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File: THE MAP.jpg (96 KB, 985x985)
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[To sum up last thread, you woke up, started repairing yourself, and threatened a megacorp with legal action.]


["Hello, this is Bob from Southvoider command staff, what is the issue that you had?"]

>THIS SYSTEM IS UNDER RIM LORD MILITARY CONTROL. ALL SALVAGE IS PROPERTY OF THE RIM. ANY THEFT WILL BE MET WITH APPROPRIATE FORCE. ANY SURVIVORS OR OFFSITE REMOTE OPERATORS WILL BE PROSECUTED TO THE FULLEST EXTENT OF NAVAL LAW UNDER SECTION 73 AND CIVILIAN LAW PERTAINING TO SYSTEM NATIONAL OWNERSHIP. PIRACY WILL NOT BE TOLERATED.

["Sir, the Rimlords, as a country, are nonexistent. I have never heard of them."]

>ACCORDING TO CONFEDERATION LAW, I AM THE RIMLORD'S GOVERNMENT. BRIGHTSIDE INC. WENT OVER MY HEAD AND I CAN AND WILL TAKE LEGAL ACTION.

["Sir, Corporate will tear me a new one if I don't get this area salvaged. Now, here's what I'm going to do. I am going to ask what you want for salvage rights in this system. It will be a reasonable demand. And I will accept it. And then you will make no more complaints. Or I will ignore you and let the lawyers sort out whatever may come from that."]

>[What are your demands? It can be anything from employment to escort to having them hand over some of the salvage. Be wary, he might not accept.]
>>
>>4101257
The stasis pods contain sensitive military assets. You are free to take anything other than them.
>>
>>4101257
The stasis pods and whatever we need for repair, he can have the rest
>>
>>4101569
support
>>
>>4101540
+1
>>
>>4101257
>>4101540
>>4101569
>>4101586
>>4101619
>YOU MAY SALVAGE ALL BUT THE STASIS PODS. THEY CONTAIN MILITARY ASSETS THAT WOULD BE AN UNACCEPTABLE LOSS.

"Sir, I was sent specifically for valuables such as stasis pods, due to them usually having important objects within them. Unless you know what they contain, I am going to have to ask for different terms."

>[Well, shit. what now? More threats of legal action? Bluffing? Crack open a cold one?]
>>
>>4101953
>Crack open a cold one?
do it in a section with a closed life support system
>>
>>4101953
>[You could always, of course, try a different action not listed here.]
>>
>>4101953
Say what they contain is classified and get ready for a fight I guess.

We can’t give those up and he’s here for em
>>
>>4102013
This
>>
>>4102013
support. they were kept confident for a reason, let's not break it.
>>
>>4102013
Support.
Also make it clear if he tries to salvage them it will be taken as hostile military action.
>>
>>4101953
We already have fighters scrambled and our rail gun pointed at them right?
How do shields work in this setting by the way?
Do we have any better weapons for dealing with shielded targets than our rail gun? I would like prefer not to waste what would probably be our only big shot.
>>
>>4101953

Have you also been asked to put the employees and assets under your control at risk? Does your hazard pay cover carrying out illegal actions, or are you a deniable asset?

You asked for terms under which your salvage operations would be tolerated and you got them. Take them, or leave. Attempts to unauthorized salvage will be met with deadly force - and very expensive for you.
>>
>>4102013
>>4102172
>>4102632
>>4102795
>yes
>>
>>4102784
[The fighters are ready for launching at any second, though not out quite yet.]

[Depends. There's bubble shields, armor shielding, layered shields, among other, more esoteric types.]

[Your missiles are really nasty, but the Railgun is still probably the most powerful weapon on the ship in terms of single target, single shot damage. The missiles will be getting fired, that's for sure.]
>>
>>4101953

>>4101958
>>4102013
>>4102022
>>4102172
>>4102632
>>4102795
>>4102934
[Do you want to let him know that not even you know the contents?]
>>
>>4103061
Nope, just say they're classified and belong to us
>>
>>4103061
[More than one vote, please]
>>
>>4103061
Of course not. No admission of weakness in front of a corporation.
>>
>>4103061
>>4103068
>>4103146

>NO. THAT IS MY TERM. TAKE IT OR LEAVE IT, I CANNOT TELL YOU WHAT'S INSIDE. IT'S CLASSIFIED.

["Sir, the reason these are so valuable is because it can be anything from a solid gold statue to a stack of first edition books, and if we know it's not that valuable of or an illegal object, like say, a person or drugs, we can leave them be and have no right to interfere in the business of those authorized to open them. Do you understand?"]

>NO DEAL.
>LIE.
>TELL HIM THE TRUTH.
>OPEN ONE, THEN TELL HIM THE TRUTH.

He's trying to give you an out here.
>>
>>4103190
>LIE.

What’s something that could be valuable but isn’t? Oil for our fighters? Something like that
>>
>>4102959
What is our engagement range and what is the projectile velocity of our railgun?
Is our computing good enough to predict their firing arc and intercept their shots with our own railgun?
How big is their railgun in comparison to ours?
How many engines do they have?
Do they have any visible fighter bays or point defense?

Some unexpected advantages we have are probably speed and durability. They seem to have a crew on board, so they will be limited to G forces their crew can survive while we aren’t, that means we can maneuver much faster than them assuming our engines weren’t built only to go at human tolerable speeds. They also have life support to worry about while we don’t. Since we don’t have to worry about humans onboard, there are a lot of places on us we can presumably take a hit without worrying about unacceptable losses.
Depending on their actual armament we may have an advantage, but we were stated to be only lightly armed as far as titans go, and they have time on their side when it comes to weapons development, so I doubt it.
>>
>>4103190
Oh, also which ship is longer?
>>
>>4103206
[Us.]

>>4103201
[I don't use actual measurements, as those get finicky.]

[It goes]

>[V. Short]
>[Short]
>[Medium]
>[Long]
>[V. Long]

[The railgun is most accurate at [Medium] range, though it can hit [Long] range. As such, it takes a penalty to the roll at [Long] range, which increases if you go to [V. Long]. The penalty is lesser with shorter ranges, for obvious reasons.]
[You can't intercept railcannon shells unless it's with your ship or they're from across the system from an extremely low velocity cannon.]


[Theirs rolls d12s for damage, being Dreadnought gauge. Yours is TITAN gauge, and hurts accordingly, doing d20s. However, that's not to say that they don't roll enough d12s to make up for that, as slug width isn't everything.]


[Several. When you get that big, you have arrays rather than singular, massive engines, aesthetic as those may be.]


[They recently released a swarm of very lightly armed salvage drones, and literally every self respecting ship has PD.]
>>
>>4103190

>lie(?)
Very well.
They are memories of a bygone era. Personal property of the citizens of the Rim. Keepsakes, mementos, apparel, toys. This is their final voyage. Only their lawful descendants are authorized to access them.
>>
>>4103300
And oh so close to the truth, too.
>>
>>4103300
Support.
>>
>>4103300
Sure let’s roll with this then
>>
>>4101257
>[To sum up last thread, you woke up, started repairing yourself, and threatened a megacorp with legal action.]
Can anyone link the old thread?
>>
>>4103300
Gotta keep the story straight, remember this:

>YOU MAY SALVAGE ALL BUT THE STASIS PODS. THEY CONTAIN MILITARY ASSETS THAT WOULD BE AN UNACCEPTABLE LOSS

Just say that the ship was smuggling irradiated material that can be used by terrorists to make a dirty bomb.
>>
>>4103709
To be fair, that would be an unacceptable loss. Imagine if somebody was rummaging around in the graves of your soldiers for stuff to sell. That’s gotta be within spitting distance of the worst things you can do ethically.
>>
>>4103300
This sounds perfect to me. And if we really want to be sure, we can have him wait while we open one and check for ourselves before telling him.
>>
>>4103707
it's still in the catalog, just ctrl+f titan
>>
>>4103190

>>4103198
>>4103300
>>4103389
>>4103484
>>4103709
>>4103926
>I UNDERSTAND. ALLOW ME TO CHECK THEIR CONTENTS.

[You wait for a few moments, as if you were an organic and actually had to check, not an AI formulating a lie.]

>PERSONAL EFFECTS

["What, sir?"]

>PERSONAL EFFECTS. PROPERTY OF THE CITIZENS OF THE RIM, TO BE DELIVERED TO THEIR DESCENDANTS UPON DEATH. KEEPSAKES, PICTURES, CHILDHOOD TOYS, HEIRLOOMS. ONLY THEIR LAWFUL DESCENDANTS ARE AUTHORIZED FOR ACESS.

[There is silence for a moment. then he continues, much happier.]

["Well, sir, seeing as I am not authorized to repossess personal property, I regret to inform you that we must leave on the chance that we accidentally pick up a stasis pod for salvage. Have a bright day!"]

[They simply leave. Just like that. You feel that they will be back.]

>CONTINUE REPAIRS
>GATHER ALL STASIS PODS
>SOMETHING ELSE?
>
>>
>>4104860
>>GATHER ALL STASIS PODS
>>
>>4104860
>GATHER ALL STASIS PODS
This first, we want the lootz.
Ask our compadres for >CONTINUE REPAIRS
>>
>>4104860
>>GATHER ALL STASIS PODS
then if we can
>CONTINUE REPAIRS
>>
[Goodnight]
>>
>>4104860
>GATHER ALL STASIS PODS
>>
Link to previous thread / archive link?
>>
We need to gather the stasis pods as quickly as possible and then decide whether we fortify by setting up traps and fixing our defenses or get the fuck out of here. They will return with better intel and much bigger escort, methinks.
>>
>>4104860
>GATHER ALL STASIS PODS
Use drone fighters to gather up the stasis pods faster if they have any reliable way of doing so safely.
>>
>>4104860
>CONTINUE REPAIRS
>GATHER ALL STASIS PODS
why not B O T H
>>
>>4105535
http://suptg.thisisnotatrueending.com/qstarchive/4061741/
>>
>>4104860
support >>4104944
>>
>>4104860
>>4104904
[I'm not going to make you roll to gather, just how long it'll take.]

>1d6, for events that will occur
>>
Rolled 4 (1d6)

>>4106293
>>
>>4106293
>>4106308
>[4 event's worth]

>Roll 4 sets of 2d100, if the anons would.
>>
Rolled 52, 78 = 130 (2d100)

>>4106333
>>
Rolled 39, 29, 86, 85 = 239 (4d100)

>>4106333
>>
Rolled 51, 42 = 93 (2d100)

>>4106333
>>
Rolled 45, 88 = 133 (2d100)

>>4106333
>>
Rolled 37, 57 = 94 (2d100)

>>4106333
>>
Rolled 13, 6 = 19 (2d100)

>>4106333
>>
>>4106333
>[Nothing]
>[Nothing]
>[Nothing]
>[Nothing]

[Smoothest sailing I've yet seen]

[Now, do you repair, or GTFO and find a dockyard. Or maybe go pirate hunting, or crack open some stasis pods? The Galaxy is your oyster, after all.]
>>
>>4107639
Crack open the stasis pods first.

I want to see what we were prepared to duke it out over

Then get repaired I guess? But take the long route and kill some small fry on the way
>>
>>4107639
If we picked up all the stasis pods then let’s either use shipboard fabber to craft a memorial tablet dedicated to our makers’ civilization and have a fighter/drone deposit it it on a suitable celestial body in system on our way out.

Something to the effect of “In memory of the rim lord federation. The flame shall flicker but the void will not extinguish it.”
>>
>>4107693
(And then let’s find a suitably innocuous Star system where we could do further repairs and replenish our strike craft complement unmolested.)
>>
>>4107693
sure, let's do it
>>
>>4107694
[You need material for that, and this is probably the most accessible source for a good few systems. Why else would a Megacorp buy the salvage rights to te system?]
>>
>>4107752
Convenient salvage is good, but there’s way too much traffic in this system for my tastes. Especially now that we have alerted a mega Corp to possibility to salvage another titan. I’d rather not see them again without a hold full of strike craft, racks full of missiles and maybe some escort cruisers and a very dangerous array at system entry points for good measure.
>>
>>4107639
>Continue repairs here to the furthest extent we are capable, including restoring our numbers of marines, missles, ships etc.
>>
>>4107778
[Do you want to take on organic marines, or just have as many mechanical marines as is possible? Because your forge is not keyed for making more than the basic marines, which are not true AI. Also, you can fit a LOT more mechanical marines, but they are generally less effective than fully kitted organic marines, due to both regulations and simple limitations.]
>>
>>4107796
Organic marines, since we are basically the last man standing of a fallen nation we need to rally, rebase, and renforce.
>>
>>4107796
Well ideally we would get more organic marines as well but we need full life support and a source of organic marines (unless I'm missing something and we can build those as well)
>>
>>4107796
>>4107817
What I'm saying is for now, just as many mechanical marines as possible will do. Even if we can't control all of them at once, even with all our lesser AIs, we'll be able to have spare forces on standby.
>>
>>4107817
I am sure if we send out the call for forces someone will answer.
>>
>>4107819
[You more or less direct mechanical marines at the target and let them kill anything not civvie that sets off the targeting systems. With the proper command structure with sergeants directing their fireteams on the spot, it's very effective. With the way it will be now, it'll get messy as the nonsentient AI target everything that moves, because you don't have a sergeant to paint targets and designate what noncombatants look like at the moment.]

[So yes, you can, but you only have enough command staff for about 500 marines currently, so unless you get the restrictions on your Nanoforge loosed, things'll get bad.]
>>
>>4107845
So just only have 500 marines active at a time and then work on fixing the "no seargents" issue? We re-activated our boys at the beginning, can't we just put them back to sleep until we need them?
>>
>>4107845
how would one hack a nanoforge?
>>
>>4107845
Can we try and get to the church? Maybe they would be able to help us since we seem to be of religious significance to them. Ask the doctor if he knows anything about how the church interacts with quantum ai ships,
>>
>>4107845
Also, do we have any contingency measures in place in case of the fall of the Rim Lord government?
>>
>>4108425
[You can. The problem does extend beyond no seargeants, as you have lieutenants, captains, majors, and Lord Commanders in the tree as well.]

>>4108441
[Badly. they're REALLY delicate when it comes to tampering, if not to actual damage.]

>>4108446
[The Captain did. He's... probably dead by now though. He might be in one of the pods.]

>>4108444
[You certainly can, and Doc certainly would, should the anons agree to it.]
>>
>>4108444
Sounds like a plan
>>
>>4109080
The following is not in character, and is just for the purpose of clarifying knowledge we would innately have.
Are we programmed to not open the containers? You mentioned there are safeguards in stuff like the nano forge, do we not have any safeguards preventing us from defying orders or coded programming? If the pods were kept classified from us, are we even physically capable of opening them or asking someone to open them for us? Even further, how mission critical are they? If they were under attack, are we even physically capable of abandoning them?
>>
>>4109273
[You're not programmed not to open the containers]

[You have manual safeguards against treachery, such as accommodations for only 10000 robomarines without some refitting and the kill switch.]

[You were basically told "you don't need to know that, just keep them safe until we reach the destination." in regards to the containers. Seeing as this place was your final destination until recently, well...]

[If it meant saving yourself, you could run, but if it was just you wimping out or being lazy your hardcoded loyalty would say "get to work" and you would have to try to save them.]
>>
>>4109316
[For example, it would be valid to have run immediately before, during, or after the Southvoider business, as you didn't have any idea whether you could survive that.]
>>
>>4109316
In that case, we might as well see what’s in them. Can we scan them without opening them? If they contain people, I doubt they would be to happy being opened up in a ship with no life support, and if they contain radioactive material or something I doubt our friends would appreciate that if we asked them to open it on their ship.

Do we know or are we able to reasonably infer what we were meant to be doing at this destination? What rimlord assets used to be in this system? What other ships were with us on this mission?
>>
>>4109811
Yes let’s go with this, after I suggest asking doc about the church’s assistance
>>
>>4109316
If we can, let's pressurize sealed areas of the ship that can hold pressure, if there are any. Debrief some cryopod passengers
>>
>>4107639

>>4107689
>>4107693
>>4109811
>>4110229
[The consensus seems to be:]
[Make a memorial tablet to the Rimlords.]
[Ask Doc about the Church and whatever assistance they may give.]
[Eventually pump out some robomarines for security.]

[The only discourse is if we wait or if we just go for it in regard to the stasis pods.]
>>
>>4110467
Let's fill an area with pressure to open a pod in, then go from there. I don't want to mess up if it's live crew. Post a few marines for security as well.
>>
>>4110511
Let’s go with this
>>
>>4110467
Sounds good to me.
If we are able to, seal off, decontaminate, and pressurize a room on our ship and open a pod.
>>
>>4110511
>>4110698
>>4111004
[Life support is COMPLETELY shot. It technically works in the non breached areas, but you've run out of actual, well, air in however long you've been out. You can either risk it onboard the Starfall, ask the Anna Maria, or wait.]
>>
>>4111043
Let's wait, then. Let's gather all the pods, patch ourselves up a bit more, then get the Maria to find us a drydock.
>>
>>4111560
Sounds like a good plan. +1
>>
>>4111043
In that case let us put off the opening until we restore a section of ourselves to be habitable, in case the pods contain someone living.
>>
>>4111653
(I believe the consensus was that we want to take precautions that neither us nor the pod contents should be harmed by the opening, after all)
>>
>>4111043
Can we do an external investigation on the Stasis Pods? Maybe some of them broke halfway through all the time that has passed. If a stasis Pod is broken, we can directly open it without risking much. We could still investigate the remains of the content.
>>
>>4111996
[None of them are broken. If you're making something that expensive, you make it last.]

>>4110467
[First order of business is that you memorialize that which is lost.]

[A massive, gunship sized slab of hull grade alloy with the words "In memory of the Rimlords. The flame has flickered, but the void shall not extinguish it."]

[Nest order of business is asking Nathaniel about the Dostorians.]

[You obviously wanted to ask about what assistance they can give, but is there anything else? After all, he can't answer a question you never asked.]
>>
>>4112669
>>4110511
>>4110698
>>4111004
>>4111560
>>4111653
>>4111996
>>4107689
>>4107693
>>4107769
>>4107800
>>4107819
[Lads, there's an update, even if it's a small one.]
>>
>>4112669
Ask them more in general about the Dostorians and maybe for a map of some kind
>>
>>4112875
[Anything in specific or just some general history and current affairs?]
>>
>>4112910
General history and current affairs, also anything else they know about the Rimlords

I like this quest OP but maybe we’d get more replies if you gave a list of options
>>
>>4112936
[Fair enough. Thing is, that also discourages creativity, as most people go for one of the presets.]
>>
I guess it might help if we set up some objective for ourselves?

So far what I see on our agenda is

>Restore a section of ship to facilitate safe opening of a stasis pod + ensure safety and adequate comfort in case the contents is a living passenger
>examine/debrief the stasis pod content, infer meaning of our mission to carry it and see if it has any bearing on our future (for instance if it's passengers, we may feel compelled to find a destination or new home for them)

>Repair ourselves

>Learn more of current political climate

>Look for legitimate successor entity of our makers to help them?
>Look for legitimate successor entity of those who fought us?
(not like we need to carry grudges, although learning those may tell us who could carry one against us)

>Find or Invent Purpose
>>
>>4113070
[You'd want a yard for the first 2, if you want an idea of where to go.]
>>
>>4113139
Let’s start heading for that church place that likes us. We’ve spent enough time hanging around here
>>
>>4112669
>>4112875
[You decide to ask him about the church. Just in general.]
>HARRY

["Yessir?"]

>GET DOC ON THE LINE.

["Need some medical advice then? He'll sort you out fine."]

>NATHANIEL.

["Yes Puer Machina?"]

>TELL ME ABOUT THE DOSTORIAN CHURCH. START WITH THEIR FOUNDING. THEN CURRENT EVENTS.

["Of course."]

[To summarize what he said:]

>[The Catholic church persisted into space, along with most other major branches of Christianity, though that isn't as important.]
>[A Catholic bishop, Dostor, who managed to find time for science in his life (believing that a good way to get closer to God is to understand God's creation), managed to make the first properly functional self-aware quantum AI.]
>[The church at large had something to say about this, as he had just arguably created life that was both sentient and nonhuman.]
>[He claimed that, among other things, they were free from the original sin of mankind, not being human. The Catholic church disagreed.]
>[He, and those that believed as he did, split from the Catholic church and moved Rimward, making AI for the sake of making them.]
>[Eventually, the Confederation of Earth outlawed AI, for several reasons, several of which involving national security.]

>[As of now, the Dostorian church is the #1 provider of cheap private education in the Rim, and its ranking members usually have some kind of mechanical, scientific, engineering, or medical job in addition to church duties, though its normal followers have many types of work. Their ranking members use these high paying jobs to support the church, or run church-owned businesses such as shipyards, hospitals, and research labs.]

["Anything else, Puer Machina?"]
>>
>>4113400
Where would be the best place to dock to receive repairs? Would the church help?
>>
>>4113400
Ask for the nearest Dostorian base that can help us
>>
File: tegaki.png (1014 KB, 985x985)
1014 KB
1014 KB PNG
>>4113400

>>4113411
>>4113418

>[The best dock in the vicinity is in red.]

>[The nearest helpful Dostorians are in blue.]

>[Current location is in green]
>>
>>4114374
>>[The nearest helpful Dostorians are in blue.]
>>
>>4114374
Let’s head for the Dostorians
>>
>>4113400
>>4113411
>>4113418
>>4114431
>>4114499
[d100 for travel incidents. Like hyperspace pirates.]
>>
Rolled 88 (1d100)

>>4114662
>>
Rolled 16 (1d100)

>>4114662
>>
>>4114662
>>4114748
>>4114714
[A third, hopefully.]
>>
>>4114662
>>
Rolled 59 (1d100)

>>4114662
>>
>>4114662

>>4114714
>>4114748
>>4114814
[This is why hitting someone's engines is always a good idea.]

[Smooth sailing, but the engine fails about a third of the way there and you have to start it back up.]

[Now for the fluff]
####

>THANK YOU NATHANIEL. PLEASE GET HARRY BACK ON THE LINE.

["Of course."]

["Yessir, Harry speaking?"]

>I AM LEAVING FOR A NEARBY DOSTORIAN BASE. ARE YOU COMING WITH ME?

["Can't get paid if I don't, now can I?"]

>GOOD.

[Both ships head to the edge of the system, facing galactic west. the Anna Maria jumps first, you take a while to shake off the dust.]

[Eventually, you drop out. At first, you're confused because it looks like nothing's there, but then you realize the drive simply failed and you just need to spool up again.]

[You get there fine in the end.]

[Around a small, cold, blue star floats a few small rocky planets, and a disproportionately large gas giant, surrounded by moons. A few seem to be inhabited residentially, others are being mined and built up industrially. One has a shipyard ring floating around it.]

[There's plenty of ships flying around. Or at least, there were. Most of the civilian vessels are running for the safety of other systems at the sight of you.]

[A more levelheaded flotilla of destroyers, headed up by a cruiser, move to intercept and buy time.]


["In the name of the Galactic Confederation, halt! Present your credentials, turn on your transponder, and state your name and affiliation!"]

>ENGAGE COMBAT
>TRY AND DO AS THEY SAY
>CALL FOR THE ANNA MARIA TO EXPLAIN
>EXPLAIN THE SITUATION
>SOMETHING ELSE, OR ELABORATE ON A PREVIOUS OPTION
>>
>>4115086
Broadcast our call sign and any other designation and
“THIS VESSEL IS HERE AT THE INVITATION OF (the doc) OF THE DOSTORIAN CHURCH. THIS VESSEL IS NOT YOUR ENEMY. THIS VESSEL IS HEAVILY DAMAGED AND IS SEEKING SAFE HARBOR FOR REPAIRS. PLEASE CONTACT THE ANNA MARIA FOR MORE DETAILED INFORMATION.
>>
{Goodnight}
>>
>>4115119
support
>>
>>4115119
+1
>>
>>4115119
This looks good.
>>
>>4115086
>ACTIVATING TRANSPONDER
>...
>...
>...
>TRANSPONDER ACTIVE. LET THE SYSTEM RING.

>THIS VESSEL IS HERE AT THE INVITATION OF BROTHER MEDICUS NATHANIEL OF THE DOSTORIAN CHURCH. THIS VESSEL IS IN NO WAY HOSTILE. THIS VESSEL IS ADDITIONALLY HEAVILY DAMAGED AND IS SEEKING SAFE HARBOR FOR REPAIR. PLEASE CONTACT THE ANNA MARIA FOR MORE DETAILED INFORMATION.

["... Please hold while we verify this."]

[2 of the destroyers move closer to inspect you, 2 move off in an attempt to track down the Anna Maria, and the rest move into position around you.]

>[Attempt to listen in on comms?]
>>
>>4116893
>[Attempt to listen in on comms?] yes

When given a chance can we point out we’re one of those AIs they get a hard on about
>>
>>4116893
Yes if we have the sensor capabilities to do so.
>>
>>4116907
[Only the church has that. In reality, the authorities would have an aneurysm if a third party AI showed up with a TITAN out of nowhere. Especially if you've got no restrictions. Which you don't.]

>>4116907
>>4116910
[You have them normally, but the comms are damaged and they might find out if you fail.]
>>
>>4116912
Ok, maybe wait till we get to the church to spill the beans

I say listen in anyway, if they ask apologise and say we’re out numbered
>>
>>4116912
In that case, don’t bother. As a side note, are our point defense cannons rated against destroyer size crafts in case this goes south faster than we expect?
>>
>>4116907
support
>>
>>4112960
That is what the Other? option is for. Write Ins. Anons generally do a lot better if they are at first given a couple of free ideas for inspiration but then given their own chance to make a custom choice.

>>4116907
support.
>>
>>4117536
Spoiler is absolutely the truth. Getting some idea of your options is always useful in helping come up with other stuff to do. It works especially well since the board is so slow these days, anons have plenty of time to see a new idea and change to it, but even back in the day when I ran one I used to get a lot of people who would switch to other options when players wrote them in the hour or two I left for voting.
>>
>>4116910
Supporting listening, not supporting to give the information we are an Abominable Intelligence which should be outlawed since Butler's Jihad, are part of Skynet, or are descendants of Wintermute.
>>
>>4117102
[Not unless you hammer on them for a while. How long depends on the ship in question and its armor.]

[Destroyers have sixes for their stats. Their armor and health are multiplications of 6, and they roll various numbers of d6s for their actions. A civvie craft would usually average about a 3 in armor, so 18 armor points. A mil-spec craft would usually average about 5, so 30 armor points. It isn't necessarily optimal, but it is the average.]


>>4116907
>>4116910
>>4116941
>>4117967
>>4117212
>>4117536

[In fact, in lieu of a story update, how about I just lay out some of the rules so you can call me out for being an idiot later?]

>[Get on with the story.]
>[Lay out the rules and end our confusion.]
>>
>>4118377
>[Lay out the rules and end our confusion.]
I've got a thing for statistics, it's kinda weird, I just wanna touch 'em, I just wanna BE with 'em.
>>
>>4118377
>[Lay out the rules and end our confusion.]
Knowledge is power, and this will give you time to plan things out if you like.
>>
>>4118377
>[Lay out the rules and end our confusion.]
>>
>>4118377
>[Lay out the rules and end our confusion.]
>>
>>4118377
>>[Lay out the rules and end our confusion.]
>>
>>4118377
you must guide the firehouse of imagination, else the quest will burn down
>>
>>4118377
[Okay.]

[So. A ship rolls x dice for however many points it has in something, such as gunnery. The accuracy of your shots seems important enough to use as an example.]

[You would have, say, 4 gunnery, as your focus is in missiles and fighters, which have their own stats, and you don't need gunnery on anything not vaguely gunlike.]

[So, you roll 4d20. 4 because you have a 4, 20 because you have TITAN sized equipment.]

[Some things, such as repair and boarding, aren't as, if at all dependant on the size of your ship.]

For actual codified rules, I'll start with ship sizes, railguns, gunnery/range, hull, and armor.

>>Ship Sizes
>The size of a ship determines its stats
>Classifications go as such:
>Corvvette(d2)>Frigate(d4)>Destroyer(d6)>Cruiser(d8)>Battleship(d10)>Dreadnough(d12)t>TITAN(d20)


>>Railguns
>Railguns of an appropriate size may be mounted in spinal batteries, the number of which being determined by your Hull stat.
>Railguns may also be mounted in turreted batteries, so long as they are one (1) or more size lower for main turrets, and two (2) or more sizes lower for secondary turrets. The number of turrets of a particular size you may have is determined by your Hull stat, with primaries being determined by the stat itself, and secondaries by however many sizes smaller they are than your size multiplied by your Hull stat. (Ie, a Battleship with 10 Hull mounting 10 cruiser guns, and 20 Destroyer guns)
>In addition, you may have one (1) spinal railgun of the next size category up, as a {Special} feature. (Such as a Corvvete mounting a Frigate spinal gun)

>more stuff in the next post, just don't want to lose what I've written.
>>
>>4120666
>>Range/Gunnery
>There are 7 ranges
>Alongside
>V. Close
>Close
>Medium
>Far
>V. Far
>Out of Range
>When you are Out of Range, or Alongside, you may not fire upon the enemy, though you may board when Alongside, and have fighters attack when Out of Range.
>Different weapons are meant for different ranges.
>For example, TITAN sized guns are meant for V. Far and Far range, while Cruiser sized guns are meant for Far and Medium.
>You get gunnery maluses when aiming at targets outside of the weapon's range, by X die outside of your range it is. (EX, -1 die for firing at Close Range with a weapon for firing at Medium range.)
>You may move a weapon's range closer by one (1) by putting it on a turret, such as a secondary gun.
>Your Gunnery is determined by your gunnery stat, which is required for firing direct fire weaponry, such as railguns, lasers, and particle cannons.
>The weapon gets a bonus to accuracy the size of its damage die(A Destroyer sized gun gets a +6 to accuracy, in addition to the gunnery roll).
>To determine where a shot hits, either call the shot for a -1 die malus, or roll a d100.
>1-5 is Bridge
>4-15 is Engines
>16-30 is Weapons
> 31-100 is simple hull damage.
>>Hull
>Hull is your most important stat.
>Your Hull is determined by multiplying your ship's die by your Hull points
>Once a ship reaches 0 Hull, it breaks apart.
>Once a ship reaches 10% of its Hull, and if it continues combat, it must make a roll of its assigned die every turn to see if it remains functional. If it rolls a 1, it stops functioning.
>Every system is represented by 1 die of Hull, necessitating at least 3 points of Hull for engines, Bridge, and weapons.
>if a system is destroyed, that System's die is lost and the system must be repaired to regain the die.

>>Armor
>Your armor soaks all incoming damage before it reaches your hull
>It also somewhat slows your ship, by 1 die for every 2 pieces of armor
>Your armor value cannot exceed your Hull value.
>Your armor points are determined in the same manner as Hull points


>>4118684
>>4118799
>>4119017
>>4119059
>>4119174
>>4119315


[Should I keep going on with fighter, missile, and engine rules, as well as the Starfall's official stats, or get on with the story?]
>>
>>4124436
keep going on with fighter, missile, and engine rules, as well as the Starfall's official stats
>>
>>4124489
Supporting
>>
>>4124436
>>Missiles
>Missiles are separate from Gunnery
>When firing missiles, they roll damage and automatically hit, unless dodged, out of range, or stopped by shields or PD
>Missiles move one distance score per turn toward their target, allowing PD time to stop them.
>Different missiles have different health scores against PD
>Different missiles come in different sizes.
>V. Small missiles d20s fighter squadrons, but do d2 damage to ships, and can only be fired at V. Short range. Salvoes die instantly to PD.
>Small missiles deal d12s to fighters and d4s to ships, max range of Short. Salvoes have 2 health against PD.
>Medium missiles deal d6s to fighters and d8s to ships. Max range of medium. Salvoes have 3 health against PD.
>Large missiles cannot target fighters, but deal d12s to ships. Maximum range of Long, cannot be fired at V. Short range. Salvoes have 4 health against PD
>V. Large missiles cannot be fired at Short or V. Short ranges, nor target fighters, but deal d20s and have a range of V. Long. 5 Health against PD

[PD next]
>>
>>4126136
>>PD
>Point defense is limited exclusively to V. Short.
>Point defense, for the purpose of ship to ship combat, Point defense deals one (1) damage per emplacement, the hits always connect with the target, and the shots are always negated by shields.
>To defend against missile salvoes, roll an Xd6-y, x being Size die, y being missile size.
>Small is -4
>Medium is -3
>Large is -2
>V. Large -1
>Each emplacement may preform this action against a missile salvo
>>
>>4126136
>Forgot to mention about missiles
>Your number of missile points is determined by your Hull multiplied by your size die. You may spend these points to mount missiles.
>V. Large being 5
>Large being 4
>Medium being 3
>Small being 2
>V. Small being 1

>>4126644
>Forgot to mention about PD
>Your number of possible PD emplacements is determined by your Hull multiplied by your size die.
>>
>>4126644
[Onto movement]
>>Movement
>You may make an Engine check to move closer to or further away from enemies.
>Enemies may make an opposing check to maintain distance.
>Titans roll d4s for movement
>Dreadnoughts and Battleships roll d6s for movement
>Cruisers roll d8s for movement
>Destroyers and Frigates roll d10s for movement
>Corvvettes roll d12s for movement.
>For example, a Battleship wants to maintain distance at Far, and rolls 5d6, getting a 25 in total. A group of corvettes wants to close to Alongside and board. They roll 5d12 as a synchronized unit, getting 50. This is a success, moving them to Medium range, and next turn they will repeat the action and attempt to move to Short range, then V. Short, then Alongside, then finally board, should the dice allow.

[Fighters up next. Hooo boy this'll be complicated]
>>
>>4127640
You should peobably be putting all this in a pastebin or google doc so you can just link it back here when it's done and so anons can have easier access to the rulebook via a link instead of sifting through threads
>>
>>4127689
yeah
>>
>>4127689
[I will. Just not right now. If I can't close the tab without losing progress, it encourages work.]
>>
>>4127640
>>Fighters
>Fighters are organized in squadrons of 10
>Fighters have a Size, Health stat, Engine stat, and ordnance points
>The Size determines ordnance points, Health, and Engine.
>V. Small has a base Engine of 5, Health of 1, and has 1 ordnance point.
>Small has a base Engine of 4, Health of 2, and has 3 ordnance points.
>Medium has a base Engine of 3, Health of 3, and has 5 ordnance points.
>Large has a base Engine of 2, Health of 4, and has 7 ordnance points.
>V. Large has a base Engine of 1, Health of 5, and has 9 ordnance points.
>Total health is determined by multiplying Health by the number of fighters in the wing. For untouched squadrons, this number is 10
>To dodge PD, missiles or other fighter fire, roll d6+[engine dice].
>PD targets fighters with a straight d6
>If PD hits, remove health equal to either the number of emplacements that hit, or, alternatively, roll for the emplacements collectively should you wish to simplify for large combat.
>If your dodge roll is higher than the missile roll, you avoid damage. If lower, your squadron takes damage.
>For every 10 % of health lost, remove a fighter, and their weapon roll. This is optional for the sake of simplicity.
>Fighters' ordnance points are used to mount weapons. Including but not limited to, chainguns, missiles, unguided rockets, guided rockets, magbombs, lasers, plasma casters, and even miniature railguns.
>To attack with your Fighters, they must be at either V. Close or Close range to either the opposing squadron or targeted ship.
>To attack fighters, [# of remaining fighters in the wing]d6 roll.
>There is an accuracy malus, varying in severity, for when you use antiship weapons against fighters.
>For example, using a rocket swarm against a squadron lowers the to-hit to a d4, and magbombs lower it to a d2.
>For damage against fighters, flat damage according to the weapon.
>For damage against ships, the fighters hit automatically, and do damage according to their weapons. Antifighter weapons deal no damage to ships, unless the hull is bare.


>>4124489
>>4124620
>>4127689
>>4127816

[I assume you lads want shields and energy weapons too?]
>>
>>4129950
Yeah, so we can install some and become slightly more tough an opponent.
>>
>>4129950
Go for it
>>
>>4129950
Yes, those are neat
Unless we want to keep the low sci fi (if that's what our current shieldless, laserbeamless state is?) aesthetic
>>
>>4129950
[apologies, but due to computer issues you'll have to wait a bit for a new update. Random crashes are not conducive to writing rules]



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