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File: 1342297832461.jpg-(255 KB, 703x900, 1342034938219.jpg)
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First two threads:
http://suptg.thisisnotatrueending.com/archive/19863172/
http://suptg.thisisnotatrueending.com/archive/19870867/

The Star Guard decides that, now that everyone is kitted out with a medium-range telescopic sight and large, subsonic rounds, it would be a good time to start suppressing the rifles and pistols too. The machine shop starts making big, durable suppressors for every rifle and pistol, leaving them quite quiet when firing, especially at the ranges that the scopes allow. Patrols feel much more confident now their their rifles are scoped and subtle.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
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.
>>
>>19878957
Make those passable ghillie suits as a side project.

G. Get some more raw materials.
>>
>>19878957
Scout that settlement we saw last time.
See what sort of people are there, numbers, tech level and if they appear hostile
>>
>>19879005
You mean this one?

>The scouting patrols are sent South West. Most of the area is largely nondescript wasteland, though they do find a small stream which they think could be the stream from which the base draws its water, just downstream. More importantly, they find a small settlement. The settlement looks to be built into an old scrapyard. It has walls made of the hollow wrecks of old cars stacked atop one another, small plumes of black smoke billow out of it, and atop and to either side of its massive metal gates are spears with people's heads on them. Based on looks alone, this is a raider fortress.

>The squad falls back to a ridge and watches the fortress with the designated marksman's scope. The front gates stay sealed for a few days. Eventually, though, something amazing happens. The squad hears the sounds of engines revving, followed shortly by the gates opening and a dozen tough, grizzly looking men blaze out on motor cycles, pistols and shotguns at their hips and on their bikes. About a day later they return, their bikes laden with many heavy packs they didn't have when they left. After having seen all of this, the spy squad is advised to return to base for the time being.
>>
File: 1342298248443.png-(11 KB, 819x460, 2.png)
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>>19879031
Also, while I'm at it, I don't know why I didn't open with the map. Here it is.
>>
>>19879031
Ah yes I do

Then I guess ghillie suits are order of the day and some scavenging
>>
With the possible risk of both Redbulls and shotgun-clad bikers on the horizon, some simple cloaks are made over the course of the afternoon for patrol squads. The cloaks are a tawny color, the edges shredded to break up the wearer's profile a little, and colored with splotches of dirt and mud to help with camouflage. It only takes about an afternoon to make these cloaks.

Patrols are then sent out into the city to scavenge up some more supplies for the rest of the month to keep the machine shop running and continuing to kick out good stuff. By the end of the month, there's a pile of scrap and building supplies in front of the machine shop.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags, Crude Camouflage Cloaks
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.
>>
See about researching some tech for either motion sensors or motion sensing cameras to give us some forewarning system about incoming to the base
>>
C
Lets try and make some RPG's
>>
>>19879205
H: Explore a bit in the direction the bikers took last time, and set up an ambush in an appropriate area, hopefully hidden from the fortress, in case anyone there is watching.
>>
rolled 61 = 61

>>19879205
B. We need to improve defenses. Redbulls and raiders both just a stone's throw away? Yeesh.
>>
>>19879273
>>19879285
>>19879291
>>19879332
Wow, you guys do not agree at all.
>>
>>19879376
As the guy who voted for H, I'll go along with B if we can make some tripwire traps. These will also serve as motion sensors, after a fashion.
>>
>>19879391
As the poster who voted for I also agree with this course of action
>>
The Star Guard sets up a number of trip-wire traps within a one mile radius around the base. The traps are mostly of a sort with a small grenade bouquet suspended above or buried under the trap site. Bullets may have a hard time taking down a Redbull, but they've been taken down by single grenades more than once, so it's assumed these traps will be lethal enough to protect against them in such an event. Plus, they also serve as motion sensor to alert the base of activity, after a fashion.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
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 find it funny that nobody's had the Guard make a still yet; then again, with the huge poison resistance, it would probably be very hard for guardsmen to get drunk.
>>
rolled 58 = 58

>>19879476
D!
>>
>>19879476
Alcohol can also be used as fuel, an incendiary weapon, a disinfectant, and a trade good.

I support the creation of a still. I guess we all forgot about it.
>>
>>19879476
I sort of assumed that one of the enterprising men did that with their time in the machine shop
For us to make one it would be an industrial sized one anyway

See about improving our main defenses somewhat. Early warning is all nice but we need a base we can defend better than with just a chain link fence and sandbags
>>
rolled 69 = 69

>>19879521
Upgrading our defenses has my support.
>>
>>19879529
If you upgrade the Machine Shop to a Great Machine Shop, you'll be able to start manufacturing the equipment for the lab instead of trying to scavenge for it.
>>
Some plywood is used to make some quick and dirty moulds and put around the chain link fence. Concrete is poured in and left to set, the chain link of the original fence serving as a reinforcing layer inside of the the concrete wall. The wall is about two feet thick near the base and narrows to about six inches thick fifteen feet up at the top. Some basic wooden scaffolding is also constructed, allowing guardsmen to keep watch up near the top of the wall. The actual gate is still a chain link gate, but four guards are posted at the top and bottom of the wall on either side of the gate at all times.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
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.
>>
>>19879682
I think upgrading the machine shop or building ourselves a bigass still is the best course of action for now
>>
>>19879682
Go for the still.
>>
Still
>>
rolled 81 = 81

>>19879682
I'm seconding >>19879747 See if we can incorporate Salient Blue into the brewing.
>>
The guys working in the shop decide that they could do with a fun addition to the base, so they get to work making the pipes, nozzles, and so on to build a still. Once all the parts are ready, they get to work constructing it outside next to the mess hall, because it's a pretty big thing, big enough to supply the base with alcohol for a wide range of uses rather than just drinking. The first batch is made with dried tomatoes and whatever edible roots and tubers a patrol sent to the woods could find. The fluid produced isn't very tasty, but it's definitely alcohol, and strong enough that guardsmen can get drunk if they binge enough.

This month, some of the plants that didn't take to the yard as well as the mutant tomatoes did have finally started flowering. Most notable are tiny mutant apple trees, no taller than a man's waist, covered in little blue blossoms. However, nobody really expects them to produce fruit or, if they do, for it to be big or edible, considering how small they still are.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19880002
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.
>>
>>19880002
Inject some of the mutant trees with Salient Blue. We'll save our tiny amount of Salient Red for hybridization if necessary.

>>19880008
G. Get more raw materials so that we can improve the machine shop and make motion sensors, cameras, and gear for the lab.
>>
>>19880047
Half of the tree seeds were already infused with salient blue. They're the ones doing well in this soil; the ones that weren't are growing, but slower and with unhealthier foliage.
>>
>>19880085
Oh. In that case, inject two of them with a tenth of a cc of Salient Red.
>>
Take the raider base, we need vehicles
>>
>>19880168
We can get vehicles by ambushing a biker raiding party, as planned. Assaulting the raider base without more information is foolish.
>>
rolled 81 = 81

>>19880168
We need materials!

>>19880008
Yes, because it's that simple.
>>
>>19880167
How's everyone else feel about red injections into the trees?
>>
>>19880276
Do it for science!
>>
>>19880223
We still need to take care of it eventually. I think we should take them out before they even know we exist.
>>
>>19880650
We should probably get better weapons first like RPG's and mortars
>>
>>19880686
Depends. I thinking they are raiders. If they are sloppy enough we should be able to sneak up at night, blow holes in their walls in three places and storm the place before they know what is happening. Plus its not like they'll be standing around waiting for our attack. They will likley be improving their capabilities just like us.
>>
Two of the apple trees, one of the sickly ones and one of the blue ones, are each injected with a fraction of a dose of Salient Red. The effects are profound and visible in a matter of days. They both start growing faster, though the Blue one is still clearly healthier. The flower petals and leaves both get red veins in them, the trunks thicken and grow twisted and gnarled like an olive tree. By the end of the week, small fruits are already growing, and by the end of the month, big, plump apples are growing, a deep violet on the Purple tree and a rich crimson on the Red tree. They both make for much tastier alcohol than what the Guard had been using, and the purple seeds especially are planted heavily in and around the base.

Meanwhile, teams are sent to the city to secure more of the typical manufacturing and building supplies.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
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.
>>
>>19880778
So that's 1.8cc Salient Red and Materials: Below Average, right?

Improve the machine shop so we can more easily make complex hardware.
>>
B

i say we start working on improving the lab, so that we may further the salient blue and purple strands.
>>
>>19880778
>Population: 70
>Food: Average
>Water: Above Average
>Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
>Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
>Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
>Materials: Scarce
>Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
>Power: Tiny Nuclear Generator
>Mutations: Base, Fast Recovery

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press
Materials: Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

Fixed the Materials amount, the amount of Salient Red, and corrected food to account for the Violet Apple Trees.
>>
Guys, remember last thread?

These raiders only have pistols and shotguns. We have cloaks and suppressed rifles with telescopic/electronic scopes.

All we have to do is ambush them, and have our marksmen take out the drivers first. Then they're fucked. We just need to make sure they're far enough away they can't get back to the base in time.

Then we raid their shit and disappear

Anti-material rifles just in case would be good though. But we need a Great Machine Shop to make something of good quality.
>>
F Explore the rest of the city
>>
>>19880823
You'll have to try to H: Find lab supplies before you can do that. You can manufacture your own laboratory equipment, though, if you upgrade the machine shop to a Great Machine Shop.
>>
>>19880854
Oh I thought our machine shop was a great one. So B
Upgrade that machine shop.
>>
The Star Guard decides that the best course of action at this point is to upgrade the machine shop. They've been having a much easier time finding raw materials than actual specific salvage; it would be great to make their own stuff instead of relying on hopefully finding what they need. So, they tool up the necessary parts to make the machines they already have more precise, more perfect. By the end of the month, the Guard has a great machine shop, capable of manufacturing almost anything given the expertise and raw materials.

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
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.
>>
>>19880845
You forgot to put the Still in there.
>>
>>19880847
Fine H set up an ambush wittle tyere numbers down. Then we do the whole noght raid of doom, in which we kill them all, and take all their stuff.
>>
>>19881110
>Population: 70
>Food: Above Average
>Water: Above Average
>Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
>Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
>Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press
>Materials: Below Average
>Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
>Power: Tiny Nuclear Generator
>Mutations: Base, Fast Recovery

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

Added the alcohol still.
>>
>>19880885
It is, apparently.

Let's make some anti-material rifles and ammo for it. Making a special upper receiver that uses .458 socom would work, since we can re-use the same magazines, and the same lower receiver.
>>
>>19881125
Why hell not seconded, still would rather have RPG's but hey cant have everthing
>>
>>19881141
I second this.

If our marksmen miss hitting the driver, we can just score mobility kills without worry. The good thing about ambushes is that we"ll know where they were heading. We should do it far out enough though.
>>
>>19881160
RPGs aren't really needed. Anti-materials can do the job, and it's preferable we salvage everything.
>>
>>19881125

I third this. The longer we let the raiders roam about, the stronger they get and the more people they hurt. We're stealthy enough and well equipped enough to handle it.
>>
>>19881226
This man has the idea, lets make some specialized hole punchers. If nothing else, they can just rip a redbull in half.
>>
So we want:
1 High caliber rifles
2 RPGs
3 Explore the forest
4 Explore the city
5 A better wall
6 Escape route(tunnel)
7 To find a subterranean river
I'm voting for the weapons so we can kill Redbulls
>>
Okay, so it seems like an even split between ambushing and making some specialized rifles. The highest of the next three rolls or the highest roll in the next ten minutes decides whether we do C: Rifles or H: Ambushes.
>>
>>19881433

8. Deal with the raiders
>>
HHHHHH
>>
rolled 61 = 61

>>19881463
The rifles had one more, but whatevs, rolling for rifles
>>
rolled 33 = 33

Err, H with a roll this time.
>>
rolled 58 = 58

C get high cal rifles
>>
rolled 65 = 65

Rolling for h
>>
>>19881479
This is the highest of the first three rolls.
>>
Looks like we get high cal guns
>>
The guardsmen at the workshop get to work making custom, heavy-duty sniper rifles. By the end of the month working on them, they have enough rifles to put one or two in each squad. They kick like a mule, are loud as hell, and can punch a hole the size of a man's head through a thick concrete slab. A bright blue star is painted on either side of the stock, and each rifle has a custom name, like you would have on a fighter plane, engraved on the barrel. One is given to each of the best marksmen in each of the Star Guard's squads, with some extras put in the armory in case new people are recruited or rifles need replacing.

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
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.
>>
>>19881645
H. Set up the ambush, as we've been planning for a long time. The sniper rifles are not to be used except with approval from base unless cover is already broken, because they're likely to give away the position of the squad.
>>
rolled 3 = 3

>>19881666
Seconding this, but with the added title that only have as many out as would allow us to keep our defenses uncomprimised at home base.
>>
F! Let's find some dogs or mutated beavers in the forest.
>>
rolled 84 = 84

>>19881686
Third.
>>
>>19881666

Agreed!
>>
I say we ONLY use the anti-material rifles if we miss one of the drivers and he tries retreating at the end. Then we can go for the mobility kill before he can get help.
>>
>>19881852

I disagree. Those are only to take out cars/buildings, or redbulls and other superstrong targets. We have camouflage and suppressors for a reason.
>>
>>19881871
Well, that was my idea. If we fuck up on killing one of the drivers and he speeds away, we go for the mobility kill. By then, it wont matter if our position is revealed
>>
rolled 11 = 11

>>19881871
Seconding. We'll have a few on hand, but those are last ditch weapons for extraordinary situations.
>>
A few squads are dispatched to a few miles West of the raider base, along the path that the bikers had taken before. They camp there for a few days, waiting quietly in cover and eating and drinking the stuff they had brought with them. After a while, long enough that some squads are rotated out with fresh ones from base, a team of bikers come roaring down the road, audible from far enough away that the guardsmen have been aiming long before they take their shots. With a few suppressed bursts from most of the guardsmen, the bikers are cut down before they know they're under attack, tumbling to the ground as they bikes skid wildly. Five guardsmen take the bikes and take the long way back to base, while the bikers are buried in shallow graves; their weapons are in such bad condition and have so little ammunition that they're not even worth taking. The spoils of the fight, if you can call it that, are mostly five motorcycles with mostly-full fuel tanks.

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Five Motorcycles
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Scarce
>>
>>19881951
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.

>Adding a fuel meter, it goes down by one each time vehicles are used to help an action out.
>>
H. Scout the raider base, determine their weaknesses, then storm and eliminate the base in a night raid.
>>
H explore the rest of the city
>>
>>19881998
That would be F, actually.
>>
Continue ambushing until they decide to hold up.

Chances are? They aren't self-sufficient for food or anything like that if they rely on raiding.
>>
>>19881995
Seconding recon on raider base. Would be nice if we could prep some demo charges on their car-stack-wall while doing the recon..
>>
>>19882055

Waiting for ambushes sounds time consuming. We need a decisive strike to eliminate the problem. Then, we can work on exploring more of our surroundings and helping people in need.
>>
>>19881995
seconded with prepping the demo charges. Long term, I think it would be nice to look pure-strain again.
>>
A squad with the cammo cloaks are sent under cover of night to the biker fortress, armed with explosive charges jury rigged out of a few grenades and a radio receiver. They're placed near the base of the walls, wedged into what look like unstable points between the cars. The squad then falls back into a good position to watch the fortress until told otherwise.

Population: 70
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Five Motorcycles
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Scarce

-----

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.
>>
>>19882320
Proto . . . ATTACK!
>>
H. Attackackackackack!
>>
EXTERMINATE
also upgrade labs
>>
>>19882332
agreed attack at night. Blow the charges and rush the base from multiple directions
>>
>>19882320
B
Try to upgrade the still so we can use it to get fuel
>>
>>19882320
you still there?
>>
>>19882571
Yes. Typing up the writeup for the attack. It's a long one.
>>
>>19882651
hurry up nigger
>>
A few squads are sent to a number of good hiding positions one evening, with the intent to assault the fortress. Once everyone's in position, the charges are blow, causing a whole section of wall to topple. The guardsmen go in hard and fast, taking out anyone with a gun. They meet some resistance, but it's quickly overwhelmed.

In the courtyard of the fortress is a small gas station, five more bikes parked around the pump. When the gas station building itself is entered, what's found is a over two dozen women in various states of injury and abuse. They had apparently all be kidnapped from various small settlements in the region.

The pumps show that the large tank of gas is about half full. The issue is that the fortress is over two dozen miles from the base, and there's no good way of transporting that gas.

Population: 65
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Five Motorcycles
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Scarce
>>
>>19882759
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. Invite the women to join the guard. Send guardsman to occupy the fortress as a second outpost.
2. Help the women settle elsewhere. Send guardsmen to occupy the fortress as a second outpost.
3. Invite the women to join the guard. Leave the fortress abandoned, with or without burning the gas.
4. Help the women settle elsewhere. Leave the fortress abandoned, with or without burning the gas.

>A total of five guardsmen died over the course of fighting through many dozens of raiders.
>>
>>19882763
F, just generally scout around, keep eyes out for scrap metal and the like
1. Get them to join us, and scavange as much as possible from the outpost. We shouldn't try to settle it permanetly just yet though
>>
F go to the forest! We have put it off for too long.
1 we need the extra breeding stock and the outpost can be helpful.
>>
>>19882759

Ask women where they are from. We might be able to expand our map a bit for free.
>>
>>19882759
Considering how each action is a month, can't we spend time taking any tanks/buckets/materials to store and hefting them back?

Also, how did we lose 5 guys if we overwhelmed them? Or are they just stuck there right now? It says 55, but we had 70 people.

I say we invite them to the guard with a caution in advance that we are mutants (and what our mutations do), and any women who don't want to join, well we can ask them about places they can settle. If they lead us to a settlement, that means we get trading opportunities.

I say we just spend the entire month looting the fortress for whatever they have.
>>
>>19882763
H. Use our Machine Shop to construct a tanker of sorts, either out of one of the Humvees or out of raw materials (it would then be more of a wagon which could be pulled by bikes).

Both 1 and 2. Any who want to join the guard can, any who don't will be settled somewhere else.
>>
>>19882819
Dunno, but I don't think we have enough supplies and men to keep two outpost operational simultaniously
>>
I'm thinking 1 or 2, whichever the women want. We can take them to the survivor settlement in the city if they don't want to take the Blue.

Gas is way too valuable to just leave alone, so unless there is a way to "lock it up" and leave it until we need it again, we should have it guarded, or maybe just observed from a distance by a patrol.
>>
>>19882763
We should offer the women the opertunity to join the guard, but if not, take them to the first town we saved. We shall use the raiders base as an outpost. We will need to repair and improve it's defences, but we now have a motor pool...

Gather materials to improve the outposts defences
>>
>>19882857
I think we should take what we can, really.

Putting them in that town is a BAD idea. Redbulls kept attacking it.
>>
>>19882830
Wrong, with two outposts we can do two actions at a time. The raider camp works on a tanker and the SG camp scouts the forest.

F. TO THE FOREST!
1/2. Anyone can join, send away anyone else
>>
1
if they dont wanna join see if they know their eay home if so escort them there if not well who says we cant set up a human settlement.

upgrade lab
>>
Serious question GM, what colour is our jizz?
Also blue?
>>
Okay here is the plan. Use the fuel we already have to fuel up one of the trucks that you mentioned in another thread. Load that truck with classic oil drums that we made in our machine shop. Put oil in barrels on truck. Drive back to base.
>>
>>19882925
The trucks & HMMVWs are both diesel IIRC.
>>
>>19882925

This could work, the humvees are non functional right now but if we guard the raider camp for a few turns we can try and work on them and then make some form of trailer for them.
>>
>>19882949
Thing is, our motorbikes (and didn't they have cars?) have fuel. So we can make some crude wagon and transport things that way, even if we use up some fuel in the process.
>>
Okay, general consensus seems to be for 1 and some kind of F. I'll let you guys roll to vote for where you're exploring as normal.
>>
>>19882912
Standard white. For now.
>>
rolled 71 = 71

Rolling to go to the forest
North-East
>>
rolled 33 = 33

>>19883097
F, scout around the new base.
1.
>>
Guys, just remember that we should just goto the forest for game animals. There are actually monsters in the forest.
>>
>>19883131
Yes, there are. Humans aren't the only things that mutated.
>>
>>19883137
We have guns that can punch a head sized hole in concrete. I think we will be safe. Oh god, I just jinxed us
>>
>>19883179
We dont know what mutated. If we go in the forest, I say we get some live animals for domestication and GTFO
>>
>>19883109
Okay, that was the highest roll.
>>
File: 1342318587483.png-(13 KB, 819x460, 2.png)
13 KB
>>19883240
The women are invited to join the Guard, and most agree, for reasons ranging from wanting protection to not wanting to feel weak anymore. The ones who don't form a survivor band and starting heading east, figuring that the further they get from the coast the less people and the less weird shit there might be. Meanwhile, fifteen guardsmen are stationed at the fortress as an outpost, with intent to use it as both a staging ground and a refueling post for the ten motorcycles that the Guard now owns.

Patrols are sent out to scout out the forest. There isn't much to note except bee hives nearly the size of men in the trees. The guardsmen choose to steer clear of them for now.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Plentiful

-----

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
upgrade lab lets boost it enough so we can properly research mutagens.
>>
File: 1342318868551.png-(13 KB, 819x460, 2.png)
13 KB
>>19883391
Oh, and you know what, here's a new map reflecting the fact that the Star Guard now holds the fortress. Also, you all should note that the Star Guard is now a majority refugees from a survivor town that was destroyed by Redbulls and formerly enslaved women freed from a raider fortress. It would be fair to suggest that the Star Guard has a bit of a problem with bullies at this point. I'm wondering whether or not the Guard will put together a list of laws, ten commandment style, and start posting them around their territory. After all, the Star Guard is the law in these parts now.
>>
Okay yeah, lets upgrade the lab using equipment built in the machine shop.

no human test subjects.
>>
We need some more mutations if we want to see what the beehives are like. E.
>>
Let's go deeper into the forest. We must find feral dogs or pigs. Then, we can work on the lab. Why have a lab with no test subjects.
>>
>>19883457
Theft will not be tolerated.
Rape will not be tolerated.
Enslavement will not be tolerated.
Brutality will not be tolerated.
Murder will not be tolerated.
If you harm the innocent, if opress the weak, if you enslave the meek, if you murder the strong we will find you and we will end you.
The Star Guard.
>>
>>19883457
Is there a copy of the UCMJ or something similar around? The Star Guard was originally a U.S. military unit, after all.
>>
rolled 32 = 32

Guys, we dont need a second outpost.

use the motorbikes and attach carts to ferry over the fuel to our real base. This is not an impossible task to do in 1 month. We can easily loot most of the place in a month.
>>
>>19883520
I like this it fits post apoclypse beutifully
>>
>>19883601
two bases lets us do two different things at the same time
>>
The shop gets to work, kicking out the parts necessary to build centrifuges, making the tools necessary for lab work, grinding glass to make decent microscopes, and so on. During all of this work, though, one of the new privates takes an old speed limit sign, brushes off the paint, and engraves a list of rules in it, written in a catchy, direct manner. The engraved letters are painted in with blue paint, and it's signed with an engraved star, painted blue, the the words The Star Guard. It's well-liked enough that the commanders have her kick out dozens of them for the patrols to start putting up instead of the spray-painted blue stars they had been leaving. By the month's end, the explored territory is marked with the Star Laws, some even nailed to trees in the forest, and the lab can finally be considered operational, if not ideal.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Plentiful
>>
>>19883653
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.

>Star Crimes:
>Theft
>Rape
>Enslavement
>Brutality
>Murder
>>
>>19883653
>Materials: Scarce
That should be Materials: None.
>>
>>19883457
H- send out scavengers to SPECIFICALLY find fluid containers that can be sealed and to build tanks, jugs canteens and other things that can be filled iwth gasoline. once he have a lot of them we can set up a craavan to the second outpost, strip it of gasoline and then use it for scrap metal.
>>
>>19883756
Any other suggestions/votes?
>>
>>19883636
OP never said two bases will give us another action ever. Thus, two bases only split up resources.

H. Make some wagons, attach to motorcycles and ferry everything we can to our real base.
>>
rolled 5 = 5

>>19883846
roll for this.
>>
rolled 35 = 35

wait can we gas up our hummers?
>>
>>19883894
They're diesel. The pumps at the fortress are only regular petrol.
>>
rolled 14 = 14

>>19883894
also rolling up for scavenge jugs and jug like objects.
>>
>>19883913
....wut? that doesn't make sense to me but okay. Seems to me we'd have at least one car that could use that gas.

anyway jugs. once we can can the gasoline then we can haul it back and disassemble the place for scrap.
>>
The month is spend preparing for the eventual dismantling of the old raider fort. Patrols are sent out to collect materials that can be used to build large transports for the petrol, like jugs and sheet metal that can be made into tanks, and the materials necessary to build carts to help ferry the petrol and the scrap metal that the car walls can be broken down into.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Plentiful

-----

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 will need to spend another turn making the carts that the motor cycles can pull, and then another turn after that breaking down the raider fort. Once you have, you'll be in for a huge increase to your Materials; that car wall represents an absolute ton of useful stuff.
>>
rolled 73 = 73

>>19883991
In that case, CART.
>>
>>19883894
fuck yeah, knew stripping the place for everything useful would work out. That's how I rolled in every fallout game I ever played.

H> build caravan supplies. Jugs for gasoline, carts for solid objects (as well as jugs.) I assume we have axes, hack saws and stuff to chop up scrapmetal?
>>
>>19884030
Yeah, propane torches and stuff too. The Great Machine Shop doesn't only represent stationary tools. You can take some of the handheld tools from there to break down the fort. I'm sure some of the new privates will take pleasure in seeing that place come down.
>>
Carts for Cart God! Salvage for Salvage Throne!
>>
>>19884049
I wanna leave that place a discoloured patch of earth. We'll grab everything, wires, pipes, nails, screws. We'll dig up the old gasoline tanker in the ground and haul that back to the base.

okay maybe not but its nice to dream.
>>
The machine shop gets to work, building tanker carts and hauler carts that can be towed by single motor cycles. The tanker carts are made with the idea that they might be able to haul water to different places in Star City at a later date too. When all is said and done, the small fleet of carts and motor cycles should be able to haul everything not nailed down, and most of the stuff that is, from the fort to the base. The new privates are already volunteering to be part of the wrecking squads.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Plentiful

-----

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.
>>
>>19884155
Break down the fort.
>>
H Raider base
Take everything !
>>
>>19883894
>Tear down the raider fort and leave only a sign telling the tale and promise of the same for anyone with similar aspirations.
>>
rolled 31 = 31

Salvage the entire fort
>>
File: 1342322944399.png-(13 KB, 819x460, 2.png)
13 KB
The salvage squads are sent out with the carts and motorcycles with the order to tear down everything there, take all of the gas, and when it's done, leave a plaque of the Star Laws nailed to a post in the center of what used to be the courtyard. Most of the women of the fort, all of them trained and Blued in the months since their liberation, are on the wrecking crews, all of them wearing a strange mix of grim determination and spiteful eagerness. It's a long process breaking down the wall and the buildings, pumping up the petrol, and making the make trips back and forth to drop off the materials that had been collected. It takes nearly fifty guardsmen working the better part of the whole month to do it. Finally, though, it's done, and nothing is left except a concrete slab with bits of hosing sticking out where the gas pumps had once been and a sign in front declaring the Star Laws and what the raiders had been guilty of.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts
Materials: Surplus
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
>>
>>19884431
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 you guys took a vehicle-assisted action this turn, your Fuel went down by one level. However, you now have a Surplus of Materials. That sounds worth it to me; I hope you guys are satisfied with your actions too.
>>
>>19884435
Awesome. Now that we have all those materials, it should be no trouble improving the lab.
>>
Let's improve our lab equipment so we can make an improved salient purple for us. All the good traits (hulkness of reds, disease/rad immunity + fast recovery) and none of the bad (lowered fertility and intelligence). Hopefully we can make ourselves look 'normal' again.
>>
>>19883894
lets explore thje city with the purpose of finding the bulls so we can kill them and ake thier stuff.

>aimster many

captcha clearly believes our AT rifles and suppressed snipers will dothe job.
>>
F Explore more of the city
>>
>>19884483
Oh, shit, that reminds me, Simple Laboratory should just be Laboratory now. I'll correct that next turn. The level after this is Professional Laboratory.
>>
>>19884435

F; explore the city. Could be fun.
>>
F: lets explore the city for either recruits, reds, or test subjects (animals)
>>
upgrade lab
>>
rolled 41 = 41

>>19884503
Let's make us a Pro Lab.
>>
Get that lab to professional levels.
>>
File: 1342324405022.png-(14 KB, 819x460, 2.png)
14 KB
The patrols start pushing deeper into the city, exploring it and posting more Star Laws signs. They see a lot of good salvage here. What really gets them excited, though, is when they find a relatively intact hospital. However, as they got to get a better look, they see that on the streets in front of the hospital, in its emergency lane, and inside of the lobby are tents that look like they're made out of animal hides.

Men and women dressed in rough hide clothes walk about carrying machetes and spears, small hunting parties sometimes heading out and coming back with game ranging from rats to feral dogs. It looks like everyone and their mother is armed with primitive weapons, and they all have the hard faces of people who have to fight and work every day to stay alive.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts
Materials: Surplus
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
>>
>>19884779
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 them peacefully.
2. Spend a few weeks spying on them.
3. Leave them alone for now.

>I'm not going to give you 'kill them without provocation' options anymore except for raiders and other people who have clearly broken the Star Laws. You guys have chosen your alignment. Also, I had already changed the map by the time the votes swung back around to improving the lab so, uh, yeah, do that this turn, I guess.
>>
Improve the lab.

Offer them food/water. They're hunter-gatherers. If we give them their most basic needs they can either join us or atleast trade scraps/whatever we'd want with us.

We should approach with said food and water, making it clear we want to trade.
>>
>>19883894
Lets upgrade that lab, we'll have test subjects soon.

oh and 2: lets spy on them, they might just be primitive but they could be savages as well, lets find out.
>>
>>19884786

C, let's see if we can upgrade out vehicles. Armoured scout bikes, assault transports, mounted guns, that sort of thing.

2. Let's see what more we can learn from them. If hostile, we stay away from them. If peaceful (as peaceful as one can be), we might trade with them. Live rats and dogs, local knowledge in exchange for surplus food.
>>
rolled 67 = 67

>>19884821
Support.
>>
b upgrade lab
2
>>
Approach them peacefully
We are The star Guard, we have not forgotten this city we come to protect the innocent and punish the wicked!
>>
>>19884835
I change my mind, lets upgrade the bikes C: make armed, and armor scout bikes, I'm sure we have some machineguns lying around somewhere.

and I still say we spy before we make first contact.
>>
rolled 20 = 20

Upgrade the labs. After that we can upgrade the chemistry chest to professional/great tier. Then we can do whatever we want with mutations.

I say we try to trade food/water for live animals, materials or anything else we'd want.
>>
The scout patrol takes up position in a building many blocks away from the hospital and watches the tribals with their scopes. Over time they see that the tribals have healthy pet dogs that they take hunting with them, tend to spend the evenings singing and dancing with each other around their fires, and once even offer food and drink to travelers who were passing through. It seems to the patrol squad that these people live hard lives, but they are happy and kind.

Meanwhile, some more intricate equipment is made back at base and placed in the laboratory. Spectral analyzers, cultivators for tissue, mold, and bacterial samples, and other tricky, specialized devices are made. The lab is really solid now, and about as good as the machine shop can possibly get it. To do better now, the Star Guard would really need to salvage equipment from some kind of scientific research facility.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite
Materials: Plentiful
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
>>
>>19885037
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.
>>
rolled 95 = 95

>>19885037
I say we make a Salient Purple with all the good bits.

Trade a hefty amount of food/water for any animals they can give and equipment/scraps. If they have their most important priorities set (surviving), they can find shit beneficial for us instead of just hunting/gathering water.
>>
okay lets get some tradegoods ready and go see the tribals. Tell them we need rats, living rats loads and loads of goddamn rats.
>>
>>19885083
This also give a copy of the Star Laws, see what they think of it
>>
>>19885097

+1 on this.
>>
rolled 42 = 42

>>19885083
I agree on salient purple, especially with that kick ass 95. I do NOT support animal testing. These are pets and companions, these dogs. Let's find us some wild animals to inject with odd things. Let's talk to these tribal peeps, offer them gifts and explain who we are.
>>
rolled 20 = 20

>>19885112
>>19885097
Rats. I support this.
>>
>>19885112
The fact our equipment is so good means we can see how salient purple cells are.

Plus, we can take out all the bad parts from each part with our equipment at this point, and hopefully make us look normal.
>>
I second giving them a copy of our 'Laws'.

Lets trade for whatever good shit. Fuel, equipment, materials, animals are all good.
>>
>>19885112
let nme get this straight.... you want to test out an unproven chemical substance on human beings JUST so you can save some dogs?

Lets start on rats, test on dogs and move onto humans if the results are promising. If we want better mutations we need animal test subjects. We shouldn't refuse the advancement of science just because some people are squemish.
>>
Have we yet figured out if either Salient Blue, Red, or Purple makes us sterile? It's gonna be a real bitch if we find out that we can't reproduce 'cus of it. Also, it'd be really interesting to find out what the babies would be like, holy balls.
>>
rolled 71 = 71

>>19885170
I said rats. But not dogs. Dogs rock.
>>
>>19885184
H
Let's buy some dogs, get a breeding set going, and start experimenting with successive generations of salient infused mutts. Let's try to breed some real fucking hunting/war dogs, you lot.
>>
>>19885174
Salient Blue lowers fertility rates, the effects of Salient Red on fertility are unknown, and Purple is just a mix of Red and Blue. Children that are conceived with Blue parents are born already Blued. They grow up healthily - in fact, the various immunities and hardiness imparted by the Blue means they actually develop very well.
>>
>>19885184
if dogs are verboten so are cats.

I'm not being snarky I fucking love cats.
>>
>>19885209
The one we've been pushing for is a modified version of Purple, by the way.
>>
rolled 53 = 53

>>19885212
I do too. Rats, then wild animals. Not dogs and cats.
>>
>>19885204
he's got a point, blue improves just about everything we've tried it on, save for the fertility side effects and some aesthetic differences it really does produce a better kind of human.
>>
>>19885209
Oh, and just so you guys know, you can try to breed out the physical signs of the Salient drugs, but it won't work. Anything including Blue will have blue veins and soft tissue and such, anything including Red will have red veins and soft tissue and such. To remove those features would be to also remove the positive mutations provided by them.
>>
>>19885250
Can we try to breed so it's less visible? Something?
>>
Okay, so, the general consensus seems to be to try to trade with the tribals for live rats for basic trials and live dogs for if those trials go well in preparation for experiments with Salient Purple next month. Is that right?
>>
>>19885250
I don't give a fuck if those dogs are cobalt through and through, so long as they're huge, gnarly as all fuck, loyal, and deadly to boot.
>>
rolled 10 = 10

>>19885276
I do not support trying, it may lesson the effects. Let's just do so much good stuff that people LOVE seeing people with blue veins.
>>
>>19885250
fine by me.

So cats and dogs are verboten as test subjects, rats aren't though.

Can we agree to incenerate any rates we produce via this side project? The wasteland is fucked enough without supervermin.
>>
>>19885281
Rats, dogs and anything they can give.

Putting the Improved(TM) Salient Purple in rats is better than risking the dogs.
>>
>>19885291
Why not use rats infused with salient red as a source of, get this, MORE salient red? If we get them breeding, then we can just cull them every once in awhile and boil the blood to get the PRECIOUS CHEMICALS.

Also, we can use them for meat, since they'll get bigger and shit whilst on the stuff.
>>
>>19885291

Rats breed faster anyway.

Enclosed environments, steel cages, all safeties taken.
Let's not do a "Jurassic Park", guys.
>>
I only approve of red rat farming if we spend a whole turn develooping rat proof cages.

We are NOT releasing red rats on the wasteland under my watch.
>>
>>19885320
Ok. So half with Salient Purple, half with Salient red.

One to see the test trial, the other to make Salient Red--just in case.
>>
>>19885364
I'll agree on this point.

So we'll spend this turn building a controlled environment for what essentially amounts to a giant rat farm.
>>
>>19885320
i agree we need more of our redness!
>>
>>19885374

Sounds good.

(same guy as a second back.)
>>
>>19885379
This is a good point. After we make Salient Purple and inspect it from our microscopes, lets construct a proper farm.
>>
A squad is sent to make first contact with the hospital tribals. They approach with weapons down and smiling, raising hands to show that they aren't a threat. The reaction is somewhat unexpected. The tribals yell in apparent fear, and all of the women, children, elderly, and sick are rushed into the hospital lobby. The ones remaining, the men who go out on hunts, stand, spears at the ready, their eyes cold and jaws set. "Leave, veined devils!" They call out. "Have your Red brothers not done enough harm already!?"

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite
Materials: Plentiful
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
Test Subjects: None
>>
okay D lets make salient purple.
>>
>>19885413
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. Try to convince the tribals to talk it out.
2. Leave as the tribals ask.
3. Fight the tribals. If the Star Guard tolerates people raising arms against them, they'll never be effective lawmen.

>Added a test subject gauge. You're welcome. Also, lost my trip. It's back now.
>>
what happened to, you know, introducing ourselves to the settlement?
>>
Try to convince the tribals to talk it out.
We Kill reds wherever we find them! Whatever harm they have done to you we shall avenge, tell us where they reside so may purge this city of there taint!
>>
>>19885431
Fighting the tribals is silly. We're here to defend people, not be the government.

You forgot the action where we tried to make salient purple OP.

I say we try to talk it out, but keep distance and make it clear we're the exact opposite. Offer some free food/water as a sign of good will but do NOT approach them.
>>
>>19885413
Tell them that we're opposed to the red ones, that we wish to usher in an age of peace and prosperity here in the wastes. Offer them some food and water as a symbolic gesture.

Also, start work on the rat farm setup.
>>
>>19885494
An improved version, but yeah.
>>
>>19885431

C, while we're doing other stuff, why not research attack vehicles. Eh? Eh?

2. Leave for now. We can come back later, right now they're spooked. We can come back after we've shown that we're friendly and when they're used to the idea of "Blue Veined devils".
Set up spotters though, in case reddies show up again. Maybe we can make a good impression that way?
>>
>>19885539
That seems like a good idea.

Right now we have diesel-fuel HMMVWs/trucks and gasoline motorcycles. We could easily further up-armor HMMVWs to protect the pintle gunner for example, and make our trucks armored.
>>
b cages for prepare for mutagens on rats
2 leave show we have some damn brains unlike our red cousins
>>
>>19885539
1 lets try to chill these guys out, failing that lets leave them the food and go home. It might take awile buyt we'll earn thier trust eventually.

Also lets build some side cars for our motorcycles so we can mount machine guns on them.
>>
>>19885539
this
>>
>>19885494
>You forgot the action where we tried to make salient purple OP.
"Salient Purple" is literally just mixing together 1 cc of Blue with 1 cc of Red. Anything other than that is E and requires a turn to try to add/remove an aspect of the Blue/Red. The combined aspects of the two, for sake of reference, are as follows.

Infertility. (Not full sterility, but much reduced rates)
Poison Resistance.
Disease Resistance.
Radiation Resistance.
Toughness.
Fast Recovery.
>These next ones are ones the Red has but the Blue doesn't
Large Size.
Extreme Strength.
Extreme Toughness.
Brain Damage.
Rage.
>>
D. Try to improve the motorcycles into scouting vehicles designed for speed but can fire weapons as well. Sort of like a Vulture from starcraft but it isnt hovering.

1. Explain who we are. Leave a computer radio thing and one of our law signs on the floor. Tell them if they are attacked by the Redbulls we will come to their aid. The communicator is a proof of our good will. Then leave as they said to establish rapport.
>>
>>19885629
I take back my side cars vote and vote B: for rat farm, with special cages for SUPER rats so they don't escape and fuck up the wilder ness.

once we have rats we can work on improved purple salient.
>>
>>19885629
I say we spend E to make a Salient Purple without:
>>Large Size (this doesn't effect the strength/toughness, just makes us easier targets)
>>brain damage
>>rage
>>Lowered fertility (his can be a big deal a few years from now)
>>
>>19885677
Just so you know, the Large Size will lower those to just Strength and Toughness; it's the large frame that facilitates those things. It would allow you to be about as strong as Blued people are already tough, which is pretty strong. Just, you know, not strong enough to punch out concrete support columns like Redbulls are. So, yeah, you need to be eight feet tall and built like a truck to have Strength and Toughness as Extreme as a Redbull.
>>
>>19885712
Maybe a few dedicated heavyweights. I don't like it since not getting hit or spotted is more important. Especially with how we spent so many months trying to go stealthy
>>
I think we can do pretty well without the ability to smash concrete with our bare hands. Lets ditch the largeness.

BUT ONLY AFTER WE BUILD THE RATFARM AND POPULATE IT!

Why in gods name are you developing something without viable test subjects? chill the fuck out dude. We have time.
>>
>>19885712
not a problem if we decide to have specific breeds of mutants for certain traits and ability. problem with reds is that damn brain damage n potentially rage. size not a real issue considering the sheer punishment n power possessed by reds gained in exchange for it.
>>
>>19885754
Ok. Let's go with rat farm.

And yeah, I just don't think that's necessary with the number of men we have. At best, we can give a small number of our people it in case, for some reason, we need it.
>>
The CO of the first contact squad stops the squad and has them back up a few paces while keeping their weapons down. "We aren't here for any trouble. We're the Star Guard, the good guys, and we don't like the Redbulls any more than you do. Listen, I'm going to leave my pack here; it has our rules, some food and water, and a radio in case you ever decide you're in the mood to talk. We'll be heading on out now; sorry to spook you like this. I hope you all have a nice rest of your day," he says, while setting down his pack and sliding it across the ground towards the tribal line. Then, with that, the Star Guard turns around and heads back to base, leaving a bunch of very confused tribals in their wake.

Back at base, the guardsmen get to work building a series of huge, industrial-strength cages outside next to the laboratory. It has spaces for normal, Blue, Red, and Violet rats that the scientists are expecting to be creating and breeding once they have some test subjects. The cages are strong enough that a grown man can't tear through it, and the floors electrify in the events that doors are opened or the cage wall breached, of a voltage high enough to stun but likely not kill the inhabitants. All in all, it's an extremely effective and secure holding facility for what will come.
>>
>>19885785
We could use Red animals as bio weapons.

Reed seems to only be an advantage for organisms anyway--plants don't need it.
>>
>>19885827
Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage
Materials: Above Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Broken Wall of Cars
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
Test Subjects: None

-----

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 did a compromise between 1 and 2 since it seemed like an even split. Hope you don't mind.
>>
we should make multiple strains you guys, we don't need just one type of mutant.

we make a breed of tanks
a breed of stealthy mutants
etc

we dont have to have one kind of mutant
>>
>>19885830
Plants with Red, especially ones with both Blue and Red, have grown much bigger and faster and produced larger yields of massive fruits.
>>
>>19885831
>E. Pursue new mutations.

We finally have a lab, so lets up our regenerative powers--forget one day healing, we could be wolverine.
>>
Lets get to rat hunting!
>>
c
start improving them vehicles as suggested before
>>
Give 20% of our population the

>>19885677
New strain as described here, but without Largeness. Give the 80% the rest.

20% is enough we can still have a large force of very strong humans who'd be be able to protect normal humans against redbulls or other melee'rs, but still leave a large amount of normal humans.

The improved strength might come in handy since we don't exactly have exoskeletons or construction vehicles.
>>
>>19885840
exactly thats the beauty of different strains of mutagens avaible.
>>
Got no rats, will probably not get any without the locals. So, we can pursue other actions.

C. Military vehicles, man. Imagine the potentials! Raids! Scouting! Direct assaults!
>>
>>19885831
Just have to ask, I'm guessing that the Broken Wall of Cars in Defenses isn't suppose to be there?
>>
>>19885908
We"ll need alcohol stills for anything that isn't a bike.

...would it be possible to give our diesel/gasoline vehicles a backup solar/electric engine? Make some hybrid vehicles for emergency use and reduce fuel consumption.
>>
>>19885831
People, we don't have rats. No rats, no E. Simple as that. We have a city though, cities have rats.

H: Gather rats from the city.
>>
>>19885848
WE. DON'T. HAVE. TEST. SUBJECTS.

>>19885875
Might as well. C: We'll call them crusaders. Mount a side car or a pair of side cars on them and mount machine guns or heavy weapons on them. We'll use them for situations where we have to go in fast and heavy.

afte rthis we'll work on converting thos hummers to achohol burning engines.
>>
>>19885934

We got fuels for emergencies, so upgrading what we have isn't such a far-out idea. Making stills could be a action for the future though. If we have strong enough batteries, using solar power isn't that bad of an idea...
>>
>>19885929
Heh, correct, good catch.

>>19885934
Sure, research tech and expend a level of Materials for electric humvees that can be recharged at the base's tiny nuclear generator.

>>19885939
That would be sufficient to get you some test subjects.
>>
>>19885955
We never needed test subjects before. We have plenty of people who would be willing to volunteer. Gotta crack a few eggs to make an omelet.
>>
I say we improve our vehicles then, changing my vote. If we're lucky, those tribalists will trade.
>>
>>19885967
okay H: if only to get our mutation obsessed comrades something to toy with. I expect everything possible to go wrong.
>>
Why do we need rats outside of RANDOM mutations (which we don't have to do) and breeding? We have a best quality chemistry/biology lab. We can make this shit on our own.
>>
>>19885971
>Gotta crack a few eggs to make an omelet.

No, not if you can easily get non-human test subjects.
>>
>>19885971
Josef mengele would love you.

We never needed test subjects because we have a tried and true product with minor side effects like infertility.,

What you're suggesting falls under the brutality clause of the star laws.
>>
>>19886016
>people of sound mind volunteering for an experiment using a material that has not proven to be at all dangerous

>brutality

Yeah. Okay.

Sure thing.
>>
>>19886012
A rat can't give feedback. A rat doesn't demonstrate the same mutations as a human does--you've seen the differences between what happens to individual plants.
>>
>>19886035
>size increase of 8 feet to frame
>toughness increase allowing mutant to shrug off small arms fire
>strength increase allowing subject to shatter concrete with fists
>BRAIN DAMAGE
>RAGE
>ALL ADVANTAGES OF BLUE SERUM

What could gor wrong?

What;s dangerous about producing large, psychotic brutes who may very well be completely incapable of self control or the cognitive function required to understand even the most basic of ethics?

this isn't dangerous at all!
>>
>>19886074
thats what disection is for.

and I don't want feedback if that feedback is piggish grunting and an inability to display even the most basic forms of self control.
>>
>>19886079
..Which is why we arent using Red?

I was talking about expanding the properties of Blue, if you actually read what I posted.
>>
>>19886079
Just drop it. it was established VERY early on we were going to remove the brain damage and rage bits in advance, along with the infertility.
>>
>>19886102
Just putting it out there, you won't know whether your experiments succeed in adding/removing something until you test it on something or someone. I'm thinking he wants to make sure they're tested on rodents before some small mistake gives a person raging brain damage. Then, if the trials on the rats go well, they would be given to human subjects.
>>
*erases what I'm typing*

Wow I mad.

I guess transhumanism is srs business.
>>
The patrols sent out into the city are tasked with finding and capturing rats - living ones - to help fill up the cages at the base. They do pretty well, a small handful of rats being brought back each day by the patrols. The cage for the non-mutated rats soon has a decent starting colony in it. The rats are well-fed and begin breeding almost immediately.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage
Materials: Above Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
Test Subjects: Below Average

-----

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.

>Each turn that experiments are done, the test subject population will go down one. Each turn that experiments aren't done, the test subject population will go up one.
>>
>>19886140
Yeah really. Please calm down.

Okay. Let's go hunting for rats in urban areas, now that OP established we"ll need test subjects to see if it worked or not.
>>
>>19886125
I was trying to say that but I got too butthurt to put it coherently.

I just assumed that most people understood that experiments are experiments because you keep trying to get it right.

To get it right you have to get it wrong first.

thats what science is!
>>
File: 1342330819116.gif-(481 KB, 141x141, Good job bro.gif)
481 KB
>>19886140
Caught it before it went too far. Pic related.
>>
Will our population reach a point where we can use more than one action eventually OP?

I say we find more rats so we can have a good stock to experiment on. If some go bad, we can get rid of them and still have a breeding base.
>>
>>19886187
well thanks for being good sports about it.

uh E: lets just grab 12 rats, dose 4 with red, 4 with blue, 4 with purple and throw each group in a cage. Let 'em breed or whatever happens.
>>
>>19886182
Yeah, that's why the test subject population goes down one level every time you experiment. Most of the ones experimented on die/have to be put down.
>>
>>19886172
Primary goal should first be finding a way to synthesize both Blue and Red. If we can create more whenever we need it, we don't run the risk of running out.

Plus, with more samples of Red, we may see if it has a fatal weakness we can use to take out the bulls--or fix their brains.
>>
Oh, and to whomever suggested creating a breeding population of Red rats in order to harvest a renewable source of the Red? That will work as long as you can keep them from killing each other.
>>
>>19886230
rats breed like crazy dood. each litter has at least four babies, usually six, sometimes up to twelve. We're golden in the test subject department.

all we need is a purple formula that doesn't cause rage and brain damage and we can make war dog mounts.
>>
>>19886172

E. Pursue new mutations (Or is it research technology?) on the rats. Experiment to see if we can negate the effects of the Red brain damage. That is paramount.
>>
>>19886266
Paramount is a sustainable source of Salients. Once we have a supply, we can run experiments.
>>
File: 1342331214233.gif-(17 KB, 450x450, 1331849051061.gif)
17 KB
>>19886172
Alright, now lets attempt an experiment. Four groups. If we're going to do science, lets do this the right way. First group is the test group, so we can compare to normal rats. Second group is Blue Rats (BR). Third group is Red Rats (RR). Fourth group is Purple Rats (PR). Basic testing right now, with the red rats mostly to gain more Red Salient, the Blue Rats to see if adding Purple to a Blue later is any different than a pure purple, and Purple for basic analysis, and if adding more blue/red changes anything.

Let's do some science gentlemen.
>>
>>19886230
No. As the Star Guard's population increases, it will instead cause the actions chosen in a round to produce a greater total effect. It's tricky enough for me as a GM to deal with one action per turn.
>>
>>19886266
Screw that. I say we try to negate both Rage AND Brain damage, while trying to fix Blues' fertility.
>>
>>19886286
You can only try to add/remove one aspect per turn spent on mutation research. You can't do them all at once.
>>
>>19886261
At some point we should just research n immortal cell line that can be harvested for Salient Red. Once we have those cells, probably originally taken from rats, we can literally get as much Red as we need from vats.
>>
f south
>>
>>19886280
I agree with seeing if a different Purple mix works better--we've only been dong a 1:1.
>>
>>19886286
Honestly, I'm thinking Red has the same fertility problems. Those people they kidnapped? I bet they weren't to eat, I bet they were to forcibly convert.
>>
>>19886301
Rage, then. That's the highest priority.
>>
>>19886309
You could try to do that in this round if you want. As I mentioned earlier, you guys have a section of the lab specifically for cultivating tissue cultures.
>>
>>19886315
Well, some were to eat.
>>
>>19886329
I'd go with that. I don't know if anyone else will agree.
>>
E: remove rage from red salient, once we do that we can work on brain damage and we'll have a stable breeding population.
>>
>>19886360
This. After that, we can remove fertility and then work on a new Purple.

We should always keep a supply of Red rats though. Blue shouldn't be a problem for a while.
>>
>>19886344
eh...um.... oh why the fuck not?

Cultivate red salient production gland. We'll just install it in alife support thingy and extract Red salient from it.
>>
>>19886400
actually if we get a red salient gland going we won't be in danger of running out of production materials during experimentation.

alternatively we could use it all up attempting cultivation.
>>
>>19886407
... You mean the heart? From what I figure, we cultivate it from the blood.
>>
Consider the following:
Redbulls are suffering from brain damage.

We coud make a 'New Red Salient' and keep the old version. Then try to make an improved Red Salient that will make V1 Reds recover from brain damage and lose the Rage. Once we find their base, we could gas them with it, and then try approaching them.

It is risky though, since we don't know if they'd still be hostile.
>>
>>19886440
the heart doesn't produce blood, we can assume that the mutagenic changes brought on arechemical in nature so the salient line of chems is sonme sort of wierd steroid. A plant, or modified human has to produce these changes over time (for instance if we're injured) so the salient modifies us and becomes a part of us. The simplest way to do this is modify an existing gland (literally a ittle organ, usually a part of the brain, dedicated to producing special chemicals) or create a new gland.

that make any sense? the salient's in the blood because that's where all our hormons wind up.
>>
>>19886449
Why don't we just tranquilize one of the Reds and then test the new version on him? It seems much less risky that way.
>>
>>19886449
I think we should track down the Redbulls base. Maybe they're friendly, but the rage forces them to be violent.
>>
The rats have a much lower body mass and, as such, a single cc of each salient is enough to affect many rats. A number of rats are injected with Salient Blue and a number are injected with Salient Red. Both show the typical mutations, with the Blue rats being tough and hardy and the Red rats growing to the size of house cats and nearly biting off one of the researcher's fingers. It having been noted that rats have much the same mutations as humans, the rats of both strains are butchered, much of their endocrine systems and bone marrow put in the cultivator. They produce a slow, steady supply of both salients once the tissue samples adjust to their new environment.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage
Materials: Above Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
Test Subjects: Scarce
>>
>>19886497
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.

>From now on you gain 1 cc of both Salient Red and Salient Blue per turn. 1 cc of Red was used in this experiment, hence why it hasn't changed this turn.
>>
>>19886474
Hm. Fair enough, you make a better point.
>>
>>19886497
Alright, lets let the rats build up. Now, lets finish our Camouflage Cloaks, since we've been meaning to do that for a while and now we have plenty of materials.

D/C/B?: Upgrade Camo Cloaks.
>>
>>19886508
We gain test subjects every turn, yes?

If so, we should


F, Explore outwards towards the tribals--the Redbull camp must be somewhere in that direction.

If possible we should ask the tribals if they know where the Redbulls come from.
>>
D: improve stealth cloaks. because we're hella killy with our sniper rifles.
>>
>>19886575
I vote for this. Also bring more food and water, and any medicine we can spare, even if they don't tell us anything this help build trust.
>>
>>19886575
actually yeah...lets talk to the tribals again. Make sure we stock up on some food and water for trading. If we can some dogs we can blue them and produce some very tough warhounds.

once we have red perfected we can use it to make wardog MOUNTS.
>>
>>19886614
This, and offer to leave a small detachment of soldiers near them. Not close, out of the way but close enough the guards can quickly respond to any threats.
>>
>>19886712
Nah, that would just freak them out. They're already wary of mutants and asking if we can leave behind a group of armed soldiers is pushing it a bit.

We will, however, express our interest in fighting the Redbulls.
>>
>>19886748
make sure we have some one with an Anti material rifle on hand, never know when those redbulls will attack.
>>
>>19886508

H, talk to the tribals again. Send our friendliest and amiable trooper to lead negotiations. Ask for the possibility of trade. Live rats, dogs and any technology they find in exchange for food.
>>
>>19886775
Good idea. Nothing builds trust like saving someone.
>>
While the lab boys are waiting for the rats to repopulate, Command radios the tribals at the hospital, tells them they would like to come by, talk, maybe trade. The tribals respond tersely, saying that they won't attack the Star Guard, but no promises beyond that. So, a squad is loaded up with extra packs with food, water, alcohol, and other basic supplies in them and sent to the tribal camp.

When they arrive, the women, children, elders, and sick are all rushed into the hospital, just like before. This time, though, the hunters leave their weapons at their sides. They ask questions about the Star Laws, about the Star Guard, about the Blue, about the Redbulls, about how all of them are related. They talk for quite a while before the tribals run out of questions and the Star Guard runs out of answers.

When it was all said and done, the guardsmen traded the packs of supplies for a half-dozen dogs, four of them female. The dogs were big, shaggy mutts that looked to have at least a little wolf in their ancestry. The dogs follow the guardsmen when told to by the tribals, and they seem very well-trained for hunting, staying close and quiet when the guardsmen sneak.

The guardsmen wouldn't say their treatment was warm, but at least it was less icy than before.
>>
>>19886805
Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage
Materials: Above Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Above Average
Test Subjects: Scarce

-----

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 can inject the dogs with Blue at any time as part of any turn as a non-action. Keep in mind its effect on their fertility, though.
>>
>>19886748
Good point. I figure that if we have to deal with saving them, we can just use motorcycles.

Speaking of, we're going to need to upgrade those sometime.
>>
>>19886810
>Test Subjects: Scarce
That should be Below Average.
>>
>>19886810
let's let the dogs breed first and foremost.

Second, let's see if we can experiment with the Salients to see if we can actually create a spike in fertility. Even if it doesn't work on us, it'll work on the rats and the dogs.
>>
>>19886810

B, make a still so we can make fuel. Could come in handy if we want more long reaching scouting, for one.

Inject 1 dog with Blue, and 1 dog with Red to see how they are affected. Breed the rest for now.
>>
How about we find some more dogs? Half a dozen is a decent start, but we could use more if we don't want to botch the few dogs we have.

Given dogs reproduce slower, it'd be better if we save them for when we can make a good Purple.

I say we focus on removing Rage from the Red Salients first, but keep our unmodified supply that we stored.
>>
effect is noted, lets watch the dogs for signs of sickness and try to develop a vesrion of blue without the fertility issues this turn. if we get illness inject the dogs, no illness wait until we have Blue 2.0

E: Blue, Remove infertilty.

Anyone have better projects. now that we have the dogs breeding impressively tough dogs seems like a good idea. once we remove the infertility we should gift the tribals with blue puppies.
>>
>>19886834
I wouldn't suggest the Red. It would cause the Red Dog to attack the other dogs. And us. And be the size of a fucking bear probably.

Blue is fine though, but I would suggest waiting until we actually have a respectable number.
>>
>>19886834
We don't have proper storage for Red/Blue dogs. Let's get a 'pure' population going first.

I say we should work on those alcohol stills so we can actually use our HMMVWs over some scout bikes when Redbulls attack the tribals.
>>
>>19886877
You have alcohol stills. They produce booze for drinking, sterilization, and so on. A biodiesel still would be a project of its own you could pursue, though. God knows you guys still have enough Materials to do quite a bit of work.
>>
>>19886877
good point, lets convert those Humvees to alchohol/electric engines on this turn.

That's what? C? D?
>>
biodiesel Ho
>>
>>19886877
I agree with the conversions/fixing/biofuel.
>>
Current thread is in autosage.
>>
>>19886904
Make biodiesel stills/upgrade the HMMVWs later.

Lets fix the Rage in Reds first.
>>
A new still is manufactured and set up next to the workshop. It's designed to take food waste, the inedible or useless pieces of harvested plants, and so on, and turn it into biodiesel. It's not the quickest supply of fuel, but it's enough to get the humvees started again, though all of them are in dire need of repairs before you can actually take them out driving again.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Materials: Above Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs, Broken Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Plentiful
Test Subjects: Average

-----

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.

>Every turn you do something vehicle-assisted, your fuel will go down by one. Every turn you do nothing vehicle-assisted, your fuel will go up by one.
>>
Lets repair those humvees and mount a machine gun on them or something.

In short Repair humvees in preparation to bring star law upon the redbulls.
>>
>>19886991
Lets fix the Hummers then.

Also, shouldn't our materials be Average now? Crap, we might actually need to start scavenging again after a few more projects.
>>
>>19887028
Good catch. Yeah, they should.
>>
>>19886991

Repair and if possible upgrade the Humvee's.
>>
Now that the humvees have fuel available for them, the guardsmen at the shop get to work getting them in running order again. A lot of parts need to be replaced outright, new ones fabricated in the shop, and once they are some serious tuneups are undergone. Once they're in drivable condition again, the LMGs in the armory are mounted on the humvees; there happen to be the same number of LMGs and vehicles, by happy coincidence. Finally, it's decided that there's no point in keeping the big tanks of vehicles painted in tawny camouflage, so they're painted white, a big blue star on the hood and doors of them. When everything's said and done, they run great, are well-armed, and clearly declare that if they're out and about, the Star Guard is out in force.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs, Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Surplus
Test Subjects: Above Average
>>
>>19887164
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.
>>
File: 1342335822664.jpg-(114 KB, 800x600, LAND_HMMWV_USAF_Chavis_Tu(...).jpg)
114 KB
Even if we can't make it as sophisticated, I think we need the pintle gun protection like what my pic has. This way we don't have to worry about gunners dying.

That's one thing we need when fixing up/upgrading the humvees to have more armor and being fixed.
>>
Let's test some mutagens and shit, I'm thinking we should work onnnnn the infertility right now so that there will be more of us and more test subjects.
>>
We have the closest things to tank that the wasteland is going to see for a long, long time. We might as well go hog fucking wild on these things.
C: built an enclosed pintle mount turret.
>>
>>19887173

G. Let's see if we can find more junk to turn into vehicles. Or, hell, just keep an eye out for interesting pieces of technology in general.
>>
File: 1342336110205.jpg-(390 KB, 1200x626, Kenya's Bitch.jpg)
390 KB
Turn one of the humvee's into this.
>>
>>19887232
Oh gods, we can have war-wagons with kennels in the back. With a press of a button, the driver can release enormous crimson blood-thirsty hounds.

Glorious. We must do this.
>>
>>19887232

Brilliant
>>
>>19887260

If we can create a strain of salient red without the brain damage or rage, we could still control the dogs and with the extra muscle and shit... they'd be pretty fuckin lethal. Super fast, able to take alot of fire, and big as fuck. They'd be apex predators.

I like this.
>>
>>19887214
This. And if possible, let's try to get rid of the Rage virus if the pintle thing takes less than a month.
>>
Deciding to really go all-out with these war vehicles, the mechanics turn the light machine gun mounts into enclosed pintle mounts. Gunners will be relatively protected and have a relatively open arc of fire. These humvees are true battlefield beasts now.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
Fuel: Surplus
Test Subjects: Plentiful

-----

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.
>>
>>19887277
IMO, we really may as well wait for Purple instead of having a mixed bunch of dogs. Then we can have large dogs with normal fertility, very good healing that are tough as shit, strong as shit and immune to disease AND radiation.

Just saying in advance, we shouldn't kill any dogs unless they're about to die. They can still be used for breeding stock.
>>
EXPERIMENT WITH SALIENT PURPLE ALREDDEH
get rid of dat infertility
>>
>>19887297
Our LMGs use the same ammo as our assault rifles, right? That was included in one of the older updates?

Let's remove the Rage, so H
I say we go Rage>Brain Damage>Infertility>Purple Salient MkII.
>>
E. - eliminate the infertility present in salient blue strains
>>
>>19887297

Mix colours.
Let's see what happens!
>>
I vote E, we should remove the infertility from the blue.
>>
Lets do some tests with the rats, take away rage and make them fertile
>>
Remove Infertility. It's a bigger immediate handicap for producing Blue strains.
>>
>>19887321
Yes, they're mounted M249's.
>>
>>19887297
Alright, now with all this work we've been doing we should have a good amount of Red Salient now. Lets get to work.

E: Observe the Red Salient and see what causes the brain damage, possibly with a live vivisection on one of the rats to observe the process in action. Find what causes it and shut that down.
>>
F. scout to the north with motorcycles.

we have a steady rate of fuel production, and almost more fuel stockpiled than we can store. lets put or motor pool to use.
>>
>>19887363
because its so well worded...this. Think about it Blue salient: 1 flaw. Red salient: 2 flaws. The sooner we knock down red salient into a perect thing we'll be that much closer to making Purple Salient 2.0. and that much closer to humvees with kennels full of hellhounds.
>>
>>19887398

Agreed, I change my vote to this
>>
>>19887363

This
>>
Guys, the tribals have SPEARS.

They are utterly fucked against Red Bulls.

How about we spend a month giving the tribals a fighting chance so they aren't absolutely slaughtered the first time they get attack?

We can spend the month improving the hospitals defenses/arming and training the men with spare rifles and ammo.

We really need to do this if we want continued trading, or atleast some recruits.
>>
>>19887398
IMO, we'd be better of doing that with our few trucks. Uparmor them. They can double as cargo and warhound transport when need be.
>>
>>19887409
that is....inassailable logic. We kind of have to go down there and train the tribals so they don't get wiped out. Lets spend a turn making simple fire arms, like revolvers and bolt action rifles and bring those down to our new trading buddies as gifts.
>>
>>19887363
Also changing my vote.
>>
The lab boys start experimenting with rats and Salient Blue. Their goal is to find out which specific process causes infertility in the subject population. Some anesthetized vivisections of Blued rats' gonads, long, in-depth examination of the processes under a microscope, and dozens of dead rats later, they think they have a solution. It doesn't fix the problem behind the infertility, but it fixes the symptom. A new aspect is brought about in the Blue which increases a subject's fertility, effectively balancing out infertility flaw. The new Salient Blue adds this new mutation in people with the old strain, and every single Star Guard is ordered to report to the medical bay at the labs to get a new injection.

Population: 90
Food: Above Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility
Fuel: Surplus
Test Subjects: Above Average
>>
>>19887448
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 still Blue the dogs in any turn as a non-action.
>>
>>19887448
>Technology: Handheld Computers, Professional Chemistry Set, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
I just realized I've forgotten five turns now to increase Salient Red. You guys have 6.8 cc Salient Red.
>>
Leyts blue the dogs. We'll give them puppies when the dogs start breeding.

E: build simple guns (revolvers, boltaction rifles) in prepration for training our tading partners.

Because fuck. We need to give them a fighting chance.
>>
>>19887443
Given our tools, we may as well go all out. And sidearms wouldn't be that useful against Redbulls without increasing the caliber.

I think we should just make clones of our own assault rifles, really. That will ease the production on us.

But yeah. We need to do:

>>19887409
This.

IMO, I'd keep our dogs as is so we can have a growing 'normal' population. But then it really isn't needed either. Just we shouldn't do Red. We should just skip to a fixed Purple, or go Blue->Purple
>>
>>19887477

+1 to this.
>>
OP, make a new thread since we're autosaging. Dont forget to archive on suptg.
>>
Do we actually have spare assault rifles? Because we could skip that month and spend our month on training/arming/improving the hospitals defenses.
>>
>>19887448
Yes!
I say that we should have a few living Red rats to see if that salient has any impact on reproduction as well, as well as seeing if they too have resistance to radiation and disease.
As for biodiesel, used cooking oil requires minimal modification (adding a heater and filter to the fuel tank). Can be used with the dedicated diesel supply for recycling supplies.
>>
>>19887477
Seconded also lets have, a party celebrating our good fortune , and in case anyone asks its "not" to get people to have more sex anything like that, just a party with extra booze..
>>
>>19887477

The guns aren't much against bulls, but it will definitely warm these guys up to us if anything... the shit in that hospital could make our research go much more swimmingly me thinks.

I wonder if there are other mutants out there, since there are red and blue already, the only primary color left is salient yellow... then we could make orange or green...
>>
>>19887497
Gonna have to say we should give them assault rifles, even if it's semi-auto. One advantage is that we wouldn't have to make separate ammo for them.

We have a Great Machine Shop. We want the tribals to live. We should give them what we can.
>>
>>19887497
The simplicity is less for our sake and more for theirs. They're a simple society withiut machine shops and ammo presses, thus they'll need fairly easy to maintain, easy to use weapons. Unless we have some avtomat Kalishnakovs on hand we need to give these guy's Baby's first gun before we arm them up.

When they're ready we'll SELL assault rifles to them.
>>
>>19887560
In that case, we should make them enfield patterns or straight-pulls. Give them detachable magazines.

That should make the bolt-actions decent against threats.
>>
>>19887506
>>19887506
>>19887506

we sage now
>>
>>19887590
For a while now it looks like.
>>
F, scout in the direction that the reds seem to be coming from with the motorcycles.

I still advocate scouting. we still need to find out where the reads are holed up, and with the motorcycles we can probably cover a huge amount of ground.
>>
if OP agrees to make a new thread I'll archive this one.

Also enfield or straight pulls sound like a good idea to me. We sahould also include bayonets to shut up any stick-in-the-muds. It can be a rifle and a spear.
>>
The boys in the shop get to work making simple weapons that are easy to maintain and use for the tribals. What they settle on are heavy, long-barreled revolvers that fire .300 Blackout shots. They're accurate for pistols, kick like a bitch, and put a sizable hole in anything they shoot. It should be sufficient to fight off a Redbull or two if they attack, or at least slow them down while they call for help. A couple of squads head out to the hospital with the guns, a few crates of ammunition, and more food. They trade them to the tribals, explaining how to use and maintain them and saying that they can trade the brass shells back to the Star Guard for a discount on future ammunition. The tribals give two dozen dogs in return and, while not at all warm to the Guard, are at least not especially cold either.

It's getting late here, so I'll end it for the night. I'll start a new thread in the afternoon/early evening, EST, just like I did today. Cheers, gents.

>Do I just use the thread number in the URL for the archiver? It's giving me an error and saying it's invalid.
>>
quick OP! make a new thread! we be sagin' like mufuqqa
>>
>>19887669
Please make it rifles instead of pistols? There's no real benefit giving normal humans rifle-caliber pistols. And ending it here for tonight sounds good.
>>
>>19887669
he's right the enfields or straightpulls would be way better.

also yeah, you use the number, none of the adress. I learned that the hard way too.

>gistsar late
captcha approves of thread end apparently.
>>
>>19887683
>>19887711
Eh, fair enough. They'll be hunting rifles of the simplest design possible. Anyway, here's the archived thread. I'm off to happy slumber land.
http://suptg.thisisnotatrueending.com/archive/19878957/
>>
>>19887669
>The boys in the shop get to work making simple weapons that are easy to maintain and use for the tribals. What they settle on are simple bolt-action rifles that fire .300 Blackout shots. They're accurate enough, kick like a bitch, and put a sizable hole in anything they shoot. It should be sufficient to fight off a Redbull or two if they attack, or at least slow them down while they call for help. A couple of squads head out to the hospital with the guns, a few crates of ammunition, and more food. They trade them to the tribals, explaining how to use and maintain them and saying that they can trade the brass shells back to the Star Guard for a discount on future ammunition. The tribals give two dozen dogs in return and, while not at all warm to the Guard, are at least not especially cold either.
How's that for a fix?
>>
>>19887754
Much better OP.


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