Author Topic: Galaxy: Need more players!  (Read 6348 times)

At Solum...


Commander Zaykev: We need a recon of this area. Do we have any drone available?

Officer Paolo: Yes sir, 20 of them read to go.

Commander Zaykev: Okay, we need them to search everything within a 300 mile radius. I've heard of this planet and it's creature.

Lt: Chung: Not as bad as Cleron IV, eh Commander?

Commander Zaykev: This is no laughing matter Leutinent. I have had friends who didn't have enough of them left to be buried, because they were inside some monsters belly. Next time you make a joke like this, I'll have you working the mines in Sector 3.

Lt. Chung: My apologies, commander.



Fun fact: Cleron IV is one of the planets in the lost sector where Private Zaykev and his platoon at the time was tasked with rescuing a group of crash survivors. When they arrived at the crash sight, the Cleronian creatures had already gotten to the survivors and were soon overrun by the creatures. They were forced to venture deeper into the jungle, where they were picked off one by one, all except for Zaykev, who found a small shuttle and made his escape.
« Last Edit: June 11, 2012, 02:42:04 PM by Shadowed999 »

The two ships dock with the space port and 5 men in Soviet-looking officer uniforms sit down, awaiting a shuttle to the planet.

The two ships dock with the space port and 5 men in Soviet-looking officer uniforms sit down, awaiting a shuttle to the planet.
Are you at Solum?

The two ships dock with the space port and 5 men in Soviet-looking officer uniforms sit down, awaiting a shuttle to the planet.

A shuttle arives with 6 Crimsonian Royal Guard onboard and they lead the 5 Men onto the shuttle and down to the planet surface.


The Two Crimsonian Ships sent into space arrive at the Other Side of Solum

The tau ships arrive and the manta deploys a single hunter cadre to the planet

we also start scanning the planet

NEW RULES:
Stats:
Each ship has a set amount of structure points. Dreadnoughts have 6 structure points and +6 survivability, Cruisers have 4 structure points and +4 survivability, and transports have 2 structure point and +2 survivability. Different ship guns have different stats, too. Bombardment cannons have a strength of +2 the players weapon strength, Missile barrages hit with +2 to the players ranged combat skill, Anti-ship guns get to fire twice at enemy ships, and drop pods hit with +3 to the players accuracy and use the players close combat skill as its strength. Other players may come up with their own weapon types, but it cant be too powerful.

Combat:
The two opposing players roll a 10 sided dice(d10) and add their tactics stat, and whoever gets a higher result wins the initiative. The player who wins the initiative gets to have one of their ships fire before the others. The rest of the ships will fire at the same time(but keep track of which ships are lost). Players fire all of their weapons of the same type at once by rolling a d10 and getting under
ranged combat skill, keeping track of how many of each type hits. Each player then allocates each enemy hit to one of his ships. Players must allocate shots from each weapon as equally as possible. Each player then has to roll a d10 for each hit and get under the ships survivability minus the weapons strength(A roll of 10 always fails) or lose a structure point for that ship.  When both sides have attacked, if any ships remain, then the player who has lost the most structure points must roll d10 and get under their intelligence minus how many structure points they lost by. If they fail this roll, they retreat and lose the battle, but if they succeed, another round of combat ensues. If a player loses all of their ships, of course, then they lose autmatically. If both players lose all of their ships or lose an equal amount of structure points, then it is a draw and another round ensues unless there are no more ships.

Oh merde, this is gonna take a while.
I call some gas planet in sector 3!

Country name:Suimanjaris

Flag/Symbol: (Temp until I can get an acutal thing)

Government type:Democracy

Ally(s)*: None quite yet.

Population: 1,000,000

Planet:Jupiter

Sector:3

Languages: Suiman

Weaponry**: A generally peaceful race that trades with other countries and planets, exporting valuable gasses found no where else. Although they have developed super high powered carbine like cannons and guns to protect their cargo.   (3)

# of Arms:4
# of Legs:0
# of tendrils (if any.):0
# of any other limbs (if any.):3 fins
Skin :Has a sort of elastic skin that is very durable but is also very flexible, much like some sort of tear resistant latex. (6)
Vision :Very keen vision, has around head for expanded view. (7)
Agility: Can not navigate on the ground, propels itself around in the air using highly pressurized gas very quickly and precisely. (6)
Strength: Is not very strong with its but has ability to violently thrust gas out of it's "Thrusters" if you will. (3)
Intelligence Is pretty smart, as it can make technological adaptations to its surroudings, but there are, of course, common exceptions.  (5)

Close Quarters Combat skill: 3
Ranged Combat skill: 1
Survivability: 4
Tactics: 7

Breeding rate: 1.5 Jupiter years.
Brood number: 3

I hope I did this right....

are your people born NAKED???




How does ground combat work?

The 5 officers request and discuss these things.

-A military/planetary alliance
-trade
-Asteroid and planetary mining operations

The men await an answer from royalty.