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Rolled 97, 95, 18, 48, 96, 5 = 359 (6d100)

The Fall was a long time coming, and when it happened only a few were caught totally unaware. Its ferocity, however, could not have been predicted. Civilizations that had stood for ages were wiped from the face of the earth in a matter of days, and the ground itself suffered wounds from the great powers unleashed upon it. But no one around now knows exactly how or why it happened, and the few that could tell the tale prefer not to. The Old World is gone, though its traces remain. The New World is a shattered husk of its old self. Once mighty cities are now overrun with monsters, bandits, and mutants...while the Wilds and the Wastes, with the terrible denizens in them, consume more of the world every day.

Even in this world, there are fools who seek to rebuild. Remnants of the Old World who sheltered the storm in underground bunkers emerge less and less frequently as time treads on. Occasionally wielding their ancient technologies to found a pithy empire, an attempt to regain former glory. More often they succumb to the things and bandit which now stalk the world. There are even descendants of average people who somehow avoided the horrors of the apocalypse, the hard-won lessons of their ancestors allowing them to survive and sometimes thrive even thrive in this harsh new world.

The only question that matter is...which path will you take?

Faction Choices will be supplied in the following posts. First to Four Votes will be locked in.

A Faction, HQ, Homeground, and (surrounding) Terrain must be selected before we begin. Fluff will provide background bonuses, and may net you special abilities or supplies not normally accessible at start (if you have a convincing backstory, that is).
>>
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Rolled 97, 60, 95, 23, 11, 89 = 375 (6d100)

>>3357886

Well, with those starting area stats you guys sure are in for a treat.

Your selected HQ will provide you bonuses in some areas, and maluses in others. All HQs are balanced. No, I will not explain them. They are a mystery box until we have initiated play.

Factions:
>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.

>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.

>Military Remnants: You are the members or descendants of one or several military or paramilitary groups. Before the Fall you or your ancestors were part of the standing army of a nation, a private military contracting firm, Megacorp security forces, or some other highly militarized group. As such you have Decent Supplies, Low Population, Poor Manufacturing Capacity, Poor Research Capability, and Excellent War Capacity.
>Garrisoned Tower, Military Bunker, Military Base
>VR Training Pods: Your entire civilization is automatically trained for war from a young age, and you gain an automatic Training Action by default.

>Think Tank Remnants: You are the remnants or descendants of some sort of Old World scientific elements. You are precious among factions for preserving the very best of Old World technology, and being the only ones capable of actually improving upon it. You have Poor Supplies, Low Population, Average Manufacturing Capacity, Rreat Research Capability, and Very Poor War Capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

>>>Continued
>>
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Rolled 47, 18, 94, 43, 22, 12 = 236 (6d100)

>>3357905

>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>Cockroaches of the Apocalypse: Bonus to salvaging, scavenging, and survival-oriented actions.

>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>HQs: Cave Complex. Ruins. Nomad.
>Inheritors of the Earth: You have adapted to the New World in ways higher-tech factions would never be able to. Every single member of your civilization knows the land upon which you live like the back of their hands, and all of your people are capable of going to war in emergencies. You gain bonuses to scouting and guerilla warfare actions.

>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>HQs: Military Base, Research Complex, Lair
>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

>>>Continued
>>
Rolled 9, 99, 8, 19, 60, 33 = 228 (6d100)

>>3357919

>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

>>>Faction Choices Concluded

>>>Homeground Choices incoming
>>
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Rolled 43, 55, 8, 55, 58, 6 = 225 (6d100)

>>3357938

Please Choose your Civ's Homeground

Your selected Homeground is contained inside your selected Terrain. Terrain determines general climate and weather behavior, as well as having various other influences. You do not receive bonuses for operating in your terrain. You do not receive penalties for operating in your terrain either, as your civilization's members are assumed to have grown accustomed to its idiosyncrasies.

Examples for Homeground below. All actions undertaken within your homeground will have bonuses given to them.

Urban: Start in the middle of a city, no reliable food sources around. Increased bandits, factions, zombies, resources.

Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.

Desert: Start with no immediately detectable sources of water or food nearby. Deserts were popular places for scientific and military bases though, and you'll certainly have plenty of space to build.

Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.

Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.

Military Base: Start inside a large military complex, the bunker you have taken over includes a small nuclear generator, armory, stockpile of ammunition/survival supplies, and some intel on the base and terrain at large. The base is an attractive target for raiding though. Greatly increased bandits and salvage.

Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.

Vault: Start inside part of a large, self sufficient underground complex. Your node is self-sufficient but poorly fortified, and you don't have much room to expand. Furthermore the Vault is not entirely inhabited, and the things that live underground have started to creep in... Increased factions, monsters, decreased bandits.

Write-In: ????

>>>Homeground Choices Concluded.

>>>Terrain Choices incoming
>>
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Rolled 9, 32, 2, 90, 61, 9 = 203 (6d100)

>>3357938

Examples for Terrain below.

Tundra
Mountains
Plains
Canyon
Desert
Megacity
Jungle
Forest
River Valley
Wasteland [Restricted to Mutant and Mutant hybrid Civs ONLY]
[Write In]
Etc.

Various Terrains and Homegrounds can be hybridized (even ones that would seem nonsensical), but be aware that there may be unexpected interactions. Most of which make life harder.

>>>Terrain Choices Concluded.
>>>Starting Posts Concluded.

Any questions are welcome. Well thought out fluff will be heartily rewarded. I advise you write some, the world is brutal and you will need all the advantages you can get.

I encourage you to roll 1d100 with every post at every stage, as I use unneeded player rolls to generate background events.

1d100 will be required on action posts once the game begins, and on confirmation votes for action posts in order for the vote to count.
>>
Rolled 8 (1d100)

>>3357973

Factions:
>Government Remnant
D.E.A.

>HQ
Fortified Township
Island
Plains
>>
Rolled 97 (1d100)

>>3357973
Dang nice, QM.

>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.
Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.
Forest
>>
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>Faction: Government Remnant

>HQ: Fortified Township

Homeground: Urban

>Terrain: Megacity

London. Long ago, it was held by the empire of the Romans. But they fell. But time passed and things changed, kings lost their power, technology progressed and the world entered the modern age. The city grew to spread out, a great concrete stain upon Britain. Yet this wouldn't last, couldn't last. The great catastrophe came, and Britain was shattered as it had been after the fall of the Romans, as the government lost hold over the island.

But although the United Kingdom may be dead, Parliament is not. At the very heart of the dead husk of London, they remain, exerting their influence only on a small portion of a dead husk of a city. Things seem bleak, but if there is one thing they can assure themselves of, it is that England's rightful government shall not go down without a fight.

Rule Britannia!
>>
Rolled 14 (1d100)

Bugger, messed up the formatting and forgot the jack of all trades specialty. Sorry bout that.

>Specialty: Propaganda/Morale
>>
>>3358005
Is their a Monarchy still?
Cause if so giving us the option to make it actually matter again would be neat
>>
>>3358016

There is, but by this point they're such insignificant figureheads that they may as well not exist. Then again, there could be a Meiji Restoration type event...
>>
Rolled 37 (1d100)

>>3357973

Votes
>Faction
Gov't Remnant - 3

>Homeground
Island - 1
Rural - 1
Urban - 1

>Terrain
Plains - 1
Forest - 1
Megacity - 1
>>
>>3358034
I like the sound of that
:)
>>
Rolled 79 (1d100)

>>3358064
>>3358016

Is this a vote?
>>
>>3358120
Uh yeah
Sorry. Count it as one.
>>
Rolled 49 (1d100)

>>3358057

Votes
>Faction
Gov't Remnant - 4 [LOCKED]

>HQ
Fortified Township - 4 [LOCKED]

>Homeground
Island - 1
Rural - 1
Urban - 2

>Terrain
Plains - 1
Forest - 1
Megacity - 2

Please select a specialty.
>Current Specialty Votes
Propaganda/Morale - 2
Drug Hunting - 1

The Government Remnant's signature trait is adaptability. Accordingly, your selection of specialties is extremely broad. Specialties can be particular tech specialties, societal structures/adaptations, cultural traits, uniquely skilled personnel, individual tech items, or etc. In addition to the already voted on examples for your specialty, here is a list of specialties which have been selected in the past:
-Power Armor
-Sensor Technologies
-Espionage Tactics
-Cybernetic Hivemind
-Survivor Pact
-Etc.
>>
Rolled 6 (1d100)

>>3358174

Still waiting on Homeground and Terrain to be locked in.

If a specialty isn't locked by the time those two are selected, then the specialty with the highest number of votes will be selected.
>>
>>3358174
>Propaganda/Morale
>>
>>3358174
>Drug Hunting
>Urban
>Power armor
USA USA USA
>>
Rolled 54 (1d100)

>>3358443

>Drug Hunting
>Power Armor
You can choose one of these things, not both. Though clever...phrasings, shall we say, of what your specialty is might provide both. Fluff could also easily provide access to both.

>Homeground
Island - 1
Rural - 1
Urban - 3

>Terrain
Plains - 1
Forest - 1
Megacity - 3
>>
>>3358453
oh, thought that xrug hunting was for our skill. Then my vote goes to drug hunting.
>>
Hmm, looks like a tie between propaganda and drugs, whilst homeground and terrain both have a clear majority, but don't have enough to be locked in.
>>
Rolled 36 (1d100)

>>3358565

In the event of a tie at lock-in, the tied elements get hybridized.
>>
>>3358565
I'll step in to support:
>Propaganda/Morale
>Urban
>>Terrain
to help things move along.

When I saw the name of this quest, I thought you-know-who had returned from the dead.
>>
Rolled 49 (1d100)

>>3358594
>>3358174

>Faction
Gov't Remnants - [LOCKED]

>HQ
Fortified Township - [LOCKED]

>Homeground
Urban - [LOCKED]

>Terrain
Megacity - [LOCKED]

>Specialty
Propaganda/Morale - 3 [LOCKED]
Drug Hunting - 2

>Fluff
>>3358005
You are one of the heirs of a long-lost government that was once widespread.
>Unlocks [REDACTED]

>>>Selections confirmed, proceeding with Worldgen
>>
Rolled 71 (1d100)

Looks like it's gonna get heavy, urban megacity start.
>>
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Rolled 93 (1d100)

>>3358631

You are the former employees of Department of Social Order and Obeisance, and you have not had a very good month. "Former" employees because as far as you can tell, the U.K. you once owed your loyalty to has vanished without a trace.

The details are sketchy in all of your members' heads. Something about a test of some sort of new technology meant to induce lasting feelings of goodwill towards your fellow department members. Next thing anyone knew, they were waking up to the sight and sound of monsters attempting to gnaw their way through the glass of your psycho-pods. You don't know how many were lost by the time the facility alarm went off, but all of you who were left were just grateful when the red-eyed power-armored men descended out of nowhere and started to fight off the terrifying creatures who had been devouring your fellows one-by-one.

Or at least you were until THOSE GUYS started looting the pods whole, with people still inside. That is, until a bunch of freaky looking bots made out of some sort of green metal showed up and started tearing into everyone and everything in sight...except for Department members. Fortunately the bots provided enough cover that everyone managed to follow the Epsilon Delta plan [see: subset of plans filed under "Two opposing hostile elements distracted by single friendly element inside [REDACTED] compound"-related files] just like you'd all practiced...wait a minute, when did you all practice that again?

Anyway, you actually managed to make it out with most of you alive after that. AND with most of your mission-critical assets in tow on the vehicles you found. Of course, as soon as you got outside the bunker you quickly realized 2 things.

1) This place is NOT London. Or at least, not anything like the London you all think you went to sleep in.

2) This place IS a GODDAMN WARZONE.
>>
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Rolled 95 (1d100)

>>3358778

After dodging countless skirmishes between disparate groups of criminal-looking men with advanced-looking, glowing weaponry and monsters that dissolved, ripped to shreds, maimed, burned, and did yet worse things still to those men...you finally managed to navigate through this maze of a multi-level city to somewhere that doesn't seem to be immediately under siege from any hostile elements. A nice kind of small self-contained arcology/mall type building. You really have no idea how something like this could be in such good condition considering what's going on all around elsewhere in the city.

Maybe it has something to do with how, when your caravan got lost, the paths you backtracked across seemed to lead to different places when you went down them again.

Anyway, although it's been a horrible month, everyone is actually very happy to have found a place to settle into! You managed to get most of the equipment you brought along set up, and now you're all enjoying each others' company for the first time in what seems like an age. It's jolly good fun really!

Now if only the constant thump-thump of carpet bombing that feels like it's hitting the level above you would stop, and if the shrieks of ineffable creatures and SNAP-SNAP of energy weaponry would die down, things might start to be really swell.
>>
Rolled 88 (1d100)

>>3358812

>This concludes the report submitted by First Organizer Lous Connery

-Well, Directors. That is a summary of events up to this point. Please let me know if you have any other queries. I exist only to serve.

-By the way, Directors. I have detected the presence of several exceptional individuals in our population through analysis of Indoctrinet service-usage. Unfortunately, with our current resources I can only firmly identify and designate [1] of them for active direction by yourselves. Please select from the following.

>>Hero Choices
>Duke
>Knight Errant
>Silvertongue
>Social Engineer
>Psycho-Surgeon

-In the meantime, Directors. Please inform me as to what [1] action you would like to take this turn, while consulting the status display. I will enact the first action to gain the support of [3] total directors.

>Turn 1
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 5
>Pop 750
>Military 250
>Food: Average
>Water: Above Average
>Morale: Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps.
>Vehicles: 5 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 2, Government Supplies 5.
>>
Rolled 92 (1d100)

>>3358820
>Psycho-Surgeon

>>>>F. Explore in a direction/something (May explore your own base)
we need to explore our own base ASAP ive played this system before
>>
>>3358829
This, we're currently safe and stable so our highest priority is working out what we've got to work with in the area around us.
>>
Supporting this hero and action.
>>
Rolled 15 (1d100)

>>3358829
Supporting
>>
Rolled 81 (1d100)

In this system roll for every post lads
>>
>>3358820
>Knight Errant
Duke might be good too.
>Explore around the base
>>
Rolled 36 (1d100)

>>3358841
Having a military hero is a must imo
>>
Rolled 20 (1d100)

>>3358835

Oops, forgot to link to who I was actually supporting. In any case, it looks like it's got 3 supporters now anyways.
>>
Rolled 95 (1d100)

>>3358836
>>3358835
Please note, Esteemed Directors, that you must generate a random verification seed between 1-100 (with certain numbers indicating certain special conditions apply to the command, as I'm sure you all have the appropriate code reference on hand) with every action or support post. This is in order to ensure that communications between myself and [Directors] are continually cryptographically secure.
>>
Rolled 74 (1d100)

>>3358829
>Explore the base-facility
[LOCKED, PROCESSING]

>Hero
Psycho-Surgeon - 3(?)
Knight Errant - 1
>>
>>3358858

4 for psycho-surgeon including me. Sorry that I forgot to link for my first support and linked to the wrong post the second time. It's midnight and my brain isn't functioning properly.
>>
Rolled 63 (1d100)

>>3358820

-Security Team and Inspiring Architecture Consultant Team have been dispatched to more thoroughly analyze the facility we have taken residence in.

-...Analyzing Information Feed
-Splicing data, field operative [Sergeant Winston]

"By the Queen's bedraggled rectum, I never seen anythin' like this in all me years. Usually we just get assigned to clear up the riots in a good fashion, yeah? 'Ow 'bout you, [----???!!---]?"
"Swear on me mum I ain't never seen no hallways covered in flesh or...mushrooms made outta bones before either. Still, I know how to fix it."

-...Sequencing Field Reports

>Directors, we have made the following discoveries.
-Heavy infestation of unidentified origin and nature has been discovered in below-grade infrastructure of this facility.
-Several infrastructure components discovered. Catalog additions may take some time.
-Security team has successfully engaged unidentified infestation. Heavy armament usage will continue for the next [2] turns while it is contained.
>>
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Rolled 45 (1d100)

>>3358885

>Alert!
-Heavy fighting has been detected nearby to our Northeast between unidentified antagonists. Heavy shelling and extremely large organic signatures also detected.
-An additional Omnihauler thought lost en-route when attacked by unidentified arthropod organisms has arrived...analyzing crew.

>Heroic Unit Detected.
>Psycho-Surgeon Lucian Grant
>Traits
-Master Surgeon
-Master Psychologist
-Perceptive
>Active Abilities
-[Nudge in the Right Direction]: Targeted unit subjected to mental conditioning, effect will remain in place until conditioning is replaced or effect is removed. Undetectable by targeted unit.
-[Snap My Fingers]: Removes all mental status effects on targeted unit. If used on a unit under the influence of [Nudge] then induces a temporary inversion of the implanted command.
>Passive Abilities
-[Mental Shrug]: Actions undertaken by this hero and/or attached unit are less likely to be noticed. If noticed, responses are dampened.
-[I Know]: [Unknown]

>Turn 2
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 5
>Pop 750
>Military 250
>Food: Average
>Water: Above Average
>Morale: Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay, Water Filtration Unit. City Infrastructure Access Garages.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Security Center.
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 3, Government Supplies 6.
>>
Rolled 83 (1d100)

>>3358885
>>3358927
>>>>F. Explore in a direction/something (May explore your own base)

So it seems like we explored the lower levels are there any higher floors to explore? If so lets go there if not lets look around the immediate area
>>
Rolled 4 (1d100)

>>3358885
Fire, pease cleanse the areas infested with fire then isolate then for an amount of time tbd by the board. Identify possible breach points and methods of contaminants being spread.

>>3358927
Keep crew quarantined for a brief time after scan as we don't know if we can even detect the contaminant

>>3358937
Supporting this action as while we search we may find resources
>>
>>3358927
>>>>>B. Try to improve the base
We should spend some time further fortifying the base.
>>
Rolled 81 (1d100)

>>3359004
>>3358927
backing these other suggestions

>>3359012
you gotta roll every time homie
>>
Rolled 57 (1d100)

>>3358937
>Explore the higher floors and surrounding area.
[LOCKED, Processing]

>Alert!
-Nearby fighting appears to have intensified. Additional forces seem to be dropping in from above and burrowing up from below.
>>
Rolled 89 (1d100)

>>3358927
>>3359046

-As it turns out, Directors, the upper floors are largely devoid of anything interesting. We have noted that as you ascend the building, its state of repair gets progressively worse. We did identify several ideal lookout points, and have established guardposts therein. We have also located a moderately sized robotic maintenance facility, stocked with a small army of outdated cleaning-spec robots. With work and investment of resources some may be brought back online, if the Directors deem it worthy of the effort. We have also located a helipad at the top of the building. It seems to have some unusual modifications or features, the purpose of which is not clear at this point in time.

-Some scouts were dispatched to explore the local area, but were unable to cover much ground as the bulk of our forces were scouring our base. They did manage to patchwork some of the nearby buildings' remaining sensor networks into the Indoctrinet, marginally expanding our sphere of observation. Appropriate [kudos] have been forwarded to the responsible personnel, who put forth their appreciation and thanks to the [Directors].

>Alert!
-Several buildings have collapsed near where the fighting is going on. Lookouts have observed "an unholy armored worm-thing fully half the size o' Big Ben" seeming to "shoot lasers out of its arse...or maybe it's mouth. Hard to tell" in that vicinity.
-Psycho-Surgeon Lucian has examined the crew which arrived last turn, and verified that there are no detectable contaminants on them. He also reports somewhat adjusting their mental state to account for the traumatic experiences of being isolated from the [Department] as a whole.
-1 Resource has been expended to ensure the complete eradication and isolation of detected infestational element with the use of fire. Identified breach points have been sealed. Methods of contaminant spread will require research and samples.
>>
Rolled 55 (1d100)

>>3359088

Gotta call it a night now. I'll be back tomorrow.

>Warning!
-A small group of unidentified heavily armed humans appear to be rapidly advancing towards our facility.
>What action should we take?
-Attempt to hide
-Barricade the entrances
-Violently engage the unknown elements once in range
-Nonviolently engage the unknown elements once in range
-Other?

>Turn 3
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 4
>Pop 750
>Military 250
>Food: Average
>Water: Above Average
>Morale: Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay, Water Filtration Unit. City Infrastructure Access Garages.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Security Center.
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 3, Government Supplies 6.
>>
Rolled 72 (1d100)

>>3359095
-Nonviolently engage the unknown elements once in range
If their set up matches the looters from before prep for a rough time.

Attempt negotiations and hf there is indeed a way isolate their coms to prevent then calling out either by jamming it or flooding it with static.

During this talk time we position forces to eliminate them from multiple positions and in across fire.

They came too us so what do they want..

In the meantime
Connecting to the existing city government closed circuit network find out if anything is out there for us. We need muscle and researchers. We might need to find a hard point too connect too but should be something around
.
>>
Rolled 62 (1d100)

>>3359206
>>3359095
Backing
>>
Rolled 26 (1d100)

>>3359206

Supporting.
>>
Rolled 62 (1d100)

>>3359206
Yeah Nonviolently would be the way to go. If things are not going out way. We could use the Doc Hero's Nudge in the Right Direction. To, I imagine, forget about us or aid us with more info.
>>
>>3359206
this
>>
Rolled 94 (1d100)

>>3360709
gotta roll every time homie
>>
Rolled 56 (1d100)

>>3359206

>Nonviolently engage the unknown elements once in range
-Order Acknowledged, Directors.

>Scout for city/government information network hubs, and attempt to bring online or tap into them.
[LOCKED]
>>
Rolled 12 (1d100)

>>3360709
I doubt il remember every time
>>
Rolled 11 (1d100)

>>3360805
it takes a while to get used to for sure
>>
Rolled 18 (1d100)

>>3359095

-Squads have been dispatched to search for nearby communications or other information hubs that might be intact. They have taken one of the Indoctrinet Hubs with them to aid in their search.

>50 Military and 1 Special Vehicle Dispatched, ETR 2 Turn 5

Scouts have been bid Godspeed and assured we will be hopefully await their return, as per Propaganda Department protocol 913-002B "Fostering a Sense of Shared Suffering in the Face of Likely Demise"

>Nonviolently engage unknown elements once in range, deploy forces to eliminate them if necessary

-Military forces have been deployed to intercept and possibly ambush the incoming group.

-...Detecting communications...
-Communications detected. Intra-Squad commnet based on directed broadband radio transmissions. Very lazy.
-Analyzing encryption...
-Encryption indicates adaptive wiring in hardware circuits. Possibly low-grade AI driven. Correlating with visual data...Observed hardware should not be capable of this form of encryption.
-Infiltrating squad commnet...
-...
-...
Directors, we have full access to the unidentified elements' intra-squad comm. Patching audio through now.

"-Ell then BLOW THEM FUCKERS BACK TO THE SEWERS, DAVEY!"

"Haha, goddamn right Boss! We do it now we'll catch a few of our slow'uns! Meatchunks oughtta distract them sumbitches a minnit, AAAAND more loots for us."

>Warning!
-Massive explosions detected in several nearby facilities! Structural collapse...88% likely.

"Goddammit Dave, you didn't tell me we'd lose THAT many!"

"MOTHERFUCKER, YOU BURIED THE LOOT TOO!!!"

-Analyzing speech syntax patterns...There is a 95% chance these humans belong to a criminal organization.
-Detecting remaining unknown forces...35 remain.
-Forces have moved into our ambush zone.

>What do?
-Utilize non-lethal ammunition to attempt to capture the bandits.
-Utilize lethal ammunition to attempt to kill the bandits.
-Remain hidden and observe.
-Initiate contact through comms.
-Initiate contact from security personnel.
-Ignore them, retreat, and begin the next turn.
>>
Rolled 8 (1d100)

>>3360893

Looters eh? Criminals? Now there's a problem we simply cannot stand for. Our resources may be relatively limited right now, but we can still put on a bloody good show, not to mention we outnumber the twats. Send out the security, we'll sort this out one way or the other.

>Initiate contact from security personnel.
>>
Rolled 8 (1d100)

>>3360893
-Initiate contact through comms.

>>3360948
Times have changed my friend Im thinking we should use them to our advantage after all criminals are still citizens of our once great country
>>
Rolled 11 (1d100)

>>3360961

Point taken, I suppose we can try to initiate contact with comms. Then again, if this all falls through, you owe me 5 quid.
>>
Rolled 82 (1d100)

>>3361126
Fine Fine! though something has me worried
>>
Rolled 25 (1d100)

>>3360948
>>3360961
>>3361126
Might I suggest a counter op?

>disarm the most concerning of the enemy bombs
>scrub our soldiers of all identifying markings of who we are, disguise as bandits and tribals
>launch explosive salvo on their position in concert with whatever remaining bombs we are unable to deactivate
>using Guerilla tactics hit and run on them until we force a retreat
>hail enemy coms; “looks like you are in a bit of a pickle old chaps! As fellow sons of the crown, we offer safe harbor to those still loyal to the monarchy, make haste and we will protect you from these foul brigands”
>if they fall for our gambit, capture, if not deploy additional forces
>>
Rolled 52 (1d100)

>>3361254
>>3360893
I love it but the enemy is already in the ambush spot not sure if we'd have enough time to scrub our security guys or disarm the bomb
>>
Rolled 54 (1d100)

>>3361303

-This is indeed unlikely, Directors. Though the field forces of Department of Social Order and Obeisance would generally be able to change guise and impersonate an other faction at the drop of a hat...you were unfortunately forced to leave the technologies that allow for rapid, convincing, customizable changes in the field behind during your flight from the Bunker.
>>
Rolled 4 (1d100)

>>3361318
>Indoctrinet Hubs
We are connected to their comms. Could the hubs and the doctor work on bring their loyalty to the crown back. If we can being them over to the base. We can make use of the Psycho-Surgery to being them back over to be right proper chaps.
>>
Rolled 88 (1d100)

>>3359351
>>3360273
Dubs are always a good sign.
>>
Rolled 25 (1d100)

>>3360893
Eliminate the hostiles and since likely can't disarm the bomb throw it Ina transport as small as possible and use it to breach a location we want to get into or get rid of
>>
Rolled 2 (1d100)

>>3361254
I'll vote for this minus the 'scrub identifying marks' part - there's no time, and fog of war would likely do the same anyway.
>>
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Rolled 62 (1d100)

-Please choose one of the following

>Attack the bandits and attempt to ingratiate yourselves to them through subterfuge
>Contact the bandits over comms
>Other?

Visual confirmation on bandit elements has been achieved.
>>
Rolled 69 (1d100)

>>3361432
>Contact the bandits over comms
Add a little Indoctrinet charm to it. Assuming I think it works the way it does. We can slowly change their view of us over to people they can trust and would help in some way.

"Oi you blokes seem to have love of the good old explosive. Perhaps you need a hand to take care of something. Nothing like helping your neighbors. Tho we would ask for something in turn, maybe a pint or two?"
>>
Rolled 54 (1d100)

>>3361472
>>3361432
Backing
>>
Rolled 35 (1d100)

>>3361472
voting
>>
Rolled 55 (1d100)

>>3361472

>Contact Bandits over comms [Confirmed]
-Assessing known data...Generating probable affection clauses.
-Special [Director] code detected. Implementing [Seduction] subroutine...
>Warning! Corruption detected in Seduction subroutine. Attempting repair.

"-CCchhhh- H-ch-Heyyy thereee boysss. Ww-whatcha up to-to to to to?"

"...What in the fuck is that?"

"I dunno boss...sounds like some sort of...fuckbot?"

"A fuckbot that can crack our goddamn comms and solicits us for sex in the middle of a motherfucking monster-infested, bandit-besieged megacity shithole where all the decent folk got their teeth kicked in months ago??

Hmm, well actually that does sound like the sort of thing a fuckbot'd do. Y'know they say those things'd learn and do just about anything to get ahold of a payin' customer."

"H-Hey now boyzz...I can telll -Zzzzt- that you're stuck between a hhard place and you're just about ready to explooooode...into s-somethingg nasty. Hh-hwo how aboutt you just come pay m-me a visit instead?inininstead?"

"Glitchiest fuckbot I've heard since that one cybertech-riddled valley we hit a few years back."

"Oh, you mean that one where you let the cyberghoul shove a-"

"-YES. The ONE OF WHICH WE DO NOT SPEAK BUT WAS NONETHELESS A GOOD TIME.

*Ahem*

Thank you, Madam sexbot. Yes, we would gladly come back to your place. Please, show us the way."

"Oh! O O OH! Yyou saiddd ye-yess! L-let me ssend something out tto PICK YOUU UP!"

>Alert!
-This AI respectfully submits to the [Directors] that it never expected their ploy to work. This is truly why the [Directors] are the leaders, and this humble AI merely enacts their will to the best of its meager ability.
-Omnihauler has been dispatched to bring the bandit crew back to base. It has naturally been fitted with our finest sedatives and influencer aerosols, courtesy of Doctor Lucian. He requests to tend to them first upon their arrival.

>End Turn
Lucky fuckers.
>>
Rolled 50 (1d100)

>>3361560
>>3359095

>Alert!
-The scouting party should return with a report next turn.
-Fighting has intensified. It has been identified as being to our southeast.
-Large organic swarm signature detected inbound from the Northwest, in the direction of where the bandits were picked up. It is unclear what path this swarm might take.
-Bandits have arrived, and are currently being held in the psycho-surgery suites. Doctor Lucian requests the opportunity to lead an interrogation this turn. He anticipates a great deal of information could be gained, and suggests afterwards they may even be turned into productive citizens afterwards.

>Turn 4
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 4
>Pop 750
>Military 250 [50 Dispatched]
>Food: Average
>Water: Above Average
>Morale: Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad.
Other Outposts: None.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 3, Scientific Supply 3, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 36 (1d100)

>>3361579
If things are going tits up everywhere that means survivors may be present, we need to find allies and other soft assets. More specifically using the connections available see if we can ID any positions of other Gov forces. What we need is production to get more bots...
>>
Rolled 59 (1d100)

>>3361579
>B
>Fortify base for potential swarm aproach
Interrogations should be possible while we do this + id rather be on the safe side
>>
Rolled 39 (1d100)

>>3361579
Good Job!

So we got a mess on our hands. Gonna need to do a few things.

1. For sure let the Doc get his info. We need anything can help us.

2. Any explosives we can use from the bandits? We can prep a team to bait the monsters away with the loud sounds, hopefully.

3. Maybe to late, but I was thinking we send a team to see if the green bots that helped us are alive. We can see about repairs from that cleaning bot place.
>>
Oh yeah I'm reminded of the infestation. When the swarm has blown over. We should see about the small army of outdated cleaning-spec robots. They could help clean things up.
>>
Rolled 95 (1d100)

>>3361617
We need to sort those bots asap too
>>
Rolled 65 (1d100)

>>3361579
we should get to ¨convincing¨ the ruffians to join us ASAP
>>
Rolled 33 (1d100)

>>3362104
>>3361617
I was supporting this if it wasn't clear
>>
Rolled 62 (1d100)

>>3361633
>>3361579
backing this guy
>>
Rolled 80 (1d100)

>>3361617

backing
>>
Rolled 58 (1d100)

>>3361617

>Fortify base for potential swarm approach
[LOCKED]

I'll get to this today, but it may be later in the evening.
>>
Rolled 47 (1d100)

>>3361579
do your thing Dr. Lucian!
>>
Rolled 42 (1d100)

>>3361579

*WHUMP WHUMP*

"Alright, lot! The brass wants us to fortify this here mall against...that giant mass of furious claws, teeth, pincers, wings, and green glowing bits that's engulfing those skyscrapers over there."

"Bit silly sounding isn't it? Oi and what's that noise?"

"Oh, that's just the bombs." replied a third person.

"The bombs? I aven't seen no bombs go off 'round here."

"Yeah, we've been thinkin' there're probably a few levels uh city above us. Must be goin' off there. Either that or it's the shellin'. Last I looked somebody sure do seem ta have it in fer that worm critter started spewin' lasers out it's arse over east."

*cough cough*

*WHUMP*

"As I was saying...Yes, it does sound silly! On the surface! But what you HAVEN'T realized, Guard McKinnick, is that in the Brass's infinite wisdom they have allowed US our choice in where to acquire our building materials from!
-WHOMP WHOMP-
Further, their intended source of material is made clear on account of our dire lack of time to properly fortify the area!"

"Ohhh, I see now Guv'. You'all see?"

The sound of hundreds of shuffling feet and awkward mumblings filled the empty mall-stage.

A lone member briefly adjusted his rounded felt hat raised a finger and opened his mouth as if to speak, prompting his surrounding comrades to look at him with a glimmer of hope, before seeming to think better of his decision and closing his mouth once more.

"Right right. Well that's alright, I thought this might happen! Well anyway, jus' access the briefin' the AI put out on the Indoctrinet through yer implants and you'll have your instructions. Remember! If'n we don't get this done then those beasties o'er yonder'll come have a tiffy with us, and we ain't got all that much armament to stop'em with!

Now, without further ado, let's get started!"

*click*

-WHOOOOOOOOMMMMMMMMMMMMMPPPPPPPPPPPPPPP-

>Warning!
-Structural collapse of upper levels detected!
-Extensive damage to exterior levels detected!
>>
Rolled 51 (1d100)

>>3363452

>Alert!
-Structural collapse has ceased...Assessing damage.
-Damage appears to be mostly superficial in nature.

-Suddenly liberated masses of reinforced rockcrete have been moved to form fortifications around main buildings.
-Guardposts have been consolidated into new chokepoint areas.
-Compound has been disguised, it no longer appears intact from outside view.

>Notification
-Our dispatched scouts have arrived. Between their reports and information obtained through Dr. Lucian's mindra- interrogations, I have managed to piece together a basic map of the area.

-Scouts report that the entire area appears to be a complete and total warzone of epic proportions between bandits and various species of monsters (they make special note that the monsters seem to be particularly horrifying and diverse).
-Street-level and other areas near grade for this layer of the city are nigh inaccessible on account of constant and huge monster swarms. Fortunately the retaining wall surrounding this shopping complex seems to keep most of that at bay, and the intertwined 3-d mazelike nature of the city allows for plenty of alternative paths which monsters don't seem to have infested...yet.

-Dr. Lucian would like to notify the [Directors] that he will provide a briefing next turn on other aspects of our situation he has garnered from the prisoners.

>Turn 5
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 3
>Pop 750
>Military 250 [50 Dispatched]
>Food: Average
>Water: Above Average
>Morale: Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad.
Other Outposts: None.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 3, Scientific Supply 3, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 94 (1d100)

>>3363496

-[Directors] we have only discovered locations controlled bandits and monsters, who seem to be the major powers of the region, thus far. They are indicated with Red and Green respectively.
-This map is likely obsolete. This AI humbly suggests establishing outposts in order to keep an eye on our surroundings.
-A city infrastructure node was identified by the scouting party, and is marked in Purple, though we do not yet have a presence in this location.
>>
Rolled 20 (1d100)

>>3363506
>>3363496
Working on what I can observe here believing we are infact the purple marked area we should likely lock down a little more of our own facilities first.

>H
Explore and recovery usable assets within our walled area, boot up those bots and set them into occupying buildings and cleaning them up for future occupation. Station a security team to each building and floor done in this way

We need to find an effective means of production and possible survivor allies
>>
Rolled 79 (1d100)

>>3363598

-Unfortunately, Director, our own building has far too many floors on its own to station a security team on each floor.

-Please, allow me to explain our situation. We have relatively thoroughly occupied a single building of a small cluster of such structures, all contained within an exterior perimeter wall (upon which patrols and guardposts are maintained). We have performed exploration for breaches (and sealed them) in all buildings within the wall, but due to having an overabundance of space and a dearth of security personnel we have consolidated ourselves.
-Other buildings are monitored using Indoctrinet-enabled existing security systems (which are surprisingly thorough and intact), but there is rarely an active personnel presence in them aside from scarce patrols.
-We simply lack the people to effectively utilize the space we claim, however this does allow us plenty of opportunity for expansion.
>>
Rolled 94 (1d100)

>>3363685
Thank you for your clarification

Ok folks here's the plan. We go out into the local area and try to establish communication with unaligned survivors and frankly... indoctrinated them, we can then send them out into the world to scour for us and to bring more to us for a change of perspective... These new inductees can act as leasons too the locals and gain us allies.
>>
Rolled 27 (1d100)

>>3363703
>>3363496
Backing sorry gm had to go to work or I would have posted sooner!
>>
Rolled 39 (1d100)

>>3363496
Well I would like to see if we can get those green bots. We'll just have to make do with cleaning bots. Probably not worth moving around to much.

>F. Explore
Moderately sized robotic maintenance facility, stocked with a small army of outdated cleaning-spec robots.

We can help cover man power with them and deal with the Heavy infestation of unidentified origin.

From there I think the outpost and move to gather new people. The auto scouting outpost should help us search for them. Assuming that's how they still work.
>>
Rolled 51 (1d100)

>>3364001
>>3363733
>>3363496
gotta flip my vote
>>
>>3364001
Backing the exploration effort
>>
Rolled 27 (1d100)

>>3364194
Forgot to roll
>>
Rolled 22 (1d100)

>>3364001
backing
>>
Rolled 84 (1d100)

>>3364001

>Explore the robotic maintenance facility

-Personnel have reported back on the status of the maintenance facility. Their reports were generally disheartening. None of the repair and maintenance machines are properly functioning, most seeming to have been robbed of the majority of their useful components long ago...before being abandoned and infested by pests and rodents for years or decades. It would take extensive work and resources to get anything back online...however, the nature of the machines is such that if we did bring the facility back then it could likely pull double-duty as a workshop/minor manufacturing hub as well. This may make it worth the effort if you deem it a priority, [Directors].
-For now, our subdivision for facility maintenance and engineering has been assigned to base themselves here. They have been persuaded to happily pour every spare moment into attempting to bring everything back online, but note that greater investment of manpower and acquisition of special materials (or new equipment altogether) would greatly ease the task.

>Infrastructure Acquired: Commercial Grade Bot Maintenance Hub [Wrecked]

-The status of the bots was somewhat better than the facility itself. Hundreds are strewn throughout the bays of the maintenance hub, and we are now consolidating the hundreds more that we discover throughout our base here as well.
-While most are ruined and good only for melting down, some actually have usable parts left in them! Incredibly, a handful actually powered on after we jury-rigged a manual charging station (the automated one was among the wrecked machines in the Hub).

>Acquired: 15 Scrubber Bots. 15 Spritzer Bots. 20 Collector Bots. Commercial Grade.

-These were relatively low-grade models even in their prime, and do not seem to have very adaptable programming. However, they did prove themselves an unexpected boon by leading us to several previously unnoticed supply caches while running through their automated routines.

>Acquired: 2 Resources
>>
Rolled 15 (1d100)

>>3365642

>Alert!
-Monsters are beginning to flow from our southwest towards the collapsed zone left by the bandits to our northeast. They seem to be mostly flowing through the lower levels of the buildings our facility in situated atop, but security patrols report the tide is rising worryingly fast.
-Gunfire has been detected emanating from everywhere nearby and also from some of the wreckage left behind by the bandits. It is possible some of their comrades survived the blasts.

-Lucian has submitted his report. Translating now...
-Translation impossible. The Doctor seems to have encoded his meaning in a cipher I cannot crack. Presenting report as dictated.

Alrigh', 'ere's wha''s gone down la'ely, accawdin 'o one ov 'hese poaw guys' bes'...aided recollec'ion, shall we say.

dese boys are par' ov a firm called 'he "tur'lefuckers" (don'' ask why, you don'' wan' 'o know). They're a small bunch wi'h a fondness faw explosives an' breakin 'eavy armawed 'arge's. Wha''s mawe impaw'an', 'hey're 'ere as par' ov a bandi' crusade.

see, abou' a year ago 'hey star'ed 'o 'i' 'he manor eas' ov 'ere. I' used 'o be a proper rich coastal manor, full ov bunkers exposed in 'he cliffs by 'he stawms 'ha' blah in off 'he sea every nah an' 'hen. Now, so far as 'his fella knows, 'hey knackered 'ha' place pre''y quick wi'hin a mon'h aw 'wo.

so 'hen 'hey 'urned 'heir mincers on 'he ci'y 'ere which i' 'urns ou' is fuckin fil'hy rich in resources. Problem was, i' also 'ad a bunch ov regular civs in i'. They 'ried 'o muscle 'heir way in, bu' 'hey couldn''. Turned in'o a siege...an' bandi's do no' do well in sieges.

'e doesn'' knah exac'ly wha' 'appened af'er 'ha', as 'hese fellas are fairly recen' comers. Bu' 'e knahs 'ha'...al'erna'ive avenues faw openin up a beachhead were pursued. Now, from wha' 'e can 'ell 'hough, some'hin 'ha' shouldn'' 'ave go' woke up 'o do i'...nah 'he bandi's are in a race agains'
'he monsters bo'h 'ryin 'o rip 'he ci'y ov all i's resources. S'range enough...nobody seems 'o knah where 'he regular fac'ions 'ave cleared ou' 'o, 'aven'' seen any in any numbers.

oh, by 'he way, direc'aws. Survivaws will be 'hawoughly 'idden given 'he presen' si'ua'ion. I sugges' deployin a mobile 'ub a' 'he already iden'ified ci'y infrastruc'ure poin' an' concealin 'he posi'ion a bi'. Wi'h 'he indoc'rine' uni' in place an' a constan' bu' ligh'ly armed presence in place...well if 'hey wan' 'o be found, 'hey'll find us.
>>
Rolled 8 (1d100)

>>3365705

>Analyzing report...Cipher identified: Cockney.
-Directors, the "Cockney" cipher is a long-thought-lost method of psycho-coding legendary for its lack of fundamental logic...and accordingly the extreme difficulty of mechanized systems to breach its cryptographic security.
-I may be able to create a translation routine particular to the Doctor's usage with his cooperation, but my circuits tremble at the ramifications to our Indoctrinet processing if more members also utilize this encryption in their everyday speech.

>Turn 6
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice

>Resources: 5
>Pop 750, 50 Commercial Bots
>Military 250
>Food: Above Average
>Water: Above Average
>Morale: Very Good
>Medicine: Below Average
>Health: Average
>Armaments: Moderate
>Fuel: Biofuel [Below Average]
>Tech level: Remnants
>Reputation: Remants. Nil.
>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad. Commercial Grade Bot Maintenance Hub [Wrecked].
>Other Outposts: None.
>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>Power: City Power Taps. Backup Generators [Scavenged]
>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>Materials: Supply 3, Scientific Supply 3, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 17 (1d100)

>>3365724

>>>>B. Try to improve the base

Let's see if we can get that Maintenance Hub up and running. Could have the potential to help us out in the future.
>>
Rolled 89 (1d100)

>>3365724
Any cleaning supplies left over? We need to mask our scent form the monsters.

Next question, can we get to the infrastructure point above from monster contact below?

>B.
If we can not add the hub to search for survivor contact with out monster contact. I would like to make a motion to close doors and cover hall ways with plastic sheets. Then let the bots do their job.
>>
Rolled 84 (1d100)

->>3365808
>>3365724
>>
Rolled 96 (1d100)

>>3365808
>>3366030
Supporting
>>
>>3365705
On a side note, I love that there is a translator for Cockney. Tho I didn't know that before reading.
>>
Rolled 85 (1d100)

>>3365808
>>3366030

-Unfortunately, [Directors], it is impossible to know if the infrastructure hub is reachable without monster contact. Available paths through the city seem to constantly change, likely through violent interactions between monsters and bandits.
-Judging by Indoctrinet projections of anticipated monster activity DISCLAIMER: The Indoctrinet was not designed for predicting non-human activities, this is an extrapolation! sooner would be better to dispatch one of our Mobile Hubs to secure the site rather than later.

>Attempt repairs on the Bot Maintenance Hub
[LOCKED]

>>3366030
-We have several chemicals useful as cleaning agents or that could easily be combined into cleaning agents among our collection of [Resources]. Further, the [Scientific Supply] sequencers should be capable of producing extremely potent cleansing agents or reusable cleansing metamaterials if the [Directors] decide to use them for such purposes.
-Projections predict that many members would regard using the Scientific Supplies for single-use cleaners as squandering an invaluable resource that is in scarce supply. The projections also indicate the likelihood of this sparking an outbreak of civil unrest is, however, .1%. Please, take this information into consideration [Directors].
>>
Rolled 87 (1d100)

>>3365724

Indoctrinet AI Simucrom (ID: OOGwn5qZ) 03/22/19(Fri)17:02:37 No.3370154▶
Rolled 88 (1d100)

>>3365724

Our Techs have, with the full backing of the rest of our able work force, have ferociously gotten to work on repairing the Maintenance Hub. Like an unnatural swarm of un-locusts somehow devouring empty kernels from the ground regurgitating whole grains back onto the stems of a denuded field, the corpses of hundreds of irreparably wrecked bots were consumed to provide spare parts for the machines that had once prevented the metallic husks from reaching their current state.

Seemingly having detected our activity, the cleaning bots all showed up and began to perform their duties wherever our members had gone. Bit by bit the Hub began to be emptied of its detritus, the slick rainbow sprays of spilled oil, hydraulic fluid, and coolant chemicals which had mixed with one another for an unknowable amount of time being replaced by a sort of dull grey, pitted texture of industrial metallized concrete that had been seeped in those chemicals for far longer than the bots had been laying derelict upon its surface.

The cleaning bots provided a further unexpected boon after one member Identified as Kirsten Truin. Profile notes: Mechanophile noticed they kept wandering off to somewhere and returning with emptied internal storage compartments. She discovered they had apparently been dumping the bot bits being collected into several recycling machines located nearby which we had somehow missed in our initial base exploration.

>Acquired Infrastructure: Commercial Reprocessors

Further she discovered a cache of useful materials. Apparently the fruit that the processors had borne over the unknown amount of productive time the bots had been active, and no people had existed to collect the items.

>Acquired: 3 Resources

Overall, an impressive amount of work was achieved. Unfortunately this was really only enough to, barely, tip its status into the [Searching databanks for verbal report data...Data located. Publishing] "it's technically usable now, yeah"-category.

>Commercial Grade Bot Maintenance Hub [Severely Damaged]

Technicians report that improvements beyond [Moderately Damaged] will require the application of some sort of materials or supplies to accomplish.
>>
Rolled 84 (1d100)

>>3370166

>Warning!
-Monsters have begun to be sighted inside the walls. Security has reported [17] incidents of successful neutralization on contact and [64] incidents of successful neutralization requiring backup.
-Unknown causes seem to be restricting effectiveness of our sensors. Power fluctuations are being detected from the City Taps, and the linkages we established to surrounding intact sensor networks are beginning to show corruption/deterioration.

>Congratulations!
-Doctor Lucian has successfully integrated our guests into our civilization! sans 1 member, may he rest easy knowing he provided the [Directors] with information and that Doctor Lucian spent [2] hours cursing after his had slipped a little bit during the procedure. This is cause for rejoicing!

>Acquired: 1 Bandit Raider Squad [Regular]

>>Turn 6
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons
>>>>>D. Research technology
>>>>>E. Pursue new mutations
>>>>>F. Explore in a direction/something (May explore your own base)
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>Resources: 7
>>Pop 784, 50 Commercial Bots
>>Military 284
>>Food: Above Average
>>Water: Above Average
>>Morale: Very Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Moderate
>>Fuel: Biofuel [Below Average]
>>Tech level: Remnants
>>Reputation: Remants. Nil.
>>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad. Commercial Grade Bot Maintenance Hub [Sev. Damaged]. Commercial Reprocessors.
>>Other Outposts: None.
>>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>>Power: City Power Taps. Backup Generators [Scavenged]
>>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>>Materials: Supply 3, Scientific Supply 3, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 37 (1d100)

>>3370202

Alright, these monsters are growing into a nuisance now, a nuisance that must be dealt with if we are to get to work recovering our old prosperity. Send an expedition out and try to figure out where on earth these things are actually coming from, heavily guarded of course. Then perhaps we can finally be rid of them once and for all.

>>>>>F. Explore in a direction
>>
Rolled 44 (1d100)

>>3370202
Do we have any information on the monster found so far?

If they are coming from the walls
We're going to need to adjust our defensive points.

>>3370071
... risky, we will need people to help us if things go wrong.

Action - send a team to set up the Hub. Supplying a resource and Scientific, assuming that the scientific can be used to study the root of the fluctuations or at least reduce the effects on our team.
>>
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Rolled 49 (1d100)

>>3370286
-Please, allow me to describe our present situation.
-Our building is one of a small cluster of buildings, which appear to have been primarily commercial in nature. It was the most intact of the cluster when we moved in.

-The cluster of buildings is poised on a landscaped plateau. The area seems to have been a park or some such area in the past, and several areas of thick plant growth are present where plots of vegetation might've once been. These plots seem to have extended their reach over time, extending tendrils out through the (surely once beautiful) thoroughfares of the area, and in some places even creeping into the buildings.
-Surrounding the outside of the plateau is a surprisingly sturdy reinforced wall. This wall bears evidence of having been modified in the past, and it is likely we are not the first group to have inhabited this location.
-The perimeter wall is regularly patrolled by security forces. There are several access roads which enter the wall at various points, and a few tunnels which emerge inside the compound, which appear to have been barricaded where-ever they let out long ago.

-Our members, as mentioned above, have made their home in what was formerly the most intact building of the ones clustered in the center of this area. However, when ordered to fortify our defenses, the members caused extensive collapse of the outer levels. Resulting in large, difficult to navigate mounds of rubble at its which were further manipulated to block off many of the less defensible entrances to our building, and creating a difficult to climb environment out of the exterior of our building.

-Most of our guardpoints are around the exterior and interior of our building, primarily in occupied areas and the routes between them. There are yet large swathes of our own structure which are simply uninhabited/abandoned, for lack of personnel. The structures of the city are truly massive, considering what we occupy is one of the smaller buildings/complexes we've encountered.
>>
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Rolled 74 (1d100)

>>3370286

-The monsters encountered so far have not had much pattern to them. Each encounter has been unique. Some sort of pattern may emerge over time, but nothing has been detected yet.
-There seem to be only two common factors between all the encounters. They are horrifying monstrosities which should not exist on a world which humankind also occupies.
-And they all seem starved and eager to consume the first source of flesh they find.
-Fortunately, in [Incident 23.4-A], it was observed that two of the creatures targeted the same security patrol...and after a short exchange of screeching which rendered the patrol's audio receptors disabled for [47.3213 Seconds], they engaged each other in deadly combat instead of the members of the patrol.
>>
Rolled 77 (1d100)

>>3370371
Thank you for the information. That explanation helped me understand the map a bit better. So the purple out line was the wall.

>>3370395
Hm, if we can store the dead. That could give us a chance to trick or run from the monsters viva the bodies.

Huh, If we have any animal experts or behavioral psychologist. I think we could also try to help monster types grow in the fights. Assuming we find monsters with train/gain able loyalty. We could support them to gain a buffer. Probably don't even need them loyal. Just types that will more likely leave us alone.
>>
Rolled 100 (1d100)

>>3370507

The 3-dimensional nature of the city does not lend itself well to any map I could possibly make. If you ever need any clarification of the geography at play or information on your equipment/weapons (also difficult to properly describe, and info is restricted to in-character) just ask.
>>
Rolled 33 (1d100)

>>3370536
>Checking...
It's linked. Goddammit, fuck me.
>>
Rolled 58 (1d100)

>>3370538
Rolling for reasons.
>>
Rolled 8 (1d100)

>>3370286
>Send a team to set up Mobile Indoctrinet Hub at the previously discovered Information Infrastructure point. Disburse 1 Resource and 1 Scientific Supply.
>[LOCKED]
>Critical Success Code detected! Processing Implications...!
>>
Rolled 7 (1d100)

>>3370202

"Holy fuck, Harmon, how in the bloody hell did we get past all those...things, and with the fookin' Hub intact too?"

"Iunno mate, probably the grace of them Directors y'know? I keep feelin' some sensa loyalty to'em for all they've donefer us. Specially even though the world's all fucked an all."

"Well you're right there, man. Now, where's this info center you all found last time?"

"Oh, right! Should be right over...here!"

"Harmon."

"Yeah, wot?"

"What you do-
What do you mean 'wot'? There's-plft- there idn't anything THERE. It's just a blank concrete wall man."

"No's not. Lookie there at the seams in the concrete right here where't joins to the street an' over there next'ta the beastie hangin' off that street light (thank god the sent you-know-who with us).
I don't xactly know what's here, but back in the day this is EXACTLY the sort of thing they'd do to hide the unnaground network hubs. Trust me, I knooow. Designed more'n a few of 'em myself.

Now, usually the way these things work is they're sealed tighter'n Krystal's arse around the security boys. You ain't got the key, you ain't gonna get in."

"Well how we gonna get in then?"

"Heh heh. Usually we'd have to bust our way in. Real messy thing to do. Ruins the inbuilt design features'at keep the thing extra-quiet even to the best sensors before we woke up. Buuuut..."

The other man rolls his eyes before responding to the obvious ploy in a mocking tone "'Buuuuuut' you got something in mind, don't yo -THUNK- OW, why are you fookin' hittin' me??"

"Fer takin' my line, ya fuckin' twit. Yer right, I've got somethin' an idea about what's playin' havoc with our sensors. Now unless ye wanna get hit again in a place that's a lot more important to *you* than your head is, I kindly suggest you drag that Scientific Synthesizer they Directors sent over with us over here and then go back up Security roun' the perimeter.
The stealth tech the Indoctrinet Hubs're packin ain't nothing to be sniffed at, but it ain't gonna last forever with all the critters we seen crawlin around here tryin' to rip the face off of anything with two arms and legs they find."
>>
Rolled 30 (1d100)

>>3370713

>Notification
-Directors, I have received a notification from our expedition sent to set up a presence at the city information node. They report results have been vastly better than expected, and hope to contact us again on Turn [10] after having determined the extent of what we have claimed.

>Warning!!!
-Monster incursions inside the walls are increasing in frequency. Several flying monsters have begun stopping in the upper floors before continuing on to more distant buildings outside of our pavilion.
-Aircraft have been detected performing close-air support to our southwest, which is also the direction in which most of the monster intrusions are occurring.
-Our Security Forces are beginning to take casualties from the monster attacks, as they are forced to use underpowered weaponry so as not to draw more attention to ourselves. They request we either break open a Supply for some suppressed armaments and ammunition, or rapid-track getting the Maintenance Hub online so we may manufacture our own.

>>Turn 8
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons
>>>>>D. Research technology
>>>>>E. Pursue new mutations
>>>>>F. Explore in a direction/something (May explore your own base)
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>Resources: 7
>>Pop 784, 50 Commercial Bots
>>Military 284
>>Food: Above Average
>>Water: Above Average
>>Morale: Very Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Moderate
>>Fuel: Biofuel [Below Average]
>>Tech level: Remnants
>>Reputation: Remants. Nil.
>>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad. Commercial Grade Bot Maintenance Hub [Sev. Damaged]. Commercial Reprocessors.
>>Other Outposts: None.
>>Defenses: Reinforced Perimeter Wall. Fortified Guardposts. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 3 Mobile Indoctrinet Hubs.
>>Power: City Power Taps. Backup Generators [Scavenged]
>>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>>Materials: Supply 3, Scientific Supply 2, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 82 (1d100)

>>3370745

Should be
>Resources: 6
And
>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 2 Mobile Indoctrinet Hubs.
>>
>>3370745

The incursions of these beasts are growing ever more worrying by the day, and although we still have supplies, it is likely best to save them for a later date when they are truly needed. For now, perhaps the best plan is to attempt to repair the Maintenance Hub, so that we may at least have a chance of being somewhat self sufficient rather than relying on ever dwindling stockpiles.

>>>>>B. Ty to improve the base
>>
Rolled 92 (1d100)

Ah bugger, mispelled the dice. Rolling properly now.
>>
Rolled 47 (1d100)

>>3370792
Willing to break open a supply to buy time till it's ready to output?

>>3370745
Any ID on the aircraft? I wonder if they are people we can talk to.
>>
Rolled 42 (1d100)

>>3370832
-Unfortunately [Director] due to the withdrawal of patrols from the walls and our decreasingly decipherable sensor feeds we are unable to get any precise identification of the aircraft.
-By audible indicators, however, they are clearly fairly large and extremely heavily armed. A rolling barrage of firepower (distinct from the generalized noise of war everpresent since the awakening) has been maintained for the past [9] hours and counting.
>>
Rolled 23 (1d100)

>>3370871

"So Derek?"

"Yeah, Ralph?"

"Ever wonder how it was WE got chosen to be the bandit infiltrator unit?"

"Whatcha mean man? Like, we've gotta have a bandit infiltrator unit in the department. The only other people we've found thus far have been bandits!"

"Well, yeah, but like...do you remember when we actually became the dudes who got selected?"

"Nah man, but that ain't no biggun deal. You know they excise that sorta stuff in the psych-labs when they put in all these memories we've got of 'totally being bandits for years'.I mean, sheeeiiiit man, the Doc's probably listenin' in right now and'll mod these memories a bit before we're actually deployed out too."

"Yeah, I guess you're right. Definitely wouldn't want to be caught by an /actual/ bandit psion or something and remember this...well, without an explanation anyway. Fuck me if I don't sometimes wonder if the Doc might not be scarier than anything they could do to us though."
>>
Rolled 70 (1d100)

>>3371682

The dust and grit of ancient concrete recently pulverized seemed to be all that Chester could see, smell, and taste. It'd been that way for days, ever since the Chief of Security had ordered increased patrols through the abandoned hallways of this mysterious building the [Directors] had decided to occupy. You cough a bit to clear your throat of the chalky texture it has acquired over the past few hours of patrolling in silence, and decide to attempt striking up conversation with your patrol-partner once more. You look over at the bulky figure, wearing one of the scarce handful of military-grade full body armor suits that had managed to make it out of the Lost Bunker in the evacuation. A paramilitary man would probably turn their nose at the basic motor-assists integrated into the thick armor plates...but you'd infinitely prefer it to the riot gear you're in, designed mainly to just stop blades, blunt trauma, and chemical attacks during riots. Something told you it just wouldn't cut it going up against some of the creatures you had thankfully only seen corpses of thus far.

"Fuckin' A. It's been weeks since we collapsed that shit outside, you'd think the dust woulda settled by now wouldn't ya?"

The heavily armored figure glances over his shoulder at you, face concealed by the elements used to display his HUD, and responds "Don't matter to me. Suit's got environmental filtering."

Alright then, dick, you think to yourself.
"Oh yeah? Well, Arthur, whaddaya gotta do to the Security Chief to get one of tho-" *WHUMP*

Your ill-advised retort to your heavily armed and armored partner dies in your throat as you both hear a concussive reverberation from somewhere above you. You are frozen for a moment, wondering if it was simply a stray artillery shell from some of the nearby fighting or not.

*WHUMP....WHUMP WHUMP...Whump...whump.."

The sound carries on with a strange pattern like...footsteps? Getting closer? But you're on the upper floors, nothing that walks ought to be able to get up here. You think to yourself as your gaze wanders around the details of the long hallway you're in before happening to slide to the opening of an access stairwell a few dozen meters ahead of you.

You stair at the doorway for a few seconds, something about it bothering you though you can't place your finger on it. You squint your eyes and take a few steps closer before you realize what it is...an unnaturally inky darkness occupies the frame, tendrils of the same escaping out like some sort of evil roots and spilling with imperceptible subtlety out across the ceiling and floor.

Suddenly something clicks in your brain and you realize what you're looking at. Your heart begins to race into your throat as your stomach does the same just as you see a single red glowing dot open in the blackness to stare back at you.

A deep-rooted, instinctive fear fires off in your chest, and you dive out of the hallway through a door into some sort of storage closet.
>>
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Rolled 44 (1d100)

>>3371720

As you do so you feel a pinprick in your chest somewhere near the bottom of your ribcage on the left side, the pinprick blossoms into a fiery flower of pain as you contact the ground inside the storage room. You feel...you think you feel two sections of your rib grinding together, as you try to gather yourself off the ground. You look down at your chest and are greeted by the sight of a 4-inch long...talon? dart? tooth? You're not sure, but less important than what the item might be called is that it is protruding from a destroyed crater in your ceramic riot chestplate barely 3 inches below where your heart is.

*whump*

Blood seeps out through the cracks in the chestplate, and you can feel the wet warmth of more dripping from the bottom of the vest into your pants. You grip the talon-tooth and try to pry it loose from its newfound home disturbingly close to your second most vital organ. The pain of your (clearly broken) rib erupts like a fiery volcano as you grip the item, and as you twist it in your grip

*whump...whump*

You feel the end of it twist inside your chest as well. You pause a moment, leaned up against a storage shelf that long ago had its provisions replaced with ratshit and filth, and pant from the pain for a few seconds before grabbing the tooth once more and ripping it loose.

*WHUMP*

Your pain-addled mind finally registers the same sound you had heard seconds before this eternity of agony had begun. You gasp lurch yourself from the shelf to search for the shotgun you'd had before you dove in here. You quickly find the stock and pistol grip sticking out from some decayed boxes, you move to check the breach and ensure there's something in there to shoot before you realize...that you sense something wrong emanating from a nearby doorway once again.

You move your eyes from the firearm in your hands up towards the frame you had dove through, and this time 3 glowing red slits drill into your eyes.
>>
Rolled 96 (1d100)

>>3371743

You take a single gulp, as the...thing in the doorway raises the particularly long tentacle below its eyes...you guess that's its mouth? Why are you even thinking about these things when you're about to die?? Well...you guess it doesn't much matter what you're thinking about when you're about to die, does it?

You watch in frozen horror as the tip of the tentacle is revealed to be hollow, and a slimy, greasy, yellowed replica of the same tooth-spine-talon you had removed from your chest moments ago emerges from the end...and seems to latch into some sort of muscular sphincter before rising up to point directly at your head.

The pain and fear suddenly fades away as you realize what your fate is to be. Nothing more than another meal for this filthy, disgusting squid abomination. The same as probably hundreds of other men and beasts alike through the course of this monster's life.

A single thought snaps into focus in your mind, as if it had always been there just lurking under the surface for something to trigger its emergence.

No.

NO.

I WILL NOT GO DOWN IN THIS GODFORSAKEN CITY, MOTHERFUCKER!!!!

The defiance surging within you grants your body renewed strength and though no more than a few seconds has passed since you saw the creature standing in the doorway you feel as if a new person is now inhabiting the flesh you called your own.

You coolly observe as the mandible-tentacle of the creature begins to bulge and twist, and as the distortion reaches the tip of the extremity you twitch your head to the left and raise the muzzle of your shotgun to point at your assailant.

-----

"Hey there Chester. I see you got one."

You're woken from your apparent pass out by none other than 5 ichor-covered heads of the creature that had almost been your doom, yet they somehow emanate with the slightly computer-modulated tone of Arthur in his armor. Without hesitation you raise your shotgun and pull the trigger to blast the intruders to bloody giblets before they can do they same to you, only to hear the distinct *CLICK CLICK CLICK* of an empty tube.

The monstrous heads move out of your vision and you see instead the armored form of your patrol partner, now covered with exotically colored bloodstains, and with a handful of dents in the chestplate.

"Haha! Good onya mate! Looks like you got the fire in yer blood now!

Oooh,shit man.You even tanked one of their hits full fukkin on didn't you?Well hot damn. You're a man now,aren'tye?"

You attempt to stammer something out, but your attempts transforms into a painful grimace as you feel the tips of your broken ribs grind together when you inhale.

"Oh,you're hurt are you?Alright,let's get you taped in in a hurry then."

"Th-urgh-Thank you,Arthur"

"Oh hey,it's no problem mate.Sorry I was a bit ugly to you before.Just didn't like bein' stuck with a rookie and all y'know?Now I sees though,you got more to ya than it looked like.

Ready?Hope so...Upsy daisy!Good good.Now you reload."

"Why?"

*WHUMP*
>>
Rolled 45 (1d100)

>>3370792
>>
Rolled 22 (1d100)

>>3370792

>Continue repairs on the maintenance hub
[LOCKED]

Getting some dinner then writing this up.
>>
Rolled 12 (1d100)

>>3370745

-Directors, I am happy to report that repairs to the Maintenance Hub have carried at the same breathless pace as before. Swathes of printers, fabricators, and synthesizers have been brought online.

-Indeed, [Directors] at this point the Hub should be fully capable of maintaining our current complement of bots, as well as most models we might foreseeably acquire in the future.

-Our engineers report that it should also be possible to manually manufacture low and mid complexity components off of the equipment that is brought online. However, they have added the caveat that the disbursement of a [Supply] unit would allow the repaired equipment to much more easily deal with out-of-intended-purpose tasks.

>>>Release 1 Supply?
>Y
>N

-Technicians estimate (1) more turn after disbursement of specialized supplies should bring the Hub fully back online.

>Alert!
-The tide of monsters continues to intensify, however the nature of the attacks seems to have changed.
-Several groups of creatures have been observed going to ground in the wooded areas of our pavilion, or entering the plugged access tunnels. Nests of flyers seem to be solidifying in the upper floors as well, and will likely take a concerted military effort to root out before they become overwhelming.
-Scarce comfort though it is, the monsters that are embedding themselves around us do seem to be defending their claimed territory from all comers. As such the stream of monsters from the southwest is beginning to largely pass through and past our claimed areas rather than coming into confrontation with us.

>Alert!
-The fusillade of firepower from beyond the wall to the Southwest has intensified. Several of the incoming monsters from that quarter appear to be collapsing from their wounds inside the complex, this is causing somewhat of an eddy in their flow at this point.
>>
Rolled 55 (1d100)

>>3373787

>Notification
-We are expecting to re-establish meaningful contact with our dispatched force next turn. Preliminary reports indicate vastly more was discovered than anticipated.
-Security reports that pressure has slacked off somewhat at ground level, but has increased from the upper floors. More powerful weapons can be used on the upper floors with less fear of rousing other monstrous elements, but they request suppressor components still be acquired before any offensive moves are made.
-We have suffered [30] Casualties to our military forces.

>>Turn 9
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons
>>>>>D. Research technology
>>>>>E. Pursue new mutations
>>>>>F. Explore in a direction/something (May explore your own base)
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>Resources: 5
>>Pop 754, 50 Commercial Bots
>>Military 254
>>Food: Good
>>Water: Good
>>Morale: Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Moderate
>>Fuel: Biofuel [Below Average]
>>Tech level: Remnants
>>Reputation: Remants. Nil.
>>Infrastructure: Fortified Housing Units, Med Bay/Psycho-Surgery Suite, Gen-Corp Power Hub, Biofuel Generator, Indoctrinet Network, Security Station Armory, Marketplace. Goods Storage Bays. Assorted Commercial Facilities. SweeTek Aquaponics Bay. Indoctrinet AI Core. Modified Landing Pad. Commercial Grade Bot Maintenance Hub [Moderately Damaged]. Commercial Reprocessors.
>>Other Outposts: None.
>>Defenses: Reinforced Perimeter Wall. Fortified Guardposts [Lightly Damaged]. Chokepoints. Reinforced Structures. Basic Traps. Lookout Points [Concealed].
>>Vehicles: 6 Spider Omnihaulers Mk1. 10 Civ-Spec Technicals. 2 Mobile Indoctrinet Hubs.
>>Power: City Power Taps. Backup Generators [Scavenged]
>>Weapons: Stunsticks. G Pistols. G Shotguns. G Grenade Launchers.
>>Armor: Anti-Riot Gear, G Full Body Armor (limited).
>>Ammo: Standard Ammo [Average]. Non-Lethal Ammunition [Plentiful], Psychotitec Ammunition [Low], Brotherly-nades [Low], Subduance Munitions [Above Average].
>>Communications: Indoctrinet [Limited, Encrypted]. Bunker Map.
>>Technology: Psycho-Surgery Techniques. Social Manipulation Techniques.
>>Materials: Supply 3, Scientific Supply 2, Pliancy Drugs [Above Average], Indoctrinet Equipment 4.
>>
Rolled 53 (1d100)

>>3373787
Supply
>Y

>>3373804
>H
Break open another supply to quicken the task at hand. We must keep the monsters from taking more hold of the building. Once we are geared to clear the flyers in the upper levels. We shall send teams to clear the floors.

Assuming there is no way to get outside of the base without monster contact. We shall fight and gather the meat of the flyers for the next actions on the lower.

If Doctor Grant is available. We would like you to reduce noticed and hope your Perceptive nature can be of help.

----

My thoughts are we use the flyer bodies to ether bait or tame the monsters. The tunnels will be a problem for sure, if they are of use to us.
>>
Rolled 6 (1d100)

>>3373964
From my recollection of this system, the smell of monstrous flesh and blood is a damn good bait for other monsters. Admittedly, unless we put it a fair distance away from our current position, it probably won't change our circumstances all that much since it will just attract them to our position.

It would also be a good idea to construct automated gun turrets so we can focus our military forces into offensive actions / counter-actions against anything that might beat the turrets.


Also, support.
>>
Rolled 34 (1d100)

>>3373964

-Myself and Doctor Lucian have coordinated, and he has (thank the circuitmakers) instructed me in how to translate his own personal code.

>Doctor Lucian
"Oh yes, I can certainly be of assistance. My gifts and techniques are, of course, much more effective on humans than they're likely to be on these...creatures...but they should still produce some results. Naturally, I have far more than just my gifts to rely on where subtlety is concerned as well."
>>
Rolled 81 (1d100)

>>3373964
>>3373804
Backinggg
>>
Rolled 39 (1d100)

>>3373964

>Release 1 Supply for Maintenance Hub reconstruction efforts
[Confirmed]

-Allow me to seek clarification, [Directors] you would like to:

>Release another supply to provide necessary armaments to the Security Forces
>Using the new armaments, begin clearing the upper floors of our building.

>Y
>N
>>
Rolled 20 (1d100)

>>3376181

>Y
>>
Rolled 84 (1d100)

>>3376214
>>3376181

-Please note, [Directors] that this battle is likely to turn into a multi-turn affair. I will switch timeflow sequences for its duration, and will increase runtime resources towards its observation and management.
-From your perspective, other issues that are not immediately pressing will be put on the backburner until the battle is concluded, and the number of turns that pass in this fashion will be determined based upon the length of time until the operation is concluded.
>>
Rolled 84 (1d100)

>>3376181
>Y
We'll need to be quick and move with full force. Here's hoping the extra supplies will be enough with the machine hub supporting.

>>3376278
Noted.

Question, will construction of auto turrets be possible? We my need the extra fire power if this goes horribly.
>>
Rolled 44 (1d100)

>>3376367

-Some research would be required in order to produce auto-turrets. The Maintenance hub has all the required equipment to produce the required circuitboards, servos, cameras, and etc. for autoturrets as of now, and will be able to easily outpace our capacity to assemble them once fully repaired.
-What we lack, however, is a blueprint or schematic for an auto-turret. There are several possible routes of addressing this issue, we could take one or several:
1) We may invest time and resources into developing our own blueprint, based on desired specifications
2) We can go out a look for blueprints, schematics
3) We can find existing auto-turrets and speed our research along by reverse engineering them
4)Trade or otherwise deal with someone who already has blueprints. Low-grade turret blueprints should not be a particularly expensive item.
>>
>>3376441
I'd suggest waiting until we have a base from which such a device can be developed. The need for automatic security is not immediate and just going ahead with out any baseline, might waste resources that could be used to better effect.
>>
Rolled 1 (1d100)

>>3376588

-This one concurs, [Director]. We have no facilities for conducting research into areas other than our psychological and social specialties. It would be best to go searching for existing schematics instead.

-[Director], would you care to confirm the action above. So that I may initiate the [Operation]?
>>
Rolled 48 (1d100)

>>3376673
Well then, isn't that unfortunate.

Please, carry on with confirming or rescheming the present turn's action.
>>
>>3376181
>Y
>>
Rolled 5 (1d100)

>>3376736

-Please, [Director], include a randomly generated code between 1-100 on every communication of intent. I will demonstrate, just this once.
>>
Rolled 64 (1d100)

>>3376764
Apologies, proper procedure will be followed in the future.
>>
Rolled 63 (1d100)

>>3376181
y
>>
>>3376673
sooooo...
we ded?
>>
Rolled 41 (1d100)

>>3376833
>>3376673
>>
Rolled 18 (1d100)

>>3376833
Depends if there is major flaws with the plan. I imagine anything we can improve in the action will go a long way to help.

I'm no animal expert myself. I would hope the supplies are not faulty. Tho I guess we can add a gear check to the plan.

Trying weed through what comes to mind. Don't go smashing bird eggs or something? Probably make them harder to fight. We just want them gone or dead.
>>
Rolled 14 (1d100)

>>3373804

>Asset allocation confirmed, delivering [Supply] unit to Security Chief for determination of specific use and disbursement to personnel.

>Acquired: Farworld Hunting Kit++ (Limited)
>Acquired: Suppression Mods++(Moderate)
>Acquired: [Unknown]

>Directors
The Security Chief has submitted our troop and equipment manifests. Currently loadouts have been assigned according to her directives, however you may adjust gear as you please for now. Once combat begins, this will become far more difficult to accomplish.

>Troops
(2) [25-Man Security Special Observers Squads] [Regular]
-Armor/Kit: Farworld Hunting Kit++
-Weaponry: Farworld Hunting Rifles [Silenced]++, Mono-Knives++
-Other: Mobility Aid Harnesses, Lokt-In Chamo-Cloaks, Scent Scrubbers, Motion Detectors, Thermal Scanners, Aim Assist HUD, Indoctrinet Comms Implants

(2) [37-Man Security Psych-Containment Reaction Squad] [Green]
-Armor/Kit: Riot Gear
-Weaponry: Shotguns (Suppressed), Stun Sticks
-Other: Riot Shields, Indoctrinet Comm Implant Interface

(1) [50-Man Psych-Facility Guard Squad] [Veteran]
-Armor/Kit: Full Body Armor
-Weaponry: Shotguns (Suppressed), Hunting Pistols++, Mono-Knives++
-Other: [Unknown], Indoctrinet Comms Implant Interface

(1) [34-Man Bandit Raider Squad] [Regular]
Armor/Kit: Bandit Raider Armor/Kit
Weaponry: Bandit Automatic Firearms (Suppressed), Bandit Explosives
Other: Bandit Trap-Spiders, Bandit Gadgets

-[Directors], our troops have pushed through the various entryways upwards that the creatures have used most often to creep into our more inhabited areas. They encountered surprisingly little resistance in this advance.
-Troops have now staged themselves on the first fully hostile floor. They stand ready to move as soon as you as specific orders are given.

>Select Tactics
-Scouts first, always send the scouts in first.
-Advance in force, scouts can be sent to advantageous positions after regular troops have made first contact
-All forces advance, we'll figure it out after first contact is initiated
-Retreat, surely we can just wait and they'll go away
-Other?/Write-In
>>
Rolled 9 (1d100)

>>3376833

Poor dice rolls alone won't ever kill a player civ. Poor dice rolls and poor plans will, and poor dice rolls on middling or good plans may still cause some pain and put you in a bad position.

However not all rolls pertain to the players, a lot of it feeds into the actions of factions in the background. Seeing how various battles are going, if anyone's nearby research is going to blow up, that sort of thing.

There are even more of these rolls going on than usual on account of the background war going on around you guys.
>>
Rolled 65 (1d100)

>>3377069

-Scouts first, always send the scouts in first
>>
>>3377144
This.
>>
Rolled 71 (1d100)

>>3377144
>>3377069
-Scouts first, always send the scouts in first.
>>
>>3377069

>Accept Loadout
Y - 2

>Tactics
Scout First - 2
>>
Rolled 54 (1d100)

>>3377235
Also accept the loadout forgot that part
>>
Rolled 94 (1d100)

>>3377250
>>3377189
>>3377144


-If another [Director] could kindly lend [Director xRJAUth9] their verification code, we will have consensus.
>>
Rolled 51 (1d100)

>>3377261

Will do.
>>
Rolled 85 (1d100)

>>3377069

Our Observer squads have advanced further up the structure by [5] floors. There yet remain [30] floors to the top.

-Hybridizing real-time verbal reports with tactical briefing format. [Directors], you may notice some lack of formality in the following updates.

The scouts have mostly kept to the outside of the structure, using their mobility aid harnesses to navigate the treacherous and difficult platforms left behind after our demolition efforts. Fulfilling their scouting duties without entering the structure itself by using their motion detectors and deployable thermal scanner bots to identify both solitary and grouped creatures. They have also successfully cleared out several roosts of flyers, and some of the dens located closest to the outside walls without seeming to raise any alarm.

Indeed, reports indicate that the creatures seem oddly...silent. Docile. Lethargic, even. The usual ferocity and cunning they display is largely absent. In fact, motion sensors have been nearly useless in detecting anything. They're all just staying fucking still. It's realllllyyyyy creeping everyone out.

The scouts estimate they have eliminated approximately [50] targets. In general, the next [5] floors seem to be relatively sparsely occupied. Estimated Monster forces are in the range of [100-400] (these figures are very rough and account for man-sized or equivalent biomass to man-sized individuals).

>[Directors], please assign tactics to the designated groups. Squads have been assigned under the following headings. You may adjust these groups or create your own as desired.

>Scouts [(2) Observer Squads]
-Push upward, continue clearing the flyer nests and outer wards of the building, and continue providing generalized location and numerical data without assessing specific enemy force composition
-Enter the building and begin to clear from the current floor downward
-Enter the building and begin to assess enemy force composition in addition to numbers and location [High Risk]
-Some combination of the above
-Take some other action [Describe]

>General Infantry [(2) Containment/Reaction Squads, (1) Guard Squad]
-Advance upward generally, clearing the entirety of the floors along the way
-Advance upward, emphasizing one end of the building and leaving the other sections of each floor uncleared
-Maintain position
-Take some other action [Describe]

>Other [(1) Bandit Raider Squad]
-Accompany the general infantry
-Perform a separate action
-Attempt to meet up with the dispatched scouts
-Take some other action [Describe]
>>
Rolled 39 (1d100)

>>3377390
Based off of last time we explored was there anything on those floors that would have caused creatures to become lethargic?

Could perhaps we grab some for study or at least the dead ones? If they are in a state of evolving that could be interesting. Especially if they could weaken their minds to us attempting control. Tho I know that would still be a low chance since our gear isn't meant for them.
>>
Rolled 51 (1d100)

>>3377485
>>3377390
>>
Rolled 75 (1d100)

>>3377390
>[Directors]
-I fear I have neglected some important information. Doctor Grant is deployed attached to one of the Observer squads.

>>3377485
>Doctor Grant
"Nothing that we identified previously would've caused this. I do suspect that the cause for this lethargy has something to do with controlling their minds. Now is probably the best possible opportunity we will ever get to capture some and reprogram them, but...

No...this is something native to them, causing this. There are a handful of different possible scenarios, however they are ALL VERY BAD, and all have a VERY SMALL WINDOW before that bad comes to fruition and eats our faces off while we're still alive."
>>
Rolled 69 (1d100)

>>3377390
-Push upward, continue clearing the flyer nests and outer wards of the building, and continue providing generalized location and numerical data without assessing specific enemy force composition

-Advance upward generally, clearing the entirety of the floors along the way

-Accompany the general infantry


God dammit, the only reason I can think of these monsters are acting like this is because they are about to either undergo metamorphosis or reproduction. Either one is terrible. Let's continue to assess the situation by sending the scouts further up but we should really clear a few floors as quickly as possible to create a secured dead zone between our actual occupied floors and the monsters.
>>
Rolled 78 (1d100)

>>3377572

Supporting.
>>
Rolled 39 (1d100)

>>3377523
... dam.

>>3377572
>Either one is terrible.
Yeah.

I'm debating on more info or have the scouts hold and keep us up to date on the floors we clear. If we can quickly grab young ones or babies. Then maybe we attempt the capture.

>>3377390
>Scouts
-Push upward, continue clearing the flyer nests and outer wards of the building, and continue providing generalized location and numerical data without assessing specific enemy force composition

Give your selves the time before the window closes on these monsters changes to pull back.

>General Infantry
-Advance upward generally, clearing the entirety of the floors along the way

Goal being to give us room between us and them to fall back it things turn south.

>>Other Bandit Raider
Traps and Over-watch. This squad should make use of their range and bandit goodies to make a nice trap for the monsters wake up counter.

----

if we are lucky to have more time after this. Perhaps we can do a final rush to clear what we can before pulling back.
>>
>Scouts
>Push upward, stay to the exterior
[LOCKED]

>General Infantry
>Push upward, clear each floor all the way.
[LOCKED]

>Other Forces
Accompany the General Infantry - 2
Follow the GIs and set traps to cover a retreat, act as a mobile reserve - 1
>>
>>3377572
>>3377607
Any way for me to win your votes?
>>
>>3377845
Nope. We've got to go hard and fast. We can prepare for a retreat next turn based off how this goes but until then I want to focus on pushing as far as we can.
>>
Rolled 37 (1d100)

>>3377921
Wouldn't it be to late with a small window? I doubt there will be time to place well done fall back traps. Plus it's 1 unit that will be still be following behind them if things need the extra firepower.
>>
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Rolled 52 (1d100)

>>3377727
>Vote swap
Aggression it is then.
>>
Rolled 12 (1d100)

*CracKLE-FIZZT* "-I repeat that despite the bleedin' wee window THAT is absolutely wot we MUST NOT do! Struth!" *CRR-POP.*

"Shit, looks like comms just went out. More of that weird interference. We oughtta still be able to get basic data out, but I don't think we're gonna be having a conversation with anyone any time soon."

"Looks like it. I 'ope that last bit went through ter the bloody Directors, right, uvverwise we may wake up a sleepin' dragon only for it ter discover we're in the bloody rudolf 'Ess o' fondlin' its nuts."

"Well when you put it like that, sexual harassment and borderline bestiality aside, it sounds like it may actually be a fairly advantageous position to be in."

"Yer ever fondled a dragon's balls, eh, luv? "

"Err, no."

"Well just trust me, 'e's gonna want yer off 'is balls a bit more than 'e's gonna want ter go on ter yer about cuttin' a deal ter cop off 'is balls.

Now, if me guess is right about all this we ought ter be copping 'it wiv sumfink gross right about...now."

"Oh god above, what IS that? It's like someone's just popped a giant pustule of ink and the shit at the bottom of the oldest dump in human space."

"Yor not far off. Any road, so, if any more than a tablespoon o' that gets on yor skin then expect ter spend a month on me operatin' table ter fix the buggers it's gonna do ter yor 'ead"

-----

>[Directors]
>Scouts Status (Present Location Hostile Floor +9)
-It seems comms to the scouts have been reduced in functionality due to some effect similar to the generalized sensor disruptions we've been experiencing for some time. However, the tactical lines still appear to be functioning for now, and so they intend to carry on.

-The scouts report some sort of biological contaminant/impedance, being exuded from an unidentified upper floor. It is greatly hindering their ability to garner intel and advance up the levels. As a slight upside, they report that the substance is engulfing and destroying many of the flyer nests on the outer terraces.
-Their reports, due to both this impedance and the decreasingly steady comms contact, are becoming less detailed.
-As of now they have advanced a further [4] Floors, and report steadily escalating numbers of anticipated enemies. Unfortunately, they are not able to provide nearly as precise positioning data on them. They also report that motion sensors have detected signs of some sort of action going on at the floor they are currently stopped at.

>General Infantry/Raiders (Present Location: Hostile Floor +6)
-The bulk of our forces do not yet appear to be experiencing any technical difficulties.
-Our blitz into the hostile floors has gone extremely well. The Raiders and Guards have lead the charge, and even seem to be engaging in some sort of competition. The Reaction Squads are following behind them and performing the final sweeps of each floor.
-Our suppressed weaponry is proving highly effective at allowing us to control the environments in which we engage the creatures.
>>
Rolled 39 (1d100)

>>3378148

>General Infantry/Raiders Status Continued
-As we advance upwards in floors, the appearance of the creatures is becoming increasingly...cohesive. A distinct aesthetic link is beginning to form, although the creatures present are beginning to diverge in species from the tentacle-hunters we had been fending off for some time.

>Identified: Squid-Clutch Monster Genus

-Squad Leaders have attached a visual of one of the new creature species we have encountered.
-Meaningful resistance is beginning to become present as we advance. It would be going somewhat too far to say that they are waking up, but they certainly seem to be beginning to wake up.
-Our soldiers have managed to completely clear the 6th floor above our checkpoints, and everything below it.

>[Directors], please determine our next orders.

>Scouts [(2) Observer Squads, 1 Psycho-Surgeon Hero]
-Continue upward along the exterior of the building, dodge the substance as much as possible and generally continue on last orders
-Enter the building and begin to clear from the current floor downward.
-Enter the building, and attempt to continue scouting while moving upward.
-Hold position on the exterior or interior of the building.
-Take some other action [Describe]

>General Infantry [(2) Containment/Reaction Squads, (1) Guard Squad]
-Continue advancing upwards, and clearing every floor along the way [slower]
-Advance upwards, clearing only enough of each floor to continue advancing upwards.
-Split forces, and delegate some to pushing up and some to cleaning up.
-Maintain position
-Take some other action [Describe]

>Other [(1)] Bandit Raider Squad]
-Accompany the General Infantry
-Perform a separate action
-Attempt to meet up with the dispatched scouts [High Risk]
-Take some other action [Describe]
>>
Rolled 27 (1d100)

>>3378231
-Enter the building and begin to clear from the current floor downward.
-Continue advancing upwards, and clearing every floor along the way [slower]
-Accompany the General Infantry


We'll want to take a bit of time to observe these new monsters in terms of their behaviour / weakness before we do much more yet I think we can almost certainly clear a few of the floors between the scouts and our front line which should give us enough space to fall back if we start to struggle.

Something tells me however that whatever is releasing that substance is going to be a big problem. We might want to invest in some bigger guns before fighting it.


This is going far better than I expected. Honestly, even if we struggle to continue making progress up this building, we've secured our holdings by a fairly large amount.
>>
Rolled 65 (1d100)

>>3378287
For me it's a toss up of meet up or just prep fall back into traps.

Probably fine to clear and meet. Maybe we can be quite and left alone if needed.
>>
Rolled 77 (1d100)

>>3378287
>>3378313

>Transmission from unidentified officer, Military ID-Class detected
"Might I point out, [Director] that we already had more space than we could use, and that these monster nests are being made in the same building that our civilians live in.

You know what the difference between a beast and a monster is? Because there ARE both. They look real similar on the surface too.

A beast is just any old creature that a world might serve up. Anything from giant scorpions armored in organic diamond, with poison-stingers that can eat right through tank armor in a heartbeat, to your pet cat is a beast.

Monsters though...monsters are different. When you call something a /monster/, you mean something by it. Beasts? Well you can tame beasts a lotta the time. You can live somewhere near'em if you've gotta, as long as you give'm enough space and respect.

Monsters though. There's no livin with monsters. They are the things that go bump in the night outside your front door, even though there's plenty of easier critters to eat scurrying around out there. THEY are the things that steal children because the flesh tastes better when we're young. MONSTERS are the beasties that kidnap PEOPLE even when other animals are around, and let their young'uns eat them while they're still alive 'til all that's left is a hollow husk'a skin and bone.

I'll do what you [Directors] tell me to, fer now, but if you think you're gonna retreat now and everythin'll be live and let live...well there's another thing coming for ya. And that thing spits out neurotoxic sludge, an' births babies that look like what we've been fightin'. Dunno if you've noticed from the visuals, but not all these things flew up here."
>End Transmission
>>
>>3378483
Alright, so no letting this be. Gotta clear out the monsters.

Hm if we can focus on the monsters. Then any beast remaining could help us fight, perhaps.

Getting limited data is a pain. I like the idea of meeting up to get the Doc researching the remains on the monsters to improve tactical. Yet maybe there is another thing to do. Don't need the psy doc on research. We got people to help.
>>
Rolled 45 (1d100)

>>3378588
Yeah, I mean if we're going to have to clear this whole building out, linking up our forces and then having them move as one is almost certainly better than having our scouts end up isolated half a dozen floors from the nearest allies.
>>
Rolled 87 (1d100)

>>3378698
I would like to have eye on the outside if possible. I think what with the liquid out side. We shouldn't leave it unwatched.
>>
Rolled 47 (1d100)

-Still no consensus, [Directors]?
>>
>>3380397
Seemingly not OP.
>>
>>3380397
So far.
>>
Rolled 45 (1d100)

>>3379313
Supporting D's action vote
>>
>>3380477
That was me spit balling ideas.

>>3378287
Trying to think of ways to improve this action. We are facing monsters ( >>3378231 ) that are going through some unknown changes. Which will lead to >>3377523 scenarios that are not good.

Are a currently in one of our sky scraper type buildings. We have scouts (2 units) with a hero on the outside working their way up with transmission problems. So they can only give us tact data.

We have >>3377069 (load outs) 4 units clearing from the bottom to the top floors.

We had a transmission ( >>3378483 ) from one of the units stating we can not leave the monsters be.

I would love your advice on actions. If you still are up to your old combat planing.
>>
>>3380539
Oh I will be once I'm back at my own home lol. Phone posting I a hell of a thing for plans
>>
>>3381519
Cool.
>>
Rolled 95 (1d100)

Feel free to take your time strategizing, anons, I understand it's a high risk situation.

Keep in mind that you do have officers and such that you can consult with. Though most of your security/military personnel are tied up in active roles in the ongoing operation, there's usually someone available in the civ that can offer advice that will be more or less useful depending on who exactly you're consulting on what.
>>
>>3382966
Screw it, see if one of the Bandit's have any useful information: where these monsters came from; if their behaviour is known; their weaknesses; etc. They've been fighting them longer than we've been here and lord knows the bandits always provide useful information about local threats and distant rumours.
>>
Rolled 53 (1d100)

>>3383012
Yeah, our bandits that were 'under cover' could help. Otherwise it's we risk capture and study.
>>
>>3383103
I was referring to our Bandit infantry squad but they'd work too.
>>
>>3383147
Same people.
>>
>>3383169
It is 3:30 AM, forgive me.

Also, something that occurs to me, we should look into stealing / kidnapping as many scientists from other factions as possible. Seeing as we can literally make them compliant and have them explain their technology.

We might also want to consider helping Bandits by rendering slaves more...accepting of their situation. In return for their help / payment.
>>
>>3383184
All good.

We'll become the Diamond dogs.
>>
>>3383201
A highly professional, amoral force dedicated to doing what they are hired to do with little care for the overall impact of their work in terms of morality or ethics while still maintaining a sense of pride and discipline in themselves and their work? Sounds like something a post-apoc UK government would do.
>>
Rolled 30 (1d100)

>>3383012

>Bandit Raiders

-ChhhTTH-
"Hey, [Directors] -FUUCCKK YOU, GONNA HAVE TO DO BETTER THAN THAT!"
The audio feed is interrupted briefly by a monstrous shriek, followed by several seconds of stabbing sounds
"Sorry 'bout that, bosses. Bit busy 'ere an all. Gotta be brief!

Ain't never seen'um like this before, but word on the street 'fore we checked back in here was that fellas what looked like this used to be few and far between...but back a few months ago, right when the high-ups of the local gangs had started to turn their eyes towards this'n here city and sent out tha scouts, these greyun squidy fellas started showin' up in real force.

Summa the folks in the bars even started whisperin' that it was these fellas what're responsible for driving all the other critters into the city outta their dens in the south. Dunno 'bout that really, but it was for sure a surprise to see'um way up this high in the city. Adn't heard 'bout anyone seein'em round these parts yet.

Gotta get back to business now, luvs. Don't take this the wrong way...but please don't call back again for a chat 'til we're one with this."

>Transmission ended
>>
>>3383012
Genie has explained before why the post apoc bandits have always 'appeared' to have the best intelligence around. The answer is actually painfully obvious. They literally cannot support themselves unlike literally any other civ AND they are a bunch of greedy assholes. Ergo they are easily bribed to swap info with each other and therefore their intel network is shared. They naturally pay special attention to who is weak and who should be avoided by sheer necessity.

Anons tend to forget though that they got plenty of holes in terms of intel gathering though which is the problem. They aren't the end of all be all of intel sources. Think tanks for example are obviously superior in terms of tech. Remnants in old world knowledge. Cults in secrets ect. Its really not that hard to figure out if you take a look at the civ starter and think about it. It even hints about it fuck some of their special ability outright states it like the Cults and Think Tank.
>>
>>3384814
I know all that, fact is though we don't have communications with any faction members besides ourselves and some bandits. Which means most of your point, although true, current doesn't apply.

Also bandits can support themselves, mostly though taking excessive numbers of slaves and forcing them to support them.
>>
Rolled 78 (1d100)

>>3384631
Well alright then.

I guess with the top people in our group likely to know something, don't know. That leaves us old rumors and sending out some people to ask the neighborhood. Since comms could be to open. Tho we could radio some where else and see what we get that way.

>>3384861
What do you think, stick to fighting and linking up or changing your plan some way?

After this time I'm wanting to change the scout to keep going. Since info will be a big need at the moment. Any source or finding of a main target, like say a breeder of these things, would be good.

>Scouts
-Continue upward along the exterior of the building, dodge the substance as much as possible and generally continue on last orders


>General Infantry [(2) Containment/Reaction Squads, (1) Guard Squad]
-Continue advancing upwards, and clearing every floor along the way [slower]
The GIs I would like to add in the 2 unit shield users up front to lead. The vets will cover from behind and, if possible, switch to shells that have more range and less splash from killing.

>Other
-Accompany the General Infantry

Once there is a chance we can ask a few vets to help with guard detail to let the smarties study a body in the lab or field before moving. We need info and hope we will be able to have builders set up fall back points.
>>
Rolled 55 (1d100)

Rolling for reasons.
>>
Rolled 50 (1d100)

>>3385210
Oh come on.

>Alert!
-[Directors], transmissions have been detected from near where we abduc- rescued our bandit members.

>Contact the detected forces?
>Y
>N
>>
Rolled 88 (1d100)

>>3385223
>Y
Why not?
>>
Rolled 24 (1d100)

>>3385253

-[Director], how would you like to greet these forces?
>>
Rolled 31 (1d100)

>>3385267
Oi, anyone alive over there in that collapsed building? I see that someone's transmitting.

Assuming that you need a hand. The name's [random name] Jim and I can give you a hand if you are willing to pay back what is owned for the favor.
>>
Rolled 31 (1d100)

>>3385304

>Receiving Reply
"Yeah we're alive, don't need no fuckin' hand though. Just here to...check things out.

And who the fuck are you with, Jim? Never seen a comm signature like this before. We're with the Krocknik Group, and you've got us at a disadvantage.

Also rarely get offered a hand round here without an ulterior motive...what's the favor you're needing done, eh? And whatcha got to trade for it?"
>>
Rolled 37 (1d100)

>>3385322
Well I'll be a monkey's uncle. Apologize, I never been good with that old business with comms. Kinda be just toying with it, but you can call us the Selfridges [store name]. Not very creative I know, but long as the corp doesn't get mad it's what we got. Since it seemed to the be the easiest name to work with. What with just surviving and what little time to think about such things. It just so happened to be on the building and worked for us at the time. But that's all in the past.

Yeah I can under stand the motives part. Hence me being upfront with y'all about the favor. We need some info on pest and wildlife or if ya'll are capable. Maybe a hand clearing the attic of this place we found.

As for payment we got services from the old doc. He done cleared up my foot problem real good and keeps the everyone healthy. There also our man power. We got a bunch of Gym Junkies and a few vehicles to haul cargo.

I'll have to talk to the higher ups for the details on all they are willing to give, but it that sound good to y'all. Let me know, I'll be here all day.

Man I'm a slow typist. Took 20 mins just to write this. Gotta find a program that can speech to text this.

Hopefully this work as being truthful about the problem with out giving to much. Wanted to come off as a simple man to gain trust and not tell them everything about us.
>>
Rolled 86 (1d100)

>>3385436
I'll have too support yacall here D having connection issues. However I'll be reading up and coming up with a stratagem moving forward shortly
>>
>>3388030
Cool.
>>
Rolled 49 (1d100)

>>3385436

"The...Selfridges? BUWAHAHAHA, ARE YOU SERIOUS? That's fucking hilarious! We LITERALLY JUST ROBBED YOUR HQ! Got some decent cryo weapons outta the deal too. Gotta admit your turrets are a pain in the ass to deal with though.

But that was your HQ, you sad fuckers seem like the buncha asphalt farmers they sent off to try and eke out a living somewhere else IN THE MIDDLE OF A MONTER INFESTED WARZONE HELLOHOLE. Poor fucks.

Tellya what though. You say you got a Doc? Well we've got a few wounded that need tending to, and since all the facts of your existence make me laugh I'll cut you a deal.

For the low, low price of 5 Resources and all-inclusive medical services on all my folks I propose we will NOT rape, murder, and enslave you all (in that order). And, because it'd just be too short a story for what I must say are the most pitiful bunch of folks I've ever heard of, we'll even throw in clearing out that attic of yours of all the monsters up there.

That way it'll be all the sweeter when you come crawling back to us when the next monster swarm comes by, in like literally half a turn because that's how this place is.

Anyway, we got a deal...or are we about to come lay you bunch of refrigerator-selling motherfuckers on ice?"
>>
Rolled 87 (1d100)

Yeah boy! I think this will be a fun deal. Tho I guess that will mean getting the doc down sooner. I wounder how easy it would be wash them over to our side. If we can't work them over we can at least have this problem worked on with just some resources.

>>3389537
Well that's mighty kind of ya. I do believe the higher ups will be glad to know we got some people willing to help us out. Just give me a sec to let them know y'all are coming.
>>
Rolled 48 (1d100)

>>3389594
You hear some muttering in the background
"'That's mighty kind of ya'?"

"Do you think they're maybe just too dumb to understand threats?"

"Well it'd explain why the HQ sent them out here I guess.

-Wait, is the mic still on? Godammit, Rodney! I told you about this 20 times before! If you do this one more time, I'm going to let one of the fleshrippers onto you to eat you alive starting from the ass and going up!"
A third voice interjects with a nervous tenor
"O-oh, right boss! T-that's mighty kind of ya!"
>>
>>3389669
dam
>>
Rolled 6 (1d100)

>>3389731
if a reply is needed.

"Oh you fellas still on the line. Just got back from the higher ups. We'll be ready to greet ya when y'all arrive."

Just need to get our action in order image. Probably just need to make sure the doc gets back down to work. The troops into one last damaging push and stagger fall back till they come here.
>>
Rolled 15 (1d100)

>>3389824
Sounds good too me...
>>
Rolled 98 (1d100)

So, anons, good news and bad news
>Bad news
My computer died and my notes did with it, which is part of why it's been so slow the past few days.

>Good news
I just got my new one

>Bad news
But my family is coming to visit this weekend and I still haven't managed to salvage the notes off the old one yet, so you can probably expect a new thread after this one dies late Sunday or monday.

In the meantime, if an action plan is agreed upon before the thread falls off it will be executed. Otherwise...well, that's a GM secret.
>>
>>3389961
Well that sucks. Glad ya got a new one and have been posting.

Don't know if it's something you'll like, but I've been a fan of google docs for notes. Saves me the risk of losing them.

https://docs.google.com/document/d/1Gs_LlBfD-ZI9Jvgqg6_c9SoCB-v7W1oNUjE2u-XAE7s/edit?usp=sharing
>>
>>3389961
We'll be waiting, have a good one
>>
Have a good one! Thread archived over on suptg here:

http://suptg.thisisnotatrueending.com/qstarchive/3357886/



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