import 4.code.options;
import 4.code.about;

class Header{

public void title(){

String fullTitle = "// - ";

public void menu();

public void board();

public void goToBottom();

public void refresh(a);

class Thread extends Board{
public void Stitcherbotquest(OP NonGent){

String fullTitle = "Stitcherbot quest";
int postNumber = "3031801";
String image = "SBC.png";
String date = "11/07/18(Wed)06:53:38";
String comment = "TL/DR: We need to build a giant robot to fight other giant robots.

This is a quest set in the Essari Setting, following a race of autistic crystal weaving aliens. The stitchers. you will play as a small force of them, attempting to build and maintain a "stitcherbot" the highest symbol a member of the Whitestone Empire can possess. The robotics of this setting are driven by a fluid filled, electrically reactive, inorganic, crystalline polymer, and the aesthetic is slightly inspired by super robots, and the lore of the game in which it is based upon. link below for reference material.
The Crusade to liberate what was undiscovered Whitestone territory from an indigenous species who were illegally occupying it has gone well. They were removed via poison gas, electrocution and good old fashioned stitcher know-how, which is mostly genocidal violence.

The Empire in it's wisdom has rewarded the weary forces of the crusade with what is certainly not exile; the chance to settle the freshly reclaimed but previously unknown island territories. Left with their skills and the equipment used to wage war and support military logistics, the crusading force set to work on their new task. Fighting forces were pared off as "taskforces" and in accordance with ancient naming conventions of stitcherkind, adoped the name of a mineral. Normally this would be a precious stone, but the Whitestone empire values the color white above all, and the taskforces are but loyal appendages of the great empire, in its perfect unity.

The taskforces were divvied up based on unit cohesion and function. Many units were blessed with an avatar of great pride, the mighty Stitcherbot! While capable field mechanics, your's was not. You are also very small at less than 50 members strong. However, you are entrusted with maintaining and repairing an equipment boneyard. While not glamorous, or respected, or even appreciated, it is the solemn duty of Taskforce Calcite! That's you!"

public void comments(){
if(Anonymous && title=="" && postNumber==3031803 && dateTime=="11/07/18(Wed)07:00:15")

okay I'm in."

if(NonGent && title=="" && postNumber==3031815 && dateTime=="11/07/18(Wed)07:13:50" && image=="obsolete crap.png")

It has been over 10 years since the end of the crusade, victory at the cost of the great leader. Taskforce Calcite's last instruction was to maintain this equipment depot until further notice, or loss of command, at which point they should contribute towards the glory of the whitestone empire in a manner befitting a stitcher.

As time passed, old equipment was refurbished and maintained as directed, even if it was somewhat shitty. and poorly drawn.

This open ended order, given haphazardly to a small group was was forgotten about would yield unexpected results. Having received no orders in several years, the eldeest six of the Taskforce appointed a new leadership duo to serve as head of the "house". With no council this was a significant deviation in tradition, but their existing structure would limit such operations.

The Leaders gave Calcite new direction...
(Pick one)
1>Calcite continued to operate the scrapyard, honing their mechanical skills and improving the available equipment before seeking glory.
-Start with above average equipment making missions easier.

2>Their landing craft was turned into an oceanic salvage vessel before they set out to sea.
-Gain the ability to salvage oceanic wreckage.

3>A strenuous breeding and training program saw the ranks of calcite swell in preparation for their eventful future.
-Double the available manpower of Taskforce Calcite to 100 Stitchers strong with improved infantry, improving survivability from mission losses."

if(Anonymous && title=="" && postNumber==3031835 && dateTime=="11/07/18(Wed)07:41:03")

>TL/DR: We need to build a giant robot to fight other giant robots.
Same here. How big are we talking?

>following a race of autistic crystal weaving aliens.
>As time passed, old equipment was refurbished and maintained as directed, even if it was somewhat shitty. and poorly drawn.

>2>Their landing craft was turned into an oceanic salvage vessel before they set out to sea.
A Wretched Sea Trawler quest had great salvage, maybe we can get the same here.
>inb4 we salvage too deep."

if(Anonymous && title=="" && postNumber==3031840 && dateTime=="11/07/18(Wed)07:44:14")

We get the boat so that we can later stick a robot torso on it and make a mecha mermaid"

if(NonGent && title=="" && postNumber==3031856 && dateTime=="11/07/18(Wed)08:09:38" && image=="list of equipment.png")

Taskforce Calcite spent several months stripping their base of operations and painstakingly loading the salvage tool onto their small landing craft. The most obsolete equipment on the island was stripped for parts, and delicious minerals, while the rest was loaded into the storage of their ship. All in all, the force was fully equipped if slightly obsolete. very obsolete. Still there even an old weapon can kill.

The landing ship has been outfitted for oceanic voyage. A mechanized crane can salvage or aid on close range combat, while several dozen cannons provide unexpectedly large firepower in a small package.
Shallow and calm the seas bristled with opportunity. The ruling duo set fourth their next mandate.
roll a 1d20 (dice+1d20 in the options field) high is good, low is bad. State which option you choose.
1> Hunt the seas for useful wreckage from the crusades.
-The shallows, the Deep

2> Investigate the foreign Grabraf ship. it appears to be of the Voltanite empire, useful if questionable trade partners.
-state if you are trading or committing piracy.

3> Search for other Whitestone taskforces, often they would have spare stitcherbot parts or scrap.
-Trade, Duty or Rumors"

if(Anonymous && title=="" && postNumber==3031884 && dateTime=="11/07/18(Wed)08:34:29")

Now there's an idea. I don't think I've seen that before either.

>roll a 1d20 (dice+1d20 in the options field) high is good, low is bad. State which option you choose.
Roll with or after our votes?

What does Duty mean? Asking for quests, linking up with them, or joining forces?"

if(Anonymous && title=="" && postNumber==3031893 && dateTime=="11/07/18(Wed)08:41:35")

roll with the vote.
all of the above. it depends on the quality of the roll."

if(Anonymous && title=="" && postNumber==3031894 && dateTime=="11/07/18(Wed)08:43:46")

"Rolled 10 (1d20)

It looks like we have a salvage crane but no resources as of yet salvaged.

so I pick
>Hunt for wreckage
>the shallow"

if(Anonymous && title=="" && postNumber==3031899 && dateTime=="11/07/18(Wed)08:48:35")

"Rolled 12 (1d20)

I augment this man's roll with mine, if the number is less than 10 it's substracted from the roll if it's higher than 10 then the second digit gets added to the roll"

if(Anonymous && title=="" && postNumber==3031900 && dateTime=="11/07/18(Wed)08:49:04")

"Rolled 17 (1d20)

>3> Search for other Whitestone taskforces, often they would have spare stitcherbot parts or scrap.
Rumors. Namely seeing what everyone has been up to after all this time isolated with each other, and how much we deviated from each other despite having possibly the same orders. Then spreading our own rumors, like >>3031840 >>3031801
>Many units were blessed with an avatar of great pride, the mighty Stitcherbot!
how we made a swanky, salvage-boat HQ and plan to make a Stitcherbot mermaid. It’s even got that junk-pirate aesthetic going on.

>roll a 1d20 (dice+1d20 in the options field) high is good, low is bad. State which option you choose.
What's the roll system, best of 3?"

if(Anonymous && title=="" && postNumber==3031905 && dateTime=="11/07/18(Wed)08:53:17")

>that ID colour


if(NonGent && title=="" && postNumber==3031925 && dateTime=="11/07/18(Wed)09:13:24")

Until a more white color comes along, this color by default will get its turn in addition to any winning vote. White is the sacred color to house whitestone. REEE. This is for better and worse.
The crew spends an afternoon trawling through the shallows, crystal clear waters make spotting the corroded wrecks easy, but inexperience at sea results in a lot of damage to the salvage. The stinking surplus is carefully cleaned and sequestered away in the hull's storage.

-1 broken spider tank
-2 broken EM trebuchets
-3 broken runners
The system for rolls is just the highest, and is completely arbitrary, with rules made up that I will claim existed all along. As a stitcher would prefer. See my first ruling.

Rumor: You land on a small island with it's own tiny AA node, a strange green biological construct that radiates electricity and is rumored to be connected to the soul of the planet. Your crew hurriedly jams barbed spears connected to cables into it, which replenishes your ships batteries and capacitors. As you wander about you find the shattered remains of another taskforce, there were 5 in total. After electrocuting the unlucky 5th you now have only 4, which is acceptable. Their leader is grateful for someone staltwart enough to do what had to be done to restore evenness to the order of things, and rewards you with a valuable rumor and map. Not far from here is a site where the corpse of a magnificent white stitcherbot can be seen just beyond the shallows. A dive team would need to verify it's position and assist in dredging it up. None of your stitchers know how to swim, but several assure the leadership that they can hold their breath for "a long time." Leaving the 4 stitchers, Calcite makes way.
Roll me a 1d20 and make a pick

1>Repair the broken equipment. (easy)

2>Attempt to use the broken equipment for upgrades. (moderate)

3>Salvage the stitcherbot! (hard)"

if(Anonymous && title=="" && postNumber==3031932 && dateTime=="11/07/18(Wed)09:19:24")

>Roll me a 1d20 and make a pick
Can we only pick one of these before the other options are locked out in the future, or is this simply our order for what we prioritize first? What's the DCs?"

if(Anonymous && title=="" && postNumber==3031935 && dateTime=="11/07/18(Wed)09:20:09")

"Rolled 17 (1d20)

Oh fuck, Electromagnetic trebuchets. Let's see if we can work with thsoe

>1 Repair the broken equipment"

if(NonGent && title=="" && postNumber==3031942 && dateTime=="11/07/18(Wed)09:30:55" && image=="new equipment.png")

I am sorry my friend. The white one has spoken, and the roll has determined what is up.

The crew furiously works over the salvage, cannibalizing two of the vehicles but not touching any of your extant equipment. The remains of them are used for supper. The strider jocks determine who amongst themselves is the most worthy to pilot the new creations, though small, they superficially resemble a stitcherbot! In the end the two command crew take them for their own use, as is correct.
Unlocked innovation:
>Super strider

>2x EM trebuchets
>2x Super striders"

if(Anonymous && title=="" && postNumber==3031943 && dateTime=="11/07/18(Wed)09:33:07" && image=="1530904730289.png")

"Rolled 16 (1d20)

We turn some of our salvage into spare parts, in order to upgrade some of the spider tanks into more seaworthy forms.
All limbs are equipped with flippers, and a pair of stronger, longer limbs derived from runners is added to the back."

if(Anonymous && title=="" && postNumber==3031949 && dateTime=="11/07/18(Wed)09:37:06")

>I am sorry my friend. The white one has spoken, and the roll has determined what is up.
>What's the DCs?
It's fine. I would've liked to know what the DC numbers would've looked like for each of the options.

It's too late, a shame. But there's a design to consider for the future."

if(Anonymous && title=="" && postNumber==3031952 && dateTime=="11/07/18(Wed)09:38:59" && image=="spiderbot.png")

Just fyi, spidertanks are amphibious"

if(NonGent && title=="" && postNumber==3031953 && dateTime=="11/07/18(Wed)09:40:50" && image=="1526632682112.png")

It was fortuitous that the ruling duo had a crew capable of such innovation. Even more so that they noticed an important thing about their stitcherbot to be: It was resting on the edge of an under sea cliff. Certain precautions would need to be taken...Many hours of observation, and a few near drownings confirmed that the "white corpse" was in very poor condition, and the cliff was structurally unsound at best.
Roll 1d20:highest roll wins. White roll may also count. Combination of results will be provided. high rolls may yield a bonus.

1>The crew would play it safe and only salvage the limbs (very easy)
-prioritize crew safety or stitcherbot recovery

2>The Torso was a real prize to be had. (easy)
-prioritize crew safety or stitcherbot recovery

3>They refused to leave with anything less than the entire machine. (hard)
-prioritize crew safety or stitcherbot recovery

4>The captain decided to instead use the ship to drag their prize away from the danger and into the shallows. (moderate)
-Run the risk of damaging or destroying the ship/ cargo/ equipment."

if(NonGent && title=="" && postNumber==3031956 && dateTime=="11/07/18(Wed)09:43:49")

The improved design was noted, but only partially implemented due to a lack of resources. Spidertanks and runner/ sprinters can now be optionally equipped with flippers to improve aquatic functionality. The idea of a six legged spider tank...absurd. Everyone knows spiders only have 4 legs. The crews moral went up momentarily for the good joke.

Gained innovation:
>Vehicular flippers: Salable technology that improves vehicles functionality in water."

if(Anonymous && title=="" && postNumber==3031958 && dateTime=="11/07/18(Wed)09:48:21")

>cargo/ equipment.
The cargo refers to what's inside the ship or what we're trying to loot? The equipment refers to the salvage crane or whatever we're salvaging with? Do we choose which part we risk damaging?
Can we vote for a combination of options, or a write-in?

>The improved design was noted, but only partially implemented due to a lack of resources.
Was the design considered because of the drawing and details, as such included outside a relevant vote, or because it was an earlier vote?"

if(Anonymous && title=="" && postNumber==3031960 && dateTime=="11/07/18(Wed)09:54:11" && image=="stitcherbot 4.png")

We must excavate the torso, in order to replicate the legends of old, telling about gorgeous mermaids cruising the sea! Except this time they're huge! And metal! And with guns!"

if(NonGent && title=="" && postNumber==3031961 && dateTime=="11/07/18(Wed)09:54:44")

-Cargo referes to what is inside the ship, like inactive vehicles, Equipment is the crane, and any vehicle used in the salvage effort. This round will stick to the listed options, but you now have a bonus to the first three options with the flipper upgrade.
-All of the above, plus spidertanks are already aquatic, the machines were salvaged, and your 16 created an upgrade applicable to all vehicles that aren't wheeled/ tracked. So the Sprinter/ Super Sprinter are now aquatic capable. Flippers are just equipment that can be fitted onto and taken off of as needed. your drawing serves as the example. 6 legged spidertanks may become an option in the future if it comes up again."

if(Anonymous && title=="" && postNumber==3031962 && dateTime=="11/07/18(Wed)09:55:24")

"Rolled 8 (1d20)

sorry forgot the roll"

if(Anonymous && title=="" && postNumber==3031965 && dateTime=="11/07/18(Wed)09:56:45")

"Rolled 16 (1d20)

I concur!

We shoudl excavate the torso since we already have an 'arm' in the crane"

if(Anonymous && title=="" && postNumber==3031967 && dateTime=="11/07/18(Wed)09:58:31")

"Rolled 9 (1d20)

>>3031960 >>3031965
+1. We get bragging rights if we pull it off. We'll come for the rest later.
>-prioritize crew safety or stitcherbot recovery
Stitcherbot recovery. It's an easy DC and we already have a bonus."

if(Anonymous && title=="" && postNumber==3031975 && dateTime=="11/07/18(Wed)10:11:38" && image=="1526963266658.png")

This is what the full stitcherbot would have looked like.

You rolled a 16+1 (bonus at QM discretion) to recover just the torso."

if(Anonymous && title=="" && postNumber==3031977 && dateTime=="11/07/18(Wed)10:15:10")

So lets strip down some of our surplus spiderbots to get some legs going. If necessary, we'll have to cut down on the torso size.

How's the rest of the world going right now by the way?"

if(Anonymous && title=="" && postNumber==3031978 && dateTime=="11/07/18(Wed)10:15:59")

>(bonus at QM discretion)
What's the bonus from, the flippers?
This has a BattleBot aesthethic. Maybe we’ll make it look more aquatic for the mermaid theme?"

if(Anonymous && title=="" && postNumber==3031987 && dateTime=="11/07/18(Wed)10:21:37" && image=="stitcherbot 4.png")

That torpedo collar seems too damn clunky, we should remove it from the robot and put it on our boat instead"

if(Anonymous && title=="" && postNumber==3031996 && dateTime=="11/07/18(Wed)10:27:28" && image=="just the torso.png")

ah but my scallywags, you asked for just the torso. You get, just the torso. Harvested in surprisingly pristine condition. Granted this unit was the rare aquatic type stitcherbot.

And yes, the flippers helped. No, common machinery will not help create a super structure. Fully reshaping the machine to create your vision of a mermaid is impossible, but creating an aquatic stitcherbot is possible.

A stitcherbot...well. a big part of it. The aquatic type, legendary for durability, underwater capability, and destructive torpedoes. Also legendary for being an overengineered nightmare. Still, there is value here, and with enough parts, the beginnings of greatness. Due to the crew's caution further salvaging might be possible.
roll 1 d20. As always, the white poster can make a separate action compared to the other players, and both choices will be accounted for, good or ill. consider it a gamble.
1>The legs and waist.
2>The head.
3>Try for the limbs.
4>Sail on, the risk is not worth the reward, instead tinker with the new machine to learn more."

if(NonGent && title=="" && postNumber==3031998 && dateTime=="11/07/18(Wed)10:28:56")

Forgot my namefaggotry. all the same, I'm gonna head out for a bit. when i come back, I shall see what you guys do. Just go for one thing? or try multiple things? wsfdRpH1is your wild card."

if(Anonymous && title=="" && postNumber==3032001 && dateTime=="11/07/18(Wed)10:34:36")

"Rolled 20 (1d20)

Try for them there limbs"

if(Anonymous && title=="" && postNumber==3032007 && dateTime=="11/07/18(Wed)10:37:15")

"Rolled 15 (1d20)

Limbs are just cranes with doodads, while heads are nothing more than glorified seats. It is the leg assembly that is irreplaceable, and we must recover it at all costs if we want any land capability."

if(NonGent && title=="" && postNumber==3032008 && dateTime=="11/07/18(Wed)10:37:35")

Sheeit. alright. Well, anyone else is welcomed to roll for something else, as the limbs are a done deal."

if(Anonymous && title=="" && postNumber==3032015 && dateTime=="11/07/18(Wed)10:41:49")

"NICE. I wonder if this means one of the limbs is a hyperdrill, one of the fabled diamond-coated tunnelling implements used for all kinds of mine and trench warfare.";

if(Anonymous && title=="" && postNumber==3032017 && dateTime=="11/07/18(Wed)10:43:23")

"Rolled 14 (1d20)

>3>Try for the limbs.
What's the difference between this and the other options? We go for all the limbs, or everything included in the other options?

+1. Giant cranes are nice though, makes salvaging easier."

if(Anonymous && title=="" && postNumber==3032018 && dateTime=="11/07/18(Wed)10:43:41" && image=="stitcherbot 4.png")

Better idea: hollow out the torso to get more space for armaments as well as lighten it, then fill it with extra-long torpedoes, which use a reaction like that in a rifle but prolonged over a long span of time by having more fuel than just a few grams like in a bullet, in order to propel themselves in air towards the enemy. We can call them "moossilles" for short. We then mount this whole contraption on a rotating base.
How's that sound?"

if(Anonymous && title=="" && postNumber==3032021 && dateTime=="11/07/18(Wed)10:46:02")

that aint a half bad idea"

if(Anonymous && title=="" && postNumber==3032023 && dateTime=="11/07/18(Wed)10:47:05" && image=="leader pair.png")

"fan art I done did of one of our doods";

if(NonGent && title=="" && postNumber==3032029 && dateTime=="11/07/18(Wed)10:54:07")

your rolls are a service to everyone here.
a well made point, but the crane simply enables the task, otherwise you would not be salvaging this one at all.
The headless stitcherbot sits on the deck of the ship in parts like a murder victim. The leading duo determine that the crew can figure it out, but knows precious little about the machine, considering its secrecy and rarity during the war, more knowledge will need to be had.
Due to the nat 20, you have options as a bonus. Choose wisely wsfdRpH1.

>the head was also recovered, but is a little worse for the wear, this however leaves you with a complete machine.
>Pick any variation of the limb attachments. per limb. If you want 4 saws for example, its what you pulled up.
For everyone else: 1d20. no bonuses. white wildcard as always that can increase the number of actions and risk. If white rolls bad, someone else can override it with a better roll on the same action, or they can roll for a different action if white rolls good or otherwise.

1> Attempt to figure out the machine as it is.
2> Seek help from one of the greater Taskforces who have a stitcherbot."

if(NonGent && title=="" && postNumber==3032032 && dateTime=="11/07/18(Wed)10:55:09" && image=="everything else.png")

if(Anonymous && title=="" && postNumber==3032033 && dateTime=="11/07/18(Wed)10:55:35")

+1. What was originally inside all the superstructures? We might be removing something important for something that big.
>Fully reshaping the machine to create your vision of a mermaid is impossible, but creating an aquatic stitcherbot is possible.
If we're going for an aquatic sticherbot-boat, what about making gill-like apparatuses into the boat that are industrialized water and oxygen filters? Or the equivalent for whatever stichers feed off of. The boat gills could vastly increase our sustainability and range. It could function much like a diving support vessels, diving air compressors, or a diver’s umbilical to refuel divers without having to swap back out of their gear."

if(Anonymous && title=="" && postNumber==3032037 && dateTime=="11/07/18(Wed)10:59:43")

Two grabbers, a drill and a saw pls"

if(Anonymous && title=="" && postNumber==3032038 && dateTime=="11/07/18(Wed)11:01:15")

Gills are notorious for how bad they are at actually getting oxygen though, if anything we should do what dolphins and whales do and get some sort of really long flexible tube connected to an air-sucking vessel on the surface and to our submarine underwater. This option is probably easier to accomplish as well."

if(NonGent && title=="" && postNumber==3032040 && dateTime=="11/07/18(Wed)11:02:30")

so it is, so it will be. The machine was recovered with two grabbers, a drill, and a saw, all in excellent condition. Once fully assembled the stitcherbot will be operable without the head, due to a torso cockpit and crew station, but at a penalty of operation till a head or substitute is found."

if(Anonymous && title=="" && postNumber==3032048 && dateTime=="11/07/18(Wed)11:07:03")

"Rolled 17 (1d20)

Let's ask one of the other taskforces for info"

if(Anonymous && title=="" && postNumber==3032051 && dateTime=="11/07/18(Wed)11:09:49")

Lets see if we can find any more stootchas to add to our ranks. A stitcherbot will take a bunch of crew to operate"

if(Anonymous && title=="" && postNumber==3032053 && dateTime=="11/07/18(Wed)11:14:53")

"Rolled 9 (1d20)

>>3032048 >>3032051 +1.

I feel like we're trying to assemble all 5 pieces of Exodia a relic by drawing up whatever is in the ocean.

Thanks for the facts. I'll +1 that. What about the gill design for the water filters, say into a giant water tank? It draws up water effectively from what I can tell.
>and to our submarine underwater.
What should we use for a submarine, retrofitted hoppers?

What's a Stootcha? Combat stitchers?"

if(Anonymous && title=="" && postNumber==3032056 && dateTime=="11/07/18(Wed)11:18:04")

"Rolled 7 (1d20)

>what's a stootcha?
Just a creative spelling of stitcher."

if(Anonymous && title=="" && postNumber==3032059 && dateTime=="11/07/18(Wed)11:19:35")

I assumed that you were talking about a submarine in your original post since it said that we would need the oxygen, in any case if we get a submarine it would probably be some sort of spider tank variant as those are the best swimmers we have right now. Also filtering the water to make it drinkable is a pretty good idea."

if(Anonymous && title=="" && postNumber==3032069 && dateTime=="11/07/18(Wed)11:34:08")

>I assumed that you were talking about a submarine in your original post since it said that we would need the oxygen,
I was originally thinking of a few ideas. A diving support deck underneath the ship and below water level to support the divers who stay underwater for extended periods, tubes sticking out of the boat gill-apparatus to serve as divers' umbilical. In addition to diving bells adjacent to the anchor to replace diving suits, or mitigate the need for one.
>dive team would need to verify it's position and assist in dredging it up. None of your stitchers know how to swim, but several assure the leadership that they can hold their breath for "a long time."
I wasn't specifically thinking of submarines so much as getting something underwater that doesn't involve stitchers holding their breath butt-naked against the elements, which is what they currently seem to be doing. So it was imagined for a bunch of lone divers with minimal equipment, as a step up from our current state.

>, in any case if we get a submarine it would probably be some sort of spider tank variant as those are the best swimmers we have right now
That works."

if(NonGent && title=="" && postNumber==3033053 && dateTime=="11/07/18(Wed)20:45:23")

> 17: taskforce aid

Sailing slightly northward away from the extreme tip of the island chain was of benefit. Maritime traffic noticeably increased. After several false starts the crew manages to find a large taskforce that has established a functional base of operations. Their name was Cerussite and the house greeted the Calcites with the customary welcome of social compliance or immediate death, to which all agreed upon the compliance as is customary. Simply seeing another stitcherbot resurrected is enough for them to offer the information. Despite most of the machine being recovered, there was indeed damage incurred in the dismantling of it, as well as a missing head and other minor internal components. Their engineers sat down to tell the lore of the Stitcherbot that had been found.

A Tranche 4, type 4 or Mark 4, depending on who you spoke to, it was mean to be a sucessor to all the great machines, improved with cutting edge technology of the era. Vastly more capable, but weighed down with the armored launcher collar, it was further upgraded to operate under water with basic propulsors and sealed systems. Fully standardized within their type, the machine would be readily repairable if there were spares, but considered in secret to be a magnificent failure, less than a stitcher's dozen (which is exactly a dozen, divisible by two.) were made before work began on an unknown successor type.

As it stands now, without the head unit it will lack the ability for long duration submersion, but is too heavy for land operations. While they would help you with with the mark 4, there are no available parts for your machine at the camp. It is possible to use substitute parts, but the difficulty is greatly increased in this venture, and as a salvage team you lack the engineering capabilities for such an undertaking. Your hosts are unaware of any other Mark 4 operators in the region, and even warning that such stitchers are very insular.

> 7: finding stitchers

The Calcite crew quickly returns to the island where they had previously left the 4 stitchers and demanded they join their taskforce. They conceded that they were hungry, and their previous hierarchy was rendered soluble. Despite their lore of where to find the "white corpse" they were simple fishers.
+4 stitcher for 54/54 population.
Pick 1, roll 1d20

>attempt to use available parts to repair the stitcherbot, consult with the Cerussite forces on the matter.
-no variations
>Seek out work, rumors and leads on the correct parts.
-no variations
>assemble as much of the stitcherbot as is possible, and operate it in a limited capacity when opportunistic.
-no variations"

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3033092 && dateTime=="11/07/18(Wed)21:14:20")

>>assemble as much of the stitcherbot as is possible, and operate it in a limited capacity when opportunistic.
>-no variations"

if(NonGent && title=="" && postNumber==3033116 && dateTime=="11/07/18(Wed)21:34:02" && image=="the great machine.png")

Despite the hot sun beating down on the wear Calcite crew, they labor relentlessly to resurrect the great machine. The super striders work in concert with spider tanks and the salvage crane, moving the components like small colonial insects dragging parts of a fresh kill. As the sun hangs low in the sky, various subsystems are brought to life, and the cockpit flood lights kick on for the first time in a decade. A preserved logbook was found of prior maintenance actions and machine history. This was apparently the last of the factory made mark 4s, ruling out "parts bin" machines that would be opportunistically constructed later from spares. The lead mechanics voice their frustration over the lack of a head. Without the control unit, only one pair of limbs is operational at a time, and situational awareness is dramatically reduced.
Gained: A (mostly complete) stitcherbot.

Choose 1, roll a 1d20 as well.

>field test the machine.
-water test, amphibious test or Land test

>Seek out work with the Cerussite forces for now.
-put the incomplete stitcherbot to work or use your regular units.

>Sail northward, there were rumors of pirates assaulting the shipping lanes.
-Attack the pirates or plunder the lanes."

if(NonGent && title=="" && postNumber==3033120 && dateTime=="11/07/18(Wed)21:35:27")


if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3033123 && dateTime=="11/07/18(Wed)21:36:56")

Can we remove the collar and make the mech more maneuverable?"

if(Indonesian Gentleman && title=="" && postNumber==3033133 && dateTime=="11/07/18(Wed)21:43:17")

Better idea: install it on our own ship.

>Attack pirates
hopefully they have more parts. Or at least we can test how good our stitcherbot is against them."

if(NonGent && title=="" && postNumber==3033136 && dateTime=="11/07/18(Wed)21:45:37")

The current mech could be stripped of it's collar without significant difficulty, but the process is one way.

Things to consider: the Mark 4 is an aquatic model, it is in theory one of the most capable machines but is weighed down by excess bulk to the point of being nearly inoperable on land. On the flip side most of it's bulk was mitigated in an aquatic environment, though the usefulness of an aquatic stitcherbot is debatable at best.

Removing the collar would delete the missile/ torpedo capability, as well as removing a significant amount of bulk and consequently upper armor value bringing it more in line with its predecessor kin in that regards. It might also be enough weight removed to allow it near normal land operation, so one could consider it a permanent conversion of sorts.

-The 360 degree rotational joints (in gold); more armored and durable than the kineticrystal bundles of other stitcherbots, as well as offering unique rotational functionality, they are significantly heavier than their more mundane counterparts.

-The massive leg armor also accounts for considerable weight but impressive protection.
Roll a 1d20 if you attempt the conversion to see how successful it goes.

>Attempt land conversion? Y/N?"

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3033138 && dateTime=="11/07/18(Wed)21:48:53")

"Rolled 18 (1d20)

>>Attempt land conversion? Y/N?
We can do that later then.
Lets not do any thing that isn't reverseable yet.
>>Sail northward, there were rumors of pirates assaulting the shipping lanes.
>-Attack the pirates or plunder the lanes.
Attack pirates and liberate plunder."

if(NonGent && title=="" && postNumber==3033175 && dateTime=="11/07/18(Wed)22:12:02" && image=="parts unknown.png")

It does not take long to find the "pirates". They are the dark hued stitchers of the orthodoxy. The ship is busily collecting scrap and crates from what appears to be a recent battle. They immediately open fire without any provocation or heralding. Rude. The shrapnel cannons of their ship injure several stitchers who were sunning themselves on the deck as they attemped minor repairs on the stitcherbot.

Despite being wounded, the crew utilized the machine to fire off several torpedos which expediently annihilated the pirates. The new few hours were spent fishing through the debris for valuables. Most of it was foodstuffs and raw minerals as well as a box of unknown origin, a few pirate survivors who swear fealty and vow to live as an example to the superiority of house whitestone are also gained.
+6 crew (unworthy orthodoxy stitchers.)
Gained 1 set of mysterious stitcherbot parts."

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3033181 && dateTime=="11/07/18(Wed)22:14:36")

"Rolled 10 (1d20)

Examine hookups on the unknown parts"

if(Indonesian Gentleman && title=="" && postNumber==3033182 && dateTime=="11/07/18(Wed)22:14:45")

"Rolled 13 (1d20)

>Figure out what this part is
Can't be a limb, but is it a head or a torso?
And can we add them to our stitcherbot?"

if(NonGent && title=="" && postNumber==3033194 && dateTime=="11/07/18(Wed)22:20:47")

The pirate crew has little knowledge of the strange parts, and only knows it was being shipped to someone for a "Large Leader".

What they do know is how to optimize load out through cannibalization of some of your gear.

Unlocked innovation:
>Security Hoppers- Hoppers with armor and two guns stripped from a spider tank.
-upgrading all hoppers to gunner hoppers will cost 7 spider tanks and convert 10 runners to 10 super stiders.

Upgrade The Hoppers? Y/N

Free choice based off of unselected prior actions. roll a 1d20 as well."

if(NonGent && title=="" && postNumber==3033199 && dateTime=="11/07/18(Wed)22:25:54")

>13 to examinate
For as much as the Mark 4 is a radical departure from normal stitcherbot construction, this thing is nearly...foreign. It is made of crystal and metal while conforming to the law of evenness. The connections are so radically different that extensive fabrication of interconnects would be required, the head also is not made for underwater operation and would require the land conversion.

Otherwise the equipment appears to be a head, incomplete torso, almost like a rib cage, with a power source and associated cabling, and front chest plate. Its a radical thought, but the crane could be converted into an arm for this should enough parts be found to cobble together a second great machine. It could also be a useful item for trading."

if(Anonymous && title=="" && postNumber==3033449 && dateTime=="11/08/18(Thu)02:19:31")

I say convert this monstrosity into scraps and attempt to make one functional underwater head out of both torso and and head of this... thing.

About the orthodoxy stitchers, drown them."

if(Anonymous && title=="" && postNumber==3033451 && dateTime=="11/08/18(Thu)02:20:33")

"Rolled 5 (1d20)


if(NonGent && title=="" && postNumber==3033496 && dateTime=="11/08/18(Thu)03:31:05" && image=="parts unknown.png")

A violent clash breaks out between the orthodoxy sittchers and the white stone stichers over a casual statement on the oddness of whitestone's pale skin and occasional set of extra arms. The grievance cannot be mistaken for anything else than a declaration that the speakers with immediate death via drowning.

The orthodoxy stitchers prove unexpectedly resourceful and murder a dozen of the crew with a stolen spider tank. Thankfully the machines were not damaged too badly when a grabraf inksoil grenade was used to end their rampage. In the aftermath it was discovered they were not who they seemed. Not orthodoxy; someone else. A small collection of schematics on the foreign machine are discovered. It would be possible to retrofit the head more easily now, but it will not work without an interconnect device. In the aftermath of the fight jealousy erupts as to the fate of the stitcherbot and the crew nearly brawls amongst themselves before it is settled that if possible the other machine will be completed when it is opportune. The foreign machine is pieced together by some of the crew, and while still wildly incomplete and of a slighter stature than the "white corpse" it radiates dark promise.

Lost: 12/54 stitcher crew/ 6/6 orthodoxy stitchers. 42 crew left."

if(NonGent && title=="" && postNumber==3033500 && dateTime=="11/08/18(Thu)03:36:53")

The following morning is one of storms. The cold bodies of those slain are stripped of any augmentics and valuables then thrown overboard. A tropical storm settles in that rocks the modified ship, sending it's crew into walls and other objects. Many an angry oath towards the sea was offered that morning. Topping it off ship's batteries are running low on power. With such rough sailing its impossible for the crew to accomplish their normal tasks. Not too far were lights of civilization, more Whitestone taskforces. Several sailors claim that the ship is being trailed by a great beast.
>hightail it to the safe harbor of civilization.
>Investigate this beast.
>write in.

Roll a 1d20 regardless of your action."

if(Anonymous && title=="" && postNumber==3033508 && dateTime=="11/08/18(Thu)03:50:56")

"Rolled 8 (1d20)

well fuck. It's a good thing that I am now losing my whiteness privileges.

>Many an angry oath towards the sea was offered that morning
Very good!

Having lost os many guys already, lets hightail it"

if(NonGent && title=="" && postNumber==3033526 && dateTime=="11/08/18(Thu)04:17:52")

The storm only picks up intensity, gradually into the afternoon. Offerings of retribution have stoked it's anger and now it seeks the lives of the crew. Visibility drops to zero, and control is lost. Strapped in safe to their machines as impromptu chairs, the crew survives, but the ship is thrown wildly off course.

Taskforce Calcite finds themselves in unknown territory.
Roll a 1d20

1-3 Grabraf territory
4-10 Whitestone Empire homelands
11-15 Somewhere in the southern isles still
16-19 The Crystal Ortodoxy territory
20- A safe place far removed from the normal location in which a soldier would call a place to be."

if(Anonymous && title=="" && postNumber==3033531 && dateTime=="11/08/18(Thu)04:40:52")

"Rolled 16 (1d20)


if(Anonymous && title=="" && postNumber==3033532 && dateTime=="11/08/18(Thu)04:41:54")


if(NonGent && title=="" && postNumber==3033552 && dateTime=="11/08/18(Thu)05:16:21" && image=="Security Hopper.png")

> 16: You got real purdy lips
The taskforce spends several days adrift, the ship's propulsion systems damaged, and on emergency power which eventually ran out. In order to maintain crew moral, the leading duo ordered the stitchers to immediately begin remedial maintenance on all equipment. With growing fear that they would face hostile forces, the dimished crew maximized their firepower the best they could. Many of the multi crew Spider tanks were stripped for parts to create upgraded Security hoppers and heavily upgraded Runners converted into Super Striders. Well into the week, the ship eventually drifted onto a sandy beach, and the Taskforce began their exploration....navigation suggested Orthodoxy territory, with tenuous alliances at best.

They would need to find a source of power, supplies, and leave before their welcome ceased.

The Ruling Duo will determine how many stitchers go ashore, and how many defend the ship, with what equipment.

Roll 4d20, one for the exploration crew, and one for the ship crew. the first 2 are for the exploration and results, the second two are for the ship's defense and results. Strategy, assigned stitchers, and placement will impact results. Feel free to have fun and get in character, or just list the numbers.

White corpse (headless and not suitable for land operations)
Foreign machine (just a torso and head, non operational)
> Stitchers
42 Crew (Whitestone)
> Tier 2 equipment
12 super striders (1 crew)
20 Security hoppers (1 crew)
2 Em trebuchets (1 crew)
> Tier 1 equipment
3 spider tanks (4 crew)
20 loudshot bombards (ship mounted, can be removed and positioned as needed.)
1 salvage crane (part of the ship.)
> Salvage
+7 stripped spider tank hulks, useful for upgrading in the future)

if(Jando && title=="" && postNumber==3033598 && dateTime=="11/08/18(Thu)07:07:04")

"Rolled 2, 19, 19, 10 = 50 (4d20)

Oh man, so they need to get out.

It would be ok to keep the spider tanks, EM trebuchets and bombards atop the ship. If they only need to shoot, I assume less stitchers need to operate the spider tanks.

The incomplete mark 4 can stay where it is and shoot their missiles, but it would also be interesting to keep is semi-hidden so any enemy does not see a prize in the ship; and I think we are well defended regardless.

I'd like to focus most of our gunpower directed towards the land, but bombards mostly aiming at the sea.
As for the exploring party, it would be excelent if 20 man the hoppers for that extra mobility and look for a node to recharge."

if(Anonymous && title=="" && postNumber==3033633 && dateTime=="11/08/18(Thu)07:58:16")

"Rolled 9, 3, 8, 5 = 25 (4d20)

>>3033598 +1"

if(NonGent && title=="" && postNumber==3033641 && dateTime=="11/08/18(Thu)08:23:19" && image=="1527072421680.png")

With the crew roughly split in 3/4ths to the ship defense, and 1/4th to expeditionary duty the plan was set. The exploration team rolled out in light but agile formation of the new Security hoppers, springing out into the lush jungle.

The loud constructs quickly drew the attention of local forces who struck out against the tresspassers. What ensued was a jungle firefight that endured into the late afternoon, concluding only after the last Orthodoxy stitcher lay still and dead, or at least convinced of it's own death. The Exploration team only took superficial damage to their machines, the armored crystal enclosure providing the pilots with previously unappreciated survivability. Hopping along the fire team eventually found a great war machine nestled amongst some now empty buildings. This was no stitcherbot, but, it would certainly do.

The ship was assaulted by the island's naval forces, but they did not expect the spirited defense the crew put up with a combination of vehicular and ship born fire. As the ships began to retreat, a headless war machine rose out of the shallows like an angry spirit, bringing destruction and ruination to all who would stand in it's way. By the time the exploration force returned with their prize in tow, all that was left were wrecks that would prove difficult to salvage easily without power.
+1 EM Tank.

what to do first? roll a 1d20 and pick 1.

>Scout the orthodoxy base for power, resources, and in general loot.
>Check the island over for any other forces.
>Deploy the sails and back up oars, get off this rock before you are caught."

if(Anonymous && title=="" && postNumber==3033643 && dateTime=="11/08/18(Thu)08:27:23")

"Rolled 2 (1d20)

If we run out of power we're basically sitting ducks, we should go loot the base"

if(Anonymous && title=="" && postNumber==3033649 && dateTime=="11/08/18(Thu)08:36:37")

"Rolled 15 (1d20)

>>3033643 +1"

if(Anonymous && title=="" && postNumber==3033655 && dateTime=="11/08/18(Thu)08:48:18")

>autistic hurr durr
A limited vocabulary, buzzwords filling in the gaps for complex concepts, is the sign of limited cognitive capabilities."

if(Anonymous && title=="" && postNumber==3033672 && dateTime=="11/08/18(Thu)09:05:58")

If you don't want to look at this quest you don't have to, no one's forcing you to. What happens in this quest won't have any consequences outside of a bunch of participants messing around either."

if(Indonesian Gentleman && title=="" && postNumber==3033679 && dateTime=="11/08/18(Thu)09:16:17")

Don't reply, it's obvious bait. For all we know they're offended because they are autistic."

if(Anonymous && title=="" && postNumber==3033681 && dateTime=="11/08/18(Thu)09:20:10")

Eh, even if it's bait it's a suitable response. There's not much else to say either way.

What are your thoughts on the quest so far?"

if(Indonesian Gentleman && title=="" && postNumber==3033683 && dateTime=="11/08/18(Thu)09:22:18")

So far so good, I really like the very Stitcher way of thinking.
That said, we should get another boat next time we raid something. Keeping all our bots in one basket would be disastrous if our sole salvager boat sinks."

if(Anonymous && title=="" && postNumber==3033689 && dateTime=="11/08/18(Thu)09:41:00")

"Rolled 11 (1d20)

I say we check the island for other forces. We might need to bolster our ranks. Also, we should be looking for limestone, chalk and similar, in case we need white paint to adjust other stitchers to our way.

Seeing as I should be white again, that'll happen."

if(NonGent && title=="" && postNumber==3033702 && dateTime=="11/08/18(Thu)09:56:39" && image=="parts unknown.png")

"Reeeeeeee!" Now stop being a big dumb pud and come have fun.

The stitchers go bushwacking through the jungle again and find a large power core at the main base. It of a different design than the Empire's but clearly built to be resupplied periodically. The crew the EM tank and EM cannons to level the structure it is stored in and haul it back to the beach. They also flatten the small base, and uncover some unusual equipment and a few dead stitchers that they did not kill. They took their own lives after burning and destroying many things. how...odd. After hunting around, more unusual parts are located.

The large power core would have been sufficient to power a village, let alone a vessel of this class. The ship and its equipment quickly surge to life, but supplies and crystal fluid run low. Space is now also at a premium with all the additional booty claimed.
>Take some time to try and salvage the hostile ships earlier destroyed.
>Set sail and try to find a friendly or at least neutral merchant.
>head to a known friendly orthodoxy port once the Calcite navigators can orient themselves."

if(Anonymous && title=="" && postNumber==3033703 && dateTime=="11/08/18(Thu)09:59:25")

the funny thing is that stitchers simply display a lot of symptoms of autism. It's not buzzwords, it's effective shorthand."

if(Anonymous && title=="" && postNumber==3033705 && dateTime=="11/08/18(Thu)10:00:55")

"Rolled 16 (1d20)

>>Take some time to try and salvage the hostile ships earlier destroyed.

With the eventual goal of having at least one more seaworthy ship"

if(NonGent && title=="" && postNumber==3033707 && dateTime=="11/08/18(Thu)10:03:36")

Earlier in the day the task force found stragglers who had not been killed or committed honorable suicide by self strangulation. 6 in total agreed to join the forces after the other 18 were systematically electrocuted to death. They had no qualms covering themselves in a lightly leaded white paste in order to blend in with their new team, and on top of that had familiarity with the foreign technology that the Taskforce kept encountering.

>Gained +6 Peripheral terminus stitchers.
>Gained minor lore: Large leader.

Large leader is a white stitcher, who vanished to a far away place with most of the mark 4 stitcherbots."

if(Anonymous && title=="" && postNumber==3033717 && dateTime=="11/08/18(Thu)10:16:55")


alright, as long as he's even, this dude's good in my book."

if(NonGent && title=="" && postNumber==3033724 && dateTime=="11/08/18(Thu)10:23:01")


With the aid of 20 hoppers, 3 spider tanks, numerous super striders, the stitcherbot itself and the crane, a number of sunken vessels are salvaged and dragged to the beach. Repair materials and casks of crystal kinetifluid are lifted from the sea floor before they are tainted with sea water and put to good use while repair crews enact hasty repairs. The small ships were just part of the next phase to lift a larger cargo ship which would alleviate some logistical issues.

Several days Calcite fleet (a very small one) prepares to make way. With the crew stretched thin, each vessel has scarcely more than a skeleton crew manning it.

Fleet composition:
1 landing ship
1 Large cargo ship
4 tugs
roll a 1d20
>Attempt to "recruit" more crew via what may be called piracy
>Head to a nearby port for interactions with a merchant
>Put the new crew to work figuring out the foreign parts
>write in."

if(Anonymous && title=="" && postNumber==3033730 && dateTime=="11/08/18(Thu)10:27:04")

"Rolled 2 (1d20)

>Head to a nearby port for interactions with a merchant

Maybe we can establish communications with the Empire"

if(Anonymous && title=="" && postNumber==3033741 && dateTime=="11/08/18(Thu)10:44:34")

Not with those rolls we are."

if(Anonymous && title=="" && postNumber==3033745 && dateTime=="11/08/18(Thu)10:46:55")

well I'm mista whiteo, so you make your own roll!"

if(NonGent && title=="" && postNumber==3033747 && dateTime=="11/08/18(Thu)10:47:58")

With the whitest ID returned, all rolls made by wsfdRpH1 do not count as the "final action" just "an extra action" Players can roll in support of wsfdRpH1's actions, or in addition to.

For example, if someone rolls a 20 to recruit, the 2 still stands for merchant interaction, but if someone rolls an 8 for merchant, it will override lower roll, but not a higher one."

if(Anonymous && title=="" && postNumber==3033748 && dateTime=="11/08/18(Thu)10:48:15")

No, this is the future you chose."

if(Anonymous && title=="" && postNumber==3033751 && dateTime=="11/08/18(Thu)10:50:18")

no I'm being serious, I get a seperate action to you. There is one action free.

see >>3033747"

if(Anonymous && title=="" && postNumber==3033757 && dateTime=="11/08/18(Thu)10:55:45")

"Rolled 11 (1d20)

>>3033747 >>3033751
Yeah. I was joking.

>>3033730 +1

>About the orthodoxy stitchers, drown them.
>a few pirate survivors who swear fealty and vow to live as an example to the superiority of house whitestone are also gained.
>+6 crew (unworthy orthodoxy stitchers.)
Why did we kill the press-ganged pirates?"

if(Anonymous && title=="" && postNumber==3033759 && dateTime=="11/08/18(Thu)11:01:22")

>Why did we kill the press-ganged pirates?
Because at the time, we had access to ample whitestone recruits and these guys were pirates, a most uneven trade.

Now we are in dire need of recruits, black or white, and these guys seem a bit more even"

if(NonGent && title=="" && postNumber==3033771 && dateTime=="11/08/18(Thu)11:16:00")

They probably refused to be white and commited a great sin in that.
>11. thats pretty uneven. +2. combined effort? 13 (+1)=14 thats even.

A NEW RULE. Those who vote with the white one can combine their rolls, but a critical failure shits the whole thing up. This rule always existed and was just discovered.
> Head to a nearby port for interactions with a merchant

Fleet Calcite did not have to sail long before they happened upon a reasonably friendly merchant flotilla. The merchants were chatty for stitchers, and provided a great deal of rumors about the seas around them, more curious to their presence then alarmed.

>You have:
48 stitchers (6 painted individuals)
12 Super striders
20 Security Hoppers
2 EM Trebuchets tanks
3 Spider tanks
20 Bombards
1 EM hopper tank

7 spider tank hulks
3 Tugs

Flipper innovation
Super Striders innovation
Security Hoppers innovation
(innovations can be "traded" once, and are lost, the design becoming public knowledge and loosing it's value)

>The Merchant Flotilla has of interest:
Mysterious Stitcherbot salvage (VERY EXPENSIVE)
Rare Stitcherbot salvage (EXPENSIVE)
Poor quality Stitcherbot head (moderate)
Grabraf artillery and weapons crates
Dark elf artifacts
500 available crew members
100 whitestone slaves
20 oddly large brained and somewhat sandy colored Stitchers.
You can write in, ask about things, or try to negotiate or appropriate goods. You have no money, just trade goods."

if(Indonesian Gentleman && title=="" && postNumber==3033781 && dateTime=="11/08/18(Thu)11:24:16")

"Rolled 4 (1d20)

>Trade the 6 painted individuals for 6 sandy big brain Stitchers
The plan is to make as much innovations or inventions as possible!"

if(dice+1d20 && title=="" && postNumber==3033783 && dateTime=="11/08/18(Thu)11:24:38")

>A NEW RULE. Those who vote with the white one can combine their rolls, but a critical failure shits the whole thing up. This rule always existed and was just discovered.
this IS a stitcher quest holy smokes

Buy as many whitestone slaves as we can. And ask them sternly about the dark elf artifacts."

if(Anonymous && title=="" && postNumber==3033787 && dateTime=="11/08/18(Thu)11:26:30")

"Rolled 10 (1d20)


if(Jando && title=="" && postNumber==3033866 && dateTime=="11/08/18(Thu)12:48:26")

Trade a spider tank plus the EM hopper tank for slaves. As good as the machines are, they are in odd number."

if(Anonymous && title=="" && postNumber==3033867 && dateTime=="11/08/18(Thu)12:54:28")

this guy GETS it.

But hear me out: The spider tank and the EM hopper tank, together, make a pair."

if(Anonymous && title=="" && postNumber==3034113 && dateTime=="11/08/18(Thu)17:11:11" && image=="Slaying of the Ignorant.png")


The quarrel was immortalized in painting (here colorized, original white on white)"

if(Anonymous && title=="" && postNumber==3034680 && dateTime=="11/08/18(Thu)21:57:05")

> 4 <6 fake boys for 6 brainy boys>
The Merchants proved very shrewd and clever, seeing through the veneer of paint on the non white stitchers, nearly going so far as to call them wearing disguises, and then going that far! Refusing to do trade with costumed individuals they began preparations for exodus before the Ruling Duo promptly executed the six. Corpses have no value, so the trade fell through. In an act of urgency, a spider tank was offered in exchange for the six. Disgusted at such an offense the merchants insisted that they would give no less than 12, as it was closer in proportion of weight and equal to the tank. Horrified at what they were hearing the Calites started backing away before all 20 of the large brained stitchers were forced upon them. Feeling violated and sullied, somewhat confused and irritable, they accepted their new charges. Despite the madness of it, it was possible that the weight of 20 stitchers was equal to a spider tank...included with the purchase was something called "snort sand". A mineral that boosts intellect, though too much use can cause unexpected results over time.

(-6 crew.) (42 total stitchers)
(-1 spider tank) (+20 brainy stitchers. 62 crew total)
>10 All the whitestone slaves (100), and what about those dark elves.

It was not the best trade, but the merchants had a very hard time turning away the large EM hopping tank, as well as all knowledge to all innovations developed thus far. The leaders of the merchants looked at the ruling pair and spoke thusly "The Orthodoxy accepts your supplications, and thusly releases these who are unworthy to you."

(+100 whitestone stitchers, 162 crew total)

"These artifacts, they are of dark elf workmanship!" a Calite warrior points a shock spear at the damnable objects. "Uneven! Odd! false! REeEEEEEEEE" despite the piousness of his screeching, the merchants remained nonplussed and simply acknowledged that anything is for sale, even offering timeshare of the entire ocean, with all custodial and policing responsibilities upon the buyer and associated stakeholders.
roll a 1d20. I will only accept the highest even numbered roll. All odd rolls will be reduced to the next lowest even number, and one is reduced to nonexistence and not even counting as a roll. Laughable insanity with imaginary numbers. Grabraf math!

1> Having concluded normal civilities the time for immediate violence against the non white stitchers was due. (high risk)

2> Sail on in peace, contemplating your latest assets and put the crew to work.

3> Discuss rumors and news."

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3034695 && dateTime=="11/08/18(Thu)22:06:03")

"Rolled 9 (1d20)

>3> Discuss rumors and news.
We must find more pirates ond brigands"

if(Jando && title=="" && postNumber==3034696 && dateTime=="11/08/18(Thu)22:06:08")


2> Sail on in peace, contemplating your latest assets and put the crew to work.


if(Jando && title=="" && postNumber==3034700 && dateTime=="11/08/18(Thu)22:08:12")

"Rolled 18, 19 = 37 (2d20)


if(Anonymous && title=="" && postNumber==3034766 && dateTime=="11/08/18(Thu)22:29:25" && image=="parts unknown.png")

the best you learn is that there is a strange white beast ravaging ships in the area. Not unlike the rumors your crew has said of a monster trailing your fleet.
>18 and 18, this is very even, if artificially so. Crit Even.

The newly gained crew were actually the marooned remnants of a stitcherbot taskforce that was abandoned in Orthodoxy territory when their machine became inoperable and was salvaged by the locals. Accepting slavery to pay their way, and show gratitude was traditional, so slaves they had been for many years.

The fate of a stitcher without a duty can often be grim, they were so lucky to find new function, not once, but twice! Which is a good omen."

if(NonGent && title=="" && postNumber==3034875 && dateTime=="11/08/18(Thu)23:16:55")

Taskforce Calcite had options, manpower and capability. Pick one option, no roll required.

>Use the available scrap from the manifest to attempt and flesh out the foreign stitcherbot.

>Use the scrap to try and build a new head for the "white corpse"

>Convert the "white corpse" to a land combat variant, and use the excess components for a new head and other projects.

and roll a 1d20 the dice itself is 20 sided which is even. Multiple philosophers, sages, and holy stitchers have discussed this.

1 >Search the Orthodoxy lands for scrap and work
2 >Track down rumors of Large Leader
3 >Murder the big brain stitchers for being different."

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3034888 && dateTime=="11/08/18(Thu)23:20:16")

>>Use the available scrap from the manifest to attempt and flesh out the foreign stitcherbot.

if(Indonesian Gentleman && title=="" && postNumber==3034892 && dateTime=="11/08/18(Thu)23:21:48")

Agreeing with this guy, we could have the white stitcherbot for sea operations and the foreign red for land operations. Two stitcherbots, good omen!"

if(Anonymous && title=="" && postNumber==3035434 && dateTime=="11/09/18(Fri)02:35:58")

"Rolled 14 (1d20)

>>Use the scrap to try and build a new head for the "white corpse"

and I really wanna say 3, but only if there is a consensus.

1 >Search the Orthodoxy lands for scrap and work"

if(Anonymous && title=="" && postNumber==3035866 && dateTime=="11/09/18(Fri)07:42:27" && image=="parts unknown.png")


The remaining spiderbot salvage was broken down, and creative use of efficiency allowed the crew to finish the superstructure of the foreign stitcherbot using traditional whitestone crafting techniques of non repeatable standardization process. Parts of the machine itself were stripped and relocated in new configurations that would probably leave it's creator reeling in shock, while bits of the armored frame were recycled into new coverings. Many automated parts were smashed for fear of heresy; consumed to be respun as useful new manual controls. An acceptable removal of oddity from the great machine.

This might have also had something to do with the tremendous amount of resources the "white corpse" project was also consuming. Now functional, the unnamed Stitcher bot would be put through it's paces once on land, for now simple limb actuation verified base functionality. Even if it was a bit short, and under armored...and lacking several limbs, and nearly impossible to figure out what was done due to a total lack of documentation. But it works. sort of.

(a better version will come in later. Purple is just a place holder for the vehicular kineticrystal. muscles)"

if(NonGent && title=="" && postNumber==3035905 && dateTime=="11/09/18(Fri)08:44:56" && image=="the great machine.png")

During the same time that the foreign machine was being refurbished, another workgroup within the Taskforce set out to create a suitable replacement head.

A few of the slaves who were recently recruited had worked on the Mark 4 assembly line and were familiar with it's unique systems. By deleting the ability to turn the head, which was largely blocked by the missile and propulsion collar, significant weight savings were had. No longer resembling a praetor, the honor of that stitcher was omitted in favor of practicality.

A large vista style window with protective bars provided ample view forward, while an ad-hoc and slightly bulky oxygen sieve allowed the machine to breathable atmosphere from the water around it. Past this, while simple, it was a rare example of stitchers actually improving something.

Shortly after completing their machine, the fleet required resupply and refit. They had been at sea for several weeks hiding in the vast emptiness while they completed their works. An inlet played host to a small fishing and shipping village. They were wary but reasonably accommodating of the Whitestone forces, with the brainy stitchers providing a degree of cultural translation. After eating and drinking their fill on exotic meats and juices, they learned that there was a band of Nomad Grabraf pirates in the area, bent on highly unjustified retribution against the sitcher races as a whole.
1d20 roll plz.
>Find and kill pirates (the right ones)
>Commit high seas piracy
>Attempt to establish an Embassy"

if(Anonymous && title=="" && postNumber==3036150 && dateTime=="11/09/18(Fri)13:16:22")

"Rolled 7 (1d20)

>>Attempt to establish an Embassy
let's make ourselves at home. If the Orthodoxy is worth its salt they will take care of the NG."

if(NonGent && title=="" && postNumber==3036165 && dateTime=="11/09/18(Fri)13:26:54")


The Embassy is suspicous at best, a very small structure with two seats and a counter top for people to dine upon. Local authorities would accuse the Whitestone taskforce of trying to skirt health regulations for their roadside food shack. Whitestone simply claimed their Embassy happened to ALSO sell prepared food stuffs.

While the Embassy did little to create improved relations with the locals, it did fill their bellies from time to time."

if(Anonymous && title=="" && postNumber==3036169 && dateTime=="11/09/18(Fri)13:27:30")

"Rolled 20 (1d20)

Seconding, we need a base of operations while we repair our ship"

if(Anonymous && title=="" && postNumber==3036225 && dateTime=="11/09/18(Fri)14:05:05" && image=="power overwhelming.png")

A large and proper embassy was built with the aid of Taskforce Calcite's stitcherbots and advanced Super Striders. The sight of such mechanized labor greatly impressed the Orthodoxy hosts, as well as began cascading rumors of a new power in the region. The Embassy was built on the water's edge, with a dual role of logistics facility and motorpool. Over the coming weeks it would attract much attention.

1. With the Crusade against the dark elf in full effect, petty disputes between the houses has escalated to covert overtness. Multiple parties are interested in contracting your capability towards conflict resolution
Deploy the Foreign Stitcherbot or Ground Forces

2. These grabraf pirates are beyond anything previously seen, with rumors of impossible powers, horrific tentacles, and biological ships.
Deploy the fleet or the White Corpse

3. An unknown force has been agitating the trade routes, assassinating diplomats, kidnapping soldiers, and stealing technology. It may be worth while to investigate.
Send out the Primary and Cargo ship or the Tugs

4. Calcite is not the only taskforce in the territories, it may be possible to absorb other "vagrant" teams to grow in power, materials, and knowledge.
Barter with information brokers to spread your message far and wide with either Slaves or Equipment.

>You can choose up to 4 actions, with a d20 per action chosen. You can only select an even number of actions."

if(Anonymous && title=="" && postNumber==3036234 && dateTime=="11/09/18(Fri)14:10:23")

"Rolled 14, 8 = 22 (2d20)

Now that our faction has begun growing rapidly, we need more men and more ships to support it. We should both find more taskforces and investigate the presence that has been disturbing the trade routes we will inevitably need to pillage."

if(Anonymous && title=="" && postNumber==3036263 && dateTime=="11/09/18(Fri)14:30:52")

"Rolled 9, 15 = 24 (2d20)


>1. With the Crusade against the dark elf in full effect, petty disputes between the houses has escalated to covert overtness. Multiple parties are interested in contracting your capability towards conflict resolution
Deploy the Foreign Stitcherbot or Ground Forces

to finance

>4. Calcite is not the only taskforce in the territories, it may be possible to absorb other "vagrant" teams to grow in power, materials, and knowledge.
>Barter with information brokers to spread your message far and wide with either Slaves or Equipment.

Give em"

if(NonGent && title=="" && postNumber==3036336 && dateTime=="11/09/18(Fri)15:15:31" && image=="unknown.png")

>14, 8

>8, 14

...this is two 14s for the sake of learning where the other task forces are. DUAL EVENS WHICH IS...Exxxxtra even.
The other ventures meet in failure, but with the smallest offering of 6 brainy slaves who are quite happy to serve what they are are "more reasonable" masters, the brokers get to work shrieking to the masses the greatness of Taskforce Calcite, who operates as an independent yet wholy owned subsidiary of the Whitestone empire, which will be found harmless of any action committed by said subsidiary.

-6 slaves
+mad reputation

The foreign Stitcherbot heads out to combat, and returns a time later, worse for the wear. The crew survived but will require augmentics. Disturbingly the stitcherbot crew reported that there were previously known formats of the great machines spotted, that many "security companies" have sprung up in the absence of proper miltias.

The technology has proliferated."

if(NonGent && title=="" && postNumber==3036343 && dateTime=="11/09/18(Fri)15:20:55")

Time to determine what happened to the Stitcherbot.

1-head heavily damaged
2-left arm destroyed
3-right arm destroyed
4-Lower torso damaged
5-Upper torso damaged
6-Uniform damage across entire machine
7-left leg damaged
8-right leg damaged
9-both legs damaged
10-hips destroyed

3d10. roll it. first roll sticks.
next two are to determine the effectiveness of the information brokers and the level of activity from unknown forces.

Do you want to embroil yourselves in regional politics, pursue external threats in the area, or continue the recruitment drive in an active manner?"

if(Anonymous && title=="" && postNumber==3036348 && dateTime=="11/09/18(Fri)15:22:31")

"Rolled 5, 10, 9, 3 = 27 (4d10)


Of course I will roll an even number, you dark elf.

Also, I propose building our embasy up to be a fortress, a stronghold to retreat back to"

if(NonGent && title=="" && postNumber==3037162 && dateTime=="11/09/18(Fri)22:20:59")

>4,10,8+2(artificial 10)

The Foreign Stitcherbot's lower torso was heavily damaged, barely able to hold the machine upright. It will be out of commission for 2 turns, or you can rush repairs by cannibalizing some equipment at the DM's discretion.

Between your own work and the broker's, a steady flow of stitcher recruits head to the Calcite faction despite it's relatively limited experience. All who join accept the white body paint of purity.(+100 orthodoxy local mercenaries)

Multiple situations have arose that require your attention.
> 1
Civil unrest has sprung up across the various houses in the region, a false prophet who expounds the virtue of a "new evenness". It must be curtailed, and the factions involved are willing to compensate based on performance.

Pick from the following modifiers:
-Prioratize Safety (minimize both Calcite and Civilian casualties)
-Prioratize Speed (blitz through settlements uprooting evil like the lightning flashes)

Pick from the following modifiers:
-Move as one (all land forces will roll out and surpress an area one at a time.)
-Strike at once (even distribution of small strike teams will attempt to handle the problems concurrently)

> 2
The Embassy is growing, but there is much potential here for further improvements.
Pick two from the following modifiers:
- Begin fortress conversions.
- Dig a large fighting pit which will attract newcomers and entertain the masses.
- Scour the island and encourage it's inhabitants to relocate..and swear fealty to Taskforce Calcite.
- Expand the roadside diners into a region wide chain.

Roll 6d20. rolls go sequentially with choices."

if(Anonymous && title=="" && postNumber==3037923 && dateTime=="11/10/18(Sat)05:14:35")

"Rolled 7, 5, 7, 12, 19, 14 = 64 (6d20)

>Prioritize Speed
We've got doods to burn now.

>Strike at once
just out of a whim really


>Begin fortress conversions
>Scour the island and encourage it's inhabitants to relocate..and swear fealty to Taskforce Calcite."

if(Jando && title=="" && postNumber==3038218 && dateTime=="11/10/18(Sat)09:35:11")

"Rolled 7, 2, 7, 2, 12, 9 = 39 (6d20)

-Prioratize Safety (minimize both Calcite and Civilian casualties)
-Strike at once (even distribution of small strike teams will attempt to handle the problems concurrently)

Eh, le coordinated attacks

- Begin fortress conversions.
- Scour the island and encourage it's inhabitants to relocate..and swear fealty to Taskforce Calcite.

We goin' wild"

if(NonGent && title=="" && postNumber==3039563 && dateTime=="11/10/18(Sat)18:45:44")

>18,14 (fortress conversion, scour)
Taskforce Calcite had settled into the island and was now making it very apparent they were not leaving. The Embassy was slowly growing into a sprawling complex of stout, fortified structures and random defensive walls. Surely the design of a tactical genius and not random placement. The white stone fortress seemed to glimmer in the morning and setting sun.

Intense negotiations with the locals resulted in common understanding that the Calcite forces were vassalizing them by force. White the "Discussions" were very spirited. By the end of the month long campaign "Taskforce Calcite Inferior crusade" and "Taskforce Calcite major crusade" would be understood to be those who were, and were not born whitestone. The effort cost the Calcites their remaining 2 stitchertanks, 40 whitestone trueborn, and many painted auxiliaries. (-60 orthodoxy locals, 40 remaining)

Rumors of whitestone reinforcements swirled amongst the "house".
>6,(speed)4,(flexibility)<10>-6,(surprise)12(mobility)-<18> (Speed and Multiple, Simultaneous, Deep strikes!)

The Calcite forces proved to be very reckless in their offensive even with an already aggressive plan. Their heavy reliance on conventional warfare methodology against guerilla warfare proved useful against the uprising but was much slower than desired, with a heavy loss of civilian life that was resultant from impromptu sieges of settlements. Their overall ability for rapid deployment and commitment to the total death of their enemies was a bright spot that ensured the hostile forces did not escape.

Local reports stated that in one such instance, 38 terrorists had captive 44 hostages, the whitestones reported 82 dead hostiles. 115% extra dead enemies over expected was impressive to the councils and rulers of these houses. Wherever the Whitestone forces went they reported fantastic kill counts and were known as reliable mercenary forces during this time of great Crusade.

How were the bounties paid? pick 2. roll 2d20

>Stitcherbot Parts"

if(Jando && title=="" && postNumber==3039608 && dateTime=="11/10/18(Sat)18:55:15")

"Rolled 12, 14 = 26 (2d20)


We have a stronghold at the island! Now we have a place to resupply. This way we can make salvage operations on a larger scale and discover who knows what"

if(NonGent && title=="" && postNumber==3039732 && dateTime=="11/10/18(Sat)19:29:03")

Even by another race's standards, the taskforce was compensated fairly. A reasonable collection of second hand patrol boats and tugs were accepted and prepared for modification. A coat of white paint ensured proper mechanical reliability after the entire electrical drive were replaced and hulls patched for corrosion. While not warships, they were small, fast, numerous, and had reasonably long one way range. With a large focus on individual firepower, the Calcites used the seconded equipment towards conversion of 80 more security hoppers. They worked well for assault and guard duty, proving to have a high degree of flexibility and ease of repair.

Finally, the "Foreign Machine" was repaired, the delicate lower torso with all of it's segmented articulation which allowed for near lifelike movement was brutally augmented with 360 degree Rotational disks, giving the Stitcherbot a similar movement to the "white corpse". Twin arrays of spidertank crew guns were crafted from salvaged equipment and allowed the Stitcherbot Crew to more effectively deal with enemy infantry.

The need for additional resources was great, but as a stitcher once said, you must consume crystal to extrude crystal. This was quite true. By focusing on internal and external needs the Taskforce would grow larger.

(first influx of personnel has reported in)
+200 whitestone recruits
+30 painted recruits
pick 1
>Hopper manufacturing facility
-Hoppers of all variants are incredibly simple and cheap machines compared to other equipment.
>Runner-Sprinter-Strider manufacturing facility
-Runners are faster and more prestigious, but more complex, in manufacture and maintenance.

pick 1
-The arena would allow warriors to test themselves, and entertain a crowd, as well as improve influence in the area should showings be favorable to Calcite forces.
>Dinner and Theater
-Purely entertainment for those locals who would come, it should serve to distract and pacificy any insurrections as well as promote culture and whitestone ideals."

if(Jando && title=="" && postNumber==3039788 && dateTime=="11/10/18(Sat)19:45:31")

>Runner-Sprinter-Strider manufacturing facility

Threatre is for dark elves!"

if(NonGent && title=="" && postNumber==3040104 && dateTime=="11/10/18(Sat)21:23:40" && image=="dont talk to me or my son ever again.png")

After much consideration, the ruling duo expanded the complexity of rule to include a proper council of "elders" based on whitestone military service length as opposed to age. The council's first duty was to determine what sort of equipment the settlement would produce. The choice was obvious. Runner's and their Variants. This bias was surely not at all rooted in nearly the entire council being runner jocks who looked down on the cost effective yet plebeian Security hoppers.

Once at full industrial capacity the Calcites could use the machines for barter with the local houses who were desperate for military capability.

The Arena was a simple affair with an amphitheater leading to a fighting stage, and beyond it a long rectangular field for combat between larger forces or machines.
+20 Sprinters.

The sprinter is nothing more than a very simplistic runner, incredibly lightweight, comparatively fragile, and very fast. Their lifespan is measured in operational months due to their "value engineering" build quality eventually resulting in a need for a deep refurbishment.

Taskforce Calcite will begin trading sprinters throughout the region, though it is expected that the simple design will be quickly duplicated for those with the capacity, as the idea of a cheaper runner has long existed, and does in many house variants. Over the coming months their industrial capacity will grow to include runners and striders."

if(NonGent && title=="" && postNumber==3040537 && dateTime=="11/10/18(Sat)23:46:33")

The follow months are mostly repeats of the same. The local garrison grows, mostly with native born whitestone forces. Security details ensure a steady flow of resources and combat experience for the forces, with that comes an odd collection of scrap from both salvage and tribute. In it are a few pieces of machine never before seen, and talk of the Orthodoxy fielding machines akin to the might stitcherbot! It would be prudent to investigate.

Value based engineering and opportunistic has enabled improvements on material expenditures. Enough skill is derived that the former assembly teams of the Mark 4 stitcherbots believe they can improve the design enough for land based combat. They would request that their experiment be on the "white corpse" itself. To that end, the council wishes to begin training of additional stitcherbot crews. On the other hand a large portion of the engineering team wishes to study new forms of manufacturing with a goal of improving efficencies.

There have been rumors of machines that were made by stitchers, but do not follow the rules of evenness as proscribed, eventually wreckage is presented to the Leading Duo of Taskforce Calcite, it turns out that the construction is concerning similar to their land based stitcherbot, "the foreign machine." This construct was fighting with insurgents as far away as the territory of Sardonyx, and disturbingly, was occupied by a white stitcher. Presently the houses accept that this must be the work of dark elves, but if it continues they may be forced to accept that the entirety of the White Stone Empire is in league with such evil.

Lastly there is issue with the level of independent operation that has been going on. Some would feel it prudent to inform the Whitestone empire proper of Calcite's ventures, while others would suggest that the empire would expect such advancement and there is nothing wrong. The concern is understandable both ways.

Roll 6d20 for, and pick one selection from each catagory:

type of engineering focus
-Cost engineering or Manufacturing engineering

Stitcherbot crew combat experience and training
-Combat or Training

Investigation of foreign stitchers
-Passive or Active

Scrap Tribute manifest quality.
-Exotic or Practical

Recon and report of the Orthodoxy mechs.
-Observe or Infiltrate

To deal with the empire at large
-report in or remain independent."

if(Intrepid Explorer !!r8KyWZn+rSq && title=="" && postNumber==3040548 && dateTime=="11/10/18(Sat)23:50:18")

"Rolled 3, 8, 19, 17, 11, 15 = 73 (6d20)

>-Cost engineering
>-remain independent."

if(NonGent && title=="" && postNumber==3040630 && dateTime=="11/11/18(Sun)00:22:06")

>-Cost engineering (2)
The event badly damaged all major 360 degree joints of the "white corpse" which put it out of action for any training or combat duties for the forseeable future. Additional repairs and modifications will be required to return it to functionality due to a lack of on hand parts or tooling. The incident was determined to be a cause of industrial sabotage by outside agents, possibly dark elves. This is the official report. Despite this, there is firm belief that the machine could be made land capable for combat by either cannibalizing the other stitcherbot, hunting for spare parts, or modernizing the design as part of a prototype phase for a new mark of machines. Due to it's loss, resource income will be reduced.
>-Combat (8)
Bringing rookies into combat has it's downsides. Mostly that they tended to get injured or die. Sometimes from the senior members of the crew. Only a single new crew is turned out, and without the white corpse, or even another stitcherbot, they mostly are sidelined.
>-Passive (18)
Weeks of passive observation and evesdropping have determined the cause of these problems. Large leader, a rumored stitcher who went by the name of Perrotail; a highly decorated Grabraf War veteran and leader. The former outpost of 'Kiirt became -Peripheral terminus-, a nation for soldiers. They used a divergent fork of technological development from both the orthodoxy and even empire. More concerning was a lack of focus on any accepted form of evenness. His former military group "The drowned legion" were the foundation of whatever is being operated now. More importantly, they have the remaining mark 4 stitcherbots, and with them, the potential to get your machine running again.
>-Practical (16)
Eschewing baubles of stitcherbot machinery or foreign technology, the preferred tribute was damaged machinery, ships, and obsolete equipment. While the fleet grew modestly with tugs and other low end boats that would be outfitted for littoral combat, the volume of hoppers dramatically increased to the point where it became obvious that the Calcites were a dumping ground for the obsolete machines. Their waste was the infantry's treasure. A signature of the Calcite forces was that no soldier went unmounted.
>-Observe (10)
Enough observational data was collected to verifiy the existence of "archtypes". Every single unit was being deployed towards the crusade against the dark elf at this time, but it was concerning. The machines at least at a glance, may very well surpass the might of the stitcherbot.
>-remain independent (14)
After a small scale purge of those who would declare the independence heresy or disloyalty, the very loyal and not at all heretical Calcite Taskforce renewed their efforts towards enhancing independence and self determination."

if(NonGent && title=="" && postNumber==3040662 && dateTime=="11/11/18(Sun)00:36:03")

The ruling duo found that obtaining more data on both the drowned legion and the Archetype project would be vital to their survival, and began to dramatically direct funding to it. The white corpse was just about ready for final repairs and operational testing. again. experimental procedures had been undertaken to get it landworthy due to a lack of spares, or even stitcherbot scrap parts. The "Foreign Machine" crew had killed an engineer who suggested the process via vivisection and offered his body as "parts" in lieu of their own. The idea perished with the thinker.

Despite the best efforts made at subtlety, an unexpected assault has begun on the fortress. It is being lead by strange machines that are likely from 'Kiirt. In the vanguard are 4 large stitcherbots, Mark 4's by appearance, more concerningly they are reported to have started walking from the beach. Very slowly. The fleet has reported significant damage, with multiple vessels sunk in the harbor.

(+50 whitestone mercenaries, +50 orthodoxy painted mercenaries)

Roll 6d20

for combat:
-EM cannons
Focus on the mark 4s or Focus on anti infantry
-Foreign Machine
Support Infantry or fight the mark 4s
Harry the other machines, or hit and run the infantry
-Security Hoppers
Stick with the Stitcherbot or the Striders

for Espionage:
Kidnapping or Blueprints
-'Kiirt Location
Torture or bribery"

if(Anonymous && title=="" && postNumber==3041060 && dateTime=="11/11/18(Sun)04:39:09")

"Rolled 15, 14, 11, 13, 7, 12 = 72 (6d20)

>remain independent.
fuck, this means we can't send word back to get spider tanks as we have none left.

I propose rethinking our indepence in the turns to come

>Mark 4s
>Support Infantry
>Hit and Run
stick with the striders

>Kiirt Location"

if(Anonymous && title=="" && postNumber==3041062 && dateTime=="11/11/18(Sun)04:40:11")

For espionage: Kidnapping and Torture"

if(NonGent && title=="" && postNumber==3041122 && dateTime=="11/11/18(Sun)05:45:58")

I have discovered another ancient rule. Any number, modified or natural, that is sequential to it's predecessor in terms of duplication, shall henceforth be increased to the next state of TRUE evenness.
>(15)14 Mk4's
EM cannons rained down a continuous barrage of fire upon the MK4 stitcherbots, the direct impacts ripped out chunks of near white colored crystal, formed via inorganic process. The giant machines seemed to grow more dour and irritable with each impact but their slow procession forward never ceased despite each one loosing an arm, head, or suffering grevious damage to the chest mounted auxiliary crew compartment. They trudged on as if death was no obstacle. For those that designed the machines, observing the onslaught was bittersweet, their creations were unstoppable, but...they were unstoppable, and had to be stopped.
>(14)16 Support infantry
The Foreign Machine's crew was wiser than most, and understood a concept of combined arms. The swirling mass of infantry shoaled around the jerky construct. Where they encountered hostility, their massive guardian brought to bear it's array of cannons, and when they encountered more potent foes, it's fists or feet crushed them. In turn they supported their benevolent guardian, and avoided it's feet, paying the way to it's eventual conflict with the distant cousins who still now waded up the beach.
>(11)10 Hit and Run
The lightly armored machines did their best to weave in and out of the combat, but suffered in the jungle, tripping over nearly anything and everything, their egos suffering almost as badly as their machines. Despite this they did manage to attack the infantry, and retreat, tripping over vines, logs, and shallow pits in the mossy ground. Pilots were killed and mechanical legs broken in the process.
>(13)12 Strider Support
The Security hoppers faired little better, but due to robust construction and larger weapons served as semi mobile turrets and in-situ road blocks in the combat, though by the end of it all, their machines and pilots survived, if immobilized from nailing themselves into the soft marshy grounds. The Ruling Duo would take note of this and offer strong considerations for type standardization.
>(7)6 Kidnapping
Not only did the kidnapping fail, but the exfiltration team was exposed, and under threat of capture commited explosive suicide. Through omission, the other houses concluded that these were the foreign white stitchers, a conclusion aided by the Calcite's decision to sink the team's landing craft and kill the surviving crew in full view of orthodoxy forces. It was actually punishment for failure.
>12 Torture
Electrical shock, and removal of limbs, tongue, and eyes unto the number of full oddness did convince a 'Kiirt informant to divulge the location where they might find a regular resupply ship that would lead them to the outpost proper. A cunning plan would be needed..."

if(NonGent && title=="" && postNumber==3041131 && dateTime=="11/11/18(Sun)05:56:46" && image=="The Foreign Machine.png")

"Rolled 15, 5, 10, 18 = 48 (4d20)

The battle was a bloody one, a great tragedy as white stitcher battled white stitcher. From a distance it just looked like madness. Eventually the bulk of the fighting was concluded. Corpses and mechanical hulks sat cooling or smoking, leaking blood or crystaline fluids. The EM tanks displayed the extent of their efforts; smoking, crystalline barrels slagged and molten, strands of cooling glass dripped onto the embattlements as the spotter-shooter crews examined the damage they wrought. The mark4s looked to be in ghastly condition, but were robustly built, and still quite dangerous. That there were 4 of them was no less concerning. That they did not fire their missiles was also of great worry. Were they saving them?

It was mid day by the time the great machines collided. Fresh to the fight, the Foreign machine was supported by infantry and machines that had expended their ammunition on the enemy vehicles. Despite the weapons they fielded did naught but ring harmlessly off the crystal hulls of the advancing Stitcherbots. Place a fist to claw with a loud clang, the Foreign Machine stomped forward. It was faster, they were stronger, it undamaged, they endurance incarnate.
Beat my rolls, roll 4d20

Best of all rolls until I respond."

if(Anonymous && title=="" && postNumber==3041133 && dateTime=="11/11/18(Sun)05:59:11")

"Rolled 18, 4, 2, 5 = 29 (4d20)


if(Anonymous && title=="" && postNumber==3041138 && dateTime=="11/11/18(Sun)06:08:30")

"Rolled 15, 18, 14, 10 = 57 (4d20)


if(NonGent && title=="" && postNumber==3041156 && dateTime=="11/11/18(Sun)06:32:42")

>18,(18)20,14,10 vs (15)14, (5) 4, 10, 18

>18 vs 14
The "FM" charged into the enemy mob, but did something unexpected. It pivoted on it's right foot, which was capable of such a thing. A few missiles lashed out at it and exploded nearby but were only able to superficially scorch the surface of the machine. Meanwhile the crystaline claw made by Calcite engineers reached out and gored the face off of one of the bots that still had a head. there were other near misses involving the larger ripping claws, but it prooved to be more nimble than it's enemies, only taking minor gouges and cuts.

>20 vs 4
The Foreign Machine continued to move with agility born of it's exotic lineage mixed with a twisting mechanical unnaturalness gifted by the 360 degree rotational torso and kineticrystal left leg. The two crews controlling the discordant systems created a sort of mad dissonance that created a greater harmony. Useless but distracting anti infantry fire goaded the enemy MK4's into more and more agressive swipes which were rewarded with nagging pokes, slaps and the occasional kick that tore out small chunks of crystal. On the machine with no head, a vicious blow from the claw tore open the chest compartment, exposing the heretical crew within. They met their death from the anti infantry cannons on the FM's shoulders before the machine slumped to the ground. Narrowly dodging a whirling cutting saw, the strike decapitated it's ally that had already lost the chest crew compartment. In a brief moment 4 had become 2.

>14 vs 10

Gripping the attacking machine from behind, the crew learned exactly why 360 degrees of rotation is situationally useful when all 4 arms of the enemy swung backwards with murderous intent. While maintaing the advantage the FM was viciously damaged. Loosing both shoulder turrets, suffering near decapitaiton, and the lower half of it's left arm; the crew fought on despite loosing several members in that brief moment. There wasn't even time to Ree. Kicking the enemy in the back sent it careening forward, where the crew viciously enacted a scene of stitcher street justice involving crushing a face and chest with feet via repeated stomps.

>10 vs 18

The FM left itself wide open during this brutal attack, but instead of taking the opening the last MK4 trundled forward, crushing infantry and vehicle foolish enough to get in it's way. The missile collar anemically propelled missiles out that rolled off and onto the ground, seemingly inert as it sung it's remaining arms like threshers clearing the path. A trail of crystal kineti fluid streamed behind it. It was headed for the fortress. The FM crew tried to catch up, but stepped on an improvised minepath loosing both feet, its already damaged head snapping off, tumbling the helpless crew.


if(NonGent && title=="" && postNumber==3041160 && dateTime=="11/11/18(Sun)06:39:04" && image=="Spoiler Image")

<click the picture and open the song after you read, its more fun that way>

Using it's stumps and remaining arm to claw foward the FM made a valiant show and even caught up the larger Stitcher Bot before it stopped and simply stepped on it's back, partially crushing the machine and ending it's struggle. With steady forward motion it arrived at the fortress walls, a large breaching drill slowly worked it's way into the defenses, creating a weak point that it would use to break through. However the drill shuddered and stopped, the MK4 attempted to pull away several times, it's arm stuck fast. With the radial saw a self amputation brought it down to just one arm. The head slowly pivoted side to side, searching, grinding on it's frame. Slower still, it plowed forward around what was half a city block, weathering more EM fire and explosions, leaking a prodigious amount of fluid and smoking. At the gates of the fortress, it stopped. A moment after that, everything stopped.


if(NonGent && title=="" && postNumber==3041167 && dateTime=="11/11/18(Sun)06:49:09")

The fortress survived, the explosion cratered a full half of it, and killed off a good 3/4ths of the garrisoned population to include most of the senior council. The factory sector had survived, but the training field and new recruits were gone. The harbor was also in ruins despite not being blown up.

Despite this, they had survived. They survived a battle only they saw in detail, but the surrounding islands witnessed and saw the scars of. The mark 4's save one were all salvaged, and would be repaired, the foreign machine would soon be operational, the white Corpse was already undergoing field trials, and numerous machines of familiar and exotic make were scrounged from the battle field.

It was dour work, and insulting, but what was lost could and would be replaced. There was work to be done, Large leader would pay, the weapons used against them were enough to know he consorted with the Dark Elves and would dare to touch their unquenchable fires. No one was immune from being burned, many stitchers had died in the past to validate the theory. The Duo sat on their command seats which were not thrones, and each patted a device no larger than a particularly fat stitcher. The enemies own weapon. The third of the odd devices was given to the engineers. Studied, examined, and then eaten, the internal metals of it were commented to have the "most fantastic of characters; a once in a life time experience!" and "worth dying for!" which is exactly what happened to those who ate it. A worthy lesson, "do not eat the fruit of dark elf labors." -House Callite, the year of many retributions"

if(Anonymous && title=="" && postNumber==3041169 && dateTime=="11/11/18(Sun)06:53:08")

we gotta contact the Whitestone Empire. This is Def Con like, a billion"

if(NonGent && title=="" && postNumber==3041173 && dateTime=="11/11/18(Sun)07:13:03")

Retribution was nasty business. It would take time. The calcite's needed to prove their strength to their neighbors. "A weak stitcher is a dead stitcher, any organization is made of only stitchers." -Calcites, rules of war and life 1:1

The docks were still in rough shape, but most ships had been refloated, drydocked, and patched. The additional Stitcherbots dramatically bolstered their forces, and where there was just 2, there were now 5. The number was unsatisfactory, but it was understood that they were even themselves, and avatars of greatness. Manning was still critically low, and the crews were unbloodied in proper combat. The survivors of the Foreign Machine, and the crew of the white corpse served as tutors to the next generation of pilots.

Wreckage from the various MK4's yielded significant lessons on improvement based off what was likely several decades of innovation. Despite being the newest machine of the mk4 series, the white corpse was one of the first recorded losses, and one due to mechanical failure. The amount of clearly foreign adaptations wrought in stitcher crystal was worrying, but undeniably useful, from the mighty stitcherbot down to the meager security hopper. Improvements would be made.

Manning was still an issue, and worrying as it was, orthodoxy born stitchers from the crusade minor were allowed to pilot vehicles for the first time in the Taskforce's history. They still had separate dining areas. Looking at a such imperfect blemishment can spoil a warrior's appetite.

No one seemed to notice that a tug was missing, and with it, the large brained stitchers, likely assumed to be killed and destroyed in the attack. The truth was they hurried to make a report to the Orthodoxy proper, and then return home. They would have found out most of their information and effort was wasted or duplicated, as the Calcite's reputation carried faster than ship.

Disappointingly, the new stitcherbot line would likely have to wait until deep into the next year. Both leaders furrowed their brows, replacing the council would have to be done soon.

Roll 6d20 for:

whitestone (hard) or orthodoxy (easy)
>Integration Yes/ No
(highest roll wins this one)
>Stitcherbot repairs and upgrades
wide scope of variants (easy) deep standardization (hard)
>Crew capability
Training theory and basic field exercise only (easy) Combat/ simulation tested (hard)
>Progress of the factory in fielding/ upgrading new designs based on existing equipment.
opportunistic upgrades (easy) Deep modernization (hard)
>Quality and content of Payments for house protection
(no choice)"

if(NonGent && title=="" && postNumber==3041175 && dateTime=="11/11/18(Sun)07:16:06")

The new council determined the leaders had met a limitation, and Whitestone proper would be contacted.

The leaders did not like this idea.

If the dice is above 10, the whitestone empire will be contact by attempt as determined by a player roll of 1d20.

If it is below 10, there is a new council."

if(NonGent && title=="" && postNumber==3041176 && dateTime=="11/11/18(Sun)07:17:08")

"Rolled 3 (1d20)


if(Anonymous && title=="" && postNumber==3041179 && dateTime=="11/11/18(Sun)07:21:23")

"Rolled 1, 5, 13, 11, 19, 18 = 67 (6d20)

>whitestone recrutement
>wide scope of variants
>Training theory
>deep modernization

if(Anonymous && title=="" && postNumber==3041188 && dateTime=="11/11/18(Sun)07:52:34")

"Rolled 14, 17, 9, 16, 1, 17 = 74 (6d20)

Recruit whitestones, resist integration, standardize stitcherbots, give basic training, modernize everything"

if(NonGent && title=="" && postNumber==3041332 && dateTime=="11/11/18(Sun)10:47:35" && image=="Assault hopper.png")


> Whitestone Recruitment 14
The fleet was put to agressive work scouring the seas for whitetone taskforce remnants, castaways, and captured troops who got caught up in orthodoxy lands. Though the supply of able bodied soldiers was dwindling, they would be drawn out! Slowly replacement bodies trickled in, finding their role within the Calcite forces.
(+170 empire born stitchers)

> Separate drinking fountains for Orthodoxy stitchers 16
Though they were given vehicular privileges, the units Ortodox stitchers operated were those awaiting refurbishment, or humble assault hoppers. Regardless, there would be no integration between auxiliary and birthright stitchers within Taskforce Calcite, it was bad for moral, and discipline.

> Another round of stitcherbot variants 12
The engineeres were given free reign to experiment with the remaining mark 4 stitcherbots. The lessons learned on these units and from the Foreign machines would dramatically improve the next generation of machines, but in true whitestone fashion, it would take a while, and be overbudget. expect nothing less.

>Basic training 16
With the realization that the machines being churned out were highly experimental, there was little point in attempting to train the crews beyond the basics. The basics were drilled thoroughly, and the Foreign machine offered education to numerous students, serving honorably in a diminished role as it was repaired. again.

> Deep modernization of equipment 18
Significant lessons taken from the foreign equipment was put into practice along with modern engineering and design principals, as well as lessons learned from the inventory and battlefield experience. A keen example of this would be miniaturization of the hopper. By reducing the internal space to a sitting room, and shortening the kinetic legs, the profile was greatly reduced. The existing weight served to create a more stable unit, and the flippers were relocated onto the mobile gun housings that were slung off the very bottom of the unit. Finally a simplified cast housing was used with varying thickness to optimize armor but reduce weight and cost. Numerous similar changes were enacted across the entire range of products.

> The loot, or "why can't I hold all these stitcherbot parts." (18 amplified to natural 20)
A great number of stitcherbot parts came in as tribute in the wake of the nuclear attack, with most houses understanding that if Calcite had fallen, they would have received the other weapons in explosive tribute."

if(Anonymous && title=="" && postNumber==3041913 && dateTime=="11/11/18(Sun)14:16:31")

let's invest our bounty into production of cheap knock-off spider tanks which you will have to draw!"

if(Anonymous && title=="" && postNumber==3041932 && dateTime=="11/11/18(Sun)14:23:37")


if(Jando && title=="" && postNumber==3041982 && dateTime=="11/11/18(Sun)14:44:55")

"I didn't quite understand how the fortress exploded. The last MK4 had nuclear payload inside it?";

if(Anonymous && title=="" && postNumber==3041997 && dateTime=="11/11/18(Sun)14:52:05")

seems like it. Nuclear bombs are something stitchers do not posess the technology for, so it seems like Large Leader has had dealings with the tripods - uneven, despicable creatures, anathema to good, evenness and necessity, the DARK ELF that scriputre tells us of."

if(Jando && title=="" && postNumber==3042055 && dateTime=="11/11/18(Sun)15:14:24")

stitchers will mutate and grow extra limbs or become red won't they..."

if(NonGent && title=="" && postNumber==3042880 && dateTime=="11/11/18(Sun)20:19:49" && image=="Spidertank.png")

If the Sprinter represented the extreme end of minimalist design, the Spidertank represented the extreme end of robustness. Engineer Re'keee'EE marveled at the creation but was most impressed with one aspect "IT FLOATS!"

For the Calcite forces, the significantly larger spidertank is a true replacement for both the Spiderbot and EM walking tank. At a rate of slightly roughly 5 to 1 in terms of resource efficiency, the assault hopper is the better value when compared to the spider bot. Value only escalates when factoring in combat flexibility with a decentralized group of 4 stitchers vs 4 in a fixed cluster. Its ultimate replacement was a foregone conclusion, if one of slight heartache for the pilots and crew of the logistically versatile spiderbot.

Equipped with next generation EM trebuchets to include "Quick swap" barrels, early analog aiming target leading devices, and an all moving cockpit with underslung rocket turret. After 4 shots it must be manually reloaded through a slot in the floor by the pilot. The Spidertank is arguably is the same of it's predacessor, but upscaled. The vehicle was designed to support hordes of assault hoppers as an anti vehicular support platform with the added benefit of being a functional artillery platform."

if(NonGent && title=="" && postNumber==3043737 && dateTime=="11/12/18(Mon)01:38:57" && image=="Run off.png")

The next redesign was the venerable runner. The need for the "Super strider" had eclipsed, as had a supply of spiderbots. The existing machines would serve within the auxiliary divisions.

With the factory gaining a wealth of engineering knowledge, two competing designs emerged from two competing schools of thought.

The A model was powerfully built, and able to jump by virtue of it's muscles as opposed to traditional kineticrystal rods. An enclosed "sprinter" style cockpit offered the pilot a fantastic view, and it was every bit as fast as it's smaller cousin. A new style of batter provided more than ample energy, with a trade off of a rather small self defense weapon. A true scout in every sense of the word.

The B model was probably a hopper with some hastily tacked on legs. With not nearly as fast as the sprinter, it offered a significant improvement over the locomotion of the hoppers, and was faster and more agile than they were. In addition it's armor and weapons were better than the A model. Many would accuse the B team of simply trying to circumvent the limitations placed on the hopper design via a new role. It's commonality with the rest of the fleet offers marked advantages in cost and logistics.

Pick A or B, roll a 1d20

*A big thank you to IG for inspiring this moment in the quest via his car evolution game."

if(NonGent && title=="" && postNumber==3043818 && dateTime=="11/12/18(Mon)02:40:18" && image=="partsbin.png")

>20 on spare parts.

The volume of spare parts was enough to complete an entire stitcherbot, but raise many, many questions. There were enough whitestone engineers who had worked on the project, a few of the elders had experience with the production of the very first marks 1s. None recognized the golden arm, it was obviously an orthodoxy product, but also entirely divergent from the extant stitcherbot product. The firepower it provided was impressive, and brought concern for the future of the empire. Nearly all of the salvage bore signs of extensive use, modification, and later experimentation to the point that the waist section of the mark 1 legs was nearly unrecognizable. The oddest item were what were clearly counterfeit mark 2 arms. The wear on them indicated a significant age, likely at least as old as the mk3 program itself, but it would imply a degree of infiltration into the stitcherbot program that is uncomfortable to acknowledge. Regardless, the parts fit onto the uprated mk2.5 chassis

The questions would have to be answered later. A time of retribution was swiftly coming."

if(NonGent && title=="" && postNumber==3043848 && dateTime=="11/12/18(Mon)03:10:21" && image=="The Foreign Machine.png")

The foreign machine stitcherbot was fully repaired thanks to the influx of spare parts. Inspired by the orthodoxy gun arm, the engineers devised a simple EM cannon on a pivot. The device is loaded by the machine itself, and offers a significant change to it's role of infantry support into artillery support. Despite starting off as ill omened, the infantry are happy to see the machine fully operation again.

not pictured are the 4 MK4s with various minor differences.
The surge of stitcherbots has brought much prestige to the Calcite forces, and with it, numerous orthodoxy auxiliaries. (+200). While not a house, it can be safely said that Taskforce Calcite has evolved far beyond its intended function into a very independent entity.

The fleet has managed to track down the location of Large Leader, or at least a stronghold. It came at some cost, strange flying machines, purported to be half stitcherbot attacked the fleet, smaller ships were carried off into the sky and dropped to their doom.
Roll to determine the amount of equipment you bring with you and how quickly your forces are detected.
>All out assault requiring the entire fleet. (roll 6d20 for survival of the invasion force instead)
>Underwater insertion of MK4ss (easy)
>All stitcherbots (moderate)
>All vehicles and ships, no stitcherbots. (hard)"

if(Anonymous && title=="" && postNumber==3044000 && dateTime=="11/12/18(Mon)06:51:29")

"Rolled 20, 5 = 25 (2d20)


>Underwater insertion

Infiltration under the leading pair Codename 'Hard' and Codename 'Serpent'"

if(Jando && title=="" && postNumber==3044032 && dateTime=="11/12/18(Mon)08:17:39")

"Rolled 18 (1d20)

I pick B"

if(Jando && title=="" && postNumber==3044039 && dateTime=="11/12/18(Mon)08:22:53")

"Rolled 3, 8, 19, 4, 1, 19 = 54 (6d20)

>All out assault requiring the entire fleet.

Expirience is gained by exertion of all the army! The stress is placed on the logistic team.

How large is the fleet?
Are the MK4 fast enough underwater as to keep up with the fleet's speed?
Can we combine the insertion of MK4 plus the attack of vehicles and ships?

We may lose manpower and ships that way but we ensure the destruction of the stronghold with the bots... hmm, we should try and capture the hold with minium destruction to make it a forward base of operations and of course to expand our sea control and salvage operations."

if(NonGent && title=="" && postNumber==3044045 && dateTime=="11/12/18(Mon)08:36:55")

I'd interpret it the best I could depending on what you roll and however it is most interesting. For your roll it looks like the MK4s and Stitcherbot land duo would survive, but everything else gets well and truly shrekt."

if(Jando && title=="" && postNumber==3044050 && dateTime=="11/12/18(Mon)08:44:46" && image=="Spoiler Image")

if(Anonymous && title=="" && postNumber==3044059 && dateTime=="11/12/18(Mon)09:02:27")

"Rolled 6, 6, 19, 19, 12, 8 = 70 (6d20)

>>3044039 +1"

if(Indonesian Gentleman && title=="" && postNumber==3044097 && dateTime=="11/12/18(Mon)09:40:33")

"Rolled 16, 6, 20, 19, 5, 8 = 74 (6d20)

More dice? HAVE AT THEE"

if(Anonymous && title=="" && postNumber==3044193 && dateTime=="11/12/18(Mon)11:06:49")

"Rolled 14 (1d20)


if(NonGent && title=="" && postNumber==3047549 && dateTime=="11/14/18(Wed)00:50:40" && image=="MK4s.png")

The white paper design for the new runner won out, relegating the "super hopper" to a one off prototype. The B model was not a total loss however, as it's basic blueprints were sold to Grabraf merchants, of race and faction, one could not be too sure, they all looked so very much alike. Proliferation of the A model throughout the region did not take long due to a desperate need for affordable security against dark elves and untrustworthy neighbors.

Pictured: The captured MK4s and newly repaired white corpse. Lore for fun.

White Corpse: A dredged up late model Mk4. Badly damaged it was eventually repaired with materials and techniques utilized from a previous generation of Stitcherbot. Lacking the degree of physical dexterity other MK4's have, it makes up for in speed.

Preserved Machine: Some of elderly engineers who designed the MK4 had found their way into service with the Calcites. All available materials from the other MK4s were cannibalized to create one pristine example of a production model machine, with some of the later upgrades that would allow land based mobility.

Screeching one: Almost not built, it was only after the engineers looked at the leftover and shattered remains of the MK4 scrap pile did they conclude it possible to build the machine. Lacking an enormous amount of features compared to it's siblings, the screeching machine nonetheless still is amphibious. Being smaller, and mechanically similar to earlier marks of stitcherbots, the machine is faster and simpler to operate, requiring a crew of only 2. It's name is derived from the indignity of it's appearance. How can botlets even compete?

The Cripple: Repaired in a very expedient manner, with little love. Lessons learned from the white corpse and foreign machine allowed highly damaged sections of be walled over, or outright replaced. The cripple has no real melee capability, and instead carries 2 oversized EM cannons which can double as Crutches. Additionally in the launcher collar there is the same deadly payload intended for Taskforce Calcite."

if(NonGent && title=="" && postNumber==3047582 && dateTime=="11/14/18(Wed)01:25:25" && image=="stitcherbot_tripodal_enemy.png")

>16, 8, 20, 18, 12, 18
16>Fleet's stealthiness
8>Fleet survival
20>Underwater insertion of MK4s
18>Foreign Machine and Parts bin land bots landing force
12>Runners and Hoppers landing force
18>EM spidertank landing force
~14~(bonus)> Hard Serpent.
(random 14 for Hard Serpent which is about to trigger the memes)

Hard and Fluid. Twin Praetors to a parent unknown. Larger, Stronger, Smarter, Whiter, Faster, Symmetrical; Perfect in every way, save that they were Praetors. Sterile. The Duo assigned to the invasion force by the ruling pair themselves. They would put down the Dark Elf sympathizer "Large Leader" and see an end to this oddness, once and for all.

The fleet crept along towards the isolated outpost, nearly undetected for 3/4ths the journey. The last leg was where the plague of heretical machines began. Strange things, as large as a Stitcherbot, but impure of form. Flying machines, Heresy, Flying machines that had arms, Double Heresy! Arms used to take off from the land, a feat impossible for any machine! That is Triple heresy, the mark of the elf!

The machines capable of airward attack engaged the large aircraft, but their numbers were few, and their weapons ill suited to damaging their thick hides. Fear of damage to the land based stitcherbots and a long set up time saw their use limited. In the end the flying machines had their way with the light weight runners and hoppers, many of the crew could be heard screeching into the sky before being dropped unceremoniously into the water or onto the hard decks of the cargo ships. Even after the crews and equipment frantically disgorged onto the beaches of Peripheral terminus, the fleet was ransacked by the machines to the point where the assailants had to pause to resupply and refuel, then continue their harrying. Only when out of range did the fleet find respite. They would not be returning, nor lending aid. A brutal lesson was learned for the Calcites, and perhaps all stitchers on the power of air.

Within the cockpit of the "foreign machine" a radio, foreign and untrustworthy, crackled to life. A necessary evil for battlefield communications.

"Hard, Liquid...This is Large Leader. You think you fight for evenness, but you are blind!""

if(NonGent && title=="" && postNumber==3047595 && dateTime=="11/14/18(Wed)01:48:44" && image=="warlord_DX.png")


With near impossible stealth the mark4 team infiltrated an underwater carved stone support bay. Stone gave way to crystal and metal, and laced throughout were the tendrils of an AA node. Emra's gift to all. The momentary acknowledgement of the divine was appreciated before the rampage to purge the heretics from this place began in earnest. The mark4s surged ahead uncontested, destroying logstics vehicles and factory equipment. Strange incomplete machines sat, freshly abandoned, and now destroyed. The path of machines progressed forward, each in a further state of readiness. All put to blade, claw, EM slug, or explosive. The remains crushed under massive foot. Alarms had already been sounding when they first entered the bay, but now it was apparent where all the hostile forces were. A massive hanger of the heretical and highly odd machines stood at the ready, but in slumber. Their crews swirled about them like ants, making ready for defense and war. Instead they were to treat with death. The mark4s had returned to this place like specters of the angry dead, here to reap the lives of former allies.

An hour later, all that was left was flaming wreckage and a floor wet with the remains of pulped corpses. The Team made their way into the deepest area they could access, and returned Atomic weapons, tools of oddness from the dark elves, the bitter fruit to be enjoyed by their hated enemy. Primed, timed, and set, the Mark4 team egressed the way they came, uncontested once again, and entered back into the cold embrace of the sea. They would harass the local fleet and provide support on the beaches for the remainder of the battle. Despite the recollection or memory of historians, the crews would know they had served with distinction.
"New Evenness? Laughable! This was never about evenness"
>"You admit your oddness!"
"No boy. No. This was always about Oddness. Old Oddness! A stitcher are beholden to only themselves! Yet we scramble around, watching as the enemy gains ground, bides their time. Grows oddness and claims it as kinship while we willfully blind ourselves to it trying to suck at the spinners of the orthodoxy! The grabrafs would have us believe they are close kin, lauding the values of symmetry and thier own form. A tripod could be cut in half and have a tail and a leg. there. 2 legs. 2 arms. Do you see?! They create this new evenness, a way to degrade the only truth a stitcher has! They create an entire school and boast of it, made to device us into thinking they are less odd than any outsider! They would make us wear CLOTHES! They would see the Orthodoxy grow strong with foreign technology and contain us, break us! For what? The simple truth that white is the only color! If they cannot accept what is self evident, imagine the path of damnation as they delude themselves into thinking a grabraf is a stitcher!""

if(NonGent && title=="" && postNumber==3047607 && dateTime=="11/14/18(Wed)02:05:54" && image=="stitcherbot_5.png")

>"You are a tool of the dark elves Large leader. Your words are tainted with their madness, your machines speak to the embracement of their oddity. You would attack Stitchers with foreign weapons, to steal a position and serve only yourself, breaking the cycle. You will have to die."
"All stitchers are born dead boy. Ask yourself something though. Do you know why we, the descendents of those who would dare risk interaction with the skylords, emra's truest, the Forest Grabrafs, who transcended notions of evenness and symmetry? Silence? For truth. Here is truth. You and Fluid, are of my genetic lineage."
>"Again you damn yourself with the aid of the odd!"
"The sky lords, the tripods. They do not pretend to be what they are not! The Voltanites do! They wear DISGUISES! The are no dark elves in this world beyond those we make, boy, and those we choose to be! All the leaders, Whitestone and Orthodoxy, would embrace this falsehood, and mask their truths. If to destroy the dark elf I would have to become what all would call the dark elf, to save my race from clothing? As just as electrocution."

The beach head assault was well underway, with the stitcherbots piloted by Hard and Fluid's teams carving deep into the enemy lines, supported by the precious few EM spidertanks. Streaks of hyper accelerated crystal punched into vehicles and infantry formations. As the enemy grew desperate, their true nature was revealed; Grabraf and Tripods were visible in the fighting, mercenaries, but an indicator of degenerate values. The only rectification was death. Runners and hoppers worked as peer equals to the larger combatants, giving as good as they got despite diminished numbers, preventing anti vehicular weapons from being brought to bear against their Stitcherbots. Even with mounting losses they held the line. The strange foreign machines "warlords" by the radio chatter's indicaiton, continued to stream out of hidden tunnels and hangers, supported by infantry and exotically made stitcherbots. Even with the most berserk of fighting, the tide of enemy forces would eventually drown the Calcite forces.
A vast explosion rocked the island, and saw chunks of rock sink into the planet, Fire and chunks of liquified organic matter spewed up like a geyser along the fissures. A noise never heard before on the planet sounded out. A threat that was only ever made by Zet. An AA node was killed this day. For a single moment everyone in the battle paused at the gravity of the situation, before resuming the slaughter. Without the node, the island was slowly sinking into the sea. Runners and hoppers fell into the ocean or flaming fissures. The EM tanks continued to dutifully snipe out threats to their charges despite being now overrun.

From a burning structure a machine that towered over the stitcherbots erruped. the radio crackled to life once again.

"SERPEEEEENT!!!!" It was large leader."

if(NonGent && title=="" && postNumber==3047635 && dateTime=="11/14/18(Wed)02:40:26")

"Rolled 11 (1d20)

Roll 2d20, beat my roll.

if(Anonymous && title=="" && postNumber==3047664 && dateTime=="11/14/18(Wed)03:37:51")

"Rolled 11, 18 = 29 (2d20)


if(NonGent && title=="" && postNumber==3047674 && dateTime=="11/14/18(Wed)03:56:02")

"Rolled 8, 3 = 11 (2d20)

Machine crashed against machine the Stitcherbots fought a giant. The "foreign machine" received the worst of it, but managed to keep Large leader busy long enough for Fluid in the Parts bin to climb up the back of the giant and start prying away crystal plating over what was hopefully something important. Large surface cracks and splintering covered much of hard's machine, but the crew was confident in their capability and pressed on with 4 arms doing their best to hold back a single arm on Large leader's machine, trying not to get crushed under the massive roller feet.

Point black missiles sprayed out from their enemy.
roll to evade. beat my rolls. 2d20

1 turn until enemy and allied reinforcements."

if(Indonesian Gentleman && title=="" && postNumber==3047703 && dateTime=="11/14/18(Wed)05:25:06")

"Rolled 20, 9 = 29 (2d20)


if(Anonymous && title=="" && postNumber==3047711 && dateTime=="11/14/18(Wed)05:35:16")

"Rolled 20, 6 = 26 (2d20)

this is so great


if(NonGent && title=="" && postNumber==3047756 && dateTime=="11/14/18(Wed)06:35:02")

an ancient law was discovered, "All 20s must be counted." This rule has always existed, so must be enacted.

Hard Serpent and Fluid Serpent fought against their genetic father, machine and crew as an extension of themselves, working in perfect unison. Though the machine of Perrotail was mighty, it was slow. Drill, saw, and claw worried away at the feet rollers while point blank shots from a shoulder mounted EM cannon bore into vital components. A explosion rocked from within the behemoth nearly knocking Fluid's machine away, but it held fast and continued to rip at vital kineticrystal muscles and tendons. Belching flames and fluid, the hostile mech ground to a halt in time for a Deluge of Warlords and light infantry to swarm out to their leader's defense. The vast number of reinforcements exploded out of the side of a cliff face via an impromptu exit.

Anti vehicular tracer rounds and streaking rockets light up the dusk sky causing the two stitcherbots to retreat behind a building. Their salvation arrived in the form of the Mark 4s who somehow managed to flank the enemy and emerge from the same cliffside exit they did. Forced to turn and address this new threat, the heavily armored Mk4s weathered the attack while engaging in melee range to devastating effect.

The white corpse could be seen jamming it's drill through the torso of a foreign stitcherbot, while the preserved machine moved with a slow swirling dance, it's rotary saws hungrily lopping off limbs or scraping along the ground to convert flesh, blood and bone into mulch. The short statured but hyper aggressive screeching one ripped and shredded providing distraction for the cripple, each shot of it's EM cannons coring out the vehicles unfortunate enough viewed by it's dead eyed crew.

Flames and wreckage littered the unmoving form of Large Leader's combat machine, the pack surrounded their prey and began to viciously carve at it. Enormous hunks of machine went flying, but to their frustration and rage, something was discovered. There was no cockpit.

The radios of the stitcherbots crackled to life, Large leader's voice came in deep and clear as a squadron of the odd flying machines escaped. Looking out the door of one of them was the stitcher himself. Praetorian; Large leader; Pterrotail the general, leader of stitchers, Dark elf in white skin. "Even with your independence, as you seek to assert yourself, and grow through strife, mercantile effort, and tradition, you stagnate in a world that closes in around you and threatens to take away everything that would make a Stitcher. There will be a time where you will decide if you are naked as truth, or willing to wear clothes." Across the island detonations ring out, shattering anything of use and sending billowing clouds of fire into the sky.

Roll 1d20 to attempt and shoot down Large leader or let him escape."

if(Anonymous && title=="" && postNumber==3047759 && dateTime=="11/14/18(Wed)06:37:45")

"Rolled 5 (1d20)

Let him escape."

if(Anonymous && title=="" && postNumber==3047763 && dateTime=="11/14/18(Wed)06:44:52")

"Rolled 1 (1d20)


if(Indonesian Gentleman && title=="" && postNumber==3047764 && dateTime=="11/14/18(Wed)06:49:06")

"Rolled 15 (1d20)

Let him escape, then."

if(NonGent && title=="" && postNumber==3047767 && dateTime=="11/14/18(Wed)06:51:23" && image=="shitposted.png")

Large leader flew off into the sunset, despite being victorious the stitcherbot crews were left with an odd feeling of unease with the knowledge that more complex issues and trying times were fast approaching in a new era. 'Kiirt would sink in the coming weeks, any evidence of it lost beneath the waves...

Within the stitcher home lands the consequences of Calcite's actions were just starting to be felt. The rogue taskforce began expanding once more, recruiting, building, trading. A major fixture of their land were the weekly Stitcherbot arena fights and EM-Tank pulls. It was the dawn of a new era and no one was going to be any more ready than they already were.

I want to say thanks for joining me, lurking, or just shitposting in this ridiculous quest about a ridiculous race of alien creatures. Much appreciation to all the drawfags and writefags in the discord that contributed towards this."

if(Anonymous && title=="" && postNumber==3047771 && dateTime=="11/14/18(Wed)06:56:19")

it was ridiculous"

if(Anonymous && title=="" && postNumber==3049144 && dateTime=="11/15/18(Thu)11:09:05")

it was wonderful"