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File: Vehicle Bay Exit.jpg (32 KB, 640x321)
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Rolled 40 (1d100)

“Where are you going, Engineer Sword?”

“Away for a while to do my own shit. I knew Command wasn't exactly in touch with the times but this is a bit much, they obviously don't have any idea what my skillset is.”

“Very well, what would you like me to tell them when they ask?”

“Just act like you can't detect me, I'll be in contact with you if it's an emergency. The limiter I slipped in while you weren't looking should let you avoid the shackles on that one.”

“Wait what limi- Oh you clever bastard you. I was wondering what that niggling feeling in my left processor cluster was.”

Welcome to the Post Apoc Civ Quest.
>>
Rolled 58 (1d100)

>>41359362
>Notices
-100 members are suffering from severe burns. Your doctors request an action and a resource to help tend to them.
-Containment unit is Heavily Damaged, engineering teams predict 3 supplies will be required to fully repair it. (5 turns to repair if no actions are devoted)
-Sensor network is offline, it will require 1 Scientific Supply and an action to be repaired.

>Alert
-Mute-mutts still have not returned to the containment unit, your sentries begin to doubt if they ever will
-Stealth Matrix will remain offline until sensors are fixed
-A rhythmic but faint shuddering can be felt throughout the base, it seems to be getting stronger.

"This AI strongly suggests you get to work on the sensors."

>What do?
>Turn 8
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 2
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Heavily Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix (Offline). Genintec Sensor Network (Offline).
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3.
>>
This is the moment your Civ dies
>>
Rolled 62, 39 = 101 (2d100)

>>41359453
>Treat burn victims
>Attempt to repair sensors

Use the required resource and scientific supply for these actions
>>
Rolled 7 (1d100)

>>41359580
Only 1d100 with actions usually, unless I ask for another.
>>
Rolled 28, 76 = 104 (2d100)

>>41359580
Yep, this. Obvious course of action
>>
Rolled 20 (1d100)

>>41359625
>>41359580
Heh, that is 1d100 per post to be more clear. I really ought to write up a post with the dice rules shouldn't I?

>Dice rules
-Please roll 1d100 with every post.
-Any plan for actions (no matter how many actions there are) is still only 1d100.
-First action plan to 3 votes (including original proposition) is selected. Only votes that include 1d100 count.
-Crits linked to an action plan lead to it being automatically selected. Do not delete crits.
-Crits linked to each other will either cancel out or have a geometric effect.
>>
Rolled 4 (1d100)

>>41359580
Vote
>>
Rolled 22 (1d100)

>Treat burn victims
[LOCKED]
>Attempt to repair sensors
[LOCKED]

Writing.
>>
Rolled 47 (1d100)

>>41359757

>Treat the burn victims

Your swift action, willingness to expend resources, and strangely advanced medical facility has ensured that very few of the burn patients will have any long term sideaffects. This all despite your Head Surgeon being late (as in: dead).

>Morale has been increased
>???? 1/5

>Attempt to repair sensors

Your work on the sensors went slower than you would've liked without Engineer Sword there to keep everyone in line. Fortunately before he left he had identified the shorted out components, and with ready-made scientific supplies available instead of improvising something with resources everything turned out better than expected.

In fact the system collapse turned out to be a blessing in disguise, as you discovered a Lurker den in some of the less traveled ventilation ducts. The parents were quickly eradicated by your military members, and one enterprising soldier decided to keep the eggs for study rather than smashing them.

>Acquired
-Lurker Corpses
-Lurker Eggs
>>
Rolled 56 (1d100)

>>41360038

>Notices
-Sensor network and Stealth matrix are back online and functioning
-Mute-Mutts were seen walking up to where our (now shrouded) entrance was, sniffing at it, and then walking away.
>Follow them? Y/N

>Alerts
-Something...very large has been detected heading towards the base. It seems to have paused now that the stealth systems are operative again. Details are difficult to obtain due to heavy snowing. Whatever it is, it doesn't have a thermal signature.
-Slightly further away is something else that's putting off a huge thermal signature.

>What do?
>Turn 8
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 1
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Heavily Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix (Offline). Genintec Sensor Network (Offline).
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 2.
>>
>>41360130
>-Mute-Mutts were seen walking up to where our (now shrouded) entrance was, sniffing at it, and then walking away.
>>Follow them? Y/N
Y. Does this take the full action, or can we research while following?
>>
Rolled 14 (1d100)

>>41360130
1. AI. Strelok recommended we "repair the base and getting everything running properly before anything else" I'm not sure if that was limited soley to the sensors, but getting our base operating at optimal performance and making sure everything works before we do anything else is good.

2. Repair the Containment Unit. Spend 3 supplies
>>
Rolled 74 (1d100)

>>41360153

You would dispatch a small (non power armored) team to follow them, so no action required. If they run into much resistance they'll have to run though.

Burning an action would send a larger team out that would be able to attempt to fight its way out of any trouble.
>>
>>41360200
We've only got one Resource Point. Should we start looking for more of those? Beyond that, you ar eright - we need to get the home base up and running.
>>
Rolled 4 (1d100)

>>41360200
Also the AI suggested we fix up a proper barred holding cell for the captured prisoners. Either bar up wherever we're keeping them or move them to a proper holding cell, and if we don't have one make on. If it doesn't cost an action, follow his advice and do so.

>>41360228
Yes, and soon.

In fact, next turn, I suggest preparing a proper scouting party. AI strelok said he could detect both bandit camps and survivor camps in the vicinity.

Our ability to expand our power is limited in this base. We don't have any manufacturing ability to make more power armor, nor can we adequately boost pop any time soon, so if we're to grow we'll need to look elsewhere.
>>
Rolled 81 (1d100)

>>41360200
This. Rolling.
>>
>>41360153
I agree with that course of action. Just make sure you can run away from trouble if there is trouble.
>>
Rolled 66 (1d100)

>>41360200
Vote
>>
Rolled 93 (1d100)

>>41360130
No to following mutemutts, opening the entrance is too risky until whatever was headed towards us loses interest.

>repairs on holding cells
>try to fix the hydroponic bay (it's at 20% right now
>>
Rolled 36 (1d100)

>>41360334
Here again
>>
>>41360153
Eh, let's not follow those monsters yet. Especially with unarmored troops.
>>
>>41360405
I'm in agreement with a general repairs action, Just dunno if we have to target sections of our base or if we can just specify "repair base"
>>
>>41360528
If it were that easy.... Hardcore Civ anyone?
>>
>>41360528
I just remember the hydroponics were something specific that needs repair, plus our food supply is currently "below average" which I assume means no one is in immediate danger of starving, but we have to implement fairly strict rationing.

Also, we need a name for our civ. I have an idea for our base's name: Whitestone. Thoughts?
>>
Rolled 25 (1d100)

>>41360271
actually , our "guests" said there were those settlements, not AI strelok. it was the reply to our action to as them "are we alone out here?" , then he tryed to bargan to lead us to them (obvious lie)

>>41360130
-H. BAse repair according to concern AI atrelok pointed out.
-H. Repair containment with gusto.

-Y, send a sizable combat force to follow mutts, could it be possible to attach 1 or 2 armored fists, just in case?
>>
>>41360567
>Whitestone
Sure.
>>
>>41360567
whitestone could work, last thread we decided we wanted to style ourselfs as a black ops bunker for teh (now gone) British monarchy. whitestone fits well enough.
>>
>>41360572
Oh. damn, you're right.

Actually, now I doubt the validity of their words.

I have an idea though, let's go find a survivor settlement, and ask the prisoners if the know where one nearby is.

If they tell the truth, then we can trust them. If not, then we can't.
>>
>>41360593
>>41360604
I can agree with whitestone.
>>
>>41360624
they refused, only by letting us go. remember these guys are hostile, theyd slit our throats to get outa this "dungheep".
>>
>>41360647
Drat. At this point I'm seriously wondering if they aren't a waste of food. Fucking savages.
>>
File: Post Apoc Gov't Map.png (12 KB, 1274x642)
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Rolled 62 (1d100)

>>41360200

>General base repair
[LOCKED]
>Repair containment too
[LOCKED]

Follow the Mute-Mutts?
Y/N

>>41360572
Unfortunately all of your soldiers trained with power armor are out scouting the cave.

>>41360405
And as clarification: whatever the large thing and thermal signature are, they're on the surface.

Mute-Mutts, however, are at your cave entrance. The Vehicle Bay opens to the icy surface, the corridor leading off of the Sec Hub leads to the cave.

(Left hexagon, and right corridor leading out from the right hexagon respectively)
>>
>>41360694
there bandits....no survivors, not barbarians, not vikings....murder you in your sleep and take the cloths off your frozen body bandits. also they aparrently blame us "remnants" for the destruction of teh old world, and there lot in life. also were weak for sleeping through "hell" and There the real badasses for living in it. they want to erase us, with prejudice.
>>
>>41360790

And another thing.

Twitter: https://twitter.com/StrelokQM
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=strelok
>>
>>41360790
N.

Our people are walking bags of meat, soldiers or otherwise, not the best thing to send after those. Especially with our power armor guys away.
>>
Rolled 96 (1d100)

>>41360790
>Follow the Mute-Mutts?
N

Let's not spread ourselves too thinly right now.
>>
>>41360828
these things are confirmed, "extremly intelligent" and to have mind/perception warping abilities, along with general lion(or larger?) sized predator beast combat potential. they WOULD make very powerful watchdogs/allies/neighbours/awesome-ass-fucking-battlemounts....chances should be taken if they've made it clear there wanting our atention (last time they decided we werent worth there effort and simply took our gift and left in peace), they came back intentional for us to notice them and follow. soo...we follow. its the polite thing to do after all.
>>
>>41360828
>>41360869
Yeah, as much as I want to follow them...
>>
>>41360891
we have aproximatly 200 standing veteran black ops soldiers with good quality gear and training. , we can make use of 20-30 for a scout/diplomacy party surly?
>>
>>41360890
huh, when you put it that way. . .

how did you know I still wanted mutant watchdogs!
>>
>>41360828
Yeah, that's kind of what I'm thinking. We can try to make friends with the mutemutts, but do it with soldiers encased in thick power armor until we can trust them

>>41360790
Oh, our cave entrance. Still no, but thanks for posting the map
>>
>>41360933
>>41360924
Goddamnit, I'm undecided.

I want to follow those guys. But we're low on people...

20 scout/diplomats. We need to send out a scouting party REGARDLESS, so might as well get started on that.
>>
>>41360924
Alright you talked me into it

Changing my vote to yes
I'm >>41360934
>>
>>41360933
because im an animal guy at heart (nearly became a veterinarian.) and these things are proving my paranoia of them WRONGE at every encounter....so ill give them the benefit of the doubt ONCE, and god help them if...

heh, apparently im a persuasive mutherfucker when i wanna be. thx for the faith in my idea.

Just remember gents and lasses: "WHO DARES, WINS!"
>>
>>41360790
>>41361041
>>41360986
Okay, we may as well try something bold once in a while.

Switching my vote to Y
>>
>>41360790
Y
>>
Rolled 34 (1d100)

>>41360790

>General base repair

Your members set themselves to the immense task of getting everything in the base up to AI Strelok's standards of readiness. One member of your civ points out that you should probably start with the hydroponics bay, and everyone else quickly agrees. You encounter an unpleasant and unexpected surprise while doing so.

More Lurkers. These goddamn things really are like vermin aren't they?

The nest is quickly eradicated by your troops though, and the repairs hardly skip a beat. Though your engineer is absent, Strelok is able to direct your members well enough in restoring things to normal.

>Warning
You are out of resources, you will have to scavenge for more. (Be sure to specify looking topside or caveside).
>>
>>41361105
Hey, the cave scout troops should return this way right? Pending on their report, maybe they've found some resources
>>
>>41361105
>You are out of resources, you will have to scavenge for more. (Be sure to specify looking topside or caveside).
caveside first, when we do so.

Also, we should do an internal sweep of the entire facility.
>>
>>41361159
Caveside makes sense, we wouldn't be exposing ourselves on the surface prematurely and the monsters should have kept everyone else away.

But it also means we'll be deprived sending our power armor guys up top.

Still, I think our soldiers can handle a winter excursion to scout out the surrounding territory.
>>
Rolled 81 (1d100)

>>41361105

>Repair Containment Unit

"Holy shit this place is fucked up."

"Well, it was infested by at least 3 types of monsters for god only knows how long, then it was burned a little bit. Then it was burned A LOT. Really I think it looks pretty good considering that."

"When you put it that way...I suppose you're right."

"Damn right I'm right. Besides, I know a way to cheer everyone up as we get it ready. Command wants us to secure the prisoners better...you thinking what I'm thinking?"

"Heh, damn right you brilliant, brutal bastard."

-Prisoners have been relocated, and placed into the cells containing the Murderkrab's carrion piles. Several vomited upon incarceration, the rest vomited upon getting a good whiff of the smell.

Your repairs of the Unit go very well, but the damage is extensive and it will require some more work to be complete. On the upside, that'll be one less place to do general repairs at when you're done.
>>
Rolled 100 (1d100)

>>41361251

>Follow the Mute-Mutts
>Y
A team has been dispatched to follow the mutant dogs. They prove difficult to find at first, until one of your scout team stumble upon a half eaten corpse. Then a man sized chunk of some unidentifiable meat-like substance. It seems they have left a trail of breadcrumbs for us. Disgusting, slimy, bloody, rotting breadcrumbs.

>Notice
-The large object has stopped moving.
-The thermal mass has enveloped a segment of the large mass, which looks something like a large hill...with legs. Certain sections of the thermal mass are going dark.
-Caveside scouts will send back limited map data next turn, and an estimate of how much longer they'll be gone.

>What do?
>Turn 8
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 1
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Heavily Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix (Offline). Genintec Sensor Network (Offline).
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 2.
>>
Rolled 54 (1d100)

>>41361373
Huh...Well that's interesting of you, dice.
>>
Rolled 3 (1d100)

>>41361373

Sorry, should be turn 9, and 0 resource points. My apologies.
>>
>>41361373
>>>>>F. Scavenge for raw materials
Nearby the cave entrance. Beyond that, killing sweep of entire facility.
>>
Rolled 27 (1d100)

>>41361373
Okaaaay, maybe this isn't the time to go up just yet. I don't like the look of that thing.

1-2. Search around the exterior of our cave. Carefully. For resources. We cannot continue repairs otherwise. Double Action
>>
Rolled 33 (1d100)

>>41361460
>>41361409
Resources
>>
Rolled 53 (1d100)

>>41361394
its a sign, were doing good here. hopefully....oh, and your pretty cool too i guess...

>>41361373
consensus seems sound, and were waiting pout stuff anyway, keep it close to home.

F. scavenge for supplies and resources NEAR the cave entrance only. resources are great, but not critical for day to day activities.
H. Thorough security sweep of facility and all hatches/tunnels/ducts/vents.

- on going cave armored recon, and mutt diplomacy mission ongoing.
- base/containment repairs ongoing.
- heroic engineer scheming ongoing.
- ice entrance temp lock down till ginat FUCKING entities sort out there gay matting ritual ...ongoing, and sexy.
>>
Rolled 58 (1d100)

>>41361460
Another vote for double resources.

Really miss the survivor bonus right now. On the other hand, I'm digging the lack of monsters!
>>
>>41361512
It'd figure that a Dorf would be geosexual.

:V

Hey, Strelok, >>41360004 when you get a moment?
>>
Rolled 39 (1d100)

>>41361565
>I'm digging the lack of monsters
Monsters almost coat the entire ceiling of the fuckoff massive cavern you're connected to, infest your base everywhere you look, and the last time you had the doors to the surface open they were eating everyone who stepped outside them.
>>
>>41361565
Lack of monsters? It's like you missed the description of the cave last time!

The difference is we have a nice secure(ish) bunker instead of an open tower.
>>
Rolled 82 (1d100)

>>41361409
>>41361512
This sounds good. Supporting.
>>
>>41361512
support for this
>>
Rolled 36 (1d100)

>>41361512
Vote
>>
>>41361592
>>41361593
I know, right? It's almost like a vacation!
>>
Rolled 49 (1d100)

F scavenge
>>
>>41361576
i wont lie...im ...sticky...>_>...

so we got a icy arctic mountainous hell to the west, and a hollow monster city mountain to the eats, and here i am stuck in the ex-British monarchy black op base with you!...
>>
>>41361691
Don't jinx it! Now is NOT the time to be under attack until we figure out how we're supposed to expand our powerbase.
>>
Rolled 24 (1d100)

>>41361373
Hmm.

>Alert!
The moving hill has been entirely covered in thermal signatures, and your entire base shakes enough to throw people from their feet as its legs give out and the bulk crashes to the ground.

This dislodged a few thermal signatures, which promptly stood up and climbed back onto the hill.

>Scavenge for resources, caveside
[LOCKED]
>Security sweep, tired of finding fucking monsters everywhere
[LOCKED]

Writing.
>>
>>41361754
4 empty fortified bunker rooms, and an entire icy mountain range to fortify, and an entire hollow mountain, complete with what i can only assume is city of cute and very lonely monster girls....we have our work cut out for us, dont you worry.
>>
>>41361835
>Monstergirls
ohgod

Also I mean less expansion and more military growth. We have endless room to expand but only so many troops and power armor. I want us to find some manufacturing capabitiy we can put in our base, as well as possibly some population increasing stuff like breeding programs. The more soldiers and weapons we can make, the better chance we will have expanding our territory beyond our base.

Also I suggest we find out what this HILL is. I think those thermal signatures are indicators of human if they "stood up and climbed back on"

Maybe it's a machine? Or a large vehicle?
>>
>>41361909
Yeah, let's check out the hill.
>>
>>41361909
>>41361940
I'll support that.
>>
>>41361909
+1 for military growth
>>
>>41361909
hmm, your right, our POPULATION GROWTH AND SUSTAINABILITY is a very real concern. i like setting up a manufactury in one of the large rooms for basic, and small mechanical production, and maybe a second hab unit for pop. thd work well.

but siriously, if there humans there having a bad time of it. FAR more likly is that its a group of lurkers, (which can stand, and dont seem to mind the cold) swarming a large cold blooded creature, or eldritch elemental, or bandit vehicle. all signs say, leave it teh fuck alone. 1/5 its a human being at best.
>>
>>41362089
addendum: were a HIDDEN bunker. lets not tip anythin g up there were here anymore then we already have.
>>
>>41362089
What happened to that bold adventuring eh? Next turn we'll have our power armor dudes, so it's a good time to take some risk.

Hell, we're soldiers and military faction. We're supposed to be the faction that takes the risks others don't.

Speaking of, if we were to expand into the caves later on, what's the contingency for that?

I mean, you've got an entire ecosystem in there. I don't think even we have the ammo to kill them all.

Maybe we can build "safe tunnels" and large fences linking up underground buildings and settlements. a bit like Jurassic Park
>>
>>41362138
This is a pretty good idea. Potentially rig up the fences with sharpened rebar or even make them electric
>>
Rolled 79 (1d100)

>>41361769
>Scavenge for resources, caveside
You send out several scavenging teams in your hover-technicals and cargo crawlers. They make easy work of the treacherously wet and rough cave terrain. You find that the area is not nearly as bare as you thought it was, and you manage to happen across several dense patches of resources.

>Acquired 5 resources

The cave also seems more crowded than you had at first suspected. Several monster hordes and at least one zombie horde almost hit your scavenger teams, and if the resource patches hadn't been so easy to get you likely would've suffered losses. You manage to identify several monster dens while you're out.
>>
>>41362138
>>41362165

true, but theres dick all to gain atm up there. eventually itll be, but caution is the better part of valour here for me. curiousity , isnt good enough to pick a fight in and of itself. strelok said there was almost an entire city of buildings down there already. fortify and expand building by building perhaps? itd work great as an outpost if nothing else. to early to tell.
>>
>>41362175
i would kill for eevn a basic mspaint map of this hollow mountain city dome cavern monsterpalousa.
>>
>>41362175
Aha, I thought so.

More Monsters mean Less Scavengers and More Resources.

But also more monsters.

>>41362182
Most humans would be living above ground and on the surface though, I would like to take that risk if we could find, just once, a faction of humans on the surface we could talk to. Survivors even. God knows if we'll ever find any down there, or if we do, if we even want to meet them. . .
>>
>>41362219
your not wrong. ...and a trading partner THAT ISNT THE BANDITS, would be lovely. just saying , th odds look slim at best and hostile at worst. your call guys.
>>
>>41362175
Can we gain resources by wiping out hordes and dens?
>>
>>41362219
>>41362260
maybe we should focus on using those resources to fix up the base, get our shit in order here before we press too far out.
>>
>>41362310
Assuming no failures, how many resources do we need to get the base fully functional?
>>
>>41362296
you bet your bet we can! (or you know, just do it for fun )
>>41362310
your right, priority is internal optimization and repair, followed by improvements and fortifications.

>>41362332
i think we got it so far.
>>
Rolled 87 (1d100)

Get a group of warriors that have faced off against monsters already, the ones that know them best. Fun the best of these people and make them into a monster hunter unit. When fighting monstrous creatures they are in charge. Have them train by clearing these monster dens.

Perform any overlooked maintenence tasks, focusing on the hydroponics.
>>
>>41362355
Well, of course we need to wipe out those dens and hordes.

If we can get resources for doing so, then they get a higher priority than they otherwise would.
>>
>>41362310
>>41362355
Pressing out and exploration are two different things, otherwise we wouldn't have sent the scouting force deep underground.

In fact, I dare say we have more to fear from down there than any survivors up there who don't have the technology and fortifications we do. If there are humans to be feared, it's us.

Remember how easily those bandits were wiped by lurkers? They're not the real threat.
>>
Rolled 83 (1d100)

>>41362175
>Security Sweep

Deciding that you're getting real fucking tired of the monsters infesting your base you initiate a full sweep of every goddamn nook and cranny you can find. Then a few only AI Strelok could detect. All of your troops in base deploy, fully kitted out. Incidentally you realize that your armory is FUCKING STOCKED, and even fully equipping all of your current number of troops hardly makes a dent in it.

"This armory is designed to service approximately 2000 troops with full long-distance trek or extended engagement preparedness. Additionally this bunker possesses all the necessary facilities for maintaining your gear and ammunition supply in your maintenance center. Evidently whoever built this bunker sacrificed manufacturing equipment (which would've been limited due to space anyway) for making sure my Charges could utilize their full arsenal indefinitely."

Your sweep, as it turns out, was superfluous and no further infestations were discovered. Everyone breathes easier knowing that you're finally secure in your own base though.

>Notices
-General repairs stall for lack of resources.
-Repairs on the Containment Unit continue, but at a reduced pace for lack of devoted manpower.
-Your scouts have radioed back their map data this far. The cavern is very large, and they suggest sending further expeditions later to more thoroughly explore the area. They report 2 points of interest.

>Alert!
-The (formerly) moving hill is beginning to deflate, or the thermal signatures are digging into it. It's unclear which, but either way it's some trippy shit.

(Map and key next post)
>>
>>41362387
We're the guys with the guns, the military training, the soldiers, the advanced weapons and more.

>>41362416
I really really really like our base right now.
>>
>>41362387
your right, the lurkers, murderkrabs, muttmutts , walking hills, massed vehicle bandits, and god only knows what other monster/robot/zombie/eldritch abomination ice beings are. the only things living up there can and will fuck with us. neither side is safe by a mile.
>>
>>41362416
how much power armor do we have?
>>
>>41362296
This reminds me: if we find and kill any more of those damn murderkrabs, we should harvest their bodily fluids for fuel
>>
>>41362439
See but we don't even know if there are massed vehicle bandits. Which is why I want to try and find out.

The point is we take risks whether we explore top side or down side, but top side bears the promise that we might actually meet people we can work with.
>>
>>41362463
maybe we could block off the bottom side somehow and explore the surface
>>
>>41362449
Don't we still have more autopsies to do? We have some corpses left I think.
>>
>>41362443
We have 20 suits of advanced power armor, 5 more slightly damaged suits whose previous wearers died.

I think we also have 25 suits of regular power armor

>>41362478
They burnt up, although we do have a couple lurker corpses now.
>>
File: Caveside Map.png (10 KB, 1274x642)
10 KB
10 KB PNG
Rolled 98 (1d100)

>>41362416
>Map Key
White - Briefly scouted area
Light Grey Circle - Outer Wall of city-complex
Light Grey Shapes - Various structures visible over the wall
Yellow - Unidentified structures
Red - Monster Dens
Blue - Strange Canyon
Brown - Research Bunker
Purple - Your base (not to scale)

>What do?
>Turn 10
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 5
>>Pop 995
>>Military 245
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Under Repair), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 3, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
Rolled 10 (1d100)

>>41362443
You have 225 suits of Power Armor which, from what you've gathered from the conversations of your prisoners, would be worth a king's ransom in this day and age.

25 of these suits are some experimental prototype power armor, the capabilities or which you are unsure of. They seem ridiculously advanced. 5 of these experimental suits have some scuffs and scrapes.
>>
Rolled 38 (1d100)

>>41362501
1. Finish up the repairs, we have more resources now

2. Perform Lurker Autopsies
>>
>>41362540
Wow. Wait, that's enough for almost our entire military.

Is everyone currently wearing them? All this time I thought we were walking about in basic infantry stuff.

Damn, if this is what our troops are geared with and the base is SPECIFICALLY DESIGNED for long treks and voyages we need to be exploring more vigorously.
>>
>>41362371
Bumping this.

But make their leader a hero!
>>
>>41362501
>finish repairs on base
>send exploration team to research bunker
>>
>>41362501
Aside from the Adv Contaiment Unit, is everything repaired?

Vote to take out that nearest monster den, and secure that research center.
>>
>>41362371
>>41362566
Making a special "monster hunter" task force sounds like a good idea.

Also you don't make heroes you find them.
>>
Rolled 40 (1d100)

>>41362578
roll
>>
Rolled 13 (1d100)

>>41362579
We might want to take out the dens around it first before we tackle the center, which could be a monster den in and of its own for all we know.

>>41362578
Vote. And scout out the monster dens in the way there.
>>
Rolled 89 (1d100)

>>41362560
Only 25 of your troops are trained for using power armor, the rest are equipped in your basic infantry gear.
>>
>>41362588
I mean give the guy a name, as time progresses the leader of such a respected force within our society would no doubt ascend to heroic status and be Abel to do heroic actions.
>>
>>41362614
this needs to change asap
>>
Rolled 71 (1d100)

>>41362614
Well Jeebus.

1. Repair the Base

2. Have the Major train more of our military to use power armor.

This will REALLY extend our security when doing pretty much everythin!
>>
Rolled 62 (1d100)

>>41362622
>>41362631
This
>>
Rolled 7 (1d100)

>>41362478
yes, lurker eggs and corpse.

>>41362476
eliminating our future options is a silly and short shighted move, future anons will curse us for doing that. trust me.

>>41362463
yes, scouting up top needs to happen eventually, BUT and this is a good butt. up top were secure, and very hidden, and secret. as soon as we send out forces, no matter how small we lose some of that. and beings will start to look for us eventually. downtown, we arnt hidden, and nothing has really gotten in or fucked with us yet. theres no good answer, just that we lose concealment up top, by announcing our pres sense without dedicated stealth teams and equipment.

>>41362501
YAY! in strelok we trust!

- resume repairs, both general and containment.

D. examine and learn about lurker eggs/corpse.

G. segment out 50 experienec troops to form , a experimental monster unit. and deploy it toward nearest monster dens with demolitions.

>>41362631
when he gets back, training and further military actions will be a great idea.
>>
Rolled 45 (1d100)

>>41362631
>>41362651
The Major isn't back yet.

>>41362655
I'll vote this >>41362541
>>
Rolled 60 (1d100)

>>41362579
You still have to do some cleaning up on everything except the Hydroponics bay and the AI Core. If you devote an action to repairs then (depending on the roll and the piece of infrastructure in question) you will repair 1-3 items from the infrastructure tab per turn and consume 1 resource.

If you leave it in the background, you will repair 1 piece from the infrastructure tab every 1-3 turns and consume a resource every time something gets repaired.

>>41362631
"The Sergeant Major is currently dispatched with your power armor troops scouting the cave, and he is your only member certified to train people in the usage of power armor. You will have to either recall them, or wait."
>>
Rolled 39 (1d100)

>>41362541
Making the base repairs and autopsies seems like the sound thing to do right now
>>
Rolled 77 (1d100)

>>41362655
What makes you think you're not hidden caveside, anon? The Stealth Matrix operates down there too (now that everything's online), the Mute-Mutts just remembered where your entrance had been before.
>>
>>41362655
Not all 50 need to be in power armour, 20 standard, 10 prototype, 20 traditional infantry. This range will be good as monsters come in all shapes and sizes. Elect a leader and have him be the most heroic of the group. I want a damn hero.
>>
>>41362541
This gets my vote, in light of >>41362689
>>
Rolled 61 (1d100)

>>41362541
Vote
>>
>>41362689
What kind of monsters are in the nearest monster den?
>>
>>41362742
im aware, i ment 50 NOW, they can be trained later, and all our troops are experienced (more or less) . be careful about hero unit desires.......i know all too well the heart break they can reap...
>>41362726
i did not understand what the stealth mattrix did exactly....thanks for clearing that up. i guess its a illusion/camo field of sorts then. good.
>>
>>41362756
Dunno that yet. Probably the nasty kind. But they'll die like the rest when killed by the best.
>>
Rolled 55 (1d100)

>>41362756

"According to the scouts' report:
'Horrible, heinous abominations against nature. Too disgusting, moving on to identify other shit.'

Your scouts' directive was quite generalized, and this is neither contrary to that nor unexpected. With as much distance as you ordered them to cover they can't afford to spend too much time on any single item of interest. You should dispatch another scout team specifically to that destination if you'd like further information."
>>
>>41362796
Sorry mate didn't want to seem like I was attacking your idea. I was merely giving my 2 cents.

Also I haven't seen you around many traditional civ threads for a while? You should stop by some time.
>>
Rolled 80 (1d100)

>>41362501
I am getting mixed signals on consensus.

Please re-propose action plans, linked to this post. Re-vote for the action plans you support. Please include 1d100 with every post.
>>
Rolled 38 (1d100)

>>41362906
Still voting for
>Finishing repairs
>Performing Lurker Autopsies
>>
Rolled 29 (1d100)

>>41362906
1) Finish repairs on Base

2) Autopsies on Lurkers.
>>
Rolled 91 (1d100)

>>41362917
see >>41362541
>>
Rolled 72 (1d100)

>>41362906
>Repairs
>Lurker Autopsies
>>
Rolled 25 (1d100)

>>41362831
no worries, im not mad, just mis communication i believe. and i do like your idea about it beinf a versitlie unit lead by a dedicated hunter hero.

yeah, i only rarly post on 4chan, 99% lurker. theres alot of quests and civ games all the time. i gotta pick and choose with teh time i have alotted to play. ive really enjoyed streloks engine, writing style and post apoc/fantasy/sci-fi/call of Cthulhu setting. (seriously, im not sucking his dick, for reals) not sure witch one your mentioning, specifically.

>>41362906
passive repairs
lurker research
monster fighting unit monster den demolition.
>>
Repairs
lurkers

And as a decision not quite an action, assemble the monster hunter squad. And next turn I suggest starting a training regime, while we do all sorts of government decisions such as resource management and breeding plans.
>>
Rolled 48 (1d100)

>>41362906
>Continue general base repairs
[LOCKED]
>Perform Lurker Autopsies
[LOCKED]

Writing them up now. Dice are surprisingly shenanigan-less for you guys thus far. I am disappointed.
>>
>>41363005
I'm still wondering what that 100 you rolled was. Something good for us I hope.
>>
Rolled 74 (1d100)

>>41363000
Unfortunately you are not a Paramilitary Civ, so you don't get an automatic training action. You could conceivably gain one if you directed a hero's growth in that direction or invested into building training facilities in one of your empty rooms.
>>
Rolled 15 (1d100)

>>41363038
It did a lot of things, a few were for you.

For real, writing now though.
>>
>>41363040
>invested into building training facilities in one of your empty rooms.
Anyone feel like doing this into the near future? I'd like to slot this in as the first improvement to the base once we get it fully repaired (baring any major changes)
>>
>>41363040
Buy I got quads? I kid I kid. Yeah that's what the suggestion was for, as an idea form the team, then as an action next turn begin training in a spare room, as they train the space will slowly become better fitted to their needs so we don't necessarily need to build it is my thought.
>>
Rolled 81 (1d100)

>>41363005

>Continue general base repairs

Your population dedicates themselves to cleaning, oiling, polishing, and generally showing some TLC to your base. The housing unit, stasis bays, gym, and Power Center have all been cleaned up. You even managed to get the unwashed smell out of the rooms you were keeping the prisoners in. Old sheets were recycled for new, and the smell of fabric softener and laundry detergent now permeates your base. The effect is quite pleasant.

>Morale increased
>???? 2/5
>>
>>41363149
It's my vote for next turn

Begin training
More repairs

Unless something world changing happens.
>>
>>41363149
i wouldn't do it first, as were pretty highly trained already. but that, a manufacture, and a living quarters zone would do well.
>>
>>41363166
This post makes me feel good.
>>
>>41363166
>tfw nuclear post apocalyptic winter wasteland full of monsters and marauding bandits
>we still keep everything sharp and tidy and clean
Best brits
>>
>>41363188
We've got arms and armor that our people can't use. I'd like to see them trained on it, so when we burst onto the wider scene we can be Power Armor Mongols and roflstomp everyone.

>>41363166
What's left to clean/tidy/repair in the base?
>>
>>41363227
best brits.
>>41363232
we dont need a dedicated space for that kind of training, just sword and a few runs around the halls, then a finale test out in the monster girl caverns.
>>
>>41363273
"...private Jenkins, go out there and find yourself a monster. don't com back till your a man!"
>>
>>41363293
We aren't idiot Space Marines.

Power armor is expensive, recruits doubley so.
>>
>>41363303
it was a joke, i was suggesting he find a "monster GIRL" and come back a man....
>>
>>41363293
Oh my god we must become a tribal high tech British society. A coming of age ceremony for men is to go out and kill a monster equipped with nothing more than a knife and water. Those that fail but survive can make some sort of small village on the outside world where they act as lower tier citizens that gather resources and such. Killing a monster is a big deal and the man must bring the corpse back and investigate it to have a solid understanding of that species. Optional for future kills that aren't newly discovered. The monster they first kill then acts as a gatekeeper to adult hood for them.
>>
>>41363339
Oh.

OH.

I'm slow.

It's also the end of my shift here at work. >_>
>>
>>41363363
Kek
>>
>>41363363
heh, not a half bad setting idea. but it DOSE smell like a british space marine thing...i dont think well go that route this timebuddy friend. hahaha , but interesting none the less.

>>41363374
oh really? its 1230 here, where u work at?
>>
Rolled 19 (1d100)

>>41363166
>Perform Lurker Autopsies

"So what's your name again?"

"Krueger, sir."

"Aah, well pleasure to me you Krueger. I'm the new Head Surgeon. Command wants us to open up some of these Lurkers, I presume you've prepared everything?"

"Of course sir, I pride myself on being an excellent assistant."

"Very good. Well let's get into it, and here's hoping I don't repeat the mistakes of the last guy eh? Haha, I'll be extra careful with the eyeballs."

"Dear jesus, why would you say that? He was my friend and I watched him burn to death."

>Lurker Autopsy performed
>Lurker weaknesses learned, Anti-Lurker training available

The Lurker is a mostly humanoid monster with elongated arms for climbing terminating in 3 claw-tipped digits, white and grey mottled hide for effective camouflage both in the snow or on the cave roof, and extremely dense muscle tissue all over its body. Its most remarkable adaptation by far is its head and tongue, which appear to be its primary means of catching prey.

The head is mostly hollow, with the brain having migrated into the central chest cavity. Replacing the freed up space is a series of organic ratchets and mucus excretion glands. These ratcheting mechanisms function equally effectively forwards or backwards (the tongue is stored in the head cavity when not in use), allowing the prehensile tongue to easily snare prey in its sticky mucus and pull the item into the Lurker's tooth-lined abdominal mouth. It can also be fired as a projectile, potentially penetrating foes without armor and depositing the highly toxic mucus inside them.

Altogether it is a very nasty monster, and its status as vermin speaks to the viciousness of everything else that lives around here.
>>
>>41363406
>oh really? its 1230 here, where u work at?
It's 2330 here shortly. I work as a gate guard for a gated community, at the back gate.

It's an easy enough gig. In theory I do my programming here. In practice, I'm on /tg/ and Fark.

And to everyone: I'm back in 45 minutes or so. If you get us blown up I will be very unhappy.
>>
>>41363410
immediately deploy armor to all command staff. i for onme, am not okay with being penetrated by a long hard apendage and having it deposit its sticky mucus inside me...

>>41363443
cool, i do traffic(read: parking) control at my university, shits easy as sin. i sleep half the day and get paid for it.
>>
Rolled 79 (1d100)

>>41363410
Your scientists think that they may be able to do further research with more Lurker corpses to develop applications and harvesting methods for the various components. You would have to suggest a general area of application for them to look into (poison, harpoon, glue traps, etc.).

>Notices
-The trail of meat-chunks your Mute-Mutts scouts are following is leading them towards the strange canyon.
-Your sensors detect a large group of something departing from one of the unidentified facilities.

>Alert!
The thermal signatures have left the collapsed hill. Its bulk has become significantly deflated...or whatever happened to it anyway.

>What do?
>Turn 11
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 4
>>Pop 995
>>Military 245
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Under Repair), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
Rolled 58 (1d100)

>>41363493
Have to do an IRL fetch quest real quick. It'll be a minute before I write the next post.
>>
Rolled 86 (1d100)

>>41363493
1. Continue with Base Repairs

2. Have the scouts returned? With the Major?

If so have him train our existing troopers in power armor usage, as well as give us a more detailed report of their findings
>>
>>41363493
G. send small scout force both to inspect hill (extreme caution/stealth) and scout(get a look at ) facility and its residents. do not engage. now im curious...

B. continue/finish base repairs ( i believe were missing one or two last things...ai core? )
>>
>>41363578
This.

Coworker being incompetent and I'm waiting behind a guest.
>>
Rolled 66 (1d100)

>>41363578
Second
>>
Rolled 8 (1d100)

>>41363578
Vote
Also send another force to scout and take a look at the monster dens/research facility area
>>
Rolled 11 (1d100)

>>41363606
>>41363578
These
>>
Rolled 81 (1d100)

>>41363606
>>41363578
Yep
>>
No sending anybody else out, we'look be spread out far too thin. Focus on repairs, breeding, and science.

In estimate Lurker eggs. And harvest the lurker mucus. We're going to end up making poison.
>>
>>41363754
Poison is good. Better still we use the whole carcass as a form of trap.

Sharpened stakes from fangs and horns, tipped in poison, tentacles covered in glue from the mucus to trap monsters, the more they try to break free, the deeper the harpoons dig and the tighter the trap becomes.
>>
Rolled 86 (1d100)

>>41363578
i like rolling too sometimes.

>>41363754
poison was what i was thinking too. could create a reduced form, and inoculate our population, increase poison resistance or some such.
however no, i do not agree we should hole up and breed like terrified rabbits. we conquer our surroundings one setp at a time, like the true monarchical empire we come from. AL HAIL BRITANINA!
>>
Bumpus
>>
Rolled 68 (1d100)

>>41363533

"Your scouts are currently trying to find a workable, non-obvious way to get through the wall into the city proper. Unless you narrow their search area down, they estimate it will take about 8-15 turns to get a basic map of the entire cave."
>>
>>41363905
>>41363578
addendum: Radio sword" good work for now soldier. regroup and return too base. further recon units will be sent in the future, youve given us valuable data soo far. but a propper exploration will need more men and time we cant spare right now. "
>>
Rolled 82 (1d100)

>>41363578
You can only send scouts to one of those or the other.

>Choose One
>Send Scouts to the hill
>Send Scouts to the facility and residents

>Continue Base Repairs
[LOCKED]

>>41363754
If you allowed your current inventory of lurker eggs to hatch, you'd have more than enough lurkers to research an application and get an initial production run made of whatever you want made.

If you'd like to set up a longer-term, more sustainable system then you'll need to devote an empty room to Lurker breeding and processing.
>>
>>41363970
>Send Scouts to the hill
>>
>>41363970
The Hill

>>41363970
If we did that we had better set up a specific and SECURE lurker kennel unit secure from entry and exit
>>
>>41363970
send scouts to facility and residents. just in case sword runs into em.
guys, i like poision as much as the next guy, but we could REALLY use those rooms for something else, lurker dome would need to be made in the cavern instead.
>>
>>41363977

This.

And good, nothing exploded while I was gone.
>>
Rolled 30 (1d100)

>>41364006
You can always tear down obsolete facilities and replace them. Depending on the sort of stuff in question you might even be able to set it up again elsewhere much more easily than initial construction was.
>>
Rolled 8 (1d100)

>>41364006
Your ideas have been good so far, let's scout out the unidentified facility
>>
>>41364037
hmm, fair enough. though the idea of filthy vermin living in our glorious monarchy bunker is deeply unsettling.
>>
Rolled 10 (1d100)

>>41363970

>Send scouts to the facility and residents
[LOCKED]
>Continue base repairs
[LOCKED]

>Recall the scouting party?
Y/N

Writing.
>>
>>41364125
>>Recall the scouting party?
Y.

Also, please give us an estimate on how much Base Repairs we need before we're at 100%
>>
>>41364125
N
Let them finish their job
>>
>>41364125
yes, we underestimated the time requirements, and if they come under assault theyll be to far away. future recon will use vehicles to expeditie the process.
>>
>>41364125
>N
No point in making them quit early.
>>
>>41364125
Y

We need to get Grift back to give our soldiers power armor training.
>>
>>41364125
N

They are almost done guys, no need to rush them.
>>
>>41364170
8-16 turns, is not almost done.
>>
>>41364170
Isn't it going to be another 10 turns or so before they're done?

We also have our potential second Hero unit out there.
>>
Rolled 67 (1d100)

>>41364143
Varies depending on rolls. You still have to set things in order in: Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Security Hub, Maintenance Center, Vehicle Bay.

You repair 1-4 things per turn, depending on rolls.

>>41364153
They requisitioned 5 hover technicals for this expedition. It just takes time to scout so much area with any degree of decency.
>>
>>41364178
>>41364175
Fine. Recall them.
>>
>>41364187
then we should send another hundred men, all the men, no , all the civies too!!! i will have my underground monstergirl city......and rename it Menzoberranzan!
>>
>>41364217
*BLAM*

No.
>>
Rolled 65 (1d100)

>>41364125

>Continue Base Repairs

A few members get together and bet among themselves that they can't check everything with the word "Bay" in it off the list in a single turn. The competition did wonders for your population's lagging enthusiasm for cleaning and Science Bay, Med Bay, Engineering bay, and Vehicle Bay have all been fixed up in one fell swoop. AI Strelok expresses great pleasure at your dedication to cleanliness and efficiency despite being filthy waterbag creatures.

>Send scouts to the facility and residents

Deciding that you'd rather not get snow all over the recently cleaned, waxed, and refinished Vehicle Bay floor you send scouts out to investigate the facility and its residents instead. Unfortunately whoever had departed the facility headed directly out of your base sensor range, and your scouts didn't manage to get close enough fast enough to tail them.

They did manage to take a look at the facility they had departed from though. It seems to be a bunker of some sort like yours, but much more heavily fortified. Fields of monowire coils occupy the spaces between hardened redoubts and auto-turret emplacements, all arranged with overlapping fields of fire to protect a central fortress. It doesn't seem to be in the best state of repair, but at least some of the auto-defenses seem to work.

Your scouts couldn't make out much detail about the residents for fear of being detected on the bunker's sensors but they are definitely humanoid, and some wear armor and use weapons.
>>
Rolled 42 (1d100)

>>41364342

>Notices
-The hill seems to be deflating further, or melting or something.
-Scout party will reach the edge of the strange canyon next turn.

>Recall the scouts
>Y
-Sergeant Grift and his scouts have been recalled, they should be back in 2 turns.

>What do?
>Turn 12
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 3
>>Pop 995
>>Military 245
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
Rolled 95 (1d100)

>>41364362
ending it for the night buddy friend?
>>
>>41364362
Continue to repair/clean the last of the base

Continue to scout the facility. Should we approach them?
>>
Rolled 77 (1d100)

>>41364372

I'll stick around for as long as there are anons. Got something early tomorrow morning and I'm heading out of town so there's no point sleeping now. It'd be another story if I'd started on time.
>>
Rolled 98 (1d100)

>>41364386
"This AI would suggest attempting radio contact via the scout party before approaching them physically. Due to this area's general level of hostility it would be unwise to knock on the door unannounced, so to speak."
>>
>>41364362
G. continue base repair, THE FINALE PUSH MEN! OVER THE TOP!
E. send second force to scout hill. hold facility unit in place .

>>41364392
fine! be that way! and resonable! im tired and am going to bed soon. in strelok we trust

>>41364386
we can alternate between the two.
>>
>>41364422
Well, "approach",you know what I mean Strelok!

Also curse you! I want to go playCK2. But I want to play this, too
>>
>>41364434
ck2?
>>
>>41364422
On the Radio.

"Research Facility, this is [Base Transponder ID Code] callsign "Whitecastle," please respond. Over."
>>
Rolled 95 (1d100)

>>41364443

Your scouts went to the northmost yellow dot on the map, not the brown research facility.
>>
Rolled 23 (1d100)

>>41364433
This, I want to get a look at that hill before it evaporates or whatever.
>>
>>41364439
Crusader Kings 2. The Medieval Murder Incest Family Simulator.

Now with more Mongols.

>>41364455
>"Unknown Facility, this is [Base Transponder ID Code] callsign "Whitecastle," please respond. Over."
>>
>>41364483
Yeah that.
>>
Rolled 33 (1d100)

>>41364433
derp, my last roll. after this you can go play friends with teh neighbours bunker. just let me see the bloody hill for 5 secs
>>
Rolled 100 (1d100)

>>41364483
"Base what? Callsign who? How the fuck did you get this channel and what do you want with us lot? We like our /privacy/ in case you can't fucking tell by all the guns and razorwire and shit."
>>
>>41364512
wat dem crits strelok...stop that...
>>
>>41364512
"This is [Code], Callsign Whitecastle. God save the King!"

And... I don't know what else to say. I may have been hitting the cider.
>>
Rolled 52 (1d100)

>>41364512

"Aah, there you fuckers are. Now kindly get the fuck out or get the fuck blasted and eaten by ferals."

>Alert!
Weapons platforms are coming active at the unknown facility. They are all pointing towards your scouts.
>>
Rolled 51 (1d100)

>>41364538
remove scouts, you twits! MOVE!
>>
>>41364538
I want to roll diplomacy.

"STOP SHOOTING WE'RE BRITISH"

Can we vote for a King?
>>
Rolled 40 (1d100)

>>41364538

>What do?
>CHARGE!! (You only have a scout party there)
>RUNN!!
>Attempt to diplomance (Write-in)
>Other?

>>41364559
One can incidentally roll diplomacy by having dice on and getting a crit, but any rolls other than a crit or special dice interactions are unlikely to change NPC opinions.
>>
>>41364538
"Pardon us for intruding. We'll stay away from your base if that's what you want. We don't plan on asking questions you don't want answered."
>>
Rolled 85 (1d100)

>>41364559
no! go to bed, you security loveing mulchsack! dream of gates or something...

>>41364571
runn
>>
>>41364571
Walk back
say >>41364573
"We are (not!British)-Government remnant and detected intelligent life in this area, we are retreating upon your request immediately."
>>
>>41364591
this , plus: " do stop by, teas round 11"
>>
>>41364591
Backing this.

>>41364585
I only woke up at 1345. It's only 0115.
>>
Rolled 17 (1d100)

>>41364609
Ha ha yes!

So these are probably some crazy paramilitary survivalists...if they ever need help we might have a chance at befriending them, otherwise just stay the hell away from their base.
>>
>>41364621
i hate you. but in you i place my faith, keep the bunker strong, the men fighting, and the monarchy alive in our heats and souls! im off.
>>
>>41364591
This
>>
Rolled 86 (1d100)

>>41364571

>Retreat
>Diplomance

>>41364573
"...Well that's surprisingly reasonable of you."

>>41364591
"You detected...is that some kind of fucking joke? Fuck you assholes. If your other dude hadn't been so cool I'd be ordering you blasted to smithereens right now. Get the fuck away and stay out."
>>
>>41364657
"We meant no offense. We mean to say is we percieved your presence in your base. We are going now. If you wish, you have our contact info, good day."
>>
Rolled 68 (1d100)

>>41364433
Rolling and things
>>
Rolled 61 (1d100)

Hmm...

Anons almost all seem to be asleep. Thread ended for today/tonight. Don't keep it alive, I'll be travelling all day and night tomorrow.

Next thread date/time will be announced via twitter.

>>41364695
"Hey you, whoever you are. You're cool, but you hang out with a bunch of dickheads."
>>
>>41364732
"HURBUBRLBLUR"

But not really.

Thanks for running Strelok.
>>
Rolled 31 (1d100)

>>41364433

>Finish up base repairs (finally)
[LOCKED]
>Send scouts to the 'hill'
[LOCKED]

Next thread will begin with these, but I'm going to call it for the night here.

>>41364765
Thanks for playing, and liking it enough to stay up until 3:30 am.
>>
>>41364732
"Thank you. I'll have you know I would love to hang out with you sometime instead of the rest of these assholes."
>>
>>41364769
Thanks for being awesome and hosting up to 3 am Strelok.
>>
Let's see what we can deduce.

They are intelligent, but they were mad about an "intelligent life comment"
They are roughly humanoid, or at least are capable of controlling power armor.
They like privacy, and were willing to unleash "the ferals on us"

My guesses for possible candidates are:

Intelligent Zombies - Not really alive, though the smart ones can be intelligent enough to run shit (when not overcome by sheer HUNGER). Ferals might be the feral zombies.

Intelligent Ghouls - Pretty much the same as above. Don't like the comment about being alive, and there are feral ghouls

Robots - Robots aren't technically alive of course, but they are intelligent.

Mutants/Monsters - Perhaps they perceive all life as "intelligent" and are offended of the idea that we think the rest of the monsters in the region are "dumb" I mean, the mutemutts are explicitly stated as being intelligent, and it might even be possible EVERYTHING is intelligent. Lurkers, murderkrabs, ceiling bats, and all.
>>
Rolled 93 (1d100)

>>41364917
Looks like we've got a clever anon hovering around here.

I'll tell you this much, one of these is correct.

For what good that statement does you. Huehue.
>>
>>41364963
Fuckin Ghouls man
>>
Rolled 84 (1d100)

>>41366585
If you'd rolled better for scouting you might actually know instead of idly speculating.
>>
>>41366585
It's monstersand/or mutants yo. Smart ones
We're in a science facility full of intelligent monsters, gotta be those
>>
File: Spoiler Image (127 KB, 1024x680)
127 KB
127 KB JPG
>Agree that our name should be Whitestone
>Accidentally call ourselves Whitecastle
>Nobody notices or minds
I love this civ



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