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File: Vehicle Bay Exit.jpg (46 KB, 640x321)
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Rolled 78 (1d100)

Your exploration party approaches the fungal valley carefully, identifying it from afar shortly after leaving your base. Massive mushrooms and pillar-like fungi dot the edges, and as they get close to the edge of the canyon they discover the ground itself is coated in veiny, fluffy growths of mycelium and groundcover fungal blooms. Here and there a few patches of strangely familiar seeming growing mold dot the damp stone. A few of the bipedal monsters from earlier attempt to attack your force, but are driven off with concentrated fire and extreme prejudice. Your scouts identify the ruins of a few structures for later exploration, including two large factory structures on either side of the canyon with caved in ceilings covered in pulsating slicks of terraced mushrooms.

In the distance further along the canyon strange tall tripedal creatures can be seen moving as a herd along the edge of the cliffs. Their gait is strange and jerky. They're headed your way.

A few of your troops explore along the canyon walls and find a few animal paths that seem to go all the way down to the canyon floor far in the distance. The bottom is even stranger and more alien looking than the top. PFC Hemson reports a strong desire to proceed towards the bottom of the canyon.

>Choose One
-Head towards canyon floor
-Stay up top, explore factory
-Investigate tripedal creatures
-Withdraw completely
-Other?
>>
Rolled 5 (1d100)

>>42048368
>-Other?
Develop deontological ethics.
>>
Rolled 95 (1d100)

>>42048368
Teams of scavengers are dispatched out into the cold blackness of your cave to search for resources. Their searches are remarkably fruitful, thanks in no small part to your gravbikes being able to cover vast amounts of ground quickly. They discover no less than five separate caches of useful materials, and they are quickly swarmed by your men before anyone else can seize their discoveries.

Your attempts at actually transporting the massive haul back to base are significantly more difficult without any functioning technicals or cargo vehicles for hauling, but your men put their backs into it and miraculously avoid the zombies and monsters that infest the area around your base.

>Acquired 6 Resources

>Notice
-Trade Convoy will arrive at Graphon Tower next turn
-Biofuel production with the new facility has capped off our reserves, we're now storing the excess in the vacant rooms of the base.

>By the way
Were you producing biofuel with an emphasis on:
-Quality
-Quantity
>>
"Henson, the mutemutts ever tell you which direction in the damn canyon they want us to meet them at?"
>>
Rolled 80 (1d100)

>>42048414
You currently have 2 actions per turn, include 1d100 with every post please. I use those rolls for background effects in addition to how well your plans go.

>What do?
>Turn 33
>>>>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: 6
>>Pop 1500 [200 Insectoids]
>>Military 500
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Plentiful
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled) [WRECKED], Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 20 Technical Wrecks, 250 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, 15 Experimental Ray Guns, Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various)
>>
Rolled 38 (1d100)

>>42048414
Quality. Since we have excess production but limited space.

>>42048368
Head towards the canyon floor. That's where the mutemutts went.
>>
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Rolled 16 (1d100)

>>42048438
"Uhh, no. To be honest, I'm not sure it's the Mutemutts that we'll be meeting.

I really want to go down to the floor though. Like REALLY badly."
>>
Pod
>>
Rolled 38 (1d100)

>>42048368
-Head towards canyon floor
>>
Rolled 95 (1d100)

>>42048387
Your bunker possesses archival information and examples of deontological ethics already, no need to develop them from scratch. You could develop an educational program for teaching them and enforce it, if you wanted to do that for some reason.
>>
Rolled 93 (1d100)

>>42048464
>>42048650
This
>>
Rolled 20 (1d100)

>>42048464
>>42048650
Vote
Double 38's, imagine that
>>
Rolled 100 (1d100)

>>42048796
>>42048650
>>42048464

>Quality
[LOCKED]
>Head towards the canyon floor
[LOCKED]
>>
Rolled 39 (1d100)

>>42048826
I see the dice have finally decided to start fucking with me. Goddamn.
>>
>>42048826
Aw yeah, we got 100s
>>
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Rolled 100 (1d100)

>>42048826
>Quality
As it turns out the new biofuel array had several reservoirs and tanks that we had overlooked after installing it...and they were all fucking full of incredibly high quality shit. After transferring it into our own storage tanks they actually occupied the entirety of one of our empty rooms.

>Acquired 10 Large Tanks Explosive-Grade Biofuel

>Head towards the canyon floor
The scouting party heads towards the canyon floor, on the way down they note that the canyon walls are absolutely riddled with caves that are infested with monsters. They note that a few of the caves carry telltale marks indicating they were (at least originally) manmade in nature. Monsters attempt to assault your troops at several points along the perilous descent, but are fought off every time. In fact, you counterattack INTO several of the caves they emerged from and in the process discover a much safer and more secure route to the bottom of the canyon.

You emerge out onto the relatively flat canyon floor into an unfamiliar landscape. Wrecks of large machines of unidentifiable purpose litter the canyon floor, most of them halfway submerged in the large icy river occupying its center. The air is hazy with spores and floating dust, and your men are forced to don their basic respirators simply to breathe. Far above you in the canyon, a long centipede-like creature with glowing eyes dotting its carapace crawls along the walls. Strange jellyfish like larvae drift down from it, landing on the floor of the canyon before quickly scurrying to the river.

Whatever this event is, it's brought out a multitude of small creatures of all varieties. The floor and walls teem with ankle-high insectoid, mammalian, and reptilian creatures of all descriptions pursuing the jellyfish-larva as they sprint towards the river.
>>
Rolled 38 (1d100)

>>42049194
This is fucking bullshit. What the fuck is this? It's bullshit, that's what I tell you.
>>
>>42049194
>100
HAHAHA
>>
Rolled 33 (1d100)

>>42049194

As your team emerges from the cave tunnel properly a nearby tree trunk sized fungal pillar changes its color from pale white-blue to a glowing red hue. As your team cautiously approaches it the hue deepens, and when they finally reach the giant mushroom-sponge they look beyond it and see another one of the fungal blooms in the distance change colors.

It seems to be a trail.

>Follow the trail?
-Yes
-Later
-Explore (vehicle wrecks, nearby caves, river) first
>>
Rolled 30 (1d100)

>>42049305
>Yes
Follow the trail.
Whatever it is that wants to meet us, we've kept it waiting long enough already. As much as I want to look at those vehicle wrecks, we can probably do that later.
>>
Rolled 70 (1d100)

>>42049396
This
>>
Rolled 79 (1d100)

>>42049396
Vote
>>
Rolled 8 (1d100)

>>42049305
>Follow the trail
[LOCKED]
Writan'
>>
I wonder if fungus can be made into biofuel
>>
Rolled 86 (1d100)

>>42049686

Your men decide to follow the markershrooms, and plunge themselves into the fungal jungle ahead of them. The terrain proves itself to be extremely treacherous, with several types of fungi possessing insidious defense mechanisms whenever someone or something passes near. On separate occasions several of your troops are nearly burnt to death when venturing near a sort of peculiar red-spotted spongy stalk, and on another occasion a thicket of dark purple vines erupt in an electrical storm as one of your power armor soldiers walks through them, nearly overloading the suit's capacitors. This aside from the mycelium-coated floor that seems to actively try to trip your men as they go along, and the wandering monsters that gaze at you from the darkness of the fleshy undergrowth. At one point your men have to forcefully dissuade a tank-sized animate mound of gelatinous goo from pursuing them with the ray-guns. It quickly loses interest in your men as they lay down a withering fire and retreat, and instead engulfs a fungal tree which soon begins to dissolve inside of it.

Your men proceed in this fashion through the hellish terrain for several miles, noting an abundance of vehicle wrecks from forklifts to technicals to a few crashed fliers of various sorts. Early on a few men report a feeling of being stalked, but as they proceed up the canyon the feeling fades slowly.

The trail terminates at a large cave mouth, and your men proceed inside. They practically fall down the steep and slippery incline at its mouth and find themselves upon a narrow ledge in the middle of a vast pool of inky blackness. They light their flashlights in an attempt to pierce the gloom to no avail.
>>
Rolled 70 (1d100)

>>42050233


Suddenly a loud humming noise electrifies the air followed shortly by the distinctive THUNK of solenoids firing. Your men are dazzled by brightness as several floodlights come on focused upon them, and shoulder their weapons out of instinct. As their eyes adjust to the light they are greeted by the sight of a very sharply dressed man with a small comm-augment on his head flanked by two heavily armored guards pointing complex looking weapons at your group of men menacingly.

“Hello, welcome to SPORE Corp base 003. Please lay down your weapons, and explain how you found us.”

>Discovered new faction: SPORE Corp Remnant
>Diplomatic contact established

>What do?
>>
anon bump while writing a response
>>
Rolled 15 (1d100)

>>42050252
Nice to meet someone who's polite.

We lay down our weapons as requested.

"It was the Mute-Mutts. We made peaceable contact with them, offered them a little food, and it seems they wanted us to come your way. Even implanted a suggestion in Hemson here, that's when we finally set out into this canyon."

Give a more detailed explanation and offer introductions if prompted to.
>>
>>42050252
"We are recon elements of former British Government, [Base ID Code], callsign "whitestone" and we were investigating the fungal growth here specifically following what appeared to be a trail.

It is good to meet a venerated corporation as SPORE, do you happen to be selling any wares?"

---

"Hemson, this the place yet?"
>>
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Rolled 28 (1d100)

>>42050683
-Hemson
"Yep, this is definitely it."

-SPORE
"Oh please, there's no need for pleasantries. Can't say we recognize your government, and unfortunately our wares are only available for sale to friends. There exists a distinct possibility of us becoming friends, but first you would have to kindly show us exactly what led you to here and how."

>>42050668
-SPORE
"Aah yes, thank you for being so cooperative. Much better than the others we've met thus far." the guards lower their weapons, and ease into resting stances.

"We are unfamiliar with the creatures you are referring to, describe them or provide graphical data if you wouldn't mind? What do you mean by 'implanted a suggestion' in your man?"
>>
Shit, and I have to head into work now.

See you later tonight
>>
>>42050809
Here, we have some videos and pictures on this tablet.
>Show them collected images of Mutemutts

We have evidence to believe they have psionic ability based, first based on eyewitness reports of getting visual and emotional hallucinations, secondly our navigator was lead to this place in a manner that would support some sort of psionic manipulation.
>>
Rolled 63 (1d100)

>>42050860
"Fascinating, we will note them for future capture and study.

Now that we've got introductions dealt with, what do you want from us?"
>>
Rolled 20 (1d100)

>>42050898
"We're decent folk, we try to treat others in the way we'd like to be treated. That means helping others and making friends.

What does it take to become a friend of SPORE corp?"
>>
Rolled 22 (1d100)

>>42050860
This.

Also, "as their potent psionic ability would imply, they are highly intelligent. "

>>42050933
Also this, and
"Are you familiar with any of the other factions in the cavern? The roboticist Annette Julianna? Dr. Sherman?"
>>
Rolled 42 (1d100)

>>42050898
"For now, we would like to extend the greetings of the Whitestone Remnants to SPORE and our hope for a profitable relationship.

If you wouldn't mind our imposing on your hospitality before we begin the trip back, it would be much appreciated."
>>
>>42048492
Can someone repost the Map Legend please? So we can remember what everything is.
>>
Rolled 93 (1d100)

>>42050933

"Well at the moment we could use some assistance with a bit of legwork. Particularly there is a nearby bunker, recently infested with a particularly nasty brand of monster, that our records indicate holds some certain parts we would quite like to get our hands on.

If you have a decent military force, and judging by your power armor you do, escorting some our forces to extract the materials and transporting them back safely would suffice for us to open trade channels with you."

>>42051011
"Unfortunately we are not very familiar with the wider world. People seldom venture down into our canyon, and we seldom have reason to venture out. It is a pleasant circumstance in our eyes."

>>42051024
"I am dreadfully sorry, but due to certain corporate procedures in effect because we can not establish communications with other SPORE facilities we are unable to offer even temporary lodging unless you are registered as outside contractors. If you raid the bunker as we request then we should be able to work out an arrangement."

>>42051056
Purple - You
Snot Green - Monsters
Pink - Zombies
Yellow+Black - Destroyed Research Bunker, heavily irradiated
Orangeish Yellow - Unidentified Factions
Blue - Water
Light Purple - Fungal Canyon
Grey Ovoids - Pillars and Stalagmites
Red - Bandits/Hostiles

You have vaguely explored everything in white. Everything still grey hasn't even had basic scouting done.
>>
Rolled 37 (1d100)

>>42051113
Sounds like we need to do some major cleaning house then.

Oh, also
BASE ACTIONS:
>>42048451

Action 1 - We specifically made a scavenging action last thread so we had the resources to fix our wrecked defenses. Now we can fix them.
>Repair: Defense Matrix (Topside, Doubled) [WRECKED

Action 2 - Now that we know how to replicate them, produce more large Ray-Guns to be mounted on walkers, grav-bikes, and power armored soldiers (can you post a number of how many of our military persons are power armor trained?)
>>
>>42051113
"Sounds like a deal, give us a [Turn] or two and we'll send you a message and some forces when we're ready."

Anyway, my plan is fix topside defenses so we're not caught with our pants down, equipt soldiers with Ray-Guns >>42051251

Then next turn we help SPORE corp clear house and have another trading partner.
>>
Rolled 87 (1d100)

>>42051251
Vote
>>42051274
Good plan, I like it.
>>
Rolled 40 (1d100)

>>42051251
Fully 325 of your military are power armor trained. Everyone who doesn't have a phobia of it.
>>
Rolled 9 (1d100)

>>42051113
"Could you be a little more specific about the nature of the infestation?"

>>42051251
Is it even possible to fix the defense matrix? If so, yes we should work on that.

Definitely get our PA soldiers ray guns though.
>>
>>42051328
It is, it was just said last thread we needed more resources to finish it up.

>>42051317
Good enough for me. I'd appreciate that number in there so we don't forget, also the phobia.
>>
Rolled 76 (1d100)

>>42051251
Rolling
>>
>>42051113
"Hey, well, if you haven't been to the surface how about some friendly tips.

We believe there is some kind of trade hub, "Graphon Tower" that works to purchase and sell things from those living on this Island.

If you'd wand, we could link you up to them, maybe facilitate some trade between you and them for stuff you need. We're planning on trading for stuff ourselves."
>>
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Rolled 68 (1d100)

>>42051328
-SPORE
"Certainly. It's a bunch of these. Strange humanoid insects, quite strong and deadly. Not very bright though, they only appeared recently somewhat out of the blue."

-Strelok
"It's possible to fix the defense matrix...it'll just take quite a while. All the failsafes designed to fuck over the enemy went off, and due to the bandit-engineering it's incredibly difficult to figure out how to fix it without blowing the Charges up."
>>
>>42051251

>Repair Defense Matrix
[LOCKED]
>Produce Ray Guns (infantry, gravbikes prioritized)
[LOCKED]

Writan'. Also your trade caravan arrives at Graphon this turn, so this may take a moment.
>>
Rolled 91 (1d100)

>>42051486
Muh dice!
>>
>>42051445
"Hey guys, those aren't murderkrabs right? As in the explody kind, guys?

If you're wondering SPORE corp, we happened to have found a crustacean like breed of monsters, "Murderkrabs" they're called. They're filled with incendiary fluid that has a tendency to incinerate anything and everything in contact of a flame."
>>
Rolled 75 (1d100)

>>42051555
Worse. I think they're Sherman's bug-people. We should try radioing the bunker to see if he's in there.
>>
>>42051614
Crap, and I'm betting they're the MK2 version, fully intelligent and soldier like.

Well, this is a good time to settle an old score, and /techincally/ if we are lucky enough to kill him in a way it's sort of making amends like the Annette wants. Kinda. maybe.
>>
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Rolled 15 (1d100)

>>42051486
>Repair Defense Matrix
Repairs of the defense matrix go well enough. Most of the scrap and rubble up top has been cleared and a few of the turrets had their melted inside pulled out too. All in all a good day, also the weather outside is lovely. It's only barely below 0 degrees.

>Produce ray guns
Your engineering bay churns into action, printing, grinding, cutting, and welding out the necessary parts for your ray guns while the higher grade scientific gear in your science bay constructs the delicate focusing arrays at a painfully slow pace. Despite the bottleneck, you manage to manufacture a decent number of the weapons. Enough to arm fully half of your power armored troops with ease with a few left over for replacements in the field and such.

>Acquired Ray Guns (Limited)

>>42051555
"Murderkrabs? No, I don't believe they fit that description. We have something like that down here though, but our version likes to send out puffs of poisonous micro-hook hairs when it's in trouble. Very nasty, injects toxin if it hits exposed skin and almost seem deliberately designed to clog all but the best of respirators so you'll suffocate without dedicated air supplies or be forced to inhale the hairs...you don't want to inhale the hairs."
>>
>>42051722
link >>42051434

>>42051722
"Hmm, that does give us an idea though."
>>
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Rolled 42 (1d100)

>>42051722

>Trade Caravan has arrived at Graphon Tower

After briefly being searched at the perimeter of the tower by power-armored soldiers bearing weapons that made the Sergeant grin with jealousy, your caravan was allowed into Graphon tower. It is a large and bustling semi-metropolis carved out of a tower demi-arcology building that can be seen from miles around. The tower itself lies on the edge of a vast and beautiful frozen-over lake composed of clear blue ice thick enough to drive supertanks over without worry.

The tower seems to serve as something as a local trade hub, with large groups of people constantly coming and going from it. The interior and portions of the exterior are fully climate controlled, and lavishly but haphazardly outfitted. Apparently the controlling faction has a contract with a local paramilitary group that provides security and enforcement, but the laws on the inside are quite loose. Saloons, bars, intrigue, goods, and entertainment of all sorts can be found within its walls and as long as you don't affect the profitability of the location for the controlling faction almost anything is permitted. As your soldiers enter the climate-controlled lobby area several of them immediately veer off to a friendly, dirty dive bar to their right and order drinks. Outside the window a dead body falls from above and splatters against the ground ignominiously, to be cleaned up soon by a robotic janitor unit.

>Notice!
-Vehicle Auction/Sale will occur next turn.
-Would you like to establish the insectoids in the nearby monster den?
-Engineer Sword reports nearing completion after a breakthrough with the scoutbots.
>>
Rolled 82 (1d100)

>>42051434
"Hmm, this offer intrigues us. We are, after all, required to turn a profit for our shareholders. It will have to wait until after we acquire those supplies though, we require them if we wish to bring most of our more advanced manufacturing and research techniques online."
>>
"Hey, Engineers, how feasible would it be to make small Ray-Gun tech. Say, enough to use as "Disintegrator Air-Filters". Basically small filters that use disintgeration rays to purify air before it enters power armor intake."
>>
Rolled 48 (1d100)

>>42051856

>What do?
>Turn 34
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 4
>>Pop 1500 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Plentiful
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled) [Under Repair], Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 20 Technical Wrecks, 250 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Limited), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various), 15 Units Hi-Ex Biofuel.
>>
Rolled 45 (1d100)

>>42051892
"Aah, it could be done certainly. It'd be hella overkill and overengineered for most environmental conditions but if we ever encounter an area where significant particulate or biological contaminants are the primary issue then that would take care of it. As-is though, power armor usually comes default with top-of-the-line everything. That's kinda why it's so hard to make or maintain."
>>
Rolled 45 (1d100)

>>42051856
Oh, if you'd like to peruse Graphons wares or anything that's a free action as long as you have someone there. If you'd like to ask for something specific that's a free action no matter what, but having someone there will make it more efficient (otherwise you're just talking to some jackass on the radio).

Purchasing anything pre-auction will eat into what you have to bid though. Also throwing out general categories of what you'd like to look for, or what you'd like something to do would be helpful.
>>
>>42051981
"So on the topic of these poisoned hair things, as it stands does our stuff fit the bill to survive there?"
>>
>>42051856
>-Would you like to establish the insectoids in the nearby monster den?
Yes.

>>42052065
I'm coming up with things, but first
-Consult Minister of Foreign Trade
"You've been in the works for as long as anyone, do you see anything we should be looking out for? Things the base and our people need?"
>>
Rolled 69 (1d100)

>>42051937
>Continue producing ray guns, emphasis on getting our PA soldiers fully equipped

>Continue defense matrix repair

And I would like to establish the insects in the nearby monster dens, but that can wait until after the above.

>>42052065
Look for mainframe components, the kind that might be the missing upgrades to our AI
>>
Rolled 67 (1d100)

>>42052075
-SPORE
"Your basic suits of armor, at a glance, do not seem like they have high quality enough filters to deal with that particular threat. Provided we come to amicable terms filters are something we can manufacture with ease and would sell to you nearly at cost to prompt friendly relations.

Your filters are fine for general short-term usage in the canyon though, and provided you aren't too close to the Murderkrab or in a confined space you should have a fair chance of survival."
>>
Rolled 83 (1d100)

Here's a list of specific items I think we should look out for.

-Scanning/Mapping/Sensor technology (listed last thread with prices already)

-Better research and laboratory equipment for Engineer Sword and our scientists

-mainframe components, the kind that might be the missing upgrades to our AI

-Fertility Boosting and Medicinal supplies (Better hospital equipment, dietary supplements for pregnant women, virility boosters, etc.)

-Manufacturing Equipment, the type we can use to convert resources into parts and pieces more easily

I think I can come up with more, trying to find things tangently related to our current needs.

Oh, also

-Psychological Books and Materials to help people get over phobias, such as Power Armor
>>
>>42052184
"Well, if we're expected to fight that specific threat wouldn't it make sense to give us what we need to do so with the best possible chance? There's no garuantee this action will happen very quickly."
>>
Rolled 16 (1d100)

>>42052179
I vote this, we are nearly done with the scout drones so let's get as armed up as we can for the great conquest and resource acquisition that will come once they're deployed. We'll have the base fully defended and troops heavily armed.
>>
Rolled 79 (1d100)

>>42052179
You find several dealers of computer components, and one shop that claims to sell "AI Stress Relief Modules". You don't find any more of the metallic sphere though, but you suspect that might be because of your newcomer status. Perhaps if it became known that you had the coin to back up your requests lips would loosen.

>>42052143
"Well we might run out of living space relatively soon, at the rate our population is growing. Then again, we have those mobile hab-units and could always just acquire another base rather than acquire the materials to build one.

Really our base is fairly self-sufficient. There aren't any needs that aren't being met...if you tell me what you want then I'd have a better idea of what to do for you."

>>42052274
"Our forces haven't sighted any of said murderkrabs outside of the facility in question, and we would kindly like to keep our technology among us and our friends as we've stated before. Please desist in requesting favors of us until you've shown yourselves to be worth bestowing them upon, you'll understand our distrust of strangers."
>>
>>42052326
"Sorry, our mistake.

We'll be ready to go help you soon, we're preparing some scouting drones to be deployed and this will make a good first run for them."
>>
>>42052250
>Something that will help us convert Bio-Fuel into medicinal and sanitary supplies
>Specific guidelines to monster types and notable factions in on the surface
>>
Rolled 88 (1d100)

>>42052361
Your scouting drones are more designed for long-range exploration and mapping than for facility infiltration and the like.
>>
>>42052429
Well, drat. But at least that's helpful.
>>
Rolled 36 (1d100)

>>42052415
Guidelines would be good, let's also try to find a basic map of the island.

Not sure biofuel is suitable for that, conversion into explosives on the other hand would be easy.
>>
Rolled 20 (1d100)

Hey, remember when we investigated the Bandit Armory for like, Shields and Artillery or something?

What became of that?
>>
Rolled 32 (1d100)

>>42052578
Your researchers are still...researching them.

Ahem.
>>
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Hey, I was thinking since we're running low on living space now might be the perfect time to begin proper Civ expansion.

I'm suggesting we develop a new base, on the small mountain at the mouth of the canyon.

First we'll need to clear out the monster dens at the foot of them.

Then begin fortifying the surrounding mountain with trenches, barricades, and walls.

After that we move in the mobile hab units, and later even integrate them into a larger base structure.

We'll have the advantage of having a forward base of operations, on high ground which gives us a sight advantage and better firing positions for large guns and artillery when we get them.

Thoughts?

>>42052326
Any idea what this will take Strelok?
>>
Rolled 100 (1d100)

>>42052179
Vote
>>
>>42052758
heheheh
>>
Rolled 90 (1d100)

>>42052731
"Well your proposed plan is a pretty damn good one. We'll definitely want to get some cargo units before we attempt it, and possibly spend a turn or bust open a supply for some construction tools, but it wouldn't take too much aside from time and effort provided nothing unexpected happens.

'Course, it might be easier to go out and find a suitable base (abandoned or otherwise) and claim it."

>>42052758
Goddammit, this is ridiculous. Wait a second, let me doublecheck something...

...

Now let me triplecheck something...

...

FUCK.
>>
Rolled 47 (1d100)

>>42052758
Noice
>>
Rolled 9 (1d100)

>>42052758
>Produce Ray Gun (emphasis on PA soldiers)
[LOCKED]
>Continue Defense Matrix Repair
[LOCKED]

>Crit Detected
[L-O-C-K-E-D]

Writan'.
>>
Rolled 15 (1d100)

>>42052731
I was thinking we should try opening the door in the den nearest our base, then clearing out whatever we find in that bunker and moving in.

>>42052822
Basically this, excellent plan but we might want to check out the bunker next door before building an entirely new base.
>>
>>42052945
Hmm, that might be better since it's closer.
>>
Rolled 47 (1d100)

>>42052898
>Produce Ray Guns
"Hey Dr. Pekla?"

"Yes, what is?"

"Did you notice something...off about the Lab Circuit Printers?"

"Oh, yes. I actually rewrote their code and did some scientific modifications on their printing material so they could tandem-manufacture focusers with the rest of the equipment. All highly technical, you wouldn't understand."

"And that worked??"

"Well, I didn't say that, I just said you wouldn't understand."

>Hero Unit Detected
Dr. Lori Pekla
Traits
Energetic
Techspert
Active Abilities
[Reallocation!]: Can temporarily modify equipment to perform tasks it shouldn't be able to do.
Passive Abilities
[Illuminating Touch]: Helps identify issues with development or research.
[Energizing Personality]: Really, REALLY likes working with energy tech. Bonus to all other scientists/science actions when assigned to work with energy tech.

>Acquired: Ray Guns (Plentiful)
>>
Rolled 63 (1d100)

>>42053163

>Repair Defense Matrix
"Alright, all done. Just the same as last time. Now let's hope it doesn't explode again."

"Heh heh, right. Now we assigned different guys this time and made sure they didn't do the same mistakes as last time, right?"

"What? I didn't, I thought you did!"

"No, I didn't."

The two figures looked at each other, and then out over the defenses, before bodily jumping to the floor and putting their hands over their ears. They stayed like that for a solid 3 minutes, as the sounds of massive explosions utterly failed to materialize.

"Well...fuck, how the fuck does that work? Same shit as last time, but this time it doesn't explode?"

"Man...it's bandit-tek. Ain't gotta explain shit."

>Defense Matrix Fully Repaired
>>
>>42053163
Oh HELL yes!
>>
Rolled 80 (1d100)

>>42053225

-Vehicle Sale/Auction begins this turn.
What would you like to prioritize getting?
-5 Cargo Crawlers (Low-Moderate Value)
-20 Hover Technicals (Moderate Value
-250 Bandit Gravbikes (Moderately Value, LOTS)
-1 Armored Train-Layer (HIGH Value)
-5 Paramilitary Spider Tanks (HIGH Value)

>What do?
>Turn 35
>>>>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 1500 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Good
>>>>Armaments: Good
>>>>Fuel: CAP
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, Training/Torture Facility++, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 20 Technical Wrecks, 250 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Plentiful), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various), 16 Units Hi-Ex Biofuel.
>>
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Rolled 82 (1d100)

>>42053163
>Step 1 - Arm Every Power Armor soldier with Ray-Guns
Check!

Now all that's left are the personal shields, anti-grav levitators, and repulsors!

SOON
>>
>>42053319
>-1 Armored Train-Layer (HIGH Value)
Sheeet, we could literally use that to lay rail roads to mines and link up all our bases! We need that.

>-5 Cargo Crawlers (Low-Moderate Value)
Also these, those ones seem harder to get than the others. And they're OURS.

Anyone tossing up a bid yet?
>>
Rolled 11 (1d100)

>>42053393
Bids are at 6 resources for the train, and 2 resources for the crawlers.

Generally speaking 1 Supply is worth 4ish Resources, and 1 Loot is worth 5-6ish resources so far as buying/selling goes.

You have 5 Loots and 3 Supplies with you. There are also certain layaway plans available on certain high-dollar items where you can leave a certain amount of collateral (material, troops, civvies, whatever) while you go back to your base to retrieve payment. If you ever get in good enough to actually have a permanent stall then the rules change a bit.
>>
Rolled 7 (1d100)

>>42053319
1. -5 Cargo Crawlers (Low-Moderate Value)
2. -1 Armored Train-Layer (HIGH Value)
3. -5 Paramilitary Spider Tanks (HIGH Value)
4. -250 Bandit Gravbikes (Moderately Value, LOTS)
5. -20 Hover Technicals (Moderate Value
>>
Rolled 61 (1d100)

>>42053498
Put up a bid for 1 Supply for the Cargo Crawlers.

1 Loot and 1 Resource for the Train Rail Layer (will be brought back from base)
>>
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Rolled 30 (1d100)

>>42053319
>-5 Paramilitary Spider Tanks
Fighting

-5 Cargo Crawlers
Looting & resources.

-250 Bandit Gravbikes (Moderately Value, LOTS)
Good to add more.

I think these would be the best focus for us.
>>
Rolled 46 (1d100)

>>42053499
I'd put the hover technicals at 2, but otherwise I agree with this priority list.

The fact that they're HOVER vehicles makes them quite useful, also we can put ray gun turrets on them.

Based on >>42053498
I'm thinking 1 loot to get the crawlers and technicals.
>>
>>42053629
Honestly that would be the best immediate investment, I just think the rail layer will be better in the long run investment for when we have forces spread out in different bases and have to trek over long snow or move large materials, and an armored train will be the heaviest thing we'll be able to make until we get the manufacturing material for a super tank or above.
>>
Rolled 16 (1d100)

>>42053498
What are the bids on the other stuff?
>>
Rolled 35 (1d100)

>>42053629
>>42053668
>>42053714
Cargo Crawlers are for moving heavy/lots of material and salvage operations.

Technicals are general purpose light logistics and light military duty including scouting, skirmishing, and troop transport. Currently your only troop transports. Extremely versatile and upgradeable.

Spider Tanks are TANKS. You don't have any TANKS.

Gravbikes are excellent scout platforms, raiders, and hit-and-runners.

The Armored Train is useful for laying down permanent logistical lines and maintaining them, and for heavy assaults or sieges. Nothing quite like a TRAIN of FUCK YOU heading for your base.

Technicals - 3 Res
Crawlers - 2 Res
Spider Tanks - 5 Res
Grav Bikes - 8 Res (about 25 per Res, very low right now)
Armored Train - 7ish Res

If you massively overbid on something you're likely to quieten down the competition, but you risk overpaying. Please state your bids now. You can also exchange commodities (like your biofuel) or services (like maintenance on vehicles or equipment) but these are less clean cut.
>>
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>>42053714
I can see that.

The reason I didn't think to add it was our stealth focus civ. I believe that train could make it easier for us to be tracked down.
>>
Rolled 67 (1d100)

>>42053877
It certainly would, it's not a stealthy vehicle and anyone can follow tracks. It doesn't always have to lay tracks though, and stealth only works until your location is widely known. An item like this is not likely to be available again...ever pretty much.
>>
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>>42053877
I think it's safe to say at this point while it would be unwise to give our base out to the whole world, we're reaching or have reached past the stage where being completely stealthy is optimal and now have to seek to move out, to build new bases, and to grow in power so that we can fullfil our destiny of restoring order to this island.

And as always, we don't have to use it right now.

>>42053937
Also that.

We've fought of a bandit horde and a ghoul horde, and with new power armor and railguns I think it's a risk we can take. Graphon tower is able to defend itself well enough.
>>
Rolled 55 (1d100)

>>42053876
>>42053937
You know what? Fuck it, let's buy it ALL.

4 loot, 2 supplies and 6 units hi-ex biofuel for the lot of them.
>>
Rolled 49 (1d100)

>>42054049
Actually, 3 supply
>>
>>42054049
As much as that idea gives me such a boner you wouldn't believe, would really really get a lot of eyes on us very fast. This happened in a previous megacorp game where we were so super rich every bandit everywhere decided to fuck us.

Not that I don't feel we'd be able to give them the what for it if it happened, but no need to go overkill now.
>>
Rolled 60 (1d100)

>>42054096
There are benefits and consequences to every action. Keep in mind that in that megacorp game there were literally mountains of resources piled up outside the base...Also probably some DM fiatery to dick us over.
>>
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Rolled 57 (1d100)

>>42053876
1. Spider Tanks - 1 loot & 1 Supply, if a bid war happens.

2. Crawlers - 1 Supply

>>42053937
... Okay then. We can make use of it later for sure. So I say 1 loot and 1 supply. To make sure we get it ready to drop 2 resources.

4. 1 Loot worth of Grav bikes.

We can use fuel to help bid more if needed.

>>42053996
Nothing wrong with planing ahead. Just wasn't sure if was the best focus. That was until being told it would be hard to get later.
>>
Rolled 93 (1d100)

1 Supply = 4 Resource
1 Loot = 5-6 Resource
Current stock is 2 Resources, 5 loots, 3 Supplies on hand, 6 Supply at base, and 16 Units of Hi-Ex Biofuel.

>>42054049
Also, let's see if we can't get the best price for this thing.

>>42054155
>>42054179
>Technicals - 3 Res
Bid 1 Supply

>Crawlers - 2 Res
Bid 1 Supply

>Spider Tanks - 5 Res
Bid 1 Loot and 1 Supply

>Grav Bikes - 8 Res (about 25 per Res, very low right now)
Bid 1 Supply and 2 Units of HI-Ex Biofuel

>Armored Train - 7ish Res
Bid 1 Loot and 1 Supply
>>
Rolled 33 (1d100)

>>42054229
This. Can our Foreign Minster help?
>>
>>42054229
Any challengers?
>>
Rolled 3 (1d100)

>>42054347
If you have a plan for how he could help, certainly. Otherwise, well it's an auction. Not much one can do there.
>>
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Rolled 94 (1d100)

>>42054427
From us, not likely.

It's just trying for all vs the one thing I left out.
>>
>>42054506
Not really. Guess we'll have to just see if anyone is going to try and outbid us and how much we're willing to outbid them afterward.
>>
Rolled 55 (1d100)

>>42054229
Think you might be overvaluing biofuel (I have no idea how much it's worth) and might be overpaying for the tanks, but other than that sounds good.

I don't really care that much about getting the bikes, but we could go higher on how much fuel we bid for them. We've got fuel coming out of our asses, we need to trade it for something.

What is the rough value of biofuel?
>>
>>42054590
Yeah, I'm specifically overpaying for the tanks on purpose. I want to knock that competition out fast.
>>
Rolled 97 (1d100)

>>42054590
-Graphon Tower
"Wait, you say you've got WHAT-grade shit? HI-FUCKING-EX?

GOOD GOD, HOW'D YOU GET HI EX IN ANY QUANTITY? YOU STEAL A FUCKING BLOODSIDER ARRAY OR SOMETHING? GIVE IT TO ME NOW!!"
>>
Rolled 73 (1d100)

>>42054229

>This List
Y/N?
>>
>>42054646
"An evil scientist named Sherman, we fought him off. Last we heard the fucker has a huge stockpile somewhere."
>>
>>42054701
Just to confirm, we'll get a chance to up the ante if someone tries to outbid us yes?
>>
Rolled 16 (1d100)

>>42054643
>>42054646
Well, that answers my concerns.

>>42054701
Yes
>>
Rolled 86 (1d100)

>>42054709
-Graphon Tower
"THAT MOTHERFUCKER? WITH THAT MUCH WEALTH? GODDAMMIT!!!"

>Alert!
-A large party of exquisite quality vehicles has exited Graphon Tower and is heading vaguely towards you base (they seem to be headed towards something relatively nearby your base).

>>42054727
Yes.
>>
Rolled 25 (1d100)

>>42054646
Heh ... AHAHAHAHA, no.

>>42054701
Y, but after finding how good the fuel is I would want to change something.

>Grav Bikes
Bid 1 Supply and 1 Unit of HI-Ex Biofuel

>Armored Train - 7ish Res
Bid 1 Loot and 1 Supply + 1 Unit of HI-Ex Biofuel, We should bid hard to make sure of getting this.

>>42054756
Heh.
>>
>>42054701
Y
>>
Rolled 37 (1d100)

>>42054701
>Y
[LOCKED]
>>
>>42054756
This is either going to go very good or very bad, eitherway, it's gonne be awesome.
>>
Rolled 52 (1d100)

>>42054943
"Alright, we'd like to start the auction for these LOVELY hover technicals at three Resources! three Resources here we go! Can I get Three Resour- Here we go to the gentlemen in the yellow! Four Resources can I ge-"

"One Supply."

"O-One Supply Here we go. Can I get five Resources? Going once? Going Twice? SOLD to Mister Clay of Whitestone Enclave for One supply."
>>
Rolled 74 (1d100)

>>42055004

"Now for these great, high quality, rugged Cargo Crawlers. We're gonna start at TWO RESOURCES, it's a steal now folks! Can I get TW-"

"One Supply."

"Ffu- I've got One Supply right out the gate from Whitestone Enclave. Can I get Anyone to give me TWO supply? Five REsources? Going once at one supply, going twice at one supply..."

The auctioneer desperately looks around the gathered crowd, garbed in various garments from advanced combat armor to flowing robes to winter survival suits, all eyeing your Minister of Trade in his Grey and White workman's overalls and whispering among one another.

"SOLD for one Supply to Whitestone Enclave, looks like we've got a high roller here folks, I'd watch out for him if I were you!"
>>
Rolled 49 (1d100)

>>42055080

A few members of the crowd glance towards your Minister, then at the handful of troops guarding the mounded boxes of supplies and loot behind him, and walk out of the trading area. If your men hadn't been in the front row, they wouldn't have been able to detect the twitch in the Auctioneer's manic grin, but it was there.

True to his profession, however the seller continued with hardly a beat missed and moved on to the next item.

"ALRIGHT alright folks! Next item on the list we've got FIVE, count'em FIVE Spider Tanks going up for grabs! These are real nice here, ladies and gentlemen, the RE-HEAL DEAL. Smasha-pattern, paramilitary grade from our very own Vrikman Securities! We're going to start the bidding at FIVE RESOURCES! Can I get Five resources?"

A man in red-highlighted black combat armor of an unusual manufacture nods his head at the auctioneer. The Auctioneer immediately takes the cue, while subtly eyeing the form of your Dockworker-Minister out of the corner of your eye. He stands there still and silent with arms crossed across his chest.

"FIVE resources! Alright, let's get this party going! Can I get SIX Re- I've got six from the lovely lady in blue! Can I get SEVEN RESOURCES for these FANTASTIC TANKS? I sure can from the dashing dogooder in green there, can't I! Now how about EIG-"

"Ahem.

One Loot.

One Supply."

"...

I've got one loot and one supply, ladies and gentlemen! Anyone going to top that? Going once...twice? SOLD to..Whitestone. Damn, sons how much more you got to spend?"

Clay looks at the auctioneer, and then back to the mounded wealth behind him, and smiles back smugly with arms still folded.
>>
Rolled 59 (1d100)

>>42055275
The rest of the auction after that went very smoothly, with your Minister dominating the floor easily.

>Acquired
-250 Bandit Gravbikes
-5 Cargo Crawlers
-20 Hover Technicals
-5 Smasha PM Spider Tanks
-Diggagrounder Armored Train

>Total Spent
-3 Supply
-2 Loot
-5 Units Hi-Ex Biofuel
>>
>>42055334
Excellent! We didn't spend all our Loot, and we only have to make a round trip for the renewable Bio-fuel.
>>
Rolled 24 (1d100)

>>42055334

>Auction Concluded.
>Gained Reputation: Big Splash Spenders

>Alert!
Engineer Sword reports he has completed the Scoutbot Mk1 first production run and they are ready for deployment in the field. [Would you like to know more?]
>>
>>42055387
>yes we Want to know more.
A proper debriefing from sword, as well as insight as to what future projects he might be interested in, Dr. Pekla is to attend.
>>
>>42055387
[Would you like to know more?]
Yes

>>42055441
This too
>>
Rolled 40 (1d100)

>>42055441
Vote
>>
>>42055387
Also, buy some luxury office space at gaffon tower. We will need it when we intend on finding more contacts.
>>
>>42055387
Yes tell us more.

Then if Sword doesn't mind, take a look at the gear and vehicles we picked up.
>>
Rolled 92 (1d100)

Will we have to devote an action to have our caravan return?

Otherwise, while the trade goes on, I think for Base Actions.

>Action 1 - MASS exploration action of the surface with the new Stealthed Scout Drones and our own men on Grav-bikes.

>Action 2 - With 100 men and walker support, break open the mystery door thing and start investigating the base inside it
>>
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Rolled 59 (1d100)

>>42055387
Before we leave is there any material to buy for building and crafting. I would like us to get some good resources to use.
>>
>>42055695
OH YEAH.

THAT REMINDS ME.

>As for mapping equipment, we've got shittons of surveyors and all that sorts of shit1 Res - Some shitty stuff, a little decent stuff.
>2 Res - Lots of shitty stuff, a little more decent stuff.
>3 Res - All the shit you could ever want, some decent stuff, a little >good stuff.

SPEND 1 MORE LOOT FOR
-All the shit you could ever want, some decent stuff, a little >good stuff.
>>
>>42055740
>LOOT
*Supply.

A Loot would be overkill.
>>
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Rolled 69 (1d100)

>>42055387
A hologram flashes up above the briefing table of a medium sized, semi-spheroid robot with four manipulator arms dangling beneath it. It has a smooth white plasticized carapace and several gleaming sensors and radio dishes dotting its surface.

It's absolutely beautiful.

"The Scoutbot Mk1 is an entirely integrated mapping and surveillance package designed for mapping large swathes of terrain reliably while searching out points and items of interest, tailing targets undetected, and most of all...being almost completely self-sufficient.

Each one possesses its own unique self-regenerating plasma cell power source supplemented by a small biofuel engine and solar collectors. The systems are all designed to be ran off of the solar power and cell regeneration alone for no less than 2 months without service, with the biofuel engine included for escape speed or to extend operational life by a further 2 months if needed.

It comes completely unarmed and with very little armor, but it includes a stealth field generator, fully autonomous pseudo-AI capable of recognizing interest points and determining when it is optimal to transmit information back, and actualized limbs for low-power movement and hiding.

In sum what you've basically got here...is the scout robot equivalent of a fly on a wall. It's only defense is running and going unnoticed, but damn is it good at those things.

Any questions?"
>>
>>42055763
"Excellent, do we have them in sufficient number yet to begin large-scale mapping operations?
>>
Rolled 45 (1d100)

>>42055441
Agreed.

>>42055663
Was going to save cracking open the door until Grift came back and after helping SPORE corp, but as long as those 100 men are the other half of our PA forces we should be okay.

Agree.

>>42055695
Also, now that we proved we have some cash to flash, are people willing to show us the good stuff?

Specifically, if anyone has another of those upgrades for Strelok

>>42055740
>>42055762
Not sure we need it now that we have >>42055763
>>
Rolled 34 (1d100)

>>42055763
"Dr. Pekla, Swords creation is already impressive and sufficient, but in thinking of the future, would it be feasible to arm them with raygun technology and thus have them act as potential assasin units or combat scouts?"
>>
Rolled 85 (1d100)

>>42055695
>>42055740
-Minister of Trade Clay
"Aah, you want construction and surveying supplies and equipment? Now you're speaking my language. Just give me some time, the leftovers of what we brought here with us, an escort and 3 cargo crawlers. I'll get you what you need.

>>42055763
"Just about the ONLY downside here...is that I can only make these things at a 1-to-1 ratio in exchange for Gravbikes. Now if we could get some schematics for the Bloodsider's gravbikes or, even better, seize some of their production equipment then that wouldn't be an issue any more."

>>42055815
"Affirmative. Just be patient, it's a big place and there's only 50. The more we throw at the problem the faster and better it'll get done."
>>
>>42055848
>Not sure we need it now that we have
We'll give it to our infantry forces so they'll be more effective. Also see
>>42055870
>> it's a big place and there's only 50.

We can give them to men on scoutbikes to supplement the bots and hasten the grand island mapping.
>>
>>42055848
>>42055740
You could fit your drones with mapping equipment to make the process go faster and (if it's quality) have a better chance for automatically IDing factions and detecting hidden things. Right now you're running on an improvised setup that Sword whipped up from scratch. It gets the job done decently well, but it's a bitch to make.
>>
Rolled 53 (1d100)

Okay, how about this.

>Action 1 - Give the Minister of Trade the time he needs to get the mapping equipment and such, and then return home with the rest of the Convoy as escort

>Action 2 - With 100 men and walker support, break open the mystery door thing and start investigating the base inside it

When the Convoy returns with the mapping equipment, we'll be fully prepared to conduct all our exploration needs
>>
Rolled 1 (1d100)

>>42055896
In that case we might want to spend a loot so we'll get the good stuff

>>42055909
Okay then, let's definitely spend a loot (maybe even more) to buy quality mapping equipment
>>
Rolled 24 (1d100)

>>42055953
oh fuck
>>
Rolled 65 (1d100)

>>42055861
"Possible, yes...but that's a different niche than Sword was told to fill. All his wiring and choices in components appears to have been directed towards minimizing energy signature and consumption, so they'd all have to be taken out and redesigned to handle combat stress. Also his power system is good...damned excellent, for an engineer and what he had to work with BUT the whole thing just isn't good for the rigors of actual combat because that's not what it was built for.

So I wouldn't be quite starting from scratch, but it'd take a minute."

>>42055953
Damn but you're lucky that doesn't link to an action.
>>
Rolled 18 (1d100)

>>42055998
Phew, thank god.
>>42055951
VOTE
>>
Rolled 25 (1d100)

>>42055951
If this will speed up their return, I'm down. Rolling
>>
Rolled 61 (1d100)

>>42055951
Let's do it.
>>
Rolled 87 (1d100)

Hmm, actually I'm going to take a little bit of a break for a while to go grab some food and go from one house to another. Sorry for the delay, I'll post again when I'm writing this action up.
>>
>>42056190
Alright, don't keep us waiting too long.
>>
bump
>>
Rolled 73 (1d100)

>>42055951

>Give Minister of Trade Time
You give Clay his time...but unfortunately he's only able to sniff out some slightly better deals than were offered at first. Apparently people are still a bit sore from you buying out the entire auction and kept on trying to hike the prices up on you.

The Minister says not to worry about it, just give them time and they'll settle back down, but for now it's probably best to head out and make good on our promise of biofuel.

>Caravan has departed, should arrive in approximately 2 turns

Graphon has dispatched a small cadre of their paramilitaries to serve as an escort, calling it the least they could do for such high spending first timers who tipped them off about Sherman.

>100 men and Walker Support, Break Open the Mystery Door

Your men assemble in the deepest room of the monster den, in front of the door with its ominous spinning emergency lights. The metal of the door continues to in its scratchless perfection. A squad advances to the panel, their freshly minted Ray Guns gleaming in the faint orange light, and hooks up to the panel. After a few moments of soft clicks and gentle whirrings from the door and the panel the screen of the panel covers over with red, with the image of a padlock superimposed over it. The emergency lights die in their sockets. A final message flashes across the pad's screen:

"You have been locked out for attempting unauthorized access. Have a pleasant day."

Well fuck.

>Choose one
-The proper application of explosives...
-Punch it.
-Give up, install the bugmen here instead.
>>
>>42057123
>Graphon has dispatched a small cadre of their paramilitaries to serve as an escort, calling it the least they could do for such high spending first timers who tipped them off about Sherman

"Yeah, I mean, the guy said he invented the Murderkrabs. Those things have blood that literally bursts into flame and explodes.

That's a near limitless supply of the explosive stuff for him if he wanted it, so maybe the rumors are true.

Or maybe he's still fucking with us. Good luck."

--

"This is such an escort. . .a good idea, Grift?"
>>
Rolled 100 (1d100)

>>42057123
Well, it's gonna be a shitstorm when they find out about our little lie...

>Have Hemson punch it
>>
Rolled 83 (1d100)

>>42057227
"You can never have too much protection, and they're familiar with this game so they'll peel off when we tell them to to keep our security intact. No downsides."

>>42057236
At this point I'm more amused than anything else.
>>
>>42057236
KEK

THAT SOLVES THAT PROBLEM.
>>
Rolled 76 (1d100)

>>42057236
Fuck Yeah, go Hemson
>>
>>42057302
>>42057236
This is so fucking win
>>
Rolled 86 (1d100)

>>42057123
>Have Hemson Punch it.

Hemson walks to the front of your gaggle of soldiers, striding confidently past the squad still staring dumbstruck at the keypad's now blank screen.

"Step aside, sirs. I've got this covered."

He steps up to the door, assumes an easy combat stance, and draws back his augmetic arm. The sleek augmetic has changed since last time you got a good look at it, and several clusters of spikes form on the fist's knuckles as you watch. An orange halo begins to form around the wrist and Hemson throws his entire power armored body weight into the punch. His fist, arm and shoulder all travel far faster than an unaugmented eye could possibly follow and slam into the door with enough force that sheets of crackling lightning and static are thrown back in a cone around Hemson.

A moment after the door is blown completely off its hinges and into the darkness of the building beyond the sonic boom from Hemson's punch rocks your men, knocking several of them straight onto their asses. Most of them stay seated on the frozen dirt and rock, simply staring at your hero with jaws agape as the orange glow fades from around his wrist.

"Told you I got this covered."

>Unidentified facility has been opened.
>>
>>42057503
Let's see what's behind door number 1!
>>
Rolled 58 (1d100)

>>42057503

Your soldiers enter through the portal Hemson made, a few staring at the 6-inch thick steel rods that had been sheered off by the man's punch with awe. What they find is surprising...in how unsurprising it is. The bunker is absolutely run-of-the-mill. Dirt-standard and average in all fashions. Everything is stock on it, from the hydroponics bay to the housing unit, and it lacks any of the fancier features of your bunker, like a science lab or contiainment facility. Absolutely average, with 2 spare rooms.

Well, almost. In the center of one of the spare rooms you discover what your soldiers recognize as a Cat 5 Containment Cage with Force Shield reinforcements, graded for everything from your average hero-tier evil bastard all the way to Super Soldiers, sitting with the door open and rusted. Dust lies in thick layers all over the cage, indicating ages since anything was last in it.

Also the stasis bay pods have been violently torn open, and their occupants haphazardly strewn over the floor. The scene is only more eerie for the lack of a butcher house smell. Whoever these people once were, all that remains of them now are bloodstains and dry bones.

Oh well, it's empty now. Should be able to hold about 2,000 people as opposed to your home bunker's cap of 5,000.

>Invest the Insectoids in here, or put them in the monster den and take this for yourselves?
>>
>>42057730
>or put them in the monster den and take this for yourselves?
This one.
>>
Rolled 81 (1d100)

>>42057503
Now THAT is percussive persuasion!

>>42057730
Well, that's disturbing. Any sign of where The Beast might have gone?

>Invest the Insectoids in here, or put them in the monster den and take this for yourselves?
Let's let the insectoids have it I suppose.
>>
Rolled 9 (1d100)

>>42057730
Bugs go in the monster den.We get the Base
>>
>>42057730
Put the bugs in there, we'll make a secondary base for ourselves elsewhere that's less. . .creepy
>>
Rolled 68 (1d100)

>>42057882
>>42057809
I vote this.
>>
Rolled 43 (1d100)

>>42057815
>>42057797
They'll have to hunt for food unless you provide it to them or build them a hydroponics bay, provided you don't give them the base. They could /probably/ operate a hydroponics bay on their own if you showed them, you're not sure you haven't tried teaching them complex things yet.

Consider for a moment what you're doing.

>>42057809
There are some claw marks and strange husks of...somethings, hard to tell because they're so old, scattered about. Nothing you could find without taking a separate action to look for though.
>>
>>42057924
Hmmm, the turn hasn't updated yet though for a full exploration action of this base. Unless it has?
>>
>>42057809
Switching to this
>>
Rolled 73 (1d100)

>>42058006
Waiting on you to decide whether or not to give it to the insectoids.

>>42058036
And it's done!

>Give it to the insectoids
[LOCKED]
>>
Rolled 26 (1d100)

>>42058067

>Notice
-SPORE Corp is beginning to get impatient, states that they'll fetch the materials themselves if you don't soon.
-5 pairs of bugmen have been spotted walking in the general vicinity of the base caveside. They're not ours.

>What do?
>Turn 36
>>>>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 1900 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Good
>>>>Armaments: Good
>>>>Fuel: CAP
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, Training/Torture Facility++, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers,5 Cargo Crawlers, 5 Smasha STs, 20 Hover Technicals, 20 Technical Wrecks, 450 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Plentiful), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 3, Scientific Supply 3, Loot 3, Lurker Corpses, Lurker Eggs, Drugs (Various), 11 Units Hi-Ex Biofuel.
>>
Rolled 49 (1d100)

>>42058162
Well that went well.

Action 1 - Send 100 Power Armor soldiers and Walker Support to assist SPORE Corp in clearing out its place

Action 2 - Send forth our Scouting Drones on their first test runs. Pity we don't have the Graphon technology, but being able to give us an idea of the area beyond our canyon will be a great first test for them before we set them onto the entire island.
>>
Rolled 33 (1d100)

This'll probably be the last turn of the night, btw. Gotta get up early in the morning. Next thread will probably be...either Tuesday or Friday.
>>
Rolled 27 (1d100)

>>42058231
Vote
>>42058290
Best excuse for time to make a new map then.
>>
Rolled 99 (1d100)

>>42058231
Let's get ready to RIP and TEAR
>>
Rolled 24 (1d100)

>>42058231
Second, I just hope going in without Grift doesn't bite us in the ass. If we find Sherman in there, we need to try and make peace with him.

Remember, at some point we should devote some time to checking out the new base thoroughly and making sure the insectoids are situated comfortably. Also study the insectoids more.
>>
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Rolled 2 (1d100)

>>42058231
>Send 100 PA Soldiers with Walker support to perform SPORE's bidding.

You dispatch your troops out to the coordinates indicated by SPORE, meeting their team shortly outside the busted bunker's outer perimeter. Their team is quite strange, dressed in odd combat armor that glows a faint green around its edges and moving with an ingrained military precision that rivals your squad of Elite PA Soldiers. Your soldiers and their exchange plans and intel among each other for a few moments, and then gear up and move out. Your phalanx of soldiers covers the ground from the bunker's inoperative defensive perimeter to the building itself with rapidity, double-tapping the wandering beetle-humanoids with expert precision mid-stride and proceeding inside through a large rent in the structure with SPORE's squad immediately behind. They keep pace with your men effortlessly, following along behind your men and taking the occasional precision shot over their shoulders with fluid motions and deadly precision. The monsters inside the bunker itself are diverse in nature, ranging from beetlemen to what appear to be smaller versions of the centipede-creature that was dropping its larvae from the canyon walls earlier. They are all horrifying, fast, and deadly. The beetlemen move with a speed belying their bulk and strike with as much or more force than your armored soldiers do, fortunately the organic spikes and blades of their carapaces mostly slide off of your men's armor and they are quickly dispatched.

All in all the raid goes spectacularly well. You get in, grab the handful of boxes and equipment that you were directed to, and get out without a single casualties. The swarm of monsters chasing your men out of the bunker are promptly blown to bits by the waiting War Walkers as you exit, and the SPORE team bids you farewell as they leave to their base.
>>
Rolled 92 (1d100)

>>42058737
>Send forth the Scouting Drones!

Scouting Drones are sent forth, and cruise out over the topside landscape with reckless abandon! Almost immediately Strelok begins receiving telemetry data, and promises he'll have it all collated and made into something sensible very soon. If his chortles over the base PA system are anything to judge by, the drones are discovering all sorts of useful information out on their inaugural run.
>>
Rolled 68 (1d100)

>>42058824

>Alert!
-We have received a shipment of advanced filters from SPORE Corp, with a note of goodwill. They look forward to a mutually profitable future.

>Notice!
That's it for tonight, thank you all for playing! New map next thread.

>Turn 37
>>>>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 1900 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Good
>>>>Armaments: Good
>>>>Fuel: CAP
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, Training/Torture Facility++, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers,5 Cargo Crawlers, 5 Smasha STs, 20 Hover Technicals, 20 Technical Wrecks, 450 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Plentiful), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 3, Scientific Supply 3, Loot 3, Lurker Corpses, Lurker Eggs, Drugs (Various), 11 Units Hi-Ex Biofuel.
>>
Rolled 63 (1d100)

>>42058866
Thanks again Strelok!

I'm relieved the bugs weren't the ones I thought they might be, but what should we do about the insectoids wandering around who ARE the same kind as ours?
>>
We want to get in good with that corporation, SPORE. They are the exact type of people's we want to ally/form a coalition with. Capitalist, old world and reclusive.
>>
>>42058866
Thanks for running Strelok! Can't wait for next game!
>>
>>42058866
"Hey Sword, Pekla, how good would either of you be with Anti-Grav tech?"
>>
Rolled 11 (1d100)

Ultimate Power Armor

Ray-Gun Equipped [X]
Shielded [ ]
SPORE™ Filters [ ]
Anti-Grav Jetpack/Levitation [ ]
Anti-Grav Repulsor [ ]

SOOOOOOON
>>
>>42059053
>Graphon Sensor Radar
>High Ex-Biofuel Rocket Booster
>High Ex-Biofuel Flamethrower
>>
What we didn't learn is why the mutemutts wanted us to meet spore...
Also feeling like we aren't pursuing relationships to much with other factions, the Gould and glorianna have had little action taken for gaining their favor
>>
Rolled 37 (1d100)

>>42059696
I think maybe the mutts were just doing us a solid?

With the ghouls, we just have to notify them we intend to visit and then do so. Would be good to have a specific goal in mind when we do that, like trading them fuel for...whatever they have that they're willing to trade.

As for Glorianna, there's not a whole lot we can do immediately. She gave us 3 BIG goals to accomplish before she'll accept us as vassals, we can look into buying an AI core later, we still need to figure out how to contact Sherman and make peace with him. We also need to pick someone and crush them completely, which we're sort of working on with scouting. Other than that we could send her tribute for information I guess. Plus we still have 2 questions to ask her.

There's also the unkown faction in bases in the cavern, they said in like thread 5 that if we survived twice as long as we had already, they'd talk.

Also, still don't know what came of that research on shields and artillery.
>>
>>42060094
>>42059053
The high ex fuel might be the power source for all of these projects and the next stage of stealth bot. We need to start integrating upgrades.
>>
Rolled 41 (1d100)

>>42059053
We should look into incorporating the stealth technology into the armor as well, if we can.

We should also begin hardening our equipment against electronic and psyonic attack, insofar as we can now.
>>
>>42058866
Bump
>>
Hmm, we have about 100 posts left. Shall we bump this for continued use on tuesday? Can always make a new one if it's too small.

>>42059696
This is also true, also actually keeping this thread alive specifically to talk diplomacy is a great idea.
>>
Rolled 27 (1d100)

>>42060468
I dunno about Psionic, but I think Dr. Pekla might have some anti-EMP and Stun integration ideas in mind.

Oh, and we should also put both our Engineers to work researching the Artillery and Shields.

To that end, I vote.

Action 1 + 2 To speed up research operations have Sword and Pekla work with our engineers on researching the bandit Shields and Artillery.
>>
Just something crossing my mind but I think we should go gains tplacing all out chips into a single piece of gear (god mode power armour) as it risks becoming to genralized, sure its an exelent all rounder but the resouces poured in would be immense.

The reason so many specialist types of gear exist in the real world is it is more efficient that way, if one part breaks you don't need the whole thing in the shop, you csn upgrade piece by peace without reworking.

I'd suggest we split the god mode power Armour plan into three separate projects.

1) A Gravity Distortion Drive: use the bikes as a starting point and create repulsion fields for our infantry as jump packs and even if used right a repulsion field to ward off melee.

2) Adaptable PWR Armour Rig: we already have them armed and the Filters are good to go, but we need to be able to produce more and as suggested build in a Senor Radar of some type (maybe network to a scout drone)

3) And finally the Shields, start with small ones for infentry testing and once we have the core concepts down, move onto larger ones

this way we have 3 products that can work independently rather than something only usable in the Suits.

>On a political Note
Are we really gonna work with th Queen Lady? the reason we are in the way we are is we refused sherman? are we just gonna change our minds? did those guys die for nothing because command can't make up their mind? I'd suggest we just hold off on it and stick to our guns with forming a more human federation of sorts.
>>
bump
>>
>>42065702
Technically speaking we didn't lose too many guys to Sherman, we in fact lost several times more to kidnapping. But yeah, Fuck Sherman.

Also that is an excellent idea, creating usable technologies for general purpose until we have something useful and then adapting it specifically for power armor or anything else we need. This is how it be done.

In a way, it's what we did for the Rayguns too. researching them until we learned how to make more and now we have heavy versions as turrets. If we could only just shrink them for average infantry.
>>
Bamp
>>
Rolled 21 (1d100)

>>42059025
>>42058866
Linkin' some o' dat dialogue
>>
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>>42058866
Bumparoni
>>
Bump.

What sort of plans do you have for the known factions?
-Unknown Power Armor faction
-The Queen
-SPORE Corp
-Ghouls
-Graphon Tower
>>
Rolled 9 (1d100)

>>42058952
This guy's got the right idea.

>>42065465
Good idea, but here's some other stuff we need to do short-term:
>upgrade vehicles with ray guns
>upgrade vehicles with repulsor point defenses
>Have Pekla research smaller ray guns for our non-power armored soldiers

>>42066039
Technically we lost 19 to Sherman, 30 died before getting to him and 1 is Hemson. I just think it's a bad idea to piss off robo-queen, getting a truce with Sherman wouldn't be so bad. Alternatively, our goal could be to take him alive and either keep him behind bars forever or gift-wrap him for Glorianna.

>>42065702
Only problem with this is we can't make new suits of power armor.

>>42071141
-Unkown PA faction: We're working with little information, but they're probably too well fortified to conquer. Possible allies?

-The Queen: Definitely too powerful to piss off for the foreseeable future. Wait for opportunities to fulfill her requests. Avoid angering her, but limit how much we trust her.

-SPORE Corp: allies all the way, hopefully even a faction merger somewhere down the line

-Ghouls: Live and let live. They admitted themselves that trading with them would hurt our reputation due to people not liking ghouls, so we need to be think twice before getting chummy with them. At the same time, antagonizing them would be costly at best, suicidal at worst.

-Graphon Tower: economic domination. We're the new boys in town right now, but together with SPORE corp we could get a permanent stall. We start by becoming the primary fuel dealer, and try to work our way up from there. With good planning, enough resources, and a healthy amount of luck we could run barter town.
>>
>>42071642
Bmp
>>
Rolled 33 (1d100)

>>42071642
Technically you lost 2 to Sherman, and 18 to Sherman's pet dog monstrosity.

>>42066039
Percentage wise you lost a large chunk of your military forces during 'his' encounter.

>>42059025
-Sword
"I've got a passing understanding of it. Good enough to be able to develop derivative applications, provided I can scrap an intact drive or two for parts. Not good enough to manufacture the parts though, the bandit circuitry and design make no sense that I can divine. I'd need better equipment or a look at the source."

-Pekla
"I haven't had the chance to look at the grav stuff yet." She puts on a pouting frown and slumps her shoulders slightly "Sword always gets to play with the fun stuff..."
>>
>>42075732
Is there going to be a new thread tonight?
>>
Rolled 57 (1d100)

>>42077196
Nah, it's late and I've got work in the morning. On the upside, I get off of work relatively early in the day and can run the quest for about 8 hours before it's time to go to bed again.
>>
>>42077196
We'll just keep it bumped for tommorow and use what's left, and if it 404s we'll start a new one.
>>
Rolled 9 (1d100)

Bump
>>
Bonk
>>
Rolled 65 (1d100)

>>42075732
Alright, so no anti-grav for the near future. That's fine, we honestly have plenty of projects to work on. Our main foci for now should probably be shields and artillery.

>>42065702
The main reason I'm pushing power armor so heavily is because it is able to operate both on the surface and underground. I fully expect that, as our technology and manufacturing develop, we will branch out into other materiel. Heavier shielding will enable us to create tanks with ferocious survivability, for example, and anti-grav will greatly simplify aircraft take-off.
>>
>>42080736
Don't forget the scout drone program, I get the feeling like they are going to eventually become a formidable light attack drone when we finish its upgrades, honestly I think we can probably avoid tanks all together if we can gain aerial superiority.

We are land locked so we don't have to worry about a navy, and hardly anything can take a suit of our armor in a stand up 1v1 fight, our base defenses are as optimal as we can possibly afford and the whole base is squeaky clean and lemon sented.
An Air Force only seems like a logical venue for our time and resources, especially when you consider how next to none other factions around have demonstrated an inkling towards aviation.

The drones are a nice start
>>
bump
>>
We need Pekla and Sword to just figure out the how of anti-grav tech.

We can rely on SPORE Corp for any special parts we need.
>>
Have Pelca and Sword brain storm things they think we need together, I think out basic infantry require more gear (can't forget the little guys)

Secondly where do the CM's get the tables and resources for the pot Apoc quests? id love to know
>>
>>42083760
These games are much less complex than they appear and mostly rely on the good writing of the now various GM's that run these games. The GM may IMPLY that the game system is deep and complex, but he is a dirty liar.

oz is just a fat guy behind a curtain
>>
bump
>>
Rolled 72 (1d100)

>>42081323
Actually only our front (outside) entrance is heavily fortified, our caveside entrance could use improvement.

We should make acquiring vertibirds an eventual goal though.
>>
Rolled 11 (1d100)

What does everyone think about training some of the phobic troops as sniper teams?
>>
Rolled 46 (1d100)

>>42087371
Do we have sniper variants of the ray guns? Like as if that other engineer hero woman tinkered around it or something.
>>
>>42087835
Currently they are large enough to require being mounted on vehicles and turrets or held by soldiers in power armor. With additional researh Dr Pekla and Sword may be able to make it lighter.
>>
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Rolled 40 (1d100)

>>42075732
Bumping to force you to give boons.
I feel like a kid with two wieners!
>>
>>42089187
Bump
>>
humabump
>>
Rolled 48 (1d100)

>>42087835
You don't, due to their nature it would be difficult to make a traditional sniper rifle out of them...but not impossible.

Anyway, I believe we still need consensus on actions.
>>
Rolled 6 (1d100)

>>42092793
Our convoy returns next turn, and our scout drones are busy, right? I vote

Basic 1: Perform thorough search of the new bunker

Basic 2: Research the bandit shields and artillery, with our science heroes

Also what would Dr. Pekla need to work out a smaller version of the ray guns?

We really should have sent some of the scouts after those insectoids.
>>
Rolled 4 (1d100)

>>42092912
Vote
>>
Rolled 24 (1d100)

>>42092990
>>42092912
...this could use a better roll
>>
Rolled 85 (1d100)

>>42092912
Vote
>>
Rolled 33 (1d100)

>>42092912
Seems sensible
>>
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Rolled 55 (1d100)

>>42092912
Backing.

Anyone else down for making this new place the lair for our worker friends?
>>
>>42093288
A [lair] as an actual in-game mechanic would do well for them, it would boost their numbers and give them a more permanent home.

We should start using them though. Maybe ask the Foreign minister if he can see a use for really strong bug-men in lots of number.

They could help build roads through the snow when we don't have to worry about being hidden.
>>
>>42093353
Well this base has food and metal for them to eat. Plus room to grow into a nice size.

The biggest problem I see with them is the unknown effect their maker will have. We need some bio engineers to look them over or run test on them.
>>
New to this thread, but I've highly enjoyed what I've read so far. Anyone care to catch me up to speed on the previous adventures?
>>
Rolled 98 (1d100)

>>42083854
LIES!

Also fuck I thought today would be a good day to come back but fuck I hadn't known my gameday got taken over...luckily I can easily change it around but still was totally out of the loop for too long apparently.

It actually APPEARS to be simple but the truth is...its actually a very deep game and system. You wouldn't think it just by looking...

I posted proof a couple times. Admittedly though I haven't posted the notes on it...but that shit is complicated as fuck and I don't consider them worthy yet to be posted.

Mechanics may be simple/easy but believe me the game isn't by a long shot. I fucking HAD to make those damn mechanics dead simple.

Its the game itself that is so fucking complicated and deep. Now excuse while I start making hard copies of my notes so they wont bite it again with the computer...now however to keep it related I throw a vote and roll instead of just relying on the mechanics discussion.

>>42092912
Vote.
>>
>>42093551
Hmm, that's hard, we've had quite a great many! I can link you the recent threads though.

http://suptg.thisisnotatrueending.com/archive.html?tags=strelok

Just read the stuff for government remnants.
>>
Rolled 53 (1d100)

>>42092912
>Perform thorough search of the new bunker
[LOCKED]
>Research the bandit shields and artillery, with our science heroes.
[LOCKED]

-Pekla
"Well really the issue is just energy storage cap. It's a bitch of a problem and the main limiter prohibiting the use of most high tech equipment, especially miniaturized man-portable stuff.

But if we could crack open some of the labs and other facilities that I'm sure are around...well we'd just have to see what sort of energy storage secrets a cutting edge science complex of the Pre-Fall has lying around."
>>
>>42093677
"Why even store the required energy onboard? I am no man of science but we do have enough high ex biofuel to power a mega factory, can't we use that to fuel your projects?"
>>
>>42093740
>>42093677
I can't imagine why combustion energy generation won't work as long we can support the frontline troops with as much fuel as they need. We have ultrafast hoverbikes that would resuppling forward operations a breeze.
>>
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>>42093740
>>42093677
"There may be something of a point in this. It's not an optimal solution and true small-arms rayguns should be pursued, but have you considered an energy pack that could be worn on the back and attached to the gun?

Possibly with a battery system that can be popped out and put in a fresh one with relative ease?"
>>
>>42093636
Thanks man. I sometimes forget about the archive.
>>
Rolled 76 (1d100)

>>42093808
>>42093740
Doesn't last long enough for these sorts of applications unless you carry giant tanks of fuel on your back (sound like a good idea?) and also it's difficult to miniaturize internal combustion, attach it to a generator, and retain its efficiency. Those sorts of things work much better on vehicles.

>>42093818
"Well why do you think the power armored soldiers can use them? The thought has occurred to me, but research suggests that going down this avenue with our current tech would result in a soldier with less combat effectiveness than just using an assault rifle or other weapon.

If you're really that determined, just throw me at researching the subject. This is kind of right up my alley."
>>
>>42093921
"I think if we're going to use the best Energy scientist we have, we should only pursue the best of technologies."
>>
Rolled 7 (1d100)

>>42093677

Your troops move out and perform a thorough search of the new bunker, scouring it from top to bottom. They find nothing new in this search aside from the desiccated husks of some maggots among the bodies of the stasis bay, and a rent torn through a section of the ventilation system leading to a tunnel to the surface. They quickly seal the potential entrance/exit.

It really seems to just simply be a run-of-the-mill doomsday bunker. That's possible, right?

>Research the bandit shields and artillery, this time with science heroes!

The research on the bandit equipment, which was already reaching a conclusion rapidly, skitters screechingly to completion with the massive amount of manpower and heroes suddenly dedicated to it. The secrets of these technologies unfold themselves before the prying eyes of your tech experts like flowers open in springtime.

>Acquired Reproducible Technologies
-Bandit Pattern Gatling Multi-Mortars
-Volkogrond Thermal Shielding Units

Additionally you have acquired a more thorough knowledge of the field of artillery and devices that emit non-solid fields of energy. Should you pursue anything along these avenues in the future you will find your research greatly eased by the fundamentals you've learned here.

The Gatling Multi-Mortars are a fairly standard example of a bandit armament, if a particularly well constructed one. They consist of triplets of mortar tubes stuck together in a gatling style arrangement. After one set of tubes fires, the next set rotates in already reloaded by semi-automated systems. What it lacks in calibre it more than makes up for with being able to launch an absolute deluge of fire downrange. Each unit takes 3 soldiers to man and they appear to be designed to be pulled on sleds behind teams of gravbikes.
>>
Rolled 57 (1d100)

>>42094328

The Volkogrond Shield Units are a different matter altogether. They bear clear standardized manufacturing patterns, and are generally much cleaner and more efficiently made than all the examples of bandit tech you've seen thus far. This makes you suspect they've been looted from another faction, except that every single gravbike aside from Sword's custom job has one. Additionally the manufacture is efficient, but not advanced enough to have been the product of megacorp production lines.

Quite the mystery.

>Notice!
-Ten pairs of bugmen are now wandering around in the general caveside vicinity of the base.
-Caravan from Graphon has arrived! They report feeling watched as they entered our canyon, but only after the paramilitary escort departed.
-Warparty of Graphon Vehicles is proceeding up the mountainside near our base.
>>
Rolled 88 (1d100)

>>42094402

>Invest Insectoids into the newly discovered bunker?
Y/N (Will consume 1 resource but no action).

>Turn 38
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 1
>>Pop 1900 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Very Good
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Good
>>>>Armaments: Good
>>>>Fuel: CAP
>>>>Tech level: Good
>>>>Reputation: Big Spenders.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, Training/Torture Facility++, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers,5 Cargo Crawlers, 5 Smasha STs, 20 Hover Technicals, 20 Technical Wrecks, 450 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Plentiful), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 3, Scientific Supply 3, Loot 3, Lurker Corpses, Lurker Eggs, Drugs (Various), 11 Units Hi-Ex Biofuel.
>>
Rolled 31 (1d100)

>>42094442
Voting yes.
>>
Rolled 48 (1d100)

>>42094402
>manufacture grav bike Gatling mortors
>make the powerarmor phobic military use the VR pods to learn a bit about how to be gravbike artillery.
>>
Rolled 53 (1d100)

>>42094442
Y

It may be our last resource point but we'll have to do it sooner or later.

Seems Graphon followed us back.

Do we need to spend an action to send a convoy out with the fuel we owe?

What are the Volkogrond shields suitable for? Personnel? Power Armored Personnel? Vehicles?
>>
Rolled 73 (1d100)

>>42094525
They're mainly for use on small vehicles, so power armored personnel can use them at max power and normal vehicles can have several sets of them at once to nullify the need (and potential hazards of) winterization. Due to your incredible insight into the design you're even able to manufacture some weaker man portable versions that could be activated situationally during combat.

They provide some minor protection against projectiles and solid objects, and extremely effective protection against extremes of temperature. They're good enough at resisting cold for the Bloodsiders to ride around at incredible speeds on their bikes in your tundra mountain home...shirtless.
>>
>>42094402
>>42094328
How effective are the shieldunits? How do they work?

>>42094507
We need to send a caravan back to ship the Fuel we owe them.
>>
>>42094442
Hey, is the escort that followed the caravan here nearby? Can we just give them the fuel and have them go home?
>>
Rolled 2 (1d100)

>>42094442
Y
>>
Rolled 66 (1d100)

>>42094684
If you're asking for a real-world technobabble explanation of how they work, like with the ray guns and some other stuff...you're not going to get one.

They're extraordinarily effective against flame or cold weaponry. Your scientists even tested some advanced wholly incendiary ammunition against them. When the rounds hit the field itself their fire and heat fizzled out before even getting halfway to the generator. Likewise one was able to maintain a comfortable temperature and slough off a shower of liquid nitrogen tossed at it. The scientific principles and methods of action of the devices are beyond the ken of non-scientists, but their efficacy is clear.

>>42094707
-Graphon
"Nah, they already ditched you fucks and headed home in their flittercraft. However we are offering a limited-time deal where you can deliver the fuel to our nearby warparty and have the debt be forgiven completely."
>>
>>42094780
"Hey, works for us. Saves us having to trek all the way back there.

A warparty huh? Happen to have any bits and pieces of interesting weapons there we might be interested in? Say, if we were to drop off a little bit more than we owe you?"
>>
Rolled 21 (1d100)

>>42094780
We'll gladly take that deal.

For our other action, manufacture mortars and position them with our other base defenses

>>42094837
Please don't actually say that. Let's not get into trouble with them before it's necessary. They're out to take fuel, not barter.

They don't need to know we have more fuel than we owe them.
>>
>>42094911
Yeah, I was planning on giving the resources instead of more fuel though I should have worded that better. . .
>>
Rolled 90 (1d100)

>>42094837
"Pffft.

Look, we'll cut you a break because you're new on the block and your if your shit is real it's gonna be high demand but we're the fucking barons on this block. Even just one of these vehicles is probably worth more than your entire base, BEFORE we gave them a layer of gold just for style.

Now make your way up the little kid markets before you go talking to the people that own the stock exchange."
>>
Rolled 46 (1d100)

Action 1 - Send over the fuel to the pimped out army.

Action 2 - Upgrade the Grav-Bikes with Mortars for rapid delivery artillery and hit and run tactics, and also the thermal units. Upgrade some others or the same with Ray-Guns

>>42094442
Yes to the insectoids into the new bunker.
>>
Rolled 97 (1d100)

>>42095031
The gravbikes already have the shields, that's the shields that were mentioned on them when you first saw them. Sorry that was unclear.

The mortars are less an upgrade and more a tow-behind platform. You can manufacture them independently and use them either as fixed positions (including dropping them off in advantageous places) or as an on-the-move thing as you wish. They don't always have to be attached to a bike.

>Insectoids to the bunker
[LOCKED]
>>
Rolled 3 (1d100)

>>42095086
Voting for towable mortars
>>
Rolled 73 (1d100)

>>42095031
Vote
>>
Rolled 8 (1d100)

>Action 1 - Send over the fuel to the pimped out army.
>Action 2 - Towable mortar production
>>
Rolled 64 (1d100)

>>42095198
Battle will change, even if war doesn't.
>>
Rolled 37 (1d100)

>>42095198
Vote
>>
Rolled 89 (1d100)

>>42095086
How do the shields fare against our ray guns?

This could be important if there are more Bloodriders or other groups with such shields.

>>42095130
You know, we could probably put a couple mortars on top of our train.

>>42095198
Vote
>>
Rolled 73 (1d100)

>>42095273
Why on top of our train when we can put them on the sides, front and rear and have mortar cannons?
>>
Rolled 60 (1d100)

>>42095198
Rolling

Speaking of, can we begin production of the new base next turn now that our Cargo crawlers have returned?
>>
>>42095421
Certainly, and after this turn we'll even have artillery to mount on it.
>>
>>42095421
Yeah, it's about time.
>>
Rolled 82 (1d100)

>>42095198
>Send out the fuel to those slick ass motherfuckers
[LOCKED]
>Towable Mortar Production
[LOCKED]

Writan'.
>>
Rolled 21 (1d100)

>>42095273
The explosive effect remains intact but the heat is reduced from devastating cooking to merely horribly painful.
>>
Rolled 65 (1d100)

>>42095587

You send out a small convoy to deliver the fuel to Graphon Tower's forces. As you traverse your way across your wide valley you hear some sort of horrible noise echoing off the canyon walls and miniature mountains dotting the landscape, the source is unclear but whatever it is its got the monsters in your area riled up. What should've been a simple delivery and drop off instead becomes a heartpounding race for life as swarming hordes seemingly composed of nothing but ravenous claws and teeth hurtle towards your convoy. Countermeasures scarcely seem to faze the monsters, and you barely manage to outmaneuver the swarms by ramming them into each other and sparking a massive brawl.

>Notice!
-Monster Mayhem, Topside.

Shaken after their near-miss with annihilation, your convoy continues up the mountain slopes. Their unease grows greater as they get closer to the rendezvous coordinates and the horrible noises that sparked the monsters' fury grow louder.

As they come up to a small saddle between two titanic ridges your men see their intended target. Parked stationary in a circle is a large crowd of vehicles of all descriptions. From tiny individual gravbikes or single-wheeled vehicles with strange armaments mounted on the side to a handful of behemoth tracked and hover vehicles seemingly armed with enough firepower to wipe your base from the face of the earth with a whim, nearly everything you could possibly conceive of as a vehicle is represented here.

And they're partying.

Hard.

>Incoming transmission

"HEYYY, you made it! Awesome, guys! Just drop off the fuel over there and don't worry about the noise or anyone who tries to fuck with you. They're probably just drunnnkkkkk AS FUCK like I am.

By the way, you like the tunes? We got this shit off an ancient pre-fall data storage device. Dude who sold it said this shit was exquisite and the purview of only the richest shits back then, called it 'Dubstep'. Pretty sweet, right?"

>Fuel has been dropped off.
>>
Rolled 60 (1d100)

>>42096083

Back at base your engineering bay churns into action once more, producing scores of the bandit mortars all in one production run. They are much more standardized and cleaner looking than the bodily fluid encrusted examples your engineers drew inspiration from, and thanks to their rugged and simple construction even with your gimped production line you manage to do fairly well for yourselves.

>Consumed one supply

The Insectoids are put into the newly discovered bunker, and proceed to sit in a mob in the middle of the foyer for several minutes. After several more hours, one of your men despairs of them ever surviving or doing anything on their own and takes a handful of them to show them how to operate the hydroponics bays and water recyclers. They prove amazingly adept at memorizing the complex series of commands required, and in short order seem to be doing...alright anyway.

Now we wait.

The various monitoring sensors and modest security measures of the bunker have been routed through your systems. You'll have full knowledge and control of autonomous functions at their base unless something happens.

>Would you like to give it a name?
>>
Rolled 84 (1d100)

>>42096227

>Notice!
-15 pairs of Insectoids that aren't ours are wandering around caveside near our base.
-SPORE requests we send an envoy to discuss potential trade and further contracting work.

>Turn 39
>>>>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: 0
>>Pop 1900 [200 Insectoids]
>>Military 500 (175 PA Phobia, 325 PA Trained)
>>>>Food: Plentiful
>>>>Water: Plentiful
>>>>Morale: Good
>>>>Medicine: Very Good
>>>>Health: Good
>>>>Armaments: Good
>>>>Fuel: CAP
>>>>Tech level: Good
>>>>Reputation: Big Spenders.
>>>>Prisoners: 50 Bloodrider Bandits, Raidmasta Ghoulagh.
>>>>>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, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, Training/Torture Facility++, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers,5 Cargo Crawlers, 5 Smasha STs, 20 Hover Technicals, 20 Technical Wrecks, 450 Bandit Gravbikes, 1 Diggagrounder Armored Train.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, Ray Guns (Plentiful), Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps, Gatling Multi-Mortar Platforms.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>Communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 3, Loot 3, Lurker Corpses, Lurker Eggs, Drugs (Various), 11 Units Hi-Ex Biofuel.
>>
Rolled 20 (1d100)

>>42096083
So, I guess we'll see if our guys can chill with the Graphon Tower crew until the monsters calm down?

>>42096272
This is ominous. What should we do about the insectoids wandering near our base?

Unfortunately we may have to do delay our plans on building a new outpost due to monster mayhem.

We definitely need to send that envoy to SPORE though.
>>
I'd suggest we drop those bugs outside or keep any on them atleast.

As for actions, send a convoy party to SPORE and second maybe we should begin looking into security for our transmissions maybe increase the range to.
>>
Rolled 90 (1d100)

>>42096402
Their current plan is to stick around behind the Graphon Tower crew and wait for an opening to present itself. A few of them are also curious as to where they're going.

Without their load of fuel though it'd be much easier to dodge monsters on the way back.

>Choose 1
-Have convoy tail Graphon forces.
-Have convoy return to base.
>>
>>42096434
Can someone roll for me? Phone can't do it
>>
Rolled 86 (1d100)

>>42096434
>>42096463
>>
>>42096461
Head back, say with rigs like these we would only cramp their style, unless they don't mind us hanging about
>>
I vote we hang out with the Graphton boys a bit more, engender some good will.
>>
Rolled 88 (1d100)

>>42096556
Forgot roll
>>
Rolled 49 (1d100)

>>42096498
At the moment they seem too inebriated on various substances to care, or really even notice your presence. The man who greeted you (who's name was Johnny 'Certain Parts' Rodriguez, by the way) kind of spaced out looking at your men for a few minutes after his line about dubstep, and then wandered off back into the holographic lightshow being projected off a particularly shiny golden tank. Since then no one has acknowledged you aside from a few extremely attractive women who flashed a few of your men while riding on the mysteriously floating bench seat of a vehicle that seemed to just be a large glass orb.
>>
Rolled 20 (1d100)

Thread will, unfortunately, have to come to a close soon. Probably around 8:30. Gotta go run some errands before bedtime, but I should be around for questions and diplomacy for a while after that.

You guys are surprisingly null on diplomacy.
>>
Rolled 66 (1d100)

>>42096434
I think we'd need an action to deal with the bugs that aren't ours. So capture them and put them in a holding cell?

Other action send a party to SPORE

>>42096461
return to base when they see an opening, we can stay a while but we don't want to be around when they get to where they're going.
>>
Rolled 30 (1d100)

>>42096679
There are few enough of the bugmen as of now that you could do it without spending an action.

Likewise as long as you're not doing a full military deployment or caravan to SPORE it's free.
>>
>>42094442
Ask the escorts if we can just dump the fuel on them.
If not, welp. Send those fuelwith a convoy.
>>
Rolled 38 (1d100)

>>42096814
You've already dumped the fuel off, your obligations here are fulfilled. The question now is whether you want to see where they're going or bring your boys back.
>>
I fear those bugs nay be a trojan horse
>>
>>42096895
Why? The ones we had already just kind of...stand around and occasionally gnaw the furniture.
>>
Rolled 90 (1d100)

>>42096712
Okay let's do both of those things then and as for actual actions I'll suggest

1. Dr. Pekla research smaller ray guns
2. Scout nearest monster dens caveside

Remember we also need to produce and equip repulsor point defenses and energy shields though.

>>42096434
Good idea but we might need better equipment for that, I don't know.

>>42096895
Then what should we do? My idea is to put them in a containment unit. We could gun them down I guess.

>>42096960
They could be literally bugged, as in have transmitters hidden on them. Let's check them for that.

They could also be modified somehow, remember we're dealing with an evil genius who was specifically experimenting on them.
>>
Rolled 76 (1d100)

>>42096434
>>42097029
Your equipment isn't the best, but it's more than sufficient for the ranges you've been dealing with thus far. If you delved into the tunnels above or below your cavern, or went much further than Graphon tower then you'd start having trouble, but as is you're good on range.

Encryption is an entirely different ballgame. If someone had the equipment to receive and opportunity to have steady access to your signals then they could like decode your encryption as it stands now, provided they were determined enough.

Usually it'd take a decently high-tech faction to think of that though.
>>
Rolled 87 (1d100)

>>42097163
Also keep in mind that there are other ways to acquire things than researching/earning them.

You could steal them or purchase them, for example.
>>
Rolled 8 (1d100)

>>42097280
I vote to steal everything from everyone
>>
Rolled 33 (1d100)

>>42097319
Too bad you didn't crit one way or another, I would've been amused.

Thread seems to have slowed down greatly for tonight, so I'm going to call it here. If consensus can be reached on actions then the next thread will start out with them. You can also expect a brand spiffing new map of the topside next thread!

Thanks for playing, all!

Twitter: twitter.com/strelokqm
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=strelok

Next thread to be announced on twitter, have a nice night friends.
>>
Rolled 78 (1d100)

So anyone up for doing >>42097029

Want to charge in blindly to the monster dens instead of scouting first, relying on our badass power armor and weaponry?

Any other suggestions for actions?

Anyone here at all?
>>
Rolled 85 (1d100)

Action 1 - Begin preliminary actions to fortify the big mountain in front of our base as a new base, with soldiers and defensive positions including some of the new mortars.
see >>42052731

Action 2 - Scout nearest monster dens caveside. We're going to clean house soon as expand below and above.

>>42096461
Return to base.

>>42097563
I'm here now, just got home and pulling up my old plans for this civ.

Now I gotta juggle between the other civ too, thankfully things aren't has ohshitwhathavewedone levels here as they are over there.
>>
>>42097619
I would supoort starting on the new base on the mountain, but right now there's a monster mayhem going on aboveground. It's really not a good time.
>>
Rolled 20, 86 = 106 (2d100)

>>42097698
oh. Missed that.

Welp, then guess it's time to focus on the underground then.

Action 1 - Scout nearest monster dens caveside. We're going to clean house soon as expand below and above.

Action 2 - Have Dr. Pekla and Sword work on shrinking the energy problem they have with miaturized Ray-Guns.

We have SPORE Corp on hand to produce whatever we need, just give us some blueprints for parts or designs that will work.
>>
Rolled 45 (1d100)

>>42097791
Woops, wrong dice.
>>
Rolled 51 (1d100)

>>42097791
Vote
>>
Rolled 49 (1d100)

>>42097791
Let's see what kind of pests we gotta deal with down here.
>>
Rolled 59 (1d100)

>>42097791
>Scout nearest monster dens caveside.
[LOCKED]
>Research infantry useable Ray-Guns.
[LOCKED]

Alright, gonna head to bed now.
>>
Rolled 84 (1d100)

>>42097280
Alright. Well, after some time has passed we should go back to Grapheon Tower and see if there's any interesting tech for sale.
>>
Rolled 15 (1d100)

Also, we should continue to develop and maintain ballistic armaments as well, in case we encounter enemies armed with... I guess they're molecular moderator shields.



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