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Prehistoria War

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"When they told me about the mission, I thought they were crazy. We've all heard stories about...

Happerry

The Song to the Flame
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"When they told me about the mission, I thought they were crazy. We've all heard stories about time travel, but here were these guys, scientists and top brass, telling me we could do it for real."

"But they weren't crazy. They had merely seen EON."

"EON.. Where should I start? It was discovered in the first world war, by one of ours. US Major John Peters. He managed to get it shipped back somehow, classified top secret with a snazy code name, and stored in area 51 while being studied by our best brains."

"Orignally, it merely seemed to make things placed into it.. disappear."

"It was the experiments with radioactives that told them the truth. The EON was a time machine."

"The implications were almost unimaginable. What tragedy couldn't be changed for the better? What disasters couldn't be halted in their tracks? The irony was that finding out the what made it impossible to use the thing."

"The fuel was never analyzed, and the tests used it all up. There wasn't any left."

"Until now."

"It's called Siberite. A compound we've never seen before. When first discovered in Siberia, it was feared to be radioactive because it was warm to the touch."

"I can only imagine the relief when they passed the geiger counter over it and didn't hear a thing."

"And then they placed it in beaker of cold water. It boiled so fast, so furiously, that the beaker shattered. The siberite? It wasn't affected at all."

"It took them a while to figure out what had happened. Cold Fusion. Contact with water had caused the Hydrogen to fuse, forming Helium, and releasing the immense power of the atom in the process. More energy then mankind would ever need..."

"There was only one small issue."

"Russia."

"All known reserves lie in the frozen hell of Siberia, and if we started full scale mining operations there, well, that wouldn't go unnoticed. And the Soviet Union getting their hands on this... Disaster was to nice a word."

"That's when the mission was first started. The original objective was simple, and smuggling enough Siberite out to activate EON again was relatively simple. What came next wouldn't be."

"The Bering Land Bridge was the answer to the problem. We would use EON, travel back into the past..."

"And then mine it all up, transport it across the Land Bridge, and bury it again in Alaska. Poof! It's all ours now."

"Sounds so simple, doesn't it?"



Welcome to Prehistoria War, Commander.

Please type your name here to register yourself for this briefing.
[ ] _______

Your mission is to lead an advanced team into the ancient past, more then two million years back in time, and establish a central base for later mining efforts under Project : Uncle Scrooge.

EON, the Extraterrestrial Object Nexus, is the key to this strategy, allowing your picked force of volunteers to travel back through the misty halls of time.

Success in this mission is critical, and the survival of America may depend on it...

You and your team of Pathfinders will be the first ones through the gate, and as best we can manage we have attempted to insure that you will be the first ones to land. Or, depending on how you look at it, the last ones. Either way, hopefully you should show up before anyone else, allowing you to establish a headquarters for later arrivals as ordered. This is of critical importance, for without an established base, we'll have no hope of completing our mission, and later arrivals will have better things to do then to establish dormitories and supply dumps.

Using the limited amounts of Siberite we currently have, we'll be able to transport up to ten teams of your choice, besides you, into the past for this effort.

Currently, we have four known types of teams, each of which provide dice for any tasks you must undertake. Of course, assigning scientists to a combat task may grant some substantial penalties to their rolls… Unless you've given them Black Science Death Rays or something, at least.

Each team, as of game start, provides 1d4. This can and will change with new equipment, experience, heroes, and perks. A team assigned to something they are not proficient in will normally find all their rolls halved. Sometimes, disasters can happen if you let untrained grunts play with things like nuclear materials.

Soldiers are the first sort of team, coming with a combat rifle, a sidearm, and a snazzy uniform. They're the ones you want to turn to for combat, such as keeping saber toothed tigers and angry mammoths away from your base.

Next up are Engineers, equipped with tool kits, hard hats, and a pistol if something horrible happens. As might be expected, they are quite good at building, deconstructing, or repairing buildings, but less good at other tasks. Should something threaten their life, however, they only have a pistol to defend themselves with.

Mechanics come well trained to use any sort of land vehicle you might get your hands on, either imported from the future or built on site in the past. As well, they are equipped and educated in the ways needed to repair such vehicles if they get damaged somehow, and can even drag them around if you somehow run out of fuel. Should they find they've managed to crash into a sabertooth tiger den or something, they also carry a shotgun to defend themselves with.

Lastly are Scientists, whom, for some reason, they've all been issued with emergency medical kits and given the pre mission training to be able to use them, so at the very least they'll serve as emergency paramedics if prehistoric wolves chew on someone.

More useful would be their ability to innovate solutions to any problem you run into in the past, as well as design new structures and other inventions should you find yourself needing something you lack the blueprints of. They've also stated an interest in studying the native life, for whatever may come out of that..

However, if combat happens, they're completely unarmed. So be careful with them. People this smart, willing to vanish, aren't common.

You also currently possess ten Political Capital Points.

These points can be used to requisition gear, or to request new teams to be made available. You've been given a prototype temporal radio, so you should also be able to use them to request reinforcements or scientific support after you reach the past. But it may be well worth it to use some up right now, to gain additional team types to feel needs the original mission planners may not have thought of, or to gain access to extra equipment to bring back with you. Power concerns still prevent more then ten teams from traveling into the past currently, but having access to additional kinds of specialists could well save your life if you choose wisely.

Any attempted use of a Political Capital Point is not a guaranteed success, but rest assured that high command will give any request all due consideration. (IE, dice will be rolled.) Success in assigned missions will generate more capital for you to use.

And speaking of equipment, the scattering effect EON seems to provide to anything that is transported through them means that goods are.. difficult to insure the arrival of for concerns like 'precisely on time' or 'generally on target', but the boffins are sure that they will at least manage to guarantee a good twenty units of Common Supplies will land with you. As well as, perhaps, anything more unusual you might request?

Please choose a mix of ten teams, and remember to spend your political capital on anything important before you enter EON. Afterwards, we make no promises for a timely delivery.

[ ] Spend Political Capital On?

Team Mix.

[ ] Soldiers
[ ] Engineers
[ ] Mechanics
[ ] Scientists

[ ] Other

As our covert efforts gain us access to more Siberite, we will send more teams and supplies back into the past to support your efforts. Or, perhaps, should you be successful, if we mine up any Siberite in Alaska.

Good luck, commander.



Spacebattles Link
 
Force Compendium
Base Alpha
Team Listing
Structures


Rules
Each turn is one week in length.

Currently known resources are Common Supplies, Advanced Supplies, and Siberite.

More data will be provide once teams are selected and you have traveled into the past.

Turn Index
Intro
Mission 1 : Turn 1
 
[X] 5x Solider Teams
[X] 2x Engineer Teams
[X] 1x Mechanic Team
[X] 1x Researcher Team
[X] 1x Doctor Team

Political Capital:
---Doctor Team (Because environment then and thus... potential sickness/etc.)

... That all that comes to mind as is.
 
[X] 2 soliders
[X] 3 Engineer
[X] 3 mechanic
[X] 2 Scientist
[X] 1 Pathfind/Ranger

political capital:
- pathfinder/Ranger; to scout out where the siberite is and the local terrain. should have some geology experience.
- Forge or fabercation shop; so we can build with local resources.
- Mining equipment; because thats what we are here for.
 
Strange Aeons said:
[X] 2 soliders
[X] 3 Engineer
[X] 3 mechanic
[X] 2 Scientist
[X] 1 Pathfind/Ranger

political capital:
- pathfinder/Ranger; to scout out where the siberite is and the local terrain. should have some geology experience.
- Forge or fabercation shop; so we can build with local resources.
- Mining equipment; because thats what we are here for.
I'll note that Engineer teams come with some construction equipment, because otherwise that would be a dick move. Building a factory out of the supplies sent back would be a later goal, however, so a prefabricated easy set up construction shop might be worth taking back with you.

As for mining equipment, you'll get that later. Your first goal is to set up a home base to support later mining operations, on the theory that first you get the people food and places to sleep, and then you tell them to mine stuff up.

I'm not going to track individual pick axes or anything, because that would drive me crazy, so you can kinda assume that if the Engineers build, say, an Siberite Mine or an Oil Well, it'll have the needed stuff to actually mine stored inside.
 
Since there's actually been more then one person agreeing on it..

(1d100: 61 [1d100=61] - Average Success)

Doctors, like scientists, come as a singleton. They are unarmed, but have enough medical training to treat just about anything that could happen to someone even with the... questionable... working environment and medical infrastructure that can be expected to be found in the past. They come with an advanced medical kit, to make sure they always have at least some tools, and dedicate a d4 towards any medical goal. This may be improved by building them actual medical buildings to work within. They are also able to assist with Biology science research.

As well, during the last minute scramble as your away team enters the gate, one more individual has been assigned to you due to a last minute delivery of Siberite..

[ ] Lt John Macmillan
A real American hero, John Macmillan has been in more scrapes then most people will admit to existing. He's seen many things, and even more importantly, has shown some interesting leadership potential.
(Military Dice : 1d6, Abilities : Survivor, Leadership, Hero)

[ ] Corporal Frank Forsyth
Frank is a skilled woodlands specialist, said to be able to infiltrate through even the thickest jungle. He's just as skilled with his camera as he is with his knife, and some claim he could track a gnat.
(Military Dice : 1d6, Abilities : Woodcraft, Hero)

[ ] Professor Tim Gladstone
Professor Gladstone is, was, a noted anthologist, who specialized in the earliest forms of mankind. When given the chance to make observations himself, he lept at the chance in return for permission to make a time capsule of anything he would discover for the future.
(Science Dice : 1d6, Abilities : Anthropology, Hero)

[ ] Professor Denis Peterson
Professor Peterson is a noted master in the field of opto-electronics, and was seconded to the task force for the purpose of helping build up a reliable infrastructure for the mission. His reasons for accepting this one way trip remain his own.
(Science Dice : 1d6, Abilities : Opto-Eectronics, Hero)

[ ] Corporal Bart Bellah
Corporal Bellah is a skilled engineer, noted for his cool under stress as well as his ability to make due with poor supplies. Both being potentially important, he was added to the expedition to make sure the base construction goes smoothly.
(Engineer Dice : 1d6, Abilities : Jury-Rig, Hero)

[ ] Lt Marilyn Zidane
Lt Zidane is a recent addition to the task force, and was selected for her skills in logistics management.. as well as a bad divorce that has left her with nothing to stay in the future for.
(Engineer Dice : 1d6, Abilities : Logistics Expert, Hero)
 
... I only see one vote for Doctor?

[X] 2 Soldiers
[X] 3 Engineer
[X] 1 Mechanic
[X] 2 Scientist
[X] 1 Pathfinder/Ranger
[X] 1 Doctor


[X] Lt John Macmillan
A real American hero, John Macmillan has been in more scrapes then most people will admit to existing. He's seen many things, and even more importantly, has shown some interesting leadership potential.
(Military Dice : 1d6, Abilities : Survivor, Leadership, Hero)

political capital:
- pathfinder/Ranger; to scout out where the siberite is and the local terrain. should have some geology experience.
- Forge or fabercation shop; so we can build with local resources.
 
[X] 2 soliders
[X] 3 Engineer
[X] 1 mechanic
[X] 2 Scientist
[X] 1 Pathfinder/Ranger
[X] 1 Doctor


[X] Lt John Macmillan
A real American hero, John Macmillan has been in more scrapes then most people will admit to existing. He's seen many things, and even more importantly, has shown some interesting leadership potential.
(Military Dice : 1d6, Abilities : Survivor, Leadership, Hero)

political capital:
- pathfinder/Ranger; to scout out where the siberite is and the local terrain. should have some geology experience.
- Forge or fabercation shop; so we can build with local resources.
 
Hah, Original War is a great game, though after
the arabs show up
i couldn't ever really get any father into the campaign.
 
[X] 2 Soldiers
[X] 3 Engineer
[X] 1 Mechanic
[X] 2 Scientist
[X] 1 Pathfinder/Ranger
[X] 1 Doctor



[X] Lt John Macmillan
A real American hero, John Macmillan has been in more scrapes then most people will admit to existing. He's seen many things, and even more importantly, has shown some interesting leadership potential.
(Military Dice : 1d6, Abilities : Survivor, Leadership, Hero)

political capital:
- pathfinder/Ranger; to scout out where the siberite is and the local terrain. should have some geology experience.
- Forge or fabercation shop; so we can build with local resources.
[/quote]
 
[X] biigoh

since my original plan had too many teams, this is a decent compromise.
 

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