[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1383865462243.jpg-(45 KB, 700x406, Frosty Bandits.jpg)
45 KB
45 KB JPG
Lets try this one more again as reminder yes I am in fact EDE/Alede.

Last time our bandits have survived the winter. Despite whatever it was that lurked in the snows harassing our forces. Our 'pet' zombies alerted us on new happenstances. Mostly in that 3 new zombies hordes have wondered into the base.

The first came from the open gate at the docks.

The second came from the Zombie nest formerly known as the Labs it has expanded to claim a medical bay as well. Apparently is naughty things happened in there or something.

The third meanwhile forth from route we discovered that connected to the vaults where we lost contact with our forces. We don't know if they came from the vault itself or something else entirely.

In other news our favorite pyro who never talks ever since we recruited him oh so long ago. Has vanished on the hunt dragging with him some of our new member(rabble) to acquire certain substances.

Turn 30
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 95

>>28161905
Favorite suggested names included the Frozen Bastards and Bloodsnow Deathsquad.

Update
Our adventure began when our forces entered a military base on a frozen island undergoing a zombie plague and crawling with bandits. There our forces huddled in some bunkers while slowly expanding attempting to take the base as their own. We took out many zombies and recruited bandits who were not so lucky. Eventually we made a breakthrough where somehow the infected zombies now view as as their own. That was when winter occured and we discovered that horrible menace lurked within the whirling snows and bloody ice.

Update ended.

Reminder once faction name has been decided upon I will then dump out info including the Banditry Guide and even the legendary Primer of PosApok.

If this thread fails again new civ will be commenced tomarrow. I hope that doesn't happen as I made some fun preparations.
>>
Rolled 94

>>28162061

Welcome back EDE!

I'll vote Bloodsnow Deathsquad and the fluff that went along with it.

Poor men that we lost at the vault, I hope that whatever we unleashed when we cracked it open (because there was a reason no one else had cracked it open, knowing you) will at least take a few turns to kill us.
>>
bump
>>
Rolled 34

>>28163119
I am back for now right when things seemed to be going okay I get to enjoy yet another downturn. This time I may be able to look forward to being homeless soon. Yippy.

Reason no one cracked it was due to what lurks in the base. Its kinda hard to get to the vault without going through all manner of horrors(most of which you don't have to worry about bastards second greatest threat on the island and you are mostly immune to it).

anyway last thread
http://suptg.thisisnotatrueending.com/archive/27884010/

Sorry about not posting the ghoul info I sorta forgot and by the time I realized it it was already too late.
>>
>See the return of glorious Alede
>Expecting nothing but goodnews
>>28163222
>>This time I may be able to look forward to being homeless soon. Yippy.

Aw,
>>
Rolled 26

>>28162061

>Our illustrious QM has returned!

And then I saw this >>28163222
Now I'm this >>28163253
>>
Rolled 66

>Basic 1
Scout for potential resource locations, and opportunistically bring some back.
>Bandit
Have CC explore to recollect those lost armor from those who died in the winter, those things are rare.
>>
Rolled 50

>>28163355

Sounds like a good enough plan for me.

Seconding this fluff/namevote >>28163119

Welcome back EDE!
...I hope things get better.
>>
Rolled 11

Yay! Alede is back.
No! Alede is in deep.

>>28163355
Thirding.
>>
Rolled 40

>>28163222
Ghoul info dump here it is.

Cabu Ghoul- If your a cannibal(knowingly or not) upon your death you will rise up as one unless your properly dealt. Are not attracted to radiation and are largely immune to most enviromental hazards. Unfortunately they suffer from a continuous vicious hunger that never lets up unless their eating afterwards it comes right back though. This constant hunger usually forces them to be primitive.

Rad ghoul- genetics or zombie with exposure to what is usually radiation creates these. Noted to be attracted to radiation and suffer from hunger that worsens over time/exposure to unusual elements(radiation included). Radiation is noted to heal them but increasing hunger. If they don't eat they began to degenerate but will never actually die.

Nekul ghoul- Weird energies can make these things arise. Not much is known other then their disturbing similarity to Cabu variants. Unfortunately these ones are noted to be capable of being much nastier.

Var- Somehow linked to monsters these bastards they wander to fight to fight slaughtering and fighting until someone finally manages to put them down. Notoriously strong and nightmarish difficult to kill.

Monu- Like the above instead somehow they kept a bit of themselves intact and thus are not bloodthirsty/insane. They are amazing at digging up and exterminating with extreme prejudice. If Monu shows up watch out their always on the hunt.

>>28163253
>>28163315
At least I haven't beaten AC Guy.

>>28163355
Brought back two resources. Discovered a site or two that may contain a more.

CC went collecting she brought armor back just not the ones we were expecting...

Acquired Bio Hazard Series Power Armor.

Event

A Pirate Armada has arrived to the island. Two in fact one from the air the other from the sea.

The zombie packs who seen targeting the zombies.

Borgs have been spotted moving around.
>>
Rolled 89

>>28163647

Turn 31
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28163647
>A Pirate Armada has arrived to the island. Two in fact one from the air the other from the sea.
Do any of our 11 (former) bandit tribes recognize them? Do they have the general marks of the bandits?
Have we gotten better visuals since the snow is gone on the borgs?
>>
Rolled 6

>>28163647

EDE's back!
I knew buying another copy of The Art of War yesterday was going to pay off!
Oh no, EDE's in trouble...I'm sorry EDE.

>>28163680

>Basic 1
Go scout/explore around the medbay/labs zombie area, strictly stealth but if confronted then try diplomacy before fighting. Cuban Pete here, because they should disguise themselves even more as zombies despite the fact that we're already considered pseudo-undead.

>Bandit
Scavenge from and try to get working a few of the vehicles in our Garage/the Vehicle Depot. Emphasis on getting something with heavy armor and good antipersonnel capabilities, doesn't matter how slow they are. (think of a moving emplacement). The bandit who distinguished himself in making the knifenade rifle should be assigned to this. CrayCray too.
>>
Rolled 8

>>28163801

I'll second that. Where'd everyone go?

>>28162061
I'll vote for Bloodsnow Deathsquad (can we have been called something else before we were bandits? I think that's a really cool name and want to use it without penalties.)
>>
Rolled 35

>>28163958
>>28163801
Thirding.

>yfw multiple quests i'm following are up today
>multiquest drifiting intensifies
>>
Rolled 81

>>28163772
Hm look to the Cloud Swarm for the Arial fleet wise. Water looks like they serve Warlady Pirri. That is according to our rabble.

Borgs seemed to be a mostly cyber with a few bio thrown in. Look to be paramilitary base but have clearly been modified.
>>
Rolled 52

>>28163958
You were formerly known as the Outlaws for the Dead Snow Company of Deth Korps so it wont be an issue.

>>28163801
Oh god all these shitty rolls.

Zombies around the labs and medbay largely ignored us. Except for some of the mutant variants who blocked us off from going to certain areas. Sadly we didn't find any willing to communicate the and the blockers didn't treat our guys any different then they would other zombies.

Our guys had no little luck finding preferred vehicles. Apparently those ones were the very first to be exhausted. Even APCs are rather rare. Got plenty of heavies and AA though sadly artillery pieces seem pretty rare as well.

Turn 32
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 20

>>28163985
>>28163958
>>28163801

Fuck dammit, that's the second one of my good, detailed plans that has gone bad because of abysmal rolls.
>>
Rolled 39

>>28164121

>Basic 1
Scout (and ask) around to see who/what the snow monsters that plagued us were and where they might be based. Crazy Pete.
>Bandit
Gather up some of those AA guns and put them on our bunkers, see if Weapon-Mod guy can modify his knife/bladenade stuff into them to make'm extra bandity and cruel. CrayCray goes on this because of her bonus to any bandit action.

If we can, try and get in contact with the 2 bandit fleets and see what they want. We've got insider info on the military base to bargain with.

How badly do they outclass, by the way? Are we gnats or ants or mice to them?
>>
Rolled 53

>>28164227
Seconding (pls get a good roll)
>>
>>28164131
It would of been MUCH worse but your plan was good and you had bonuses.
>>
Rolled 88

>>28164227

Actually, send CrayCray with Basic 1 because she has diplomatic relations with the Nekuls so they'd be more likely to talk.
>>
Rolled 5

>>28164227
>>28164407
Thirding.
>>
>>28164227
We snuck around we found out the monsters largely come from the other side of the wall for the most part. They come here during winter has its less bad here. We did however find out that a certain group of monsters are based around the command center. Which is buried/fortified with ice while bristling with weapons. Whatever lives there never outright emerges until winter for the most part. If anything gets close they kill it. Even zombies keep their distance. It is also worth noting that said base is directly over the primary access tunnel for the nearby vault for the old military forces.

Our engineers set up some AA guns around our base. Their crude and ment to be mobile but until we get the nearby towers online their the best we got. That was until CC did some madness that ended with an AA vehicle connected to a plasma reactor and against all odds blasting a rain of plasma into the air.

Unlocked Mobile AA Plasmar
Requires a direct link to plasma source or using plasma rounds. Otherwise it defaults to an unusually sturdy AA.


Turn 32
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

>>28164227
They don't even know you exist. As for contact we discovered there from the Ghoulish Krulsade.
>>
>>28164615
>As for contact we discovered there from the Ghoulish Krulsade.
Well, give them a right bandit howdy do and ask what's up.
They looking for something 'round these parts? We could help.
>>
Rolled 38

>>28164715
Seconding.
What hails the Krulsaders to this far off land.
>>
Rolled 75

>>28164615

Well yeah, but I wanted a general estimate of comparative armaments and numbers so we could know how hard to kowtow to them.

>Basic 1
Scout out the 2 fleets that we saw/detected. Assess for strength/weaknesses. If we're caught, offer up our insider knowledge on the military base we will help guide them. Send out CrayCray AND Crazy Pete, that ought to give them some second thoughts about messing with us (and our sanity/intelligence, so they'll hopefully not see any smart plans coming from us) if they're caught.

>Bandit
It takes 2 resource points to fortify a structure into one of our Ultrabunkers, right? Let's do that with the vehicle depot. Lt. McShootStabby (the esteemed bandit who won the weapons contest) should oversee this.

>>28164715
I think he means that we figured out where the Ice Monsters/Wampas were coming from on the Nekul Ghouls' (the ones CC got lost into) advice.
>>
Rolled 30

>>28164800
Voted.
Too bad Pyro's not here, we could set up some seriously incendiary traps. Very useful for the coming winter.

We have got to requisition some way to see through the snow while we can this year.
>>
>>28164715
They stopped by to unload their basic goods on their way to the slavers pitt. This area is a HUGE bandit up and so they can make a fortune. Of course the reason they came in such force is to insure the protection of said fortune. Apparently these sort of fleets pop by every once in a while in order to unload plunder. There is only so much you can take with you these groups unload the excess.

Basically these guys got EVERYTHING.

>>28164760
Kruelsade is finally winding down.
>>
>>28164800
Pre built bunkers require only 1 resource for conversion otherwise its.

1 resource for Mega Bunker(what I had first stated)
2 resource for Ultra Bunker(when I corrected myself)

>>28164846
To give you an idea of what these guys got they LITERALLY taken out an entire continent. So yeah there is precious few things these guys don't offer. As is the steady volume of slaves pouring in as sapped the slave markets awfully hard.
>>
>>28164846
>Apparently these sort of fleets pop by every once in a while in order to unload plunder. There is only so much you can take with you these groups unload the excess.
>Basically these guys got EVERYTHING.
You're not throwing money at us to prepare us for "the coming storm" again, so to speak?

>>28164846
Do we have anything to trade that they might want? We're really looking for more winter gear.
>>
Rolled 49

>>28164913

Hah
>Crusade
>Took out a continent

I see what you're alluding to there.
>>
>>28164947
No I had this already in mine plus you may not have much to trade exactly.

Remember their running a continent spanning campaign. So its not hard to figure out what they desire(supplies and so on).
>>
Rolled 43

>>28164947
>We're really looking for more winter gear.
Are we really?
Remember, we mustn't let tunnel vission control our choices. These guys have EVERYTHING.

Use some imagination.
>>
>>28165032
Especially considering I am rather fond of the rule of cool...plus its the same continent the memor were originally on. So have fun with that.
>>
>>28165059
>plus its the same continent the memor were originally on. So have fun with that.
LETS GET A CRYSTAL MACHINE AND BRAIN VIRUSES
>>
>>28165074
And how do you plan to afford this exactly?
>>
Rolled 30

>>28164989

Would they be willing to trade us some gear that'd let us operate (including being able to SEE) during the winter for food?

Also, do they have radioactive material (in containment units, WE don't want to be ghoulified) and how much do they want for it? Ought to be garbage to them.

How about bullets that contain a little bit of a broodmother-esque organism so that when they hit an organic target it bursts open inside them and starts to assimilate their biological matter, eventually resulting in a blob of mutant flesh bursting from them to consume everything organic it can find?
>>
Rolled 98

>>28165074
ha, and some fireworks while were at it. Yeah, butjokes aside. .
>>28165059
>>28165101
"So, you guys took part in the big one eh? You know, we heard that the . . .beings who shant be named, they and their tectus had this armor you see. Stuff that could blend into the night and all. Now, we ain't no muties so it might not be as effective on us but it'll sure as hell help. Got any of those?"
>>
Rolled 1

>>28165135

Yes, let's pick up a copy of the 1812 Overture and some big speakers while we're trading.
>>
>>28165254
Heh, even the dice gods don't want another of that episodes.
>>
Rolled 97

>>28165270

>inb4 EDE works up some fluff about how everyone is godawfully horrified by the 1812 Overture because of how the Memor use it and this (clearly metajoking) request is in such bad taste that they wipe us off the planet.
>>
>>28165198
I really hope there isn't a big hole for tectus tails in those armor.

I'd rather not literally freeze our buts off.
>yfw flying asses in midair whever our scouts go
>>
>>28165198
That roll.

Damn you anon.

"We most certainly do swamp had all manner of interesting things we cracked a few but had to keep moving along didn't want to miss out."
"Thing is though that armor of theirs was mighty strange which is why he got along so well with them. Works good for humans but it shined with the them. We got other stuff though."

stalker power armor- Despite being power armor extra sneaky and deadly
Ninu Stealth suit- You like ninjas we like ninja everyone like ninja.
Memoran Stealth armor- Odd nightmarish stuff subject to old world Black tech, mad science, and brood modification.
Shrouded Power Armor- Your eyes actively went across these without noticing them. Repeatedly. Its even worse while they remain still. When in combat the stealth fields adjust themselves so as to make the user actively harder to hit.


>>28165350
Tectus didn't have tails.

>>28165135
Eh you mean Flesh Plague rounds? Sure we got some of that. Mighty expensive though.

>>28165315
Hey I am not that bad.
>>
Rolled 46

>>28165400

Heh, SEP Power Armor more like.
How much for each kind? (How many men doe a 'crate' or 'box' outfit?)

I mostly just wanted to throw that Flesh Plague idea out there so it'd be written down.
>>
>>28165508
We could put them to good use.

>gotta look back and see if there are any tactics the Memor had against monsters that we could use in our situation.
>>
Rolled 18

>>28165549
Too much of it was mutant based, hive mind based, or they had ungodly resources.
Moderately defensive vines with fruit would be nice. . .if they weren't going to just die off in the winter. Not like we can build a greenhouse anytime soon either.
>>
Rolled 86

>>28165549

>Memor
>Tactics

Also, we can (thus far) mostly handle ourselves against monsters.

It's whatever is in the middle of the base that only comes out during winter that causes us trouble...and I get the feeling they're one of the big fish.
>>
Rolled 97

>>28165593
>It's whatever is in the middle of the base that only comes out during winter that causes us trouble
Well if that's their only entrance
and words cannot express how much I DOUBT that
We could set up traps and barricades around it. Maybe some searchlights for when the blizzard comes.
>>
>>28165508
So which one exactly? Also don't forget actions their going to stick around for a little while after all.
>>
Okay so we have armor.
How about weapons? We could use some elemental throwers.

THAT'S IT!

We can use elemental throwers to manipulate the snow out of our way so we can see in the winter!
>>
Rolled 78

>>28165754
Can they do that?
That is an excellent idea if they can.
>>
>>28165754
>>28165773
How exactly would that work?
>>
Rolled 1

>>28165719

How much for each kind, respectively.
If we wanted enough SEP Armor to outfit just 5 people, how much would that cost?

Do they have anything in particular that they want (so we can know if we should raid targeted for it)?

Also, how about Thermal/Sonic vision goggles, or other stuff that will let us see in EXTREME WHITE OUT conditions, also hidden sensors we can deploy for passive detection.

>>28165789
I think it was a joke.
>>
Rolled 93

>>28165805

Huehue, 2nd 1 I've rolled tonight and both on discussion.
>>
Rolled 39

>>28165805
Probably was.

Though, I'd imagine if they have the ability to spray elements like water and ice, would they not conversely be able to spray it and snow in a direction away from whoever is shooting the gun?
Like, even if it were to fire a single time and give a man precious seconds to see what's charing at him.

>>28165805
Sensors are good. As are infrared. How about trackers? Darts we can shoot at monsters, or give to our men so at least we know where they wer dragged off to.
>>
Rolled 69

Basic 1
>Explore the previously scouted area proper for resources. CP
Bandit
>Scout the vech bay for a single vehicle we might be able to take back to tinker with. If deemed it feasible, take it while you're there.
>>
Rolled 11

>>28165870

I think they don't spray water/ice (water can't be compressed, how would you have ammo?) they either spew plasma/flame or suck energy out of an area in front of them, so they 'spew' cold
>>
Rolled 8

>>28165928
Well, if rule of cool doesn't cover it, and they do just suck the ambient energy to make stuff freeze we could freeze a monster. Though, they probably have such thick fur and fat not to care.

Beyond that, do you think we'd have better weapons or items to pursue than elemental throwers?
>>
>>28165508
box outfits 5 guys.

A crate does 25.

>>28165805
Depends on what you have to offer dictates price. Luckily the roll for it earlier was very good.

The thermal and sonic goggles that could penetrate it would very expensive(everyone buys them up first).

Sensors basic is pretty cheap the more advanced stuff is where it get painful quite fast.

>>28165870
Trackers are rather basic they have an excellent stock for that if slightly pricey.

>>28165928
It might be able to clear it up for a second a two if the weather isn't too bad.
>>
Rolled 4

>>28166012

If we're offering food? Oh, do they want any fuel we have from the synthesizer that's running in the basement of our vehicle garage?
>>
Rolled 8

>>28166068
>do they want any fuel we have from the synthesizer that's running in the basement of our vehicle garage?
I forgot we had that. Lucky us.
>>
>>28166068
Food is always good. As for fuel its rather limited right now. Got a tank or two full of fuel though.
>>
Rolled 83

>>28165915
Voting this action.

>>28166142
Trade them about 1/20th of our foodstocks at best for whatever armor and thermal/sonic goggles they can supply.
Basic trackers we'll give for a crate of fuel, advanced we'll give for a medium crate.

If they want to bargain a better price, lets haggle.
>>
Rolled 3

>>28166338

I think you mean basic trackers and basic sensors.
>>
>>28166368
right.
>>
Rolled 95

>>28166338
>>28166368
Vote
>>
>>28166338
Offering that much food you wont get much armor and no goggles. You will be able to get some basic sensors though at least a few anyway.
>>
Rolled 36

>>28165915

How about

>Basic 1
Explore/Scavenge previously scouted areas and collect resources. Particularly break into sites that might hold food or fuel.
>Bandit
Upgrade the Vech Garage with Ultra-Bunker defenses, let's make sure we don't use this resource while we have dime to spend to (relatively) ensure that.
>>
>>28166566
Well, what price do they want for some considerable armor and goggles?
For a substantial amount of trackers?
>>
>>28166627
What they want is supplies. You got a good deal going for armor but goggles its going to cost a fortune. Trackers isn't too bad if slightly expensive.
>>
Rolled 8

>>28166627

We won't need to tag things with trackers constantly, we only need a moderate/small supply.
>>
Rolled 94

>>28166566
Then we negotiate their terms. We still want the same goods, but how much do they want them for.

>>28166582
This is a better plan. Voting.
>>
>>28166675
I was thinking a tracker for every man we send out on a mission, so we can tell where the bodies ended up. But yeah, we don't need that many.

>>28166672
Does 2.5/20 of our supplies speak to them?
>>
>>28166676
Depends on how much your offering plus what your willing to offer exactly. They will be sticking around for a while so you don't have to trade right this second.

>>28166725
For a bit of armor, sensors, and no goggles certainly.
>>
>>28166755
"It seems we're having difficulty finding a price. How about you name one and we'll work our way to it?"
>>
Rolled 7

>>28166755
We'll trade later then, it might be best to trade if the situation changes.
>>28166582
Supporting this
>>
>>28166790
You want good armor for your guys your going to need to be able to afford it. Armor is expensive stuff suited for this area even more so. Especially good sensors. I suggest you save up or something.

>>28166811
in that case actions?
>>
>>28166898


>>28166582
this
>>28166676
with this roll
>>
>>28166582
We went over the previously scouted areas and looted all the resources our guys doubt there is much if anything left.(second part is considered another action as resources are different then that other stuff thus denied)

Acquired 8 resources.

The nearby bunkers to the Vechicle Garage has been upgraded.

Acquired 5 Ultra Bunkers.

Lost 5 resources.

Turn 33
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 51

>>28167047
Basic 1
>Have any of our more mechanically savvy members take a look at our vehicles, what it might take to run them. Maybe the weapons dude might have some insight, and certainly we have members of the 10 tribes who ran and mainatined vehicles
Bandit
>Explore our base. Ensure we haven't overlooked anything of note, and see if we can't find the mythical armory that's killed so many who've tried looking for it.
>>
g2g ede, wish you well and hope to see you again soon. Good luck with the quest guys.
>>
Rolled 96

>>28167242
Votan
>>
File: 1383882551440.png-(43 KB, 1352x556, Base Walker.png)
43 KB
43 KB PNG
>>28167047
Base Map
>>
>>28167400
Who are yelow and purple?
What is the white circle in the middle?
>>
Rolled 6

>>28167422
I think yellow are the ghouls who set up temporary camp in the base.
>>
>>28167422
Yellow is cannibal aka ghouls ahoy
lavender is known zombie infestation(as in zombies zombies everywhere)
White circle is the command center

Of course so much is as of yet undiscovered.
>>
Rolled 100

>>28167541
So basically our "north" and "east" flanks are at least covered by those we can consider allies (against monsters at least).

>>28167242
Vote this, except change bandit to
>Explore the building immediately below/south of our command center. Turn over every stone, but don't trigger anything. CC and CP.
>>
>>28167651
Why hell there mister 100 couldn't resist showing up now could you? Had to waste two ones but not a 100.

Very well then writan.
>>
File: 1383884068295.jpg-(26 KB, 500x477, 1383261475500 (1).jpg)
26 KB
26 KB JPG
Rolled 62

>>28167651
>inb4 this isn't a 100 too
>>
Rolled 81

>>28167651

Looks like we get a weapons development specialist hero.

FINALLY JESUS CHRIST. We MUST learn our lesson and NOT LOSE HIM.
>>
Rolled 59

Is markus here? Please tell me this means a Markus-esque bandit hero.
>>
>>28167950
Markus the tradesman or Marcus the mechanic?
Both are still up and kicking, selling shit left and right.
>>
Rolled 27

The Memor should've eventually gotten a hero specialized in building/researching things they had no prereqs for, and/or our normal engineers should've gotten an ability to aid them in that.

Because we wanted things we had no groundwork for all the time.
>>
File: 1383884902933.gif-(24 KB, 210x200, 1368562448084.gif)
24 KB
24 KB GIF
>>28167801

>Not posting superior version.
>>
Rolled 5

>>28168000

I think he meant Marcus (although I never knew there was a difference).

>>28168051
Saved. Please forgive me.
>>
>>28167651
>>28167651
Well all our vehicles got went over with a fine tooth combed. Seriously though I don't think there wasn't not a one of those vehicles got away with not being completely stripped down and rebuilt. Every last bolt and piece of rust was examined with eerie detail.

Unlocked
Paramilitary Engineering vehicular(you can make it paramilitary vehicles hope your happy)

That was when our weapons developer who had won the competion a while back showed up and decided to IMPROVE. Cause that shit just wasn't proper Outlaw material muchless bandit.

Unlocked
Outlaw Engineering(paramilitary and bandit tech now stacks)


Unlocked Hero(previous one has been upgrade his name is earlier in the threads somewhere)

Arms Master

Bonus Engineering
Bonus Manufacturing

Abilities

Reverse Engineering- Can breakdown tech and even better perfectly mimic it.

The Hurts Way- Everything is pain, improved and cruel.

Outlaws of Us All- Has unusual insight when it comes to his way.
>>
>>28168037
>Because we wanted things we had no groundwork for all the time.
Our hunger always got the best of us.
>>
Rolled 8

>>28168131

>Specializes in making firearms that shoot bladed weapons
>>
>>28168131
Great!
now if we can just use him correctly and keep him away from harm
>>
>>28168208

We also need to remember that he's a hero-level bandit. Marcus was specialized as an engineer, but he went out with Duelfists and owned the Deepswamp before we even had Richard+Clora once. Heroes that were part of the rank-and-file before are now hero-level rank and file people.
>>
>>28168131
Scouting meanwhile has revealed HQ. Not a command center granted but that was later edition. Inside was a bunch of well it was quite the variety really. We found mutants, bandits, ghouls, monsters, shit we even found ourselves some...uh is that an A.I with security bots? OH FUCK THEIR JUST SO KILLY AWESOME.

Acquired access to base A.I. Which is mighty strange if the hilariously killy 'security' bots are anything to go buy.


On our scouting expedition our forces saw abruptly everything inside running for their lives down a hall way where a hellish screech came out from behind there where they saw a strange machine with wielding two cannons, guns, blades, bombs. and two gatlings shooting missles at a goddamn mouse(who apparently entered the ZOME) showed the TRUE meaning of overkill to our forces. Must say our outlaws never knew what Overkill really was until then. Turned out to be Chief 'security' bot.
Acquired Hero Robo Ovah Kil

bonus Hi-Tech
Bonus Computers

Abilities
STEEL KILL-This MAACHINE over Flesh.
STEEL STEAL- I is the Steeliest AND the stealthiest.
OVERLOADED- More bullets, more power, more energy and more OVERKILL cause there is NEVER enough.Cause who cares if I detonate or my batteries explode as long as they kill them REALLY FUCKING HARD.

Inside we basically found the miscellaneous base crap that don't need their building plus a mini version of own building level areas. Basically this place has got the fucking works. If it wasn't directly useful any more though shit has been converted into something else entire(such as offices into sleeping quarters ect.) Overall though it had quite the variety and we just so happen to know it all. Mostly because we bribed the Robo OVah Kil with hybridized tech.
>>
Rolled 83

>>28168320
Turn 33
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

HQ is ours by the way it can house a womping 5 thousand.
Currently it has 2000 zombies
1000 Monsters/mutants
2000 Bandits

Acquired suspicious insanely over armed/armored security bots 500. All of which were entrenched around the A.I.

We now have access to the security network vey a backdoor A.I. BiLKiL provided. Sadly the majority of it is either offline or destroyed. Apparently however some strange group has been maintained the base the best they could(keep it powered and certain security systems online).
>>
>>28168384
Do we get a 2nd basic action yet?
>>
Rolled 7

>>28168431
No as you haven't recruited/slaughtered them.
>>
>>28168456
Ah, I see.
Those 2000 bandits (how long have those guys been down there).
Do we know anything about them?
>>
Rolled 50

>>28168475
Assorted bandits tribes mostly. Mostly made up of outcasts, raiders, and outlaws. The stay alive of scavenging and eating each other. Turns out there are a number of other bandit groups lurking around as well but the HQ was one of the major points for them.
>>
>>28168541
So we have an HQ full of potential hostiles, with starving rats fighting under our feet while we have food above ground?
Tricky situation that could easily go wrong if we don't play our cards right.
>>
Rolled 33

Lets get our reverse engineering guy on our frost hazard power armor.
>>
Rolled 100

>>28168572
We could back a side immediately and tip the scale in their favor. Supplement whatever kept them alive with our food supplies and hope we have the muscle to stop them from turning on us.
Or just ignore the issue and leave them down there to themselves (and that's usually never helped in the longrun either).
>>
>>28168619
Gah, what a waste.
>>
>>28168619
If they're going to turn on us, they'll do it one way or the other. Better to thin out their ranks if they will.
But yeah, we'll let that sit for now they're not the only threat we should be concerned about.
>>
Rolled 45

>>28168384
Basic 1
>Secure the HQ to the fullest without tipping off the warring factions underneath us
Basic 2
>Scout out the outer perimiter of of the building west/left of the explored HQ for danger level and future exploration
>>
>>28168699
We need to see which bandit group among them is the most hated, then forge an alliance amongst all of the rest to take them out.

(preferably that'd be the mutants)

That is, if they wouldn't willing join up with us for the shelter of our bunkers and our food.
>>
>>28168747
I was under the impression that they were just generally in/about the HQ but not fighting us.
>>
>>28168748
And we need to do it stealthily, one tip off that we have the food and opened up the door to the surface and the rats will unite to overthrow us.

But that's what we have Cuban Pete for.
>>
>>28168775
Hmm, if that were the case I wonder how we haven't noticed 2000 bandits among the base after living here for so long.
>>
Rolled 24

>>28168747
Vote, but put CP and Robot to overwatch basic 1 in case anything goes wrong with bandits or monsters.
CC on bandit
>>
Rolled 61

>>28168747
>>28168917
Seconded.
>>
Rolled 14

>>28168747

I think we should try diplomacy before we do anything else.

>>28168541
Ask our sentient zombies if they'd be able to round up/handle the zombies in there.

Ask the bandits/monsters/mutants if any of them want adequate food and shelter. Also ask them about the political climate down there and who the strongest factions are (and what the factions' numbers/armament/etc is).
>>
>>28169041
We certainly should.
Let's just hope they're in a talking mood.
>>
Rolled 86

>>28168991
>>28168917
>>28168747

How do you even start to think you can fortify the HQ without them knowing about it? You're just going to set them all off on us as they think that we're trapping them in there to starve/be gassed.
>>
Rolled 99

>>28169063
They were already trapped to begin with heh, but yeah we should definitively talk to somebody first.
>>
Rolled 24

>>28168747
This, but change basic 1
>Proceed with cautious and tactful diplomacy with those willing to enlighten us on their situation.
>>
>>28168747
Forces to secure HQ didn't really make much progress other then establishing a beach head. Sadly during the process we sorta riled up the natives a bit.

The building to the left was discovered to be similar to the HQ as in it was entrenched in ice and heavily fortified. Our forces realized its the Armory and holy hell is fuckhuge. To bad security around it is tighter then a ghoul's grasp on the last haunch of flesh

Turn 34
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource point

Population: 1500
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 61

>>28169063
>>28169116
Darned it, should've warned us earlier.
Diplomacy time now.
Basic 1
>Proceed with cautious and tactful diplomacy with those groups willing to speak to us. CC for zombies groups.
Bandit 2
>Scout out the building to the east/right of the discovered HQ for danger level and general situation
>>
Rolled 52

>>28169116
Figures my name dropped.

>>28169084
They were trapped in the base not the HQ.

>>28169041
Sentient zombies can dispatch the Minder. As long as there are no unusual mutants things should go fine. Just be aware though zombies are pain in the ass to wrangle and are always fucking starving.

Natives there avoided our forces. We somehow played nice with the bots so that is understandable.
>>
Rolled 39

>>28169116
>To bad security around it is tighter then a ghoul's grasp on the last haunch of flesh
Who/what is guarding it?
>>
Rolled 27

>>28169169
>>28169169
News Pyro has returned. Apparently he took down a fucking Harvester for Syn guardian included of all things. Thanks to that he was able to lure out some local bandits forces in need of a fix. As usual upon his return he set himself on fire. Apparently the the son of bitch soloed the Guardian of all things while the bandits brought down the Harvester. Apparently it was an AMAZING fight.

Acquired
500 bandits

Syn Excess amounts(Pyro timed it perfectly)


>>28169201
Unknown ice covers everything making the ability to know for certain VERY difficult.
>>
Rolled 88

>>28169116

Okay, so the HQ...they're too fractious to be dealt with as a whole. We'll need a show of force that we aren't currently capable of to win them over. No use bothering them just yet.
Let's examine the avenue EDE doesn't want us to look at so he added a very quiet sentence at the very end about it here
>>28168384

Ask BiLKiL if it knows who has been maintaining some of its systems. Also can it tell us anything about the Nekul Ghouls, or the groups in the HQ? Weaknesses we could exploit, power struggles going on, etc?

>>28169257
Sounds like the center/Wampa faction to me.

What does Syn do/how can we use it and what are the upsides and downsides?

Whatever our actions end up being...we have 5 resources, 2 R&D heroes, and a hero who gives bonuses to anything fire/heat related. We'll want to take advantage of that.
>>
>>28169313
>Whatever our actions end up being...we have 5 resources, 2 R&D heroes, and a hero who gives bonuses to anything fire/heat related. We'll want to take advantage of that.
And we want to do it quickly, we're hoarding up treasures again and if we don't get some muscle to back it up we'll find ourselves exactly in the same place last quest.
>>
Rolled 34

>>28169373

Right. I'm thinking something big, flashy, powerful (and fire related, Pyro will help in the development and he'll help in the deployment so it's like a double-bonus) to scare some people into joining us.

We've yet to figure out what our base looks like though, let alone who's in it and what's going on with them. I, personally, am wondering about what the zombies with laboratory facilities and a medbay are doing. Also what the people who were trucking off corpses were up to.
>>
>>28169313
>Ask BiLKiL if it knows who has been maintaining some of its systems. Also can it tell us anything about the Nekul Ghouls, or the groups in the HQ? Weaknesses we could exploit, power struggles going on, etc?
>What does Syn do/how can we use it and what are the upsides and downsides?
Seconding these questions.
>>
Rolled 7

>>28169313
BilKil system maintenance is performed mostly by the ghouls with a few things done by mutants. Two groups of ghouls in this base Nekul and Rad. Weaknesses unknown, power struggles mostly between zombies and bandits. Groups in HQ are a odd vicious mix very hardy and will happy to kill. Most Rad ghouls are located near the Power Station. Nekul ghouls focused around HQ and roaming groups.

Syn modifies the body and allows you to do some weird ass shit.(think Adam from bioshock to get an idea except more advanced). Its the raw stuff needed to allow ease of unusual modification or unlocking abilities. Extremely addictive. Side effects include, mutation, inploding, exploding, death by Syn Sac, insanity, voices, depression, ptsd, anxiety, insomnia, spontanious combustion, disapearance, madness, anger problems, extreme emotions, no emotion, and other unlisted issues.
>>
>>28169257
>Syn Excess amounts(Pyro timed it perfectly)
Holy shit. I don't know where to begint to use thatYet another treasure people are gonna
>>
>>28169644
So basically a crapshoot that's garaunteed to go horribly wrong or right (probably the former).
>>
>>28169668
We ought to get a scientist first before we remotely touch this stuff. It has the potential to be another crystal machine.
>>
Rolled 100

>>28169644

What's the largest HQ faction? What's a Syn Sac?

>>28169759
>>28169706

Honestly though, we've pissed off the Syn Syndicate(s). Our only choice might be to use it...how long could we maintain one hero-level addict, along with the forces that are already addicted?

>Basic 1
Research into a personnel weapon that's fire/plasma based, something designed for close-range combat. Like an uber-flamethrower. Arms Master Shooty McStab, Ovah Kil, and Pyro should be assigned to it.
We'll give this weapon to our Syn-Addict troops, to make them ultra shock troops.

>Bandit
Cuban Pete and CrayCray go out and attempt recruit some of the bandits at the HQ. Give them a good show, get Cuban Pete to have them dancing before he pops out of a stage that wasn't there a minute ago and participates in a duet with CrayCray that elaborates on how we're the best damn bandit group out there.
>>
Rolled 30

>>28169644
Basic 1
>>Scout out the building to the east/right of the discovered HQ for danger level and general situation CC and CP
>Bandit
Have Pyro and Weapons Expert work on fastmoving flame vechs that can quickly lay down a wall of flame to cover our troops and shed light on the situation.

We also need to bolster our defenses know that we and we may need a show of force should it be called for.
>>
>>28169889
Ha, wonderful.
but man I am gonna hate it when these 100's come to bite us in the ass the next event crit
>>
Rolled 77

>>28169889
Hell yeah, this is gonna be good.
>>
>>28169889

Well I've rolled 2 1s and 1 100 thus far.

Looks like EDE gets another "So much for trying to make recruiting the mutants HARD" moment.
>>
>>28169889
>>28169889
First part alright I can write that. Second part well fuck.
>>
>>28170062

We believe in you EDE!
If I had known it was going to be a crit I wouldn't have done that little bit of writing, I'm so sorry
>>
Rolled 88

>>28169889
Largest HQ faction is the zombies. Syn Sac is the refuse that sometimes collects and forms into these nasty little sacs. When they pop bad bad things happen.

Welp our researchers and heroes came up with an most interesting device that launches plasma bolts, plasma blasts, flamethrowering, flame stream, and finally a plasma stream. Comes with a plasma cannistar which can be refilled. Has an usual fuel device allowing it to use many fuel types. Damn thing even eats metal and is very stabby and smashy to boot. Overall though it is a weapon of pure genius our boys are wondering what the abomination should be called.

Cuban Pete danced around the HQ causing a Ramba to happen which led them to a stage zombies, monsters, bandits, even mutants were not spared that literally suddenly appeared. There he sang with CC many songs of banditry, love, romance, guns, bullets,fucking all being awesome you know the good stuff. At the end Cuban Pete tried to steal a kiss from CrayCray which ended up being turned against him. As in his toes curled so hard that his feet and legs rolled right up like yo yo then he even levitated. Afterwards he walked most unsteadily and sorta fell of the stage. CC meanwhile merely smirked and wondered off. Most likely off to train her boy toy.
>>
>>28170208

Heyyyy, we get a positive random event too!
>>
>>28170208

We will call them "Arondights", after the legendary sword, along with the troops who wield them.
>>
Rolled 93

>>28170208
Turn 34
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

Monsters were converted into food to sustain our forces/celebration.
>>
>>28170208
>Overall though it is a weapon of pure genius our boys are wondering what the abomination should be called.
DBM
"Do you Believe in Magic?"
>>
>>28170296
Aka
Deadsnow Burning Machine
>>
>>28170287
>4500
How many basic action moves is that?
>>
Rolled 38

>>28170296
>>28170315
I see what you did there.
>mandatory song plays every-time Pyro and/or CP uses the BDM
>Super morale boost to our men and morale penalty to enemy
>>
>>28170352
Wanna know this to.
Are there any parts of HQ left not under our control? Do the mutants know how to get BilKil back up and running?
>>
>>28170352
3
>>
>>28170352
3

>>28170508
HQ is completely under your control.

They don't know how. As tecnically BilKil is already up and running. Just having connection/control problems. Not including what damage it may not be aware of.
>>
Rolled 33

>>28170315

Seconding this.
Goddamn all those hero bonuses though

>>28170287
>Monsters were converted into food to sustain our forces/celebration

>Basic 1
Send Cuban Pete+CrayCray to the Ghouls at the power station and ask them if they'd like to ally with us.

>Basic 2
Fortify our newly secured HQ with Ultra bunkers!!!!

>Basic 3
Have Ovah Kill work with BilKil and try to repair his security network around the HQ and the other facilities we control.

>Bandit
(Special Bandit-)Scout out the two buildings around/by the front gate. Send Pyro the Arms Master, and the DBM troops. They shouldn't be too hesitant to try out the new guns on any monsters that get too close.
>>
Rolled 77

>>28170609
Votan
>implying this won't be a one this time
>>
Rolled 48

>>28170609
Supporting
>>
>>28170609
Ghouls at the power station are not interesting stating something about zombies and rations.

Denied not enough resources for conversion(seriously though those dots are bunkers around/near them are towers). Its gonna be expensive as hell even doing only conversions.

Networks at the HQ online. Networks established to our facilities that we control.

The two buildings appeared to be warehouses. They are claimed by a mixture of bandits, zombies, and ghouls.

Turn 35
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

Monsters were converted into food to sustain our forces/celebration.
>>
Rolled 96

>>28170776
Damn it nam dropped again.
>>
>>28170776
>They are claimed by a mixture of bandits, zombies, and ghouls.
Working together or divided factions?
>>
Rolled 79

>>28170792
Event
despite lack of female our would be rapists found the tables turned on them despite being have a huge numerical advantage. Looks like their learning the hard way when it comes to tradition. Apparently the Outlaw females have been dying for some new meat and actually cute meat(there is no such thing has a handsome male in faction or at least not for long anyway).

We found ourselves hosting a passing female bandit faction. Who being most impressed with our women(amazing timing) decided to stick around.

Acquired 250 Hell Screams.
100 Mistresses
100 Tamers
50 Witches

>>28170834
Divided factions.
>>
>>28170911

What are Hell Screams, Mistresses, Tamers, and Witches?
>>
>>28170911
Extra: Open up diplomacy with the factions. What's their status, what do they want?
>>28170940
He's padding us for something big I just know it.
>>
>>28170911
>>28170776

I wish this Civ was like most so we could just "Attack" the enemy that we're numerically superior to and win.
>>
Updated map on explored/scouted territory.

>>28170963
But that takes away the challenge, the critical though. Take it from Bunker Hill or the battle of Epirus, numbers don't count for everything. Sure you might win, but the losses will be so great it'll be a disasterous victory.
And only then you *might win
>>
File: 1383895614322.png-(39 KB, 1352x556, Bandit map.png)
39 KB
39 KB PNG
>>28171006
Forgot pic
Buildings outline in Dark brown are explored. Buidlings in light brown are scouted.
>>
File: 1383895708716.png-(31 KB, 1352x556, Base Walker.png)
31 KB
31 KB PNG
Rolled 5

>>28170911
Ah so much for that future in house issue...

In any case our precious Breaker(who was acquired by CC when she got tired of everyone relying on her for torture interrigation ect.) found himself with a whole lot new company. He is at the moment floundering. Unsurprising really he was commonly used by Dok Bitkha for reasons.


>>28170940
Basically a Hell Scream is the kind of woman who ties the heads of two of her foes and uses them as ballast. Notorius for their hellish piercing demoralizing screams. Rather rare actually it takes a lot for one to be produced.

Mistresses love their torture, beating, and breaking fun. In combat sort use sickening weapons against foes and heal/assist allies.

Tamers are the basic class which can specialize into taming all manner of things. Very powerful given time.

Witches use foul trickery, rituals, and contracts to weave chaos. In combat their typically use their abilities while keeping themselves surrounded by those who are bound to them.

>>28170955
Zombies and ghouls want the usual eating. Bandits want loot.

Plus I just rolled quite well and it turned out the damned things stacked.

Anyway map update.
>>
>>28171041
>>28171071
Seems I have a few things mixed up then.
Which one is the guarded armory, and what is the other blue building?
>>
Rolled 43

>>28171106
Circle is the Command Center.

White square is the armor.

That odd blue color is your group(couldn't find a good color damn it sorta tempted to make it pink).
>>
>>28171143

Aah, so White is the Wampa/Extremely Dangerous Winter Faction.
>>
>>28171169
And command center ought to be blue.
>>
Rolled 18

>>28171195
You took the HQ the Command Center is something different.
>>
Rolled 46

>>28171169
Any ideas on the next batch of factions near the gates?
What kind of food can we offer the zombies and ghouls? What sort of loot?
Perhaps we should search the rest of the base for these things?
>>
>>28171195

No, the Command Center is the iced-over area that they control and defend fiecely. We started out controlling 2 bunkers near the entrance (they're the two in the lower left).
>>
>>28171217
>>28171234
Ah, now I'm cleared. thanks.
> (they're the two in the lower left).
Damn, now the sheer scale of this place is hitting me.
>>
>>28171224
We're in a reasonably defensive position right now. Let's just countinue to scout and explore every nook and cranny.
>>
Rolled 17

>>28171071
>Basic 1
scout out the the row of buildings lining the western wall of the compound CC and CP
>Basic 2
scout out he row of buildings lining the western wall of the compound CC and CP
>Basic 3
Scout out the 2 buildings between the ghoul base and the main zombie stronghold. Pyro
>Bandit
Arms Master weaponizes our fast moving vehicles with DBM's, for quick precision bandit hit and runs and walls of flame
>>
Rolled 89

>>28171265

Yeah, it's really really big. The building we control in the lower left is the Vech Garage I think.

>Basic 1
Explore the two warehouses we scouted CrayCray.

>Basic 2
Scout the buildings to the north of our lower-left building, Pyro should come along for extra FIREpower because they're going to be the most isolated from support.

>Basic 3
Scout out the larger building in the northwest of the complex. Cuban Pete should go along because sneaky-disguiseness.

>Bandit
Have OVAH KIL and Arms Master ShootStab McGee look into improving/upgrading our plasma anti-air platforms. Maybe they can make them able to do anti-personnel/light anti-tank duty too?
>>
Rolled 59

>>28171392
Voting for this
>>
Rolled 90

>>28171392
Vote and roll
>>
>>28171455
>>28171392

So close to that demi-crit
>>
Rolled 70

>>28171392
Warehouses according to the manifests contained an was a place that contained goods while it was in limbo(figuring out where to put it). Basically it carries a wide assortment of goods/supplies. All military surplas at the very least.

Building to the north all turned out to be warehouses until we got near the end which revealed yet another vehicle bay.

All of which except for one at the top and the side of it. Proved to be crawling with a mixture of bandits, ghouls, and zombies. The two expcetion previously mentioned one was a warehouse was crawling with zombies fighting it out with borgs. While the Vehicle bay proved to have all the above AND mutants lurking around.

Anti personal wise only needed to add a lever/adjustment with some lighter shots. Works for tank precision is a problem though considering its AA battery its not designed for it.

Turn 36
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering.
Materials: Vehicle Parts. Syn.
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28171612
How would the natives likely feel about us trying to get the supplies in the warehouse? Why haven't those bandits used them yet?
>>
>>28171612

Is it possible to loot any of the warehouses without pissing the inhabitants off?
>>
>>28171665
Depends on said supplies in question. Sometimes they are able to use otherwise they don't really bother. Plus their trying to either A. Stay alive or B. Secure it so they can safely loot.

>>28171678
Unknown.
>>
>>28171612
>>28171678
Also what kind of loot are they looking for? Anything specific from a place?
I mean, all bandits want loot yeah but to base your diplomatic relations on something you want rather than a goal you have in mind.
>>
>>28171713
Considering their targeting a military base paramilitary goods are a safe assumption.
>>
>>28171769
Alright, so we see if we can offer them paramilitary things.
Doesn't our Arms Master have the capability to engineer some paramilityary tech from regular/bandit tech?
>>
>>28171799
Tech wise you can build paramilitary vehicles/variants from scratch.

He can hybridize tech with no penalty as long as he uses bandit or paramilitary.
>>
>>28171710
>Plus their trying to either A. Stay alive or B. Secure it so they can safely loot.
How would they feel if we can offer them both?
We consolidate our forces, they point at a target of opportunity they've been trying to get, and we work together to get it.
>>
Rolled 56

>>28171822
>>28171828
Okay, so (after we get the resources and construct some paramilitary gear) and we offer to assist them in taking the targets they are after/provide saftey in numbers, does that sound like a good deal to them?
>>
Rolled 52

>>28171612

>Basic 1
Go scout the building between the upper-left vehicle and the zombie-controlled buildings check out the bunkers around there as well. Crazy Pete should accompany these guys because he's the whole reason zombies ignore us in the first place.

>Basic 2
Explore the warehouses between us and the contested vehicle garage further check the bunkers along the way.

>Basic 3
Have our Arms Master try to reverse engineer some of our Frost Hazard Power Armor.

>Bandit
Check out the bunkers just outside of the gate we 'control'. Lewt opportunistically. CrayCray should accompany for her bandit bonus, Ovah Kil too, for firepower.
>>
Rolled 96

>>28171933
>Have our Arms Master try to reverse engineer some of our Frost Hazard Power Armor.
And try to squeeze some paramilitary aspect out of it.

Vote.
>>
>>28171933
This
>>28171947
with this roll
>>
>>28171933
Said building is a warehouse crawling with zombies. Bunkers are under lockdown it will take some effort to crack them.

Bunkers are locked up tight. Warehouses mostly contain spare parts for vehicles, machinery, base equipment, and such. Beyond be contested of course. Luckily we got through without alerting the inhabitants. Sadly two of the warehouses were looted from our earlier escapades.

Arms Master succussfully reversed engineered the power armor.

Acquired tech
Exoskeleton
Battery
Life Support Suit
Cold resistance Excessive.
Paramilitary Body Armor(powered).

Outside the gate our guys found that entire area was literally crawling with zombies everywhere you looked there seemed to be a ton of them. Followed by the occasional monster or ghoul pack. Bandits were also common luckily they were easy to spot mostly by following the gunfire/zombies. The bunkers in question are quite busted.

Turn 37
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Excessive.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28172086
Okay, so these bandits we're finding out. How long have they been here? Are they remnants the failed attack by the 10 tribes or where these guys living around here with us to start with?
>>
>>28172134
They have been around for a while. Bandit groups tend to wonder in get their ass kicked. Sometimes a few survive and stick around. Builds up over time.
>>
Rolled 28

>>28172086
>Basic 1
Explore the final vech bay to the west of the map, and we've officially explored all the buildings directly west of the compound. Pyro and KilBil
>Basic 2
Scout the two buildings in between the main zombie compound and the ghoul base CC
>Basic 3
Scout the two other buildings below those two previously mentioned CP
>Bandit 1
Arms Master weaponizes some fast moving. Useful for scouting runs,for quick precision bandit hit and runs, emergency extractions and medevacs, and DMBS for walls of flame
>>
Rolled 9

>>28172245
We're low on resources, I suggest changing Bandit to scout for more resource locations away from inhabited places.

Then it has my vote
>>
Rolled 4

>>28172245
>>28172310
That and the modifier.
>>
Rolled 48

>>28172086

Busted Bunkers have never been quite empty before.

>Bandit
Crack/Loot the bunkers along the wall north of our gate, have CrayCray accompany, Pyro, and Ovah Kil as well for the stealthiness+shootiness with all the unknowns associated. DBM/Syn shock troopers with these guys.

>Basic 1
Have Crazy Pete head up to the Vehicle Garage in the Northwest corner and explore it. Have him try to make contact with the borg faction if possible.

>Basic 2
Scout out the two buildings between the zombie-controlled compound and the ghoul base.

>Basic 3
Attempt to engineer up a paramilitary vehicle that incorporates our DBM and plasma-flak technology. The Arms Master ShootStab.
>>
Rolled 43

>>28172355

I'll second that.
>>
Rolled 77

>>28172355
This is a better plan. Changing to this.
>>
Rolled 23

>>28172355
This one here.
>>
>>28172355
Bunkers are all locked up time. As was you hada hell of time breaking in the first time and only reason you succeeded was that a lot of others tried it first.

Crazy Pete stated its a Warzone the mutants managed to cordon off a certain part. He failed to make contact.

One was a warehouse the other a barracks. Both surprisingly empty except for some ghouls and zombies.

DMB is tricky to use in vehicles. He mostly figured out how to make it a vehicle mounted turret. In an emergency it can tap into the fuel reserves of the vehicle.

Turn 38
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Excessive.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 92

>>28172496

Let's talk to BilKil and see if we could restore his connection to bunkers so he could open them up for us, or at least weaken their defenses. Would that be possible?
>>
>>28172530
Certainly problem is he is rather irritated with the Command Center as it has been really fucking with him combined with post apoc tier maintenance left him largely stranded.
>>
Rolled 73

>>28172578

Hmm, we'll gladly maintain the base...but we don't have enough resources right now to oust the faction that occupies the command center+armory. So we need his help first, that aside we'll repair his network as we go along...would that be an acceptable proposition to him, or does he have another suggestion?
>>
>>28172638
He is BilKil is basically being cockblocked by the Command Center. So he can't really do much at the moment. Despite the best efforts of the ghouls with their maintenance/repair work.
>>
Rolled 60

>>28172681

You're trying to goad us into attack the Command Center, aren't you?
>>
>>28172717
We had better unite the compound and clear out the armory first.
As is, it may not be long before the next winter.

We have the paramilitary gear and promise of shelter and combined force of arms for the bandits.
If we only had a way to provide enough food for them all. But how?
>>
>>28172752
Enough food for the zombies and ghouls I mean. That's what they want.
>>
Rolled 13

>>28172752

I feel like we could modify our facilities to sustain our population if we could access the bunkers.

As is though, we haven't been playing to our strengths. Let's increase our weapons tech level, then seize or loot a warehouse or two.
>>
>>28172798
>we haven't been playing to our strengths.
Truly, as bandits, we have yet to go a pillaging and raiding.
>>
Rolled 26

>>28172496

>Basic 1
Have the Arms Master Stabbyshoot and Pyro develop some particularly potent incendiary/explosive mines
>Basic 2
Assign Ovah Kil to develop some fast-attack vehicles with the DBM turrets on them, they need to pack a little bit of punch but mostly need to be FAST, and they should have some devices for deploying smoke in order to conceal forces.
>Basic 3
Have Cuban Pete head out and thoroughly explore the busted bunkers. Busted Bunkers have never been 'empty' before, so I doubt that's the case now.

>Bandit
Send CrayCray out to the least inhabited/contested warehouse we've explored thus far and loot it. Have her offer shelter+food to any bandits there willing to assist her.
>>
Rolled 82

>>28172883
Voting
>>
Rolled 18

>>28172883
>>
Rolled 86

>>28172883

I'll third

Desperately bad feeling this will be a 1
>>
>>28172883
Work has begun on incendiary mines.

Ovah Kil confused at being asked to help develop said vehicles instead quite simply trotted over to the vehicle depot and found some lighter speedy vehicles like jeeps for instance. Our engineers dumbfounded begun work modifying them as requested as well as the variety of other useful vehicles.

Cuban Pete didn't find anything. The bunkers were hit quite hard.Sure you mind find the occasional zombie or something but those fuckers are everywhere.

CC didn't have any luck enticing bandits and got distracted for some reason afterwards then wandered off. Apparently not ravaging a warehouse solo was something she wasn't in the mood for.

Turn 38
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource point

Population: 4500(4000 bandit 500 mutant) Other:
500 bots. 2500 zombie
Morale: Good
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Excessive.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

In any case I think I am going to call it a night. Will stick around a little while for questions.
>>
>>28173027
>Apparently not ravaging a warehouse solo was something she wasn't in the mood for.
Yep, that's a hint right there. We're doing decent on the civ part, but we're forgetting the true heart and soul of a bandit is in the raid and pillage.

We'll have to let off some steam next thread soon.
>>
>>28173027
Will you stick to the usual schedule you used to?
>>
Rolled 65

>>28173049

Yeah, it's been a while since we've done any propah bandit killing and such (because we're all terrified of fighting anyone/thing from the other threads)
>>
>>28173064
I do not know I got a lot of work to catch up on and then there is the fact that life just keeps shitting on me.
>>
>>28173068
I wonder what's currently creeping out of the vault we unlocked, waiting to unleash holy hell.
Let alone the monsters waiting for winter.
If we don't go out and fight soon, the fight will come to us regardless.

We never did go exploring the forrest for towns.

>>28173027
Did the black cloud pirates, ghouls, or jet fighter crews of the old 10 see any on the way here?
>>
>>28173085
We'll be on the watch all the same waiting your return.
>>
Rolled 31

>>28173068
It's cause you guys (myself included) are so conservative, wanting to unite bandits peaceably.
And that would be swell and all if we were anything but bandits.

Take it from example of previous bandits from the quests, the best way to unite is to dominate.
>>
>>28173118
on that note i think we should (when ready) send a force to the bottom right group of warehouses, that way we could have a show of force going out and a show of prosperity coming back for the peeps in the bottom left warehouses
>>
>>28173096

Yeah, the outside being crawling with zombies has deterred us from that.

>>28173118
You're right, I guess we just take our anti-air tanks and cruise on into a warehouse killing everything in sight at the start of the next thread.
Though I was leading into contacting the borgs, then organizing a coordinated ambush/chase into a plasma minefield while jetpacking, powered armored Syn-Users using DBMs flank onto buildings under the cover of smoke to cut off retreat, buggies dart around and seal off the retreat, then finally big-ass anti-air batteries roll in and unleash plasmic hell onto the unfortunates.
The Pyro, CrayCray and Ovah Kil would be found laughing together (not 'aloud' for the Pyro) atop the mound of burning/scorched corpses.

While that was going on we'd get the borgs to help or seize the vehicle facility.
>>
>>28173211
i honestly think we should sell all or most of our syn because i think it would cause more trouble than its worth but then again i am a little bitch so i duno
safe=sell
bandit=exploit while laughing at forethought
>>
>>28173299
>Selling super steroids
>To someone whose likely to beat the shit out of you after injecting them

Maybe we just set up some proper containment testing sites ya. Just to test it out on single subjects.
>>
>>28173314
Syn is apparently widely used.

>>28173299
If we sell it off then we have 500 angry, superpowered addicts in the midst of our forces. Don't forget that we're going to have some superpowered fellows bearing down on us eventually too, because you'd better bet EDE won't let Pyro jacking that caravan be a freebie.

So I'm thinking it's better to keep it around (though we could sell it to the fleets if they're still around and get some kickass weapons+armor).
>>
>>28173314
It's only proper an EDE quest ends with the players hoisting themselves by their own petard.
Syn isn't that dangerous. . .is it?
>>
>>28173314
selling them to the pirates who will bring them away to gain more profit on them
also people in this thread seem to be under the impression that bandits have more sanity than a rabid dog on fire
>bandits
>proper testing
>>
>>28173341
>Pyro jacking that caravan be a freebie.
>inb4 we're attacked by a strange caravan with uber shielding and lasers that melt through the base like tissue paper and make our mens heads explode
>led by a particular woman
>>
>>28173341
oh if it has already been decided that some of our forces have taken it then by all means keep it for ourselves but since genie hasnt given us a list of badass effects that came from its use i am under the impression that we have not used any yet
>>
>>28173396
I wonder what would happen if you put a drop of syn in a Flesh Plague round, which would rupture on contact with an enemy.
>>
>>28173396

Pyro came back with the Syn and 500 user-addicts.

I think EDE doesn't like telling us which segments of our army are particularly badass so we don't use them as much.

>>28173411
That's thinking like the Memor should've.
>>
>>28173411
i actually shuddered at not only the thought of how horribly effective that would be but also how many ways that could go horribly horribly wrong
essence of memor+syn
>>
>>28173459
excuse me
WEPONISED essence of memor + syn
>>
Rolled 79

Come back soon, EDE!

Thanks for coming back to run one for us!
>>
>>28173444
>I think EDE doesn't like telling us which segments of our army are particularly badass so we don't use them as much.
Consider how many years of veterancy the Tectus had and all this awesome armor that to us bandits is godly, but while we were the memor we were still complaining how the scouts kept dying.
>>
Rolled 66

>>28173490
second that
>>
>>28173490
Aye!
>>
Rolled 35

>>28173511

I'm thinking that on the sliding scale of things, the Memor were incredibly OP...we were just in one of the most hostile places in the world so it didn't feel like it.
>>
>>28173543
Yeah, but we have the one thing they don't have and could never get get, no matter how hard they tried.

magic railguns
>>
Rolled 69

>>28173557
Yes, Railgun Sorcery was the one thing they couldn't achieve
That and questing experience and common sense.
>>
Rolled 97

>>28173543

I forgot to mention that we also didn't play to their strengths at all.

>>28173557
True that. We even magicced them up with no prior research either (though we *are* military/paramilitary after a fashion so I guess we're not completely unschooled).

The interesting bit is that EDE said only Think Tank Remnants have really improved technology since what it was at before the Fall.
>And that the Hillbillys were described as having improved on weapons since The Fall
>>
>>28173557
this is true and also before i forget
>Mistresses love their torture, beating, and breaking fun. In combat sort use sickening weapons against foes and heal/assist allies.
>sickening weapons
we should have Lt.ShootyStabby whip up something nice for them
>>
>>28173580
>Demons are pleasant and composed greek philosphers
>Hillbillies are secretly intellectual gentleman think tank remnants with a taste of incest (the result of being locked up for so long), family fueding, and developed accents
>the little girl was the BBEG
>>
Rolled 29

>>28173598

I think he's Major Shootystabby since he got promoted to hero-dom
>>
>>28173580
if we had even mutated 1 in 10 of every turn... we could have been the gods we were meant to be
>>
>>28173610
All your cultural-societal psychological issues and psionic problems can be diagnosed and treated with EXPLOSION
>>
Rolled 14

>>28173610
Oh yeah, also we were right by (and might've eventually had a fighting chance against) Umbra and Psi Corp(s)
>>
File: 1383907395133.jpg-(109 KB, 900x886, malal.jpg)
109 KB
109 KB JPG
>>28173628
Well, we fit the description of one god at least.
>>
Rolled 52

>>28173630

EDE has implied, once, that there was more to it than that. Apparently only Tabula Rasa knows.
>>
>>28173641
the song of slaanash overpowered the whispers of tzench


[Advertise on 4chan]

Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [@] [Settings] [Rules] [FAQ] [Feedback] [Status] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.