WildSpace - A Riot! Quest

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.

Your exploration teams should always be lead by a Jack. The best ones are.

 
Week Six, Part Two: Aiming to Misbehave
"Alright, Meir, let's give the guys and gals back home the good news." Jack said, and Meir turned to the rover's radio controls. A minute later, Meir held up the radio mic for Jack to take. Thumbing the mic's on switch, he began to speak.

"First Impact, this is Survey Group One; come in, over." Jack called out over the airwaves.

A moment's silence, and then -

"SG-1, this is First Impact, we read you loud and clear. What've you got, over?" came the voice of Roselia DuClare, crackling over the airwaves.

"We've got what looks like a Confederate tramp freighter, name of 'Lady Luck', about thirty-two klicks west o' the colony," Jack informed her, "and I think it'd be best if we didn't approach it too close-like with only two people. Think you could hail them, over?"

"I imagine we could, yeah. Wait one."

~~~
"Confederate freighter Lady Luck, this is First Impact Space Control. Come in, Lady Luck." Roselia called out. Space Control consisted of one room - hers - and the colony ship's radio, but the Confederates didn't need to know that, now did they?

"Uh, this is the Lady Luck. The hell is First Impact?" came the rather startled-sounding reply.

"The name of the colony here on Icarus, Lady Luck. Our scouts just found your ship." Roselia responds, and muffled curses can be faintly heard across the radio link.

"This place was uninhabited last I checked!" came the indignant retort.

"It might have been. It isn't now." Roselia said calmly. "Regardless, it's not like we're angry you're here, or anything. You are traders, yes?" she inquired.

"Yes. We carry... well, a little bit of everything. Cargo, passengers... even a bit of smuggling, for a price." came the slow response. "I figure if you're all the way out here you're not too put out by a little bit of friendly contraband distribution."

"Not hardly." Roselia replied, wryly. "Seeing as we are here, what do you think of hopping over and trading with us? We haven't got much in the way of goods, but we've got a few energy credits to spare."

"Wait one." the Lady Luck's radio operator replied. Several minutes passed by. Then:

"Captain says he's up for it. What's your location?" he asked.

"Thirty-two clicks east of you as the stormbird flies." Roselia said.

"Give us an hour. Lady Luck, out."

~~~

"SG-1, this is First Impact, over." Jack woke from his light snooze, scrambling for the radio mic.

"SG-1, go ahead."

"Those traders are gonna swing up our way - mind coming back? Just in case they're not as friendly as they seem, I'd like all our fighters nearby."

"Yeah, I reckon I can get back there... call it half an hour?"

"Excellent. See you soon."

~~~

An hour later, the exploration team was back and the tramp freighter was touching down in a clearing about three hundred yards from the main colony, met there by the rover (hauling the damaged technical via its tow chain, a bored-looking Kayla Futhark leaning up against the HMG's mounting. The gun and its armored strike plates were facing away from the transport, making it as non-threatening as possible while being a reminder for the smugglers to be on their best behavior.

The captain of the Lady Luck, a tall, handsome man in a grey duster over grey coveralls, tramped down the freighter's ramp, a salesman's smile fixed on his face. At the bottom of the ramp were Sgt. DuClare, Dr. Mizzet, Jack and Nevill, while most of the rest of the colony was nearby, ready to help move anything that needed moving - or shoot things that needed shooting, either or.

"Hello there!" the captain boomed as he stepped off the ramp, his hand extended to Roselia, who was slightly forward of the rest of the group. "You'll be the one we talked to on the radio, right?" he asked.

"Yes, I am." she responded, shaking his hand.

"Well, nice t'meet'cha. Name's Everett Denton, purveyor of fine and exotic goods." he said, still smiling.

"Sgt. DuClare." she said, politely. Denton seemed to take the hint.

"You'll be wantin' t' see what we've got for sale, I'll wager." he said, reaching into his duster and withdrawing a tablet. He pressed a few buttons on the screen, and handed it over. "Take a look, pass it 'round."

Vote for as many as you like/have cash for. You currently have 70 CR.

BUY

[] TECHNOLOGY: Flight Adaptation (unlocks Air production capabilities for the Machine Shop and Garage, adds Airfield) (20 CR)
[] 1 Wheeled Technical (Dumbfire Rocket Launcher OR Fire-and-Forget Rocket Launcher) (30/40 CR)
[] 4 Slug-Throwing Rifles (5 CR tot)
[] 1 HMG (2 cr)
[] 2 Avenger all-purpose sentry turrets (10 cr EA)
[] 2 Handyman Constructo-bots (5 cr EA)
[] 1 Brew-It-Yourself distillation unit (produces alchohol: improves Settler morale, also used as a Trade Good) (10 CR)
[] 2 units of Exotics (8 CR tot)
[] 10 units of Food (6 CR tot)
[] 10 units of Minerals (12 CR tot)

SELL
[] FOOD (.6 CR PER)
[] Minerals (1.2 CR PER)
 
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@Shadows Are they buying anything or only selling?

Is this under plan voting so one-off votes aren't buying stuff? Or do purchases need a certain vote threshold?

---

We want the distillation unit and the Exotics. We definitely don't need the Rifles, HMG, and probably not the Constructo-bots (can build ourselves). Everything else we probably don't need because we can build it ourselves but might speed up enough to be worth considering.
 
@Shadows Are they buying anything or only selling?

Is this under plan voting so one-off votes aren't buying stuff? Or do purchases need a certain vote threshold?

---

We want the distillation unit and the Exotics. We definitely don't need the Rifles, HMG, and probably not the Constructo-bots (can build ourselves). Everything else we probably don't need because we can build it ourselves but might speed up enough to be worth considering.

Y'all don't really have anything to sell. If you had some Exotics that'd be something, but I figure you don't want to get rid of your (few) firearms, food or minerals.

This is plan-voting.
 
The direct SG-1 comparisons keep rolling and then all of the sudden I find myself comparing Dr. Mizzet to Rodney McKay for some reason. :V

Y'all don't really have anything to sell. If you had some Exotics that'd be something, but I figure you don't want to get rid of your (few) firearms, food or minerals.

What about excess minerals? We're bringing in 25 a turn, would it be out of the realm of possibility to try to sell them some at a level they'd definitely be able to turn a profit at?
 
The direct SG-1 comparisons keep rolling and then all of the sudden I find myself comparing Dr. Mizzet to Rodney McKay for some reason. :V



What about excess minerals? We're bringing in 25 a turn, would it be out of the realm of possibility to try to sell them some at a level they'd definitely be able to turn a profit at?

If you want, I can add in the option.
 
Tentative voting:

[X] Flight Adaptation (unlocks Air production capabilities for the Machine Shop and Garage, adds Airfield) (20 CR)
[X] 2 Avenger all-purpose sentry turrets (10 cr EA)
[X] 2 Handyman Constructo-bots (5 cr EA)
[X] 1 Brew-It-Yourself distillation unit (produces alchohol: improves Settler morale, also used as a Trade Good) (10 CR)


20+20+10+10 = 60 cr.

Tech advantage is good, sentry turrets are a nice defence boost, bots are added skill points, and booze is booze - can't pass that one. Plus, Trade Goods. For the next smuggler who comes along.
 
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We can build constructo-bots ourselves, and for all we know the Handyman variety isn't an improvement over our Gorilla Workbots. With a name like 'Handyman' I'd readily expect our 'Gorillas' are a better design, especially at 2-for-5.
 
Added in selling option.

Note: Handyman is the name of the producing company :V Like Craftsman or Black & Decker. Roughly the same capabilities.
 
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[X] Flight Adaptation (unlocks Air production capabilities for the Machine Shop and Garage, adds Airfield) (20 CR)
[X] 2 Avenger all-purpose sentry turrets (10 cr EA)
[X] 2 Handyman Constructo-bots (5 cr EA)
[X] 1 Brew-It-Yourself distillation unit (produces alchohol: improves Settler morale, also used as a Trade Good) (10 CR)
 
[X] Barter Deal
-[X] Sell
--[X] 25 Minerals (+30 CR)
-[X] Buy
--[X] 1 Brew-It-Yourself distillation unit (-10 CR)
--[X] 4 units of Exotics (-16 CR)
--[X] 2 Avenger all-purpose sentry turrets (-10 CR)
--[X] 1 Wheeled Technical w/Fire-and-Forget Rocket Launcher (-40 CR)
--[X] TECHNOLOGY: Flight Adaptation (-20 CR)
-[X] Total Credits Left: 4
 
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We can build constructo-bots ourselves
We can, and we can research tech ourselves, and we can do almost anything by ourselves, but this takes time and effort and is subject to failure.

So I am paying money for the boost it'll give us.

[X] All The Things

Same as the old one, except I buy a rocket launcher for the money we get from selling minerals.
 
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Modifying Nevil's plan...

[X] All The Things
-[X] Sell (+37 CR)
--[X] 31 Minerals (+37 CR)
-[X] Buy (20+40+20+10+10+7 = 97CR)
--[X] Flight Adaptation (unlocks Air production capabilities for the Machine Shop and Garage, adds Airfield) (20 CR)
--[X] 1 Wheeled Technical (Fire-And-Forget Missile Launcher) (40 CR)
--[X] 2 Avenger all-purpose sentry turrets (10 cr EA)
--[X] 2 Handyman Constructo-bots (5 cr EA)
--[X] 1 Brew-It-Yourself distillation unit (produces alchohol: improves Settler morale, also used as a Trade Good) (10 CR)
--[X] 1 HMG (2 CR)
--[X] 4 slug-throwing rifles (5CR)

Totals: 70+37-107 = 0CR left over

Rationale: More heavy weapons and armament for everyone, so the combat people can either run heavy weapons or have rifles, and the ZBs can pick up weapons too. Otherwise, All The Things, since there's no real reason to hold back right now. Went for F&F missile on the chance it can be used for AA missions. Sold a bit more Minerals, since we have a +25/turn production.

We can build constructo-bots ourselves, and for all we know the Handyman variety isn't an improvement over our Gorilla Workbots. With a name like 'Handyman' I'd readily expect our 'Gorillas' are a better design, especially at 2-for-5.

Ahh, but to build constructo-bots we need to do an action with a relatively high DC (and the bonii from skills in this quest is a lot smaller than Havoc). 10cr is pretty cheap for a +6 to operations actions, especially since we don't have to spend an action on the bots ourselves.
 
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I'm not sure we want to overlook the exotics - we have no idea how difficult those are to acquire, I'd rather not ignore it entirely as long as it's an option.
EXOTICS: Exotics are the strange and weird things that can be found throughout the Universe. Exotics are rare, and very expensive. They are used in research, and can occasionally be bought from merchants. Naturally, they can also be sold.
We don't want to ignore Exotics. That said, there are only 2 for 8 credits total, so Space Jawa needs to fix their plan. Turrets are also 10CR EA, not tot, so that is wrong too.

[] Rainy Day
-[] Sell: 25 Minerals (+30 CR)
-[] Buy: 1 Brew-It-Yourself distillation unit (-10 CR)
-[] Buy: 2 units of Exotics (-8 CR)
-[] Buy: 2 Avenger all-purpose sentry turrets (-20 CR)
-[] Buy: 2 Handyman Constructo-bots (-10 CR)
-[] Buy: TECHNOLOGY: Flight Adaptation (-20 CR)

Starting: 70 CR
Selling: +30 CR
Buying: -68 CR
Ending: 32 CR

We don't need the HMG or rifles, we can build those ourselves right now. We don't really need the technical, it's within easy enough reach to build and we can put weapons on our own units and we still can repair the one we just salvaged. We also shouldn't spend all of our credits now in case of immediate future need--before someone else willing to buy stuff from us to generate credits comes along.
 
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I'd be less inclined to turn down the tactical if were weren't dealing with concerns about heavily armed pirates.

That said, the insistence on it is probably a matter of panicking that would be bad not to keep in check, so sure, I can back this plan, especially since it gets the other stuff I do think are important.

[X] Rainy Day
-[X] Sell: 25 Minerals (+30 CR)
-[X] Buy: 1 Brew-It-Yourself distillation unit (-10 CR)
-[X] Buy: 2 units of Exotics (-8 CR)
-[X] Buy: 2 Avenger all-purpose sentry turrets (-20 CR)
-[X] Buy: 2 Handyman Constructo-bots (-10 CR)
-[X] Buy: TECHNOLOGY: Flight Adaptation (-20 CR)

Starting: 70 CR
Selling: +30 CR
Buying: -68 CR
Ending: 32 CR
 
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