WildSpace - A Riot! Quest

Week 7, Part Three: Splash One
"Nope, no the fuck you don't." Scepta said, watching the craft soar past overhead, training the missile launcher on it. A tone sounded as it locked on, and she pulled the trigger. The missile shot out, going about thirty feet before lighting off its main motor and tearing off after the now-wildly evading ship. The advantage the ship normally had in aerial combat - the ability to use its repulsors to juke directly left or right without heed of gravity - was nullified by the sheer speed of the missile - and the fact that it could do the same.

An explosion tore apart the night sky as the missile impacted against what appeared to have been the craft's fuel supply, and it began a tumbling spiral to the surface. Jack turned the rover's lights back on and hit the accelerator, spinning the technical about and tearing off after the failing spacecraft. It hit the surface with a dull boom and another gout of flame. By the time the exploration team got to the crash site, the fuel had burnt itself largely out, and there was little left of the craft but smoking wreckage.

Jack got on the radio. "First Impact, we discovered a craft headin' in toward the colony and shot it down."

"... roger. Did it look hostile?"

"You might say that. It was running low and slow and wasn't broadcastin' any sort o' ID."

"Affirm. RTB. First Impact, out."

Meir Lochan gains 4 xp! Skills: ESP 3 (6/21);
Nevill gains 1 xp! Skills: OPS 2 (12/13);
Scepta gains 4 xp! Skills: CMB 2 (9/13); OPS 1 (0/7);
Ludwig Cristoffen gains 2 xp! Skills: RND 3 (2/21);
Jack Reyes gains 4 xp! CMB level up! Skills: CMB 3 (3/21); OPS 1 (0/7);
Evern gains 4 xp! Skills: CMB 1 (5/7); OPS 1 (0/7);
Roselia DuClare gains 4 xp! Skills: CMB 1 (4/7); OPS 2 (4/13); RND 1 (2/7);
Dr. Mizzet gains 4 xp! ESP level up! Skills: ESP 1 (0/7); OPS 1 (0/7); RND 2 (7/13);
Michael Erickson gains 1 xp! Skills: OPS 2 (5/13); RND 1 (0/7);
Bob Smith gains 2 xp! Skills: OPS 2 (0/13); RND 1 (2/7);
veekie gains 4 xp! Skills: CMB 2 (5/13); OPS 1 (0/7);
Kayla Futhark gains 2 xp! Skills: CMB 1 (0/7); RND 1 (5/7);
Wolf Walters gains 1 xp! Skills: OPS 1 (5/7);
Jerry gains 1 xp! Skills: ESP 1 (0/7); OPS - (1/4);

Voting!

[] Survey the area (R&D)

[] Set up a building:
- Improved Shelter (protects 40 Settlers and Characters from low-level Disasters) (12 minerals) (requires 3 power)
- Improved Garage (provides repair capabilities for your equipment, production of vehicles with Machine Shop, can build Tracked Vehicles) (10 minerals) (requires 2 power)
- Improved Machine Shop (allows production of higher-level equipment) (4 minerals (2 after discount)) (requires 3 power)
- Improved Farm (produces +8 food) (4 minerals)
- Improved Hydroponic Farm (produces +18 food) (10 minerals) (requires 2 power)
- Improved Lab (enhances research; adds +20 to any roll) (15 minerals) (requires 2 power)
- Improved Mining Operation (produces +10 minerals/turn) (15 minerals)
- Nuclear Power Plant I (produces +10 power) (15 minerals)
- Distillery (produces +5 trade goods/t) (requires 1 power) (0 minerals) (kit possessed)
- Spacefield (allows the use of air-breathing aircraft; provides small/medium vessels a place to land)
- Basic Radar (provides 30-50km of early warning against aerial targets) (10 minerals) (requires 5 power)
- Impedance Modular Barricade (provides the colony with a temporary, modular solution to controlling ground access) (5 minerals per section) (Sections: 0/4)
- 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) (15 minerals) (-4 power)

[] Try to repair the transport's engines (2 Transport Engines, 5 minerals)

[] Upgrade a building
- Which one? (Cost variable)

[] Explore (Combat+Espionage)

[] Produce an Item
- Wheeled Rover (10 minerals)
- Wheeled Technical (Armament?) (11 minerals)
- Tracked Tank (Armament?) (30 minerals)
- Slug-Throwing Rifle (1 mineral per run)
- LMG (1 mineral per run)
- HMG (1 mineral per run)
- Rotary Autocannon (1 mineral per weapon)
- Survey Toolset Mk I (1 mineral per run)
- Cristoffen Firebird Recon Drone (1 mineral per 4)
- Cristoffen Gorilla Workbot (1 mineral per 4)
- Smith & Cristoffen Gauss Rifle (prototype)
- Smith & Cristoffen Rail Cannon (prototype)
- 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)

[] Research technologies
- Repulsorlift Vehicles (unlocks Repulsor-driven vehicles and space-capable craft)
- Munitions Adaptation (unlocks Heavy Weapons production capabilities for Machine Shop)
- Long-Range Sensing (unlocks Tier II radar)
- Advanced Robotics (unlocks Tier 2 robots & drones)
- Advanced Nuclear Power (unlocks advanced nuclear power generation for vehicles and settlements)
- Space-Borne Nuclear Power (unlocks nuclear power generation for spacecraft)
- Fortification II (unlocks improved fortifications and defenses)
- Write-in Tech

[] Write-in

 
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[X] Set up a building
-[X] Nuclear Power Plant I (produces +10 power) (15 minerals)

Jerry: Look, I never wanted to be a magician; I was forced into it. Now stop laughing and pass the instruction manual and the toolbox.
 
[X] Explore (Combat+Espionage)
-[X] That DOOR from a while back.


Meir: I have not forgetten about you yet, and I am coming for a visit.

@Shadows, on the front page I still seem to be espionage 2, while I am 3. Also does espionage affect stuff like sneaking around in an enemy base.
 
Jerry: Look, I never wanted to be a magician; I was forced into it. Now stop laughing and pass the instruction manual and the toolbox.
We're fine with power, I would really request picking a different action to not eat up all the minerals.

@Shadows What's the requirements on building the Town Hall?

[X] Common Resource Distribution 1
-[X] Set up a building: Distillery - 1 Operations Bot, 3 ZB
-[X] Set up a building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 3 ZB, 1 R&D Specialist, 2 Exotics (not consumed)

I'd like to request Ops folks on the buildings selected above, at least a couple more on each. The research choice felt straightforward to me.

[X] Explore (Combat+Espionage)
-[X] The door from a while back.


Yeah, okay, I figure it's time to get myself out into the field, things are stable at home finally.
 
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Also @Shadows Tools & Weapons needs to be updated for the HMG, Vehicles for the Rocket Technical, Settlers for # Bunks, Bots & Drones for the Construction Bots we bought, and Buildings for the Nuclear Power Plant. Also we now have 2 Exotics.
 
[X] Explore (Combat+Espionage)
-[X] That DOOR from a while back.


Scepta: Fuck yes! Chalk another one up for me!
 
[X] Common Resource Distribution 1
-[X] Set up a building: Distillery - 1 Operations Bot, 3 ZB
-[X] Set up a building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 3 ZB, 1 R&D Specialist, 2 Exotics (not consumed)

[X] Survey the area (R&D)
 
[X] Try to repair the transport's engines (2 Transport Engines, 5 minerals)

Nope, not doing anything else until it's fixed.
 
Not Shadows, but my notes have you all gain 1xp last turn since you rolled 34 after all modifiers.

Or are you asking about xp for downing the ship?
 
Also @Shadows Tools & Weapons needs to be updated for the HMG, Vehicles for the Rocket Technical, Settlers for # Bunks, Bots & Drones for the Construction Bots we bought, and Buildings for the Nuclear Power Plant. Also we now have 2 Exotics.

Updated the settlers already. It's no longer red and the number's changed. (grr)

I'll get on the rest of it.
@Shadows I don't see the Wildlands Grade Town Hall listed at all, either in the codex or under available options.

Edited in.
 
[X] Set up a building
-[X] Nuclear Power Plant I (produces +10 power) (15 minerals)
 
[X] Defensive Resource Distribution
-[X] Set up building: Distillery - 3 ZB
-[X] Set up building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 1 R&D Specialist, 2 Exotics (not consumed)
-[X] Set up building: Wildlands Grade Town Hall - 1 Operations Bot, 3 ZB

[X] Construct Building - Wildlands Grade Town Hall

We've been told the Distillery has a lower DC on account of the kit, and I think that - especially with having a reason to think that we've already been targeted for attack by enemy forces, getting some kind of structural defenses up and running should probably be pretty dang high on our priority list.
 
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WORD OF ADVISEMENT: WE HAVE A PROBLEM

We have actually come up against the situation where we have multiple directions we want to go with production, and not enough materials to build it all.

The distillery is free, so that's not a problem, but otherwise we have people trying to go for building a Radar, which is 10 minerals, a lone wolf trying to repair the ship for 5 minerals, an effort to build another nuclear power plant for 15 minerals, and a plan that involved building a Wildlands Town Hall for 15 Minerals.

That is 45 minerals we are currently trying to spend when we only have 26. Even if I give up on building the Town Hall? That's still 4 mineral over that we do not have to spend.

People are going to have to change their actions or else we are going to have a major mess on our hands.

Distillery can stay up in some form or another, that costs us nothing since we have a kit. But otherwise?

@Nevill @Beyogi @I just write - we're going to have to work something out because right now? We can not afford all this, especially if we don't want to give up having a radar and risk future attacks sneaking up on us and destroying everything.

And that goes for anyone else who has any other production ideas in mind. We have come to the bridge, folks, we can no longer put off crossing it.

Nope, not doing anything else until it's fixed.


Realistically speaking? I don't think you actually have much of choice, if that. Even if you don't budge? There is a very good chance that you may be stuck doing nothing at all this turn and accomplishing nothing regardless of how you vote otherwise.
 
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Goddammit, people. Building a Townhall - what kind of bourgeois decadence is that? Can't you just live in the ship? I know I do.

Radar is fine, though. Building a radar is being paranoid. Paranoid is good.

[X] Set up a building: Basic Radar
 
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