to the planet is not much of a hurdle, nothing goes wrong. The two Freebooter corvettes begin descending down to the planet, because they were built from the beginning to do so. Your ship was not designed from the beginning for this function, and as such you have to use a shuttle. While on the surface, you manage to see what the planet looks like. It was a fertile, lifegiving world. The portion you are in, is green and brown, with long rows of growing fields of plants you do not know. Granted, you are familiar with very few planets and your knowledge of food is very limited as well.

Ackdoss suffered a fate that was common among many stations after the death of the Tzar, in that it was dependent on importing foodstuffs to maintain its population. The result of this is that most of your life was been cricket flour, yeast, coal carbohydrates, salt, minerals, vitamins and flavoring compounds. The past few years you and your crew have been able to introduce brown bread, potatoes, carrots, cabbage, peas, green beans, and such. People like you can almost eat this all the time, and even have things like fruit paste and meat. Most of your crew has only experienced meat as a slurry of meat from two or three different animals, and they cherish the rehydrated lettuce, herbs, spices, and dried onion they mix into their food.

One of your Assault Vintovki had just walked out and knelt down, reached down, and grabbed something by the green leaves sprouting of the ground. You, Mikhail 'Misha' Ivanovich Volkov, had walked over to yell at him or do something, but you freeze, just as he did. He's holding a small, carrot colored thing... So clearly it's a carrot. It's the most carrot colored thing you've ever seen, and the yellow light from the lifegiving star shines down upon it.

The TollNobles are strange, one of them is wearing robes, has long hair tied in the back, and carries a long sword. He does not appear to be wearing that much armor, about as much as a Vintovki, if that. You are frankly surprised this man has been in fights and isn't already dead. The bulky power armor person says very little and eats a food tablet, this big thing about the size of a data tablet. They would have to have teeth made of teeth to bite into what is basically a rock, without softening it in grease or water first. The third person is in a set of power armor, and they mostly refuse to leave it.

You have a few minutes of concern as a large group of wheeled vehicles shows up, many of them mounted with large, cartridge-fed automatic weapons. You see ruffians in woven fiber armor, perhaps with plates, and armed with cartridge-fed automatic weapons, some of them with scopes. Thankfully, the TollNobles seem to have a good rapport, and perhaps to your disappointment, they have gotten the locals to agree to a sale before you can do much of anything.
>>
You inspect one of the ITA-3 Rifles removed from it's container. It is a compact weapon, with a long magazine parallel to the barrel, slid into its slot just above it. It fires a standardized 0.19 caliber (4.826mm) caseless cartridge with a 3.5 gram bullet moving 1020 m/s (3,350 ft/s). It is a durable enough rifle, however the caseless cartridges need to be reloaded into the magazines from these disposable plastic containers, to preserve the somewhat sensitive cartridges.

-

You rest for the night and then find yourself back at the refueling station about a day later. The jumps back are pretty standard, nothing different from those you've done thousands of times. The process of getting the livestock onto the shop was a bit of a headache, and you had a minor bout of insanity as you realized there wasn't anywhere to put these animals back at home. There was some pacing and terror when the taxation official showed up, waiting for you when you returned to the refueling station. They tapped into your records, went through your notes, and even interviewed you---

However, you and your crew now have 105,798. The profits were split three ways, and the tax officials carried off about a fifth of what the three parties made. You make 24,000 Trade Units a year, and your crew, along with the Assault Vintovki, usually make 12,000. Your expenses already involve all your crew and all those involved, but the investment in the ship you cashed out also included the crew's investments too. As such, you only walk with 17,633 Trade Units. This whole process was around three days, might've been less than that. You pay back all the favors borrowed, and you are free to reinvest the money and extra into your vessel. The livestock were moved to K, it seems Aleksandr was trying to startup a small ranch there. A place where animals can be housed, fed, and used to produce whatever meat or milk they do.

It is a shame that this new planet is so far from your homeland, otherwise it might be able to drive down prices for Foodstuffs and the like back home.

Voting time, first to two or most in 23 hours.

>1. Decide that you will do more runs like this one till you are starting to suspect that supply or demand is drying up.

>2. Try to go around with Razor, so that you can ignore the TollNobles.

>3. Decide that now you want to switch to carrying Mercenaries

>4. Decide you want to explore that possibly safer or more dangerous unexplored system.

Optional!

>1. Examine to see who is in the cafeteria or onboard walking the Aleksandr side. Priority towards women.

>2. Same as above, priority towards Contacts or Networking.

>3. Focus on the process of making money, and not having to do deals or research.

>4. Priority towards women, but be more suspicious.

>5. Do Networking, but be more willing to give gifts.
>>
>>5563036
>1. Decide that you will do more runs like this one till you are starting to suspect that supply or demand is drying up.

>5. Do Networking, but be more willing to give gifts.

It's too early to go drooling after dregs hanging around the cafeteria like some dog. We've got shit to do. I think it is probably worth it to cut the tollnobles in simply for the extra capacity, security, and because they seem to know the natives.
>>
>>5562397
-The TollNobles will waive the toll and provide another 100 tonnes of cargo capacity, along with some of the Hard Currency to get Trade Goods, but they expect a 33% of what remains after expenses and tribute.
>>5562464
->4. Cut the TollNobles in and try to talk them into also filling their hull with enough equipment as needed to make all three vessels full of animals.
>>5562505
-Might as well do it one trip to account for paying the tolls to even get there.
I missed the part where we don't have to pay tolls if we cut the TollNobles on the trade deal and route.
>>5563046
-I think it is probably worth it to cut the tollnobles in simply for the extra capacity, security, and because they seem to know the natives.
So, the trade deal isn't as bad as I suspected before.

>>5563036
-However, you and your crew now have 105,798.
>>5560374
-there is 450,000 Trade Units invested in your current ship.
Is the money invested in the ship different from what they have on hand? Like the value of stocks/shares vs actual liquid cash/liquid money?

>>5563046
>+1.

>>5562063
-I'd be worried about exploring seemingly abandoned systems if it weren't for the Razor's fuel scoop. Once we have some funds and have established that we can work together then I think it'd be fine to go exploring.
-Unless mercenaries come with their own ships then hiring them is probably pointless, since our passenger allotment is full from my understanding.
>>5562313
-The big money would be in being to independently take over a station or planet, but we aren't doing that with hundreds or low thousands of shooters.
>>5563036
->3. Decide that now you want to switch to carrying Mercenaries
Since we can carry Mercenaries, do you think that would be enough, or do you think we need more personnel transport ships first?
>>
>>5563495
Boarding and securing anything larger than a corvette sized or equivalent vessels or a tiny station with any certainty of success seems beyond the capacity of our current naval infantry complement, even with the company of mercenaries I would still say basically the same thing except I'd bump up what we can capture to frigate sized, maybe cruiser sized vessels if ship sizes and complements are similar to real life. I could be wrong, I don't know the ship tonnages or crew complements for this setting, so who knows, maybe we can do more than I think we can, but I doubt it.
>>
>>5562397
-You know that the system you are considering is called Furar and it has a habitable world known as 'Furar Secondus'.
>>5562464
-you have 450,000 Trade Units to convert into something to sell to the natives of Furar Secondus.
>>5562397
-Livestock is down about 10%.
>>5562617
-You knew that Tsuka and "K" were important worlds, and coordinating the trade between the three worlds in a triangle provides most of the funding for Aleksandr's operations.
I made a trade route map to depict the hexes we're travelling to. All of it can be done safely through friendly hexes, at the same length of time it would've taken for passing through the Pirates/Terrorists hexes.
-->Image. Triangle trade route between Tsuka, Furar Secondus, and 'K'. Trade route in regular, white arrows.

>>5562576
-May be worth going around them since we have Razor's fuel scoop.
Sure, we could do that.
>>
>>5563495
>Is the money invested in the ship different from what they have on hand? Like the value of stocks/shares vs actual liquid cash/liquid money?

Captain Volkov looks into the concept of the investments he and his crew have made into their vessel, along with Trade Units, Tzars, Aleksandrs, and so forth.

A "Tzar" contains about 450 Trade Units of gold. The Aleksandr is valued at 5 trade units (And is slightly bigger than an American half dollar coin), it has about 7 grams of Silver mixed with additional Copper. There are other coins, but the bulk of them are in precious metals. The problem is that most places in The Sector are too advanced or too primitive to accept precious metals. The reality on the ground is that any item can be worthless, over, or under-valued; and rarely does any given item have the same worth in each place. With the breakdown of the Tzardom, most remaining "Players on the Board", collect the bulk of their tribute "in kind", as in whatever their vassals can produce.

The value of the OAPC is high enough that it almost matches a massive Freebooter ship carrying 3,400 tonnes of cargo, but it can't do shipments of grain from K to home to pay itself off in 20 years. 340,000 Trade Units of value, 2/3rds of the time flying, and 1/3rd under maintenance, nonstop, for 20 years. At the current rate, it would take 80 years to pay off the value of the ship. This is why it was still owned by Aleksandr.

The process of investing in the ship itself was thus fairly confusing. It was like trying to return a favor that could not be returned. However, Captain Volkov and his crew were given the chance to request the favor they returned in the smallest portion, and ask for the smallest favor in return.

In some respects, it was like putting money in a safe place and then pulling it out later. In other respects, it was like they owned about 450,000 Trade Units worth of the ship, and could sell or buy back that amount at will. Or perhaps... They could take that portion of the ship and say they could pay off favors with it, if they couldn't come up with the money.
>>5563514
Captain Volkov thinks over the types of ships he could possibly capture with his ship alone, and his compliment of Assault Vintovki. The obvious answer is any hastily converted patrol boat, shuttle, or small Freebooter vessel, that is exactly what his vessel was designed for. With an additional vessel, such as Razor's, carrying 100-150 Assault Vintovki, they could board a large frigate or small cruiser. This was assuming it wasn't a troop carrying vessel or a warship fitted with enough guns to shoot down Captain Volkov's ship.

He knew that most red stars had a refueling station, same as the one he was currently parked at, and they were not designed to provide their own food, and thus went into "death spirals" when the trading stopped. This specific station only had a hundred or less defenders.
>>
>>5563583
Captain Volkov does some talking with the taxation officials and finds out that he is barred from doing trade between Ackdoss, "K", and Tsuka. He can run trade between those three systems and the outside world, but can't run trade between any two of those three systems.

It doesn't matter, because Tsuka is a mining hell world, that only sells Rare Alloys and Raw Materials, and it imports Tools and Agricultural products. K is a highly advanced lifegiving world, which exports Agricultural products, Clothing, and Entertainment, but imports cheap Consumer Goods (Like washing devices and food cooling devices, and food warming devices) and non-consumable Luxuries like Artifacts (Last one lower demand). Ackdoss exports Consumer Goods, Tools, and Weapons (Later two lower supply) and imports Agricultural products, Rare Alloys/Minerals, and Raw Materials.

Thinking this over, he realizes that he naturally would only get 10% gained value from selling livestock to Aleksandr's property on K, and only get a 10% discount buying up Weapons from Ackdoss. This meant that somewhere in the negotiations on Secondus, additional value was somehow extracted. Checking the documents, Aleksandr did not pay him more, but the ships had been loaded down with more livestock, of a younger age and thus lower weight, size. There also had to be some degree of haggling beyond what was usual.

Captain Volkov looks up from his screens and parchment. The TollNobles had worked something out with the natives, and that additional profit was present for him. It was even taxed by Aleksandr, which meant it likely showed up for the TollNobles and Razor.
>>
Rolled 19, 13, 15 = 47 (3d20)

>>5563495
>>5563046
Rolling.
>>
>>5563583
-I made a trade route map to depict the hexes we're travelling to.
Also using information from >>5563036
-The livestock were moved to K, it seems Aleksandr was trying to startup a small ranch there.

>>5563658
-Captain Volkov does some talking with the taxation officials and finds out that he is barred from doing trade between Ackdoss, "K", and Tsuka.
-Ackdoss exports Consumer Goods, Tools, and Weapons (Later two lower supply) and imports Agricultural products, Rare Alloys/Minerals, and Raw Materials.
Where is Ackdoss on the map?
--> Image. Asking where Ackdoss is on the map. Possibly the hex with a green downwards triangle, highlighted in a white rectangle. Asking hex with white text.

>>5563631
-A "Tzar" contains about 450 Trade Units of gold. The Aleksandr is valued at 5 trade units (And is slightly bigger than an American half dollar coin), it has about 7 grams of Silver mixed with additional Copper. There are other coins, but the bulk of them are in precious metals. The problem is that most places in The Sector are too advanced or too primitive to accept precious metals. The reality on the ground is that any item can be worthless, over, or under-valued; and rarely does any given item have the same worth in each place. With the breakdown of the Tzardom, most remaining "Players on the Board", collect the bulk of their tribute "in kind", as in whatever their vassals can produce.
We're trading using metal-based commodity money than paper fiat-based money. That should make trading vastly more consistent and easier with less barriers in the way of agreeing upon a currency's extrinsic, face value.
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>>5563694
Yes, that is where Ackdoss is. Map is fixed, thanks.

Precious metals have no value on Tsuka, because it's a mining planet. They have no value on "K" because precious metals have less demand than there is supply. The dockworkers and crewmembers of Ackdoss don't care about precious metals either. At the same time, the value of the Tzar and the value of coin money with it, had collapsed because there was constant shortages or surpluses of precious metals. Coins that were pure were constantly going missing or being moved far away, only to be replaced with increasingly more worthless coins.

Because that any given good could be worthless or highly valuable, depending on the planet, there is a complete lack of a stable currency. This is why the Trade Unit exists, as an accounting mechanism to track the value of goods being traded for goods being traded for goods being traded for goods being traded for goods, being traded for money only valuable on the home planet of the trader.
>>
>>5563694
-Ackdoss exports Consumer Goods, Tools, and Weapons (Later two lower supply) and imports Agricultural products, Rare Alloys/Minerals, and Raw Materials.
>>5558349
-Within drawn borders are several billion subjects, but only a single billion are in direct holdings, all located within the "ACDS" (ACkDoSs, Aleksandr Central Docking Station/System). 5%, 50 million are under arms, mostly as the crews of cargo-carrier and war ships, along with station mechanics. Maybe a third of those under arms are Naval Infantry, and the Naval Infantry has two support personnel to every combatant. That means there are about 5.5 million Vintovki, about 3.85 million of that being the better trained and equipped volunteers, Assault Vintovki. There are three men equivalent to Field Marshalls and three Fleet Admirals. Each FM is assigned to a FA and the respective fleet. One fleet is parked at Ackdoss and thus that FM has around a million Assault Vintovki and 1.65 million Vintovki. The Vintovki are split in half and commanded by two generals

Forgot to include this.

>>5563704
-This is why the Trade Unit exists, as an accounting mechanism to track the value of goods being traded for goods being traded for goods being traded for goods being traded for goods, being traded for money only valuable on the home planet of the trader.
So we're using credit money? That explains what Trade Units are.

>>5563658
-Captain Volkov does some talking with the taxation officials and finds out that he is barred from doing trade between Ackdoss, "K", and Tsuka. He can run trade between those three systems and the outside world, but can't run trade between any two of those three systems.
So we pick one of the three systems to do trade with the outside world? We are allowed to freely move between those three systems, but not conduct trade within them?
Or is it that we're allowed to pick one system to do trade with the outside world at a time? Like from Ackdoss -> Furar Secondus -> "K" -> Furar Secondus -> Tsuka?
Or is it that we're allowed to trade between all three home systems so long as we trade with at least one outsider system? Like from Ackdoss -> "K" -> Tsuka -> Furar Secondus?
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>>5563723
>So we're using credit money? That explains what Trade Units are.
Captain Volkov and his crew were paid by Aleksandr. Since Aleksandr is the only supplier of imported goods and the only employer, everyone on Ackdoss accepts Aleksandr's money. They are backed by the fact that everyone on Ackdoss accepts the money, and the money can be used to buy imported goods at will.

When Volkov and his crew cashed out their savings, it was in "Aleksandrs", which never physically exchanged hands, as the money was instantly exchanged for weapons, armor, and munitions made in factories owned by Aleksandr. The trade goods held value on Secondus, and the rest is history.

Trade Units are a means of calculating transactions in multiple different currencies or places where goods have completely different values. For example, grain on average, on a planet that neither hungers for it, nor ignores it, is worth 200 Trade Units a tonne. It's easily bought for 160 Trade Units on K or Secondus, and easily sold for 240 Trade Units on Tsuka or Ackdoss.
>>5563723
Subjects of Aleksandr are allowed to at will move from system to system. However, goods moved from or to any of these three planets, are monitored. Goods are only inspected to see if they come from another one of the three worlds, before they are accepted or rejected for sale on one of the three worlds. Ackdoss has reports that a shipment of Military equipment was loaded, and Aleksandr's officials on K report a shipment of livestock that wasn't from the three planets.

The last suggested transaction is barred. No Ackdoss to K.
>>
>>5563662
>>5563495
>>5563046
Captain Volkov, his crew, Razor and spouse, their crew, the TollNobles, and their crews, and such managed to be quite lucky. By the time they started to have issues with supply and demand, Volkov had personally made 167,510 Trade Units. The total sum that he and his crew made, ignoring wages, was 1,005,081 Trade Units. During this month, he made six and a half times his salary, and his crew made six and a half times their own salaries.

About 7,500 Trade Units was paid out of Captain Volkov's own pockets in gifts and well-wishes to the Gubernator Neustroj, some fat Freebooter who was visiting in his massive Freebooter Bulk Freighter, and any contact of reasonable status and/or ability. It didn't seem to have much effect, which is unfortunate.

However, Aleksandr appears to have noticed that he suddenly had three new streams of taxed income flowing into his coffers. Considering that 600,000 Trade Units of taxes were paid to him, Captain Volkov would hope that it would be noticed. If he can manage to make this sum again in the next five months, he will be as wealthy in income as any true warrior noble receiving "blood pay". Already there is some expressed interest from possible suitors, who mostly are waiting for further indications of reliable income or further earned glory.

Previously, Captain Volkov had the problem that he spent 2/3rds of his time away from home, and that he couldn't date someone of lesser, equal, or greater status within the Navy or Naval Infantry. As such, he is currently unmarried.

>EVENT

Captain Volkov and the other minor nobles of this station have received a data-packet with Supreme verification. The Confederation is at war with another post-Tzardom faction...Kholodnyy. Kholodnyy was said to be a rich, garden world that had been cutoff from the rest of the Tzardom when The Mists reemerged around The Sector and choked off the few dozen star from the rest of the galaxy. The petty king and his retinue are rejecting unification, and won't even provide a token amount of tribute to Aleksandr.

As such, the two rulers are at war now.

Aleksandr has requested that his vassals get right to work marshalling all available resources and means to join this new war, or at least get right to work killing pirates or doing military operations on Secondus. The supply of weapons from Ackdoss has stopped, demand for livestock is none.

Vote! First to three or most in 24 hours! (Likely will take a bit longer to update)

>1. Remount the Point Defense Laser, rally whatever spare mercenaries you can afford, and assemble with the other vassals for war.

>2. Rush to check out that empty system and cross your fingers there are pirates there or at least a station to capture.

>3. Maximum your hold space and whatever you can afford in mercenaries, and then head straight for Secondus with the other nobles.

>4. Same as three, but you remount your PDL
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>>5563979
>4. Same as three, but you remount your PDL
>>5560358
-The Point Defense Lasers are a noticeable improvement however, making the ship harder to damage.
>>5561355
-(Your flak system does not cover anything besides the front angle)
The Point Defense Laser was built into the ship for a reason. Might as well make use of it.

>>5563631
>Captain Volkov thinks over the types of ships he could possibly capture with his ship alone, and his compliment of Assault Vintovki. The obvious answer is any hastily converted patrol boat, shuttle, or small Freebooter vessel, that is exactly what his vessel was designed for. With an additional vessel, such as Razor's, carrying 100-150 Assault Vintovki, they could board a large frigate or small cruiser. This was assuming it wasn't a troop carrying vessel or a warship fitted with enough guns to shoot down Captain Volkov's ship.
Maximizing the rest of the crew/passenger space will confer greater advantages in combat, allow us to capture space naval vessels, and obtain a foothold in space stations. With the backing of our contacts, this would be greatly increased.

>>5563979
-Aleksandr has requested that his vassals get right to work marshalling all available resources and means to join this new war, or at least get right to work killing pirates or doing military operations on Secondus.
>>5563979
->and then head straight for Secondus with the other nobles.
We've already built a working relationship. business network, and security network with the other people of interest in Furar Secondus and those interacting with Furar Secondus. Now would be the time to capitalize on our gains and deploy with our contacts.
>>
>>5564653
+1
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>>5564653
->4. Same as three, but you remount your PDL
-->Image. Hex suggested to be fought over. Highlighted in a white rectangle.
>>
>>5563979
In the #2 prompt, do you mean the system directly south of Ackdoss? I was thinking of taking it to shorten the trip for warships coming from further away systems in the confederacy. Maybe we can convince Razor to come with us, just so we are secure on fuel to make it back should there be nothing.

Still, I think 4 is probably wiser, we are a anti-piracy ship, we wouldn't last long in a head to head clash with a peer or near peer adversary I think. Killing pirates or subduing primitives we can do.

>4. Same as three, but you remount your PDL

After this war is over I was thinking of gathering what allies we have and taking whatever "15" is in the pirate/terrorist system as well.
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>>5562427
-Also, what is the sand colour supposed to represent, the one that is covering most of the map I mean.
>>5562397
-You know that the system you are considering is called Furar and it has a habitable world known as 'Furar Secondus'. It has a valuable, one in ten, lifegiving yellow star. The world is similarly bountiful, if every difficult to get to and on the fringes of the fringes of any major powers.
-if every difficult to get to and on the fringes of the fringes of any major powers.
To my understanding, the sand colour hexes are unexplored systems. Based on Furar Secondus's position on the map.

>>5564871
-In the #2 prompt, do you mean the system directly south of Ackdoss?
To my understanding, it's the hex north of system Furar, world Furar Secondus. Because it's unknown what's in the system, whereas we know what's to the south to Ackdoss.

-->Image. White X mark indicates position of where the unexplored system could be. Blue rectangles indicates the sand-colored hexes could all be unexplored systems.
>>
>>5565026
Correct on all counts.
>>
I'm going postpone this, I can't do this.
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>>5565218
I meant to say I can't update tonight.
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>>5565026
>>5564871
>>5564826
>>5564812
>>5564653
1,450,000 Trade Units, this is the value that Volkov and his crew have to marshal.
>Vote! First to 3 or most in 23~ hours. Pick how many of each unit you hire, and if there are any upgrades.

>Mercenaries
All these contracts are for 6 months, all infantry that are not noble take up half a tonne of cargo-space per man, nobles take a full ton, and there is 100 tonnes of cargo space to spare. Life Support for up to 200 additional manpower hired. You can also try having Razor put down half the cost, but that means his share of any glory or profits will be equal to yours.
TollNobles will be copying your order.

Vintovki, Former "D tier" infantry, Tech level 1, "Basic" Tier 2 Quality
16000 Trade Units (Includes 20% Profit Margin)
Previously supply and demand had driven the value of these troops into the realm of being impractical, but with the recent surge of supply from defeated FreeBooters and Church Militants, along with the war, circumstances have changed.
Firepower factor of 16 per man (Actually 160, but like the Kilocalorie, we're going to remove one or more zeros for practical reasons)

Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
Due to the weight of the additional armor, this unit is 25% slower. This may or may not matter as transportation and vehicles appear to be factored in.
32000 Trade Units (Includes 20% Profit Margin)
Firepower factor of 32 per man

Currently, it is not possible to afford a reasonable amount of warrior nobility, nor is there a strong supply of veterans.
Optional Addons

>Upgrade unit from "Basic" to "Good" Equipment Quality, add 50% to cost and (Firepower Factor?).
This involves using imported equipment that you know nothing about currently.

>Upgrade Unit from "Fine" / Tech Level 2 "Basic" to Tech Level 2 "Good", adds 50% to cost and (Firepower Factor?).

>Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost

>Hire from least experienced FreeBooters and Church Militants that had surrendered to Aleksandr, Reduce cost and Firepower factor by 25%.
This is reduction in Unit Quality

>Load up with Hard Currency, Trade Goods, Equipment, and try to hire troops from Secondus. Cost is 20% to 60% less, twice as many troops can be hired per ton. Unknown Effect

>Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
This is an improvement in Unit Quality

Clarification for Math
So the AV costs 100% more than the V, because it's Equipment Quality was upgraded from "Basic" to "Fine" / "Basic" Tech Level 2. It also has 100% more Firepower Factor

All changes in percentages are to the base numbers of 16,000 or 32,000. You can't take multiple upgrades or downgrades that effect gear in the same unit, nor can you take multiple upgrades or downgrades for experiance or devotion.
>>
>>5565872
->Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
Are these units different from
-Vintovki, Former "D tier" infantry, Tech level 1, "Basic" Tier 2 Quality
-Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
If so, do we state how many we want to hire? Or how many of the Vintovki or Assault Vintovki we want to be Devoted Converts?

->Load up with Hard Currency, Trade Goods, Equipment, and try to hire troops from Secondus. Cost is 20% to 60% less, twice as many troops can be hired per ton. Unknown Effect
Can we combine this with
->Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
So that all units will be from Furar Secondus, and are Devoted Converts of the new Illumien World Myth?

->Upgrade unit from "Basic" to "Good" Equipment Quality, add 50% to cost and (Firepower Factor?).
->Upgrade Unit from "Fine" / Tech Level 2 "Basic" to Tech Level 2 "Good", adds 50% to cost and (Firepower Factor?).
Are both of these applicable to Assault Vintovki?

>>5565872
>Mercenaries
>Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
4 Assault Vintovki.
>Upgrade unit from "Basic" to "Good" Equipment Quality, add 50% to cost and (Firepower Factor?).
>Upgrade Unit from "Fine" / Tech Level 2 "Basic" to Tech Level 2 "Good", adds 50% to cost and (Firepower Factor?).
Both upgrades, 4 each, for Assault Vintovki.
>Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost
4 upgrades.
>Load up with Hard Currency, Trade Goods, Equipment, and try to hire troops from Secondus. Cost is 20% to 60% less, twice as many troops can be hired per ton. Unknown Effect
>Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
All 4 Assault Vintovki come from Furar Secondus, and are Devoted Converts of the new Illumien World Myth.

This is what I think is applicable before the QM corrects me on what can be done.

4 Assault Vintovki is the size of a fireteam of 4 soldiers. The smallest unit. It's the size of how it's typically done, and how the USA army does it.

(Comment 1/Comment 2)
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>>5565953
>Are these units different from
You state how many of what kind are DC. Its a modifer.
>Can we combine this with
Only imported mercenaries or CoT can be DC

>Are both of these applicable to Assault Vintovki?
It says "Basic" to "Good", AV is not "Basic" Basic, its Basic Level 2 / "Fine"
>>
>>5566010
-Only imported mercenaries or CoT can be DC
What are imported mercenaries, and CoT? Imported mercenaries are the default unit type for
-Vintovki, Former "D tier" infantry, Tech level 1, "Basic" Tier 2 Quality
and
-Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
?
CoT seems like Children of the Tzardom, so units hired from our home systems?

So we either pick
->Load up with Hard Currency, Trade Goods, Equipment, and try to hire troops from Secondus. Cost is 20% to 60% less, twice as many troops can be hired per ton. Unknown Effect
or
->Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
Not both?

If I understand it correctly, that means the options I can pick are
->Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
->Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost
->Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.

If that were the case, then
>Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
8 Assault Vintovki.
>Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost
8 Assault Vintovki upgraded.
>Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
8 Assault Vintovki converted and upgraded.

Costs:
-Assault Vintovki
-32,000 Trade Units (Includes 20% Profit Margin)
8.
32,000*8=256,000
-Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost
32,000*8*1.2=307,200
-Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
32,000*8*1.25=400,000
Total Cost:
256,000+307,200+400,000=963,200
Remainder:
-1,450,000 Trade Units, this is the value that Volkov and his crew have to marshal.
1,450,000-963,200=486,800

8 fully equipped and Devoted Converts of Assault Vintovki means the minimum size for a squad (8 to 14 soldiers) in the USA army has been met.
>>5565872
-TollNobles will be copying your order.
With the TollNoble, that bumps it up to 16, the size of a section (6 to 20 soldiers).
>>5565872
-You can also try having Razor put down half the cost, but that means his share of any glory or profits will be equal to yours.
Will Razor Marion be buying his own soldiers, or will he stick with what he has?
I'm not asking Razor Marion to put down half the cost.
>>
>>5566033
There are three kinds of recruits right now. Children of the Tzardom are all people from post-Tzardom cultures. Freebooters, Church, Aleksandr, Jelenah, ect ect. Imported are other cultures. "Natives" are hired on site.

V and AV are baseline standards for training and equipment, changing the Unit Quality with a modifier swaps the recruits. Default V and AV are CoT.

>Not both?
Not both

Costs are per man, for six months. Are you having 8 of three different kinds?

If you only hire 8, its 32K x 1.45 x 8
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>>5566010
-It says "Basic" to "Good", AV is not "Basic" Basic, its Basic Level 2 / "Fine"
So neither is applicable.
>>5565872
-Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
-Tech level 2 Unit Quality
I'm guessing this means it's Tech level 2 Unit Quality, "Fine". Or it means it's Tech level 2 Unit Quality, "Good".

>>5566062
-Are you having 8 of three different kinds?
-If you only hire 8,
Just of one kind. 8 only in this example.
-32K x 1.45 x 8
-x 1.45 x
Thank you for correcting me. I hadn't considered the equation to be 32K x (1.20+0.25) x 8.

>>5560351
-There is a 30 man crew of Assault Vintovki, but they each have access to an assault rifle AND a shotgun or submachine gun per man.
>>5560358
-It has a minimum crew of 10 and a maximum crew / passenger number of 40.
>>5562397
-they have a boarding party as good as yours. That is ignoring the fact that two of them are in foreign power armor, and one of them can cut straight through power armor with his sword.
-The TollNobles will waive the toll and provide another 100 tonnes of cargo capacity
>>5563631
-With an additional vessel, such as Razor's, carrying 100-150 Assault Vintovki
Is it possible to upgrade the 30 man crew of Assault Vintovki we have, the crew of Assault Vintovki and power-armored soldiers that the TollNobles has, and the Assault Vintovki that Razor Marion has?

>>5566033
-Will Razor Marion be buying his own soldiers, or will he stick with what he has?
>>5565872
-there is 100 tonnes of cargo space to spare. Life Support for up to 200 additional manpower hired.
Now that I think about it, Razor Marion could also be one of the vessels providing the spare cargo space and spare Life Support capacity.
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>>5566197
Okay uh, just stop.

"Basic" is standard stats for V. "Good" is 50% more expensive and effective. "Fine" is 100% more expensive and effective, but it's the equivalent of teching up to the next tech level (In terms of cost and effectiveness).
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>>5566197
>Is it possible to upgrade the 30 man crew of Assault Vintovki we have, the crew of Assault Vintovki and power-armored soldiers that the TollNobles has, and the Assault Vintovki that Razor Marion has?
Yes.
>-Will Razor Marion be buying his own soldiers, or will he stick with what he has?
Razor is providing storage, you are providing money. If you want him to provide half the money, he wants half the glory and loot. Otherwise, it's a 60/40 split.
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>>5566203
-"Basic" is standard stats for V. "Good" is 50% more expensive and effective. "Fine" is 100% more expensive and effective, but it's the equivalent of teching up to the next tech level (In terms of cost and effectiveness).
In Tier numbers, do we want a higher or lower number? Or does it cycle from a higher number -> lower number -> high -> low?
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>>5566273
Numbers you want to go up, letters you want to get closer to A, because letter grading. If you are talking about tech level, you also want that to be higher.

Well, cost increases, but still.
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>>5566275
Understood. Tiers could be understood as going from low-to-high or high-to-low, so thank you for clarifying.

>>5565872
-Clarification for Math
-So the AV costs 100% more than the V, because it's Equipment Quality was upgraded from "Basic" to "Fine" / "Basic" Tech Level 2. It also has 100% more Firepower Factor

-All changes in percentages are to the base numbers of 16,000 or 32,000. You can't take multiple upgrades or downgrades that effect gear in the same unit, nor can you take multiple upgrades or downgrades for experiance or devotion.
Now I understand what you mean:

>>5565872
Pick one potential upgrade in gear for a set amount of units that haven't already been upgraded/downgraded in gear, Or leave it at base stats and potentially change it later:
->Upgrade unit from "Basic" to "Good" Equipment Quality, add 50% to cost and (Firepower Factor?).
Upgrades the Vintovki, Former "D tier" infantry, Tech level 1, "Basic" Tier 2 Quality
->Upgrade Unit from "Fine" / Tech Level 2 "Basic" to Tech Level 2 "Good", adds 50% to cost and (Firepower Factor?).
Upgrades the Assault Vintovki, Former "C tier" infantry, Tech level 1, "Fine" Tier 4 Equipment Quality, Tech level 2 Unit Quality
->Upgrade Vintovki with "Night-Fighting" Capability, +20% to cost
Upgrades either Vintovki or Assault Vintovki with a lesser bonus.

Pick one potential level of experience/devotion as a downgrade/upgrade for a set amount of units that haven't already had their level of experience/devotion downgraded/upgraded. Or leave it at base stats and potentially change it later:
->Hire from least experienced FreeBooters and Church Militants that had surrendered to Aleksandr, Reduce cost and Firepower factor by 25%.
-This is reduction in Unit Quality
Makes the set of units bought with this downgrade cheaper.
->Load up with Hard Currency, Trade Goods, Equipment, and try to hire troops from Secondus. Cost is 20% to 60% less, twice as many troops can be hired per ton. Unknown Effect
Makes the set of units bought with this upgrade/downgrade cheaper. Apparently, it isn't known whether it could be an upgrade/downgrade.
->Hire Devoted Converts of the new Illumien World Myth religion. Adds 25% cost and unknown improvement to Firepower Factor, along with unknown statuses.
-This is an improvement in Unit Quality
Makes the set of units bought with this upgrade more expensive.

>>5566204
-Yes.
>Then I would like to devote the funds we have to the units we already have first. Assuming we can upgrade them after they've already been bought.

-Razor is providing storage, you are providing money. If you want him to provide half the money, he wants half the glory and loot. Otherwise, it's a 60/40 split.
Understandable. I'm fine with Razor just providing storage.
>>
>Calculating cost of upgrading own native Assault Vintovki that come with current vessel.
50% of 32K x 30 = 480K
-
>Calculating obtained new forces
32K x 1.45 x 8 = 371.2K

1,450K Trade Units to spend, funds till remaining. Getting night-fighting for current and Razor forces.

480K x 2 x 1.2 = 1,152K + 371.2L = 1,523.2K
Over Budget, Razor has already partially upgraded his own forces and was budgeting to do so anyways. He buys another Nightfighting, DC squad.

Current Forces
Assault Vintovki x 30, Native to Own Vessel
Upgraded with Tech Level 2 "Good" Equipment Quality
48 Firepower Factor per man

Assault Vintovki x 30, Native to Razor's Vessel
Upgraded with Tech Level 2 "Good" Equipment Quality
48 Firepower Factor per man

Assault Vintovki x 8, Extra Cargo on Razor's Vessel
Upgraded with "Night-Fighting" Capability.
Recruited from Devout Converts of new Illumien World Myth religion
32+ Firepower Factor per man

Assault Vintovki x 8, Extra Cargo on Razor's Vessel
Upgraded with "Night-Fighting" Capability.
Recruited from Devout Converts of new Illumien World Myth religion
32+ Firepower Factor per man

Toll Nobles are matching forces.

>Incoming Transmission

"This is Razor. I'm obtained a second nightfighting DC squad. I will be deploying to the surface and commanding both platoons of 30 infantry, since I have combat experience and my vessel can land on the surface. My nightfighting squad will be my bodyguard and my additional eyes, along with protection for my vessel and your shuttle. You are free to use your nightfighting squad as your set of eyes on the ground or allow me to use them for recon."

"I am comfortable with a 60/40 split since you and your crew provided so much of the funds."

"Our fellow Nobles tell me that we have contacts on our usual south continent. Some of the local militias are planning to do a raid on an Authority station. We're expecting multiple patrols to routed to the station to reinforce it, along with heavy, heavy security from crack forces."

"The forces we are working with will be higher in combat experience and experience in the field, along with stealth practice, but lesser on training and equipment."

"If you are indecisive, I can help you make a call or I can ask my partner. Otherwise, I'm looking for you to decide how this operation might go.
>>
>>5566743
Vote! First to 3 or most in 24 hours!

>1. Conduct the operation less than an hour after dusk.
While the target is decently lit up and fixed, the bulk of forces available can not see very well at night. We have no idea what natural lighting conditions will be either.

>2. Do recon during the night and then attack shortly before or at dawn.

>3. Choice One, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.
What this means is that the dismount from vehicles about an hour's worth of walking (So the distance they can march in an hour), about one hour before the operation.

>4. Choice Two, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.

>Loading up stat descriptions as time is available. Rolling 4d20 to see how much Captain Volkov knows, how much he can research, and how much he understands.
>>
>>5566745
I don't think I can keep playing. I'm running short on time in my schedule.
Thanks for hosting this quest.
>>5564871
Thanks for the discussions.

>>5566280
->Then I would like to devote the funds we have to the units we already have first. Assuming we can upgrade them after they've already been bought.
I should've asked how many units there were to upgrade.

>>5566743
-Over Budget, Razor has already partially upgraded his own forces and was budgeting to do so anyways. He buys another Nightfighting, DC squad.
Thanks to Razor for pitching in.
-Current Forces
This is good.

>>5566745
->3. Choice One, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.
->4. Choice Two, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.
What's the difference in dismounting further away from the objective?

- Rolling 4d20 to see how much Captain Volkov knows, how much he can research, and how much he understands.
Did you miss the roll?
>>
>>5566745
>>5566908
I'm also running short on time to participate in this quest on an even daily basis. I'll still vote when I get the time if QM is willing to run with only a single consistent player, but I understand if that isn't the case. Either way, I also wish to thank you QM for running the quest and other anon for the discussions.
>>
I was actually still sick yesterday and I've been busy teaching today. I was pretty low on energy after that crazy amount of writing the updates before.

Will be updating when I get home, and dropping some lore.
>>
Rolled 1, 15, 8, 9 = 33 (4d20)

>>5566908
>Rolling 4d20 to see how much Captain Volkov knows, how much he can research, and how much he understands.
Did you miss the roll?
>>
>>5566908
>Rolling 4d20 to see how much Captain Volkov knows, how much he can research, and how much he understands.
Did you miss the roll?

Captain Volkov had the time during travel to do some research about the troops, equipment, and possible tactics. The problem is that he realized he was starting from a place of surprising ignorance, considering he was a naval officer. For years he had neglected his study of the naval infantry, in favor of the seemingly more important navy. Even worse, all his experiences till he met Razor, were aboard vessels and stations. Infantry were frustrating, as they were many, small things which could be easily killed and were very slow.

He had taken the initiative to do what he could to get the new imported Naval Infantry armor tested. Based on an inspection of the plates in the new vests, they consisted of three layers. The first was 7.6mm of a bright blue synthetic polymer. The second layer was 12.7mm of a hard ceramic, which tests of scrapings indicated, that it was made of Boron and Carbon, about 80% Boron. The last layer was another 12.7mm of what seemed like another ceramic, that was much harder to get scrapings from, composed of Titanium and Sulfur at a one to two ratio.

Captain Volkov knew, that in naval vessels, the armor arrays provided 15% more resistance if the same combination of layers, was organized lightest to densest. Typically, after the welded or cast outerskin, there was a layer of plastoid, some light metal, or tire-sheet. There would then be some type of ceramic, typically hard enough to require special blades or tips to cut. Finally, there was either a harder ceramic or tungsten, or according to rumor, even harder alloys.

He didn't understand the weapons or new weapons, nor did he know much about this new religion, or the process of how exactly these troops would be able to see at night. He didn't really know for sure what would happen if the forces walked a greater or lesser distance. In space, basically everything was detected by radar, movement, or perhaps heat signatures.

What limited overall of what he understood and what was new, seemed to indicate that these new armor plates would be worth what they were paid for.
>>
>>5566743
-You are free to use your nightfighting squad as your set of eyes on the ground or allow me to use them for recon."
>>5566745
-While the target is decently lit up and fixed, the bulk of forces available can not see very well at night. We have no idea what natural lighting conditions will be either.
>>5568220
-He didn't really know for sure what would happen if the forces walked a greater or lesser distance.
>>5566745
>4. Choice Two, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.
I'll let Razor get the intel he needs. Let's start with deploying earlier, traveling a further distance, and letting Razor gather intel to be on the safe side.
We will consider starting operations right off the bat, as close as possible,
->1. Conduct the operation less than an hour after dusk.
the most dangerous option it seems, after we've gained some combat and decision prompt experience.
>>
Rolled 18, 18, 1, 20, 14, 2, 16 = 89 (7d20)

>>5570788
Yesterday was horrible and today I was busy, updating tonight. Rolling for outcomes!
>>
>>5572104
I have a rough draft and I will be writing this officially tomorrow.
>>
Rolled 8, 4, 3, 7, 5, 10, 10, 5, 9, 10, 6, 8, 8, 3, 10, 6 = 112 (16d10)

>>5572321
>>5572104
>>5570788
The acolytes examined the target, having effortlessly gotten to the target and identified it in the darkness. They had dismounted and walked for two hours, and while they had to adjust their night-vision goggles to look at the search-lights and illumination of the station, everything had gone according to plan. After about half an hour, it was quite clear that the target was oblivious that they were there, and might be unaware of the incoming attack. Captain Volkov did not know if radar worked on the green surface, like it did in the dark black void, so he was not sure if walking the two hours changed anything at all. He did not know if the men had masked their heat well or stayed low to ground, or if the enemy could not detect body-heat or was not looking for it.

However, the vessels could not be too close to the target, regardless if they were on the ground or high above. At the same time, Razor did not think it was a good idea to broadcast information to the vessel that Captain Volkov was in. Captain Volkov meanwhile, was not physically or mentally trained or conditioned for heavy infantry fighting. He certainly did not want to die. If he was going to die, it would be while his ship exploded or after it had exploded. The ship could not be abandoned by the captain, unless its reactor was rigged to explode. Fleeing the ship was not only dishonorable, but would be met with execution. Ordinary people had remarked in causal conversation that they would without hesitation shoot anyone they found out had abandoned an undestroyed, military ship. Military vessels belonged to the Navy, they belonged to Aleksandr, and were previous things not to be allowed into the hands of savages, pirates, xenos, pretenders, and claimants to power.

So Volkov knew nothing about what was happening. Only that the night squad or squads were in position.
>>
Rolled 5, 8, 4, 5, 2, 1, 5 = 30 (7d10)

There was recordings of what happened, which could be seen after the fact, and there were stories and accounts of the events from the survivors. As could be understood, shortly after the two platoons were within 400 meters of the target, the shooting started. Even with recordings, it wasn't entirely sure who started shooting first, but both sides started blasting right away. Neither side ambushed the other, it was described as a "slugging match" where both sides just went to cover or ground, and blasted away at each other. High powered, range-finding scopes and high velocity ammunition ripped into dirt, buildings, and armor. Rockets and grenades were launched and high capacity weapons opened up on the enemy.

Things took a turn for the worse very quickly for the joint forces of Razor and Captain Volkov. Seven squads out of eight were quickly pinned down, and it was not entirely certain how suppressed, injured, or intimidated the enemy was. They would keep fighting from their new positions, but with the heavy volume of fire both sides were putting out, almost all of the squads were very vulnerable. It was possible both sides would massacre each other, or the other side would grow their edge and slaughter the warriors of Aleksandr.

Vigraf Razor Marion had to make a decision, and he made it, he would try to rally the men by shouting and using the radio.
>>
Rolled 4, 4, 7, 9, 5, 3, 7, 8 = 47 (8d10)

>>5572964
At least twenty loyal, brave men sustained critical injuries, as the enemy put out remained fire it could. The attempt to rally had been a failure, as the super majority of loyal forces were pinned down in bad positions, unable to move or return much fire. It was only a matter of time before more of them were killed in the fighting. The forces of the TollNobles and the various militias on the ground were nowhere to be seen, and it was likely that hostile forces were being given orders to quickly organize and head towards the fighting. Vigraf Razor Marion was picking up all kinds of hostile radio traffic, which he couldn't decode, but could mostly understand the subject of.

The traffic that was coming from the devout convert squads wasn't making any sense.
>>
Rolled 4, 1, 6, 5, 5, 2, 2, 3, 8, 6, 4, 2 = 48 (12d10)

>>5572970
Another 20 brave, devoted men were horrifically injured and bleeding out into the fields. Both sides were trying to put out as much fire as they could, but the fire coming from the enemy was fading just as much as the rate of fire decreased from friendly weapons. The exception was the devout converts, who had seemly lost their minds. They began to overload their weapons and take callous regard for their own lives, screaming with inhuman energy and speech. Bodies fell from the station as parts of it collapsed under the weight of fire. The devout converts would soon run their weapons dry or cause them to overheat or burst into flames, and then after that, Captain Volkov did not know what they would do. Would they charge 400 meters under fire?
>>
Rolled 3, 8, 6, 4 = 21 (4d10)

>>5572977
Ten of the zeolots, the fanatics drew in a lot of heavy fire, and yet they advanced anyways, wearing heavy body armor they advanced 50 meters. Suddenly, the radio chatter began to flare up as all kinds of armored wheeled vehicles were speeding into the area, with flashing lights. That was when suddenly a large Freebooter ship appeared 1000 meters out from the station, firing high speed powder at the vehicles. A few were sent flying, knocked aside like insects. Heavy, intense, shocking amounts of rocket and rifle fire emerged from the trees and ground close to the station, ripping apart four of the vehicles. The rest of the vehicles turned sharply to the side and either sped away or into cover, while the rest of them had their infantry bail out and go to ground.

While the enemy inside the station appeared to be weighed under so much heavy, effective armor, they were cut to pieces at less than 150 meters. The station and it's various buildings were absolutely ruined, and it was possible much of the contents inside was damaged or destroyed.

Whatever materials could be savage, stolen, or were on hand were rushed onto the field, to try and save some of the men that were dying for their Supreme Commander.
>>
Rolled 20, 13 = 33 (2d20)

>>5572989 (You)
Out of the 80 men that Razor and Captain Volkov had paid for, that Vigraf Razor Marion had led into battle, 20 of them did not return. They laid in their coffins, constructed from metal, because it was cheaper than wood, and could be transported in compact blocks and remelted, rehaped into large containers. Until they returned home, the bodies were sprayed with chemicals, shoved into bags and zipped up. They had been stripped of their weapons and any intact armor or munitions, but their battered and torn uniforms and identification remained. It was hard to tell which was sadder, those of the twenty who died, unloved and unknown by lovers, or those who left grieving partners and romances. Another 20 would have to be put back together, but the minds likely would not go back together, assuming the bodies could be made so. It would be economically and mentally expensive to replace the 40 that were killed or would have to be returned to Aleksandr with reports insisting they be "allowed to retire". The gear of the those who survived physically, but not mentally would have to be handed over to cover the cost of looking after them.

There was salvage. The remains of equipment within the ruins of the structures, along with the bunkers and basements underneath. With the loss of military authority, what appeared to be taxes would not be collected, and what had been collected could be "liberated" or captured. The various nobles of Aleksandr and the TollNobles aggressively insisted they get first salvage, to pay for the sacrifices they made and the fact they did most of the fighting, at great cost. While the bulk of what could be obtained was not easy to transport or sell back home, it could be traded until they could get something of value to themselves.

The remaining space in the hulls was entirely filled with alcohol, cigarettes, and other easily consumable luxuries. The goods were very portable, a hundred times more portable than food was and ten times more portable than simple livestock. Among the various nobles of Aleksandr, there was little feeling for haggling when they reached the home systems, and there was uncertainty about what to do going forward. It was a painful, and seemingly very long voyage home.
>>
>>5573010
The sum of 4,400,000 Trade Units was made in pure profit. K and the home world of Jel'en'ah were the main buyers, and they paid well, overpaying actually. It wasn't certain if there was mystique about he product, the other partners in the venture marketed well, or there was a shortage. 400,000 of that went to Aleksandr , the tax collectors did their math wrong and only took 1/11th rather than 1/10th. Replacing those who had died or retired would cost 32,000 a man, which came out to 640,000 Trade Units. It would would basically cost a million Trade Units to get them up to the levels of their peers. The TollNobles insisted that all partners equally contributed and as such they were willing to equally divide both the rewards and the expenses.

That meant that Razor and his crew, TollNobles and their crew, Captain Volkov and each crew would each get a million Trade Units. The profits of a months worth of moving cargo back and forth had netted the same profits as a single battle, but with profits being ten times faster, the pain was forty times greater.

In some respects, they had been lucky. They could've gotten far worse prices for their cargo, and been staring at 800 or 700K Trade Units. Instead of killing and capturing all of the enemy, while only losing about half of their men (Excluding those of the TollNobles), they could've lost everything. The attempt to get the drop on the enemy went extremely poorly, but it was possible that the reinforcements could've been even more lost or gotten scared or been detected before their ambush. The desperate attempt to minimize risk had resulted in an abundance of risk, the decision to engage at 400 meters, which was middle distance, had been a poor decision. The locals had snuck up so many men to the enemy, only 200 meters or closer, but they likely were aided by all the shooting and chaos of the battle.

Captain Volkov did not know what the other partners were doing, and he didn't know for certain what was the most logical or reasonable thing to do at this time. He did not know what was foolish and what was reasonable, or who was watching, or how his actions would result.

Voting time! First to 2 or most in 48 hours!

1. Find out which of the dead have dependents and add their number to the disabled. Claim each of them as your vassals and give each a years worth of money (32,000 Trade Units each).

2. Do the same, but instead give each half a year's worth of money. You already paid for six months of service, and when they died or disabled, their pay went with them.

3. Do nothing, they get what they get and they are Aleksandr's problem now.

4. Try to figure out which ones died without dependents and spend time trying to claw back their salaries.
>>
>>5566745
-What this means is that the dismount from vehicles about an hour's worth of walking (So the distance they can march in an hour), about one hour before the operation.
-about one hour before the operation.
This is what the typical time it would take? Since
->3. Choice One, but Instead of having the troops move the last hour on foot, they move the last two hours on foot.
->1. Conduct the operation less than an hour after dusk.
it seems it would be two hours of walking after dismounting from the vehicles. This it seems is instead of one hour of walking after dismounting from their vehicles that would normally be the case. In addition to how
->1. Conduct the operation less than an hour after dusk.
indicates they would be travelling for less than an hour before reaching their target, instead of immediately being at their target.

>>5573091
-The desperate attempt to minimize risk had resulted in an abundance of risk,
Next time I'll try
>>5566745
->2. Do recon during the night and then attack shortly before or at dawn.
>>5573091
-the decision to engage at 400 meters, which was middle distance, had been a poor decision. The locals had snuck up so many men to the enemy, only 200 meters or closer, but they likely were aided by all the shooting and chaos of the battle.
to shorten the travel time on foot from two hours to one. Thus allowing us to save enough time to reach closer to the target range: the 200 meters or closer distance.

>>5573091
>1. Find out which of the dead have dependents and add their number to the disabled. Claim each of them as your vassals and give each a years worth of money (32,000 Trade Units each).
It's the right thing to do. Plus, it'll grant us a fantastic reputation as an employer of contract mercenaries that cares for said mercenaries, rather than treating them as disposable. Of which could be possible between relations of contract workers instead of permanent, staffed employees.

>>5565872
-All these contracts are for 6 months
Is it possible to hire the mercenaries on a permanent basis, or would it be better to simply renew their contracts every 6 months?
>>
>>5573091
>1. Find out which of the dead have dependents and add their number to the disabled. Claim each of them as your vassals and give each a years worth of money (32,000 Trade Units each).
Pay the ones who died. It was a botched situation. It also gives us a reputation to be generously compensating to a bad situation so higher quality people will be more willing to be hired even if the situation is bad.
Am doing long term thinking here. It is not good to be known as the guy who throws bodies and doesn't compensate.

I also hope our MC looks into naval infantry tactics after this engagement to lower the chance of bad stuff happening in the future.
>>
>>5573152
It's cheaper (per month, per man) if you hire them for a year and even cheaper if you hire them for life, but you need at least two years of money up front for that.
>>
>>5573352
>>5573152
Out of the ten that were killed, two of them had at least one child. The ten who were wounded and disabled for life were to be counted as well. That meant 12 payouts of 32,000 Trade Units, so 384,000 Trade Units. Only a sixth of the million Trade Units was specifically belonging to Captain Volkov, but in this dark moment the crew put their hands in and agreed that the benefits and the costs would be shared among them. So 616,000 Trade Units remained and they still had their quality combat troops, along with the replacements.

The dependents and the disabled were counted as vassals, under Captain Volkov. While the replacements were sorted out, the men had their R&R, and the new recruits were introduced and crossed prepared with the regulars, new datadocs came in. Captain Volkov was now a Vigraf, same as Razor Marian. The new vassals, freemen and dependents, were officially considered beholden and loyal to Vigraf Volkov. They could be moved to the station at Cuzezenec and employed at will, only paying taxes to their lord Volkov. Any exchange of goods used as a form of partial compensation would not be taxed, as they would be counted as expenses. Volkov discovered that Vigraf Razor Marian had adopted the men as his own vassals and sent them an equal amount of money.

The disabled were unloaded at the station, where they would be housed in the empty rooms and fed using portions of the stations stockpile of imported consumables. The dependents would either stay with their mothers or kept within the education system. That meant one or two grown women could be adopted as vassals and hired, partially compensated with goods.

More news had come in about Kholodnyy, rules had been changed for the neutral systems between both sides of the war. Any recon into those systems to update datacharts and nav-charts would be compensated at cost levels, anything salvageable or takable by force would belong to the taker. That included stations, wrecks, xenos technology, and even moons or planets. One of the systems was free to be named even.

Vote! First to three or most in 24 hours! (Likely will take a bit longer to update)

>1. Remount the Point Defense Laser, rally yourself and explore Netsuka

>2. Rush to check out that empty system and cross your fingers there are pirates there or at least a station to capture.

>3. Begin more operations on Secondus

>4. Inspect that empty system by Netsuka
>>
>>5576258
>4. Inspect that empty system by Netsuka
Secure the flanks and also mystery box.
>>
>>5576776
The star system was pitifully small, with the smallest possible star and a terrestrial world hugging close to it. Since the red dwarfs could live to be so old, taking forever to use up their fuel supply, it was unknown how long the star and planet had sat there. Most of the best lifegiving worlds orbited stars that were their second or third for the system, and the planets were full of the remains of previous stars. Sure the planet was a good size and the fact it was smaller meant that it would be easier to lower down to it's gravity and raise back up. At the same time, the air around the star seemed very lethal and acidic, while no liquid water was currently detected, only ice.

There was no moons and yet, as they approached closer to inspect the planet, they detected an orbiting space station. While it made sense to put a station further into the system, as the planets there orbited faster, and thus the star blocked sensors in any given directly for less time, putting one around this planet was idiotic. For one, there was a lack of gas giants in this system and so the station was completely dependent on imported supplies. And second, the while the star was rather small and the planet was reasonably far away from it, movements of fleets or ships took days and not weeks. Unless there was hidden, cloaked sensors at opposite side of the star, orbiting at the same speed, this system was worthless to occupy and control.

Vote! First to three or most in 49 hours! (Likely will take a bit longer to update)

>1. Try and get around to inspect the other side of the star.

>2. Save on fuel expenses and try visiting the other empty system

>3. Try to inspect the space station orbiting the planet. It's likely empty and run down.
>>
>>5579293
>3. Try to inspect the space station orbiting the planet. It's likely empty and run down
Maybe there is some information to be found here. It can also become a nice outpost.
That terrestrial world has some people on there and we can ask them some information.
>>
So the past few days I was either waiting to see if we got another vote (Since people are busy) or I was busy myself, or I could not remember what I was going to write / what my notes were. If I get stuck again, I might save this for posterity.
>>5579308
Rolling for sensors. Going to see a movie then come back.
>>
Rolled 2 (1d20)

So the past few days I was either waiting to see if we got another vote (Since people are busy) or I was busy myself, or I could not remember what I was going to write / what my notes were. If I get stuck again, I might save this for posterity.
>>5579308
Rolling for sensors. Going to see a movie then come back.
>>
Rolled 2 (1d20)

>>5582729
Rolling Sense Motive / Insight
>>
Rolled 7, 10 = 17 (2d12)

>>5582729
>>5582998
While Captain Volkov was experienced in reading people, and his vessel was designed to seek out threats, there had been a failure of both man and machine. Captain Volkov was interested in the station and planet, speaking to people. However the torn clothing and thin welcomer was a ruse, an old follower of The Church used as bait by those who hated the old religion. A small weapon was pulled from inside robes was fired by one of the 'monks'. At the same time the space turned into a heavy, chaotic firefight.
>>
Rolled 3, 2, 1, 1, 3, 1, 5, 2, 2, 5, 5, 2, 5, 1 = 38 (14d6)

>>5583010
Let's try the Cogent system for this firefight, the math comes out to seven on both sides.
>>
Rolled 5, 5, 3, 2, 6, 6, 1, 6, 1, 6, 6, 1, 1 = 49 (13d6)

>>5583028
Two shots came out of a little over-under gun, one missing Vigraf Volkov as he went to ground, and the other slamming into one of the fanatics that was guarding him. The fanatic was moved about a foot and knocked down onto his back, possibly with bruising and internal injuries. Then the blasts of semi-automatic shotguns came, likely the bullpup scatterguns of the Internal Ministry or naval crews. The fanatics and naval infantry with Volkov took to cover or the ground, and by instinct began to let out heavy fire from their weapons. Both sides were aiming at people more than person's, trying to hit something in general rather than specific. Those who were nearby Captain Volkov, and not part of his escort, were cut to pieces by riflefire or stray scattershot. The two sides were about 65-70 feet apart.

A few more of the enemy were killed or seriously wounded, but the bulk were still in the fight and more were joining.
>>
Rolled 6, 5, 5, 5, 2, 4, 3, 4, 3, 3, 3, 5 = 48 (12d6)

>>5583046
>>
Not the longest post, but lets give you the ability to act. I'm excited to see if you live.
>>5583054
The fanatical troops put out a lot of fire and reloaded quickly, trying to keep up with the enemy. However, they were not paranoid enough or properly equipped enough, like the less skilled, but better equipped others. While there armor could withstand the sheer power of what had to be magnum scattershot loads or something greater, they were knocked down. They had fallen into cover and appeared to possibly still be alive, but it was hard to tell how sore or internally fucked up they were. They were out of the fight now. The rest of the troops were beginning to become outnumbered, with minor injuries, armor wearing down, and ammunition running out. The enemy had suffered much the same at first, but they brought men into the room to replace them.

First to 2 or most in 24 hours

>1. Pull out of the station with what men you can. This will be an athletics roll for the men, to run and perhaps pull or carry the wounded.

>2. Same as one, but get out who you can, including yourself. The rest can be captured by the enemy for now.

>3. Call in Razor and another ten fanatics, see if continuing the same approach might change how the battle is going.

>4. Same as 3, but you try to rally the men and fight as well. There is a greater chance you might be captured or killed. However, you and Razor go first, and aimed fire bypasses armor.

>5. Same as 4, but the men fire to get multiple hits per target, not to suppress the enemy and mess up their aim. Both sides get more dice, for better or worse.
>>
>>5583067
>4. Same as 3, but you try to rally the men and fight as well. There is a greater chance you might be captured or killed. However, you and Razor go first, and aimed fire bypasses armor.
gogogogoo
>>
Rolled 2, 4, 4, 3, 2, 6, 3 = 24 (7d6)

>>5583742
Vigraf Volkovym8y84
>>
Rolled 4, 2, 1, 4, 6, 6, 3, 5, 3, 4, 2 = 40 (11d6)

Have to ignore one of those dice, my bad.
>>5584835
Razor
>>
Rolled 3, 2, 1, 4, 4, 3, 5, 6, 2, 4, 6, 1, 4, 4, 4, 4, 6, 3, 6 = 72 (19d6)

>>5584841
>>5584835
The battle rages on
>>
Rolled 4, 5, 5, 1, 6, 5, 2, 4, 2, 4, 6, 1, 3, 2, 3, 4, 1 = 58 (17d6)

>>5584859
Vigraf Volkov let out yells, two hands on his sidearm as he fired it, aiming high, aiming true as he could. It was the one firearm he knew how to fire and it was one of the hardest firearms to learn, but he knew it. One grazed the cheek of one of the enemies, blood spurting from their mouth as they fell onto their needs and then their face. Razor however, was a different man, firing accurate, small bursts from his rifles. Rounds pierced through helmets, through eyes and mouths. Three kills most likely. The enemy was putting out just as much fire, but they weren't having much impression on armor. The fresh equipment of the Naval Infantry included bodysuits which went down to the wrists and feet, and the pellets of the scatter guns was having a limited impression.

Things were going poorly still, it was still at best a stalemate and it wasn't clear who would run out of manpower first. Those bleeding would continue to bleed. It was about to get a lot worse.
>>
Rolled 2, 6, 2, 2, 5, 3, 3, 1, 6, 4, 6, 6, 6, 6, 1, 6, 6, 1 = 72 (18d6)

>>5584898
Something was very very wrong, Volkov could feel it in his skin... No in his blood and bones... As he ripped out a magazine and shoved it into his pistol, before pulling back the slide, he tried to stay low. Looking around for a target, or make sense of how he was feeling, he noticed that the room seemed strangely darker than before. Did a light get damaged or turned down? Then there was a horrible, sickly, unearthly wail of rage. Volkov did not know what it was, it did not sound like a machine, a xenos, or a man, it sounded like something else. It was like one of those sheep things, but louder, angrier, like one of the creatures that ate other creatures. And Volkov could hear it's hunger, it's bloodlust, and...even it's lust. He could hear its heart beating fast, and sense the hatred deep within the creature.

There was a series of explosions, one after the other. It was like reality itself was shaking, and even with a headset, the sounds were muffled or maybe his hearing had become damaged. Maybe his headset could not make sense of all the noise and chaos. There was a loud cry, multiple cries, screams.

"Ooh Rah! Ooh Rah Rah!"

The muzzle flashes coming from beside him and around him were all he could see and understand, as they moved towards the direction of the enemy.
>>
Rolled 20 (1d20)

>>5584913
Huh
>>
Rolled 6 (1d20)

>>5584917
There was incredible noise and loudness for what seemed like a long time, but maybe it was just a whole minute. Captain Volkov was in shock. As he pulled himself up, he looked around at all of the bodies. So many of them were dead or dying, and so many were collapsing into death all around him. Tears streaming down his eyes, Captain Volkov began running around, his chest low, trying to check as many pauses as possible, looking for lots of blood.
>>
>>5584920
>Volkov
But he did ever receive that much training, and so many were bleeding, so many were wounded. There was so much clothing over the bleeding, covering it up, but not stopping it. Captain Volkov grabbed arms and pushed them against the chests of their owners, yelling at men to hold their insides in as best as they could. If he thought their pause was weak, he injected them with stimulants. Men were rushing to drag out the wounded or attempt first aid, but there was still this creeping darkness about the room.

First to 2 or most in 24 hours

>1. Take the mysterious pills in your pocket. They are said to be stimulants used by the enemy. You have no idea how much they work.

>2. Do not take the pills?

But have we had bonus vote?

>1. Try to continue to help as best you can and direct others.

>2. Same as 1, but focus first on trying to get advice from medics

>3. Same as 2, but if you get advice or help from anyone friendly, and you can't find a medic... You trust in what you hear.
>>
>>5584925
>2. Do not take the pills?
let's not go full spice
>1. Try to continue to help as best you can and direct others.

This station will be worth it, because of the fanatisism of the ones who attack us. They are protecting something special.
>>
>>5584983
>+1.
-This station will be worth it, because of the fanatisism of the ones who attack us. They are protecting something special.
Makes sense.
>>
Rolled 19, 15 = 34 (2d20)

>>5588816
>>5584983
Both are +4
>>
We're on page 10. I suggest archiving this thread.
>>
>>5592529
I archived it.



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