STRANDED!
Log 6Galaxy Time: M-7855-4-12
Planetary Hour: Early Night
There is a lot of hustle this day, with all the construction mechs working inside of the ship – and rather loudly so too, at times. After the metaphorical dust has settled, you have cleared an area for your future drone bay, gained 11 Materials, and finished your new vehicle bay. Meanwhile the soldiers and one of the crews have built two sets of googles – the night shall have far less secrets from now on. Another team has also finished a drone station, albeit it still needs to be set up in the unfinished bay. A mundane matter, or so they assure you.
In the labs, the loonies and two crews have split the workload, achieving quite satisfying results. For one, the scouter helmets have been finished. On the other hand, Professor Lerzo is extremely pleased with the new discoveries, with most of the loonies sharing in his excitement. To put it short – the local lifeforms are quite unique, and further studies would be well appreciated by your small academic circle. On the useful side, since you understand the local plant-matter better, you would gain more from synthesizing it.New Blueprints:Scouter Helmets: ( Night Vision, +0.50 MM for Soldier-Squads, +0.25 MM for Others )
5 Materials,
7 EnergyNew Trait:Optimized Carbon Synthefinement – You gain +1 resources per dice from organic sources
Todays Briefing:The drone bay is about ready to be used. It only needs some wires, circuits, hangar doors to the outside and similar. Nothing that two teams can't handle on their own.Finishing Touches: 0/2 Technical TaskWith the googles, Norczo is ready to go scouting, preferably to 1-1. He has no qualms if some loonies want to tag along.Scouting Ahead: Needs Rifle-Set,
0/1 Military Matter optional
0/1 Academic AnalysisMost people agree that some form of transport should come in handy at some point. A point which shouldn't catch us unprepared.Easy Riders: 0/? Technical TaskThe squad would be delighted to get their new toy – rather sooner than later. They are actually excited to get their hands on them.What's the scouter saying?: 0/? Technical TaskSince they are worked hard enough, there is no need to hurry this matter along. Or so Quoslan jokes, at least..
Further Mining: Needs Rifle-Set - 0/1 Military Matter, 0/1 Technical Task
Run-Down of this Turn:Finished 6 Tasks, No Ongoing Task
Gained 11 Materials, 2 Night Vision Googles, Construction Bay, Empty Drone Bay, Manual Drone Station, Trait - Optimized Carbon Synthefinement
Used 25 Materials,
24 Energy for tools and production,
1 Materials 5 Energy for Life Support
Resources95 Materials 379 EnergyBare Necessities
Water Plant – 2 Energy each Day
Food Synthesizers – 3 Energy, 1 Material each Day
Optional Expenses
Field Laboratory – 1 Energy per Workday
Construction-Mech – 1 Energy per Workday
Mining-Ordinances – 1 Energy per Workday
Ship Facilities
Backup Generator - DH3 / Deuterium-Helium Fusion Plant
Life-Support
Basic Sensors
Industrial Synthesizers - 1 TT can be converted into 5 Resources of a finished product
Construction Bay - Allows for the construction of vehicles and similiar large-scale projects
Unfinished Drone Bay - Allows for the deployment, storage and maintenance of drones, 1 Manual Drone Station
External Facilities
-
Soldier-Squad 1: Pistols (+0,5 MM Modifier, Close Range ) - MM 1,5
Construction-Crew 1: Construction-Mech (+1 TT Modifier, limited to building) – TT 2,5
Construction-Crew 2: Construction-Mech (+1 TT Modifier, limited to building) – TT 2,5
Construction-Crew 3: Construction-Mech (+1 TT Modifier, limited to building) – TT 2,5
Construction-Crew 4: Mining-Ordinances (+1 Additional Resource-Roll when mining) – TT 1,5
Construction Crew 5: Mining-Ordinances (+1 Additional Resource-Roll when mining) – TT 1,5
Construction-Crew 6: No Equipment - TT 1,5
Lab-Loonies 1: Field Laboratory (+1 AA Modifier) – AA 2
Lab-Loonies 2: No Equipment – AA 1
Ship Storage
1 Pistol Set (+0,5 MM Modifier, close Range)
Traits
Experienced Labourers - Technical Tasks cost less resources and time
Silicon Biochemistry – Unable to harness carbon based lifeforms, or to be infected by them
Optimized Carbon Synthefinement – You gain +1 resources per dice from organic sources
Known Resources:1-5: Iron Deposit, Forest
1-2: Forest, Toxic Water, Peat
Physical Guns (Adaptation to Planet Gravity recommended)
- Gun-Set (+0,5 MM Modifier, Short Range) – 2 Materials, 3 Energy
- Rifle-Set (+1,5 MM Modifier, Medium Range ) - 5 Materials, 7 Energy ( Adapted )
- LMG (+2 MM Modifier, Medium Range, Automatic) – 10 Materials, 12 Energy
- Sniper-Set (+3 MM Modifier, Long Range, Slow ) - 12 Materials, 18 Energy
Laser Guns ( Significantly weakened by foggy, rainy and dusty weather-conditions)
- Laser Pistols (+2 MM Modifier, Close Range) 7 Materials, 15 Energy
- Laser Rifles (+3 MM Modifier, Medium Range ) 10 Materials, 20 Energy
- Laser Sniper Rifles (+5 MM Modifier, Long Range, Slow) 15 Materials, 30 Energy
Special Armaments (Adaptation to Planet Gravity recommended )
- Flame-throwers (+3,5 MM Modifier, Medium Range, Conflagrative, Volatile) 13 Materials, 25 Energy
- Mortar ( +2 MM, Artillery Range, Explosive, Slow) ? ? ? Adaptation severely needed
- Rocket- and Grenade-Launchers (? ? ?) Adaptation and re-evaluation needed
Explanations
Close Range = 2 Attacks until enemy enters melee range
Medium Range = 4 Attacks until enemy enters melee range
Long Range = 6 Attacks until enemy enters melee range
Artillery Range = Able to attack neighbouring tiles
Obviously Range only applies insofar the enemy is sighted from far enough away.
Automatic = Rapid-fire weapon. Gives more attack-rolls, but lessens accuracy.
Slow = Reload or aiming time is high, but most often a hit is worth the wait
Explosive = You know what it does. Maybe not the best choice in civilian hands though.
Conflagrative = Don't use that one to light your smokes
Volatile = Handle this one ve~ry carefully, unless you want it in your face.
Civilian
- Hover-Bikes ( Fast Speed, Unarmoured ) - 23 Materials, 32 Energy
- Hover-Jeep ( Medium Speed, Transport, Unarmoured ) 20 Materials, 17 Energy
Military
- Armoured Jeep (Medium Speed, Transport, Light Armour, Secondary Weapon ) 30 Materials, 25 Energy
- Light Hover-Tank ( Slow Speed, Light Armour, Weapon System ) 48 Materials, 42 Energy
- Medium Hover-Tank ( Slow Speed, Medium Armour, Weapon System ) 72 Materials, 65 Energy
- Heavy Hover-Tank ( Slow Speed, Heavy Armour, Weapon System ) 105 Materials, 82 Energy
Drones and Accessories
- Scouting Drone ( Fast Speed, Flying, Unarmoured, Unautonomous ) - 5 Materials, 15 Energy, 1 EPT
- Mounted Drone ( Medium Speed, Flying, Unarmoured, Unautonomous, Secondary Weapon ) 10 Materials, 23 Energy, 1 EPT
- Military Drone ( Medium Speed, Flying, Light Armour, Unautonomous, Secondary Weapon ) 17 Materials, 35 Energy, 2 EPT
Manual Drone Station – 3 Materials, 8 Energy
Autonomous Drone Array - ? ?
Explanations:
Slow Speed = 3 Tiles Movement per Turn
Medium Speed = 4 Tiles Movement per Turn
Fast Speed –= 5 Tiles Movement per Turn
Transport = Can load three teams at once - and or heavy equipment
Armour = Protects the people inside of it. You'd never have guessed, eh?
Flying = You know what this one does...
Weapon System = Mostly consist of a Main Weapon, and a Secondary Weapon
Unautonomous = Drones are not autonomous on their own
EPT = Energy per active Turn
So~ finally an update again. I decided to make the story a bit less thick, seeing as it would take too much out of me otherwise.
Weapon systems are still not in, but I'll get to it. Soonish. ;3
Like, more soonish than it took for this update to come. No, really. ;o
Edit: I actually forgot to include the drone station. I had it on my list, and deducted the cost for it, but it somehow slipped my mind while writing the turn. Needless to say, it is included now.