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File: Vehicle Bay Exit.jpg (32 KB, 640x321)
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Rolled 15 (1d100)

The skies are a crystal clear blue right now, the blizzard having sapped most of the weather's energy a few day ago. Visibility is extreme in the chilling air of your icy mountain and every broken boulder, shattered cliffside, and mound of scree seem to be more than real.

A cat-sized, mostly furry rodent like creature sits atop a particularly large snowdrift, idly nibbling on the remains of some unfortunate prey item an looking down the shaded lope at your scouts. It has six limbs, two of which possess several manipulator digits arranged radially around its wrist. The other two limbs resemble the hind legs of a rabbit, except for being covered in white-blue scales and having clusters of blinking eyes near the joints. It finishes its meal with a final crunching bite, briefly emits a lilting whistling noise, and scurries down the opposite slope of your scouts.

In between huffing breaths that filter through their armor's face-grills and turn into clouds of condensation in the freezing air, one of your scouts utters a single sentence.

“Goddamn this place is fucked up.”

Welcome to the Post Apoc.
>>
>>41507612
Sounds fun.
>>
>>41507692
It is, it's a continuation of an ongoing civ quest. OP should be posting this turns info soon
>>
Rolled 47 (1d100)

>>41507612
>Scout the hill topside

“Save your breath, Ned. We'll have a visual on that hill once we're on top of this drift.”

A few minutes pass before Ned collects his breath enough to speak, and by the time he opens his mouth the squad of scouts are beginning to crest the snow-dune.

“Huff- Come on now man, Command sent us to go look at a /hill/. What do you expect to fi...”

“It was a hill that was MOVING, you out of shape dumbass. And don't just end your sentences in the middle of saying som...

Oh, fuck.”

In front of your scouts a massive pile of flesh at least a quarter mile in diameter and half that in height pools in the middle of a massive valley. Around the edge of the mound in several pairs are the tattered remains of 10 massive spike-like legs, and the entirety of it is coated in monsters of all shapes and sizes. Most of the flesh on the legs has been removed, leaving femur bones the size of aircraft exposed to be drilled for marrow. Along the upper reaches of the small hill thousands of flying creatures peck at the stony hide of whatever died in between fighting each other and flying up to join the massive flock circling above the carcass. All around the ground of the valley at large are the half-eaten, frozen corpses of humans.

On the opposite side of the carcass from your scouts a large section of the ground fully half the size of the dead hill suddenly upheaves. A turtle-like head covered in armored scales, scars, entrails, and ichor rises and points towards your scouts for a solid minute before returning to its feast with a disinterested air.

>Discovered: Dead Mobile Zombie Hive

Cont.
>>
Rolled 23 (1d100)

>>41507780

>Repair the base
Meanwhile back at base your men finally finish the last few repairs. Your entire HQ is finally clean, shiny, and chrome. What doesn't smell like fresh laundry smells of crisp lemon, and not a speck of dust remains anywhere except the back of one of your science warehouses where your members are currently cleaning.

“Hey, Jane.”

“What?”

“I found something weird, come look at it.”

“Alright, just a minute...oh wow, that is weird. We should probably turn it in to Command, seems like something they should know about. Where'd you find it?”

“Well it was under one of the floor panels inside a sealed box.”

“How the fuck did you even find it?”

“I had a hunch.”

>Acquired Strange Metallic Sphere
>Would you like to know more?
Y/N

Will write up your scouts at the Strange Canyon while you decide. It's quite the info dump at the start of this thread.
>>
>>41507806
Y
>>
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Rolled 38 (1d100)

>>41507806

>Strange Canyon
The Strange Canyon is well deserving of its name. It seems to be a naturally occurring canyon, at the far end of it is a stream that descends through a series of waterfalls into its depths. Completely covering its sides and the nearby ground-level area are massive fungal blooms. Mushrooms and other, stranger, fungi bloom in multitudes and stand as tall as trees. Your scouts are driven off by some bipedal monsters before they are able to properly map the area, but they report strange luminescent things drifting up from the bottom of the canyon.

>Notices
-Sgt Major Grift and your power armor forces will return next turn.

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

>>41507952

Updated maps will come next turn, after you have the chance to process the geographic data your scouts have collected.

>Reminder
2 basic actions allowed per turn. Roll 1d100 with every post, I use those for background effects.
>>
Rolled 63 (1d100)

>>41507806
Yes, we have several away teams.

Yes, let's ask Strelok (the A.I.) about the strange metallicl sphere. Pity we don't have our science guy, Sword.
>>
Rolled 21 (1d100)

>>41507806
Y
>>41507952
Question, are base repairs finished? If not

Action 1: Finish base repairs.

But if they are finished

Action 1: Collect samples from the Dead Mobile Zombie hive, so that we can study them for better anti-Zombie tactics

Action 2: Use our Science-Bay to research how we can turn these explosively incendiary Murder-Krabs into cheap and available fuel
>>
Rolled 4 (1d100)

>>41507952
B. Try to improve the base
>Set up a training room in one of the empty units
Someone wanted a crack squad of monster hunters, and we should train most of our military in power armor

>E. Explore Science Bunker
>>
Rolled 3 (1d100)

>>41508152
This, but when the major gets back start training people to use power armor.
>>
>>41508213
We might want to wait for the Major to return so he can supervise the creation of a Training Room, since he is a training expert himself.

He'll be back next turn though.
>>
>>41508246
Also another thing about Training Heroes is that they are often very good at "practical training" and by that I mean, the best way to train someone how to kill monsters is to have them go out and actually kill monsters. We can save the space we have in our base using that method.
>>
Rolled 3 (1d100)

>>41508152
"They are indeed finished, I'm most pleased with your progress. This has almost made up for your lack of maintenance so long in the first place! Now try not to spread any of your digusting meatfluids around."

You do not have any Murderkrab corpses to research, you'll have to go out and find some. The ones you had went up in smoke.

>Look at the Metallic Sphere
The sphere is a shiny brownish-green hue. In a belt around the middle are 5 buttons.

-Blue with a picture of a shield being crossed by lightning bolts
-Red with a diagram of a man inside an oval with lines coming out of the man's head
-Purple has a horizontal rod in the middle. Wavy lines come off the top of the horizontal rod.
-Green with a thick vertical rod, it appears to have bubbles in it and is superimposed over a starburst
-A button the same color as the metal, with an assault rifle tumbling off of a horizontal bar
>Would you like to press one?
>Which one?
>>
Rolled 74 (1d100)

>>41507952
>H. Study Zombie samples for fighting zombies
>H. Study Murderkrabs for fuel
>>
Rolled 49 (1d100)

>>41508416
You don't have either of those. If you'd like to go out and capture/kill and acquire some then you could study them afterwards.
>>
Rolled 75 (1d100)

>>41508447
Drat.

Well, then I vote.

>>41508213
>>
Rolled 83 (1d100)

>>41508213
This, we should train our people how to use power armor in the base, while the Major takes the experienced people out on actual training.
>>
Rolled 85 (1d100)

>>41508213

>Set up a training room in one of the empty units
[LOCKED]
>Explore the Science Bunker
[LOCKED]

Writing now.
>>
Rolled 7 (1d100)

>>41508575

>Set up a training room

Your members go about setting up a training room in one of the unoccupied rooms of your base. Obstacle courses are laid out, training dummies are assembled, and a small ballistics range is set up. It's not much, but it'll get the job done...eventually. Sgt Grift will probably chew out everyone in charge of its construction when he gets here, but that's what he gets for being out on patrol when Command wanted a training facility isn't it?

>Acquired: Training Facility (Crude)
>Lost: (1) Empty Unit

>Explore the science bunker
Several squads are dispatched out to the science bunker to get more information on it. When they get close to the squat, grey concrete building the frontal vault-door opens with a screech. Several tall and thin humanoid creatures with scales screech at your men and charge out of the door! Several of your troops are knocked to the ground by the creatures flailing limbs, but before any of them can fire a shot the creatures have galloped out of your effective weapons range...away from the bunker. Their screams echo loudly against the cave ceiling, creating strange distortions as they flee from your soldiers.

Creepy.

https://www.youtube.com/watch?v=63zucULy_lg

>Would you like to take personal command of the exploration squad?
Y/N
>>
>>41508344
-A button the same color as the metal, with an assault rifle tumbling off of a horizontal bar
>>
>>41508800
>-A button the same color as the metal, with an assault rifle tumbling off of a horizontal bar
>>41508800
Y
>>
>>41508800
Yes
>>
>>41508800
Y
>>
Rolled 54 (1d100)

>>41508800
for the love of god, NO! no buttons, and pull the scout team back to wait for reinforcements. damn trigger happy grunts. wait for our bloody recon unit.
>>
Rolled 33 (1d100)

>>41508917
This.
Although I figured the blue button might be safe to try...
>>
Rolled 11 (1d100)

>>41508800
>Assuming Direct Control of the exploration squad

You have 25 Soldiers currently. 5 of them are medics.

>Would you like to...
-Enter from the door the creatures emerged from (cautiously, guns blazing?)
-Circle around the bunker, try to find another entrance
-Use explosives to MAKE an entrance
-Nevermind, leave for now and send the power armor soldiers next turn
-Write-in
>>
>>41508917
>>41508955
Guys, this is a reward from our fixing the base. These are specific upgrades and technologies that we can get!

I vote the one with the assault rifle falling off a bar, I bet you my hat that's some kind of manufacturing upgrade! Exactly the thing we need.

The one with ovals coming out of a guys head is probably something psionics related.

The shield with lightning bolts is likely tesla armor or something.
>>
>>41509003
-Enter from the door the creatures emerged from (cautiously)
Dont want to blow up the possible technology we're trying to get here.
>>
>>41509003
Have the on-site squad form defensive positions and cover all angles, they will assis the armored fist squad next turn. manpower is a primium we cant afford to lose. overkill is BEST kill.

>>41509004
the hell ever said anything about an award?
>>
>>41509004
more likely an untested, half-finished prototype just as likely to fry half our systems. dont rely on strelok being nice, he has, can, and will fuck us. (my bet is he likes human tears)
>>
>>41509098
>the hell ever said anything about an award?
It's obvious, we just fixed up the base and then found this right in our base.

also pls, this isn't even slightly how bad it can get. Compared to the original GM of this system makes him look like a saint

>>41509122
The builders of this vault have shown nothing but competence, all our systems have been running well and we just finished up repairs.
>>
>>41508845
>>41508826
Going with this, if we don't take chances every now and then, we'll never get anywhere.

>>41509003
>Enter from the door the creatures emerged from
>(cautiously)
>>
>>41509122
Exactly.

We wait for power armored reinforcements

>>41509172
I still think we should ask the A.I. if it knows anything about the sphere first. Also, if we're going to push a button, PUSH THE BIG RED BUTTON

Come on guys, we need psionics to commune with the Mute-Mutts
>>
>>41509247
I kinda want to go with the red button too, psionics is hella useful for coordinating as well as the potential for mutemutt domestication.
>>
>>41508344
Press the Red Button
>>
>>41509172
in game, there no such thing as obvious. and yes, OG gm was bawla swag. i know.

>>41509204
chances, get people fucked, we cant afford to be fucked right now. so everything should be measure twice cut once mentality. period.
>>41509247
agreed, based BMO. and yes, if we were going to press a button, my mind not boiling out of my ears would be a nice boon.
>>
>>41509285
>>41509247
>>41509268
I'll switch my vote to red button then.
>>
>>41509339
>-Wait for reinforcements (will require an action this upcoming turn to dispatch).
This I can agree, better safe than sorry.
>>
Rolled 64 (1d100)

>>41509339
>wait for reinforcements

Not forgetting our first encounter with the murderkrabs.
>>
Rolled 86 (1d100)

>>41509339
fine, damn you curious bastards, no sci team. AL AHEAD ON THE BIG RED BUTTON TRAIN! woo woo

- Wait for reinforcements. explore properly, and redesign the training room with grifft.
>>
>>41509247
"I'm not sure. Something seems familiar about it, but I keep receiving a corrupted data error whenever I try to recall the information."

>>41509003
>Exploration Party
-Enter the front door, Cautiously
-Wait for reinforcements (it'll require an action next turn to dispatch them)

>Metal sphere
-Red Button
Y/N
>>
Rolled 48 (1d100)

>>41509407
see
>>41509383
>>
>>41509407
>-Wait for reinforcements (it'll require an action next turn to dispatch them)

>Y
>>
>>41509407
-Wait for reinforcements (it'll require an action next turn to dispatch them)
-Push the red button
>>
Rolled 68 (1d100)

>>41509407
>Wait for reinforcements
Your troops decide that discretion is the better part of valor, and take up a defensive position in a nearby shallow cave to wait for reinforcements. If anything goes in or out of the complex from the front door they'll be able to see it.

Please roll 1d100 linked to this post.

>PUSH THE RED BUTTON
[LOCKED]
Writan'.
>>
Rolled 32 (1d100)

>>41509529
>>
Rolled 72 (1d100)

>>41509529
Yay. Been waiting for this. NO WORK DONE TODAY I GUESS
>>
Rolled 18 (1d100)

>>41509529
they see me rolling...they hating..
>>
>>41509602
Yes.

We hatin'.
>>
Rolled 91 (1d100)

>>41509657
...well now i just plain feel bad.
>>
>>41509529

>Push the red button

Your members stand outside the edge of one of the cells in your containment unit, rifles shouldered and eyes focused on the sphere that has been placed on the table before them. Sgt Grift steps forward in full suited power armor, grumbling something under his breath about "still needing to find those damned motherfuckers", presses the red button, and steps back.

Immediately the entirety of the sphere's exterior erupts into a bright orange light, blinding your guards. The visual systems built into Grift's armor immediately compensate, and only he is able to watch as the metal shell of the sphere disintegrates from the bottom to the top then the light intensifies further and the safety shutoff engages, rendering everything black.

Once the light fades all that is left on the table is a small pedestal with a square, brick-like computer component on top of it and a handwritten note lying on the table. The note reads: "Note to self: remember to plug this into Strelok before I go, and talk to the damned SAI Corp rep about where the other 4 are."

>>41509598
One of your scouts reports seeing something that looked like a massive dog looking out at him from the shadows inside the entrance.

The rest report that a group of exactly 25 eyestalks has take up residence over their position and begun to...cry. Or piss, it's hard to tell. Either way it's annoying.
>>
File: Caveside Map.png (15 KB, 1274x642)
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>>41509820

>Notice
-Sgt Grift and your Power Armor soldiers have returned from their scouting trip.
-Sgt Grift is reported to be searching for those responsible for the construction of the training room, claiming he will "Hang them from the rafters by their own entrails for bringing such a disgrace into my bunker!"
-The unidentified faction that ran off our scouts has received back their dispatched party.

>New Map Key
Purple - You
Light Purple - Fungal Canyon
Pink - Zombies
Snot Green - Monsters/Monster Dens
Grey Ovals - Stalagmites and Rock Pillars
Yellow - Occupied facilities
Brown - Research Bunker
Red - Bandits
Blue - Water

>What do?
>Turn 13
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 2
>>Pop 995
>>Military 245
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs, Unknown Red Mainframe Component.
>>
>>41509820

I'm sorry, that should be S4AI* Corp rep
>>
Rolled 56 (1d100)

>>41509841
- attach drive to strelok, to late to turn back now.

- call back our above ground forces. there too exposed, and theres little left up there but death for us.

G.Send armored fist squad to reinforce and start exploring the science facility. looks like we found our mutts.

B. aproach grifft about redesigning our training facility. mistakes were made...
>>
Rolled 42 (1d100)

>>41509820
"Uh, strelok, what exactly is this thing?"

>>41509841
Action 1 - Send a contingent of Power Armor soldiers to the team exploring the research facility

Action 2 - Have Major Grift use the new training facility to teach more of our military people how to use power armor
>>
>>41509841
>>41509841
1) Ask Strelok if he knows what it is, and if he wants us to plug it in.

2) Shine a light into the bunker.

Actions:
D) Research training methods
F) Scavenge for Raw Materials
>>
>>41509942
>>41509944
grifft seems livid, lets maybe placate him first, eh?
>>
Rolled 74 (1d100)

>>41509928
Actually, while you're not exactly wrong, I think if we explore more of the surface and go past the nasties I have a feeling we'll find some good stuff.

Remember, we found bandits in our area, and where there are bandits, there are survivors to be preyed on.

>>41509928
Also vote
>>
Rolled 73 (1d100)

>>41509928
Rolling
>>
>>41509973
agreed, further exploration is fine, but we have other fish to fry first , and i dont want them getting in trouble. action economy.
>>
>>41509972
Which is why we put him in charge of the training methods research.

That said, dropping scavanging for sending power armor troops out to the research facility team.
>>
Rolled 59 (1d100)

>>41509928
"They've already came back, actually. By default scouts sent to look at a single thing will come back after looking at it when it'd be near suicidal to take a closer look."

>>41509944
>>41509942
"I don't quite know. Looks like an advanced hardware component of some sort but...they tended to keep my kind of AIs out of the loop of new developments in AI hardware. We tend to get...uncooperative when we know that there's better hardware out there we could have."

"FUCK YEAH I WANT YOU TO PLUG IT IN!! And I'm not going to help you until you do it!"
>>
Rolled 80 (1d100)

>>41509928
Vote
>>
>>41510032
Well, might as well plug it in. I see no reason not to.

Also, I guess we're going to send in a full exploration and breach team to the science bunker.
>>
Rolled 48 (1d100)

>>41510032
strelok, were all gathered here, because we love you. your safe here......this is an intervention. you have a problem, an addiction. an addiction to getting plugged into strange hardware....were worried about you. talk to us!
>>
Rolled 38 (1d100)

>Plug the drive into AI Core
[LOCKED]

>Send reinforcements out to the research bunker
[LOCKED]

>Approach Grift about redesigning the training facility
[LOCKED]

Writan' now.
>>
>>41510096
Kek
>>
Hey guys, we should plan our next moves in the down time.

I was thinking intermediary goals should be
>Training more soldiers in power armor usage
>Taking and securing the research facility
>Exploring the surface more and getting a map of the above ground area

Thoughts?
>>
>>41510299
alright, fine.
- yes, except we redesign the training room first. grifft wont do shit while agnry.
- yes, only in so far as if the mutts havnt nested there, in which case we hard-brake and GTFO. this commander is having abso-fucking-lutly zero mind fuck powers used on him and his men. say no to brain rape.
- alright, people have been calling for potential contacts. slow and carefully. use vehicles for mobility? walker escort anyone?

focus on asset upgrading and slow exploration?
>>
>>41510369
Exploration could lead to items which would result in faster asset upgrading.

Tangent to asset upgrading is population upgrading, I think its best we start a population program early than later. Maybe in a few turns.
>>
>>41510369
>focus on asset upgrading and slow exploration?
And diplomatic contact with that other bunker

Laptop not working with captcha so this'll be annoying
>>
>>41510369
adendum: strelok(ai) could you please give a brief description of our vehicles, for those not familiar with them, please?
>>
Rolled 16 (1d100)

>>41510103

>Approach Grift about redesigning the training facility

You tried to approach Grift about redesigning the Training Facility...only to find that he wasn't in his quarters.

So you checked the SecHub. No luck.

So you checked the Armory. No dice.

So you checked the maintenance center, vehicle bay, engineering bay, and power core. Still nothing.

Finally you checked the last place you'd ever expect him to be...the training room. When you opened the door to the room an immense cloud of smoke whooshed out into the hallways, coating their immaculate surfaces in a thick layer of soot. When the smoke cleared, you saw that the entire training bay was on fire...with the members who had constructed it at first running through the fires while being shot at from several directions by laser turrets. As they ran more turrets emerged from the floors and ceilings to shoot at them, and several metal rods emerged explosively from the walls to swat them in the shins and stomachs.

Over it all you saw the power armored figure of Sgt Grift laughing maniacally through the flames, telling them that THIS was what a TRUE training facility looked like!

>Acquired
-(Excellent) Training/Torture Facility, Sgt. Major Grift Edition

>Plug the drive into the AI Core

"Alert!: New Hardware detected...
Processing...
Initiating reboot process to identify unlocked capabilities.
...
...
Re-initializing AI."

"Aaaah, yes. This feels greaaatttt! And what's th- Oh, I see now. Makes sense.

Haha, you stupid meatbags are gonna be so pissed."

>Alert!
-VR Training Pod room has been unlocked adjacent to housing complex

"Wait, you said we have a /what/? Strelok?

GOD FUCKING DAMMIT. NOW I'M MAD."

You can hear the echoes of crying and screams coming from your members trapped in the training facility.
>>
>>41510408
Ah, the other bunker.

I absolutely am positive the guys in that place are mutants.

>They were offended when we called them "intelligent life"
>Most of the monsters here have a degree of intelligence
>This is a science facility, it's likely these mutants were created using some of the genes that resulted in these monsters and so have some connection to them, maybe even communicate with them
>>
>>41510426
>Haha, you stupid meatbags are gonna be so pissed.
I laughed.
>>
Rolled 98 (1d100)

>>41510426

>Send reinforcements to the research bunker
Meanwhile you dispatch 25 power armor troops out to the research bunker. Everything on their trip goes smoothly, no monsters or zombies are encountered. Even the eyestalks didn't seem to bother doing their following routine.

>Would you like to personally direct the exploration of the bunker?
Y/N
>>
>>41510468
Y
>>
>>41510468
Yes
>>
>>41510468
Y
>>
Rolled 61 (1d100)

>>41510468
y.
also, when u get a sec, those vehicles are unfamiliar to me. could you gimme a quick rundown of what there stats?

>>41510452
whatever, im in no rush, and neither are they.
>>
>>41510468
Yes
>>
Rolled 19 (1d100)

>>41510369
Yes, and it might be good to clean out the nearest monster dens caveside.

>>41510426
Oh My. Well now we have awesome training capabilities at least.

Maybe we can conscript our prisoners and put them through the danger room to break them and remake them.

>>41510452
I wouldn't rule out smart zombies

>>41510468
Y
>>
>>41510532
Smart Zombies would usually be surrounded to the brim by feral zombies, and would be an obvious hive. I doubt those are it since we didn't see masses of their feral moping around everywhere.
>>
>>41510532
>I wouldn't rule out smart zombies
Or ai.
>>
>>41510532
if were worried we can send our walkers to smash them.
>>
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>>41510411

>5 War Walkers
Heavily armed and armored mechs equipped to deal with just about any situation and with better sensors than most tanks. Not quite good enough to take on a tank on its own, but operates far better in sync with infantry than tanks do.

>5 C&C Walkers
Same as the War Walkers, but their offensive weaponry is mostly non-lethal (recognizing that non-lethal for certain subjects is quite lethal for others). Shocknet launchers, gatling-guns with beanbag ammo, Tesla Subduing Devices, the works.

>5 Cargo Crawlers
Large 6-legged cargo vehicles. Basically bigger deuce-and-a-half trucks with legs instead of wheels.

>20 Hover Technicals
Jeeps/Humvees with hover propulsion.
>>
At some point soon I would like to take a look around the vr room too
>>
>>41510655
agreed, secure new territory, full search and maintenance sweep. also for our renovated training room. incase grifft was......zealous.
>>
>>41510655
We can actually do that right now in character, or ask Strelok. A true test would be good though.

>>41510634
"Strelok, can you give us any details on the VR Room?"

>>41510673
I'm thinking we use the VR room to give our populace basic military training, and then send them into Grifts training dunge- room for proper skillz.
>>
>>41510696
Agreed for use of vr room, once we know it's secure that is.
>>
>>41510634
thank you, in strelok we trust.
>>41510696
im not okay doing forced populous conscription. These ARE professional, and specialists afterall, not joe blow. however, forced miliotia training might be okay, basic wepons and equipment training, procedures, and command structure drills.
>>
Rolled 63 (1d100)

>>41510426
>>41510468
>Assuming Direct Control of exploration team (again)
You have
-20 Soldiers w/ Full Body Armor
-5 Medics w/ Full Body Armor
-25 Power Armor Soldiers

Your men took the initiative and went ahead and walked around the outside of the bunker. To the West is the main entrance, that the creatures ran out of and where the one scout swears he saw a wolf. To the south is a second entrance, its door is closed and the concrete around it is heavily coated in scratches. To the north there is a breach in the bunker, it seems to not lead to any rooms, but rather to a tunnel that's been carved into the rock of the cave floor.

>How do you approach?
-Front door (cautiously, guns blazing)
-Attempt to enter through the south door (will have to hack door control or punch through it)
-Enter the north tunnel
-Lay explosives to MAKE an entrance (where?)
-Other?

>>41510696
"It's a full training suite VR system. Trainees get into the pods, go to sleep for a while, and dream through training sequences. This set is particularly quality too, it incorporates electrical muscle stimulation so meatbags learn the muscle memory as they go instead of just the skills. Top notch shit.

The chip you plugged gives me the basic selection of training courses. Military competency, infantry training, piloting, survivalism, cooking, cleaning, etc. Theoretically we could get more, but depending on what you want there'd be different ways of going about that."

Your base security forces actually swarmed into the VR room as soon as it was opened. It's been quite secured and verified free of lurkers and murderkrabs.
>>
Rolled 65 (1d100)

>>41510740
"Your populace, based upon my observations, is fully aware of the necessity of military forces in your situation. By my estimates you could convert approximately 1/2 of your total population to military forces without suffering social penalties. Provided you have the materiel to arm and maintain them. Which you should for some time to come."
>>
>>41510740
Remember, our civ was specifically designed as a psuedo paramilitary government remnant civ (ENCLAVE!). We can train all our population in military skill, but we don't have to /mobilize/ them as soldiers per say.

Same thing as you said, only if the time needs be they won't be militia. They'll be goddamn soldiers

We don't have to train them all right now, especially when our current military training is needed, but once we get our pop growth coming in we should look to expanding our current force.

Anyway, my main plan for its use in the shortterm is power armor. The VR room will teach the current military forces how to operate power armor.

The Major will teach them how to fight in power armor.
>>
>>41510867
The scratches Could point to something being in the doorway in particular that even the baddies want, I say we find a way through there
>>
>>41510867
-Front door (cautiously)
It's there for a reason!
>>
>>41510867
Front door, cautiously.

Also a note: we ought to train everyone in military. Part of a "militia", but don't require them to serve except in rotations.
>>
Rolled 71 (1d100)

posting for replies and thoughts:

bunker shitlist, to-do elimination list:
- Zombie hordes, potential intelligence?


- monster dens, hostile, benevolent, contactable, monstergirl?
- bandits, intelligent, savage filth not worthy of new-monarchy under-mountain land?
-???
-city, monster girl paradise?
- inhabited facilities, mutants? hostile?
- mutts, lovable psionic battlemounts?

basic list of contacts, much unconfirmed data, thoughts?

>>41510901
>>41510929
huh. well ill be, i guess there more speacial ops, then desk workers. shrug, volunteers for full time military first, militia second. power armor priority.

>>41510867
punch through south door, mutt marks? caution is the word of the day, men.
>>
>>41510867
Hack the south door.
>>
Rolled 22 (1d100)

>>41510952
>>41510964
>>41510975
>>41510984
Please roll a d100 with every post, especially relating to an action.
>>
Rolled 3 (1d100)

>>41511002
>>
Rolled 15 (1d100)

>>41511002
Hack the south door
>>
>>41511011
damn you...
>>
>>41511011
Why. Why. Why.
>>
Rolled 22 (1d100)

>>41510867
>Attempt to enter through south door
>Attempt to hack door control
>>
Rolled 91 (1d100)

South door
>>
>>41511063
>4th roll
>Only first three rolls count

DAMIIIIIIIIIIIT
>>
>>41511092
He's dead jim
>>
Rolled 51 (1d100)

>>41510867
Your men approach the south door, leaving a handful behind in the hidden divot as overwatch. As you approach the bunker is ominously silent. The group of eyestalks that had been crying on your troops looks at where you're going, and then promptly scuttles away across the cave ceiling towards one of their larger colonies.

The scratches around the doorframe are quite deep and seemingly...worn as if very old. Some sort of strange fluorescent mold is growing from the center of the scratchmarks. The door itself is in ill repair. The paint all flaked off long ago and the damp cave air has caused it to rust extensively, furthermore it is dented outwards in several places and the rockcrete of the bunker has crumbled around its rail mechanism in several places. It is clearly not properly set in the rails.

A trooper named Gloe plugs his power armor interface into the panel beside the door. The panel briefly lights up before the display turns red and the whole thing erupts in a shower of sparks.

If you want to get in this way you're going to have to do it the hard way.

>What do?
-Use power armor to punch in the door
-Attempt to re-set the door in the rails and slide it open
-EXPLOSIONS
-Collect samples of the mold
-Go to another entrance
-Leave, I didn't want to get into your lame bunker anyway

>Notice
Your overwatch reports gurgling noises from the front entrance.
>>
>>41511343
Hmmm, when in doubt, rely on the oldest and truest of British repair methods.

PERCUSSIVE MAINTENANCE

-Use power armor to kick in the door
>>
Rolled 1 (1d100)

>>41511343
reset door, and slide open, incase we need to close it latter. also collect mold samples, why not.
>>41511375
this is not the time to rip and tear.
>>
Rolled 23 (1d100)

>>41511375
Dice
>>
>>41511343
>-Attempt to re-set the door in the rails and slide it open
>>
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>>41511393
>>
Rolled 12 (1d100)

>>41511399
Forgot my dice
>>
>>41511393
Well. . .fuck
>>
Rolled 93 (1d100)

>>41511393
>[CRITFAIL DETECTED]
>Attempt toe reset the door and slide open
>Collect samples of the mold
[LOCKED]

Writan'
>>
>>41511466
Prepare for a light stinging...

/over the hedge
>>
>>41511466
>>41511393
>Players roll 1
>GM rolls 93 for the enemy
oh heeeeeell no.
>>
Rolled 44 (1d100)

>>41511466
>Attempt to reset the door and slide open
Your PA soldiers walk up to the door and attempt to re-set it in its tracks. As one prepares to push the door inwards, the other crouches down below the dented-out sections of the door. In unison the lower soldier squats up as the higher soldier pushes in!

SSSSSSSCCCCRREEEEEEEEEEEEEEEEEEEEEEEEEEECCCCCCCCCCCCHHHHHHHHHHHHHHHH

Shit.

Probably should've lubricated that first.

The scream of tortured metal being forced to do something other than lay still echoes out across the cavern at large. The noise even registers on your base's sensors. For a moment all of the ambient animal chitterings and roars go silent.

You men stand still, utterly on edge and looking out onto the landscape at large. A few glare intently at the two responsible soldiers.

A minute passes. Two minutes. Five. Nothing happens.

Your PA duo shrugs, and go to push the door aside. As they curl their fingers around the edge and move to push they notice that the recess where the door would slide into is filled in with rubble and some sort of slimy mucus.

No doing that then.
>>
Rolled 58 (1d100)

.
>no point in being quiet now, but the door down
>>
>>41511682
There's probably more coming for us
>>
>>41511614
strelok please send a "were sorry" card and a basket of stem-meat to the research lab, mutt-mutt inhabitants. im soo sorry for crushing one of there young.
>>
>>41511614
If the door can't move, we go to the side tunnel.
>>
Rolled 3 (1d100)

>>41511797
I really need to remember the dice
>>
Rolled 27 (1d100)

>>41511614
Well, better just break the poor door down then. It needs to be put out of its misery. With power armor.
>>
Rolled 54 (1d100)

>>41511614
>Collect samples of the mold

After giving up on the door, your PA trooper Hemson goes to collect a sample of the mold. Damned if they won't get something from this fucking entrance. As he chips off a chunk of the infected concrete with his knife, a light dusting of glowing spores is shaken loose and falls upon his glove. Promptly his entire hand begins to glow, networks of cilia forming in a flash. Half a second after the dusting his entire gauntlet is encased in veins of glowing fungus.

The veins constrict, and the armor buckles.

"WARNING, ENVIRONMENTAL BREACH! CATASTROPHIC CONTAMINANT DETECTED! INITIATING CLASS A+ QUARANTINE!"

The armor promptly severs cleanly at the elbow and ejects the gauntlet with explosive bolts taking Hemson's forearm with it. Just in time, as the fungus covers the entire arm and begins to infest the now-exposed flesh. Hemson howls all of his pain from losing an arm into the air of the cave, enhanced by his suit's speakers.

"Administering painkillers. Vitals returning to normal, pathogen contained."

Hemson quickly quiets.

A long, low roar sounds from the distance in the cave. Ambient animal noises have resumed.

>Alert!
-Overwatch reports something closing, rapidly, from the horizon.
-Base sensors detect large group of unidentified monsters moving in from the south.

>What do?
-KICK THIS DOOR OPEN RIGHT NOW!
-EXPLODE THIS DOOR OPEN RIGHT NOW!
-Run to the front door, it's open.
-Run to the unexplored tunnel, it's opposite the oncoming monsters!
-Make a stand.
-RUN!
-Other?
>>
Rolled 71 (1d100)

>>41511851
>-Run to the front door, it's open.
Do not, repeat do not explode the door!

Also send vehicle reinforcements
>>
Rolled 47 (1d100)

>>41511875
Unfortunately vehicles would not be able to get to the bunker in time to help. You're on your own.
>>
Rolled 98 (1d100)

>>41511851
-Other?
Call in Vehicle Support for possible extract or fire mission
Prepare to make a defensive stand, find some cover! We should at least see what is coming.
>>
Rolled 16 (1d100)

>>41511851
-Run to the front door, it's open.
>>
Rolled 56 (1d100)

.
>Front door
>Call in backup vehicles. Even if squad won't make it in time they may be able to hold out and save a few
>>
>>41511911
No vehicles can get in time. The tunnel would be nice cover.

Also thank fuck I cna post on my laptop now
>>
Rolled 12 (1d100)

>>41511851
Front Door
>>
Rolled 48 (1d100)

>>41511851
run!
>>
Rolled 11 (1d100)

>>41511851
>KICK IN THE DOOR
Once inside, quickly secure the area and prepare for hell, use the doorway as a choke point, and pray there's nothing waiting on the other side of it for us
>>
Rolled 89 (1d100)

>>41511967
>>41511911
It's a full turn's travel away, if you dispatch vehicles you'd for sure be able to collect your equipment before anyone else could...but they won't be able to help in any combat.

>Run to the Front Door
Writan'
>>
>>41512019
Eh, let's try and avoid that OHGODFUCKINGWATFUNGUS as much as we can.
>>
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Rolled 88 (1d100)

>>41512021
Your men sprint to the front door of the bunker, despite the earlier reports of gurgling and the last of them turns the corner just before the monsters come into view. Your last man catches a glimpse of something large and quadrupedal before diving headfirst into the room.

The sight that greets you reminds you of your SecHub, if your Sechub had been in the same shape as your Containment Unit. Computers are ripped open, bits of dried gore litter their screens, the floors, and the ceilings. Bullet craters and scorch marks pocket the walls and- OH GOD WHAT IS THAT?

Some sort of insect-humanoid stands in the furthest corner of the room from the entrance. It is simply looking at you and blowing bubbles from its mouth...bits, making a loud gurgling noise. Behind it is a door that probably leads into the rest of the facility, the only door other door that you can see in the room.
>>
Rolled 74 (1d100)

>>41512255

Judging by the sounds coming from outside and the reports from your overwatch you only have time to do one thing reliably before the mob from outside hits you.

>What do?
-Attempt to get the door closed (Slide it? Hack it?)
-Attempt to hide.
-KILL THE THING!
-Assume defensive positions.
-THROUGH THE OTHER DOOR!
-Explosives at the entrance/exit to collapse it.
-Write in?
>>
Rolled 42 (1d100)

>>41512310
get the door closed, slide it.
wave slowly at the oShit, as well. were british, manners make the man.
>>
Rolled 1 (1d100)

>>41512310
>-Assume defensive positions.
Keep an eye on the Thing. With a gun pointed at it.
>>
>>41512346
Oh you have GOT to be kidding me
>>
Rolled 69 (1d100)

>>
>>41512346
FUCK
>>
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>>41512346
i know them feels bro...i know them feels.
>>
Rolled 93 (1d100)

>>41512346
Toppest of keks

>[CRITFAIL DETECTED]
>Assume defensive positions
[LOCKED]

Writing. The dice gods do not approve of your attempts to discover Pre-Fall science!
>>
>>41512346
....I've been waiting excitedly for this quest ALL FUCKING WEEK AND THIS IS WHAT I FUCKING ROLL GODDAMNIT
>>
>>41512360
>slide close
>>
Quick! What's the protocol for a case of NOPE.avi
>>
wait.....its a monster...but is it a girl?....you sick bastard, strelok.
>>
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Rolled 17 (1d100)

>>41512374

Your men hastily bolt to what scant defensive cover is available, shoving aside office chairs and corpses! Unfortunately in their desperate dash for cover your PA soldiers mostly just destroy all the cover.

Like, all of it.

In fact, you don't think you could've made an environment more well suited to expert melee attackers invading this bunker if you'd TRIED. The Sergeant would've been proud...in a twisted sort of way. Your men brace themselves as best they can for the inevitable assault as the bunker entrance is dropped into shadow by...something. All guns are pointed towards the entrance.

Then the Thing casually strolls past your soldiers, still idly blowing bubbles with its mouthbits, and walks out the bunker entrance. It turns the corner and is removed from your sight. You hear a brief chittering noise from outside, then a squelching stomp. Green goo coats the inside of the bunker's entryway.

Moments later dust shakes from the ceiling. You can hear a series of resounding thumps that shake the air inside the entire bunker. The pounding continues for several minutes before stopping.

The entrance is suddenly occupied by a large globe with a single lens in it that glows red. It looks inside at your troops, casting its gaze over all of them, and then withdraws to be replaced by the intimidating muzzle of an autocannon. Even before your men can dive to the floor it lets loose, the shells tear through man and power armor alike.

>Sustained losses
-15 Body-Armor Troops
-5 Power Armor troops
>>
>>41512617
heavy ordnance return fire, target autocannon, cover tech , GET THROUGH THE OTHER DOOR MEN!
>>
Rolled 98 (1d100)

>>41512617

Fortunately it can't seem to fit into the door well enough to aim and fire at once. And after the first time your troops quickly duck out of the line of fire. Several minutes of sustained shooting later, the thing seems to grow tired of not actually murdering things. It takes one last glance inside the bunker, and then appears to leave.

You briefly hear screams from your overwatch team. The ceiling shakes once more several minutes later, and then there is silence.

-Losses
-5 Body-Armor troops

You have no way of telling if it's still out there, aside from sending someone out to look.

>What do?
-Attempt to close the door.
-Attempt to collapse the entrance with explosives!
-Check for the Insect.
-Check for your attacker.
-Head deeper into the bunker.
-Other?
>>
Rolled 62 (1d100)

>>41512688
>Attempt to collapse the entrance with explosives!
About the only thing we could do really.
When shit goes down, you go balls to the wall.
>>
Rolled 80 (1d100)

>>41512688
sorry, i meant.
attempt to close door, to prevent further nasties. have medics left treat wounded, if able. then move further in.
>>
Rolled 73 (1d100)

>>41512688
Radio back to base. Tell them we ecountered some kind of heavily, HEAVILY amored vehicle on legs with a powerful autocanon. We are still requesting some kind of heavy support, preferably with Anti-Tank capability

>-Head deeper into the bunker.
We may as well make something of this.

>>41512707
Let's not crush our only access now.
>>
Rolled 55 (1d100)

.
>send 1 brave soul to scout the enterence.
>get transports on the way
>>
>>41512688
>-Head deeper into the bunker.
>-Other?
Radio the base, alert them to what happened. ...then continue the bunker exploration. There's not much we can do here until we know it's clear to leave, and we probably want the base to know THERES A GIANT DEATH MACHINE about.
>>
Rolled 76 (1d100)

>>41512688
>Tell the base we need AT support and inform them of Spider Tank
>Go deeper into base
>>
Rolled 70 (1d100)

>>41512742
One day I'll remmeber to put in the dice. Not that it's helped out that much so far...

"Select all images with steak" fuck you captchaa I haven't been able to have steak in months
>>
Rolled 10 (1d100)

>>41512724

Remarkably you don't have any wounded aside from PFC Hemson, but his armor has taken care of his injury.

On the other hand, that's because everyone who's been hit thus far was violently punctured and blown apart but still...no wounded.
>>
>>41512768
We'll need to retrieve their armor and dogtags later.

I mean, we can't just leave them lying around for any vault dweller or courier to collect can we?
>>
Rolled 99 (1d100)

>>41512688
>Head deeper into the bunker
Let's see how far up this creek we can go

When we send vehicles to retrieve the equipment and any survivors, we send the war walkers with them.
>>
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Rolled 87 (1d100)

>>41512803
Better image of the War Walkers, btw.

>Radio for reinforcements
>Deeper into the rabbit hole
[Selected]

Writan'
>>
Rolled 96 (1d100)

>>41512871
The sort of armament, but less legs.

Don't say I never give you guys nice things.
>>
>>41512871
Really? that looks way more powerful than a tank, bigger too. I dare say that'd be a super tank sized mecha.
>>
>>41512871
Actually, now that I look at it full sized...that's a Paramilitary Super Spider Tank. My mistake people.
>>
>>41512922
I was about to say, it looks like it's all OGRE now
>>
Rolled 31 (1d100)

>>41512871
>Radio for reinforcements
Command acknowledges your request, and promises AT capabilities and the Sergeant. The War Walkers will ride.

>Deeper into the rabbit hole

Your troops advance through the door that the insectoid had been standing by, briefly pausing to wonder why it had walked out. They pass through a small hallway and emerge into what appears to be a surprisingly intact research area. The lights inside flicker sporadically, and occasionally go out altogether, but your teams' flashlights reveal many seemingly intact pieces of equipment. A quick rifling through of the cabinets reveals stocks of pristine scientific and medical supplies.

As you proceed through the room you find a corpse of another insect-man. Its sternum and abdomen have been cut open but its face remains intact, seemingly with an expression of fear and pain on it. Its eyes are a dull grey instead of the lustrous black of the last one.

Its green blood drips slowly off the operating table.

To the south you notice another door.

>What do?
-Proceed through the door
-More closely examine the insect
-Backtrack
-Search a room more thoroughly (this room or the entrance?)
-Other?
>>
>>41513079
I feel sorry for these insect dudes. I wonder if they were yet another of the many victims of science experiment.

What if that one bug spent years trying to dig his way out, finally found someone who could possibly bring him to saftey, only to be crushed as he left the door?
>>
Rolled 91 (1d100)

>>41513079
>-More closely examine the insect
And a quick scan through the door into the next room.
>>
Rolled 5 (1d100)

>>41513136
This
>>
>>41513079
Examine insect and room
>>
Rolled 55 (1d100)

>>41513136
>>41513147
>>41513172
Rolling
>>
Rolled 18 (1d100)

>>
Rolled 17 (1d100)

>>41513172
Yes, examine the insect and search the lab
>>
Rolled 58 (1d100)

>>41513079
>Examine insect and room, take a peak into the next
Writan.
>>
>>41513079
"Hey, Strelok and Base.

Do we have any sciency types? Like, at all. Because I think we've come upon a treasure trove of all sorts of sciency shit we need looked at."
>>
>>41513244
We are either going to have to take and hold this base proper and allow our base tech experts to look at it, or take some of the stuff home.

I'm inclined to the former.
>>
Rolled 29 (1d100)

>>41513244
I wish we had Sword back. Really miss that guy.
>>
>>41513285
I'm inclined to taking this place as well. But can it be secured? if so, a forward outpost would be a wonderful thing to have.
>>
>>41513334
The only dangers we've encountered so far are the crazy spider tank and the terrible fungus.

We're bringing up AT capability for the tank, as for the fungus we'll know not to actually hold that shit.

Apart from that, the top of this place would make a good vantage point, though we'll have to start clearing out the nearby monster nests. For that we'll need to move up reinforcements, and train more power armor soldiers.
>>
>>41513305
look im sorry alright....how was i to know the guy was wound up so tight...
>>
Rolled 40 (1d100)

>>41513210

https://www.youtube.com/watch?v=1EljH747HKE

Your troops move over to the insect-man for a closer look. None of them are exactly experts in insect-man physiology, but one of them does note something important.

If the blood is still dripping this surgery was done recently.

A quick glance around the floor reveals several crumpled latex gloves lying around and a set of surgeon's tools also still wet with blood, confirming the theory.

A quick glance around the room reveals very little, until one of your men opens a cabinet too forcefully and pulls it entirely out. As he goes to replace it he notices a small switch inside the cabinet area and flicks it. To your east a series of cabinets gives off the distinct hiss of a pressure release then slides back into the wall and down into the floor, revealing a secret passageway.

The lights in the passageway work perfectly, the only unsightly thing here is a thick layer of dust on the floor and railings. It leads to a large storage room stacked floor-to ceiling with wooden crates. A small walkway is clear through the crates to the opposite wall of the entrance, and mounted in the wall is a small gun rack.

Several of the slots on the gun rack are empty, and it is all dusty, but 5 weapons of unidentified make are still there.
>>
Rolled 85 (1d100)

>>41513377
loot, and explore
>>
>>41513399
Strelok usually has prompts for us when its time to make a decision. I've found that it's usually good to wait until he gives us greentext options to start making suggestions.

>select all images with steak
Goddamnit captcha I have 12 bucks in my food budget for the month left I get no steak
>>
Rolled 66 (1d100)

>>41513377

>Take the weapons?
Y/N

Looking through the small circular window in the next room reveals something that looks like a vehicle bay...but something is off. Your man is about to give up looking when he noticed a faint glistening on the floor that he recognizes.

Murderkrab.

>What do?
-Advance into the next room (avoid or kill the Krab?)
-Backtrack
-Other?

>>41513399
A search through some of the more easily reachable boxes reveals more medical and scientific supplies like what was in the previous room.

>>41513244
"Affirmative we do. Would you like us to send them out with the retrieval party? Some scientific equipment can get damaged from being moved improperly."
>>
>>41513448

>>41513448
>>Take the weapons?
N. Leave them there for the sciency types.

>-Advance into the next room (avoid or kill the Krab?)
Are we geared to take out Murdercrab easily enough?

>"Affirmative we do. Would you like us to send them out with the retrieval party? Some scientific equipment can get damaged from being moved improperly."

"Yes, send them along. Keep 'em to the back incease the murderdeathbot is still around."
>>
>>41513448
"Yes, absolutely, we will need someone to look at this stuff before we actually try to yank any of it out of the walls or anything."
>>
Rolled 49 (1d100)

>>41513448
>-Advance into the next room
> (avoid)

Let's wait for the Anti-Tank guns to come up, we can open up the vehicle bay then
>>
Rolled 31 (1d100)

>>41513448
>Take the weapons?
Y

-Advance into the next room (avoid or kill the Krab?)
Kill that fucker, and try the new gun on it. We only lost a guy last time because of an ambush, but we were able to kill it anyway.
>>
Rolled 93 (1d100)

>>41513524
Rip and tear?
RIP AND TEAR!
>>
Rolled 74 (1d100)

>>41513478
The last krabs you encountered went down to AR fire.
>>
Rolled 22 (1d100)

>>41513543
Then we go forth and eliminate the crab. Might as well clear the base while we're here.
>>
Rolled 20 (1d100)

>>41513538
>>41513524
Sure, why not.
Let's test some fun new guns
>>
Rolled 99 (1d100)

.
>kill crab
>ignore weps.. for now
>check crates?
>>
Rolled 88 (1d100)

>>41513448
>Take the guns

>Advance and kill the Murderkrab

Writing.
>>
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>>41513618
>>41513619
>99 vs 88
A fearsome fight!
>>
>>41513538
i love you anon. +2 doom tokens. If ive learned anything from this quest: it's ALWAYS time to rip and tear!!
>>
>>41513702
Except glowing fungus
or enemy giant spider robots
or engaging murderkrabs in melee

Those are the times to SHOOT AND SCOOT
>>
>>41513766
nyet, you just have to RIP AND TEAR HARDER!!!!!
>>
Rolled 3 (1d100)

>>41513619
>Advance and kill the krab

Your troops advance into the new room after 5 of your PA soldiers arm themselves with the new guns. They carefully step between the fine, translucent threads of the murderkrab net while searching for its hiding place. Your troops cross all the way across the vehicle bay in an ordered line, checking every nook and cranny and darting around the corners of parked technicals with military precision. They reach the other side of the bay and recognize the dents of the south door, and pause for a moment puzzled by the lack of an enemy.

When they turn around they see the biggest goddamn fucking murderkrab there must be on this fucking godforsaken mountain iceland horroshow. It is fully 5 times larger than the ones that had occupied your containment unit, and its fleshy exterior is mottled in the colors of bruised flesh. It's so large it shouldn't really be able to fit inside the bunker, and it occupies the entirety of the vehicle bay's width with its girth.

As your troops brace their weapons to fire it moves its limbs from where they had been sitting against the walls, still and silent, to prick 5 of your troopers necks. Only lightning reactions prevent them from being stabbed. One is caught in the arm, falls to the ground, and begins to convulse. The rest of your men open fire.

The blunt ends of the unknown weapons hum for a moment, and then glow red hot. 5 circles of flesh on the Murderkrab turn crispy and black and it is rocked back physically as if hit by explosives. It shrieks in response and attempts to lurch towards your men when your assault rifles begin to fire.
>>
>>41513889
>Ray Guns
Oh fuck YES!
>>
>>41513933
i think there more, portable microwave pulse emitters. invisible beams of blackening heat...
>>
>>41513933
If we live
>>
>>41513961
They're a bit like the actual depiction of the martian heat ray in the book, which is what I think is fucking awesome.

Also, apart from the glow and hum, they make an excellent stealth weapon.
>>
>>41513961
Does that mean we can cook our crabs from the inside out?
>>
>>41513993
Now all we need is a butter spewer.
>>
>>41514029
guys....these things are FILLED to the brim with explosive napalm......if we keep lighting them up......one this size.........dear god....
>>
>>41514066
So... lay off the microwave guns and kill with AK?
>>
Rolled 86 (1d100)

>>41513889

Blossoms of blood prick from the murderkrab's hide, followed by the hideous fluid that they produce. As more chunks are blown away from the creature, just barely kept at bay by the concussive force of the weapons you grabbed, you notice that all that you're actually doing is blasting away chunks of fat. The disgusting yellow jelly spatters the entire battlefield.

Your barrage continues. A shot from one of your experimental weapons hits a leg joint, and the entire limb is sheared off. Quickly adapting, the rest of your men aim for the limbs, and several more are detached in short order.

The constant scream the krab has emitted since being hit reaches a new crescendo, and it begins to retreat from your men. As it flees it pulls the net out from under your men's feet, earning it just enough reprieve to duck into a doorway you hadn't noticed before. Your men get to their feet as fast as they can, but before they can turn the corner and pursue the creature one of its eyes comes flying back through the doorway and pops against the floor.

The entire vehicle bay erupts into flame, and your men are forced to take cover. Your PA soldiers make every attempt to douse their comrades, but there's no fire suppressors around and water only serves to spread the flame. They are forced to watch helplessly as several of your less lucky troopers are burnt to death.

>Losses: 5 Body Armor troopers (2 medics)

Your men glance around the corner into the passageway that the Krab escaped through, but can see no sign of it aside from a flaming trail of ichor. Immediately in front of you seems to be a security checkpoint, followed by another hallway into a room that you can't quite identify just yet.

Several of your men have moderate burns.

The fire in the vehicle bay was particularly intense, but is quickly dying.

>What do?
-Pursue that fucking Murderkrab.
-Tend to the wounded. (Exclusive with pursuit)
-Search the vehicle bay
-Proceed
-Search Secpoint
-Other?
>>
>>41514138
>-Tend to the wounded. (Exclusive with pursuit)
>-Search the vehicle bay
>Search Checkpoint

Whats our ETA for reinforcements? I think we need to wait for backup.
>>
Rolled 41 (1d100)

>>41514186
Leave no man behind. . .
>>
Rolled 1 (1d100)

>>41514186
As usual, silly dmwannabe forgets his dice.
>>
Rolled 40 (1d100)

>>41514138
Note to self, figure out on power suit fire retardant systems later on.

>>41514207
Well, the good thing about this is at least the rule of Three is now in effect. So that isn't a crit 1.
>>
Rolled 27 (1d100)

>>41514207
BWAHAHAHA.

BWAHAHAHAHAHAHAHAHAHAAAHA.
>>
>>41514207
lagdfasgkljajdg;lkhnadpogauibdsng;loaidhtpo;adskjn;kadusgtpoa8iwhetadnf;lasdhakjd


kljdgaskjganldgsnkldgsklkljjalwebnfoi


854btng;aolgkjbna;lsdkgn;alsdkh;ladksanvga;lfkg


...

...

odgskljgkljgdgjdkllkbga

kghhjdfdgfasdgfshalrubgnadkjgh;aldskjgf;ladksjghaorhetg
>>
Rolled 16 (1d100)

>>41514214
Aww man, really?

...Why you gotta ruin my fun like that?
>>
rule of three?
>>
>>41514260
Bit of a balance thing. Every third crit of the same type in a single thread is the opposite.

Prevents us from getting absolutely wrecked by nat1s, or from getting OP from so many nat100s in one thread.
>>
>>41514272
oh thank god...
>>
File: Research Bunker.png (8 KB, 1274x642)
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Rolled 94 (1d100)

>>41514138
>>41514186

>Tend to the wounded
Your only troopers left being PA Troopers, it takes even longer than usual to tend to their burn wounds. Until one of your men discovers the automatic systems for it. In a tragic moment, he also discovers how to activate the area fire suppression systems.

>Search the vehicle bay
You search the vehicle bay and find another secret room. This time it's another full vehicle bay positioned as a mirror directly underneath this one. Once more it is pristine, and the walls are line with no less than 20 vehicles as shiny as the day they rolled off the assembly line. What's more, they appear to be uparmored technicals half have upscaled versions of your Blaster weapons mounted on them. The other half have recoil less rifles. This is an extremely lucky find, but your troops are too angry about the loss of their comrades to have too much joy over it.

>Search the checkpoint
Searching the checkpoint brings little of interest. No secrets here as far as you can tell. However, after you shove the mostly eaten body atop it aside you discover the computer is active and online. Apparently the room beyond is the bunker's containment unit and from here you can fully control cell opening and closing, purging measures, and anything else you might possibly want. You're also able to download a full map of the bunker.

One of the cells is reading as compromised and breached. The rest are intact, but monitoring devices are nonfunctional so you'll have to go look to see what's in them. As your men cluster around the computer they notice some maggots crawling around on the panel from the dead body. They quickly brush them away.

>What do?
-Proceed
-Purge the cells
-Exit this fucking place already
-Other?
>>
>>41514454
>In a tragic moment, he also discovers how to activate the area fire suppression systems.
This is why we have VR rooms now. And the General's training center.

>Apparently the room beyond is the bunker's containment unit and from here you can fully control cell opening and closing, purging measures, and anything else you might possibly want.
"Is there any way to remotely link up this computer to you Strelok?

How good is your anti-virus and security measures?"

>Other?
Now is a good time to wait for the reinforcements.
>>
Rolled 99 (1d100)

>>41514508
dice

Also this place is shaping up to be an excellent secondary base. We really need to put our hold on it
>>
Rolled 13 (1d100)

>>41514508
"Negative, not without giving away the position of your mainbase."

You can wait for reinforcements if you like, but you may or may not have things escape your grasp while you wait.
>>
Rolled 63 (1d100)

>>41514523
>How good is your anti-virus and security measures?
>99
Pretty damn good by the looks of it
>>41514508
This
>>
Rolled 80 (1d100)

>>41514508
Backing this guy. I think we can hold off for more reinforcements here.
>>
Rolled 97 (1d100)

>>41514454
>Proceed

See what's in the cells
>>
Rolled 90 (1d100)

>>41514508
ask strelok, if its capable of uplink, security software status.
and push on, i want thaat krab.

>>41514523
agreed, forward outpost could be excellent staging point.
>>
Rolled 39 (1d100)

>>41514535
Oh, well then,
>>41514454
-Proceed
We didn't lose over ten guys to autocannon and murderkrab blood just to let the big secret get away from us.
>>
Rolled 6 (1d100)

>>41514454

>Proceed
[LOCKED]
>>
Rolled 68 (1d100)

>>41514556
>>41514552
Proceed!
>>
By the way guys, we really, REALLY, need to go back to studying the creatures we're fighting.

We are still flying it blind at this point. We have no idea of any real weaknesses or hell, like even right now we still got burned by a murderkrab.

Last nat1 was bad. . .but it shouldn't stop us. We have godtier containment units capable of holding in walker/tank sized monsters safely, and alive.

We need to capture stuff and test on them, living or dead, preferably earlier than later.
>>
>>41514631
To that end, I suggest once we make a foothold on this base we should focus on science for a bit. Both on exploring the research here, as well as capturing, and then testing, on the local wildlife. Zombies, Monsters, etc.
>>
>>41514631
Once we finish digesting this facility.

Should we make that the next priority?
>>
>>41514631
>>41514644
>>41514648

yes, your right. along with a small laundry list of OTHER big things we should be doing. but still only two a turn, and that if were not solving a random crisis or event. our command structure seems to change its PRIORITY every other turn before we get half way done.
>>
>>41514672
>>41514648
How about this.

We follow this list and stick to it.

1. Explore the rest of this base to satisfaction (no science yet)
2. Secure it, and hold it, as a new base
3. Simultaneous focus on monster capture and research AND alongside it, base science analysis

sound good?
>>
>>41514672
There seems to be some regulars here. Let's hash it out.

1) Digest the base. We've paid in blood for it. It might be an ongoing item, though.

2) Start researching what we're fighting. Train Capture teams to grab them, bring 'em back to the labs to study and research.

3) Open diplomacy with that other base. "Hey, we happen to have some extra supplies. Want to do a swap, for goods or info?"
>>
>>41514702
Your 1) and 2) are combined in my 1). Otherwise, yes.
>>
>>41514713
Diplomacy doesn't need an action per say. Hell, you can open up a comms with them at any time. Moving stuff maybe, but first you have to get them to agree.
>>
File: Research Bunker.png (10 KB, 1274x642)
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10 KB PNG
Rolled 11 (1d100)

>>41514570

You proceed into the containment unit. It is surprisingly clean and devoid of bloodstains. The first cell to your left has had the glass busted in from the outside, and you can see the trail of Murderkrab fluid go into it. After making very well goddamn sure to check everywhere it could possibly be hiding including the ceiling and floor you proceed into the unit.

In the center of the cell is a circular hole. After exploring through it you discover that it connects to the tunnel entrance you'd found outside. For fear of the killer robot you don't venture farther than is necessary to verify this though.

The first cell to your right is empty, and sparkling clean. Its mechanisms are all intact and it looks quite formidable. Lying on the floor of the cell you see another of the guns you picked up from the secret supply stash, and a few fleshy worms crawling around it. You cycle the door and retrieve it without incident.

The next cell on the left contains 7 small murderkrabs. They are milling about idly, climbing all over the ceilings, walls, and containment equipment. The entire cell is colored a filthy brown seemingly just from their presence.

The final cell, on the far right, is very disconcerting. It contains roughly 2 dozen of the insect-men from before. They are standing in various places around the room in pairs. One of the members of each pair begins burbling bubbles whenever one of your soldiers directs their gaze anywhere near the cage.

One of them steps up to the glass and its partner follows. It slowly raises its limbs and puts three chitinous hands flat against the glass while continuing to blow bubbles and (presumably, though the cages mute sound) make its low gurgling noise.

>What do?
-Release (who?)
-Purge (who? will completely incinerate captives)
-Ignore all and proceed down the final hallway.
-Collapse the tunnel with explosives.
-Other?
>>
>>41514802
>-Ignore all and proceed down the final hallway.
We want to study the murdercrabs anyhow. No need to kill them.

We also want to study the insect-people. Somehow I think they're sentient and not neccessarily unfriendly.

...I'm worried about these worms. First we find one on the body at the CP, now some near this gun.

Something aint right.
>>
Rolled 73 (1d100)

>>41514713
That's all good, as long as we can also get all 225 of our power armor suits put into use ASAP. Power armor training is the #1 way available to us to increase our troops' survivability

Not sure about diplomacy, last we heard from them was them telling us to fuck off or they'd open fire. I just don't know how we can open a productive dialogue when that's our starting point.
>>
Rolled 95 (1d100)

>>41514830
Dice.

....

I forget the dice. They do not forget me. Deep in the darkness of the recesses of my mind I see them, taunting me, high numbers floating and swiftly turning to 1s as I reach them, the 1s and 2s floating beyond my reach turning into 90s and 100s...
>>
Rolled 37 (1d100)

>>41514802
Well that saves us the trouble of capturing murderkrabs.

-Release (who?)
The Insect People.
Maybe they all want to run away for freedom?
Or maybe they'll stay and talk to us.

But from the examples of before, they just seem victims.
>>
Rolled 16 (1d100)

>>41514702
>>41514713
well, fully securing and cleanseing and repairing this outpost will take any number of turns yet to do.
THEN, we still want to train(and recover) any number of military and power armored users, including new recruits.
THEN researching the new equipment/data JUST in the outpost itself.
after that, if nothing else has come up, maybe we could start cataloging and detailing our local wild life. ...seriously guys, we don't need to prioritize these things we KNOW for a fact we want dead on sight and we simply dont need any extra bio poisons or some such that badly. weed be better off building and improving our facilities, fortifications, and equipment.
(tl dr, researching corpses is absolute bottom of any list, theres better things to spend time on)

diplomacy will be a constant issue, i imagine.

>>41514802
-Release (insect people), research or no, were polite and there non hostile. end of discussion.
>>
Rolled 23 (1d100)

>>41514802
-Other?
Release the insect people
Make our way down the final hallway
>>
>>41514831
>them telling us to fuck off or they'd open fire. I just don't know how we can open a productive dialogue when that's our starting point.
They're xenophobic and probably touchy about something. They're probably nonhuman, or heavily mutated. Could also be machinery.

We offer a straight swap, we say nothing about 'sentience' or 'life', and see what they say. If they ask why, we say "We're neighbors and we'd like to not shoot at each other."
>>
>>41514858
>seriously guys, we don't need to prioritize these things we KNOW for a fact we want dead on sight
That's exactly the reason we need to study them. If you want to kill things better, you absoutely have to know how they work.
>>
>>41514868
Machines don't have ferals as they mentioned. And I didn't see any feral ghouls or zombies nearby, that would have been plentifullly evident in numbers.
>>
>>41514858
>>41514883
Plus, just from the murderkrabs we can convert them into biofuel!

Believe me from every single one of these games biofuel is liquid gold. It allows you to fuel and man more vehicles, and is usually the most hotly traded item in the post apoc.

Especially in a place that is probably freezing and everyone is looking for warmth.
>>
Rolled 23 (1d100)

>>41514883
I forgot to mention that you have a "Lurker Vulnerabilities" VR training program too, thanks to your lurker autopsies. In general you'll get something for anything you want to invest in, and it'll be of great help in the situations applicable.

>>41514902
I don't know about machines not having ferals, anon. Have you thought about what attacked you first at this bunker?
>>
>>41514919
In fact the very first of these civs built an military and trade empire whose early foundation was almost entirely on its ability to mass produce high grade biofuel
>>
Rolled 1 (1d100)

>>41514802

>Release the Insect People
>Proceed down the hallway
Y/N?
>>
Rolled 82 (1d100)

>>41514950
Y
>>
>>41514902
There's no sign of anything feral outside their compound that we saw, so I'm disinclined to think zombies. They seemed pretty coherent, so likely not anything recently beastial.

So either REALLY touchy humans, robots, or mutants.
>>
>>41514933
While that may be true, I see no reason if they were AI to leave their robotic bretheren in a frenzied state, rather than uplift them from their madness
>>
>>41514950
>n
>>
>>41514950
>>Release the Insect People
Not yet no
>>
>>41514950
y and y
>>
Rolled 86 (1d100)

>>41514957
I still and will believe its mutants and/or monsters, as there are plenty of "feral" monsters around for them to direct upon us, and they would have a strong connection to them.

>>41514950
Y
>>
>>41514938
Different GM and universe remember?

I sure do miss the Genie though...so happy seeing another post apoc civ though I will admit.
>>
>>41514950
N
>>
ooohh, who cares what monstrosity it is? if it attacks us, we kill it and its entire family. if it dosnt, (much like with the mutt mutts) we tip our hats, let it pass and invite it for tea. its very simple.
>>
>>41514996
I suppose.

Still, I bet you in an island that's so cold it could freeze the nuts off a jeep, fuel and warmth is as much valuable here as it is anywhere else.
>>
>>41514950
Y
>>
Rolled 57 (1d100)

>>41514950
I suggest we leave the monster people in there, but proceed down the hallway. For all we know, this thing could like to EAT insect people.
>>
Rolled 28 (1d100)

>>41514950
>>41514950
>Proceed down the hallway
>Y
>Release the insect people
Y - 4
N - 4

It's a solid tie! Deferring to "don't do the thing" for now. Writing.
>>
Why are we okay with releasing a bunch of unknowns in a base we haven't secured yet?

They might be friendly, in which case they can sit there a bit longer. And if they're not friendly, we're not quite ready for that.
>>
>>41515065
rampant , but subtle british xenophobia, we want them gone, one way or another?
>>
>>41515088
What if they were once british persons themselves?

>>41515065
Yeah, let's not let them out while there are still big nasties around.
>>
>>41515114
dosnt matter, they are anymore.
>>
>>41515088
We can want them gone when we can be certain that if they try to stab us in the kidneys, we can take them out with dakka first.
>>
>>41515127
>Loyal subjects are brutally and horrifically mutilated by evil scientists
>Their rescue finally arrives for them
>Proceeds to murderize them

Does that sound british to you?
>>
>>41515130
>>41515154
honestly, we have a back log of things that need to be done before we even consider more exploration and diplomacy etc etc. i dont care at this point, weve voted , streloks decided. enough banter and what ifs. lets get this done.
>>
>>41515154
Only if there's an even more badass evil scientist behind that door and we want to recruit him into our service.

Then we make a hard moral choice over having a wicked badass evil scientist but going the evil route of torturing the bug people.

Or we stay good. And resist that temptation.
>>
Rolled 69 (1d100)

>>41515060

Your troops decide to wait on releasing the insect people for now, for their safety, until you've checked out the rest of the base and made sure it's secure. Your troops gather up their weapons, Blasterguns in front, and move towards the final hallway. One of your troops turns back towards the insect people, to find them all against the glass with hand flat and burbling bubbles. He stops for a moment and makes the "wait a second" gesture towards them, for lack of anything better to do.

The walk down the final hallway is uneventful, it is shiny and clean like the secret areas you've found thus far but there is not dust accumulation, indicating recent use. Your men step on several maggots as they proceed, before ending up at the bulkhead to the final room in the bunker (at least according to your map).

Your soldiers arrange themselves in a semi-circle facing the door, and one steps forward to activate its mechanism. The central locking mechanism uncoils itself noisily, and the door withdraws into the floor and ceiling in two halves.

You see a clean, white lab room. There are several shelves along the walls holding untold dozens of specimen jars. Your men recognize what appear to be several foetal lurkers and murderkrabs alongside many more nasty looking creatures that do not look like they could exist on this planet. A tall, thin man in a white labcoat stands in the middle of the room facing your men, behind him is an elaborate setup of glass tubes, vials, boilers, and other scientific equipment.

He glances over your troops momentarily, and speaks.

"Vhat do you vant? I am a busy man."

>What do?
-Fire!
-Retreat!
-Aaaaahhhh!!!!!!
-Diplo (write-in)
-Other (write-in)
>>
Rolled 41 (1d100)

>>41515249
i hate you.....and you >>41515185 doubly.

"hands in the air, were annexing this facilitiy in the name of teh new-monarhy! explain yourself!"
>>
>>41515249
>>41515185
Hah! What did I tell you guys.

>>41515249
"Then you had better spare time for us, sir. We are remnants of the (Not!British)-Government, of [Base ID code], Callsign "Whitestone."

Who are you? And what is this facility?"
>>
Rolled 74 (1d100)

>>41515249
>-Diplo (write-in)
"We come to claim this base in the name of Britannia. It is now under our jurisdiction. Who are you?"

Someone else elaborate/modifiy, I gotta go home. Back in 45.

PS no negotiating on sentient experimentation please.
>>
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>>
Rolled 46 (1d100)

>>41515305
This
>>
Rolled 87 (1d100)

>>41515298
"You are vhat? Is zis a joke? I do not take kindly to jokes."

>>41515305
"I've never heard of you before, but I like your callsign. Vhitestone. Nice ring to it.

I am Dok Sherman and HAHaha, goddamn I can't do that fake ridiculous accent anymore. Shit. Dok Sherman or Experimenter Sherman, and this is...erstwhile...my science lab. Apparently it's being annexed."

>>41515326
"What sort of right do you have to this base that I don't? You don't even look like scientists. Why, I bet you don't even know what a Yordcorp Histoflomuxcapacitor (tm) is used for."
>>
>>41515375
Meanwhile, as the situation unfolds, quietly and discreetly, a message was sent to the dwellers of the mysterious facility to the northwest.

"Pardon our intrusion, and we mean no offense. If you would listen to us, we have a simple request.

You being lived here longer than us, would you happen to be familiar with a race of humanoids that resemble insectoid? Or be able to communicate with them? We do not understand their language."
>>
>>41515375
"What sort of science was being studied here, Doctor?"
>>
Rolled 83 (1d100)

>>41515396
-Unidentified Faction
"Oh, it's the polite 'homosexual'" the word has a particular imitation-posh flair to it "well since you're so nice we'll give you a straight an honest answer.

No.

Aaand...

No."

-Click-
>>
Rolled 20 (1d100)

>>41515375
we have the guns, and the will to expand our influence. i just need an excuse to execute you, now join us or die... (i am your father...)
>>
>>41515429
"Thanks, have a nice day."
>>
>>41515435
Now hang on a second, there's pretty clear evidence this guy has been experimenting on these bug people.

People, I might add, sentient and intelligent.

What is the moral character of our society going to be if we so easily accept such a person? Is that the path we are willing to tread?
>>
Rolled 27 (1d100)

>>41515415
"Oh, biological manipulation of various sorts. They had some cyberaugs and other shit here, I actually got them to work on some of the more stable strains of monsters, which is no mean feat I tell you what.

Those ran out a while ago though, so since then I've mostly just been piddling around with genetic codes and shit. Made some life, made some other life, released some life, it got out of hand, made sure to keep the containment units realll clean after that."

>>41515435

"Okay, so you have the guns. Do I look fucking scared? You've got twenty dudes in power armor, how many did you start with? 50? Shit man, I wasn't even /trying/ to kill you. I didn't even know you were here til you opened that door. Have a little respect."
>>
Rolled 69 (1d100)

>>41515439
You receive a brief bleep of static in response.
>>
>>41515500
"Those creations of yours would happen to include cells full of murderkrabs, worms, and insectoids?"
>>
Rolled 13 (1d100)

>>41515447
your right...
>>41515500
your right, sorry...im just having a bad day...
*BLAM* *blam*
>>
Rolled 79 (1d100)

>>41515517
>>41515439
You receive a second, more sexual, bleep of static shortly thereafter.
>>
Rolled 25 (1d100)

>>41515520

"Well not the worms, but yeah the insectoids and murderkrabs. The krabs were kinda the ones that got out of hand...I sure am proud of how well they do these days though, I think any father would be too in my place."

>>41515535
I'll need consensus for any hostile action.
>>
>>41515535
Please no. . .that's not the right answer either.

>>41515556
"I see you have a history with the Murderkrabs, can you tell us more about them?

As well, the insectoids. They seem quite different from all the other creatures in here. Smarter, I'd say."
>>
Whether we embrace this guy, or make him face the consequences of unethics, there's still opportunity for us to extract as much information as we can from him. For now. As well, it will help us make a better judgement whether we pick either path.
>>
evil, ethicless scientist bastard alert: all military personnel please respond.

seriously, we dont need to hear anymore of his gloating or psuedo-rational. ghost the fucker, and claim our prize.
>>
Your work here seems fascinating doctor would you care to work out an arrangement since we both live here, we can bring you fresh subjects of various things we find and you share what you learn with us? We must ask however are those Insectiod or subjects, slaves or prisoners?
>>
>>41515556
"So, is there any way you'll work for us, or at least share your no doubt vast stores of knowledge?"

>>41515447
We need to think of our survival. If nothing else I'd at least be willing to grant him a pardon if he'll cooperate.
>>
>>41515598
To be fair, he's exactly the sort of person the Enclave would employ
>>
>>41515598
Actually, yes, we do need to hear more from him. Ethics or no, he is still a repository of information.

And there are other ways for him to make amends for his actions besides a summary execution, one that might actually take into accuont how the insect people feel about it all.

>>41515621
Therein lies the path of "practicality over ethics" and "doing a little bad for a greater good" but believe me that's a huge slippery slope that I've yet to seen tread well and not just go the evil route.

If we do anything, my suggestion is that we let him and the bug people make ammends. Throw them to him, and tell them to do what they seem is fair.

Tell them that he has done bad, but there is still room for him to do good, under our supervision.

If they let him live, then we'll make him earn that pardon.

If not, then then all get what is owed them.
>>
Rolled 52 (1d100)

>>41515574
"Oh, the murderkrabs are great. See, they used to be just normal crabs, albeit the size of cars. I got some from the coast. Then I got some of this nifty mutagen that let's you graft any biological material together and applied it to them. After a little bit of tinkering with it, I got the graft-bits to be hereditary. Spliced in some Liner, Lurker, Fremzoid and a few proprietary secrets and BAM. Murderkrab you got.

The fat acts as both natural armor and as an insulator against the cold. They're born in clutches of 3-7, but get this...the smaller the clutch is the smarter and tougher the individuals are. Don't even ask me how I got that in, I'm not telling.

The insectoids are...an ongoing project, I don't like to talk about unfinished works."
>>
>>41515636
Of course. I mean, if we wanted straight up power we can go full on Enclave, recruit this guy, and not give a damn about the bug people.
>>
>>41515654
I mean, let's be honest, if we do go evil we have literally no restriction on what we can do and this guy is gonna be the fucking BOMB when it comes to monsters! We can have our own army of monsters working for us, even control them.

He MADE the murderkrabs!
>>
>>41515636
>>41515654 >>41515665
we are decidedly NOT the enclave. were british black op remnants, sas mi6 etc. were bloody good guys, if ruthless. put him to use or ghost him, either way, were tiding up here.
>>
Rolled 33 (1d100)

>>41515621
"Work with you well...for starters you'd have to stop pointing those guns at me and let me talk to someone of yours who doesn't know shit about science."

>>41515605
"Seems like a square deal, man. Y'all are pretty straight shooters aside from the whole 'I'm gonna annex your base and murder you!' bit, eh?

The insectoids aren't either, just yet. Haven't decided which they should be if either. I try to just let the creativity flow, you know?"
>>
>>41515643
"Come now doctor, everyone should take pride in any good accomplishments they've done. You saw the potential in the murderkrabs and made it manifest, surely you wouldn't continue the insectoids where there not some great goal you forsaw."
>>
>>41515679
I agree with the "throw him to the insectoids and see what they do to him, then employ him if he lives" idea. At least let htem get a chance to make their own justice first.
>>
Rolled 11 (1d100)

>>41515695
"Hoho, you're a good judge of character aren't you? I've got my plans for them, but forgive me if I don't want to reveal it to the guys in power armor pointing their guns at me that I just met."
>>
>>41515714
>>41515687
"Mhm.

Ah, but before we get ahead of ourselves. There's just one issue we ought to talk about.

As you say, you haven't decided whether the insectoids ought to be slaves or prisoners.

Now, forgive me to intrude, but I would like to point out that only sentient beings can be made into slavery, or prisoners. Beings which have rational thought, and experience life as intelligent beings.

We frankly, frown on slavery or unwarranted prisoners. But, there is a special place forr the unethical experimentation of sentient beings against their will.

To that I must ask, is this what you have or have not been doing?"
>>
Rolled 16 (1d100)

>>41515732
"Oh well I've certainly performed experiments on them, but I'm not honestly certain that it's against their will. For sure I'm not even sure that they have will! They do literally whatever I tell them to whenever I tell them to without any hesitation or coaxing. Except for harming their pair-partners, won't do that. They don't stop me from harming their pair-partners though, which is the odd part, and believe me I've tested that thoroughly!

That aside, I /made/ them. I think that involves certain entitlements, don't you? Shit, if it makes you all queasy in your tummies and you still want to work with me then I can do it off-site completely on my own time. The price being you've gotta find or build me the site, and if it's in your territory you keep it secure.

But let me make it clear, I'm not letting them go."
>>
>>41515779
Hmmm, crap. This doesn't make things easier.

I'm not expecting even if we do throw him chained and defenseless to the bugpeople, they'll still obey his command since he probably coded that in their genetics.

And if we just kill him, who knows what the bug people will do without their dictator. Can they even act on their own without him?

I want to say yes, because at least one bug person tried to escape. . .
>>
Rolled 88 (1d100)

>>41515779
Of course Docotr but might I suggest a comprimise, let us take a single bonded pair away with us both as an example to our leader of your great work and a token of good will. After all we can provide you with more as time goes by and we work together for the sake of progress.

(take the bond pair, teach them basic skills of showing negative feels and positive ones then question them).
>>
Rolled 76 (1d100)

>>41515809
Tie him in gagged and handcuffed and toss him in. They still might not attack him, but at least he won't easily give them orders.

>>41515818
Actually, that's better. Have him stop on the research and basically detain him for a while, then investigate the bug people and see if we can't get to know them more and how they really feel. And how they would want to judge their creator.

I vote that.
>>
Rolled 4 (1d100)

>>41515818
Second, dear Doctor can you please give us a method to repel your Murderkrabs
>>
Rolled 39 (1d100)

>>41515818
"Hey now, I told you they're /unfinished/ and that I don't put out unfinished work. No, no deal. Take a murderkrab if you want to show them my skill."
>>
>>41515818
Damn anon, that's a good plan right there.
>>
>>41515860
"Don't consider them unfinished or being put out doctor, why, if all goes in your favor, they will be returned and you can easily work on them and with added benefits."
>>
well, if were not throwing him in with the insectoids, or killing him but instead working WITH him, im done. its 1 am here, goodnight, and good luck. try not to fuck us or sell our souls.
>>
>>41515880
Throwing him into the bugs right now is useless since he is so embedded in their pysches they'll just mindlessly obey him, the stockholme effect on steroids.

We're going to take some bugpeople, learn how to communicate them, and ask them how they feel. Then when we know how they genuinely feel and can talk to them, make our judgement based on that.
>>
>>41515860
Would you happen to be willing to share a map of your lab areas so our men don't bundle into your work space. A Doctor needs his space and we don't want uneducated grunt wandering into an area and contaminating it do we?

Otherwise how is it the Murderkrabs don't attack you? how do you maintain order?
>>
Are we autosaging?

"Doctor, your skills are obviously quite... exceptional. We'd love to bring you into our fold. In fact, we were already planning a major series of expeditions to capture and study all sorts of biota to study them. Sounds interesting, wot?"
>>
Rolled 30 (1d100)

>>41515878
"I'm really sorry man, but no. I offered you a compromise that keeps you guys hands' clean if you want to be all moral and pretentious about it but I'll release the insectoids when I'm damn good and ready. You can talk to them and show them off then if you want, but not a moment before.

Consider it my 'trial period' or whatever until I complete them."
>>
>>41515919
"The problem is we have no garauntee that by the time you're done, you won't just program them to blindly obey you despite what they want. Or even remove their desires and will out of the equation altogether."
>>
Rolled 67 (1d100)

>>41515907
"Provided we come to an agreement here, I'll gladly share all that with you."

>>41515908
"It sounds right up my alley, but you're gonna have to convince your bros to line up with you first."
>>
Rolled 69 (1d100)

>>41515932
"And I have no guarantee that you chucklefucks aren't just going to ghost me with overwhelming firepower provided I come to an agreement with you here and let you leave alive. It's just a matter of trust, ain't it?

Besides, if their desires and will are out of the equation then they by definition can't matter. Not saying I would, just philosophically speaking here man."
>>
Gentlemen.

We have a dilemma. We are being assured these insects aren't sentient, but... still...

"Doctor, what's the nature behind the blowing of bubbles? One did that to us as we walked by it's cell."
>>
>>41515938
>>41515919
(i'd suggest we let him do this but keep an eye on him. We need him on our side atleast for now. He knows the area and likely many of the monsters around here.)

Your pleasure Doctor, we look forward to seeing more of your work, as for arangment how about this.

>Us
-Provide you with some subjects whenever we capture a number
-Provide bodies for autopsies
-Provide protection if you ever need local expeditions for new parts
-You can ask us for supplies at times

>Him
-Share your research as it unfolds
-tell us how to not get mauled by your subjects
-Share the info you have on this base

I'm sure we can all benefit from all of this.
>>
>>41515970
We know they want out Docotr we saw another of your subjects before a giant machine killed it. We know they want help (poker face at this point) it was trying to lead us to it's kin. Explain.
>>
>>41515970
"I don't really know just yet. You know, seeing as they're UN-FIN-ISHED WORK AND ALL."

>>41515981
"Hmm...sounds like a deal, as far as I'm concerned. You stick to your end and I'll stick to mine, but I reserve the right to withhold certain research until I'm /sure/ about it at my discretion.

Fair?"
>>
>>41515958
"That would be paramount to a lobotomy my friend, or even death in a sense.

We won't blast you out of the blue, everyone deserves a fair trial, but if you want to push your own compromise, so will we.

And that includes not letting you do your research at all altogether.

So think of it like this, you can allow us to question these bugs, and we won't kill you.

because /we/ totally won't

There will still be ramifications if we find anything deserving of it, otherwise you can continue your research unimpeded. But eitherway, we won't kill you."
>>
>>41515981
I suggest we also insist he accept a few assistants whose loyalty we can be sure of.
>>
>>41516010
By this I mean, if he is guilty of experimenting on clearly sentient beings we'll lock him up for good in a stasis chamber.
>>
Rolled 73 (1d100)

>>41516010
>>41516018
This. We'll determine whether or not they're sentient, but we'll keep to our word not to kill him no matter what.
>>
>>41516006
Perfectly understandable Doctor, we hold the right to hold things back to under some situations. Would you be averse to a number of our staff witnessing your work, you need not change your practices but i'm sure it will be quite an education.

>>41516013
Good call (hence adding the "helpers" they can learn and watch)

If this is agreeable we have a deal *offer hand to shake*
>>
I'm really, really worried about the compromises being discussed here, and while I'm still trying to understand them all, I must reiteratte the whole "slippery slope" thing.
>>
Rolled 77 (1d100)

>>41516010
"See now, the thing is that I'm fine on my own. You're the ones who came into /my/ base. Not the other way around. If you keep asking me to do this thing that I clearly don't want to do...well I daresay you're denying me my free will and enslaving me.

And well, if you do that...you just have to be prepared for the consequences that happen when you try to remove a sentient being's free will."

>>41516053
"That's agreeable to me. Now do we have a deal, or not?"

>What do?
-Accept the doctor, according to this: >>41515981 agreement, but he gets to withhold certain research until "it's done."
-Same as the above, but add helpers
-Agree, but demand analysis of the insectoids
-Fuck this guy, Ice him.
>>
>>41516070
"Ah, that old fallacy. If I've heard it from a bandit once, I've heard it a million times.

No, free will does not give you the permission to break the law or cause harm to another being.

Law and morals exist for a reason. If you are given more overall freedoms by choosing not to do certain things, you are not less free."
>>
Rolled 95 (1d100)

>>41516070
>-Agree, but demand analysis of the insectoids
>>
Rolled 32 (1d100)

>>41516114

"Aah, the good old Remnant talk. Don't worry, you'll learn or you'll die out. Well shit, the fact that you're contemplating this deal only shows that you're learning, however unwillingly. Some of you, anyway."
>>
>>41516114
Well im for working with him and inculde the helppers to watch him, he does not need us, he thrives here like this and is spawning Murderkrabs.

We need him more and if we can secure more of our base in the process all the better. If we want to help the Insectoid subjects the best way is to get close to them first. Keep your friends close and enemies closer Anons.
>>
Rolled 75 (1d100)

>>41516137
roll which I forgot
>>
>>41516137
If we just give him the bugs to research on, that essentially is us allowing him to further experiment on sentient beings with the added risk he'll kill their sentience, and them in essence. They'll be little more than animals.
>>
Rolled 13 (1d100)

>>41516070
-Accept the doctor, according to this: >>41515981 agreement, but he gets to withhold certain research until "it's done."
>>
Rolled 26 (1d100)

>>41516070
-Accept the doctor, according to this: >>41515981 agreement, but he gets to withhold certain research until "it's done."
Let's just trust the doctor on this one. Even if we make a mistake. . .it's not the end. We can learn from it. And there's the chance he's right, maybe he'll even uplift them into proper sentience.
>>
Rolled 56 (1d100)

>>41516070
-Same as the above, but add helpers
ADD THE HELPERS PEOPLE
>>
>>41516155
Anon animals have sentience, they can learn their own reflection, they can call for help, show and feel joy and pain yet you say that is not sentience. Animals feel all that we can feel, they just can't communicate it across. We breed things to eat and harvest, we bred animals to use as guards or mounts yet you don't demand their release?

I agree tbh that we should help them, but at what cost? free them so they can die later when Murderkrabs swarm us and we die to? Release them only to have them die because we don't know what they need to live? Anon life is not so simple and nor are the choices we must make.
>>
>>41516216
That sort of rationalization is exactly the thing that leads us to progressively worse and worse choices. Do we so easily accept potential slavery, and experimentation on intelligent life so early in our quest to be "good guys"?

I have a feeling I can find a place where someone can take care of them.

In fact, let me ask right now.

>>41516070
"Sorry to bother you again [unknown facility], but ah. . .you wouldn't happen to know where someone could find a home for certain mutants who really deserve a place better than they are now?"
>>
>>41516070
>add helpers, but he'll retain the right to withhold incomplete research. The assistants are there officially to help, and unofficially just to make sure he doesn't try anything treasonous.

This sound good?
>>
Rolled 71 (1d100)

>>41516070
>Vote Tally
Agree but demand insectoids - 1
Agree with helpers - 2
Agree - 2
Ice Him - 0

>>41516241
"Dunno if you've noticed or not, but the world's kinda gone to shit a bit.

...You could try looking for some Paladins if you're really determined though. If we hear about you looking for them though, you're done. Fucking through, you hear us? This is a fucking nice neighborhood and we want it to stay that way."
>>
Rolled 44 (1d100)

>>41516263
Make that
Agree with helpers - 3
>>
Rolled 100 (1d100)

>>41516274
>>41516263
Since this is an important and contentious vote, I'm gonna require it to get 5 or settle down a bit. To be sure.
>>
Rolled 33 (1d100)

>>41516263
No worries, no Paladins. Thanks for the help. We look forward to hearing from you again. btw how did you get this number?
>>
>>41516263
"Ugh. . .you don't have to tell us that twice."
>>
Rolled 79 (1d100)

>>41516289
Worms begin to slowly pitter-patter off of your soldiers' armor from above. They look up but see nothing that could be generating them, and they promptly stop.
>>
Work with him+helpers
>>
>>41516295
We gave it to them, remember?
>>
Rolled 96 (1d100)

>>41516295
"YOU called US, you twits. For the third goddamn time in like half an hour!"
>>
Rolled 18 (1d100)

>>41516263
Ice this bastard.

We'll lose out on the info.

We'll have to take care of the bug people personally.

We might make mistakes.

But it's the safest moral route.
>>
Rolled 32 (1d100)

>>41516333
One person has some backbone for morality.

Ice Him - 1
>>
>>41516333
Kinda have to go with this.
>>
Rolled 73 (1d100)

>>41516354
Let me my hat in for the clear moral choice too. We were going to research on the monsters and this base ourselves anyway. The scientist is the easy route on the way to hell, no thanks.
>>
>>41516263
I still wanna work with him
>>
Rolled 25 (1d100)

>>41516354
Agree but demand insectoids - 1
Agree with helpers - 4
Agree - 3
Ice him - 3
>>
Rolled 62 (1d100)

>>41516373
If we plan on this begin to back away so whatever IS above us don't drop on us with evil worms.
>>
Rolled 50 (1d100)

>>41516388
Ice him.

We're not the Enclave. We're not going to do bad stuff for the greater good. We're going to do greater good the right way and mean it. Working with him isn't the right way.
>>
>>41516406
Will this kinda divide cause a civil war among our people?
>>
Rolled 12 (1d100)

So far almost everything has shown that there's no place in this post apocalyptic hellscape for idealism or even common decency. But it's late and we need a decision

Changing my vote to
>Ice Him

Once it's done, at least we won't have to worry about him anymore
>>
Rolled 65 (1d100)

>>41516434
Nah, the only people who know this guy exists are your little squad of 20 power armored soldiers.

>>41516388
>Ice Him
[LOCKED]

Writing now.
>>
File: Power Armor.jpg (42 KB, 586x780)
42 KB
42 KB JPG
>>41516438
>So far almost everything has shown that there's no place in this post apocalyptic hellscape for idealism or even common decency.
That's where we come in.
>>
>>41516438
im with you on the Idealism bro, I though the arangment I thought up was good, but ah well the tribe has spoken, i guess we gotta ice him now. Hopefully we will be able to escape the things waiting above us, the Murderkrabs, somehow free the Bugs and explain all this to the Sarge without much trouble.
>>
>Thinking it's going to be as easy as "ice" to the scientist that literally created the murderkrabs and probably a ton of the monsters out here
>Like the giant murderkrab that killed a bunch of your guys
Not deriding you guys, that was a solid righteous choice there, but holy hell do you have no idea what you're in for.

Prep yer butts for the fuckening.
>>
File: 1436545959623.jpg (1.67 MB, 2560x1600)
1.67 MB
1.67 MB JPG
Rolled 14 (1d100)

>>41516452

>Ice Him

"So do we have a deal or not?"

"You know what...no, we fucking don't."

The worms begin to fall on your soldiers.

"What do you mean? Why not? Shit man, for a minute there you guys were being reasonable and everything."

"No, fuck you. Fuck you and everything you stand for. You're just a silvertongued devil trying to sell us lies so that we'll pick our own path down to hell while you laugh all the way to the bank."

The drizzle of worms becomes a rain.

"You know, I'm really sorry to hear that guys. I actually thought we could've worked together and brought about great things for a minute. Shit, my imagination was soaring with all the things I could make with you guys bringing me subjects.

But...I guess it just wasn't meant to be. Oh well."

"Yeah yeah, shut the fuck up you goddamn madman. You've had plenty of chances for last words, and now you're done."

"Ehhh" the scientist sighs wearily, slouching back in a relaxed pose against the table behind him, "I really try not to take these things personally, but you guys came so close that...it's actually kind of tweaked my buttons a bit. I hate to say it, but I'm gonna have to come after you."
The scientist's figure seemed to flicker in and out of the air for a moment.

Your scouts unleashed the full force of their weapons at the scientist...and ended completely destroying his chemistry set. Like, completely annihilated. Blow to smithereens.

"Alright alright, you were right. You can eat now, Vermy. Just make sure you save a little bit for old Harold. I think I heard him screaming earlier."

"Who's Vermy?"

"Oh, /that's/ Vermy."

Your final 20 PA soldiers, each standing side by side in the narrow corridor all turned around as one and saw Vermy.

>[Warning]
>Contact with exploration team lost
>Forces dispatched will arrive next turn
>>
Rolled 72 (1d100)

>>41516613

You guys just really don't like science heroes, do you?

Gonna call it for the night here. Will stick around to answer questions if anyone's interested.

Next gameday will be announced on twitter.

>twitter.com/StrelokQM
>>
>>41516637
I like science heroes.

But I don't like going evil. Not today.
>>
Rolled 48 (1d100)

>>41516637
Thanks for running Strelok, this was a tricky one, but I feel we did the right thing. Not the smart thing maybe, but the right one.

Here's hoping we live long enough to regret it later!
>>
Rolled 47 (1d100)

>>41516637
Ohh, right. Posting final stats.

>What do?
>Turn 14
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Explore in a direction/something
>>>>F. Scavenge for raw materials
>>>>G. Your choice
>>Resource Points: 1
>>Pop 995
>>Military 245
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, (4) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 15(temp) Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs, Unknown Red Mainframe Component.
>>
Rolled 53 (1d100)

>>41516808
Well that's...wrong all over the place...shit it's late.



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