STRANDED!
Log 4Galaxy Time: M-7855-4-9
Planetary Hour: Nightfall
You allow both outside missions, and obviously run into a problem. There are only enough suits for half of the Lyrcnosi, and as you gave no clear instructions they decide through gambling. They even held it in the commons area, after dinner you are actually quite sure that this goes against a few regulations, but it did the men well. A few rounds of Bounce later, and luck has smiled on Quoslans men.
Today the scavenging mainly went about clearing the area that was torn down before. It was a hard day for the crews, and they only had 7 Materials to show for it at the end. Constructing a Rifle-Set was easy enough work, but took the two crews almost all day. They now just wait for the blueprints of the Respirators, the design of which was also finished today.
It seems the Crews hit the motherlode at 1-5. The ore they haul back is worth 17 Materials after running through the synthesizer. They might even take the mining-ordinances with them next time, but still want to talk it over with Norczo and his men.
There is a lot of wheezing and coughing when Professor Lerzo reports back, but it seems that they took it in stride. Either way, they are delighted by the high methane readings found in the ground of the swamp, have classified the water as highly toxic, and were able to sample a few small life forms. There is also something about a differing chirality of the local carbonic biomolecules, previously only observed on Colony X-OT-34 and whatnot. Much of the talk is above your head, and while you are unable to share in the excitement, they are clearly happy with their findings. You yourself are glad when Norczos report is just one curt sentence; Anything we met today, was clearly more afraid of us than the other way around. New Resources Discovered:Forested Area 1D10
Materials, synthesizing takes
1 Energy or 2D10
Energy , synthesizing takes
5 Energy Peat Deposit 1D10
Energy , synthesizing takes
3 Energy (Water needs to be drained in case of swamps)Toxic Water Suply Too much of the wrong chemicals and elements. A gulp won't kill a Lyrcnos, but two just might.
New Blueprint:Respirators:
1 Materials,
3 EnergyTodays Briefing:
Those Soldiers and Loonies that had a good taste of the outside air vouch unitary that it actually was a very bad idea. They are quite vocal about it too, though they seemingly can't help all that coughing. Either way, pretty much anybody wants the respirators to be produced.Can you smell that Air?: 0/?? Technical TaskNight has finally fallen, and given the heavy atmosphere it is quite a dark one too. Quoslan says they just are getting started at 1-5, but would like Norczo and his men as company for the job. The later are somewhat reluctant to do so, and if then only if equipped with the suits.
Further Mining: Needs Rifle-Set -
0/1 Military Matter,
0/1 Technical TaskNorczo dislikes the prospect of being almost blind in the darkness for multiple morzoquian days. He wants something to improve visibility, be it some gadget from Lerzos boys, or machination from Quoslans crews. As long as his men will be able to see at least medium range, he will be satisfied.A Long Days Night: ? ? ? ?The new discoveries have lighted a fire inside quite a few of the researchers on board. They would like nothing more than to further study the samples retrieved from the swamp. The use of it - as other departments remark - is debatable at best though.Science, for Science' Sake: 0/3 Academic Analysis
Run-Down of this Turn:Finished 4 Tasks, No Ongoing Task
Gained 24 Materials, Knowledge of Water Suply, Knowledge of Forest, Knowledge of Peat, 1 Rifle Set, Respirator Blueprints
Used 5 Materials,
13 Energy for tools and production,
1 Materials 5 Energy for Life Support
Resources113 Materials 442 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
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
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.
Hu-huh. Time to slowly but surely give the available options into player hands.
Else, I added some symbols to the map. They are hopefully as obvious as I intended them to be, but the purple eye means that this region was explored, and the mining pick, well, that one will be your best guess. ;o
On another note, there are a lot of things I have to do recently, and quite a few I want to do as well. Both of which obviously impacts update speed negatively.
Edit: Whoops. Just realized I forgot to include the first paragraph. >< fixed now...