Is it to late to join?
You're in. I need your actions, I'll give you leeway and you can take until Monday, at which point you'll start forfeiting them at my discretion. You have 16
AP to spend by Monday and 5
per turn after that, as your special tech choice modified the numbers enough to grant you an extra action per round.And with that, we've finished 3 rounds!
Next actions still due Monday (4 total, unless you're Commander Jackson, who has used his but can change the last 5)! We're going to try to stay on that schedule moving forward. We may be skipping next Thurs. and doing 2x a week from Monday, but the sooner after I post the better as always.
Hufer, Fleet Admarial of the SRC
Home System: Perseverance Mobile Station (H10)
Fleet moved to engage alien threat- disable preferred - Failure (d1)! The aliens did not surrender, despite odds of greater than 2:1 against them, and the first volley failed to connect with some of the hostile forces' reactors. These ships are more fragile than expected, those shots that did
connect vaporized thier targets, nothing worthwhile remains. Fortunately, losses were not severe (Bonus due to roleplay: +2 to resulting FS), and investigating the drifting hulk in the next system won't draw unwanted attention from this direction.
FS: 12 SS: 11
Axis48, Fleet Captain of the The Pale Bulwark
; Vassal to the SRC
Home System: Toriban Jump Station (I11)
Colony Improved; Home improved
FS: 3 SS: 5
Komrade, PDF Commander of the ISO
Home System: San Salvacion (M41)
Weapons/EMP Research: 5/12
Comms (non FTL?) Research: 1/4
Alien contact - Success! (5,5,3) Aliens are grateful that your ships are not here to destroy them, and open communications have been established. They attempt to teach your science team about themselves, and you have gained a boost to your FTL technology (d3,3)! It will take 1 AP to implement. This group is now friendly toward you, attacking them would be bad (and they may update occasionally as I spend AP on them, this turn they built 2 FS after you allied with them). (FTL level 2 available for upgrade cost of 1 AP)
Transmission from science team for last turn reads: Fleet strength required to conquer system: 8.5
FS: 10 SS: 11
Holy thunder/ Glimmerhad, High Executor of the VE
Homeworld: Valencia (TB2; adj. RB2)
Fleet-Recall Research - 6/12
[REDACTED] - 1/4
FS: 15 SS: 10
Thadius Faran, Leader of the SDI
Home System: Caldera Mar (LB24)
Fighter research complete
Scouts report signs of prior habitation - system has ruins present (4,2); scouts require additional orders as they've run into a dead end.
FS: 12 SS: 13
The Error, High Commander of FRAK
Home System: Krull (TA6, adj. RA6)
No Action Submitted - research continues
FTL Comms research - 10/12
FS: 11 SS: 11
Commander Jackson, Fleet Admiral of the SDF
Home System: The Motherland (TA6, adj. RA6)
Dear good gravy - 10 Fleets constructed
System Explored, nothing interesting to report (3,4)
FS: 20 SS: 10
NOTE: Would it be better for you guys if I post the *actual* Fleet/System Strength (That is, the number of FS you have; i.e.: 10), or the *apparent* FS/SS (The number after modifiers; i.e.: 10 + modifier = 11)? I've got secret modifiers that affect the way your ships & planets fight, and I can post (some of) them publicly if you think it'd be better. I'd like to keep fleet mobility low, so the actual strength will be displayed on the map.
NOTE 2: Next week's actions will be due Monday (the 13th) but not Thursday. Instead you'll get 2x the points for a week from Monday (the 20th), or 3x for that Thursday (the 23rd) if I don't get to posting early in the week.The round is closed