Alright its time for a fresh civ thread! However I am only willing to dm one of three races either
Other than that ordinary civ selection rules apply
>only Humans, Orcs, or Elves
Well, at any rate:
I want to play as a group of humans who wake up from a 'fantasy cryogenics' vault - some kind of stasis - to find themselves in the ruined remains of a once great city. Possibly with amnesia, possibly with first hand memories of the ancient past.
>I want to play as a group of humans who wake up from a 'fantasy cryogenics' vault - some kind of stasis - to find themselves in the ruined remains of a once great city. Possibly with amnesia, possibly with first hand memories of the ancient past.
I agree with this, but my vote is for orcs. I love the idea of playing some ancient orcs with a memory of their glorious past waking up in a ruined city inhabited by small tribes of orcs who have fallen to savagery and banditry in the decades or centuries since. I think that sounds like a really neat game.
Yeah, orcs waking up in a ruined city vault sounds pretty badass. It'd also go a long way towards explaining why the other orcs are aimless, savage tribals.
You awaken in a dark room after being released by some sort of chamber made out of a material you can see through. You see other similar chambers around you housing others just like you. You look down to see you have large hands and a light green skin color. Your head hurts and you don't know how you got to this place or in this situation.
However memories of your life begin flowing back to you....
A. Gorath, A warleader of great renown
B. Karas, A shaman and healer of great wisdom and power
C. Lewgin, A engineering and mechanical genius
>C. Lewgin, A engineering and mechanical genius
Orcs are bad at magic, and this is a quest themed around survivors from a past age rediscovering their glorious past. I don't think a 'shaman' is particularly appropriate here.
>C. Lewgin, A engineering and mechanical genius
Sir Charles Lewgin.
They may be better at technology and melee combat but that's not the only path they can take. There is room for a shamanistic path, especially for a revered leader. Perhaps he had the gift of farsight and led followers to be protected in stasis due to some danger he foresaw. I still like C more but there was room for the other options.
You remember that they used to call you Lewglin, even though you struggle to remember who exactly they are, or were. As you sit there thinking one of the chambers near you starts having lights blink all over it as you hear a strange voice in the room say "Resuscitation complete, beginning release procedure" as the pod opens up, revealing another person who looks similar to you. This begins happening all over the room as various pods begin to open, after 40 minutes all pods have released their inhabitants. You do a count and it reveals that are 47 people including you. 18 males 18 females and another 10 children divided evenly between the sexes. You don't know why but you remember that the voice belongs to CSS, the control support system also known as sis.
You try calling out to sis but nothing happens as you try to open the doors. You begin remembering your old life of education and research, as formulas and designs start to appear in your memory, you type in a code, you remember as the head engineering override and get the door open.
It opens into two hallways one reading control room and the other reading engineering. As you read the signs sis comes on again saying "Quarantine protocols in effect, please remain in your quarters"
whats our next move
B. Control room
Gather everyone up to have a discussion about where we are and what's happening. We're a peaceful, civilized folk, after all.
Then I change my vote from this:
>C. Gather everyone up to have a discussion about where we are and what's happening.
Hopefully, we have other experts of one kind or another among the men and the women. We need to keep the children safe too.
You quickly gather the others, for you do not remember what you used to call yourselves and begin discussing what we remember and our next plan of action. Several of the people recall working in the control room and agree to come with you, while several others agree to come with you due to remembering being a "combat specialist" whatever that means. The rest of the group hold tight and barricade the pod chamber.
As you get in the control room, your memories flow back of a brightly lit room with strange windows everywhere, except these windows showed information and pictures instead of the outside. This is clearly the same room, but dimly lit with broken glass and consoles and few buttons that appear to be on. You find a keypad and type in your engineering override, turning on one of the small windows. You get several prompts, including one to deactivate quarantine protocols. Before you make any decisions you pull up the last reports. The last report was by sis indicating that quarantine protocols had been activated and main power shut down. You pull up something called a security system and see what appear to be video and pictures of your people in other parts of the facility killing and eating each other as well that this facility is a part of a much large city, which also appears to have succumbed to ruin and anarchy.
You pickup a small pad from one of consoles and it lights up indicating a map of the facility as well as your location and the location of other lifeforms within it. The area around the control room seems empty of life aside from the small group you brought with you. You zoom out of the map to find the resuscitation chamber still has our people as well as map indicators for the armory, main engineering, hospital, and storage bay
Try to make it to the armory. We want to equip the combat specialists before we try to reclaim Engineering, Medical, and Storage. There might be dangerous things in those locations, after all.
Armory I think is the best move. We want to protect ourselves before going out there.
If engineering is nearby, make a stop there as well afterwards, but otherwise the hospital should be our headquarters and base of operations eventually.
>but otherwise the hospital should be our headquarters and base of operations eventually
I'm assuming these are all small sections/wings of this particular facility. A small armory, a medical clinic, a small warehouse, and an engineering section. If that's the case, the idea of one particular wing being our 'headquarters' doesn't jive too well with me.
You leave a few of the people in the control room and take the pad with you along with all of the combat specialists to the armory. You take the 8 combat specialists and make your way down the hallway when you detect two lifeforms, as you see two of our people on the scanner. Unfortunately the armory is designed to only have 1 way in and 1 way out and they are in the way. You have the team sneak up best they can and look around the corner to see 2 of our people with what appear to ragged clothes and metal rods for weapons. Our men quickly rush the two unsuspecting enemies, letting their hand to hand combat take over quickly disarming them both, killing one and knocking the other unconscious for questioning. You send to of the team back with him to the pod while the rest press on to the armory. They find the door to be intact but lightly damaged by what appear to blows from bladed and blunt objects. You input your codes and enter to find the room well stocked and intact. You immediately see several racks of weapons. One with strange glowing rods, reading stun batons, another with strange long metal weapons reading mark IV energy rifle. You find another rack reading Mark III energy pistols and pick one from the rack, the lights on the weapon coming on as you place your hands on it. One of the specialists calls to you and shows you two more racks one reading combat harness and the other reading light combat reconnaisance harness. You quickly don a combat harness with most of the specialists while two choose the light recon harnesses. You find the the "rifles" are modular and can be used as sniper rifles and light machine guns in addition to standard battle rifles
What's our total inventory on each of those item types?
At any rate, let's try to secure Storage, Medical, and Engineering, just to get a good idea of what our compound is working with.
You have the group take inventory on all the items in the armory, we find 20 stun batons, 20 rifles, 40 pistols, 20 plasma grenades, 20 stun grenades, 20 riot shields, 20 combat harnesses, 4 special recon harnesses, and 20,000 plasma rounds.
You record our inventory in your pad and have the team move with you to take the medical bay, which you also find to be untouched with cracks and obvious damage with melee weapons on the reinforced armor glass doors. You override security protocols and enter to find the room deserted, with the consoles intact and one corpse next to it pistol in hand. You go to the console and look up the last logs. The scientist, named Regar apparently recorded his findings and his last few days of life. He writes that the colony was attacked by an unknown force who bombarded our cities with conventional weapons and then dropped a biological weapon, which appears to have given its victims amnesia and dramatically increased the victims aggression and sexual drives. He posits that this could've been the work of the government of testing a biological weapon in mass on an isolated colony population with secessionist tendencies. Apparently the facility quarantine facilities protected us, the reserve crew who were in stasis from the weapon. The scientists seems to have taken his own life with his pistol as there is no food in the medical center which was sealed by the procedures, leaving him with no where to go
You take an inventory of medical supplies, which include surgical equipment, hazmat suits for biological hazards and medicines of all sorts.
You move next to engineering where you interact with your pad to call down a few of the old engineers from the pod room to help you reactivate the reactor as our combat specialists secure the area. The engineers arrive and an hour later the iridium powered reactor roars to life, giving power to all systems. As the lights come on and consoles come to life around you, you hear the voices of one the control room operators that you need to come up immediately and to bring the combat specialists with you. A few minutes later you arrive in the control room and find them looking at security footage from around the facility. They see the security wall around the facility has been breached in several places and the storage room is attached to a hangar with several vehicles in it, in addition outside the storage area is a vehicle yard with several more ground vehicles. Then, they show you the more alarming thing, a breach in the facility itself a few thousand feet from the armory, with a group of feral survivors outside it.
You also see pictures of commisary only to see footage of broken open crates, and refrigeration units.
Whats our next move?
You send a combat team to doorway and they secure it without alerting the ferals, however we have no way to block the door in any meaningful until we get the supplies in the storage bay.
You go with another group to the storage bay where you take inventory of the supplies, we have several thousand of UCM or univeral construction materials. These materials can be used in a fabricator to make weapons, armor, tools and vehicles and larger fabricators can build space ships even. We can also use some for construction to seal the breach.
Shall we do that?
You take a group of engineers and meet the combat team and begin sealing the breach, unfortunately the tools make too much noise and attract a small group of ferals, which the combat team gun down mercilessly, unfortunately the sound draws even more ferals as you rush to complete the repairs. The combat team has one of their members switch to light machine gun mode and begins mowing down the ferals as they rush the breach, this goes on for 3 more minutes before you succesfully weld the breach shut, only to hear the banging of the ferals on the outside, trying to get in. Fortunately the metal is armor grade plating.
As you finish you are called to the control room where the unconcious feral is finally waking up. Several of the scientists and doctors in the group would like to run tests on him, while the combat specialists think we should question him about what he knows.
What should we do first?
You restrain him to a chair bolted to the floor and start questioning him. He attempts to break out several times, gritting his teeth and grunting loudly, to finally give up after a few minutes. You calmly watch him struggle and resume questioning him when he stops. He replies to your questions in a broken bastardized version of our own language. You also notice him eyeing the females in the group as well as weapons around him. He answers some basic questions about how is tribe is outside the warhouse(the military installation we are currently in) and his name of Jaruk. We find out that his tribe numbers around 100 and they are led by chief Hakar and frequently fight nearby tribes for food and females. He seems calm throughout the interrogation when he suddenly rips out of restraints, inflicting horrible gashes all over himself as he pulls out of the restraints and rushes to one of the females, the combat specialists quickly block his path, tackling his and repeatedly stunning him with the stun baton until he is unconcious once more
You have his unconcious body brought to the medical bay where we double his restraints and give him medical attention to keep him alive. We also perform blood tests and find aside from some stds and trace elements of the aggression drugs that he is clean, you also identify him as being only in his 20's clearly being born after the attack. Our tests also find that in addition to causing amnesia and aggression to increase, the drug also restricts the critical thinking parts of the brain. Our scientists believe they can fabricate a cure to aggression drugs and critical thinking restrictions but they do not believe they can restore the lost memories of the victims, at least until we find someone who actually suffered the effects of the weapon to test on.
After the incident with the prisoner you decide to take a group of engineers to the hangar bay. Upon opening it you find 8 ships in the hangar. 2 Heavy shuttlecraft, 2 gunships, 2 fighter spacecraft and 2 light bomber spacecraft. We also find 40 deployable uav drones that can serve as an important information source.
The control room also tells you that it has achieved an uplink with several satellites around the planet, giving us some more reconnaisance abilities and planetwide comms
whats our next move?
You find some food in the storage bay, but it was meant as a reserve for this small military base, only designed a few months, giving us about 3 months of food with our current numbers. We also build a small fabricator and start producing a cure that will eliminate the self replicating aggression drugs and brain restricting drugs from the patients bloodstream. A few days pass when the first batch of the cure finishes, we use it on the prisoner who immediately shows reduced signs of aggression and higher thinking. Blood tests on the prisoner show the drugs slowly fading away and in our scientists estimate that in a few days he will be completely clean of the drugs and effectively cured. However the scientists do not see any way of deploying this cure aside from injections as it will convert to aerial form. This will require us to stun and capture ferals in order to cure them, or perhaps develop some sort of gun that can fire tranquilizers, which we could make in a fabricator
Use UAVs to patrol the surrounding city and get a good map of where things and tribes are located. Have the engineers begin to develop either a hydroponics area or a food replication system (depending on what our technology allows). Security forces should begin to patrol the building for weak points and shore up the defenses.
You have the UAVs deploy around the city, with a few hovering over our base for security purposes. You begin production of dart guns in one of our small fabricators that will allow us to cure the ferals from a distance. The dart guns are fast firing semiautomatics, however are amounts of the cure right now are still limited. In addition the UAVs spot several breaches in the defensive walls surrounding the facility, including one leading into the vehicle yard, where there appear to be several intact vehicles, including 2 APCs, 4 light offroad vehicles and a tank.
We also find a large hydroponics facility a few miles away near the city center
Send out security forces with orders to stun and capture unless endangered to clear out the security breach at the vehicle yard and set up temporary blockades there. Monitor the other breaches with drones.
I think we should start shooting strays with the limited supplies of cure we can make, and get the numbers to take over the hydroponics facility.
Let's head to the wall breach leading to the vehicle yard, secure it, seal the breach and prioritize curing strays before deploying lethal use of force to threats.
We have limited time and we should make the most of it to get our numbers up before trying to claim property outside our facility.
sorry, we don't have the technology or the skills right now to create a genetic altering virus at this time
The first step is to send in the security teams to secure the interior of the walls, tranquing any ferals they find, which they do. The engineering team also is able seal the breaches in the walls, and we begin posting our men on the walls, having them shoot any strays that get too close to the defenses, before collecting them. By the weeks end we have added another 13 people to our population putting us at 60 people including you. One of the first things we do is to start training these people in jobs that would be useful to us, with many being trained as new security forces. We however must keep in mind with every feral we cure, its another mouth to feed, with these new arrivals bringing down our food supply to an estimated 2 months.
We now have the vehicle yard secure and have control over the walls as well the gate to the facility. Another week passes and the new security recruits are rushed through training to help us secure the hydroponics facility.
Whats the next move?
We should convince the relatively stupid feral orcs that we serve a powerful god, and try to dominate them through fear until they can be properly reintroduced to society. Maybe using holograms or something as a display of power, any ideas?
In the meantime, we should send over a reconnaissance team to scout out the hydroponics building with a shuttle and gunship. Orders to observe and report, not to engage hostiles.
I think we can convert them well enough with our cure and tranq guns. I think their condition doesn't allow re-education other than that. They'll just go straight for the females again.
Once we get the facility we should consider better means to mass cure them.
Probably true, I was just trying to think of a way to secure the general area since there were over a hundred in one tribe, and there are several tribes at least. That will take a while to convert.
You send a squad out in the gunship to recon the hydroponics facility. They bring special scanning equipment and map out the facility, sending the information back via satellite uplink. They perform the reconnaissance late at night, with the gunship in stealth mode. After scanning the facility they return to base without issues.
The scans show a massive 8 story facility that was once a main food source for the colony. The scans also indicate that the facility is unpowered and was hit multiple times by the orbital bombardment. We will have to restore the powerplant in the city and repair the facility if we want to make it functional again
Restoring the power plant and getting power back across the city might make all the ferals go apeshit, but at the same time maybe increase infighting and distraction, which is good for us.
Still, it might mean stirring the hornet nest.
Before we start turning on the power, we need a good assessment of the feral status in the area. We should survey their numbers, their living conditions and what they eat (perhaps we can use their food sources to give us some extra time).
The UAV scans indicate 500-1000 ferals in downtown city area, their food source seems to be a mix of cannibalism, eating stray animals(that are likely descended from old pets), looting old houses and various buildings for food and some animals that have strayed in from the forests at the cities edge. Most ferals have moved out to the cities edge and into the forest in the country side to eek out an existence while a few tribes remain in the city proper
A recon team is sent again in the gunship to the powerplant, finding a massive facility on the other side of town. It seems to be nuclear powered with the fuel rods still in place, however it also appears to be inhabited by a tribe of vicious looking ferals who have looted and scrapped together what appear to basic metal armor as well some nasty looking spears and axes. You and the engineers estimate that it will take the better part of a day to get such a facility back online.
Yes it is on the edge of downtown,opposite sides from the military base. It along with the base and hydroponic building as well as several other structures formed the core of the original colony when the planet was first colonized almost 200 hundred years ago
I don't see how we can win this even with an air advantage. A dozen soldiers against a hundred or three metal wearing orcs. It's an urban setting so even with a gunship most of them will scatter into buildings. Once we hit the ground they'll storm us.
>Armored vehicles is a different matter though. That's the way to do this.
Definitely. Especially if we can maintain air support. Those rifles can convert to snipers; sniping while armored units clear streets is probably the best way to handle this. But we need to prioritize not losing a single person; we can afford to fall back at regroup and hit them again another day.
I leave it to you guys to form a plan. Also pic related of an APC
also pic related gunship
You assault the facility with 4 main groups. 2 groups of combat troops who are to move from apcs on the ground into the facilities lower levels and secure the reactors, while another team, accompanying the scientists and engineers lands on the roof. Finally a few combat troops are placed on nearby rooftops to provide sniper cover for the ground teams.
The ground teams quickly deploy from the APCs fanning out with cover from the snipers and the gunship, the operation goes for about 30 seconds before the first shots are fired and all attempts at stealth are abandoned. The teams use stun grenades batons and tranq rifles and pistols when they can but are often forced to use their primary weapons on the armored ferals. After the ground teams make it inside the gunship lands, deploying you along with an 3 combat specialists and 5 other engineers, all armed and armored. You immediately make your way to the control room, when several ferals appear out of the roof staircase and rush the landing pad, barely giving you time to put the lead one down with your pistol as the team does the same to the other ferals. You climb down the staircase and take the fastest most direct route to the control room. Aside from having to blast a few ferals the walk is fairly easy when you finally make it to the control room. You see that the ferals have built a throne of sorts with the arms of the chair formed with piles of skulls. The room is filled with several females, 2 large feral guards and a massive feral, easily the almost a third bigger than his already large guards sitting on the throne. He picks up a blood covered cleaver like weapon and rushes you along with his 2 guards. The 2 guards are mowed down in a hail of fire but the massive feral keeps coming finally getting in close with you and hacking at you with his cleaver, missing at first and then striking you just above the forearm, taking off your left arm.
The bloodloss and damage of losing your arm puts you in shock as you see the feral raise his cleaver again to strike you down. You focus with all your might and raise your pistol with your right arm aiming for the cleaver. You pull the trigger and watch the plasma burst take his hand off, cleaver with it, as one of the combat specialists kicks the feral over and shoots it repeatedly in the head with his rifle, a medic stabilizes you and the rest of the team goes to work bringing the reactor to life. After the control room is secured, we take control of the plant security system sealing the doors preventing any more ferals from getting in and having the security teams sweep and tranquilize any remaining ferals in the building. After a few more hours the reactors are brought online and power is restored to the city proper area.
You are then flown back and brought to the medical bay where the wound is properly sealed and are given the option of regrowing a new arm or getting a cybernetic arm instead
Whats it going to be?
Cybernetic arm. Also the female orcs are indeed a prize.
Also when we bring the reactor online we should make sure only to power up the buildings we want. No need to power up the whole city.
You get fitted for a cybernetic arm that is made out of a strong but light metal alloy. It is not simply an arm either but a powerful light plasma cannon. You are brought back to plant a few days later to oversee operations. Directing power to a handful of city blocks that house buildings of interest to us, including the hydroponic facility, the central government building, the police station and colonies high speed rail system connecting the various settlements
We also manage to recover 100 ferals after the battle, mostly females and children, but a handful of warriors as well. This particular tribe seemed extremely bloodthirsty but also highly organized and well fed compared to most of the of the other feral groups.
Once we finished giving them the cure, the combat teams and engineers secured the hydroponic facility and got it back running at full capacity, giving us the ability to support a large city sized population if need be. A few more weeks pass as the former ferals are integrated into our society and trained in new roles. With downtown secured, our security forces begin hunting down and rounding up ferals, curing them in small groups at a time but slowly but surely recovering the old city. As this is happening you attention is directed towards several things outside the city. What should we focus on reclaiming next
A. The spaceport, where our UAVs see several ships still docked and the facilities to repair and build more
B. A large military base with an orbital defense gun and a sensor array for scanning the system for ships
C. The large countryside farming communities, giving us a bigger food supply
D. The cities factory district, allowing us to fabricate large vehicles
E. The mining facilities out in the countryside, allows us to get more Universal Construction Material
You go with the security teams in the dropships and retake the old factory district. Working the consoles and bringing old machines whirring to life.
We currently have 40,000 UCM
Crusader Tanks cost 10,000
Hoplite Heavy APC cost 10,000
Peltast Light APC cost 5000
Cougar offroad vehicle cost 3000
Scorpion Gunship cost 10,000
Shortsword Fighter cost 20,000
Longsword Bomber cost 20,000
If we want to build bigger spaceships we need the spaceport, if we want more UCM we need the mines
You send the final group out to the military base where they request your presence. When you arrive you are faced with a scene of carnage as you see the troops inside the base turned on each other after the weapon was deployed with corpes covering the floor, clearly dead from plasma weapons. Logs of the base claims they detected and made contact with a fleet from our homeworld after our colonial leaders had requested increased autonomy and rights to govern ourselves, instead of sending down diplomatic group the fleet opened fire on our colony. It appears that the orbital defense gun got off a few shots and destroyed the fleets flagship, a Talok class battlecruiser, one of the largest ships in the whole Orcina'ar fleet. However after the destruction of their flagship, the government fleet deployed the bioweapon and fled the system.