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/tg/ - Traditional Games


File: 1342208020435.jpg-(255 KB, 703x900, 1342034938219.jpg)
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Raider: Bonus to weapons and weapon research, penalty to technology.

Survivor: Reduction in food requirements, bonus to population, penalty to weapons research. Cannot start in wasteland.

Remnant: Bonus to technology and technology research, bonus to starting weapons, penalty to base population. Must start in urban, military base, science lab, or prison.

Mutant: Extremely tough and hardy, penalty to population and population growth. Are allowed to start in wasteland and are immune to most diseases, poisons, and harmful radiation. Can experiment with radiation, mutagens, and various chemicals and herbs to try to unlock beneficial mutations.

Robot: Don't need to eat, need raw materials and power. Must start in a military base or science lab. Can reproduce rapidly, but require raw materials to do so. Bonus to technology and technology research.

Other: If you guys have another solid concept, I'll make up some bonuses and penalties for them.
>>
>>19863172
Urban: Start with a large, gutted building with doors and windows boarded up, no reliable food sources.

Rural: Start with a small farm, less hostiles nearby, few places to scavenge.

Desert: Start with scarce water, scarce food, lots of space to build, more military and scientific locations nearby.

Forest: Start with nearby game and plentiful wood, monsters lurk the forests.

Island: Start in relative safety, fish are plentiful but irradiated, few nearby locations.

Military Base: Start with small armory, reinforced buildings, old intelligence archives, MRE and ammunition stockpile, and tiny nuclear generator, but no reliable food source and attractive raiding target.

Science Lab: Start with extensive underground complex, scientific material to speed research, and experimental surface solar farm, but dangerous things lurking in some deeper labs.

Vault: Start with extensive underground complex, lots of raw materials, a geothermal spike, and a hydroponics lab.

Prison: Start with small armory, reinforced buildings, ammunition stockpile, but no reliable food source and attractive raiding target.

Wasteland: Irradiated, largely desolate, lots of scavenging opportunities, occasional still-sealed bunkers, vaults, and fallout shelters.
>>
>>19863176
Base Stats:
Population: 100
Food: Scarce
Water: Scarce
Architecture: None
Weapons: None
Technology: None
Materials: None
Defenses: None
Power: None
>>
>>19863172
As a side note, the Remnants would be people like military remnants, governmental remnants, and anyone else who represents a faction of the pre-apocalypse world relatively preserved.
>>
Remnants, prison. After the Collapase, what you've done on the outside no longer matters, inmates and wardens need eachother now. Mite b cool, no?
>>
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Mutant/Wasteland, obviously.

We are the logical evolution of the pink-skins. This is OUR world now.
>>
>>19863679
I find it interesting that a faction of convicts might be considered remnants rather than devolving into raiders. Also, as a side note, it's been about one full generation since the collapse; there are people right now who are newly young adults that were born post-collapse.

>>19863729
The mutants will actually start as more like Ghouls, tough humans with obvious but cosmetic physical changes, though if you guys pursue mutations enough, you could easily end up super-mutant-tier.
>>
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>>19863766

That's fine. With the Power of the Atom, we can only grow.
>>
I'm down with muties aswell, green is best!
>>
muties wasteland
>>
Remnant, military base
>>
>>19863766
A prison could conceivably keep it's shit together. Plus, it makes for a nice 'base' of operations.
>>
That's 3 for mutant/wasteland.

Quit living in the past, soldier boys. Embrace your green, scaly future. I'm betting we can rule the wastes and scavenge up all the remaining vaults and bunkers thanks to our rad resistance.
>>
Remnant, Prison

We may have one been the lowest of the low, but in the freedom of the Wastes, we may rise as kings.
>>
Military base, remnant. Could be fluffed as a govt bunker anyway.
>>
Eh, I like my skin the way it is. Robot Prison. We are the Overlords!
>>
A bump, and a vote for rad-zombies.

So can mutants and baseline humans share a town if they can both survive in the area, or is there a lot of hate for our faction? basically, what's the local social climate, Gamemaster?
>>
As another side note, this game will operate on the scale of one turn per month. Food and water will work the following way, and without a renewable source of either, they go down once on the scale per month.

Surplus: You have a ton of extra food, and could probably afford to trade away a lot of it. You might even have so much that some would spoil before you could finish it.
Plentiful: You have enough food that everyone is full and nobody is hungry.
Above Average: The richest/most powerful can consistently eat their full and nobody goes hungry.
Average: Nobody's ever really full, but most people also aren't hungry.
Below Average: The people are hungry and on edge, but nobody's at risk of malnutrition or starvation.
Scarce: One month before the food is all gone, people are malnourished, nobody can avoid being hungry.
Starving: Unless you scavenge for food or find/make some kind of food source, the population will be halved due to starvation each round until brought back up to scarce or higher.
>>
So that's three for Mutant, four for Remnant, one for Robot. Three Wastelands, three Prisons, and two Military?
>>
Military remnants is good. It'd have better weapons than a prison, and a MRE stockpile to give us some time to get some food source.
>>
>>19864043
Humans generally have fear/mistrust towards mutants, as many mutants are basically monsters. It's not impossible to be on good terms with humans, just hard. One of the big reasons a mutant band might choose to live in the wasteland would be that humans can't really follow them there. That and wastelands tend to have radioactive/mutagenic areas that mutants can utilize to great effect.
>>
Mut in prison or forest
Mutations are a plus, good defense in prison, tamable monsters for us to ride and fight with
>>
Okay, I've counting a majority for Remanant, but a tie for Prison and Military Base. I'll take the highest roll to pick which one it is. I'll take the highest 1d100 roll after 5 rolls or 15 minutes, whichever comes first.
>>
mutant for great justice we shall show the haters the powa of bioengineering and our bros the awesomeness of mutation badassery
>>
Prison has food, water, generaters, wieghts for war hammers, iron bars for weapons. Mutant for cool mutations
>>
I gotta go with remnant. Military remnant methinks.
>>
rolled 17 = 17

Mutants in prison
>>
rolled 4 = 4

Prison roll!
>>
hey guys what about military or prison mutants
>>
>>19864175
>Remanant, Prison
>>
If you guys really want, being mutant remnants wouldn't be disallowed. You would take the frailty of both, and start with 25 population, but you would also have the benefits of both.
>>
>>19864232
Mutants were made for target practice, and that's all.
>>
>>19864252
FUCK YES MILITARY MUTIES WITH FUCKING BIG ASS GUNS AND MUTANT BIOMASS
u can sign me up
>>
rolled 35 = 35

>>19864262
And ripping your arms off with their mutant strength.
Muts in prison!
>>
>>19864223
>>19864231
>>19864298
Any more rolls than these? Five minutes or rwo more rolls until rolling is closed.
>>
Come on, Chain Gang, let's get some more of those prison rolls!
>>
rolled 4 = 4

military remnants
>>
Military remnants FTW.

There isnt much post-apoc on it.
>>
>>19864252

Twenty five mutant soldiers might be enough. Can you tell us more about the mutations?
>>
>>19864359
One more roll and we're ready to go.
>>
>>19864325
Question: Since Remnants originally won the Faction contest, is this now for location or both?
>>
rolled 41 = 41

Fuck that. an entire company
>>
rolled 14, 67 = 81

Mutants in prison have lots of bonuses, we are the Chain Gang! We use chains with our weapons. Second roll is for martial artists.
>>
>>19864366
Starting out, mutants are tough, immune to most disease, harmful radiation, and most poisons. They don't age, heal about 50% faster than normal, and have a hard time reproducing the traditional way. Aside from that, new mutations can be almost anything.

>>19864388
This is just for location, though, like I said, if you guys want, you can be Mutant Remnants. Only one person has commented on whether or not they would be into that, though.
>>
>>19864401
Oops. meant to say I'm going military remnants.
>>
>>19864401
>>19864359
>>19864298
>>19864231
>>19864401
The 41 decides it. You're Remnants at a Military Base. You guys also have the option of being Mutant Remnants, since it seems like a pretty even split between the Mutant and Remnant faction. I'll let you guys comment on/discuss that for a few minutes while I start working on a first post.
>>
I say Military Remnants in a military base. Mutants are just target practice for the pure! Lets be ultra bigots and hate on muties and shoot 'em on site and just only help out humans, the PURE humans!
>>
rolled 36 = 36

Prison!! THE HQ OF THE REVOLUTION!
>>
>>19864411
If we're mutant military remnants, would we have the supplies of a base without it being adjusted for population? It'd mean we could feasibly train/recruit more soldiers.
>>
I'm for combo mutant remnants. Prison is the best place to start.
>>
so can we be super soldier mutants...like steve rogers? with genetic damage due to a super soldier process?

'cause I would be all over that.
>>
>>19864444
Remnants. Mutants are just another hazardous form of fauna and should be shot on sight. Oh, if we're feeling merciful, taken in for research.
>>
>>19864444
MUTANTS we shall show those bigots what happens when u fuck with military mutants
>>
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Mutants? Mutants? more like Mute ants, amirite?
>>
Part mutants so we can have awesome mutations.
>>
How about a compromise? 12 Mutants, 50 normal soldiers? That'd be half of each 'base' population.

So we have one dedicated squad for radiation issues, and then a large platoon.

With a surplus of ammunition/MREs from having a smaller pop.
>>
>>19864523
Actually, mutants and remnants both start with a reduced population. If you go with Mutant Remnants, you will have a starting population of 25. It's also either Mutant Remnants or Remnants, no split.
>>
Yes, military mutants we shall show the world why super soldiers are so feared even if we are ugly as sin.
>>
>>19864523
No, were remnant humans are the best bet we have. If we make a compromise we are going to be pushed around the rest of the game. so only remnant humans no muties in our colony!
>>
Ok, we haven't fully established what faction we are, and haven't chosen a base\town yet, but regardless-have we sent out scouts? what's the geography, who else is looting the prewar swag?

Also I noticed that there is a robot faction and everyone's thinking of the mutants as a combination of ghouls and super mutants, so... is this a alternate reality?Is this a darker Fallout universe? And what, in your professional opinion, is the average population density of radioactive materials barrels per square kilometre? Because let me tell you, radioactive sludge barrel catapults sound like a truly /tg/ worthy siege weapon!
>>
I'd rather stick with military remnants. Radiation/disease immunity is useful, but the slow population growth and 1/4th the numbers isn't good.
>>
>>19864545
why not just aquire some survivor humans and breed them up? We'll use them as a worker population and see about breeding with them to get our numbers up.
>>
>>19864523
Good plan, but let's make it 50/50. Have amazing mutations and normals that are snipers and just long range so we don't have any weaklings at the front lines
>>
>>19864542
Damn. So no 25 normals and 12 mutants? What a shame.
>>
>>19864602
It'd be 25/25 if OP allowed split. It's 50 Mutants OR 50 normals right now. Sucks we can't split.
>>
I like compromise. as a suggestion for it maybe the mutants were pre apoclypse survivors who rescued children n raised them.but payed the price by becoming mutants for their deeds.
>>
>>19864569
Any purestrain humans we recruit would require a few months of training to get up to the standards of a trained soldier.
>>
>>19864616
Good plan and we get lots of people that respect us for our sacrifice.
>>
rolled 25 = 25

*sigh* I vote normals.
>>
No, muties go make your own base
>>
bah 25 individuals would be totally worth the benefits of both factions.
>>
I think purestrain humans is the better deal. Going mutants means we may have to deal with possible discrimination. As humans, we could freely choose to ally or be neutral to mutants.

OP doesn't want it split since it'd mess with something arbitrary as 'slowed population growth' as is, I think.
>>
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You are the Star City National Guard. Two decades ago, when the collapse happened, Operation Delta was enacted. All soldiers and their families were given injections of something called Salient Blue, a drug designed to offer increased resistance to expected environmental concerns, but which hadn't yet undergone human trials. It did exactly what it was supposed to do, but also left those exposed to it less fertile and possessed of strange, vivid blue veins, blue gums, and so forth. There's still a large stockpile of Salient Blue, and there have been a few new people added to the base, and some born, through the years. The new people were injected, and it seems the Blue breeds true. The base is currently still pretty well-stocked, but the only water is from a small well in the base's yard, and frankly it barely produces enough to ration out.

Population: 25
Food: Plentiful
Water: Scarce
Architecture: None
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests
Power: Tiny Nuclear Generator
Mutations: Base

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
As for a base - whatever we decide I think it should be a science lab. sure there will be some crazy shit living in the deep down, but we'll grow and learn quickly surrounded in science shit, and we can quarantine sections until we're ready to deal with certain problems... right now im thinking we should go with remnants because of the tech bonuses out the ass
if we go mutants that would be fine too, then we would be tough enough to fight off any threats from within.... i really just want OP to make the call already so we can fucking get started
>>
>>19864685
Right and if we have the amount of MREs if we were norms, we would have food for a long time.
>>
Let's all be mutants. We can try to reverse the process with our remnant technology in the future if it becomes necessary.
>>
B
Might as well attempt to put sand bags around the perimeter. That way we aren't as vulnerable and we can't be seen as easily
>>
>>19864703
G materials were going to need it for whatever we plan to do.
>>
>>19864703

send five mutants to search for water nearby, have ten work on tech and the rest work on idk defenses
>>
E I want some lizard people, or claws, claws are good
>>
>>19864790
You can't multitask like that. It's one general action that the majority of the people generally work on per turn. You pick a new actions each turn (month).
>>
rolled 10 = 10

A. Scavenge for WATER
and/or
E. Pursue new mutations.
>>
>>19864790

agreed, five search for water, ten work on developing tech with what we have around the base, and ten put sandbags and scrap metal around the base
>>
>>19864703
Explode to the east. We need to get our bearings and find out what's out there. We're the Watchdogs of the Wastes, and we need to know what it is we're protecting.
>>
>>19864834
I was actually going to call this band the Star Guard, since they started as the Star City National Guard.
>>
oh we need water well atleast we dont have to worry about quality considering were mutants.
>>
E we need giant dicks, them we can start banging normals to repopulate the world.

But really, E, we are mutants, we need to reap the benefits.
>>
>>19864859
ooh I like that considering we shall become gaurdians of the wastes n reminds us of our history
>>
WATER WATER WATER. if we dedicate a whole month to getting water, by the end i expect that problem to be solved for good.
>>
A: lets search for water, and call ourselves the star guard. We can use a blue star to mark our territory.
>>
E, let's find some normals.

With enough breeding, we could make less obvious mutants who are more fertile. Add some genetic engineering and we can get the best traits of mutants with the perks of looking normal.
>>
The Star Guard has about five miles in every direction around their base explored and marked with graffiti of blue stars, the Guard's symbol of choice. Patrols don't really go out further than that because they haven't explored further than that, and pre-collapse maps are often useless. Small-squad patrols are sent out to help deal with the water situation, carrying canteens, large plastic jugs, and so forth. After a month of the patrols focusing on this issue, the Guard has a small stockpile of dirty and radioactive but safe water stored in large drums and jugs in the mess hall. There are about four months of MREs stockpiled in the mess hall too, and the Guard feels better knowing they have multiple months of food and water available for now.

Population: 25
Food: Above Average
Water: Average
Architecture: None
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests
Power: Tiny Nuclear Generator
Mutations: Base

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19865013
The Blue breeds true. Any child of one of the mutants will have the Blue and all of the advantages and disadvantages that comes with it. They tried that a few years ago with some new arrivals, and know this to be the case; those new arrivals have since taken the Blue.
>>
>>19865026
We have maps, don't we? I say we head to any small towns or likely places people would settle (farmland/by the rivers or wells)
>>
>>19865026

let's build up defenses so that we're safe in case of a sudden attack by raiders or deathclaws an shit
i think once defenses are up we can focus on playing with mutations
>>
B
>>
>>19865065
You have maps, but they're all pre-collapse and, as a result, horribly inaccurate. Rivers have been diverted, towns leveled, and entire swaths of unexplored land are filled with radiation, unknown monsters, and possible raiders. You'll have to actually explore to know what's around here.
>>
rolled 23 = 23

E. Pursue new mutations

I'm curious how we even go about this, but I'm sure downing large quantities of irradiated water will help.

As far as what we should 'develop', some sort of extra-sensory ability would help with scavenging. Night vision, thermal vision, ultrasonic hearing, canine's scent ability, etc.
>>
E armored people will always win in fights against non armored people. Get some claws in there too.
>>
Improve the base. Sand, and thusly sandbags must be abundant, and large sheets of scrap metal too.
>>
>>19865026
By the way, those 'handheld computers' are the size of a smart phone, have miles of radio range to communicate with each other, can be used to hack/interface with surviving computer if discovered in the wastes, and have scanning functionality of a Star Trek tricorder. They're the tech benefit you got for being Remnants.
>>
>>19865108
Let's become lizard people with claws, scales, and heat vision.
>>
If we go for new mutations, I think something that fixes our appearance would be best. That, and boosting our fertility, which we can do through a mutation or getting some normal people.
>>
You guys won't actually be able to pursue specific mutations unless you find/build a functional science lab. You'll have to expose yourselves to heavy radiation, drink some mutagen, or inject some pre-war chemicals you found and hope you get what you want otherwise. Mutations will be functionally random unless you get some kind of science facility.

If you do find a science facility, though, and get it up and running, you'll be able to pursue tailored, specific mutations of your choosing.
>>
>>19865186
Random mutations are a BAD idea.

As is, we look slightly weird and have lower fertility. But we still have benefits. Lets not risk anything else debilitating.

I say we explore west, hopefully finding a town or science lab.

What state/country/county are we in? Even a pre-collapse map showing the old topography could help
>>
E fuck bitches get mutations. Drink all the chemicals we can. Anything to become great mutants. After we shot up some pesticides, scout for a SL so we don't need to drink bad tasting shit and still get mutants.
>>
F. Explore in a direction.
>>
Patrols are sent out to find an especially-radioactive area somewhere in the explored territory with the intent of experimenting with mutations there. They find just that in a large crater with a small pool of rain water at the bottom. The Geiger counters on their computers read massive radiation levels from that pool, and they experiment with having guardsmen drink from the water, then sit in the pool and inject a new dose of Salient Blue to catalyze a new mutation. Those that do so find that their blood is now a dark, almost black blue in colour, but they can heal lacerations, sprains, and other such injuries that would normally take a month or more to heal in a single full day of rest, leaving nothing but faint blue scars. The new mutation is quickly given to everyone who wants it, and almost everyone does.

Population: 25
Food: Above Average
Water: Average
Architecture: None
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests
Power: Tiny Nuclear Generator
Mutations: Base

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
you guys are being dumb, we need to be focusing on survival not on getting 'super cool claws' and 'awesome shot web'
we should improve our base because it wont be long before someone tries to jack our shit and a random mutation wont do any good compared to fortifications
>>
>>19865276
You're a few dozen miles East of the fictional Star City, a large city on the Pacific Northwest coast of the USA.
>>
>>19865310
>Food: Above Average
>Water: Average
Those are actually down to Average and Below Average now because you haven't done anything to replenishing them while experimenting with mutations.
>Mutations: Base
That should be Mutations: Base, Fast Recovery.
>>
b lets reinforce the chain link fence with sandbags
>>
great now our water is below average and our base is still pretty vulnerable.
lets not risk random mutations again you guys, something tells me that was a lucky roll
we need to spend this next month building fortifications and a month worth of fortifying our base should be more than enough
>>
>>19865282
This is the reason why I didn't want to go mutants.
>>
>>19865439
>>19865439

exactly, everyones focusing on getting neato superpowers instead of surviving which should come first
>>
>>19865310
A, followed by B right after.

Or can we only do one choice?
>>
B
>>
>>19865310
A. Food and Water are necessities.
>>
>>19865477

only one
>>
>>19865477
It's only one choice per turn (month).
>>
>>19865482

I really don't want this to turn into every other turn we get a new mutation and every other month we gather food and thats all we ever fucking do.
>>
Improve. The. Base.
>>
Voting for B. This base wont be safe for long without modifications.
>>
>>19865502
Then you guys might want to try to find/make some kind of sustainable food/water supply. At the moment, the only way for you guys to get new food and water is to actively go find it.
>>
>>19865502
Then we should first stockpile food/water and then explore to find new sources or improve the base for farming and water acquisition.

We don't need any more mutations right now.
>>
The base is reinforced. It's been too long, the commanders decide, that the Star Guard has relied on its reinforced buildings and chain link fence to protect them. Bags are found and made of scrap cloth and filled with dirt, sand, gravel, and whatever other such things are readily available in the base yard, then stacked to reinforce the fence. When all is said and done, it's much sturdier, and provides some cover in the event of an attack.

Population: 25
Food: Below Average
Water: Scarce
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
B: sandbags (pretty damn easy to make) sheets of scrap metal, all sorts of shit like that need to surround our gate. chain link wont stop bullets and it certainly wont stop vehicles or any sort of mutated beat that goes bump in the night. I could probably tear through chain link myself with a good axe.
>>
>>19865594

A - food and water.
I want this to be the last time we scavenge for scraps, we need to develop our own supply of food and water
>>
>>19865594
A. We need a reserve, now.
>>
B let's get a better well, or find a underground river.
>>
Scavenge for food and for water and then next turn you guys, we're designing a proper self sufficient supply of food for ourselves dammit.
>>
get food stuffs and waters
>>
Yeah, let's get food. Then do Explore/Improve for some self-sufficiency.
>>
Will there actually be any generational or yearly timeskips? Natural population growth (which is slow for us) won't happen in the span of a few months. We'd need atleast 15-20 years to have new workers/soldiers.
>>
rolled 57 = 57

Underground rivers are perfect water, safe transport, and a great escape route. Rolling for river
>>
>>19865775
If people want, you can do G to have a timeskip where everyone settles in and doesn't really improve anything while they wait for the population to grow.
>>
>>19865788
>>19865646
Underground rivers are far from common. Unless you guys managed to find some geological surveys pointing one out or something, all you'll be doing is digging in a random spot and hoping you'll get lucky.
>>
>>19865810
How high of a roll would we need for this to happen?
>>
>>19865833
A 100 in the first three rolls after I call for a roll.
>>
Okay, I like then odds of this.
>>
The water is scarce again, and the food stocks are below average. Patrols are sent out, told to comb the explored territory for water to bottle and surviving canned food and whatever game they can bag. By the end of the month, the mess hall has a fair bit of canned goods, mutant squirrels, and giant pigeons in the larder and quite a few barrels and jugs of filthy water in the back. A small group comes out of the wastes near the end of the month, a man, his wife, and his teenage son, and a woman and her teenage daughter. They're all dehydrated, hungry, and in various stages of radiation poisoning.

Population: 25
Food: Above Average
Water: Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Welcome them, give them to Blue to fix their radiation poisoning.
2. Welcome them, don't give them the Blue, hope for the best.
3. Turn them away.
4. Kill them, can't have strangers entering the territory.
5. Kill them and add them to the larder.
>>
>>19865942
G
555555
I'm tired of being a nice civilization
>>
rolled 11 = 11

>>19865942
D
1
>>
F go down hill to find water.
A1 let us celebrate bio-diversity and have more breeding stock
>>
F. EXPLORADORAS

and fucking

1. Bring them into the fold and give them a dose of the good stuff. We need more bodies to do more work.
>>
rolled 1 = 1

>>19865942

D - specifically a self sufficient food/water system to support us
and 1, more blue for the blue god! more people is nice
>>
>>19866022
>>19866032
Explore in which direction?
>>
rolled 40 = 40

>>19866019
Change it to F and 1. We need to find a water supply.
>>
rolled 26 = 26

>>19866046
Eee-South. First thing in my head.
>>
>>19866046
A circle, leave no stone unturned. Try and find an underground river.
>>
Where is our well pulling water from?
>>
>>19866062
>>19866078
Consensus is F1, but they're split on exploring south or doing a closer, omnidirectional exploration around the current territory. Any other votes on direction(s)?
>>
rolled 2 = 2

we should go south i think
>>
>>19866124
In the base's yard. It doesn't produce enough water for everyone, but it is a nice supplement.
>>
>>19866129

Let's get a better idea of what's immediately around us before striking off in some random direction.
>>
rolled 70 = 70

>>19866129
Change it to omni-directional.
>>
rolled 3 = 3

SOUF SIDE NIGGA
>>
>>19866148
Expand the well/improve

ONLY GIVE THE BLUE IF IT WAS A FATAL AMOUNT. This could be our chance for improved fertility
>>
rolled 19 = 19

south south south
>>
File: 1342219989573.png-(9 KB, 819x460, 2.png)
9 KB
The wanderers are given the Blue, which likely saves the lives of a few of them, and are brought into the base and given food and water. They're all welcomed into the Star Guard, though the woman with the daughter seems unsettled by being among (let alone actually being) a 'mutie.' The man says that they're the only survivors of a small settlement that was raided by mutant raiders, insane, hulking brutes with bright, scarlet veins and soft tissue in the same was as the Star Guard's blue. The brutes killed anyone that they could, and were eating the dead when these five escaped. They said they came from somewhere to the East. The patrols are sent out, told to expand the territory and mark things like phone poles and anything else still standing with blue stars. They come back with tales of the outskirts of city to the North West, most of it rubble, a small, irradiated, but freely-flowing stream to the South East, and the edge of a forest of unknown size to the North East.

Population: 30
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>As long as you have unimpeded access to the stream in your territory, you'll never drop below Above Average water, but it won't be safe for normal humans to drink.
>>
File: 1342220027827.png-(9 KB, 819x460, 2.png)
9 KB
>>19866273
>Whoops, wrong picture.
>>
Find water, be it well, river , or underground river. We need water to live and farm.
>>
>>19866273
Build a canal or aqueduct from the stream to the compound
>>
>>19866273
F: Explore the forest in the Northeast. Emphasis on finding a stable source of food.
>>
rolled 1 = 1

>>19866273

Aight lets get some raw materials, we'll need them to start playing with tech. with the computers we have and shit we could build cars, or something else awesome. so yeah scavenge for raw materials
>>
>>19866273
Explore deeper into the city. Look to set up possible forward outposts with "crows nests" that a group of 2 soliders could occupy and watch the area from cover to make note of anything happening. Like an early warning system.
>>
lets start piping water into the compound, we'll build a canal or an aquaduct or something if we can't do that.
>>
>>19866314
This.
>>
rolled 7 = 7

G - we'll need shit to work with when we start techin' out
>>
>>19866341
You'll need to search for lots of pipes/scrap metal as raw materials to build piping for water. You could do canal/aqueduct work with a lot less (i.e. no) materials, but it will only add a few miles of canal per turn spent working on it.
>>
>>19866362
Ok, let's go for raw materials then.
>>
G
>>
Patrols are sent out to scavenge for scrap metal, pipes both plastic and metal, screws, and really anything else they can find in ruined hardware stores and construction sites. Eventually, some materials are found near the outskirts of the city in a half-built suburb. The patrol squads take pipes from the plumping of the built houses and take cement mix, screws, and other materials from the construction sites for the ones that hadn't been started and pile them up under large plastic tarps in the center of the base's yard.

Population: 30
Food: Below Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19866492
Food.
>>
>>19866492
A, to stave off starvation yet again.

I think we should forget about the aqueduct until we have a persistent source of food.
>>
okay A: food, lets find something that we can farm or ranch.
>>
>>19866517
Until we find something to grow I don't really see a use for it.
>>
agreed, lets save the piping project for later and focus on a steady food source, we'll build a farm later or something.
>>
Also, in case no one realized, a system of pipeworks leading from a river will in turn lead anyone who stumbles across it back towards our home.
>>
>>19866597
Not if it's underground
>>
>>19866492
We need to try and find some food. Possibly something that we can plant, some hardy plant maybe? But yeah, look for food.
>>
Star Guard patrols are sent out again, into the outskirts of the city to look for canned goods and other non-perishables, and out to the edge of the forest to look for wildlife. The ones who went to the city bring back packets of seeds with the cans, though there's no knowing how well they'll grow in irradiated soil, and the ones who went to the forest bring back hard, lumpy, but edible fruits with five or six seeds in the core of each one, likely mutant apples, along with the squirrels and birds.

Population: 30
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Save the seeds for later.
2. Plant the normal seeds by the river.
3. Plant the mutant seeds by the river.
4. Plant all the seeds by the river.
5. Plant the normal seeds in the yard.
6. Plant the mutant seeds in the yard.
7. Plant all the seeds in the yard.
8. Plant the mutant seeds by the river and the normal seeds in the yard.
9. Plant the normal seeds by the river and the mutant seeds in the yard.
>>
Is the land by the river irradiated? If not, normal seeds there, mutant seeds in the yard.
>>
>>19866626
Soak the seeds in the salient blue before planting them.
>>
I'm gonna vote for exploring the city- maybe if we're lucky we'll find some uncorroded bicycles our patrols can use

Also, we should totally reform into a cult dedicated to spreading (and later, creating) Agent Blue. Our muties seem to be worth two normal humans at wasteland-survival related tasks, maybe three for our fast healing guys. And besides, 20 years approx. is ample time to go nutty,right?
>>
>>19866643
The water and land by the river is very radioactive, yes.

>>19866646
Hmmm, I hadn't considered that you might try that. You guys can try that if you want.
>>
>>19866646
soak HALF the seeds in salient blue before planting them.
>>
>>19866646
>whatcouldpossiblygowrong.jpg
>>
>>19866657
>>Also, we should totally reform into a cult dedicated to spreading (and later, creating) Agent Blue. Our muties seem to be worth two normal humans at wasteland-survival related tasks, maybe three for our fast healing guys. And besides, 20 years approx. is ample time to go nutty,right?

no.

I say we examine the mutant seeds, plant the normal seeds by the river, Then improve our bases defenses.
>>
>>19866657

Augh,sorry. forgot to end my post with "Blue for the Blue god!"
>>
Side note for anyone who wants to do experiments with Salient Blue. A single dose is just 1 cc of Blue, and there are over a dozen crates full of bottles of the stuff and clean syringes in storage in the barracks.
>>
Soak half of the seeds in salient blue and plant them in the base.

Explore and loot the city.
>>
F and explore near the city
>>
>>19866659
Ehhh, let's only try that on a few seeds, definitely not all.

G: Scavenge for more material, that stuff is what we need to build anything good.
4: Planting them by the river is too far away. Also, its an age old thing that rivers lead to civilization. Who wants to bet with me that if we follow this river, it will lead to the Red-Commie-Bastard-Muties?
>>
>>19866735
I second this emotion. We have a ton of salient blue. The seeds will probably die anyway. If we're lucky we produce a new stable strain of hardy healthy plant. If not its just a failed experiment.

also lets see if we can get some useful gear.
>>
Okay, so the consensus I'm getting right now sounds like exploring the city, soaking half the seeds in Blue, and planting them in the yard. That about right?
>>
>>19866626
F, explore the city and the forest (if both are possible
as for the seeds, plant half the mutie seeds in the yard
>>
>>19866776
Fine by me
>>
>>19866776
Sure. Plant them in different places in the yard though, don't want the Blue ones accidentally contaminating the non soaked ones.
>>
Half the seeds are soaked in the Blue and they soak it up just fine. The seeds are planted throughout the yard, on two separate sides, and watered with the cleanest water they can find. In the meantime, the Star Guard sends patrols into Star City to explore it better. They find a lot of ruins and even standing buildings that could probably be looted for raw materials at a later date. A five many squad also finds, though, a survivor settlement. It's inside a multi-level parking garage, the lower levels covered with chain link and boarded up. They look sparsely armed, poorly fed, undisciplined, and the best estimates put them at up to a hundred people, counting juveniles. The squad calls back to base with their computers for advising.

Population: 30
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Approach peacefully.
2. Spy.
3. Leave.
4. Attack with intent to raid.
5. Attack with intent to kill.
6. Attack with intent to capture.
>>
File: 1342224076436.png-(10 KB, 819x460, 2.png)
10 KB
>>19866919
Oh, and here's the map. The survivor settlement is the pink dot.
>>
>>19866919
A. It's going to be a while before we can harvest anything, if anything grows in the first place. Build reserves.

2. Stay out of sight and watch them. We can learn about their movement patterns and weaknesses in case we decide to attack, and we can also learn what resources they have and gather information about the threats in the city from what they avoid/what attacks them.
>>
G
spy
i would like to discover if the bigots BEFORE we get shot at.
>>
keep watering the plants. something has to grow right?

watch the survivors. We have no idea what these people are like, and there are mutants similar to use running around eating people so that's an even better reason to stay hidden.
>>
Make contact with the settlement.Let's not reveal any information about our base or resources, but we should help them out- we used to be the law here way back when
>>
D to research tech. If we can find out a way to make some rudimentary tools like crowbars or axes then it will make salvaging easier
Also 2, spy on them to figure out their nature
>>
>>19866919
G: Scavenge for Raw Materials

1: "Greetings citizens of Star City! We are the National Guard, and we're here to protect any and all citizens of this wondrous /star/ of civilization! ...Now, if you would point us to raw resources?"
>>
Out of curiosity, exactly *how* blue are we? does it look like there's pen ink running under our skin or do we just look very cyan-ey if you look at the veins on the back of your hand?
>>
>>19867015
You look almost like your veins were tattooed on in blue ink, you bleed an almost-black blue blood, and your gums, the pink parts of your fingernails, the insides of your eyelids, and so on are all blue. The veins are less obvious on black guardsmen, especially the ones with darker skin, but everything else is still perfectly visible.
>>
>>19867047
Does the Fast Recovery mutation spread to new arrivals who take Salient Blue, or is it specific to those members of the group who irradiated themselves?
>>
>>19867084
Spread to everyone. Under Mutations, you'll see "base" which is the base of our mutations, and "fast recovery." This applies to all I'm guessing, else it wouldn't be there.
>>
The squad gets into a build a few blocks down with a nice overwatch of the street. They hunker down, subsisting on MREs and their canteens, and watch the coming and going of the settlement. Every day they send out large groups of scavengers, which search just the few nearby blocks, and extremely inefficiently at that. They seem frightened of exploring and scavenging any further, and their yields are as small as you would imagine. Patrols continue in the city, taking electronics, scrap metal, large intact boards, and other such supplies they find back to the base. Small shoots are starting to grow in the yard, especially on the Blue end, where little blue-green leaves are starting to break free of the soil. Near the end of the month, though, something happens. Two enormous men, easily eight feet tall and thick with muscle, their veins and soft tissue scarlet in the same way that the Star Guard is blue, come lumbering down the street from the North. When they reach the settlement, they kick in the door, each grab a survivor in each hand, and start walking out. The survivors appear to terrified to fight them, though the ones that were grabbed are screaming and thrashing about. The squad calls back to base for orders.

Population: 30
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19867115
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Let them go, don't break cover, keep spying.
2. Let them go, introduce selves to the survivors when the Reds are gone.
3. Let them go, raid the survivors when the Reds are gone.
4. Let them go, kill the survivors when the Reds are gone.
5. Let them go, capture the survivors when the Reds are gone.
6. Take the shot, kill the reds, save the survivors, fall back to base when they're safe.
7. Take the shot, kill the reds, save the survivors, introduce selves to the settlement.
>>
>>19867084
It only applies to people who choose to irradiate themselves and expose themselves to a second dose of Blue, but almost everyone, new people included, choose to do so.
>>
rolled 27 = 27

>>19867121
B, improve on out little water source.
7, we're the Star GUARD. Let's make that mean something.
>>
>>19867139
seconded
>>
>>19867121
A for food and 7 to save the survivors. If we get our plants growing we can establish some sort of food trade
>>
>>19867121
B. Improve defenses.

1. We can't afford to chance that the Reds notice us now. Besides that, killing the Reds might result in massive retribution to this group of survivors, and we don't have the resources to protect them.
>>
>>19867115
G: Let's get enough materials before we start attempting to pipe it. It would go much faster, and be less annoying, if we can get it all in one go instead of having to scavenge, then build, then scavenge, then build, over and over again.

I want to kill them but... Think about it people. If we kill them, they will come back to attack them in retaliation. If we let them go, this will continue. I'm saying this, don't save them. Follow them. That way we can find their base, and hit them. If we don't they'll just hit the survivors, or potentially us, but if we find them then we can get rid of them then and there. Trust me on this.
>>
So, guys, anyone willing to gamble that the Khornates are too maddened to notice two men dropping off the map during a routine grab civvies mission? They could have been mauled by monsters lurking in the rubble, surely...
>>
rolled 19 = 19

>>19867171
We find the resources then. Damnit, we're the military, or atleast we used to be. We protect people.
>>
>>19867115
>Materials: Below Average
Shit, that should be Above Average now.
>Food: Average
And this should be Below Average.

Sorry, guys.
>>
>>19867229
Yes, but if we follow them and find out where they're based, then we won't have to find them later. We can then hit them then and there, finish this instead of let it continue on. You don't cure a broken limb by giving some pain medication, you set the bone.
>>
>>19867121
D
And 7
We're heroes
>>
>>19867234
If this is true, I change >>19867213 my vote to A. We need more food, not supplies.
>>
>>19867229
We will find the resources. Since we don't have them now, there is no point to attacking and risking the destruction of the very people we need to protect as well as ourselves.
>>
rolled 10 = 10

>>19867248
forgot to roll
>>
>>19867226

agreed, im sure they drop all the time. we kill them we introduce ourselves to the survivors and we have them move to our place or ask some of them to join our brotherhood at least. i know if i was in that lot and i was offered superpowers and military comradery - waiting to be picked off by some scarlet brute would pale in comparison as a logical option. id take some of the good stuff right away.
les save dem peeps.
I also agree that we should G and get more materials. some time soon we need to play around with tech, build some cars or something.
>>
>>19867264
You don't need to roll unless I ask. Unless I say otherwise, decisions are based on votes, not rolling.
>>
Consensus seems to be for 1, but it's split between A1 and B1. I'll let you guys roll to decide whether it's A1 or B1. Highest of first five rolls or highest roll in the next ten minutes decides, whichever comes first. If you vote B1, make sure to say whether you want to reinforce the base, start laying some pipe, or something else.
>>
Next turn, we find some wild boars that mutated for war and breed them for meat and awesome boar riders.

For now B and 7
>>
>>19867272
>Allies get killed by mutants
>More mutants appear and offer to take people away
Gee I wonder what would happen
>>
>>19867305
Fuck, I meant 7. Vote for A7 or B7.
>>
rolled 42 = 42

>>19867305
B7. SEVEN.
>>
We don't have any guarantee that the route between the red base and civillian holdout is safe, they may lose men occasionally. I say sniping them and burning the bodies. If they have anything on them to track their location, the flames'll fry it, or we'll see it in the ashes and destroy it.
They can't find suspicious bullet marks if they can't find the victims.
Though. true, knowing the location and layout of red base could help in the long run.
I vote for either action.
>>
A get some food or find wild boar
7 save their lives and get more people for killing the reds
>>
rolled 40 = 40

>>19867305
A
>>
>>19867310

if they're too afraid to shoot the red guys, they're too afraid to shoot us. that would give us time to explain ourselves, and we would offer to make them part of our order not kidnap them for food you dimwit - an opportunity alot of starving people would jump on.
>>
7 we need allies and we need them quick, I'm sure more than a few parents would be willing to join up and take the blue if we promised to protect thier children and you know, not force the blue on them.

I knew modifying those plants with the blue was agood idea, wish it was mine tho.
>>
>>19867327
>>19867344
Any more rolls?
>>
>>19867348
Well we would show up right after their people got kidnapped, I'm just assuming they would be a little bit more on guard. They might also not have adequate weapons and such were vulnerable to a mutant attack. We don't really lose much from waiting til the camp settles down.
>>
>>19867327
B7 it is. I'll start writing up the post.
>>
If we are shooting the reds though, can we make sure to burn the corpses? Seriously, I'm *paranoid* they've got trackers in there somewhere.
>>
rolled 30 = 30

>>19867394
I'm... Gonna have to go for A. We need the food, don't want to starve.
>>
>>19867436
lets just bring the fuckers in for autopsy. wrap 'em up in sheets to keep blood from dripping and haul 'em home.
>>
rolled 7 = 7

>>19867457

agreed, we can experiment with their mutations as well as our own. whole lotta blood in two bodies. especially two huge bodies.
>>
>>19867457

My problem with the corpses is that they might be tracked,and they find they were *shot*. that means they know someone around has guns and a problem with them. If they track those bodies to a outpost with a small number of heavily armed mutants, they're gonna use that signal to coordinate artillery on us.
>>
The Star Guard might not have been the police, but they are the law in this town now, and they're going to serve and protect. The designated marksman lines up a shot and puts a bullet right through the eye of one of the Reds before they even know they're under fire. The other turns towards where the shot rang out from, a look of confusion on its face. After a moment though, while the DM is still trying to line up the second shot, it lets out a bellowing roar and dives for cover. It starts moving towards the building where the squad is holes up, ducking and weaving from cover to cover even as it sprints at full speed. These fuckers are combat trained. The whole squad starts unloading on it, and even though the shots are hitting, they're not dropping it, just slowing it down. Finally, once it's close enough, a guardsman throws a grenade, and that was the end of that Red. They put a bullet through this one's eye too, just to make sure. All of that said and done, the squad walks up to the settlement, their guns reloaded and out but in an idle position. The people there are a curious mix of frightened, mistrustful, and grateful. "We're the Star Guard. We're the law in this town now," the squad's commander tells them, and gives them a space handheld computer to contact the base if the need arises. As they're heading back out, ten teenagers, each of them orphaned in Red raids, ask to come with the squad, to join the Star Guard. It's clear they have some hero worship going on, but the squad says yes; the Guard could use some new blood, it seems, if the Reds are that tough. The corpses of the Reds are wrapped in tarps and dragged back to base to get a better look at them.
>>
rolled 3 = 3

>>19867555

ok where the hell would they get trackers? why would they put tracers on all of their guys, if they only send two people into a community of roughly a hundred they are clearly very confident and not worried about knowing where everyone is as a group. secondly where the fuck would they get artillery??? are you trolling?? artillery???????
>>
>>19867571
Meanwhile, the guardsmen back at base get started on their water project. They've decided that it would be best to lay underground pipes to take the water to them and, since they don't really have the means to build mechanical pumps, the solution is obvious; have it flow through pipes via gravity directly into the well they already have. The project is going to take a while; they get it about a third of the way done this month, but it will require two more months of work (two more turns of B) to complete it. The shoots are growing bigger; the ones identified as tomato vines are curiously sprouting tiny blue flowers instead of the normal ones as well as small, sharp thorns.

Population: 40
Food: Scarce
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, 1/3 of a Water Pipeway
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>You can autopsy the bodies with H, which might provide you with some raw materials for mutation experiments, as well as providing you with information about their biology
>>
>>19867555
*That* is why I'm saying burn and check the ash and bones for anything that looks unlike carbon and calcium
>>
rolled 100 = 100

>>19867583
H
Let's train everybody, including these newcomers.

Very rigorous and hard training, some might not make it.
Mainly in the area of keeping calm in combat and having ability to shoot accurately.
>>
scavenge for food and autopsy we need to learn how to kill these fuckers with less bullets also mutation goodness
>>
H
Time for a little of the ol Research and Defacin..I mean Development
>>
>>19867599
Just so you know, the 25 you started with are all extensively trained and newcomers are typically also trained gradually. This is a Remnant group, they haven't forgotten their roots. You could pick H, though, to speedtrack the training of the new people.
>>
FUCK YOUR CHOICES.

I say we make talks with the Reds. How do we know they're even 'evil'?

That or kill them all but ONE red, and follow that guy.
>>
rolled 6 = 6

>>19867583

No clue why we can't have a single mutant do research on the red guys for a month and everyone else work on the pipes... but since every single thing we do apparently needs the cumulative effort of EVERYONE... we should experiment with the bodies - in a month they will dry up and be useless to us.
>>
rolled 51 = 51

>>19867583
A. AA. AAA.
>>
>>19867609
It has to be one or the other.
>>
>>19867583
H
Might as well cut them up right away. If they have "trackers" its better to find out sooner than later. Though honestly they don't seem like the brightest bunch. Also, out of curiosity, is our little entourage still human?
>>
>>19867599
oh shit a hundred didn't know we were such bad-asses.
>>
rolled 5 = 5

H, let's get to the bottom of this red business.
>>
>>19867627
They're getting the Blue unless people specifically ask for them not to. The Star Guard doesn't have water safe for humans to drink, and the same goes for most of their food.
>>
rolled 11 = 11

>>19867616
Alrighty then.
>>
We have no food guys, isn't that a bit more important?
>>
H: cut 'em up, burn what's left, dump the ashes in the river.

also the reds ATE someone. I know times are hard but that indicates psychosis, not a disrespect of basic human rights.
>>
rolled 30 = 30

>>19867649
It is... but let's use that 100 to make our people elite badasses. THEN food. FOOD FOOD FOOD.
>>
Ok it's fucking impossible to do this, why is this the only civ thread where we have to focus all of our citizens on a single goal? if we arent out of food we're out of water, if we have food and water our defenses are vulnerable, if we try to do some research we starve, if we gather materials we run out of water. ldfjlksajlakjglkjas
>>
>>19867670
hey there is nothing wrong with eating people if you are a mutant but the fact they just grabbed civilian to eat is a no no. killing someone who was trying to kill you on the other hand is fair game. non mutated people should NOT become cannibals you can catch a lot of nasty shit doing that.
>>
>>19867577

I said artillery to make my case sound better honestly, heh.
I'm worried about trackers, tho because all it would need is for them to have a decent science lab. We could have started as *robots*, man.
(And I'm sorta new to quests, I assumed these guys'd be a threat through most if not all of this)
Sorry, must have been thinking of them too much like super mutants- figure'd they have their own the Master to work under. I'll cede the "they be bugged" argument.
>>
>>19867693
Its not really impossible if you think ahead a little bit instead of just reacting to what happened last. Also nothing bad has happened to us yet.
>>
>>19867670

yeah, this tracer and artillery business is straight up retarded. These guys are clearly also military men, probably took salient red hurr hurr to state the obvious but shit - if he was running at our troops and not shooting it means these guys are brutes not marksmen. they arent bright, they're tough. they won't have tracers, they won't have artillery. they have strength, speed, and their two fists which is all they seem to need.
>>
>>19867693
Pretty much all civ threads use that focus. The only reason we keep running out of food and water is because we aren't focusing on securing permanent supplies of food and water.

Don't take this so seriously, it's just a game.
>>
>>19867649
Actually, we're safe for now. However, we will HAVE to find new food after this. No exceptions.

I say H: Cut 'em up.
>>
The food is running low, but it's decided it's more important to open up these Reds while they're still fresh and see what makes them tick. It quickly becomes apparently, however, that this is more than a one man job. Their skin is as hard as leather, their muscles so thick and dense that most of the bullets that hit the one Red failed to completely penetrate them, and the bones are so hard that two people need to hold one, a third hold a chisel and a forth use a large hammer to crack them open. It takes two guys on each side pulling hard to keep the rib cage open.

The findings are interesting. These guys are built like tanks, have similar changes to their kidneys and livers that have been observed in deceased Guardsmen in the past, and their brains are malshapen, shriveled in certain areas. They're goddamn tanks. When it was all said and done, a lot of blood was also collected before the bodies were burned, and they think a full dose of what the guardsmen are calling Salient Red was boiled out of it. The Guard isn't sure if they want to do any experiments with that Salient Red or destroy it, but it's there.

The tomato vines now have small, hard, blue-green fruits on them. They're clearly not ripe, but they're starting to fruit.

Population: 40
Food: Starving
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, 1/3 of a Water Pipeway
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19867786
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Scavenge for food this turn, guys. If you don't, you'll lose half of your people to starvation. Seriously, go get food.
>>
>>19867709
I thought the only thing you could catch from cannibalizing was something akin to mad cow called Kor's Disease. If I remember right it degraded your nerves gradually, so your hands shake uncontrollably and you die of brain rot at about age 60-as civilization collapsed I think the average life expectancy is...lower,

Anywho enough nitpicking for me-on with the Quest!
>>
rolled 25 = 25

>>19867791
Food is for the weak, we train.
>>
>>19867786
Food, oh god get food.
>>
>>19867791
A.
>>
>>19867786
We can always test Salient Red on seeds.
>>
>>19867693
That's how most civ threads do it, actually, with the assumption that this is the thing that the civilization is generally focusing on doing, devoting a large portion of their labor pool to, while the rest of the labor pool just does ordinary living things, like maintaining buildings and tools, going on patrols, and so forth. Most of the labor pool at any given time is taken up just doing typical surviving.
>>
let's scavenge for food. but i dont want to scavenge, i want us to have a supply already.
we should plant a salient red soaked seed btw
>>
rolled 16 = 16

>>19867791
A. Get food, obviously. There are mouths to feed and who are we to deny.

>That realization that if /tg/ ever agrees on something to do, the sheer amount of dice rolls should generally be guaranteeing a good result.
>>
food now.
>>
Later, as in down the road when we aren't currently having problems with food, I have an idea of what to do with the Salient Red.

Don't take it straight up, its obvious what it would, i.e., make us more like them. What I suggest instead would be to mix it with Salient Blue before taking it. Make it more of our "own" mix instead of theirs.
>>
>>19867786
Dear God, we're fighting brain-damaged Astartes,
>>
>>19867824
>>19867827
That's an interesting idea. It would probably be less dangerous than testing it on a guardsman, that's for sure. It would also be interesting to test the Red on seeds that have already been Blued. If you guys decide to do that, it won't even take a turn.
>>
>>19867847
By the rules of color, we can make Salient Purple.

If the great pre-war scientists created a whole salient rainbow, we can collect em' all.
>>
>>19867856
How many "Uses" of red salient do we have?
>>
>>19867856
Do both. Take a few normal seeds and add Red, and do the same for some Blue seeds.
>>
>>19867856

do both
>inb4 giant carnivorous plants of death
>>
>>19867849
certainly appears that way. now if only could figure out how to remove the brain dead quality.
>>
>>19867875
To make... Salient Black?
>>
>>19867887
One. You have one cc (cubic centimeter) of Salient Red.
>>
>>19867875

loling myself to death
>>
>>19867898
By your powers combined, I am Captain Salient.
>>
>>19867896
who says thats a bad thing.
>>
>>19867907

mehr, i have a bad feeling that we'll end up with alot more in the future.....
>>
>>19867896
A year or two from now we'll be rolling through town on our giant carnivorous walking tomato plants.
>>
Let's make sure we dedicate a *small* ammount of land to the red plants- I'm worried the neural damaging thing will carry over to whoever eats it, and don't want to waste land if it can be avoided.
>>
Don't forget we have the seeds from the mutant fruit of the forest too, we need to plant those somewhere.
>>
store the salient red, keep it labeled and made very obviously off limits.

A: find food, fish or something.
>>
>>19867967
We could negotiate with the human followers to try a blue tomato. If they don't turn blue I'd say its safe to try a red tomato.
>>
Patrols are sent out to the city and the forest; there is literally no food left. They come back a day later with enough squirrels and cans of food to ration out and hold everyone over while they do a proper search. At the end of the month, there's enough food to last a couple more months stockpiled in the mess hall, and a full crop of weird, blue, but tasty, healthy, and fresh tomatoes has ripened.

Deciding to test the Red on the tomato plants instead of guardsmen, they split the dose into two half-doses and inject a half-dose into a blue tomato plant and a half-dose in a normal tomato plant. The normal tomato plant starts bulking up almost overnight, its vines becoming more like woody stalks, its leaves gaining red veins and starting to expand to fan-like proportions, and its fruits swelling to the size of small melons in a matter of days. Similar changes happen to the blue plant, gaining red veins on its blue leaves and its fruits, the size of a small melon, turning a rich eggplant purple. One of the giant tomatoes is fed to a volunteer private and, though the meat of the tomato is somewhat dense and filling - it doesn't seem to have any sort of mutagenic effect on the private.

Just to be sure, a few of the blue tomatoes are brought to the human survivor settlement, and they seem similarly unaffected by eating them.

Population: 40
Food: Starving
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, 1/3 of a Water Pipeway
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19868076
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Because of the badass tomatoes, your food will only go down once every other turn now. If you start growing exclusively Red/Purple tomatoes, you'll be netting enough food from those crops that your food will stabilize at Average.
>>
>>19868076
>Food: Starving
That should be Food: Average.
>>
rolled 55 = 55

>>19868085
D
We need some tech
>>
>>19868009
This.

Fucking with mutations is NOT a good idea until we get a science facility. Seriously, guys.
>>
>>19868076
Oh, and since I forgot to mention, the Red also makes the thorns on the Blue bloody massive.
>>
>>19868100
Our tech will probably be limited without any good resources. Lets build up our tomato farm so we can trade food for resources with the city folk.
So I guess that would fall under B?
>>
>>19868076
B: Continue the pipe line.
>>
>>19868143

Seconded. We need basic infrastructure. Also, start growing the mutant plans, so we'll have stable food and water supply.
>>
>>19868212
We should see if we can extract Red from the plants--Red seems to increase size and strength, while Blue seems to make things more survivable.
>>
Now that we're fed and on (good?) terms with the survivors, should we continue to scour the city for anything strange? the source of the redbulls, maybe?

And let's all think up derogatory nicknames for the Salient Red imbibers-I've got Redbulls, Khornates and Fast Zombies so far. Come oon, it's camaderie building-it'll be fuuun!
>>
With the crops coming in regularly now, there's much less of a worry about food and a much bigger concern for the fact that the base's reliable water supply is over a dozen miles away. So, progress resumes on the water pipeline, and another few miles of it are laid. The work is long and arduous, but well worth it as far as the guardsmen are concerned.

The guardsmen in charge of tending the crops are also making a point of planting extra Purple seeds, as that strain is hardy, fast-growing, and huge. It should only be a few months before they're grown and feeding everyone.

Population: 40
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, 2/3 of a Water Pipeway
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
I say that at best, we do purple tomatos over red. They could effect us in the long term.

But we should do blue tomatoes, or have enough blues that red/purple tomatoes aren't constantly eaten.

I say we continue the pipe line.
>>
>>19868290
Personally, I like Redbulls. It's pretty evocative of who/what they are, all things considered. I'll call them whatever you guys do, though, since you guys are basically really the Star Guard.
>>
>>19868212
agreed, lets get some irrigation going so we can start growing up our freaky tomato plants.

Then we'll work on developing red-killer weapons. I think a superhigh caliber rifle would do it.
>>
May seem boring but might as well finish the pipeline. We'll be nearly self-sufficient at that point for shenanigans
>>
Red Mutants may be able to take some shots from .223, but I doubt they could handle rifle rounds used for DMRs/battle rifles/WWII and older rifles.

"Improving" our weapons could be a matter of making them take a different cartridge, which shouldn't be too hard. Ammo is another issue though.

How about we continue the base construction, then make a Reloading Press? This way we can re-use spent brass cases like 10 times to recycle ammo.
>>
>>19868327
I agree with this. Why do red when we can do purple?

Anyway, continue the pipeline. Get that thing finished. We don't really have anything pressing to do right now.

Also, OP, I'm guessing that our resources are below average instead of average?
>>
>>19868330
Before we do that, we should work on getting a lab up and running. R&D is a lot easier going when you have space to do it in.

Also, surprise seems to work just as well on them as firepower--while an anti-tank rifle allows for stopping power even against *actual* tanks, setting up traps and killzones around our (and Star cities) territory would be optimal--they're as fast, as they strong. Hopefully stupid, too.
>>
B, continue work on the pipeline and farming.
Also it might be a good idea to put the Red into storage until a proper lab is constructed, even if for just keeping a sample.
>>
>>19868408
A reloading press sounds like a good idea. Next plan for infrastructure upgrades in my opinion.
>>
>>19868374
We can plant the mutie-fruits later for variety anyway, once everything else is said and done.
Second on the pipeline.
I wonder how the survivors are doin.
>>
>>19868418
>Also, OP, I'm guessing that our resources are below average instead of average?
Correct. Thanks for catching that, I would have forgotten to.
>>
>>19868433
Yeah. See, if we get a lab going, we can take the GOOD parts of Salient red without making our soldiers retarded. And restore our fertility. Maybe even make us look more normal appearance wise, which would get rid of alot of potential discrimination/prejudice.
>>
>>19868418
But the reds grow in days, rather than weeks/months. We should keep a stock of reds for emergencies/trading.
>>
>>19868433
There was only a single dose of Salient Red. Half was used on a normal tomato plant and the other on a Blue one, making a Red plant and a Purple, respectively. You don't have any Salient Red left.
>>
So, if I'm reading this right, you guys want to finish the pipeline this month, with plans to start a laboratory/ammunition press next month?
>>
We'll get more salient-red in some fight. Or if we get a lab built up we could try and distill it from the plants. After this turn we'll need more resources though to build any infrastructure.
>>
>>19868520
Sounds good to me.
>>
>>19868479
Either way with a lab, it's possible we could reproduce it.

I say we do:
1. Pipeline
2. R&D Labs
3. Reloading Press

BTW, since we're a military base, do we actually have some basic things you didn't mention? Like some trucks/jeep equivalents, grenade launchers, LMGs etc? I'm not asking if we have every possible thing the US Army would have, but if we need a grenade thrown, we probably have that on our soldiers, right?

It's also important because if we have a few DMRs or anti-material rifles, ammo won't be as much of a pain if we go for more high-caliber weapons.
>>
>>19868535
You're a national guard base, not a true military fort. You have some trucks, but they have no fuel and there's no way to know if they even still work or not. You have grenades, but no grenade launchers. You have a couple of LMGs in the back, but not enough to go around, they were originally only there for training purposes. Your soldiers are kitted with grenades, assault rifles, and sidearms. Your Designated Marksmen are using M16s with mid-range telescopic sights, careful calibration, and a suggestion to fire semi-automatic.
>>
>>19868408
What kind of gun fires .223? I thought we were already equipped with assault rifles and ammo designed for going through conventional infantry armor.
>>
>>19868599
Many guns that fire 5.56 can also fire .223, and vice versa. The rifles that the Star Guard has fire 5.56.
>>
>>19868599
Sorry, just used to saying that when discussing AR15s, I know 5.56x45mm is different.

>>19868594
Ah, alright. Does this mean our other soldiers have only iron sights? Giving them better sights would be the first choice for improving them, then.
PROTIP: Semi-auto is usually the standard when shooting, just saying.

I say we complete the pipeline.
>>
The Star Guard finishes up the pipeline this month, putting in the hard work to see it completed. It's a beautiful sight when it is, the well back at base quickly filling up with delicious, radioactive water. The Blue and Purple plants take to the irradiated water exactly as well as normal water, though the Red and normal ones don't handle it nearly as well. Still, with a steady and abundant supply of it, the Purple plants are soon practically bursting with big, fat fruits, keeping the larders well-stocked. The food and water situation seem solved for good, or at least solved for quite some time, which is a relief to some of the more logistically-minded guardsmen.

Population: 40
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>In case you hadn't noticed, any type of building project or tech project will drop your Materials by one level. You guys could do one more building/tech project before you absolutely had to go searching for more bricks or scrap metal or cement mix or whatever.
>>
>>19868535
Sounds good. With a lab, it may also be possible to produce gunpowder after a while.
>>
rolled 54 = 54

>>19868707
H
Establish a trade route with human settlement.
also look for recruits there.
>>
Let's build a lab. With that we can begin doing all sorts of cool stuff, like extracting salient purple from the plants and other neat things.
>>
>>19868663
Yeah, they generally just have ironsights. The sidearm, by the way, is the M11. The most common items in your ammunition stockpile is 9mm, 5.56, and enough frag grenades to equip every guardsman a few times over.
>>
>>19868723
This, contact the humans and see how they're doing. They may be having trouble finding food so we can offer them some of ours
>>
>>19868707
Let's explore along the river. I'd bet my rations that it would lead to civilization sooner or later. Probably a mutant one. Where there's mutants, there's Salient.
>>
I say we build a lab.

What should we use a lab? Make a Super Salient. Take the best of Red, Blue and take out all the bad parts like decreased fertility (blue) and lowered intelligence (red). Making us look more normal would also be good.

We can then use that new Salient for our plants to make sure there's no long term side effects.
>>
Build a lab!
>>
Don't you turn into junkies on me! We should be careful with mutigenic substances. With the lab, we should also designate a dedicated crew of scientists.
>>
Can we send a small party to make contact with the settlement and continue with the lab? Not for an ingame benefit, just to see how they are.
>>
The last of the material supplies are used to build a small scientific laboratory. It's a building near one wall of the base built out of cinder blocks and concrete, painted with simple white paint. It's wired up to the generator, a basic, powerful computer is built, a small hydroponics bay is put together, and all four current varieties of tomato are planted. A section is reserved for beakers, centrifuges, Bunsen burners, and other chemistry/biology equipment, in the hopes that they'll be able to find some someday. Finally, a medical room is attached, including a surgical table. It's not a great lab, but it's a damn sight better than doing experiments in the mess hall or the base's yard, and it's a start.

The trained medics and the best-educated soldiers are allowed free run of the lab when not on patrol, and most of them settle right in.

Population: 40
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Remember, the collapse was only 20 years ago, and the Blue keeps people young, so most of the guardsmen were grown adults when the collapse happened. Most of them still remember what 'normal' used to be.
>>
>>19868921
Getting a lab is really the best way to make an improved Salient Purple (all good, no bad traits) to inject into us, or atleast our plants so our soldiers gradually get better instead of suffering from red side effects 20 years down the line.
>>
rolled 25 = 25

>>19868961
Again,

H

We need to set up a trade route with the other settlement so as to have some allies.
>>
Can we use the lab as is to make an improved Salient Purple? If not, I say we trade for more resources and any chemical/biological equipment the settlers could have.
>>
H: lets gift these guys some of every type of tomato plant and establish a trade route. Can't have them dying on us.
>>
>>19868995
Well, you don't have the actual materials for the chemistry/biology portion of the lab, nor do you have any Salient Red left. So no. If before was any guideline, it takes about two full Redbulls to get a single dose of Red.
>>
>>19868978
we have no materials.

>>19868961
H. Time to put that lab to use. See if we can get some useful sensory abilities
>>
>>19869012
We still lack any biological/chemical equipment.

I say we trade for raw materials, while mentioning we have a strong interest for chemical/biological equipment.
>>
A question about the trucks. Are they gas or diesel?
>>
Why stop at giving food/water when we can also offer protection (we can just give them a radio to contact us with) or even offer some of their men combat training? We should keep our offerings diverse.
>>
>>19868961
F, explore the forest. who knows what could be in there?
>>
>>19869133
This.

One benefit of trade is that we could actually get a stream of resources instead of having to spend an action all the time for resources.

I say what we do is send soldiers to do trading, rather then let them know where our base is.
>>
>>19868961
D: Try to improve our technology.

While the pipes are awesome, having pumps would be even more so. Maybe even a form of filtration system. Better, cleaner water.
>>
The Star Guard calls up the spare handheld computer that was left with the survivor settlement. They tell them that they're going to be bringing a whole ton of tomatoes and tomato seeds on down to trade, that they would like beakers, electronics, or anything you might find in a hospital, but they'll take building supplies too if that's all they've got. The survivors seem wary but agree. A patrol is sent out with patrol packs filled to the brim with tomatoes and packets of normal, Blue, Red, and Purple seeds. They trade the tomatoes for general building supplies, like bricks, mortar, nails, planks, and so on. The seeds they trade for a bunch of glass cookware and measuring cups. It's isn't exactly proper chemistry supplies, but it's a damn sight better than nothing. The survivors say that they'll keep on the lookout for those kinds of supplies for future trading.

As they head out, a number of single young men and women without any family there at the survivor settlement ask to join the Star Guard, like the orphaned teenagers before. It seems the settlement is still wary, but warming up to the Guard.

Population: 50
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Makeshift Chemistry Set
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19869167
Yes! We must get some boars and train them to be our faithful steeds.
>>
g
we need materials
>>
rolled 55 = 55

>>19869216
Told y'all trade is always good.

F I guess.
>>
>>19869216
>B. Try to improve the base.
Having a lab that isn't fully functioning isn't doing much good. While tech is important, the Reds show us that keeping up in evolution is just as if not more so.
>>
>>19869216
I say we allow it, but don't force Salient Blue on them unless they're absolutely sure about it.

Improve the base by making a pump/water filter.
>>
>>19869249
With the area where the base is, they pretty much need the Blue. The water is radioactive, the air is polluted, the ground water is irradiated, and so on. The choice is really either to take the Blue or to not live at the Guard base.
>>
>>19869248
Yeah, we really need to get some equipment through Exploring.

Water pump/filter is a good start through Improve Base. It means we could offer clean water to any potential clients.
>>
Im for B as well.
>>
B: lets set up some choke points and traps for the Red's. if we can drop then into tiger traps or whatever it'll make them easier to kill.
>>
Consensus seems to be for B. Best of the first five votes or best of the votes in the next ten minutes, whichever comes first, decides which B we do.
>>
To the Forest! We must get boars!
>>
rolled 12 = 12

I'm for water pumps/filters.

It seems that so far we want:
1. Explore for biological/chemical equipment.
1A. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.

Anything else I'm missing?
>>
I'll vote the pump and filter. Clean water would be quite the trade good.

Also, I'd like to ask again about the trucks. Petrol or diesel? I'd assume the latter, but you're in charge of these details.
>>
B: improve the base.make traps for the reds
>>
>>19869417
>>19869421
Include rolls. This is the rolling section.
>>
rolled 51 = 51

>>19869417
This is a big deal since it means that, if we get the trucks working, we can make ethanol to fuel our vehicles.Otherwise, we'd need to convert them to diesel.
>>
>>19869430
Sorry, this is meant to be a water pump/filter vote.
>>
>>19869376
Water Filter/Pump

If we make our base more accessible, more people will come there. Possibly even absorb the settlement, which is what I'm hoping for. Filter the water to make it cleaner, pump it for more water, clean things up a bit.
>>
>>19869408
Giant mounted flamethrower encampments ala Max Payne 2
>>
rolled 44 = 44

>>19869402
Rolling for this
>>
>>19869449
>Max Payne 2

Meant Mad Max 2
>>
>>19869417
The humvees at the base run on diesel. It would be difficult, but possible, to brew up biodiesel to fuel them. You would either need to make lots of small, labor-intensive batches or build a legit biodiesel refinery. That's a perfectly acceptable long-term goal.
>>
Updating the list:

It seems that so far we want:
1. Explore for biological/chemical equipment.
1A. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.
4. Explore the forest for animals/different fruit.
>>
rolled 16 = 16

>>19869417
Oh, okay. Here's my roll.
>>
rolled 72 = 72

rollan for anti-red fortifications.
>>
It seems that so far we want:
1. Explore for biological/chemical equipment.
1A. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.
4. Explore the forest for animals/different fruit.
5. Make biodiesel batches and eventually a refinery.

OP, do we have to spend an action to trade each time or is it assumed we're sending a few guys back and forth occasionally?
>>
rolled 75 = 75

Rolling for water pump/filter.
>>
Water pump/filter wins. I'll start writing it up.
>>
>>19869237
i just got an idea. what if- now pay attention, what if- guys- what if we injected war boars with salient purple?
>>
>>19869557
That's actually one reason why I think we should get some animals. Rather than experimenting on ourselves, we can experiment on animals.

Other than that, we can harvest them. But getting actual dogs we can domesticate could be good for scouting/hunting.
>>
>>19869557
What if we inject our jeeps with salient purple?
>>
rolled 73 = 73

>>19869613
Then they'd be kinda [spoiler]Cheap[/spoiler]
>>
>>19869636
Welcome to /tg/, we don't have spoilers.
>>
>>19869650
Forgot which board I was on for a moment
>>
>>19869471
Excellent. If we want to save resources with this, we can just go with filtering used cooking oil.
>>
The Star Guard takes the supplies they traded for, makes the wood into charcoal, uses some chicken wire and some basic metal mesh to turn it into a charcoal filter, and builds a cement cistern. Irradiated water is pumped from the well through the filter and into the cistern, where it can then be drawn. The water in the cistern is mostly clean and much less radioactive (though still a little radioactive). The Guard starts using it on the Red and normal tomatoes and bringing canteens and bottles of it with them when they patrol out to the survivor settlement.

Near the end of the month, the comms crackle come alive. The survivor camp is begging for the Star Guard to come save them. Four Redbulls are back, and they're tearing the place up, killing tons of people. The survivors have made their way up to the upper half of the parking garage, and collapsed the ramps behind them, but they don't know how long until the Redbulls start destroying structural supports or start trying to climb up to them or something.

Population: 50
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Makeshift Chemistry Set
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19869671
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Send a couple squads out intending to put the Redbulls down.
2. Send a couple squads out intending to evacuate the survivors.
3. Send a squad out to watch, but do nothing.
4. Ignore the cry for help instead of putting guardsmen at risk.
>>
Go to the forest! F
We must send the best marksmen 1
>>
rolled 82 = 82

>>19869678
Combine 1 and 2. We kill those Redbulls and bring the survivors to our safe haven if possible.
>>
rolled 69 = 69

>>19869678
>B. Try to improve the base.
Better get that bio lab up and running


1. Send a couple squads out intending to put the Redbulls down.

Just in time to analyze some more samples.
>>
>>19869678
F to try and find redbull base

1, it should first and foremost to eliminate the threat.
Then we'll worry about the people.
>>
To anyone voting F, make sure you include a direction, even if it's just expanding the explored territory in every direction.
>>
>>19869714
north-west
>>
improve the base: get that bio lab up an running
and 1 - take out those mothers and take dere blooodd
>>
Guys. We need to pop this not fast.

I say we kill all but ONE. If it doesn't retreat, we kill it, then we find out which direction they came from.

After that, I say we start training/arming the survivor settlement.
>>
B1 - get the lab running and harvest some salient red so we can run some speriments
>>
F to the north. I don't think the redbulls are coming from the city, and they haven't passed by our camp, so I think it would be a fair bet to search either north or southwest. Also 1
>>
>>19869764
Oh and, explore the forest with a priority on capturing live animals for breeding/experiments. Bonus points if we get any dogs.
>>
>>19869671
B: Get Biolab up and running, we'll have samples soon!

1: SAMPLES!

>Materials is suppose to be none, right?
>>
>>19869709
Maybe making this willing survivors would be better.
Keep our distance from the Redbulls. Use the terrain to our advantage in dispatching them.
F-1. I'm voting for a little in every direction. Make updates to those pre-collapse maps of ours.
>>
>>19869820
Good catch. Yes, Materials should be none.
>>
>>19869795
No dogs! Boars! Better meat, more meat, test subjects for SR/P and we get awesome mounts.
>>
B1
we need a proper bio-lab
why do you guys want to find the bulls hideout? we're not prepared to attack them, clearly. Let's do research, improve our own mutations and tech out our weapons before we stir up a hornets nest of roided out psycho mutants
>>
>>19869836
how the hell do we even know if boars, or any large animals, are even alive?
>>
>>19869836
There aren't wild boars in the American North West. Stray/feral dogs is much more likely.
>>
>>19869857
Its only been 20 years. There were still tomatoes and squirrels, albeit mutated, so I wouldn't be surprised to find a larger animal
>>
>>19869857
How do we know if there are any dogs alive anymore? We don't, we are just hoping that they are still alive and kicking.
>>
rolled 19 = 19

>>19869897
Well it's dogs or coyotes, and both are scavengers adapted to urbanized environments...
>>
>>19869831
Wait, can we do the Biolab with no materials?

If we can't, I say exploring. Try to figure out where the Reds are.
>>
>>19869928
dice why did you roll I wasn't even thinking about you :|
>>
I say we engage and try to force them to retreat.

Then go north west.
>>
>>19869928
>>19869897
Regardless, OP already said that wild boars aren't native to the area. If anything of the sort, they'd be feral farm pigs. Let's just take what we get for when it comes to finding animals.
>>
>>19869996
Let's find some mutant beavers in the river and breed them. Beavers are found in all over Canada and the US so there is a chance of finding them.
>>
File: 1342239111057.png-(10 KB, 819x460, 2.png)
10 KB
A few squads are rushed out into the city, running most of the way there. When they arrive, the designated marksmen all get into good vantage points as quickly as possible while the other guardsmen get into good positions to hopefully slice up Redbulls in the crossfire or drop grenades down onto them. Once everyone's set up, a process which takes less than a minute for the adrenaline-fueled guardsmen, the marksmen line up and their their shots. One Redbull gets a shot in the eye and is killed instantly, another is shot in the skull and drops, presumed dead. A third takes a shot to the face but keeps moving, and the last simply has its cheek grazed. In the resulting firefight, two guardsmen are killed and five badly wounded before one of the Redbulls succumbs to blood loss and the other is taken out with a grenade.

While the battle is happening, planks are used to make a bridge from a nearby building and guardsmen rush the survivors to a secure point a few blocks away. After the battle, twenty three of the surviving remaining twenty five survivors want to join the Star Guard for reasons ranging from revenge to admiration to protection to camaraderie. The remaining two just want to leave and, after being escorted to the Base, set off towards the forest.

The new recruits bring with them the items they had been intending to trade to the Guard, including a microscope that someone had looted from a hospital in an area of the city the guard hadn't explored yet, and a Bunsen burner that can be fueled by portable propane tanks. The lab is upgraded accordingly, a total of 2 doses of Salient Red is refined from the corpses of the Redbulls before they're burnt, and those two doses are put in a locked cabinet in the lab.
>>
>>19870086
Because of the improved recovery time, the severely injured guardsmen are completely recovered from what should have been permanently-crippling injuries by the end of the week, except for the guardsman who had his arm literally torn off. It seems the improved recovery doesn't let you grow back things that have been wholly removed.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
Work on getting some improvements in the lab so's we can start experimenting with mutagens.

As for the reds, RIP AND TEAR. Perhaps bring the survivors back, and booby trap the parking garage? They doubled their expedition the last time, perhaps they'll do the same next time?
>>
rolled 23 = 23

>>19870094
G
>>
>>19870094
H
I propose a party to celebrate our new comrades and honor those fallen.
>>
So anyone have any ideas of how to take down redbulls? We can't just keep chucking grenades at them.
>>
>>19870160
This is a good idea, also perhaps craft a wondrous slab and carve those who have fallen into it with their dates of death? Burn their bodies and give them a warriors funeral.
>>
rolled 38 = 38

>>19870183
lets G: get some materials and develop anti tank rifles. If we have something like a 50. bullet or higher we can just aim for the center of mass and do things that way.
>>
>>19870204
>>19870160
MUTANTS WITH HONOR

That should be our slogan
>>
>>19870224
Sounds good but I'm assuming we'll need the facilities to manufacture such weapons. Either way we'll be going G, but what will be necessary to actually craft the things?
>>
>>19870160
Parties are always fun
>>
>>19870277
You'll need materials to build a workshop with shit like a lathe, an industrial band saw, and so on. Then you'll need to build the shop. Then you'll need materials to build firearms. Then you'll have to spend a turn doing C to actually make them. The result will be a weapon of your guys' description, like a .50 cal Star Rifle that can punch a hole in a tank.
>>
>>19870277
for starters? A machine shop. Lathes and welding devices and sodering irons, drills and othe rthings could make for crude barrel bores. Basically anything in amachine shop, some welding equipment, a reloading bench, gunpowder production facilities...
>>
H: I say we work on a better improved Salient Purple.

Get rid of the bits that decrease intelligence and fertility. Possibly try to make the veins invisible if possible.

Once we do that, we can convert our plants to Purple.

>>19870224
Given how 5.56x45mm seems lethal enough, I think we should just upgrade to .300 Blackout.

Pretty much? .300black out will work in standard mags and we can literally just use cut down casings of 5.56x45mm ammo. Other than that, we just have to reconfigure the gun a bit so it will feed properly.

We may need a reloading press, though.
>>
So, it looks like we're evenly split between G and H: Funeral Party. I want you guys to vote by telling me which you want and rolling 1d100. The highest of the first five rolls or the highest roll in the next ten minutes decides, whichever of the two comes first.
>>
rolled 70 = 70

Improved salient purple.
>>
rolled 12 = 12

>>19870351
Screw it, we're having a party and that's final.
>>
rolled 30 = 30

>>19870368
FUCK YOUR PARTY!

antitank rifles.
>>
rolled 78 = 78

Go with G
>>
rolled 9 = 9

I'm going for improved salient purple.

We could use the tougher endurance, but not the decreased intelligence. Plus, it'd be good in the long term to get fertility back.

Normal looks means no one will discriminate with us. Even if they learn we're mutants, we'd be closer to being enhanced humans than deformed, irradiated mutants in the eyes of John Q.
>>
rolled 70 = 70

>>19870351
Funeral party and carving of a giant slab so we don't have to bury the bodies, and we can see how the mutagens our affecting our people inside, and then burn the bodies, because we are manly men, and our manly brethren deserve a manly death with manly fire.
>>
>>19870351
party
>>
Going for G
>>
rolled 84 = 84

>>19870401
I'd like to give that a reroll.
>>
rolled 32 = 32

>>19870407
Dice go in email.

Better salient. Then we can finally get some animals, experiment and work on making some more enhancements.
>>
>>19870416
dude, no rerolls.
>>
rolled 52 = 52

>>19870407
I'm more tired than I thought
>>
>>19870391
G it is.
>>
>>19870428
Whoever did that wasn't me. :l Dunno why he didn't say he was just rolling, but whatever.
>>
The dead are best honored by living, it's decided, and the bodies of the dead guardsman are sent to the lab while it's decided whether they're to be burned, buried, or something else. It's thought that in the months while they're deciding, the lab might be able to figure something out to help with the fertility issue or do mutagenic research on Blued tissue cultures. In the mean time, squads are sent out to the city to collect raw materials, from metal bars to electric motors to bricks and more cement, as is always needed. They even manage to loot what's left of a hardware store. All in all they gain a fair supply of general raw materials for projects around the base.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19870416
Disregard this, not only linked to the wrong post, but it wasn't even within the first 5 anyway. And I'll refrain from rerolls, didn't know it was going to be frowned on.
>>
>>19870343
This. These are just very mutated humans, not armored vehicles. Just upping the cartridge works, and .300 is basically a 5.56 upped for a .30~ caliber round. It's the easiest conversion, and we'd be able to convert 5.56 to .300 AAC blackout.

The other benefit is that it's more quiet and gives less flash, which gives enemies a harder time to spot us.
>>
>>19870528
It's only frowned upon if you're rerolling your own roll. If you're supporting someone else's roll, it's not even rerolling. I'm not trying to be sarcastic, but you must be new here. Welcome to /tg/, I hope you're enjoying the board and this thread. Have a great time while you're here.
>>
Start working on building the tools needed for a weapons workshop, or whatever would be the first step.
>>
B:build Machine shop for generalized use, with capacity to reload bullet casings and make guns.
>>
rolled 100 = 100

Rolling in advance for Super Salient.

1. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.
4. Convert our assault rifles and ammo to .300 AAC Blackout.
5. Explore the forest for food and live animal specimens.
6. Make silencers.
7. Make scopes/sights for improved marksmanship.
8. Work on making a biofuel refinery.
9. Expand our harvest.
>>
rolled 93 = 93

Searching for supplies for the workshop, and putting the scientists to work for a few months in Salient R&D (if possible).
>>
>>19870523
Looks like a month passed while thinking out my post.
>>19870592
>>
>>19870583
Can you add that wall of fallen soldiers to the list?
>>
rolled 91 = 91

>>19870625
Sure.

1. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.
4. Convert our assault rifles and ammo to .300 AAC Blackout.
5. Explore the forest for food and live animal specimens.
6. Make silencers.
7. Make scopes/sights for improved marksmanship.
8. Work on making a biofuel refinery.
9. Expand our harvest.
10. A wall/slab with the name/date of those who fallen.
11. General machine shop.
>>
A basic machine shop is built on the opposite side of the base from the lab. A large garage with scrap metal doors is included and the humvees wheeled in too, just in case they can get them up and running again someday. The shop is outfitted with some basic, jury-rigged tools, like a wobbly lathe and a saw that jams way too easily. It's better than nothing, though, and it has sufficient tools to make better parts for the current tools which would, in turn, allow for the making of more specialized tools.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Crappy Machine Shop
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>You can spend a level of Materials to turn the Crappy Machine Shop into just a Machine Shop with B. You can't make specialized things like an ammunition press until you do this, but the current shop is sufficient to do thing like modify weapons and make traps. If you upgrade the Machine Shop into a Great Machine Shop, you can start doing things like manufacturing tools and supplies for the lab.
>>
File: 1342241877842.jpg-(11 KB, 183x276, 1341668192440.jpg)
11 KB
>>19870625
....why?

The reds are still alive and we're just going to lose more people to them until we get suitably powerful weapons to kill them with. I find the improved salient thing amusing becuase that's going to be hit and miss as it is without a decent bio lab. Clearly the obvious answer to our problem is to build rifles with really powerful bullets.

in what way shape or form does a monument to the dead increase our chances of survival dood?

Quest threads are Serious business!
>>
B

Lets get that workshop immaculate
>>
>>19870668
G. We'll need more materials, both to upgrade the Machine Shop and to use for manufacturing.
>>
now that I'm done indulging in a petty need to poke holes in someone elses's pet project, well pet projects.

B: improve machine shop.
>>
rolled 32 = 32

>>19870668
I say we get an ammunition press. Then modify the weapons and convert the ammo.

After that we can spend a few months upgrading our machi
>>
B let's make this shop bangin
>>
An outdoorsman's shop could very well have a reloading press or two, along with more guns and ammunition if not completely raided.
>>
>>19870675
This. Ammunition Press and converting our weapons/ammo will make combat easier. This is a more immediate priority, guys.
>>
Hey, are we in autosage yet? If so, what page have we fallen to?
>>
>>19870675
For a very important reason. If you gather a bunch of random strangers and give them guns, point them at someone they don't know and tell them to shoot them, do you think they're really motivated to go do that? Half a war is just getting your guys willing to shoot the other guys.
>>
>>19870730
well we might as well. I change my vote to G: search for ammo press.
>>
let's upgrade that shop, then next turn we gather more material, then we make a great machine shop and we can use it to upgrade our lab, get our humvees up n runnin, and make wapunz dat can kill bulls in a shot yuh yuh yuh
once we have humvees and 50 cal raffls we can bumrush the bull crib and slap their shit
>>
>>19870744
I figure anyone who joined us is being trained. Otherwise we'd be spending more actions.

We can't search for anything specific other than food, water and scraps. So lets make our own reloading press
>>
>>19870733
Checked the catalog, and there are currently 475 replies. TREAD AUTOSAGIN'!
>>
>>19870733
We're on page fourteen.
>>
rolled 15 = 15

All we need is a reloading press. OP said we can modify our weapons right now. Lets get that .300 Blackout by making our reloading press.
>>
>>19870785
Then if someone would please archive this, I'll get started on thread 2. I'll post the link to thread 2 in here once it's up, and vice versa.
>>
>>19870744
The other guys are violent deranged brain damaged mutants hellbent on killing, eating and capturing anyone they encounter! Unless you plan on going raide rI don't see why a burial site is required to build up loyalty.
>>
>>19870744

you think the key to motivating people is monuments? you thick or something? These guys arent really strangers, and they joined us to survive and theyll do what it takes to survive. especially if that means killing the bastards that killed and ate their friends and family.
>>
>>19870814
Other issue with this is that it would take a MONTH/whole action, which we can't just waste each time someone dies.
>>
Thread 2:
>>19870867
>>
>>19870811
>>19870814
Not that guy, but just having a common enemy isn't exactly going to instill lasting camaraderie. Granted, we are supplying them with shelter, food, and protection as well, I'm just saying. Also how hard is engraving a slab of concrete with what, 5 names?


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