[X] Nine Characters (left)
"We're makin' a left turn..." Jack muttered to himself. Roselia looked at him, quirking an eyebrow. He waved her off and started down the left route.
The end of this hallway had nothing in it but an elevator.
A powered, active elevator.
The explorers, seeing no other way close at hand, piled into the elevator and stood within it nervously as it automatically began to descend. None of them could guess just how far it was going, but ten long seconds later the doors opened once again, and revealed something utterly alien... and utterly familiar.
An armory.
"Oh shit son, I think we came down the right way." Jack said aloud as his eyes swept over the alien-looking weaponry racked neatly along the walls. In the center of the room, several large cases carried mysterious cargo. Off to one side of the room, a thick metal-reinforced glass window revealed the sleek shape of a rocket in a cavernous opening somewhere beyond.
"No, Jack, we went down the left way." Evern piped up.
Jack smacked him across the back of the head. They all went around the room, picking up weapons and other gear and looking at them.
After a moment, all the weapons they had picked up started to beep frantically. Sensing danger, Roselia shouted, "Toss the guns!"
And not a moment too soon. No sooner had the last rifle clattered against the wall than all the weapons exploded with a small amount of force.
"Damnit." Jack said.
Roselia studied an intact rifle. "Hold on, it looks like it's bio-coded... I may be able to disable the scanning mechanism. Give me a little while."
Several hours later, she finally managed it. Most of the stockpile got destroyed over the course of her experiments, but enough remained that she was confident she could replicate the weapons - after some study.
[New Codex Entry: Spoils: Alien Weapons x20]
[New Codex Entry: Spoils: Mysterious Cases x10]
[X] Maxim 'was it always there?': Ask the resident magician for advice and make it appear as if there are way more people and weapons in the colony than there actually are, hoping that the weird guys would choose not to attack such a well-defended place.
Putting the resident magician in charge of town defense seemed to be an iffy proposition for some people, but enough of the colonists got behind the idea that a man who made people believe in magic for a living might know a thing or two about deceiving. Everything from broom handles to hazmat drums were pressed into service and repainted to look like rifles, missile launchers, artillery tubes - even a couple of mocked-up Avengers - and placed where anyone observing the colony would definitely see them. Simple robotic arms periodically swayed repainted sticks on pre-determined paths inside of windows. Dummies were fashioned out of ballistics gel and steel supports, clothed in pieces of outfits and stuck on sentry duty.
The colony looked very, very well-armed from the outside in.
The next day, the aliens had come no closer, and seemed content to sit and observe. The expedition team came back, bringing back the majority of the colony's mobile firepower as well as a cargo of plunder.
[New Codex Entry: Colony Assets: Ghost Army (+5 to deception rolls on defense)]
VOTING:
Free:
[] Continue the Deception
[] Attack the Xenos
[] Try to contact the Xenos (write in how)
[] Survey the area (R&D)
[] Finish Building:
- Basic Radar
- Distillery
[] Set up a building:
- Improved Shelter (protects 40 Settlers and Characters from low-level Disasters) (12 minerals) (requires 3 power)
- Improved Garage (provides repair capabilities for your equipment, production of vehicles with Machine Shop, can build Tracked Vehicles) (10 minerals) (requires 2 power)
- Improved Machine Shop (allows production of higher-level equipment) (4 minerals (2 after discount)) (requires 3 power)
- Improved Farm (produces +8 food) (4 minerals)
- Improved Hydroponic Farm (produces +18 food) (10 minerals) (requires 2 power)
- Improved Lab (enhances research; adds +20 to any roll) (15 minerals) (requires 2 power)
- Improved Mining Operation (produces +10 minerals/turn) (15 minerals)
- Nuclear Power Plant I (produces +10 power) (15 minerals)
- Spacefield (allows the use of air-breathing aircraft; provides small/medium vessels a place to land)
- Impedance Modular Barricade (provides the colony with a temporary, modular solution to controlling ground access) (5 minerals per section) (Sections: 0/4)
- Wildlands Grade Town Hall (can safely shelter up to 60 people within; provides protection from small and large caliber fire beneath artillery caliber; has provisions for two sentry turrets to be mounted on top of it) (15 minerals) (-4 power)
[] Try to repair the transport's engines (2 Transport Engines, 5 minerals)
[] Upgrade a building
- Which one? (Cost variable)
[] Explore (Combat+Espionage)
[] Produce an Item
- Wheeled Rover (10 minerals)
- Wheeled Technical (Armament?) (11 minerals)
- Tracked Tank (Armament?) (30 minerals)
- Slug-Throwing Rifle (1 mineral per run)
- LMG (1 mineral per run)
- HMG (1 mineral per run)
- Rotary Autocannon (1 mineral per weapon)
- Survey Toolset Mk I (1 mineral per run)
- Cristoffen Firebird Recon Drone (1 mineral per 4)
- Cristoffen Gorilla Workbot (1 mineral per 4)
- Smith & Cristoffen Gauss Rifle (prototype) (2 minerals per run)
- Smith & Cristoffen Rail Cannon (prototype) (6 minerals)
- Velocity Auto-Sentry Mk I(provides the colony with a modular defense platform capable of being upgraded as new weapons become available) (5 minerals per unit) (-1 power/unit)
- First Impact Armory 155mm 'This End Towards Enemy' howitzer (-4 minerals) (towed)]
- DuClare FGM-200 Pilum Fire-and-Forget missile launcher (1 mineral per run)]
- First Impact Armory Wheeled 227mm Artillery Rocket/Missile System (-15 minerals)]
- Smith & Cristoffen All-Purpose Explosive Kit (capable of assuming multiple configurations to suit a variety of needs - Claymore, satchel-charge, explosive entry, etc.) (1 mineral per run)]
- Futhark MIM-16 Dragnet SAM launcher (-10 minerals) (towed, static for use)]
[] Research technologies
- Repulsorlift Vehicles (unlocks Repulsor-driven vehicles and space-capable craft)
- Medical Adaptation (adds Hospital; unlocks Medical production for Laboratory)
- Long-Range Sensing (unlocks Tier II radar)
- Advanced Robotics (unlocks Tier 2 robots & drones)
- Advanced Nuclear Power (unlocks advanced nuclear power generation for vehicles and settlements)
- Space-Borne Nuclear Power (unlocks nuclear power generation for spacecraft)
- Fortification II (unlocks improved fortifications and defenses)
- Write-in Tech
[] Write-in
QM Note: Just to be clear, there are some technologies which require one or more prerequisites to be met before you can research them. Example: EM Manipulation and Advanced Nuclear power are required to unlock Fusion.
I hide a lot of things so that I don't get people going oooh shiny and running off down one development route when they should be casting a broad net and vying for good trades to get either A. Advanced stuff or B. stuff they missed.