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File: 1363322161285.png-(88 KB, 219x255, dutypropoganda.png)
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The Zone is a truly massive area, spanning far more than the area around the Chernobyl Power Plant. Far, far to the south, are virgin lands; the military does not have much of a presence there, if any at all. There are new anomalies believed to be out there, new threats; but also, new riches.

Being the intrepid man that you are, and having quite a bit of clout with one faction, you have decided to get some men together, and head south. Your ultimately goal is to set up a new safe haven in the area.

But first, let's figure out who it is we're allied with:
1) Freedom
2) Duty
3) Loners
4) Bandits
>>
ANYONE EXCEPT FREEDOM.

BUT MY VOTE IS MOSTLY DUTY OR BANDITS.

FOR REASONS.
>>
Freedom
>>
I'll wait to get three more decisions on this.
>>
Duty or Loners. Freedom are pussies and bandits are bigger pussies
>>
So, I'm going to count this as two votes Duty, one vote Freedom so far. I'll wait for two more, then proceed.
>>
[X] Unlock Zombie and Snork mode.
>>
DUTY STRONK!
>>
Vote for Loners. We make our own path.
>>
Loners
>>
Loner-tan is kawaiiest
>>
Alright, we work for Duty.

This mission is officially sanctioned by the current leader of Duty. You have four men with whom you are acquainted with, having worked side by side with them before, and they have agreed to go with you. Each of these men are truly talented, and not just as warriors, either.

But before we talk about them more, we should make sure we know who we are, first.

What is your Alias?

Pick a weapon, too:
AK-47
AK-74
Winchester 1300
SPAS-12
Colt M1911
H&K UMP 45
>>
>>23693348

Balalaika

Ak47

We go with the classics
>>
>>23693348

Callsign or actual name?

My vote goes for either the UMP, because it's sexy, or for the '74, because they are fucking everywhere.
>>
>>23693414
This.
>>
>>23693420

Its STALKER, there are no real names unless you are Sidorovich.
>>
>>23693420
Callsign.
>>
>>23693414
This. Fucking this
>>
>>23693348
Loser
AK-74
>>
Nobody really needs to know your real name, or why you're here. You go by Balalaika, and while some may think it funny to pick an instrument for a callsign, you usually don't get too much lip or the like.

You are quite fond of the AK-47; a classic weapon that deals great damage, and works in even the worst of conditions. Your own, beloved AK-47 also has a scope, which has served you well in the past.

Joining with you will be nine more Stalkers. Four, your friends, the truly skilled ones, and five others drawn from a pool of rookies.
>>
>>23693348
Assault rifle
Assault rifle
Pump-action shotgun
Pump-action/gas-assisted semi-auto shotgun
Sidearm
.45 SMG

One of these things is not like the others...
MAN MODE. We will wield the 1911 and our name is... Henry Fuirfec, because captcha is trying to be helpful.
>>
>>23693489
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope)
Hunter PSZ-9d

Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored)

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
>>
>>23693496
You five will form the core of the team. You will be the leader, and each of these men, your friends, will serve a vital duty in the new outpost. But still, Command wishes for you to take five rookies with you; the road is going to be dangerous, after all, and some extra manpower and firepower can make all the difference.

PICK FIVE PEOPLE FROM THIS ROSTER:
Name: Lefty
Rank: Rookie
Job: Assaulter
Equipment:
Toz 34 (sawed off) / Makarov
PSZ-9d Duty Suit

Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit

Name: Spritzer
Rank: Rookie
Job: Assaulter
Equipment:
H&K MP5
Hunter PSZ-9d

Name: Ramen
Rank: Rookie
Job: Scout
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit

Name: German Bulldog
Rank: Rookie
Job: Hunter
Equipment:
Toz 34 (full)
Hunter PSZ-9d

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit

Name: Martyr
Rank: Rookie
Job: Guard
Equipment:
AKS-74U
PSZ-9d Duty Suit
>>
>>23693545

Huntsman

Martyr( We will make him live up to that name)

Farseer

Ramen

Voyeur
>>
>>23693545
>Name: Farseer
>Rank: Rookie
>Job: Sniper
>Equipment:
>Ak-47, with scope / Makarov
>PSZ-9d Duty Suit

>Name: Martyr
>Rank: Rookie
>Job: Guard
>Equipment:
>AKS-74U
>PSZ-9d Duty Suit

>Name: Ramen
>Rank: Rookie
>Job: Scout
>Equipment:
>Colt M1911 with silencer
>PSZ-9d Duty Suit

>Name: Huntsman
>Rank: Rookie
>Job: Hunter
>Equipment:
>Winchester 1300
>PSZ-9d Duty Suit

>Name: Lefty
>Rank: Rookie
>Job: Assaulter
>Equipment:
>Toz 34 (sawed off) / Makarov
>PSZ-9d Duty Suit
>>
>>23693545
Farseer
Spritzer
Huntsman
Voyeur
Martyr
>>
>>23693612
>>23693607
Just out of curiosity why Ramen?
>>
>>23693637

The silencer.

Tactical options.

I am also anticipating a pun if he dies.
>>
>>23693637

So if we ever have to execute someone inside a building we won't blow our eardrums out.
>>
>>23693637
An army without intelligence is without direction, and an army without direction merely an armed mob. In the Zone, intelligence is acquired through scouts.
>>
Huntsman, Martyr, Farseer, Voyeur, and Ramen have agreed to sign up with you. They're rookies, and not all that well equipped, but you are confident that, through the trials and tribulations ahead of them, they will become fine, upstanding warriors of Duty.

All of you will be carrying a good amount of gear. Cook has food enough for seven days for everybody; Stitch has plenty of medical supplies; Fixer has equipment and spare parts enough to do some minor field repair work; Courier is not carrying anything spectacular, but he is talented in that he has a keen sense for anomalies (does not need bolts to maneuver through them), and he can sense when Blowouts are coming, in addition to being extremely fast, and very sneaky. You, yourself, will be bringing your 5,000 roubles along with you (who knows, along the way, the money might help).

In addition, Command has seen fit to issue you with ONE "care package".

Healing Supplies: Everybody is given 2 med-kits, 4 bandages, and a dose of anti-radiation medicine, in addition to the supplies Stitch has.
Armory Access: You may upgrade the equipment of up to five members.
Grenades: Everybody gets 2 F1 and 2 RGD5 grenades.
Tools: Cook gets some supplies for making fresh food and water, Stitch gets additional medical equipment, Fixer gets enough tools and spare parts to do some low level modifications.
Money: It's what makes the world go 'round. If you choose this option, you will begin with 20,000 roubles.
>>
>>23693709

Money. We can acquire what we need, as we need it.
>>
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>>23693709
Money.
We can't foresee every possible evetuality, so the versatility works to our advantage, provided we can find one of pic related to buy shit from.
>>
>>23693709
Armory Access. Upgrade the rooks so they don't die. Otherwise Ramen goes out scouting and becomes dog food.
>>
>>23693724
>>23693757
>>23693760
The Commander himself gives you a large quantity of money. Perhaps it will help in the long run, perhaps not.

You gather your men. You are saluted and people drink to your good fortune as you leave the base.

It takes two days to arrive in the southern areas of the Zone. You are approaching a city. You've encountered a few packs of Dogs, and the occasional Boar and Flesh, but nothing too dangerous.

You send scouts out to look for viable locations for a base. They report the following areas as being suitable places.

Name: Office Building
Pros: Centrally located (giving access to everything equally well), can become very well defended, rooftop access can make for good sniping/recon
Cons: Requires a lot of work to make it truly defensible, central location makes it an appealing target for human enemies
Max Occupants: 40

Name: Super Market
Pros: Naturally well defended (requires only a minimal amount of work to make it Blowout-proof), nearby anomalies provide easy access to artifacts and provide a natural defense
Cons: Difficult to get to, prone to mutant attacks, needs to be cleared out first
Max Occupants: 30

Name: Police Station
Pros: Incredibly well-fortified, requires almsot no work to make it operational
Cons: Requires work to acquire generator to power lights (and frequent trips for fuel), small space (with no room for growth), must be cleared out first
Max Occupants: 20

(Continued)
>>
>>23693855
Name: Water Treatment Plant
Pros: Well-fortified, requires modest amounts of work to make it operational, away from most human activity, fresh water sources possible, has lots of spare tools and scrap, near to anomalies which may provide artifacts and some defenses
Cons: Snork-infested tunnels have to be guarded and pose a threat of outsiders being able to sneak in, Snork attacks common, must be cleared out first, chemical anomalies present
Max Occupants: 40

Name: Junkyard
Pros: High amounts of scrap material, lots of technical and heavy tools that can not be safely moved, has major potential
Cons: out in the open, needs work to be properly expanded, some areas nearby are radioactive, must be cleared out first
Max Occupants: 10 (however, this number may gradually be upped to 30)

Name: High School
Pros: Lots of scrap material, some tools and work rooms, lots of space
Cons: Requires a big clean up operation, has many entrances and exits, requires extensive work to make it fully fortified
Max Occupants: 60
>>
>>23693863

Junkyard. We dont need a lot of space right away, and I like the looks of it long term.
>>
>>23693855
Office Building
>>
I'm at an impasse between Junkyard and Super Market.

On one hand, easily improvable, easily changed and adapted to suit our needs.

On the other, easy source of income and may get us in-tight with Scientists or Loners who are looking for fresh Artifacts.
>>
>>23693863
Water Treatment Plant
>>
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>>23693855
I'm tempted to go super market. If we hold the hardest to keep point in the area, we will be damn hard to push out. Besides pic related
>>
>>23694006
Or rather, hardest to get to, not hardest to keep.
>>
>>23693903
>>23693950
>>23693980
>>23693990
Anybody else note how we're getting so many multiples of ten? Anyways, so far, it looks like Junkyard. I will wait for one or two more votes, before making a decision.
>>
>>23694006

I dont know man, I think we should take the Junkyard while its viable. We will be too big for it later, and we can always move to the others.
>>
>>23693950
By the way my rationale behind this was that if we choose the central most location we can hopefully make scouting/supply runs shorter increasing our chances of getting back before dark. Getting stuck in the dark and unfamiliar territory is not something that appeals to me in the zone. Ill hold off Monolith for that any day. Also over time it can become pretty nice to defend
>>
>>23694028
Open ground is also just asking for packs of dogs. Not much fauna around artifact fields plus we can give the rookies a good crash course in the most challenging part of zone survival.
>>
>>23694038
>>23694048
We can always make trips to the junkyard
>>
>>23694028
>>23694006
>>23694018


You move your men forward into the city, towards the jujnk yard. It's along the outskirts, and while you do need to avoid the grassy hill nearby (the geiger counters go absolutely crazy when you get close to it), the junk yard itself seems to be pretty fine (though a partial wall of junked cars along the north side also gets the Geiger counter ticking mildly).

As you enter, a horde of Blind Dogs become alerted to the presence of fresh meat, and begin to close in on you.

Off to the side, Martyr starts freaking out about "all the mutants", but nobody else seems to see anything in the area he's shooting at.

Gentlemen, please roll a 2d20. I will take the first three rolls into account when deciding the outcome of this fight.
>>
>>23694072
didnt mean to link >>23694038, ignore that
>>
>>23694048

Remember the junkyard in STALKER? That was an absolure bitch to clear out. I think it will be more defensible than you give it credit for.
>>
Rolled 9, 19 = 28

>>23694091
>>
Rolled 17

>>23694091

ROLLOUT SOON STALKER
>>
>>23694103
>>23694103
>First 3 rolls
>9/19/17
>Drop the 9
I can live with that.
>>
Rolled 15, 10 = 25

>>23694091
inb4 I fuck up the rolling
>>
As a general rule regarding rolls, a high roll is good, while a low is bad. If a 1 pops up, expect something very, very, very bad to happen (such is life in the Zone).
>>
Rolled 2, 14 = 16

>>23694119
>>
>>23694159

WELL FUCK ME
>>
>>23694159
>>23694144
>>23694103
Martyr suddenly panics, and runs off. But, you have no time to go chasing after him.

You command your men, and join the fray itself, too. Your guys end up chewing through a lot of ammo, but your supplies are still pretty good. Nobody seems to have been injured.

Off in the distance, once the gun fire has been replaced by the sounds of people reloading and dragging dog corpses away, you can hear Martyr shouting out "Help me out, brothers!" He doesn't sound too far away, but he appears to be inside a nearby house.

What to do?
>Let this be a lesson about losing your shit when the situation gets tough. Leave him be.
>Send men with Stitch (pick two rookies), and see if he's alright.
>Other (write in)
>>
>>23694222
>Send men with Stitch (pick two rookies), and see if he's alright.
With our numbers we can't afford to lose a single man.
>>
>>23694222

Remember where I said Martyr could live up to his name? He still should, just not now. I think we should go after him with Stitch's team, if only to preserve morale.
>>
>>23694258
>>23694264
Alright. You guys want to pick two of the other rookies, or shall I?

Either way, I need another roll. 1d20, first two rolls count.
>>
>>23694222
>Send men with Stitch (pick two rookies), and see if he's alright.
Huntsman and Ramen.
We can bust his balls later, right now we can't afford to lose any men.
>>
>>23694222

It's probably a fucking Bloodsucker that he spotted before he went invisible, or a Weak-ass Psy predator, possible hurt Controller if it was too weak to just take him over right, more likely a Psy Pseudodog fucking with him.
>>
Rolled 8

>>23694273
>>
Rolled 1

>>23694273
>>
Rolled 4

>>23694273
>>
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>>23694294
>>23694290
God help us all
>>
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>>23694290
>>23694294
>>23694300
>>
>>23694294

BLOWOUT SOON FELLOW STALKER
>>
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>>23694300
>>23694294
>>23694290
>OP's face when
>>
>>23694290
>>23694294
Stitch, along with Huntsman and Ramen, enter the house. Amidst spent bullet casings, and holes in the wall, they see three things.

Not one, but two dead Psy-dogs. Martyr himself has lost his weapon along the way, and is in a pool of his own blood. While Huntsman and Ramen keep an eye out for more mutants, Stitch does his best to treat the gravely wounded Dutyer.

Sadly, his skills are not enough. The damned dogs had done too much damage, and Martyr goes into shock.

Martyr has died. Troop morale is lowered. His weapon, ammo, and badly damaged armor is recovered.

Regardless of this loss, there is still more work to do. There are two buildings in the junkyard that still need to be investigated, and some work should be done to make sure the buildings can withstand Blowouts.

What to do? Pick as many options as you like, but keep in mind, spreading ourselves too thin will have negative consequences. First three posts count.
>Have some men dig a shallow grave for Martyr
OR
Leave the corpse where it is

>Send a team into Building A (Pick three)
>Send a team into Building B (Pick three)
>Leave men outside to watch while the buildings are cleared out (Pick three)
>Other. Write in.
>>
>>23694406
>Have some men dig a shallow grave for Martyr
We honor our dead. Not like those other savages.
>>
>>23694406
>Send a team into Building A - Stitch, Huntsman, Courier
while
>digging a grave for Martyr and the rest on watch
>>
>>23694406

Bury the body after we clear the buildings.

Balalaika, Courier, Fixer on outside guard.

Stitch Leading Voyeur and Huntsman into A.

Chef leading Ramen and Farseer into B.
>>
>>23694454
>>23694452
>>23694427
You resolve to bury Martyr outside the walls of the junkyard once you are certain this place will be safe.

Stitch takes Huntsman and Courier into Building A to clear it out.

Chef takes Ramen and Farseer into Biilding B to clear it out.

You choose to hang back with Courier and Fixer, and keep a watch over the area.

gents, roll 2d20. I need three separate rolls.
>>
Rolled 16, 18 = 34

>>23694502

Welp.
>>
Rolled 7, 16 = 23

>>23694502
>>
>>23694515
almost makes up for my 1 earlier (Sorry about that, Martyr)
>>
Rolled 20, 15 = 35

>>23694502
>>
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>>23694502
And here we have a very basic map of the junkyard, to give you guys an idea of its layout. The lines are chain link fence that are in a state of disrepair, the circles are heaps of junk and refuse. The thick box to the north is a bunch of damaged cars stacked two high, bumper to bumper, forming a crude wall.
>>
>>23694502
Also
>courier into building A
>Courier keeping watch
I am confuse
>>
>>23694535

Good roll STALKER!
>>
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>>23694515
>>23694517
>>23694535
>>
>>23694515
>>23694517
>>23694535
Building A is clear. It's dusty, dirty, and there's a lot of heavy machinery that Fixer will likely get quite excited about.

Shots fired in Building B! It's a few Tushkano, but, they're dealt with without any issues.

The outside remains peaceful. Your men drag the Tushkano corpses out (four of them), and set them out with the dog corpses.

After conferring with your men, Fixer and Chef end up heading into the workshop to check it out. The tools there will be good for Fixer to do work with, and Chef think he might be able to set up some sort of grilling or smoking area, so that he can make food (mutant meat might not be that appetizing, but it beats starving).

Stitch finds a decently clean room on the first floor of the office building. He would like to turn it into an impromptu infirmary (though for now, it's basically an empty room). The second floor office itself has a nice desk, in surprisingly good repair, and even a chair that doesn't break when you sit in it!

The cabinets and other bits and bobs will make this a fine spot for you to lead from.

Still, the large window in your office would need to be boarded up. There are a few other areas that need to be boarded up, as well, to make the place safer from Blowouts (Most of the workshop is safe, though).

There are also large gaps in the perimeter that could do with some filling in. And it would be nice to eventually make the fence stronger.

But first, two of your men go out with rusty shovels from the workshop to dig a grave for Martyr (Ramen and Huntsman).

So, what shall we do? It's just past noon. Pick as many options as you want, but if you spread your men out, progress will be slowed.

>Fortify the buildings against blowouts
>Fortify the walls
>Other. Write in.
>>
>>23694543
I meant Voyeur stays outside. I apologize for that.
>>
>>23694644
>and even a chair that doesn't break when you sit in it!
Based rolls!

Also lets fortify the walls, assuming we can mexipack the workshop if a blowout strikes
>>
>>23694644
>Fortify the buildings against blowouts
Primary. Keeping at least one veteran on watch. The area is open enough.
We also ought to set up an overwatch point on the tallest building, something that allows us uninterupted view on the approaches without exposing our scout to be easily picked off. Fortification of the walls if there is time but otherwise its just making a gilded cage for us and advertising our position.
>>
>>23694644
>a chair that doesn't break when you sit in it!
Okay that office is ours. We need somewhere to sit while we edit porn tapes. Really should get an intern to do that.
>>
>>23694644

Balalaika leading Voyuer on perimeter repair.

Fixer and Chef with Ramen on blowout protection.

Everyone else on guard duty, patrolling the perimeter.
>>
>>23694711

> Did he put it in her ass, sis?
>>
>>23694739
Yup. Right in the ass.
>>
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>>23694711
>playing Misery for the first time and discovering porn mags
>>
>>23694715
>>23694709
You split up, deciding to get your hands dirty with checking out the fence, and patching up some of the more blatant holes in it;Fewer entrances should help keep us safer from mutants, after all.

Fixer, Chef, and Ramen set to work on turning scrap metal and wood into boards sturdy enough and thick enough to provide protection during blowouts.

The others take up positions and keep an eye out for trouble.

Currently, the only overwatch area would be if someone stood on a pile of junk, which is dangerous. Still, Fixer may be able to come up with something once the current task is done.

I need three separate 1d100 rolls.
>>
Rolled 70

>>23694780

Once more unto the breach.
>>
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Rolled 63

>>23694780
Here goes
>>
Rolled 84

>>23694780

I SHALL BE THE DEATH OF US ALL.
>>
Rolled 89

>>23694780
>3 1d100 rolls
Oh boy
>>
>>23694803
>>23694810
>>23694815

Not bad, gentlemen. We may survive the Zone yet.
>>
>>23694803
>>23694815
>>23694816
https://images.4channel.org/f/src/Funk%20Yeah.swf
>>
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>>23694839
>>
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>>23694803
>>23694810
>>23694815
Work goes well! You and Voyeur are able to patch up two of the smaller gaps in the fence (check new map)

The buildings are all too easily fortified. That was no problem, and your men are feeling pretty good about this.

No mutants or other threats show themselves.

Judging from the position of the sun, there's about two hours left before it gets dark. Your men take a break to eat a late lunch.

What can we do with the time we have left?
>Try to work on the infirmary for Stitch
>Try to repair the heavy machinery for Fixer
>Try to make a grill/smokehouse area for Chef
>Continue to work on the fence
>Other. Write in.
>>
>>23694884

Get that fence done, perimeter security is paramount, especially at night.
>>
>>23694884
>Continue to work on the fence
This, and get fixer bouncing some ideas for that overwatch position. The other two are for when we are better established.
>>
Rolled 20

>>23694884
As much as I would like to make a grill to commemorate our awesome fencing I think we'll need an infirmary sooner rather than later
>>
>>23694884
>>Continue to work on the fence
Can't leave any openings in the perimeter.
>>
>>23694912
3 rather, a smokehouse/grilling pit isn't the most difficult thing to set up, but nonetheless.
>>
>>23694914
>>23694913
>>23694912
>>23694899
I need more rolls, then, gents, for the fence repair. Give me three seperate 1d100 rolls, please.
>>
Rolled 60

>>23694928
>>
Rolled 18

>>23694928
>>
Rolled 73

>>23694928
>>
Rolled 17

>>23694928
>>
>>23694964
Im so sorry
>>
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>>23694972
>>23694964
>>
>>23694973

Its all right, brother, the other rolls should be more than sufficient for such menial tasks.
>>
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>>23694964
>>
>>23694950
>>23694964
>>23694968
50.333333333 average.
>>
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>>23694950
>>23694964
>>23694968
Half the men, including yourself, continue to work on patching up the wall. There are some issues, but mostly, Fixer is able to keep things from getting wrecked.

Darkenss descends, and your men retreat into the safety of the spacious workshop. It's a bit cramped, but it's safer than splitting up.

One of your men gets a decent fire going on the inside, giving light and warmth. They relax with vodka, and commiserate Martyr's loss. Voyeur pulls out a harmonica, and plays a mellow song for the others.

You and Huntsman stay up through the night, even as the others head off to sleep. The entrance to the workshop needs to be guarded, after all!

I need 1d20 rolls, gents.
>>
Rolled 11

>>23695028
>>
So OP, got a quick question for ya.

You going to be using the "cut" Monsters as well? Y'know, Civvy / Decayed Zombie shamblers, Chimeras, Cats, Izlams, and Tarks?

Or just sticking to the ones that made it into the final products based on Dev-preference?
>>
Rolled 18

>>23695028
>>
Rolled 3

>>23695028
>>
Rolled 16

>>23695028
>>
Rolled 5

>>23695059
Lets hope he only needed two...
>>
>>23695048
You'll find out!

>>23695042
>>23695054
>>23695059
The night progresses quietly, for a while. Around dawn, however, you hear something banging against the fence along the south side. You can't see anything without stepping out into the junkyard itself.

What do?
>You or Huntsman go to check it out
>You both go to check it out
>Awaken the others to the potential threat
>Wait
>Other. Write in.
>>
Rolled 4, 1, 1 = 6

>>23695101
Damn, botched my own roll.. haha.
>>
>>23695101

Awaken the others and proceed with Huntsman to recon the noise.
>>
>>23695048

The fuck is a Tark?
>>
Rolled 12

>>23695101
Awaken the others
Dutyers always wake up early anyways
>>
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>>23695114

Mutant Horse that was the runner-up to a contest to see which fan-made mutant was going to be put in the game.

The winner was the Snork.
>>
>>23695137
Dang thats creepy
>>
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>>23695137

>Worked on several Horse ranches in Kentucky
>Seen first hand the amount of evil a horse has inside it's body
>Have been bitten several times by the malevolent beasts, ran down by them.
>See this
>mfw

It's like my Nightmares are coming true.
>>
>>23695175

The sound of hooves echoes away into the Zone...
>>
>>23695130
>>23695108
You stand guard at the door while Huntsman goes and begins quietly waking everybody up. As they get prepared and wake themselves up, you and the Rookie head out into the junk yard to see what's going on, knowing that your men will be fine if something sneaks in behind you, and that if there's a real problem outside, they'll be out to help you quickly.

The noise seems to be coming from four men dressed in ragged, civilian clothing. It looks like the flesh is just barely clinging to their bones at this point, and none of them have eyes. They are banging around, mostly just shambling about, and occasionally groaning out words like "Hunger" and "Pain". It is an unsettling sight. They do not seem to have noticed you yet.

But, while they do not yet react to you, you get the sensation you are being watched. What do?

>You and Huntsman take careful aim and start picking off zombies (roll 2d20)
>You OR Huntsman start shooting them while the other takes a look around (Roll 1d20)
>You and Huntsman both look around (no roll)
>Other. Write in (may be subject to a roll)
>>
>>23695188

We look around. I love free actions. Doesnt seem they have noticed us just yet.
>>
>>23695188
>>You and Huntsman both look around (no roll)
No need drawing any more attention then we have to
>>
>>23695188

Look around, Civvy Zombies, while dangerous in large numbers and when they sneak up on you, are more of a nuisance than anything, the real danger is when they travel with a group of Zombified Stalkers / MilPersonnel, or something uses them for easy meat, like rats, or dogs.

If nothing else is around, it's probably easy and less wasteful to just bash their heads in with a heavy object.

Also, we are totally going to String them up from some high place, like fucking everyone else.
>>
>>23695243

I am not okay with the stringing up, thats something those Freedom barbarians or bandits would do. We burn the tainted corpses, we owe that to the men they once were. It is Duty.
>>
>>23695280

The two prime locations you see that is the Duty base and the Freedom barricade.
>>
>>23695243
>>23695219
>>23695212
You both start looking around. You notice that in the north, a lone blind dog is watching you. It's odd, though; the dog is just standing there, watching, and not doing anything.

Huntsman swears he can hear something from the office building.

All of a sudden, one of the zombies by the fence mutters something rather angrily "Meat. Meat." They are coming into the junkyard now, but they seem more intent on the rotting mutant corpses than anything else.

>Kill the dog
OR
>Leave it be

>Huntsman checks out the noise
OR
>Huntsman stays

>Both you and Huntsman (or one of you) start shooting the zombies.

>Other. Write in.

In any case, it will be 2d20 rolls for any hostile actions.
>>
>>23695292

We are better men.
>>
>>23695243
I second tying them up.
We are Duty and we're showing the Zone we're not to be fucked with
>>
>>23695280
>>23695243
To be fair, once we get established we will be in charge. See how different freedom bands were in the different games? If we can provide proper order and setup and endear ourselves to the neutrals. Well...
>>
Rolled 11, 4 = 15

>>23695306

Leave the dog be, have Huntsman investigate.

Not a hostile action, but I will roll in case.
>>
>>23695306

Oh fuck, this is a set up for something, possibly another PsyDog, or something worse.

Get that fucking silenced pistol and try and snipe that fucker.

>>23695311

Okay, I'll settle for that, I was thinking to just use it as a sign that people are here, and we aren't going to ambush you sorta thing.
>>
Rolled 2, 4 = 6

>>23695306
I'm getting some bad vibes.
Start shooting at both the zombies and dog
>>
>>23695355

If I see strung up bodies, I do not think I WONT be shot at because of them.
>>
>>23695336
Seconding this take in the situation. We gotta be good poker players in this one and they aren't interested in us yet.
>>
Looking for one or two more ideas before I post.
>>
>>23695336

Thirding. Not ready to have everyone fight until we know the whole picture.
>>
>>23695386
>>23695375
>>23695336

You leave the dog alone. It continues to stand and watch.

You turn your attention back to the zombies. Voyeur has come out and joined you, wanting to see what's going on. He looks at you silently, as if waiting for an order. His weapon is at the ready and trained on the zombies, but, he doesn't go firing it.

Huntsman heads off towards the Office. The silence of the moment is broken by a sudden scream of "Fuck you!", and a shotgun firing off.

A second blast from the shotgun can be heard, before Huntsman muttering something about "fucking zombies", and he comes back out.

The other zombies are now advancing on you and the two who are out. It is time to kill.

I need 3d20 rolls. First three will be counted.
>>
Rolled 14, 20, 4 = 38

>>23695428
>>
Rolled 16, 12, 15 = 43

>>23695428

Still slightly confused on this, you mean 3d20's total? Or 3 posts of 3d20?
>>
>>23695469
3 posts of 3d20.
>>
Rolled 17, 16, 12 = 45

>>23695428
Oh 3d20
Please disregard the first one
>>
>>23695486

All right, thanks for clarifying.
>>
>>23695462
>>23695469
>>23695491

That's actually rather excellent.
>>
>>23695292
Ah, but are those really meant to be the zombies, or are they meant to be the corpses of humans that were executed for their crimes?

If you have a 'generic decomposed corpse' model, which you happened to have been planning to use for your generic zombies (which you didn't wind up using in the game), why not use them for such a purpose when you're squeezed for time?
>>
>>23695491
>>23695462
>>23695469

Fucking deaders don't stand a chance.
>>
>>23695513

Good point, I mean, dead civilian corpses found in the game are known as zombi_corpse, and the model is used for the hanging bodies.

But since Shamblers / Rotters didn't make it into the final product (officially, majority of mods just go ahead and throw herds of Rotters in there since they are complete anyway) you have a really good point, they could be traitors or enemy combatants.
>>
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Just going to throw this out here and may get shot down, if we emphasize more of a "containing the dangers of the zone" rather than some crusade to destroy it, we might be able to get a lot of support from the Loners, possibly even keeping Freedom shitbirds off our back. Keep a good amount of professionalism, burn mutant bodies rather than using them as trophies. Keep it fairly civil, but ruthless as need be, our faction would end up a dominant force in the sector.
>>
>>23695462
>>23695469
>>23695491
"Aim for the head." You tell Voyeur. He nods. You both shoulder your scoped rifles, take careful aim, and... two cracks from the assault rifles can be heard; soon afterward, two zombies fall over, dead.

Huntsman stays out of the way of you and Voyeur's shots. He fires off a few blasts of buckshot, but it seems to do nothing.

Still, another two careful shots from you and Voyeur deal with the threat.

The dog has disappeared during the shooting. How odd.

Well, it's time to figure out what the hell to do with all these corpses.

There might be some oil or stuff in the workshop that could be used to make a nice fire to burn them all.
OR
they could just be moved out of the base (a dirty job).

Of course, there might be another option, but no matter what, they can't be left alone. Disease isn't the only thing to worry about; mutants might catch scent of the rotting meat and investigate.
>>
>>23695558

This should be discussed after our damn camp is secure, thanks.
>>
>>23695548
I've always suspected a fair number were simply bandits. But yes, they're pretty clearly a warning to the living, not some sort of ritual hatred for the no longer human being carried out.
>>
>>23695578

As previously suggested, tainted flesh is to be burned with purging flame.
>>
>>23693036
5) John Romero

late and obscure joke. Brofist if you get it
>>
Rolled 4, 9, 2 = 15

>>23695578
Burn it
>>
>>23695603
Sadly, I do not.
>>
>>23695578
I would suggest setting up a firepit at least a small ways out of the base proper and burn them there, they won't be the first we take down, may as well have a basic incinerator. Could use it to get rid of detritus onbase as well.
>>
>>23695578

My vote is burning, if we just move them outside, that doesn't really deal with the problem so much as displace it.

That's probably what the god damn Blind Dog was watching for, it had to have known that other pack was here, and was already trailing the Rotters, it just wanted an easy meal and wanted to see if the Rotters did us in or we did them in and threw the corpses outside.

It's either that, or it's a God damn Burer / Controller scout.
>>
>>23695622
I'd go with the latter
BLIND dogs don't watch
>>
>>23695621
This is probably best. Something could smell the burning corpses and endanger the base otherwise.
>>
>>23695662

That's their shtick, they lost their vision over generations of breeding in The Zone, but their hearing and smell developed to be almost impossibly good, so much so that they survived BETTER than normal canines, able to instinctively avoid radiation spots and anomaly fields.
>>
>>23695598
>>23695614
>>23695621
>>23695622
You speculate on what was up with the dog, but you sadly do not know what it was doing.

Oh well. You command some men to dig up a burning pit to the north of the base. Fixer is able to find some chemicals that he insists will aid in the burning. It will take them a bit.

Fixer, Ramen, and Chef are working on this project. Huntsman goes to lay down; he is tired from pulling the all nighter, and he deserves some rest.

You, yourself, are feeling very tired as well. Perhaps you should catch at least a few hours of sleep.

>Sleep
OR
>Chug an energy drink (the only one you have) and power through it for a little while.

In any event, the other men (Courier, Stitch, Voyeur, Farseer) can be given a task if you wish it.
>Write it in.
>>
>>23695719
>Sleep
>>
>>23695719
>Sleep
Get a three man patrol going to keep eyes out for more mutants, blind dogs don't travel alone so that one makes me nervous. Keep one of our rookies set up on overwatch while we catch our z's and have him give a holler to the pit team if shit goes down. We really need that guard post on one of the buildings roofs soon.
>>
>>23695719
Sleep. Energy Drinks ain't free
Guess tells the others patrol or something
>>
>>23695794
>>23695781
>>23695775
You get Voyeur to watch over the crew working on the pit, to make sure they stay safe. He's cool with that, and the three working on it feel pretty good about being watched over like that. They are able to work much more efficiently, because they're not so wary.

Courier, Stitch, and Farseer patrol around the surrounding area. They don't venture too far away, though.

You head into the workshop and sleep on the cold, dirty concrete floor. You've been through worse, though, and long months in the Zone have made you accustomed to less-than-nice conditions.

When you awake, it's around noon time. Everybody has come back in, Voyeur and Farseer are standing watch. You pop open a tin of food and tuck in; it gets washed down with a bit of vodka.

The pit was dug successfully, and the corpses burnt. The men who went scouting report that the only thing they saw was two dogs chasing a boar, but they left the mutants alone, and have no idea what happened.

They also saw a super-market about three blocks away, and some of your men are wondering if there might be more food in there (You are down to four days of food and liquid for everyone).
>>
>>23695872
This leads you to wonder how to spend the day. There are two large entrances to the base; you could close up the south one, or just make the entrances of both smaller (it would be beneficial to have an easy path to the burning pit, and a second entrance might require more work to defend, but also has its benefits).

Most of the fence is still chain link fence, which probably won't hold up to much (and if humans do show up, they could shoot right through it). Perhaps those sections could be reinforced?

The workshop could do with some work; cleaning it up, figuring out what machines can be repaired and what will have to be scrapped.

You could send men out to check out the grocery store, or scouts to look for other interesting places.
>>
>>23695909
I say we scour the super market. The chances of finding edible vintage 1980s food is slim but still there. We might also find something that could aid us in fortifying the fence
>>
Hmm, we could close up one side, but have a ramp to it inside the compound, so if we need to get the fuck out we have a back way out that doesn't double as an entrance, would also make it less work to dump the bodies closer to the pit, and just come back in through the main entrance.

This has the benefit of giving us an exit, allowing us to keep just one entry point that we can defend easily, and making it easy if we have to move corpses out of the compound rather than having to drag them out the entry way and around the entire compound to the pit.
>>
>>23695872
Scoping the supermarket can hold off for a bit, if its the one with anomaly fields, I'd rather we deal with it as a group to avoid losing anyone to the zone. Not to mention it took us what looks like 3 days to travel here, scouts stated that we have boar and we can probably use to supplement our supplies. Probably an exercise for tomorrow.
Has Fixer got any rough ideas for that overwatch tower, and what building is best to put it on? If not he can take inventory of the machine shop with 2 of the rookies, keeping one on overwatch, and the other working on at least prepping for fence fortifications while we go with the two other vets and a rookie to scope out other landmarks. If nothing presents itself we can take a cursory look at the supermarket and take stock of what is there. I'm really looking for gate supplies. Set it so we can have a controllable entrance in the rear.
>>
>>23696003
Fixer believes that he could fashion together something on top of the workshop, which is only one story tall. However, he'd need a ladder to get up there, and he would need quite a bit of scrap to work with.
>>
>>23696025
>he would need quite a bit of scrap to work with.
We should look Fixer dead in the eye and say, "Fixer, look around you. Tell me what you see piled up in massive heaps."
>>
>>23696025
Good, nothing we can do about that now, having him inventory the machine shop. With a rookie with his eyes open for any movement and another on gofer/fense preparation duty, we could set off here.
>>
>>23696043
He clarifies: "If I build the watch tower, we'd barely have enough scrap left over for fortifying the walls. It's either or, we just don't have enough material to do it all."
>>
>>23696084
"Alright. You are the expert."
>>
>>23696084
Understood. I think we should stick to the inventory plan, see if we can scout around a bit. Places that might have tarps or fabric of some sort, rig up a sandbag setup near the entrances to free up at least a bit of the scrap.
Other than that, I think we should head out patrolling.
>>
>>23696097
>>23696057
>>23696003
The scouts don't know if there are any anomalies present. They just saw it at a distance.

Fixer heads off with Ramen to do some work in the workshop. They would still need to find a ladder for him to get up and work on the tower.

You get Voyeur and Farseer to keep watch over the area, while leading the other men to do some work on the fence.

>Fortify the chain link fences
>Close up the north OR south area
>Make the north OR south entrances smaller

In either case, I will need three separate 1d100 rolls.
>>
>>23696152
Also, we should probably keep an eye out for a safe of some sort, and in the meantime hid the 20k somewhere in our office. Preferrably in an old tin. I'd rather not run into bandits while on patrol.
>>
>>23696160
And by work, I mean: siding things up. Arranging things, taking stock, etc. He will also start setting up a work space for him to do his non-combat duty.
>>
>>23696160

Is what >>23695990 said a viable option?
>>
>>23696175
It is possible. Also, keep in mind, larger projects like this will likely take multiple days, and always run the risk of issues arising.
>>
Rolled 44, 56, 74 = 174

>>23696160
>>Fortify the chain link fences
Just going to suggest this. We can worry about entrances later. Really liking >>23695990 's idea.
>>
Rolled 78

>>23696160
Fortify that fence!
Gotta make our own Rostock mk II after all
>>
>>23696160
I feel we should close the south entrance
>>
Rolled 71

>>23696228
screwed the dice
>>
Rolled 66, 40, 49 = 155

>>23696160


Wall the fence and this
>>23695990
>>
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>>23696161
You make a note to eventually return to your office, and find a hiding spot for the cash. There is likely a safe there, and who knows, maybe there's some nice loot to be found in it, too?

>>23696193
You and the men begin piling junk up along the fences. It's not pretty, but, it'll at least make it a hell of a lot tougher for people and monsters to see into the place; besides, nothing in the Zone is great.

Fixer reports that he has a nice place set up, where he can do maintenance work. If he gets his hands on some nice tools, he'll be able to do modification, too.

He also has freed up some shelves to keep spare weapons and other things.

You estimate that there is about four hours of sunlight left.

>Send men to scout for locations of interest
>Send men to the supermarket
>Continue to work on the fence
>Other. Write in.
>>
Rolled 31, 35, 76 = 142

>>23696258
I say we ask the gents with us for opinions. I'm hesitant to set out with this little bit of light left if only due to complications but I know guys can get antsy.
>>
>>23696271
Lemme just... turn that off.
>>
Rolled 47

>>23696258
Lets just continue work on the fence, it seems a bit late to send out any expeditions.
>>
>>23696271
General consensus is that the men are willing to do some light scouting, but don't want to go looking for supplies in the Supermarket.

They're pretty much neutral to doing more work on the fence. They know it's important, but it is tiring work.

Courier says that tomorrow, he is planning to head back to HQ and make a status report. He says if he's moving on his own, he can be back by the afternoon of next day. Knowing him, he'd be up to the task; this guy is pretty hardcore.
>>
>>23696299
To clarify, Courier would need two days to go there and back. This is also a part of his task, and he might even bring back some goodies.
>>
>>23696299
Light scouting seems good, but first sign of trouble we bug out back here. No sense getting into any firefights.

Approve of couriers bit as well. We might be able to see him off in the morning and take a proper look at the supermarket with everyone. Lets scout in the opposite way of that tonight.
>>
Rolled 7

>>23696258
>Send men to scout for locations of interest
Nothing to hard or far, just some light and causal scouting. If such a thing exists in the zone
>>
>>23696345
>>23696334
Ramen and Huntsman head out to do some scouting to the west (the supermarket is in the northeast; you came here from the north).

Courier says he'll be up at the crack of dawn.

I need some 1d20 rolls, please.
>>
Rolled 13

>>23696374
>>
Rolled 3

>>23696374
Scoutan
>>
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>>23696394
>>
>>23696411
that is a delightful response picture
>>
Rolled 16

>>23696374
We gonna get some artifacts now
>>
Rolled 17

>>23696374
>>
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>>23696422
I've got a million of them.
I'm actually hoping we can broker a deal with any freedom forces in the area. If they are anything like Uncle Yar at least. No need for too much pointless killing.
>>
Rolled 20, 20, 20, 17 = 77

>>23696387
>>23696394
>>23696427
Let's see here...
>>
>>23696454
3 20s
this is a bad thing right?
>>
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>>23696454
Even if we die... I'm not even mad.
>>
>>23696443
I would always support Duty if given the choice, but I never hated Freedom, I liked them as well. I wouldn't mind brokering a peace of some sort if we could.
>>
>>23696454
> 20, 20, 20, 17 = 77
Jesus.
Are we gonna meat exo-suited blood suckers or something?
>>
>>23696454
at least it isn't 4 20's right guys?
>>
>>23696498
No luck for freedom
>>
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>>23696454
>>
>>23696454
Your scouts return around the time when the sun is just starting to fall. They huddle into the workshop with everyone else, where a new fire has started, and people are just generally chilling out.

Voyeur and Farseer are once again on guard duty at the entrance.

Huntsman and Ramen inform you that they saw a furniture store three blocks away. They didn't get too close, though.

They were attacked by a pack of blind dogs, but dealt with the problem easily enough. Huntsman also found something interesting: What might have been a cache left by a Stalker.

He hands you the old, beaten up, bloodied backpack, which he says was hidden in a bush. He checked out the contents, but didn't take anything from it.

Inside is a Ruger Security Six, a box of 40 rounds of .357 ammo, a half used package of filterless cigarettes, a bottle of vodka, a tin of food, and a PDA that does not work; it appears undamaged, so it may just be a dead battery.

It is hard to know just what this means; is there another faction out here? Was it just some lone wanderer's stash? A drop off spot for some sort of package? Something else? It's hard to know at this point.

And this episode of Stalker Civ Quest is going to come to an end now. It's been a fun four hours, folks, and I will definitely be back later today, in the evening (Think, around 10PM Eastern Standard Time).

Thank you all for playing, and may the Zone be kind to you all.
>>
>>23696471
Main reason I suggest it is because I started on in on this with clear sky and Uncle Yar is like the biggest bro you could find, especially since he does all that shit for Degtyarev once he gets to Pripyat.
I actually made him as a Techmarine in a deathwatch game, but I digress
>>
>>23696481
Higher numbers are good, lower numbers are bad.
>>
>>23696515
Aye aye capitan. Someone want to archive this?
>>
>>23696515
It's been fun
>>
>>23696515
>Ruger Security Six, a box of 40 rounds of .357 ammo,
Good. It does not do to be an officer without a sidearm.
>>
>>23696515
Thanks for the thread, stalker. Its been a lot of fun and a cool experience.
>>
someone archive this please
>>
>>23698685

Seconded.
>>
>>23700501

Done and archived. Enjoy!

http://suptg.thisisnotatrueending.com/archive/23693036/



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