At 0500 hours, a counter-offensive was authorized against approaching hostile assets friendly to the Hound of Jyrgunkarrd, and the Hound itself. At 1100 hours, our mobilized forces made enemy contact.
Combat Report
Friendly Forces:
5x 'Shrapshell' Crustacean Cavalry
Enemy Forces:
1x 'Slammer' Armored Personnel Carrier, carrying 2 units of 'Mathman' Light Infantry
2x 'Cooker' Molten Uranium Assault Vehicles
Combat takes place in dense urban ruins. Engagement begins at point-blank range, with heavy cover available.
'Shrapshell' Crustacean Cavalry 1 seizes the initiative!
Shrapshell Crustacean Cavalry 1 sights a hostile Slammer Armored Personnel Carrier, and a pair of hostile Cooker Molten Uranium Assault Vehicles at point-blank range; the Cookers present a significant threat. The Shrapshell attempts to ambush one of the Cookers, but the Cooker sees it's attacker and takes defensive action.
Shrapshell Crustacean Cavalry 1 charges at Cooker 1 and seizes the vehicle with it's pinchers; Cooker 1 is thrown at Cooker 2. Both vehicles collide and are annihilated.
'Shrapshell' Crustacean Cavalry 2 seizes the initiative!
Shrapshell Crustacean Cavalry 2 sights a hostile Slammer Armored Personnel Carrier at point-blank range; the Slammer presents an immaterial threat. The Shrapshell attempts to ambush the Slammer, but the Slammer sees it's attacker and takes defensive action.
Shrapshell Crustacean Cavalry 1 charges at Slammer 1 and seizes the vehicle with it's pinchers; the vehicle is torn in half.
Decisive victory for friendly forces; enemy Strike Force completely destroyed
Combat Report
Friendly Forces:
5x 'Tartooth' Tyrannosaurid Cavalry
Enemy Forces:
1x Hound of Jyrgunkarrd
2x 'Jyrgunkarrd's Rose' Bipedal Assault Robots
Combat takes place in a desert oasis. Engagement begins at long range, with light cover available.
'Tartooth' Tyrannosaurid Cavalry 1 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 1 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth charges recklessly and opens fire!
Tartooth Tyrannosaurid Cavalry 1 charges at the Hound of Jyrgunkarrd, moving to medium range with the target and engaging it with it's cybernetically grafted 30 mm gatling cannon. The cannon shells fail to penetrate the Hound's armor.
Hound of Jyrgunkarrd seizes the initiative!
Hound of Jyrgunkarrd sights 4 hostile Tartooth Tyrannosaurids at long range and one Tartooth Tyrannosaurid engaging it at medium range; the Tartooth Tyrannosaurids present a significant threat. The Hound of Jyrgunkarrd holds position and opens fire!
Hound of Jyrgunkarrd engages Tartooth Tyrannosaurid Cavalry 1 with it's accelerated photon lance. The weapon penetrates the animal's armored epidermis and severs it's spinal chord at the base of it's skull; it is killed instantly.
'Tartooth' Tyrannosaurid Cavalry 2 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 2 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth charges recklessly and opens fire!
Tartooth Tyrannosaurid Cavalry 2 charges at the Hound of Jyrgunkarrd, moving to medium range with the target and engaging it with it's cybernetically grafted 30 mm gatling cannon. The cannon shells fail to penetrate the Hound's armor.
'Jyrgunkarrd's Rose' Bipedal Assault Robot 1 seizes the initiative!
Jyrgunkarrd's Rose Bipedal Assault Robot 1 sights 4 hostile Tartooth Tyrannosaurids at long range; the Tartooth Tyrannosaurids present a significant threat. Jyrgunkarrd's Rose Bipedal Assault Robot 1 holds position and opens fire!
Jyrgunkarrd's Rose Bipedal Assault Robot 1 engages Tartooth Tyrannosaurid Cavalry 2 with it's 120mm smoothbore cannon. The tungsten shell penetrates the animal's armored epidermis and impales it's heart; it is killed instantly.
'Jyrgunkarrd's Rose' Bipedal Assault Robot 2 seizes the initiative!
Jyrgunkarrd's Rose Bipedal Assault Robot 2 sights 3 hostile Tartooth Tyrannosaurids at long range; the Tartooth Tyrannosaurids present a significant threat. Jyrgunkarrd's Rose Bipedal Assault Robot 2 holds position and opens fire!
Jyrgunkarrd's Rose Bipedal Assault Robot 2 engages Tartooth Tyrannosaurid Cavalry 3 with it's 120mm smoothbore cannon. The tungsten shell penetrates the animal's armored epidermis and shatters it's right femur; the animal collapses and cannot move.
'Tartooth' Tyrannosaurid Cavalry 3 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 3 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth is crippled and cannot move, and none of it's weapons are in range of it's targets.
Combat continues to next turn!
Fighting was reported as very intense; there were casualties among our cybernetic cavalry that were in the mix with the Hound.
At 2000 hours, we arrived in Grid Segment 111. The Merciless is still mostly intact; it's stores could be of incredible value.
The Mite was dispatched to Grid Segment 88. It looks like there's another drilling rig hulk in that region, in roughly the same shape as the specimen located in segment 119. We might be approaching a major hydrocarbon deposit - or, at least, what was once a major hydrocarbon deposit.
We unlocked the templates for long range personnel transports; if we can secure enough fissile material to build their reactors, we could expand the logistics capabilities of the caravan substantially.
Total Scent: 47 (THE HOUNDS HAVE CAUGHT YOU! EVEN NOW, THEY DRAW THEIR FORCES AGAINST YOU!)
What's this?
You will accumulate 1d20 worth of Scent whenever you remain stationary to do anything. The Hounds of The Eater of Kings prowl the desert, and you have no means of hiding from them aside from your mobility. If you ever have a Scent score of 20 or higher, the Hounds will have caught wind of you, and you will be hunted by them.
Every time you move, you will lose 1d4 Scent
A Strike Force will be deployed from BlackFelt Robotics in 4 turns
The Hound of Jyrgunkarrd has been provoked! It is being engaged by friendly forces!
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
NutriFungus Packets: Gardeners make 1 extra food each.
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
All Terrain Buses (Provide 25 crew living space): 2
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Command Deck (While operational, the Lawman may re-roll any failed combat or complication roll): Fully Operational
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
3 General Personnel become Gardeners 1 General Personnel becomes a Code Red Agent
Gardeners: 19
Engineers: 5
Code Red Agents: 6
Total Ministers: 6/15
Ministers of Agriculture: 4
Ministers of Industry: 1
Ministers of Security: 1
Ministers of Espionage: 1
Food: 15/100
(-23 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-6 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+57 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
Current Rank: 1
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
Current Rank: 1
XP to Rank 2: 4/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
Current Rank: 1
XP to Rank 2: 3/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
Current Rank: 1
XP to Rank 2: 0/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Industry 'Jessica Redfield'
Current Rank: 1
XP to Rank 2: 3/5
Corvus-Class Transforming Gunship Constructed!
Minister of Security 'Christopher Dredd'
Current Rank: 1
XP to Rank 2: 4/5
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
Current Rank: 1
XP to Rank 2: 0/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
1. Mk. III 'Betelgeuse' Flamethrowers (Enables the creation of 'Torch' Heavy Assault Infantry units) 5 CPU
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. BioFibre Co-Processing (Every turn, 5 General Personnel may be expended to generate 1d10 CPU) 10 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
5/10 Infantry Living Space Used
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
5/20 Garage Space Used
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
2/2 VTOL Pads Used
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
0/2 Strategic Missile Launchers Used
NAVIGATION
Available Grid Segments:
Segment 126 - Industrial Complex
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
BlackFelt Robotics Inc
Standing Army
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Box' Armored Personnel Carrier (+3 Protection,+1 Penetration / +2 Penetration (Light)
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
- Do you wish to stay in Grid Segment 111 to exploit the wreckage of the Merciless? If so, you will obtain 2d10 Parts, 2d10 Fuel, and 1d4 Strategic Fission Missiles; you may also attempt to secure the reactor core of the Mericiless (1d10 Code Red Agent casualties) to obtain +5 Uranium space, +5 Plutonium space, 1d10 Uranium and 1d4 Plutonium. If you attempt to secure the reactor and fail (you fail if all Code Red Agents are killed), there is a 30% chance that the reactor will explode. If the reactor explodes, you will not obtain any resources from the Merciless and 1d4 random vehicles in the caravan will be destroyed.
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn; may complete 1 construction project each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- Up to x5 'Watcher' Light Infantry Kits (Parts: 1 each General Personnel: 1 each)
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Assassinate community cabinet member (Attempt to eliminate a target cabinet member from a community)
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
Invictus, we don't really need another minister, we just need the gardeners. I think the lizards need some anti-missle back up. Mainly want to see how it effects the Hound, so far we haven't dented it.
We are still negative on the food. 17 additional food production and we only need to keep up with new gains. We should however try to be no less than 10 positive at any time so we can make fuel out of our corn substitute.
Tiphareth on
0
Options
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
I think they will be more useful for reclaiming resources from stuff like the oil rigs and such. Production-wise I don't think they'll do much. But we'll know once we've built them. I'll save that for later though, first get a second minister and have her and her colleague recruiting. Right now we need to build a strikeforce to take out the hound.
Eh. There's always gonna be some threat or other, and our lucky rolls have put us in a pretty powerful place right now; I'd prefer to build up our economy now so we can sustain production later.
EDIT: But then, my attitudes toward these things have been affected by my serious Starcraft playing.
Invictus on
Generalísimo de Fuerzas Armadas de la República Argentina
The hounds are one of the more dangerous enemies we'll face. I also think we need to kill it pretty promptly, as I'm getting a bit worried what will happen if we max out our scent. Also, remember that the monstrous cavalry we sent at it is rather though, and every hit was a kill. I think we need to take that threat a bit more seriously.
1x Hound of Jyrgunkarrd
2x 'Jyrgunkarrd's Rose' Bipedal Assault Robots
Combat takes place in a desert oasis. Engagement begins at long range, with light cover available.
'Tartooth' Tyrannosaurid Cavalry 4 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 4 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth charges recklessly and opens fire!
Tartooth Tyrannosaurid Cavalry 4 charges at the Hound of Jyrgunkarrd, moving to medium range with the target and engaging it with it's cybernetically grafted 30 mm gatling cannon. The cannon shells fail to penetrate the Hound's armor.
'Tartooth' Tyrannosaurid Cavalry 5 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 5 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth charges recklessly and opens fire!
Tartooth Tyrannosaurid Cavalry 5 charges at the Hound of Jyrgunkarrd, moving to medium range with the target and engaging it with it's cybernetically grafted 30 mm gatling cannon. The cannon shells fail to penetrate the Hound's armor.
Hound of Jyrgunkarrd seizes the initiative!
Hound of Jyrgunkarrd sights 2 hostile Tartooth Tyrannosaurids engaging it at medium range; the Tartooth Tyrannosaurids present a significant threat. The Hound of Jyrgunkarrd holds position and opens fire!
Hound of Jyrgunkarrd engages Tartooth Tyrannosaurid Cavalry 4 with it's accelerated photon lance. The weapon penetrates the animal's armored epidermis and vaporizes all organs in it's chest cavity; it is killed instantly.
'Tartooth' Tyrannosaurid Cavalry 3 seizes the initiative!
Tartooth Tyrannosaurid Cavalry 3 sights a hostile Hound of Jyrgunkarrd and a pair of hostile Jyrgunkarrd's Rose Bipedal Assault Robots at long range; the Hound of Jyrgunkarrd presents an overwhelming threat. The Tartooth is crippled and cannot move, and none of it's weapons are in range of it's targets.
'Jyrgunkarrd's Rose' Bipedal Assault Robot 1 seizes the initiative!
Jyrgunkarrd's Rose Bipedal Assault Robot 1 sights 1 hostile Tartooth Tyrannosaurid at long range; the Tartooth Tyrannosaurid present a significant threat. Jyrgunkarrd's Rose Bipedal Assault Robot 1 holds position and opens fire!
Jyrgunkarrd's Rose Bipedal Assault Robot 1 engages Tartooth Tyrannosaurid Cavalry 5 with it's 120mm smoothbore cannon. The tungsten shell penetrates the animal's armored epidermis and shatters it's cranium; it is killed instantly.
Decisive victory for the Hound of Jyrgunkarrd
At 1500 hours, we received confirmation that our Tartooth cavalry had been completely decimated by the Hound, and the Hound was continuing it's approach on the caravan.
The orders stood firm nevertheless: there was too much value in the wreckage of the Merciless to simply leave her behind.
: 1d1010 (Code Red Casualties)
Failure to secure reactor!
: 1d10026 (Does Reactor Explode? Must roll over 30 to prevent explosion!)
We were too greedy & too sloppy. People were instructed to work fast but work safe, and I guess they only heard the first part.
Minister Dredd and his team miscommunicated with the engineers in the deck below them as they began to cut the reactor, while was still alive, out of it's holding chamber. The engineers didn't set the braces needed to keep the chamber floor from buckling when it received the reactor's full weight. It collapsed almost immediately after the reactor's housing was severed.
Gravity managed to pull the damnable thing through 6 decks, until it was finally dumped right on top of the ship's magazine. Apparently it was still loaded with live ammunition.
One of the caravan's buses was struck by the anchor of the Merciless when she exploded, and was torn in half.
There was no time for despair or grieving, only time to continue forward.
Lindsay Snipes has been vetted & approved for agricultural administration duties, which we hope will finally solve our rationing problems.
Total Scent: 65 (THE HOUNDS HAVE CAUGHT YOU! EVEN NOW, THEY DRAW THEIR FORCES AGAINST YOU!)
What's this?
You will accumulate 1d20 worth of Scent whenever you remain stationary to do anything. The Hounds of The Eater of Kings prowl the desert, and you have no means of hiding from them aside from your mobility. If you ever have a Scent score of 20 or higher, the Hounds will have caught wind of you, and you will be hunted by them.
Every time you move, you will lose 1d4 Scent
A Strike Force will be deployed from BlackFelt Robotics in 3 turns
The Hound of Jyrgunkarrd has been provoked! It will intercept the Lawman in 3 turns!
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
NutriFungus Packets: Gardeners make 1 extra food each.
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
All Terrain Buses (Provide 25 crew living space): 1
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Command Deck (While operational, the Lawman may re-roll any failed combat or complication roll): Fully Operational
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
4 General Personnel become Gardeners 1 General Personnel becomes a Spy 1 General Personnel becomes a Code Red Agent
Gardeners: 23
Engineers: 5
Code Red Agents: 1
Spies: 1
Total Ministers: 8/15
Ministers of Agriculture: 5
Ministers of Industry: 1
Ministers of Security: 1
Ministers of Espionage: 1
Food: 23/100
(-20 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-1 Food: Consumed by Spies)
(-6 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+69 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
Current Rank: 1
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
Current Rank: 2
XP to Rank 3: 0/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
Current Rank: 1
XP to Rank 2: 4/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
Current Rank: 1
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Lindsay Snipes'
Current Rank: 1
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Current Rank: 2
XP to Rank 2: 0/15
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
Current Rank: 1
XP to Rank 2: 1/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
RESOURCES
Wreckage Swather: 3d615 Geological Probe (Finds Fuel on a 7, 8 or 9; finds Uranium on a 10) (Already used at this location)
1. Mk. III 'Betelgeuse' Flamethrowers (Enables the creation of 'Torch' Heavy Assault Infantry units) 5 CPU
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. String Fray Theory (Enables the conversion of CPU into Uranium or Plutonium) 25 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
5/10 Infantry Living Space Used
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
5/20 Garage Space Used
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
2/2 VTOL Pads Used
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
0/2 Strategic Missile Launchers Used
NAVIGATION
Available Grid Segments:
Segment 126 - Industrial Complex
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
BlackFelt Robotics Inc
Standing Army
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Box' Armored Personnel Carrier (+3 Protection,+1 Penetration / +2 Penetration (Light)
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn; may complete 1 construction project each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- Up to x5 'Watcher' Light Infantry Kits (Parts: 1 each General Personnel: 1 each)
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Assassinate community cabinet member (Attempt to eliminate a target cabinet member from a community)
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
- Minister Dredd has achieved Rank 2! Choose one of the following benefits:
a) Contingency Plans: Roll any casualty checks against Code Red Agents twice, and pick the best result.
b) Military Industrial Complex: Every Code Red Agent will convert 1 Alloy to 1 Part each turn.
- Gerarde Locke has achieved Rank 2! Choose one of the following benefits:
a) Hydroponics Array: 1d20 Food is generated each turn.
b) Moss Gremlins: Adds 5 Moss Gremlins to the crew roster. The Gremlins do not consume food or occupy living space, and may be assigned to act as Gardeners, Engineers or Code Red Agents each turn.
Turns out I think Tiphareth has it exactly right today, though I desperately wanted to pick military-industrial complex at first, given my interest in economy. On review, though, the gremlins will do better in the short-term as we'll be wanting to use them almost entirely as engineers, I think, and we'll be getting up another minister of industry to produce more engineers.
I do want to build several Big Jacks very soon, but fine, there's this whole 'Hound' thing, and maybe it's right now on our faces, whatever.
Generalísimo de Fuerzas Armadas de la República Argentina
And not just short term Invictus, the Gremlins have increadable flexibility for almost any problem we have. Going in to save a nuclear reactor core? Buff up those code-red numbers. Need parts or food? Gremlins. Want to ruin Christmas and emotionally scar children? Gremlins.
I just hope when Locke reaches lvl 3, we get to upgrade the Gremlins to also act as spies and saboteurs.
@The Ender if the Gremlins are used as code red agents and die, do they regrow next turn or are they lost forever?
OH, yeah, the gremlins are definitely awesome. But I was actually wanting to pick the security economy choice too; it's just the gremlins render it redundant, so we can pick the awesome reroll ability instead.
Generalísimo de Fuerzas Armadas de la República Argentina
We arrived in Grid Segment 126 last night. It's mostly occupied by an old wholesale vehicle vending garage; it's been pretty thoroughly looted, but our scouts think they might be able to break into the lower sublevels to try and find something of value if we give them a little time.
We put our foot down today on the narcotics issue. Minister Dredd drafted a list of the worst known offenders running ration distillation operations; we gave them a public trial and then submitting them to the BioFibre Co-Processing blender for recycling. Good riddance.
Kevin Schnider's application for Minister of Industry was tentatively approved after a confirmation interview by Minister Redfield was arranged.
The so-called 'Gremlins' being cultivated by Minister Locke were put on active duty today. Things still give me the creeps; hopefully they'll prove themselves useful.
Total Scent: 61 (THE HOUNDS HAVE CAUGHT YOU! EVEN NOW, THEY DRAW THEIR FORCES AGAINST YOU!)
What's this?
You will accumulate 1d20 worth of Scent whenever you remain stationary to do anything. The Hounds of The Eater of Kings prowl the desert, and you have no means of hiding from them aside from your mobility. If you ever have a Scent score of 20 or higher, the Hounds will have caught wind of you, and you will be hunted by them.
Every time you move, you will lose 1d4 Scent
A Strike Force will be deployed from BlackFelt Robotics in 2 turns
The Hound of Jyrgunkarrd has been provoked! It will intercept the Lawman in 2 turns!
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
NutriFungus Packets: Gardeners make 1 extra food each.
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
All Terrain Buses (Provide 25 crew living space): 1
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Command Deck (While operational, the Lawman may re-roll any failed combat or complication roll): Fully Operational
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
(-5 General Personnel: BioFibre Co-Processing)
(-2 General Personnel: 'Morbid' Medium Tank crew)
5 General Personnel become Gardeners 1 General Personnel becomes a Code Red Agent
Gardeners: 28
Engineers: 5
Code Red Agents: 2
Spies: 1
Moss Gremlins: 5
Total Ministers: 9/15
Ministers of Agriculture: 5
Ministers of Industry: 2
Ministers of Security: 1
Ministers of Espionage: 1
Food: 49/100
(-14 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-1 Food: Consumed by Spies)
(-8 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+84 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
Current Rank: 1
XP to Rank 2: 3/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
Current Rank: 2
XP to Rank 3: 1/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
Current Rank: 2
XP to Rank 2: 0/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
Current Rank: 1
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Lindsay Snipes'
Current Rank: 1
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Industry 'Jessica Redfield'
Current Rank: 1
XP to Rank 2: 4/5
Project Complete: 'Morbid' Medium Tank
Minister of Industry 'Kevin Schnider'
Current Rank: 1
XP to Rank 2: 0/5
Minister of Security 'Christopher Dredd'
Current Rank: 2
XP to Rank 2: 1/15
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
Current Rank: 1
XP to Rank 2: 1/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
1. Magnetically Propelled Sqashable Explosive (Enables the creation of 'Junker' Anti-Tank Infantry units) 10 CPU
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. String Fray Theory (Enables the conversion of CPU into Uranium or Plutonium) 25 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
5/10 Infantry Living Space Used
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
6/20 Garage Space Used
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x1 'Morbid' Medium Tank (1 space each; +5 Protection, +6 Penetration / +2 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
2/2 VTOL Pads Used
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
0/2 Strategic Missile Launchers Used
NAVIGATION
Available Grid Segments:
Segment 126 - Vehicle Vending Garage
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
BlackFelt Robotics Inc
Standing Army
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Box' Armored Personnel Carrier (+3 Protection,+1 Penetration / +2 Penetration (Light)
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
- Do you wish to drill for uranium & exploit the vending garage in Grid Segment 126? If so, you will obtain 1d10 Uranium, 2d10 Parts and 2d6 Fuel. You may also attempt to breech the Secure Vehiclevehi Vault in the lowest sublevel of the garage (1d6 Code Red casualties) to recover an intact heavy duty vehicle (Pick a caravan vehicle; if you succeed in the action, you will recover an additional model of that vehicle)
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn; may complete 1 construction project each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- Up to x5 'Watcher' Light Infantry Kits (Parts: 1 each General Personnel: 1 each)
- Up to x5 'Torch' Heavy Infantry Kits (Parts: 2 each General Personnel: 1 each)
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Industry: May converts 1 General Personnel into an Engineer each turn.
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Assassinate community cabinet member (Attempt to eliminate a target cabinet member from a community)
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
- Do you wish to recycle 5 General Personnel to generate 1d10 CPU with the BioFibre Co-Processor?
- Tyler Auld has achieved Rank 2! Choose one of the following benefits:
a) Hydroponics Array: 1d20 Food is generated each turn.
b) Moss Gremlins: Adds 5 Moss Gremlins to the crew roster. The Gremlins do not consume food or occupy living space, and may be assigned to act as Gardeners, Engineers or Code Red Agents each turn.
Generalísimo de Fuerzas Armadas de la República Argentina
0
Options
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Drill and Exploit Vending Garage. Breach the Vault (Use Moss Gremlins as Code Red Agents this turn) Try for Additional Armoured Limousines.
No Minister Promotions
Decompress [Magnetically Propelled Squashable Explosive]
Drill and Exploit Vending Garage. Breach the Vault (Use Moss Gremlins as Code Red Agents this turn) Try for Additional Armoured Limousines.
No Minister Promotions
Decompress N/A
Industry
Redfield:Assignment [Recruit]
Kevin Schnider [5 Watcher units]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]
Almost perfect agreement with you Snick, except I want to save some CPU to get String Fray Theory and think the Watcher's anti-tank is more helpful than the flamers will be. But, we'll see what the stats are.
Posts
Tiphareth's ballot is drawn this round.
Special Action: Decryption[Yes] - Nuke[N/A] - Fauna Lab[Thungertongue]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit]
Auld:[Recruit]
Industry
Redfield:Assignment[Corvus]
Espionage
Mills:[Fauna Lab] I'm so sorry Janelle :C
Security
Dredd: [Recruit]
Interception: Activate[5x Shrapshell] - Target[Jyrgunkarrd Strike Force]
Interception: Activate[5x Tartooth] - Target[Jyrgunkarrd Hound]
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Alloy Vault (Provides 25 alloy storage): Fully Operational
Reserve Fuel Tanks (Provides 25 fuel storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
CREW
General Personnel: 23
Lobe Clipping Protocols: 1d6 6
3 General Personnel become Gardeners
1 General Personnel becomes a Code Red Agent
Gardeners: 19
Engineers: 5
Code Red Agents: 6
Total Ministers: 6/15
Ministers of Agriculture: 4
Ministers of Industry: 1
Ministers of Security: 1
Ministers of Espionage: 1
Food: 15/100
(-23 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-6 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+57 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
XP to Rank 2: 4/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
XP to Rank 2: 3/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
XP to Rank 2: 0/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Industry 'Jessica Redfield'
XP to Rank 2: 3/5
Corvus-Class Transforming Gunship Constructed!
Minister of Security 'Christopher Dredd'
XP to Rank 2: 4/5
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
XP to Rank 2: 0/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
Fauna Weaponization: 1d10 1 (Hyper-Protein Sandwiches created)
RESOURCES
Wreckage Swather: 3d6 9
Geological Probe (Finds Fuel on a 7, 8 or 9; finds Uranium on a 10): 1d10 1
No unique resources in this area.
Alloys: 100/100
(-5 Alloys: Converted to Parts)
Parts: 7/100
(-10 Parts: Corvus construction)
Fuel: 12/100
(-2 Fuel: 'Mite' activation)
Uranium: 0/20
Plutonium: 0/0
TECHNOLOGY
UniCore Processor: 1d10 8
Caravan Hoverdisc: 1d6 2
Administrative AI: 1d10 2
Total CPU: 10
(-10 CPU: Attempt to decode radio transmissions)
AVAILABLE TECHNOLOGY TEMPLATES:
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. BioFibre Co-Processing (Every turn, 5 General Personnel may be expended to generate 1d10 CPU) 10 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
NAVIGATION
Segment 126 - Industrial Complex
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
Diplomatic Status
Hostile
x1 18 Unit Rearguard Developed
Strike Force will be deployed in 4 turns
Please vote for the following:
- Do you wish to stay in Grid Segment 111 to exploit the wreckage of the Merciless? If so, you will obtain 2d10 Parts, 2d10 Fuel, and 1d4 Strategic Fission Missiles; you may also attempt to secure the reactor core of the Mericiless (1d10 Code Red Agent casualties) to obtain +5 Uranium space, +5 Plutonium space, 1d10 Uranium and 1d4 Plutonium. If you attempt to secure the reactor and fail (you fail if all Code Red Agents are killed), there is a 30% chance that the reactor will explode. If the reactor explodes, you will not obtain any resources from the Merciless and 1d4 random vehicles in the caravan will be destroyed.
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
I think he just has a crush on one of the Roses.
General: Movement[N/A] - Recon[N/A] - Promotion[Agriculture] - Decompress[N/A]
Special Action: Decryption[No] - Nuke[N/A]
Agriculture (priority)
Valentine:[Recruit Gardener]
Locke:[Recruit Gardener]
Auld:[Recruit Gardener]
LeForge: [Recruit Gardener]
Industry
Redfield:Assignment[Big Jack]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit Code Red Agent]
Nothing to see here!
General: Movement[N/A] - Recon[N/A] - Promotion[N/A] - Decompress[Flamethrowers]
Special Action: Decryption[No] - Nuke[N/A]
Agriculture (priority)
Valentine:[Recruit Gardener]
Locke:[Recruit Gardener]
Auld:[Recruit Gardener]
LeForge: [Recruit Gardener]
Industry
Redfield:Assignment[Big Jack]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit Code Red Agent]
[1x Warpath, 5x infantry]
Invictus, we don't really need another minister, we just need the gardeners. I think the lizards need some anti-missle back up. Mainly want to see how it effects the Hound, so far we haven't dented it.
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit]
Auld:[Recruit]
LeForge:[Recruit]
Industry
Redfield:Assignment[Fauna Lab]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
We are still negative on the food. 17 additional food production and we only need to keep up with new gains. We should however try to be no less than 10 positive at any time so we can make fuel out of our corn substitute.
General: Movement[N/A] - Recon[N/A] - Promotion[N/A] - Decompress[Flamethrowers]
Special Action: Decryption[No] - Nuke[N/A]
Recruit [Minister of Industry]
Agriculture (priority)
Valentine:[Recruit Gardener]
Locke:[Recruit Gardener]
Auld:[Recruit Gardener]
LeForge: [Recruit Gardener]
Industry
Redfield:Assignment[Big Jack]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit Code Red Agent]
If we recruit a second minister of industry, would we be able to undertake 2 construction projects a turn, engineers permitting?
D3 Steam #TeamTangent STO
Yes.
this is one reason to make a big jack! I bet they are useful for production of these kinds of things.
EDIT: But then, my attitudes toward these things have been affected by my serious Starcraft playing.
Tiphareth's ballot is pulled this round.
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit]
Auld:[Recruit]
LeForge:[Recruit]
Industry
Redfield:Assignment[Fauna Lab]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Alloy Vault (Provides 25 alloy storage): Fully Operational
Reserve Fuel Tanks (Provides 25 fuel storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
CREW
General Personnel: 20
Lobe Clipping Protocols: 1d6 3
4 General Personnel become Gardeners
1 General Personnel becomes a Spy
1 General Personnel becomes a Code Red Agent
Gardeners: 23
Engineers: 5
Code Red Agents: 1
Spies: 1
Total Ministers: 8/15
Ministers of Agriculture: 5
Ministers of Industry: 1
Ministers of Security: 1
Ministers of Espionage: 1
Food: 23/100
(-20 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-1 Food: Consumed by Spies)
(-6 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+69 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
XP to Rank 3: 0/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
XP to Rank 2: 4/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Lindsay Snipes'
XP to Rank 2: 1/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Industry 'Jessica Redfield'
XP to Rank 2: 3/5
Fauna Weaponization: 1d10 2 (+10 food: Hyper-Protein Sandwiches)
Minister of Security 'Christopher Dredd'
XP to Rank 2: 0/15
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
XP to Rank 2: 1/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
RESOURCES
Wreckage Swather: 3d6 15
Geological Probe (Finds Fuel on a 7, 8 or 9; finds Uranium on a 10) (Already used at this location)
Alloys: 100/100
(-5 Alloys: Converted to Parts)
Parts: 12/100
Fuel: 12/100
Uranium: 0/20
Plutonium: 0/0
TECHNOLOGY
UniCore Processor: 1d10 1
Caravan Hoverdisc: 1d6 2
Administrative AI: 1d10 4
Total CPU: 7
AVAILABLE TECHNOLOGY TEMPLATES:
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. String Fray Theory (Enables the conversion of CPU into Uranium or Plutonium) 25 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
NAVIGATION
Segment 126 - Industrial Complex
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
Diplomatic Status
Hostile
x1 18 Unit Rearguard Developed
Strike Force will be deployed in 4 turns
Please vote for the following:
- Which Grid Segment do you wish to explore?
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
- Minister Dredd has achieved Rank 2! Choose one of the following benefits:
a) Contingency Plans: Roll any casualty checks against Code Red Agents twice, and pick the best result.
b) Military Industrial Complex: Every Code Red Agent will convert 1 Alloy to 1 Part each turn.
- Gerarde Locke has achieved Rank 2! Choose one of the following benefits:
a) Hydroponics Array: 1d20 Food is generated each turn.
b) Moss Gremlins: Adds 5 Moss Gremlins to the crew roster. The Gremlins do not consume food or occupy living space, and may be assigned to act as Gardeners, Engineers or Code Red Agents each turn.
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit] - Benefits [Gremlins]
Auld:[Recruit]
LeForge:[Recruit]
Snipes:[Fauna Lab]
Industry
Redfield:Assignment[Morbid]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]-Benefits [Contingency Plans]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A] - BioFibre Co-Processing[Activate]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit] - [Moss Gremlins]
Auld:[Recruit]
LeForge:[Recruit]
Snipes:[Recruit]
Industry
Redfield:Assignment[Morbid]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit] - [Contingency Plan]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
Can we intercept the hound with our lawman? Or does the caravan need to be in constant contact with it?
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A] - BioFibre Co-Processing[Activate]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit] - [Moss Gremlins]
Auld:[Recruit]
LeForge:[Recruit]
Snipes:[Recruit]
Industry
Redfield:Assignment[Morbid]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit] - [Contingency Plan]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
Turns out I think Tiphareth has it exactly right today, though I desperately wanted to pick military-industrial complex at first, given my interest in economy. On review, though, the gremlins will do better in the short-term as we'll be wanting to use them almost entirely as engineers, I think, and we'll be getting up another minister of industry to produce more engineers.
I do want to build several Big Jacks very soon, but fine, there's this whole 'Hound' thing, and maybe it's right now on our faces, whatever.
I just hope when Locke reaches lvl 3, we get to upgrade the Gremlins to also act as spies and saboteurs.
@The Ender if the Gremlins are used as code red agents and die, do they regrow next turn or are they lost forever?
If you put them in red shirts and they die, they will remain dead. I will, however, take normal Code Reds as casualties before any Gremlins.
Tiphareth's ballot is drawn this round.
I'm afraid the Lawman must remain in contact with the caravan.
Special Action: Decryption[No] - Nuke[N/A] - Fauna Lab[N/A] - BioFibre Co-Processing[Activate]
Agriculture (priority)
Valentine:[Recruit]
Locke:[Recruit] - [Moss Gremlins]
Auld:[Recruit]
LeForge:[Recruit]
Snipes:[Recruit]
Industry
Redfield:Assignment[Morbid]
Espionage
Mills:[Fauna Lab]
Security
Dredd: [Recruit] - [Contingency Plan]
Interception: Activate[No] - Target[Jyrgunkarrd Hound]
LAWMAN HEAVY VEHICLE TYPE 31 SPECIAL RULES & UNIQUE UNIT
Guerilla Training Program: Infantry always have at least light cover.
Unique Unit: Warpath-Class Transforming IFV. +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry.
CARAVAN
Armored Limousines (Provide 5 minister living space & 5 infantry unit living space): 2
Refrigerated Transport Trucks (Provide 25 food storage): 3
Fuel Tankers (Provide 25 fuel storage): 3
Mining Haulers (Provide 25 alloy storage): 3
Search & Rescue Crawlers (Provide 2 VTOL pads): 1
Mobile Maintenance Yards (Provide 5 garage space & 25 Part storage): 2
Research & Testing Hoverdiscs (Provide 20 uranium storage and 1d6 CPU): 1
Wandering Arcade (An even number of Ministers, up to 6, may be assigned to a Wandering Arcade to earn +2 XP): 1
Mobile Strategic Missile Platforms (Provide 2 fission missile storage): 1
SUBSYSTEMS
Crew Cabins (Provides 50 crew living space): Fully Operational
Minister Chambers (Provides 5 minister living space): Fully Operational
Primary Battery (Penetration +5, fires 3 times per round): Fully Operational
Cryostorage Unit (Provides 25 food storage): Fully Operational
Alloy Vault (Provides 25 alloy storage): Fully Operational
Reserve Fuel Tanks (Provides 25 fuel storage): Fully Operational
Security Station (Provides 10 infantry unit living space): Fully Operational
Assault Garage (Provides 15 garage space & 50 Part storage): Fully Operational
UniCore Main Processor (Provides 1d10 CPU): Fully Operational
Pandemic Capsules (Traveling to a Slum (Residential Sector), Hospital (Administrative Sector) or Chemical Plant (Industrial Sector) will enable the construction of contagion host vectors. Ministers of Espionage can conduct Bio-Terrorism missions against native communities; a successful Bio-Terrorism mission against a community will cause it to produce a wave of zombies each turn for 2d4 turns that will intercept any units deployed by any community, and reduce the community's Foreign Cohesion by -2): Fully Operational
Fauna Weaponization Laboratory (Any one Minister may be provided with access to the Fauna Weaponization Laboratory; the lab will then provide +1d6 CPU, and has a 1 in 10 chance of producing a special cybernetic cavalry unit. If it fails to produce a cavalry unit, it will instead produce a Hyper-Protein Sandwich. Each sandwich will add +10 food to your food reserves): Fully Operational
Book of the Red Unicorn (Traveling to a Prison Compound (Administrative Sector) or Luxury Homes (Residential Sector) will enable the construction of Unnatural war assets): Fully Operational
Electron Lattice Barrier Generator (The barrier has a Protection value of +2 and must be neutralized before the Lawman can be directly hit with any weapons or assaulted by infantry. If neutralized, the barrier will not be regenerated until the next combat): Fully Operational[/b]
Ablative Hyper-Dense Tungsten Matrix (Twice per combat, if a weapon impact would penetrate the Lawman's defenses, the result is ignored): SPECIAL : CANNOT BE DAMAGED OR DISABLED
CREW
General Personnel: 12
Lobe Clipping Protocols: 1d6 5
(-5 General Personnel: BioFibre Co-Processing)
(-2 General Personnel: 'Morbid' Medium Tank crew)
5 General Personnel become Gardeners
1 General Personnel becomes a Code Red Agent
Gardeners: 28
Engineers: 5
Code Red Agents: 2
Spies: 1
Moss Gremlins: 5
Total Ministers: 9/15
Ministers of Agriculture: 5
Ministers of Industry: 2
Ministers of Security: 1
Ministers of Espionage: 1
Food: 49/100
(-14 Food: Consumed by General Personnel)
(-5 Food: Consumed by Engineers)
(-1 Food: Consumed by Spies)
(-8 Food: Consumed by Ministers)
(-10 Food: Consumed by 'Watcher' Light Infantry)
(-10 Food: Consumed by 'Thundertongue' Rodents)
(-20 Food: Consumed by 'Shrapshell' Crustaceans)
(+84 Food: Produced by Gardeners)
(+10 Food: Hyper-Protein Sandwiches)
MINISTERS
Minister of Agriculture 'Wesker Valentine'
XP to Rank 2: 3/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Gerard Locke'
XP to Rank 3: 1/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Dr. Tyler Auld'
XP to Rank 2: 0/15
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Geoffrey LeForge'
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Agriculture 'Lindsay Snipes'
XP to Rank 2: 2/5
(Gain XP by training Gardeners or converting Food to Fuel. Each new Rank enables the production of an Experimental Asset)
Minister of Industry 'Jessica Redfield'
XP to Rank 2: 4/5
Project Complete: 'Morbid' Medium Tank
Minister of Industry 'Kevin Schnider'
XP to Rank 2: 0/5
Minister of Security 'Christopher Dredd'
XP to Rank 2: 1/15
(Gain XP by training Code Red Agents or engaging intruders. Each new Rank enables the production of an Experimental Asset)
Minister of Espionage 'Janelle Mills'
XP to Rank 2: 1/5
(Gain XP by training Spies or conducting espionage missions. Each new Rank enables the production of an Experimental Asset)
Fauna Weaponization: 1d10 2 (+10 food: Hyper-Protein Sandwiches)
RESOURCES
Wreckage Swather: 3d6 15
Geological Probe (Finds Fuel on a 7, 8 or 9; finds Uranium on a 10): 1d10 10
Uranium ore vein discovered!
Alloys: 100/100
(-5 Alloys: Converted to Parts)
Parts: 7/100
(-10 Parts: 'Morbid' Medium Tank construction)
Fuel: 12/100
Uranium: 0/20
Plutonium: 0/0
TECHNOLOGY
UniCore Processor: 1d10 7
Caravan Hoverdisc: 1d6 4
Administrative AI: 1d10 2
BioFibre Co-Processing: 1d10 1
Total CPU: 16
AVAILABLE TECHNOLOGY TEMPLATES:
2. a) Emergency Management System (Enables the construction of Search & Rescue Crawlers) 40 CPU
2. b) Remote Broadcasting Module (Enables the upgrading of Code Red Agents into 'Mouthwagon' Advertisement Motorcades) 10 CPU
2. c) High Load Capacity Chassis (Enables the construction of Mining Haulers) 25 CPU
3. String Fray Theory (Enables the conversion of CPU into Uranium or Plutonium) 25 CPU
4. Radar Tracking Warheads (Enables the construction of 'Firestorm' Mobile SAM Platforms) 10 CPU
5. Airborne Infantry Chassis (Enables the construction of 'Wolf' Rapid Transport & Infiltration Helicopters) 5 CPU
INFANTRY UNITS
x5 'Watcher' Light Infantry Units (1 space each; +1 Penetration (Light), +1 Protection (Light); May fire a +3 Penetration anti-tank rocket once per combat. Each requires 2 food per turn)
x5 'Long Jaw' Siege Cadaver Units (0 space each; +3 Penetration / +5 Penetration (light), +5 Protection; Rampage; attacks 1d4 units per round)
LAND-BASED VEHICLES
x2 'Warpath' Transforming Armored Personnel Carrier (1 space each; +3 Protection,+2 Penetration; transforms into a bipedal attack vehicle with +3 Protection, +4 Penetration / +5 Penetration (light) and Rampage after deploying infantry. May carry up to 5 units of infantry. Consumes 2 fuel to activate)
x3 'Avalanche' Compact Tanks (1 space each; +3 Protection, +3 Penetration / +3 Penetration (light). Consumes 1 fuel to activate)
x1 'Morbid' Medium Tank (1 space each; +5 Protection, +6 Penetration / +2 Penetration (light). Consumes 1 fuel to activate)
x3 'Tartooth' Tyrannosaurid Cavalry (0 space each; +5 Penetration / +5 Penetration (light), +3 Protection; Rampage; units cannot hide from a Tartooth, and any cover they have is immediately destroyed if they are attacked by a Tartooth. Each requires 4 food per turn) Currently engaged in combat!
x5 'Shrapshell' Crustacean Cavalry (+4 Penetration / +1 Penetration (light), +5 Protection; Rampage; a Shrapshell rerolls any penetrating hit against it. If it fails the reroll, the penetrating hit is ignored and any unit it is engaged with is struck by a +1 Penetration / +4 Penetration (light) shrapnel attack, but the Shrapshell is then reduced to +0 Protection and can no longer rerolls penetrating hits. Each requires 4 food per turn)
x5 'Thungertongue' Shock Squirrel Cavalry (+3 Penetration / +3 Penetration (light), + 3 Protection; attacks against infantry units ignore their protection value. Each unit requires 2 food per turn)
AIRCRAFT
x1 'Mite' Reconnaissance Helicopter (1 space each; +1 Evade, +1 Pursuit; may be used to gather information about nearby Grid Segments. Consumes 2 fuel to activate)
x1 'Corvus' Transforming Gunship (1 space each; +2 Evade, +3 Pursuit; may transform to shake missile tracking. Consumes 4 fuel to activate)
SPECIAL WEAPONS
NAVIGATION
Segment 126 - Vehicle Vending Garage
Segment 76 - Hospital Ruins
Segment 88 - Deep Ocean Drilling Rig
Segment 119 -Deep Ocean Drilling Rig
COMMUNITIES
Assault: +1
Fortification: +4
Active Units: 170 / 300
Core Force Development: x1 2d20 Vanguard, x2 2d20 Rearguard.
Strike Force Development: x1 Strike Force deployed every 2d6 turns.
Cabinet Members
President: Chairman Grey (While Chairman Grey is alive, BlackFelt Robotics does not deplete it's Active Units pool to deploy Core Forces)
Vice President: Management Frame 007-682 (While Management Frame 007-682 is alive, all Rearguard forces may re-roll combat if defeated)
Central Military Commander: 'Charles' Series TrafficMan No. 01-578 (While 'Charles' Series TrafficMan No. 01-578 is alive, Core Forces will only sustain half normal losses if defeated)
Field Marshal: The Better Samaritan (While The Better Samaritan is alive, Strike Forces will always include 1d4 'Steel Shepherd' Cybernetic Warbeasts)
Strike Force Composition
Strength: 1d6 units.
Units Available:
'Red Eye' Light Infantry (+3 Protection (Light), +2 Penetration (Light); rolls twice in combat and takes the best result)
Diplomatic Status
Hostile
x1 18 Unit Rearguard Developed
Strike Force will be deployed in 2 turns
Please vote for the following:
- Do you wish to drill for uranium & exploit the vending garage in Grid Segment 126? If so, you will obtain 1d10 Uranium, 2d10 Parts and 2d6 Fuel. You may also attempt to breech the Secure Vehiclevehi Vault in the lowest sublevel of the garage (1d6 Code Red casualties) to recover an intact heavy duty vehicle (Pick a caravan vehicle; if you succeed in the action, you will recover an additional model of that vehicle)
- Do you wish to spend 10 CPU to attempt to decode some of the nearby radio traffic? (75% chance)
- Do you wish to deploy the Mite recon helicopter to gather information about a specific Grid Segment? (Costs 2 fuel)
- Do you wish to decompress any available templates?
- Do you wish to promote any General Personnel into Ministers? You may recruit for any of the following positions:
Minister of Espionage: May convert 1 General Personnel into a Spy to engage in diplomacy & subterfuge; may conduct 1 espionage mission each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent (Code Red Agents do not consume food per turn (they eat only meager rations) and may be expended to resolve hazards & complications encountered by the Lawman); may engage 1 intrusion force each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener that produces 3 food per turn (Gardeners do not consume any food); may convert 10 Food into 5 Fuel each turn.
Every Minister except for the Minister of Agriculture will consume 2 food per turn on their own. They will attain Ranks as they complete tasks & train specialists.
- Do you wish for any Minister to be assigned to the Fauna Weaponization Laboratory?
- Do you wish for any Minister to be assigned to the Wandering Arcade? (+1d6 XP)
- Do you want any Minister(s) of Agriculture to convert 10 Food into 5 Fuel?
- Do you want any Minister(s) of Industry to complete a construction project? You may manufacture any of the following:
- Up to x5 'Torch' Heavy Infantry Kits (Parts: 2 each General Personnel: 1 each)
- 'Warpath' Transforming Armored Personnel Carrier (Parts: 10 General Personnel: 1)
- 'Avalanche' Compact Tank (Parts: 5 General Personnel: 2)
- 'Mite' Reconnaissance Helicopter (Parts: 3 General Personnel: 2)
- 'Corvus' Transforming Attack Helicopter (Parts: 10 General Personnel: 2)
- 'Taker' Abduction Disk (Parts: 10)
- 'Big Jack' Exoskeleton (Parts: 5 Engineers: 1)
- 'Morbid' Medium Tank (Parts: 10 General Personnel: 2)
- 'Thunder' Armored Personnel Carrier (Parts: 2 General Personnel: 2)
- Armored Limousine (Parts: 25 Uranium: 5 or Plutonium: 2)
- All Terrain Bus (Parts: 25 Uranium: 5 or Plutonium: 2)
- Do you want any Minister(s) to train General Personnel into specialists? Each type of Minister can train the following:
Minister of Espionage: May convert 1 General Personnel into a Spy each turn.
Minister of Security: May convert 1 General Personnel into a Code Red Agent each turn.
Minister of Agriculture: May convert 1 General Personnel into a Gardener each turn.
- Do you wish to activate any vehicles and/or load any transports with infantry to engage inbound hostile strike forces? (You may do this at at time while they are inbound; if you wait until they arrive, they will be able to attack the Lawman and/or vehicles in the caravan)
- Do you want to engage in an espionage mission? You may select any number of Spies and Ministers of Espionage to conduct one of the following missions:
- Negotiate truce (Attempt to bring a hostile community to heel. This mission cannot be attempted against a community that has an active Strike Force in the process of intercepting the Lawman)
- Sabotage Infrastructure (Attempt to inflict damage directly on the community's strength)
- Bio-Terrorism (Attempt to infect the community's population with a lethal terror virus)
- Do you wish to recycle 5 General Personnel to generate 1d10 CPU with the BioFibre Co-Processor?
- Tyler Auld has achieved Rank 2! Choose one of the following benefits:
a) Hydroponics Array: 1d20 Food is generated each turn.
b) Moss Gremlins: Adds 5 Moss Gremlins to the crew roster. The Gremlins do not consume food or occupy living space, and may be assigned to act as Gardeners, Engineers or Code Red Agents each turn.
No Minister Promotions
Decompress [Magnetically Propelled Squashable Explosive]
Assign Valentine to Fauna Weaponisation
Locke:[Recruit]
Auld:[Recruit] [Moss Gremlins]
LeForge:[Recruit]
Snipes: [Fuel Processing]
Industry
Redfield:Assignment [Recruit]
Kevin Schnider [5 Betelgeuse Flamethrowers]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]
This is assuming we can build flamers/that flamers are comparably cheap.
D3 Steam #TeamTangent STO
Also, if we want to produce other things tomorrow we probably want more parts, so we should use the gremlins as engineers.
No Minister Promotions
Decompress N/A
Assign Valentine to Fauna Weaponisation
Locke:[Recruit]
Auld:[Recruit] [Moss Gremlins]
LeForge:[Recruit]
Snipes: [Fuel Processing]
Industry
Redfield:Assignment [Recruit]
Kevin Schnider [5 Watcher units]
Espionage
Mills:[Recruit]
Security
Dredd: [Recruit]
Almost perfect agreement with you Snick, except I want to save some CPU to get String Fray Theory and think the Watcher's anti-tank is more helpful than the flamers will be. But, we'll see what the stats are.
Fixed!