The colonisation of Arran is a sci-fi nation rp set on the garden world Arran.
Players are free to design their own faction and can create everything from a cult seeking a new home to settle to an intergalactic corporation creating a new outpost.
At the start, each player will be able to select his or her starting location on the map and will receive a set amount of resources with which they can buy the equipment for their first colony. Through mining, farming, trading, exploring,… they will be able to gather more resources and thus be able to buy or even manufacture their own equipment to grow their colony.
The rp is completely in the hands of the players. How the colony is shaped is entirely up to you. There are various buildings and other useful supplies in the catalogue but this is more of start-up guideline than anything else.
At the start of the game, every player will receive 100.000 Cr (Credits) as start-up capital that can be spent in any way they wish. After that, they can choose to export local resources to the rest of the galaxy for more money with which to buy new supplies and schematics or they can use those resources on their own to manufacture their own equipment. Players are not forced to use anything from the catalogue if they so wish. Colonists are perfectly capable of building their own houses from local materials and even build barns and storehouses to store the goods they themselves farm manually. Of course, if such a path is chosen the return from such manual efforts will be just high enough to feed the colony itself and keep some reserves for the harder seasons.
The catalogue will remain open throughout the game and will be routinely updated with new items as the game progresses and certain conditions are met.
The players enjoy a lot of freedom to do as they please but some rules are in place to facilitate gameplay. The rp is divided up in ‘turns’ each lasting an in-game month. Each turn starts with the players making their moves and ends with a general summary from me wherein I also state any ‘events’ that happen such as natural disasters or discoveries that are made.
Ideally, players will have two days to respond after the summary. If after those two days, not all players have responded yet, the next summary will be posted after 75% of players have made their post or a week has passed, whichever comes first. If a player does not post for two whole weeks, they will be removed from the game (unless a valid reason is presented (a short statement that RL stuff got in the way is enough, just don’t leave me and the other players hanging))
Food Production:
Sallers Agricultural Supplies:
(2.000 Cr) Colonial class automatic agricultural unit: The Colonial AAU is a highly efficient unit capable of automatically managing its own fields. The unit will automatically plant, tend to- and harvest its crops, completely free of human input. All the unit’s owners have to do is refill its supplies and run weekly maintenance checks.
(The Colonial AAU counts as a heavy vehicle and is best provided with hanger or barn space. It is capable of producing 100 Cr worth of ‘Foodstuffs’ per month)
(16.000 Cr) Hollandia class Automated Field Management Unit: The Hollandia system is an incredibly efficient agricultural system. It consists of a network of irrigation and water management pipes, connected to a single permanent structure. The central structure contains docking space for its six autonomous harvester and planter units. With only limited human input (from two controllers in the central structure), the Hollandia can tend to several large fields.
(The Hollandia system takes 2 months to build and, once finished, is capable of producing 1.000 Cr worth of Foodstuff per month. It requires 2 people to operate.)
Marlin Fisheries:
(5.000 Cr) Molokai class fishery drone: the Molokai is an autonomous fishery platform capable of following a pre-programmed route through designated fishing areas. It travels below the surface and therefore is impervious to most instances of rough weather. Its on-board computers allow the unit to steer clear of any unpredictable currents and to return to its base safely should anything disrupt its course.
(The Molokai counts as a heavy vehicle and is best provided with hangar or barn space. It is capable of producing 150 Cr worth of foodstuffs each month)
(25.000 Cr) Antigua aquatic cultivation system: The Antigua system is a highly sophisticated sustainable maritime farm. It can be set to breed fish, grow seaweed and much more. Unlike many other systems available, the Antigua is 100% sustainable and does not impact the environment in any negative way.
(The Antigua system takes 4 months to build and, once finished, is capable of producing 2.000 Cr worth of Foodstuffs per turn. It requires 4 people to operate.)
Colonial Flora and Fauna:
(500 Cr) a herd of cattle: standard domestic cows (Bos Taurus) 100.
(500 Cr) a herd of horses: standard domestic horses (Equus Ferus Caballus) 50.
(500 Cr) a flock of sheep: standard domestic sheep (Ovis Aries) 200.
(500 Cr) a flock of chickens: standard domestic chickens (Gallus Gallus Domesticus) 500
(500 Cr) a pack of Berghman Lizzards: large lizards from the garden world Berghman, used by colonists throughout the galaxy for their eggs, meat and even as mounts. (Varanus Berghmani) 20
Basic Colony Supplies:
Mahn Colonial Supplies
(100 Cr) CH-02 basic habitat: A very basic pre-built living unit capable of comfortably housing six families or, with minor modifications, sixty individuals.
(The CH-02 can house a maximum of sixty population.)
(100 Cr) CL-11 Logistical Unit: a very basic storage unit with a very versatile design. The CL-11 has three separate modes. It can be converted to a silo for storing foodstuffs, a warehouse for mining or trade goods or a hangar for storing up to two light or heavy vehicles.)
(500 Cr) CA-01 basic office suite: a very basic administrative unit, allowing a colony of more than 100 people to function flawlessly.
(the CA-01 requires at least 1 person to function but needs 5 people to operate at full capacity.)
(500 Cr) CL-52 Logistical Unit: very basic facility to allow the landing of up to two light spacecraft near the colony.
(1.000 Cr) CL-43 Logistical Unit: very basic facility to allow the use of colonial air vehicles. In fact, the CL-43 is an easily deployable airfield.
(1.000 Cr) CM-03 Medical Unit: a basic medical facility to treat everything from the common sniffles to broken bones to curing cancers. An absolutely vital addition to any colony.
(the CM-03 requires 3 people to operate)
Althamar Industries, colonial division:
(500 Cr) ASHU: The Althamar Standard Habitation Unit is the most premier colonial habitat on the market. It accommodates up to ten families or 100 individuals and can withstand some of the most punishing weather conditions found on any garden world. It is completely pressurised, making its interior safe from any hostile atmospheric conditions outside
(500 Cr) ASAS: The Althamar Standard Agricultural Solo is a robust storage unit capable of storing foodstuffs. It is known to be impervious to any form of garden world weather.
(500 Cr) ASHF: The Althamar Standard Hangar facility is a very robust storage unit that can store up to two light or heavy vehicles. Its interior is pressurised to allow for easy and comfortable maintenance of the vehicles inside. The construction is also reinforced to make it able to stand up to even the worst weather conditions found on garden worlds.
(500 Cr) ASSU: The Althamar Standard Storage Unit is a very robust warehouse facility capable of storing mining or trade goods. It boasts a pressurised interior to keep both the workers and goods safe as well as a reinforced exterior to protect against the very worst forms of garden world weather.
(1.000 Cr) ASAU: The Althamar Standard Administrative Unit is one of the most premier office suits on the colonial market and even outshines some more established office buildings. It contains everything an administrator needs to run a colony of more than 100 people with flawless efficiency and like all Althamar modules, it is impervious to all forms of garden world weather as well as pressurised to ensure maximum comfort for the people working inside.
(the ASAU requires at least 1 person to function but needs 5 people to operate at full capacity.)
(5.000 Cr) AAMU: The Althamar Advanced Medical Unit is a highly sophisticated facility capable of treating virtually any form of ailment known to man as well as providing limited first tier research into those that have not yet been discovered. Like all Althamar modules, its interior is pressurised and completely safe from any garden world weather. This has the added bonus that the facility can easily be quarantined in case of infectious diseases should the need arise.
(The AEMU requires five people to operate)
Tauros Ship building:
(5.000 Cr) Balthazar class light atmospheric transport: The Balthazar class is a hybrid between a spaceship and a transport plane. It uses mostly the same technology as light spacecraft use in atmospheric flight and can therefore operate in the high atmospheric layers. It is however not equipped to handle prolonged exposure to the vacuum of space and is therefore forced to make such flights as short as possible. This does not limit the craft from traveling extremely long distances in this manner as its maximum speed is very high.
(the Balthazar class counts as a light space vehicle and will require the appropriate landing facilities. It can carry a great variety of cargo including light and heavy vehicles
Lunar Electric
(2.500 Cr) LE-C-221 basic colonial power plant: the LE-C-221 is a very compact yet powerful generator capable of providing power to a small colony for a period of up to 50 years before its fuel finally runs dry. It is a highly desired item for any group looking to start a new existence among the stars.
(10.000 Cr) LE-C-301 advanced colonial power plant: the LE-C-301 is a large and extremely powerful generator capable of providing power to a large colony and all of its farming and mining equipment as well as demanding systems such as LaDef installations. The generator’s fuel supply can last up to a century though it is advised never to actually keep the system operational for that long.
Colony Defence.
Althamar Industries, colonial division
(10.000 Cr) AASS: The Althamar Advanced Secure Shelter is a high strength subterranean colonial shelter. Its interior is completely pressurised and the unit packs its own foodstores, water and air filtration system and power generator. The unit’s walls can withstand direct canon hits and stand up to the shockwaves of a nuclear weapon, The fact that the unit is mostly dug in only adds to the level of protection it affords its occupants.
Sparta Weaponry (Colonial division)
(20.000 Cr) David class Surface to Air Missile system. “slingshot”: The David class is the absolute limit of what Sparta Weaponry is allowed to sell to colonial licence holders. It consists of a battery of 8 long range missiles, each capable of hitting targets at up to 20 km altitude and this at ranges of up to 100 km in earth conditions. (on Arran this range is slightly larger given its lighter gravity and different atmospheric composition) The Missiles are equipped with warheads capable of obliterating even light spacecraft but can be refitted with more powerful charges that can take out a much larger vessel if they ever venture into range. The only defence against a David’s missiles is military grade Point-Defence systems such as the ‘Sentinel’ or the ‘Saphire’ systems.
(30.000 Cr) Leonidas class LaDef system: The Leonidas class is a highly sophisticated computer guided laser defence system. It fires a concentrated laser beam at flying targets with pinpoint precision. Its maximum effective radius is 10 km in any direction. If a target enters the system’s range and is detected by the system’s own radar unit, a single operator has but to designate the target as hostile and the Leonidas’ computers will do the rest. Light craft such as fighters or even missiles are typically destroyed in a single hit and anything larger might take some more punishment but rarely more than three hits are needed to take out a target. The system’s greatest limiting factor though, is heat. After six consecutive shots, the Leonidas’ cooling elements will need to be vented or the laser will burn out. It will then be ready to fire again in ten minutes time.
Military:
United Defence Solutions:
(500 Cr) Terrier UPU: The Terrier Unmanned Patrol Unit is a small unmanned low altitude aerial vehicle designed for military security patrols and low threat engagements. It can be equipped with a long range stun gun, a high calibre sniping unit or a light machinegun. Terriers are capable of operating autonomously and are therefore extremely useful for duties in remote or rough areas where deploying conventional manpower is either too difficult or expensive.
(2.000 Cr) Lynx LRV: The Lynx Light Reconnaissance Vehicle is a fast and light scout/exploration vehicle. It is highly suited for all kinds of rough terrain and can be equipped with a great variety of useful modules like machine guns, radar units, rocket pods and various cargo modules
(the Lynx LRV counts as a light vehicle and is best provided hangar space)
(4.000 Cr) Lynx LRV A-class: The A class is the same as a common Lynx LRV with the major addition of a pressurised cabin, allowing it to traverse environments with hostile atmospheric conditions. On Arran, the A class will be able to operate in any weather conditions imaginable Like the standard Lynx, the A class can be equipped with various modules.
(the Lynx LRV A-class counts as a light vehicle and is best provided hangar space)
(5.000 Cr) Robin UAV: The Robin Unmanned Aerial Vehicle is a military reconnaissance drone equipped with all manner of equipment capable of detecting enemy threats or simply surveying terrain. To a limited extent, the Robin can also deal with light threats using up to four ground targeting missiles that can be mounted on its wings.
(the Robin UAV counts as a light vehicle and is best provided hangar space)
(6.000 Cr) Sparrow ATV: The sparrow light Aerial Transport Vehicle is a fast troop carrier designed for rapid insertion of an infantry squad and their equipment. Its reliability and general efficiency make it a highly desirable craft for use by planetary defence forces and private militaries. While the Sparrow is not designed for direct combat insertions, it can be armed with two door-mounted light machine guns or grenade launchers.
(the Sparrow ATV counts as a light vehicle and is best provided hangar space)
Mining:
Dox Mineral Extraction
(6.000 Cr) D-2551 Surface Mining Rig: the D-2551 is a cost effective mineral extractor used in strip mining operations. It is highly effective at stripping the top layers of soil and extracting the various valuables buried beneath. Equipment like this is especially effective on virgin worlds like Arran.
(the D-2551 counts as a heavy vehicle and is best provided hangar space. It is capable of extracting around 2.000 Cr worth of minerals per month but its operations will have to be routinely moved to a different site. In addition, its operations are extremely polluting.)
(24.000 Cr) D-1068 Deep Mining Rig: the D-1068 is an effective shaft mining platform capable of drilling and managing a small shaft mine to reach minerals that are buried deeper than any surface miner can reach. It is very effective for its relatively small size and is reasonably ‘clean’ as well.
(the D-1068 takes 2 months to build and, once finished, is capable of extracting 5.000 Cr worth of minerals per month.)
Exploration:
Róbotica de Nuevo Santiago:
(5.000 Cr) Vespucci Aerial Surveyor Vehicle:
The Vespuchi is a remote controlled aerial exploration vehicle equipped with a massive array of scanners that can detect mineral deposits from the air, create accurate maps for future use and even analyse vegetation or wildlife. It comes with a small storage bay, a core drill and manipulators for gathering samples.
(the Vespucci counts as a light vehicle and is best provided hangar space)
(6.000 Cr) Mercator Seafloor Mapper:
The Mercator is a remote controlled aquatic exploration unit used for mapping the seafloor and locating underwater mineral deposits, analysing currents and even detecting where and how schools of fish migrate. The craft typically travels under the waves, making it resistant to all but the heaviest storms and it has the ability to dive even deeper if the remote controller is near enough for the signal to reach it. It comes with a small storage bay, a core drill and manipulators for gathering samples.
Ships
Tauros Ship building:
(40.000 Cr) Melchior class light freighter: the Melchior class is probably one of the cheapest FTL capable vessels on the market. Despite its low price it is still a solid platform for transporting light loads across short (galactic) distances. It may not pack any defensive armaments or armour and it may also not be very fast but it can quickly calculate emergency jumps to escape pirates all the same.
(the Melchior class counts as a light space vehicle and will require the appropriate landing facilities. It can carry a great variety of cargo including light and heavy vehicles. A spaceship is needed if a colony wishes to transport its own goods when they please rather than be dependent on visiting traders.)
Tong-Sing Manufacturing:
(55.000 Cr) Ulaanbataar class light freighter: the Ulaanbataar class is a dependable light FTL capable freighter often used on the galactic frontier. It is relatively cheap when compared to other variants of its type and reasonably fast as well. It is completely unarmoured but does boast a single ‘Ripper’ class point defence system for defence against low level threats.
(the Ulaanbataar class counts as a light space vehicle and will require the appropriate landing facilities. It can carry a great variety of cargo including light and heavy vehicles. A spaceship is needed if a colony wishes to transport its own goods when they please rather than be dependent on visiting traders.)