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Research and Development Board Quest

[X] Buy the Divine Wraths. +50 Spacebucks
[X] Take the Design Team Deal. -25 Spacebucks
[X] Buy the Target Seeking AIs. -50 Spacebucks
[X] Lend Lehara's services out. +100 Spacebucks


Turn 1 : Late Season, War Phase
Budget : 125 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None

Joana, in a fit of inspiration those more familiar with her assure the board is normal, threw herself into the task of designing the Swordfish with all the energy that has had her heralded as a genius in so many different arts. The EMP Battery, the Sensor Array, the Shield Generator.... All woven together with the skill that proves her mastery of science once her interest is aroused. But even more so is the design of the Missile Batteries. Here her passion reached its peak, and she went above and beyond the demands of the design sheet, creating a true masterwork, and even adding in a cunning sub-component she refers to as the Hyper Reloader, which.. well, to put it simply, more then doubles the firing rate of the Missile Batteries.

Sadly, this is where the good news ends.

Someone should have checked over the personal list for that design team Arms Unlimited is lending you, but then, it's not like personal dockets often mention old boyfriends or girlfriends, is it? And so, the first time anyone knows that the team's second in command is Lehara's old college boyfriend is when they meet in the first meeting.. The yelling starts within minutes. It seems that the breakup was not a good one.

And in the middle of the drama.. No one is sure why or how, but something has gone critically wrong with the Polarized Hull. Instead of reinforcing the shields.. They've been interfering with them, causing damage to leak through when it should be blocked. Oops? And attempts to fix the design have gone for naught. You'd have to start from ground up again.

After that, Lehara goes through the rest in a bad mood, coasting on her earlier notes and enthusiasm for the Laser Point Defense Array an Electro-Gravitic Drive. While even the leavings of her earlier unfocused mania are quite within the required range of quality, they are not outstanding like the first half of her work. Still, they work, and have no known major flaws, and that's what is important, right?

And so the Swordfish goes into development, where the factories find that while it might not be the easiest and dead simplest of designs to build, the Swordfish is not some overcomplicated monster either, and is no more issue to build then any other ship.

The first squadrons come rolling out just in time to meet an heightened enemy thrust towards the core worlds of man, and in a month of solid fighting manage to stop their advance entirely. (At least for now.)

With this success, the first real hard data on all enemy ships has become available. The most common enemy ship, which has been named the Beamer Cruiser, is the one responsible for the reports of space lightning it seems. The Beamer Cruiser's primary weapon is a spinal mount ion weapon of some sort, which fires cascading beams of.. well, some sort of ionized energy that sweeps across entire shields in a chain reaction that would put normal shields under great stress, and causes all sorts of electronic issues when it strikes the hull. Luckily, the Ablative Barrier Generator is almost perfectly designed to counted that sort of attack, unlike normal beam weapons which would be extremely effective against it, and if it wasn't for the continual leaky shields issue it would hard counter the Beamer Cruiser's primary weapon.

Secondary Armaments of the Beamer Cruiser are twin batteries of short ranged but high powered plasma cannons, which are also luckily finding little success against the shields on those rare times when they find the range, being more traditional shield penetrating weapons of a highly focused nature.

Defensively speaking, on the other hand, the Beamer Cruiser is defended by some sort of highly exotic and extremely tough shield system, as well as the alien version of a Laser Point Defense Array. Fortunately, the Hyper Reloaders are being worth their own mass in exotic ores here, as sheer number of projectiles insures that despite the effectiveness of the alien point defense array there are almost always more missiles in flight then it can counter in times, as well as the fact that the only reliable way to take down the enemy shields is with many many impacts, which seems to overload their systems in some way, causing the shield to deactivate.

But speaking of overloads, a rare feature has been seen in some Beamer Cruisers where they can become almost completely immune to harm for a while. Luckily, this function seems to cause their shields to forcefully shut down after enough time has been spent into it, but it is still a very nasty surprise.

The Scout Frigate, on the other hand, is a much simpler design, seeming to use only the alien version of what the military has rated as 'light shields' and an alien designed laser system, which despite being more effective weight for weight then human systems is still mounted on something the size of a Frigate, and therefor isn't the most impressive.

More data on the Torpedo Cruiser has also been collected, which is better protected by some sort of reactive alien shield that seems to reinforce any areas under attack. Certain companies are already attempting to copy that.. As well, it carries an upscaled version of the Alien Beam system used in the scout, but doesn't devote much more mass to it then the scout does, with the majority of its hull being devoted to the weapon system that has earned this ship its name..

The so called Hyper-Kinetic Torpedo Launcher is a strange system which has given scientists much confusion, but this is what has been stated with certainty. At it's base, it seems to be simply a normal sort of Mass Driver, if one not armed with nukes as human versions are. However, unlike the human version, it uses some sort of spacial folding technology to grant its projectiles an apparent velocity of preposterous amounts, as well as greatly increasing its effective range by causing targets to effectively be far closer then they actually are.

However, the downsides to this system seems to be its extremely long cycling time, with about one shot per five minutes seeming to be the standard. This ship is horribly effective when snipping stationary fortresses from far out of range for any retaliation, but has had much less luck verses mobile targets able to close on it. Of course, this might be why they always escort it with Beamer Cruisers.

Meanwhile, on the battlefront, now that the alien advance has been stopped (At least for now), several plans have been drawn up, and this board now has the chance to put it's influence behind one such plan..

[ ] Idea one is simple. Defend and push back. Nothing fancy, just mass the largest amount of ships we can and start shoving the alien controlled area away from the core worlds.
[ ] Idea two is to hold the front line steady, and launch all the raids we can into the enemy back line. While not likely to give the Human Fleets any territorial advances, this well markedly effect the enemy's ability to attack..
[ ] Idea three is to stage a fighting retreat while more ships are built and new designs are finished. While this is guaranteed to let the aliens advance, it will save the most possible strength for a later counterattack.


Spacebattles Turn Post

Rolls After All Relevant Modifications (General Quality : 102, Light Missile Battery x2 : 102 (Good Crit! ; Hyper Reloader Sub-component Gained), EMP Torpedo Battery : 102, Laser Point Defense Array : 57, Polarized Hull : 39 (Negative Crit ; Leaky Shields Train Gained), Ablative Barrier Generator : 102, Surveyor Long Ranged Sensor Array : 102, Electro-Gravitic Drive : 41, Production : 55)
 
[X] Idea two is to hold the front line steady, and launch all the raids we can into the enemy back line. While not likely to give the Human Fleets any territorial advances, this well markedly effect the enemy's ability to attack..
 
Can we revisit the sword-fish design and fix the leaky shielding problem?
 
[X] Idea three is to stage a fighting retreat while more ships are built and new designs are finished. While this is guaranteed to let the aliens advance, it will save the most possible strength for a later counterattack.
 
mkire said:
Can we revisit the sword-fish design and fix the leaky shielding problem?
This would require a complete redesign (IE, redo on all rolls) I'd advise you just to make the next ship, and if you hate the leaky shields to much, vote for something to replace it.
 
[X] Idea two is to hold the front line steady, and launch all the raids we can into the enemy back line. While not likely to give the Human Fleets any territorial advances, this well markedly effect the enemy's ability to attack..

Turn 2 : Early Season, Bid Phase
Budget : 175 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : Lending out Lehara this turn.

After much consultation with themselves (Only to find that everyone is in agreement for once), the R&D board officially supports option B, the establishment of a defense cordon while launching raids to prevent the enemy from being able to mass enough forces to break through.

And the preparations go into place just in time, for soon the alien response to being balked is unleashed. And that response is a heck of a lot more ships. The defense cordon shatters like glass as the aliens achieve 1 to 1 parity in numbers across the whole front, forcing the human navies to draw back or be destroyed.

The enemy offense seems all powerful, so there are many puzzled heads when it suddenly grinds to a.. well, not halt, but much slower crawl. And then the first communication from behind enemy lines is received. It seems that, while the defense cordon did shatter, many ships had been already about to start up raiding operations from behind enemy lines when they suddenly found enemy lines moving forwards past them.

As such, they've spent the last month raiding the hell out of all enemy logistics efforts, preventing them from being able to establish the supply bases needed to support a full offensive until the foe was forced to detach enough forces from the offensive to deal with the raiders that the United Space Navy was actually able to start winning again..

But many raiders are running low on supplies, fuel, and non exhausted crew members and are now penetrating enemy lines from behind to return to human controlled areas in search of some rest and badly needed maintenance.

And behind the lines, the factories are still pumping out more Swordfish class cruisers every hour, and more fleets are being formed..

And that is the situation at the start of the second season.

In the face of the enemy attack, the military is divided in two directions. One faction is demanding a heavy ship that can take on the enemy mono to mono. The other faction is demanding a specialized raider to continue the raiding tactics which have so far provided the most success. (And quietly, you've received some requests for something to make up the numbers difference from various captains scattered across all relevant groups.)

The varied companies are now making new bids in this new combat environment.. which will you pick?

[ ] - Raider Frigate Project : Piranha (Peace and Security, Incorporated)
Peace and Security, Incorporated have volunteered a drastically downsized version of the Swordfish they refer to as the Piranha. Equipped with a single light missile battery and some pulse laser turrets for close in fighting, this ship is meant to be produced in mass and swarm the enemy to death with shear number of hits. And used in shear numbers is the only way this ship will survive combat, with its light hull and shield. However, they did find room to somehow cram in a small bay with low profile sensor probes that can be deployed to keep long term watch on areas. Like for easy targets or hidden enemy bases.

[ ] - Cruiser Project : Shellback (Hammer Industries)
Meanwhile, the Shellback is still Hammer Industries chosen bid, as they put their faith in its heavy armor, really big spinal mass driver, and twin banks of rapid firing burst railguns to sandpaper the enemy shields to death.

[ ] - Experimental Cruiser Project : Sunbeam (X.A.B.)
X.A.B. has made their first design proposal this year in the form of the Sunbeam, which unshamefully obviously based on last years bid by Arms Unlimited. The Sunbeam, like the Savage, is built around a heavy particle lance. Unlike the Savage, the Sunbeam uses what little X.A.B. has managed to capture and study of the alien Torpedo Cruiser's spacefolding technology to greatly improve the hitting power and range of the beam. Unluckily, they've also found that the necessities of controlling that spacefolding technology also insist on the slow firing cycle seen in the Torpedo Cruiser, slowing the ship down to firing about once a minute with its main gun. To make up for that, it has also been given a set of light particle pulse turrets for dealing with any enemies that close in on it.

As well, to deal with the main enemy combat asset, X.A.B. has come up with a new shield design that is supposed to absorb the enemy ionic beam for power, instead of being overloaded by it like normal shields. If that doesn't work, however, the Sunbeam's light hull won't stand up to much damage. But it should be at least as good as a light shield, even without the special feature.

[ ] - Battleship Project : Heathen (Arms Unlimited)
Meanwhile, the newest group in charge of Arms Unlimited, while making some dirty looks at X.A.B. have chosen to place their trust in really big guns, and proposed an all up battleship design. The Heathen's primary armament is twin banks of heavy laser turrets, but it backs that up with a light missile battery and a missile point defense network. For passive defenses it does carry a light shield generator, but mainly puts its trust in the reinforced hull and newly designed insulated armor.

While the insulated armor is not any more protective then normal battle armor, it does make up for its increased cost by.. well, insulating the ship from ion strikes, preventing them from short circuiting systems.

[ ] - Battlecruiser Project : Star Blaze (Drone And Fiddler)
Lastly, Drone and Fiddler have also given people a big ship design in the form of the Star Blaze class battlecruiser. With the recent success of raiding, Drone and Fiddler has attempted to make a battleship with the speed of a cruiser to do some serious damage to the enemy backlines. And frontlines, for that matter. And speaking of damage, with twin plasma torpedo batteries and a spinal particle lance, the Star Blaze has an incredible front oriented alpha strike. Beyond that, however, it only carries some light laser cannons for close in work.

Defensively, the Star Blaze is one of the few big ships to carry no shield generators at all, but instead depends on its reinforced hull's covering of ablative armor. Oh, and the internally mounted armor integrity enhancer, which can drastically increase an armor's damage resistance for as long as the ship can meet its drastic power draw.

Spacebattles Turn Post

(Human Defense : 19, Human Raiding : 83, Alien Offense : 93, Alien Raid Defense : 68)
 
So, one reason this took so long was that I was doing some work on Subsystems and other sorts of upgrades. The important new bit for this turn is that, from now on, unless you get a crit, each system may normally only have one attached subsystem..

[X] - Battleship Project : Heathen (Arms Unlimited)
________________________________________________​
Turn 2 : Early Season, Deal Phase
Budget : 175 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : Lending out Lehara this turn.

With the acceptance of the Heathen, as is becoming normal your in boxes have become flooded with applications to sell you things for the design. After your staff of well payed experts have winnowed through the list, this is what is left...

Peace and Security, Incorporated, is offering to sell you an Advanced Auto-Reloader based off the Hyper Reloader the Swordfish has for the Heathen's light missile battery in exchange for 50 Spacebucks. As well, they are offering Flocker Coordination missiles for another 25 spacebucks to seed into the volleys. Flocker Coordination missiles lack any warheads, but carry advanced sensory and control gear for other missiles in the volley, greatly increasing their accuracy and ability to avoid PD. Well, at least as long as the Flocker missile survives. (As Flocker Coordination Missiles are a Munition, not a subsystem, you can get them and a subsytem for the Light Missile Battery..)

[ ] Buy the Advanced Auto-Reloader ($50)
[ ] Buy the Flocker Coordination Missiles ($25)

Hammer Industries is, on the other hand, merely offering some Duranium Hull Spars for the reinforced hull, which should increase said hull's toughness and HP, if also increasing its mass, in exchange for 50 spacebucks.

[ ] Buy the Duranium Hull Spars ($50)

The Xenotech Acquisition Board happens to have spent the last season analyzing enemy point defense, and is offering to put the lessons learned into play for the Heathen's own point defense, with an advanced Anti-Countermeasure Computer system that should make them able to puzzle out advanced enemy tactics for avoiding being shot. And then shoot them. All in exchange for a mere 50 Spacebucks. As well, they're offering some Extended Wavelength Chambers for the Heavy Laser turrets, which use alien derived.. somethings to adjust the wavelengths of the lasers to scatter across space less as they go the distance, therefor increasing range. Somehow. Through the power of fancy science. They also claim the subsystem will help with adapting to any enemy armor upgrades.. This too is available for a mere 50 Spacebucks.

[ ] Buy the Anti-Countermeasure Computer ($50)
[ ] Buy the Extended Wavelength Chambers ($50)

Drone and Fiddler has made their own advancements, however, and are offering a different upgrade for the lasers. The High Heat Lenses subsystem can sustain longer instances of.. well, heat, allowing for the firing of long duration beams which.. well, last longer then the normal shots, allowing for heightened damage and higher accuracy. They want 50 Spacebucks for it of course. As well, they've come up with some sort of Anti Ion Coating for the armor, which should help prevent system failures when struck by the enemy ion weaponry. For a change, they're offering to sell it to us in exchange for only 25 Spacebucks..

[ ] Buy the High Heat Lenses ($50)
[ ] Buy the Anti Ion Coating ($25)

________________________________________________​
Spacebattles Turn Post
 
[X] Buy the Duranium Hull Spars ($50)
[X] Buy the Extended Wavelength Chambers ($50)
[X] Buy the Anti-Countermeasure Computer ($50)
[X] Buy the High Heat Lenses ($50)
[X] Buy the Anti Ion Coating ($25)

Pricey, but this lets the Heathen hit harder, farther and more accurately.
The Anti Ion Coating and Hull Spars make it tougher.

Modified
 
The Extended Wavelength Chambers and the High Heat Lenses are both Heavy Laser Subsystems, you know.. The only thing you can buy this turn that isn't a subsystem is the Flocker Coordination Missiles..
 
[X] Anti Ion Coating ($25)
[X] Extended Wavelength Chambers ($50)
________________________________________________​
Turn 2 : Late Season, War Phase
Budget : 175 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : Lending out Lehara this turn.

Joana, recently returned from her job at Drone and Fiddler is in a distinctly bad mood. It seems the problem they wished to borrow her for was something inspired by the enemy Torpedo Cruisers.. A design she refers to as the Coil Missiles, utilizing internal FTL drives for extreme long ranged bombardments... If, that is, the first prototype hadn't had a testing accident that also destroyed the entire laboratory station, annihilating months of work. (The project rolled a 7)

Still, she throws herself into her work full-heartedly in an attempt to get over her funk.. But isn't really successful. Or maybe it should be said she's too successful. Oh, she fires herself up all right, but she fires herself up so much that she keeps forgetting to make documentation, she goes on all nighters on coffee so strong it could dissolve a spoon and then can't read her own notes in the morning.. It's quite disappointing.

By the end of the design phase, the ship is.. well, there isn't anything actually wrong with it, much less anything like the shield/hull interference problem the Swordfish has, but it is best described as 'mostly average'. Only the great experience Arms Unlimited has in the subject of 'design features that drive the crew berserk' keep it from being actively disliked by the test crews, and Battleship or not, it preforms distinctly sub par in the simulations. The main guns just aren't up to the hoped for blastyness..

Still, it is a battleship, and sub par for a battleship is still more then the average elite cruiser has a chance of beating, or even an alien cruiser. The Anti Ion Coatings should hold up well against the main weapon likely to be used against the ship, and the Extended Wavelength Chambers increase its effective range noticeably, even if no alien ship currently depends on armor that it can help penetrate.

Currently, their are two main views on how to add the Heathen into the war. With the first construction run finishing (To the complaints that it is much harder to build then the Swordfish), some people are demanding that they be immediately sent to the front lines so they can halt the current alien advance. On the other hand, calmer heads are suggesting that their first deployment be held back until the second production run is finished as well.. A critical mass of battleships able to launch a powerful counter attack. Of course, this will give the aliens more time to advance unhindered by the Heathens..

[ ] Send to the front lines immediately, as they finish production.
[ ] Hold them back for a massed counterattack.

__________​
Spacebattles Turn Post
__________​
Rolls After All Relevant Modifications (General Quality : 56, (Heavy Laser Turrets x2 : 36, Light Missile Battery : 47m Point Defense Missile Array : 56, Light Shield Generator : 66, Insulated Armor : 59, Reinforced Hull : 56, Electro-Gravitic Drive : 66, Production : 29)
 
[X] Hold them back for a massed counterattack.
If they weren't so average I'd say its worth it to have them attack immediately.
 
Turn 3 : Early Season, Bid Phase
Budget : 275 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None

The arguments on whether the Heathens should be deployed at once or after the second (larger) construction set is done are fierce, and seem to be taking forever. And then the first wave of this years alien attack hits.. And shatters. Something is grievously, blatantly, and deadly wrong with the alien fleets. All coordination seems to have collapsed, and instances of support between ships at ranges longer then 'already fighting the battle' have utterly vanished. There are even limited and sketchy reports of enemy units opening fire on each other!

While each individual enemy ship is still far superior to anything humanity has, the benefits of 'actually having teamwork' more then make up for that issue, leading to punishing alien losses throughout the first half of the campaigning season. In the face of this, mutual agreement on saving the battlecruisers for a single devastating counterattack is quickly reached. Everyone knows this will not last forever, and soon a plan to crush the first major enemy force that manages to regain sanity is formed, in the hopes of destroying whatever alien command units are best at dealing with whatever has happened to them.

This comes far sooner then anyone would desire, as from out of the alien back-lines a massive fleet arrives, apparently forcing a return to sanity through sheer firepower. They soon have forced local enemy assets into actually working with each other again, and then drive on in force for Neo Cathedria, the planetary system that holds humanities high command node. The greatest battle the war has yet seen, with the most ships either side has devoted to a single battle, is about to begin. The Heathens sneak into the system as a deadly surprise only a bare half week before the enemy arrives.

Humanity wins.

In the face of this great success, the race is on to consolidate and expand on the gains of the victory before the aliens can rebuild enough to resume their attacks. Indeed, some annalists are warning that any underestimation of humanity will have ended in this victory, and new enemy assets may soon be deployed to battle..

[ ] - Dreadnought Project : Aletheia (Peace and Security, Incorporated)
Looking at the great success even the substandard design of the Heathen has given humanity, Peace and Security, Incorporated has rolled up their sleeves and said 'You know what? We can do better then that."

And what a job they have done. The Aletheia is the first known human dreadnought design, and it is a beast indeed. Built around a giant dreadnought sized heavy spinal mass driver, its primary armament fires nuclear warheads bigger then some shuttles. But not satisfied with that, they have also given it twin broadsides, each with heavy laser turrets much like the Heathen carries, and missile batteries akin to, but much upscaled, the ones the Swordfish uses. And then they scattered a network of light particle pulse turrets around the hull as emergency close in weapons.

It's just as impressive defensively, with two separate networks of laser point defense systems, and advanced damage control center, heavy electromagnetic armor, and a polarized hull where they utterly swear they have ironed out the issues facing the Swordfish, as well as an experimental point barrier system, which extends a secondary layer of highly concentrated shield discs around the outside of the ship's primary shields, which greatly increase the Aletheia's defense verses enemy concentrated attacks. The only questionable choice is the hardened shield generators as the ship's shields, which will prove sadly vulnerable to the ion cascades caused when enemy ionic weapons strike shields. This choice is fiercely defended as being far more useful then normal shields verses enemy Torpedo Cruisers, which had the best kill ratio verses Heathens in the battle of Neo Cathedria.

Lastly, they've somehow managed to get an Antiproton Jet Drive working. The so called big brother to the Fusion Jet Drive, the Antiproton Jet Drive is a brute power solution to moving around a Dreadnought's giant hull, but it is one of the few workable ways to get such a gigantic vessel maneuverable at combat speeds.

Of course, critics are pointing out that it merely fills the same tactical roll as the Heathen, even if it would be far more powerful..

[ ] - Frigate Project : Switchback (Hammer Industries)
Hammer Industries, on the other hand, has gone in the reverse direction, attempting to fill the still empty slot in the fleet a frigate would fill. The Switchback is armed with a network of light railgun turrets, and defended with a heavy shell of iron armor on top of a reinforced hull, with a laser point defense network just in case the enemy shows up with missile weapons. Thrustwise, it uses a Fusion Jet Drive.

While unlikely to win any rewards for innovation or sheer firepower, it is a light, cheap, easily producible ship that could make a valuable escort for Heathens or Swordfishes alike, as well as something far more expendable then a Swordfish for scouting and patrol missions.

[ ] - Experimental Cruiser Project : Sunbeam (X.A.B.)
X.A.B. is continuing to offer the Sunbeam to the board, as they claim that in the face of human capital units the aliens will likely deploy their own capital units, and the Sunbeam is a powerful capital ship killer. As was stated last time, it is armed with powerful space folding particle lance with a set of light particle pulse turrets for close in work, and a special shield system designed to recharge itself from being struck with enemy ionic weapons.

While an undoubtedly powerful asset if the enemy deploys capital assets of their own, the question is.. will they?

[ ] - Stealth Cruiser Project : Stalker (Arms Unlimited)
The Stalker is a cruiser design unashamedly dedicated to raiding and backline work. Armed with a network of heavy mass driver turrets, more valuable might be the long ranged sensor jammer, which (should) block enemy.. well, long ranged sensors, as well as any cries for help ships in combat with them make. The obvious benefits for harassing enemy supply convoys are a multitude. And while they don't prevent closer ranged sensors from doing their own work, the Stalker also comes with some stealth armor, which should make localizing the ship enough enough to shoot it hard work for enemy captains.

And if that wasn't enough, they also come with a bay full of high endurance low signature sensor probes, allowing them to gain valuable intelligence about enemy activity. Of course, if actually forced to fight a fair fight they won't enjoy it, but isn't that true for all raiders?

[ ] - Fleet Carrier Project : Mastermind (Drone And Fiddler)
The Mastermind class Fleet Carrier is an unusual design, attempting to fit two empty slots in the current fleet at once. First off, it attempts to give the fleet some carrier power, being able to carry three wings each of advanced Drone and Fiddler fighters and bombers within its hull. Secondly, it is also the first ship designed to be an admiral's flagship, carrying a highly powerful fleet coordination computer, which would greatly aid any admiral commanding from within its flag bridge. However, besides the bombers and fighters it carries, it only has a single network of light laser turrets to defend itself with, and with only a light hull and a light shield generator, it won't stand up to much enemy firepower.

Still, the admirals have stated their interest in a ship that is designed for them to command from, and it does have quite a lot of bombers and fighters within its decks.


Spacebattles Turn Post

(Human Holding Action : 95, Human Raiding : 34, Human Battleship Counter Attack : 98, Alien Offensive : 12 , Alien Raiding : 4 , Alien Holding Action : 48)
 
[X] - Frigate Project : Switchback (Hammer Industries)
 
[X] Sunbeam

If they're going to be deploying capital ships to counter our capital ships, it makes sense to build a capital ship-killer, if we can.
 
[X] - Experimental Cruiser Project : Sunbeam
________________________________________________
Turn 3 : Early Season, Deal Phase
Budget : 175 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None

The Sunbeam project... has been rejected by the navy. While the overall general quality level of the basic frame was high, the polite way to describe all the components plugged in is 'utterly horrible'.

You probably don't want to hear the rude way.

The main cannon has a bad tendency to defocus from the spatial folding gear, causing a feedback effect that tends to cause the entire front half of the ship to implode. The Particle Pulse cannons got farmed out to some senator's supporters in a pork barrel scheme, and came back with a bad tendency to explode every once in a while when they are told to fire. The materials chosen for the hull turned out to crystallize in ftl, leading to atmosphere leaks. Only the drive and the shield lacked any major complains, and they most surely won no complements.

No, this version of the Sunbeam is not currently acceptable to the navy at all. (Not counting the general quality roll, the highest roll you got was 43. For the drives. And you rolled a 2 for both weapon systems. Looking at two negative crits, and no positive crit, the navy said 'haha no.')

Which is quite unfortunate...

________________________________________________
Turn 3 : Late Season, War Phase

Because the enemy is back. And they've brought reinforcements.

The first reinforcement seen is what the navy has dubbed the Battle Carrier, a cruiser weight design holding two flights of drones within, one fighter flight, and one bomber flight. It is defended by a powerful defensive field generator that seems to have been inspired by the Swordfish's ablative barrier generator, functioning in similar, but sadly superior, ways. And when it gets close enough to one of our ships, the array of light plasma cannon turrets it possesses allow it to support its bombers with withering close range fire. (At least for a carrier)

More distressing was what started as a rumor, and then was confirmed in a terrifying surprise attack on the class namer for the Heretic battleship. The aliens have a new stealth battlecruiser design.

Nicknamed the Black Angels, little is known about these terrifying new foes. What is known is that, in the single well documented attack sighting we have, the Black Angel used an array of alien laser beam turrets on the Heretic's escorts, but met our battlecruiser with a heavy barrage of some sort of antimatter torpedoes and a terrifying new weapon that has been named the Singularity Lance. The Singularity Lance uses gravity itself to destroy its target, causing any material affected to dramatically increase their gravitic pull on all nearby materials, resulting the area impacted to literally imploding.

Fortunately, it seems to be both short ranged and firing... but the potential damage it can do in the overwhelming surprise first strike that the Black Angel undertook on the Heathen is extreme. We were very lucky that, unknown to the enemy commander, two new Heretics were about to enter the system to form up for an attack on an enemy strongpoint, forcing the Black Angel to withdraw instead of fighting three battleships, no matter how crippled one was, at once.

As advanced as the alien mastery over science seems to be, at least they have not yet unlocked the problem of keeping a ship cloaked while it attacks, so their Black Angels must decloak when they open fire.

Still, with the havoc they are causing in our lines, and the escort carrier's support of the more normal Beamer Cruiser given our lack of our own carrier or a picket ship, we have been forced to suspend offensive operations for this season.

Given the damage their battlecruisers have been doing, it has been suggested that we refrain from sending new Heretics into the battlefront for this season, in the hopes that a countermeasure will be soon designed. Of course, this will leave the defenders with perilously few battleships, but it will also leave much less battleships destroyed.

[ ] Suspend battleship reinforcements.
[ ] No, we need them there to counter the enemy.

As well, our recent advanced have outrun our defensive infrastructure. Some voices are demanding we withdraw to them, which would greatly increase our ability to counter the Black Angels with heavy emplaced sensor arrays... but it would also mean we loose out most recent gains in the recent, highly successful, counterattack.

[ ] Retreat. Our men are more important then territory control.
[ ] No, these are our people, newly liberated from the aliens. We can not give up so easily.
 
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[x] No, we need them there to counter the enemy.
[x] No, these are our people, newly liberated from the aliens. We can not give up so easily.

Damn.
Hopefully, if the Battleships are clustered together, they can fend of bomber- and stealth raids.

Actually, can we request that they bid specific type of ship or components used?

You can ask for things, yes, but no promises on getting them.

I have a selection of premade ships (In terms of component lists and names, but not roles or submodules), that I select from each round. So if the navy is asking for something big and meaty, I go looking through the lists for something big and meaty, and if you ask for, say, a carrier, any company with a carrier is more likely to provide their carrier design.

Also, in light of this, I'd like to request that Peace & Security Scout Frigate for next turn, as Anti-Stealth Picket and Ablative Point Defense.
 
[X] No, we need them there to counter the enemy.
[X] No, these are our people, newly liberated from the aliens. We can not give up so easily.

________________________________________________​
Turn 4 : Early Season, Bid Phase
Budget : 275 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None

The war goes on with a bitter heat.

Desperate last stands become common from both sides as the front is bitterly fought over, the main FTL lines fortified as best each navy can, with grim assaults and counterstrikes going on daily. The aliens have brought devastating firepower, unmatched technological superiority, more numbers then have ever been seen before, and their new terrifying stealth battlecruiser.

In response, Humanity dug their feet in, dug deep into every useful planet and space rock, and fed each new ship into the fight as soon as a crew was found.

Many have died, but the lines have not shifted. Slowly, slowly, the aliens are taking more then they get. Their stealth attacks wreck havoc, but for every ship they rend to wreckage, reinforcements arrive in the next convoy, and ships fight far beyond when the crews should have fled for the life pods to strike back at the hated Black Angels.

In the end, all the newest phase of the war has given anyone is wreckage and death.

It is in this desperate atmosphere that the companies have submitted their bids for the fourth season.

[ ] - Defense Cruiser Project : Angel (Peace and Security, Incorporated)
The Angel Defense Cruiser is Peace and Security, Incorporated's bid, intended to meet the need for a dedicated defense asset in the current state of the war. The Angel has a unique way of keeping itself out of harms way, employing specialized Doppelganger Drones to imitate the Angel, confusing the enemy as to which ship is which. As well, Peace and Security recently purchased from X.A.B. the specs to a version of the Absorbent Shield generator, which can partially power itself by absorbing the ionized energy of the most common enemy ship. Lastly, instead of the normal Electro-Gravitic Drive, the Angel carries a Fusion Jet Drive, sacrificing fuel efficiency and long term cost effectiveness in return for superior brute thrust.

Offensively the Angel carries a fixed array of Particle Beam Cannons as its primary offensive weapon, with a secondary battery of Light Laser Turrets for more nimble foes.

[ ] - Heavy Carrier Project : Doombringer (Hammer Industries)
In response to the new enemy carrier, as well as the need for an anti stealth asset, Hammer Industries has offered the Doombringer heavy carrier for construction. The Doombringer is a hybrid design, meant to both carry drone craft into the field of battle and be able to defend itself by force of arms. It has two bays drone bombers, and one of drone fighters to deploy against enemies. It used to have two bays of fighters, but the design was reworked to replace one flight of drone fighters with recon drones, and altered design with minimal weaponry, but with as much advanced sensors as could be fit within a drone's hull.

For it's own personal offensive options, the Doombringer carries a nose mounted light mass driver, firing nuclear rounds, and a bank of Light Laser Turrets for enemies that aren't right in front of it. Defensively, it uses advanced Electromagnetic Armor to make up for the fact that as a carrier it simply doesn't have the sheer armor mass of other ships, as well as a bog standard Light Shield Generator. Unlike most other Hammer Industry designs, it uses a normal Electro-Gravitic Drive for propulsion.

[ ] - High Mobility Cruiser Project : Flashback (X.A.B.)
After last season's utter failure of the Sunbeam, the X.A.B. is instead offering to the honorable board the High Mobility Cruiser known as the Flashback, which utilizes the other project they derived from studying alien spatial manipulation technology. Beyond its single piece of advanced experimental technology, the Flashback is a surprisingly simple ship, using twin banks of Heavy Particle Pulse Cannons to strike down enemies, defending itself with the combo of a Hardened Shield Generator and Polarized Hull, while propelling itself with an Electro-Gravitic Drive.

Of course, the crown jewel of the ship is the integrated Spacefold Bridger, the currently most advanced attempt to use spatial rearrangement technology. This highly advanced piece of experimental tech allows the Flashback to make short ranged tactical teleports, allowing it to reposition itself to the most optimized position in defiance of all enemy attempts to prevent that... as well as the use for highly successful emergency tactical withdrawals.

[ ] - Frigate Project : Beater (Arms Unlimited)
The Beater is the current Arms Unlimited bid, offering a cheap and simple design for mass production. The Beater is a simple ship, armed with a Light Missile Box Launcher and Light Lasers, given only a Light Hull and Light Armor, and an Electro-Gravitic Drive to move the ship around. No special frills, no advanced parts, no extreme power... just a simple, reliable, and easily buildable vessel.

[ ] - Attack Carrier Project : Thunderhund (Drone And Fiddler)
Drone and Fiddler is once again offering the Thunderhund Attack Carrier up for bid. No major design modifications to the proposed plans have happened since the first season, though technology has marched on and made some parts easier to design.

The Thunderhund carries twin drone bays, one for drone bombers and one for drone fighters, and is armed with an experimental prow mounted Plasma Torpedo Battery which has considerable punch. Defensively, it still combines a Point Defense Missile Array with a Light Shield Generator, both sitting on a Light Hull moved around with an Electro-Gravitic Drive.

________________________________________________
(Human Defense: 79, Battleship Survival: 89, Alien Offense : 65, Battlecruiser Ambushes: 81)
Spacebattle's Turn
Sufficient Velocity's Turn
 
[X] - Heavy Carrier Project : Doombringer (Hammer Industries)
 
[X] - Heavy Carrier Project : Doombringer (Hammer Industries)
________________________________________________
Turn 4 : Early Season, Deal Phase
Budget : 275 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None

Eventually, after a surprisingly low level of discussion and arguments, the Doombringer class Heavy Carrier is selected for its ability to provide fighter support to counter the enemy Combat Carrier, as well as attempt to cut down on the ease enemy Black Angels have in ambushing human fleets.

Peace and Security, Incorporated, while disappointed that you didn't choose the Angel, is not currently offering any direct modifications to the Doombringer. However, they wish to hire Lehara's services for the turn, seeking to develop the, quote, 'next generation of laser weaponry', unquote. In exchange, they will give unto the board 100 Spacebucks.

[ ] Lend out Lehara.
[ ] Don't Lend out Lehara.

Hammer Industries, while already happy that the Doombringer has been chosen, is offering some specialty ammunition for the ship. They've come up with a Mass Driver round that, instead of having a high powered nuclear warhead, carries an extremely powerful short duration sensor array. These Scanner Bombs, as they are being called, would be a formidable recon enhancement. Of course, in exchange they're like 100 Spacebucks for themselves.

[ ] Buy the Scanner Bombs.
[ ] Don't Buy the Scanner Bombs.

Arms Unlimited is being suspiciously quiet lately, but are offering a Shield Recharger Node which would greatly increase the rate that the Doombringer's light shield would regenerate in combat for 50 Spacebucks. They're also offering an Advanced Repair Drone design that would greatly increase the Doombringer's already easy to repair hull's ability to be..., well, repaired, in the mids of combat for 75 Spacebucks.

[ ] Buy the Shield Recharger Node.
[ ] Don't Buy the Shield Recharger Node.

[ ] Buy the Advanced Repair Drone.
[ ] Don't Buy the Advanced Repair Drone.

The Xenotech Acquisition Board has a few more advanced offers ready for the board however. First off, they've taken in the data from the Ablative Mirrored Laminate that the Swordfish has, and are now offering an new and hopefully improved mix for the Doombringer in exchange for 50 Spacebucks. More potentially devastating however are the Heavy Antimatter Shells they've developed from studying alien technology, using new and exotic space and gravity manipulation gear to keep the Antimatter stable. Such shells would be far more powerful then the normal nuclear shells... If it works. Of course, to give you the shells they're demanding the hefty price tag of 150 Spacebucks.

[ ] Buy the Ablative Mirrored Laminate.
[ ] Don't Buy the Ablative Mirrored Laminate.

[ ] Buy the Heavy Antimatter Shells.
[ ] Don't Buy the Heavy Antimatter Shells.

________________________________________________
(Doombringer Parts : Drone Fighter Bay x1, Drone Bomber Bay x2, Recon Drone Bay, Prow Light Mass Driver, Light Laser Turrets, Repairable Hull, Electromagnetic Armor, Light Shield Generator, Electro-Gravitic Drive)
Spacebattle's Turn
Sufficient Velocity's Turn
 
[X] Don't Lend out Lehara.
[X] Don't Buy the Scanner Bombs.
[X] Buy the Shield Recharger Node.
[X] Buy the Advanced Repair Drone.
[X] Don't Buy the Ablative Mirrored Laminate.
[X] Buy the Heavy Antimatter Shells.
––––––––––––––––––​
Turn 4 : Late Season, War Phase​​
Hammer Industries has really dropped the ball here. Lehara was fired up here, doing some of her best work, but their staff managed to be pretty damn incompetent while putting it all together. Her sheer mastery of multiple subjects shows through anyway, transforming the Doombringer from a wreck into a respectable capital ship, but it could have been so much more if Hammer Industries had tried to match her efforts at all. Rumors that the entire crew is soon to be laid off abound.

But the ship, despite that, is still good. Lehara worked some wonders with what she had, installing Turbo Charge Jump Capacitors into the drives, and outfitting the Recon Drones with a Synesthesia Multisensor Array, pioneering several new techniques to craft some of the greatest sensors available to humanity.
No, Really, you guys rolled double crits here.
The Doombringers stands ready for war. Their lasers are serviceable, the drives are a masterwork, and all drones are armed and deadly.

And while Hammer Industries let the board down, Arms Unlimited didn't. The Shield Recharger Node is sheer genius, able to flash charge the entire ship's shields in an instant, not only utterly refilling them but temporarily putting them into an extra powerful overcharge state. Meanwhile, the Repair Drones crawl around the hull even in the most deadly of tests, wielding armor back in place, and piecing together shattered circuits.

The Xenotech Acquisition Board has also come through, bringing humanity's knowledge gravitic manipulation to new heights, placing an obscene amount of antimatter into a heavy shell. And unlike other attempts, it doesn't explode when someone looks at it funny. It still explodes when you want it to, though, and should be a nasty surprise to anything thinking a carrier will have almost no ability to shoot back.
Gravity Tech Advance.
However, like the last capital ship, a choice must be made. Send them in at once to counter the enemy stealth units, or build them up into a powerful surprise.

[ ] Send them in at once.
[ ] Hold them back.

On the front, the stalemate goes on. Certain captains, remembering the success the last attempt at back line raiding, are asking permission to attempt to cause such logistical havoc once more.

[ ] Let loose the hounds of war.
[ ] No, it's far to dangerous.

––––––––––––––––––​
SV Turnpost
SB Turnpost
––––––––––––––––––​
Rolls After All Relevant Modifications {General Quality : 24, Drone Fighter Bay 57, Drone Bomber Bays x2 45, Drone Recon Bays 115, Prow Light Mass Driver 65, Light Laser Turrets 41, Repairable Hull 42, Light Shield Generator 64, Electro-Gravitic Drive 104, Shield Recharger Node 93, Advanced Repair Drone 56, Antimatter Shells 58, Production 44}
 
[X] Let loose the hounds of war.
[X] Send them in at once.

––––––––––––––––––
Turn 5 : Early Season, Bid Phase
Budget : 100 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None


The Carriers... were too late. The line has collapsed. Alien Incursions are penetrating deeper into human space with every second.

The war is not going well.

But the Carriers may have saved us all. The first constructed Doombringers arrived just in time to meet the big alien push, and their drones proved a horribly effective surprise against the aliens. Fighter and Bomber runs devastated unprepared enemies, and most of all their Recon Drones proved perfectly able to pick out the enemy Black Angels from the void, turning ambushes into hard fought defense actions that left many battlecruisers atmosphere bleeding wrecks.

And they have also proved their ability in raiding, as well, with their masterwork drive system proving to allow them to outrun any serious enemy defenses, while penetrating farther, faster, then was thought possible before their inclusion into the line of battle. What successful raiding has gone on is mainly thanks to them.

But there is not enough Doombringers. There is not enough Heathens. And the Swordfish are truly showing that they are an early design, almost as deadly to their own crew with their leaking shields as they are to the enemy.

The Fleet needs a new design. Something easy to produce. Something to replace the Swordfish. Something that can throw back the enemy.

[ ] - Raider Cruiser Project : Sealurk (Peace and Security, Incorporated)
With the rejection of the Angel last season, Peace and Security, Incorporated is now offering the Sealurk Raiding Cruiser to the board.

The Sealurk is a new design, utilizing the most advanced technologies that could be fitted into its hull. Like the Aletheia, somehow its designers have managed to fit a stable (Supposedly) Antiproton Jet Drive into the ship's frame. As well, they've managed to fit an astonishingly high weapon loadout into it as well. The Sealurk carries a nose mounted Box Launcher, a battery of Burst Railgun Turrets, and powerful fixed Heavy Laser Cannons for a long ranged punch. Defensively, it carries an upgraded Polarized hull, this time with the bugs ironed out. They swear. Really. As well, it has Light Armor, and a new Sensor Null Shield generator. While the Sensor Null Shield needs a generator almost as advanced as a hardened or absorbent shield, while still providing only about the same defenses as a light shield, its true value is that, while the shields are up, it more then halves the chance enemy sensors have of detecting the ship.

Lastly, using information from earlier raiding efforts, they've fit the hull with a Drive Signature Nullifier. The Drive Signature Nullifier both makes the Sealurk much harder to track when it escapes into FTL, but also renders the warning enemies will have before it arrives out of FTL to the bare minimum.

[ ] - Light Cruiser Project : Hammerhead (Hammer Industries)
The Hammerhead... Basically, from what Lehara can get from the designers, they basically said 'Right, so, the most common enemy ships have a shield system that is best defeated by lots of impacts in a short time period, and it doesn't really matter that much how strong the impacts are as long as they are strong enough to be an anti ship weapon.... How many guns can we fit into a cruiser again?"

And the Hammerhead carries a lot of guns. Besides being built around a set of Heavy Railguns, the Hammerhead also has twin arrays of Light Railgun Turrets and a Light Missile Battery to really let it lay down the hurt. Defensively, the Hammerhead has a heavy Reinforced Hull with a set of Ablative Armor to resist enemy lightning cascades, and has a Fusion Jet Drive to shove all that mass around.

However, the cost of fitting all those system into a Light Cruiser is the lack of any special equipment on the ship.

[ ] - Experimental Heavy Cruiser Project : Tempest (X.A.B.)
The Tempest is the result of X.A.B.'s attempts at reverse engineering enemy Ionic Weaponry. And it shows. While the Tempest does carry a Spinal Light Particle Pulse Cannon for long ranged firepower, the majority of the ship's weapon grid is dedicated to twin Ionic Discharge Arrays. Each Array is a short ranged weapon that... well, basically shoots chain lightning at enemies. Like the enemy Lightning Ray's Spinal Ionic Beam weapon, when an array strikes an enemy it will cause an Ionic Cascade to stream over the targeted hull or shields, impacting them repeatedly at multiple places. However, it is sadly much shorter ranged then the enemies version.

Defensively, the Tempest also shows the new development of the Ion Defense Grid, a cut down variant of the Ionic Discharge Array designed for point defense, burning down whole flights of enemy fighters or missiles with cascades of chain lightning. Though it is kinda short ranged. The Tempest also mounts a Light Shield Generator and Electromagnetic Armor over a Light Hull. Like most other ships, it is moved around by an Electro-Gravitic Drive.

[ ] - Beam Cruiser Project : Savage (Arms Unlimited)
With the need for a new Cruiser, Arms Unlimited has returned to the first season and is again offering the Savage class beam cruiser to the board. Its primary weapon is still a Spinal Mounted Heavy Particle Lance, but advances in technology has rendered it much more stable and less experimental. The design still has a secondary array of Light Laser Turrets and Expanded Maneuvering Thrusters, but is really primarily more a way to hit things with its big spinal stick. The Polarized Hull and Light Shield Generator it carries are its main defenses, and it is transported by an Electro-Gravitic Drive.

[ ] - Heavy Frigate Project : Hedgehound (Drone And Fiddler Productions)
The Hedgehound is sarcastically called a Coffin Ship by the crew of the test vessel. Its cramped. Short legged. Not very survivable. And exceedingly cheap and easy to construct.

Its primary weapon is the frigate scale Spinal Heavy Laser, but it also carries twin Light Burst Railgun Turrets in a single weapon battery, and somehow the designers also fit a Laser Point Defense Array into it as well. It only has a Light Hull though, and no armor at all, being dependent on its Sensor Null Shields for survival. Like the majority of vessels, it has an Electro-Gravitic Drive.

––––––––––––––––––
SB Turnpost
SV Turnpost
––––––––––––––––––
Rolls After All Relevant Modifications(Human Holding Action: 4, Human Raiding: 26, Human Battlecruiser Hunting: 84, Alien Offense: 59, Alien Backline Security: 32, Battlecruiser Survival: 81)
 
[X] - Light Cruiser Project : Hammerhead (Hammer Industries)
––––––––––––––––––​
Turn 5 : Early Season, Deal Phase
Budget : 100 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None


Peace and Security, Incorporated, while disappointed that the Sealurk wasn't chosen, still won't hesitate to try to sell you things.

With their experience in missile combat, as well as large amounts of missile combat data, both from the Swordfish, Peace and Security, Incorporated is offering you the Chorus Cluster Missile to outfit the Hammerhead with. The Chorus Cluster Missile splits into multiple independently guided submunitions when it enters the enemy point defense radius, greatly increasing its ability to penetrate their active countermeasures. And it'll be the Hammerhead's for the low low cost of Fifty Spacebucks.

Oh, and they'd still like to rent out Lehara for a season for that new laser technology they're trying to develop. As with last season, they'd be willing to pay you one hundred Spacebucks for the privilege of her working with them.

[ ] Buy the Chorus.
[ ] Don't buy the Chorus.
[ ] Lend out Lehara.
[ ] Don't Lend out Lehara.

Hammer Industries, while happy that you are buying the Hammerhead, are also offering an optional, and experimental, upgrade. In exchange for one hundred Spacebucks, they'd be willing to sell you some advanced Regenerative Ablative Armor to replace the normal Ablative Armor. You aren't really sure how it works, but armor that regrows in combat sounds good, right?

[ ] Buy the Regenerative Ablative Armor.
[ ] Don't buy the Regenerative Ablative Armor.

Arms Unlimited is still being strangely passive, not seeming to be bothered that you didn't choose the Savage. But they are still willing to sell you access to their archives of every known railgun in existence, which should help in designing the railguns on the Hammerhead. For the small cost of Fifty Spacebucks.

[ ] Rent access to the archive.
[ ] Don't rent access to the archive.

X.A.B. has declined attempting to sell you something this season. They're apparently trying something experimental with the new breakthrough in gravity control that's taking up all their attention. Hopefully that's good.

Meanwhile, Drone and Fiddler is offering you some experimental Gyrojet Rounds for the railguns. If they work, they'd nicely increase the damage and range of the Hammerhead's weapons. All they want in exchange is Twenty Five Spacebucks.

[ ] Buy the Gyrojet Rounds.
[ ] Don't buy the Gyrojet Rounds.
––––––––––––––––––
SB Turnpost
SV Turnpost
 

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