Difference between revisions of "Agents Of Empire/Turns/2/House Intrepid"

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=Turn 2=
=Turn 2=
Previous turn: [[Agents Of Empire/Turns/1/House Intrepid|Turn 1]]


==House Actions==
==House Actions==
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The Lewison Clarks flee the drones and stumble on a small vein of hyperidot in the process, suitable for building a rank-1 mine on later.
The Lewison Clarks flee the drones and stumble on a small vein of hyperidot in the process, suitable for building a rank-1 mine on later.


Seve heads to Hrobaj for astro-poli.
Seve heads to Hrobaj for astro-polo, where the Arabian Knights pull off a skillful victory, and then spend rather more time signing autographs and meeting the locals.
 
==Next==
Next turn: [[Agents Of Empire/Turns/3/House Intrepid|Turn 3]]


[[Category:AgentsOfEmpire]][[Category:HouseIntrepid]]
[[Category:AgentsOfEmpire]][[Category:HouseIntrepid]]

Latest revision as of 14:14, 21 June 2011

Turn 2

Previous turn: Turn 1

House Actions

Shipping: The Titanicus leaves Bikinia and heads for Hrobaj.

Fighting: The Fightin' Fighters leave K14 and move back to J13, to protect the Greenland colony from the evil drones.

Exploration: The Lewison Clarks in I14 flee to I15, dodging drones the whole way.

Production: The large warp crystal mine in K14, the Bonanza Mine, produces 2 raw units.

Processing: None

Research: None

Building: None.

Landing: The Titanicus lands on Hrobaj. The Krazybuys Arabian Knights start practicing and getting a feel for the playing field set up by the Fort Tomorrow Tree Squid. ("Is there supposed to be lava in the penalty pits?" "Where's my uniform? And what's this spray can for?")

Trade: We have nothing to give to anyone, unless autographs count.

Politics: Astro-Polo! Seve works hard to ensure the game is close-run and exciting, while Rexx does his best to actually win the thing. Then, and even more importantly, there's the after-match party, held on one of Hrobaj's many fjords; the Titanicus, parked nearby, has its empty cargo hold temporarily converted into a military-grade karaoke booth.

Character Actions

Bram Lincoln Continental (Roger): Spends the turn training the avestruz tribe in K14 into a Trained (2) military unit -- The Yowling Yoshis.

Seve Ballesteros (Iain): Seve tries to get the Hrobajans enthused about astro-polo, and the League of Champions specifically. If he's successful, he'll gain a lot of local fans, and astro-polo will become a major fad (for a few turns, anyway).

Results

Bonanza produces 2 units of hyperidot.

The Fightin' Fighters and the Gwyne drones both simultaneously head for the colony; there is fighting in the streets and buildings being blown up, but it's, at least for now, a standoff. Both squads are injured. (An injured unit is destroyed if it's injured again; injured units can be healed back at the colony.) Bram uses this opportunity to show his troops how it's done, and there is plenty of firearm practice in the process of building the new unit.

The Lewison Clarks flee the drones and stumble on a small vein of hyperidot in the process, suitable for building a rank-1 mine on later.

Seve heads to Hrobaj for astro-polo, where the Arabian Knights pull off a skillful victory, and then spend rather more time signing autographs and meeting the locals.

Next

Next turn: Turn 3