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Map.

Posted by The VoidFor group archive 0
The Void
GM, 93 posts
Cold Space
Tue 11 Mar 2008
at 13:45
  • msg #1

Map

      1     2       3     4      5       6     7      8       9     10
   ______        ______        ______        ______        ______
  /Gurati\______/      \______/Gridox\______/      \______/      \______
A \______/      \______/      \______/      \______/      \______/  *** \
  /      \______/Quayat\______/      \______/      \______/Scorch\______/
B \______/      \______/      \______/      \______/      \______/      \
  /      \______/See-  \______/      \______/      \______/      \______/
C \______/      \_deen_/      \______/      \______/ Marx \______/      \
  /      \______/Pyreen\______/      \______/ Zen- \______/      \______/
D \______/Frost \______/      \______/      \_ceti_/      \______/      \
  /      \______/      \______/      \______/      \______/      \______/
E \______/Dalton\______/      \______/ Eden \______/Hell- \______/      \
  /      \______/      \______/Mercu-\______/      \__ish_/      \______/
F \______/Punah \______/      \_rium_/      \______/      \______/      \
  /      \______/      \______/      \______/      \______/      \______/
G \______/ Mox  \______/      \______/      \______/Aquara\______/      \
  /      \______/      \______/      \______/      \______/      \______/
H \______/      \______/      \______/      \______/      \______/      \
  /      \______/      \______/      \______/Bola- \______/      \______/
I \______/      \______/      \______/      \__vor_/      \______/      \
  /Kadesh\______/Para- \______/Compu-\______/      \______/      \______/
J \______/Yora- \_llax_/      \_tus__/Bazar-\______/      \______/ ***  \
         \__var_/      \______/      \_ium__/      \______/      \______/

...and so the mighty RNG has spoken. Players pick their homeworld position among the four corners - obviously the bottom right is interesting :)

The first player has chosen to play the Gurati, and placed his world in the top left corner.

The second player has chosen the Kadesh, and the lower left corner.

The game should start in a day or two.
This message was last edited by the GM at 07:06, Wed 19 Mar 2008.
Countess Kadesh
player, 4 posts
Thu 20 Mar 2008
at 14:14
  • msg #2

Re: Map

Countess Kadesh has silently begun moving forces into neighboring sectors.  Quiet attempts to reconcile with the Colonial Council- a mighty force in the fringe worlds, have proven unsuccessful.  Little is known about the assassination attempt on Baron Gurati, because the assailant took cyanide rather than be captured.  He had a tattoo that suggested a stint in the Imperial Prisons.  There are also rumors that a droid mechanic with ties to the rebellion- one can tell by the shoddy metallic cuirass- failed to sabotage a jumpship carrying an important Gurati shipment.
[Private to GM:
Strategy.

1- INITIATIVE-
rolled 4.

1.5- Production
+5 Income

2- RECRUIT NOBLES-
One Noble Recruited from the Imperial Aristocracy.  Lord Kirtiu Prad

3- RECRUIT TROOPS-
Recruit 2 Kadesh Priests (cost 10)

Solats Remaining: 7

4- MOVEMENT-
#1. Move jumpship (J1) with 2 house troops to J3 (Parallax).

#2.  Move allied jumpship (J1) 3 Warrior Priests to G2 (Mox).

#3.  Move allied jumpship (J1) with 1 Warrior Priests, 2 Imperial Death Squads to G2 (Mox).

#5.  Move allied Jumpship (J1) with 3 Rebels to G2 (Mox).

#6.  Non-allied Jumpship (J1) with 1 house troop to J2 (Yoravar).

#7.  Non-Allied Jumpship (J1) with Nuclear Arsenal goes to G2 (Mox)

///// More GM silliness: as you have only 5 jumpships and you moved 6 of them,
///// the nuke gets to stay home.

5- NUCLEAR EXCHANGE-
Mox (G2) arsenal SAFE (b/c there's no one to attack)

///GM note: technically, it's the Mox arsenal now :)
// Thanks! Edited it.

6- BATTLE-
#1. Fleet (!1) conquers Yoravar, Parallax
#2. Fleet (!3) conquers Mox

Total conquests: +11 Income.

7- NOBLE ACTIONS-

See first paragraph. 
]


For current updates on locations, etc... see character description page.
This message was last edited by the player at 14:36, Fri 21 Mar 2008.
Baron Gurati
player, 3 posts
Thu 20 Mar 2008
at 22:17
  • msg #3

ROUND 1

House Gurati, not so silently (cos subtle and silent are not Gurati's stronger points) also begin to move troops out into the galaxy around them.

While, Borvio Gurati (the Barons brother) opens tenuous connections with some of the galaxies Imperial Aristocracy, Castile Gurati (cousin to the the Baron) remains on Jerstertia III to govern, and ensure that the homeworld economy does not fail during the upcoming, predicted crisis'.

While Colonial Rangers sweep out into the area's nearby the Gurati homeworlds, the Colonial Council seeks foothold in additional neighboring systems.

[Private to GM:
1- INITIATIVE-
rolled 3.
2- RECRUIT NOBLES-
rolled 5. No noble recruited
3- RECRUIT TROOPS-
Colonial Rangers (cost 7)
Imperial Centurians (cost 3)
4- MOVEMENT-
1x Colonial Rangers  --> move to Quayat (3B)
JUMPSHIP ALPHA: Baron Gurati + 2x Antrhro Berserkers, 1x Imperial Centurians  --> move to Quayat (3B)
JUMPSHIP BETA:  Borveo Gurati + 3x Imperial Shock Troops  --> move to Seedeen (3C)
5- NUCLEAR EXCHANGE-
none
6- BATTLE-
Jumpship Alpha and Rangers to take control of Quayat
Jumpship Beta take control of Seedeen
7- NOBLE ACTIONS-
1: Baron Gurati (3B): Diplomacy: Bazarium: rolled 6: Failed.
2: Borveo Gurati (3C): Intrigue: Imperial Aristocracy: rolled 3: Failed.
3: Castile gurati (1A): Govern Jerstertia III: rolled 1: Succeed: rolled +2, -3.

Treasury:
Start:  12
Recruit: cost 10
Govern: 5+2-3 = +4

End total (round 1): 6
]
The Void
GM, 109 posts
Cold Space
Fri 21 Mar 2008
at 08:50
  • msg #4

Re: ROUND 1

The Imperial Sages report:

The Houses have only just arrived in the sector. Both the Emperor and the TechoPope are ignorant to the situation. Some high ranking imperial officers are already taking sides. House Kadesh seems to have the advantage in placement and initial allies. The rich worlds of Mox, Parallax and Yoravar have already fallen under their influence, while House Gurati has to be content with the desert world of Quayat and the polluted hive world of Seedeen. However, the Gurati habit of leading from the field of battle (and subsequent visits of high ranked nobles to the newly acquired planets) might secure more loyalty from the desert warriors and imperial conscripts on those worlds. Also, one of the Emperor's Daughters has expressed interest in Gurati dealings.

The employment of 5th sector Rebels on the side of Imperial Secret police under the banner of House Kadesh might cause incidents in the future.



Political report - factions:

Gurati:
 Emporex (2 Imperial Centurions & Diplomacy =1)
 Colonial Council (1 Colonial Ranger & Diplomacy = 1)
 Discordian Heretics (4 Heretics)
 Imperial Army (3 Imperial Shock Troops)

Kadesh:
 Imperial Secret Police (2 Imperial Death squads and Assassination = 1)
 Imperial Navy (3 Jumpships)
 5th Sector Rebels (3 Rebels and Sabotage = 1)
 Imperial Aristocracy (Recruit Noble +1)

Starmap:

LOC NAME            TYPE         INCOME     UNITS
** Lortran         Homeworld       5       Psychic Veterans
A1 Gurati          Homeworld       5       Anthrosynth Berserkers, Cyborg-Commandos
 [Private to Baron Gurati: Starting treasury: 12
 Production: +8 +1 (govern bonus)
 Upkeep: -1
 Spent: -10 : Colonial Rangers (cost 7), Imperial Centurions (cost 3)
 New treasury: 10
 Units:
  1. Castile Gurati
  2. 3 House troops
  3. 1 Nuclear Arsenal
  4. 4 Discordian Heretics
  5. 2 Imperial Centurions
  6. 1 Colonial Rangers]
J1 Kadesh          Homeworld       5       Fanatics, Warrior Priests
 [Private to Countess Kadesh: Starting treasury: 13
 Production: +16
 Upkeep: -2
 Spent: -10 for 2 Kadesh priests
 New treasury: 17
 Units:
  1. Countess Varlia Kadesh
  2. Priest Captain Gerlien
  3. Priestess Captain Sayla
  4. Lord Kirtiu Prad
  5. Nuclear arsenal]
** Nitrix          Homeworld       5       Suicide Squads

G8 Aquara          Ocean           1       Sea Monsters- Defenders
J6 Bazarium        Commerce        3       Mercenaries & Jumpships
I7 Bolavor         Jungle          2       Jungle Fighters
J5 Computus        Machine         3       Robot Death Machines
E2 Dalton          Research        1       Transhuman Supersoldiers & Nukes
E6 Eden            Church          2       Solar Templars
D2 Frost           Ice             1       Ice Barbarians
A5 Griddox         Prison          1       Prison Soldiers
E8 Hellish         Radioactive     2       Subterranean Mutants & Nukes
C8 Marx            Clone           1       Clone Soldiers
F5 Mercurium       Mining          3       Nukes & Miners- Defenders
G2 Mox             Gem             4       Miners- Defenders
  Kadesh - 3 jumpships, 9 armies
[Private to Countess Kadesh:   K 3 jumpships (IN), 4 kadesh warrior priests, 2 Imperial Death Squads
, 3 Rebels]
J3 Parallax        Industrial      3       Nukes & Jumpships
  Kadesh - 1 jumpship, 2 armies
[Private to Countess Kadesh:   K 1 jumpship, 2 house troops]
F2 Punah           Pleasure        3       Amazonians
D3 Pyreen          Pacifist        1       Diplomacy
B3 Quayat          Desert          1       Desert Warriors
  Gurati - 1 jumpship, 4 Armies
[Private to Baron Gurati:   G Jumpship Alpha, Baron Gurati + 2x Antrhro Berserkers, 1x Imperial Centurions,
    1 Colonial Rangers ]
B9 Scorch          Volcanic        1       Nukes & Lava Projectors- Defenders
C3 Seedeen         Hive World      2       Imperial Conscripts
  Gurati - 1 jumpship, 3 armies
[Private to Baron Gurati:   G Jumpship beta, Borveo Gurati + 3x Imperial Shock Troops ]
J2 Yoravar         Shipyard        4       Jumpships (cost 4 each)
  Kadesh - 1 jumpship, 1 army
[Private to Countess Kadesh:   K 1 jumpship, 1 house troop]
D7 Zenceti         Alien Ruins     1       Psychic Natives- Defenders

      1     2       3     4      5       6     7      8       9     10
   ______        ______        ______        ______        ______
  /Gurati\______/      \______/Gridox\______/      \______/      \______
A \______/      \______/      \______/      \______/      \______/  *** \
  /      \______/Quayat\______/      \______/      \______/Scorch\______/
B \______/      \G_____/      \______/      \______/      \______/      \
  /      \______/See-  \______/      \______/      \______/      \______/
C \______/      \G_deen/      \______/      \______/ Marx \______/      \
  /      \______/Pyreen\______/      \______/ Zen- \______/      \______/
D \______/Frost \______/      \______/      \_ceti_/      \______/      \
  /      \______/      \______/      \______/      \______/      \______/
E \______/Dalton\______/      \______/ Eden \______/Hell- \______/      \
  /      \______/      \______/Mercu-\______/      \__ish_/      \______/
F \______/Punah \______/      \_rium_/      \______/      \______/      \
  /      \______/      \______/      \______/      \______/      \______/
G \______/ Mox  \______/      \______/      \______/Aquara\______/      \
  /      \K_____/      \______/      \______/      \______/      \______/
H \______/      \______/      \______/      \______/      \______/      \
  /      \______/      \______/      \______/Bola- \______/      \______/
I \______/      \______/      \______/      \__vor_/      \______/      \
  /Kadesh\______/Para- \______/Compu-\______/      \______/      \______/
J \______/Yora- \K_llax/      \_tus__/Bazar-\______/      \______/ ***  \
         \K_var_/      \______/      \_ium__/      \______/      \______/
This message was last edited by the GM at 11:08, Fri 21 Mar 2008.
Baron Gurati
player, 4 posts
Fri 21 Mar 2008
at 11:12
  • msg #5

Re: ROUND 2

[Private to GM: beginning:

Jerstertia III
Castile Gurati
3 x House Troops
4 x Discordian Heretics
2 x Imperial Centurions
1 x Nuclear Arsenal
1 x Colonial Rangers

Quayat
Baron Andorus Gurati
1 x Jumpships
1 x Colonial Rangers
2 x Anthrosynthetic Berserkers
1 x Imperial Centurions

Seedeen
Borveo Gurati
1 x Jumpships
3 x Imperial Shock Troops

Treasury
10 Solats



1- INITIATIVE-
rolled 3 (again)

2- RECRUIT NOBLES-
rolled 4. No noble recruited

3- RECRUIT TROOPS-
Quayat  - Desert Warriors (cost 5)
Seedeen  - Imperial Conscripts (cost 1)

4- MOVEMENT-
1x Colonial Rangers: Quayat (3b)  --> move to Gridox (5A)

JUMPSHIP ALPHA: Baron Gurati + 2x Antrhro Berserkers, 1x Imperial Centurians: (3B)  --> move to Pyreen (3D)

JUMPSHIP BETA:  Borveo Gurati + 3x Imperial Shock Troops: Seedeen (3B)  --> move to Pyreen (3D)

5- NUCLEAR EXCHANGE-
none

6- BATTLE-
Jumpship Alpha and Jumpship Beta take control of Pyreen

Rangers to take control of Gridox

7- NOBLE ACTIONS-
1: Baron Gurati (3B): Diplomacy: Bazarium: rolled 6: Failed.
2: Borveo Gurati (3C): Intrigue: Imperial Aristocracy: rolled 3: Failed.
3: Castile gurati (1A): Govern Jerstertia III: auto succeed: rolled +3, -4: min +1
Emporex Diplomacy: Bazarium: rolled 6: failed.
Colonial Council:  Bolavor:  rolled 6: failed.

//////GM note: nobles may not perform special actions if they move or fight.

Treasury:
Start:  10
Recruit: -6
Govern:  +6

End Treasury total (round 2): 10
]

--- well, it is useful to make the moves private to me unless you want your plans to be rather plain...
This message was last edited by the GM at 22:41, Fri 21 Mar 2008.
Countess Kadesh
player, 9 posts
Fri 21 Mar 2008
at 15:53
  • msg #6

Re: ROUND 2

PM.

[Private to GM:
Can you help me double-check the income math?  Last turn I started with 13.  I should have gotten +5 for homeworld and -2 upkeep for 18 units, unless nobles count?  So, 13+5-2 for production, or 16.  I spent 10.  This left me with 6.  This turn I should have 6+16-2=20?

////////////// the math is correct. income comes in th Gm phase of the turn. check rules redux

1- INITIATIVE-
After many rerolls, I got a 6.

quote:
11:24, Today: Countess Kadesh rolled 6 using 1d6. Reroll again?.
11:23, Today: Countess Kadesh rolled 3 using 1d6. Reroll tied initiative?.
11:23, Today: Countess Kadesh rolled 3 using 1d6. Initiative: Round 2.


2- RECRUIT NOBLES-
No nobles recruited.

3- RECRUIT TROOPS-
At J1 Kadesh: 2 Warrior Priests (10)
At J2 Yoravar: 1 Jumpship (4)
At J3 Parallax: 1 Nuke (5)
At G2 Mox: 1 Miner (1)

4- MOVEMENT-
(1) (NEW) Jumpship at Yoravar (J2) to Parallax (J3), pick up (NEW) Nuke, then fly to J1 Homeworld.

////////////jumpships can do only one movement per turn, so the captain is a bit confused...

(2) All Mox (G2) forces except (NEW) miner move to Punah (F2)
EDIT: Let one of the 3 Jumpships from Mox (G2) carry a Warrior Priest to Mercurium (D5).
(3) Jumpship at Parallax (J3) takes 1 House Troop and occupies Computus (J5)
(4) (OLD) Jumpship at Yoravar flies EMPTY to J1 Homeworld

Conquests: Punah (+3), Computus (+3), Mercurium (+3) = +9

5- NUCLEAR EXCHANGE-
Both nukes at Homeworld (J1) and SAFE.

6- BATTLE-
Should be no battles.  All worlds occupied, so diplomacy cannot conquer them.

7- NOBLE ACTIONS-
All nobles: Intrigue: Colonial Council: Failure
* Sabotage (rebels): Jumpship at Seedeen C3: Failure
* Assassination... : Failure

EXPECTED INCOME: +25
EXPECTED UPKEEP: -3 (for 23 units... since 18 was -2)

]
This message was last edited by the GM at 22:29, Fri 21 Mar 2008.
The Void
GM, 112 posts
Cold Space
Fri 21 Mar 2008
at 23:37
  • msg #7

ROUND 2

The imperial sages report...

Mercurium's underground mining cities see limited bloodshed as fanatic Kadesh warrior-priests instill loyalty to their Countess at any price. The Countess' house troops are infinitely more subtle in dealings with the machine brain of Computus, and forge an alliance. On the pleasure world of Punah, amazons remain puzzled by imperial and rebel forces working side by side under the command of fanatical priests.

Elsewhere, the prison world of Gridox offers alleigance to the Gurati through Colonial ranger mediation. The pacifistic world of Pyreen with its lush forests and mirrorlike lakes sees a huge occupying force, and the defenseless inhabitants have no choice other than to surrender to the Baron's troops.

Quick gains by the Countess are to be blamed on continued support of the imperial Navy, as well as the concentration of strategic resources in the southwest corner of the quadrant.

Political report - factions:

Gurati:
 Emporex (2 Imperial Centurions & Diplomacy =1)
 Colonial Council (1 Colonial Ranger & Diplomacy = 1)
 Discordian Heretics (4 Heretics)
 Imperial Army (3 Imperial Shock Troops)

Kadesh:
 Imperial Secret Police (2 Imperial Death squads and Assassination = 1)
 Imperial Navy (3 Jumpships)
 5th Sector Rebels (3 Rebels and Sabotage = 1)
 Imperial Aristocracy (Recruit Noble +1)

Starmap:

LOC NAME            TYPE         INCOME     UNITS
** Lortran         Homeworld       5       Psychic Veterans
A1 Gurati          Homeworld       5       Anthrosynth Berserkers, Cyborg-Commandos
 [Private to Baron Gurati: Starting treasury: 10
 Production:  11+1 (govern bonus)
 Upkeep: -2
 Spent: -6
 New treasury: 14
 Units:
  1. Castile Gurati
  2. 3 House troops
  3. 1 Nuclear Arsenal
  4. 4 Discordian Heretics
  5. 2 Imperial Centurions]
J1 Kadesh          Homeworld       5       Fanatics, Warrior Priests
 [Private to Countess Kadesh: Starting treasury: 17
 Production: 25
 Upkeep: -3
 Spent: -20
 New treasury: 19
 Units:
  1. Countess Varlia Kadesh
  2. Priest Captain Gerlien
  3. Priestess Captain Sayla
  4. Lord Kirtiu Prad
  5. Nuclear arsenal
  6. 2 warrior priests
  7. 1 Jumpship]
** Nitrix          Homeworld       5       Suicide Squads

G8 Aquara          Ocean           1       Sea Monsters- Defenders
J6 Bazarium        Commerce        3       Mercenaries & Jumpships
I7 Bolavor         Jungle          2       Jungle Fighters
J5 Computus        Machine         3       Robot Death Machines
  Kadesh - 1 jumpship, 1 army
[Private to Countess Kadesh:   K 1 jumpship (IN), 1 house troops]
E2 Dalton          Research        1       Transhuman Supersoldiers & Nukes
E6 Eden            Church          2       Solar Templars
D2 Frost           Ice             1       Ice Barbarians
A5 Griddox         Prison          1       Prison Soldiers
  Gurati - 1 army
[Private to Baron Gurati:  G 1 Colonial Rangers]
E8 Hellish         Radioactive     2       Subterranean Mutants & Nukes
C8 Marx            Clone           1       Clone Soldiers
F5 Mercurium       Mining          3       Nukes & Miners- Defenders
  Kadesh - 1 jumpship, 3 armies
[Private to Countess Kadesh:   K 1 jumpship, 3 warrior priests    ]
G2 Mox             Gem             4       Miners- Defenders
  Kadesh - 1 army
[Private to Countess Kadesh:   K 1 miner]
J3 Parallax        Industrial      3       Nukes & Jumpships
  Kadesh - 2 armies
  [Private to Countess Kadesh: K 1 house troops, 1 nuclear arsenal]
F2 Punah           Pleasure        3       Amazonians
  Kadesh - 2 jumpships, 6 armies
  [Private to Countess Kadesh: K 2 jumpships (IN), 1 kadesh warrior priests, 2 Imperial Death Squads,
    3 Rebels]
D3 Pyreen          Pacifist        1       Diplomacy
  Gurati - 2 jumpships, 6 armies
  [Private to Baron Gurati: G Jumpship Alpha, Baron Gurati + 2x Antrhro Berserkers,
1x Imperial Centurions,Jumpship beta, Borveo Gurati + 3x Imperial Shock Troops  ]
B3 Quayat          Desert          1       Desert Warriors
  Gurati - 1 army
  [Private to Baron Gurati: G 1 desert wariors]
B9 Scorch          Volcanic        1       Nukes & Lava Projectors- Defenders
C3 Seedeen         Hive World      2       Imperial Conscripts
  Gurati - 1 army
  [Private to Baron Gurati: G  1 imperial conscripts ]
J2 Yoravar         Shipyard        4       Jumpships (cost 4 each)
  Kadesh - 1 jumpship, 1 army
 [Private to Countess Kadesh: K 1 jumpships, 1 house troop]
D7 Zenceti         Alien Ruins     1       Psychic Natives- Defenders


      1      2       3      4       5        6       7       8       9     10
   ______         _______        ________         _______         ______
  /Gurati\_______/       \______/Gridox  \_______/       \_______/      \______
A \______/       \_______/      \_G0/1___/       \_______/       \______/  *** \
  /      \_______/Quayat \______/        \_______/       \_______/Scorch\______/
B \______/       \_G0/1__/      \________/       \_______/       \______/      \
  /      \_______/Seedeen\______/        \_______/       \_______/      \______/
C \______/       \_G0/1__/      \________/       \_______/ Marx  \______/      \
  /      \_______/Pyreen \______/        \_______/Zenceti\_______/      \______/
D \______/ Frost \_G2/6__/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/       \_______/      \______/
E \______/ Dalton\_______/      \________/ Eden  \_______/Hellish\______/      \
  /      \_______/       \______/Mercurum\_______/       \_______/      \______/
F \______/ Punah \_______/      \_K1/3___/       \_______/       \______/      \
  /      \_K2/6__/       \______/        \_______/       \_______/      \______/
G \______/  Mox  \_______/      \________/       \_______/Aquara \______/      \
  /      \_K0/1__/       \______/        \_______/       \_______/      \______/
H \______/       \_______/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/Bolavor\_______/      \______/
I \______/       \_______/      \________/       \_______/       \______/      \
  /Kadesh\_______/Paralax\______/Computus\_______/       \_______/      \______/
J \______/Yoravar\_K0/2__/      \_K1/1___/Bazarum\_______/       \______/ ***  \
         \_K1/1__/       \______/        \_______/       \_______/      \______/

Code key:
1st letter - controlling House
1st number - # of Jumpships
2nd number - # of Armies

Countess Kadesh
player, 16 posts
Wed 26 Mar 2008
at 13:22
  • msg #8

Re: ROUND 2

PM

[Private to GM:

A note on general strategy.  It is evident that I should have spent all my noble actions on procuring the first movement this term, given that Gurati have such an advantage in attacking.  I was caught up in the alternating turns and forget I might not go first!  Oh well, this fatal mistake may well cost me the game.

In battles, I think it is clear what units should die first.  I want to inflict as much damage on the enemy and to try to destroy the baron's ability to move.  Jumpships are not the same priority to me as they are to the Baron.  I can make more.

P.s. my vague writing is not an attempt to be passive-aggressive, but an attempt to cope with uncertainty!

1- INITIATIVE-
2.

2- RECRUIT NOBLES-
Fail.

3- RECRUIT TROOPS-
Yoravar Jumpship (4)
1 x Priests at home (5)
1 x Fanatics at home (1)
1 x Amazon at Punah (5)
Damper field on Mox (2)

4- MOVEMENT-
1: Move ALL from Punah and Mercurium to PRYREEN (Attack) save ONE to garrison at Mercurium.

2: Reinforce Mox with units from homeworld.  Last turn's Yoravar jumpship should have taken a nuke from Parallax to the homeworld, so that should go as well with the two additional purchased priest and fanatic.

3: Risk leaving Computus EMPTY and take Bazarium with troops stationed there.


5- NUCLEAR EXCHANGE-
As possible.

6- BATTLE-
How am I to know?

7- NOBLE ACTIONS-
Try to gain initiative with four main nobles (+4 to INIT next turn).
Try to assassinate any leaders in enemy's Pryeen force (assassination)
Try to sabotage Pyreen force's jumpship (sabotage).

Both of those failed.


]
This message was last edited by the player at 13:15, Fri 28 Mar 2008.
Baron Gurati
player, 6 posts
Fri 28 Mar 2008
at 12:17
  • msg #9

Re: ROUND 3

PMing round 3 moves
[Private to GM:

beginning:
Jerstertia III
Castile Gurati
3 x House Troops
4 x Discordian Heretics
2 x Imperial Centurions
1 x Nuclear Arsenal
1 x Colonial Rangers

Quayat
1 x Desert Warriors

Seedeen
1 x Imperial Conscripts

Gridox
1 x Colonial Rangers

Pyreen
Jumpship Alpha:
Baron Andorus Gurati
1 x Jumpships
2 x Anthrosynthetic Berserkers
1 x Imperial Centurions

Jumpship Beta:
Borveo Gurati
1 x Jumpships
3 x Imperial Shock Troops

Treasury
10 Solats



1- INITIATIVE-
rolled 2

2- RECRUIT NOBLES-
rolled 5. No noble recruited

3- RECRUIT TROOPS-
Quayat  - Desert Warriors (cost 5)
Seedeen  - Imperial Conscripts (cost 1)
Gridox - Prison Soldiers (cost 1)

4- MOVEMENT-
1x Colonial Rangers: Gridox (3b)  --> Marx (8C)

JUMPSHIP ALPHA: Baron Gurati + 2x Antrhro Berserkers, 1x Imperial Centurians: Pyreen (3B)  --> remain

JUMPSHIP BETA:  Borveo Gurati + 3x Imperial Shock Troops: Pyreen (3D)  --> remain

5- NUCLEAR EXCHANGE-
none

6- BATTLE-
Jumpship Alpha and Jumpship Beta take control of Pyreen

Rangers to take control of Marx

7- NOBLE ACTIONS-
1: Baron Gurati (3B): Diplomacy: Bazarium: rolled 6: Failed.
2: Borveo Gurati (3C): Intrigue: Imperial Aristocracy: rolled 1: Success.
3: Castile Gurati (1A): Govern Jerstertia III: auto succeed: rolled +4, -1: = 8
Emporex Diplomacy: Bazarium: rolled 4: failed.
Colonial Council Diplomacy:  Bolavor:  rolled 1: Success.
Pyreen Diplomacy: Aquaria: rolled 1: Success

Treasury:
Start:  10
Recruit: -7
Govern: 8

End Treasury total (round 3): 11
]
This message was last edited by the player at 12:35, Fri 28 Mar 2008.
The Void
GM, 120 posts
Cold Space
Fri 28 Mar 2008
at 15:04
  • msg #10

Re: ROUND 3

In a surprise political move, the Imperial Aristicracy decided to support House Gurati rather than House Kadesh. Imperial sources are unsure yet why this was the case, but many suspect last month's visit by Borveo Gurati to the Imperial Palace to have precipitated the change of mind. As most know, Borveo Gurati is widely regarded as the prodigy of his House, and his latest exploits make him the favorite for succession.

Meanwhile, efforts of the Colonial Council convinced the jungle world of Bolavor to accept House Gurati as its protector. The warlike jungle fighters of Bolavor were seen jeering and gearing up to fight the numerically superior foe of their new patron.

Colonial Rangers, on the mission to a distant world, become stranded in the void of space as their orders took them too far into the unknown. A stroke of luck, however, allowed the elite soldiers to find a long abandoned space station floatin in the void of the skies like a forgotten jewel. They will soon have their stardrive repaired and be able to go on with their mission.

On the peaceful world of Pyreen, amidst ancient trees of the central temple, another agreement between House Gurati and a non-aligned world took place - Representatives from Aquaria pledged their assistance to House Gurati, in return for economic grants and military assistance should their planet be attacked. Aquaria is a world renowned for its beauty; however, the oceanic ecosystem was proved time and again to be extremely fragile.

Mere seconds after the treaty was signed, dozens of huge fireballs bloom on the face of the serene planet; firestorms ignited by nuclear explosions incinerated centuries old forests and ancient, beautiful castles. The Gurati forces hastily assumed a defensive stance and prepared for the numerically superior foe. Kadesh dropships left long, fiery trails as they descended, carrying destruction in their bowels...


Battle report: Pyreen

Kadesh:
2 jumpships (IN),
3 kadesh warrior priests (2) Kadesh; Psychic
2 Imperial Death Squads (1) +1 & First Strike When
3 Rebels (2) First Strike When Attacking
1 jumpship,
1 nuke

Gurati:

2 Jumpships
Baron Gurati
Borveo Gurati
2x Anthro Berserkers (2) +2 When Attacking
1x Imperial Centurions (1) +2 when Defending
3x Imperial Shock Troops(3) +1 When Attacking

round 0:
Gurati lose 1 anthrosynth berserkers to nuclear bombardment.

Round 1:

Psychic phase: Baron Gurati unleashes a Molecular Disruption effect (+3). The rest fail miserably.
First strike phase: Gurati suffer 1 hit (anthro Berserkers), Kadesh suffer 2 hits (Death squads).
Regular combat phase: Gurati loses 1 shock troops, Kadesh loses 2 warrior priests to preserve their first strike.

Round 2:

Psychic phase: Both Gurati Nobles manage Psionic Blasts. The Kadesh warrior priests are unable to call upon their psychic powers.
First strike phase: The Gurati suffer 2 hits, but the Kadesh troops suffer a withering 5!
The Gurati lose 2 imperial shock troops. The Kadesh side is obliterated, and the remaining Navy Jumpships leave the sector.

It seems that Luck was favoring the Baron this time around. Surveying the charred battlefield and smoldering, once beautiful forests, one can not but feel a deep sadness. Borveo's fame rises, as well, even if it was the Baron's command of tactics and psychic powers that clearly won the victory.



Political report - factions:

Gurati:
 Emporex (2 Imperial Centurions & Diplomacy =1)
 Colonial Council (1 Colonial Ranger & Diplomacy = 1)
 Discordian Heretics (4 Heretics)
 Imperial Army (3 Imperial Shock Troops)
 Imperial Aristocracy (Recruit Noble +1)

Kadesh:
 Imperial Secret Police (2 Imperial Death squads and Assassination = 1)
 Imperial Navy (3 Jumpships)
 5th Sector Rebels (3 Rebels and Sabotage = 1)


Starmap:

LOC NAME            TYPE         INCOME     UNITS
A0 Lortran         Homeworld       5       Psychic Veterans
A1 Gurati          Homeworld       5       Anthrosynth Berserkers, Cyborg-Commandos
 [Private to Baron Gurati: Starting treasury: 14
 Production:  12+3
 Upkeep: -2
 Spent: -7
 New treasury: 6
 Units:
  1. Castile Gurati
  2. 3 House troops
  3. 1 Nuclear Arsenal
  4. 4 Discordian Heretics
  5. 2 Imperial Centurions]
J1 Kadesh          Homeworld       5       Fanatics, Warrior Priests
 [Private to Countess Kadesh: Starting treasury: 19
 Production: 25
 Upkeep: -4
 Spent: -35
	mercurium: 1 nuke, 1 miner (7)
	punah: amazonians (5)
	mox: miners (2)
	yoravar: jumpship (4)
	Computus: robot death machines (7)
	Paralax: nuke (5)
	Home: Warrior priests (5)

 New treasury: 5
 Units:
  1. Countess Varlia Kadesh
  2. Priest Captain Gerlien
  3. Priestess Captain Sayla
  4. Lord Kirtiu Prad
  5. Nuclear arsenal]
J0 Nitrix          Homeworld       5       Suicide Squads

G8 Aquara          Ocean           1       Sea Monsters- Defenders
  Gurati - no military presence
J6 Bazarium        Commerce        3       Mercenaries & Jumpships
I7 Bolavor         Jungle          2       Jungle Fighters
  Gurati - no military presence
J5 Computus        Machine         3       Robot Death Machines
  Kadesh - 1 jumpship, 2 armies
[Private to Countess Kadesh:   K 1 jumpship (IN), 1 house troops, 1 RDM]
E2 Dalton          Research        1       Transhuman Supersoldiers & Nukes
E6 Eden            Church          2       Solar Templars
D2 Frost           Ice             1       Ice Barbarians
A5 Griddox         Prison          1       Prison Soldiers
  Gurati - 1 armies
[Private to Baron Gurati:  G 1 Prison Soldiers]
E8 Hellish         Radioactive     2       Subterranean Mutants & Nukes
C8 Marx            Clone           1       Clone Soldiers
F5 Mercurium       Mining          3       Nukes & Miners- Defenders
  Kadesh - 2 armies
[Private to Countess Kadesh:  1 Warrior priests , 1 miner]
G2 Mox             Gem             4       Miners- Defenders
  Kadesh - 1 jumpship, 5 armies
[Private to Countess Kadesh:   K 2 miners, 1 jumpship, 3 warrior priests]
J3 Parallax        Industrial      3       Nukes & Jumpships
  Kadesh - 1 jumpship, 3 armies
  [Private to Countess Kadesh: K 1 jumpship, 1 house troops, 2 nuclear arsenals]
F2 Punah           Pleasure        3       Amazonians
  Kadesh - 1 armies
  [Private to Countess Kadesh:  1 Amazonians]
D3 Pyreen          Pacifist        1       Diplomacy
  Gurati - 2 jumpships, 2 armies
  [Private to Baron Gurati: G Jumpship Alpha, Baron Gurati,
1x Imperial Centurions,Jumpship beta, Borveo Gurati + 1x Imperial Shock Troops  ]
B3 Quayat          Desert          1       Desert Warriors
  Gurati - 2 armies
  [Private to Baron Gurati: G 2 desert wariors]
B9 Scorch          Volcanic        1       Nukes & Lava Projectors- Defenders
C3 Seedeen         Hive World      2       Imperial Conscripts
  Gurati - 2 armies
  [Private to Baron Gurati: G  2 imperial conscripts ]
J2 Yoravar         Shipyard        4       Jumpships (cost 4 each)
  Kadesh - 1 jumpships, 1 army
 [Private to Countess Kadesh: K 2 jumpships, 1 house troop]
D7 Zenceti         Alien Ruins     1       Psychic Natives- Defenders



      1      2       3      4       5        6       7       8       9     10
   ______         _______        ________         _______         ______
  /Gurati\_______/       \______/Gridox  \_______/       \_______/      \______
A \______/       \_______/      \_G0/1___/       \_______/       \______/Lortran
  /      \_______/Quayat \______/        \_______/       \_______/Scorch\______/
B \______/       \_G0/2__/      \________/       \_______/       \______/      \
  /      \_______/Seedeen\______/        \_______/  AS   \_______/      \______/
C \______/       \_G0/2__/      \________/       \__G0/1_/ Marx  \______/      \
  /      \_______/Pyreen \______/        \_______/Zenceti\_______/      \______/
D \______/ Frost \_G2/2__/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/       \_______/      \______/
E \______/ Dalton\_______/      \________/ Eden  \_______/Hellish\______/      \
  /      \_______/       \______/Mercurum\_______/       \_______/      \______/
F \______/ Punah \_______/      \_K0/2___/       \_______/       \______/      \
  /      \_K0/1__/       \______/        \_______/       \_______/      \______/
G \______/  Mox  \_______/      \________/       \_______/Aquara \______/      \
  /      \_K1/4__/       \______/        \_______/       \_G_____/      \______/
H \______/       \_______/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/Bolavor\_______/      \______/
I \______/       \_______/      \________/       \_G_____/       \______/      \
  /Kadesh\_______/Paralax\______/Computus\_______/       \_______/      \______/
J \______/Yoravar\_K0/3__/      \_K1/1___/Bazarum\_______/       \______/Nitrix\
         \_K1/1__/       \______/        \_______/       \_______/      \______/

Code key:
1st letter - controlling House
1st number - # of Jumpships
2nd number - # of Armies

AS - abandoned spacestation
This message was last edited by the GM at 15:17, Fri 28 Mar 2008.
Duke Lortran
player, 2 posts
Fri 28 Mar 2008
at 16:14
  • msg #11

Re: ROUND 3

PM

[Private to GM: Orders:
note: starting money: 13 Solats
 15:26, Today: Duke Lortran rolled 13 using 3d6. solats.

1- INITIATIVE-
15:39, Today: Duke Lortran rolled 2 using 1d6. init.
2- RECRUIT NOBLES-
15:40, Today: Duke Lortran rolled 6 using 1d6. recruit noble. No nobles recruited
3- RECRUIT TROOPS-
2 Psychic Veterans at Lortran.  cost: 8
For future reference, I assume the 2 units at the homeworld include ships, nukes, house troops, etc?
4- MOVEMENT-
Move space guild jumpship from Lortran (A10) to Scortch (B9) loaded with:
   1 psychic veteran, 1 house troops, and 1 black market nuke
Move 2nd space guild jumpship from Lortran (A10) to Marx (C8) loaded with:
   1 psychic veteran, 1 house troops, and 1 black market nuke

5- NUCLEAR EXCHANGE-
A little confused on how this works.  My nuke a Lortran should shoot at any enemy jumpship that comes into the system.  If that uses it up, whether anyone comes in or not, then leave it SAFE.
Likewise, the two blackmarket nukes on the guild ships should fire at enemy jumpships if they encounter them (again, only if that doesn't use them up if they don't encounter anyone).  If they don't encounter anyone, unload them on each planet.
6- BATTLE-
Lortran group:
1. House Troops
2. Psychic Veterans (+nobles)
Lortran --> Scortch group:
1. House Troops
2. Psychic Veterans
Lortran --> Marx group:
1. House Troops
2. Psychic Veterans
7- NOBLE ACTIONS-
Duke Tycho (A10): Intrigue - Silex healers. rolled 1
  15:53, Today: Duke Lortran rolled 1 using 1d6. noble action 1.
Baron Marcos (A10): Assassination - Kadesh. rolled 4
  15:54, Today: Duke Lortran rolled 4 using 1d6. noble action 2.
Baroness Carly (A10): Sabotage - those guys at the abandoned station. rolled 6
  15:54, Today: Duke Lortran rolled 6 using 1d6. noble action 3.
Diplomacy by Church of Mankind - Hellish (E8). rolled 2
  15:53, Today: Duke Lortran rolled 2 using 1d6. Church of Mankind diplo. #2.
Diplomacy by Church of Mankind - Dalton(E2). rolled 4
  15:53, Today: Duke Lortran rolled 4 using 1d6. Church of Mankind diplo. #1.

]
Countess Kadesh
player, 26 posts
Fri 28 Mar 2008
at 18:45
  • msg #12

Re: ROUND 3

PM

[Private to GM:

1- INITIATIVE-
1d6+4 (from planning): 5

2- RECRUIT NOBLES-
No recruits.  People are a bit wary about the Kadeshi ability to succeed.

3- RECRUIT TROOPS-

Homeworld (J1): 2 Fanatics (2 c)
Mercurium (F5): 1 Miner (1 c)
Mercurium (F5): 1 Damper Shield (2 c)

Total: 5 credits (all of income)

(P.s. thanks for letting me spend negative with all my confusing directions last round!)

4- MOVEMENT-
1: Transfer Computus' RDM and JS to Bazarium (conquer)
2: Transfer Parallax's JS and 2 nukes to Mox (reinforce)
3: Transfer 1 Yoravar JS to Mox without troops
4: Transfer 1 unused Mox JS to Mercurium without troops
5: Transfer 1 Yoravar JS to Kadesh Homeworld without troops

That should still leave everything occupied.

5- NUCLEAR EXCHANGE-
None.  2 nukes at Mox, 1 nuke at Kadesh.

6- BATTLE-
Conquer Bazarium +3 Income.

Total Income expected: +28/turn
Total Upkeep expected: -3 (for 23 units)


7- NOBLE ACTIONS-
FAILED: Use sabotage attempt on a Pyreen Jumpship
FAILED: Use assassination on Pyreen's Borveo (not the Baron though) on Pyreen

NA1: FAILED: Intrigue For Emporex
NA2: SUCCESS: Intrigue for Emporex (Priest Captain Gerlien)
NA3: SUCCESS: Intrigue for Imperial Army (Priestess Captain Sayla)
// Illegal to do 2 Intrigues- see my PM note.

NA4: FAILED: Intrigue for Colonial Council

They say that Sayla's lover was a general in the Imperial Army and she convinced him to stage a coup.  Wow... not the church's usual methods!  Are they getting desperate?

Priest Captain Gerlien convinced the Emporex that, since the Imperial Aristocracy shifted its stance, then they better move quickly to avoid the balance of power getting out of hand.  Apparently it worked, because the Emporex was nervous about the Gurati claiming the Imperial Aristocracy!

]
This message was last edited by the player at 20:34, Fri 28 Mar 2008.
Lord Nitrix
player, 3 posts
Fri 28 Mar 2008
at 20:13
  • msg #13

Re: ROUND 3

Reposting from Private Messages to Thread
[Private to The Void:
1 - INITIATIVE - 4
2 - RECRUIT NOBLES - No new Noble
3 - RECRUIT TROOPS - 3 Credits for another Suicide Squad on Nitrix
4 - MOVEMENT
-Nitrix-
a) Load 3 Suicide Squads onto the Pending Glory.  Load 2 Mercenaries & A Nuke onto the Red Dawn.  Load Noble Zibble onto the Pending Glory and attach him to a Suicide Squad.
b) Move both the Pending Glory and Red Dawn to Balavor.  Move Rimfire Pirates to Balavor.
5 - NUCLEAR EXCHANGE - Nuke on the Red Dawn is SAFE
6 - BATTLE - 1 Mercenaries (2), 2 Suicide Squad (2), 3 Rimfire Pirates (2), 4 Zibble Nitrix's Suicide Squad (1)
7 - NOBLE ACTIONS
Dekko Nitrix - Succeeds on an Assassination of Borveo Gurati
Karth Nitrix - Fails to Govern Nitrix.
Zibble Nitrix - Moved to Balavor and has no action
Unknown Nitrix - Fails to Intrigue Spacing Guild

The Mercenaries are not paid to Attack this turn.

Also, quick question, do the Surgeons give me an extra check for a Noble each turn, or do they just give me a 4th at the start?  Assuming an extra Noble

edit: I'm a dumbass.  In retrospect, it's quite obviously a second check.  Using the "Noble Actions" Roll, still no new Noble
]
This message was last edited by the player at 21:13, Fri 28 Mar 2008.
Baron Gurati
player, 8 posts
Wed 2 Apr 2008
at 07:37
  • msg #14

Re: ROUND 4

PMing round 4 moves
[Private to GM:

beginning:
Jerstertia III
Castile Gurati
3 x House Troops
4 x Discordian Heretics
2 x Imperial Centurions
1 x Nuclear Arsenal
1 x Colonial Rangers
Note to GM: I purchased more Rangers in first turn, but I think you have overlooked them.

Quayat
2 x Desert Warriors

Seedeen
2 x Imperial Conscripts

Gridox
1 x Prison Conscripts

Pyreen
Jumpship Alpha
Jumpship Beta
Baron Andorus Gurati
Borveo Gurati
1 x Imperial Centurions
1 x Imperial Shock Troops

Lost in Space
1 x Colonial Rangers
Note to GM: Do I know why they got lost in space?  is this a random game mechanic?

Treasury
6 Solats ??
Note to GM: This always seems to be different to what I calculate.  One difference is ... What is Upkeep?  Did I miss reading about that somewhere.


1- INITIATIVE-
rolled 1

2- RECRUIT NOBLES-
rolled 3 and 2. No noble recruited

3- RECRUIT TROOPS-
Quayat  - Desert Warriors (cost 5)
Seedeen  - Imperial Conscripts (cost 1)

4- MOVEMENT-
1x Colonial Rangers:   lost in space (??)--> Eden (6e)

JUMPSHIP ALPHA: Pyreen (3d) --> Jersteria III (1a)

JUMPSHIP BETA: Pyreen (3d) --> Jersteria III (1a)

1 x Colonial Rangers: Jerstertia III --> Pyreen (3d)

5- NUCLEAR EXCHANGE-
none

6- BATTLE-
initiate none

7- NOBLE ACTIONS-
1: Baron Gurati (3B): Govern Pyreen: auto succeed: rolled +3: = 4 Solat
2: Borveo Gurati (3C): Intrigue: Surgeons of Silas: rolled 1: Success.
3: Castile Gurati (1A): Govern Jerstertia III: auto succeed: rolled +3: = 8 Solat
Emporex Diplomacy: Frost: rolled 4: failed.
Colonial Council Diplomacy:  Frost:  rolled 3: failed.
Pyreen Diplomacy: Frost: rolled 1: Success

Note to GM: I also claim Aquaria ... as per Diplomacy last turn.

Treasury:
I give up, for now, trying to calculate this!

End Treasury total (round 4): ??
]
The Void
GM, 133 posts
Cold Space
Thu 3 Apr 2008
at 00:18
  • msg #15

Re: ROUND 4

The imperial secret police reports:

Borveo Gurati, the House prodigy, expertly slipped from sight for part of this month. He is seen on the remote homeworld of Silex, where his agenda bore quick and ample fruit. Through unknown measures, he managed to secure the support of the Surgeons for his House, and thus the Surgeons shifted their aid to the house Gurati. Confidential sources say that the Surgeons were about to change their alleigance to the House Lortran earlier in the month; but vicious political manouvering and several dead spies later, house Gurati came out on top and snatched this victory from under Duke Tycho's paws.

On the scarred planet of Pyreen, new talks are held between the natives of Frost, and representatives of House Gurati. A consensus is reached quickly; the shock of being so close to frontlines of a conflict jarred the otherwise peaeful Frostians to action. The side so quick and eager to use nuclear weapons has been easily labelled as a vicious aggressor.

Elsewhere, Priest Captain Gerlien of House Kadesh managed to sway the oppinion of the Imperial Daughter concerned with these ten worlds. Without any explanation, she withdrew support for House Gurati and granted her Imperial Centurions to House Kadesh instead. This led to immediate large scale fighting on Pyreen and the Gurati homeworld itself.

Battle report: Gurati Homeworld
House Gurati:
1 noble, 3 house troops, 4 heretics, 1 lost, 1 nuke
vs.
House Kadesh allies (vanquished)
2 imperial centurions, 2 lost

Battle report: Pyreen
House Gurati:
1 noble, 1 imperial Shock troops
vs.
House Kadesh allies (vanquished)
1 Imperial Centurions, 1 lost

The Imperial Centurions remaining in Gurati service found themselves surrounded and annihilated in a matter of hours. What might hurt the Gurati more in the future is the loss of Emporex' diplomacy; also, the emperor's attention will most likely be favorable to House Kadesh.

Addendum:
The prior rumors have been confirmed. Borveo Gurati, the prodigy, has been found assassinated in the aftermath of the brief but bloody conflict on Pyreen. His body has been transported to the Gurati homestar; Gurati cities are ordered into darkness and wreathed in ritual black smoke. The Baron himself seemed aloof and untouchable as ever, even as two regiments' worth of conscripts streamed into the citadel, all young men and women eager to avenge the death of their liege. The source of assasination was kept a careful secret, but reliable sources point to the fact that Dekko Nitrix was on Pyreen on the exact day of Borveo's death; also, a private Nitrix jumpship was seen leaving the Pyreen system in great haste shortly thereafter.

The Imperial sages' report to the Emperor's Daughter:

There has been several significant army movements in the past month.

Bolavor changed hands yet again, this time to a strong fleet from the newly arrived Nitrix. The jungle natives are unsure how to react to the new rulership as of yet.

Bazarium was appropriated by the Kadesh using a force of robotic death machines. The very mention of these monstrosities is enough to instill fear into the hearts of any warrior, let alone the fat, cowardly merchants of that world.

The contingent of elite colonial rangers stranded in deep space last month managed to salvage enough equipment to continue on their course. The ancient spacestation, however, destabilized and was destroyed in the process. The Rangers themselves have reached Eden, and completed diplomatic negotiations with the Bishop. Next months might very well see the appearance of Solar Templars in Gurati ranks.

In the northeastern portion, the aging Duke Lortran shows that not all of his military skills have been lost. In a swift action, he secured both the volcanic world of scorch and the clone world of Marx. The Duke's reputation (and the threat of nuclear obliteration) made for swift conversion of both these worlds to Lortran rule.


LocationNameTypeIncomeUnitsOwnerJSAR
A10LortranHomeworld5 Psychic VeteransLortran24
A1GuratiHomeworld5 Anthrosynthetic Berserkers, Cyborg-CommandosGurati07
J1KadeshHomeworld5 Fanatics, Warrior PriestsKadesh13
J10NitrixHomeworld5 Suicide SquadsNitrix05
G8AquaraOcean1 Sea Monsters- DefendersGurati00
J6BazariumCommerce3 Mercenaries & JumpshipsKadesh11
I7Bolavor Jungle2 Jungle Fighters Nitrix28
J5ComputusMachine3 Robot Death MachinesKadesh01
E2DaltonResearch1 Transhuman Supersoldiers & Nukes
E6EdenChurch2 Solar TemplarsGurati01
D2Frost Ice1 Ice BarbariansGurati00
A5Griddox Prison1 Prison SoldiersGurati01
E8Hellish Radioactive2 Subterranean Mutants & Nukes
C8MarxClone1 Clone SoldiersLortran13
F5Mercurium Mining3 Nukes & Miners- DefendersKadesh13
G2Mox Gem4 Miners- DefendersKadesh27
J3ParallaxIndustrial3 Nukes & JumpshipsKadesh01
F2Punah Pleasure3 AmazoniansKadesh01
D3PyreenPacifist1 DiplomacyGurati01
B3QuayatDesert1 Desert WarriorsGurati23
B9ScorchVolcanic1 Nukes & Lava Projectors- DefendersLortran13
C3Seedeen Hive World2 Imperial ConscriptsGurati02
J2Yoravar Shipyard4 Jumpships (cost 4 each)Kadesh01
D7Zenceti Alien Ruins1 Psychic Natives- Defenders


  • Location -Name
  • A10 -Lortran- [Private to Duke Lortran: 3 nobles,2 psychic veterans, 1 house troops, 1 arsenal, 2 jumpships. Treasury: 15 solats ]
  • A1 -Gurati- [Private to Baron Gurati: 1 noble, 3 house troops, 3heretics, 1 nuke. Treasury: 20 solats ]
  • J1 -Kadesh- [Private to Countess Kadesh: 4 nobles, 1 nuke, 1 fanatics, 1 damper, 1 jumpship. Treasury: 27 solats ]
  • J10 -Nitrix- [Private to Lord Nitrix: 2 Nobles (Dekko, Karth, ), 3 House Troops, , 2 mercenaries. Treasury: 18 solats ]
  • G8 -Aquara- [Private to Baron Gurati: 0 ]
  • J6 -Bazarium- [Private to Countess Kadesh: 1 jumpship (IN), 1 RDM ]
  • I7 -Bolavor- [Private to Lord Nitrix: 1 noble (Zibble), 3 Nitrix Suicide Squads,  2 mercenaries, 1 Nuclear Arsenal,, 2 pirates, 2 Jumpships (The Red Dawn & Pending Glory specifically) ]
  • J5 -Computus- [Private to Countess Kadesh: 1 house troops ]
  • E2 -Dalton-
  • E6 -Eden- [Private to Baron Gurati: 1 Colonial Rangers ]
  • D2 -Frost- [Private to Baron Gurati: 0 ]
  • A5 -Griddox- [Private to Baron Gurati: 1 Prison Soldiers] ]
  • E8 -Hellish-
  • C8 -Marx- [Private to Duke Lortran: 1 jumpship, 1 house troop, 1 psychic veteran, 1 arsenal (BM) ]
  • F5 -Mercurium- [Private to Countess Kadesh: 1 Warrior priests , 2 miners, 1 jumpship ]
  • G2 -Mox- [Private to Countess Kadesh: 2 miners, 2 jumpship, 3 warrior priests, 2 nuclear arsenals, ]
  • J3 -Parallax- [Private to Countess Kadesh: 1 house troops ]
  • F2 -Punah- [Private to Countess Kadesh: 1 Amazonians ]
  • D3 -Pyreen- [Private to Baron Gurati: Baron Gurati, 1x Imperial Shock Troops ]
  • B3 -Quayat- [Private to Baron Gurati: 2 desert wariors, 2 jumpships, 1 colonial rangers ]
  • B9 -Scorch- [Private to Duke Lortran: 1 jumpship, 1 house troop, 1 psychic veteran, 1 arsenal (BM) ]
  • C3 -Seedeen- [Private to Baron Gurati: 2 imperial conscripts ]
  • J2 -Yoravar- [Private to Countess Kadesh: 1 house troop ]
  • D7 -Zenceti-


ALLIESSideUnits
5th Sector RebelsKadesh3 Rebels & Sabotage = 1
Black MarketLortran2 Nuclear Arsenals & Income = 1
Church of MankindLortranDiplomacy = 2
Colonial CouncilGurati1 Colonial Ranger & Diplomacy = 1
Discordian HereticsGurati4 Heretics
EmporexKadesh2 Imperial Centurions
Imperial AristocracyGuratiNoble Action= 1 or Recruit Noble =1
Imperial ArmyGurati3 Imperial Shock Troops
Imperial BeaurocracyNitrixStrategic Planning =1
Imperial NavyKadesh3 Jumpships
Imperial Secret PoliceKadesh2 Imperial Death Squads & Assassination = 1
Mercantile ConsortiumLortranIncome = 2
Mercenary GuildNitrix4 Mercenaries
Rimspace PiratesNitrix2 Pirates
Sisteria
Spacing GuildLortran2 Jumpships & Income =1
Surgeons of SilexGuratiRecruit Noble =1 & Income = 1



      1      2       3      4       5        6       7       8       9     10
   ______         _______        ________         _______         ______
  /Gurati\_______/       \______/Gridox  \_______/       \_______/      \______
A \_G0/7_/       \_______/      \_G0/1___/       \_______/       \______/Lortran
  /      \_______/Quayat \______/        \_______/       \_______/Scorch\_L2/4_/
B \______/       \_G2/3__/      \________/       \_______/       \_L1/3_/      \
  /      \_______/Seedeen\______/        \_______/       \_______/      \______/
C \______/       \_G0/2__/      \________/       \_______/ Marx  \______/      \
  /      \_______/Pyreen \______/        \_______/Zenceti\_L1/3__/      \______/
D \______/ Frost \_G0/1__/      \________/       \_______/       \______/      \
  /      \__G____/       \______/        \_______/       \_______/      \______/
E \______/ Dalton\_______/      \________/ Eden  \_______/Hellish\______/      \
  /      \_______/       \______/Mercurum\_G0/1__/       \_______/      \______/
F \______/ Punah \_______/      \_K1/3___/       \_______/       \______/      \
  /      \_K0/1__/       \______/        \_______/       \_______/      \______/
G \______/  Mox  \_______/      \________/       \_______/Aquara \______/      \
  /      \_K2/7__/       \______/        \_______/       \_G_____/      \______/
H \______/       \_______/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/Bolavor\_______/      \______/
I \______/       \_______/      \________/       \_N2/8__/       \______/      \
  /Kadesh\_______/Paralax\______/Computus\_______/       \_______/      \______/
J \_K1/3_/Yoravar\_K0/1__/      \_K0/1___/Bazarum\_______/       \______/Nitrix\
         \_K0/1__/       \______/        \__K1/1_/       \_______/      \______/

Code key:
1st letter - controlling House
1st number - # of Jumpships
2nd number - # of Armies
The Void
GM, 134 posts
Cold Space
Thu 3 Apr 2008
at 00:22
  • msg #16

Re: ROUND 4

The imperial secret police reports:

Borveo Gurati, the House prodigy, expertly slipped from sight for part of this month. He is seen on the remote homeworld of Silex, where his agenda bore quick and ample fruit. Through unknown measures, he managed to secure the support of the Surgeons for his House, and thus the Surgeons shifted their aid to the house Gurati. Confidential sources say that the Surgeons were about to change their alleigance to the House Lortran earlier in the month; but vicious political manouvering and several dead spies later, house Gurati came out on top and snatched this victory from under Duke Tycho's paws.

On the scarred planet of Pyreen, new talks are held between the natives of Frost, and representatives of House Gurati. A consensus is reached quickly; the shock of being so close to frontlines of a conflict jarred the otherwise peaeful Frostians to action. The side so quick and eager to use nuclear weapons has been easily labelled as a vicious aggressor.

Elsewhere, Priest Captain Gerlien of House Kadesh managed to sway the oppinion of the Imperial Daughter concerned with these ten worlds. Without any explanation, she withdrew support for House Gurati and granted her Imperial Centurions to House Kadesh instead. This led to immediate large scale fighting on Pyreen and the Gurati homeworld itself.

Battle report: Gurati Homeworld
House Gurati:
1 noble, 3 house troops, 4 heretics, 1 lost, 1 nuke
vs.
House Kadesh allies (vanquished)
2 imperial centurions, 2 lost

Battle report: Pyreen
House Gurati:
1 noble, 1 imperial Shock troops
vs.
House Kadesh allies (vanquished)
1 Imperial Centurions, 1 lost

The Imperial Centurions remaining in Gurati service found themselves surrounded and annihilated in a matter of hours. What might hurt the Gurati more in the future is the loss of Emporex' diplomacy; also, the emperor's attention will most likely be favorable to House Kadesh.

Addendum:
The prior rumors have been confirmed. Borveo Gurati, the prodigy, has been found assassinated in the aftermath of the brief but bloody conflict on Pyreen. His body has been transported to the Gurati homestar; Gurati cities are ordered into darkness and wreathed in ritual black smoke. The Baron himself seemed aloof and untouchable as ever, even as two regiments' worth of conscripts streamed into the citadel, all young men and women eager to avenge the death of their liege. The source of assasination was kept a careful secret, but reliable sources point to the fact that Dekko Nitrix was on Pyreen on the exact day of Borveo's death; also, a private Nitrix jumpship was seen leaving the Pyreen system in great haste shortly thereafter.

The Imperial sages' report to the Emperor's Daughter:

There has been several significant army movements in the past month.

Bolavor changed hands yet again, this time to a strong fleet from the newly arrived Nitrix. The jungle natives are unsure how to react to the new rulership as of yet.

Bazarium was appropriated by the Kadesh using a force of robotic death machines. The very mention of these monstrosities is enough to instill fear into the hearts of any warrior, let alone the fat, cowardly merchants of that world.

The contingent of elite colonial rangers stranded in deep space last month managed to salvage enough equipment to continue on their course. The ancient spacestation, however, destabilized and was destroyed in the process. The Rangers themselves have reached Eden, and completed diplomatic negotiations with the Bishop. Next months might very well see the appearance of Solar Templars in Gurati ranks.

In the northeastern portion, the aging Duke Lortran shows that not all of his military skills have been lost. In a swift action, he secured both the volcanic world of scorch and the clone world of Marx. The Duke's reputation (and the threat of nuclear obliteration) made for swift conversion of both these worlds to Lortran rule.


LocationNameTypeIncomeUnitsOwnerJSAR
A10LortranHomeworld5 Psychic VeteransLortran24
A1GuratiHomeworld5 Anthrosynthetic Berserkers, Cyborg-CommandosGurati07
J1KadeshHomeworld5 Fanatics, Warrior PriestsKadesh13
J10NitrixHomeworld5 Suicide SquadsNitrix05
G8AquaraOcean1 Sea Monsters- DefendersGurati00
J6BazariumCommerce3 Mercenaries & JumpshipsKadesh11
I7Bolavor Jungle2 Jungle Fighters Nitrix28
J5ComputusMachine3 Robot Death MachinesKadesh01
E2DaltonResearch1 Transhuman Supersoldiers & Nukes
E6EdenChurch2 Solar TemplarsGurati01
D2Frost Ice1 Ice BarbariansGurati00
A5Griddox Prison1 Prison SoldiersGurati01
E8Hellish Radioactive2 Subterranean Mutants & Nukes
C8MarxClone1 Clone SoldiersLortran13
F5Mercurium Mining3 Nukes & Miners- DefendersKadesh13
G2Mox Gem4 Miners- DefendersKadesh27
J3ParallaxIndustrial3 Nukes & JumpshipsKadesh01
F2Punah Pleasure3 AmazoniansKadesh01
D3PyreenPacifist1 DiplomacyGurati01
B3QuayatDesert1 Desert WarriorsGurati23
B9ScorchVolcanic1 Nukes & Lava Projectors- DefendersLortran13
C3Seedeen Hive World2 Imperial ConscriptsGurati02
J2Yoravar Shipyard4 Jumpships (cost 4 each)Kadesh01
D7Zenceti Alien Ruins1 Psychic Natives- Defenders


  • Location -Name
  • A10 -Lortran- [Private to Duke Lortran: 3 nobles,2 psychic veterans, 1 house troops, 1 arsenal, 2 jumpships. Treasury: 15 solats ]
  • A1 -Gurati- [Private to Baron Gurati: 1 noble, 3 house troops, 3heretics, 1 nuke. Treasury: 20 solats ]
  • J1 -Kadesh- [Private to Countess Kadesh: 4 nobles, 1 nuke, 1 fanatics, 1 damper, 1 jumpship. Treasury: 27 solats ]
  • J10 -Nitrix- [Private to Lord Nitrix: 2 Nobles (Dekko, Karth, ), 3 House Troops, , 2 mercenaries. Treasury: 18 solats ]
  • G8 -Aquara- [Private to Baron Gurati: 0 ]
  • J6 -Bazarium- [Private to Countess Kadesh: 1 jumpship (IN), 1 RDM ]
  • I7 -Bolavor- [Private to Lord Nitrix: 1 noble (Zibble), 3 Nitrix Suicide Squads,  2 mercenaries, 1 Nuclear Arsenal,, 2 pirates, 2 Jumpships (The Red Dawn & Pending Glory specifically) ]
  • J5 -Computus- [Private to Countess Kadesh: 1 house troops ]
  • E2 -Dalton-
  • E6 -Eden- [Private to Baron Gurati: 1 Colonial Rangers ]
  • D2 -Frost- [Private to Baron Gurati: 0 ]
  • A5 -Griddox- [Private to Baron Gurati: 1 Prison Soldiers] ]
  • E8 -Hellish-
  • C8 -Marx- [Private to Duke Lortran: 1 jumpship, 1 house troop, 1 psychic veteran, 1 arsenal (BM) ]
  • F5 -Mercurium- [Private to Countess Kadesh: 1 Warrior priests , 2 miners, 1 jumpship ]
  • G2 -Mox- [Private to Countess Kadesh: 2 miners, 2 jumpship, 3 warrior priests, 2 nuclear arsenals, ]
  • J3 -Parallax- [Private to Countess Kadesh: 1 house troops ]
  • F2 -Punah- [Private to Countess Kadesh: 1 Amazonians ]
  • D3 -Pyreen- [Private to Baron Gurati: Baron Gurati, 1x Imperial Shock Troops ]
  • B3 -Quayat- [Private to Baron Gurati: 2 desert wariors, 2 jumpships, 1 colonial rangers ]
  • B9 -Scorch- [Private to Duke Lortran: 1 jumpship, 1 house troop, 1 psychic veteran, 1 arsenal (BM) ]
  • C3 -Seedeen- [Private to Baron Gurati: 2 imperial conscripts ]
  • J2 -Yoravar- [Private to Countess Kadesh: 1 house troop ]
  • D7 -Zenceti-


ALLIESSideUnits
5th Sector RebelsKadesh3 Rebels & Sabotage = 1
Black MarketLortran2 Nuclear Arsenals & Income = 1
Church of MankindLortranDiplomacy = 2
Colonial CouncilGurati1 Colonial Ranger & Diplomacy = 1
Discordian HereticsGurati4 Heretics
EmporexKadesh2 Imperial Centurions
Imperial AristocracyGuratiNoble Action= 1 or Recruit Noble =1
Imperial ArmyGurati3 Imperial Shock Troops
Imperial BeaurocracyNitrixStrategic Planning =1
Imperial NavyKadesh3 Jumpships
Imperial Secret PoliceKadesh2 Imperial Death Squads & Assassination = 1
Mercantile ConsortiumLortranIncome = 2
Mercenary GuildNitrix4 Mercenaries
Rimspace PiratesNitrix2 Pirates
Sisteria
Spacing GuildLortran2 Jumpships & Income =1
Surgeons of SilexGuratiRecruit Noble =1 & Income = 1



      1      2       3      4       5        6       7       8       9     10
   ______         _______        ________         _______         ______
  /Gurati\_______/       \______/Gridox  \_______/       \_______/      \______
A \_G0/7_/       \_______/      \_G0/1___/       \_______/       \______/Lortran
  /      \_______/Quayat \______/        \_______/       \_______/Scorch\_L2/4_/
B \______/       \_G2/3__/      \________/       \_______/       \_L1/3_/      \
  /      \_______/Seedeen\______/        \_______/       \_______/      \______/
C \______/       \_G0/2__/      \________/       \_______/ Marx  \______/      \
  /      \_______/Pyreen \______/        \_______/Zenceti\_L1/3__/      \______/
D \______/ Frost \_G0/1__/      \________/       \_______/       \______/      \
  /      \__G____/       \______/        \_______/       \_______/      \______/
E \______/ Dalton\_______/      \________/ Eden  \_______/Hellish\______/      \
  /      \_______/       \______/Mercurum\_G0/1__/       \_______/      \______/
F \______/ Punah \_______/      \_K1/3___/       \_______/       \______/      \
  /      \_K0/1__/       \______/        \_______/       \_______/      \______/
G \______/  Mox  \_______/      \________/       \_______/Aquara \______/      \
  /      \_K2/7__/       \______/        \_______/       \_G_____/      \______/
H \______/       \_______/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/Bolavor\_______/      \______/
I \______/       \_______/      \________/       \_N2/8__/       \______/      \
  /Kadesh\_______/Paralax\______/Computus\_______/       \_______/      \______/
J \_K1/3_/Yoravar\_K0/1__/      \_K0/1___/Bazarum\_______/       \______/Nitrix\
         \_K0/1__/       \______/        \__K1/1_/       \_______/      \______/

Code key:
1st letter - controlling House
1st number - # of Jumpships
2nd number - # of Armies
Lord Nitrix
player, 6 posts
Thu 3 Apr 2008
at 03:10
  • msg #17

Re: ROUND 4

A PM!  Quick, like lightning!
[Private to The Void:
1 - INITIATIVE -
6
2 - RECRUIT NOBLES -
6 - No New Noble
3 - RECRUIT TROOPS -
Bolavor - 1 Jungle Fighters - 1 Solat
Nitrix - 1 Damper Field - 2 Solats
Nitrix - 1 Suicide Squad - 3 Solats
4 - MOVEMENT -
Rimspace Pirates (Bolavor --> Aquara)
Jumpship Pending Glory (Bolavor --> Aquara)
     -Mercenary 1, Mercenary 2, Suicide Squad 1
Jumpship Red Dawn (Bolavor --> Nitrix)
     -Empty
5 - NUCLEAR EXCHANGE -
Bolavor - ARMED - SPACE - Fire only upon Gurati or Lortran Jumpships in range (unlikely, but it sets a precedent)
6 - BATTLE -
2 Solats for Mercs 1 & 2 to Fight
1 Mercenaries (2), 2 Rimspace Pirates (2), 3 Suicide Squad
7 - NOBLE ACTIONS -
Imperial Beaurocracy - 4 (Failed) Strategic Planning
Dekko - 2 (Failed)
Zibble - 5 (Failed)
Karth - 1 (Success) Sabotage - The Lortran Jumpship on Marx
]
This message was last edited by the player at 03:10, Thu 03 Apr 2008.
Baron Gurati
player, 9 posts
Thu 3 Apr 2008
at 08:26
  • msg #18

Re: ROUND 5

PMing round 5 moves:  not so smooth as Nitrix
[Private to GM:

beginning:
Jerstertia III
Castile Gurati
3 x House Troops
3 x Discordian Heretics
1 x Nuclear Arsenal

Quayat
Jumpship Alpha
Jumpship Beta
2 x Desert Warriors
1 x Colonial Rangers

Eden
2 x Colonial Rangers

Seedeen
2 x Imperial Conscripts

Gridox
1 x Prison Conscripts

Pyreen
Baron Andorus Gurati
1 x Imperial Shock Troops


Treasury
20 Solats



1- INITIATIVE-
rolled 3

2- RECRUIT NOBLES-
rolled 4, 5 and 4. No noble recruited
   (free + Aristocracy + Surgeons)

3- RECRUIT TROOPS-
Quayat  - Desert Warriors (cost 5)
Frost - Ice Barbarians(cost 3)
Jerstertia III - Colonial Rangers (cost 7)
Jerstertia III - House Troops (cost 2)

4- MOVEMENT-
JUMPSHIP ALPHA: Quayat (3b) --> Jersteria III (1a)

JUMPSHIP BETA, 2x Desert Warriors: Quayat (3b) --> Pyreen (3d)
1 x Colonial Rangers: Quayat (3b) --> Frost (2d)

1 x Colonial Rangers: Eden (6e) --> Pyreen (3d)

5- NUCLEAR EXCHANGE-
none

6- BATTLE-
initiate none

7- NOBLE ACTIONS-
1: Baron Gurati (3B): Intrigue: Spacing Guild: rolled 1: Success
2: Castile Gurati (1A): Govern Jerstertia III: auto succeed: rolled +4: = 9 Solat
Colonial Council Diplomacy:  Frost:  rolled 6: failed.
Pyreen Diplomacy: Nitrix: rolled 2: failed
  question: can you talk possession of anothers home, if they have no troops there?


Treasury:
Govern Jerstertia = 9
Surgeons of Silas = 1

End Treasury total (round 5): ??
]
Duke Lortran
player, 5 posts
Thu 3 Apr 2008
at 09:25
  • msg #19

Re: ROUND 5

Duke Tycho Lortran issues his orders.


[Private to GM: Orders:

1- INITIATIVE-
09:47, Today: Duke Lortran rolled 3 using 1d6. init.
2- RECRUIT NOBLES-
09:48, Today: Duke Lortran rolled 1 using 1d6. recruit noble.  1 noble recruited.
       I assume he shows up on my homeworld?  If not, I'll start him on Marx.
       Call this one Marquis Alex.
3- RECRUIT TROOPS-
Lortran: 1x psychic vets, 1x damper shields.  total Cost 6.
Marx: 1x clones. cost 1.
Scortch: 1x lava projectors. cost 3.

4- MOVEMENT-
Move jumpship from Lortran (A10) to Marx (C8) loaded with:
  2x psychic vets, 1x house troops, and 1x noble (Baroness Carly)
Move space guild jumpship from  Scortch (B9) to Zenceti (D7) loaded with:
   1 psychic veteran, 1 house troops, and 1 black market nuke
Move 2nd space guild jumpship from Marx (C8) to Hellish (E8) loaded with:
   1 psychic veteran, 1 house troops, and 1 black market nuke

5- NUCLEAR EXCHANGE-
Nukes at Lortran: Armed (jumpships)
Black Market Nukes (C8->E8): armed (jumpships)
Black Market Nukes (B9-D7): armed (jumpships)

6- BATTLE-
For battles occuring before my turn:
Lortran group:
1. house troops
2. Psychic Veterans (+nobles)

Scortch group:
1. house troops
2. psychic vets

Marx group:
1. house troops
2. psychic vets


For battles occuring after/during my turn:
Lortran group:
1. dampers
2. psychic vets (+nobles)

Scortch group:
1. lava projectors

Lortran --> Marx group:
1. clones (these will be waiting on Marx, not travelling to Marx)
2. house troops
3. 2x psychic vets (+noble)

Scortch --> Zenceti group:
1. House Troops
2. Psychic Veterans

Marx --> hellish group:
1. House Troops
2. Psychic Veterans

7- NOBLE ACTIONS-

09:49, Today: Duke Lortran rolled 1 using 1d6. Church of Mankind diplo. #1.  Dalton
09:49, Today: Duke Lortran rolled 4 using 1d6. Church of Mankind diplo. #2.  Frost
       Not that it matters, since the roll failed, but I was thinking of using my
       second diplomacy to try and take Nitrix, but wasn't sure if that was legal.
       If a player leaves their homeworld unoccupied, can it be diplomacied?
       Also, I assume if by the time it's my turn someone has an army on Dalton,
       the diplomacy automatically fails?

Duke Tycho (A10) - intrigue: colonial council
       09:53, Today: Duke Lortran rolled 5 using 1d6. noble action 1.
Baron Marcos (A10) - govern
       09:52, Today: Duke Lortran rolled 5 using 1d6. noble action 2.
Marquis Alex (A10 or C8 if he can start there) - sabotage colonial rangers
       09:52, Today: Duke Lortran rolled 6 using 1d6. noble action 3.
       I wasn't sure if newly arrived nobles got to do noble actions or not, so rolled
       in case they did.  Let me know for future reference if that's how it should work.
Baroness Carly (A10 -> C8)  gets no action, as she moved.
]
Countess Kadesh
player, 33 posts
Mon 7 Apr 2008
at 15:43
  • msg #20

Re: ROUND 5

Countess Kadesh speaks to her generals.  She announces that she will be contemplating Gurati actions in Eden but will not yet respond until she hears more details from the Edenic bishop.  She also expresses that she is unilaterally engaging in a ceasefire with the Gurati for one month.  Still, those under Gurati oppression have not been forgotten and their rights to religious freedom will not be waived.

[Private to GM:
Test

1- INITIATIVE-
11:18, Today: Countess Kadesh rolled 5 using 1d6. Initiative.

2- RECRUIT NOBLES-
11:19, Today: Countess Kadesh rolled 1 using 1d6. recruit.

Lady Selona Kadesh, a former lady-in-waiting to the Princess and a noble herself, has married into the Kadesh clan somewhat unexpectedly.  She has come to the sector to seek a new future.

3- RECRUIT TROOPS-
Kadesh: 2 fanatics (2)
Mox and Mercurium: 2 Miners (2)
Yoravar: 1 JS (4)
Computus: 1 RDM (7)
Bazarum and Paralax: 2 nukes (10)
Paralax: 1 damper shield (2)

Spent: 27
Saved: 00

4- MOVEMENT-
(1) Kadesh TO Paralax: 1 JS, 2 Fanatics, 1 noble (Priest Captain Gerlien), and 1 nuke
(2) Mox TO Paralax: 1 JS, 1 Priest, 1 nuke
(3) Mox TO Mercurum: 1 JS, 2 Priests, 1 nukes
(4) Mercurum to Mox: 1 JS (empty)
(5) Yoravar TO Kadesh: 1 JS
(6) Bazarum to Computus: 1 JS, 1 RDM, 1 nuke (leaves Bazarum empty)

5- NUCLEAR EXCHANGE-
All nukes ARMED to strike INC JUMPSHIPS

6- BATTLE-
Should be no battles.

INCOME: +28; UPKEEP: ?

7- NOBLE ACTIONS-
Emporex Diplomacy (Dalton): Failure
Rebel Sabotage (Gurati Force on Pyreen): Fail
Death Assassination (Gurati Noble other than Baron Gurati): Fail

  1. Countess Varlia Kadesh
Diplomacy with Dalton: Success: Dalton has joined the Kadesh alliance?  Does this show a more peaceful change in tactics than the nuking of Pyreen?

  2. Priest Captain Gerlien (moved)

  3. Priestess Captain Sayla
Sabotage Forces in Eden: Failure

  4. Lord Kirtiu Prad
Strategic Planning +1

  5. Lady Selona Kadesh
Strategic Planning +1

TOTAL STRATEGIC PLANNING FOR NEXT TURN: +2
]
The Void
GM, 139 posts
Cold Space
Fri 11 Apr 2008
at 11:16
  • msg #21

Re: ROUND 5

The imperial sages report:

Disaster strikes on the clone planet of Marx. A large conflagration in a Lortran-allied Spacing guild jumpship gutted the large vessel. The Duke will not be too pleased about losing such a valuable asset. A private Nitrix waverider jumpship has been seen leaving the planet in great haste.

Countess Kadesh visited the faraway world of Dalton herself; the high profiled visitor and the promise of huge research grants motivated the scientific caste administrating the planet to swear fealty to the Countess. The scientists don't seem to mind the brutal nuking of a peace loving planet... However, the Church of Mankind quickly saw to it that the scientific leaders saw the light of religious reason (the burning of several libraries was said to be just a coincidence). Dalton's ruling council quickly withdrew their offer and chose to side with the Church's ally, House Lortran.

Baron Gurati, on the other hand, turned his talents to acquiring allies for his house. The grief stricken old man easily swayed the heads of the Spacing Guild with a handful of Solats and a promise on trade monopolies on Gurati planets. The remaining Spacing guild jumpship on Scorch is prompltly blown out from the skies by an ever watchful arsenal crew.

Nitrix forces easily take the few islands on the water planet of Aquara. The former Aquaran patorn, Baron Gurati, was unable to provide any assistance, and the new military rule by house Nitrix is quick to wipe out any dissent among the few politically inclined Aquarans.

There seems to be much diplomacy going on over secret channels, and a fair bit of troop movement. Covert operations, however, are the main are of interest for the Houses in this time span.


The Imperial cartographer reports:
      1      2       3      4       5        6       7       8       9     10
   ______         _______        ________         _______         ______
  /Gurati\_______/       \______/Gridox  \_______/       \_______/      \______
A \_G1/9_/       \_______/      \_G0/1___/       \_______/       \______/Lortran
  /      \_______/Quayat \______/        \_______/       \_______/Scorch\_L1/3_/
B \______/       \_G0/1__/      \________/       \_______/       \_L0/3_/      \
  /      \_______/Seedeen\______/        \_______/       \_______/      \______/
C \______/       \_G0/2__/      \________/       \_______/ Marx  \______/      \
  /      \_______/Pyreen \______/        \_______/Zenceti\_L1/7__/      \______/
D \______/ Frost \_G1/4__/      \________/       \_______/       \______/      \
  /      \__G0/2_/       \______/        \_______/       \_______/      \______/
E \______/ Dalton\_______/      \________/ Eden  \_______/Hellish\______/      \
  /      \__L____/       \______/Mercurum\_G_____/       \_______/      \______/
F \______/ Punah \_______/      \_K1/7___/       \_______/       \______/      \
  /      \_K0/1__/       \______/        \_______/       \_______/      \______/
G \______/  Mox  \_______/      \________/       \_______/Aquara \______/      \
  /      \_K1/3__/       \______/        \_______/       \_N1/5__/      \______/
H \______/       \_______/      \________/       \_______/       \______/      \
  /      \_______/       \______/        \_______/Bolavor\_______/      \______/
I \______/       \_______/      \________/       \_N0/4__/       \______/      \
  /Kadesh\_______/Paralax\______/Computus\_______/       \_______/      \______/
J \_K1/2_/Yoravar\_K2/7__/      \_K1/4___/Bazarum\_______/       \______/Nitrix\
         \_K0/1__/       \______/        \__K____/       \_______/      \_N1/6_/

Code key:
1st letter - controlling House
1st number - # of Jumpships
2nd number - # of Armies

LocationNameTypeIncomeUnitsOwnerJSAR
A10LortranHomeworld5 Psychic VeteransLortran13
A1GuratiHomeworld5 Anthrosynthetic Berserkers, Cyborg-CommandosGurati19
J1KadeshHomeworld5 Fanatics, Warrior PriestsKadesh12
J10NitrixHomeworld5 Suicide SquadsNitrix16
G8AquaraOcean1 Sea Monsters- DefendersNitrix13
J6BazariumCommerce3 Mercenaries & JumpshipsKadesh00
I7Bolavor Jungle2 Jungle Fighters Nitrix06
J5ComputusMachine3 Robot Death MachinesKadesh14
E2DaltonResearch1 Transhuman Supersoldiers & NukesLortran00
E6EdenChurch2 Solar TemplarsGurati00
D2Frost Ice1 Ice BarbariansGurati02
A5Griddox Prison1 Prison SoldiersGurati01
E8Hellish Radioactive2 Subterranean Mutants & Nukes
C8MarxClone1 Clone SoldiersLortran17
F5Mercurium Mining3 Nukes & Miners- DefendersKadesh17
G2Mox Gem4 Miners- DefendersKadesh13
J3ParallaxIndustrial3 Nukes & JumpshipsKadesh27
F2Punah Pleasure3 AmazoniansKadesh01
D3PyreenPacifist1 DiplomacyGurati14
B3QuayatDesert1 Desert WarriorsGurati01
B9ScorchVolcanic1 Nukes & Lava Projectors- DefendersLortran03
C3Seedeen Hive World2 Imperial ConscriptsGurati02
J2Yoravar Shipyard4 Jumpships (cost 4 each)Kadesh01
D7Zenceti Alien Ruins1 Psychic Natives- Defenders




  • Location -Name
  • A10 -Lortran- [Private to Duke Lortran: 3 nobles,1 psychic veterans,  1 arsenal, 1 jumpships, 1 damper. treasury:20 ]
  • A1 -Gurati- [Private to Baron Gurati: 1 noble, 4 house troops, 3heretics, 1 nuke, 1 colonial rangers, 1 jumpship. treasury: 20]
  • J1 -Kadesh- [Private to Countess Kadesh: 4 nobles, 1 fanatics, 1 damper, 1 jumpship.treasury:27 ]
  • J10 -Nitrix- [Private to Lord Nitrix: 2 Nobles (Dekko, Karth, ), 3 House Troops, , 2 mercenaries, 1 suicide squad, 1 damper field, 1 jumpship.treasury: 17]
  • G8 -Aquara- [Private to Lord Nitrix: 1 jumpship, 2 mercenaries, 1 suicide squad , 2 rimspace pirates]
  • J6 -Bazarium- [Private to Countess Kadesh: 0 ]
  • I7 -Bolavor- [Private to Lord Nitrix: 1 noble (Zibble), 2 Nitrix Suicide Squads, 1 Nuclear Arsenal, 1 jungle fighters ]
  • J5 -Computus- [Private to Countess Kadesh: 1 house troops, 1 jumpship (IN), 2 RDMs, 1 nuke ]
  • E2 -Dalton- [Private to Duke Lortran: 0 ]
  • E6 -Eden- [Private to Baron Gurati: 0 ]
  • D2 -Frost- [Private to Baron Gurati: 1 ice barbarians, 1 colonial rangers ]
  • A5 -Griddox- [Private to Baron Gurati: 1 Prison Soldiers ]
  • E8 -Hellish- #REF! #REF! ]
  • C8 -Marx- [Private to Duke Lortran: 1 jumpship, 1 noble, 2 house troops, 3 psychic veterans, 1 arsenal (BM), 1 clone soldiers ]
  • F5 -Mercurium- [Private to Countess Kadesh: 3 Warrior priests , 3 miners, 1 jumpship, 1 nuclear arsenals, ]
  • G2 -Mox- [Private to Countess Kadesh: 3 miners, 1 jumpship ]
  • J3 -Parallax- [Private to Countess Kadesh: 2 jumpships, 1 priest, 2 fanatics, 1 house troops, 3 nukes ]
  • F2 -Punah- [Private to Countess Kadesh: 1 Amazonians ]
  • D3 -Pyreen- [Private to Baron Gurati: Baron Gurati, 1x Imperial Shock Troops , 1 jumpship, 2x Desert  warriors, 1xcolonial rangers ]
  • B3 -Quayat- [Private to Baron Gurati: 1 desert wariors ]
  • B9 -Scorch- [Private to Duke Lortran: 1 house troop, 1 psychic veteran, 1 lava projector ]
  • C3 -Seedeen- [Private to Baron Gurati: 2 imperial conscripts ]
  • J2 -Yoravar- [Private to Countess Kadesh: 1 house troop, ]
  • D7 -Zenceti- #REF! #REF! ]



ALLIESSideUnits
5th Sector RebelsKadesh3 Rebels & Sabotage = 1
Black MarketLortran2 Nuclear Arsenals & Income = 1
Church of MankindLortranDiplomacy = 2
Colonial CouncilGurati1 Colonial Ranger & Diplomacy = 1
Discordian HereticsGurati4 Heretics
EmporexKadesh2 Imperial Centurions
Imperial AristocracyGuratiNoble Action= 1 or Recruit Noble =1
Imperial ArmyGurati3 Imperial Shock Troops
Imperial BeaurocracyNitrixStrategic Planning =1
Imperial NavyKadesh3 Jumpships
Imperial Secret PoliceKadesh2 Imperial Death Squads & Assassination = 1
Mercantile ConsortiumLortranIncome = 2
Mercenary GuildNitrix4 Mercenaries
Rimspace PiratesNitrix2 Pirates
Sisteria
Spacing GuildGurati2 Jumpships & Income =1
Surgeons of SilexGuratiRecruit Noble =1 & Income = 1

This message was last edited by the GM at 10:18, Sat 12 Apr 2008.
Duke Lortran
player, 7 posts
Fri 11 Apr 2008
at 12:39
  • msg #22

Re: ROUND 5

Duke Lortran gives his orders.

[Private to GM: Orders:

1- INITIATIVE-
13:11, Today: Duke Lortran rolled 4 using 1d6. init.
2- RECRUIT NOBLES-
13:12, Today: Duke Lortran rolled 5 using 1d6. recruit noble.
3- RECRUIT TROOPS-
Lortran: jump ship, house troops.  total Cost 8.
Marx: 1x clones. cost 1.
Scortch: 1x lava projectors. cost 3.
Dalton: 1x transhuman super solders. cost 5


4- MOVEMENT-
Move jumpship from Lortran (A10) to Marx (C8) loaded with:
 1 psychic vet, 1 aresenal, 1 damper
Move jumpship from Marx (C8) to Hellish (E8) loaded with:
 1 arsenal (BM), 2 psychic vets

Question--I'm assuming dampers work like shields for the ship that's carrying them?  Taking 1 hit before the ship does?  Is this correct, or do they only work on the ground (seems like if they only work on the ground, they cost as much as house troops, can't attack, and take a nuke just as well).



5- NUCLEAR EXCHANGE-
Nukes at Lortran-->Marx: Armed (jumpships)
Black Market Nukes (C8->E8): armed (jumpships)


6- BATTLE-
For battles occuring before my turn:
Lortran group:
1. damper
2. Psychic Veterans (+nobles)

Scortch group:
1. house troops
2. Lava projectors
3. psychic vets

Marx group:
1. clones
2. house troops
3. psychic vets (+noble)

For battles occuring after/during my turn:
Lortran group:
1. house troops (+nobles)

Scortch group:
1. house troops
2. Lava projectors
3. psychic vets

Marx group:
1. damper
2. clones
3. house troops
4. 2x psychic vets (+noble)

Marx --> hellish group:
1. Psychic Veterans

7- NOBLE ACTIONS-
2 CoM diplo attempts at Zenceti:
13:30, Today: Duke Lortran rolled 4 using 1d6. Church of Mankind diplo. #2.
13:30, Today: Duke Lortran rolled 6 using 1d6. Church of Mankind diplo. #1 (d6 now).

Duke Tycho (A10) - assassination vs Nitrix
  13:37, Today: Duke Lortran rolled 3 using 1d6. noble action 1.
Baron Marcos (A10) - Intrigue--mercenary guild
  13:37, Today: Duke Lortran rolled 1 using 1d6. noble action 2.
Marquis Alex (A10) - sabotage (nitrix jump ship on aquaria)
  13:37, Today: Duke Lortran rolled 3 using 1d6. noble action 3.
Baroness Carly (C8) - sabotage (kedesh jump ship on Mercurium)
  13:37, Today: Duke Lortran rolled 6 using 1d6. noble action 4.
]
Baron Gurati
player, 10 posts
Fri 11 Apr 2008
at 13:14
  • msg #23

Re: ROUND 6

PMing round 6 moves

[Private to GM:

beginning:
Jerstertia III
Castile Gurati
4 x House Troops
3 x Discordian Heretics
1 x Nuclear Arsenal
1 x Colonial Ranger
Jumpship Alpha

Quayat
2 x Desert Warriors

Frost
1 x Colonial Rangers
1 x Ice Barbarians

Seedeen
2 x Imperial Conscripts

Gridox
1 x Prison Conscripts

Pyreen
Baron Andorus Gurati
Jumpship Beta
1 x Imperial Shock Troops
2 x Desert Warriors
1 x Colonial Rangers


Treasury
20 Solats



1- INITIATIVE-
rolled 6

2- RECRUIT NOBLES-
rolled 6, 4 and 6. No noble recruited

3- RECRUIT TROOPS-
Jerstertia III - Colonial Rangers (cost 7)
Jerstertia III - House Troops (cost 2)
Frost - Ice Barbarians(cost 3)
Seedeen - Imperial Conscripts (cost 1)
Eden - Solar Templars (cost 7)

4- MOVEMENT-
JUMPSHIP ALPHA, 3x House Troops : Jersteria III (1a) --> Seedeen (3c)

JUMPSHIP BETA, Baron Gurati, 1x Desert Warriors, 1x Shock Troops: Pyreen (3d) --> Eden (6e)

1x Colonial Rangers: Pyreen (3d) --> Eden (6e)

GM: So after winning the Spacing Guild, I dont actually get any jumpships.  They just get destroyed, wherever they are, right?


5- NUCLEAR EXCHANGE-
none

6- BATTLE-
initiate none

7- NOBLE ACTIONS-
1: Baron Gurati (3B): Govern Pyreen: auto succeed: rolled +3: = 4 Solat
2: Castile Gurati (1A): Govern Jerstertia III: auto succeed: rolled +6: = 11 Solat

Colonial Council Diplomacy:  Bazarum:  rolled 3: failed.
Pyreen Diplomacy: Bazarum: rolled 1: <Success>



Treasury:
Govern Jerstertia = 11
Govern Pyreen = 4
Surgeons of Silas = 1
Spacing Guild = 1

End Treasury total (round 6): ??
]
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