Week 7, Part Three: Splash One
Shadows
Sacred Priestess of the Benevolent Dice Gods
- Location
- USS Civilian, DDG-214
- Pronouns
- She/Her
"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
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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