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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37861 times)

LordPorkins

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #240 on: November 23, 2015, 08:24:47 pm »

Scan the Area! Detect crashed ship! Get infected by Alien Face-Humping Thing!

...

In that order
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #241 on: November 24, 2015, 11:03:21 pm »

Mar 2110 - Unnamed hillside

A quick survey of the crash berths is conducted once it is confirmed the forward crew compartments are atmospherically sealed.  While many are weak and a few still unconscious there are enough to begin triage on the spot and take the worst to the medical bay while a team dons the nearby Vac Suits to look into the alerts from the computers.

There are warnings of atmospheric leaks in the main hallway and cargo bay with emergency airlocks not responding along with smoke and heat in the engineering access room.  As they enter core of the ship the reason for the airlock issues is obvious, the entire spine of the ship's main hall is slightly bent, jamming the vital airlock systems.  The team splits up, with two members looking for leaks and filling with a quick drying polymer, one man trying to open the jammed, but sealed, cargo bay doors, and the rest moving to the engineering room to deal with the most pressing issue.

The control room is a swirl of smoke baking off the thrusters and somehow intruding into the room.  The vac suits protect admirably but it is still hard to see and move.  The maintenance systems seem to be automatically attempting to cycle the air out but that is apparently making the situation worse.  The crew diagnoses that part of the heated magnetic coil actually melted into and punctured one of the ventilation ducts, not the entire compartment.  Once the offending duct is order to be closed the fine particles are removed rapidly and temperatures return to normal.  The fusion reactor controls are offline, but the autopilot reports that the core reactor circuits are undamaged, they must be controlled by the autopilot until the direct controls are repaired.

Fusion core computers damaged, direct control lost, autopilot backup systems working.

Some air escapes from the center of the ship before it is patched and the atmosphere turns a deadly mix with too much carbon dioxide.  The ship reports on the mix it is purging from the main corridor, confirming earlier reports atmospheric composition.  There are also worrisome creaking in some places as they walk where the ship did not do so before.

Overall air loss, including large cargo bay and the engineering section, is 50%.  Easily replaced by reserves if needed.

The cargo bay proves the most disappointing find.  Once manual controls are established the undamaged double airlock can be used, keeping the ship isolated from depressurized wreck of a cargo hold.  One of the main support beams on the ship has snapped in half, one half falling down and crushing a heavy bot mech and exoskeleton suit.  The other twisted, micro fractures causing it to swipe across the bay and slice open two cargo containers with basic parts and advanced materials, which then spilled out at high speeds and impacted multiple other cargo before wedging open the large exterior door and spilling a trail of gears, bundles of wires, pumps and various precious metals behind the ship as it descended.

By the time the crew get's into the bay the hole is large enough to depressurize the whole area.  The autopilot has given it up as a loss and cut life support and with a large deformed hole in the side the response team does the same for now.

A tally of the damage is taken.

The heavy bot and exo-skeleton are flattened right in the center and under a structural support beam, there are even talks that moving them could compromise the ship's hull.  At best the are scrap.

One of the other exo-skeleton has been heavily cracked in the impact, hydraulics are not working and the air tight pilot compartment is instead filled with the remains of a twisted valve or engine or something.  It will need repairs before it can be used.

1 heavy bot destroyed.  1 undamaged.

1 Powered Exo-skeleton Constructor Units destroyed.  1 damaged.  2 undamaged.

.5 advanced materials lost, spread out over a wide area behind the ship.  .5 advanced materials wedged and mixed up around the cargo bay.  1 advanced materials in cargo container.

.5 basic parts lost, ruined remains spread out over a wide area behind the ship.  .5 basic parts  wedged in and mixed up around the cargo bay, some may be salvageable.  2.8 basic parts in cargo containers.

Project Legacy damaged.  External frame and access computer is a twisted ruin, damage inside to data storage is unknown, likely low due to the second reinforced barrier.  Project Legacy can not be accessed at this time.

Digging and Drilling Vehicles are dented, with fine grain metals and random mechanical parts covering them.  The damage appears mostly superficial, but the trained miners say they really want to do a full overhaul before use.  Digging and Drilling Vehicles damaged but operational.

Containers of Advanced parts, food, water, air, vac suits and the large habitation dome are jumbled up, tipped over or covered in debris, but undamaged.

Concerned about the ongoing smoke from the magnetic coils a half dozen vac suits are fished out and a group exits from the fore cargo bay to examine the ship from the outside.  The momentous occasion of humanity setting foot on a truly alien world is ignored in favor of careful analysis of the heat stressed and fractured hull.  By the time they make it to the other side of the ship the smoke has died down and the melted mess of an engine is simply glowing white hot but rapidly cooling.  The group makes their way back slowly, observing the slight curve the ship now sports and the hole in the side where they can wave to the cargo team.  They promptly shove a shorn off piece of a cargo container side in the hole and cement it up as best they can. 

The 12% incline of this hill, green sand, red pebbles and the ocean stretching out south to the horizon speak of possibility and hardship on this new home.

Contact with the satellite systems are soon established and they move into an orbit close to the ship.  It seems it will be windy and cloudy, no rain. 



I will have a larger write up, event selections and such soon, in the meantime discuss initial plans, questions about the landing site, extent of the damage, maybe name some things.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #242 on: November 24, 2015, 11:30:32 pm »

Heh, good thing we brought a LOT of redundancy!

First order of business:Fire up damage control and repair fusion controls. If time permits, start repairing damaged exo.

Second:Free the remaining exos and bot mech and start sorting and repackaging any salvageable cargo. After that if time permits try to seal the worst of the leaks and cracks as needed.

Third:Pop some of our reserve air to get back to 80% pressurization after assurance of most of the leaks plugged. No need to get used to the lower pressure of this planet just yet!

Fourth, use some manpower to examine the damaged drilling vehicle to make sure that it is actually only superficial scratches.

Finally, start a survey of our immediate surroundings. Look for a flatter spot to set up shop at least temporarily.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #243 on: November 24, 2015, 11:35:01 pm »

Okay on to the Outpost Phase.

Here time will pass in months, I will assume for the sake of my sanity that a solar orbit is 41 months.  Also a day is 17.5 hours here.

The Ark ship should be arriving Jan 2118, give or take a few disasters.

If you have not read the previous Outpost games, you will now have a series of slots to do things based on what you brought with you, and what you can build on site.  Resources will be divided into discrete units like usable water and basic parts, unlimited resources like atmospheric nitrogen, and limited but not discreetly tracked resources like the metal produced if you want to dissemble your exterior hull.

Many key things will require rolls, some things will produce regularly and consistently and most things will need human oversight in the form of manpower.

As a change from previous outpost games if you want to give free time you need to provide actual facilities for it to be meaningful, these will take manpower like other actions.

Build, discover, adapt.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #244 on: November 24, 2015, 11:51:17 pm »

Can we see our slots then, please?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #245 on: November 25, 2015, 02:28:49 am »

I am going to be experimenting with the presentation, so it will change and if you have any suggestions it would be appreciated.



The ship is patched to be air tight, except the cargo bay which has some quick repairs to keep the weather out and the rest of the ship is refilled with air.  The functioning vehicles are shuffled to the  front of the large cargo bay and ready to work.

Turn 1 status: March 2110:

Starship: SSN Asimov

Installed components:

Optronic Autopilot with backup system (Automated Control Center) 3MW
Cryogenic pods (29 persons)
Large Closed Loop Life Support /w hydroponics. (30 awake / 150cryosleep) 10 MW
Multipurpose Care and Habitation Bay 8 MW
Recreational Commons 1 MW
Large Cargo bay  /w industrial cargo handling system. Warning : Damaged.  Breached
Medium Cargo bay /w industrial cargo handling system
Double Core Expert Tested He-3 MCF Fusion generator 35-150 MW electricity .0086 fuel per MW per year
Ruined Magnetoplasmadynamic Thruster (scrap)
He-3 Fuel Tank (2.3/24 fuel)
Reserve He-3 Fuel Tank (2/2 fuel)
Reinforced Hull (damaged)
3 active electric units 1 MW/10 rounded up : Current 1 MW

Resources:

.6x Advanced Medical Supplies
2.8x Basic Parts
5x Advanced Parts
1x Advanced Materials
2x Food
3x Water
1.5x Air
5x Vac Suits

Construction packets :

1* Algae Ecosystem Tank Life Support
1* Optronic Central Computer
1* Project Legacy (damaged, non functional)
1* Habitation Dome
1* Bio-Diversity Bay
1* My First Factory kit
1* Multi-Chemical Production Facility

Vehicles

1*Powered Exo-skeleton Constructor Units
1*Powered Exo-skeleton Constructor Units [One damaged, one destroyed]
1*Digging & drilling vehicles [Damaged, functional]
1*Heavy Bot Mech

Projects:
Heavy Bot Swarm Logic (?)
Underground Base Plans (completed)

Required power: 23 MW
Maximum power output: 150 MW (Note: Minimum power output is 37.5)
Total fuel: 4.3 (13.3 years at current consumption)

Crew :
23 awake
1 restrained
4 wounded (cryo)
25 cryo
1 dead (awaiting burial in cryo)

Ark : Survival
Ark Arrival : Jan 2118



If you want to just suggest some things I can fit it into the existing action slots, tryrar's suggestion would be good for example, although being more specific saves me time.

Actions:

23 crew awake and ready for duty

* [0/1] Heavy Bot Mech
   - Construction : +5 bonus
   - Mining : +5 bonus
   - Conversion : +15 bonus to another construction or mining action

* [0/1] Powered Exo-skeleton Constructor Units [Damaged, half manpower]
   - Construction : -5 penalty
   - Conversion : +5 bonus to another construction action

* [0/2] Powered Exo-skeleton Constructor Units
   - Construction : +10 bonus
   - Conversion : +20 bonus to another construction action

* [0/2]Digging & drilling vehicles. Damaged
    - Mining : +10 bonus [-?] Penalty
    - Conversion : +10 to underground or other construction where appropriate

* [0/2] Damage Control & machine shop
    - Maintenance and Repair Action:
    - Construction [0/8] : Labor intensive for regular construction
    - Conversion : +10 to another maintenance or Construction action
    - Art and Sundries [0/1] : Moral bonus

* [0/2] Medical Bay.
    - Research (Medical) : No bonus
    - Crisis Mitigation / Healthcare : Reduce impact of critical failures
    - Wake Up Crew: Up to 10 per month, +0 roll with 1 manpower, +20 with 2 manpower.

* [0/4] VR CAD
    - Engineering slot : No bonus
    VR Pod bonus Choose 1:
    - Reduce Engineering slot manpower to [0/1]
    - add VR Recreation Slot [0/1]: Moral bonus

* [0/4] Satellite Survey
    - Exploration action  (+10 bonus)
    - Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.

* [0/24] Manpower action
     - Manpower : Does anything possible at a -20+X modifier, where X is manpower.
     - Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.

* [0/1] Recreational Commons
    Moral bonus

* [0/1] Group Activities (Team cobra special)
    Moral bonus

* Misc Manpower Needs
    - [0/2] Autopilot over watch : Optional
    - [0/3] Large Closed Loop Life support
    - [0/1 0] Duel Core Fusion Reactors : Controls damaged, Autopilot in control




Each slot can generally do one thing unless otherwise noted.  Misc Manpower needs can/should all be done each month.

I am going to post some more event options for the turn later but it should not effect things THIS turn.
« Last Edit: November 25, 2015, 02:32:41 am by VoidSlayer »
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #246 on: November 25, 2015, 04:28:40 am »

23

* [1/1] Heavy Bot Mech
   - Construction : +5 bonus  : Install habitation dome

* [2/2] Powered Exo-skeleton Constructor Units
   - Construction : +10 bonus : Install Factory Kit inside the dome.

* [2/2] Damage Control & machine shop
    - Maintenance and Repair Action: Fix the reactor controls

* [2/2] Medical Bay.
    - Crisis Mitigation / Healthcare : Reduce impact of critical failures

* [4/4] VR CAD
    - Engineering slot : Cut and cover dome : Combines the protectiveness of an underground shelter with the ease of setup of a dome. The Dome is set up in an open pit, and then partially covered, so that only the upper levels reach above the surface.

*VR Recreation Slot [1/1]: Moral bonus

* [4/4] Satellite Survey
    - Exploration action  (+10 bonus) : Check the immediate surrounding of the ship for geologucal signs of flood, storms and other phenomena. We don't want to build our base in a location which regularly ends up inundated.

* [0/24] Manpower action
     - Manpower : Does anything possible at a -20+X modifier, where X is manpower.
     - Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.

* [1/1] Recreational Commons
    Moral bonus

* [1/1] Group Activities (Team cobra special)
    Moral bonus

* Misc Manpower Needs
    - [2/2] Autopilot over watch : Optional
    - [3/3] Large Closed Loop Life support
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #247 on: November 25, 2015, 06:15:27 am »

Plan Ebbor looks good to me. +1.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #248 on: November 25, 2015, 08:48:40 am »

Y U NO PLAN EBBOR?

LordPorkins

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #249 on: November 25, 2015, 09:55:12 am »

Giant Construction Mech Suits! Is there a crew member by the name of Ripley?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #250 on: November 25, 2015, 10:30:43 am »

+1 to plan Ebbor, about what I wanted to do really.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Happerry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #251 on: November 25, 2015, 05:27:23 pm »

plan Ebbor Looks good to me. +1
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #252 on: November 26, 2015, 04:20:49 pm »

Good news everybody.  Update has been delayed by a cold and losing all my design documents, I have rebuilt most of it from memory so here we go.

Spoiler:  Turn 1 Actions (click to show/hide)

April 2075

Install habitation dome (78+5(Heavy Bot Mech)+10(cargo handling)=93)  75/75 Completed 2d9=16 carryover
Install Factory Kit inside the dome. (14+10(Exo-skeleton)+10(cargo handling)=34)  34/50, Heavy Bot Mech carryover +16 Completed

The entrance to the large cargo bay has to be cut open thanks to deformation of both the covering and the frame but the cargo unloading system is activated after brushing some debris off the controls.  The Bot and cargo bay systems work well together, unloading parts in order and transporting them a few meters away from the ship up hill where the land flattens out a bit.  The undamaged frame pieces go up and plates are welded to design.  The final installation of the two personnel airlocks and larger industrial airlock are done with a check over the parts by human hands.

Meanwhile the unloading of the several large container holding the factory kit does not go as smoothly.  The slope and gravity combine together to force the operators to make dozens of small adjustments which often end up toppling the machines over.  They begin transporting the containers to where the dome is, only realizing after the final airlock is installed that they should have put most of the containers inside the dome in the first place, adding extra work.  Shifts are set up to allow the two mechs to work, then the heavy bot, allowing round the clock installation of the parts, which fit together as designed.  A cable is laid out from the ship to the dome allowing power with a jury rigged cover made up of part of the cargo containers bent over it and welded shut.

Fix the reactor controls (22)  Fail

It becomes clear that there is more then superficial damage to the control computers.  Thanks to the backup systems built for just this problem the reactors can run at all.  Piece after piece of delicate electronics are pulled out, tested and discarded as hopelessly damaged by a combination of metal fragments and power surges cause by crossed circuits.  The ventilation system is repaired and life support restored to the section, but further work will need to be done and many parts will have to be replaced.  .2 basic parts .1 advanced parts needed to attempt further repairs.

Cut and cover dome (22)  Fail

The basic design for the dome is sound, by letting each step in the process be simpler the work can proceed much faster.  The current plan is to dig a hole with small access tunnels, build a dome able to hold up tons of rock and sand, then fill the excavated materials back on top to bury the dome.  While it will be more work then building a surface dome, much of the extra work comes from mining assets and overall it is less time consuming and safer then a surface reinforced dome.  There are also arguments about how much of the dome should be left above the surface and whether to armor it, add airlocks and other issues.

The designers reach an impasse where they feel they will need some hands on work to really make progress.  Theoretical work can proceed, prototyping can also be done if a size of dome is specified and a mining or construction asset is assigned.

Check the immediate surrounding of the ship for geological signs of flood, storms and other phenomena. (91+10)  Success



The black square is the ship and immediate surroundings, the water is about 2 km away.

The hill side the ship is resting on appears to flatten out about half a kilometer to the north after the steep accent, while there is evidence of erosion it appears even on the hillside and hill top (green).  To the east is a steep sided canyon system (red) which looks to be part of a river system that empties into the ocean somewhere to the south.  The steeper hill to the north west (red) also has evidence that it drains into the ocean and the geological features confirm that the whole area is likely hit by high winds and rain on a regular basis.

Analysis of the data from the weather satellite helps bring the picture together, it seems that this area is a meeting point for equatorial and polar weather systems with a dry warm system coming from the north and a cold wet system from the south.  It is likely that many areas further inland drain through these hills.

The areas in blue have clear evidence of flooding in the form of rock patterns, some indicating flows from inland, some from the ocean.  With the low tidal forces from the three small moons this worries the analysts.  Either typhoons or tidal waves have hit this coast recently enough to leave evidence, and the impacted areas may be larger then what is displayed.

Until heavy rains hit exactly which areas should be avoided are going to be just estimates, but the green area is likely least effected by weather and flat.  Towards the end of the month a light, cold rain begins to fall, turning the sand and dust around the ship into a thin layer of mud.

The crew is far too excited by building and exploring to have time to complain.

The crewman responsible for landing the ship is confined and the medical staff begin trying to figure out why he acted that way.  He does not seem suicidal and is sufficiently restrained for now.



Over the month some crew have shown leadership ability while the more rigid command structure of the ship has broken down thanks to the many different projects being worked on.  Several experts are put together to form an executive committee (that is you guys) but it is decided that a day to day leader should be elected by the crew.

Xiao Hong Che - Project manager for the Mars colony before it was abandoned, she is well versed in construction protocols and very excited about bringing people together to learn about the new world.
  Enthusiastic explorer: +30 bonus to one exploration action per turn.
  Safety Protocols: Reduces severity of construction and mining disasters.
  Disorganized: -5 to all actions besides exploration

Malachi Wulff - A young and talented robotics engineer who worked at Lunar Robotics creating specialized bots for a variety of fields.  He is skilled at organizing research teams and breaking down scientific pursuits into easily manageable work.
  Multi talented Researcher: +10 to one science action

Natalia Delacruz - A star ship designer who was tasked to lead development of the systems used in the Ark and Outpost ships.  She oversaw the creation of the Ark cryo pods and Expert tested reactors before launch.  Some blame her lax leadership style for the failure of the drop pod project.
  Skunkworks: +20 to one engineering or prototyping action per turn.
  Scheduling Nightmare: -2 manpower

Leonel Morgan - Owner-operator of an asteroid mining operation which he expanded into a deep space tourist attraction.  While at first some though he was on board due to underhanded means his skill at organizing the crew and seeing to their needs has won him a great deal of support.
  Rocky Origins: +20 to one mining action per turn.
  Shift organization: +5 to non construction/industrial actions.
  Personal Time: 2 manpower slot, must be filled, moral bonus.
  Cautious Industrialist: -5 to construction/industrial actions

Mouna Soni - Lead scientist for the deep space exploration program which was scheduled for a two decade survey of the Kupiter belt.  She has spent the time aboard the Asimov developing her skills and reviewing exploration protocols.
  Bare Bone Science: 6 manpower science slot with no penalty.
  Cautious Explorer: Disaster mitigation for exploration actions
  Aloof: moral penalty

Donovan Pickens - Captain of the Asimov, jokingly called Cobra Commander by the crew, chosen for his leadership skills and experience as a spacer, he was the first person born on Mars and spent almost a decade in public and private service running transport ships.  Leadership of the mission has worn him down and he is ready to step aside.
  Hold It Together: +10 bonus to all maintenance actions.



Turn 2 April 2110

Power use upped to 43MW

Fuel use increased to .37 per year.

Actions needed:

Choose a leader.

Action slots unchanged except for Factory added.




Slot added

* [0/1] My First Factory kit
   - Construction/production : +20
   - Engineering action : +0
   - Conversion : +20 to another engineering action or +30 to another construction action
   - Basic production : Can consume resources to produce basic or advanced parts

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #253 on: November 26, 2015, 04:45:32 pm »

 Im thinking Natalia or Cobra Commander, personally. None of the others (save the miner dude) jumped out at me, and minerman's debuffs are nasty.

 As for what to do next, try building a medium cut-and-cover dome, along with linking it (via tunnels) to the current dome? perhaps get the mineing equipment up and running?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #254 on: November 26, 2015, 05:22:38 pm »

Event:Leonel


* [1/1] Heavy Bot Mech
   - Mining: +5 bonus: Support Cut and Cover Dome
* [2/2] Powered Exo-skeleton Constructor Units
   - Construction : +10 bonus:Retrieve Digging and Drilling Vehicles, rollover to collecting scrap if possible

* [2/2] Damage Control & machine shop
    - Maintenance and Repair Action:Continue fixing reactor controls, using basic and advanced parts

* [1/1] My First Factory kit
-Production:Use A combination of parts and materials to construct an Ore Processor

* [2/2] Medical Bay.
    -Crisis Mitigation

* [4/4] VR CAD
    - Engineering slot :Continue Developing Cut and Cover Dome

*VR Recreation Slot [1/1]: Moral bonus

* [4/4] Satellite Survey
    - Exploration action  (+10 bonus) :Scout out location for C&C Dome

* [0/24] Manpower action
     - Manpower : Does anything possible at a -20+X modifier, where X is manpower.
     - Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.

* [1/1] Recreational Commons
    Moral bonus

* [0/1] Group Activities (Team cobra special)
    Moral bonus

* Misc Manpower Needs
    - [2/2] Autopilot over watch : Optional
    - [3/3] Large Closed Loop Life support
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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