Speaking on House problems: "Wind Sneakers" what is their philosophy? I know they are thieves, but
do they steal only to "screw" others, or can they really, truly co-work with other groups?
Oh, by the way SVers, after Gales find their "homebase" we should invest in material, Ether, and tech income. Some allies (eliksni, human, Cabal..) are a MUST in order to survive.
Speaking on House problems: "Wind Sneakers" what is their philosophy? I know they are thieves, but do they steal only to "screw" others, or can they really, truly co-work with other groups?
They're a pack of thieves formerly associated with the Devils. They have no greater philosophy than 'stick together, stay alive'. As for working with others, it really depends on what they are doing at the time.
The loss of the Prime hurts them the most, but they'll get over it.
The loot roll was actually to determine what you find in the Reef. At 79 its just a load of supplies. Had it been 90 or up it would have given yall a colony ship to act as a mobile base.
"Ah, the ship graveyard... Great." Kirykx muttered as the cloud of broken ships began to loom closer. "Well at least there'll probably be some supplies worth salvaging somewhere in that mess."
You chimed a agreement.
"Well then," he turned to one of the few Highwaymen that remained on the bridge. Most of the other Wind Sneakers having scattered earlier to explore their new ship. "Round up some crews and load them onto the skiffs."
As the vandal left he turned back to you and nodded. "Your helm Boss." At your warbled affirmative he turned and followed the Highwayman out.
******
A few hours later found you putting the frigate through its paces as you battled a squadron of tri-winged fighters. Your ship had the advantage of both firepower and shields. But the fighters where clearly from a faction that was based here, as they seemed to know every nook and cranny of the ships you darted around.
You had already lost sight of one or two of them several times only for them to come blazing back in from a different direction. Their shots hammering the shields.
Ultimately however it was in vain, a frigates job was usually to provide protection from just such fighters after all. When combined with your processing ability and complete control of the ships systems, they simply had no hope.
The fighters broke off after you successfully destroyed two of them. Leaving you free to return to your salvaging for a time.
Still... You get the feeling that you may have kicked a hornets nest. Its probably better to leave and let the House of Kings take the blame for this than stay and be discovered.
But then again, Kirykx was right. These ships did have plenty of salvage in them...
[] Stay a little longer. (+10 to the enemy's detection rolls, +10 to Salvage rolls)
[] Move on:
[] World of Glass
Advantages:
Vex Ruins, Vex Technology
Disadvantages:
Vex are semi-active here, House of Winter is within raiding distance. The Cult of Osiris is active here. The Sunbreakers are semi-active here.
[] The Cloudy World
Advantages:
Human Golden Age Ruins, Vex Ruins, Spirit Bloom harvests tripled.
Disadvantages:
House of Winter are active here. Vex are active here. The Guardians are semi-active here. Active automated Golden Age defenses.
[] The Third World
Advantages:
Human Golden Age Ruins, potential Human vassals, Spinmetal harvests tripled, Great Machine is located here. Rasputin is located here.
Disadvantages:
House of Kings are active here. House of Devils are active here. The House of Winter is within raiding distance. The Guardians are active here. Hostile humans. Active automated Golden Age defenses. Rasputin is semi-active here. The Hive will be here.
[] Dusty White Jewel of the Third World
Advantages:
Human Golden Age Ruins, Helium Coil yield tripled.
Disadvantages:
The Guardians are semi-active here. The House of Winter, Devil, and Kings are within raiding distance. The Hive will be here.
[] The Iron Dunes
Advantages:
Human Golden Age Ruins, Relic Iron yield tripled. Charlemagne is located here.
Disadvantages:
The Guardians are semi-active here. The Cabal are active here. The Vex are active here. Active automated Golden Age defenses. Cabal Defenses will ensure no safe passage off world.
[] The Shattered Fields
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Awoken are here. The House of Wolves are active here. Awoken and Wolves will ensure no safe passage to inner worlds. The Nine are active here.
[] Saturn, Jupiter, Neptune, Uranus, and Pluto all require exploration to determine Advantages and Disadvantages. You've got a bad feeling about that way for some reason.
Without a doubt the Wind Sneakers must be the greatest thieves ever. With rolls like that they may have just waltzed into the Garden and taken the Darkness for themselves.