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File: 1342465318445.png-(29 KB, 819x460, 2.png)
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The Guard sends a few squads to the tribals with sand bags, sheet metal, and concrete mix. They're greeted almost warmly by the tribals, and they all get to work fortifying the area. Most of the lobby's glass walls are replaced with concrete. Sand bags are piled strategically for cover. Sheet metal is used to reinforce all manner of things. By the end of the month, the hospital is well-fortified, and the tribals thank the guardsmen warmly for their help, having gotten to know them much better over the month working together. It would be fair to say that the ice between the Guard and the hospital tribals is broken and proper interactions between the two can begin.

Meanwhile, at the naval base, a Redbull wanders by every few days and gets darted. By the end of the month, they've cured ten more and added half of them to the work pool, the other half choosing to go live and work on the southern farm.

Population: 199
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Plentiful
Test Subjects: Surplus
>>
>>19908799
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure, Refined Biodiesel Still, Scout Helicopter
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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 improve base
Make our fuel stills larger and more efficient
>>
>>19908799
Oh, and as point of reference, here are the first five threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard
>>
I think that we should contact the Vault-people.

We need to bolster our numbers with other people than gentle slow-minded giants. Compared to everyone else we have available, the vaultdwellers are most suitable.

There should be dissenters in the vault that they will be happy to get rid off, if not we might have the whole vault join us.
>>
Also, send the helicopters to scout the river for a good location to construct a hydro plant!

OP, What is it that powers the naval base?
>>
>>19908943
well there is always to tribe.

but lets check out the vault anyway. always a good idea to know your neighbor
>>
>>19908943
Have we even ascertained that the vault has people inside, they aren't hostile or interested in the outside world yet?

Cause last I saw we knew there was a vault and that was about it
>>
f
finish exploring the city would like to know if there is any goodies also hunt redbulls while their at it
>>
>>19908799

Open trade with the megacorp remnants, play cards close to chest and don't offer to trade ultralight helicopter unless they bring it up and offer some really good stuff in return. Us maintaining air superiority is important
>>
>>19908964

I said that we should contact them, I know that it is not certain that they will be friendly, but chances are that they will recognize us as a remnant of the US goverment, if we are lucky they will also have acess to good civilian tech and skills.
>>
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It's decided that the helicopters, motorcycles, and humvees are all enormous tactical advantages. As such, a larger fuel supply is needed so that the Star Guard no longer needs to worry about waiting for fuel to build back up. Consistent vehicle use being the goal, they spend the month expanding the various biofuel stills, adding large extra tanks in the outer ring connected to the stills in the inner ring. With a setup like this, it will be quite some time and require a lot more vehicles before the Star Guard is at risk of running out of fuel again.

Ten more bulls are collected in normal patrols and defensive duties by the naval base, of which five go to the farm in the south.

Population: 205
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus
>>
>>19908996
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
>>19909001
ok then F: explore to the vault
>>
>>19908990

I think that we should be careful with trading with them, unless we know for certain that they have something we need. We dont know how much we will further their plans by giving them stuff they need.

Until we know what their goal is I see no reason to help them further it unless it is necessery.
>>
>>19908943
In order to get up the mountain to the vault doors that were spotted, you'll need to send one or more squads on foot through the forest and then climb up a mountain. The forest is too thick and the mountain to steep to drive, and the helicopter can't get close enough to the mountain to land with wind and atmospheric conditions as they are up there. Keep that in mind when making vault votes.
>>
f vault
>>
>>19908799
Either trade with our various friendlyish groups for anything interesting thats going around or else explore towards the vault door and just look around
>>
>>19909001
Cool
F use our now unlimited fuel supply to get all our choppers in the air and scout out the city.
Send them out with tranq rifles as well so that if they find redbulls they can tranq them from air and have a backup team roll in and cure them

While we do that open communications to the megacorp and the vault if possible and see if they're interested in trading
>>
>>19909015

Meant to say, that we should avoid trading with them unless it is the only way to acquire an important object
>>
F, explore with great caution towards the vault..
>>
>>19909022
ok then changing my vote from vault to fully scouting the city. we go their to get materials and i dont want us to get surprised
>>
H: We've got mountains nearby, and we also happen to be low in the raw materials field, so here's an idea: let's set up a mine. We've got plenty of redbulls which we can use to keep these facilities manned, and hell, we might even be able to attract wastelanders to work there given that we keep conditions relatively well. We wouldn't reliant on scavenging anymore if we could get a proper mine going.
>>
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A pair of squads are taken via humvee to where the river meets the forest, where they disembark and begin following the river, hoping to reach the mountain and planning to find the vault. They penetrate relatively deeply into the forest, finding it at worst unsettlingly calm, with bee hives the size of Redbulls built in the trees. As they start getting into the hilly part of the forest, though, where forest meets mountain, they're greeted with an amazing, terrifying sight. A herd of dozens - maybe hundreds - of titanic sheep, the size of elephants, walk the hills, grazing. When the herd spots them, the males respond aggressively to say the least.

The squads are forced to retreat back to the edge of the forest. The sheep are too many, too fast, too strong, and too aggressive for just two squads to deal with them head on. If it weren't for the improved recovery times, some guardsmen would likely have been lost to the beasts. Next time, any squads attempting to get up into the mountains will need to be prepared with better stealth equipment or more than typical numbers and firepower if they expect to get through the forest.

Ten bulls are darted at the naval base, and all of them choose to move to the southern farm.

Population: 206
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus
>>
>>19909093

I think that it would be better to scavange at an industrial scale, there should be plenty of scrap metal in the city, steel, aluminium, etc..

Setting up a mine to satisfy our need for raw material should be ineffective compared to scavenging the city.

I think that we should look into getting a new power source, hydro-power or maybe something from the megacorp if that is not possible.
>>
>>19909123
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
>>19909093
Not all mountains contain mineral deposits and we don't have a secure supply route between the two places yet.

If we can research locations of mineral deposits we may be able to find a closer one or even a way to scan for them which would make things very easy

Otherwise your idea is a very good one
>>
>>19909130
Going for >>19909033
Again

Can we try broadcasting a message to the vault dwellers in the hopes they respond?
>>
>>19909197
You could, but without a proper radio tower, you would basically be relying on dumb luck as to whether or not their comms even operate on a similar band as the handheld computers that have been seen with the Navy, National Guard, and megacorp. Of course, if they do have handheld computers like the Star Guard, then the only worry would be that the fact that it's underground could likely block the signal.
>>
[spoiler]Improve lingerie[/spoiler]
What's up OP?
>>
I am for scouting the rest of the city by helicopter now. Maybe there are easier pockets of survivors to pick before we figure out how to pass the sheep of doom

F
>>
F. WIth this much fuel, there's no reason not to scout out more of the unknown territory of the city/mountains. Let's get our choppers in the air, and once we know more about what's around, we can start scavenging materials and making long term plans.
>>
>>19909225
Hey, I mean, if you guys want to spend a turn doing it, you could make a bunch of custom Star Guard uniforms and Star Guard themed civilian clothing and stuff. That includes underwear, among everything else.
>>
Discuss trading with the Megacorp. We shouldn't be confrontational, but ask about the Collapse and how they managed to prepare for it before it happened. Mention that ultimiately we're a military/L.E organization that wishes to stabilize the region and hopefully raise the standard of living of/uplift the common man.

I don't know how many of these we can do ourselves (or if we have some of these) but..
The schematics/blueprints/devices we NEED: Biofuel/Jet Fuel Refinery so we can consistently use our vehicles/helos, some way to make ink + computer printers so we can spread knowledge, the stuff that would let us upgrade our laboratories
The schematics/blueprints/devices we could USE: Prosthetics since we can't recover lost limbs.

Do we have printers, OP?
>>
B - Radio Tower
As big and powerful as we can make it
>>
>>19909242
No that was just a joke.
>>
>>19909257
Uh we don't need the fuel since we just cleared that problem up with out first action of the thread >>19908996

Printers and the like we could probably just research and go from a printing press > moveable type > basic printers easily enough

Prosthetics aren't exactly rocket science either unless you want to try making fancy mechanical ones.

So talking to the megacorp about trading is all good but trading with them should be for things we can't get otherwise.
>>
>>19909257
>Biofuel/Jet Fuel Refinery
See:
>>19908996
And no, the only computing devices you have are your (admittedly powerful) handheld computers. You don't have any dedicated terminals, music systems, printers, or other awesome nerd shit like that.

Also, one of the more expensive items listed in the megacorporate roster is a souped up 3d printer.
>>
scavenge for materials since we have none
>>
>>19909257
I can't think of anything else. Having printers with computer ink would let us make BOOKS, which means people can get educated.

Can the military chopper get to the Vault?


Infrastructure Upgrades:
1. Build radio tower: This can save alot of time.
2. Expand river towards us.
2A. Make water-powered turbine generator.
2B. Get the power grid set up to support the tribals and rural community.

Misc. Actions:
1. Scouting: Even though we're probably one of the best organized armed forces, we explored very little of the map.
2. Trading
3. Go Redbull curing.
4. Experiment on new mutations with the rats.

Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic.
2. Make a new batch of armor that has rifle/knife plate inserts for our vests, helmets and joint protection. Obviously the hulk ones would be upsized, and likely end up being more effective in protection.
3. Create armor for the dogs.
4. Create higher-caliber rifles w/ammo carriers for the Hulks.
5. Create HMGs and mount them on our scout copters.
6. Build more howitzers.
7. Get the warships functional.
>>
>>19909130
scout the rest of the city with the chopper. if anything interesting is found then send a squad or 2 to look at it
>>
>>19909301
1 and 3 can be combined for the misc actions since as we scout we will find redbulls that we can radio the locations of to our ground teams to tranq and cure
>>
>>19909301

Immediate, Short Term Goals:
1. Discuss trading with the Megacorp. We shouldn't be confrontational, but ask about the Collapse and how they managed to prepare for it before it happened. Mention that ultimiately we're a military/L.E organization that wishes to stabilize the region and hopefully raise the standard of living of/uplift the common man.
2. Begin a massive campaign to get those Redbulls cured when we do the brain thing. Convert any Redbulls who join use to Purples.
3. Fortify the naval base.
3A. Get the warships functional so we can try landing on the island. Ask OP if we can use a military helo to get to the Vault.
4. Explore.

Possible Confederation/Alliance Setup:
1. So long as nobody commits morally reprehensible acts or goes around conquering, don't get involved in the internal matters of settlements.
2. Raise the standard of living. Get an integrated economy going on between all of us and improve local infrastructure. Try to grow between eachother. Set up trade agreements.
3. Eventually improve the environment in the sense of, "unmake this post-apocalyptic irradiated wasteland full of danger".

We really need computers+printers and other stuff from the megacorps so we can do some things like fix the redbull brain damage issue.

While we're at it, lets give the Redbulls on our base Blue.
>>
>>19909301
You would need to specifically modify a helicopter to be able to deal with the heavy winds and lower atmosphere of the mountains to get to the vault, not to mention finding a safe place to land. It would take a full turn of work to modify a Dolphin to that end.
>>
>>19909320
>While we're at it, lets give the Redbulls on our base Blue.
I'm assuming you do unless specifically stated otherwise. That's why I'm calling the cured ones bulls instead of Redbulls.
>>
Looks like majority is F: Explore city with helicopters. Updating map.
>>
The Vault will be sitting there being isolationist fucks. Meanwhile, there are hundreds of Redbulls we could potentially could convert or atleast make them move to the rural community.

Trading with the MegaCorps to get the stuff so we could fix that brain damage would be a good idea.

Then we can begin scouting other areas with the helos.We've actually explored nothing up north and very little of the city.
>>
>>19909320
I feel the need to bring up that fixing the redbull brain damage isn't likely. We have regen and the like but brain damage is pretty solidly there. If we had the tech to repair brains we could be doing a lot more than we are currently and if the megacorp has the tech to repair brains then they probably won't be too eager to share that sort of thing around

I honestly think starting a rehabilitation program for bulls so that we can get them back integrated with our people and into a normal life quicker once they are cured would be a better goal
>>
>>19909343
Can you change the tone of our blue so it's easier to distinguish from the ocean?

One thing I'd like to see eventually is a caravan/trade route. We can repair/kit-out our unused trucks for this, and give a 30-50 man escort. Then we can continuously trade while letting settlements trade with non-Stars through us for a small, small fee. Over time we can increase the number of caravans, so instead of a caravan going from the rural settlement to the megacorps guys, we can have, say, Navy-Vault, Navy-MegaCorp, Base-Tribal and Base-Rural route. Having something continuous like this could save us an Action, giving us a passive bonus of shit each turn.

I think in the long-term, the warships could be useful, since chances are, they have some pretty damn good weaponry. It'd be a very good force multiplier.

What religious denomination are the tribals anyway? Is there a name the rural settlement calls themselves? We should really ask what the hell the MegaCorps guys call(ed) themselves.
>>
>>I feel the need to bring up that fixing the redbull brain damage isn't likely. We have regen and the like but brain damage is pretty solidly there. If we had the tech to repair brains we could be doing a lot more than we are currently and if the megacorp has the tech to repair brains then they probably won't be too eager to share that sort of thing around

NOPE. it's been stated by OP in the old threads that they could give us the tech to upgrade the laboratories so we can do it on our own.
>>
How about that radio tower, guys? It'd only take a turn to set up. We can expend fuel to get a ton of materials and then build.
>>
>>19909385
That's why I said the corps probably wouldn't be too eager to share it around

I know it was said to be possible but we have no clue what the corps want, if they are even interested in trading what we have for tech of that level and what their motivations are. Also just because it is possible doesn't make it easy

At the end of the last thread OP did actually say we had no clue if they wanted to trade for what we had nor any clue what their motives are and if they even will be trustable.
>>
>>19909385
being the moron that pursued that in a vain hope that people would back my play I have to say....lets not. Its really not worth the effort at the moment compared to some things we can do.

FIRST: lets build a radio tower. OP I want use to build a nice big radio tower with really large blue star lights on it that can be seen from the distance.

>OP, can the rage treatment be made to be contagious via fluid contact, like sex or blood , urine and spittle coming into contact with the mucous membranes (eyes, nostrils, mouth), more importantly can it be done safely?
>>
>>19909404
I think it is a good idea but scouting is better for this turn
Next two scavenging and building it are a good plan though
>>
>>19909320
>>19909301
Oh yeeeah, this was posted after OP went to sleep.

I think these are good ideas. Going trade megacorp->cure up redbulls->radio tower->explore map->get warships functioning to make a beach head on the island or just for the sake of having good warships->make a modified dolphin so we can get to the damn Vault.

Seems like a good order to do things. Building a radio tower could potentially save up time trying to contact other settlements.

We should also move the river to our base so we can make a water generator we're capable of protecting.
>>
Also, guys the megacorps are mysterious as fuck and before we do ANYUTHING we need to figure out if they're good or evil. They can be a massively powerful force for good or an incredible font of evil but we have to figure out which one they are.

Remember w ehave no government controls, no standard laws of morality besides ones taught from the end of a gun. These guys could be willing to kill everyone outside thier building just so they can profit from it, on the other hand they may very well be willing to help us pacify the region and make it prosperous, we don;t know we have to figure it out before we do anything with them.
>>
>>19909429
i dont know. the only problem with a radio tower is we will just be broadcasting. we dont get to decide who picks it up. so someone who we dont want to find us now might know about us. probably nothing but i worry
>>
Okay, the map's been updated, and I'm about to start writing up the post. Just wanted to tell you guys, so you don't think I melted or something.
>>
>>19909418
What? Read the MegaCorps post in last thread. They outright showed us a bunch of schematics/blueprints and finished devices SPECIFICALLY so we can trade with them.

They want to trade. Lets do that. There is nothing to lose by contacting them and trying to trade while the benefits can be huge.
>>
>>19909464
Well our defenses are pretty solid and we only broadcast when and what we want so I think it is worth the risk

We do need an idea of what is around us first which is why I am pushing to scout then build it
>>
>>19909454
no trading not yet dude. lets figure out who these guys are. we have prewar maps. was that there before, or after the event. if it was who owned it? if we can figure out who owned it we're halfway to fuiguring out who tjhese guys are and what their agenda is.


we need to be very careful about this. Also gettuing to the vault before figuring out what's in there is...not a good idea it could have genocidal robots or women desperate for breeding men, we don't know. Lets try radiping them before we do anything.
>>
>>19909460
And we can't do any of that without even talking to them.
>>
>>19909493
OP basically said we have no clue who the hell they are, and we won't find it through the maps.
>>
>>19909481
And then afterwards OP told us in thread that we don't know what if anything they want to trade us for them and that trusting them might not be a good idea
>>
>>19909495
we can do plenty without talking to them.

and what do those schematics prove aside than they want to do some basic trading. we don;t know what they want in trade and we don't know what they'll actually give us. we can figure out plenty without talking to them. look up the east india empire company on wikipedia. do you want to unleash that oin the wasteland?
>>
Perhaps we should get a bunch of horses from the rural settlers.

Then we can have Purple horse mounts, since we don't really have the numbers to make more than one armored car at a time. We can just put some good armor on them and call it a day.
>>
>>19909530
You can't seriously think they're going to sit on their asses because we won't talk to them.

>>and what do those schematics prove aside than they want to do some basic trading. we don;t know what they want in trade and we don't know what they'll actually give us.

Which is why we should talk to them.
>>
>>19909530
you know, for the guy who was so earnest on killing or getting rid of all redbulls, you sure dont want to do shit about the problem
>>
rolled 4, 2, 5, 5 = 16

>>19909460
Do they have to be either? I'd kinda assume a mega-corp remnant would be mainly concerned about profits and not the moral and ethical ramifications of it's acquisition. I.E. if we make following the Star Laws the path of least resistance (not pissing off a band of well armed mutants) I think it should be possible to have a working relationship with them. Although it does not mean we should trust them in any way, shape or form.
>>
>>19909540
thats wat we got over grown warhounds for at least when we get around to it
>>
>>19909548
Talk yes
Trade no

That is the sticking point right now

OP did make reference to the east india company and said that they could well be that in this setting given the right or wrong things.

We would like to avoid that I think
>>
>>19909566
All OP said is that they could be an ethical megacorp or unethical one. Which we have no idea but people seem content to just shun them as if it'd make them go away

We can't figure out what they'd want from us, if anything, without speaking with them.
>>
>>19909570
Dogs don't make good mounts brah. The dogs are 'the size of small horses', and dogs just aren't made to be mounted.

Horses are.
>>
>>19909566
We can get a working relationship with them but it won't be reached if we tip the balance in their favour early on

If we want to keep them from being our worst nightmare we need to seriously consider what we are doing in regards to them before making any big decisions on trading and tech we hand over
>>
>>19909560
I want to do plenty. stop siezing on details from what I'm saying and start parsing.

Just what are doing about the red bulls now? We're darting them and giving them a chance to join us or become farmers. See my post up there "OP can we do...?" I want to know if OP will let us develop a contagious treatment for the rage.

I want the rage gone. THE RAGE. I want the problem gone, if that means genocide then genocide. if that means curing thjem via a contagious treatment then we do that I want full measures noyt a handfull of guys with dart guns.

eesh. and fuck the brain damage, not worth the effort.

also

>OP help us figure this out, on top of my contagion question, can we learn anything about the megacorp by researching old records?

instead of arguing why don;t we ask for vconcrete facts and make decsions using those?
>>
GUYS

Just because we try trading to them doesn't mean we automatically hand them Salient Blue and Red. Jesus Christ. We're not going to find anything from an old map since OP said it was just a huge trail of proxy companies that made the building.
>>
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Helicopters are dispatched to scout out unexplored sections of Star City. The focus is mostly towards parts of the interior that have been left unexplored, the southern part of the city, and the bay area. The results are interesting.

What looks to be a raider settlement is spotted on the border of the plains, an outcropping of wooden houses and hitched horses with no sign of farming, grisly warnings like staked heads out by the entrance to the little town.

A survivor settlement with docks and boats like the ones at the lighthouses is observed at the southern tip of the city, where city, plains, and coast all meet. They have farm plots extending out into the plains.

A number of redbull encampments, if you can even call them that, are spotted throughout the city, areas where redbulls vaguely congregate, grisly signs that horrible things had happened in those places evident even from above.

Most interesting, though, is the island in the harbor. The bridge normally connecting the island to the mainland is destroyed. On the mainland side is a large Redbull encampment. On the island side of the bridge is the airport. On the far side of the island is a settlement at the docks, again with the telltale signs of raiders, but these have speed boats with light machine guns mounted on them, and they take pot shots with rifles at the helicopters as they pass above.
>>
>>19909590
That's not the issue here
read the posts maybe, we are cautioning against just throwing things at them in trade because they are morally dubious and given the chance will go full east India on us

If we carefully trade and regulate what we allow access to then there is no problem

Talking which has not been disparaged so far is the best way to figure out how we are going to deal with them
>>
>>19909637
On the flight back to base, as they fly back over the airport, they spot three flares fired in quick succession from the top of the air control tower. Men in air force jumpsuits wave up at them, flare guns in hand. As far as anyone knows, the air port was a purely civilian one pre-collapse, though.

The helicopters are running low on fuel by that point, though, so they're forced to continue back to base and report their findings there.

Ten more Redbulls are tagged at the naval base, as normal, and all of them choose to go to the peaceful life in the southern farming settlement.

Population: 207
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus
>>
>>19909646
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
Anything we trade to them will allow them to further their own interests, what those interests are, we have no idea. We should deal with them with extreme paranoia, they are the most capable group we have yet encountered.
>>
>>19909566
>>19909578
>>19909590
>>19909605
Why don't we wait for OP to tell us if we can find anything via research? we'll test thier trustworthyness by seeing how many facts the ignore, stick to, or lie about when talking about them. the more we know before hand the easier it becomes to gauge good/evil/nutral here.
>>
>>19909637
Oh, and so nobody's confused, pink is survivors, green is raiders, red is Redbulls, and yellow is the airport.
>>
Lets explore further north so we can see the rest of the city. Chances are redbulls are concentrated around those spots.
>>
Airport run should be interesting.
>>
>>19909654
Head back towards that air base with a strike force

If there's air force personnel there then we might have a good source of information, skilled recruits and tech
>>
>>19909659
The people saying they couldn't find anything about the megacorp one way or the other are right. Here, let me quote my post from the old thread for those who missed it:
>That building, at the time of a collapse, was a metal skeleton of a building, its lot surrounded by chain link fences covered with that blue privacy fabric/netting. It was under construction back then by a company owned by another company owned by an umbrella company and so on.

The megacorporation is wholly and completely ambiguous currently. They have done nothing, in specific, that is shady, nor altruistic, besides being secretive and rich.
>>
>>19909696
we need to explore and make contact with everyone humanly possible. F: send a heavily armed group to the airport via the dolphins (if that's possible) so that we can ascertain their threat level/suitablity to be a part of the postapocolyptic socitry we're trying to build.
>>
>>19909708
well shit.

Can we engineer up some pheremone mutations or build some sort of lie detector OP? Can we make ourselves like...chemically charismatic?
>>
>>19909728
Probably. You haven't tried yet, though, which is the only way of knowing for sure.
>>
>>19909728
This and enhanced fertility would be very good.

Enhanced fertility means we recover test subjects faster, can breed more animals faster and more crop yields. Humans would get the benefit of being virile and having a higher chance of giving birth to multiple children at a time.
>>
OP, how hard woult it be to make a makeshift bridge to allow normal-sized infantery to make it to the island?
>>
>>19909745
Increased fertility could also lead to much larger strain on our food supply and the possibility of birth defects etc being higher.

Humans are only really meant to have one child at a time
>>
>>19909756
Harder than landing helicopters on the open, flat runways that the airport has.
>>
I think we should contact the airport, and take care of the raiders on the same island.

After that, we can start darting the SHIT out of those redbull encampments. Then explore the rest of the city.
>>
>>19909760
All of our supplies are assumed to grow at the same rate as our food, and the fertility wouldn't just effect humans. It'd effect plants and the animals.
>>
So we are all agreed on taking the island and contacting the air force (?) crew on there and possibly using the island as another base?
>>
>>19909666
Wait, so what the hell is the PURPLE on the map? Out in the east.
>>
>>19909799
The mysterious vault doors up in the mountain.
>>
>>19909783
True but the growth time, land usage and soil depletion is still a worry.

It is a good idea but we should be sure it won't bite us on the ass if we do go for it
>>
I think we should see if we can get into contact with the guys at the airport. It's not practical to rescue them or to garrison the airport just yet, but perhaps we could drop them a portable computer via parachute so as to get in touch with them. Having control of the airport, naval base, and our main base will effectively grant us undisputed control of the city proper.
>>
>>19909817
Rescuing them isn't that impractical and we could station a few guards there with them mainly as a lookout post since the area seems like it would have a very good view of the surroundings due to it being at an air port
>>
>>19909835
Good point. I'd do it if we can, but the presence of the raiders on the island's end might prove problematic. If we can wipe them out or pacify them, then we probably won't have any problem garrisoning the airport.
>>
>>19909835
All we'd really need to do is take out the raider settlement (and take their boats) to make the airport effectively safe.
>>
>>19909817

This is a good idea!

Maybe we should modify one chopper and do the same for the vault?
>>
>>19909853
>>19909844
Very true
And we could put maybe 20-30 people which is 10-15% of our population there to hold it fairly easily if we fortified the main approaches
>>
OP, can you tell us what kind of weapons the warships have? CIWS? Missiles? Torpedoes? Cannons?

The warships would be VERY useful to use against the MegaCorps or any settlement if need be.
>>
>>19909844

We could take out the raiders by surprise by sending a land force over the bridge and take them out during the night using our (I presume) superior night fighting advantage,
>>
Build the radio tower. Contact the farmers and the city scavengers for an up date.

(What are the farmers doing with all those bulls? I since treachery might be coming soon.)

After that upgrade the nuclear plant and make the fences electrified.
>>
>>19909885
You don't even have the population necessary to get the warships operational, let alone man them. That said, they have bigass cannons with no shells. Also, I'm typing up the next post currently.
>>
>>19909891
Sorry. Forgot to add that the airport people probably have a radio. If we build the tower then we could COORDINATE better.
>>
>>19909895
Roughly how many people would we need?

Either way. Those cannons? If we make ammo for them, we have a bunch of cannons with a longer range than our howitzers.

It'd be better to get those functioning and maybe rip them off the ship than spend a month a turn making howitzers.
>>
>>19909910
We can just give them a radio or handheld computer like we do with every other settlement we've encountered.
>>
>>19909886
We could if the bridge wasn't out mate, recheck the picture

I think the best we could do is find some smaller boats and ferry our troops to drop off near the air force crew or just fly in on the choppers drop some men then pull out and have them wait until dark
>>
why dart the red bulls when we can make the treatment contagious? it would make our efforts that much more effective. Its either that or didcate a force of redbulls to darting their brethren for us. there re thousands of them and maybe a hundred of us.

We can do this. We have the technology.
>>
The three large coast guard helicopters are dispatched out to the airport almost as soon as they're refueled and given their maintenance. When they get in close, the men there fire off flares again. The helicopters land outside the air traffic control tower where the the men are garrisoned, and the squads in the helicopters disembark. What emerges from the helicopter are men and women with learn bodies and sharp, precise motions. They all have veins the color of gold, yellow soft tissue, and so on. They smile at the sight of the guardsmen.

"You have some damn good timing," says one of them, the patches on his jumpsuit declaring him as the ranking member. "We fixed the Red problem by blowing the bridge years ago, but there are just too many of the raiders. We didn't know how many more months we would have been able to hold out."

They explain that they had been part of a convoy of supply planes when the collapse happened, that they had been forced to put down here at the civilian airport. The supply planes had been laden with something called Salient Yellow, bound for a base in Indiana. It gave them the edge necessary, back in those early days, to survive against the Redbull attacks and the civilians who quickly degenerated into gangs of raiders, but only barely.

They say that they blew the bridge years ago, not wanting to fight a battle on two fronts. Ever since then, they've just been trying to hold out against the raiders. As of late, though, the raiders have been pushing harder and harder, with weapons and armored vehicles. There's no fuel left at the airport, or else the Golds would have already gotten it running and left.

They ask to be evacuated to somewhere safer, or else to be given a huge amount of defenders and weapons to slow or stop the raider advance.
>>
>>19909947
it will just take a while. we might be able to make it contagious, but right now it needs direct injection. so the only thing we could hope for withen the month is a fluid transfer contagious. and that is hard to do quickly
>>
>>19909957
The effects of Salient Yellow are:
Base (Including toughness and infertility)
Improved Focus
Improved Reaction Time
Improved Coordination
Severe Insomnia
Dramatically Increased Appetite

Ten more Redbulls are darted this month, and this group all elects to work at the bases.

Population: 218
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
>>19909947
I posted this in the last thread. You must not have noticed:
>I will remind you of this once. The cure currently has to be brought directly into the bloodstream to take effect. It will require extensive, and I do mean extensive, work to change that. It does not work as an aerosol.
>>
>>19909935
Yes. But if we have the radio tower we can pick up signals in areas that we haven't explored yet, and thus we know in what direction to explore.
>>
bring them fuel to get the planes operable find or make place for them to land
>>
>>19909946

We should be able to cross it, unless the gap in the bridge is too great. We have grappling hooks, helicopters and mutant strength!
>>
>>19909961
ok evac them and leave a few squads to hold down the fort in between trips. then get them back to base and research the hell out of the yellow
>>
>>19909961
1. Take them and the Salient Yellow back to base.
2. Reinforce the airport with guardsmen and leave them here.
3. Leave, don't take them or leave guardsmen.
>>
>>19909979
The middle three of the five supports of the large suspension bridge were blown in taking it down.
>>
>>19909961
Ok we are fucking claiming that island

We need to dick with salient yellow to remove the bad and boost ourselves even more.

After we test to make sure it had no adverse affects from being mixed of course
>>
>>19909985
1, and 2. take them and leave some guards for in between trips if it will take more than 1 trip. but make sure we ask them what the yellow does. we do not want them in the fort if there sweat is neurotoxin or something
>>
>>19909947
Remember last thread? A bunch of semi-retarded people out in the city, completely fucking confused and not knowing what's up. It was agreed upon that it was a bad idea without repairing their brains.

By darting them, we can make contact and move them with us or to the rural community.

>>19909957
Lets start a huge operation. Ferry a shit ton of soldiers via choppers. Arm the Golds and make a concentrated attack with our soldiers.

After that we can give them the choice of joining us, staying where they are + joining us or settling at the rural settlement.
>>
>>19909979
True but I think it would be more trouble than it is worth for now

And if we wipe out the raiders which seems to be a damn good idea given our latest discovery we get boats, materials and a defendable air base that we could move some air assets to
>>
>>19910003
Why not?
This would be usefull
>>
>>19909961
Take them to naval base. The Insomnia might make them crazy at some point, and we dont want that at main base. Ask for blood samples and get to work neutralizing the negative effects, and see if the positives can prevent the Reds brain damage.

Go salvaging in the newly discovered parts of the city. Need building materials.
>>
Oh, and by the way. There are fifteen of these Air Force Golds.
>>
>>19910007
Seconded
We are taking this island and researching the shit out of yellow
>>
Pick up the guys at the airport and talk to the megacorp, also should we ever need to put together a feast we can go kill on of those sheep.
>>
We can spend a few weeks landing a bunch of troops with our choppers. Give the Yellows some guns and attack with them.

OR, land boots + bring spare guns/ammo and fortify the port. We can arty the shit out of the raider settlement before they attack.

I really think we should keep the airport. So lets wipe out the raiders and assimilate them.

Before we take Salient Yellow, we need to test it on mice to see if there are any negative drawbacks.
>>
>>19909967
In noticed OP but if you'd pay attention I asked you if it was POSSIBLE. I'm not asking about aerosol here I'm asking about fluid contact and you didn't answer that. Jeez.

Look it will take us what... maybe three turns to make that cure? We spent a whoile turn hunting reds and got maybe a hundred of them. So lets say we spend three turns hunting reds, we get three hundred reds to do...whatever.

Or we could research it. We can make the changes or we can go about chopping down a tree with a sharp knife. We have the lab, lets use it for something.

A: make charisma modifications to help us during negotians with the mega corp.
B: to make a contagious treatment to fix the rage. so what if it will take awhile, we cannot dart every red in the city, they number in the thousands.
> Lists always look snazzier with three items >C what do you guys wanna do with the labs. C'mon make me feel like an idiot with a well constructed I dea, I wanna hear your ambitions.
>>
Maybe there is a suitable space in the city closer to the airbase, if we could clear it so that the helicopters could land, we could evacuate the golds faster or reinforce them with guardsmen faster, since the helicopters wont need to do the whole trip back to the base.
>>
>>19910026
Ok. Lets not have them attack.

I say we evac them and have them join our base, or keep them on the airforce base.

THEN we attack. We don't want to lose trained Airmen/Air force engineers with Salient Yellow.
>>
>>19910025
They have had years with that to handle the insomnia
I don't think they are going to go crazy at this point.

We do need to research them and see what we can do though, the increased appetite could be a big issue
>>
>>19910046
Sure, it might be possible. It might be impossible. You (and your scientists) honestly don't know yet.
>>
I think the consensus is protecting the Yellows.

Either fortify and use artillery and attacking them head on are the two options people are split on.

Personally, I'd like to get those functional speed boats.
>>
>>19910046
A is good but having B leaving us with bulls walking around no longer raging at things could be a hazard since they will try to talk to people or get help and be attacked and then they will just start distrusting everything

Once we get the yellow work the negatives out of it and see if we can increase the bulls mental faculties by using the focus enhancing aspect of yellow to give them better concentration
>>
>>19910059
....you like it when your players argue don't you?

okay we have yellows now and a source for focuse and reaction times and cool stuff. lets just put some troops in that airport, fortify it, move in, or build a howitzer there and use the computers as targeting aids. Once we ascertain whether we need the raider base or not we can just A: bomb the fuck out of it or B: take it ourselves. We have attack helicopters we can just mount machine guns on them and strafe the base.
>>
Okay, consensus seems to be something like H: Attack the island raiders combined with 2? H2, guys? I'm just making sure I have the general consensus, not asking for votes.
>>
>>19910094
Getting the boats would be a nice bonus, so we should avoid destroying those. The rest of the base is only useful to be salvaged when we can just use the airport as a base.
>>
>>19910095
Aye Aye
>>
>>19910095
Seems like it
But we should also get some Slaient gold (?) back to base, for studies and stuff
>>
>>19910095
Yes, but we shouldn't attack with the Yellows. They're either engineers or pilots, so losing them would be a big setback.
>>
>>19910116
We could also evacute them back to base till the island is secure
>>
>>19910113
They WANT to be evacuated, though. Since they're Airforce, they obviously want to join us. So lets evac them so we don't risk losing them.
>>
>>19910095
That seems to be it

>>19910103
Yes capture the boats, they can be converted to biodiesel and have the guns replace with better ones to give us a very nice force for operating along the river
>>
>>19910078
I had this notion awhiile baack, thus the genocide option. We A: can't fix the brain damage without stemcell tech, and that CAN'T become contagious unless we build it into a blend of salient....which is pprohibiatively expensive. B: this is the important part, treated bulls are docile, they're walking cows. They aren't capable of distrust. Things that would frustrate them just make them bored. Without someone screaming in their ear, once treated they're incapable of malice without a serious reason. Short of genociding them we have no viable widespread option except a contagious no-rage treatment. (I hate calling it a cure, its not a cure, cures fix things. This is a treatment it just changes things for the better.)
>>
>>19910127
We HAVE TO capture the boats! Look at where that river goes. Fuck sheep, they dont like water, and the river goes near the Vault.
>>
OP, quick question: is there any equipment at the airport that we wouldn't want falling into raider hands and wouldn't be able to airlift out? Actually, can we just get as rundown of the airport status and salvage?
>>
>>19910137
It's only a matter of time till some raider/tribal buttfucks use "tame" redbulls as shock troopers, if you ask me.
We shouldn't hand those darts out like candy.
>>
So far it seems like
Army National Guard = Blue
Navy = Red
Airforce = Yellow

Lets evac the airforce guys and attack the base, but don't destroy the boats.

We can keep the boats at our navy base OR make the river go up to our base so we can patrol along the river while saving fuel.
>>
>>19910164
National Guard is blue
Army might be different
And then there's also stuff like police and other goverment agencies that could have their own Salients
>>
>>19910145
Sure, if you want to try to boat up a waterfall.

>>19910137
It's a Rage Cure. That's what it was pitched as in the original radio broadcast.

>>19910149
A mostly intact RADAR system, a mostly intact radio tower, a whole bunch of mostly intact prop planes, some mostly destroyed jet planes, and a still-standing set of big buildings in the form of the airport terminal and air traffic control tower. However, it really has no line of defense, no fortifications, most of the chain link fences are rusted or toppled. It has cool stuff but looks hard as hell to defend.
>>
>>19910181
Defense can be taken care of with garrisoned troops and sea patrols.
There isn't really any other ways in that our enemies can use currently
>>
>>19910181
Waterfall base, and air force base. I like it!

>Thor.jpg
>>
>>19910181
A mostly intact RADAR system, a mostly intact radio tower, a whole bunch of mostly intact prop planes, some mostly destroyed jet planes, and a still-standing set of big buildings in the form of the airport terminal and air traffic control tower. However, it really has no line of defense, no fortifications, most of the chain link fences are rusted or toppled. It has cool stuff but looks hard as hell to defend.

HOLY SHIT.

We NEED this base. We can fortify the FUCK out of it, make it a death trap to take.

Btw OP, can you start splitting our population so we know how many is on each base?
>>
SHIT! I just thought of something. Give the sheep the red darts! They become super docile and might gain some extra size. MEGA SHEEP DINNER!
>>
>>19910200
Pillboxes/machine gun bunkers, barbed wire and tank traps along the shore.

Flak gun batteries to take care of aircraft.
>>
>>19910181
And if we wanted to transport bulls over to aid in setting up defenses, how many can each chopper hold?
>>
>>19910207
It's about half and half at the moment, with a small majority in the main base, and fluctuates month to month as needed.
>>
>>19910212
>Elephant sized Sheep
>ENLARGE THEM FURTHER

That's something I consider worthy of being our mounts
>>
>>19910219
Each turn is a month, so landing a bunch of troops prior to attacking isn't an issue. Reinforcements is another deal.
>>
>>19910216
I'm fairly sure we're the only force in the area with functioning aircraft, but I suppose we could set up some crew-served emplacements to pull double duty just in case.
>>
>>19910227
Hell as it is killing one is a feast.
If we make them bigger killing one will be a three day feast
>>
>>19910229
Well, with BOATS we could reinforce more easily.

We really should make the river go to our main base though. Then we can do river patrols from the main base over the naval base and build a water-powered generator.
>>
you suck at explaining yourself OP. I'd like to find a more polite way to put it but its kind of a failing you have that you should fix.
>>19910161

agreed but we really should look into a contagious cure or safe(for us) plague at least look into it and be sure. If we spent one turn making the scientists look it up I could stop wondering and be slightly less pissed at OPs ambivilence. I like his game, but ambivilance has always rustled my jimmies. guess its better than railroding.

anyway lets spend some turns fortifyintg that airforce. We'll drop all our heavy troops down there and camoflauge some snipers and stuff.
>>
Making the river go all the way to our main base seems to be a lot of work

We have the bulls to help but still
>>
>>19910227
Ive got it! Make waterfall base in the future and turn it into a meat processing plant. Red Sheep are in massive pens and are herded to waterfall base. Ship the food down river to main base, navy base, and airport base. Give some to city scavengers, farmers, and mega corp for kudos.

Also sheep mounts.

>futureplans.jpg
>>
>>19910250
You have a bit of a temper problem.

Anyway, over making something contagious (which is BAD), we can take out those encampments. Those encampments would net us atleast a hundred per turn.

The rural settlement thing isnt really a biggy since we tend to get half the redbulls at a time. But making it uncontrolled would fuck that up.
>>
>>19910260
Also the sheep could hep with heavy labor! Sheep are the best!
>>
OP, does Salient Gold affect the colour of any bodily fluids?
>>
>>19910257
It'd take a month like most other things have been. The Hulks are x3/x4 the manpower of a Brawler.
>>
>>19910260
Hell elephant sized rams would be scary as all hell
Regular rams are bad enough
>>
>>19910280
>)
(get this and I will gift you 10 internets=
>>
>>19910281
Again with the GOD DAMNED BODILY FLUIDS! To /d/ with you!
>>
You know what'd be a solution to the forest problem in regards to BEES?

Napalm.
>>
>>19910292
IT IS VITAL FOR THE FUTUR OF HUMANITY, ALRIGHT?
I CAN'T EXPLAIN, YOU HAVE TO TRUST ME
>>
>>19910308
He's going to tell you no again.
>>
>>19910329
HE'LL DOOM US ALL
US ALL
>>
The consensus is that we take the Goldies back to main base and at the same time reinforce it against attack.
>>
>>19910340
Agreed
>>
>>19910340
Or attack the raider base.
>>
The people that have Salient Gold also have gold hair. We call them Goldy Locks!
>>
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45 KB
>>19910269
when someone rustles my jimmies I voice it. If I think the OP is doing a bad job I voice it in the hopes that it will help him be a better GM in the future. were you here last thread, me and a guy I like named kimbo got into an enormous aregument with other posts, OP could have shut it down by calling us all a bunch of 'tards and telling us to calm our tits and posting the facts. stopping arguements is a must have skill for any GM.

if you want me to chill just say so and I'll be more than happy to tone down my attitude. I aplogize for rustled jimmies in advance.
>>
>>19910351
We must wait. We cant lose a helo because of having to ferry all our forces from main or naval base. Consolidate, then attack.
>>
>>19910351
Given how this base is our only toehold on the island, and we have no way to reinforce or extract the garrison quickly, I feel that we should work to secure the airport before attempting to expand outwards and engage the raiders. This way we'll have a fallback point if everything goes south.
>>
By the way, OP, are the tribals still executing every bull they can dope or are our soldiers keeping them in check?
>>
>>19910384

THIS!
>>
>>19910360
I think that OP is doing a better job at this than you, or your children's children children, have done or will do on anything ever.

Now just the fuck up and enjoy the game, like I am doing.

>Smellofrustling.jpg
>>
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Most of the Golds are evacuated to the naval base and the main base. They're all already enamored with the idea of the Star Guard, and start calling themselves Gold Stars. Meanwhile, many well-armed squads, including Hulks and some bull shock troopers, are landed at the air port with intention of holding it and attacking the raiders. Unfortunately, they completely lack the materials necessary to make any actual fortifications, instead intending to hold it with skill and numbers.

The attack is fast and starts before the raiders even know they're there. Raiders are mowed down with scoped and suppressed rifles at range. They quickly retreat to their boats, especially in the face of charging bulls and hulks. It's then that the raiders start opening fire on shore with the machine guns. Snipers are able to disable some of the gunners, but the squads are outmanned, outmatched, and losing guardsmen.

The squads are forced to fall back to the airport. About fifteen guardsmen were lost, most of them brawlers or bulls, and estimates put the raider losses near fifty. The naval base managed to get another ten bulls, and five of them prefer farming to military service.

Population: 229
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus
>>
>>19910381
>>19910384
yeah, lets build up somke defenses first and then wipe out the raiders, when we do lets mount some LMGs on our helos and send them in to attack the raiders with ground troops and snipers in the helos to double the effectiveness.
>>
>>19910421
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.

>Since Trot's jimmies are sufficiently rustled, everyone please reply to this post with a clear and succinct list of questions for me. I will answer them, unless they're things you don't have a way of knowing, in which case I will tell you that you don't have a way of knowing.
>>
>>19910384
Mhm...good point.

Given the issues with reinforcing the airport base, and all the valuable tech, we need to spend a few turns reinforcing it.

Then we don't have to worry about the MegaCorps steamrolling it.

Also guys. The Redbull encampments are 'vague concentrations'. Chances are these are the remnants from the ones we saw at the navy base. We should take those out later to boost our population and (mostly?) solve the Redbull problem. We'd just need to see the rest of the city to make sure there aren't any more redbull encampments.
>>
Send reinforcements to the airport, attack raider settlement.

That, or along the way of sending reinforcements, expend extra fuel to ferry materials.

>>19910428
There are very few or no redbulls outside the marked encampments, right? Not counting any undiscovered ones.
>>
>>19910428

How much more drain can we place on our generator before we need to build more power plants?
>>
>>19910465
>>implying anonymous is one person or only one person told you to calm down.

Send reinforcements and materials we find along the way to fortify the airport. I don't care if we spend an extra charge of fuel doing this.
>>
>>19910465
Im not angry. Im enjoying the game. Like I said.

One helo ferries supplies, the other ferries troops. Have the Guards that are already there make traps and collapsed building barricades.
>>
>Let's send more troops and meterial to the Airforce Base
Let's also start experimenting with the Salient Gold
>>
>>19910477
There are roving groups of wandering Redbulls that have a habit of attacking travelers and nearby settlements. Those marked encampments, though, are where they are in high concentrations.

>>19910484
About one more large-scale electrically-powered thing. A 3d printer, a radio tower, that kind of thing. After that, you'll need to set up some other kind of generator, like a hydroelectric one, a wind turbine, or a generator fueled by biodiesel from the stills.

Any more questions like those, gents?
>>
>>19910495
>>19910496
You guys currently have no Materials. You literally don't have anything to fortify with.
>>
>>19910421
Okay, what we really need to do here isn't destroy the raiders or build a World War 1 trench network. We only need to make it incredibly unattractive for any raider to approach the airport. Rig up booby traps, grenade lines, pre-designated mortar fields and covered sniper pits. These deterrents should but us enough time to ship in materials and actually start fortifying.
>>
>>19910428
answering questions makes for little in the way of arguements, thank you for doing this.

What precisely can we engineer in the way of chirsamatic enhancements? I'm talking physical limits here, pheremones...what are we capable of?

What are we capable in terms of lie detector tech? camera devices? facial recognition software? c'mon we can make helicopters run on foodwaste and we can make epople hulk up with purple die, we can build a lie detector.
>>
>>19910526
Let's scavange some material and fly it to the air base then (if that's possible)
>>
How many raiders are left? 50? 100?
>>
>>19910526
Collect materials to fortify with via fuel and send reinforcements to the base, along with mortars.
>>
>>19910428
C. Try to improve weapons.
More specifically bombs for our helicopters.
As far as I can tell we are the only ones in the vicinity with any form of air presence.
>>
>>19910526
Fuck. The sheets so crowded I didn't even see we had no materials. Anyways, I believe what I stated in >>19910532 remains valid. Unless anyone disagrees?
>>
>>19910557
Why do that when we have a raider problem and the base isn't secured?

Get some materials gathered and send reinforcements. We can spend the next turn fortifying.
>>
looks like we need to turn that air base into a death trap. which means we needs materials lots of it considering how big it is. so now we have to loot the city for the materials needed to construct them. as we cant say no to that level of tech. so I voted looting the city stripping everything block by block n then shipping the materials off to be used as necessary. this will also allow us to clear out the bulls and open up new territory.
>>
>>19910535
>What precisely can we engineer in the way of chirsamatic enhancements? I'm talking physical limits here, pheremones...what are we capable of?
You could reasonably engineer an 'Alpha Pheromone,' something that makes it clear you're an alpha. It would give a small edge when making commands, negotiations, and other leadership/confidence based social situations. It would not be a huge bonus, but would not be insignificant either.

In terms of lie detection? You could probably program a basic lie detection facial recognition application into the handheld computers. A polygraph machine wouldn't be unreasonable either.

>>19910547
About 250
>>
>>19910543
let's also send a mortar there, that would be a great force multiplyer
>>
I elect to use stealth snipers team out to soften up the last of the raiders while the bulk of our force waits for supplies.
>>
>>19910572

How many combatants were they on each side during the skirmish with the raiders?
>>
>>19910572
Yeah fuck it. Lets ferry a ton of materials so we can fortify the hell out of the base, and send reinforcements. If possible, lets ferry our howitzer.

When they'ree expended enough, we can attack.
>>
>>19910578
We, uh, only managed to take out about 1/6 of their personnel and hardly touched their heavy equipment. Snipers aren't a bad idea, but we've got a ways to go before we're down to the "last of the raiders."
>>
>>19910543
It is possible. The helicopters can easily haul enough materials over the course of a month from the naval base to allow for construction projects at the airport. Once you have materials, that is.
>>
clear the city block by block stripping them of materials while removing the redbulls as we slowly clear the city. this clears the city removes the red bull menace and gives us a shit ton of materials block by block n who knows what goodies we find while doing so.
>>
>>19910595
About fifty guardsmen attacking three hundred raiders. The losses were fifteen and fifty.
>>
Okay, I'm going to eat. When I get back, I'll answer any more questions and then write up the next month's post.
>>
>>19910639
this will also provide the needed materials for fortification of the air port n our other bases.
>>
I have an idea. Give all the rats the original version of Salient Red and drop the cage off on the island. Release the rats and lock the guards in the air tower. A month later no more raiders.

evilgenius.jpg
>>
>>19910670
no. We dont need a rat problem.

These raiders are easier to deal with than when we took on Redbulls. We just need to ferry materials, fortify and arty the shit out of them.
>>
>>19910670
Leaving us to deal with a large population of zergling rats instead of 250 or so raiders ... I bet giant angry rats still breed like well rats.
>>
>>19910692
I guess so. But I do like the idea of Red/gold/blue rats, Just think. Hulking, fast healing, psychotic, ninja reflex rats!
>>
>>19910572
okay cool, we'll need that ortable lie detector during the corp interviews.

>what in terms of physical modification is our upper limit for healing, I.E. wolverine level (no from a single cell BS though.) or something more subtle?

>What in terms of physical modification can we manage for largeness, or more to the point where does square cubed law start kicking in, and where do the drawbacks outwegh the benefits. one of the more bizzarre plans hatched was using largeness to make a 20 foot tall giant. Which is silly, but still on the table until you say otherwise.

>what in terms of weaponry is the maximum load we could put on a dolphin, could we make rocket launchers and mount them? are we making grenades with our machine shop? you've already stated that mortar rounds are modified grenades...where are we getting grenades OP?
>>
>>19910716
There are more pressing matters right now;
let's try to transform into trancendent energy beings once we've dealt with these raiders
>>
>>19910702
Although on second though, if we sterilize the rats before we release them this could be a viable tactic (especially in vaults and such, "hehe, fuck you megacorp remnants"), rats are rather short lived. Just make sure the mutations don't extend their lifespan too much.
>>
>>19910716
We've always had grenades.

>>The MH-65C designation is now also applied to HH-65Cs used in 'airborne use of force' missions, such as the Helicopter Interdiction Tactical Squadron (HITRON) mission taken-up by the MH-65C in early 2008. The HITRON aircraft are armed with the Barrett M107CQ 12.7 mm anti-materiel rifle and M240G 7.62 mm machine gun.

That's a Dolphin variant. We can put whatever two weapons so long as they're small arms.
>>
>>19910755
Someone gets my jive.I wouldnt have done it, but the island is enclosed by the sea, and bulky rats probably wont swim well.
>>
>>19910755
We'd need to make the sterility dominant so they can't just breed with any native rats.

Anyway, let's spend fuel to scavenge/ferry reinforcements over, along with the howitzer.

I think that after we properly fortify the raider base and deal with that, we should take the cannons from the warships, put them on our bases and make ammo for them. They'd have longer range than the howitzer and we wouldn't need to focus on our single howitzer.
>>
>>19910767
Nd since they have gold in them they will eat all the raiders food! Let the bastards starve!

And we can use the super dogs too!
>>
>>19910822
Enhanced Sterility or Old Blue for Infertility + Old Yellow + Old Red?

A bunch of rats who can't reproduce and keep themselves fed. Sound like some good biological weapon.
>>
>>19910878
And they never ever sleep! This is nightmare tier shit right here! We should research giving them armor and lasers on their backs!
>>
>>19910762
yes but where are we getting them? knowing our weapons production capabilities is important.

and thanks for the gun goodness. you should take care of the stats when we convert the dolphins.

rats as weapons, I raised this as an issue once, no one picked up on it. basically we just hit them up with saliant black I think. All the unmodified saliants with a specific in fertility modification thrown in.

We'll call them plague rats.
>>
Purple + Gold = Salient Brown or Turquoise.
>>
>>19910897
So if we do seen in Shockrats how many should we send?
A 100 Shockrats?
B 200 Shockrats?
C 500 Shockrats? (Also known as the Fuck the Police strategy)

Vote ok OP?
>>
As good an idea as Plague rats are, shouldn't we focus on scavenging/armoring up the base first?
>>
>>19910941
I agree, let's do this the conventional way;
things like these always come back to bite you in the ass
>>
>>19910941
First we have to scavenge then we have to fortify. 2 months hoping for no raider attacks? I dont think so. The rats are immediate and powerful, and they die rather quickly since the enhanced need for food. We could put them on the island then leave for a month an have 0 casualties 0ammo expended and none of the boats will be destroyed in the process.
>>
>>19910716
People quickly stabilize and heal in the normal way in a matter of hours or days instead of months. Scars are left, severed parts are not regrown, and it isn't fast enough to get shot and just heal seconds/minutes later.

Your upper limit as bipeds is around 12 feet tall and built like a tank.

See:
>>19910762
>>
>>19910916
isn't black more appropiate for what we're doing here? we're making an army of tough, hard to kill verminous monsters hell bent on tormenting anyone we drop them on. honestly this is a very good idea. If we unleash these things in the 50 plus range they could do all sorts of shit, chew through concrete (nake dmolerats can already do that. I think our abomkinations should be able to do that) qand destroy electrical equipment as well as go after food supplies.

remember we want a ful combination of unmodified saliants so that they'll have ALL of the negative effects. especially rage.
>>
So, consensus seems to be balanced somewhere between scavenging up enough materials to start fortifying and temporarily abandoning the airport and dropping a ton of sterilized rats with red, blue, and gold on the island. You all can vote for which one you want. Roll 1d100 with your vote. I'll look at the first five votes, or the first ten minutes, whichever comes first.
>>
>>19911021

SEND IN THE RATS!
>>
rolled 25 = 25

rats
>>
rolled 24 = 24

Scavenging up enough materials to start fortifying
>>
rolled 55 = 55

Scavenging up enough materials to start fortifying
>>
>>19911045

just make sure it is the old blue so the sterility doesnt heal.
>>
rolled 66 = 66

>>19911021
Rig base with booby traps, scavenge later.
>>
rolled 79 = 79

>>19911063
>>19911054
I smell dwarfs...
>>
>>19910986
The rats won't be able to kill a significant enough amount of raiders to wipe them out/lower there numbers enough so that they can't attack.

More likely the rats will eat all of the raiders food, which will make them lash out and raid shit. Shit like our unarmored base.
If we armor up the base, the people we have there can hold out long enough for us to scavenge
materials then when we release the rats the raiders will attack us, and with our fortifications we can kill them there.
>>
>>19908799
>>19911080
Disregard that roll.
>>
>>19911085
Dont forget, this is rage rats. They are likely to eat the raiders too!
>>
>>19910990
>I want to know where the grenades are coming from! D:< but seriouusly thanks for answering that.

>okay what are the upper limits in term of intelligence improvement? we asked this but I feel the need to understand this, and when this thread is archive I can just copy paste anyone who asks these questions later.

>What are the pros and cons of increased fertility, how much food will we use up if we start to make say....twins the standard of birth instead of single children?

>Okay for instance on the rat plan- lets say we fed 100 rats enough of blue, red, and yellow saliant to get the full effects, how many of those rats would be able to reproduce and how fast?

>what precisely would it take to reach the vault overfoot? I want these questions squared away for future planning? could we for instance send a team of road makers along with guards to ease the path and make it possible to reach on a second run through?
>>
>>19911085
Hundreds of dog sized rage, ninja, healing, hulk rats in a small island. Don't sleep and have eternal hunger. Also have reinforced musculature.

Wont kill the fuck out of some people.

Pick exactly one.
>>
rolled 42 = 42

MATERIALS

Rats is a retarded idea. We should not hand over the fucking airport to raiders.
>>
>>19911147
Is everyone forgetting rats can swim? This will come back to haunt us.
>>
By the way would the rats hordes which to my understanding would be high-octane-nightmare-fuel tier bio-weapons conflict with our Star Laws? Or does this go under the "end you" clause.
>>
rolled 23 = 23

>>19911126
>implying we couldnt give the fertility to the plants to even it out

MATERIALS

People were DISCUSSING the idea, not pushing for it.
>>
>>19911164
They will die with in a month. Those that are left. And those that do escape still only have a 5-10 year lifespan.
>>
>>19911164

Rage and hunger should make them resort to cannibalism, since they get brain-damaged they shouldnt be very bright.
>>
>>19911126
The upper limits of intelligence augmentation, as far as the lab boys' skill is concerned, is what the Gold Stars have, increased focus and general thinking speed, not a true increase in actual raw intelligence.

The pro is an increased birth rate. The con is that the farms need to be expanded, but for now there's plenty of space for them to expand in the second ring.

With 100 of those rats? Probably one litter per month at absolutely most.

You would need to either invest in true ghillie suits and be very careful or bring an actual attack force, in terms of scale and armament. If you go the latter route, the sheep situation would be resolved semi-permanently, as the survivors would surely leave.
>>
Muh niggas!
I knew there had to be a salient yellow. We have all of the primary colors now.
Sometime soon I'd like to negotiate getting our hands on that medical tech from the megacorp you guys, with this yellow shit we can repair all the brain damage in our bulls, who are eventually probably going to start to outnumber our bruisers, assuming they don't already. But, lets catch this island and get them boats yeah? I want a fucking island fortress.
>>
>>19911072
This was the highest vote. I'm counting it as scavenge, since there's no materials to build the traps he's asking for.
>>
>>19911182
They are taking out raiders. Not cute baby pandas.
>>
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>>19911164
but its such a cool idea! the coolness outweighs all possible drawbacks. also take a look at gorillas, gorillas can't swim well (they do like to chill in shallow water though) this is because their muscle to fat ratio makes it difficult for them to float. These rats clearly aren;t gorillas but their bouyancy might not be enough to let them swim.

on the other hand being the size of a 50 pound dog might be enough to counter balance that.
>>
rolled 86 = 86

Voting for materials.

Rats will just fuck us over, and abandoning it means the raiders could fuck up our equipment
>>
>>19911190
The salients prevent old age. Something has to kill a salient, be it starvation or stabbing, for one to die.
>>
rolled 18 = 18

>>19911225
>>but its such a cool idea! the coolness outweighs all possible drawbacks

Coolness is subjective. The drawbacks aren't. I'm voting for materials so we can fortify it. They're fucking raiders. They're easier to deal with than when we fought all the redbulls
>>
>>19911225
Actually, it's because of the way their spine and shoulders are shaped. All apes other than humans have an extremely hard time swimming.
>>
>>19911209
I wonder what the raiders are going to be doing for the next two months. Hopefully not nothing...
>>
I think the rat idea is neat, for sure, and would probably do some damage to the raiders but so long as they have boats we're gonna have to do it ourselves. Let's get some mortars and muscle down there to handle this. I vote materials so that we might fortify the location and kick ass.
>>
Seriously, fortifications? The raiders have hug numbers, vehicles and can inflict significant casualties upon us.

We need to thin them out! We need the ratbomb!
>>
Squads in humvees with carts are sent out into the city to collect raw materials and bring them back to the main base or the naval base, whichever is closer. Raiders take pot shots at the squads at the airport, probing in for weaknesses by the guess of the guardsmen there. There are some injuries, but no fatalities, and fire is returned to chase them off. Ten Redbulls are collected at the naval base, and they all opt to go off to the southern farm, which by now is experiencing a boom in productivity due to the nearly hundred strong, diligent workers.

Population: 230
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19911182
that's a damn good point anon, please expand on your reasoning. I also felt I was being a tad hypocritical when I called for red genocide because I'M the one who WROTE the star laws and if genocide doesn't count as brutality what does?

Feel free to write a heartfelt statement on why breeding an army of hellrats is a violation of the brutality clause. The star laws are very clearcut and dried.

> >>19909105 OP draw thread, wants OC content, I won;t post because I got a pic. but you haven't why not request star guard drawing, or anyone who sin;t me for that matter?
>>
>>19911235
If thats the case, do not do the rat idea. The whole point was that they'd die off fast.
>>
>>19911311
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
>>19911300
Nope. People seem to think that they will sit perfectly still for 2 months, and twiddle their thumbs while we set up defenses.
>>
>>19911300
We took on several hundred Redbulls.

>>19911311
Send reinforcements, mortars and the howitzer to the airport. Begin fortifications. After that we can arty their base.
>>
>>19911326
Goddamn dorfs!
>>
>>19911326
And you seem to think that the rats will provent attacks at all. Or that the rats won't turn around and attack us.
>>
>>19911188
dude. Soil fatigue. if we make plants that grow too fast they pull too much out of the soil and it doesn't matter how much we fertilize. If we're not careful we could make a breed of plants that DRAINS the area they're planted in.

anyway lets just wait for an answer...and ask OP about soil fatigue as a gameplay mechanic.
>>
Ok now that we've got materials, let's build some defences on that island and if raiders open fire at us, mortar them. or snipe them. so that they go the fuck away. once we have an adequately established foothold, we can drop a large force to combat the raider fort using mortars to take out the boats and bulls to wreck their encampment.
>>
>>19911311
Right. Our next order of business should be to fortify the Airbase so it can be turned into a tertiary base of operations.

After that, we should probably look into arming our choppers so we can take out those raiders and hopefully capture some of their boats.
>>
>>19911313
These are the most chicken shit raiders I have ever seen. Do they also wear pink tutus and ask for slaves instead of, you know, raiding? I wonder what the Golds were worried about, harassing letters on the front door?
>>
>>19911358
How will they attack up if we air lift the our people out?
>>
>>19911363
This is the future. We're fucking with salients. We can let the yard grow and make a super fertilizer.

ACTUALLY, for the plants, we could do something like the EZ seeds, but scifi. Have them come with some nutrients/water in advance so the soil wont get fucked.

Lets fortify the base and bring in some arty with reinforcements.
>>
>>19911373
Maybe it's the fact we've got fucking intelligent, combat-trained Hulks fully loaded and ready to kill sitting ready for them. Can you imagine how confused they'd be, if all of a sudden these insanely aggressive beasts which have dominated the city for the past 30 years suddenly decided to get organized and use technology? Because that's what they're looking at.
>>
>>19911363
....actually, now that you mention it, we probably aught to do a little experimenting with some of that Salient Yellow we now have (we did pick it up, right?) and put it into resource production.
>>
>>19911404

This is a good angle! I never thought of that!
>>
>>19911404
You mean the force that the raiders half way killed and still out numbered 3 or 4 to one?
>>
>>19911342

I agree with this
punch a hole in their encampment with the howitzer, let some bulls pour in and wreck the joint, because on land a large enough squad of bulls is basically unstoppable without the weapons we developed - weapons im sure these raiders dont have - and then once they retreat to their boats we use mortars to pulp them, and snipers too, id like to save as many boats as we can but blowing them up is fine if it gets the job done.
>>
>>19911409
Take that whole Insomnia thing and make it so we never have to sleep at all.

We could get SO MUCH DONE.
>>
>>19911424
Before, there were only fifteen Yellows.

Now? There are a few dozen mutants with assault rifles, explosives and body armor. With choppers. Last month was them scouting for weaknesses so they"ll probably just try guerrilla warfare.
>>
>>19911424
Yeah. To put it bluntly, these raiders must now be feeling what it's like to be on the leading edge of a Waaaaaagh! Massive amounts of aggressive, infighting killing machines suddenly organize, tech up and start heading your way. As far as they're concerned, we're probably just the group that managed to beat everyone else out of the choppers so we could kill them first.
>>
>>19911255
I was joking, going for an idea just because its cool is a surefire way to fuck up and have an awesome time doing it. Ever play dwarf fortress. also I thought my pic would have pointed out that I was joking....


also yeah, lets fortify the airbase and save the rats idea for unless we really have to go drastic. If we unleash a thousand of them on a settlement they are fucked. (last resort on megacorps should it become necesary.)

Also I have to agree with arming the copters before raiding the raiders. It just makes too much sense.
>>
>>19911449
If we could improve it from that angle so we'd need less sleep, that'd be good. Insomnia otherwise is a drawback.
>>
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>>19911395
>Trying to protect base (Full of fragile electronics)
>Rats are immune to old age
>"Lets run away if they attack us!"
>>
Enough with the rats. There are 4 ways using them will go
1) Rats fuck the raiders up, sustain high casualties, best case
2) Rats just get shot, nothing lost in that case
3) Rats totally overwhelm the raiders. In that case we can't take the base either because there will be DOZENS OF DOG SIZED MURDER RATS. Scorched Earth scenario
4) Some rats slip away and harass nearby communities/tribes, which would fuck our relations up

Lots of other ways I haven't written down, but it seems to me that it's not worth the effort and time
>>
>>19911434
And out of that force, OP said that very few Hulks died, even after they opened up with multiple HMGs. They might be a wee bit cautious.
>>
>>19911476
Personally, I don't like spreading around our Salients anyway.

Red was something we were never able to control. But as far as we know, we're the only ones with Yellow & Blue.
>>
>>19911485
Light machine guns, but yeah.
>>
>OP, question: What usable resources do we have at the Airbase? Also, shouldn't any otherwise unusable debris there count towards Materials? (Unless you're not counting it because it hasn't been sifted through yet.)
>>
>>19911455
Yes I have played dorf fortress. And now I hate how everything RTS RPG related has turned in

1. Get material.
2. Fortify.
3. Provoke attack
4. The enemy is broken by your fortress
5. win

We are in the far future with mutations and radiation and options. BUT NO! Lets be DORFS AGAIN. REINFORCE and fortifiy and NEVER DO ANYTHING DIFFERENT!

>Ill stop yelling after this post.
>>
>>19911313
Not particularly heartfelt but I figure if there still was a Geneva convention it would not condone giant angry mutated rats as a military tactic. Considering that being gnawed to death by rodents has to be one of the least humane ways to go. IMO I think we should still develop it, but treat it like some kind last resort WMD. Also the sterilization could be easily solved by only using male rats and castrating them before deployment, I figure spaying is a more complicated procedure.
>>
>>19911485

Mhm, to kill a hulk or a bull you either have to make a shot through the eye socket, into the brain, which is the only real weak spot - or you have to blow them the fuck up, as far as I can tell. Because of their bone strength and thick muscle mass, they can take heavy fire and just keep going.
>>
>>19911523
I'm not counting it because you haven't sifted through it. The material collection phase included sifting through the junk at the base.
>>
>>19911527
We're not trying to break them on our walls. We're trying to ensure that once we have a secure foothold, we can start the sweeps and we'll have a fall-back point in case those sweeps must retreat. The reason it plays out like this is because it's generally the most pragmatic way to ensure the least casualties while maximizing your gains. You don't have to be a dorf to want your extraction zone not to be overrun.
>>
>>19911535
This is actually a good point. We should probably be paying at least passing attention to LOAC, given who we are (and we have so far).

Biowarfare is a pretty big no-no.
>>
>>19911523

I'm pretty sure he said they had a helicopter there.
>>
>>19911535
Making them off of Reds, but with a short lifespan woiuld be best. We should hold onto our salients
>>
The squads at the base get to work on fortifying it with materials air lifted in. Basic defensive walls are put up, and preparations are beginning on moving in large amounts of mortars and the artillery cannon. This is, however, when the raiders begin to step up their attacks. They use heavy machine guns to rain fire from a half mile away on the guardsman on the runway before fading back into the urban landscape. They shoot guardsmen on patrol with high-powered rifles at night, then leave. Near the end of the month, they even load a beaten up old car with dynamite, put a cinder block on the accelerator, and let it crash directly into the terminal building, exploding inside.

Though some of the attacking raiders are picked off in counter-attacks, another fifteen guardsmen are lost this turn, and the fortifications are ultimately only about halfway finished. Of the ten Redbulls collected at the naval base this turn, five join the Guard.

Population: 220
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19911594
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Half-Completed Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
Okay, so!

1. Fortify that Airbase to give us a better stronghold on the island and give us a more secure fallback point in case the next attack against the raiders goes badly.
2. Arm dem choppers.
3. Attack the raiders, using the (armed) choppers to keep them from retreating to their boats, hopefully capturing said boats along with the encampment.
>>
>>19911611
Right. Scratch the first line. Get those choppers armed so we can take away their tactical advantage and then let 'em have it.
>>
We should have gone for the rat-bomb! We dont even need to drop a significant amount of rats to cause damage, just a couple of dozens will wreck havoc even if they get swiftly put down.
>>
>>19911476
I'm officically designating this:
TOP SECRET
OPERATION HELLRAT:
in the event of facing off against an extremely immoral and dangerous foe we may reach a "godzilla threshhold" in the movies this is where the government would decide that the monster had cause so much damage that building a giant robot and killing it was worth the colateral damage such a plan would cause.

in our case we don;t build a gaint robot we produce a thousand rats dosed with yellow, blue, and red salient, thus creating unholy monsters bent on the destruction of our enemy. we release them a hundred at a time and let them go nuts on our enemy. we'll lose all valuable salvage and have to deal with the monsters we've unleashed so this is obviously a plan only meant for the direst of circumstances.
>>
>>19911587

wait fuck if you guys want to really develop this into a last resort weapon without a scorched earth scenario - we sterilize the rats with the infertility mutagen so that they cant multiply, we increase their size, strength, and rage, with the salient red - bar the brain damage which would make them useless. because starvation is one of the only ways to kill a salient mutant, we take the mutagen in salient yellow that causes them to have the super huge appetite and intensify it. That way the rats will need to eat more food than they can find and starve in a week tops. itll also make them much hungrier/angrier/deadlier
>>
>>19911594
SEE?! You cant just shit out a base with raiders up your ass. It hurts!

>weirdmentalpicture.jpg
>>
Bring in artillery with reinforcements and attack. Use the urban landscape to set up killzones. It"ll be just like old times, eh?
>>
>>19911639
Can we just drop the idea? Using multiple Salients mean other people can take the new Salients, and we cant isolate traits from Blue and Yellow.

Lets bring in reinforcements with the howitzer and attack.
>>
>>19911649
Arty and mortars are in place. I just want to get us those armed choppers so we can cut them off from the boats, then attack. That should give us a twofold advantage - keep the raiders from retreating to the boats, and end in the capture of one or more armed boats.
>>
>>19911594
Alright, first order of business: Replace every Brawler on the Island with a Hulk or a Bull. Their physique might not help them much against a .50 round, but it'll do more than a Brawler's would. Chopper attacks are out until we can silence their HMGs, because those will fuck up a SAR chopper. The only options we have are to either hurry to get the fortifications set up or try to lightning raid them and capture or destroy their heavy firepower. What do you all think?
>>
Hey OP. I have a somewhat random question. The bay is on the ocean right?
>>
>>19911694
Yes.
>>
>>19911594

fuckit, we let em have it. drop in a ton of fucking bulls, and arm a helicopter with two of the machine guns from our humvees and set up mortars. make the most aggressive offensive strike that we've ever made, i think we're underestimating these guys.
>>
>>19911692
You raise a good point. Looks like Blitzkrieg is the order of the day, with a view to capturing or destroying as much as possible.
>>
>>19911702
Radiation and Salient waste meet Squid. Mega squid prowls the deeper parts of the bay.
>>
No, we DONT have the artillery.

>Basic defensive walls are put up, and preparations are beginning on moving in large amounts of mortars and the artillery cannon. This is, however, when the raiders begin to step up their attacks.

Reading comprehension.
>>
>>19911681

I mean I'm not really in favor of the ratbomb, seems like a lot of work - but we can isolate those traits. We can make any combination of the mutagens we've discovered, that's the pros to having super brilliant scientists with a top of the line laboratory.
>>
>>19911692
We dont have Redbulls.

We have Hulks and Simple Hulks.
>>
>>19911627
I second this emotion. we arm the helos, ALL OF THEM. and then we scout thier base. we'll do strafing runs and stuff like that before we prepare for the final attack.

how many helicopters can we arm per turn OP? just one right?
>>
lol I'm imagining what it'd be like if we were able to use those battleships now... but it'd take alot of repairs and developing a computer system to help pilot it since none of our troops are trained sailors. but... one of those warships would make short work of these raider asshats
>>
>>19911739
OP has said we cant just isolate shit. We'd be better off castrating rats and giving Red Rats extremely short lifespans. Bam. No trace of Yellow or Blue.

Either way, there's alot better things we can do.

Lets bring in the arty, set up killzones in the urban landscape and attack.
>>
>>19911739
NOOO! This is the future! We dont use anything futuristic or origional! Just bullets and bombs!
>>
>>19911752
OP refers to cured Redbulls simply as Bulls. I was just borrowing his terminology.
>>
>>19911762
Yes, just one helicopter can be armed and armored per turn.
>>
>>19911762

If we arm all of them we could lose all of them, I'd only send one armored chopper to be safe. We can build our own, but they wouldn't be as big or effective.
>>
>>19911785
I thought you were going to shut up about how we're acting like 'DORFS'.

We can get warship cannons, upgrade our armor, arm our gunships and do tons of other fucking things. You're probably one of the fags who wanted us to spend months just getting random mutations.
>>
Guys, we can't wait.

Lets just move the artillery over and attack
>>
>>19911782

Then how do we have soldiers who have upgraded strength, but not size, and do not have the rage trait or the brain damage? That is the isolation of a single trait out of 4 that come together.
>>
...Okay, we seem to be at a 50/50 split between "We're hemorrhaging men! Counterattack!"

and

"Arm the choppers and then ALL OUT ATTACK!"

If y'all think we can risk taking a turn to arm and armor a chopper before counterattacking, I'm all for it. Otherwise, I think we gotta get some momentum going.
>>
>>19911817
Hmmm... dorfs. Nope. Dont see anything about dorfs in my post. And this is the first one ive been on.
>>
>>19911782
You can isolate. It just takes one turn per trait removed/added.
>>
>>19911868
Removing traits =/= taking things from other traits and putting them in.

Instead of bothering with that, we can just replicate it. And use only castrated male rats.
>>
>>19911883
Seconded
>>
>>19911817
Actually, even if we could get the cannons operational, we'd have no shells for them. OP said so last thread, I think.
>>
>>19911875
In that case, we can just replicate the effects to save turns

Lets move in the arty +reinforcements and basically do what we did to the Redbulls. There is no way they're harder to fight than them.

The best defense in this case is an offense.
>>
>>19911883
I'll make a modified version of OPERATION: HELLRAT that mentions catsrated rats later.

I say we wait one turn, long enough to make an attack helo to support our forces, move in a fuck ton of men, and then charge in there.

OPERATION HELLRAT is only to be used against human settlements and ONLY In the event where conventional means don;t work or are taking too long. I think we can handle some skilled raiders.
>>
>>19911899
>>19911883

Yeah and then they would be immortal rat-dogs, if you really want to follow through with this stupid plan you have to add the mutagen for insane hunger so that they starve after they kill all the enemies in the immediate area - otherwise they will live. forever. and that could bite us in the ass pretty bad if they swim over to other communities and shit.

but I'd like to drop the whole thing because it's a stupid plan.
>>
Hey why dont we just cut the forest and use the lumber to build large transport rafts/ships then just overwhelm them with our tech and numbers?
>>
>>19911917
They have HMGs. Lets not risk losing a chopper or spending ANOTHER turn for them to pick us off.

Gotta have to agree with just putting more shit at the airport and attacking in the urban landscape, where their numbers would be lesser. We can go block by bloody block, fortifying along the way like last time.
>>
I'm seeing a split between blitzkrieg and delaying the fight for one turn in order to arm up a helicopter and then blitzing. Everyone vote and roll 1d100 with your vote. The highest of the first five is the one I'll go with.
>>
File: 1342481857599.jpg-(153 KB, 1000x750, Gurren_Lagann___Simon_col(...).jpg)
153 KB
screw it.

BLITZKRIEG! WE ARE THE DRILL THAT GRINDS YOU TO DUST.

STAR GUARD, SPIN ON!
>>
rolled 73 = 73

>>19911940

Just bumrush the niggas with as big a force as we can, like a fuckton of bulls and shit, use mortars to fuckemup too. I don't want us to wait and lose more guys
>>
rolled 73 = 73

>>19911940
Getting artillery+reinforcements. Move in urban centers and attack while having a logistics chain keeping them supplied.
>>
>>19911963

I love it when you spiral power
>>
>>19911940
Blitzkrieg. Armed choppers would be great, but we gotta buy ourselves some breathing room.
>>
>>19911976

You fuckin me bro?
>>
File: 1342481996054.jpg-(135 KB, 720x398, 1342154196288.jpg)
135 KB
rolled 49 = 49

>>19911963
EVEN THOUGH THEY MAY HAVE FORTIFIED POSITIONS WE SHALL LET NOTHING STAND IN OUR WAY!
>>
roll+1d100
>>19911978
Motherfucker, I WILL figure out this roll thing!
>>
>>19911978

You gonna roll?
>>
>>19911999
Put dice+1d100 in the email field.
>>
rolled 69 = 69

>>19911978
THERE we fucking go.
>>
>>19911977
heh, thanks. its the only way to roll dice. gotta hit that nat twenty SOMETIME.
>>
>>19911999
I can't even call you a summerfag since there's a sticky on /tg/ telling you how to roll.
>>
>>19911999

put 'noko+dice+1d100' in the email field, and to tripcode put a '#' immediately followed by your favorite word and have that right after your name in the name field
>>
Just need one more roll.
>>
>>19912023
I read it last night and was typing "roll" instead of "dice," okay? Gimme a break.
>>
rolled 37 = 37

HHHAAAVVVVOOOOCCCC!!!
>>
rolled 78 = 78

Lets attack now with the howitzer+mortars and reinforcements.
>>
>>19908799
Are we in autosage?
>>
>>19912033
Testing the tripcode.
>>
Thread archived. Writing up main post for the next thread.
>>
>>19912166
Voting +.
>>
>>19912125

welcome to the club - now all you have to do is write your social security number in the subject field and youll have your verified 4chan gold account

fus fuckin wif ya

dont do that. ever.
>>
>>19912224
Cruelty of the highest order.
>>
>>19912224
I'm crazy, not stupid.
>>
>>19912166
Linkys when done OP?
>>
>>19912264
>>19912279
Yup.


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