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"Lord Governor? L-Lord Governor?"

You drag yourself out of an exhausted sleep, glancing blearily around the utilitarian metal box that passes for a common terminal at Karrymann Trade Station. Scattered around the room are various travelers from twelve worlds you recognize and at least twenty you don't, while in front of stands an attractive young woman in the uniform of the Commonwealth Administrative Department, at attention before your seat, staring pensively in your general direction.

You automatically look behind you for the Colonial Governor slumming it in the station commons, before realizing your section is empty aside from a handful of free traders quietly conversing among themselves in the back.

Oh, right.

"Lord Governor? L-Lord Governor?"

You drag yourself out of an exhausted sleep, glancing blearily around the utilitarian metal box that passes for a common terminal at Karrymann Trade Station. Scattered around the room are various travelers from twelve worlds you recognize and at least twenty you don't, while in front of stands an attractive young woman in the uniform of the Commonwealth Administrative Department, at attention before your seat, staring pensively in your general direction.

You automatically look behind you for the Colonial Governor slumming it in the station commons, before realizing your section is empty aside from a handful of free traders quietly conversing among themselves in the back.

Oh, right.

"Present and accounted for, ma'am." you say, stifling a groan as you rise from your seat. You always wondered why it was that, 500 years after the "discovery" (More like looting) of FTL technology and the beginning of the Diaspora, seats in spaceports and other waiting areas around the Commonwealth and beyond had to universally uncomfortable. Probably some kind of clandestine law.
>>
She seems to mentally trip over your choice of words, attempting to reconcile you with the normal, insufferably vain and arrogant, picture of disgraced nobles, second sons of Royals, and dangerously ambitious minor aristocrats normally exiled to the frontier. While her psyche continues attempting to pound a square peg into a procession of decidedly not-square holes, hospitality training kicks in as she brushes an errant lock of blond hair back from her face and continues.

"My lord, your ship is now loading, but we were having some trouble finding you. I failed to take your... Background into account and search outside the luxury waiting area"-Of course there's a luxury waiting area-"until we had spent considerable time searching the first-class district."

At this point you notice a fairly large number of station security trying to stand around casually and failing, twitching every time an innocuous passenger appears to be walking towards your section or someone handles a piece of baggage. You decide it's time to leave before one of the trigger-happy idiots hallucinates the purse of the old woman in the next section into a bomb and hits her with a full-power stun.

Besides, while being the ruler of a new colony doesn't place you at the top of the "tempting targets" list, it is pretty far up there.

"Very Well," you state imperiously, trying to regain dignity no doubt lost while you were passed out and drooling all over your collar. "If you would lead the way, Miss...?"

"Hollsworth," she replies quickly as she leads you down to Dock 19, the security guards follow you while continuing to conspicuously attempt to be inconspicuous. "Dian Hollsworth. I will be your official Aide and Commonwealth Liaison on the planet of Tempest."
>>
You nod. Standard practice for colonies financed by independent development corporations directly for the Commonwealth instead of other settled worlds or the various multi-system alliances, federations, confederations, kingdoms, princedoms, and empires within the Commonwealth: Attach an Aide that is both certain to be up to demanding Commonwealth standards, but doubles as a useful spy.

You finally arrive at dock 19, greeted by a official from the trade line carrying your ship: A full complement of colonists, mercenaries, supplies, terraforming technicians and machines, technical specialists, administrative personnel, and sundry equipment to a new world.

"Salutations and good fortune, dear sir," drones the, well, drone in the unkempt grey robes, reading a greeting that was obviously intended to be delivered in bombastic and energetic tones with a voice better suited to a particularly basic computer. "We welcome you to our great starfarer, the Harvest of Tomorrow, escorting you to your new charge on the arctic frontiers of Fenrir. In the future ages of the Commonwealth, the name of Micheal Greystone shall be carved into the stars themselves, chronicling your rise from..." The official officiate pauses momentarily as something forces what mind he has to finally engage in his surroundings instead of green-lighting rote actions. "Oh dear, it appears your Bio was misfiled. Remind me of your great deeds, if you don't mind, so that I can find the misplaced data."

"Of course," you reply, grateful in the short reprieve from what was shaping up to one of the most boring speeches you'd ever seen in person. "My name is Michael Greystone, and I was.."
>>
>>35355775
>Third son of a wealthy trading magnate
>>
>>35355775
COUGH COUGH "Ava Tillion, first daughter of the Sultan's wife"
>>
>>35355775
"Formerly Michelle Greystone, famous porn actress. As you can see, the gender reassignment therapy is going quite well."
>>
>>35355775
>A vat-grown statistician
>>
>>35356010
I know this is a troll post but FtM might be interesting. Pornography actress is just retarded though.
>>
>>35355976
This
>>
>>35355940
This.
>>
>>35355775
Fourth son of Senator Greystone.
Colonial Marines, Captain, Retired.
>>
>>35356062
This
>>
>>35355976
Second
>>
>You have 5 Destiny Points. You can spend these points to buy additional Backgrounds, broadening your characters skillset, connections, and worldview, or save them for later stages of Colony Creation. Unspent Destiny Points will effectively act as extra lives, allowing you to escape from certain death.

A decorated Commonwealth Army General, promoted up from enlisted infantry after time in several of the Special Forces branches.
>Connections in the Commonwealth Army, mastery of the tactics, strategy, and logistics of commanding a Ground War, and an excellent reputation among planetary Guard forces (Including your own), mercenaries, and the Commonwealth Army. You are known and respected as a commander who cares deeply about his men and understands what it's actually like on the front lines, and a master of Combined-Arms tactics and improvisation.

A Commonwealth Navy Commodore, commander of Task Force Rapier. Noteworthy for a highly successful campaign against the Red Nebula Pirate cartel.
>Connections and an excellent reputation in the Commonwealth Naval Forces, mastery of starship combat and operations in The Black. Hated by Pirates. Harsh and authoritative, you are respected among spacefarers and feared among Pirates.

A BOLO supertank commander, victorious in combat against the armored might of the Iron League Mechanized Army and Kryllni Leviathans.
>Connections and reputation among the BOLO Legions. You have mastered the art of commanding the most powerful war machines ever built for combat on a planetary surface, and have picked up a fair bit of knowledge on how to fight super-heavy vehicles with conventional forces, from memory of the "crunchy: enemies that were the biggest pains to deal with.

A Free Trader turned asteroid miner, catapulted to fame after a routine clash with pirates uncovered a plot to hold a valuable trade center hostage with an antiquated cache of nuclear weapons.
>>
>>35356062
Seconding
>>
>>35356236
Do we have to choose the Backgrounds now, or can we see the later Colony Creation options first?

And this is what happens when you take too long, or don't put a [continue]; people going off and suggesting their own thing.
>>
>>35356236
Which one won?
>>
>>35356236
Bolo commander
>>
>>35356236
Bolo
>>
>>35356310
IF we get to take a BOLO (maybe a Mark XXVIII), then I'd heartily support that.

But as a new colony, will super-heavy tank tactics be that useful if we have no super-heavy tanks to command?

You're just letting the word BOLO dictate your choice instead of actually thinking about what would be most advantageous.
>>
>>35356343
Bolo means having friends in the Boll legions.
>>
>>35356236
Army General.

As much a having Navy contacts would help with supply drops, I think being able to protect the colonists from hostile native fauna is more important. Though we're kind of screwed if we don't have planetary defense batteries and some space pirates decide to park in orbit, I'll admit.
>>
>>35356374
Having friends in the BOLO Legions is nice, but does that mean that if we ask, they'll route a BOLO to assist us in a week?
>>
>>35356374
You don't need to namefag in a quest.
>>
>>35356397
Hopefully yes
>>
>>35356343
I don't see why it would be included if it wasn't going to be pertinent in some way.
>>
>>35356409
Whoops forgot to drop tag, my bad
>>
Is this quest based off anything?
>>
>>35355940
>>35355976
>>35356010
>>35356062
>>35356111
>>35356146
>>35356157
>>35356172
>>35356193
>>35356211

Shit, sorry. Something came up and I had to go AFK for a minute. I will keep some of those character concepts in mind, though, especially the Vat-Grown Statistician.

The Colonial Marines are unavailable as player characters, given that membership is essentially for life, given that you're only allowed to retire to the Marine-controlled Breakers World due to paranoia about Supersoldiers of all stripes, leading the Marines to almost become a civilization in themselves.

>>35356236

>Your name is toasted in many spaceport bars, and you are respected among your fellow Free Traders. You understand commerce, the running of a trade vessel, how to properly run a Wildcat belt-mining operation, and most importantly, that you can only trust the Hegg as far as you can throw the average Administrator Legate, which is not very far. You have also picked up some practical principles of combat, both in person and in space, from experience, know how to properly rig up junk freighters as Space Technicals, and are comfortable negotiating with aliens. You are not much loved by the Commwealth AdDep, or the Megacorps.
>>
>>35356236
>>35356454

A Free Trader turned asteroid miner, catapulted to fame after a routine clash with pirates uncovered a plot to hold a valuable trade center hostage with an antiquated cache of nuclear weapons.
>>
>>35356454
Voting for Free Trader.

We're running a colony, and making it profitable, not just a military base.
We need business contacts and acumen as much leadership and a grasp of combat tactics.

Mercs will appreciate being paid on time.
>>
>>35356447

I blatantly steal shit from all over the place, you'll probably recognize a few things from Known Space right off the bat, but the setting is in the main my own.

>>35356397
>>35356377
>>35356343
>>35356292

You can see Colony Creation now if you want, although it will sort of break the Narrative. You will have 100 points to spend among things like weapon upgrades for your Guard, heavy machinery, political considerations, and generally all kinds of stuff. Among them will be an old BOLO retrofitted for use as a super-heavy industrial machine that you could put weapons back on, despite that this is kind of illegal.

You are on the Frontier. Actually, a ways beyond it. Support will be scarce, and you will mostly be left to brave whatever dangers find you on your own.
>>
>>35356454
>>35355976
seconding this and
A Free Trader turned asteroid miner.
>>
>>35356606
>Among them will be an old BOLO
Okay, like I said, I'd vote for BOLO Commander if we could get a BOLO, and since we can get one, I'll vote for it.

Also, you said we could pick more than one background.

How much for BOLO and Free Trader?
>>
>>35356607
>>35356576
>>35356551

We are go on Free Trader, with BOLO Commander in second place. Would you like to spend Destiny Points to attain additional Backgrounds, or continue to Colony Creation?
>>
>>35356674
If we can compromise and get both it might work out for the best. Not sure though. It's that or a final destination.
>>
>>35356674
Backgrounds!
>>
>>35356666

One Destiny Point, one extra Background. Destiny Points can also be redeemed for 60 Colony Creation points later on, or for one bullet-dodging later still.
>>
>>35356674
I vote to use a Destiny Point and take both BOLO Commander and Free Trader.

Is there any way to acquire more Destiny Points in the course of the game?
>>
>>35356721

Outstanding feats of heroism, accomplishing goals with maximum style, or succeeding against impossible odds. Generally, if either Doomrider or A Pimp Named Slickback pop out of a dimensional rift behind you to shout a a catchphrase because of your actions, you get a Destiny Point. However, Destiny Points gained later cannot be redeemed for anything but not-dying. No matter how badass you are, you can't just wake up one day and remember that you had a decades-long career in the military or suddenly have heavy equipment appear out of thin air.
>>
>>35356828
That incentives using DP for backgrounds as much as possible.
>>
>>35356828
That incentives using DP for backgrounds as much as possible.

Well, as much as is safe anyway.

Also, what's the tone you're going for?

Wacky and fun or All serious all the time?
>>
>>35356902

I won't claim otherwise.
>>
>>35356674
A background.
>>
>>35356928

Somewhere in the middle there. Wild West on the edge of Human Space. The character of the game is largely malleable depending on playstyle.
>>
>>35357000
Sounds like fun.
>>
>>35356709
>>35356704
>>35356952

BOLO Commander + Free Trader. Would you like to make another purchase or proceed to Colony Creation?
>>
>>35357039
Colony creation kind sir
>>
>>35357039
CC
>>
>>35357039
I'm tempted to throw in General or Commodore.
General, to get contacts in the Army and so have access to "Commonwealth Army Surplus" weapons and equipment.
Commodore to get contacts in the Navy and maybe have access to old decommissioned Navy frigates and cutters to act as our system patrol boats.

But mostly Commodore.
>>
>>35357039
Lets get this show on the road
>>
>>35357039
Btw, do we have the gear for Orbital defense? Like Surface-to-Space Rockets or Gauss Cannons?
>>
>>35357077
>>35357092


The pasty man in front of you seems to snap awake the rest of the way, seeming to read the 'slate in his hands two or three times, before turning back to you.

"... Chronicling your rise from the mighty BOLO Legions, your victories against corrupt rulers and alien monstrosities alike, your fall to the anonymity of a non-patroned freighter, and further still to borderline outlawry on the edge of civilization, a life of violence, danger, exposure to the alien, and the constant uncertainty of living beyond the safety and security of the Commonwealth..."

He continues on, visibly annoyed at having to deal with you. You ignore the underhanded insults through long practice, thinking instead of your new charge: Running a world. Not a great one, but perhaps a good one. A small place where an honest man can live without inference from corporate overlords and stuffed-robes with dead, nanite-clouded eyes. The kind of place you might have settled on in your wandering years...

At last, the droning Gnome finishes, having pushed your limited Legion-born experience at prolonged parade rest to the limit. Dian hands you an ornate Computer Scroll as you raise your eyebrows at the expensive piece of hardware. You begin checking over your cargo manifest and passengers with a practiced eye:

>You have 100 Colony Creation Points. Destiny Points can be redeemed for 60 CC points: CONT
>>
>>35357119
This
>>
>>35357507
Bit late man.
>>
>>35357128
>>35357119
>>35357092
>>35357077

You will have a chance to make last-minute Background purchases before Embark if you have any destiny Points left, although your decision to not correct the second layer of faulty Bio information will lead to paperwork snarls down the road.
------------------------------------------------------------

Tempest is a Class Five World, with no notable native ecology an atmosphere hostile to humans. It is two-thirds larger than earth, with only slightly higher gravity. It has a complex Moon System, with one large Luna-analogue, rare in the Galaxy, three smaller moons, and dozns of of lesser moons barely large enough to pull themselves into spheres. It is rich in Industrial Metals, and your colony will be a mining colony. The sponsoring Megacorp, AAA Planetary Industries, will be taking most of your output as payment for the costs of setting up the colony, with you making a small profit off each load of minerals. They also have a deadlock on trading food and equipment for the near future, as there simply aren't any other trade lines in the area, and have ultimate authority over the Mercenaries.

Poltical:
>Small Debts, 5 Points: You have managed to wrangle your way out of the lesser debt most colonies owe to a dozen other, lesser Corps. Without payment on their debt, the small profit you make off mining operations will roughly double.

>Independence, 25 Points: Your Colony has been granted Autonomy within the Commonwealth. Commonwealth Officials will no longer have the power t press-gang your Guard into service for local manhunts, demand free fuel or docking space, or have any authority to veto your decisions. Many Commonwealth laws, such as registration and restriction of rights of genetically engineered individuals, intelligent machines, uplifted animals, and aliens will only apply if you so choose.

.CONT
>>
>>35357629
>such as registration and restriction of rights of genetically engineered individuals, intelligent machines, uplifted animals, and aliens will only apply if you so choose.
This could be profitable, if we set ourselves up as a place where refugee AI's, uplifted animals, and vat-growns can come to escape persecution in the rest of the Commonwealth.

We'd have to be careful about the Mercs and Bounty Hunters, and not letting this become a pirate haven.
>>
>>35357721
I like it as well. But I want to see the full list before committing to anything.
>>
>>35357629

>Monkey-Be-Gone, 25 Points: Having paid off 10% of your Corporate debt up front, AAA has lost most of its authority over your colony. Corporate Mercs will no longer be above local laws, AAA Executives will no longer hold the power to visit and assume direct control, and you can refuse appointed Corporate Advisers. They will still foreclose your shit if you fail to make payments, though.
-------------------------------------------------------------

Colonist Skills, 10 Points each. Skill Upgrades may make Colonists more difficult to control. Second-generation colonists and future settler waves will also receive purchased training automatically:

Survival Training: All of your colonists receive training in surviving in hostile environments and space. Lethal accidents will be greatly reduced, and your colonists will be more capable of spreading independently over your world.

>Basic Technology: Colonists are trained in basic tech, allowing them to repair simple equipment themselves and use technological devices more effectively. Decreases maintenance, increases productivity.

>Labor Training: Colonists are trained in the tasks associated with your new venture, namely mining operations and constructing pre-fabricated Hab Domes. Accidents will decrease and productivity and construction speed will increase.

>Militia: Every adult colonist is given basic military training, a standard Guard Pattern Assault Rifle, and basic Security Armor.
-------------------------------------------------------------

Guard. Unlike the smaller, elite contingents of Mercenaries sent with you, these men are loyal to you, at least in theory. Start with basic military and bodyguard training, Guard Rifles, and Security Armor. They may not be the most competent, but they're there when you need to crack down on a riot or throw dudes with rifles at a problem that the Mercs are unavailable for.
>>
>>35357881
>Small Debts, 5 Points: You have managed to wrangle your way out of the lesser debt most colonies owe to a dozen other, lesser Corps. Without payment on their debt, the small profit you make off mining operations will roughly double.
>Monkey-Be-Gone, 25 Points: Having paid off 10% of your Corporate debt up front, AAA has lost most of its authority over your colony. Corporate Mercs will no longer be above local laws, AAA Executives will no longer hold the power to visit and assume direct control, and you can refuse appointed Corporate Advisers. They will still foreclose your shit if you fail to make payments, though.
>>Militia: Every adult colonist is given basic military training, a standard Guard Pattern Assault Rifle, and basic Security Armor.
>>
>>35357881
Does Monkey-Be-Gone allow us to buy out the Corp Merc's contracts?
>>
>>35357953
We're on a planet with greater-than-Earth gravity, with a hostile atmosphere requiring rebreathers at minimum, we're here to do mining, and you don't want the colonists to know how to maintain our basic life support systems or even how to use their mining equipment?

Not to mention, losing out on the productivity bonuses so that we can pay off our debt faster.
>>
>>35357881
It sounds like there's supposed to be more; are we choosing these before we go on to the next set, or something?
>>
>>35358139
You got something better? Post your own choices.
>>
>>35357881
M-B-G

All four skills
>>
>>35358139
>We're on a planet with greater-than-Earth gravity, with a hostile atmosphere requiring rebreathers at minimum, we're here to do mining
I've got a good idea of a culture we can copy...but we'll have to take Guards.
>>
>>35358212
Not sure Op is done posting want to wait.
>>
>>35358212
Independence
Monkey-Be-Gone
Labor Training

And there should still be other choices coming up, such as what level of equipment to get.
>>
>>35357881

>Soldiery, 15 points: Your Guard are trained up to the standards of a real military, making them a match for most Mercs where skills are concerned. Excellent for use of armored vehicles and aircraft, and makes your Guard much more professional and disciplined.

>Asymmetric, 10 points: Your Guard are trained in the principles of asymmetric warfare, including advanced small-unit tactics, guerrilla warfare, and classic fourth-generation counter-insurgency. While not as individually well trained or effective at stand-up fighting, in a war of maneuvering and skirmishes your Guards Light Infantry will excel. Vehicles and Aircraft...Not so much.

>Weaponry, 10 points: Your Guard are are equipped with powerful military-pattern tri-barrel Assault Rifles, firing standard caseless, explosive-tipped light armor piercing rounds. They are also equipped with autopistols, knives, and frag grenades.

>Indirect Fire, 15 points: Your Guard are equipped with shoulder-mounted guided missiles that can evade basic countermeasures and heavy, self-propelled drone mortar tracks. Not terribly effective against modern countermeasures, but unstoppable for most pirates and raiders.

>Armored Vehicles, 10 Points: Your Guard is equipped with SCAR-23 amphibious APCs, armed with heavy machine guns and basic passive and active countermeasure.

Heavy Metal, 20 Points: A unit of old Coalition R-85 Grizzly Main battle Tanks. Outdated, but extremely well built and reliable. Equipped with a basic countermeasures suite.

Hawke, 20 points: A wing of Coalition X-35 Talon multi-role Aerospace fighters. While not up to date, like all Coalition Militech, they're well designed and built to last.

>Transports, 10 points: More old Coalition hardware, the Fury VTOL transport aircraft is the tool of choice for many Mercenary outfits, with its mix of reliability in hostile environments, maneuverability, and surprisingly decent weapons and armor considering its role and class.

>CONT
>>
>Militia
>Soldiery
>Asymmetric
>Weaponry
>Indirect Fire
>Heavy Metal
>Hawke
>>
Well there go our Destiny points
>>
>>35358298

>>Weaponry, 10 points: Your Guard are are equipped with powerful military-pattern tri-barrel Assault Rifles, firing standard caseless, explosive-tipped light armor piercing rounds. They are also equipped with autopistols, knives, and frag grenades.

This sounds like something I Know. . .
>>
How large would a unit of the R-85 Main battle Tanks be? As I know the numbers very.
>>
>>35358475
A little smaller than the R-86.
>>
>>35358298

...And I forgot the CONT again in that first post. Sorry.

You cannot buy out the Corporate Mercs until their contract expires, and then you'll be going head-to-head with AAA negotiator teams in a bidding war.
-------------------------------------------------------------

>Gunships, 20 Points: Last but not least in the Coalition surplus fighting vehicle line, the G-20 Stryker is a favorite among backwater warlords, Mercs, and security on hostile worlds. Adept at engaging both equivalent aircraft and ground targets, the Stryker moves fast, hits hard, and can take a beating, combined with the excellent engineering fundamentals and reliability common to Coalition designs.
-------------------------------------------------------------

Sky-El. Like most industrial colonies, yours is being equipped with a standard Space Elevator, anchored to your capitol, for fast and cheap transfer of cargo to and from orbit.

>Heavy Duty, 20 points: Your Sky El is a class II, with three cargo modules that can each move to and from Orbit independently and simultaneously. You will most likely not actually need this capacity for another 300 years, but it'll be cheaper to install now than to replace it later.

>Rope Climber, 5 points: Your Sky-El is equipped with an upgraded motivator, with lower maintenance costs and failure rate, and a surface-to-orbit time of 15 hours instead of the standard 20.

>Strong, 10 points: Your Sky-El is more deeply anchored to the surface, and designed to survive heavy impacts and even direct attacks without severing.
-------------------------------------------------------------

Orbital.

>Trade Station, 25 points: a full docking station equipped to refuel and provide basic repairs to civilian and military craft, and act as a system trade hub. Will be connected directly to your Sky-El.
>>
>>35358531

One Unit is roughly 100 Tanks.

>Orbital Nodes, 10 points: Numerous small industrial space stations designed around cramped hab-blocks. Will provide local manufacture of electronics components that can only be made in zero-G and faster build time on any orbital constructions.

>Asteroid Mines, 10 Points: Equipment for small, mostly self-sufficient Asteroid mining camps to be set up throughout the Belt, mining metals not found easily on planetary surfaces, such as the Platinum group. Without transport of your own, AAA will take most of your output to pay for excessively high system freighter charter.

>Couldscoop, 40 points: In light of your home systems central placement in an undeveloped cluster and the several Hyperspace Lanes intersecting through it, the Commonwealth has elected to provide you with a functioning Cloudscoop to extract and refine HE3 from a nearby gas giant in the hopes that this will be a step forward towards making your world the heart of anew Sector. Once again, AAA will be taking most of your fuel if you lack transport of your own.

>System Freighters, 10 points: Well what do you know, a set of old Orion-Class freighters with the aging FTL Drives stripped out. Basic transport with cargo at STL speeds.

>Planetary Defense Boats, 25 points: A squadron of light Patrol vessels meant to deter small-time pirates and engage in rescue operations. essentially Space Coast Guard vessels.

>Anti-Air cannons, 5 points: Basic rapid-fire autocannons, great for shooting down home-built pirate junk fighters and converted shuttles, but not so much against even outdated fighters and landers.

>Firewatch missile Defense system, 30 points: A decent anti-air Missile system, doubles as an interceptor system to engage missiles fired from orbit and a Ground-strike system.
-----------------------------------------------------------
>CONT
>>
>>35358756

Clarification: Helium Three is what powers your Fusion plants and fuels starships, so you'll get a fair bit of traffic just for the cheap fuel, not to mention increased self-sufficiency.
-------------------------------------------------------------

Colonial Equipment

>Extra Domes, 10 Points: double the pre-fab Hab Domes, allowing for more room for initial expansion and less crowding from immigrant waves.

>Hostile Environment Domes, 10 points: Your domes were built to withstand the most dangerous of worlds. Highly resistant to damage from earthquakes and other natural disasters, shielded against heavy radiation, and armored to protect against anything below artillery/missile strikes and orbital attacks. These domes are also designed to be highly defensible. While not a fortress, it does provide an extra advantage to entrenched defenders.

>Town under a Dome., 10 points: Your Domes are larger and more comfortable, with market squares and internal public transportation among other basic luxuries.

>Homesteading Kits, 10 points: Old pre-fab shelters and equipment designed for individuals to strike out on their own on a newly settled world. This may make your colonists more difficult to control, as populations will not be limited to a relatively small number of settlements.

>Industrial basics, 25 points: Automated factories that can produce most of what your colony needs outside of heavy equipment and advanced electronics.

>Frontier Medicine, 20 Points: Upgraded hospitals that can deal with more complex problems than the standard robotic Autoclinics, staffed by real, live Doctors and Nurses.

>Robot workers, 10 points: Specialized robots designed to perform mindless menial tasks, freeing up workers for more complicated projects.

>Tech Base, 10 points: A ready-made Technical university and engineers to build up a basic technology level. Your colony will be more self-sufficient, and simpler technological devices will be more widely available.
>>
>>35359002

>Comnet, 10 points: A durable electronic communications network tying your fledgling world together. Connecting people, businesses, and government, this simple technology will bring your local economy into a new level of productivity. If you wish, you can instead construct an Infonet, which will be more efficient, durable, and half the price, but far harder to censor and control.

>Mag-Lev lines, 20 points: Mag-lev Monorail trains that will quickly and cheaply shuttle goods and passengers between colony domes.
------------------------------------------------------------

Other:

>Old sawtooth, 10 Points: An aging BOLO, once named Iron Scythe, refitted for industrial purposes. A bit on the senile side, which makes many buyers skittish with memory of BOLOs on the rampage in their senility. The Commonwealth Safety Bureau will have a keen interest in this machine.

>One Way, 10 points: A small fleet of ancient Havelholme class freighters literally only operating by the grace of duct tape. Good for one last trip out into the dark, allowing you to bring double the Colonists. However, they will all be effectively useless after arrival, though you may be able to jury-rig them into habitats if you can get them ground-side in one piece.

>Chtall Colonists, 5 points: An insectoid race of brilliant bio-engineers, the Chtall never quite got the hang of technology based on "dead metals", ceramics, and plastics. Instead, they rely on human transportation to spread among the stars, building enclaves of their own strange and vibrant ecosystem in isolated parts of newly founded human worlds. In exchange for their aid in terraforming general biotech support, they wish a few areas on your worlds surface that will one day be extremely humid tropical island chains and sub-continents be ceded to them and for accommodation in the meantime.

>CONT
>>
>>35359229

>Kzin Outcasts, no charge: A group of dangerously deviant cultists, renegades and descendants of POWs from a feared Felinoid warrior race that has clashed with humanity many times in the past, these individuals seek to establish a home for themselves away from the prying eyes of the Bureau of Extraterrestrial Affairs and the control of the core systems, and they offer their fearsome combat power and skill as weapons techs and gunners in exchange for a place to call their own.
-------------------------------------------------------------

You have 100 Colony Creation points and four starting Destiny Points remaining. Destiny Points may still be used to purchase Backgrounds before embark. CHOOSE WISELY.
>>
>Independence
>Basic Technology
>Soldiery
>Cloudscoop
>Tech Base
>>
Holy shit that's a lot.
>>
>>35359312
Independence, 25 Points Monkey-Be-Gone, 25 Points Soldiery, 15 points Weaponry, 10 points Indirect Fire, 15 points Armored Vehicles, 10 Points Heavy Metal, 20 Points Hawke, 20 points Transports, 10 points Gunships, 20 Points Strong, 10 points Trade Station, 25 points System Freighters, 10 points Planetary Defense Boats, 25 points Kzin Outcasts Chtall Colonists, 5 points One Way, 10 points this is a start anyone else have ideas
>>
Spend one destiny point.

>Monkey-Be-Gone 25
>Labor Training 10
>Survival Training 10 (if it is an option instead of received by default. If default, purchase Tech Base 10)
>Soldiery 10
>Transports 10
>Weaponry 10
>Rope Climber 5
>Strong 10
>Hostile Environment Domes 10 points
>Comnet 10
>Anti-Air Cannons 10
>Extra Domes 10
>One Way 10
>Old sawtooth 10
>System Freighters 10
>>
Reminder that many of these items could eventually be acquired later on in the quest. I would suggest prioritizing upgrades that you won't be able to get a hold of later.
>>
>>35359490
Balanced enough.

This list.
>>
>>35359312

Wow, you weren;t joking about the blatant Known Space theft.

I love it. I support any list that includes Tigertown.
>>
>>35359312
Cloudscoop, Monkey-B-Gone, Independence, Survival, Basic Tech, Labor, System Freighters, Asteroid Mines, Orbital Nodes, Comnet, Old Sawtooth. Spend a Destiny point to cover it all.
No opinion on military tech, beyond Soldiery.
>>
>>35359312
Use 4 DP. 100+240=340CCP.

Independence:20
Monkey-Be-Gone:25
All Colonist Skills: 40
Soldiery:10
Weaponry:10
Armored Vehicles:10
All Sky El Upgrades: 35
Trade Station:25
Orbital Nodes:10
Asteroid Mines: 10
Couldscoop: 40
Planetary Defense Boats:25
Anti-Air cannons:5
Extra Domes:10
Industrial basics:25
Comnet:10
Old sawtooth:10
One Way:10
Kzin Outcasts: Free

Total: 340
>>
>>35359599
AWW YEAH NIGGA

SECONDIN'
>>
>>35359599
this
>>
Switching from
>>35359545
to
>>35359599
>>
>>35359599
Wouldn't that leave us with no Destiny points? And is there any way to squeeze the Chtall in there?
>>
>>35359599
Wha?

Why are people supporting me?
>>
Going for a high-tech start, with a strong focus on automated ground-side mining, while a lot of the industry and trade is located in orbit.
>Basic Technology, 10 points
>Industrial basics, 25 points
>Trade Station, 25 points
>Robot workers, 10 points
>Orbital Nodes, 10 points
>Survival Training 10 points
>System Freighters, 10 points
>Planetary Defense Boats, 25 points
>Infonet, 5 points
>Couldscoop, 40 points
>Soldiery, 15 points
>Rope Climber, 5 points
>Independence, 25 Points
>Small Debts, 5 Points

220 points, with 2 Destiny points spent
>>
>>35359666
Because you used your dark magicks to brainwash everyone, Satan.

And because early advantages as well as being quite well rounded.
>>
>>35359647

If I'm reading correctly, if we go with the more efficient but more chaotic and difficult to-sensor version of the comnet, it only costs five points. That covers having genetics bugs.

Although I would really like to get General. Dem combat skills, bro.
>>
>>35359312

>Bureau of Extraterrestrial affairs

FUCKING LOL
>>
>>35359647
Yes, i'm betting that the QM won't 'bad end' us before we get at least our first DP, since i'm on tg and am a unredeemable munchkin, but i repeat myself.

And second, dropping the AA cannons for Chtall is a good idea.

This build maxes out infrastructure and skimps on everything else but early population, so it's a 'late game' build with little offensive or off planet capabilities.

At least until trade gets going
>>
>>35359714
Problem is all skills plus 2 races is bad already, comnet is asking for a revolt.
>>
>>35359787

Are you kidding? We're obviously Malcolm Reynolds if Reynolds wore an angry apartment building covered in guns to work. Full Outlaw or bust.
>>
>>35359845
One, pissing off the people you rule is a fast lane to a guillotine.

Two, we have a senile apartment building. Bit of a downgrade from a top end BOLO.
>>
Where is the option to spend 10 points on a palatial governor's palace inside our own dome?

I just need more options!
>>
>>35359866

That's what I'm saying. From the Aide ladies reactions, most frontier governors are obviously rich asshols, while we are pretty much folk a folk hero. As long as we're not a gigantic dick, if we leave the 'net open and don't give them anything serious to bitch about it only makes our poistion stronger.
>>
>>35359845

I hereby vote that we name our Trade Station Blue Heaven.
>>
>>35359599

We have a winner. To compromise, Comnet has been replaced with Infonet to buy Chtall Colonists as well.

I should also mention that Weaponry also upgrades your Guards armor from basic Security Armor, which protects against pistol shots, shrapnel, and glancing blows from energy weapons, to Combat Armor, which provides superior full-body protection.

Anyway, ONWARD TO THINGS!
>>
>>35360221
Yay! I won something~
>>
After ensuring that everything is in order, you nod and hand the Scroll back to Dian, before proceeding towards the ship. On the way, you pass the crowds of colonists loading onto the cavernous hanger floor and columns of running soldiers in full gear transferring supplies and equipment.

You smile. Soldiers. Most Guard forces are little more than armed thugs providing inept backup to Mercs on demand and keeping dissenters down, but the men who stop to salute as you pass are competent, well-armed professionals. Speaking of which, you notice that the Mercs aren't entirely happy about this development. Being that one of their unofficial duties is often to keep Governors in line with 'Corp goals, they're never comfortable with being outnumbered by real soldiers with decent weapons. Those companies that can afford it almost seem to be showing off the fact that they possess plasma weapons and older-model powered armor, as if to warn your Guardsmen not to take them lightly.

Soon you're heading towards the central lift ferrying command personnel on and off the Harvest, snorting at the inefficient, but showy, placement of the VIP personnel ramp. You'll be glad when you've gotten away from this kind of bullshit for good.

As the lift ascends, you watch the columns of hopefuls striking out into the great unknown, the brave ones willing to leave behind everything for a chance at freedom and opportunity on the Frontier. And by the Great mother you'll give them a chance to make that dream real or die trying.

Silent melodramatic oaths aside, as you look out at the teeming sea of humanity you realize you're not quite sure who the Hell these people actually are. Calling up the relevant info on your Computer scroll, you discover that your new subjects are...
>>
> cloudscoop
> asteroid mines
> no system freighters

It's like you enjoy giving away the fruits of your labors.
>>
>>35360420


>Refugees from Kal 5: A strange people, the settlers of Kal 5 used cloning technology to greatly increase their population growth, and genetic manipultion to weed out defects born from the insane amounts of heavy metals in their drinking water and intense radiation. The modern ctizens are eerily uniform in appearance, bald, and resistant to most poisons and radiation. The group before you are political exiles, relative non-conformists from a society that tries to transform men into ants. a strange mix of gifted visionaries from the defunct free-thinkers preserve known as New Athens and ordinary citizens who were assigned their station in life at birth suddenly thrust into a strange and unfamiliar galaxy for not quite being in lockstep, these people will follow orders without complaint and devote their full attention to their assigned duties, although they will require considerably more overseeing due to their general lack of independent thought and initiative, and make poor soldiers due to their pacifistic upbringing.

>Jeffersonian Idealists: A new wave of political dissent on many core worlds, primarily New America, these people raised a great fuss about the undue influence of Megacorps in government, corruption, censorship, centralization of power, and other general complaints. Rather than risk the backlash of having them eliminated, the Core Worlds instead gave them the "option" of going to to the Frontier to build their utopian Republic in peace, away from them. Hard-working, bright-eyed and optimistic, these people are perhaps the most enthusiastic settlers one could ask for, dedicated to building a new Republic on the edge of human space. They will push for representation in government and giving local settlements semi-autonomy far earlier and more insistently, but you will generally be able to point them at a problem and focus your attention elsewhere while it's fixed, often in a highly creative manner.
>CONT
>>
>>35360600
What. Space Nazis or Space heroic wild west pilgrims? Seriously?

I dare /tg/ to choose the space nazis over america fuck year in space. I DARE YOU.
>>
>>35360735
what space nazis try rereading it
>>
>>35360762
Now that I read it more closely they're just space contradiction people.

Kicked out for being too independently-minded, but they have a lack of independent thought and initiative? What the fuck is the point of these people?
>>
>>35360600

>CONT

Even though they are perhaps more prone to dissent than any other wave of settlers, they require virtually no oversight to function and make for superior Militia and Guard Recruits.
-------------------------------------------------------------

Neo-Tokyo exiles: The result of a purge by Megacorp hand-puppet the trade hub of Neo-Tokyo calls a government, these people are the undesirables of a world that never truly sleeps, sent out to fend for themselves. Gangs too low-level to become part of the local government, genetically altered 'splicers, freelance hackers, private Mercs, tribes of feral Neo-Dogs and, escaped gene-tailored prostitutes, cyborgs, mutants, bio-androids, and the ever-present political dissenters, all rounded up by the unsympathetic private soldiers of Shogun Inc and its pan-Western counterpart, Overlord Defense and shoved into cramped junk liners on minimal life support, bound for the Frontier. Being essentially press-ganged colonists, most will not be terribly enthusiastic about their new home, although some will decide that pretty much anywhere is better than the slums of Neo-Tokyo and make the best of it. Not the keenest workers or the most motivated soldiers, and full of internal strife, plus the threat of riots if the line for "gender Identity" isn't added to a form, but that same diversity holds both a treasure trove valuable technicians, mostly in software, and individuals with unique capabilities that normal humans do not not possess.

Mormon Extremists: With the collapse of the Catholic Church as the Diaspora wound down, many predicted that no earth-born religion would survive into the next century. They didn't count on the Mormons. Now, Prophet Michael Stoneheart leads his followers to the New Promised land, as foretold by his personal Jesus Hotline (His words).>CONT
>>
>>35360867

>CONT

Sporting 3-6 wives and a rolling average of 12-15 children apiece, with elderly members siring new heirs well into their late nineties to early hundreds, if you want the absolute fastest possible population growth without resorting to methods that will get you executed in civilized space, this is the way to go. On the other hand, that's a lot of kids for a crammed colony dome where a meteor impact can take out a hallway. That and the incredibly oppressive religious law and blatant Misogyny. And the murderous power struggles. And the rampant Xenophobia. And old-fashioned racism (Rare in the Space Future). And the common fear of technology.

But hey, as long as you don't poke at them, they can function just fine both without oversight and without interfering with you. Just don't try to set up a socialized healthcare system of any kind, because they will scam your shit with unrivaled industriousness, creativity, and enthusiasm.

[With the One Way upgradem you may choose two of the above options, plus deciding who gets to ride in the junker with hull patches made of nothing but duct tape layered with pieces of old environmental suits to keep the radiation out.]
>>
>>35361063

>Oh, and anyone who can correctly identify what media inspired the One Way option winds a prize.
>>
>>35361076
Jeffersonian Idealists

Neo-Tokyo exiles
>>
Neo-Tokyo Exiles. I'm definitely not choosing America Fuck Year in Space
>>
>>35361076
>Refugees from Kal 5
Neo-Tokyo exiles
>>
>>35361130
I concur.

Exiles get the shitty ride. They'd expect it, anyhow.
>>
>>35361063
>Jeffersonian Idealists
>Neo-Tokyo exiles
>>
>>35360854
>>35361130
>>35361133
>>35361166
>>35361189
>>35361252

And we have a consensus.

>>35360854

Individuality is relative.

Imagine a Brave New World: The Planet, just beginning a total crackdown on individual thought and going more than a bit 1984. Those Citizens that are not completely one with the herd are expelled, along with the inhabitants of New Athens, which is sort of a controlled Savage Reservation. The Refugees either fall under those who never quite fit in, but are suddenly thrust into an unfathomably vast world where everything is terrifyingly different from anything they have ever known, or the really far-out Free Thinkers living at a primitive level of existence, maintained in isolation should the State ever need their mental flexibility.

Crowds of scared people in a civilization that might as well have been built by aliens clinging to the familiar in fear and intelligent, creative abstract thinkers who have never seen modern technology firsthand before being herded onto one-way Exile ships.

Anyway, next post incoming.
>>
A good mix. Press-ganged refugees from a totalitarian corporate nightmare, strong in their diversity, and the new Frontiersmen, unshakable in their dedication to freedom.

Goddamn, just listen to yourself. You're going native before there's a planet to be native *to*. And being damn preachy about it, to boot.

You enter the ship and make your way through corridors crowded with terminally lost passengers and hurried crew, before Dian brings you to your Stateroom.

"Your new Staff awaits in the lounge" (Damn, your Stateroom has its own Lounge This you could get used to), "Several Free Trader vessels have sent communiques requesting to see you before you embark, and Administrator Yusef has some final paperwork for you to fill out regarding your new administration."

"I also wish to inform you that there is some kind of hold-up with our... Nonhuman partners at Checkpoint 7, and that there are reports of scattered civil disturbances in the lower decks and an armed fugitive on the run from Station security on the viewing ring level."

>Go meet your staff
>Paperwork first
>Look up reports on lower deck unrest, something about that makes you uneasy
>Look up reports on mysterious armed fugitive
>Your people come first. Go drop in on Checkpoint 7.
>Other
>>
>>35361449
>Look up reports on lower deck unrest, something about that makes you uneasy
>>
>>35361449
>>Your people come first. Go drop in on Checkpoint 7.
lets try to keep are cat people loyal
>>
>>35361449
>Your people come first. Go drop in on Checkpoint 7.
>>
>>35361449
>Go meet your staff

Time to meet the crew.
>>
>>35361469
>>35361471

You excuse yourself and make your way to the main concourse, shrugging off your unease as you focus on the task at hand. Catching an internal Monorail to the Checkpoint, you get out to discover a crowd of aliens surrounded by Station Tactical Officers in full kit, with yelling interpreters trying to get a word in edgewise past an officer with a voice-amp.

Time to get involved.

>Scope out the scene, get a feel for what's going on.
>Walk in slowly, arms raised above chest level. Try to defuse this situation.
>Storm in, authoritative and angry. Probably would work better with a entourage or your official uniform, but it's worth a shot.
>>
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>>35361575
>Storm in, authoritative and angry. Probably would work better with a entourage or your official uniform, but it's worth a shot.
>>
>>35361575
>>Storm in, authoritative and angry. Probably would work better with a entourage or your official uniform, but it's worth a shot.
>>
>>35361603
>>35361624

"WHAT THE FUCK IS THI-"

....And there's a gun in your face.

>Attempt a disarm
>Keep going
>Stare at gunman and demand to know if he realizes just who you are
>>
>>35361723
>Attempt a disarm
then
>Stare at gunman and demand to know if he realizes just who you are
>>
>>35361603
>>35361624
>>35361747
You guys are all dumbasses.
>>
>>35361723
>Attempt a disarm
>>
>>35361723
> stare, demand
>>
>>35361747
>>35361768
>>35361779
>>35361779
>>35361785

You glare into the grim-faced guards visor.

"Do you have ANY IDEA who I am, punk?"

He snarls at you behind his faceplate.

"Don't know, don't care. Get the fuck back before I ventilate you."

>Roll 1d100
>>
>>35361723
>Stare at gunman and demand to know if he realizes just who you are
>>
Rolled 96 (1d100)

>>35361818
>>
>>35361818
>get back

No DP, no room for screw ups.

Call reinforcements.
>>
>>35361818
Don't we have rank tabs or anything? God, what a stupid situation to get into.
>>
>>35361845
Uh, is high good or bad? Because that just became REALLY pertinent information right now.
>>
>>35361862
Apparently we're not in our ''official uniform.''
You'd think they'd recognise the face of their governor though.

We're disarming him, right? With a roll like what we just got, either we've done really well, or really badly.
>>
>>35361858
>>35361845
>>35361821

You move back carefully, the barrel of the assault rifle never wavering from the center of your face.

As you pull back from the crowd, it appears that one of the Tacs finally recognizes you, and the angry young man in front of regretfully lowers his muzzle.

As you are called forward by someone in a Station uathority uniform, two things happen: A fully geared squad of your Civil Guard arrive, with a young man with the badge of a Guard Commander on his armor in the lead, and you notice a steady stream of Station Security with their hands subconsciously hovering near their sidearms heading away from both your little clusterfuck and the monorail that connects to the section of the Observation Ring where some lunatic is evidently shooting people. Instead, they are heading toward the Vertical Lifts. For some reason, this makes the hairs on the back of your neck stand up.

You shift focus as the the suit shakes your hand and starts stammering about BEA ident-tattoos and station security. You keep an eye on the Kzin to the right, knowing that even the relatively mild-mannered Kdapist Cultists that make up most of their group are capable of shockingly efficient violence in an instant if pushed too far by idiotic rent-a-cops.

>Ask what the Hell just happened
>introduce yourself to the Guard Commander who has your back
>Tell them to pull of the Tac Teams to keep the situation from getting more tense.
>>
>>35362018
>Ask what the Hell just happened
>>
>>35362018
Thank the commander and suggest he pull back the Tac squads. The kzin shouldn't be trouble unless provoked and it seems Station Sec might be having a problem.
>>
>>35362018
>>Ask what the Hell just happened
>introduce yourself to the Guard Commander who has your back
At least give him our name/rank first
>>
>>35361862
>>35361876
>>35361972

You're not their Governor, you're a feel-good news story from six months ago on his way through a busy Tradestation to the farthest outpost on the edge of nowhere. You're still dressed in ordinary clothes, if a bit heavy on the cowboy motiff. The roll was applied to getting recognized and getting reinforcements because the vote swung the other wy right after my post.
>>
>>35362036
>>35362061
>>35362059

Evidently, the Chtall are notably lacking in the standard pile of BEA forms and permissions due to largely living outside of human society. as a result, they were all detained, and eventually Security started exchanging harsh words with some of the more hot-headed recent Exiles, somebody panicked and called in a crowd of angry carnivorous aliens in a standoff with checkpoint security.

The Tactical Teams are already being called back and sent off to the Observation Ring, with a few, the ones with riot shields and shotguns, sent to the lifts with a wave of normally attired Sec.

The suit can't seem to get over one of his goons pointing a LOADED FIREARM at a COMMONWEALTH OFFICIAL. He practically pushes you through the checkpoint.

Walking through, you come up alongside the Commander and introduce yourself.

"James Wittmore, sir. Head of the Tempest Civil Guard." His head is clean-shaven, with an angular face that has the look of a veteran about it. "Since I am now responsible for your security, can you promise me that you won't walk up to unfriendly gunmen in the future?"

>I'll try
>I'll make no promises
>Other
>>
>>35362191
>I'll try
>>
>>35362191
>I'll make no promises
>>Other
Old habits never die. Although I was in a big machine back then.
>>
>>35362191
>I'll make no promises
What's life without a few risks ay Commander?
>>
>>35362202
>>35362224

He smiles. "Well, try to avoid it without having a lot of angry metal plugged into your head."

Behind you, the aliens are beginning the move through the checkpoint, the man that you have dubbed Captain Nervous Tic handing out special temporary passage forms to the Chtall as the checkpoint personnel struggle to deal with the insectoid hive-creatures lack of understanding of technology. Most of the Kzin have already filed through, and are checking their baggage. You look at your fancy new wrist-holocom and see some interesting headlines, particularly on gossip channels.

>Go introduce yourself to the Kzin leadership, such as it is.
>Look up reports on apparently augmented lone gunman
>Look up reports on escalating lower-deck violence
>As James about loading progress, since he's the one with a direct Comlink to the ship.
>Other
>>
>>35362321
>Go introduce yourself to the Kzin leadership, such as it is.
>>
>>35362321
>Go introduce yourself to the Kzin leadership, such as it is.
>>
>>35362344
>>35362364

You walk over to the knot of Kzin. There are around 600 of them altogether, mostly red-clothed Kdapists, with a scattering of young warriors bearing the severed ear-tips of an exile driven to work in Terran space by desperation, more plainly-clothed sons of prisoners in the last Man-Kzin war, and the odd defector, mostly in the plain jumpsuits of Technicians or Intelligence officers, though there are a few aged warriors, decorated with many scars and a look of quiet competence and cunning about them.

It is a knot of these that approaches you, two particularly wizened figures: One with the bearing of an old warrior out of a Samurai Holo, the other more of a wise adviser, a Merlin to an aged alien Arthur.

"I greet you, human." He states, stopping several feet before you, just out of claw range, actually.

"I greet you, Kzin." You respond, giving a slight nod of your head.

"I am Rals, bearer of many titles in my time. I'm sure that the younger warriors will have them all committed to memory. Now, I find myself the leader of this small band of exiles, and I thank you truly for helping to give this fragment of my people a home."

>Your thanks are accepted and welcome (Formal)
>The Frontier has ever been a place where those who belong nowhere go to build something new for themselves. I would be a hypocrite to reserve this for my own people. (Philosophic)
>Other
>>
>>35362519
>>Other
Need we be so formal? (Relaxed)
>>
>>35362519
>The Frontier has ever been a place where those who belong nowhere go to build something new for themselves. I would be a hypocrite to reserve this for my own people. (Philosophic)
>>
>>35362538
>>35362569

The cat flashes you a highly disturbing imitation of a human smile. "Wise words, from a thinking Man. You are right, formality does us no good. We are to be stuck on a new world together all too soon, as it flies."

The last of the Kzin file through the checkpoint as an inventive Station worker manages to explain the check-in system to the Chtall using what appears to be an Ungodly complicated diagram made of disposal eating utensils and a live cockroach trapped under a cup and the chitinous creatures begin moving through.

An odd thought occurs to you, causing you to laugh to yourself.

"What is the humor you see?" Ras asks, looking over your shoulder at the checkpoint.

"No large thing," You respond "Just that, for all the differences between your races, you and the Chtall both arrived with your females loaded in your baggage."

His ears swivel in an expression of humor. "A fact I was not aware of. Then again, there is much I am not aware of concerning our new neighbors, save that they struggle with technology and do not appear to be fighters."

>And with that I have to go to bed. Will continue tomorrow in the evening, US time. Things will go a lot faster without me typing up huge lists until I hit field limits. Goodnight.
>>
As good as it was to meet the Kzin, you guys do realize you let a riot start and then get out of control involving our colonists on the lower levels, right?
>>
>>35362740
yeah we should go deal with the potential riot that's forming
>>
>>35364272
>potential riot
It's too late. The riot has already started.
>>
bump
>>
I suggest that we try to use the hulls from the One Way ships as extra living quarters, and that we should try to get in-system freighters as soon as possible.

We should be able to easily increase our profits by 50% from asteroid mining and He3 fuel if we can cut out the middlemen freight companies.
>>
>>35364355
We should start a counter-riot.
>>
My guess is that the riot is between the Jeffersonians and the Neo-Tokyo Exiles.
And once we're on the planet, the Jeffersonians are going to dispute every decision we make because there wasn't any representation from the people.
On top of that, they're going to want to have a representative democracy put in place to weaken our control of the colony, threaten profits, make trouble with the other colonists.

And that's not including that we've already armed them with assault rifles and security armor.

I don't trust /tg/ to have the patience, charisma, or actual negotiating training and knowledge to be able to deal with people that don't want to do as we tell them.
>>
>>35367050
We could always just leave them to their own devices. I think they'd be satisfied with that.
>>
>>35367363
>leave them to their own devices
Here on the station or at the colony world?
Because at the colony world, leaving them to their own devices means that we don't get the mining profits and AAA forecloses on us.
And they want a representative government, meaning that we either get kicked out or at least have our powers reduced.

Leaving them to their own devices is not an option.
>>
>>35367363
>leave them to their own devices
That can't be done, because 'their own devices' is to get involved with the way we run things at the colony, and pushing for autonomy of each settlement from our control.

>They will push for representation in government and giving local settlements semi-autonomy far earlier and more insistently

It's like all people saw was AMERICA FUCK YEAH! without realizing that we, the Planetary Governor, are the British military governor to these colonists, who they wish to rise up against.
>>
>>35369926
So pull a Canada and be the relatively hands-off monarchic ruler who deals with the long term goals, while the elected officials run the day to day. No biggie.
>>
>>35371440
We'll be a hands-off ruler after we crush them underneath our boot.
>>
bump
>>
>>35369926
>It's like all people saw was AMERICA FUCK YEAH! without realizing that we, the Planetary Governor, are the British military governor to these colonists, who they wish to rise up against.
george washington spent 10 years in said position before becoming the general of the rebels.

that being said, we should have gone for the tokyo and kal5 guys instead of tokyo and jeffersonians. High tech and high obedience/hard working. The highly technical and obedient tokyo guys could supervise the unimaginative kal 5 guys.

Although for clarification, we are not the representative of the british, we are the super wealthy guy who bought a solar system, and then took loans from the british government which give them a stake in our government. Although thanks to our choices the debt we owe is actually pretty low for someone of our position, allowing us significant relative freedom

Oh, and we combined the jeffersonians with the infonet instead of comnet (+durability, +cheaper, - can't censorship)

One thing I can see doing is basically a liberterian "freedomland" where we start out owning all the land (except the part we owe the aliens) and charge low fixed rent on it. or just own the initial hardware and telling people they are completely free to build competing hardware (domes, space-el, etc) And giving us exclusive contract to provide military and police (laws made by people, NOT us).
Where basically "the government shall not enfringe on the right to ownership of property under any circumstances (good thing we own so much)" and "once a year, any law with enough petitions behind it may be put up to public vote where people vote directly, 90% majority required to pass a law"

So basically we have very few laws. we are just the richest man in the solar system and literally own the military and police.

Or exploit the fact we have 4 different factions and settle them on separate continents. Dealing differently with each. Forming 4 nations within our collective.
>>
>>35360867
>Neo-Tokyo exiles: The result of a purge by Megacorp hand-puppet the trade hub of Neo-Tokyo calls a government, these people are the undesirables of a world that never truly sleeps, sent out to fend for themselves. Gangs too low-level to become part of the local government, genetically altered 'splicers, freelance hackers, private Mercs, tribes of feral Neo-Dogs and, escaped gene-tailored prostitutes, cyborgs, mutants, bio-androids, and the ever-present political dissenters, all rounded up by the unsympathetic private soldiers of Shogun Inc and its pan-Western counterpart, Overlord Defense and shoved into cramped junk liners on minimal life support, bound for the Frontier. Being essentially press-ganged colonists, most will not be terribly enthusiastic about their new home, although some will decide that pretty much anywhere is better than the slums of Neo-Tokyo and make the best of it. Not the keenest workers or the most motivated soldiers, and full of internal strife, plus the threat of riots if the line for "gender Identity" isn't added to a form, but that same diversity holds both a treasure trove valuable technicians, mostly in software, and individuals with unique capabilities that normal humans do not not possess.

> Gangs too low-level to become part of the local government, genetically altered 'splicers, freelance hackers, private Mercs, tribes of feral Neo-Dogs
damn. that sounds tough as all fuck to police

>plus the threat of riots if the line for "gender Identity" isn't added to a form
I cringe at the SJW.
then again if we go with>>35376369 there won't actually be any government forms for them to fill.
>>
>>35376522
>cringe at the SJW.
On the bright side, it's not SJW's bit the actual AI's and uplifted animals asking for those rights, not a bunch of hipsters looking for social cache.
>>
>>35376811
they riot if a government form doesn't have a "gender identity" writein line
that is social justice dialed up to 11.

an AI or some other exotic can easily get through life without explicitly putting down that info in a government form and especially without rioting over it.
>>
This is from the other thread.

>Request a contingent of Guard to head down to the Lower Decks, who should arrive about 15-20 minutes after you do
>Ask Ras if he can spare any of his Warriors to accompany you.
Request only two or three. We only have a hunch. We don't want make customs any harder to get through than it is.
Though if any of the Kzin intel agents and older warriors have knowledge of human military augments, have James hook them into a conference call with any Merc captains that are willing and with Station Security handling the gunman. Maybe we can help identify the gunman's augments and weapons, and so give the Security and Guard squads an idea of what they're up against.
>>
>>35376369
>>35376522
The tokyo, kzin outcasts, and jeffersonians have suprisingly large overlap and could easily be integrated into one big libertarian society
The problem is balancing and integrating their anarchic desires, our own power, the internal conflicts between the factions from tokyo, the high crime (tokyo factions again) and the fact we owe megacorps who would crush us if we renege.

Chtall we made a deal with (which we will uphold) where they live with us while they use their expertise to terraform the planet, once it is terraformed they get a subcontinent of their own which they own completely and rule themselves. I guess some might chose to integrate into the above libertarian society

something we could do is just start out with a "standard" corp gov and slowly and vocally transform it towards liberterianism one step at a time

PS. To make things clear, I personally wanted to the Kel5 guys over the jeffersonians and be a dictator. But we made our choice so now we gotta roll with it.
>>
>>35377267
you forgot to link it on twitter.
>>
>>35377267
since you are abandoning that thread to continue this one. you should copy paste the relevant part here (since the other thread stub is probably not going to be archived)
>>
AND WE'RE BACK, after an abortive attempt at a second thread before I realized that this one was still perfectly usable.

You are EN ROUTE to the LOWER DECK LIFTS with your Guard Commander, James Wittmore, four of Ras' most cool-headed Warriors, and a squad of fully armed and geared up Guardsmen. He hands you an Earpiece to bring you into the loop as intelligence comes in from the ship on the unfolding situation.

"Sir, we have reports of crowds of civvies, far more than should be on the lower decks at all, attacking Station Sec on sight, along with unconfirmed sightings of unknown combatants in full combat armor with military-grade weapons deeper in. We may be looking at some kind of terrorist attack, possibly biological."

You shudder, remembering smuggling jobs in colonies under quarantine, the sounds of mad screams, banging on barricades and the constant chatter of automated sentry turrets.

This had better not fucking be a Ravies outbreak.

"We've also got some Intel on our mysterious shooter. The Kzin haven't fought Auged humans much, not after the Nemesis Wars and the Genetics Laws, but some of the Mercs are pretty sure we've got a Cobra on our hands. Imagine a skilled soldier with what is effectively a the "powered" part of Powered Armor installed in his skeleton, plus a laundry list of implanted of healing-nanite factories, sensory-augments, internal armor plating, combat-stim injectors, and artificial redundant organs. Scary, scary guys."

He pauses to listen to his earpiece before turning back to you: "On top of that, it looks like we've got some Combat Androids in the mix. Guy was sitting at a bar, probably trying to pretend he's a Terminal-Belter back in civilization for alcohol, when a group of tailored bio-androids opened up on him. While combat 'droids are damn tough, they can't stand up to a Cobra, especially not the ones specialized to blend in with normal humans. There are still one or two on the run in the Gardens district."

>CONT
>>
>Gunman
not our problem. at worst we die or lose troops.
at best we recruit a mass murderer... or maybe kill him for a reward (is there a reward? don't even bother going if there is not)

>Riot where there shouldn't even be people
at best we get extra colonists. for which we have no room. Again we risk much.

keep in mind that our time is limited and we still have things to do all of which take priority to the above 2 messes. namely in order of importance:
1. meet our free merchant friends - aside from being profitable, and being able to sell/buy with. we do NOT have in system freighters and invested massively in orbital stuff that requires it, if we do not recruit those guys we lose all our orbital profit to corp freighting fees.
2. meet our cthan reps - don't want to offend.
3. meet rest of stuff.
4. file paperwork.
>>
>>35377898
>What Twitter?

>>35378040

He pauses, seemingly uncomfortable with his next statement, "From what we can tell, it was Station Sec that opened up on him, not the other way around. While he wasn't bothering anyone before he got jumped by illegal combat Androids, it is also illegal to, well, be a Cobra. They've been Shoot on Sight since the Genetics Restrictions were passed. If he's still active after this long on the run, he's a survivor, and I wouldn't recommend sending our men after him. He'll most likely take out whatever Station Sec puts in his path and escape somehow, or just keep running until a Special Ops team or the Colonial Marines come in to bag him."

>Pull back your men
>Try to contact this individual
>Write-In
>>
>>35378040
well damn, we already got involved.

ok so. we need to try to communicate with the cobra (via radio, try to get our staff to put some of our neo tokyo hackers on it!), see what he is doing here and maybe recruit him. it is possible that he is not a mass murderer but trying to put down some bio weapon that converts civilians into living weapons.

we should aim to get a SMALL group of rioting civvies and see if we can talk to them, if they are snarling beasts, we need to capture some alive and bring them to a quarantine where our cthen bioengineers can examine them. Again, get our staff to inform them ahead to start preparing a location for the examination
>>
>>35378154
>>Try to contact this individual
well time to get an agent
>>
>>35378092
Actually, with the threat of a biological attack, I think the violence on the lower levels should be bumped up to PRIORITY ONE.
It's a bio-attack on a space station that recycles the air. If the virus/bacteria/spore can survive the scrubbers, it might have spread to other areas of the station. Even if it's not airborne, our colonists were on te station long enough they might have been infected.

We should get Dian Hollins, our aide, to meet with the Cthan leaders, apologize we can't be there ourselves, and ask if any among them are skilled with medicine and anti-bio-warfare, to verify if this is a biowarfare attack, find a vaccine, and begin inoculating our colonists.
>>
>>35378155
if they have Ravies then they are shoot on sight
>>
>>35378207

Interesting assumption, since we don't actually know what Ravies ARE yet.

Probably some kind of 28 Days Later fuckery, but you never know.
>>
>>35378154
>Try to contact this individual
>Try to deal with the terrorist attack
>>
>>35378257
it is from vampire earth and it is 28 days later fuckery
>>
>>35378154
>Pull back your men
We don't want them involved.

Also, do this >>35378179
To get the Cthan working on the biowarfare angle.
Once she does that, ask Dian to find us a hacker from the manifests of the Neo-Tokyo contingent.
Offer the hacker a favor equivalent to a bunk on one of the regular ships (even if it has to be the couch in our cabin's lounge) to get us in touch, secretly with the Cobra.
>>
>>35378155
>we're already involved.
The problem is that if it's a bio-attack, our colonists could already be infected. We shouldn't leave the station's advanced hospital facilities until we're sure we're clean. I don't thin we can be faulted for that.
>>
>>35378154
>>35378155
When we started going down we did NOT know about the ravies. now that we do we do NOT want to PERSONALLY go there.

Instead we make haste straight to our cthen leaders and try to convince them to get on board by promising them the lion share of whatever reward there is for solving this situation. then we liase with the station security and have THEM capture a couple of subjects for quarantine and examination (and we do NOT get near it ourselves, we let the cthan experts go there)

As for the cobra. we should get our hackers from tokyo to contact him and sujjest he stow away on our ships, saying he won't be persecuted in our lands and we might be able to work with him... if he is willing.
>>
>>35378207
if anyone can cure ravies the cthan can.
also, you have no idea what it is.
>>
>>35378315
I agree with turning our group right the fuck around, now that we suspect bio weapons. We don't have the hazmat gear.

The Neo-Tokyo hackers might be difficult since we haven't met them yet. We'd be relying on Dian to find them for us.
>>
>>35378311
excellent point. all the more reason to get our cthan involved. once they inspect a few captured infected and determine exactly what they are infected with, we should finish loading our ships, set up quarantine points, and set the cthan to go through them and check for infection before we leave.
>>
>>35378360
we could just do that later. as in
step 1: we get the cthan on the job (get station sec to capture a few infected for them to examine, get them to start scanning our colonists for infection)
step 2: while that is going on, go meet the neo tokyo guys and find hackers to locate the cobra for us.
>>
>>35378270
>>35378268

You reach the lifts as things start moving. Ras has instructed his followers to get Chtall out of the Checkpoint and to the ship as quickly as possible, Dian thinks she has a competent and fairly reliable hacker on the way, and your Guard and the Mercs have been put on high alert. James had the Guard load the ship in full battle-rattle to practice moving AOs in a hostile area, while the Mercs promptly geared up to avoid looking like slackers in comparison. However, they only have the ammunition that they have on their persons, and won't be able to unload more supplies for at least an hour.

Looking at a tactical schematic James has called up, you instantly start seeing problems. While, after numerous bio-terrorism incidents post-Expansion, this Tradestation has been equipped with full NBC Countermeasures and deck-by-deck airlocks, the core of the station is not partitioned in this manner, and the abandoned Lower Decks lead directly up into it. If it is Ravies, and it looks like Ravies, they could infect a lot of people before the survivors are evacuated out-station. Station Sec simply does not have enough Tactical Officers to seal off the lower decks, and sending Station sec with sidearms to hold a barricade will only result in Ravies wearing Security Vests later.

Ravies is, as far as you know, only contagious from bodily fluid contact. You've survived close calls running supplies to quarantined colonies before, and it's not an experience you'd like to repeat.

However, it appears that the lowest decks, where the old Deep Space Research Station that Kerrymann was built around is still exposed to the void, have been sealed off. If you had to guess, you'd say that this is your mysterious armed assailants fallback point.

>Request Guard Contingent to seal off lower decks, ETA 15-20 minutes
>Request smaller Merc contingent with mixed laser/plasma weaponry, powered armor, and Snipers to seal off major openings. ETA 10 minutes.
>Both
>Other
>>
>>35378610

Posting in another thread, forgot trip.

As for, personally:
>Continue down to soon-to-be battleground. maybe your squad can mean the difference between an early breakout and the line being held
>Investigate an air-shaft that looks like it might lead down to the "bottom" decks, where the aspiring bio-terrorists are hiding.
>Head back to the ship with the Chtall and Kzin, your cat entourage disappointed at the lack of promised battle.
>>
>>35378688
>>Investigate an air-shaft that looks like it might lead down to the "bottom" decks, where the aspiring bio-terrorists are hiding.
>>
>>35378688
>>Request smaller Merc contingent with mixed laser/plasma weaponry, powered armor, and Snipers to seal off major openings
>>Investigate an air-shaft that looks like it might lead down to the "bottom" decks, where the aspiring bio-terrorists are hiding.
>>
>>35378610
>Both
Also, contact station master, inform him what you are doing and why, convince him to engage the partitioning on all decks equipped with it and to reassign station sec from suppressing the "riots" to helping protect the core.
also, get station sec to capture a few infected alive for confirmation to see if it is ravis, while doing all this run as fast as you can to the cthan delegates. we need their help in examining the captured infected to confirm it is ravis, and then their help in both containing it, protecting our ship.
>>
>>35378610
>Both
>Investigate an air-shaft that looks like it might lead down to the "bottom" decks, where the aspiring bio-terrorists are hiding.
>>
>>35378610
both
investigate shaft
>>
>>35378610
>Both
Tell the mercs and guards that they must not let any infected get close.

Is our ship all fueled up and ready to go, or are there still things preventing it from leaving. If we can't leave yet, it becomes more important to contain the Ravies infection.

At this point, I think we should try to contact the stationmaster personally. Offer our experience having quarantined Ravies outbreaks before. That the Cobra, if he gets away, the stationmaster tried but what can Station Sec do against a super soldier; versus of the Ravies gets to the central shaft, the entire station will be lost.

>Investigate an air-shaft that looks like it might lead down to the "bottom" decks, where the aspiring bio-terrorists are hiding.

Can Kzin be infected with Ravies?
>>
>>35378610
>>35378688
can ravis be cured?>
>>
>>35378926
Wait. If the Cthan have already been around for a while, and Ravies has been around for a while, it sounds like something they can't fix.
>>
>>35379100
1. assuming this is ravis.
2. genetic enhancements are illegal. this means that they might be able to cure it, and might be able to modify humans to be immune to it. its not legal for humans to get that immunity modifications.
>>
>>35379144
>>35379100
>>35379097
>>35379036
>>35379035
>>35379021
>>35378926
>>35378904
>>35378879

The station Master is... Singularly unhelpful. He informs you that, while he won't interfere with what your men are doing for political reasons, his Security Forces have the situation well in hand, and he will not be starting a most unprofitable panic over some rumors spread by an over-reaching Outlaw given stewardship over a remote, frozen rock. Quite rude, really. Though you probably could have improved the conversation by not responding with some other rumors you've heard regarding his mother.

Troops are moving out, with Mercs taking the largest and most obvious thoroughfares and your men shoring up every other entrance. The Station is practically stripped of Secmen as forces are diverted to either "containing" the possible outbreak or hunting after the Cobra and surviving Combat-Androids.

The Chtall are odd creatures. Each one is more of a hivemind than a true individual, being composed of hundreds of worm-like organisms grouped together under a specially grown layer of chitinous plates. They greatly resemble a pile of clay tiles with long, ropy manipulator tendrils sprouting from them, crowned by four eyestalks.

There are around forty gathered near the checkpoint, far more than are typically sent on a colonization endeavor. Their leader, Zan-Mar-Zall-Zak, approaches you along with his senior colleagues, the translator attached by electrodes to their sides the only adornment on their bodies.

Ravies is incurable. It is a Retrovirus, modifying the DNA of the infected and hardwiring their brains to suit its purposes. While Ravies has never broken out near the string of worlds the Chtall inhabit, which is practically on the other side of the Commonwealth, they have been brought in to try and cure it before. While they could not save the infected, they did devise a vaccine.
>CONT
>>
>>35379299

According to what Dian told you, Zan and his colleagues should be able to manufacture this vaccine and administer it to the Colonists if they are given a sample, needing nothing more than their own strange bodies for the task. However, you know from personal experience that the Vaccine makes those who take it terribly sick for up to two weeks, and is very dangerous to administer to children, the elderly, and the sick and injured, no matter what HeggMed tells quarantined Colonists.

>Speak to Zan briefly before heading on to the vents
>Speak to Ras (Write-In)
>Skip them and head to the Vent, communicating anything necessary over your earpiece.
>Other
>>
>MFW I just noticed that I doubled the first parapgraph of my opening post.

Goddammit.
>>
As much as it pains me to say this, I'm going to have to go AFK for around 30 minutes. Back shortly.
>>
>>35379401
>>35379299
>vaccine
a vaccine confers immunity if taken ahead of time, but can't cure the already infected.
Have we been vaccinated? has our team? can we sweap out those who haven't been vaccinated with those who have?

>Speak to Zan briefly
get a sample to him ASAP so he can confirm it. if we can get confirmation that it is ravis then the station master might relent since its no longer our "hunch". and if not we inform the free traders who can apply pressure where needed.

We should NOT vaccinate our people right now unless we confirm an infection. for now, apply medical quarantine to our own transport ships.
>>
>>35379401
>Speak to Zan briefly before heading on to the vents
>Speak to Ras (Write-In)
Ask Zan what the incubation period is, and if he can help coordinate quarantine and screening of anyone who might be infected. Also, does the infected that the specimen comes from have to be alive?
Ask Ras if the Kzin are vulnerable to Ravies.

After that, check if the hacker is available and if they can get us in touch with the Cobra.
>>
>>35379514
>>35379523

And I'm back.

You're the only one on the team that has been vaccinated. However, your squads armor and environmental suits should protect them from infection.

Zan is a bit on the tall and thin side for his race, sporting lighter plates with a grey edge.

Keeping your conversation curt, Zan says that he and his followers could begin inoculating your people within 72 hours, given a sample. He hopes that he has the chance to talk to you in less harried circumstances soon.

Kzin are immune to Ravies: It is, thank the Great Mother, a human-tailored virus, and Kzin have been genetically altered to be highly resistant to tailored Bioweapons anyway, and effectively commit automatic suicide if their minds are altered, much to the chagrin of human Bioweapons maniacs and Psycho-Surgeons since the First Man-Kzin War.

You switch channels after Dian informs you that you have a connection, and a gruff, yet strangely serene voice comes over the airwaves.

"I've heard you've got Autonomy. Good for you. These are my terms: If I come, I'll pull security for you, kill any bastard needs killing, and take to the front lines if things come to open battle. I will not be running errands for some fucking 'Mega, and if you double-cross me, I will kill you. Take it or leave it."

Direct, to the point, no bullshit. You're beginning to like this guy.

>Accept
>Deny
>Try to negotiate
>Other
>>
>>35380150
> Accept

As long as he intends to keep quiet outside of work, we're golden.
>>
>>35380150
>>Accept
>>
>>35380150
Accept
>>
>>35380150
>Accept

How much are we gonna be paying this guy? Will he stay bought?
>>
>>35380242
>>35380256
>>35380260

"Confirmed. If your man could provide me with the location of your ship and a station schematic, I'll be there within the hour. It will most like be for the best if I lie low until we depart, so best of luck with your current troubles." And with that, he severs the connection.

You arrive at Stack Vent #233, a straight shot via an old, clunky maintenance lift down to the levels you believe to be occupied by the organization behind this attack.

You struggle to suppress your gleeful smile. You like nothing better in this world than dropping in on truly abhorrent bad guys unexpectedly, killing them, and taking their stuff. Now you have the chance to do so *Literally*.

>You are armed with a concealed CLARK SUBMACHINE GUN with EIGHT SPARE MAGAZINES and SIX FLECHETTE MICRO-GRENADES. You also possess one PLASTEEL BOWIE KNIFE and a SEMI-AUTO HOLDOUT PISTOL. You have LIGHT PERSONAL ARMOR concealed within what appear to be civilian clothes.

>Inform the Station Master of the opening and leave it to him.
>Block it off and go back to the ship
>Send your mixed squad ahead and remain behind to, er, "watch the exit"
>Go in with your fighters, taking this chance to see who your real enemy is
>Other
>>
>>35380455

Boys, it's term to earn our Destiny!

....Points.
>>
>>35380455
>Go in with your fighters, taking this chance to see who your real enemy is
>Stealthily

DON'T FUCK WITH THIS GOVERNOR!
>>
>>35380455
>Go in with your fighters, taking this chance to see who your real enemy is
>Other
Us and the Kzin are the only ones immune to the retrovirus, so I think we should take point.
Do any of our Guards have a shield with them?
If so, I think we'll need it more.

Also, full scanning; expect there to be laser and UV tripwires and motion sensors. Be careful.
>>
>>35362740
>>35378040

Here's stuff from the other thread, just so everything can be kept in one thread.
You are Michael Greystone, former BOLO Supertank commander turned Free-Trader, borderline Outlaw, and recently Interstellar Folk Hero. You are the newly appointed Colonial Governor of the Megacorp-chartered mining colony on the world of Tempest.

Previously, you selected the equipment you'll be taking to your new world, the colonists who will be populating your world, and De-escalated a standoff between Kerrymann Tradestation Security and the mob of defected alien warriors you'll be bringing as added security.

You are currently at Checkpoint 7, having met Ras, the old, Kzin war hero and de-facto leader of the alien contingent, and James Wittmore, the commander of your fledgling Military.

You have several things to take care of before you EMBARK on the chartered colony ship Harvest of Tomorrow to your new domain:

The Chtall, the second alien race your human settlers will be sharing their world with and brilliant technology-challenged natural bio-engineers, are just now getting through customs. It would be wise to meet their leadership as soon as possible.

Administrator Yusuf awaits you at the ship, with a small stack of forms regarding the details of your new Administration before your departure.

The rest of your Staff likewise await you at the lounge attached to your Stateroom

A number of Free Trader vessels, some old friends or rivals of yours, have sent requests for you to meet their Captains at a bar on the Observation Ring.

Complicating this are reports of an almost inhumanly (Or perhaps Superhumanly...) fast and accurate lone gunman loose and evading Station Sec in the same area. There are also reports of escalating violence and civil disturbance in the lower decks as Riot police and Commonwealth Marshals clash with unidentified assailants.
>>
>>35380578
>Get our Guard Captain to liase with Station Security to have a couple squads put at their disposal to handle the gunman.
We're going to take him and his squad with us to the lower levels to deal with the riot.
Have our Aide liase with the ship to see if the Neo-Tokyo or Jeffersonians are onboard, and if they're involved with the violence in the lower levels.

James nods as he keeps up what seem to be a dozen conversations on his earpiece, and hands you a spare. Dian reports that all Colonists are still, accounted for, and that the lower decks are mostly abandoned remnants of the old deep-space research station that Kerrymann was built around, mostly inhabited by homeless drifters. There shouldn't be enough people down there to get a decent card game going, much less widespread rioting.

Ninth Platoon has been dispatched to assist Station Sec Tactical Teams in hunting down the shooter.
>>
>>35380578

good on you, bro.
>>
>>35380578
>>35380594

I totally forgot to do that. Thanks.

>>35380455

Down you go.

The clanking gears (DAMN this thing is old) on the lift seem to be the loudest sounds you've ever heard, every clank and screech no doubt resounding through the halls and alerting every armed nut below.

You tell yourself to calm down. Every tiny noise sounds like a thunderclap when your life depends on not being heard. Besides, Stations are notoriously noisy, especially old ones like this section that still have rotating-blade ventilation fans and more mechanical components.

You reach the bottom, and Nal, the smallest and stealthiest of your Kzin companions, eases open the rusty metal door.

The grime in the hall has been recently disturbed by many nearly identical boots, and a dead vagrant gripping a cheap pistol is slumped over to the left.

The most recent boot-prints all seem to lead to the right, but the Kzin say that they can hear man talking radios to the left.

>Left
>Right
>Other

>Your men do not possess riot shields, and as far as you know no human power has man-portable energy shields.
>>
>>35380693
>Left
>Other
Have two men cover the right hallway, maybe use the lift shaft for cover.

We're probably going to be loud when we take down these people to the left, so a small ambush on our part may be a good idea.
In fact, anyone in the squad know how to set up a tripwire-grenade trap? Maybe we could set one up on the right just in case?
>>
>>35380740
I approve of this man.
>>
Hang on, I'm getting repeated Connection errors.
>>
>>35380740
>>35380811

Crap, again.

Also, to clarify an earlier point: Genetic modification is NOT illegal. Otherwise the 'Splicer Rights Protests on Neo-Tokyo, Metro, and New New York would have ended even more bloodily than they did. The creation of Supersoldiers of any kind, with the exception of the Commonwealth Colonial Marines, is highly illegal, and was the subject of the Genetic Laws. This is why the Kzin have so rarely fought augmented humans, Bio-androids, or Simps.

>>35380693

Your men are unaware of the subtle art of the improvised booby-trap. You correct this situation by demonstrating how to use some of the monofilament line you carry in your many-pocketed ensemble at all times to rig a standard frag grenade. A nasty surprise for any morons barreling around the corner.

With James leaving a fireteam on rear-guard, your squad stalks quietly forward behind the nearly-silent Kzin, who are obviously irritated at the relatively huge racket your Guards boots are making.

>CONT

>Let's see if splitting it up works.
>>
You round a bend and come across the cooling corpse of a man in full-body Tactical Security Armor, holding one of the Guard-Pattern rifles every thug in the Galaxy seems to be able to get his hands on. Essentially the same gear as the Station TacSec. His armor and clothes are covered in strange designs that look vaguely like some of the newer dialects of Chinese you've seen in your travels, but you can't be sure. He bears an insignia in the shape of a red handprint on his left shoulder.

Suppressing a sigh of relief at not having to face weapons on par with your own, you catch up to the Point-Cat, who stands above another goon, this ones mask pulled back and a smouldering sensostick nearby, listening to radio chatter from a room ahead.

Just as you pull up, you hear a rough, mocking voice saying something about "detonation". The Kzins ears signal alarm, and one makes a complex gesture that probably means something to them as they tense for action.

>ACTION
>>
>>35380972
Pull out our SMG, signal for James and his relatively loud Guard team to stay back.
Looks like the Kzin want to breach; pull out a grenade, have the Point-Cat see it, point to it then to the room.
See if they indicate yes or no; if yes, we breach the room by rolling the grenade in first.
If no, then let the Kzin breach while we follow behind, and James behind us.
>>
>>35380972
>ACTION

Just make ready and back whatever play the Kizins are planning to make.
>>
>>35381027
Concur.
>>
>>35381027
>>35381064

You take gesture for a grenade off a nearby Guards harness. You hold it up to the light, but Nal shakes his head an exaggerated no before gesturing for your men to come forward.

Whoever was talking before seems to be working himself up into a psychotic monologue, you catch phrases like "The Human herd" and "Cattle-men" a lot. These guys are starting to look more and more like good old-fashioned crazy cultists. Excellent. You've never fought Cultists before.

Nal leans his head down near you and James, trying to whisper several times before finally raising his voice enough for you to hear his halting Inglic:

"Six Men, all danger-blind. One smells of madness, the others follow. Concealed Fire-Explosion-devices near exits, holds key to destroying Man-Fighters blocking the Diseased. We breach, you follow, try to take one in left-rear corner alive. Positive?"

>Yes
>No
>Other
>>
>>35381122
We're more of a tanker than a ground pounder. Sounds good to me. Let our men go in ahead of us.
>>
>>35381122
>Yes

Back the play.
>>
>>35381122
>Yes
So there are bombs at the exits where the barricades are set up.

Maybe we should call up our Guard and Merc squads and tell them to get away from the barricades in case this madman triggers the bombs?
>>
>>35381122
>>35381164
>>35381158
>>35381147

>Yes

James taps his earpiece and shakes his head, and when you try to toggle yours, you discover that the ungodly amount of steel and Titanium in this older section, plus the lack of comm-repeaters ubiquitous throughout the station, are blocking the signal. You need to either get far enough up that you're back in range, far enough down that the exterior repeaters can pick you up through the hull, or find a more powerful transmitter down here somewhere.

With terrifying speed, Nal darts into the room, his slightly slower, but still frightening companions on his heels. James' Guardsmen breach after them, and there is a brief burst of panic-fire.

Following them in as you keep an eye on the surrounding corridor, you see that every cultist except one in just a Security vest and clothing adorned with more of the strange markings is down and very dead. The poor bastard with the cape and elaborate face mask in the center of the room has had his hand messily severed from his arm, dead fingers still clutching a detonator.

On a wall-mounted Holo-Projector, you see footage from what are likely miniature spy cameras of your Guard and Mercs laying down withering fire on crowds on jerkily running Infected, many of whom are StationSec. Your rifles, thankfully, cut right through their armor. At other exits you can see surviving Secmen, mostly Tacs, pulling back through your troops makeshift barricades.

Even as you watch, the attack winds down, especially near the main halls where the Mercs bring their energy weapons to bear.

>Try to use Cult Leaders radio to contact your ship
>Interrogate survivor
>Other
>>
>>35381342
>Interrogate survivor
Might be a waste of time but could be useful
>>
>>35381342
>Try to use Cult Leaders radio to contact your ship

Someone else can make the cultist piss his pants.
>>
>>35381357
>>35381374

Gonna need a consensus or a third vote.

Actually, can I get a show of hands to see how many people are actually still here?
>>
>>35381342
>>35381357
>Try to use Cult Leaders radio to contact your ship
I'll change my vote to this then.
>>
>>35381466
Third person here. I'm working, is my problem.

Interrogating is cool.
>>
>>35381488
>>35381374
>>35381357

You fiddle with the radio for a bit as James begins to question the survivor. You manage to contact the ship, and switch to a secure channel.

After stepping back while James delivers a report, you see that your troops have pulled back from their positions, with only a trickle of Infected, mostly already wounded, coming into their firing lanes. Merc EOD Technicians are working on several bombs, while StationSec Bomb Squads converge on the remaining gateways.

You hear an explosion and cries of pain from down the hall, followed by the chattering of your Guards Tri-Barrel Assault Rifles.

>Enter the hallway and push forward
>Have James' Soldiers pull back past the room and wait in ambush for either them to try to secure it or pass by you.
>Gag the prisoner to prevent the use of a suicide capsule while everyone's distracted.
>Other.
>>
>>35381596
>Enter the hallway and push forward
>Gag the prisoner to prevent the use of a suicide capsule while everyone's distracted.
I do not want contaminated people in the same room. Too much risk.
>>
>>35381693

The Cultists are not infected, If they were, they would have gone into convulsions and started impulsively biting everyone around them by now. They sealed themselves off from the decks where they apparently released a large number of Infected they got from... Somewhere, entirely to prevent their weapon from turning on them.
>>
>>35381693

test
>>
>>35381596
Gag him.
>>
Gonna stop here for the night.

I forgot how hard it was to type fast enough to keep threads alive. I'm completely off my game.

I'll be back tomorrow about two hours earlier than tonight's game. Fully tuned-in. I want to at least get to Tempest itself before I start on a weekly schedule.
>>
>>35381927
Night man, thanks for taking your time to do this.
>>
>>35381980

You're welcome. The idea has been rolling around in my head for a while, but I get overwhelmed whenever I try to write it out as a CYOA. Hopefully this will break down some blocks, along with giving me some ideas I wouldn't have thought of on my own. Besides, it's fun.
>>
Bumping, becausre it'll be hilarious if this is still here when we start tomorrow.
>>
>>35380455

>Clar submachinegun
>Cultists preaching about cattle-like humanity and using zambies
>Armor covered in weird Chinese-esque shit

Heeeeeeey
>>
File: All in One.jpg (74 KB, 640x535)
74 KB
74 KB JPG
Here's a random image, because.
>>
>>35382301
This shall become the new house and dominion! With less players unfortunately.
>>
>>35382825

Time will tell.
>>
>>35377876

Since I have nothing better to do with my bump, let me say that I support this plan.

We have cat dude defectors, optimistic space-Murikans, and the downtrodden masses of a Japan-themed Cyberpunk planet, because of course it is. I fully expect to see FREEDOM becoming contagious among the population, for better or worse . Fuck, if EVE novels hadn't turned me off the idea of automated clinics, it would sound pretty awesome.

I would have also liked the Kal 5 guys, though. I have a feeling we'll be collecting thought-criminals like an old woman taking in stray cats.
>>
>>35355517
I'm glad to see you are back again. I assume Planetary Governor is now officially dead?
>>
>>35384081

Yeah. I'm a little burned out on 40K, mostly because I keep running into how retarded most f the setting is, plus GRIMDERP.

It did plant the seed that grew into this idea, though. I'm hoping that my writing has improved.
>>
>>35381596
>Have James' Soldiers pull back past the room and wait in ambush for either them to try to secure it or pass by you.
>Gag the prisoner to prevent the use of a suicide capsule while everyone's distracted.
We may as well use this room to our advantage.
>>
>>35381596
>Gag the prisoner to prevent the use of a suicide capsule while everyone's distracted.
We have the cthall remove the suicide capsule, and provide us with some serums to make him talk

>Have James' Soldiers pull back past the room and wait in ambush for either them to try to secure it or pass by you.
ambush is better then head on assault but i am not sure who are we exactly ambushing.
>>
>>35384287
Understandably. Can't stand most of 40k myself because of that. Your new quest does look interesting, though, and I'm glad I can be there from the start this time.
>>
>>35386383
>Understandably
Should of course be 'understandable'.

Bump
>>
Whens he gonna run again?
>>
>>35388516
Tonight at 9PM EST.
>>
>>35388568
Does he have a twitter or something?

When are we going to get to actually being on our colony!?
>>
>>35382496
Whats the reference?
>>
Bamp
>>
>>35388695
>Does he have a twitter or something?
No.

>When are we going to get to actually being on our colony!?
Like he said, tonight.
>>
Gametime soon, fellow fa/tg/uy
>>
>>35393520
Where? It's 9PM EST you liar
>>
James instructs his men to follow your plan over his earpiece, which thankfully still function over short distances down here.

The gunfire intensifies as the Guardsmen retreat past the doorway. The red-garbed clowns rush right past the open door in pursuit, although they do have enough training to leapfrog forward, one team covering the others approach.

You follow your soldiers out into the hall, the unexpected volley of fire cutting them to pieces. The Kzin are on them as soon as James' men cease fire, dispatching any wounded who are trying to raise weapons with ruthless efficiency. You now possess two Wounded Prisoners.

Back in the room, it appears the camera feed has been cut, and Dian reports over your captured radio that elements of a force matching the description you gave are trying to fight a holding action against your better armed and trained Guard forces, Mercenaries, and a fair number of Kzin who volunteered in the hope of a decent battle. It is not going well for them.

There are still sporadic encounters with Infected, mostly wounded in clashes with StationSec.

The Cobra has dropped completely off the grid, and most of the TacSec not pulled off to back up your men at the barricades, in the undeniable face of a Ravies outbreak, are still trying to figure out just where the Hell he went.

>Interrogate Prisoner
>Secure prisoners and head deeper into enemy territory in search of leadership
>Other
>>
>>35394306
>Interrogate Prisoner

Lets get immediate info. Fuck the geneva convention if we have to
>>
>>35394394
>Torturing a terrorist for info
how about we don't be retarded and instead just get our super biologists to disarm his suicide tooth pill and then inject him with a truth serum instead?

also, at the same time they can analyze the two infected prisoners to make the vaccine.
>>
>>35394445
>retarded
>distant future

We're pressed for time you ass. Who says we got any of those on hand anyway?
>>
>>35394445

not to mention that we're sort of cut off from friendly forces for the time being, and the enemy are stalling for time for a reason.

also the prisoners are not infected. if they were, they'd be zambies by now instead of shooting at us.

unless zombies can learn to use guns, which would be scary
>>
Waiting on a consensus or more votes one way or another.

To clarify, you are in fact cut off from friendly forces, although they are advancing rapidly, the Cultists are not infected, as evidenced by their continued use of higher brain functions, and there are plenty of dead infected topside for your Chtall to take samples from.
>>
>>35394306
>>Secure prisoners and head deeper into enemy territory in search of leadership
>>
>>35394306
>>Interrogate Prisoner
>>
>>35394685
>>35394394
>>35394944
>>35394961

You stoop and remove the makeshift rag-gag, carefully searching his mouth as he attempts to bite your fingers. You find the capsule already loose in his mouth, but unbroken.

The Guardsmens search of the other prisoners reveals that they have no such devices. It appears that you have someone special.

As soon as he can speak, he begins ranting.

"You dare to stand against the Blood Prophet, against the might of the Legion of Skulls?! We execute Will of the GODS! THE GODS WHO OWN THESE STARS UPON WHICH WE ARE MERELY BLEATING TRESPASSERS, DARING TO SPREAD OUR OWN BIOME UPON WORLDS RESERVED FOR THEIR CHOSEN, TO POLLUTE THE SPACELANES WITH MONUMENTS TO OUR OWN HUBRIS, OUR-"

At this point one of the Kzin, a mercenary bearing the mark of Exile, as opposed to the more human-acclimated Kdapists that make up the rest of your detail, begins messily quartering the corpse of a nearby Cultist and eating his still-warm limbs.

You're not quite sure who's more horrified: Your men or the prisoners.

>Threaten to feed him to the Kzin if he doesn't tell you what you want to know
>Demand that he give tell you everything he knows
>Try to get him back to ranting: He'll probably wind up letting everything you want to hear slip into his tirade
>Other
>>
>>35395243

>Threaten to feed him to the Kzin if he doesn't tell you what you want to know

"Alive, unlike that fellow"
>>
>>35395243
>That guy got to die before the Kzin got to him. I can't say the same for you if you don't talk.
>>
>>35395322

Roll 1d100, -10 (Fanticism)
>>
>>35395372

>Fanaticism

Dammit.
>>
Rolled 46 (1d100)

>>35395372
>>
Rolled 48 (1d100)

>>35395372
>>
Rolled 61 + 10 (1d100 + 10)

>>35395372
>>
>>35395428
>>35395433

>FAILURE

His eyes widen in fear for a moment, before he begins his raving again:

'You will not intimidate me with your alien sellswords so easily, Outlaw! My life is not my own, for we are born to die! To live a short and LIMITED existence in the shadows of GODS who will one day RETURN TO CLAIMTHEIR OWN! HOW COULD YOU BE SO FOOLISH AS TO THINK THAT SIMPLE FEAR COULD MOTIVATE A SWORN CLAW OF THE LEGION, ONE WHO HAS ACCEPTED MANS LOWLY PLACE IN COSMOS WHILE IN YOUR HEARTS YOU DENY IT IN TERROR?! IT IS YOU WHO ARE THE COWARD! YOU!-"

You're not getting anywhere on this track, and time is running short. Those troops topside are either committing suicide by Guard, or are trying to buy timefor some escape attempt or final retaliatory blow. Probably the latter. Cults like this usually have some real snakes hiding behind the legions of fanatical morons like this one.

>Try to keep him ranting, and guide him towards the situation at hand
>Demand that he give you useful information
>Tie him, seal the door, continue downwards and onwards.
>Other
>>
>>35395533
>Tie him, seal the door, continue downwards and onwards.

Time is not on our side. We can toss his ass out of an airlock at a later date
>>
>>35395533
Is it roll high or low? How many rolls?

>Tie him, seal the door, continue downwards and onwards.
>Tell the Kzin Exile he can have him, and to not bother giving him a mercy killing before feasting

He may give up some info then
>>
>>35395649

You needed above 50 to succeed, and for successful rolls to outnumber failed rolls. You got neither of those, even before the -10 penalty for your prisoners fanatical dedication is taken into account.
>>
>>35395740
How many rolls? What kinda math is this?
>>
>>35395817

Each player makes one roll, 1d100, with possible penalties or bonuses depending upon situation or relevant skills. you got two failures and one just-barely success. Failures outnumber successes, so you lost. Critical successes (85+) and critical failures (10 and below) count as two successful rolls and two failed rolls, respectively. The margin for Critical Successes is wider in a possibly doomed attempt to compensate for the hatred /tg/ dice bear for all mankind. Do you have any other questions?
>>
>>35395984
That means if someone rolls well, everyone else should stop rolling right?
>>
>>35395984
I meant more probability, and I think your crit margins are bigger than 3d20, so you should shrink those too.

1-5 on a d100 is equal to a 1 on a d20

Also, you should have a set number of rolls because of >>35396072

I'm not shitting on you btw. Just my thoughts and I was wondering how the dice worked.

Please continue
>>
>>35396123
>>35396072

Thanks.

I tend to play fast and loose with my mechanics, but this has lead to headaches in the past. For now, I'll shrink the Critical Success to 90+ and use the first three rolls, or the first two if there are fewer players (Like now).
-------------------------------------------------------------

Your last-ditch attempt to intimidate the enemy fanatic fails just aswell, his conviction overwhelming any fear. You leave all three of them secured, and one of your troops uses Weltape to seal the door shut behind you.

You advance father down, before coming near a large space, what used to be the loading bay of the old observation station. It is currently bustling with activity as dozens of cultists make ready a number of standard passenger shuttles. You see a squad of troops in Combat Armor with Triguns similar to your soldiers own, though they appear to be a cheaper, lower-caliber model: Lighter, more compact, but less suited to fighting armored pirates and hostile animal life on the edge of civilization.

There is also a clanking mechanical monstrosity, which you recognize as being a Markam V-18 Combat walker: A squat, humanoid war-machine armed with crablike claws with Shard-Crystal blades and four mounted flamethrowers. Slow and cumbersome, with no long-range weaponry, but nearly indestructble unless you can get on top of it somehow.

As you look down at the room, past the criss-crossing catwalks, you notice something... Not quite right about the room. You can't quite put your finger on it...

>Roll 1d100 +10 for Smugglers Eye
>Ignore it and focus on the tactical situation.
>Other
>>
Rolled 89 + 10 (1d100 + 10)

>>35396377
>Roll 1d100 +10 for Smugglers Eye
>>
Rolled 60 + 10 (1d100 + 10)

>>35396377
>>
>>35396377
1-5 & 96-100 will guarantee a crit about every four rolls for 4d100, btw. That's very common for crits, and 1-10/91-100 is even more frequent. Just FYI.

>"The probability of getting at least X on YdZ is 1-((X-1)/Z)^Y. So, for example, the probability of getting at least a 19 on 3d20 is 1-(18/20)^3, or 27%." -QTG pastebin, http://pastebin.com/MhwpNLBm

That sounds complicated, but you can use your PC calculator to do it. Just divide, press enter. click the x^y button, type 3, and press enter. Then subtract by 1, press enter.

You should look it the probabilities you want for a thread next time you run.
>>
>>35396459
>>35396580

>SUCCESS

Unless you are terribly mistaken, you seem to have discovered a hidden compartment of some kind, and the sudden lack of seams between metal plates and slightly shinier paint, with rust and stains painted on, suggests nothing less than a Smugglers Hold. A secret cache for contraband that couldn't be hidden from Hegemony scanners, on its way through the twisting roads of the Black Market. In the days of the Commonwealth, with less contraband in general, and much more relaxed control over interstellar shipping and trade hubs, they've fallen out of common use. However, this one looks fairly recent, and abandoned to boot, judging by the amount of dust churned up by the Cult soldiers boots and the sealed portals. As any spacer knows, salvage with no living owner at hand belongs to the first man to stake a claim, and this particular chest could be filled with all manner of illicit treasure.

But first, there's the matter of taking out the scrubs in your path.

Your Guards Triguns are decent at armor-piercing, but even they will have trouble with what appears to be the Elite squad below. Your Clark Submachine Gun, however, is designed and loaded for knocking great big holes through tough armor. That Crab worries you, though.

.You have the High Ground and Surprise, although the enemy are On Guard.

>BATTLE PLAN?
>>
>>35396845
If we have the highgrou d and surprise... are thrre catwalks criss crossing above or maybe a single one that covers the outside? What exactly is the crabs weakness on the top of it? Pilot hatch? Wires? Also, a headcount would be nice. Of ours and of theirs.
>>
>>35396845
>>35396845
>Guardsmen throw flashbangs and normal grenades, then storm through
>You shoot the camera of the walker and any other vulnerable spots, including the flamers if they're not armored. Maybe an incendiary/explosive grenade for the fuel tanks?
>>
>>35396989
>>35396994

There are catwalks, but they're rather flimsy and would only confer partial concealment, no cover.

The Walker is virtually indestructible, with flamer nozzles just barely protruding from its armored bulk. Its only weak point is a somewhat easily pried-open pilots hatch on the roof, although to do so would either require powered assistance or greater-than-human strength.
>>
>>35397068
Could we ask Mr. Cobra where he is? Maybe we could flash, he takes out the walker, he GTFOs and then we storm it? What about the Kriz?
>>
>>35397147

The Cobra is laying low on your ship. You could try to get him down here, but it would take time you don't have.

The Kzin... Now that's an interesting idea. If anyone could dodge those claws and rip open the hatch on top, it would be Nal.

>Action?
>>
>>35397191
then I would have nal go for the walker while are guardsmen lay down covering fire. when the walker is down we take out the elites while the Kzin and are guardsmen attack the rest
>>
>>35397191
>Explain game plan:
>>Guardsmen throw frags and flashbangs
>>Nal jumps on the walker as everyone else storms in and opens fire on the disoriented survivors.
>>
>>35397243
>>35397263

Roll 1d100 +25 for Combat
>>
Rolled 68 + 25 (1d100 + 25)

>>35397285
>>
>>35397285
>>
Rolled 92 + 25 (1d100 + 25)

>>35397285
>>
>>35355517
Out of curiosity, what series inspired you for this quest?
>>
Rolled 97 + 25 (1d100 + 25)

>>35397285
I can into dice...
>>
>>35397346

It's sort of a mix. Equal parts BOLO series, Starfist series, and The Empires Corps series, plus some elements I liked from Known Space, mostly a couple of intelligent races. The inspiration for the Quest itself came from an old Quest I ran called Planetary Governors Quest, which obviously planted the seed for this. But alas, 40K is kind of fucking retarded as a setting, and even my raging hard-on for the Salamanders couldn't outweigh the extreme restrictions the Imperiums Xenophobia and technological/cultural stagnation put on directions for the story.
------------------------------------------------------------>>35397354
>>35397342
>>35397301
>Yes, Poland can Into Dice

James nods his assent as your Fighters move into position, Flash-Bangs followed by Frags thrown at a curt hand signal.

Most Cultists barely notice the falling objects before the explosive force and shrapnel rips through their ranks. Immediately afterwards, your men begin to service targets.

The familiar *Thunk Thunk Thunk* of your Submachine gun, always a reminder of the jury-rigged nail-gun that was the firearms famous ancestor, sends heavy, high-velocity armor-piercing slugs downrange at the retreating armored forms of the Elite Squad, as you have dubbed them in your head. You take out about half of them, your rounds chewing holes straight through them and into the deck below.

Meanwhile, the Kzin move through the charnel field with lethal grace, Nals two fellow Kdapists dancing around the hulking war-machine to distract its pilot as Nal leaps atop it and begins prying up the hatch. The Exile stands back, casting makeshift spears of scrap pipe and beaten pieces of shaven gear-locks at any Cultist foolish enough to try and sight in on the exposed warrior, with expectedly bloody results. James has to shake several Guards out of shocked stares at the combat ferocity of their allies.

For the moment, you control the flow of battle. How do you proceed?

>Action?
>>
>>35397607
Fire and movement. Any guardsmen with heavier automatic weapon use suppressive fire while other teams move in to flank the enemy. Make sure some marksmen cover the Kzin so they don't get shot.
>>
>>35397607
If people have grenades left, use them. Get two Guards to give the Kzin cover fire, while the others continue taking out Cultists.

Did the Elite Squad get away? We should get a pair of Guards and try to cut off their escape.
>>
>>35397748
To expand on this: Maybe a smoke nade around the walker so the Kzin cant be as easily targeted.

Get our soldiers to progressively move into cover by having one team suppress and the other move.

Get some other heavy weapons guys to set up killzones on any possible exits for the enemy.
>>
>>35397748
>>35397816

Your Guardsmen are armed with standard military-surplus tri-barrel Autorifles. Half of the Elite Squad got away with a number of light armor-piercing explosive rounds gouging holes in their armor, the other half are on the deck with holes the size of a New American Dollar Coin in their torsos.
>>
>>35397748
>>35397845
>heavier weapons
From what we chose at the beginning, I'm pretty sure we only have the tri-barrel assault rifles. No HMG's or anything like that.

And there's really no cover in here.

Let's get a couple of Guards and hunt down those Elite Cultists.

Also, OP, what's the kill radius on our flechette micro-grenades?
These normal Cultists don't have armor on, so our flechettes would be optimal against them.
>>
>>35397845
>>35397816
>>35397748

You lament your lack of heavy weapons as James seconds a Fire-team to you, keeping one up on the ledge on overwatch while two more are sent around to flank the Cultist shuttles and take out any counter-attack from that angle.

You hear a scream from behind you and a single shot from a holdout pistol as Nal tears loose the heavy armored hatch and drops into the compartment. Poor bastard. The other Kzin head off in three directions to follow your Guard.

You race around a shuttles wings and come across the remaining six, somewhat battered Elite Cultists. Having the drop on them, if not as much as before, will hopefully even out the numbers disparity.

You have an armor-piercing gun, but unfortunately, your armor is pretty damn light for this situation. A Glass cannon is you.

>Roll 1d100 +5 for Combat.
>>
Rolled 9 + 5 (1d100 + 5)

>>35397983
>>
Rolled 53 (1d100)

>>35397983
I think we're fucked
>>
Rolled 31 + 5 (1d100 + 5)

>>35397983
Aw fuck, can we start with a thrown grenade to disorient them first?
>>
>>35397919

Your grenades have Kill radius of about thirty yards. However, they're not very effective against the Tactical Security armor your enemy is wearing. It's not very effective for protection on modern battlefields, but it does well against civilian and improvised weapons, which is what it's mainly used for.
>>
>>35398030
>>35398028
>>35398015

The short-range exchange of fire is as short as it is brutal. You put down one Elite with a shot to the head, and fuck up a second before someone hits you with a three-round burst. Your concealed Weave armor keeps your torso from being torn apart like it normally would, but you're still on the ground, concussed, and bleeding fairly badly with probably all the ribs on your right side broken.

The Guard around you are likewise on the ground, the short range exchange of supersonic explosive rounds having fucked them up pretty badly, despite their somewhat superior equipment.

The remaining four active and one wounded Elites are also pretty battered, but the four are still on their feet and suppressing the Kzin trying to make his way towards you.

They most likely think you're dead. Time to correct them.

>1d100 to get up and start shooting again.
>>
Rolled 26 (1d100)

>>35398183
>>
Rolled 11 (1d100)

>>35398183
Come on, get up!
We can't just die here!
>>
Anyone else who's going to roll, wait a few minutes.
This seed is weighted low.
>>
Rolled 85 (1d100)

>>35398183
>>
Rolled 6 (1d100)

>>35398183
>>
>>35398419
Thank lord that doesnt count
>>
>>35398366
>>35398314
>>35398213

>PARTIAL FAILURE

You try, with all your might, to rise, but you collapse back onto the cold deck. However, you have managed to collect your firearm. Perhaps...

>Roll 1d100 -10 to roll partially behind a metal crate and fire at the remaining soldiers from the ground.
>Alternately, play dead and hope your allies save you before the Cultists execute you and your Fireteam.
>>
Rolled 16 - 10 (1d100 - 10)

>>35398443
>Roll 1d100 -10 to roll partially behind a metal crate and fire at the remaining soldiers from the ground.
Get it together, Governor! You've got your people to save!
>>
File: POPOP.png (3 KB, 284x177)
3 KB
3 KB PNG
>>35398419

>SO VERY CLOSE
>>
Rolled 56 - 10 (1d100 - 10)

>>35398443
>Roll 1d100 -10 to roll partially behind a metal crate and fire at the remaining soldiers from the ground.
>>
>>35397607
Planetary governor quest was awesome! Can't wait to see where this one goes
>>
>>35398517
With these recent rolls, it's not going anywhere.
>>
>>35398443
>>
Rolled 63 - 10 (1d100 - 10)

>>35398443
>>Roll 1d100 -10 to roll partially behind a metal crate and fire at the remaining soldiers from the ground.
o based dice save us
>>
Rolled 36 (1d100)

>>
As the guy who created the Burn ALL the DP build, should i start preparing for commiting sudoku?
>>
Rolled 16 + 10 (1d100 + 10)

>>35398443
>Roll 1d100 -10 to roll partially behind a metal crate and fire at the remaining soldiers from the ground.
Oh man.....
>>
>>35398597
No. If we had a second critfail in a row, I would've been worried.
>>
OP, any chance of a small charsheet next thread?

Say, some attributes and/or skills.
>>
>>35398464
>>35398515
>>35398554

>PARTIAL SUCCESS

With all your strength, you flip your bleeding carcass over three times, before turning and discharging the rest of your magazine as accurately as you can.

You hit three, one in the leg, and send two rounds into the hull behind them. In response, the nearest uninjured Elite turns and fires a five-round burst into your chest. While it is the toughest part of your armor, the only part with a solid plate, it still sends fractures throughout your sternum and imbeds shrapnel in your chest, along with breaking the shit out of your left arm and scattering most of a bullet in your forearm. That's bleeding quite badly.

Thankfully, this provides the distraction the two Kzin on the rooftop need to drop down o them and utterly dismantle them at close range.

As previously tied up Guard race to you and begin applying first aid, you hear a report over your earpiece that the leader is holding some maintenance workers, StationSec, and a Commonwealth Marshal hostage, and is demanding trial by personal combat with guess fuckin' who.

The Kzin seem very interested in this prospect.

>Try to get back on your feet 1d100-10
>Pass out, leave it to James.
>Other
>>
Rolled 64 + 10 (1d100 + 10)

>>35398776
Try to get back on your feet 1d100-10
>>
Rolled 9 + 10 (1d100 + 10)

>>35398776
>Try to get back on your feet 1d100-10
>>
Rolled 19 - 10 (1d100 - 10)

>>35398776
>>Try to get back on your feet 1d100-10
>>
Rolled 60 - 10 (1d100 - 10)

>>35398776
>Try to get back on your feet 1d100-10
Go big!
At the very least, we need to make the effort to TRY to accept the challenge in front of the Kzin.
>>
File: 1337537369584.gif (1.32 MB, 200x153)
1.32 MB
1.32 MB GIF
>>35398814
>>35398825
>>35398828
Yeah, we're fucked.
>>
>>35398776
>>35398814
>>35398825
>>35398828

So I take it we passed out. Oh well. I'm looking eager to getting our boots on the colony anyway
>>
>>35398868
At the very least, James or Nal can take apart the leader. I hope.
>>
>>35398868
>I'm looking eager to getting our boots on the colony anyway
But it also means that we didn't get in touch with our Free Trader buddies, we didn't pick up those in-system freighters (meaning we lose most of our profits from He3 and asteroid mining), no recognition or reward from the Commonwealth.
We stand to lose a fucking lot by passing out.
>>
>>35398814
>>35398825
>>35398828

>Because of this guy >>35398838, you almost win

You grit your teeth, making a low growling sound in your throat as you struggle to your feet. Your Fighters stare at you as you stand up as high as you can with your broken ribs and start to pull your plasteel Bowie knife from its sheath.

It is then that a high-velocity armor-piercing round from a sniper rifle strikes you in the back.

As you struggle to stay upright and reach cover, you hear someone screaming "CEASE FIRE, CEASE FIRE" as you collapse back down, looking up to see the ledge above crowded with Guard and Mercs, including one poor bastard with a compact Sniper Rifle and a green skull on his helmet, whose body language clearly reads "Oh Fuck".

You decide now would be an excellent time to lose consciousness.

>Roll 1d100+10
>>
Rolled 52 + 10 (1d100 + 10)

>>35399037
>>
Rolled 90 + 10 (1d100 + 10)

>>35399037
>>
>>35398998
We can always pick up stuff and make contact with traders later. I doubt they would just dump us on our ship and send us planetside before we regain consciousness. Besides, people are going to love a leader who fights and bleeds for them
>>
Rolled 14 + 10 (1d100 + 10)

>>35399037
....
....
I don't give a shit if that was a Corp Merc.
We are going to re-negotiate that Corp's loans to our colony; actually trying to kill the Governor should be enough to knock off at least 50% of the debt we owe to that company.
>>
Rolled 51 + 10 (1d100 + 10)

>>35399037
>Roll 1d100+10
>>
Rolled 45 (1d100)

>>35399037
This should verk......
>>
>>35399072
>>35399061
>>35399046

You awaken in what you assume is the Harvests Medical Bay. Dian is standing at one side, like a butler out of a cheap holocom drama about life on an Aristocratic manor. You really hope she's not going to make a habit of doing that. It makes you extremely uncomfortable.

You struggle to rise before the arm of an Autodoc pushes you back down with a pre-programmed admonition. You cringe, you've always hated these damn things.

You turn to face Dian "So, how bad was it?"

She begins to speak, as though reading from a mental list: "The Stationmaster is being very quiet about the entire incident, and is most likely trying to cover for his obvious mistakes, we therefore had very little interference in salvaging the contents of the cache you mentioned and transferring it up. StationSec seems to have lost a third of their troops at least, between the Ravies and the Cobra, who is incidentally awaiting a meeting to hammer out the finer details of your agreement. All Colonists were loaded without incident, and the last of the heavy equipment is..."

"I meant the hostages, and the poor bastards I lead into a hail of gunfire."

She stops and stares for a moment, before the mask of the unobtrusive Aide steals over her again: "There were no fatalities among either party, although the hostages had been harshly interrogated and confined without food, water, or medical care for some time. The Guard Fireteam is actually less injured than you are, and you'll be moving independently within the hour."

"One Hyp3RL1z3RD has been given a spare stateroom aboard for services rendered, and the Mercenary Union representative says he'll be having a talk with the Northern Arms Security contingent about proper target identification."

You nod. Now then:

>Look over Contraband
>Meet with Cobra
>Meet remaining Staff
>Meet Chtall
>Yusuf and paperwork.
>>
>>35399281
>Meet with Cobra
Let's prioritize this. We don't want to keep an antsy supersoldier who can tear through our entire Guard AND Merc contingents without slowing down waiting too long.

Then we'll meet the staff, look over the Contraband, do the paperwork, and then meet with Chtall.
>>
>>35399281
Wait, does this mean that our Free Trader friends already left?

Though, with a Ravies outbreak on the station being barely contained, I can't really blame them too much. So long as they left their Commnet codes so we can look them up later.
>>
>>35399281
>>Meet with Cobra

I agree with this. After that, we can meet with the staff, then contraband.

Staff is important so we can delegate.
>>
OP, people earlier on were talking about being a sort of haven for persona non grata.

>Many Commonwealth laws, such as registration and restriction of rights of genetically engineered individuals, intelligent machines, uplifted animals, and aliens will only apply if you so choose.

Can you expand on this, and why the registration/regulation of them exist? How do some of the more moderate states handle them? I imagine it's more complex than mere phobia. AI that are leagues ahead baseline human intelligence I could atleast see cause for worry.
>>
>>35399281
Lets say we pay off our debts. What happens to the mercs? Are they sent back? Do they get the option to go native? The fact they're more trained troops, but with energy weapons and powered armor (things our guys lack) make them appealing for integration.
>>
>>35399322
>>35399333
>>35399336

I actually forgot to add the Free Traders. Sorry. They are still on-station, although the rumors circling around the battle in the lower decks are causing worry. Some might start leaving soon.

>>35399368

Mostly paranoia and prejudice, stemming in large part from the plagues that ended the Clone wars, the Nemesis Soldier and Highborn Rebellions, the attempted Machmen Rebellion, and the Red Compacts use of Cyborg soldiers to carry out ethnic cleansing during the chaos before the Reformation into the Terran Hegemony, and later Commonwealth, have all lead to a great deal of prejudice and paranoia on the part of the population at large regarding genetically engineered or artificially created individuals. After all, studies show that 70% of feral Neo-Dogs will eventually prey on humans in roving tribes! Petition your representative to vote YES on Prop 21 Today!

On top of this are fears stemming from many non-warlike strains either renouncing their humanity (Based on the Transients from Transmetropolitan and modern Furries) and thus earning the ire of "Norms" who are being told they're not good enough for being plain old humans, or were explicitly created for use as a permanently indentured caste of prostitutes (Erotics, Flirts, G-Hookers to name a few slang terms), or were created to be servants in other capacities (Almost all Bio-Androids, most Uplifts), leading to fear of moral decay, corruption of youth, and standard prejudice against "uppity" servitors threatening economies based on their disenfranchised state.

Artificial Intelligences are feared in large part for their high intelligence and mathematical/logical prowess, although they tend to fall behind humans in leaps of logic, creativity, and general mental flexibility.
>CONT
>>
>>35399565
>They are still on-station, although the rumors circling around the battle in the lower decks are causing worry. Some might start leaving soon.
If that's the case, as soon as we negotiate with the Cobra, I'd like to deal with the Free Traders before they leave. We'll put them in right before we meet with our staff.
>>
>>35399565


Aliens, being The Other, strange beyond any races descended in one way or another from Earthmen, and almost all former enemies, are also feared and disliked, although strangely less so than, say, Bio-Androids or 'Splicers. Does this answer your questions adequately?

>>35399523

Your Megacorp Debt will take at least 50 years to pay off, barring delays in production and interruptions in expansion of mining operations. They like to make a tidy, long-term profit off of developing worlds.

Few Mercs will stay on one deployment for more than five years, although any that like what they see may decide to move back out as a Colonist when their individual contracts are up. The Mercs you have are all units from larger organizations, and members of the Mercenaries Union. Their equipment is owned by the company.
>>
>>35399595
>>35399322
>>35399336
>>35399333

Cobra First. Would you like to meet with your Staff or the Free Traders first? The traders aren't going to leave unless you keep them waiting in excess of five hours without a set meeting later in the day, but if you don't contact them they may assume you are dead, which is one of the circulating rumors.
>>
>>35399565
Sounds like earned paranoia. I think we should generally have them "banned" to not make us a haven and keep heat off us, but make exceptions that are legally sanctioned as having been pardoned or w/e.

That, and I think we already have a fair amount of diversity. We got bugfolk, felinefolk, very politically conscious republicans and japanese megacorp exiles. That's four distinct groups, of which one is full of subcultures (the neo-tokyo people). Adding more will just lead to less focus on each one in the quest.

>>35399610
Yes

>>35399638
Contact the traders and make an appointment. This way, we can go in prepared, since the Staff can probably provide some info on them. So, Staff first but schedule a meeting.
>>
>>35399638
Then can we do this:
Have Dian call up the Cobra for ironing out an agreement. As he's brought up, we'll send out messages to our Free Trader friends that we're alive, we kicked some ass, and we'll tell them all about it in a meeting in our stateroom in about 6 hours (enough time for us to deal with everything, and have Dian track down some middling good alcohol).
Then, after the negotiation with the Cobra is done, we'll meet with the rest of our Staff, then move on to things we need to do.
>>
>>35399668
>I think we should generally have them "banned"
I don't think we should ban them at all, and only require that all military-type cyborgs and augments be registered.
A lot of the genetic and cybernetic atypicals are part of the Neo-Tokyo group anyway, so putting up bans would just get them up in arms, and get the Jeffersonians up in arms about government trodding on the rights of the individual.
>>
Gotta be AFk for half an hour. back soon.
>>
>>35399779
>A lot of the genetic and cybernetic atypicals are part of the Neo-Tokyo group anyway

Shit. I forgot about that. Ok, at the least, I think we should go with registering that stuff and trying to keep a low-profile. I don't think we should advertise ourselves as being a haven, at least.

This is a bit ahead of the quest atm, but:

Like I said, we have four distinct colonial groups. We have a group of dissatisfied humans who got exiled, which means political dissidents could pop up even if we do everything up. Partly because there's likely different political dissidents and agitators amongst them. Then we have the Jeffersonians, who are probably the most politically conscious and will demand political represenation fast. In the long run, we probably won't be able to manage a dictatorship or aristocracy. Then we have two alien groups who generally want to be left alone. Not so much the Kzin, but definitely the Cthall. Then there's the fact we have two groups of humans from different planets. At the very least, they speak different dialects, and may even have different languages. With a lingua franca of the Commonwealth being the second. It depends on Gameroom.

So I think we should start with a Committee as an emergency government to establish colonization, and we"ll emphasize it's meant to be temporary. It will include:
1. James, head of the Civil Guard
2. Our aide
3. The merc union leader
4. An appointed represenative of each colonial group, democratically elected or otherwise (in the case of aliens).
5. Any other members of our staff.

The committee will be our interim govt. that will help us set up our colony and turning it into a proper nation-state. We"ll stay in control. They will act as advisors and we can occasionally call for votes.

I think we should try to develop a cosmopolitan capital, in part so we can help lessen the isolation between each group.

Thoughts?
>>
>>35399839
We're now on Page 9, just so you know.
>>
>>35399885
Also, for mercs? I think we should set up a program where we can put them on a fast track to citizenship so long as they agree to join the military for four years as reserve members of the Civil Guard, with full time also being an option.
>>
>>35399885
There is no way the Merc Union should have a representative in our government, that's tantamount to giving the Corps a say in how we run the planet, when we spent so many points making ourselves independent of them.

Also, making it a committee is a terrible way to set up the government. James, Dian, and the rest of our staff don't get equal say; they're our subordinates, not our equal, when it comes to decision-making and responsibility.

And while the colony in its entirety bears the burden of the loans, all of the rights and and responsibilities of leadership as granted by the Commonwealth are devolved unto us, and our duly appointed heir. We have to maintain control per Commonwealth regulations in order to keep our right to Autonomy.

Instead, we should maintain ourselves as Planetary Governor, with us owning all land as is our right of being Governor. We will lease land to all colonists, through the brokerage of our administration, with the option of eventual purchase (in order to get around the Jeffersonians going off and building their own republic in the hills, which is exactly what they will try to do as soon as they can).
The easiest way to provide representation without real power is to create a Senate that the people of each sector can elect representatives to, which will bring up issues in front of the Governor.

>>35400006
These mercs are Megacorp Mercs. Why the fuck would they want to come to a backwater mining world where the air itself is toxic, instead of landing a cushy office security gig somewhere in the Core Worlds?
And if they like shooting and killing, staying with their PMC's so that they can get deployed to hotspots where they get a chance to kill people for a living?
>>
Test, goddamit.
>>
We're back, ladies and gentlemen. New thread incoming, if anyone is still here following a 20 minute maintenance shutdown that took just over an hour. If you're here and awake, sound off.
>>
>>35399885
>>35399894
>>35400006
>>35400111


>>35400267

If it looks like a New Thread, reads like a New Thread, and is labelled a New Thread, it's a shape shifting alien and you should kill it before it breeds.



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