WildSpace - A Riot! Quest

Space Jawa has it correct for one method. I would personally have tallied such that Helpers tree under action votes by real characters (and so Basic Shelter is the only roll for that section) but that's just ordering purposes.
 
Explore is second after "Balances & Bots, Forgo Style", but "Balances & Bots, Forgo Style" consists of three separate parts, each of which need their own roll.

Hence, with "Balances & Bots, Forgo Style" being at the top and needing to be split into three, Explore got pushed down to spot 4.
Oh, right.

:(

Jack: "I'm feelin' like I'll need t'get good an' pissed after this op."
 
Player name (Beyogi) is missing from the character list.

Preliminary results:
               
  Comments SKL ITM SET GM Roll Total
Task 1 Nuclear Power Plant 22   12   76 110
Task 2 Basic Shelter     12   60 72
Task 3 Fortifications 5   15   40 60
Task 4 Explore 31   -   3 34
Task 5 Electromagnetic Manipulation 9   -   53 62
Task 6 Produce HMGs 6   -   59 65
Task 7 Transport's engines 6   -   28 34
Task 8 C&C Bunker 6   -   76 82

Now, If I knew the DCs, we could get a picture for the next chapter, including XP gains...
Nvm, XP gains do not depend on DCs.
Meir Lochan gains 1 xp! Skills: ESP 3 (2/21);
Nevill gains 1 xp! Skills: OPS 2 (11/13);
Scepta gains 1 xp! Skills: CMB 2 (5/13); OPS 1 (0/7);
Claire gains 4 xp! Skills: OPS 3 (8/21);
Ludwig Cristoffen gains 2 xp! RND level up! Skills: RND 3 (0/21);
Steve gains 4 xp! Skills: OPS 3 (8/21);
Jack Reyes gains 1 xp! Skills: CMB 2 (12/13); OPS 1 (0/7);
Evern gains 1 xp! Skills: CMB 1 (1/7); OPS 1 (0/7);
Roselia DuClare gains 2 xp! Skills: CMB 1 (0/7); OPS 2 (4/13); RND 1 (2/7);
Dr. Mizzet gains 2 xp! Skills: OPS 1 (0/7); RND 2 (7/13);
Michael Erickson gains 4 xp! Skills: OPS 2 (4/13); RND 1 (0/7);
Bob Smith gains 2 xp! RND level up! Skills: OPS 2 (0/13); RND 1 (0/7);
Bill Door gains 4 xp! OPS level up! Skills: OPS 1 (0/7); RND 1 (0/7);
veekie gains 1 xp! Skills: CMB 2 (1/13); OPS 1 (0/7);
Kayla Futhark gains 2 xp! Skills: CMB 1 (0/7); RND 1 (3/7);
Wolf Walters gains 4 xp! Skills: OPS 1 (4/7);

Also, what does a Wounded status mean? What kind of work a character can and can't do while wounded?
 
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Player name (Beyogi) is missing from the character list.

Preliminary results:
               
  Comments SKL ITM SET GM Roll Total
Task 1 Nuclear Power Plant 30   12   76 118
Task 2 Basic Shelter     12   60 72
Task 3 Fortifications 5   15   40 60
Task 4 Explore 31   -   3 34
Task 5 Electromagnetic Manipulation 9   -   53 62
Task 6 Produce HMGs 6   -   59 65
Task 7 Transport's engines 6   -   28 34
Task 8 C&C Bunker 6   -   76 82

Now, If I knew the DCs, we could get a picture for the next chapter, including XP gains...

Also, what does a Wounded status mean? What kind of work a character can and can't do while wounded?

Depends on the wound. Broken bones relegate you to REMF duty. Research or trading, pmuch. Operating comms. That kind of thing.

Transport engines got a minor failure, exploration got a minor failure. Everything else succeeded.
 
Depends on the wound. Broken bones relegate you to REMF duty. Research or trading, pmuch. Operating comms. That kind of thing.
Claire (@FatedBread) is wounded this turn, but does construction work. (Nuclear Power Plant 1):
Claire is Injured for 3 turns, and may not participate in any physically-intensive activity.
So... does she count?

The surgeon should reduce her to 2 turns once, right? Or does he reduce 1 wound each turn, doubling the recovery speed?
 
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Claire (@FatedBread) is wounded this turn, but does construction work. (Nuclear Power Plant 1):

So... does she count?

The surgeon should reduce her to 2 turns once, right? Or does he reduce 1 wound each turn, doubling the recovery speed?

If she's wounded, her bonus doesn't get added.
 
Week 7, Part One: It's Maginot-gonna be enough!
There were two major problems First Impact dealt with in the seventh week of the colony's existence - power and shelter.

The first took a Herculean effort to overcome; almost half of the colony pitched in at one point or another, raising the low-slung structure of the nuclear power plant that would be the beating heart of the colony's power generation for some time to come. It was a classic design - control facility adjacent to a single, large cooling tower. Now, as nuclear power plants went it wasn't a large one, but for the colony's current needs, it more than sufficed - and was built to be added on to, as a bonus.

The initial power-on went without a hitch, radioactivity levels in the chamber slowly rising as the control rods were manipulated into their optimum position, the whole thing cooled by a flood of cooling water, controlled by a knockoff of a state-of-the-art control system. It was solid and dependable, as power plants went - barring enemy action or really bad luck, the colony wouldn't have to worry about it going nuclear on them.

[New Codex Entry: Colony Asset: Nuclear Power Plant I]
Power: 8/20

Shelter was a two part problem - actual living space and protection for everyone involved. So while a team of builders went about setting up a second basic shelter, an almost exact clone of the colony's current habitation, a team of researchers,
lead by Kayla Futhark, dug back into the problem of protecting the colonists from another raid like the one that had killed the other colony on Icarus. Perhaps it was because the team was mostly comprised of those settlers, that they finally managed to get some ideas floating for how to defend the colony.

First was blocking access to the colony - that would, for a time, stymie a land-based attacker, intelligent or otherwise. That would only go so far, however, seeing as the colony would need to grow and simply erecting a wall would pose too large a hassle to work around in that regard. A modular barricade system was devised, using large, popup, sand-bag like containers that could be filled with earth to form a protective barrier around the colony, not unlike that used on firebases back on Earth during the 21st century.

Second was providing the colony a way to defend itself - and, leveraging their knowledge of robotics, the colonists also managed to design a simple turret with radar and infrared sensors to find nearby targets. Admittedly, they may very well have simply opened up one of the Avengers to get a look at how it ticked. The turret they designed used a rotary autocannon as its main weapon - but the chassis was designed to be able to accept any weapon the First Impacters came up with in the future.

[New Codex Entry: Colony Asset: Basic Shelter]
Pop Limit: 30/40
[New Codex Entry: Impedance Modular Barricade (provides the colony with a temporary, modular solution to controlling ground access) (5 minerals per section)]
[New Codex Entry: Velocity Auto-Sentry Mk I(provides the colony with a modular defense platform capable of being upgraded as new weapons become available) (5 minerals per unit) (-1 power/unit)]

Ludwig Cristoffen and Bob Smith tackled another technological problem between them - electromagnetic field manipulation. They delved into the nigh-mystical world of capacitors, electromagnets and the many applications thereof. Without going into too great of a detail, they succeeded in performing small-scale experiments with a desk-top railgun, as well as generating "bubbles" of electromagnetism that repelled magnetic objects nearby with their intense fields.


No success comes without a little pain, though, and this success exacted a toll in the form of a damaged Packmule. It happened to be ambling by, hauling construction materials to the Power Plant, when a slight miscalculation in power caused the railgun demonstrator to shoot through the barrier in the workshop, then the workshop's wall, and finally through the Packmule's leg. Thankfully, no vital components or personnel were hit, but Packmule will have to be repaired. (-1 mineral for repairs)

[New Codex Entry: Electromagnetic Manipulation I]
[Now available for production: Smith & Cristoffen Gauss Rifle (prototype), Smith & Cristoffen Rail Cannon (prototype)]


Sergeant DuClare, feeling the need to "be useful", ensconced herself in the machine shop, working by memory to create her vision of a Heavy Machine Gun. Picking the venerable classic caliber of 12.7mm (or .50BMG), she built the first of what will hopefully be many more guns produced by First Impact.

[New Codex Entry: Colony Asset: DuClare Model 2570 HMG, x1]

It seemed that the crusade to repair the transport's engines was to be met with no more success than the last attempt, though the repair crew is hopeful that maybe a third week would be allotted to them to finish the repairs.

(Repairs still unfinished on the Colony Ship)


Dr. Mizzet, working somewhat in conjunction with the Fortification research team, came up with a brilliant little idea of his own, perhaps inspired by the heavily fortified center that the settlers from the other colony had survived in. The end design was a squat structure made of ceramacrete that extended two to three stories underground, topped by communications gear and with a pair of mounting points for Velocity or Avenger sentries to be mounted on, giving them excellent fields of fire over the entrance and rear of the facility. The aboveground level did have windows and all the niceties that made humans not feel like they were in a bunker when it wasn't necessary - but all those niceties also had blast doors ready to slam down over or under them to protect those within, and firing ports were to be found throughout the wall for interior defenders to blast away at foes outside.

[New Codex Entry: Wildlands Grade Town Hall (can safely shelter up to 60 people within; provides protection from small and large caliber fire beneath artillery caliber; has provisions for two sentry turrets to be mounted on top of it]

Now on to the Events... tune in next time on Week 7, Part Two!
 
@Shadows a couple questions:

1) How many sections of Barricade do we need? What's the DC on setting them up?

2) Do we need to have someone spend an action on repairing the Packmule? Does it have a DC, or autosuccess?

3) The Town Hall; does it serve as a Shelter? Does it require Power? DC to construct?

But overall, pretty awesome. We didn't seriously fail too badly, and we now have both defenses and power to play with.
 
Meir Lochan gains 1 xp! Skills: ESP 3 (2/21);

What. No seriously there is something wrong here. I started with ESP 2 and have been in this game for 7 weeks.

(Meir Lochan gains 2xp! Meir Lochan: Espionage 3 2/13)
Meir Lochan gains 1XP! Espionage 2 (3/13)
Meir Lochan gains 4xp! Espionage 2 (7/13)
Meir Lochan gains 1xp! Meir Lochan: Espionage 2 (8/13)
Meir Lochan gains 2xp. Espionage 2 (10/13)
Success. +4 XP to Jack, Meir Lochan.
Meir Lochan gains 1 xp! Skills: ESP 3 (2/21)
@Shadows
I started with ESP 2 and was working towards 3 when suddenly I began working for 2, but I already have it.
Name: Meir Lochan
Appearance: Above average height, tan skin, brown hair and green eyes. While athletic he is build for speed more than strength. While old, he looks like in his twenties thanks to heavy usage of Rejuvenants and other life-extending drugs.
Description: Does not talk much and mostly keeps to himself. Prejudiced against Xenos thanks to his past experiences. Most commonly is seen with an expression of ironic amusement on his face, because of that other people think of him as a smug prick, maybe he is maybe not- no one knows for sure.
Job: In the past he worked in various government agencies, specialized mainly in espionage and counter-espionage against xeno, pirates and other threats. (Espionage 2)
 
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Speaking of which, is building small items actually Ops or should that be R&D (for the Development side of things)?
 
Speaking of which, is building small items actually Ops or should that be R&D (for the Development side of things)?

If you already know how to build it, I think it counts as ops.

The 'D' part of R&D I think refers to developing things that don't exist yet, including building prototypes and making a product that can then be replicated.

Otherwise, it's a matter of taking existing designs and blueprints and copying what's already come before.
 
The way I figure it is, if you are altering old things or coming up with new things, it's R&D, if it's building something you already know how to make, it's Ops
 
I started with ESP 2 and was working towards 3 when suddenly I began working for 2, but I already have it.
There is a difference between notations in Havoc and WildSpace.

In Havoc it's 'Next Skill Level (Progress)', because only progress towards one skill is tracked.
In WildSpace it's 'Skill (Progress to Next Level); Another Skill (Progress to Next Level); etc'.

So you started with ESP 2 and you got ESP 3. However, first post used Havoc notation, hence the confusion. You can see your skills here (as of last turn).

@Shadows, can you reduce all skill numbers in the first turn post by 1? These would be the correct values. It does not affect actual skills, just makes it consistent how the progress is displayed.
(Meir Lochan gains 2xp! Meir Lochan: Espionage 2 2/13)
(Victor Velt gains 2xp! Victor Velt: Combat 2 2/13)
(Scepta gains 2xp! Scepta: Combat 1 2/7)
(Nevill gains 2xp! Nevill: Operations 1 2/7)
(Steve gains 2xp! Steve: Operations 2 2/13)
(Claire gains 2xp! Claire: Operations 2 2/13)
(Amanda Amala gains 2xp! Amanda Amala: Operations 1 2/7)
 
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@Shadows, how does the 'Surgeon' trait work? Claire was wounded for 3 turns last turn, this turn it decreased to 2, but maybe it should have been 1? Perhaps it makes sense to automatically decrease recovery times the very turn a person was injured (to simulate an 'operation').

So, say, something like this: 'Critical failure: Nevill is WOUNDED for 4 turns trying to fix the engines (decreased to 3 due to having a Surgeon).'

Regardless, spreadsheet has been updated. You can all see your stats on the 'View Stats' page.
 
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@Shadows, how does the 'Surgeon' trait work? Claire was wounded for 3 turns last turn, this turn it decreased to 2, but maybe it should have been 1? Perhaps it makes sense to automatically decrease recovery times the very turn a person was injured (to simulate an 'operation').

So, say, something like this: 'Critical failure: Nevill is WOUNDED for 4 turns trying to fix the engines (decreased to 3 due to having a Surgeon).'

Regardless, spreadsheet has been updated. You can all see your stats on the 'View Stats' page.
It is 1 as of this turn.
 
Week 7, Part 2: Lights in the Sky
Jack, Meir, Evern and Scepta set out in the missile armed technical early in the week, armed with their rifles and ready for anything that might come their way. They rode over the hills to the west, dipping into the shallow valleys and cresting the tops of the hills at great speed, cameras rolling the whole time, recording everything they saw. They discovered two new kinds of herbivores - both small, the size of a young deer and a mid-size dog, respectively, one with grasping fingers that walked on its hands and feet where the other had powerful hind legs that allowed it to hop up to reach fruits hanging from the branches of trees.

They kept going, cataloging the rivers, lakes and ponds they came across, their path taking them along the way to a lone mountain off in the distance.

On the fourth day, they saw lights in the sky.

Jack brought the technical to a halt in the gathering dusk, shutting off the running lights by hand while Scepta and Evern manned the missile launcher. They held still as the lights passed by overhead, growing lower and lower. It gradually came into view, an ominous, black-and-silver shadow in the shape of a wedge, and it was headed in the general direction of First Impact.

Voting!

[] Maxim 26. "Fire and Forget" is fine, provided you never actually forget. (Engage the aerial target)
[] Maxim 13. Do unto others
. (Allow the vessel to fly by.)
[] Write-in
 
[X] Radio First Impact: "Rover to FI, come in! We just found a bigass ship that is headed directly for you guys! Permission to engage?"
 
[X] Maxim 26. "Fire and Forget" is fine, provided you never actually forget. (Engage the aerial target)

Known hostiles in the area, it's not radioing that it's coming in, that means badness. If it was a trader, they would be radiating on all frequencies because trigger-happy settlers are a thing. Pirates are also a thing.
 
[X] Maxim 26. "Fire and Forget" is fine, provided you never actually forget. (Engage the aerial target)

If they weren't hostile then they would have hailed First Impact in the first place.
 
Yeah, it's probably bad news if it's not making any attempt to contact you. If they were friendly, they'd probably be doing something or other to try to make friendly contact.

Might not be a bad idea to shoot at it and give First Impact a warning that it's coming, though.
 
[X] Maxim 26. "Fire and Forget" is fine, provided you never actually forget. (Engage the aerial target)
-[X] "Come in, Impact. We've got an unidentified bird headin' straight for ya. Ain't broadcastin' radio signals, so the bugger's probably up to no good. We're gonna try an' take 'em down, but ya should be ready for receivin' some rude guests jus' in case. Grab the guns an' get the CV set up."
 
We~ll, I can't vote but...

@Shadows As far as they can tell, is the vessel intact (mostly) or does it have any apparent damage?

Damage to comm equipment could theoretically explain a lack of hailing.
 
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