Project Kepler

The Story So Far
You're Solgov. You wake up from cryosleep in nothing but your boring gray jumpsuit on a hostile planet. Nothing's gone right today. And nothing will go right as long as your here.

Your Objective:
Survive. Get everything set up, and then get off this fucking planet.

Roles in Remus Facility
{| class="wikitable sortable" width="80%" cellspacing="0" cellpadding="2" border="1" ! scope="col" width="200" |

Solgov
! scope="col" class="unsortable" |Role ! scope="col" width="100" |Mechanical Difficulty !Combat Difficulty !Commander !Hard !Very Hard !Administrator !Hard !Easy !Engineer !Hard !Hard !Bunker Crew !Medium !Medium !Medical Technician !Hard !Easy !Lab Technician !Medium !Easy !Soldier !Easy !Very Hard !Security !Easy !Hard !Civilian This is the equivalent of assistant. !Easy !Easy
 * Lead the soldiers and engineers into ruins with your trusty T-12 rifle. Fight for Glory. Make sure the administrator isn't an idiot.
 * Take charge of the base when the commander is away. Make sure everything runs smoothly. Help the bunker crew expand the base
 * Assist the Soldiers in their efforts, salvage and repair various ruins.
 * Build up the base with the help of the Administrator, and do whatever work is needed.
 * You are the doctor on Remus Facility, keep people alive and happy with your very minimal tools.
 * Take a seat at the Genetics, chemistry or Xenoarchaeology stations and work through it.
 * Venture forth into the unknown with your trusty rifle and some engineers at your back.
 * Keep order in the base. Keep the area around the base secure. Fight off invaders.
 * You're another colonist, just another day, another colony to run. Take up any job from cook to hydroponics, or assist the other jobs.
 * }

Roles on Romulus Station
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NT Remnants
! scope="col" class="unsortable" |Role ! scope="col" width="100" |Mechanical Difficulty !Combat Difficulty !NT Remnant Lieutenant !Hard !Extreme !NT Remnant Cadet !Medium !Very Hard !NT Remnant Auxiliary !Very Hard !Hard {| class="wikitable sortable" width="80%" cellspacing="0" cellpadding="2" border="1" ! scope="col" width="200" |
 * Run the Remnant base. Make sure that you survive. Run diplomacy with the Solgov, and possibly even the syndicate. Don't die.
 * Assist the Lieutenant in operations. Explore, and don't die.
 * Assist around the base. Do as you're told by the Lieutenant. You should avoid combat, but if needed, you can assist as you see fit. Heal the marines in any way you can with your extremely limited tools.
 * }

Syndicate Outpost
! scope="col" class="unsortable" |Role ! scope="col" width="100" |Mechanical Difficulty !Combat Difficulty !Outpost Leader !Hard !Very Hard !Syndicate Medic !Medium !Easy !Syndicate Scientist !Hard !Easy !Syndicate Explorer !Medium !Very Hard !Syndicate Agent !Medium !Hard
 * Run the Syndicate Base. Keep those god damn NT bastards off your god damn lawn. Commit diplomacy with the Solgov. Try to cheat them out of their autolathe and fail.
 * Give everyone some well-needed implants. Get medical research done. Make medicine for the agents.
 * Somehow get all of your machines set up with your minimal equipment. Assist with power and get the mecha built to assist the syndicate.
 * Stealth around and grab whatever gear you find. Get ganked by the NT Remnants. Die in the other side of the map.
 * Assist around the outpost. Help the Outpost leader or explorer. Mine, Explore, Die.
 * }

Northeast
Northeast is the Dungeon. A mysterious structure. This holds an advanced first aid kit, the protolathe, and a circuit printer

Northwest
Northwest is the syndicate base. Inside is many, many better weapons.

Southeast
Southeast is the landing pad, the easiest area of interest. It has an NT Boarder and