WildSpace - A Riot! Quest

[X] Bring them with you
[X] Try to repair the transport's engines (2 Transport Engines, 5 minerals)

Night_Stalker has the right idea. Fix the damn ship, we are like sitting ducks here. Then start outfitting the base with defences. We probably weren't noticed yet, but that might not last.

The ship isn't going to do anything but light us up as a target. We have to flee, we lose our colony package and rebuilding will be next to impossible. Or we'll starve without it. And IIRC it's not armed, so it's not like we can use it for aerial support or to shoot down an enemy ship (which, if it's a pirate, likely has real weapons rigged onto it).

Or we find their base, blow it up, then flee.

They took on a group that had legit vehicles with heavy weapons and at least 2 people in last-generation powered armor with heavy weapons and apparently took casualties so minor that they could easily police the scene (or took NO casualties, which is worse). They also likely have a raiding ship that probably has weapons of its own. I don't think that's likely.

As the leading cientific mind in this colony I must say that if you realy wan't to build all those thing and more it would make sense to first build a lab so we can better research all that stuff, we are researching fortifications this turn, munitions probably the next, so according to your build order you should either be building a radar or wanglying a few guys to build a lab so we can research the weapons.

I think I said previously that I wanted a machine shop? Since it should let us build more basic guns and gear. It will also let us build Ops bots so that the research people (my base specialty, incidentally) can focus on that and automate the Ops stuff.

We also can't build a radar if we build a lab, as we won't have the Power to power everything and will need a nuclear plant first.

As for the lab itself, it's a +20. I doubt basic fortifications and munitions have very high DCs. It's the higher complexity stuff that needs the lab. My priorities have been on building stuff that we immediately need; reducing your failure chance from 35% or so (less if you whip and group the R&D folks) to 15% doesn't seem as important as having the tools to actually build the stuff we research.
 
Vote tally:
##### 3.21
[] Don't
No. of votes: 2
Night_stalker
drasky

[] Bring them with you
No. of votes: 10
Spectrum
hcvquizibo
LinkOnScepter
Zaratustra
Strunkriidiisk
Forgothrax
Pyro Hawk
veekie
Space Jawa
Nevill

---

[] Try to repair the transport's engines (2 Transport Engines, 5 minerals)
No. of votes: 2
Night_stalker
Nevill

[] Set up a building:
-[] Improved Machine Shop (allows production of higher-level equipment) (4 minerals (2 after discount))
No. of votes: 4
Spectrum
hcvquizibo
Forgothrax
FatedBread

[] Train for Combat
No. of votes: 1
LinkOnScepter

[] Research technologies
-[] Fortification I (unlocks basic fortifications and defences)
No. of votes: 3
Zaratustra
Pyro Hawk
Space Jawa

[] Explore (Combat+Espionage)
No. of votes: 3
Strunkriidiisk
drasky
veekie
 
Vote locked. XP updated.

Don't expect an update tonight, though - work ran really long today and I'm giving the cot in the corner of my workshop the kind of eyeing normally reserved for my wife.

Til tomorrow!

The Dice Priestess
Shadows threw 5 100-faced dice. Reason: Dice Diceness Total: 208
26 26 15 15 74 74 4 4 89 89
 
Week 6, Part 1: Moneymaker
Jack looked around at the other members of the team, getting a couple of nods and a couple of shaken heads in response. After a moment conferring with First Impact via radio, he chuffed out a breath - sounding slightly relieved. "Yeah, I reckon you can." he said, and eyed their rover. "There ain't enough room for all of us in here, though." The woman looked slightly deflated, and was about to say something. Jack held up his hand. "I got an idea, though." he said, moving over to one of the rovers that had defended the old colony. They were remarkably intact - most of their damage seemed to be superficial, except in the case of the scorched holes torn through the middle of the engine block.

Scepta and Meir walked over, looking at the rover thoughtfully. "Think our rover could pull it with the tow chain if we flipped it back onto its wheels?" Meir asked.

"That's what I was jus' wonderin', Lochan." Jack mused out loud. "Benny, Vic, go grab the rover and chain." he ordered, and within minutes the First Impact rover was backed up to the technical, Benny chaining its undercarriage to the rover's tow bar. With everyone out of the way, the rover threw up rooster tails of dirt as it strained against its payload. Slowly, it started to tip over. For a moment, it seemed as if the rover wouldn't have enough torque to get the job done - but then, with a groan, the technical tilted over and dropped onto its wheels, bouncing on its suspension.

"Alright, ever' one aboard!" Jack called out, and the survivors scrambled to get aboard the rover and the technical.

Benny unhooked the chain from the technical's side, moved it to its front, and mere minutes later, the rover was doing work for two, hauling the survivors to their new home.

[New Codex Entry: Settlers]
[Settlers acquired: 9 ZB, 1 Specialist (R&D)]
[New Codex Entry: Technical]
[Damaged Technical Acquired (Carries 2 crew+6 troops, armed with HMG) (Repairable with Garage)]


Nevill and Steve got to work, trying to repair the transport's engines. The discovery of the ravaged colony site had driven them to the conclusion that a getaway option was vital for the colony's - and their own - survival, out here in the Wildlands. But at the end of the week, they'd just wasted a bunch of alloy and wiring trying to attach the 'new' engines from the other colony ship to First Impact's.

Minor Failure. +1 XP to Steve, Nevill.
-10 DC to next repair action.

The machine shop assembly effort went slightly better. Claire, Roselia DuClare, Bob Smith and Michael Erickson worked as hard as they could to get the machine shop up and running by week's end. Their efforts were met by obstacle after obstacle - the ceramacrete took longer to dry than expected, a support beam fell on Claire and broke her arm, and in general, the build team's morale quickly dropped as the week wore on. But finally, on Saturday morning, the assemblers came online, the CNC machine fired up, and Roselia op-tested the lathe, punch and other machine tools.

First Impact was now ready to start making things.

[New Codex Entry: Colony Asset: Improved Machine Shop]
[New Codex Entry: Turnkey Blueprints]
[New Codex Entry: Turnkey Blueprints: Slug Throwing Rifle, Light Machine Gun, Heavy Machine Gun, Rotary Autocannon, Survey Toolset Mk I]
[New Production Options]

Painful Success. +1 XP to Claire, Roselia, Bob and Michael.
Claire is Injured for 3 turns, and may not participate in any physically-intensive activity.

Scepta, meanwhile, took the time to familiarize herself with her weapon, and train in the skills required to be an effective fighter. There was only so much she could learn, working by herself - but she did get the opportunity to improve her marksmanship against some static targets.

Success. +2 Combat XP to Scepta.

Ludwig, Dr. Mizzet, and the newly-awakened Kayla Futhark worked on fortification technology throughout the week. It quickly became clear that none of them were born fortification engineers, as every attempt at coming up with more than basic razor-wire barricades (which, at the time, they couldn't even make) was met with at best no result, and at worst a heaping pile of improperly fused ceramacrete off to one side of the colony, where they'd attempted to form a wall of the super-hard material.

It was frustrating, but Ludwig was somewhat sure that given more time, they could come up with better results.

Minor Failure. +1 XP to Ludwig Cristoffen, Dr. Mizzet, and Kayla Futhark.
-10 DC for next attempt at researching Fortification I.

After last week's adventures, one would have thought that Jack and Meir would have had their fill of exploration for a short while, but one would also be wrong. Early in the week, they hopped aboard the rover, and explored to the west again.

They traversed the rolling hills at a reasonable clip, the rover handling itself well both up and downhill. They discovered rivers winding through the hills, and forests began to dot the land before long. An animal the size of a small dog took to following the rover, curious and non-hostile. It had a long tail, a blunt, trapezoidal head, two large eyes and four sure feet - whose digits, on closer inspection, were splayed far enough apart and jointed just so... were those some form of hand?

They eventually lost sight of the little beast, and gained sight of something else.

A ship.

It stood on short landing legs, people scurrying about the base of a ramp that extended from its belly to the dirt, hauling up pallets of what looked like furs and gems. A rover and a mobile mining rig stood off to the side. It wasn't a very large ship - no larger than the First Impact colony ship, which was itself a converted tramp freighter, and not a large one at that - but it looked new, and well maintained. Down one side read the name: "LADY LUCK", and beneath that, in smaller font, "INDEPENDENT SHIPPING SERVICE - REGISTERED CONFEDERATE TRADE AUTHORITY CT-2501387"

Traders?

(All can vote)
[] Approach
[] Don't approach
[] Hail via radio

Success. +4 XP to Jack, Meir Lochan.
 
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[X] Hail via radio
-[X] If you're here to stake a claim you're more than a little bit late
 
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@Shadows so, are we stealing Havoc Squad's method of producing items, or are we operating by a different process?

Also, the ZBs... are they assigned to actions by popular vote, or will you be randomly assigning them to patrons? Can they gain skills, or will they only give the base (+3) bonus? What bonus does the R&D specialist give?

Can you list skills in the OP? My character should have an Ops rank at this point, but I see only his R&D rank.

[X] Hail via radio
 
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First Impact was now ready to start making things.
Hmm... can we get a stock of the items we already have?
Nvm, should have checked the assets...

It was mentioned we have a rover, probably some rifles... what else? How does it affect the colony or the effectiveness of our actions? Like, do rifles give us modifiers for combat or what?

There is a lot of stuff introduced in the last few updates, but how does it affect the gameplay?

How do settlers work? Are they assigned as bonus points? What do they give bonuses to, considering they aren't specialized in anything? Does GM determine that?

[X] Approach
 
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@Shadows so, are we stealing Havoc Squad's method of producing items, or are we operating by a different process?

Also, the ZBs... are they assigned to actions by popular vote, or will you be randomly assigning them to patrons? Can they gain skills, or will they only give the base (+3) bonus? What bonus does the R&D specialist give?

Can you list skills in the OP? My character should have an Ops rank at this point, but I see only his R&D rank.

[X] Hail via radio

1. Similar process. The more folks and the better the roll, the more shit you'll make. Production tech and better machine shops improve the numbers too.

2. Popular vote. They can gain skills, but they take a lot longer than a Character. Plus, most of those ZBs are tweens/teens and are really mostly just good to do the hauling and cleanup - which is less the Characters and Adults have to do, thus why they still give a bonus. The R&D specialist has R&D 2, and you all got lucky; she's a Super-Specialist. She's got a special Trait that she'll add to the colony; she's a Surgeon, and reduces all wound recovery times by one turn.

3. I can. Your current skill ranks are in the most recent XP award.

Hmm... can we get a stock of the items we already have?
Nvm, should have checked the assets...

It was mentioned we have a rover, probably some rifles... what else? How does it affect the colony or the effectiveness of our actions? Like, do rifles give us modifiers for combat or what?

There is a lot of stuff introduced in the last few updates, but how does it affect the gameplay?

How do settlers work? Are they assigned as bonus points? What do they give bonuses to, considering they aren't specialized in anything? Does GM determine that?

[X] Approach

Vehicles and Weaponry add additional combat options and, yes, in actual combat do add a small modifier to the rolls. Your Vehicle Bonus is compared to the Enemy's Vehicle Bonus; whichever side is higher has the difference in bonus added to their combat roll. Same for Weaponry Bonus. There's also a Fire Support bonus that stuff like Artillery factors into, though Fire Support is countered by Point-Defense. Not terribly complicated. "The bestest with the mostest" and all that.

Though part of it... if you tell me you want to fight a Technical with just a Rifle, you're more than welcome; you'd best be shooting through openings or at people in the bed of the the rover. If you tell me you want to fight that same Technical with a Heavy Machine Gun, you'll be shooting through the engine block and shattering the windshield and generally making a mess of the occupants both within and without.

Weapons add both bonus and flavor-text opportunities.

Settlers are assigned by popular vote; ZBs give a flat +3 bonus to whatever they're assigned to, operating in menial capacity; builders, haulers, lab assistants, bureaucrats, intelligence collators, foot soldiers.
 
[X] Don't approach

@Shadows

Shouldnt you know, the people doing the exploring get to vote on the actions of their characters instead of everyone.

Because if something happens the backlash will affect only them.

Also

Can Meir encrypt the hail?
 
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[X] Hail via radio, but encrypt the call and try determining their intentions.

I will change it later if this turns out unfeasable.
 
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Plus, most of those ZBs are tweens/teens and are really mostly just good to do the hauling and cleanup

Settlers are assigned by popular vote; ZBs give a flat +3 bonus to whatever they're assigned to, operating in menial capacity; builders, haulers, lab assistants, bureaucrats, intelligence collators, foot soldiers.

Is it possible to know how many/which of the ZBs are children and thus might be better off assigned to tasks that would be considered more in line with what they might be expected to do? Or might be able to be assigned to something like 'being educated' in some form?
 
Is it possible to know how many/which of the ZBs are children and thus might be better off assigned to tasks that would be considered more in line with what they might be expected to do? Or might be able to be assigned to something like 'being educated' in some form?

It is possible. I think I mentioned it in the last Week 5 update.

QM Note: After First Impact reaches a certain size, you'll be able to build schools to educate all of your settlers (didn't feel like dealing with discrete schools, colleges etc. One big building for all). Having a school built adds +1 to XP gained from training/learning rolls.

For right now, though, the kids can assist in all actions but fighting.
 
[X] Don't approach

@Shadows

Shouldnt you know, the people doing the exploring get to vote on the actions of their characters instead of everyone.

Because if something happens the backlash will affect only them.

Also

Can Meir encrypt the hail?

The reason everyone can vote for this is because you're within radio range of First Impact. If you hadn't rolled as good as you had, it'd be further out.
 
I find it interesting that Jack seems to have turned into the leader of the combat/exploration squad. Not that I'm complaining, @Shadows, but why mine? I'm not even the first combat-focused character that signed up.
 
My best hypothesis is that you are at the top of Shadow's character notes. That was the order people were assigned XP for a while.

The list went:
1. Jack Reyes / 2. Meir Lochan / 3. Victor Velt / 4. Scepta / 5. Nevill / 6. Steve / 7. Claire / etc

How you ended up there is anyone's guess, though.
 
I find it interesting that Jack seems to have turned into the leader of the combat/exploration squad. Not that I'm complaining, @Shadows, but why mine? I'm not even the first combat-focused character that signed up.

How you ended up there is anyone's guess, though.

My personal guess? Shadows probably latched onto your character for some reason. Found a hook about Jack that stuck with her, finds Jack an easy character to write for, grew attached to Jack in some way that puts him at the front of her mind; something or other like that.
 
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