Star Reach
~*~
DarkStar
A Blackbishop & Tapscott Collaboration
#Star_Reach
~*~
DarkStar
A Blackbishop & Tapscott Collaboration
#Star_Reach

“I am the killer of man, the instrument of your destruction. Upon your reeking corpses I will construct a great hive. Not even your bones will remain to tell the tale of your people. All will be consumed, until there is nothing left. Until you are no more.” ~ Ballad of the Insectoid Queen, circa 3048
Welcome to Star Reach, my latest attempt at my Sci Fi rendition of humanity’s bleak future. Darkstar is a reboot of sorts of The Fringe, and though a new chapter, will follow the same premise. Players fill the role of either a flotilla; a large fleet of hundreds of thousands looking to rebuild our lost civilization, or as a single ship just looking to get by in this hostile solar system.
My personal goal here is to finally tell the story I originally intended since the start of this series. As Star Reach was my first foray into GMing and it’s subsequent sequels all ended too soon, I wish to finally bring this tale to it’s conclusion, bringing a sense of closure to those who have followed the series, yet a stand alone game to newcomers. I don’t think this would be possible without the help of my co-GM, Tappscott, so many thanks!
Assume the role of a colonial leader, a great flotilla of hundreds of thousands looking to you to rebuild humanity’s lost civilization. Will you forge a great solar empire to stand as a bastion of strength for the last of humanity? Will you build a strong alliance for the sake of peace and a stalwart defense against the threats that lurk within the void?
Or play as a ship captain, looking to earn a living in this harsh frontier. Be it a mercenary or loyal soldier, fighting for ideals or coin, or a trader set to build a merchant empire or a pirate to prey on the hapless ships that cross you.
Will you be the savior of mankind, or its conqueror?
The Story So Far
At the turn of the 30th century humanity stood at it’s height among the cosmos. The invention of faster than light travel allowed mankind to spread out across the stars, colonizing dozens of star systems and alleviate an ailing Earth from destructive over population.
Technological marvels abound yet for all of our achievements there was strife also. For the most part, mankind was controlled by the United Sol Governments from Earth. Headed up by the Emperor and the Senate, the USG maintained the status quo of empowering corporations and stripping the outer colonies of all resources to improve life on Earth. This system bred rebellion and the Colonial Republic.
The USG maintained control with an iron hand, condemning any dissenters into the Colonial Marines, a vast prison fleet that fought a perpetual war against the Insectoids of the Helix star system. Even with these controls in place, rebellion persisted.
In the year 3001 C.E. Moscow Station, an engineering marvel of the Inner Rim, was destroyed in a terrorist attack. Both the USG and Republic blamed the other side resulting in a large scale war never before seen in the colonies. With the use of mercenary fleets, the USG invaded the Outer Rim in a bid to seize control of the outer colonies from Republic control. The Republic responded with a devastating counter attack into the Inner Rim. The war only escalated as the years went on and the profits of mercenary companies skyrocketed, especially that of the Deathshead Legion.
Struggling to stop the advance of the Republic fleets, the USG diverted it’s vast prison fleet from Helix and used them to combat the separatists. Soon after, as humanity was severely weakened by the war, the Insectoids struck out from the Helix system after decades of isolation, invading Sol and the colonies. After nearly fifty years of war Earth and the core colonies were lost, the Inner Rim burned and the Outer Rim stood on the verge of collapse, only one hope remained…
On the edge of the colonised star systems, the largely unexplored fringe worlds promised a bug free place for humanity to rebuild it’s shattered civilisation. Entire colonies uprooted and boarded expansive flotillas; great fleets of hundreds of thousands colonists, and fled to the safety of the Fringe.
Safety would prove to be a lie. The bugs followed the fleeing colonists into the Fringe, Queens stowing away into the hulls of the colonial ships. In a desperate effort to stop the incoming bugs, the Fringe governments closed the shipping node, trapping countless refugees in the great distance between the Outer Rim and the Fringe.
As fate would have it, one cluster of refugees found themselves in close proximity to a lone star system. Dubbing the system Darkstar, named after the dwarf star that orbited the outer edge of the solar system, colonists plotted a course for the system and prepared for cyro sleep, hoping to defy the odds and survive the fifty year journey to the star system. Many would not make it.
This is their story.
How To Play
The overall goal is to establish a last bastion of humanity, a stronghold to ward off threats and begin rebuilding civilization that has been crushed in the bug war. While players beginning with flotillas will have more impact in this endeavour, the minor players will have more freedom to establish their own goals.
Stats
Tillium Reserve - Tillium is a valuable ore that is used to power nearly all systems and fuel ships. With humanity’s downfall, tillium has become an important resource and a form of currency. Tillium can be acquired by securing tillium ore deposits across the solar system and building mines. Mines require an initial investment of tillium to power the machinery and begin extraction. Typically up to three times of your initial investment can be drawn from mining operations, barring unforeseen circumstances.
Tillium Demand - Your quarterly demand for tillium to sustain your colony and ships. Should your demand exceed your reserve, expect upheavel. Your population or crew (supply) consumes tillium at a rate of 1% of their total number. So a crew of 100 would require 1 unit of tillium per quarter. Active fleets require 500 times their power to maintain flight operations. For example, a fighter squadron (1) needs 500 units, whereas a frigate (3) requires 1500 units of tillium per quarter. Fielding armies raises demand as well, at a rate of 50% per marine fielded.
Supply - Representative of the number of colonists you have the resources to support. Those that fall outside of this number must find other means to support themselves, thus falling outside your sphere of influence. Supply can be raised by building colonial projects such as farming, terraforming, and city building. Generally each unit of tillium invested in colonial projects gains a colonist. For companies, this would may take the form of base expansion, hydroponic labs, and recruitment drives.
Conscription Pool - 5% of your supply represent the number of potential fighting men and women able to fill the ranks of your armed forces. Be aware that it takes time for the ranks of your conscripts to replenish; Each soldier taking a year to be replaced. Companies may draw up to 10% of their conscript pool, taken directly from their crew rosters and needing no time to replenish. This, however, can drain a company's crew quickly.
Marines - The number of conscripts trained and equipped to fight your enemies. Keeping marines in the field consumes tillium at a rate of 0.5t per soldier.
Fighter Squadrons (1) - The cheapest unit to build and maintain but also the weakest. 1000t to construct.
Frigate (3) - Highly maneuverable with extensive offensive and defensive capabilities, often used for recon ops. 3000t to construct.
Destroyer (6) - The backbone of most fleets and able to exact devastating attacks on an enemy. 6000t to construct.
Cruiser (9) - Because of it's power, this is often designated a capital ship, and used as a flag ship for commanders in the field. 9000t to construct.
Dreadnought (12) - Nearly akin to a city rather than a spaceship, this great warship represents the apex of fleet warfare. 120,00t to construct.
Warfare
Wars will have two components, land warfare using marines and fleet warfare using your faction’s warships. Each ship is assigned a numeric value based on their power, as you can see above in brackets. This number is added up, the total being your factions combat rolls. The side with the greater value is given the advantage in battle.
For example, a squadron of fighters versus a frigate will be 1 vs 3. Whereas 2 squadrons versus a frigate will be 2 vs 3, and so on. It is in your best interest to fill your fleet with the largest ships possible, as a fleet of fighters will constantly need to replenish their ranks after a battle, whereas the larger ships stand a better chance of surviving, and merely need time to make repairs.
Casualties are capped at 50% for either side, you factions commanders automatically withdrawing your forces as you reach this number. This allows you to sustain combat operations over an extended period of time, and help conserve your troop reserves.
Each participant in battle is rolled to determine their side’s kill ratio, meaning that the bigger the army/fleet, the greater kill capacity you have, leading up to the 50% cap.
Damaged ships lose a portion of their offensive and defensive capabilities and must sit out at least a turn to make repairs or risk destruction.
Warfare is handled in mini updates leading up to the main update. The mini sets the stage for any upcoming battles, letting players respond to any incoming assaults detected by their recon forces, with the outcome stated in the main update. Therefore war orders are due on wednesday as opposed to the regular orders due on friday.
Orders
Players have a single order per turn to decide which field of stats they would like to improve, and a war order if they would like to carry out an aggressive action toward a player or NPC. For example, a mining expedition might yield an increase in a player’s tillium reserve, or soil enhancement operations for the purpose of farming may yield a greater supply. Every order is a risk and your efforts may come up short, costing you precious tillium or resources needed by your populace or crew.
Please include important details within your orders to save me from referencing the thread. Information like your faction, characters and strategy as well as your desired outcome are a must. Try and be brief, but not at the expense of leaving out important details I may need or that could add flavour to the update.
Orders are PMed to me, due every friday, war orders due by Wednesday.
Tillium Ore
Discovered in the 21st century, Tillium ore, a common element found in space, soon replaced fossil fuels and solar power as a more reliable power source for deep space exploration and colonization. Clean burning and efficient, tillium became the fuel of choice to power FTL drivers.
As colonies were destroyed by the Insectoids and the human race came to the verge of extinction, tillium replaced the colonial currency of credits as tillium the most highly valued resource to establish any meaningful resistance against the bugs, and to power ships for evac operations.
Tillium ore is often mined on planets and in deep space. Colonies also use it as the bases for trade, bartering excess tillium for resources that may increase their supplies.
As bartering drums of tillium is inconvenient to say the least for colonials, the old fiat currency of credits has been replaced to represent units of tillium. Colonial powers, mining companies, and nearly all factions trade the tillium backed credit for goods and services.
One unit of tillium is equal to 1000 credits.
Space Stations
Used for a variety of purposes, space stations can serve as a marshalling ground for fleets and armies, defensive strongholds against opposing forces, mining and fueling stations to support populations. Though expensive to build and maintain, space stations are highly valuable to colonials and companies alike.
Class I Space Station - 3000t (3Fleet Power Points)
A small structure with minimal defense, and limited capabilities to generate supply and tillium. (10% increase in tillium income, and supply.)
Class II - 9000t (or class I 6000t upgrade) (6FPP)
Medium sized structure able to serve as a comfortable living quarters for a garrison and small population of labourers as well as provide modest increases in supply and tillium. (20% increase)
Class III - 150 000t (or class II 6000t upgrade) (12FPP)
A large installation resembling a small city, with drydock and hangers to provide maximum logistical support to land and naval forces.. (30% increase)
Signing Up
To sign up, please fill in the following template...
Faction:
Leader:
Alignment: State if your group supported the USG (Imperial), Colonial Republic, or neutral during the colonial war. USG tend to be more conservative with an emphasis on law and order, while the Republic are concerned with colonial rights. USG receive +1 to Fleet power. Republic begin with an added 20k supply, while the neutral begin with a boost to their tillium reserve. (keep in mind these bonuses are only minor, use your intended IC and backstory to choose your alignment rather than these small perks.)
Trait: Tactician begins with +2 fleet power and an increased chance to win battles. Industrious begins with a greater tillium reserve and a bonus to mining/trade. Charasmatic gains an added 50k supply and an increased chance to succeed in supply missions. Clandestine Operator tend to have a smaller, more specialized following. A penalty to supply is countered with the ability to wage plots from the shadows.
Flotilla/Ship: Clearly state whether you command a flotilla or company. You may include details on your flag ship and fleet as well.
Bio: Further information on your faction, main characters and secondary characters and backstory.
Starting Fleet
Each flotilla begins the game with 6 fleet power points, plus whatever bonuses they acquire from the perks above. Players must then allocate these points to their starting fleet. For example, 1 frigate and three fighter squadrons could encompass a beginning fleet. Use the list below as a reference. The number in brackets is the corresponding power point. Ship commanders begin with 3 power points plus any perk points.
Fighter Squadrons (1) - The cheapest unit to build and maintain but also the weakest.
Frigate (3) - Highly maneuverable with extensive offensive and defensive capabilities, often used for recon ops.
Destroyer (6) - The backbone of most fleets and able to exact devastating attacks on an enemy.
Cruiser (9) - Because of it's power, this is often designated a capital ship, and used as a flag ship for commanders in the field.
Dreadnought (12) - Nearly akin to a city rather than a spaceship, this great warship represents the apex of fleet warfare.
Timeline
2029 - Over population leads to environmental devastation on Earth, UN powers bypass that of nations and space colonization becomes a global priority.
2099 - After countless setbacks, a sustainable colony is established on Luna
2176 - Mars colony is founded. Colonies across Sol steadily follow.
2520 - The first FTL drive is invented.
2541 - The first colony in the Alpha Centuari star system is established, marking the birth of the Inner Rim. Rapid expansion across the stars follows.
2593 - Following a bloody war on Earth, the USG is founded and replaces the UN as the top authority on Earth, and begins governance of the colonies.
2701 - The Republic is born as outer rim worlds begin rebelling against the USG. The political movement gains little ground after a series of minor wars, and moves underground.
2899 - Helix System and the Insectoids are discovered. Helix System is promptly placed under quarantine.
2905 - The USG Navy undergoes sweeping reforms that transfer it into a prison fleet to deal with the rising incarceration rates of dissident colonists. Defense of USG falls to private military contractors and USGSEC.
2910 - The Helix Campaign begins. Tillium mines are established in the system, and the repurposed USG Navy is assigned to their defense.
2955 - USG Senator Zion is elected among his peers to become Emperor Zion.
2990 - USG Senator Aaron Hughs flees the core colonies after being condemned a traitor. Hughs uses his fortune to gain influence in the Outer Rim, soon becoming President of the Republic, and gathering a fleet to his cause.
3001 - Moscow Station is attacked. Both USG and the Republic blame each other for the attack. The Great Colonial War erupts.
3006 - The Republic and White Suns invade Sol, followed by the Insectoids sparking the Bug War. Republic and USG hostilities continue to ensue despite the insectoid invasion.
3008 - Razor Star System of the Outer Rim is lost to the insectoids, starting a terrifying pattern of colonies being eradicated by the insectoids.
3010 - The garden world of New Athens is colonized in the Fringe, giving new hope of a bug free sector of space.
3038 - Emperor Zion dies in a Republic assault. No clear successor is named. USG becomes fractured between powerful senators.
3039 - Sol falls to the insectoids. Republic President Aaron Hughs perishes in a bug assault.
3049 - Mass exodus of the colonies is declared by remnants of the USG and the Republic. Flotillas embark for the Fringe.
3050 - In response to an insectoid invasion, the Atheneum Directorate, the ruling colonial power of New Athens, destroys the shipping node, trapping countless flotillas in the darkspace between the Outer Rim and the Fringe.
3099 - Trapped flotillas begin to disengage their cyro chambers as they emerge from darkspace in the isolated and unexplored star system, Darkstar.
2099 - After countless setbacks, a sustainable colony is established on Luna
2176 - Mars colony is founded. Colonies across Sol steadily follow.
2520 - The first FTL drive is invented.
2541 - The first colony in the Alpha Centuari star system is established, marking the birth of the Inner Rim. Rapid expansion across the stars follows.
2593 - Following a bloody war on Earth, the USG is founded and replaces the UN as the top authority on Earth, and begins governance of the colonies.
2701 - The Republic is born as outer rim worlds begin rebelling against the USG. The political movement gains little ground after a series of minor wars, and moves underground.
2899 - Helix System and the Insectoids are discovered. Helix System is promptly placed under quarantine.
2905 - The USG Navy undergoes sweeping reforms that transfer it into a prison fleet to deal with the rising incarceration rates of dissident colonists. Defense of USG falls to private military contractors and USGSEC.
2910 - The Helix Campaign begins. Tillium mines are established in the system, and the repurposed USG Navy is assigned to their defense.
2955 - USG Senator Zion is elected among his peers to become Emperor Zion.
2990 - USG Senator Aaron Hughs flees the core colonies after being condemned a traitor. Hughs uses his fortune to gain influence in the Outer Rim, soon becoming President of the Republic, and gathering a fleet to his cause.
3001 - Moscow Station is attacked. Both USG and the Republic blame each other for the attack. The Great Colonial War erupts.
3006 - The Republic and White Suns invade Sol, followed by the Insectoids sparking the Bug War. Republic and USG hostilities continue to ensue despite the insectoid invasion.
3008 - Razor Star System of the Outer Rim is lost to the insectoids, starting a terrifying pattern of colonies being eradicated by the insectoids.
3010 - The garden world of New Athens is colonized in the Fringe, giving new hope of a bug free sector of space.
3038 - Emperor Zion dies in a Republic assault. No clear successor is named. USG becomes fractured between powerful senators.
3039 - Sol falls to the insectoids. Republic President Aaron Hughs perishes in a bug assault.
3049 - Mass exodus of the colonies is declared by remnants of the USG and the Republic. Flotillas embark for the Fringe.
3050 - In response to an insectoid invasion, the Atheneum Directorate, the ruling colonial power of New Athens, destroys the shipping node, trapping countless flotillas in the darkspace between the Outer Rim and the Fringe.
3099 - Trapped flotillas begin to disengage their cyro chambers as they emerge from darkspace in the isolated and unexplored star system, Darkstar.
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