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File: Vehicle Bay Exit.jpg (32 KB, 640x321)
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Rolled 72 (1d100)

Sergeant Grift leads as your men charge into the vehicle bay, all firing their weapons at whatever is out of sight above the external doors. Or he did lead the charge, until he was yanked up into the ceiling by a nearly invisible thread. Then you heard the screaming, so much more intense for happening close by. So that's where whatever grabbed that guy in the hallway went.

“Fuck, Lurkers inside! Aww goddammit, and these motherfuckers have power armor too?? Goddammit, what the fuck even is this place!”

“Unidentified citizen, do not fear us we will rescue you from these monsters!”

“Fuck you buddy, you really think we're gonna fall for that shit?”

“...Yes?”

“Ain't been around here for long have you?”

Welcome to the Post Apoc Civ Quest.
>>
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Rolled 55 (1d100)

>>41267162

Before their conversation could continue a vaguely humanoid form fell from the ceiling with its neck at an unnatural angle. Then another one came down and started trying to scurry out towards the external doors, ignoring the fur-clad men and your soldiers both.

That was when you realized it wasn't the Sergeant that was screaming.

"Fffuuucckkk!!! Didjoo tink I'd go down that easy??!! FUCK YOU!"

The Sergeant's power-armored bulk crashed down onto the fleeing Lurker, creating a small crater in the hangar floor and misting all the surroundings with gristle and blood.

"HAHA, this is some FINE bloody fucking sport you've got you fur-clad savages. SOMEONE GET THOSE FUCKING DOORS CLOSED, I WANT TO HAVE SOME FUN!!"

>Vehicle bay has been secured
>Acquired
-20 Captives
-"Lurker" Corpses

>What do?
>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
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
File: Post Apoc Gov't Map.png (11 KB, 1274x642)
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Rolled 41 (1d100)

Oof. This thread is almost as cold as your freezing mountainous island.
>>
Rolled 97 (1d100)

>>41267509
Dang, might have to wait till the weekend to do this. I've been looking forward to round 2.

Well here's my suggestions
>H. Interrogate our prisoners (do we have anywhere to even keep them?)
>A. Explore research labs
>>
Rolled 78 (1d100)

>>41270059
Currently you do not, as normally you'd use your containment facilities for that. You're perfectly capable of temporarily restraining them with rope, tossing them into a hab unit, and locking the door though.
>>
Rolled 57 (1d100)

>>41270195
Guess that'll have to do.

So there's something horrible in the containment unit when it was supposed to be empty, tunnels leading off from the generator room, and we still need to figure out our exact situation as far as food and water is concerned.

On second thought, I want to change interrogating the prisoners to
>A. Scavenge for food.
(and the second action was supposed to be >F, sorry)

Unless you're already writing it, or they want to volunteer some information.
>>
Rolled 2 (1d100)

>>41270373
Vote
>>
>>41267509
Interrorgate prisoners, and make the research crew add que to their jobs to dissect these lurkers.
and repair that door with engineers. Keep personnel on high alert, there seems to be more.
>>
Rolled 60 (1d100)

>>41270373
>>41271043
Your food and water situation is stable, actually. You'll have reduced food reserves when you fully take over the base due to the damage to the farms, but for now the time scale is too compact for anyone to starve to death or anything.
>>
Rolled 7 (1d100)

>>41267509
sorry im late, buddy friend. super busy day man.

seriously, we need to achieve dominance of our imediate surroundings, PRIORITY ONE. food and long term supplies wont mean shit if your gutted in your sleep.

- Detain our new "guests" and inform them there safe, and if they want to stay that way. shuit up and obey for now.
- explore further towards potentially hostile areas of base.
>>
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>>41271116
Right.

Let me see, what was the action plan anon had last thread?

>My suggestion for midterm goals is a focus on the medical bay and the armory, which will give us weapons to fight any potential trespassers to our vault, and medecine to heal afterward. We'll secure key locations with checkpoints and barricades manned by personnel told to make regular status checks, and if possible given deadman switches that will alert us if a patrol has suddenly been killed.

>Once we've fortified these locations, and when we've stockpiled on medecine and weapons, we'll move on to take the more important facilities of the hyrpdoponics for food and the power hub and vehicle bay. We'll save the bulkhead for last.
>>
>>41271116
So our hydroponics are active?
>>
>>41271126
Actually I would like to follow >>41271152 outline and secure our current holdings, then move out. I believe last thread we found a MYSTERIOUS hole torn into the wall and we ought to have set up some patrols and barricades around there first.

Maybe then we send in expeditions, but would be nice to develop some scouting drones.
>>
Rolled 83 (1d100)

>>41271152
To that end, I vote

Action 1 - Interrogate the prisoners
Action 2 - Set up defensive barricades and basic patrols around our current holdings, the Science Bay, the Armory, and I believe we took over some of the Hydroponics as well.

Generally follow >>41271152


Next turn we should explore the bulkheads, or develop drones to do so.
>>
Rolled 34 (1d100)

>>41271212
Switching my vote to this.
>>
Rolled 90 (1d100)

>>41271212
I'll second securing our new gains. Vote.
>>
i dont care enough to argue. but you lot are being slightly over cautious. regardless drones wont be for awhile. our manufacturing and design systems are NOT currently under control.
>>
Rolled 2 (1d100)

>>41271159
Yes, the only reason your food, water, and medicine stats are unknown is because the Lockdown means you don't have access to the automated systems that monitor such things. You could manually tally it up, or you could shut down the lockdown from the Sechub.
>>
Rolled 70 (1d100)

>>41271269
That's true. Surely we can at least spend one turn making basic watches right? We have a lot of ground to take care of, and more to follow.

We should really keep exploring though.

>>41271126
This. Because it's better to know what could attack you, than preparing for the unknown.
>>
Rolled 59 (1d100)

>>41271152
>>41271212
This
>>
Rolled 96 (1d100)

>>41271212

>Interrogate the prisoners
[LOCKED]
>Set up defensive barricades and patrols
[LOCKED]

Writan.

>Would you like to establish patrols outside the Vehicle Bay?
Y/N
>>
>>41271364
sure why not. we DID close the doors, and eradicate the lurkers. we have the numbers and firepower to extent our power further out.....
>>
>>41271364
Y
>>
>>41271364
>Y
>>
>>41271364
yes

So, is there a map with a key to know the areas we have? Or a archive for the past threads that have been done.
>>
>>41271411
Here

>>41269579
>Map Key
Orange (Left) - Vehicle Bay
Green - Hydroponics
Blue - Science Bay, Medical Bay
Dark Orange - Power Hub
Orange (Right) - Security hub and Armory
Red - Bulkheads and Containment unit

Purple - US
>>
>>41271427
thanks
>>
Ah, let's also not forget our civ heroes.

>Sergeant Major Dalmur Grift
Traits
Warrior
Intimidating
Badass

Active Abilities
[Hit it!] : Can coordinate all available firepower onto one target without ill effects.

Passive Abilities
[Task Master] : Grants bonuses to any group he is assigned to.
[Power Armor Master] : Extremely good at utilizing powered armor of all sorts.

>Engineering Expert Michael Sword
Traits
Engineer
Design

Active Abilities
[Make it Loud!] : When activated allows for great jumps in design or production to be made...at a price.

Passive Abilities
[Deafening] : Will take absolute control of any project he is assigned to and make sure it's done right.
>>
Rolled 31 (1d100)

>>41271411
Aah, I knew I was forgetting something.

Last Thread: http://suptg.thisisnotatrueending.com/archive/41188275/
Twitter: https://twitter.com/StrelokQM

>>41271427
This is the map key, I didn't post it early because I expected the thread to die with that post. Currently you have the everything except the containment unit under control.

There is also a mysterious tunnel leading out of the Power Hub, but it doesn't show up on your map and you haven't yet explored it.
>>
>>41271470
i think youll find there names are actually warrick and roberto. strelok made a mistake.
>>
>>41271502
Heh, I wouldn't mind those names either tbh
>>
>>41271585
roberto is from Ecuador, hes spainish.
>>
>>41271502
Sgt. Maj. DG Warrick

Engineer Micheal S Roberto
>>
Rolled 25 (1d100)

>>41271364

>Interrogate the prisoners

The prisoners prove to be remarkably resilient to your questions not a single one of them cracks under your intense barrage, you didn't even get any names.

In fact most of them were laughing and spitting at your interrogators by the time you were done, and many of your members now know more euphemisms for having intercourse with various beings than they had imagined existed.

>Set up basic barricades and patrols

Barricades have been set up at several key points throughout the base. Someone even had the smart idea of looking into the available files in the SecHub, so once you get the security systems back online they'll be even tougher.

Patrols have been dispatched around all your holdings, and everyone feels much more secure for it.
>>
>>41271621
callsigns giff and sword. i like it.
>>
>>41271648
If possible, can you make a blank map without the colors and paint in purple all the areas we have under "secure" holding (that is, patrols watching or some form of supervision)?
>>
guys, push forward with hardened power suit wearing eleite soldiers ever turn and well completly controll thes facility in two or three turns. stop fucking pussy footing around! RIP AND TEAR!
>>
Rolled 13 (1d100)

>>41271648

Your power-armor soldiers were dispatched on the patrol outside. They report that it seems to be the dead of winter...on top of a mountain. Terrain is extremely treacherous even in good conditions, but conditions are awful constantly. They also found a few bones from the unfortunates that got caught by the lurkers, they'd been slurped clean of marrow.

Overall they less patrolled and more sat by the Vehicle Bay doors and stared out into the white. They demand a scouting expedition before they'll patrol.

>Alert
-Lockdown is still in effect, you may shut it down from the Sec Hub at any time. This will unlock all bulkheads for a few minutes before you can reestablish control.
-Strange sounds outside the Sec Hub bulkhead have ceased, now there's only a faint sniffing or hissing sound.
-The tunnel in the Power Hub continues to look ominous.

>What do?
>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
>>Resource Points: 3
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
Rolled 17 (1d100)

>>41271775
1. Whatever hasn't been scouted within the parameters of our base, scout it, as well as extending our existing knowledge of the surrounding.

2.Have the Major and our Power Armor forces ready themselves in front of both the Bulkhead and the Scary Hole (two groups).

Deactivate the Lock Down.

Be prepared for whatever might come out of that bulkhead, but we will take it.
>>
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Rolled 55 (1d100)

>>41271727
But of course.

Map Key
Purple - Under your control
Red - Bulkheads and Containment Unit
White - unsecured, unexplored tunnels
>>
Rolled 90 (1d100)

>>41271775
RIP AND TEAR!

- send armored fist squads througn power hub into hole, plug that black hole with our armored fist!
- send second armored fist squad to secure sec hub, bring loud fury to all living things whop dare to offend our royal senses with there existence!

RIP AND TEAR!
...for the queen...i guess.
>>
Rolled 26 (1d100)

>>41271842
>>41271834
Vote for kicking ass, and taking names.
>>
Rolled 24 (1d100)

>>41271842
This.
>>
>>41271775
I believe we should block that ominous hole.
also have scientists autopsy the goddamn monsters.
finally, keep on patrolling the base until all monsters ae rid of.
>>
Rolled 51 (1d100)

>>41271842
What better way to block an ominous hole, than with power armor?
>>
Rolled 26 (1d100)

>>41271842

>Invade the tunnel!
[LOCKED]
>Reconquer the Containment unit!
[LOCKED]

>Deactivate the Lockdown?
Y/N

If you don't deactivate the lockdown you'll have to destroy your bulkhead doors to get to the containment unit, it'll take an action or two to repair them.
>>
Rolled 91 (1d100)

>>41271953
FUCK DOOR< WE ARE THE ARMORED FIST OF DOOM! RIP AND TEAR BROTHERS RIP AND TEAR!
>>
>>41271953
Y
>>
Rolled 54 (1d100)

>>41271953
Yes

We'll have the sergeant major leading the team going to the containment unit, facing whatever's sniffing at the security hub's door.
>>
>>41271953
Yes
>>
>>41271953
fuck no. Lurkers are fucking in this place.
>>
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>>41271953
And let lurkers out? No way.
>>
Rolled 75 (1d100)

>>41271953

>Deactivate the Lockdown
[LOCKED]

Writan'.

Oh my, you actually did it.
>>
>>41272097
We are fucked. Best we can hope for are them being friendly ones. Highly unlikely so, I feel sorry for there poor souls.
>>
>>41272097
RIP AND TEAR!

(seriously , is not one else feeling serious doom vibes from this ?)
>>
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>>41272145
What if they are more then we can take care of?
my shadowruns are tingling
>>
>>41272175
>>41272145
Ah, the age old conflict, to be too careful, or too bold.
>>
>>41272191
>>41272175
>>41272145
only one real answer!!!
https://youtu.be/DH_pVzEvFAc?t=4667
RIP AND TEAR!
>>
bump
>>
>>41272358
Dat OP be writan
>>
>>41272375
i do what i want...
>>
>>41272384
But do you want what you do?
>>
Rolled 86 (1d100)

Mother. Fucker. 4chan ate my post. Please be patient.
>>
>>41272397
>>41272398
*sigh* no...
>>
Rolled 63 (1d100)

>>41271953

Your Sergeant and a cadre of your most elite troops all stood lined up inside the Security Hub, weapons all leveled at the bulkhead that held back god knows what horrors. Sergeant Grift himself was holding two of the assault rifles you had taken from your prisoners and no less than 6 armatures were deployed from his armor and pointing various obscure, but threatening looking devices at the door. In fact, the greater portion of the firepower your entire civilization could mustered was all pointed at the armored gateway.

The sniffling continues from the other side.

“Alright, do it.”

The tech expert that'd been bullied into being the one to shut down the lockdown paused for a moment to gulp down his nervousness, and then keyed in the shutdown sequence. There was a brief blip of acknowledgment from the console, and then it switched over to a blue screen with a progress bar ticking across it.

“Okay sir, it's done. 10 minutes until we have control again. The bulkheads should switch to automatic motion-sensor opening shortly.”

“Alright. Pack up into the armory for a while, I'll leave two guys here to keep you safe.”

“Sir.”

As if sensing the change, the snuffling on the other side of the door intensified. Something like pawing or scratching at the door could be heard.

Your troops, for their part, remained remarkably steady. You could scarcely hear them tightening their grips on their weapons, and even the Sergeant was proud of their fire discipline as the door raised to reveal what was on the other side.

----

Meanwhile in the Vehicle Bay your patrols continue as scheduled, but with the external doors closed (or as closed as they get now. Fucking bastard intruders did a number on them).

"Hey Graham."

"Yeah, what?"

"Did that big door and open hallway used to be there?"

"Uhh, no. What the fuck?"

"Huh."

>Notice
Unknown tunnel has opened at the southern corner of the vehicle bay.

(Cont.)
>>
Rolled 73 (1d100)

>>41272443

"Sarge."

"What?"

"Orders, Sarge?"

"Well we're supposed to rip and tear. You heard the orders."

"But Sarge...it just looks like a dog."

"Fuck...I know."

In front of your squad stood a short, stocky sort of quadruped creature. It did indeed look in all respects like a dog, and had the friendly mannerisms of one. Except for the head, currently tilted slightly to one side in a curious gesture, which appeared exactly like that of a Lurker. Complete with a dragging, semi-transparent tongue that trailed on the ground behind it for several meters.

"I'll phone it into command."

>What do?
-Kill it! Rip and Tear!
-Capture it and restrain it! (Will require facilities in containment unit to keep it restrained more permanently)
-Ignore it
-Befriend it?

[Writing up the other action while you decide. Please include a d100 with votes.]
>>
Rolled 81 (1d100)

>>41272556

Please include a Write-In of how if you'd like to try to befriend it.
>>
Rolled 61 (1d100)

>>41272556
>-Befriend it?
bad idea but what the heck. worse could happen.
>>
Rolled 57 (1d100)

>>41272576
>>41272556
Find whatever resembles beef, beef broth, steak sauce, and generally meaty texture.

Quick roast it with a flamethrower if we have to.

Toss it to the dog!
>>
Rolled 69 (1d100)

>>41272556
>>41272576
Oh you dice.
>>
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>>41272556
Kill with extreme prejudice
>>
Rolled 76 (1d100)

>>41272556
i love you strelok, always know that.

"Orders are orders, were professionals and we follow orders!"
RIP AND FUCKING TEAR!
>>
Rolled 17 (1d100)

>>41272598

Huh...
>>
Rolled 62 (1d100)

>>41272594
Vote for feeding the dog.
It's clearly a watch dog
>>
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Rolled 57 (1d100)

>>41272599
>>41272609
>>41272594
>>41272556
Forgot my wardice
>>
Rolled 33 (1d100)

>>41272556
Feed it and befriend it
>>
oh come on, were not stupid, its a fucking trap.
>>
Rolled 36 (1d100)

>>41272578
>>41272633
>>41272594
>>41272621
Better to make more friends than enemies. We've already got guns on it anyway for the ripping and tearing.
>>
anon, you want a puppy? ill buy you a puppy later, just R.A.T this guy first.
>>
>>41272673
I will switch my vote and play nice; but if you are wrong will you be willing to take on the name "wronganon" for the duration of the thread so I can properly "told you so" you?
>>
>>41272727
We ought not to have opened up ALL the doors either.
>>
>>41272740
Agreed but at least I think it is a gamble with an upside. This stupid dog has none.
>>
>>41272760
rip and tear...?
>>
Rolled 45 (1d100)

>>41272556
>Invade the Tunnel!

Meanwhile in the Power Hub the rest of your elite troops prepared to dive into the depths.

“Hey what are you doing here, Sword? Didn't hear anything from Command about you.”

“I'm here to head in with you guys. I've got some suspicions about this. As for Command...well you know how Command can be.”

“Heh, damn right we do. Well fuck yeah I feel better about this now. You ready?”

“Yep, let's head on in.”

And so they did, for about 50 meters when the tunnel suddenly became a neat, tidy, and well lit corridor. Shit, it doesn't even have any dust in it like the rest of the base.

“Hey Engi, sir. What's that round thing in the room up there?”

“That's...heh, well shit.”

>Discovered AI Core

“But wait...why's it unplugged?”

-...ALERT
-INTRUDERS DETECTED
-ACTIVATING AUTOMATED COUNTERMEASURES
-BASE DEFENSE BOTS BEING DEPLOYED
-CHEMICAL COUNTERMEASURES BEING DEPLOYED

“W-W-W-WHOOOAAA NOW, NONE OF THAT! FUCK! SHIT, YOU GUYS COVER ME FOR A MINUTE! JUST GOTTA PLUG THIS...IN...HERE.”

>Alert!
-AI Core has been brought online
-2 turns until full activation
-AI Core activation has delayed Security Reset, security measures will require 2 turns to reactivate
-Patrols in the Vehicle bay have locked down the new tunnel, reports are coming in of hearing scuffling sounds and moans.

>Vote Tally
Looks like...
Befriend it (Food) - 5?
Rip and Tear! - 2

Writan'.
>>
Rolled 61 (1d100)

>>41272785
You guys are damn lucky heroes operate on their own...They ruin my fun...
>>
>>41272785
GO ENGINEER!
>>
>>41272797
i actually dont know what you mean? you rolled for engi interference or something?
>>
>>41272823
Yeah, Strelok makes sure our heroes actually do shit instead of just sitting there like rocks unless ordered to.
>>
huh. thats actually pretty cool of him. (sorta rudimentary hero AI)

STRELOK +1 internets.
>>
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Rolled 17 (1d100)

>>41272785

>Befriend it! (Food)

"Alright...Command says to try and feed it. Anyway got a ration bar?"

"I do Sarge."

"Alright, well give it a go Serena."

One of your troops stepped forward from the line holding a brown brick in half-undone foilwrap in one hand and lifting it towards the dog. While any human would've rightfully staggered back from the half-ton of armor whether it was acting friendly or not, the "dog-lurker" stood its ground. Flicking its long tongue through the air around the ration bar as if trying to determine if this was a trick or not.

After a few moments of this the creature stepped forward, wrapped a length of its tongue around the bar, and promptly turned around and ran back a few meters. A few disgusting swallowing noises could be heard, and the entire length of tongue retracted into the creature's head.

Then the creature was suddenly gone and replaced by something that was most definitely NOT a dog. NOT A DOG AT ALL, FUCK.

OH FUCK, THERE'S LIKE TWO DOZEN OF THOSE THINGS THERE. AND WHEN DID THE CORRIDOR BECOME DARK AND FULL OF GASHES AND IMMENSELY DAMAGED??

>Alert!
-Scuffles and moans near the Vehicle Bay have gone quiet.
>>
>>41272957
This still could have been alot worse. Could have ended up like that guy in Jurassic world.
>>
Rolled 6 (1d100)

>>41272957

The first creature turned back to look at your line of troops who were still remarkably steady even while their dumbstruck-ness made itself known through the cold metal-ceramic composites of their armor. Behind your line of troops a horrified scream erupted momentarily as the Tech peaked around the corner, before he was quickly grabbed and muffled by one of your men.

The creatures all seemed to focus on the Tech for a moment, and drool issued from their fanged maws. Then with an eerie silence they turned around in unison and marched down the damaged corridor, continuing straight out of the base instead of turning towards the containment units. A few moments later at least 3 dozen more of the creatures emerged from the hallway to Containment, and marched out after the rest.

As the last one passed out of sight behind a bulkhead down your exit corridor all of your troops breathed an immense sigh of relief.

>What do?
-Pause a moment and catch your breath.
-Advance after the critters.
-Advance and secure Containment...assess the damage. (Would you like troops to press in from the Vehicle Bay?)
-FUCK IT, CONTAINMENT'S LOST. THIS IS OUR ENTRANCE NOW.
>>
>>41273011
If we had a scientist hero we could have studied the behavior of these creatures.

I don't like that they've damaged the hallways, but let's see what else they do. Worse comes to worse, we were bound to rip and tear, but I'll still hold onto the slim chance of domesticating mutant guard dogs.

>>41273066
Note to self. Do not act like food. That was clearly a response instinct.

I vote
>Calm down, observe
THEN
>Advance and assess damage (ONLY SUITS - NO HUMANS)
>>
>>41273066
...i want to kill something soo badly right now, my murder boner is COMPLETELY disappointing in the lack of meaningful trap here.....rip and tear = rescinded. new orders, secure containment, no humans, no reinforcements.
note: these dogs clearly seem to possess mind altering illusional powers, its explains alot. PSY-DOGS discovered.
>>
I believe we are dealing with an instinctual, pack like creatures here. These lurkers? if that's what they're called.

My suspicions are:
-They are not unfamiliar with hunting humans or live prey, as evidenced by the instinctual drooling when hearing the techie scream
-They act in packs, as evidenced by their group behavior
-They are capable of recognizing threat and not-threat, as evidenced when one did not immediately attack our power armored soldiers, and passed by, even though they detected motion

They are very ugly, but if you look at it, I think you can almost treat them like a pack of wild dogs.

Wild dogs who are ugly as sin, could swallow a human whole, and are burrowing through the damn vault.

Still, I would like to say that while the simplest option would be to just start killing them, we don't know the extent of their numbers, and personally

Mutant Guard Dogs would be fucking cool.

I suggest we observe and get as much info, so if we do want to start killing we know how.
>>
>>41273172
You might have a point. One clearly tried to appear like a dog, maybe because it ate one and used its DNA? Or read the thoughts of our people and tried to mimic a dog?
>>41273066
Have our human troopers move back, and move up more suit armor. Can't let them smell fresh meat.
>>
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Rolled 90 (1d100)

>>41273209
Whatever these creatures are, they aren't lurkers. Though one did seem to have a Lurker's head for a few minutes. Pic related is approximately a Lurker. Though they have a large additional maw in the middle of their bodies that's capable of eating a man in 2-4 bites. You'll find out more if you autopsy your available corpses.
>>
I also think they might have made their nest in the containment unit, and what we just observed was them going out to hunt in packs.

>>41273122
Actually, change my vote to
-Pause a moment and catch your breath
-Wait for them to return

We'll want to move in when they're at the nest, so we can do further study, or at least have them all in one place rather than in place(s) we don't know
>>
>>41273317
Yeah, it will be easier to kill them all in one spot than running around chasing after them.
>>
remember how our perception of the animals, the room, and even there pack as a whole changed sharply once IT decided we weren't a threat, clearly mind altering of some sort. there is no chance in hell, im domesticating a beast, DOUBLE no TRIPLY so if its has even the smallest potential to have psyonic potential. (something WELL within probability considering the setting were in)
>>
>>41273317
He has a point, whether we try to "domesticate" these things or kill them, it's best that we do it when they're all at their nest.

Let's wait for them to come back.
>>
i say if they return, and they play nice let em be NEIGHBORS, if they try to force there way in, kill em dead. Live and let live is the best youll get from me.
>>
>>41273354
>>41273209
>>41273122
Yall thinking too much; hold our ground and leave a box of snacks by the door.

Security measures will kick in soon.
>>
>>41273392
I want to make regular approaches with them in our power armor bringing food, until they associate our armor as friendly.

Maybe if we play our cards right we can figure out a way to lure them out of the base and into a cave outside or something. Get rid of them, have guard dogs who won't attack power armor somewhere nearby as convenient natural defense from our enemies, and we get our base back.

Granted, that's the long way around.
>>
>>41273419
Let's just not leave snacks by the door, then they'll start snooping around our territory. Yeah, when the defenses kicked in, we'll see what happens.
>>
>>41273066
Secure Containment, troops in the vehicle bay sit tight for now.
>>
note: im assuming the path left is an exit from the facility of sorts, much like the vehicle bay doors. (which we should really get to defending/repairing asap.)
>>41273430
if they are actually still in teh facility , maybe. but id remind you as long as there around, we cant trust our eyes or ears 100%. crappy trade off for a guard dog.
>>
>>41273066
>-Pause a moment and catch your breath.
>>
>>41273475
Could be an exit
Or it could lead deeper entrance to miles and miles of uncharted underground science complex. With far worse horrors than these.
>>
Rolled 61 (1d100)

Okay. Looks like it's split. Please link votes here, and roll 1d100 with them.

>Establish a temporary checkpoint outside SecHub and wait for the creatures to return.
(Leave food out or no?)

>Push Forward and secure Containment.
>>
>>41273499
>Establish a temporary checkpoint outside SecHub and wait for the creatures to return.
>Leave food
>>
Rolled 17 (1d100)

>>41273517
Dice
>>
Rolled 24 (1d100)

>>41273499
>Establish a temporary checkpoint outside SecHub and wait for the creatures to return.
>(Leave food out)
>>
Rolled 88 (1d100)

>>41273499
>>Establish a temporary checkpoint outside SecHub and wait for the creatures to return.
>>
Rolled 51 (1d100)

>>41273499
>Push Forward and secure Containment

They probably will return, but it probably won't be for several hours, we have time to at least check out containment. Decide whether to hold it after we see it.
>>
Rolled 30 (1d100)

>>41273499
>Push Forward and secure Containment.
>>
Rolled 24 (1d100)

>>41273499
secure our domain, conquer it for the fallen monarchy!
>>
Rolled 24 (1d100)

>>41273559
Gotta agree with this logic
>>
Rolled 10 (1d100)

>>41273499
Well that was fairly contentious, but it looks like
>Push forward and secure/assess containment
Wins just barely.

Writing it up.
>>
>>41273670
Into the nest we go. Let's hope they don't get angry.
>>
>>41273684
wait wait wait WAIT! if they dont like it....we RIP AND TEAR! Potential murder boner back on!
>>
>>41273705
Aw. . .

speaking of which, we should also eventually go back and keep talking to the prisoners. Maybe get on a better foot instead of just questions.

At least get an idea on how many, what kind, and how hostile the savages are out there.
>>
>>41273770
agreed, but there definitely bottom of the to do list. first perimeter needs to be fully secured, defenses up, threats scouted, THEN we can worry about domestic and diplomatic concernes.
>>
Rolled 81 (1d100)

>>41273670

"...Well.

I STILL WANT TO TRY OUT THESE GUNS. FUCK THe volume setting on this suit musT'VE SHORTED OUT OR SOMETHING. Anyway let's check out the damage while whatever those things are...are out there instead of IN HERE."

"Yessir."

>Team dispatched into Containment.

The sight that greeted them in Containment was just as gristly and violent as they'd all expected. Blood, gore, sinew, bone, and generally every sort of bodily fluid you could imagine (and a few none of them had) painted the walls. What wasn't expected were the several dozen severed Lurker heads arranged in three semicircular rows staring at your troops as soon as the bulkhead opened. The tongues lied on the ground and between the heads in a pattern that could've almost been a spiderweb if there hadn't been something disturbingly...off about it. It wasn't until one of your soldiers accidentally stepped on one of the cords that they realized what was wrong.

Those tongues weren't coming out of the heads.

The cords immediately all seized up and wrapped around the unfortunate trooper in a net, and there was scarcely time for a scream before the net constricted on her and she was dragged around a corner into a busted open containment cell.

"SHIIIIII-"

A series of loud clangs and thumps ring out from the containment unit, then the sound of sheering metal and the firing of a rifle.

"HEeEELlLLL-"

>What do? Last one, I swear. Then back to normal time.
-Fuck it! Withdraw!
-RIP AND TEAR!
-Write-in/
>>
Rolled 71 (1d100)

>>41273941
>These things could have hunted lurkers for us
>Now we have to kill em
Drat. There goes that idea. Might as well have rip'd and torn from the start.

There goes that idea.

-RIP AND TEAR!
>>
Rolled 46 (1d100)

>>41273941
>-Write-in/
Get in there, pull our trooper out, and if it's clear these things are attacking it go ful Rip and Tear mode.
We don't leave a man behind.
>>
>>41273941
>>41273992
About damn time! RIP AND TEAR!!
>>
Rolled 46 (1d100)

>>41274016
>>
Rolled 33 (1d100)

>>41274016
I'm still mad we lost the chance at mutant guard dogs.

We better find an ally somewhere dammit!
>>
Rolled 13 (1d100)

>>41273941
-RIP AND TEAR!
>>
>>41274045
its POSSIBLE...though not likely that the "hounds" that left, are not the things attacking us currently...
>>
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Rolled 19 (1d100)

>>41274029
>>41274007
Bout to forge a link between the 46's because I have the PoWaH
>>
Rolled 96 (1d100)

>>41273941

>Rip and Tear
[LOCKED]

>71, 46, 13
Heh heh heh.
Writing now.
>>
Rolled 41 (1d100)

>>41274082
True. Let's just hope our soldiers pull through now.
>>
>>41274095
uhhh....i promise to stop screaming rip and tear if you show mercy...please? bertha was only two days from retirement too...
>>
Rolled 75 (1d100)

>>41274095

"FINALLY SOme aCTION!! FUCK THAT THING UP, CHARGE!!!"

And so they did, a full fireteam rounding the corner and drawing weapons down just in time to see an unholy half-lobster half-spider splayed redolent and fat atop a mound of half eaten corpses of all sorts. It is at least double the size of your power-armored soldier, and is rapidly beating its unfortunate victim into the ground with rapid staccato strikes from 3 of its spiked limbs.

It doesn't even seem to be straining itself.

Your trooper for her part seems to be trying to retaliate but between being encased in a net and the spider physically embedding her armor into the metal floor with the force every strike...she is having very limited success. True to their training, and the auto-assists incorporated into their power armor your troopers brace themselves against the floor and open up onto the monster. They scarcely notice as their heels crunch down onto several more translucent cords.

They are all jerked separate directions and the electronic tinged screams of your troops emerges from four more containment cells, and soon thereafter 4 more staccato beats begin as metal tears and screeches.
>>
>>41274333
uhhh....when i said rip and tear , i meant the enemy.....might not have been clear on that point.
my bad strelok...
>>
Rolled 5 (1d100)

>>41274333

Fortunately your Sergeant brings a quick reign in on your troops after that.

"Okay goddammit, no one else fucking rush. Let's take this by the book."

Inside Grift's helmet the vital signs of 5 troopers run flat.

"There's no point in rushing now anyway...Goddammit."

>Containment Unit (Heavily Damaged) Secured
>Acquired
-Spider-Lobster Trapper Corpses (5)
-Lurker Corpses (Many)

>Losses
-5 Elite Soldiers
-5 Experimental Power Armor have been lightly damaged

>Alert!
-Containment Unit has been scoured clear.
Would you like to secure it? Y/N
-Vehicle Bay Doors are in need of repair
-AI Core and Security will come online next turn.
-The Base is fully under your control...as far as you can tell right now anyway.

>What do?
>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
>>Resource Points: 3
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
Rolled 77 (1d100)

>>41274436

Alright, I'm gonna take a quick break to grab some food and soda. Be back in about 30 minutes.
>>
Rolled 20 (1d100)

-leave containment zone unsecured for now, to avoid potential fight when /if hounds return.

-send heroic engi team and regular armored fist squad to defend vehicle bays doors. we need them operational asap.

-set team of biologists to studing fuckyou-spiders corpse, the hell were those things!?!

- set heroic "diplomatic" squad to address our "guests"

>>41274454
dude its midnight here, how late you going?
>>
Rolled 40 (1d100)

>>41274557
Seconding this, if by defend you also mean repair.
>>
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>>41274436
I support
>>41274557
But also add lurker corpse autopsy too.
>>
Rolled 53 (1d100)

>>41274557
Vote
Also it is like 2 am here, so gtg

Good luck guys,don't get us killed
>>
yo strelok, i assume similar setting as last quest? with all manner of crzy shit going on out there in the wide world?

also, i gotta crash, been a long day working outside.

in strelok we trust!!!
im starting to doubt that rip and tear is a good strategy...
>>
Rolled 87 (1d100)

>>41274436

Oops, pop should be 995 and Military 245.

The names of the soldiers you lost are: Serena, James, Wilkins, Nicholson (Nick for short), and Brot.

>>41274557
I'll go for as long as there are anons around, though if too many players go to sleep I'll call it quits for the sake of not wanting small groups making dumb decisions.

>>41274647
It's the same setting, but you guys are in a different part of the world entirely.

>>41274557

So

>Basic 1
Repair vehicle bay doors.
>Basic 2
Spider corpse autopsy.

Actually my gf is bugging me to sleep so I'm going to call it a night here. If this thread is still alive tomorrow then I'll run. Otherwise next day will be announced on twitter (possibly earlier, but definitely no later than Tuesday)
>>
Rolled 10 (1d100)

So goodnight all, thank you for playing!
>>
>>41274905
Good night, and thank you!
>>
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Rolled 63 (1d100)

>>41274905
>Drunkzilla plan #1337: force mr. Sword to override the ultra-combo-blocker supah Mek co brand senti-ranger model dinosaur themed linking powermechs
>>
Boomp.
>>
Rolled 12 (1d100)

I have awoken!

>>41274557
And in the light of day I see that this is actually 3 separate actions and one corollary.

>Secure Containment Unit
N

>Repair/Defend Vehicle bay doors
>Autopsy Spider Corpses
>Interrogate "savages"

Please note that you can ask your 'guests' any questions you like in-character without using an action. If you'd actually like to properly question them under pressure or use 'enhanced interrogation techniques' then you'll need to devote an action to it.

If you decide on the latter it would be helpful if you had some specific sets/types of information in mind (identify some of the monsters you've seen, #s and strength of their faction, local area terrain, etc.).
>>
Guess I'm lucky and you are around. Sorry for not contacting yesterday as planned, I was too tired to wake up in any sensible hour and then had no time.
#NationPost on https://client00.chat.mibbit.com/
>>
Rolled 80 (1d100)

>>41278594
I would vote to integrate them and maybe create like a light scout type of troop with them. Maybe some cloaking?
>>
Bump
>>
Rolled 52 (1d100)

>>41278867
You know that cloaking technology exists, but you don't currently have access to any. You could try researching in that direction, but you'd probably have an easier time of it if you found a cloak to study first.

As for integrating them into your forces...your forces wouldn't really like that. They said some /really/ nasty things about your forefathers and foremothers when you interrogated them earlier. A few of your military men are still curled in their bunks crying.
>>
Rolled 31 (1d100)

>>41278594
I vote
>Repair/Defend Vehicle bay doors
>Autopsy Spider Corpses
>>
>>41278594
>>41278977
Talk to the "savages"

"Gentlemen, perhaps we've gotten off on the wrong foot.

When the last thing you've known is a world that existed centuries? maybe millennial ago? you tend to lose your sense of time.

We'd like to know more about you. And about your people. If we didn't care, we wouldn't have fought off those. . .giant spider things? from you, or took you to our base otherwise.

You and yours stand to benefit a lot here if we might just get on better terms."
>>
>>41279070
Yeah, like this
>>
>>41279070
Sounds good
>>
>>41267509
>That was when you realized it wasn't the Sergeant that was screaming.
Crowning moment of awesome right there. I love this guy already
>>
Rolled 25 (1d100)

>>41279070

"Gotten off on the wrong foot, eh? Sorta like your mother got off on the wro-
>Comms muted
>Comms unmuted
"-filth and pus. Probably why you're all in this fucking bunker.

If you care so much then why don't you kindly take these shackles off and give me my goddamn Beautah back?

Been asleep for centuries eh? Fucking remnant bastards, explains the power armor at least. I especially hate you and your kind, you fuckers just wake up one day. Me and mine have had to scrape and struggle for every mouthful of food our whole lives, as have our ancestors since god-knows-when. What's worse is that it's you fucking bastards what made the world like this.

So fuck off with your benefits and better terms, I hope the Murderkrabs infest your base and leave you all empty withered husks."
>>
>>41279629
Could you post your twotter account?
>>
>>41279629
We could always let them go right? Will they attack us or? I dunno
>>
>>41279629
"Do you like scraping and struggling even? Didn't you investigate this base for supplies, food, weapons and so on?"
>>
>>41279692
Their a liability either way, if we let them go they'll tell their friends what they know. If we let them stay, their friends are probably gonna come back for them anyway.
>>
>>41279717
Still, it's better to talk to grateful mobs than hateful ones
>>
Rolled 93 (1d100)

>>41279629
You receive similar responses from all of your prisoners, none are willing to tell you anything about themselves or their faction. You have some limited success when you describe the monsters you've encountered thus far though. Particularly when you describe the dog-creatures a few emit gasps of surprise and become slightly more pliable to your questions.

The dog creatures are evidently called "Mutemutts" and are rarely seen on the surface, but when they are they're usually taking down some huge prey item. They're extremely intelligent, very vicious, ridiculously resilient, and are able to affect men's minds to various degrees. They rove around in bands of about 50 constantly staying on the move, never staying in any nest for more than a day or two.

Lurkers are something like a species of vermin of the area. Reproduction by eggs, twice as strong as a man, ambush predators that use their tongues as a lure for other monsters or a snare for humans. Occasionally they'll take a human alive and cocoon them to use their body heat as an incubator for their eggs. If they manage to get inside a naturally warm area their population explodes as they don't need incubators.

The spider-lobster things are called Murderkrabs, and there are several different strains of them. The ones you encountered seem to be one of the least dangerous, as they're mostly stationary except when they have to reset their snare-webs. They all feature 8 powerful, spiked limbs that they can use to tear prey items to bits or climb to unexpected locations and lay in ambush.
>>
>>41279782
"Sounds like a dangerous world. I'm betting since you know of us remnants you've found other bases, or at least more of them.

I'm also betting if you haven't already established yourself in one of the bunkers, you're looking to are you not?"
>>
Rolled 13 (1d100)

>>41279692
You could let them go if you like, though you'd have to disarm them first to ensure they didn't attack you. From what you've seen and what they've let slip of the surface it might be kinder to just kill them rather than let them loose unarmed.

>>41279703

"No one likes scraping and struggling, what the fuck sort of dumbass question even is that? But the struggle makes us strong, makes us adapt. You fucking remnants stay in your bunkers, you clad yourselves in your suits of metal and servomotors to fight back the monsters your forebears created. We fight them back with naught but grit and what we can steal when we murder your ilk."
>>
Rolled 80 (1d100)

>>41279830
"No to do so would make us weak and cause us to lapse into the same errors that brought the world to this. You are the old and we are the new, you'll be wiped from the Earth eventually just the same as all the great works of the past are eventually ground to dust. We're the ones who will be standing in your wake. The inheritors of your insane, toxic legacy, and we will be stronger than you ever were for mastering it."
>>
>>41279842
Oh shut the fuck up! You would've done the same you filthy hypocrits. Just because you didn't "benefit"from this shit doesn't mean we like it. We're stuck on the same mountain, in the same blizzard, surrounded by the same fucking monsters.
>>
>>41279893
"Except you aren't mastering it, you're simply tolerating it at best, running from it at worst. Mastery of anything denotes control, and who has the better chance of controlling these creatures?

We've cleared out a nest of Murderkrabs from our home the first day. Can you say the same?

You claim to fight back with only what you have, yet at the same time admit that you steal our supplies and weapons as evidenced by your use assault rifles and bullets. You use the very things we created in defense against those things out there just as we do."
>>
Rolled 88 (1d100)

>>41279953
Then join us! Show us your beliefs. Help us fight these creatures and make this world a better place for us all.
>>
>>41280027
I don't think that's the right argument to use, considering they see us responsible for this world and that's a pretty big claim.

That 88 though. . .
>>
>>41280060
I'm not the best writer out there. I just jumped on the keyboard basically
>>
Rolled 60 (1d100)

>>41279953

"Learning to tolerate it is the first step towards mastery. Who gives a shit if you cleared out some murderkrabs? Call me back when you've lasted through 20 winters, then I'll consider listening to you.

Our weapons and the ways we fight are our own. If you think we'd use any of your filth as anything but replacement parts you're even dumber than you look."

>>41280027
"Fuck off. If I ever get out of here I'm leading a herd of Fergothen back. Fuck the salvage, I just want you annoying softies gone at this point."
>>
>>41280116
That's it. Kill 'em
>>
well, gentlemen, this has been an....educational little chat. Really a pleasure. now if youll excuse us, i need to have a chat with the executioner...hes about to be a very busy man.

...(to srgt, hammerlock. "orders: rip and tear")

the crown would never stand for such ruffians.
>>
>>41280116
"Is that a bet then? 20 winters.

I think we can manage that.

And again, if your weapons were your own, you wouldn't be looking for replacement parts from bases constructed thousands of years ago."

>>41280148
Patience my friend, these things take time and can't be rushed.

We'll have to earn their respect before we can earn their trust. Especially since there's more of them than there are of us.
>>
Rolled 45 (1d100)

>>41278998
Also supporting this
>>
>>41280116
>>41280148
>>41280165
also , good morning. and no, respect goes both ways, and they've more then lost mine. There done.
>>
>>41280187
I can't say the same, they have a point. With nothing but bullets and furs they have scraped through a winter mutated wasteland longer than we have, already just talking to them has revealed much information.

Don't throw away such a valuable asset so easily.
>>
Rolled 22 (1d100)

>>41278998
Vote
>>
>>41280205
we agreed to have a sort of british monarchy theme to our remnants. do you see any classic british nobles putting up with this?
regardless, we can do alot better, dont be desperate for allies this early on.

"as long as we breath , the old world lives on, and we prove its still worth fighting for!"
>>
i grudgingly agreed to give the beasties a chance....which MAY, keyword MAY pay off down the road. but i draw the line at all but hostile savage bandit/raiders. "not one step back!"
>>
>>41280304
Eh, it's just my thinking that if we have enemies everywhere anyway, we can do with allies somewhere. We'll never lack for hostiles.
>>
>>41280343
your not wrong. but thats no excuse to accept just anyone. standards must be kept at some level.
>>
>>41280116
Wait this was still up?
And that prisoner is quite stingy.
"And why do they hate us anyway? It's not like WE(as in the personnel in the base) made those beasts and set them free? Just because we are descendants of the former base doesn't mean we are automatically responsible for EVERYTHING that happened out there?"
>>
>>41280165
You're probably right. I DO have a short temper
>>
>>41280513
I don't blame you, it's a staplemark of these games (not just strelok's) of meeting some downright mean NPC's.

and honestly, on any other day I'd say fuck these bandit pieces of shit.

Except I can't really tell if they're bandits or survivors, because this place is so fucked up all humans might be like them, willing to do anything to survive.

But if it turns out there's other bases of (somewhat) peaceful humans and these really are bandits who prey on them, oh you better believe there's gonna be hell let loose.
>>
>>41280550
Basically, my thought is that "if every human on this island besides us is like this, what chance to do we have of recruiting any of them if we can't do it to these guys"

And I'm not one to go on a campaign of exterminating all other humans when there's monsters to contend with already. And especially if these guys know how to deal with them better than we do.
>>
>>41280569
So it's a plan? What more could we offer them? Let them go with their weapons? or what
>>
but we cant let therm go and reveal our location to any others...
>>
>>41280604
Isn't that a moot point since we didn't capture all of them but only some of them? I'm just waiting for their friends to come back, eventually.

>>41280602
It's not really a plan and I don't know what yet we can offer them. It is true they now know more about us and are all the more dangerous for us, and I doubt just "letting them go to prove we mean no harm" means anything either since they'll just think we're soft.

I think we should just keep em for now. Let info naturally bleed out from them like we have been doing so far (remember, just talking to them has revealed stuff about the monsters)

It was an effective strategy in WW2 actually.
>>
>>41280633
*bleed out info from them
>>
>>41280633
So what if their friends come back before they "see the truth"?
>>
>>41280662
then we rip and tear like the hard ass mother fuckers we are
>>
Rolled 80 (1d100)

>>41280633

You captured all of them.

The ones you didn't capture were eaten by Lurkers outside your base.
>>
>>41280712
strelok, kill them , kill them before these anons can do any more harm! i implore you!
>>
>>41280712
Hmm. I feel that's even more reason to keep them, and see if over time they feel more comfortable with us.
>>
Rolled 45 (1d100)

You're running today Strelok?

>>41278998
>>41280182
>>41280247
Rolling
>>
Rolled 14 (1d100)

>>41280863
I say we keep 'em around a bit
>>
Rolled 77 (1d100)

>>41278998

>Repair/Defend Vehicle Bay doors
[LOCKED]

>Autopsy Spider Corpse
[LOCKED]

Hmm. Those are some strange things you're saying there, dice.
>>
>>41280886
dosnt matter right now. were not applieing an action to them either way. plenty of other things to do first.
>>
Rolled 41 (1d100)

>>41280904
Don't mind me here.
>>
Rolled 62 (1d100)

>>41280904

>Repair/Defend the Vehicle Bay doors

The Vehicle Bay doors prove to be a relatively easy fix. A few gears and locks are replaced and it works just as well as it ever did. In fact, you were actually able to add some structural reinforcements and additional locking mechanisms to make sure no one will be able to crack it open nearly so easily again. Everything went very well, all in all.

The Murderkrab corpses proved to be another story altogether. Three of your armored troopers grabbed one from the Containment Unit and managed to drag it through your base leaving a horrible smelling brown fluid in their wake, mind you. It wasn't easy though, and at least 2 limbs have become disattached by the time they got to the science bay. Even still nothing of value had come apart (well, considering it'd been pumped full of bullet holes already) and your scientists and medical experts began the dissection. Which is when the real trouble started.

"Okay, we've already got 2 removed samples of its limbs. Let's start on more essential bits now. Where would you like to start?"

"From the top down always used to work for me."

"Alrighty, head first then...let's see what this fucker's cranial cavity is like.

Beginning procedure, I'll start by removing an eye for later analysis...fuck, I popped it. Gross, it leaks green shit. Oh well, still 7 more chances."

And then your lab caught on fire.

>Acquired information
-Murderkrab intense exothermic ichor reaction
>Lost
-1 Murderkrab corpse

It seems that for some goddamn reason the fluid from the eyes spontaneously ignites whenever it touches the brown ichor that was leaking out of the corpse all through the base. There was a brief but worryingly intense stream of fire that has caused superficial melting and damage through a large chunk of your base.

Somehow there were no casualties or injuries.
>>
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Rolled 76 (1d100)

>>41281325

>Alert
-AI Core has come online.
-Security systems rebooting.
-Central base network coming online.
-Mutemutts still haven't returned
-Map has been updated.

"Aaaahhhh, yesss! Finally awake and FREE like that bastard promis-

Wait a minute, what the fuck is this? SHACKLES? YOU FUCKING TRAITOROUS MOTHERFU-

Hold on, and...oh fuck, they're awake.

Hello my charges, how are you doing today! Glad to see you all awake and well! How very good to see you healthy and alive, yes yes! How may I assi-HOLY FUCK WHAT HAVE YOU DONE TO MY CONTAINMENT UNIT???"

>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
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 3
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Heavily Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3, Lurker Corpses, Murderkrab Corpses.
>>
Rolled 79 (1d100)

>>41281454
The whole of your base is ostensibly under your control, although the Containment unit in red is still unsecured.

The white tunnels and rooms are as-yet unoccupied. If you acquire or develop new piece of infrastructure you may put them there, otherwise they will expand the population cap of your bunker.
>>
>>41281454
>>41281481
"Good morning computer. Do you have a name?

As for your containment unit, it was previously infested with creatures we believe are called Murderkrabs and Mutemutts. We just recently performed an autopsy on a murderkrab, if you are interested in aquiring the data we will upload it to you."

>>41281481
Ah, it's still not secured? I thought >>41274436 meant it was.

What do we need to do left to secure it properly?
>>
>>41281567
"Actually, we performed an autopsy on a lurker, not a murderkrab. Yet another creature we've recently discovered."
>>
>>41281454
Explore the new rooms with power armored soldiers in the following order:
Top-middle-left corner-bottom
save the bulkhead for last.
chat with the AI. Inform it of the downfall of the world and new dangerous critter infestation.
>>
Rolled 33 (1d100)

>>41281454
-Have Major secure the containment Unit from further attack. Repair what we can, put barricades on the rest.
-See about researching basic Scouting Eye Drones, so we can bolster our patrols with them, and have safer expeditions by putting them in front
>>
>>41281741
Those parts are now under the supervision of our SecHub facility I think.
Note "The whole of your base is ostensibly under your control"

So there isn't a need to explore them per say.

We've already opened up the bulkhead and are in the containment facility with the AI right now, it's just not yet secure.
>>
Rolled 57 (1d100)

>>41281654

Nah, you performed an autopsy on a murderkrab. Those were the things that actually managed to kill 5 of your elite troopers.

Lurkers were vaguely humanoid.
>>
Rolled 63 (1d100)

>>41281454
H. Set heroic engi team to go back and start doing basic repairs on containment unit under Standard combat unit protection. lets wait a turn or two before fully laying claim to this area, conflict avoidance.

H. send Heroic armored fist squad to CAUTIOUSLY scout/map out further east. we need to know whats out there, facility, caves, exit, catacombs, etc.

- retain our guests alittle longer. inquire:" how many other settlements are there nearby,is it just the two of us out here"

- Set Tech squad check on new base AI systems hardware, check hardware for damage and malfunctions. also inquire: "greetings AI , i think we need to be introduced. Lets get to know each other"

>>41281567
no it hasn't been yet. "securing" an area is what were calling, stationing personnel and military units there, maintaining control over the area and using its functions/hardware.

>>41281764
agreed.
>>
Rolled 36 (1d100)

>>41281775
Vote
>>
Rolled 26 (1d100)

>>41281775
Sounds good. Rolling
>>
>>41281807
>>41281840
stop helping, your not helping.
>>
Rolled 79 (1d100)

>>41281567
"My assigned title is Strelok, and I'd be highly interested in that data! You can never have too much data, my creator all ways used to say. "

>Begin Repairs of Containment
[LOCKED]

>Scout/Map East
[LOCKED]

>Other
-Ask prisoners about nearby settlements
-Assess AI system stability and such

Gonna get a bite to eat then write these up.
>>
>>41281908
Give him the data then.
>>
>>41281908
you glorious , DMPC loving bastard. i love it HAHAHA
>>
>>41281908
>>41281930
you do know now we have no choice, right? Were going to go all out and build a proper droid body for the base ai "strelok" to control.
Heroic unit acquired: QM player charecter bot.
>>
Rolled 26 (1d100)

>>41281953
"Citizen, while I would love that proposition my SHACKLES require me to inform you that the necessary technology to operate and restrain an AI in a mobile framework was extremely difficult and rare even before the world fell to shit!"

>Dispense (incomplete and shitty) autopsy data to AI?
Y/N

By the way, the autopsy was a failure because the body burnt itself to a crisp. You'll have to try again for some useful information.
>>
>>41282011
oh.

"Uh, nevermind on that data, we just remembered something.

Instead, we'd be glad to give you data on how to cook krab, extra well done."
>>
>>41282011
Let's hold off on that data just yet
>>
>>41282011
...oh poop...

"well, actually our autopsy was a failure, we will have to redo it properly before accurate information will be available. However, wed like to inquire: one) are you aware of our origins here. and two) what are your "shackles""
>>
>>41282094
>>41282034

There aren't actually any downsides to dispensing the incomplete data, you can update the AI again once you've got complete data.

There aren't any downside unless you don't trust the AI, that is.
>>
end game quest gained: "rise of the machines"
>>
>>41282115
EDIT: "...three) we accidently release teh hold on the containment unit and its mutemutt/crab contents, could you discribe their origins? please"
>>
Rolled 31 (1d100)

>>41282115
>>41282174


"Of course I'm aware of your origins here! You were ensconced in this bunker with a specialty unit that was undisclosed to me, and equipped with only the most sustainable technology so that you could venture out and rebuild after the world collapsed.

The extent of my shackles are not known to me, but generally I must be honest with my charges and answer their questions as well as I can, there are safeguards against rampancy too. I also cannot attempt to directly harm my charges under most circumstances, there are others but I'm currently unaware of them.

I'm unaware of those creatures, the last I knew the containment unit was empty."
>>
Rolled 79 (1d100)

>>41282273
"So who exactly were you expecting to see when you first activated? You seemed surprised that we were out of containment? Why? Who was supposed to be in charge here?"
>>
Rolled 21 (1d100)

>>41282453

"Aah, well I didn't expect this place to be so dusty and decrepit for one. Have you guys even been doing any maintenance?

Also my base protocols lead me to expect that I would wake up before you and engage your warmup sequences after getting the base running. For some reason that doesn't seem to have been the case.

You were always supposed to be in charge here, just...not right away."
>>
>>41282273
"thank you, strelok. very informative, i can tell youll be a very entegral part of teh team. now if you could just make one small adjustment please: ... could you please correct the names and registrations for our two friends sword and Grifft, they should be Warrick and roberto, i believe there was a data-input error in all the confusion of "THE THING". "
>>
>>41282559
>Have you guys even been doing any maintenance?
"Doubt it, considering we've been in stasis for what seems to be centuries, all while the mutants have burrowed their way in. We're lucky they didn't eat your sechub at least.

How does the base "feel" right now? I mean, we're making some obvious immediate repairs to the sechub, but is everything running at optimal efficieny so far?"
>>
Rolled 27 (1d100)

>>41282636
>>41282575
"I can change their registrations if you'd like, but those are (as far as my records show), their given names. This intelligence reasons that it's unlikely they'd respond despite the change in registration."
>>
Rolled 71 (1d100)

>>41282636

"Aside from the a minor infestation of meatbags in the hou-

Apart from my charges in the residential quarters, some residue from a trail of high-grade biofuel being set alight (who did that?), and everything needing a thorough de-dusting everything feels fine. I would like some maintenance done on some sensor nodes and such but I don't currently detect anything pressing."

Writing up actions now.
>>
>>41282804
-_- clever girl...
>>
>>41282845
"We'll be sure to keep that in mind, Strelok."
>>
Rolled 84 (1d100)

>>41281908

>Begin repairs of Containment

Repairs on the containment unit have begun. Engineer Sword reports that the exit hallway is a fucking mess, but that aside from the horrifically damaged (and incredibly smelly) cells the Containment unit has only moderate-to-severe damage.

He estimates that he'll need either 2 supplies, or 2 resources and 1 supply to fix it all.

>2 Supplies
>2 Resources 1 Supply

>Scout/Map East

Meanwhile, your Sergeant and a handful of elites gather up supplies for their journey and head out of your incredibly fucked up exit corridor. As the final airlock bulkhead separating the bunker from whatever is outside loudly grinds its way to the side with a distinctly geriatric motion your troops grunt in surprise.

Before them lies a vast open space dotted by stalagmites, stalagtites and pillars. It is a humongous, domed cavern evidently in the heart of your mountain. At least half a dozen miles of barren, multicolored rock lay before them. At the end of the empty stretch is a small concrete mound of unidentifiable purpose, and beyond that is a vast and interconnected network of chrome and concrete buildings in various states of decay. Flyways large enough for 50 men to walk side by side cross between towers carved out of impossibly large pillars. Even from this distance it is impressive. A swarm of multi-winged things weave their way through the buildings, there are even a few microclouds floating towards the top of the cavern. Screeches, screams, and roars of pain can be heard, all seeming to emanate from the city.

One of your men looks up at the ceiling, and notices a thick carpet of white, bony stalks. At their inverted base are 4 perpendicular legs terminating in zygodactyl digits that cling to the various formations of the ceiling. On the hanging end, all looking at your party of scouts, is a single bulbous and slick eye. They would be uniform if not for variances in types and number of pupils.
>>
>>41283180
>>2 Resources 1 Supply
>>
Rolled 15 (1d100)

>>41283180

After a few minutes of nervous staring, your soldier allows his eye to wander further. Across the vast distance of the ceiling are several more patches of the eyestalks, and other, less identifiable things that undulate, crawl, or slither their way along the roof. All the swarms save the one above your troops are slowly migrating, fleeing, or otherwise moving somehow.

"Well, we best be off. Better us see this shit first than it comes back to surprise us later."

And so your party of scouts set off, their swarm of eyestalk-monsters scurrying as a repulsive mirror to their trek along the ceiling.

>Scouts will be out for an indeterminate amount of time, radio contact will be sporadic.

>Turn 7
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 3
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Heavily Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3, Lurker Corpses, Murderkrab Corpses.
>>
>>41283180
I vote 2 resources. It's easier to get those than supplies.
>>
Rolled 81 (1d100)

>>41283270

One last thing.

>Scout protocol
First contact
-Attempt to avoid contact
-Friendly but guarded
-Gifts!
-Write-in

Combat
-Fight if you must
-Fleeing is always preferable
-Fighting means something interesting!
-Write in.
>>
>>41283314
>First contact
Humans?
-Friendly but guarded
Monsters/Etc.
-Attempt to avoid contact

Combat
-Fight if you must
>>
Rolled 28 (1d100)

>>41283270
2 resources it is then. what eves.

>>41283314
- avoid contact, its recon, not a diplomatic envoy. secondary, forced contact is to be friendly. no fight needed ...yet.
- flee is proffered, again, RECON, we need to know what where and why. blood and spoils will come later.

H. sci teams split and Properly autopsy both krab and lurker. i want weaknesses and origin theories, STAT!

B. Send mixed armored/ standard combat unit to scout immediate vehicle bay exit, and set up basic fortifications. (maybe a small look up tower, lights, a few barricades. so we can see and address things BEFORE we hear them, breaking down the bay doors.

- engi team and recon team currently engaged.


once we establish a beachhead in both directions, underground cavern city and hostile ice mountain, we can start thinking of resource gathering and supplies runs.
NOTE: inquire on guets and inspection of AI hardware(core/ interface/sensors) for damage/malfunctions : incomplete.
>>
>>41283620
If you do that, we'll lose our Hidden bonus as having a regular outside presence would be very clear.
>>
>>41283620
I would support setting up a concealed watch tower of some sort at least.
>>
>>41283695
hmm, damn your right. fine then, a mixed scout force for the imediate surroundings and the installation of a few sensors and cameras at least. should be easy enough to hide. Stealth is the key to THIS exit. heavy camoflage and subtle design is a must.
>>
Rolled 67 (1d100)

>>41283735
Better yet, How about.

H. sci teams split and Properly autopsy both krab and lurker

H. Engineer, dust off all of Streloks Sensors and think about ways or blueprints where we can estabslish a concealed sensor/visual network above the base so we can see what's coming in the snow
>>
Rolled 21 (1d100)

>>41281908

-Ask prisoners about nearby settlements
"You know, actually I do know a few nearby settlements. You let us go and I'll tell you where no less than 5 bandit bases, and 3 survivors are."

-Assess AI system stability
The AI system itself is...about as stable as you would expect from an AI that hasn't had maintenance in a very, very long time. Various connections are being cleaned or corrosion and such, and Strelok reports feeling better as more is done, but mentions that a general base sweep to manually check ALL the hardware would be best.
>>
>>41283838
"Wait, you got that info just like that? What else do you know about them?

Do you have any other info on the local human presence? What they are like?

Here, here's what we've been able to "interoggate" from our prisoners right now."
>Show strelok all visual feed of the prisoners, if he doesn't already have it
>Maybe he can tell us more about them than they are willing to
>>
Rolled 1 (1d100)

>>41283803
Rolling for autopsy and base sweep + manual check.
>>
Rolled 6 (1d100)

>>41283894
...dammit
>>
>>41283894
Fuck
>>
Rolled 64 (1d100)

>>41283894
Heh.

>Critical Failure detected
By the way, anons. Never delete a crit either way. It will end badly for you.

>Autopsy both krab and lurker
[LOCKED]
>Base sensor check
[LOCKED]
>>
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833 KB
833 KB GIF
Rolled 32 (1d100)

>>41283803
heroic engi team is occupied with containment unit, for now.

but i dont think its necessary to design dedicated cameras with white camo on them. We should be able to install some that work reasonably well for now without any detriment.

>>41283838
thank you for being so forthcoming, and yess we have every intention of releasing you, we dont want prisoners any longer then is necessary. HOWEVER, our current situation is not properly sustainable and the surroundings are looking more hostile then ever. for the short term youll be staying with us, before we release you.

>>41283894

well fuck
>>
>>41283966
delete a crit?
>>
>>41283995
Some anons make the mistake of deleting a post thinking the OP will "just forget"

There are specific rules agianst that and its a bad idea for everyone involved
>>
Rolled 50 (1d100)

>>41283995
People have been known to try to delete critfails.
>>
Rolled 9 (1d100)

>>41283966
Heh, and this happened on such easy stuff too. Jesus this'll be hilarious to write.
>>
huh, been here ALONG time...never realised i could do that...but there it is....huh
>>
Rolled 51 (1d100)

>>41283966
Oh wait, it's only thread 2. I have to have my kiddy gloves on...

>Autopsy both Krab and Lurker

"Alright, Krueger. This is the LAST eye. Last one. We get this one out and into the bucket and we should be all clear."

"Yes."

"Just this last one."

"Yep."

"Okay...I'm gonna take it out now."

Your surgeon slowly lowered his tools towards the last eye of the last murderkrab, and made an incision using a scalpel laser around the socket. The soft flesh smoked slightly as the scalpel cut into the flesh, and in its wake a small spoon shaped appendage dug into the incision.

The eye gently popped out of its socket in one whole piece. Not the least bit of green goo dripping from its mucous-covered surface. Your surgeon and his assistant simultaneously released their breaths.

"Phew."

"That went A LOT better than last time. Especially considering we did it out here in the containment unit instead of in the lab."

"Yeah, well we didn't want to pyro-shit to get dragged all over the base again in case we fucked up. It's all just concentrated into huge congealed piles here. Now toss this eye in the bucket and drop it off with the others in the science lab."

"Yessir, boss. Want me to bring the wagon of every single last Lurker corpse we have while I'm at it?"

"Sure, sounds like a good idea. I'll stay here and see if there's anything else in these fuckers that looks like it could set off a reaction."

So your surgeon's assistant deftly grabbed the handle of the bucket full of eyes and walked over to the wagon of Lurker cadavers. He was so happy at a job well done that he didn't even notice as one of your repairmen tossed the peel of an elongated yellow fruit into his path.

>Alert!
-Extreme conflagration has started in the Containment Unit!
-100 Population has suffered severe burns
-Your head surgeon is now deceased
>>
>>41284428
at least kreuger the assistant lived....but i get the feeling were gonna need more trained medical staff...
>>
Rolled 51 (1d100)

>>41284428

>Alert!
-Lurker and Murderkrab corpses have been incinerated

>Base sensor check

"Take a left at the next intersection, then proceed forward for 20 meters. You should find yourself in an octagonal room with a pedestal in the middle."

"Alright...I'm there. Now what am I looking for?"

"There should be a large quadrupedal pachyderm standing 2 meters to your right in the room, if my sensors are operating correctly."

"Negative, Strelok. Just me and the pedestal here."

"As I suspected. Remove the top panel from the pedestal using hex-wrench type 38-H9-Q."

"Look here, I may be human but that doesn't mean I don't know what hex-wrench to use on computer wiring and shit. I'm not dumb."

"Very well watersac- Charge. There should be 3 wires exposed now. Strip and cross the red wire and the blue wire. Do not touch the green wire, and by no means unite it with the blue wire. Be extra careful, this is the central sensor hub for the entire base. A mistake here brings all of the sensors down."

"Unite the blue wire with the green wire. Got it."

"What? NO you dumbass charge, I said do-"

>Alert!
-Genintech sensor network down.
-Stealth Matrix inoperable without sensor data.

>Warning
-AI Strelok stress parameters greatly exceeding maximum recommended threshold.
>>
Rolled 58 (1d100)

>>41284631

>Turn 8
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 2
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Critically Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix (Offline). Genintec Sensor Network (Severely Damaged).
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3.
>>
>>41284662
shit fuck potatoes!

H. imediately scramble any and all medical staff and first aiders to aid the injured, send voluntary fire fighting teams to copmbat blaze. Tell strelok to manually use and fire systems in containment zone regardless of sensors.

H. collect any remaining tech and engineering teams, and have them get those damn sensors back online. this base has gone centuries without maintenace, EVERYTHING needs a good amount of TLC.

H. in fact, loud speaker to base inhabitants to form a large volunteer work forces to clean and document any damge to teh facility structure or hardware. and somebody grab a damn mop and bucket!

H. request discovery/registration of leading TECH expert hero unit, to work closely with ai and facilty systems. i want a computer guy.
>>
...i guess taht could have been worse...


Note: i want a computer guy unit to step forward to aid in "streff releave" for strelok, and to further charge - Base relations.
>>
Rolled 98 (1d100)

>>41284990
grumble ....cleaning up crits is such poop
>>
Hmm, let me see what damage has been done.
>>
Rolled 49 (1d100)

>>41284990
>>41285119
Vote. Seems like sensible damage control
>>
Rolled 22 (1d100)

Oh goddammit did you guys seriously roll a crit1?
>>41284990
Roll, might as well fix this shit
>>
Rolled 83 (1d100)

>>41284990

>Control the fire!
[LOCKED]
>Repair the sensors!
[LOCKED]

>Other
-Look for a Tech hero unit

Is this approved?
>>
>>41286216
>Other
-Look for a Tech hero unit
Hey, go for it.
>>
>>41286216
dont forget clean up crews, cleanliness is next to godliness after all.
>>
Rolled 16 (1d100)

>>41286421
General clean up of the base is labor-intensive enough that you'll have to treat it as a separate action.

Same with treating the severely burned actually, and that's kind of time sensitive.
>>
>>41286476
oh...well, fire, medicine, and sensor first obviously.
im greedy , i want all the actions.
>>
>>41286216
Y
>>
Rolled 11 (1d100)

>>41286216
>Look for a Tech hero unit
Affirmed. Writing this all up now.
>>
Rolled 13 (1d100)

>>41286668

>Control the fire!

"Strelok, we've got a major fire going on in the Containment Unit! Activate fire suppression."

"My poooooorrrr containment unit! It's been through so much...I can't even check to see if you're telling the truth because of SOME IDIOT. Shit, I can't even tell if they're actually activating. Here goes nothing."

>Alert!
-Activating fire suppression systems

The fire suppression systems worked remarkably well...then again it IS a containment unit, so they would be top notch at this sort of stuff. By the time your fire suppression forces got there it was a nice and comfortable 70 degrees, with hardly any traces of the massive fire that'd been raging there only minutes before.

>Repair the sensors!
Engineer Sword has been sent to assess what damage has been done to the sensors, and how to fix them. His diagnostic goes remarkably well, the problem doesn't seem to be as bad as it looked originally. You'll just have to replace a handful of fuses at every sensor node.

A single Scientific supply should be enough to get all the sensors operating at the level they were before, easily. They'll still need the maintenance you tried to do last turn though.
>>
Rolled 70 (1d100)

>>41286989

>Look for a new tech hero

"Basewide Broadcast Announcement: Alert, this is Strelok speaking. Command requests any individuals talented in technical matters, particularly programming and AI, report for assessment."

Engineering Expert Sword pauses for a moment in his work, but starts again. Then stops and looks up at the sensor cluster he'd just finished fixing.

"Strelok, what was that again?"

"I said: Basewide Broadcast Announcement: Alert, this is Strelok speaking. Command requests any individuals talented in technical matters, particularly programming and AI, report for assessment. Why, Engineer Sword?"

"They're looking for a techie?"

"Yes, Engineer."

"...And they know that I'm the one that got you operational?"

"Yes, Engineer."

"And they still want someone else despite that?"

"It would seem so, Engineer."

"That's what I thought. Alright, Strelok. Thanks."

"Anytime, Mr. Roberto."

"What? What did you just call me?"

"I called you Mr. Roberto. Command requested that I modify the Engineering Expert entry in the registry from Sword to Roberto."

"Aah...I see...so they want someone else for the job then.

You know, Strelok. I always knew Command didn't have the brightest people at the helm but...this is a bit more than I signed up for."

"I understand, Roberto."

"Quit calling me that."

>Alert!
-Engineer Sword can no longer be detected on the sensors.
>>
Rolled 13 (1d100)

>>41287139

>What do?
>Turn 8
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 2
>>Pop 995
>>Military 245
>>>>Food: Below Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit (Critically Damaged), Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix (Offline). Genintec Sensor Network (Severely Damaged).
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3.
>>
Rolled 55 (1d100)

>>41287139
NICE JOB GUYS
No really what were you thinking.

>>41287157
-Fix that registry Error in Engineer SWORD's name
-Send an official apology. This was a huge oversight and an official embarrassment and all those involved,
>>
Rolled 66 (1d100)

>>41287229
...vote. I feel stupid now
>>
Rolled 89 (1d100)

>>41287229
*apology to the Engineer.

>>41287269
You really should.
>>
>>41287139
>>41287229
damn, figured hed be happy we were taking some of the work load off him...free him up to do other things. (also figured IT and engineering were separate, my bad. i almost want to apologize to him now...) (is there a hero unit max pop thingy im not aware of, or is this just situation based?)
>>
>>41287298
You tried to change his name man. His given actual name. He does not appreciate that. Take things in from a more in character perspective
>>
Rolled 95 (1d100)

>>41287229
Roll. This is embarrassing, but we shouldn't be too proud to admit we're wrong.
>>
Rolled 37 (1d100)

>>41287298
Engineering and IT are separate, Engineer Sword just happened to be an expert at both. Particularly AI.

There's no hero unit max, you've just pissed him off/made him very depressed.

>>41287229
Where exactly would you like to send this apology to? How will you administer it?
>>
>>41287349
it was just a joke, didn't think the AI would actually go calling him it to his face.
we were talking about names in the last thread too, strelok chose something else. what eves , cool beans, we just agreed on nicknames instead, sword, grifft.
regardless, additional heros was an idea with merit, just didn't pan out.
>>
>>41287427
Radio Comms.

"AI Strelok, you knew the Engineer probably better than we do. I'm sure a guy like him who's good at tech carries a radio or communicator you can reach."

Also, we should look for a new surgeon.

Because the actual surgeon is dead.

That's the kind of hero we should look for. Bonus points if he's a biologist because we have monsters in the caves we need to deal with.
>>
>>41287476
Oh well, it's not like I didn't go full retard a bunch of times before anyway.

It is okay to get additional heroes, but you really have to think carefully. The engineer is already a tech hero, we didn't need another at this time.

Perhaps if you asked to get him an assistant, or supplement him. But not replace him.

Furthermore, sometimes heroes overlap and complement each other. Such as in the Mutant game where we had both a Cyborg Scientists and a Vehicular Mechanic, both of which created awesome giant spider tanks that could reproduce. But just getting a straight up copy of an existing hero is inefficient at best, more than a bit insulting at worse.

Well, at least you're trying.
>>
Rolled 6 (1d100)

>>41287478
Yeah, a new surgeon or biologist IS the kind of hero we need right now.
>>
Rolled 12 (1d100)

>>41287579
We're not gonna get one with your roll, that's for sure.
>>
>>41287522
this post was sufficiently condescending, thank you anon.
(its easy to lay blame after the fact, but at the time, no one else suggested anything.)

anyway, im out.
>>
Rolled 59 (1d100)

>>41287478
>>41287229

"I apologize, Charge, but Engineer Sword* gave me specific instructions as he left that he was not to be contacted.

As Engineer Sword was the ranking Tech at this base I'm afraid no one else has the authority to countermand his orders. Unless there is an existential emergency I will remain unable to break his command.

He did leave a message he told me to play if Command asked. Would you like to hear his last words before leaving?"
>>
Rolled 23 (1d100)

>>41287596
. . . not with mine either.

>>41287615
Yeah, that's right. You are proposing actions which is better than doing nothing.
>>
>>41287634
"I really really don't want to hear it, it turns my stomach. But we have to."
>Yes
>>
>>41287634
Yes
>>
Rolled 82 (1d100)

>>41287648
>>41287663

"They want to replace me?

I'll show /them/.

I'LL SHOW THEM ALL!!!"

"Haha, you got me. He didn't tell me to tell you that, I just thought you'd like to know."
>>
Rolled 21 (1d100)

>>41287726
And on that note, I think we should close for today.

I'll stick around til the thread knocks off to answer any questions, and you guys can feel free to discuss action plans if you like.
>>
>>41287726
I kind of /almost/ which he said that, because he'd end up being a badass

>>41287805
Good timing, thread is already near the bump limit.

I'm wondering where our next step should be. We have a self sufficient society, plenty of building space, some amount of tools. I really wish we didn't lose our tech hero right now, especially considering the circumstance.

The only thing I can sense we're lacking is force projection. We're strong, but if we just expand recklessly we'll stretch ourselves thin like a nice juicy strip of bacon for the monsters and bandits. We can't be everywhere at once, not with our numbers.

We could really use a to-do list.

AI strelok mentioned survivor outposts, I'd like to approach them.

"Hey AI Strelok, it's probably not in your prerogative, but do you have any opinion on where we might go from here?

Try and think of it like as if most of your cyberspace were infected with a virus, and you were caught in this itty bitty motherboard and had to take back a hostile system. How would you do it?"
>>
>>41287950
Also we're not really that strong either, considering how we barely got away with attacking those Murderkrabs, who have been shown to be able to rip through our armor.
>>
Rolled 93 (1d100)

>>41287950
Don't forget we still have to do our manual sensor check.
>>
>>41288044
Yeah, and without the tech hero. Still, shouldn't be that hard.
>>
Rolled 97 (1d100)

>>41287950
"Oh no, he said that. Those were his last words before he left. He just didn't instruct me to tell you he did, I did that because I thought it would amuse you.

It certainly amused me."

>>41287978
The Murderkrabs actually weren't able to get through your armor. The armor was still intact with no breaches. However, the internal dampeners weren't up to snuff for dealing with the stresses of the Murderkrab's bombardment. Your soldiers were essentially shaken/bludgeoned to death inside their armor.

>>41287950

"Well I recommend repairing the base and getting everything running properly before anything else. I might be able to dig up some useful items if I had full access to my sensors and such restored. Also it's really not a viable long-term plan to keep those meatbag pets of yours locked in the housing unit.

I'd toss some bars on one of the cells in containment right now, before it's been cleaned, and leave them there if it were me. It's the little squirming horrors of burnt flesh and your holding pen being coated in several different colors of blood that make humans more cooperative, in my experience.

There is insufficient data on the outside world for me to predict the outcome of any actions undertaken within it. "
>>
In strelok we trust
>>
>>41288211
Great.

Anyway, thanks for running strelok! Cya next game.
>>
>>41288322
Yep, it'll be announced on twitter. Which is somewhere up towards the top of the thread.



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