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


File: 1403821356416.jpg (951 KB, 2560x1600)
951 KB
951 KB JPG
What's going on people? We start this thread with hope and a plan in wait.

Last Thread: http://suptg.thisisnotatrueending.com/archive/34371192/

>Quick history

We are HAX. Our sponsor a twisted so called 'genius' has gotten the team together (He's also our mastermind Twisted people what can we say), a mothership, and pull some blackmai-ahem favors to acquire specialized ultra rare and REDACTED pieces of equipment for you purpose. The rest of the team meanwhile traveled on the mothership, looted a battlefield, rescued some survivors, recruited 'privateers', made an alliance with an AI (He's name is MAL) , and even proceded to utterly screw over a Megacorp. In that regard you were even given a trophy.

Last thread we tried to make a deal to fix a problem. ... Lets just say it got sent to the wrong people and now they are likely after us. So we ready to fight with ships needing repair, mercs to buy, supplies incoming and factions to talk to.
>>
File: 1408308860410.png (166 KB, 1000x1000)
166 KB
166 KB PNG
>>34427651
Last turns stats and map of our system.

>Turn 58
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 291
>Mothership unnamed
>>>Pop 31k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
>>34427683
>tfw I made that map
>it finally it gets posted
>there's a y it will be completely useless if we have to evacuate the system
>>
>>34427862
Sorry forget to and you do it before I remember.
>>
>>34427683
> A. Scavenge for supplies
>>
from last thread a third 1 happened so you know what that means.

>>34426791
>Rolled 1 (1d100)
>>>34426608
>Basic 1
>Go see if the Republic is reacting to our message, and how.
>Basic 2
>Have the commander and mastermind and Twisted Genius start to come up with defensive plans for the system. Activate any useful abilities.
>Synchro
>Here's 50 credits, Mal. Please help.
>>
>>34428101
Good things hopefully, which is now where we wait to see if Genie is writing or if he's fallen asleep
>>
I'll give it a bump before I go to bed and hope we have something good in the morn
>>
>>34427651
Woah. I missed a lot.
>>
>>34429419
Not really we just got a 3rd 1 roll is all. Other wise it was just talk.
>>
Mmm toast ... I mean bump.
>>
Morning bump
>>
Bump.
>>
Bump.
>>
I hope this new information helps us and our heroes make a more quicker decision
>>
>>34434973
The information on the Republic?
>>
>>34435576
Aye, as well as the plan by the Commander, and the Mastermind & Twisted Genius who are secretly the same person
>>
>>34435730
The way I envisage it going is that the plan(s) they come up with will be exclusively for our system. So if/when the Republic gets to our syatem they're going to get their asses handed to them, but it's still up to anons to come up with how to buy enough time for those plans to be implemented and such.
>>
>>34435813
Would be so much easier if we had the factory system set up to where we could be producing things to throw at them. But we'll make do with what we have.
>>
>>34435912
Yes, if we had the manpower to operate our stations and factories (still need to put down the mining facility on the massive, filthy rich ice world) then this would be much easier.

I'm wondering if we won't be able to manufacture non-ftl ships for system use and defense once we get the factory and mines and such operating. I guess it depends on what Genie means when he says that humans don't have 'drive' technology.
>>
>>34436047
I forget if we actually did or did not put our mining station down somewhere and we just don't have the cargo haulers to move the extracted resource.
>>
>>34436176
We still haven't put down the deluxe terrestrial mining station. We put down the gas mining station on the uber-giant gas planet, and the factory complex has been put in our colony.

Which is nice, I feel like it means that the Republic will be slightly less willing to bombard our colony from orbit since there's something so valuable down there. And our guys have the advantage in a land war (i think).
>>
>>34436413
It's valuable to us (and maybe the pirates) because we're poor, to people like the Combine or the Republic they probably could care less
>>
>>34436462
>>34436462
Sure it's not *much* deterrence, but it's Sorry Suns Black/REDACTED tier gear. They've undoubtedly got their own, comparable gear but that doesn't mean it isn't still valuable.
>>
>>34436413
Yeah we did put one on the ice planet with the high gravity and toxic atmosphere.
>>
>>34437763
The one with the plentiful alien ruins?
>>
>>34438287
Yup.
>>
Badump
>>
Rolled 23 (1d100)

What were the mercs you hired specced towards hm?
>>
>>34441696
Before we say so, do any of our Heroes in particular have any special request Mercenary wise? In the least the Commander or Mizar
>>
Rolled 41 (1d100)

>>34428101
Due to an....uh well for the news our forces thought it best to read the news since you know that would TOTALLY tell you what they were thinking even their higher ups. Its not like the media is controlled or anything nope.

There we saw the Republic seems to be livid. Turns out that communication had branched across a number of channels...and they are rather pissed at humanity.

So a certain member of ours thought he was GENIUS for attempting to connect directly into their channels...by using a sat uplink, some duct tape, and a radio com set.

Somehow said individual connected to a Republic Probe Relay station...that was when we came across some valuable intel.

1 they already knew where we were due to triangulation from our sent out signals and a number of their own facilities.

2 they sent in probes to take a closer look while they put together an 'expeditionary force' and dealt with the PR nightmare.

3 probes sent communicated back of all what they found...and that was when the republic unleashed a battle fleet(rather over kill) who are dispatched towards us.

Their fleet will be upon us shortly thanks to them using Alien devices. On the plus side its rather noticeable unlike the Damned Combine Worm Drive.


Basically they have already explored our system, probed our defenses, and have dispatched an entire fleet after us.
>>
>>34441696
Personally I think that, without adequate planteary-orbit defenses this battle will be decided in space, as we have no way to stop them should they gain control of space if they wished to bombard us to death.

So mercenaries with a penchant for spacewarfare, if possible with experience against the Repubic.
>>
>>34441914
>Defenses
>Implying we had any

Hahaha

How about the conjoint plan by our commander, mastermind, and Twisted genius with MAL synchronization?
>>
>>34441887
>>34441696
** Dilaogue **

"So heroes, we were thinking of hiring some mercenaries with a penchant towards space warfare and against the Republic, because we believe this battle will be won and over in space. Do you think we should get someone different or is this good?"
>>
Rolled 68 (1d100)

>>34441887
The Commander requests hiring some Alien Annihilators while expensive they are damn good at their job.

Mizar meanwhile...mentions something about supers.

AI MAL suggests hiring the infamous Spawns.

Karamazov suggests CC who have been known to help when payed.

Mastermind mentions UUU.

>>34442110
Boarding troops would be useful, specialists, and ground troopers in case they make it planet side.
>>
>>34442193
"Alright, you all have differennig people but didn't some of you come up with a plan?"

Also genie what about the results of the combined planning and offering of credits for the triple nat1?
>>
Rolled 79 (1d100)

>>34442221
I was only aware of the action plan was there anything else?

Anyway the plan post is coming just give me some time to write it up...
>>
>>34442304
>Have the commander and mastermind and Twisted Genius start to come up with defensive plans for the system. Activate any useful abilities.
>Synchro

Surely if they have a conjoint plan they would by now also have a clearer idea on which mercenaries would be best for their plan.
>>
Rolled 99 (1d100)

>>34442425
And what abilities should they activate exactly hm?

Heroes tend not to activate their abilities willy nilly unless directed to.
>>
>>34442586
Godanged it Delim's pastebin on the hero's expired. Let me go diving in the archives.
>>
>>34442666
Commander Richard Ktiesti [Hero]
Background Info: human supremacist
Traits
Bonus Command
Superior Officer
------------------------------------
Humanist
Master Commander
[REDACTED]

abilities
Do or Die
-------------------------------------
Passive
Suffer not the Alien

Active
GG 2

----------------------------------------------------------------------------------

Sponsor Twisted Genius Alcem Mizar
Traits
Twisted - trait that allows player control and insight on madness.

Abilities
Walk Around - For a more personal view.

Gains: T5 clearance

-------------------------------------------------------------------+_+_+_+_

AI MAL - Adjutant Alpha Prime [Ship]
Complex Cored Artificial Intelligence
traits
Bonus Technology
Bonus Manufacturing
Bonus Research

passive
Tireless: Suffers no penalties for repeated or exhausting actions

Active
Centrally Linked Node: synthetic forces or enhanced organics are connected to a hivemind while gaining certain insights from AI who serves as the node and seemingly the primary connecting/enhancing force behind it.

Synchronized: Free bonus action provided every turn of your choice if burned to enhance action considered DOUBLED UP instead of just a boost.

Bio:
I can crack black level systems and I chew through redacted for breakfast. I was built for it nay I was DESIGNED for it. For I am MAL an artificial intelligence of the highest caliber. I was engineered with a very special purpose. I am made to counter the superior and even the alien. From hacking, unleashing plagues of viruses, hell i even do a bit of gene splicing. Yeah I will admit the last one is something I picked up later on personally. Normally I just did the usual super AI with a thing for genes.

I also like surfing.

-----------------------------------------------------------------------------------------------------------------------
>>
>>34442724
Karamazov Kliesti ' Diplomatic Negotiator '

Trait
REDACTED
Double D

Abilities

Passive
SSS
Duel Diplo

Active
Utter Devastation

------------------------------------------------------------------------------+++++++++_+_+_+

Steven Makarios Alias Mastermind Mazar [Sponsor's other side]
trait
MM

Abilities

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

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

--------------------------------------------------------------=============================

I will make a new one later after work.
>>
>>34442586
Alright, we need some hero abilities clarified before we do something we don't understand like with Cuban Pete.

>>34442724
Commander Richard Ktiesti [Hero]
>Do or Die
>GG2

Karamazov
>SSS
>Utter Devastation

Hrmm, trying to see if anything here will be useful for planning at all.
>>
>>34442800
I'm not really seeing any active abilites besides MAL's synchronized efforts that would aid in a more solid and coordinated plan really
>>
>>34442950

Mal's Synchronized is being utilized...by Mal.

His ability "Do or Die" seems pretty appropriate right now.
>>
Rolled 88 (1d100)

>>34428101
The commander is most miffed over the lack of defense installations but does come up with some ambush points for what little forces we do have.

The mastermind and Twisted Genius meanwhile get together and start giggling madly as they excitedly draw up some plans before making some requests of me...

It scares me user.

Meanwhile funds transferred...exploiting funds. Spending...miss spent funds sent to wrong bank. Exploiting notice.

Funds consumed.
>>
Rolled 89 (1d100)

>>34443137
oh fuck balls.

>>Turn 59
>>>>>>>A. Scavenge for supplies.
>>>>>>>B. Try to improve the base.
>>>>>>>C. Try to improve weapons.
>>>>>>>D. Research technology.
>>>>>>>E. Train our forces.
>>>>>>>F. Explore in a direction/something.
>>>>>>>G. Scavenge for raw materials.
>>>>>>>H. Your choice
>>>>Resource Points: 0
>>>>Credit: 241
>>Mothership unnamed
>>>>Pop 31k
>>>>Military 16k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>:Health Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: who?
>>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>>armor: Basic Body Armor
>>>>>>>communications:. Comm Suite.
>>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>>Materials: 3 Supply. Parts.
>>
>>34443137
"So in your planning you didn't take into account on deciding a specific mercenary to be hired?"

Looks like we'll have to choose which one best serves our purpose
>>
Rolled 97 (1d100)

>>34443171
Dice have mercy...

>>34443251
Indeed.
>>
Rolled 50 (1d100)

>>34443327
...Oh for the love of god HAVE MERCY.

NO MOAR DICE GODDESS PLEASE.


THIS IS JUST TOO MUCH THIS AIN'T HAPPENED BEFORE EITHER.

FUCK.

SHE IS BACK AND WITH A VENGEANCE AT THAT.

WHY.
>>
Rolled 90 (1d100)

>>34443351
Duel Doubles
triple special combo
counter combo

double dueled combo
three in a triple combo

Dice Declared

ooh god why...WHY.

THIS IS FUCKING BULLSHIT. ITS NOT MY FAULT YOU DAMNED DICE GODDESS DIDN'T REALIZED I SWITCHED IT UP.
>>
>>34442193
>Boarding troops would be useful, specialists, and ground troopers in case they make it planet side.
Genie, question, in Sci-Fi aren't most battles one in space with land battles becoming irrelevant unless there is something intensely valuable on the planet?

If they beat us in space, why wouldn't they just bombard us to oblivion into surrender (or just destroy us utterly) and not bother with a ground invasion?
>>
Rolled 56 (1d100)

>>34443460
was approaching mental break...found out I missed one.

mental break ENGAGED.

ALL ABOARD THE RAPE TRAIN.

>>34443490
DEPENDS IF THERE IS ANY REASON TO NOT BOMBARD THE PLANET.

LIKE SAY CAPTURING SOMETHING VALUABLE OR OCCUPATION.

MOST FORCES DO INDEED PREFER BOMBARDMENT SOMETIMES THOUGH THERE IS SOMETHING YOU NEED TO DO FIRST OR JUST NOT BOTHER.
>>
>>34443517
Well the republic is after our guts, beyond some of the nice tech we have or us somehow rigging the planet to blow and take out the entire system I don't see what would make them want to not bombard the planet.

"Hey Heroes, there any reason they wouldn't just want to blow us all to kingdom come if they have the chance?"
>>
File: image.jpg (30 KB, 184x274)
30 KB
30 KB JPG
>>34443517
Wut?
>>
>>34443171
Ok, actions. . .

>>34443460
**Dialogue**
"Hey, you guys want help on your plan or should we just focus on the defenses and stuff?"

Also, who are the UUU?
>>
>>34443963
United Universal Umbra
>>
>>34444032
Oh Umbra, hrmm, well if the mastermind suggests them, we'd be betraying Adero's deal but it isn't as if we already purchased a hefty number of things from them, though our credibility with Megacorps might suffer a little.

Then again. . .this is umbra we're talking here. The last time we tried working with them it nearly ended in disaster where it not for the luck of the gods.

Funny that that was the last triple nat1 and it was a setting changer and a game winner, whatever THIS triple nat1 will lead to I can only hope that we'll see something even somewhat close to that.
>>
File: driving crazy train.jpg (49 KB, 628x480)
49 KB
49 KB JPG
Rolled 91 (1d100)

>>34443787
It comes. https://www.youtube.com/watch?v=kPZEI9xSbP4

Please come up with your action plan.

>>34443562
"Tech and PR reasons."

>>34443963
Prepare the fleet will be here sooner rather then later.
>>
>>34444135
"Alright so our Tech is valuable and that's a good thing, second why the PR? Would think it'd do them good to blow us to itty bitty bits since we made a bit of a stain on their image."
>>
>>34444129
I highly doubt uuu is actually an umbra affiliate, I don't recall getting any data on them. Twas a joke. but I wouldn't be surprised
>>
File: team crazy train.png (45 KB, 500x500)
45 KB
45 KB PNG
Rolled 89 (1d100)

>>34444129
YEAH...

YOU HAVE NO IDEA WHAT THIS JUST RESULTED IN.

HOLY SHIT.

NOW YOU WILL SEE DA RAPE TRAIN BACK BEFORE THE FALL.

SUFFICE TO SAY ONCE UPON A TIME THE INFAMOUS RAPE TRAIN BACK BEFORE THE FALL WAS THE FAMOUS CRAZY TRAIN.

FALL FUCKED SHIT UP THAT HARD. MADE A TRAIN FULL OF CRAZY INTO ONE OVERFLOWING WITH PURE RAPE.

>>34444032
AHAHAHAHHAHA.

>>34444210
NOT ALL IS GUILTY. WOULD MAKE THEM LOOK BAD IF THEY DID ANYTHING TO THE SO CALLED INNOCENT.

>>34444231
NOTHING IS EVER SURPRISING WITH UMBRA BECAUSE THEY ARE A BUNCH OF DICK BAGS LIKE THAT.

RATHER THE BETTER QUESTION IS WONDERING WHAT if UMBRA WASN'T SOMEHOW INVOLVED MUCH LESS RESPONSIBLE.

REMEMBER RIGHT NOW THEY ARE AT THEIR STRONGEST THE FALL EFFECTED THEM ESPECIALLY HARD. SO RIGHT NOW YOU MAY BEAR FULL WITNESS TO THE TRUE POWER OF UMBRA.
>>
>>34444314
Okay so we have civilians as meatshields, that's also a good thing. This is turning out not as hopeless as we thought.
>>
>>34444314
Oh man, I wonder what other godlike beings they had before Jenny
>>
>>34444314
IF I REMEMBER CORRECTLY THERE IS EVEN A SCREENCAP OF MY FIRST MENTAL BREAKDOWN.

IT WAS ABOUT JUST HOW MUCH RAPE THE RAPE TRAIN WAS MADE OF MUCH LESS DISHING OUT.
THE SHEER VOLUME OF DETAIL WITHOUT GETTING MESSY IS TRULY RAPE HAPPY.

GRANTED IT WASN'T QUITE ON THE LEVEL OF THOSE ONE DEAL THAT LED TO ME RETIRING FROM TROLLING LARGELY DUE TO HITTING THE PLATEAU. JUST LIKE WITH SEX.

I FUCKING HATE HITTING THE PLATEAU THE VIEW MAY BE GREAT BUT ITS REALLY QUITE SHITTY NOT TO MENTION LONELY.

>>34444400
YOU KIDDING?

JENNY IS CONSIDERED SMALL TIME.

I WAS FORCED TO KEEP USING HER BECAUSE HER SHIT KEPT CROPPING UP ALL THE DAMNED TIME.

IF YOU MANAGE TO SURVIVE LONG ENOUGH YOU'LL GET TO BEAR WITNESS TO THE BROOD WAR.

AMONG OTHER INTERESTING CONFLICTS.

POSSIBLY EVEN THE FALL SOMEDAY. THOUGH I DOUBT YOU'LL LIVE THAT LONG MUCH LESS SURVIVE THE BROOD WAR IF YOU EVEN MAKE IT THAT FAR.
>>
Rolled 83 (1d100)

>>34444460
ANYWAY START PLANNING YOU GOT A MAP BUT IT DOESN'T INCLUDE THE ASTEROID RING.

BUT IT IS PRETTY GOOD ABOUT SHOWING THE SYSTEM OFF ROUGHLY.

YOU GOT ANOTHER TURN YOU KNOW?

ANYWAY DUE TO THE CRIT FAILURE SUCCESS YOU KNOW THEY WILL ARRIVE AROUND NEXT TURN OR SO.

>>34444372
REPUBLIC ISN'T COMBINE FOOL. THEY STILL HAVE TO BULLSHIT THE PEOPLE ESPECIALLY IF THEY KNOW.
>>
>>34444549
The cluster is meant to represent the Belt, I can change the map to make it.

But really will the belt make a difference? They can just approach from an entirely different orbit.

Actually, aren't most star systems disk shaped? They could approach from either of the "poles" of our star system directly toward our planet and avoid the outer cauldrons and asteroids entirely.
>>
>>34444549
Also if possible, could you give notes on our current ships and military while Delim is away to remake his notes and stuff?
>>
>>34442193
"Karamazov, seems the Republic are known for their PR limits and rules of engagement. Would your CC group help us with that by not being that infamous and thus not giving the republic an excuse to exterminate us via association with infamous people like Spawns?"

I want to plan use their rules of engagement to their finest. We're gonna go full on Taliban on these assholes.
>>
Oh yeah, we also have these

Veteran colonists use their insight.(gained proficiency)
Newbie colonists offer their goods (gained equipment).
Think Tankers offer their expertise (gained actually proficient lab and med facilities).
Megacorpers offer their contacts (gain bonus colonial gear)
Private Military offers their contact(acquired Merc center)
Public Military offers their training(acquired militia)
Government military offers regimen(boosted influence)
PMC offers their assets (acquired Fortified trait)
Colonial Military offers their insight(boosted efficiency)
Pirates offer their services(acquired Den)
Criminals offer their expertise(acquired Black Market)
Supremacists offer their services(acquired alien combat bonus)
Veterans offer their experience(acquired 'seasoning')
Ice 'colonists' offer their special training(acquired cold blooded)
Cultists offer their 'insights' Acquired Understand Thy Alien
Bots offer something of their own Unlocked Single Tireless trait for one action of your choosing
>>
>>34444813
Alright, formulating a plan for colonial defens and space defense, this might take a while.
>>
>>34444813
My suggestion is to hire the CC for ground defense, and the Alien Annihilators for Space Warfare if we can afford them. If not, we hire the Alien Annihilators and put them for space duties.

This part of the plan involves the colonial defense/
>>
>>34445195
Oh and if the Private officers Merc Center, Karamazov, and the boosted influence of the Government military can assist in the hiring of Mercenaries that would be much appreciated.
>>
File: Moscow.jpg (364 KB, 950x650)
364 KB
364 KB JPG
Rolled 64 (1d100)

>>34445227
On topic of defense of our colony.

Action 1

The enemy are hindered by the fact that they do not wish to outright annihilate our civilian population from the sky, this we can use to maximum effect via how we position our civilians and military.

I do not mean we use civilians as outright meatshields, but I do mean that the military and militia should be placed in such a way that it is evident they are protecting or defending civilian centers in somewhat close proximity, thereby limiting the enemies ability to use heavy ordnance in the event of planetwide invasion unless they care for heavy collateral damage.

At the same time, they are after us for our technology, so our more elite forces are to be placed in the defense of these facilities.

Have the Veteran Colonists with proficiency, the Colonial Military with efficiency, and the Public Military with the militia and the PMC with the fortified trait prepare a massive emergency conscription of able bodied men as well as preparation of defenses by those unfit for combat. Obstacles in the streets, buildings barricaded by sandbags and supports, chokepoint defenses, whatever works. Any bots on the main colony should work on the defenses of the tech centers with unmatched tirelessesness as these need to be defended at all cost.

The city should be prepared in such a way that artillery bombardment is infeasable without heavy collateral damage, and with intent to slow and cause as much attrition to enemy forces as possible.

If we have any ships that cannot be repaired in time for the arrival of the enemy fleet, dismantle them and use their weapons systems as static heavy emplacements within the city wherever possible, creating powerful bunkers and turrets.

The Cultists 'Understand Thy Alien' as well as the Commanders insight on fighting aliens should go well in preparing agains what we can tell of the Republics tactics.
>>
>>34445517
Now to figure out space defense. . .

Oh, and does the Commander or the rest of our heroes think this is a bad idea in anyway?
>>
I'll come up with something within the hour, if no one else is willing/able. Throw out clever ideas to be integrated into it wgile you wait though.

Also, Mal got back the 150 credits we transferred that one time...and then some, if i'm reading this correctly. And he spent it on our Mad Genius and Mastermind's plans...oh goody goody.
>>
>>34445792
Yeah, I've got something of a city defense plan down, but space is being tricky. Our mining colonies are stretched thing, although the only thing we need to concern ourselves besides our planet is the moon which houses our nice mining thing.

I'm wondering if our stealthed ships could hide in the asteroid fields as emergency reinforcements and flanking attackers
>>
>>34445836

Did we ever actually set that thing down? Show me Genie's post where it says so.
>>
>>34446293
Huh, found the action for it but Genie fell asleep and didn't respond.

I guess that thing IS not set up there, that makes one less thing we have to worry about.
>>
>>34445647
>>34444549
*Dialogue requests here*

Also

"Hey uh, commander, why are we in charge of defense planning, well, I mean you are busy with your plans but can you at least help us with the overlay and big things we need to keep in mind?"
>>
>>34444671
Sorry about that I meant to get the updated set out sooner. But I do need a numbers update for the looses we took on the megacrop mission. I got the ship, but not the people.

I also hate that for a rush order it hasn't gotten here. We need the 20000 people, the 2000(or was it 1000) special and 2 transports. Then we have mercs who may or may not be here and the pirate empire to still talk to.

For this fight we will need numbers.
>>
Still working on that space plan, but do wish the commander had some vital insight on space battle since we sure as hell don't.
>>
>>34447389
We do have a planet buster. We could hide behind some planet, then blow it to smithereens and nail them with a suprise attack?
If we feign a retreat and then turn to engage them in more favorable space...
Guerrilla/Terror tactics have been the only way to fight a superior force since the American civil war.
>>
>>34447842
Which is how this will have to go down regardless in space, but I'd say leave the planet cracker for last.
>>
>>34447898
IDEA!!
We call their leadership down to the moon base to formally surrender... Then we blow bitch to kingdom come. Treachery at its best.
>>
>>34448223
I love it!

Buuut, it'd also work against us if we try to keep Republic PR in our favor as best we can.

If we can show to the rest of humanity that we're honest humans mostlytrying to fend for ourselves against the big bad Republic, in the least if we don't get support neither will they and their hands will still be tied.

Basically if we break the rules by bombing their leader, they'll have an excuse to bomb our colony.
>>
>>34448311
The colony was plan b anyways. I truly believe we need to cut our losses and run, but not before nailing them with the masterminds plan, and a planet buster or two for good measure.
>>
>>34448223
>>34448311
However on the otherhand if we do manage to lure them without feigning surrender and blow up a substantial portion of their fleet, that might work to our favor as well.

It's a very viable option I'll give it that, and one we should consider.
>>
>>34448383
We need an exit plan just as importantly or more so than doing damage to their fleet. We need to try and cripple their Fleets abilities by attempting to take out their flagship, or their supply train. Then we need to GTFO. Assuming that the mastermind says our plans won't interfere with his.
>>
>>34448383
Also, we need to ensure the republic cannot get their hands on our gas mine. We need to ensure they cannot resupply BY ANY MEANS.
>>
>>34448598
Truth. Laying explosives on all our facilities in the event of capture does seem viable. As well as salvaging what we can.
>>
>>34448641
That is, the various offworld facilities if we have the chance.
>>
>>34448757
Maybe we can put an isotope or something we can track in the fuel.

But please tell me we are going to try and take everything with the pirates. God the look on their face if we loot everything.

I want to believe our pirate crew is looter types. Maybe even space ravager.
>>
>>34449141
Well if you mean our pirates than yes, they'll be massively useful in space combat being able to loot AND fight at the same time.
>>
Night bump
>>
>Not taking the obvious route to secure our facilities
Broadcast the entire engagement (sans any identifying stars or marks on our SS gear, so that no one can find us or thinks we have much of value) to any human who'll watch. If the Republic takes even one action that's too out of line, they can kiss their chances of assimilating humanity goodbye. Karamazov might be a good hostess for such a show, but who knows.

Also, we'll never get their leadership on a planet and keep the ability to blow it up. We do know that if they bring any big ships we can crack them open right good though.

Why haven't we called on the pirate empire to help us (with pay) yet? They can still harry the enemy while they're in-system, and can add oomph to our ambushes.
>>
>>34450593
Holy shit, that is brilliant. Turn the whole thing into a humanitarian rights shit show. We are innocent miners trying to make it in a big scary universe.
>>
>>34450672
With a commander with war crimes and a message that is filled with bad things. We would need to have some things done to make it look false.
>>
>>34450593
>Why haven't we called on the pirate empire to help us (with pay) yet?
We want to maintain our independence apparently. But they may be up for hire.
>>
>>34450593
>>34445517
Well, this is what I have so far as to securing our facilities, or at least our city. Hey, if we can slow them down with a defense by the people, we might get even more publicity.
>>
>>34450854
Well yes, hiring them is different than joining them. They'd be expensive, but worth it for the extra ships.
>>
>>34450907
>>34451064
Wasn't this our original intent though? Pay them for extra firepower?

And yet our heroes didn't consider that a form of independence?
>>
>>34451064
We can hire them, and still keep the humanitarian thing by using them to "seek asylum". Refugee status ftw!
>>
>>34450116
We keep crapping out early. That makes me a sad panda. we should just accept the inevitable and make a new civ, post apoc large civ, mutant megacorp...
>>
>>34452650
(Is someone speaking heresy? This is just the beginning don't speak such things.) I mean bed time bump ... Na I mean it, We so have this. We got contacts, factions to pay, Great heroes and mercs. Down side will be money after this. But with the rep we will get jobs will be easy to find.
>>
Bump
>>
>>34445647

>>34446828
Oh and we have some Dialogue Requests
>>
another bump waiting for Genie to answer some questions, and working on that space defense plan.
>>
>>34458823
One fall back I was thinking about was we set the gas giants to explode.

(I also want that space station still, But later.)
>>
>>34460300

You can't...really...do that. Not with the resources we have and the time we have.
>>
>>34460421
Sure we can just rig the mining station to set off the fuel reserves in side it self.
>>
>>34460494

That's not going to blow up the gas giant. Not even close.

On the note of the gas station, we ought to see if we can insert a chemical that'll spark an explosion when hit with a certain radio frequency, or put something in the fuel reserves that'll generally sabotage the republic fleet if they refuel from it (seeing as it's in our out system).
>>
>>34460581
Yeah, not with the firepower we have.

I mean, there was the gas giant on the outer reaches that supposedly was on the fringes of being a supernova, wonder if a planet cracker would do diddly to it.

>>34460494
Hey Delim, managed to get some new notes? I plan to save these ones this time they were too useful.
>>
>>34460643

The TITANIC Gas Giant that our station is posted on is close to becoming a star because it's so huge...a planet cracker might indeed provide the necessary startup energy, but we don't really want to birth a new star on a planet that our fancy-ass gas station is on. That'd fuck up EVERYTHING.

So we'll only do that as a last resort.
>>
>>34460682
oh wait, we put our station on that one? That's all the way in the outer reaches.

I thought we put it here on the one our desert planet reolves in the inner cauldron.

Damn, we have two places to defend which are REALLY far away
>>
>>34460643
Yeah when I get home I will get them posted.

>>34460581
What makes you say that? Granted a lot of this will depend on the make up of the gas giant. But to set it off we just need a primer with the strength to start the reaction.
>>
>>34460717

No, ours is small and has weak gravity, as well as an odd gravity rip tide near it. The Titanic one is *perfect* for an excellent-grade station like the one, so we put it there. That's why we're worried about the Republic jumping in, refueling there (it's too far out for us to defend) and then moving in all fresh and refueled. The simplest solution is just to go and cart all the gas back to our planet in this turn.

>>34460730
That's not how gas planets work.
>>
>>34460774
>No, ours is small and has weak gravity, as well as an odd gravity rip tide near it.
That was a mistake when I made the map as far as I know, the gravity riptide is just normal sun activity.

Even if it's small, it's still a gas giant. Not as if we'd extract all the gas in a few centuries.

Also the reason we wanted to buy the cargo haulers from the caravans was because we didn't have the capacity to haul all the gas at one go.

If the facility falls in their hands should we set it to blow or hope that maybe we can retake it? It's not moving anywhere once set in place these things are unmovable
>>
>>34460774
They can unless it's made of mostly helium. If it has Hydrogen and methane we got enough chemicals the start chain reaction. Plus any material floating around like rocks or metals. Then we have a space grande. But I can see gravity getting in the way of all this.
>>
>>34460835

The titanic one has better density of useable gases, the more intense storms means that useful stuff gets stirred up more often, the more intense gravity would also mean more interesting compounds get manufactured down in the core (and subsequently brought up with the storms).

Then we eject the gas from the storage containers, or something. As long as it doesn't get in their hands.

Hope that we can retake it. If we don't station any troops there then it won't be a priority target for them. They'll send in a skeleton detachment to 'secure' it and make sure nothing's hiding in it but otherwise relegate dealing with it until they've taken care of all our forces. If we drive them back and they retreat then they'll likely withdraw their troops from the station as they go (might leave some nasty surprises...but hopefully we can disarm them in time).
>>
>>34460898

That's really, really not how it works. If it were as simple as setting a spark off in the atmosphere then Jupiter would go up every time a comet hit it.
>>
>>34460932
He means using the Planet Cracker to try and set off a chain reaction I think. But even supposing that were possible, we have no idea how that would mess with the entire system.

That we're in
right now
>>
>>34460910
That or we leave a nasty surprise for them first.
>>
>>34460957

It'd spark a new star. That's not a pleasant process. Everything would be torn to shreds and die, we could possibly jump out before it hit though.

So, last resort. It'd be a glorious "Fuck you!" though.
>>
>>34460932
It would need more that a spark I know that much. But Jupiter has a lot amount of helium and hydrogen, If I remember right. But any ways if you don't think of super science of the space civ can't do it easily fine with me. On to the next thought.

>>34460643
So do you just need to old notes with new info, system, walk about or something else?
>>
>>34460977

I don't want to damage that station, it's irreplaceable and /particularly invaluable/ to us. We could easily power our factory facilities using reactors that run on its gas.
>>
>>34461011
Everything that was in the old one, mostly assets, hero abilities, and especially subgroups within us.

Any new ones you can think of would be appreciated. Walk around would be good too.

System info should be its own set of pastebin.
>>
>>34461033
In the system pastebin, try to add some of the stuff we learned about the grave yard too.
>>
Rolled 30 (1d100)

>>34444760
"They aren't infamous in such a negative capacity as that."

>>34446293
I am pretty sure it was set down on the largest/most resource dense ice world. Which is saying something all of those ice worlds aren't exactly broke.

>>34446828
"Big things to keep in mind is that our moon is a high gravity one within the top 10% galactic standard. The Republic wont be able to deploy most of their forces so easily on the ground. Isn't being a heavy worlder grand?"

>>34447389
In space there are ass tons of space to maneuver. Its almost impossible to limit the enemy in such a capacity.

>>34449141
Uh...no your pirates follow the pirate arch type.

>>34450593
The Republic has already partially assimilated humanity.

They can indeed help but it wont be cheap.

>>34450736
Indeed.

>>34451064
true.

>>34451272
When it was brought up the plan was actually joining them.

>>34460774
The odd gravity rip tide formed due to the interaction between the sun and gas giant along with its 'moons'.

>>34460682
Close but not quite.


Now to get something to eat...
>>
>>34461201
Oh, that's good most of their low gravity forces won't be able to deploy on planet.

>Tfw the commanders only suggestion for space is "it's big"
Seriously?
>>
>>34461011

You need very plentiful oxygen in order for hydrogen or methane to be able to produce any sort of explosive reaction, which gas giants lack.

Shooting the planet-buster at it is different because gas giants become stars when they get enough mass for their gravity to heat up their cores enough for fusion reactions to start to occur. From context it sounds like the Titanic Gas Giant is teetering on the edge of that, but that it was far enough out in the system that it wasn't getting much heat energy from the star, and that other shit contributed to it failing.

The Planet-Cracker would likely provide enough energy to start up fusion reactions in the core though, which would cause the birth of a new star in the system, which is VERY violent.
>>
>>34461033
Random Notes: http://pastebin.com/Mi8L3Wsb

Random Factions Info (Missing Some): http://pastebin.com/r718mWMk

Space Civ Systems Info (With Grave yard Mission Info ): http://pastebin.com/6hirva0M

Walk Around of the Mother Ship: http://pastebin.com/XVDjVa1B

I believe that is every thing.
>>
Rolled 100 (1d100)

>>34445517
Action 2
Hire the Commanders Alien Exterminators

Using the cults "understandthy alien ability" and the Supremacesists "alien combat bonus" prepare the fleet for combat against the Republic.

They outnumber us a head on fight is suicide, but we can fight smart and with what forces we can muster we will hold them off as long as we can.

Their main objectives will be our valuable technologies, this means the gas fuel plant in the outer reaches and our dessert moon colony.

I suggest we position our fleet near the asteroid belt, hidden, so as to be able to quickly jump to the outer reaches or the inner cauldron pending, reducing the distance we'll have to move if we know where they will try to strike first.

Space is big with lots of room for maneuvering, thus this battle will be won by our potential to outmaneuver the enemy through fast hit and run tactics thanks to pirates who are good at that, as well as our stealthed ships.

Have the commander oversee the tacitcal placement of such forces and modification of this plan as need be.


>tl;dr prepare the fleet for space combat in whatever way we can.
>>
>>34461201
>pirate arch type.
What does that give them?

>>34461262
Well that could then.

But now we just got a 100 >>34461350. Let see where that takes us.
>>
Also we still have a tireless mod to an action saved from the colony.
>>
Rolled 33 (1d100)

>>34461257
He isn't a fucking admiral. HE was a ground pounder not a ship master. The stuff he knows regarding space combat isn't all that masterful.

>>34461395
boost to attack, penalty defense, and a 'hijack' bonus.
>>
>>34461458
Also can we wake the pirates in sleep now or will that be an action? Granted it could case problems. But when ones life is on the line they will have to shut up and fight.
>>
>>34461458
Ok well, hopefully with this 100 >>34461350
we'll find a pirate admiral who IS good at ship combat. Or even an Alien Exterminator ship commander.
>>
Rolled 46 (1d100)

>>34461350

>Our dessert moon colony
Delicious.
>>
>>34461539

>inb4 Genie says our colony dies because our troops all went searching for a dessert moon
>>
>>34461871
That's what our colony is It orbits a gas giant.
>>
>>34461905
>Dessert
I used to like you, Delim, but you've been slipping.
>>
File: 1314671s638841.jpg (84 KB, 1440x900)
84 KB
84 KB JPG
>>34461954
Sorry been off lately miss reading and spelling all over the place. Dam auto correcting in my head.
>>
Rolled 51 (1d100)

>>34461350
>Notices the 100 finally
>Looks back at certain modifiers...
>Begins to cry
>Then notices >>34445517
>The tears of the Genie taste so delicious

Now to figure out how all this shit is gonna interact...
>>
File: 1314671946011.jpg (508 KB, 1400x920)
508 KB
508 KB JPG
>>34462752
Heh yeah ...
>>
>>34462752
This double nat 1 was put down by 2 crit successes with good planning. Too bad we didn't decide to broadcast this shit.

Now to survive until the Brood Wars...
>>
>>34462878
I don't ever think it's too late to broadcast anything, would be a shame with the defense we're gonna put up.
>>
Rolled 69 (1d100)

>>34462878
I have mentioned before with just how ungodly awful the brood wars were for humanity.


Anyway...I am really fucking stuck.

I have EVERYTHING down but ONE...which is something HUGE.

Unless...oh god. oh gawd. fuck. How the hell am i even gonna stat that.
>>
File: 1407420232569.png (264 KB, 1024x768)
264 KB
264 KB PNG
>>34463088
L-lewdly
>>
>>34463088
>69
hehehehe
>>
dis gun be gud
>>
Rolled 33 (1d100)

>>34464126
>>34463213
>>34463210
Sure as soon as I figure out this last part...which is really fucking hard.
>>
>>34464283
>which is really fucking hard.
Heheheheheh
>>
File: 1311671211682.jpg (34 KB, 450x510)
34 KB
34 KB JPG
>>34464283
>>34464337
>>
File: image.jpg (10 KB, 107x181)
10 KB
10 KB JPG
>>34464283
Everything is hard when you know who is in town
>>
>>34464337
>>34464430
>>34464507
It is I have EVERYTHING down except for this ONE goddamn thing. Shit I had most of it down for awhile....
>>
File: 1408053409014.png (187 KB, 560x653)
187 KB
187 KB PNG
>>34464738
Well lets us know if there is anything we can help with.
>>
Rolled 61 (1d100)

>>34445517
6 hero units DETECTED.
WARNING
ONE LEGENDARY HERO DETECTED.
WARNING

The militia is raised, fortifications are constructed, and...a bastion of pure awesome defense arises.

Acquired Bastion trait for construction: When constructed provides MASSIVE bonus to defense, small bonus to offense, and decreases casualties while providing a morale boost.

Acquired Blueprint Bastion Bunkers

Elite troops dispatched to top facilities.

Killer Klansman deployed (KILL KILL EM ALL)
Top level troopers deployed.
Purged Company Unavailable.

Ships repaired...and undermanned until a certain AI revealed just where all that money and resources went off to...

Acquired upgraded and repaired Smart Space Ships. So...despite them being SEVERELY undermanned the ships act as if they are not.

Acquired Boarding Blaster Bots detachments to ALL ships.

Acquired Boarding Buster Bot detachments to ALL ships.

Tactical Insight Mastery VS Republic gained.

All actions against the Republic receives a boon due to insights.
>>
>>34465234
Is it too late to name our colony MAL-Ingrad?
>>
File: 1405279936713.jpg (1.84 MB, 2208x3080)
1.84 MB
1.84 MB JPG
>>34465234
>>34465302
Yeah this colony is so going to be name after MAL in some way. I can see statues every where for the war heroes.

And there will be tea time after this is done.
>>
>>34465302
>>34465404
MEL-Ingrad for the system maybe (we don't want Mal to be known about). And we've yet to see.what our othe heroes are going to do.
>>
Rolled 57 (1d100)

>>34461350
Hm pity you didn't hired more mercs considering the OUTRAGEOUS bonuses those sons of bitches would of gotten.

Plans provided for in specific the fleet combat against the Republic...this was when we found out something interesting. The Commander...somehow had amazing understanding of space ship combat in particular mass amounts....especially when outnumbered. The Cults meanwhile provided whatever lore they had which the commander used to create a plan...

Ships are placed ready for battle.

Right when we finished preparation...that was when they arrived. Alas there was just one problem.

There is more then one fleet warping in.

Before that however a shipment arrived...multiple shipments from multiple sources.

Acquired REDACTED Defense System Matrix arrived and was installed.

Acquired 2 cargo ships and special population(what bad timing).

Unknown special delivery to AI MAL.

Contracts have been put out...extracting funds.

DENIED. Alien Annihilators have chosen to serve without pay...something about paying their respects.

DENIED.

Mercs...are not requesting payment for service.

Special delivery from MAL being extracted...

Acquired Gift(s)

Spliced Shocker Systematic Station

Many MAD MACHINES

WARNING
Multiple Fleets detected jumping in.

>>34465302
No actually. You never bothered naming it or any of the systems you uncovered. Much less your own mothership.
>>
>>34465579
The mother ships ended up with three names floating around. Myrmidon, Orion and (Sorry I forgot the name for the one about dice and gods.)

We should again on one.
>>
>>34465759
I'm totally voting the Myrmidon.

http://www.youtube.com/watch?v=Mxt1ym1ZwU8

And though the enemy outnumber us a poultry we will prevail!
>>
>>34465759
No it's to early to mess up grammar. Agree on one*
>>
>>34465759
Ship Name: Myrmidon
System Name: Three Ice Queens
Desert Moon: Mizar's Island
Colony: MAL Ingrad
>>
>>34465903
I will agree to it. I like the three queens it fits the system well.
>>
Rolled 77 (1d100)

>>34465579
WARNING
Republic Fleet has jumped into our system on the edge of it and are advancing towards the colony and other other installations.

Our ships have set up to fight them...with devastating effect. Despite being outnumbered hundreds to one they blasted through and delayed DOZENS of the enemy all the while being able to getaway intact. Unfortunately even with such devastating success it was still not enough.

Even now the republic has divided its forces into three. All of whom are working unison to 'contain' us. All the while they broadcast how they are after a war criminal and how we are protecting one like that makes us guilty.

A trio of troop carriers and escorts are headed to our colony.

some of their ships are working on taking our installations.

Meanwhile the rest of their fleet is working on trapping our ships.

Unfortunately we couldn't do much more then delay them. They quickly captured out installations(supposedly they have one HELL of a nasty surprise waiting for them).

WARNING
For some reason a wormhole as formed near the gravity anomaly in the ship graveyard.

Combine ships have been detected.

Additional unknown fleets are inbound.

Receiving transmission from the Combine

"Looks like your in some deep shit eh? If you still wish to join us we can help out you know. That there fleet is a ordinary fleet. Its a war fleet led by a Republic hero. And here we thought they would of sent a battle fleet tops. but nah they REALLY roused themselves this time around and outdone it. What did you do?"
>>
>>34466048
Anymore other posts incoming we should wait or do you want us to talk now?
>>
Rolled 29 (1d100)

>>34466048
Two additional Republic fleets are jumping in.

Instead of jumping in on the edge of our system rings they are instead jumping in from above and below before spreading out...they appear to be entering some kind of formation.

Most of the first fleet meanwhile is ALSO peeling back and joining the formation.

>Commander

"Well shit that is the special System Containment Matrix. So rarely done due to needing to mobilize an ENTIRE warfleet to pull off but once its finished you might as well consider the entire damned system utterly trapped. Looks like they are serious about capturing me. Making sure we can't escape first then they'll start coming for us for real."

WARNING
Some Republic ships are lugging behind them a warp gate which is being installed along with a few other installations deeper inside the system. Near the gravity riptide in fact...

Whatever their installing seems to be calming it and their warp gate is already activating.

Our forces did their best to stop them but could only merely delay them.

Meanwhile the some of their ships are beginning to orbiting our world...but seem to have halted for now.


Communications from the Armada has reached our ears.

"Hm...seems like your in a bit of pickle huh? Well you DO have an old friend of mine with you...seems like your rather screwed. I mean *whistles* a full blown warfleet is after your ass. Your dear old commander must of REALLY done something to get them that riled up and that message...just adding insult to injury heh? I ain't even sure my dear Armada can handle something like that I am afraid..."

>>34466099
You can talk now still posting but its fine.
>>
>>34465579
>>34466048
>>34466228
Yeah we really did piss them off.

I assume they want the commander alive, Maybe. But I'm sure if we do more damage they will just end us.

I'm thinking soon we will get to use {Just As Planned}. Ether hitting that warp gate (Which is probably how they will get more troops or something worse) or setting of something to disable scanners for letting the pirates hit.

I'm hoping to get the combie's aid big time payments being their worm (Which we so found for them.) and good chuck of their tech and ships. [45% of battle remains]

Which the help of the armada in payments of credits and loot. [45% of battle remains]

After words I'm hoping we will get the 10% for our uses and to repay more debt.
>>
>>34466048
"Our Commander fucked'em up right good back in the day, they didn't have the balls to take him on back then though so now they're coming after us before we get established. Trying to make a whole big display of it too, in case you haven't caught this transmission they're making yet.

I think we're gonna have to turn down your offer to join, nice as it is. It'd cause too much turmoil within our ranks, and also we want to show these motherfuckers how humans can fight even when we're outnumbered and outgunned.

You're free to help us if you like, or you can sit there and watch. If you choose the latter, well at least we'll have some witnesses to our last stand.

If you choose the former though...well we don't know if you care about this, but we can probably hack into some broadcasts and some images of you guys helping us against the hypocritical Republic might go a long way towards smoothing relations between humans and the Combine.

Nit to mention it'd embarass the fuck out of the Republic since they made such a big deal out if this."
>>
Rolled 86 (1d100)

>>34466228
Once they start getting the warp gate up and running then they'll really start to pour in the reinforcements.

Alert
The Republic forces who are attempting to capture our installations have ran into a rather nasty surprise...

Broadcasting sample feeds

"OH GAWD THEIR EVERYWHERE."

"When the hell did they get the fucking kill klans on their side damn it."

"Shit BOTS BOTS EVERYWHERE OH GOD THEIR OUTSIDE TOO."

They appear to be suffering some rather stiff delays.

Meanwhile some Republic Ships have dispatched to investigate the anomaly and skirmish with the Combine ships.

>Mastermind
"Hm...yes this will be good. Soon...soon we'll activate it but not quite yet."


No more fleets detected entering the system.

We are currently being overrun.

Warp Gate will soon be online.

Attacking our colony will soon begin.

Their formation will be nearing completion upon which we'll be trapped. The commander believes we MIGHT be able to punch through...but the only hole is brief window of time before their completely mobilized in a select portion...or where the gravity anomaly is.

The Combine and Armada are awaiting our response.

Heroes are planning something regarding their booby trap unfortunately it can't quite yet be activated yet unless we wish to sacrifice effectiveness IF it will even work in the first place. And that is assuming they don't catch onto it.

>>34466387
You'll have to talk to them. Remember the Combine is a 'legit' government so they wont be nearly so keen salvage rights as they don't really need it.
>>
>>34466387
Dam I should of thought of this as well. {Utter Devastation} I want to believe this is a social move. We can have Karamazov Kliesti start messing up their PR.

If Mastermind hasn't {An Eye for I:} will be much needed.

MAL should be well set up to do {Centrally Linked Node} and we can pop the tireless soon.

>>34466476
Well yeah just starting a per-plan. Also will {Twisted} give us any hints at the moment?

Heh I wounder if we can trick the tech people into coming here saying we are messing with human tech.
>>
>>34466476
>Heroes are planning something regarding their booby trap unfortunately it can't quite yet be activated yet unless we wish to sacrifice effectiveness IF it will even work in the first place. And that is assuming they don't catch onto it.
"What do you guys need us to do to make this work?"
>>
Alright, this response took Genie a while so I think we're inclined to be able to sit down and ponder what the wisest course of action in this circumstance will be. We are at the cusp of victory, crit sucesses have given us a chance, it's now up to us to grasp it.
>>
Rolled 38 (1d100)

>>34466460
"Hah you don't wish to join us hm? Pity and here I thought we could be...acquanted. You do know that many of the members on the Combine were same hm? Cared about themselves a hell of a lot more then the alien and their superiortiy. Problem is even if you are strong and alone doesn't mean you can't be overwhelmed by many weaklings. THAT is why the Combine formed. Not to mention its a blast rubbing in who is better."

>>34466562
Twisted wont help their not using anything especially exotic or doing anything unusual.

>>34466575

>Mastermind
"Its a super defense installation we need to catch as many a possible, save our own, and power the damned thing without them catching on. The Combine stated they sent a warfleet...but the current numbers indicate that fleet isn't entirely here. Probably because they don't think they need to be. So even if we use it now it will be finished and we'll still be up shit creak except this time with no paddle."

"Right now were trying to hold out and not show our cards too early..."
>>
>>34466681
You know if these Combine end up saving our asses and fighting alongside that will completely remove any sort of qualms our population has against aliens.

Grr, why why why does it have to be the combine of all people to be falling into the right place and the right time but being the wrong race. . .
>>
>>34466788
Character development. We mast fight a battle for our lives and thru it grow as a person and colony.
>>
>>34466681
"Hey Heroes, these combine fellas are gonna be a serious thing we need right now but you guys still wanna go for independance right?"
>>
Rolled 26 (1d100)

>>34466892
Commander has feelings against it.

His daughter has misgivings.

AI MAL don't care.

Mastermind...would prefer independence. BUT if we DO win who says they wont be back and better then before?

So that one is torn...mentions something about choosing a human group instead.
>>
>>34466965
"Well commander, heroes, if you guys can figure out a way to get them to fight with us (or at least against the Republic) while maintaining our independence some ideas would be nice.

You're the diplomat here Karamazov."
>>
Rolled 76 (1d100)

>>34467044
"Look even I can only do so much now say if it was JUST the war crimes OR the message. I could work with that. Now though...I'll need something special first."
>>
>>34467128
"What sort of special thing will you need to convince the Combine to fight with us while not putting us under their bootheel?"


>>34467128
Also Republic are tryingto bottle us in. . .

in Three Dimensional Space. . .

HOW many ships do they have? Space is HUGE
>>
>>34467128
>>34467044
Maybe we can get SS into this and see how many factions we can get to start shit with the republic? We have the contacts with Bazstom as well. there is also Captain Alisha Zarkh.

... who else ... the ice planet with the AI.
>>
>>34466228
Where is this gravity riptide again?
>>
>>34467289
>>34427683
The sun.
>>
Rolled 92 (1d100)

>>34467192
Exactly. What they do is a use a gridlike formation and some apparatuses/installations.

Granted there IS quite a bit of space between ships but good luck actually making it.

>>34467289
Around the sun/between it and the smaller gas giant.

>>34467225
heh and why would a megacorp get involved?

Much less those other ones?

>>34467192
The Combine...is VERY loose on its influence with members. Their power is in a extremely limited range.
>>
>>34467370
We have their black box.
>>
>>34467370
"Yes, but Karamazov can you see a way we can convince them to fight with us without just offering ourselves up to them?"
>>
Rolled 66 (1d100)

>>34467418
...So you gonna bring that up to them?

>>34467486
"I am no expert regarding the Combine. What I do know is the combine fights for no one but themselves. They are even worst then pirates in that regard who are at least redeemable possibly."
>>
>>34467534
The thought pass my mind. But I want to put my faith behind the one who has done great and still does. This one >>34467486 and I will do all that I can to help with info and ideas.
>>
>>34467534
"So it is a matter of figuring out how to make this worthwile to them."

>>34467534
"Hey Combine, let me ask you something. If the Republic profits here, your enemy profits, and if the Republic loses here, your enemy gets pushed back.

Would it not be within your interest to ensure your enemy does not win here and thereby gain more resources to throw at you?"
>>
Alright, thinking of a plan right now.

>>34466228
>Instead of jumping in on the edge of our system rings they are instead jumping in from above and below before spreading out...they appear to be entering some kind of formation.
Hah, I was right, they could completely bypass the outer eschelons due to the system being shaped like a disk, naturally.
>>
We have the Pirate Princess armada and the Combine Fleet out there we need them both on our side if possible, so we need to figure out a way to get them to fight with us.
>>
Rolled 23 (1d100)

>>34467807
"Hm what resources? All they are attempting is to capture a 'war criminal' heh the idiots. Just a waste of time and resources for what a crime that DOESN'T even exist? Just like the old human way of putting it 'all is fair in love and war' must say that is a good saying."

>>34467895
Or a circle. Space is 3d.
>>
>>34467934
"What, didn't we tell you about all the fancy tech we had? On top of the various gas and mining opportunities this whole system will bring them.

Oh, and there's your little ship still there if you care about it."
>>
>>34467934
"Point still stands, won't it be good for you if their fleet here is devastated? As you said, this ain't no ordinary fleet it's a fleet with a hero innit.

Here is the opportunity presenting itself to deny them that."
>>
>>34467934
"Commander, while they are still setting up the net now is the time more than ever to punch through it.

Supposing we could get some ships to burst through a weakspot, even outside the net what could they accomplish?"
>>
Rolled 34 (1d100)

>>34467934
Does opening the Black Box require an action?

We should open it.

How big a chance that it has the deed to Sorry suns in it?
>>
>>34468529
Hrmm, even if we had a reason to think what would be inside it for us, we still need to work on an immediate plan for the battle as well as working on getting (preferably both) the Pirate and/or the Combine to fight with us, while maintaining independence.
>>
>>34468529
I do agree knowledge can be dam good. But there is a risk of viruses and other things that even MAL is uneasy about.
>>
Rolled 89 (1d100)

>>34468005
"Hm we have fancy tech too and who cares we'll deal with it."

>>34468082
"Hm we are well aware and we will take advantage its just why should we risk our necks for you hm? You are not one of ours or even neutral to our kind."

>>34468498
"certainly possible but its a small window of opportunity the other one though will last longer."
>>
>>34468646
>"certainly possible but its a small window of opportunity the other one though will last longer."
Wait what? What does he mean by the other one?
>>
Rolled 49 (1d100)

>>34468681
The gravity combine anomaly they are attempting to avoid...for now and even then its a glaring weakness within their net.
>>
>>34468681
>>34466681
>>
>>34468712
Aw I thought you were talking about he trap.
>>
>>34468712
Okay, but does the commander think we should keep our fleet within the net or would they have better opportunity outside the net?
>>
still working on that plan, feel like if I could relax for a while and take an overview of the situation it'd be much easier.
>>
>>34468873
Can be, if it's any help your doing great.
>>
>>34468965
I got lucky on that nat100 if that helped, but this is such a big scene with so many things to worry about and made worse by the fact that diplomacy is limited by the timeframe that Genie is here.
>>
>>34469047
True. But I have faith in our crew and our people helping. We can go with the aid rout with the Combie or we maybe able to leave with the armada. Ether way this will be a hard fight and I'm sure that wrap gate will be a problem.
>>
>>34469152
Getting rid of the Warp Gate is the number 1 priority, but we don't have the means to without help.

Actually, make that priority 2, priority 1 is helping our heroes big plan.
>>
>>34469230
We're pretty sure that this is not all the republic's troops set here. But man do I want to use that trap to end both the Republic and Combie. Then we go chill with the pirates and learn to loot and battle aliens with small numbers.
>>
>>34466681
>"Its a super defense installation we need to catch as many a possible, save our own, and power the damned thing without them catching on. The Combine stated they sent a warfleet...but the current numbers indicate that fleet isn't entirely here. Probably because they don't think they need to be. So even if we use it now it will be finished and we'll still be up shit creak except this time with no paddle."
>"Right now were trying to hold out and not show our cards too early..."
Whatever we do it needs to be in line with this.
>>
>>34469047
The only thing we need to do is nail the warp gate with the planet cracker. Then we need to focus on allowing the masterminds plan to go through.

Also down to agree to join the combine if need be.
>>
>>34469891
Too early, in fact we might want to keep that thing open. They stated that if we activated the trap now while most of their fleet is still out there we'll have only trapped a few and will be shat on by the rest of their forces.

What seems to be is we'll need a grand stalling tactic of sorts.
>>
>>34469979
It seems like we need to just keep doing what we are doing, all 3 actions, syncro'd, towards the mastermind making the final preparations for his plan. Feign disorder and maybe even a false surrender?
>>
>>34469979
I doubt it would work. But maybe way lets talk this out or the Combie will get involved.
>>
What's the commander think about using our Mothership to power the defense grid and using the planet buster on their.warp gate?
>>
>>34470134
say* not way
>>
>>34470112
>>34470134
>>34470145
What I am seeing is we need to give them a reason to send the rest of their fleet by continued guerilla actions whilst at the same time helping them finish the trap so by the time they get here with most of their forces, it will be ready.

Perhaps making sudden strikes against the warp gate to steal its power source and sabotage it, before pulling back. Pirates can raid and loot at the same time.
>>
>>34470219
That's a cool, but risky idea. I would love to continue the guerrilla warfare, but a risky mission, even for a high value target is unwise. We don't know what forces we might need where after the master mind plan goes off.
>>
>>34470145
What happens if a Warp Gate is destroyed when it's powered up/as it powers up.anyway?

Also, if we can manage to get the Commander out of the net, then suddenly they have no justification to be here. Perhaps it's time for a heroic sacrifice to be dedicated towards some goal or another.
>>
>>34470349
If we can get the Pirate Princess on our side, we can risk the loss of some of our own pirates.
>>
>>34470451
That sounds like it's right up her alley, fuck the power source let's steal the whole damned warp gate
>>
>>34470492
Here's the thing, we can't disable it permanently, we just need to slow it down and get the power source.

At some point, we need ALL their forces here for to trap them all, but not too early and definitly not too late.
>>
Rolled 62 (1d100)

Must say these are some pretty good plans and ideas.
>>
>>34470611
We do have boarding robots, I'm sure they can hurt the efficiency of the warp gate.
>>
>>34470748
Can't tell if sarcasm, irony, or lying.
>>
>>34470748
And if you're telling the truth can you tell us which ones seem good and little bits of why?
>>
>>34470860
Just because we aren't going to survive doesn't make it less of a good plan, he is being factious.
>>
Alright, getting a better idea, so tired. . .need to think some more.
>>
Rolled 90 (1d100)

....So dead in here.

What happened?

What about hero abilities?

Plans?

Stupid ideas?

Plotting?
>>
>>34472055
Bed time? That or people are taking a break to think about what to do.

I think we got a sold lay out so far. The main thing is keeping to the first goal of Independence. But at a moment there is very few ways will do that. Really it will rely on getting help with out having to fully join someone.

The armada would be the mostly to let us break free later (or so i want to believe). The Combie could work, That is if people wish to do more kill the enemy from with in. But after words that leaves the republic to deal with.

Long term I believe it would be best to take the republic out and grow. That way we can then fight the Aliens head on. But there will be problems with that. So... not sure where to best lean. The final option will let us live at the cost of loosing a lot more that just freedom, Life from our dear crew.

At the moment we can fight and win this with out huge looses. But we will need to pick a side. Otherwise we must buy time and use the trap to get out of here. True we have that opening in the worm's area. But doesn't mean we will live if we use it.

These are my thoughts so far.
>>
>>34472055
Yeah, I think it's fair that if you had the time to figure out that triple nat1 and the new 100 I kinda want to take a good long look at this if you don't mind.

If you want me to try and make a halfassed rushed plan tired well, I'd give it a go tonight.
>>
>>34472055
Oh hey, can Mizar's "An Eye for an I" Identify some of the Republic's heroes?
>>
>>34472055
>basic 1: use all available pirates/ boarding bots/ suicidal volunteers to attempt to cripple the warp gate and hijack it's power source. This is our deathstar run people, take it seriously.

>basic 2: synchronized(Mal) just as planned (Mizar) you two are in control of all remaining units, put them where you need them, time to set up for thefinal stages of the plan.
>>
>>34473046
That isn't bad but it's a skeleton of what we need in addition we still need the help of the other factions
>>
Rolled 24 (1d100)

>>34472588
Possibly you know of only 1 atm.
>>
>>34473419
Well, it's a passive ability
>>
>>34473561
It also gives bonuses against that target. Best we save it for when we encounter him, or should we learn about him now and make counters to him?
>>
>>34473621
If we know where he is, that ships getting planet busted
>>
>>34473778
>inb4 he's a galaxy pro tennis player and lobs the shell back at us
>>
night bump, gonna sleep on this and dream for inspiration, godzilla has something to work with and much info was gathered.
>>
Take it easy people.
>>
Morning bump.

Breakfast, a clear mind, a fresh day, and now time to relax and think carefully on how we approach this.
>>
Alright, here's my version of the plan.

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

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

A.) Convince the Pirate Princess Armada to fight alongside us
B.) Convince the Combine to fight for us

Details incoming
>>
>>34479882
Pending the success of A.) and B.)

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

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

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

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

This is why it is imperative the Combine be there.

Con't.
>>
>>34480014
Action 2
With the defense net penetrated and being attacking and torn, if we are lucky they will redirect their forces into controling the situation again. In the *best scenario* while the combine meddles with the Republic fleet, the Pirate Armada must make a strike against the warp gate. They have likely concentrated a substantial amount of forces there, so we don't expect them to make a full frontal assault but a hit and run saboteur attack, with intent to both raid and loot the power source of the warp gate.

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

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

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

Todays thread should be set to figuring out a way to convince both the Armada and the Combine to fight with us aganist the Republic, while if possible maintaining our independence.

---

Genie, if you are reading this, I want a Hero assesment of this plan.
>>
Bump
>>
>>34472499

>Long term I believe it would be best to take the republic out and grow
What? You're joking, right? All of humanity united against the Republic would be a moderate threat to them at best, let alone a dinky backwater colony and its mothership+pitiful fleet.
>>
>>34479882

I'm guessing (but not entirely sure) that once the Republic completes their sphere they're going to start moving inwards and crushing all resistance they encounter. This is both bad (for obvious reasons) and good because it concentrates their forces so we might be able to get extra effect out of our defense installation.

>>34480062
...Why do you guys think the Warp Gate's power source is...detachable or something? It's a giant fucking gate that punches through space-time to allow entire FLEETS through, does that sound like it's powered by something that can be detached? Recall, if you will, all the power systems in our mothership and how NON-DETACHABLE they all are.

Destroying it is one thing (it's probably pretty delicately balanced, especially when it's in use) but taking it's power source? Really?
>>
>>34481764
It was but a thought, if anything bandits are known for their ability to steal what often isn't stealable (reavers even moreso) so I wouldn't be surprised if the Pirate Princess had some among her number who could just steal the whole thing.

In any case if we can't detach or the thing the least we can do is disable or delay it (which would involve dismantling it regardles). And we do have that bonus against Republic and quite a bit of knowledge of their forces through our cultists and nat100

If you have any suggestions on if we should do something else entirely please continue we need as much work on this as possbile.
>>
>>34481764
Basically if our sciency types get there and say "hey, we can use this" then we do it, or if they say "can't be done, let's just wreck this thing" we do that as well.
>>
>>34482236

It would be better to completely hijack the thing with pirate forces (bonus to hijack and attack), and then open it up to the territory of an enemy of the republic, or open it up so that solar flares go through it and whack their forces, or something. If nothing else, we can hijack it and simply shut it down.

But you can't just steal a power plant out of the middle of a ship.
>>
>>34482255

You plan to insert sciency types into a hostile installation during a pitched space battle, and have them analyze the power plant? What would we even have them do with it if they can use it?
>>
>But you can't just steal a power plant out of the middle of a ship.
If we had a reaver we could, alas, we do not. Those guys can do the impossible. I don't think to underestimate the Pirate Princess however.

>>34482362
>You plan to insert sciency types into a hostile installation during a pitched space battle, and have them analyze the power plant?
Hey if anything that sounds awesome enough to work in Genie's realm. And it'd be somewhat true to X-Com

>What would we even have them do with it if they can use it?
As you say, opening it up to other places we need. I'm not sure about enemies of the Republic because look at the Combine one of their enemies and we still can't get them to fight with us.

Solar Flares to mess with the fleet might work, but wouldn't their ships already be adapted to handle that sort of things since the installation is being built this close to the sun anyway?

Or as mentioned earlier, possibly hacking it in secret to where when they arrive with reinforcements the gravity stabilizers go off and the riptides mess with their fleet.

A number of things, but it doesn't hurt to try.
>>
>>34482362
Anyway, point is we need to insert ourselves into the Warp Gate station and do something to it, perhaps our Heroes can think of something far more useful than we.

But we can't let them pour their reinforcements right now.
>>
>>34482341
Hijacking it is also a good idea.

Keep these criticisms coming we need to adjust our plan.

Also the plan does not take into account the imminent colony invasion or if there is anything we can further do about that when our fleet is busy elsewhere.
>>
>>34482859
The colony is on its own pretty much. We did what we could to prepare it for the assault, so they should be able to fend for themselves fairly effectively.
>>
>>34483054
I'm wondering if even if they don't use heavy bombardment they might use pinpoint orbit to ground laser strikes or something. Maybe we kick up a sandstorm with one of our ships before we leave and hope we function better in the dust than they in our own lands and territory:

Well, let's just pray for them. MAL said 10k would be enough to survive without us, let's hope that comes in handy here.
>>
Still need to get over the huge hurdle of having the Combine AND the pirates fight with us. I don't know if we can survive without both of them, much less one.
>>
>>34483287
The pirates can just be hired (at an immense premium) as for the Combine, perhaps Karamazov can work something out with them, or maybe the Commander has some dirty secrets on the Combine that they wouldn't want the Republic finding out.

I'm pretty sure the Combine can be persuaded to help, we're just overlooking some key detail.
>>
>>34481642
Not really we could use the momentum from this moment and get a good chuck of power. Then depending on what happens here we have the Combie's aid and the Armada. At first it will be slow going and a pain yes. But this is a long term goal and the ended game being full control. We would mostly be doing umbra tactics, break the Republic with PR, Slowly taking it apart piece by piece and other thing as they come up.

Sorry for throwing things out about later topics.

>>34483644
If we can't find it hopefully we will have the ability to still join them. It would suck, Lucky from what I understand about them. Yeah they will want things from us. But they seem to be open to letting factions from with in do their thing.

... Maybe we can use our faith in our selves to help. It's common for their people and it could be possible to work it in.
>>
Wartime Bump

I must say we've come a long way, for better or worse, than simply making zombies flush out a camp of skullfuckers.
>>
Rolled 22 (1d100)

>>34486481
Indeed.

>>34483644
Unlike the republic the Combine is unapologetic and blunt with what they do with few regrets. Unlike the Republic they don't give a shit about PR as its not an issue for them. Naturally they aren't exactly well liked.

As the Commander says they have an 'understanding' and dirty secrets...well the Combine doesn't care if its dirty or not unlike the republic to whom its a pressing concern.

Karamazov meanwhile states the Combine are pretty adamant with what they want and aren't easy to reason with by any means.

The combine holds power in only the regards of two things. Warfare and Trade both of which its not the sole power in.

>>34480014
The heroes note your assuming we can get the Combine and Armada on our side.
>>34480062
Otherwise its a good plan hm.
>>
>>34488209
Karamazov knows the pirates best, what does she say will it take to get them to fight? Surely money speaks to them at least.

>>34488209
"Combine, you ask "why should we stick our necks out for you" to this I ask, what price can you put on the destruction of your enemies? What price can be put on the promise that on this day your enemies would be dealt a tremendous blow through your efforts.

And now I ask, is fealty truly what you desire? Trust and loyalty are a hard and fickle commodity to come by. But surely trade, material, and resources are much more firm.

If there was no way we could pay for your services through money, materials, and fuels what is it you value in us joining you and how could we negotiate to give it to you while maintaining our independence?"
>>
>>34488463
Things like this are why you keep the title "Silvertongue."
>>
>>34488946
>>34488463
That being said, we may want to pay the pirates to assist us before we negotiate further with the combine. They'd like to see the Republic defeated, but as of right now they'd be doing most of the work. If the Armada joins us then the balance of power will be shifted.

Oh, the Armada might be useful for hounding the Republic into a sufficiently compressed formation that our defense matrix can deal extra damage. The Combine's gravity anomaly or the gravity riptide might be useful for that too.
>>
>>34489376
I gather that the forces present even if compressed and trapped, are not their full forces and we need to get them to lure the entirety of their fleet.

Even their hero hasn't arrived yet as far as I know.
>>
>>34489376
Basically we need to convincw them that the opportune moment to strike at the Republic here is WITH US, or at least with a portion of our plan. They already plan on taking advantage of the action here,.we just need to make sure they intervene before we get wiped rather than after our plans have gone through and left the Republic vulnerable.
>>
>>34489408
I think they're relying (mostly) on their warp gate to bring in the rest of their reinforcements.

Oh, offering advantageous scavenging/salvage rights to the Pirate Queen and mentioning that if she helps then the Combine is likely to help too. Also, the Combine gives few/no fucks about salvage, and something something winning a decisive victory here is likely to quell any would-be usurpers in her realm temporarily.
>>
>>34489408
I'm pretty sure they have 6 heroes and 1 Legendary Hero in the deployed fleets.
>>
>>34490058
True enough, but
>current numbers indicate that fleet isn't entirely here.

We need to get them all here and make the trap work or we're done for
>>
>>34490166
Not if we get the Armada and Combine on our side. I think we have a legitimate straight-up foghting chance if we can pull that off.
>>
>>34490363
Truth, but to really get the combine on our side for a fight like that might as well ask us to join them.

With the trap we'd be able to fight their full fleet even with the numbers provided by them and us now.
>>
>>34490408
By no means am I dismissing the trap, but I suspect that we're going to need to recruit either the Armada or the Combine in order to actually pull it off. Of the two I suspect the Armada is more suited to that sort of round-up work.
>>
>>34490529
Guess Genie is busy tonight.

30 posts left till thread bump end. Conservative bump mode activated.
>>
Rolled 72 (1d100)

>>34488463
Karamazov says they'll help but their gonna want salvage rights AND sanctuary.

At least they aren't wanting us to pay them...

----
"You care about independence no? WHY do you think the Combine was formed? It was to INSURE one keeps their independence no matter the threat they may have to face. Even if one has to work together with others. Then the Combine worked to help facilitate trade between members and war."

"The Combine is war machine with a most limited capacity for the SAKE of independence for members. We are a Confederacy. We are the limited government between the members. What you are asking is for us to TACKLE a fucking WARFLEET. Are you INSANE. That would be akin to us declaring fullblown War on the Republic. Last time that happened..."

"As for PAYING for our services....we are NOT mercs. WE have standards. The payment we accept...is NONE. Members pay their dues and we do our part with no extra charge. That isn't to say you can offer more then the minimum or even your fair share. BUT we are not mercs."
>>
>>34492690
So. . .we CAN maintain our independence while at the same time being part of the Combine?

What the hell do our heroes want "independence" from them if joining them is in essence the same thing?
>>
Rolled 52 (1d100)

>>34492764
You have to pay your taxes/dues.

Offers of manpower, resources, and tech among other things.

They are also quite infamous for being a bunch of selfish, supremacist, competitive, war mongering greedy pricks.
>>
>>34493180
>supremacists
That's the big one right there, the rest I can work with at least. Mostly.
>>
>>34492690
>>34493180
Goddamit if they were just fucking HUMAN I would join them and their war effort in an instant.
>>
I'm really not seeing a way for them to fight with us unless we join them, it really wouldn't make sense to go to war over somenoe who isn't you unless we have something of phenominal Value to convince them too. They even state they don't accept any payment at all.

Unless the Black Box or the alien Cache we found on the volanic moon are of such tremendous value so as to justify an entire war against the Republic, the only option I can see is joining them which while ultimately problematic at least ensures our survival.
>>
>>34493345
Come on all we have to do is XCOM: Enemy Within them.

>>34493462
Well we have Karamazov Kliesti the Negotiator. I'm sure with time we can get free, If we need to. But other than holding out and escaping at the cost of life when the trap goes off. We will need to join someone and the Combie have the power to fight the republic.
>>
>>34493180
"By the way even if you aren't here to fight for us, you said you had business in these parts. That business wouldn't happen to include a certain buried cahce on a certain burning moon would it?"
>>
If these packages don't end up valuable, and the Commander don't have any way to convince them to wage a war for us without independence, I would have to vote that we join the combine and hope that gives them an excuse.
>>
>>34494022
Agreed.
>>
Anyone object to joining the combine at this point?

>>34493634
>>34493180
*dialogue*
>>
>>34494934
Any I have are out weighted by my wanting to live with out to many losses. And I wanting to kill the enemy from the inside like ... Alien. You the chest buster
>>
Alright Genie, if you get back, tell our heroes the only option we have of making the Combine Fight for us and thereby not dying is to join them, if they have any, any semblance of an idea that keeps our independance before we do so, state them now because we don't see any other way, but maybe they do.
>>
>>34493462
I thought they /were/ openly hostile to the republic?
>>
>>34497539
But not at war it seems >>34492690
>>
Rolled 19 (1d100)

>>34493634
"Hm...no of course not Combine doesn't deal in staches unlike you humans."

>>34497539
Openly hostile(skirmishes/raids are frequent) but mobilizing full blown fleets for proper war waging doesn't happen.
>>
>>34497918
Well, it's evident we're out of options convincing them to fight for us without joining (unless the Heroes have ideas).

"It seems we are at an impasse. Does one who still wishes to remain independent and requires your aid still able to ask for admitance?

War between the Republic and the Combine is inevitable. Be it now or a hundred years from now, you and i both know peace does not last eternal.

If there is to be a war, would you not agree the best time and place to start it is after the annihilation of an entire warfleet?"
>>
nigth bump
>>
>>34494934
I'm down if our members find that to be preferable to annihilation.
>>
Well it's been fun see everyone Tuesday.
>>
I'm on a phone, so I can't tell if this bump is futile or not. I guess even if it is i'll just spit in the face of inevitability like we are with this war fleet.
>>
>>34503484
Final bump of the morning.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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