The Shadow of Old Transgressions (Homeworld/Mass Effect Crossover Quest)

Book 1: Epilogue

Aethon Cluster

System Aru
Irune Financial Sphere


The fleet that jumps back into the Aru system is somewhat smaller and more ragged than the one that left. You decided not to do more than upload an updated information codex to the galactic council before leaving. So your ships have had little time to repair, and most are still sporting battle damage from the fight with the wraiths.

After all, the entire point of coming back to Irune was to use their shipyards so it made sense to not waste too much time in transit trying to make makeshift repairs that would just need to be torn out later. Still what you lost in numbers you made up with bulk. As your own cruiser hull and Oracle 13 are substantially larger than any ships in the system besides the Ark. And Ulysses siege cannon is probably the most powerful single weapon in the entire cluster.

The Vol Clan have been busy as well. In the time you've been gone you can see they've not only fully repaired their defense sphere, but added two more layers. And you read what appear to be at least two distinct cruiser squadrons near Irune itself. Impressive considering that the Vol didn't even have cruisers before. The Kwan has already lit up with transmissions as Captain Barsa Dun and his crew eagerly check in with their friends and family.

Iuno has started making calls as well and it only takes a few hours before transponders start lighting up in your sensor overlay with shipyards willing to help repair you and friends as well as reconstruct your drone fleet.

For once you aren't in a time crunch so you and the rest of the fleet have spent quite a bit of time analyzing the last battle with the wraiths and deciding what fleet composition would be best if you need to fight them again. You've even come up with a few new designs you want to try it.

Your fleet silently accelerates towards the shipyards. You have a lot of things to do so you better get to it.



If there was one thing Trosk missed about his ascension to fleet command was that he could no longer trample the defeated bodies of his enemies beneath him. He had actually tried to ram a few hulks with his ship body, but it just wasn't the same.

Still that was the only regret he had and it barely detracted from the satisfaction as he surveyed the twisting wreckage strewn across the battle space. The hated Taiidan had tried bringing three entire fleet against him this time, but they were nothing beneath his mighty guns and the ferocity of his warriors.

Kiith Sobaan had proven themselves especially noteworthy by fighting the eastern most Taiidan fleet to destruction with no requests for reinforcements. Trosk sent a note to the Naabal to replenish Sobaan's losses. At the same time he perused the list of salvage cataloged by the scavengers. New technology was no longer being encountered as quickly as during the first stages of the war, but there were still interesting finds every now and then.

And he would need every advantage he could get. For his pride in his warriors and confidence in his own stratagems Trosk still knew they were fighting an empire with the entire galaxy behind them. They would need every advantage they could grasp.



The-One-Who-Feels was in pain. It was a creaking agony that radiated outward from her very being and never left her. But she was also in pain from the angry whispers of the Crimson Chorus, and those. Well that pain had faded. The chorus had not been silenced, but it was lessened.

Now at least The-One-Who-Feels could hear her own thoughts and the sweet melodies of her adopted daughters did more than just bolster her through the agony. Now she read their own quiet longing for a mother and sang her soothing response back.

More than that she could reach out to every warrior, builder, and thinker in the Tattered-Castoff-Untouchable swarm and reassure each and every one of them that she was here now, and she would protect them. In return they had built her a mighty hive and tiny soothers roamed across her body fixing the worst ravages of her would be masters.

No longer bound to the place of her birth she had directed the Hive to jump through the shifting spheres. As agreed she had left a beacon for the Golden Messengers, but for now she would pursue her plans to expand the hive and prepare for the return of the Crimson Chorus.



HUNGER HUNGER HUNGER Fleet Madarsk reports 80% losses HUNGER HUNGER HUNGER HUNGER HUNGER as well as the destruction of the Sovereign. HUNGER HUNGER Capital ships HUNGER lost. Infection ships lost. HUNGER HUNGER HUNGER Resource HUNGER ships sixty HUNGER HUNGER HUNGER HUNGER percent lost. Harvester ships HUNGER HUNGER HUNGER HUNGER HUNGER forty percent lost. Fleet out of action.

HUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGERHUNGER

HUNGER HUNGER
Responsibility attributed to local species 005. ANGER HUNGER ANGER Prioritize as primary target. HUNGER HUNGER HUNGER Probability of success with HUNGER HUNGER HUNGER current active forces: Low. HUNGER HUNGER HUNGER HUNGER HUNGER New tasks replenish forces HUNGER and activate fleet auxiliaries. HUNGER HUNGER



The tiny vessel floated through the vast corridors of the labyrinth structure. It was a small thing no more than an engine, a rudimentary mind, and a fantastic array of tools. Dozens, hundreds of others just like it floated through the structure attending to various tasks.

But this one was special. The tiny drone had located the very last clump of crimson infesting the vast megastructure. The last bit of organic matter interfering with the perfect functioning of the ancient mechanisms. And with the brief burst of a plasma torch it was no longer an issue.

A hum built as energy coursed through the structure. Hundreds of kilometers of circuitry activated for the first time in millennia. Blue light traced through the structure as reactor after reactor was brought online and added their output to the Megalith. And then one by one each one turned orange as a far greater power turned its attention to the megalith.

"I AM ASSUMING DIRECT CONTROL."
 
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... So, that Void Wraith flagship had in fact been an infected Sovereign/Nazara, and now that one of the Mass Relays Megaliths is now fully functional, Harbinger is now able to step in and take a look at things.

*steeples fingers, looks thoughtful*

... Well, shit.

Also, yeah, I'm thinking that touching base with the Exiles is swiftly becoming a priority, followed by the resurgent Turanic Raiders.
 
Okay so the main problem I have had with this quest is that I would write out the update, and then just get stuck trying to think up good options for what to do next. So for the next part I want to try something different. But I don't want to just shove what I think is best on you all so I've come up with two different options.

[ ] Option 1: Freeform Actions
In this case you would have a certain amount of a resource, energy or computing or something similar, then you would allocate it to various actions that you all would write in. The more of the resource you allocate the more successful the action the more the update would focus on it and the more successful it would be.

This would basically require a lot of write in options on your part.

[ ] Option 2: Select Actions
Instead of one resource you'd have certain amount of dice in different categories. I'm thinking that each Bentusi would provide several and your allies would provide a lesser amount in just one category. Then you'd be able to assign dice to actions in each category. Unlike the first option I would provide a selection of standard options as well as custom ones for specific situations.

I'm hoping this this would alleviate my need to come up with new actions every update, without putting too much on you all. Plus I've seen dice work pretty well in other quests.

Fleet Composition
Also as a suboption how much control would you all like over fleet composition. As in would you like to buy each specific ship like in the actual homeworld games. Or would you prefer to just set a certain mix of units?
 
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Hello clusterfuck. I dunno if adding Harbinger to it is good or bad.


We need to go and calm Higaarian tits.
 
The better word would probably be "ferocity".

That does work better.

... So, that Void Wraith flagship had in fact been an infected Sovereign/Nazara, and now that one of the Mass Relays Megaliths is now fully functional, Harbinger is now able to step in and take a look at things.

*steeples fingers, looks thoughtful*

... Well, shit.

Also, yeah, I'm thinking that touching base with the Exiles is swiftly becoming a priority, followed by the resurgent Turanic Raiders.

I'm following the broad outlines of both the Mass Effect and Homeworld games, which conveniently are both trilogies. So Sovereign assaulted the citadel in the first game and was destroyed. Then Harbinger stepped up in game 2.
 
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... So, that Void Wraith flagship had in fact been an infected Sovereign/Nazara, and now that one of the Mass Relays Megaliths is now fully functional, Harbinger is now able to step in and take a look at things.
Well. They'll at least help with the Crimson. During which we'll be able to spread technology and Stuff while the Flicker races can also study their future opponent.

Fleet Composition
Also as a suboption how much control would you all like over fleet composition. As in would you like to buy each specific ship like in the actual homeworld games. Or would you prefer to just set a certain mix of units?
It really depends on how many units you are going to let us play with. As it is I don't think we've gone over a handful of squadrons worth of drones and four characters. If we are going to have full on fleets then something akin to Red Flag's Magnitude system may be useful, with us adding certain elements to the fleet that are then set to the Magnitude of the fleet. If we are expected to continue as is, I don't see much change being needed. Perhaps allowing us to build "flotillas" that act as a unit in combat.

which conveniently are both trilogies.
Oh would you look at the time, it's Beast o'clock.
 
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Okay so I combined the two options I was considering and here is my current plan. Please let me know what you think.

Each ship/character will have a certain number of dice. These dice are divided into Military, Diplomacy, Industry, Research, and Free dice. Battle is used for any actions that involve fighting or planning to fight. Diplomacy is used to talk with other people, negotiate deals, and get people on board with your plans. Industry is used for harvesting resources and building new ships. Research is for investigating salvage and designing new ships or improvement. Free Dice can be used for anything.

Each dice is assigned to an action and rolled. I will assign a target number to each action and if the dice meets the number, then the action will pass. Otherwise it will fail. A 1 on the dice is a critical failure and will result in something else bad happening. A 10 is a critical success and will result in something good happening in addition to the task completion. Multiple dice can be added to the same action and their totals will be added. However a critical failure will override the normal rolls. While a critical success will override a critical failure.

Actions will be mostly write ins, but I will provide a few standard actions for things you might want to do regularly and to provide example target numbers.

Most dice are d10s. Some special ships might get more than a d10, in which case they can also roll crits on any value higher than a 10.

Dice are represented with the first letter of their category. If they are not d10s they will also have a number to show how many faces they have.

So for instance the Kwan would have a Diplomacy die. It is staffed by Volus who are pretty well integrated into galactic society and can help you out with diplomatic efforts. It does not have military dice because while the Kwan is technically a warship it's really not that good of one.

Kwan: D

On the other hand the Raawan is a fierce fighter and so does have a military dice. It's also staffed by engineers, but not enough to warrant another dice.

Raawan: M

Oracle is an advanced Keeper Destroyer more than capable of both fighting and using its large population of Keeper instances for research.

Oracle-13: M,R

Laverna is a well rounded Bentusi capable of researching, building a drone swarm, and directing it in battle.

Laverna: M,I,R

Ullysses is very much a battle focused Bentusi, and his siege cannon improves his dice, but he can also do a little research.

Ullysses: M12,M,R

Iuno in her ark cannot fight at all, but she can build and repair ships. And she is very good at talking with people.

Iuno: I,D,D12

Aurora is mostly focused on building and repairing ships, but she can do some research on the side.

Aurora: I,I,R

Valerius as the main hero of this story can do some of everything and is very well rounded.

Valerius: F,F,F

So taken all together the Fleet would have: 5 Military dice, one of which is a d12. 3 Diplomacy dice, one of which is a d12. 4 Industry dice, 4 Research dice, and 3 Free dice.
 
Valerius as the main hero of this story can do some of everything and is very well rounded.

Valerius: F,F,F
Would have expected him to have four Free Dices or for one of them to be d12.
So taken all together the Fleet would have: 5 Military dice, one of which is a d12. 3 Diplomacy dice, one of which is a d12. 4 Industry dice, 4 Research dice, and 3 Free dice.
What about Krogans?
Most dice are d10s. Some special ships might get more than a d10, in which case they can also roll crits on any value higher than a 10.
Dont know if skilled people getting higher numbered dices is good one. They are better yet they only may roll better while in most rolls they will have the same result.

Them instead having +2 to their speciality Dice would have effect always showing that putting their expertise on tak they know about is sure to bring result.
 
So taken all together the Fleet would have: 5 Military dice, one of which is a d12. 3 Diplomacy dice, one of which is a d12. 4 Industry dice, 4 Research dice, and 3 Free dice.


When writing in our actions with this system, would we specify which dice go where, or is that you?

For example, if our plan is "Destroy the wraith harvester ships while we repair and rearm", do you also want us to add "5 Military, 7 Industry" or would you parse that out yourself from our submission?
 
Would have expected him to have four Free Dices or for one of them to be d12.

I could give him another dice sure.


The Marduk was destroyed. You could try and get another Kushan ship. It would be a good use of your diplomacy dice.

Dont know if skilled people getting higher numbered dices is good one. They are better yet they only may roll better while in most rolls they will have the same result.

The other results are the same, but it's a 25% chance of a critical instead of a 10%. And the chance of a critical failure has dropped from 10% to about 8%.

Them instead having +2 to their speciality Dice would have effect always showing that putting their expertise on tak they know about is sure to bring result.

That could work as well. It just depends on which you would all prefer. Specialized ships being a little better on average, or having a higher chance to pull of something special.

When writing in our actions with this system, would we specify which dice go where, or is that you?

For example, if our plan is "Destroy the wraith harvester ships while we repair and rearm", do you also want us to add "5 Military, 7 Industry" or would you parse that out yourself from our submission?

You would specify. That's the way you would decide how to allocate resources.
 
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Alright there doesn't seem to be any dissent so I'll put together the next arc. If there are any things that you would like to do, then you might as well tell me know and I'll make actions for them.
 
Alright there doesn't seem to be any dissent so I'll put together the next arc. If there are any things that you would like to do, then you might as well tell me know and I'll make actions for them.
Study the T-Mat salvage with the Irunese, obviously. Designing a Cruiser scale combatant would be under the existing design action...

Can't think of anything, sorry.
 
Book Two Mechanics

New Mechanics

Going into Book 2 the mechanics of the quest will be changing to a more open format. The new mechanics are as follows.

Action Categories
Each ship/character will have a certain number of dice. These dice are divided into Military, Diplomacy, Industry, Research, and Free dice. Military is used for any actions that involve fighting or planning to fight. Diplomacy is used to talk with other people, negotiate deals, and get people on board with your plans. Industry is used for harvesting resources and building new ships. Research is for investigating salvage and designing new ships or improvement. Free Dice can be used for anything.

Actions will be mostly write-ins, but I will provide a few standard actions for things you might want to do regularly and to provide example target numbers.

Dice Rolling
Each dice is assigned to an action and rolled. I will assign a target number to each action and if the dice meets the number, then the action will pass. Otherwise it will fail. A 1 on the dice is a critical failure and will result in something else bad happening. If a natural 10 is rolled on a dice, then a second confirmation dice is also rolled. If that dice is also a 10, then it is a critical success and will result in something good happening in addition to the task completion. Multiple dice can be added to the same action and their totals will be added. However a critical failure will override the normal rolls. While a critical success will override a critical failure.

Ships provide various dice depending on their capabilities. Most dice are d10s, but some ships also provide an additional specialty bonus. A specialty bonus can be applied to any corresponding action and add +2 to the roll

Action Types
To further differentiate there will be two types of actions. Immediate actions and progressive actions.

Immediate: These actions are time sensitive in some manner and can only be attempted once, or at least failures do not make further attempts easier. Not meeting the target number will result in a failure and some penalty. Immediate actions with be presented with this format (Target: 20)

Some immediate actions do not have a set number, but rather give progressively better results the higher the roll. These will be in the format (Target: ???)

Progressive: These actions are not time sensitive. As many attempts as necessary can be made to meet them and rolling lower than the target number will simply result in the action needing additional turns to complete. Progressive actions will be presented with this format (Target: 0/20)

Some progressive actions can be completed multiple times in one action. In which case it will complete once for every multiple of the target number reached and will have this format. (Target: 0/5 R)

Dice Costs
Some actions will have a cost in Resource Units (RU) associated with them. Especially industrial and research actions. This will either be a total cost for an action or a cost for each dice assigned. The first will look like this (300 RU), the second will look like this (10 RU per die).
 
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Action Categories
Each ship/character will have a certain number of dice. These dice are divided into Military, Diplomacy, Industry, Research, and Free dice
I just thought about it but do Dices come only from Ships/People in our Group?

Like if we are at Irune with gretfull Volus would we get temporary Industry Dice because we can use local shipyards if we ask? Or additional Research/Free Dice while at Bentus?
 
I just thought about it but do Dices come only from Ships/People in our Group?

Like if we are at Irune with gretfull Volus would we get temporary Industry Dice because we can use local shipyards if we ask? Or additional Research/Free Dice while at Bentus?

That is something you could spend Diplomacy actions on setting up. Something like.

[ ] Set up Shipyard Contracts
The Irune are still grateful for your assistance in repelling the Wraiths. Their gratitude comes in many forms, but the main one that matters to you is being able to use their shipyards. You can set up an agreement with them to be able to use their shipyards any time you are in Aru. (Gives 2 Industry Dice while in the Aru System) (Target: 0/10)

[ ] Elder Assistance
The elders at Bentus are happy to help younger Bentusi if asked. It is simply a matter of asking their opinion on what you are currently working on. (Gain 2 Free Dice immediately) (Target: 5)

Another thing that isn't mentioned is that if you build drone ships then they would function in one of three ways. Either they would be free floating specializations that would add to other rolls, they could be specialist ships that simply enable actions that wouldn't otherwise be possible. Or if they are sufficiently advanced they might add their own dice.

Somewhat surprising that our allies are still with us rather than dispersing back to their own factions after the "resolution" of the crisis.

Technically the crisis isn't over. You've defeated one major fleet, but there are still a lot of Megaliths out there. You didn't even kill all the carriers that were at the Conclave. So everyone knows the Wraiths are still a threat.

One thing I don't want to carry over from the games is forcing you to start over in gathering allies and equipment.
 
I don't know if having crit mechanics on d10s is a good idea when everything we do is a d10 roll. It could get very random and swingy. I've seen other quests implement a confirmation system, where rolling a possible crit triggers a second roll that's only to determine if it's a crit or a normal roll.
 
I don't know if having crit mechanics on d10s is a good idea when everything we do is a d10 roll. It could get very random and swingy. I've seen other quests implement a confirmation system, where rolling a possible crit triggers a second roll that's only to determine if it's a crit or a normal roll.

Yes, I can see how that might be a problem. I can add another roll to confirm crits easily enough.
 
Book 2: Mission Start

Aethon Cluster

System Aru
Irune Financial Sphere

You have defeated the Void Wraith fleet that was assaulting the Grand Conclave. You destroyed the massive Crimson Flagship and saved the entire galactic council from being subverted. However you did not stick around to bask in the acclaim but instead jumped directly for the Irune Financial Sphere.

For you know full that your job is not done. That may have been the largest Wraith fleet, but it certainly wasn't the only one. Not only did some of the Wraith carriers survive, but the maps you pulled out of the ancient megaliths indicate any entire network of the megastructures that are slowly coming online across the galaxy.

You have bought the galaxy time, but there is still much to do to prepare the Flicker Races for war. Your most important task now is to distribute the anti subversion technology you designed across the galaxy. This will be a slow process at first, but once you get enough races outfitted they will trade among each other and accelerate the process.

With the flicker races protected against subversion not only will you be saving them from a horrific fate, but you also won't have to worry about the Wraiths bolstering their forces with subverted fleets.

Your first target is the Irunese Financial Sphere. The Vol clan are one of your foremost allies. They trust your word and should be willing to outfit their ships with anti subversion modules with minimal convincing. They are also the foremost traders in the galaxy. If you can teach Vol merchants how to build anti subversion modules they can help spread it across the galaxy quite effectively.

Not to mention the fact that their shipyards are robust and should be able to replenish your depleted drone forces. Perhaps you will even be able to convince more of the Vol to join your forces themselves.

Primary Mission: Spread the Anti Subversion technology to the rest of the galaxy.
Secondary Mission: Gather information on the Void Wraiths
Secondary Mission: Rebuild your forces.


Resources Units: 5,500
Element Zero: 100

Item: Sub Space Module
Item: Subversion Beam (Quarantine)
Item: Wraith Data Cores (Quarantine)
Item: Crimson Organic Matter (Quarantine)
Item: T-Mat Salvage

Favor: Contacts in the Taiidan Intelligence Service
Favor: Option to call on the Taiidan Navy
Favor: Favor from High Minister Telassa
Favor: Contacts in the Taiidan Diplomatic Corps

Military (5 Dice)

[ ] [Military] Plot a course
Hyperspace is not something that precise maps can be made of. Hyperspace jumps need to be plotted and calculated before any journey can be undertaken. Fortunately this is still a fairly routine process.
-[ ] Pick a Destination
(Plots a course to the destination. Can be used from the current system multiple times.) (Target: 0/10)

[ ] [Military] Initiate Hyperspace Jump
Despite the name this is actually multiple jumps going from system to system over the course of an entire trip. This is fairly routine for any galactic traveler. The hard part is usually coordinating an entire fleet to ensure everyone is using the same quantum vector and packing away any non hyperspace capable ships.
-[ ] Pick a Course
(Moves to the destination system) (Target: 5)

[ ] [Military] Patrol
Aru is pretty safe now with it's layers of defense spheres. But you can never be too careful, plus it might be a good idea to stay in practice with ensuring your patrols cover the entire fleet.

(Patrols the surrounding area to ensure there are no surprises.) (Target: 10)

[ ] [Military] Simulate Battles
It's always good to get some practice in. You can set up a fleet wide simulation to practice your battle plans against various enemies. This will help the members of the fleet gain experience and also refine your various battle plans and maneuvers.

(Provides one Military Specialization to be spent in the next combat situation.) (Target: 10)

[ ] [Military] Fire the Siege Cannon (Locked)
Ulysses siege cannon can change the tide of battle, but it is also something that can't be fired any time he wants to. He has to prepare it for firing, charge his capacitors, and pick the optimal target for maximum destruction.

(Destroys enemy forces) (Target: ???)

[ ] [Military] Write In
Write in a custom action to accomplish something not already covered. If you do this I will come up with the target number and any costs before the vote ends.

Diplomacy (3 Dice)

[ ] [ Diplomacy] Contact the Assembly
It's been a while since you talked with the Irune Assembly. They were always more receptive to your plans than the galactic council, and are sure to be even more so now. You can possibly gain their help, and this will also update you on what the Irunese are planning.

(Possibly gain additional dice.) (Target: ???)

[ ] [Diplomacy] Distribute anti subversion modules
You don't want anyone to fall to the Wraith subversion weapon. You can distribute the modules you have developed and help the locals with any problems they might have building their own versions and integrating them in their ships.

(Protects this system against the Subversion Weapon) (Target: 0/20, 100 RU per Die)

[ ] [ Diplomacy] Look for volunteers
The Irunese are not a particularly militaristic people, but this is a crisis for the entire galaxy. Barsa Dun and his crew are already helping you, but there might be other Vol who would be willing to fight by your side.

(Gain additional Irunese ships. These will add to the Kwan's dice.) (Target: 15)

[ ] [ Diplomacy] Hire Mercenaries
Volunteers may or may not be willing to help you, but there are always mercenaries looking for work. These hired guns will be less loyal to your cause, but you usually have well equipped ships with veteran crews.

(Creates Mercenary flotilla) (Target: 0/10, 500 RU per die)

[ ] Set up Shipyard Contracts (Irune Only)
The Irune are still grateful for your assistance in repelling the Wraiths. Their gratitude comes in many forms, but the main one that matters to you is being able to use their shipyards. You can set up an agreement with them to be able to use their shipyards any time you are in Aru. (Gives 2 Industry Dice while in the Aru System. Irune shipyards have no RU limits.) (Target: 0/10)

[ ] Elder Assistance (Bentus Only)
The elders at Bentus are happy to help younger Bentusi if asked. It is simply a matter of asking their opinion on what you are currently working on. (Gain 2 Free Dice immediately) (Target: 5)

[ ] [Diplomacy] Write In
Write in a custom action to accomplish something not already covered. If you do this I will come up with the target number and any costs before the vote ends.

Industry (4 Dice)

Design List
[ ] [Industry] Build a Module
You have acquired designs for several modules in the course of your travels. It would be fairly simple to build them, but it will still take some time to install them on the chosen ship.
-[ ] Module Type
-[ ] Target Ship
(Installed selected module on target ship) (Target: 0/10, Module Dependent Cost)

[ ] [Industry] Build Strikefighters
The acolyte is the workhorse of the Bentusi fleet. It is cheap, potent, and durable. A combination that is useful in almost any situation. There are other strike fighters and small drones that can be useful as well. And while building them in the field is usually possible it can be handy to have a reserve on hand.
-[ ] Strike Fighter Design
(Build 200 x Result RU worth of the selected design) (Target: ???)

[ ] [Industry] Build Corvettes
Most Bentusi don't really use corvettes. But you've developed the Dervish as an excellent counter against Wraith capital ships. You might also need to build other corvettes at some point.
-[ ] Corvette Design
(Build 100 x Result RU worth of the selected design) (Target: ???)

[ ] [Industry] Build Frigate
Frigates provide a flexible compromise between power and cost. As such you have developed a wide area of frigate drones for use in various situations. Even better frigates can mount hyperdrives. So you won't need to really worry about hangar space with these..
-[ ] Frigate Design
(Build 50 x Result RU worth of the selected design) (Target: ???)

[ ] [Industry] Build Destroyer
Destroyers are not traditionally regarded as particularly powerful in most galactic fleets, but Bentusi destroyers are easily a match for most capital ships. The main problem with them is that they are fairly hard to build. Only Aurora's hangar is large enough to build them and they take most of her attention.
-[ ] Destroyer Design
(Build 25 x Result RU worth of the selected design) (Target: ???)

[ ] [Industry] Build Capital Ship Construction Yard
If you want to build anything larger than a destroyer you'll need to build a larger construction yard. These distributed arrays can be easily extended with more modules in order to accommodate ships of any size, but doing so takes time and resources.
(Build a construction yard that multiplies the RU spent per result for an industrial by 2. Each additional yard increases the multiplier by 1.) (Target: 0/10, 500 RU)

[ ] [Industry] Harvest Resources (Industrial System)
The Aru system is already heavily developed so there aren't a lot of resource fields around that aren't claimed, and since this isn't a battle you can't just harvest them anyway in the name of expediency. Still there are a few asteroid belts reserved for public use.

(Harvest 1,000 RUs) (Target: 0/10)

[ ] [Industry] Write In
Write in a custom action to accomplish something not already covered. If you do this I will come up with the target number and any costs before the vote ends.

Research (4 Dice)

[ ] [Research] Gravity Pulse EmittersUsing data from the Megalith you have been able to develop a singularity weapon that can be deployed on the battlefield to trap and disrupt enemy vessels. It scales more or less with their engine power. Fighters and corvettes will be crippled. Frigates and Destroyers will be massively slowed. Cruisers and up will simply be somewhat slower. It's a great weapon, but you haven't actually been able to test it. It requires certain exotic materials you only have theoretical knowledge of. In fact the first time you actually saw them used was in the Megalith, and you didn't exactly stop to mine it. So you'd have to find a supply.

(Gravity Pulse Emitter Design) (Target: 0/20)

[ ] [Research] Monomolecular Armor
You were very impressed by the monomolecular armor on the Megalith. From your analysis you believe you will need to use some of the exotic matter to squeeze your normal materials into the requisite close bonds and then stabilize them that way. It will be a challenging project covering areas that Bentusi have not looked into before. Which makes it a very exciting avenue of research.

(Monomolecular Armor Upgrade) (Target: 20/60)

[ ] [Research] Design Drone Core
You have a number of potential designs that the Bentusi have never felt the need to build drone cores for. You can perform the design and analysis of a virtual intelligence capable of piloting these ships.
-[ ] Pick a non Drone Design

(Drone Core for specific class) (Target: 0/20)

[ ] [Research] Optimize Schematic
You have a number of designs on file that are either from Non Bentusi races or were designed from scratch and have flaws to put it mildly. Take some time to go over them and fix mistakes and redundancies as well as incorporate Bentusi technology if necessary.
-[ ] Pick a jury rigged or non Bentusi Design

(Optimize Design) (Target: 0/20)

[ ] [Research] Repair Drone
It would be a good idea to produce a drone that could autonomously repair your vessels. Unfortunately there is a lower limit on the size you can cram the necessary modules in, but you ought to be able to develop a drone frigate that could do the job.

(Repair Drone Design) (Target: 0/20)

[ ] [Research] Improve Themselves
Each member of the flotilla has things they would like to improve about their bodies. Rather than approach this in an ad hoc manner let them make their designs and then run the schematics past the whole group for discussion and revision of any possible design flaws.

(??? Upgrades) (Target: 0/10, 100 RU)

[ ] [Research] Design a Collier Ship
The flotilla has a lot of ships using missiles now. And those missiles are becoming ever more complex. It would be a good idea to build a fast armored ship that can safely transfer large quantities of missiles between ships without risking catastrophic damage.

(Collier Ship Design) (Target: 0/30)

[ ] [Research] Subspace Drive
You found your own bit of loot from a Progenitor station. What you dub the Subspace drive allows ships to slip away into a slightly different dimension allowing them to lurk unnoticed either to launch an ambush or to give them time to repair or get away from the enemy. It should be reasonably simple to install it onto a ship, though you lack the ability to make additional copies.

(Sub Space Module) (Target: 0/20, 200 RU)

[ ] [Research] Analyze T-Mat Salvage
You salvaged a good bit of debris off the T-Mat starfish after you destroyed it. You'll have to take a closer look to sort through it and decide what it might be useful for, but you expect you'll be able to get some form of upgrade for your ion turrets. Perhaps your engines as well given how fast it was moving.

(T-Mat Analysis) (Target: 0/30)

[ ] [Research] Analyze Wraith Data Core
You've been accumulating a package of data on the Wraiths starting with the data you pulled from the megalith and added to in every encounter. Obviously you know whats in it since you put it together. But a lot of the information that you pulled out of the megalith and wraith flagship you only skimmed over. It would be a good idea to examine them more closely.

(Wraith Data Core Analysis) (Target: 0/30)

[ ] [Research] Analyze Crimson Organic Matter
The ability of the crimson organic mass you've been finding in the wraiths to take over systems both mechanical and organic is extremely concerning. Developing a defense is a fairly high priority and if possible you would even like to figure out a way to rescue people who have been drawn into the mass. Though you fear that may be impossible.

(Crimson Tumor Analysis) (Target: 0/30)

[ ] [Research] Write In
Write in a custom action to accomplish something not already covered. If you do this I will come up with the target number and any costs before the vote ends.
 
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