I should be working on something else, but when I found myself making a fifth spreadsheet page for this I just gave up and decided to do it. So here we go, better get your desert gear ready, because Kharak is unforgiving at best.
I also recommend putting This on to get you in the mood.
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For thousands of years, the Kushani have fought to live on the hellish and barren desert-world of Kharak. Their struggles have produced a hardy and pragmatic people, but time is running out. Every year the desert inches closer to the temperate polar regions, and every year more and more of the desert oasis run dry. Modern technology, however, has allowed several of the largest Kiith clans- one part family, one part nation- to fund space programs and mechanized expeditions into the Deep Wastes, and tentative tradelinks by air and sandcrawler flit between the poles.
Of greatest concern are the dozens of mapping satellites that search for precious resources, water, metals, and safe routes across the blistering desert that buries eighty percent of the planet's surface in trackless sands.
Complicating matters is the fanatical Kiith Gaalsien, who vanished into the dunes at the birth of the modern era. Battle-cam footage and the debriefing of the few survivors of their raids reveal shockingly advanced technology: gene-enhanced warriors, cybernetic war-beasts and horrific bio-engines that can tear a massive sandcrawler to pieces. That these advanced technologies are in the hands of fanatics who wish to prevent all Kushani from ever leaving Kharak is concerning, for the Great Kiith Clans know that they cannot survive for much longer- the most conservative estimates say that within four hundred years, Kharak will no longer be able to support life as the desert swallows the remaining arable land.
The Kiith, however, have struggled, compeated and warred with each-other for thousands of years. Old rivalries are slow to die, and ancient grudges still hold too much weight for the Kiith to unify- unity that will be needed to face the immense challenge of taking the Kushani to the stars.
You know this, because you have just gained control of your own Kiith, and now have access to the full, terrible story. The Kushani have risen to immense heights in spite of the harshness of their world, and the Kiith have preserveired down the long centuries. You are determined that it will not end here, but if you are to survive it will take the combined will and resources of every Kiith and clan.
Who are you?
[] Paktu-Sa Jeriim Paktu, the Southern Bird. Kiith Paktu is born of hardship, but the bond formed during their exodus across the desert wastes fleeing the Heresy Wars holds strong. Further, as the undisputed master of the Southern Kiith, Kiith Paktu possess the most resources of any single kiithid. The Gaalsienii, however, hate Paktu above all others, and as a result make constant attacks on their territory and traders.
Pros: Largest single Kiith on Kharak, have more resources and personnel than other kiith, all other kiith in region vassals or subordinate allies.
Cons: Considerably higher rate of Gaalsienii attacks, poor trade abilities (there's a desert in the way), less access to the historical records, artifacts and technological databases that survived the Heresy Wars and the legendary flight from the First City.
[]S'jet-Sa Korvin S'jet, the Stargazer. Kiith S'jet are, first and foremost, seekers of truth. They are scientists and investigators, messengers and researchers, the brightest minds and sharpest wits to walk the shifting sands. For untold millennia the S'jetii have carried the torch of knowledge and shone the light of Reason into the darkness of ignorance, carried messages for the other kiith, and predicted the deadly sandstorms and heat-waves that ravage the Great Desert. While their numbers are small and their holdings light, the S'jetii have the most advanced technology and greatest research and development complex of any Kiith.
Pros: Huge research advantage due to S'jetii science focus and advanced laboratory complexes, start with access to several advanced technologies, diplomatic bonus due to reputation for truthfulness.
Cons: One of the smallest of the 'Great' Kiiths, start with fewer resources and less industry than other kiith. Malus to developing industry and keeping major secrets like technology monopolies and so on. Very few holdings in general.
[]Somtaaw-Sa Jiiri Somtaaw, the Dreamer. The Somtaaw were once the greatest religious kiith on Kharak- until the Heresy Wars and the dawn of the age of reason. Now, most Somtaaw build and mine, fueling the great industrial machine of the North. You, however, have ambition to take you Kiith to the stars and beyond- to escape the hell of Kharak once and for all. While much of Somtaaw's once-immense might and depth of holdings was ruined by the Heresy Wars, you have one major advantage over almost all other Kiith: people.
Pros: Largest Kiith by population, lots of practical experience from building and ability to sove problems by simply throwing people at them until they stop being problems. Strong sense of Kiith unity and identity combined with highly pragmatic and persistent culture means your Kiith tends to excel at getting the absolute most out of what the do have.
Cons: Effectively no resources, labs,or industrial holdings. Little access to advanced technology or cutting-edge resources. No major diplomatic ties to call upon for resources.
[X] Naabal-Sa Kerim Nabaal, the Peacemaker. Kiith Nabaal is one of the most powerful Kiithid on the planet- their intervention in the ancient Heresy Wars that nearly destroyed Kushani civilization and the formation of the modern Daiamid council have made the technophiliac kiith the founders of the modern age. Above all others, the Nabaali drive the will to escape from the desert's closing jaws. Unfortunately, the tangled and complicated nature of the Northern Kushani require careful balancing and negotiation, and it is Nabaal that is the the linchpin of this sometimes-fragile peace.
Pros: Nabaal produces the most widely-used technology on the planet- rugged, robust, and long-lasting. Not only does this reduce your own logistics issues, you make a great deal exporting it to other kiith. Nabaal also has the most developed space program and industrial complex, due to their status as the originators of modern, industrialized civilization.
Cons: As the founder of the Daiamid, Nabaal is often called upon to provide mediation… and your ambitious agenda will cause friction among the more conservative Kiithid. Further, Nabaal relies heavily on trade to obtain the materials it needs, since its actual holdings are fairly small for such a large and influential Kiith.
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In short, you've got, from the top, 'Moderate', 'Moderate', 'Difficult' and 'Hard' modes.
[pic goes here]
You are Kerim Nabaal, recently risen to the position of Sa within your Kiith. Every man, woman and child who owes allegiance to Nabaal is now your responsibility, and your city, Tiir, is the center of Kharak's modern culture. You have some large shoes to fill, but your tendency for co-operation and a few impassioned speeches in the Daiamid have cemented your reputation as a peacemaker.
Unfortunately, all the good reputation in the world won't get the desert to stop advancing, nor the Gaalsein to halt their constant attacks on your forces.
Martial (General): Above Average (5)
Intel (General): Good (6)
Science (General): Above Average (5)
Civil (General): Very Good (7)
Diplomatic (General): Very Good (7)
Diplomatic (Kitthid, Soban): Very poor (2)
Peacemaker: You have a reputation (and a will) for encouraging co-operation between Kiithid. You may re-roll failed Diplomatic checks related to co-operative projects, alliances, and trade.
Noreena Soban (Martial)
Noreena is your Military adviser, a Sobani elite commander who has been with the Kiith for nearly her entire adult life. As a high-ranking Sobani military officer, she has a firm grasp on all aspects of warfare, from strategic command to military logistics.
Martial (Tactics): Excellent (8)
Martial (Strategy): Excellent (8)
Martial (Support): Excellent (8)
Intel (Military): Very Good (7)
Intel (General): Above Average (5)
Soban to the Core: Automatically re-roll failed Martial checks on any project personally supervised by Noreena Soban.
Verdigris S'jet (Intel)
For a spymaster, Verdigris is oddly bombastic. He's definitely got a flair for drama, at least about trivial and unimportant things, but what those who don't work with the man fail to see is his dead-serious, matter-of-fact 'business mode,' reserved mostly for official- or not-so-official- meetings with his agents, analysts, and commander. This doesn't make him less irritating the REST of the time, though.
Intel (General): Excellent (8)
Intel (Military): Very Good (7)
Intel (Civil): Very Good (7)
Intel (Gaalsein): Good (6)
Diplomatic (Kiithid): Good (6)
S'jetii Spy Net: You may re-roll one failed Intel or Diplomatic roll on any project overseen by Verdigris S'jet.
Vitara Naabal (Science)
Vitara is one of your own Naabalii, and while some might scoff at your selecting her over a S'jetii scientist, they haven't seen her record. Vitara is a genuine genius polyglot, rare even among the S'jetii, and can bend her formidable mind to any problem. Her personal skills could use some work, though.
Instant Expert: Vitara Nabaal learns all Science skills at a minimum of rank 6, and may roll a check to automatically learn Science skills that are related to any check on a project she is overseeing once per turn.
Jazda Somtaaw (PC)
If there's engineering or construction to be done, you'll find Kiith Somtaaw. The former religious kiith is one of the largest on Kharak by population, and heavily involved in the bedrock areas of an industrial power. Jazda herself a a quiet and unassuming woman, which belies the fact that she's one of Somtaaw's best engineers.
Civil (infrastructure): Excellent (8)
Civil (Logistics): Good (6)
Civil (Construction): Excellent (8)
Civil (mining): Good (6)
Intel (general): Above Average (5)
Perk: Somtaaw Knowhow: Any project overseen by Jazda Somtaaw has all Civil checks reduced by one difficulty rank.
Teriim Naabal (Diplomatic)
Teriim has been a diplomat for almost forty years, and while he is no longer the young man who stood beside your predecessor, his experience and wisdom will greatly aid your diplomatic efforts. His formidable reputation doesn't hurt either, considering what he did to the last assassin. He serves as your representative in the Daiamid when you're to busy to attend, which is pretty much all the time now.
Diplomatic (General): Excellent (8)
Diplomatic (Kiithid, General): Very Good (7)
Diplomatic (trade): Very Good (7)
Diplomatic (espionage): Good (6)
Diplomatic (Daiamid): Excellent (8)
Diplomatic (Kitthid, Soban): Very poor (2)
Diplomatic (Kitthid, S'jet): Very poor (2)
Diplomatic (Kitthid, Manaan): Very poor (2)
Diplomatic Expert: Teriim Nabaal may use his highest available Diplomatic skill rank on any diplomatic check that requires a skill he does not know.
STATUS REPORT, 1085 KDS :
You have three CIVIL holdings and six MARTIAL holdings.
CITY OF TIIR: Tiir is the Nabaali capital and the site of the Daiamid, and has become the sociopolitical center of Kharak. it provides you with great amounts of resources due to trade income.
Tiir generates 100 IUs and 25 RUs per turn.
Mine 2x
Factory 3x
Small Lab 4x
Basic Lab 1x
Large Lab (under construction) 1x
Distribution Hub (Under Construction)
Small Bunkers (2x) (30 IUs maintenance)
AA Battery (2x) (36 IUs maintenance)
CITY OF KHAAL Khaal is a relatively modern construction and is Kiith Nabaal's primary industrial site. the city's immense factories and mines provide the bulk of the Kiith's income.
Khaal generates 1000 IUs per turn.
Mine 6x
Factory 3x
Basic Lab 2x
Large Lab 1x
Distribution Center (Under Construction)
Small Bunkers (2x) (30 IUs maintenance)
AA Battery (2x) (36 IUs maintenance)
CITY OF MAAT Maat is Kiith Nabaal's second city, and the site of most of its research laboratories and approximately half its population.
Maat generates 50 IUs and 50 RUs per turn.
Mine 3x
Factory 2x
Small Lab 8x
Basic Lab 4x
Large Lab 2x
Small Bunkers (2x) (30 IUs maintenance)
AA Battery (2x) (36 IUs maintenance)
DELTA BASE: this fortress blocks the only desert-facing entrance to Khaal, and maintains a strong garrison.
Light Production Bay 1x
Heavy Production Bay 1x
Cannon Turret (1x) (40 IUs maintenance)
Gun Turret (1x) (25 IUs maintenance)
AA Battery (1x) (18 IUs maintenance)
Heavy Cannon (1x) (48 IUs maintenance)
ALPHA BASE: this is Kiith Nabaal's primary airstrip on the edge of the desert. it supports all Nabaali craft that fly desert missions and maintains a large garrison force to prevent Gaalsein attacks.
Light Production Bay 1x
Heavy Production Bay 1x
AA Battery (1x) (18 IUs maintenance)
Large Bunker: (3x) (96 IUs maintenance)
Artillery Battery (1x) (35 IUs maintenance)
PERIMETER STATION CAAL-THRI: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
PERIMETER STATION KOL-TEL: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
PERIMETER STATION KEL-TAR: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
Support Cruiser Fal-Shir
Support Cruiser Ca-Sar
10x LO-40 Wrath-A Bombers
4x BX-40 Wrath-B Bombers
Carrier Kor-Pha: Kor-Pha Class Carrier
Light Units: 0/40
Medium Units: 0/30
Heavy Units: 0/25
Cruisers: 0/6
Aircraft: 0/8
RESEARCH:
Advanced Lab Complex, one turn to completion, 8 RUs per turn.
CONSTRUCTION: Large Lab begun at Tiir.
Distribution Center begun at Tiir.
Large Lab Built at Khaal!
Distribution Center begun at Khaal
Large Lab Built at Maat!
Large Lab Built at Maat!
Light Production Bay Built at Epsilon Base!
Heavy Production Bay Built at Epsilon Base!
Light Production Bay Built at Delta Base!
Heavy Production Bay Built at Delta Base!
Light Production Bay Built at Alpha Base!
Heavy Production Bay Built at Alpha Base!
Your diplomatic relations are as follows:
Gaalsein: [LOCKED] At War [LOCKED]
Siidim: Mediocre (3)
Somtaaw: Above Average (5)
Manaan: Good (5), 250/800 to rank 6
S'jet: Very Good (7), 700/2000 to rank 8
Paktu: Average (4)
Soban: Good (6), 500/1000 to rank 7
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A/n: Defenses give bonuses based on percentages of the garrison requirements, shown in brackets. Note that, while this does count to whether the garrison gets a defense penalty or not, it doesn't count against how many units a Garrison can hold without incurring maintenance costs. Yes, that means building four Large Bunkers completely removes the need for any garrison at all to make rolls without a bonus, and you can even get significant defense bonuses with enough defenses.
In Exile quest, Ratings are easy-to-remember shorthand for skill ranks, unit system size and power, and other important statistics. Most ratings related to skill or condition will be rated on the following list (in order of least to greatest) Extremely Poor, Very Poor, Poor, Mediocre, Average, Above Average, Good, Very Good, Excellent, Superb, Legendary and Perfect.
Each die roll related to an action will possess a Rating on this scale as well, which represents the minimum necessary skill or condition in that area. For each rank below this minimum, you will receive a penalty, for every rank above, a bonus. In practice, being more than three ranks below the required skill makes a task effectively impossible, while being three ranks above makes a task trivial.
Unit ratings are similar, but more complex in practice due to the interactions of various technologies involved as well as the multiple components in a unit. The unit Ratings are None, Very Light, Light, Medium, Heavy, Very Heavy, Extremely Heavy, and Superheavy. Further, units are less straightforward than skills because of the larger number of factors involved. You will need to learn about armor, power plant, propulsion systems, and more to make the most of any given unit. This will be covered in greater detail in the units section.
Mechanics 101: Combat
Combat is determined mainly through dicerolls, which include lots of rating bonuses, however certain other factors affect it as well. Each weapon mounted on a unit will have multiple statistics: first, they will have an Accuracy rating (from Poor to Perfect) which represents how easy it is to target a unit. This is matched against the Mobility rating of an enemy, which is complex and determined by propulsion system modifiers, armor ratings, weapon types and ratings, certain types of Gear, and other factors. Weapons will also have a Size rating (from None to Superheavy) which is compared to an opponent's Armor rating. Lastly, weapons will have a numerical damage rating, which is the base amount of damage a successful hit may deal an opponent in a turn.
Weapons also come in several flavors, such as missiles, guns, cannons, rockets and more, with their own modifiers, strengths and weaknesses. These will be detailed further in the 'weapons' Codex entry.
There are, however, three other mechanics you should be aware of in combat.
The first, and most important, of these is OVERMATCHING. Overmatching occurs when a weapon's rating is a number of ranks higher than a target's opposing rank, or a target's defense is a similar rank above an attacker's weapons. In these cases, the defense or weapon is simply not strong enough and is therefore ineffective, automatically winning a roll. For Accuracy, a weapon or defense must be at least three ranks above, EXCEPT for Perfect, which will ALWAYS Overmatch except against another Perfect rating. For Size, a weapon or defense must be at least two ranks above its counterpart to Overmatch, except, again, Superheavy weapons which will always overmatch against anything not itself a Superheavy.
Weapons whose damage exceeds or equals the health pools of their targets will Overmatch, rather than rolling damage, they simply automatically destroy the target.
The second is EFFECTIVENESS. Some weapons, such as Guns, have a one-to-one Effectiveness, that is, they are only effective on armor of the same size ranking, while others, such as rockets, may even prevent Overmatching by all but the heaviest of armor types. As a result it is important to pay attention to which units you use to engage a given target, since some units may not mount weapons strong enough to effect the armor of a target.
Lastly is CRITICLES. These occur when a weapon or defense rolls the maximum or minimum number for its type. CRITICLES represent 'luck' and the 'golden BB' effect, and may turn the tides of a battle. A SUPER CRITICAL occurs when a Critical Success is opposed by a Critical Failure, and will always yield spectacular effects. Note that it is possible to score Critical Successes through modifier bonuses, so careful management can see you landing these quite often!
Mechanics 101: Resources
Exile Quest, in addition to that most precious resource, time, contains two main resources: Research Units (RUs) which are generated by LABS and used to purchase upgrades and fund research projects, and Industrial Units (IUs) which are generated by a variety of sources, including salvage operations, trade, and factory complexes. IUs are used to construct new facilities and units, purchase technology from other Kiith, repair damage after attacks or natural disasters, and so on.
Time, however, is your most precious resource- this quest will have multiple hard and soft deadlines on your time, and as a result you will have to prioritize your research, construction, and other factors carefully.
Projects are the term for all actions that require multiple turns of resource input, such as construction of large numbers of units, most research options, and some diplomatic options. A Project will consume a set amount of resources each turn, deducted from your income or stockpiles depending on weather you have enough of the former. Be careful not to allow your resources to run out- if you do, actions that require them will stall or even fail outright.
Mechanics 101: Skills
Skills are possessed only by characters, and affect the outcome of rolls. Skills come in five categories; Martial, Intel, Science, Civil and Diplomatic. Each has subcategories, such as 'Tactical' or 'Cannons,' which will add a bonus when used in a corresponding check. 'General' is highly useful, since it can be used on any check in that category at a reduced bonus.
if a character lacks any skills in a category, and encounters a roll for it, then they use the average of their five lowest-ranked skills, minus three, to determine their skill for the check, and do not receive a bonus.
For a character who has skills in a category, the average of all those skills, minus two, is used to determine their skill level for the check.
Getting a Critical Success on a skill check for a skill you do not have will automatically grant you that skill at the half the rank of the check.
When a check is encountered for a skill you DO have, with a matching subcategory, will provide a +2 bonus to the roll. 'General' skills may be used on any check in their category at a +1 bonus.
Additionally, each skill and each check will have a rank. For each rank BELOW the check, you will receive a -1 malus to your roll, for each rank above, you will receive a +1 bonus.
Skills can be leveled via training, or by scoring critical success on a related check before bonuses are applied.
Skill rolls are conducted using D10s.
Mechanics 101: Air units vs Ground units
Air units are a special type of unit that come in four main flavors; Gunships, which are VTOL craft intended to bombard an enemy, Fighters, which counter enemy aircraft and have limited ground-attack, Bombers, which are platforms designed solely to deliver heavy ordnance to a target quickly, and Fighter-Bombers, which can play the role of either Fighter or Bombers.
Aircraft are special as, due to the fact they can fly above inclimate conditions, obstacles, and other hazards that could stop a ground force, they can strike targets that would otherwise be inaccessible. Further, only certain weapons can engage aircraft at all, and out of necessity many of them trade damage for accuracy and fire-rate. As a result, it is entire possible for Air units to destroy an unprepared enemy completely with no casualties at all!
Unfortunately, Air units possess limited endurance- mounting full ammo assemblers, resource linkages, and reactors large enough to power them would make the craft too heavy, so Aircraft must deal with limited range and munitions. As a result, aircraft will have a limited operating time in tactical battles, unless you have a means of re-supplying them in the field.
Air units can also be organized into two special Force types: Combat Air Patrols and Air Raids. Combat Air Patrols are defensive formations that can be assigned to a Holding, and will automatically seek out and destroy any incoming hostile units. In addition to directly attacking enemy Forces, a Combat Air Patrol is one of the best ways to detect hostile Forces for area-defense weapons.
Air Raids are offensive formations that can attack enemy Holdings to destroy specific Structures, reduce their defenses, damage or destroy their Garrisons, and otherwise disrupt an enemy's infrastructure.
Note that Air Raids may only strike a certain number of targets, and will then be downchecked for a turn in order to re-supply. They are also fairly expensive to maintain long-term- it may be best to form these Forces only when you need them, and disband them afterwards to retask their IU cost somewhere else.
Mechanics 102: Zones
Zones are specific areas that represent general conditions on Kharak. There are four Zones: Polar, which encompasses the temperate, inhabitable regions controlled by the Daiamid-affiliated Kiith, Near Zones, which encompass the desert edges and regions, and the two open desert types; Far Zones, which are moderate and generally navigable with appropriate preparations, and Deep Desert, which is completely unnavigable without specialized, purpose-built equipment and special hardening due to incredibly harsh conditions.
Most propulsion systems, armor types, and reactors, and many other systems, will suffer cumulative penalties in zones for which they are not designed to operate in, or may simply fail altogether. Conducting research to harden your equipment may be required to conduct certain operations successfully.
Mechanics 102: Gear
Gear is a term for specialty equipment, such as advanced sensor suites, repair systems, exotic armor types, or other devices or systems not normally mounted on a unit. Gear provides various bonuses, and may or may not require power. Units may mount a number of Gear items equivalent to their grade, but may not mount more than two unpowered Gear items at a time. Gear provides various bonuses and may provide certain penalties, though powered gear only does so when actually turned on. As Gear can increase manufacturing costs, sometimes considerably, choosing what Gear to mount, if any, is of considerable importance.
Artifacts are special Gear, representing highly advanced technology salvaged from ancient starship crash sites, that can either be mounted to a specific unit (such as a carrier) to improve its performance, or studied extensively for replication as regular gear options or even large-scale unit upgrades. Both uses 'consume' the gear, though in the former case it may be removed for study or movement to a different unit later. BE WARNED, however, that if a unit carrying a piece of Artifact Gear is destroyed, that Gear may be lost permanently!
Also note that reverse-engineering will provide a lesser bonus in the case of upgrades or inferior replications in the case of new Gear options, as your ability to replicate or in some cases even understand the technology involved is limited.
Artifact Gear does not count against your total Gear limit, however, so careful use may provide incredible force-multipliers. You may find multiple 'copies' of certain more common Artifact Gear, and get the best of both worlds!
Mechanics 102: Unit Production
Units production is a very important part of your ability to resist attack. Each active Martial holding will, by default, be able to produce a single Batch of units at a time- in the case of light units, this can be up to almost thirty units at a time!
Each Batch will cost a set amount of IUs and take one turn for most units, though be aware that heavier units will require considerably longer to manufacture!
The number of available Batches can be increased by launching Carriers, building Production or Support Cruisers (though the latter's construction options are very limited), building Production Bays at Martial Holdings, building Unit Factories and Construction Slips at Civil Holdings, or acquiring new Martial Holdings. Note that in all instances, there will be limitations on what units each production structure may build, only the 'free' construction line of Martial Holdings can produce any unit.
As a result, carefully planning which structures and units to build, and where to build them, well in advance, is a must.
Once units are produced, they are by default placed in your 'Available Units' pool, where they can then be assigned to Garrisons, Missions, or Forces, which will are covered in their respective entries.
Mechanics 102: Available Unit Pool
When a unit is first manufactured, it is placed in the Available Unit pool, which represents your strategic armor stockpile, automatically. It may then be assigned to Missions, Garrisons or Forces freely, decommissioned to reclaim a portion of its IU cost, or simply held in reserve against losses. The Available Units pool may hold any amount of any unit indefinitely at no cost, but be aware that these units will NOT be available in tactical or strategic battles unless assigned to a Garrison or Force first.
Additionally, you may only immediately assign newly produced units to Garrisons, Forces and Missions. Otherwise, you must wait one turn, which represents the time it takes to reactivate a unit from storage to battle-readiness.
The sole exception to this is Carriers- as Carriers function as command posts in in of themselves, they are automatically assigned to special Carrier Group (name of carrier) Forces, which are the only Force type with no operating cost. They can, naturally, be subsequently assigned to other Forces, sent on Missions, or even added to Garrisons like any other unit, with the exception that, once removed, they will return to a Carrier Group. Further, these Forces can be given more specific assignments, which will be covered in the 'Carrier Groups' entry.
Mechanics 102: Garrisons
Garrisons are a unit assignment type relating to Holdings. Each Holding will have a Garrison Requirement, in units, which is the minimum number required by that holding to protect its assigned territory. Due to their differences, Civil holdings will typically require larger Garrisons than Martial Holdings, as the latter are already built with defense in mind. Note that, as you construct additional structures, such as labs or production bays, additional Garrison requirements will be added depending on the type of structure and holding type. Pay attention to your Garrisons, or you could suffer significant infrastructure damage or even the complete loss of Holdings!
Note that constructing certain types of structure, such as defense guns, may reduce Garrison requirements, as can some Projects, such as making improvements to civil defense readiness.
Also note that, while meeting the Garrison requirements is recommended, even a partial garrison may be able to fend off lighter attacks, while even a 'full' garrison may not stop an all-out assault.
Garrisons have very large support caps, typically between four and five times the force requirement, but be aware that exceeding the Force Requirement will incur increasing IU costs proportional to the cost of the units so assigned.
Balancing the units between your Available Units pool, Garrisons, Forces, and Missions is up to you!
Mechanics 102: Forces
Forces are a special type of unit assignment and represent your active, standing army. You will be able to create certain types and numbers of forces based on Command Centers, which are constructed at your Martial holdings. Additionally, some Forces may be available by default, such as Carrier Groups, based on units or other structures.
Forces will have support caps, representing the total number of each type of unit the force can support at once. Forces, unlike Garrisons, always have a fixed operating cost in IUs, even if they are understrength or aren't doing anything! It may, therefore, be wise not to form new Forces immediately unless you can fill their requirements- an understrength Force is just costing you IUs!
Forces are used to attack enemy Holdings and Forces, so using them carefully is important!
Mechanics 201: Defending Your Holdings
Holdings may come under attack, and need to be defended. There are several ways to accomplish this: your first defense is to use Forces to attack and destroy their hostile counterparts before they ever reach your holdings, but this requires you both have a suffectly powerful Force or Forces to do so, and you to know in advance that an enemy Force is on the way.
The second line of defense is Garrisons- Garrisons are permanently assigned to the defense of Holdings, and are often considerably larger than any single Force. Garrisons may be able to defeat entire attacks on their own, but they can, depending on how developed and defensible a certain Holding is, be a considerable drain on your ability to conduct offensive operations.
The third method is to construct Defenses. Defenses are permanent, fixed weapons that are only available to defend that specific Holding. Because Defenses may be considerably less expensive than massive Garrisons, it may be wise to construct at least a few of these structures at holdings that may be under threat. Be aware, however, that Defenses are fixed positions, and cannot engage if, for example, the enemy outranges them.
Knowing when and where it is appropriate to use each tactic, or any combination thereof, such as sending a Force to blunt a major attack enough for a weaker Garrison to defend against it, is the key to successful defensive strategy.
Further, in some cases an enemy may need to attack certain holdings before being able to attack others. In this case, they must destroy any Garrison forces and Reduce any defenses noted as covering the full defended area before being able to proceed. It is not necessary to claim or raze such a holding, only remove its mobile defenders and area defenses. It may then be bypassed.
Optionally, a large-scale assault involving multiple Forces may simply spend one turn in combat with the garrison force, then bypass the Holding entirely, so long as one or more Forces remain behind to occupy the Garrison and keep it from pursuing. This may be risky, however, as if the Garrison (or reinfocements, such as a Carrier Group or Combat Air Patrol) then eliminates the blocking force the main force may find itself trapped and unable to escape.
Mechanics 201: Advanced Combat Tactics: Massed Fire
While overmatching is all well and good, and superior armor can carry the day, if you find yourself facing an opponent with defenses that are simply superior to your weapon's ability to deal damage, there is one way to break those defenses: Massed Fire. Massed Fire is a technique used to break even the strongest armor by concentrating large numbers of weapons on a single target at once.
Massed Fire occurs when a number of weapons whose combined grades divided by the target's Hit Points exceed the Armor rating of the target all fire and successfully hit on the same turn. In this case, you may make damage rolls as normal, though the final HP damage will be divided by the rank of the armor, regardless of Overmatching. In this manner it is possible to destroy units that would normally be invulnerable to your force's weapons, such as using huge numbers Light weapons to bring down a Superheavy unit. Note that some cruisers may even be able to trigger Massed Fire by themselves, due to mounting massive numbers of lighter weapons rather than a handful of much heavier weapons.
You can also trigger this effect through the use of weapons with high rates of fire- as each attack roll is counted separately, rapid-fire weapons such as Multiple Launch Systems or Chainguns, which make multiple attack rolls in a turn, have a much easier time causing Massed Fire than slow-firing weapons.
It is therefore important during tactical battles to both manage your lighter units carefully in the face of greater threats and to prevent your own heavy units from being cut off and sandblasted to death by lighter units. Remember: a Lone Cruiser is a Dead Cruiser!
Mechanics 201: Advanced Combat Tactics: Using Aircraft
Aircraft are special units that have very different requirements than other unit types. Since Aircraft do not carry internal reactors or ammunition fabricators, their endurance is highly limited, and reloading their weapons costs additional resources.
In battle, Aircraft may only operate for a number of turns twice their propulsion rating before they must return to a Carrier or airbase to refuel- and Aircraft, unlike other units, have limited ammunition, so careful management of what they expend it on is crucial. Further, few Aircraft mount substantial armor- and those that do tend to be fairly slow and very expensive.
However, Aircraft do have several advantages to make up for these flaws- first, they are extremely fast, able to outpace any ground unit by a considerable margin, allowing them to engage and disengage effectively at will. Secondly, only dedicated Anti-Aircraft or Dual-Mode weapons in AA mode can successfully target them- as most of these weapons are by necessity fairly light, this can very much be an advantage. Many enemy forces can be destoyed without any ability to fire back if they have no AA capability.
When rearming aircraft, you will need to pay a certain number of IUs to produce their ammunition- most will be produced in batches, such as with machineguns, but others, such as cannon rounds and bombs, will be ordered individually; though there is no limit on how many such munitions you may order in a turn, though it will still take some time to load them.
As such, keeping track of your munitions in tactical battles is crucial.
Mechanics 202: General Actions
General Actions is where a lot of the 'meat' of your plans will come from. General Actions include building units, structures and defenses, conducting research, and more. General Actions, with few exceptions, may be taken multiple times per turn- each action type will have a limit and some may vary depending on factors like how many labs you have, your spare income, having certain levels of units in your Unit Pool, and so on.
General Actions will nearly always need some investment in resources, whether that be directly as with most Research projects, or indirectly though the cost of building a structure or needing a certain number of Units. As a result, you may not want to use every available action on every turn, as your income is limited- as a general rule, the more income you have, the more you can do.
You and your Advisors may all spend one of your available Actions overseeing a General Action project. Not only will it apply that character's skills to the task, doing so may speed certain projects up. Note that in this case, the description of such projects will note that having, for example, an 'Intel Specialist' as being helpful.
Also note that some projects, especially research, may have variable costs- in this case, a die equal to the difference between the highest and lowest value, plus one, is rolled. This number is then added (from a base zero, that is, a '1' on the die equals a '0' and so on) to the lowest value to see how much it actually costs.
Some projects may cost a certain amount up-front, others may require a certain amount of resources over a number of turns, others may need an initial investment and a constant feed- remember to read the costs involved before committing to an action.
so tabs are hella broken ATM guys, dunno why. they seem to be okay for the Codex for now, but Mechanics was getting... yeah. So it's an accordion now. Hope that helps some with readability.
Guns are the simplest and lightest weapon type available. Guns fire solid slugs or sabots at a target using chemical propellant, with varying degrees of accuracy and fire-rate. Guns have one major weakness and one major advantage over other weapon systems: while Gun-type weapons are only able to deal damage to Armor equal to or less than one rank above their own rating, Gun weapons count as two ranks lighter than their Size for mounting requirements.
you may produce Guns. Gun Subtypes: in addition to standard Guns, you may also produce two special subtypes.
Machineguns are comparable to regular guns in size, but fire smaller rounds much faster. They are more expensive than regular guns, and deal less damage per hit, but may make multiple attack rolls in a turn.
Rotary Guns (chainguns, miniguns, assault guns, etc.) are multi-barreled rapid-fire weapons capable of unmatched rate-of-fire. Rotary guns can make a huge number of attack rolls per turn and while they are more expensive and deal less damage per hit, their huge number of attack rolls makes them very useful.
Cannons
Cannons are the 'step up' from Guns. Cannons use chemical propellant to fire a thin-walled shell, typically contain explosive, but also capable of holding everything from fragmentation to inert spy drones to mine bomblets. While most Cannons can only produce one type of ammunition, others may be dual-mode and function in multiple roles, such as anti-aircraft or artillery.
you may produce Cannons.
Missiles
Missiles are independently-guided self-maneuvering 'smart' munitions, propelled by chemical rocket motors or short-life turbine engines. Missiles are highly accurate, due to their ability to make in-flight corrections and longer ranged than Guns or non-Artillery Cannons. Missiles will Overmatch a target's Mobility (excepting Perfect) at only two ranks rather than three.
you may produce Missiles.
Missiles and Rockets have only one subtype, the Multiple Launch System. MLS allows a unit to make several attack rolls, determined in number by the system's grade, at the same damage and accuracy as a standard system. The downside is they're larger and more expensive, inducing a penalty to move speed.
Rockets
Rockets are dumb-fire explosive munitions powered by chemical rocket motors. On the modern battlefield they serve only as area-saturation bombardment weapons due to their low accuracy, however their large explosive warheads mean that evading a rocket barrage is more difficult that it appears. Rockets are Overmatched against Mobility two ranks or more higher than their Accuracy, but also deal a secondary Splash Damage roll that ignores Mobility to units within a certain radius of its target.
you may produce Rockets.
Missiles and rockets have only one subtype, the Multiple Launch System. MLS allows a unit to make several attack rolls, determined in number by the system's grade, at the same damage and accuracy as a standard system. The downside is they're larger and more expensive, inducing a penalty to move speed.
Railguns
Railguns are specialty weapons that use energy fields to accelerate a sold slug or sabot to extremely high speed. While highly accurate and extremely powerful, railguns must cool their barrels and energy relays between each shot, reducing rate of fire. Railguns ignore Armor rolls except for Extremely Heavy Overmatches or Super Heavy Armor, but may only fire every other combat turn.
Railgun production is [LOCKED]
Conduct Railgun research to use these weapons.
Bombs
Bombs are a special weapon type that are only mounted on aircraft. Bombs are unique in that they are the only weapon that deals damage the turn after their accuracy roll- when a Bomb is dropped form an aircraft, it makes its Accuracy roll as normal, however it does not make its attack and damage rolls until the following turn.
All Bombs have a range of four, as they are airdropped rather than fired.
You may produce Bombs.
Weapons are mounted on units and come in multiple types,each of which has its own strengths, weaknesses, and modifiers. Note that in order to obtain full data on enemy weapons you will need to either engage them in combat, conduct salvage analysis projects after battles, or use Espionage actions depending on your preference and available resources. Additionally, this entry covers only the weapon types actually known to you, many types have yet to be discovered.
Wheels
Wheels are the most basic of all propulsion systems. They are cheap, reasonably durable, and mechanically simple. They can be scaled up to a large degree, and while costs increase considerably at the higher end even Cruiserweight craft using wheels are possible.
Wheels may also carry weapons, armor and systems up to two ranks higher than their grade, though they receive a mobility penalty for each rank above their own.
You can currently produce wheeled craft. [=WARNING=] Current wheel technology is unsuitable for operation in Far Zone or Deep Desert environments.
Conduct Desert Hardening research to operate wheeled craft in these zones.
Tracks
Continuous track systems are more expensive and slower than wheels, but more rugged and more easily armored. Costs for continuous track systems increase linearly with size, making them more efficient than most other propulsion systems at very large scales. Track systems may carry weapons, armor and systems up to two grades higher than their own without penalty, and a further rank higher with a mobility penalty.
You may produce craft that use Continuous Track. [=WARNING=] Current Track technology is unsuitable for use in Deep Desert zones.
Conduct Desert Hardening research to operate tracked vehicles in these zones.
Bipedal Legs
This propulsion system provides superior agility to most other systems, and superior speed to slower systems, but is harder to armor. Bipedal leg systems may carry weapons and equipment one rank higher than their grade, but may only carry armor equivalent to their grade. Additionally, Leg systems are mechanically complex and therefore expensive compared to many other propulsion systems, a cost which increases rapidly with size.
Production of Bipedal vehicles is [LOCKED.]
Conduct Bipedal Propulsion research to utilize this system.
Propulsion systems are what make your units go. There are numerous propulsion types to discover, with unique advantages, disadvantages, and costs. Additionally, some systems may require additional research to function in certain conditions, most notably the Deep Desert. Unlike weapons, obtaining data on hostile propulsion systems is relatively simple, as it is not difficult to estimate a vehicle's propulsion grade by size. Much like weapons, this entry covers only those systems of which you are aware, and many more remain to be discovered.
Reactors are possibly the most important system on a unit. Reactors provide modifiers for everything from weapon fire rates and base damage, to movement speed and Agility dodge values. Power plants come in numerous types, which determine their characteristics and many of their modifiers.
Standard Reactor
These are your basic power system. Standard reactors may only be mounted on units within one rank of their class in either direction. Standard reactors provide the following modifiers;
For each rank below the reactor class of a weapon, you may increase fire-rate by one shot per turn OR damage by twenty percent OR range by one.
For each rank above the reactor class, reduce shots-per-turn by one OR damage by fifteen percent OR range by 1.
If the reactor is ranked HIGHER than the propulsion system, reduce HP by 20% and increase Move speed by (propulsion x 0.Armor), rounded down to the nearest integer.
if the reactor is ranked LOWER than the propulsion system, reduce move speed by 25% and Agility by one.
Standard reactors may power up to two higher-grade weapons, four equal-grade weapons, or eight lower-grade weapons per turn, or any equivalent combination, where one higher-grade weapon is equivalent to two equal-grade or four lower-grade weapons and one equal-grade weapon is equivalent to two lower-grade weapons. Weapons that count as lighter for mounting purposes also count as lighter for this calculation.
Standard reactors may power up to two Gear systems.
You may produce Standard Reactors for any unit.
Light Reactor
Light reactors are smaller and less capable than Standard reactors, but consequently cheaper and lighter. Light reactors may be mounted on units within two grades of their class. Light reactors provide the following modifiers:
Reduce HP by 10%
Reduce IU cost by 25%
Improve Agility by (propulsion * 0.armor), rounded down to the nearest integer.
For each reactor grade above unit grade, reduce health by 10% and improve agility by one OR increase powered weapons by one.
For each reactor grade below unit grade, reduce agility by one and move speed by one OR weapon fire rate by one.
Light reactors may power up to two weapons systems of any size equal or less than their grade OR a single weapon system greater than their grade per turn. (note: to power a second weapon greater than its grade requires the reactor to be the maximum two grades higher than unit grade)
For each weapon rank above the reactor grade, reduce base damage by 15% OR range by two OR fire-rate by one.
Light reactors may power a single Gear system
you may produce Light Reactors for any unit.
Capital Reactor
These special, expensive reactors are designed for use on the heaviest of units, and can power enormous numbers of weapons and systems; in addition to allowing even the largest craft to move with surprising speed. Capital Reactors may only be mounted on units with Grade 5 (Very Heavy) and above propulsion systems, and do not come in sizes lower than Grade 4 (heavy), but within that restriction may mount any grade of reactor on any grade of propulsion. Capital Reactors provide the following modifiers:
Increase IU cost by 30%
Decrease base move speed by 3
For each reactor grade below unit grade, increase Agility by 1 and decrease the number of powered weapon systems and gear by one.
For each reactor grade above unit grade, increase move speed by 1 and health by 10%.
Capital Reactors may power an unlimited number of weapons lower than their grade.
Capital Reactors may power up four weapons equal to their grade, plus two additional weapons for each reactor grade above unit grade.
Capital Reactors may power two weapons greater than their grade, plus one additional weapon for each rank of reactor grade above unit grade.
Capital Reactors may power two units of Gear at Heavy rank, plus one additional Gear for each rank above this, up to the limit of available Gear.
you may produce Capital reactors for any Ground unit.
Note that, like other entries in this section, this only covers those systems know to you, not all that are available.
There are several modifiers that apply to weapons, which alter their characteristics and valid targets. Unmodified weapons may only fire on ground units with clear line of sight, but modifiers may allow indirect fire, rapid fire, or limit available targets. Note that weapons may have multiple modifiers, such as Dual Mount Dual-Mode Cannons. Additionally, some mounting types are not known to you, and so are not listed.
Multiple mountings (dual, triple, quad, etc)
Multi-mount weapons of this type are several of the same weapon housed in the same turret, and may fire individually or in any combination, but only at a single target per turn. Each weapon mount's refire rate is tracked separately, so an example dual-mount of slow-firing artillery cannons may effectively double it's fire-rate. Multi-mounts count as a single weapon for powering purposes. Multi-mounts also count as single weapons for Agility calculations.
You may produce multi-mounts of this type.
Linked mountings (Twin, Triplet, Quadruplet, etc)
These multi-mount weapons are linked to multiply their available firepower. Linked weapons always fire together on the same target, but are very useful on certain lighter weapons. Linked Guns may damage armor up to one grade higher than their own, other linked weapons may receive a 10% damage bonus, calculated after damage rolls. Linked weapons count as single weapons for powering purposes. Linked weapons count as seperate weapons for Agility calculations.
You may produce multi-mounts of this type.
Coaxial (coax) mountings
These mounts have multiple different weapons systems housed in the same turret. Coax weapons may only fire at one target per turn, and do NOT count as single weapons for powering purposes. Their refire rates, however, are tracked separately, so a unit with, for example, a slow-firing Railgun with a Coax Machinegun could use its Machinegun on light units to preserve its Railgun for heavier units later. Coax weapons count as separate weapons for agility calculations.
You may produce multi-mounts of this type.
Artillery mounts
Artillery mounts are dedicated indirect-fire weapons, and as such their range and damage characteristics are different from other weapons. Artillery mounts, in addition to their maximum range, also have a minimum range equal to their grade, in which they cannot elevate or depress sufficiently to fire safely, and so cannot engage a target. Their total range begins at this minimum range, increasing their effective range over other weapons of the same class and type.
Artillery mounts are not affected by line-of-sight terrain blocking. Artillery mounts may fire on targets only visible to sensors at -1 accuracy, or any unit within its range and line-of-sight of any of your units at full accuracy.
Further, all artillery weapons have area-of-effect damage in a radius centered on their impact equal in radius to their grade. Artillery that misses will move its impact in a random direction by a number of spaces equal to the difference between its Accuracy roll and the target's Agility roll. This means that a technical 'miss' may still impact the target, especially in the case of larger, heavier pieces.
You may produce Artillery Cannons, Missiles and Rockets.
Anti-Air (AA) mountings
These specialty mounts may not fire on ground targets, but receive a +2 bonus to range and may engage aircraft. AA mounts count as one grade lighter for mounting and damage calculations, and two grades lower for powering purposes.
You may produce AA Missile and Cannon mounts.
Dual-Mode mounts
Dual-Mode mounts may function as anti-air AND anti-ground weapons, allowing greater flexibility. Dual-Mode weapons will have a Primary and Secondary mode, designated as either Ground or AA. when firing in Secondary mode, the weapon will take a -1 accuracy and -10% damage reduction unless countered by specialist Gear.
You may produce Dual-mode Cannons and Missiles.
Dual-Purpose mounts
Not to be confused with Dual-mode mounts, Dual-Purpose mounts may fire as either standard line-of-sight weapons or as indirect-fire Artillery with a -1 Accuracy penalty. Dual-Purpose mounts will also have a Primary and Secondary mode, and will require one turn of held fire to switch modes.
You may produce Dual-Purpose Cannons and Missiles.
[X] Naabal-Sa Kerim Nabaal, the Peacemaker. Kiith Nabaal is one of the most powerful Kiithid on the planet- their intervention in the ancient Heresy Wars that nearly destroyed Kushani civilization and the formation of the modern Daiamid council have made the technophiliac kiith the founders of the modern age. Above all others, the Nabaali drive the will to escape from the desert's closing jaws. Unfortunately, the tangled and complicated nature of the Northern Kushani require careful balancing and negotiation, and it is Nabaal that is the the linchpin of this sometimes-fragile peace.
[x]Somtaaw-Sa Jiiri Somtaaw, the Dreamer. the Somtaaw were once the greatest religious kiith on Kharak- until the Heresy Wars and the dawn of the age of reason. Now, most Somtaaw build and mine, fueling the great industrial machine of the North. You, however, have ambition to take you Kiith to the stars and beyond- to escape the hell of Kharak once and for all. While much of Somtaaw's once-immense might and depth of holdings was ruined by the Heresy Wars, you have one major advantage over almost all other Kiith: people.
Pros: largest Kiith by population, lots of practical experience from building and ability to sove problems by simply throwing people at them until they stop being problems. Strong sense of Kiith unity and identity combined with highly pragmatic and persistent culture means your Kiith tends to excel at getting the absolute most out of what the do have.
Cons: effectively no resources, labs,or industrial holdings. Little access to advanced technology or cutting-edge resources. No major diplomatic ties to call upon for resources.
frankly I'd accept just [](kiith name), you guys don't actually have to copy the whole flavortext blurb and the pros-and-cons list. that's just there to give you an idea of each option's advantages, disadvantages, and general flavor.
like, the Somtaaw route is the hardest, because you've got negligible infrastructure, but you can throw more people at any problem that can be solved by throwing people at it. the Paktu route is a more moderate difficulty, because yeah, you start out a lot less developed than the northern Kiith, but you have a huge amount of space compared to even the largest of the Nortern Kiithid.
it's sorta like Russia vs Europe- the South has a handful of really built-up places but is otherwise mostly rural or wilderness*, but could swallow any three of the northern states and barely notice. it's not strictly a perfect metaphor, since both are about the same in terms of actual area and terrain, but the northern states are more generally industrialized.
*read: "mountains too steep even for terrace farming, large-gravel protodesert that's impossible to farm, and wind-swept canyons that won't support farms." you might notice a theme there.
heh. suppose I'll just have to wait for some additional people to show up. three people and three different votes.if the next person goes for s'jet Imma laugh tho.
well I suppose it'll happen eventually.
[X] Naabal-Sa Kerim Nabaal, the Peacemaker. Kiith Nabaal is one of the most powerful Kiithid on the planet- their intervention in the ancient Heresy Wars that nearly destroyed Kushani civilization and the formation of the modern Daiamid council have made the technophiliac kiith the founders of the modern age. Above all others, the Nabaali drive the will to escape from the desert's closing jaws. Unfortunately, the tangled and complicated nature of the Northern Kushani require careful balancing and negotiation, and it is Nabaal that is the the linchpin of this sometimes-fragile peace.
[X]Somtaaw-Sa Jiiri Somtaaw, the Dreamer. the Somtaaw were once the greatest religious kiith on Kharak- until the Heresy Wars and the dawn of the age of reason. Now, most Somtaaw build and mine, fueling the great industrial machine of the North. You, however, have ambition to take you Kiith to the stars and beyond- to escape the hell of Kharak once and for all. While much of Somtaaw's once-immense might and depth of holdings was ruined by the Heresy Wars, you have one major advantage over almost all other Kiith: people.
[X]S'jet-Sa Korvin S'jet, the Stargazer. Kiith S'jet are, first and foremost, seekers of truth.
I'm hoping we can figure out a different way forward from the game. Perhaps a sun shield blocking light to lower the planet's temperature, or hauling Ice comets and asteroids back to save/terraform Kharak.
Even if we don't succeed, we may buy time and it'll be fun!
the Kharak system is extremely resource-poor. there is very little in the way of spaceborn materials, trying something like that would eat up everything available for minimal gains- you'd push back the timetable a bit, but in a couple hundred years you'd be facing the same problem only with no accessible resources rather than 'very little.'
you also need to consider the psychological effects of the Khar-Toba site and especially the Guidestone on the Kushani, which essentially promised a home out in the stars right after a major religiously-motivated war over going into space.
while large-scale civil unrest over water and food scarcity was ongoing.
if this was a couple thousand years earlier, it might have been feasible to break out of the downward spiral and halt Kharak's eco-collapse. at the time this is set, however, it's gained too much momentum- the system just doesn't have the resources needed to halt the collapse before it's far, far too late.
that said, it is highly unlikely that, by the time we get to that point, things will play out the same way- if only because, well, there's a lot of wreckage buried on Kharak, of varying sophistication and salvageability, and things have already changed in the background regarding which wrecks the Galasinii have dug up.
this is your morning reminder that the character vote closes at around 9-10AM Pacific time tomorrow, so if you want to get your votes in please do so today. I'll put up one last reminder in twelve hours or so, but after that the next time I log on will be the start of the show. note that this will mostly consist of character introductions and intelligence briefings. lots and lots and LOTS of intelligence briefings.
right now we have one vote for Somtaaw and two for everyone else, so if no more votes come in I'll have to tiebreak with RNG.
please do not make me need to break out RNG for votes.
Sat down and finished the rolls for Gaalseinii force composition. So here's a briefing on current-gen Gaalseinii forces and on the desert-dwelling renegade Kiith in General. Note that the technical stuff regarding weapon types and weight classifications will beis gone over in the mechanics post on the first page.
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"Kiith Gaalsein is fanatically devoted towards the destruction of all Kiithid currently engaging in space-launch and ongoing orbital projects. While some progress was made in getting them to halt attacks on the holdings of such Kiith under their previous Sa, Kojiri Gaalsein, who appears to have been a moderate, some fourty years ago a radical faction within the Kiith seized power and emplaced their own leader, Tiber Gaalsein, as the Gaalsein-Sa, and subsequently the Gaalseinii broke off all contact from the other Kiith for nearly ten years. It is apparent that the new Sa used this time to solidify his power-base and subsequently begin large-scale military buildup and development. After this was complete, Kiith Gaalsein launched a series of escalating raids over two decades, culminating in an all-out invasion of the north AND southern polar regions. Fortunately, Gaalsein's intelligence badly underestimated the military readiness of the Kiith at the time, and they were in full retreat or outright rout within two days. Since then, they've been raiding border cities and outposts and ambushing trade convoys with increasing frequency, and with progressively more sophisticated units and weapons."
"We believe that Kiith Gaalsein is preparing for a second major invasion within the next ten to fifteen years, as they seem to have largely stopped producing 'new' units and are increasingly finalizing their combat tactics. It is very clear that the raids and ambushes we have seen thus far constitute live combat testing of their new designs and the current slow tapering of activity suggests that their own development programs are now entering their final cycles before mass production."
"As a result to help you decide on which of our own development programs should be accelerated and finalized, we've prepared this briefing on known Gaalseinii units."
"The Gaalsein forces currently deploy a mix of bipedal mechs, tracked heavy vehicles, and wheeled light vehicles. This combination allows very high maneuverability and flexibility in the desert environment, and the mechs especially are difficult for our aging attack vehicles and support platforms to deal with effectively. The Gaalsein also use a disproportionate number of light but heavily armed units, relying on speed and maneuver, to outflank and evade our slower armored units. It is clear we need to adapt to their tactics and begin production of new vehicles adapted to this paradigm of warfare. I will begin with detailing these light units."
Light Missile Bot
"These two-man light bots are armed with missiles and advanced tracking systems that allow them to function as direct-fire units in an anti-air/anti-armor mode as well as indirect medium-range fire support. While not particularly armored, they are fast and highly mobile, particularly in the open desert. The Gaalsein typically attach one or more of these units to scouting groups due to their advanced sensor mounts."
Gaalsein Block-4 LMB Light biped
armament: Twin Medium Triple-mode MMLS mounts.
armor: Molyplated Ceramosteel, providing Light protection.
Gear: Full-spectrum Sensor Package.
Light Assault Bot
"The Gaalseinii also uses these light single-man assault bots. They typically carry a chaingun in an anti-light role, but the graspers allow the bot to carry a variety of modular weapons, including single-shot rocket launchers and anti-tank cannons. Further, they are equipped with large 'jump packs' consisting of two heavy turbines, which allow the mechs to rapidly re-position as well as evade fire. These bots are small, but fast and dangerous. Some variants also mount smoke launchers for temporary concealment."
Gaalsein Block-8 LAB Light Biped
armament: Light Chaingun, Medium Single-shot Rocket Launcher (alternate -RL), Medium Anti-tank Cannon (alternate -AT)
armor: Grade two reinforced Ceramosteel, providing Light protection.
Gear: Tactical Turbine Jump-pack, Smoke Launchers (alternate -SL)
Assault Railgun
"These highly mobile self-propelled guns are included when Gaalsein raiding groups expect to face heavy armor units. While possessing only perfunctory armor, the long range and extreme anti-armor capabilities of their railguns allow the unit to sit hull-down behind a dune and blast armor to pieces, and retreat out of range before our forces can catch them."
Gaalsein Block-12 Railgun SPG Light Wheeled
Armament: Medium Anti-Armor Railgun
Armor: Grade-2 Titanium-reinforced Steel Plate, providing Very Light protection.
Gear: none
Raider Light Tank
"These light tanks are fast, and armed with a powerful anti-tank gun that allows them to engage in hit-and-run strikes against much heavier opponents. Their 'tripod' track arrangement gives them a considerable maneuverability advantage on the open desert, and allow them to outrun the forces that could actually damage their armor."
Gaalsein Block-5 "Raider" Light Tank Light Tracked
armament: Medium Anti-tank Cannon
Armor: Grade Six Ceramosteel, providing Medium protection
Gear: none
"In addition to these light units, we have also observed a number of medium and heavy units, which began appearing in response to increasing convoy escort forces. These larger units are most notable for their role in sinking the Manaani cruiser Tho-Chiin and her escorts last year, and are considerably superior to our own armored forces."
Medium Assault Bot
"These units are the Gaalsein's main anti-armor ground unit. they are fast, well-armored, and able to put out a shocking amount of firepower thanks to their rockets and rapid-fire cannon. These units used their ability to crouch hull-down behind dunes in the battle with Tho-Chiin and her escorts, popping up to unload cannonfire bursts and rocket barrages at our own units and retreating if our own forces attempted to close. However, analysis indicates this is is due to relatively poor leg armoring, making them more suited to ambushes."
Gaalsein Block-2 Ambush Assault Bot Medium Biped
Armament: Very Heavy MRLS, Heavy Rapid-fire Cannon.
Armor: Ceramosteel-durataniumim weave-alloy, providing Medium Protection
Gear: none
Heavy Assault Bot
"These units are heavily armored and equipped with a single high-caliber machinegun and a large dual-mode Cannon. This allows them to be devastating to lighter units and a danger to heavier units en mass. Additionally, these units carry on-board repair systems that allow them to support nearby forces. As a result, groups of thee bots are surprisingly durable."
Gaalsein Block-4 Heavy Assault Bot Heavy Biped
Armament: Medium Dual-Mode Artillery Cannon, Very Heavy Machinegun.
Armor: Triple-bonded Ceramosteel-Duranimum Weavealloy, providing Heavy protection
Gear: Repair Projector System
Heavy Railgun
"The Gaalsein Heavy Railgun is a powerful direct-fire artillery unit with a long striking range and the ability to destroy or severely damage any unit less armored than our Cruisers. Given that this is 'almost everything that isn't a cruiser,' we are understandably concerned. About the only thing going for us is that these units are slow to move and slow to fire, but that's strictly relative. They can still outrun all but the fastest of our own ageing equipment, and those units lack the firepower to damage its armor."
Gaalsein Block-8 Heavy Railgun SPG Heavy Tracked
Armament: Heavy Railgun
Armor: Ceramosteel-Titanium weavealloy providing Heavy protection
Gear: none
Assault Cruiser
"This, ladies and gentlemen, is an honest-to-Sajuuk Gaalsein Cruiser, which up until we obtained data on was believed to be an impossibility due to the scarcity of resources in the Deep Desert. It is very well armed- its main cannons can punch right through one of our own Heavy Cruisers, and its heavy rocket attacks devastate any smaller forces unfortunate enough to be in its path. We can't even hit the thing with aircraft, since it's also armed with powerful anti-air missile batteries. We've classed it as an 'assault' cruiser, and intel suggests it'll be in full production within the year."
Gaalsein Block-1 Assault Cruiser Superheavy Tracked
Armament: Twin Comounted Superheavy Cannons, Two Very Heavy MRLS, two Medium SAM launchers.
Armor Triple-layer molybonded Ceramosteel with Titainum alloy interlayer, allowing Superheavy protection.
"In conclusion, our current forces will be extremely outmatched once the Gaalsein are able to begin mass-producing these units, and presumably others, including aircraft, of similar technological levels. At that point, unless our forces have undergone significant upgrades, we will be rapidly overrun and subsequently forced into surrender or simply annihilated. That concludes this briefing." -Excerpt, Daiamid session of 1085
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A/n: Yeah they found some very different toys in this. No pesky hovercraft, but the mechs are nearly as annoying on the open desert, thanks to that whole 'pop up to fire' trick and high mobility.
right kids, I'm extending the vote until I finish getting all the Gaalsein units fully statted out (including the ones you haven't seen yet) and the mechanics and codex entries finished and edited. if you want to vote, speak ye now, or forever hold ye peace.
A/n: so your Science officer is ridiculous. like good lord. I'm half-tempted to give you a frigging luck perk, because rolling a Legendary level skill and the Instant Expert perk is... yeah. your science officer is insanely good. Saaa-juuk!
(|o|)
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V..........V
"sir, your staff are here for their introductions." the voice of your adjutant draws your attention away from the (disturbing) reports on Gaalsein movements, and to your intercom. "Right," you say, grateful for the distraction "send them in, one at a time please."
"of course, sir."
the first through the door is the red-and-white armored form of Commander Noreena Soban, your adviser from the military kiith, who introduces herself with military precision and gives you her report on the state of your military. to sum things up, it's not good.
Noreena is your Military advisor, a Sobani elite commander who has been with the Kiith for nearly her entire adult life. As a high-ranking Sobani military officer, she has a firm grasp on all aspects of warfare, from strategic command to military logistics.
"Sir, to speak frankly, it is not so much the quality of our troops which is lacking, but their equipment. much of our current gear dates back to before the first Gaalsein invasion, and is too slow, too lightly armed, or both compared to modern Gaalsein equipment. while we could make up some of this deficit by relying on our heavy units such as Cruisers and massed airstrikes, it would be better to update our own forces. I've prepared a sort of 'wish-list' for you, complied from our various forces, but until we get our equipment replaced there isn't much I can do."
you may pick up to two actions:
[]Tanks, but no Tanks: your armored forces are horribly outmatched by the Gaalsien, too slow and too lightly armored to be a real threat. a new line of armored vehicals is needed for your front-line troops, one with greater speed, better armor, and superior guns. some of this may be avalable in-house, but it might be good to look at some of the other Kiith too. Rewards: Medium and Heavy unit options
[]Need For Speed: the Gaalseinii have developed a highly mobile force that also mounts considerable armor. while your faster light vehicles can keep up with the slowest of them, they lack the weapon power to actually cause damage. updating your Light forces is almost as important as our heavier units. Rewards: Light unit options
[]Rolling Thunder: Cruisers have always been the the other Kiithid's ace against the Gaalseinii, these massive armored vehicles unmatched by anything the Gaalseinii had save massed firepower... until now. reports of Gaalsein cruisers have been confirmed, and even worse, they mount devastating firepower unmatched by your own, and seemingly impregnable armor that is superior to your own cruisers! obviously, updating your most impressive and heaviest armor should be done as soon as possible. Rewards: Cruiser Options
[]Carrier has arrived: an interesting proposal for a truly immense vehicle, the 'carrier' would be a mobile factory, airstrip, and supply carrier rolled into a single immense package, able to bring repair and refit capabilities right to the front. if it works, it'd be a huge paradigm shift in your logistics. rewards: develop Carriers
[]Chair Force: your current aircraft are.. well not bad, but they could definitely be better. getting some better aircraft might be a good idea. rewards: aircraft options.
[]Exotic propulsion: wheels and tracks have been the staples of ground propulsion for decades, but the Gaalsein have introduced a new wrinkle: legs. their new lines of bipedal machines are faster on the desert than your own units, and give them maneuverability than has to be seen to be believed. maybe looking into some non-traditional propulsion of your own could help counter that. rewards: Research projects related to new propulsion systems.
after you make your decision, you realize who's next and suppress the urge to groan. he may be serious when he needs to be, but the rest of the time...
"I, Verdigris, Have arrived as ordered, O illustrious Nabaal-sa!"
For a spymaster, Verdigris is oddly bombastic. He's definitely got a flair for drama, at least about trivial and unimportant things, but what those who don't work with the man fail to see is his dead-serious, matter-of-fact 'business mode,' reserved mostly for official- or not-so-official- meetings with his agents, analysts, and commander. This doesn't make him less irritating the REST of the time, though.
he smirks, right up until the door hisses closed. then the mask comes off and the S'jetti spymaster comes to the fore, face grim.
"I won't lie, it's bad. the Gaalsein equipment just outmatches our own, and my departments estimate we have less than a decade before they're ready to launch a full-scale invasion... and this time, we're the ones that'll be sent packing in only two days."
you wince. "it's really that bad?"
Verdigris nods, continuing; "if anything, it might actually be worse. that estimate assumes we dig out everything that can have a weapon bolted to it and throw them at the Gaalseinii. and it's fairly obvious now that we've greatly underestimated their population and industrial capabilities. anyway, there aren't a lot of things for me to do at the present time."
you may pick one.
[] testing the waterssands: while you have a general idea of most of the modern Kiith Gaalsein forces, getting better data on their full capabilities and whatever other units they might field is likely a good idea. rewards: better intel on Gaalsein capabilities.
[]where do they get all these wonderful toys?: Kiith Gaalsein has gone from technology that was inferior to our own of four decades ago to factually superior to even our cutting-edge in certain areas, in less than a decade. the question is, how was this accomplished? where did they acquire the resources? and how can we disrupt or preempt them? rewards: intel on Gaalsein research, industry, or resource operations.
you wave your spymaster out after making your decision.
next is someone who is your hope for closing the technological gap between your Kiith and the Gaalsein, though you do wish her personal skills were less...
Vitara is one of your own Naabalii, and while some might scoff at your selecting her over a S'jetii scientist, they haven't seen her record. Vitara is a genuine genius polyglot, rare even among the S'jetii, and can bend her formidable mind to any problem. Her personal skills could use some work, though.
"well, what is it? I haven't got all day to stand around."
...terrible.
"there's a few projects we, and be we I mean I, could undertake that would not be total wastes of my time."
choose up to one:
[]Better powerplants: improving your current powerplants is the best way to get more out of any new machines- and bring the tech gap down.
cost: 6 RU/turn, 4 turns. rewards: better power plants, allowing you to get more out of the same tonnage
[]Advanced Lab complex: these facilities would greatly increase your ability to do research, if properly constructed anyway.
cost: 8 RU/turn, 5 turns rewards: Advanced Lab Complex available
[]Metalloceramics: current-gen Gaalsein units use a novel metalloceramic compound that is substantually stronger per ton than your own armor. duplicating it would improve your own armor considerably.
cost: 7 RU/turn, 6 turns rewards: Ceramosteel armor, lighter and cheaper than your current composites.
[]Magnetic Rail Driver: Gaalsein Railguns are superior to your own cannons and other weapons by a considerable margin. learning how to create railguns of your own is likely a good idea.
cost: 5 RU/turn, 6 turns
"Right. I'll get right on that. should fail to be a COMPLETE waste of my time."
she stalks out, and doesn't even deign to acknowledge the existence of your next appointment.
If there's engineering or construction to be done, you'll find Kiith Somtaaw. The former religious kiith is one of the largest on Kharak by population, and heavily involved in the bedrock areas of an industrial power. Jazda herself a a quiet and unassuming woman, which belies the fact that she's one of Somtaaw's best engineers.
"hello sir. I've brought you those proposals you asked about."
choose up to one
[] survey facilities: while you have a general idea of your holdings, a more detailed audit couldn't hurt. reward: ???
[]survey defenses: the various defensive outposts along the desert edges often date back to not long after the first Gaalsein invasion. getting a look at them will give you an idea of how they can be improved. rewards: Defense Improvement options
[]improve distribution: distributing food and water to people is always a challenge. maybe you can improve the process somehow? reward: slight IU income boost
after you make your decision, she nods and heads out to get to work.
last on your list is an old mentor (though unofficially) and a definite friend:
Teriim has been a diplomat for almost forty years, and while he is no longer the young man who stood beside your predecessor, his experience and wisdom will greatly aid your diplomatic efforts. His formidable reputation doesn't hurt either, considering what he did to the last assassin. he serves as your representative in the Daiamid when you're to busy to attend, which is pretty much all the time now.
"Ah, my young Sa, allow me to give you all the latest from those gossiping hens in the Daiamid."
you smile, "don't let your colleagues hear you say that! they might get upset, and then I'd have to listen to them!"
he laughs, easing himself into a seat. "bah, I'm an old man. I can call them how I see them."
you may choose up to two
[] S'jet Science: not for nothing are Kiith S'jet considered the best scientists on Kharak. strengthing our ties with Kiith S'jet could prove very useful indeed. reward: stronger S'jet relations.
[] Siidim Security: the other half of the Heresy Wars are not well-liked, in no small part due to a general arrogant attitude, but you'll need the support of every Great Kiith to succeed in your ambitions. reward: better relationship with Kiith Siidim
[] Wanderer's Promise: getting Manaani to commit to anything can be like pulling teeth, but after they lost a Cruiser last year you belive there's no better time to get the Wanderers on-side. reward: better relationship with Kiith Manaan
[]Somtaaw's Struggle: the Somtaaw-Sa has been trying to bring his Kiith into prominence and recognition as the Great Kiith it really is for years. perhaps a helping hand could get the involved in your crazy evacuate-the-planet plan? reward: Somtaaw relations improved, Somtaaw resources improved.
[]the Hopeful Ones: Kiith Paktu may be behind the Northern Kiithid's level of industrialization, but they do control more land than any three northern Kiith put together. this might have to wait until there's a few less angry Gaalseinii between you, though. rewards: more ties to Kiith Paktu.
[]Red Like Blood: Kiith Soban is the primer military Kiith on Kharak, devoted to military pursuits unlike any other Kiith. the Sobani are without doubt the greatest soldiers on the face of Kharak; and you'll need them to survive. rewards: improved Kiith Soban relations.
Once you finish with Teriim, you turn to your own work.
you may select one personal action
[]Train in a skill (write-in, must be a skill known to one of your advisers or contacts)
[]visit the Daiamid (possible new contacts, possible intelligence, possible research projects)
[]visit a holding (which), may result in any number of things.
[] help on a project (which), adds your perks, bonus and skills to a project, potential for new skills.
[]write in
STATUS REPORT:
you have three CIVIL holdings and six MARTIAL holdings.
CITY OF TIIR: Tiir is the Nabaali capital and the site of the Daiamid, and has become the sociopolitical center of Kharak. it provides you with great amounts of resourses due to trade income.
Tiir generates 100 IUs and 25 RUs per turn.
CITY OF KHAAL Khaal is a relatively modern construction and is Kiith Nabaal's primary industrial site. the city's immense factories and mines provide the bulk of the Kiith's income.
Khaal generates 1000 IUs per turn.
CITY OF MAAT Maat is Kiith Nabaal's second city, and the site of most of its research laboratories and approximately half its population.
Maat generates 50 IUs and 50 RUs per turn.
EPSILON BASE: this moderately populated military outpost protects the main entrance to the canyon that houses the cities of Tiir and Maat. it requires 10 IUs/turn maintenance.
DELTA BASE: this fortress blocks the only desert-facing entrance to Khall, and maintains a strong garrison. it requires 30 IUs per turn to maintain.
ALPHA BASE: this is Kiith Nabaal's primary airstrip on the edge of the desert. it supports all Nabaali craft that fly desert missions and maintains a large garrison force to prevent Gaalsein attacks. requires 50 IUs per turn to maintain.
PERIMETER STATION CAAL-THRI: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
PERIMETER STATION KOL-TEL: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
PERIMETER STATION KEL-TAR: this outpost once served as part of a planned network of early warning posts devised after the first Gaalsein invasion, but only a handful were ever built. currently abandoned.
you have a net income of +1060 IUs and +75 RUs/turn.
you have 2650 IUs and 112 RUs stored.
your army strength is: Very Poor (1)
you are not conducting any upgrades, projects or construction at this time.
your diplomatic relations are as follows:
Gaalsein: [LOCKED] At War [LOCKED]
Siidim: Mediocre (3)
Somtaaw: Above Average (5)
Manaan: Average (4)
S'jet: Very Good (7)
Paktu: Average (4)
Soban: Good (6)
(|o|)
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V..........V
don't think I've gone easy on you with income, once you actually have an army worth mentioning and a few projects going you'll be wondering where all those IUs and RUs went.
Charicter sheet has been updated/posted, make sure to read before voting.
[X]Carrier has arrived: an interesting proposal for a truly immense vehicle, the 'carrier' would be a mobile factory, airstrip, and supply carrier rolled into a single immense package, able to bring repair and refit capabilities right to the front. if it works, it'd be a huge paradigm shift in your logistics. rewards: develop Carriers
Make them adapt to us keep them on the back foot.
[X]where do they get all these wonderful toys?: Kiith Gaalsein has gone from technology that was inferior to our own of four decades ago to factually superior to even our cutting-edge in certain areas, in less than a decade. the question is, how was this accomplished? where did they acquire the resources? and how can we disrupt or preempt them?
rewards: intel on Gaalsein research, industry, or resource operations.
[X]Advanced Lab complex: these facilities would greatly increase your ability to do research, if properly constructed anyway.
cost: 8 RU/turn, 5 turns rewards: Advanced Lab Complex available
This I assume will speed up our development.
[X]survey defenses: the various defensive outposts along the desert edges often date back to not long after the first Gaalsein invasion. getting a look at them will give you an idea of how they can be improved. rewards: Defense Improvement options
[X] Wanderer's Promise: getting Manaani to commit to anything can be like pulling teeth, but after they lost a Cruiser last year you belive there's no better time to get the Wanderers on-side. reward: better relationship with Kiith Manaan
[X] help on a project (Wanderer's Promise), adds your perks,bonus and skills to a project, potential for new
[X]Tanks, but no Tanks
[X]Need For Speed
[X]where do they get all these wonderful toys?
[X]Advanced Lab complex
[X]survey defenses
[X] Siidim Security
[X] Wanderer's Promise
[X]visit the Daiamid
[X]Carrier has arrived
[X]Chair Force
[X]where do they get all these wonderful toys?
[X]Advanced Lab complex
[X]survey defenses
[X]Red Like Blood
[X] S'jet Science
[X] help on a project (Red Like Blood)
The truth is that we can't upgrade everything, our stuff will be inferior to their stuff by the time they invade. The best way to mitigate this deficiency is to not directly fight them at all. Lets build forts and outposts that they'd be forced to siege while we harass them with our planes. Better powerplants will allow our carriers to be both faster and carry more fighters and our fighters will become longer ranged meaning that our carriers would be in less danger when doing these operations. As for diplomacy, well, the S'jet and the Soban already like us, it's much more likely for us to get some sort of alliance from them that would obligate them to defend and help us. The fact that they are the best in tech and military (both things we desperately are in need of) makes them perfect allies to have.
Edit: Changed the powrplant to Research labs because we have more tim3 than I'd originally thought.