Thank you (ladies and?) gentlemen for NOT doing a Side 1 and having BINARY for ship names. I didn't actually want to see a ship named 010000101, thanks for nothing, Side 1.
Anyway, welcome to the formal beginning of turn 1, post-hurrication. And also post-homework. Anyway, let's begin, shall we? I'll probably have nicer reports for your next BR, which should obviously have actual combat as well as not needing quite so much logistics updating.
ITC #1 deploys a BMU with 'Elite' armament to G; they find a strange desert planet with sand that would never support life, but is quite easy to refine into raw materials for all number of things. Sandstorms result in platoons being lost for days, a few squads have disappeared entirely when caught out on distant patrols during sandstorms. Luckily, we've begun to understand the local weather patterns and will likely not suffer quite as much as time goes on. Reinforcements have already been delivered via regular supply convoy.
Terrain Control: 4/10ITC #2 deploys a BMU with basically nothing onto I, where they find themselves somewhat comforted that they don't need to wear a spacesuit to go on a walk, and somewhat depressed that the only scenery they're going to get is a whole lot of grass and maybe the occasional hill. The entire world seems to have been steadily levelled out by time and weathering. However, the grasses usually don't conceal anything worse than a few rodentlike creatures, and the number of missing soldiers is minimal, except for that entire platoon that vanished on a long-distance patrol. We're sure it's fine.
Terrain Control: 4/10ITC #3 also deploys a BMU with basically nothing onto H, where they find amazingly boring grey terrain and some decent mineral deposits, and chart a few sites for spacecraft-construction facilities and exploitation.
Terrain Control: 4/10Squadron 1, composed of 4 Chords, moves to G and regroups, refuels, and awaits further orders.
It is now the Turn ONE Design Phase. You have one design, don't offend the Network, even though you've already offended the Network since the Network is your ENEMY AND your underlying computer system....what the heck, guys?Ships
ITC (Interplanetary Transport Craft): A less-than-stellar spacecraft, the ITC is a version of the ships landed on your planet when you first colonized it. It is prone to malfunction, slow, and generally unpleasant. The rocket shuttles used to get equipment from the ITC to the ground have a limited capacity, meaning that with the exception of troops and things that can be broken into much smaller parts, the ITC cannot carry any equipment of a size greater than 1TC. It has 4TC capacity in total and uses chemical engines for propulsion. It has no armor or armaments. Now improved, the modernized ITC is Speed 2, uses OKSPD engines and an AER reactor, is no longer prone to malfunctions of most sorts, is fairly durable though still unarmored, and still uses 1-TC rocket shuttles. Slightly smaller and harder to hit and also follows your nation's chosen philosophy for appearances...whatever that is. Has one Oculus laser mount for self defense.
Cost: 2 SPP
Chord MSFSC: A capable, though overweight, ship carrying 3 Oculus lasers. Its Medium armor makes it very survivable, but that and its Evrasium use give it a high cost for its size.
Cost: 3 SPP
Units
Basic Military Unit: (you may rename this if you so wish) A capable group of soldiers trained to operate any equipment you can give them. Field training allows them to keep up to date on the best way to operate the newest deathtraps and self-destructing gizmos you send them even after they’re deployed.
Cost: 2GPP
Ground Weapons
Printed Pistol: Issued to security guards on the colony ships, the only real weapon both colonies have. They are 3D-printed out of plastic, a process which is not entirely reliable, meaning the gun has a tendency to break after prolonged use... or any use, really.
Cost: Cheap COMPLETELY OBSOLETE
Plastic Universal Machine Pistol: A 30-round magazine Plastic Pistol-shaped machine pistol with a forwards handgrip and generally good qualities as opposed to bad. Issued to all troops for use in close quarters where SIAERA is useless.
Cost: Cheap
Squad-Integrated All-Environment Rocket Armaments: A 20mm guided rocket launcher. Guidance works OK, rockets work OK. Terrible in close quarters, low damage at Short range, lethal and lightly guided at Medium range, lightly armor piercing (if minimally guided) at Long range, otherwise moderately guided at Long range.
Cost: 1 GPP
Infantry Equipment
Basic Space Suit: A civilian space suit, totally unarmored and cumbersome to walk in. At least it works well enough, and has a self-sealing lining meaning a single shot isn't an immediate death sentence... most of the time. Necessary for deployment to worlds without breathable atmospheres.
Cost: Cheap
Combat EVA Suit: A ballistics-resistant well protected and maneuverable and relatively light EVA suit.
Cost: 1 GPP
Spacecraft Components
Eyebite MCLC: A self-destroying tank of fluoride compounds. Warning: DO NOT USE, DEATH OR SERIOUS INJURY MAY OCCUR.
Cost: You have got to be kidding me, right? COMPLETELY OBSOLETE
Oculus Hardpoint-Mountable Chemical Laser: A reasonable red-wavelength laser ball turret with an attached extra sensor component, a direct connection to the ship's laser chemical reservoir, and a generally decent capabilities list. Requires a spacecraft to mount.
Kinetic Storage Drive: Remarkably effective at occasionally self-destructing. Use not recommended, requires a ship (which you don't have). COMPLETELY OBSOLETE.
Overhauled Kinetic Storage Power Drive: An effective Speed 2 drive. Makes physicists cry to Newton, who is powerless to help them. Fairly expensive due to consumption of Evrasium.
Other
Command Radio: Essentially just a very big radio set, capable of reliable communication between planets, ships, and/or other planets. Currently only useful for taunting your enemy. The transmitter dish comes in a single piece and cannot fit in an ITC shuttle.
Cost: 2GPP
Weight: 1TC (requires 2 shuttle TC)
Infrastructure
Colony Defense Grid The reason you can't instantly invade the enemy homeworld. A series of surface-to-orbit missile launchers, the only real concession to defense the planners of the colony made. How they work is a mystery now, and no one wants to risk taking them apart to find out.
Aggravated Evrasium Reactor: Using the remarkable properties of Evrasium, this device extracts kinetic energy by shining laser light on a crystal matrix, which then punches the hell out of a set of turbines, generating power.
Provides: 2 SPP
Ship Production Points: 18
0 points: Unassigned.
12 Points: 4 Chords
6 Points: 3 ITCs
Ground Production Points: 20
0 points: Unassigned
16 points: 6x BMU, 4x SIAERA, 4x CEVAS
Units
BMU-1 Basic
- Nope!
- H
BMU-2 Basic
- Nope!
- I
BMU-3 'Elite'
- SIAERA, CEVAS
- G
BMU-4 'Elite'
- SIAERA, CEVAS
- Orbit of G
BMU-5 'Elite'
- SIAERA, CEVAS
- Orbit of H
BMU-6 'Elite'
- SIAERA, CEVAS
- Orbit of I
Ships
ITC #1
- Location: G
- Contents: BMU-4 'Elite'
ITC #2
- Location: I
- Contents: BMU-5 'Elite'
ITC #3
- Location: H
- Contents: BMU-6 'Elite'
Squadron 1:
- 4x Chord MSFSC
- Location: G
1x Research Credit (finished combat spacecraft)