1.27
Tabi
Expert Jissou Abuser
Actions Available: 6 Actions + 5 Free Personal Actions
[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
The AI refuses. After all, if it gives up it's hostages, what possible reason would the Eliksni have to simply destroy it and it's cargo, taking the moon for themselves? The machine mind does not trust Twilight and fairly so. It had gambled on using hostages to ensure the safety of itself and the moon; losing those hostages would not benefit it in any way.
IFF signals from Proteus of the Baroness and her accompanying Captains are active, possibly meaning they are alive and well.
Moreover, the ships' sensors net around Proteus detect a gradual build up of energy somewhere on the moon. Whatever it is, the energy is extremely exotic and could not be cataloged or identified.
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
A small network of extractor platforms link up over the gas giant Capricorn station orbits. Ceaselessly, they suck up identified pockets of Helium 3, process them to remove any impurities, before transmatting them to the generator. There, filaments of pure superdense Helium-3 fuel are formed and packaged neatly into canisters.
The sudden case of a major build up does not go without notice. Wolf incursions, which had been at an all time low, skyrocketed as corvettes and skiffs began to regularly skirmish with Twilight ships. Most battles went in favor of Twilight, however the sheer number of incidents has run patrols ragged with little time to refuel or make repairs.
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
Both Capricorn Station and the Ishtar Deep Research Facility are well armed with high powered particle beam weaponry and exotic missile technology. While the general idea is not foreign to the Eliksni, the actual level of disparity is quite high. While the technology can be used, reverse engineering of it will not be happening anytime soon.
It will be some time before the Archon can feasibly begin actual work on the machines. Even he has a few things to learn before understanding how the things even begin to work.
(Reach Technology Level 6 before Reverse Engineering can begin.)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
The asteroid base is no longer inconspicuous. A framework of industrial fabricators and a spiderweb of girders now extends from it's rocky side. Wolf light ships have skirted the defensive bubble of the base, though they seem to be content to watch rather than engage for the moment.
Random Event!
On the fourth planet in the star system, there is an faint distress call. It does not match any known language, save for that of guttural noises. Thus far, however, all can be surmised from the transmission is that it is heavily encrypted and that it was pointed towards a place beyond this star system.
Whoever, or whatever, was sending this signal did not want just anyone to read the contents of this message.
Except the distress signal was superficially covered in Servitor data language.
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)
[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)
[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)
[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)
[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)
[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)
[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)
Voting Ends 8/01/16, 6pm PST
[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
The AI refuses. After all, if it gives up it's hostages, what possible reason would the Eliksni have to simply destroy it and it's cargo, taking the moon for themselves? The machine mind does not trust Twilight and fairly so. It had gambled on using hostages to ensure the safety of itself and the moon; losing those hostages would not benefit it in any way.
IFF signals from Proteus of the Baroness and her accompanying Captains are active, possibly meaning they are alive and well.
Moreover, the ships' sensors net around Proteus detect a gradual build up of energy somewhere on the moon. Whatever it is, the energy is extremely exotic and could not be cataloged or identified.
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
A small network of extractor platforms link up over the gas giant Capricorn station orbits. Ceaselessly, they suck up identified pockets of Helium 3, process them to remove any impurities, before transmatting them to the generator. There, filaments of pure superdense Helium-3 fuel are formed and packaged neatly into canisters.
The sudden case of a major build up does not go without notice. Wolf incursions, which had been at an all time low, skyrocketed as corvettes and skiffs began to regularly skirmish with Twilight ships. Most battles went in favor of Twilight, however the sheer number of incidents has run patrols ragged with little time to refuel or make repairs.
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
Both Capricorn Station and the Ishtar Deep Research Facility are well armed with high powered particle beam weaponry and exotic missile technology. While the general idea is not foreign to the Eliksni, the actual level of disparity is quite high. While the technology can be used, reverse engineering of it will not be happening anytime soon.
It will be some time before the Archon can feasibly begin actual work on the machines. Even he has a few things to learn before understanding how the things even begin to work.
(Reach Technology Level 6 before Reverse Engineering can begin.)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
The asteroid base is no longer inconspicuous. A framework of industrial fabricators and a spiderweb of girders now extends from it's rocky side. Wolf light ships have skirted the defensive bubble of the base, though they seem to be content to watch rather than engage for the moment.
Random Event!
On the fourth planet in the star system, there is an faint distress call. It does not match any known language, save for that of guttural noises. Thus far, however, all can be surmised from the transmission is that it is heavily encrypted and that it was pointed towards a place beyond this star system.
Whoever, or whatever, was sending this signal did not want just anyone to read the contents of this message.
Except the distress signal was superficially covered in Servitor data language.
[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)
[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)
[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)
Repair:
1 Battlecruiser Wreck (45000 Spinmetal/11,250 Relic Iron + 2000 Helium Filaments + 60,000 Glimmer + 1 Actions + 4 Turns)
Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)
[x] Research: Automated production lines. (1 Action) (+2 to next 1d10 of 3d10 roll.)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)
[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)
[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)
Repair:
1 Battlecruiser Wreck (45000 Spinmetal/11,250 Relic Iron + 2000 Helium Filaments + 60,000 Glimmer + 1 Actions + 4 Turns)
Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)
[x] Research: Automated production lines. (1 Action) (+2 to next 1d10 of 3d10 roll.)
[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)
[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)
[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)
[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)
[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)
Voting Ends 8/01/16, 6pm PST
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