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File: 1385511980979.jpg-(45 KB, 700x406, Frosty Bandits.jpg)
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The Krulsade ships have arrived as requested. Its an entire fleet that has taken shop. Apparently this winter they are planning a major offensive to break the stalemate. They also carry a missive to our forces saying that it contains secret orders from Warlord Slag himself.

Zombies are fucking everywhere. The cloning labs seem to have gone dark and they seem to be positively covered in zombies. Monsters and mutants seemed to be lying low. The remaining ecosystem has about collapsed thanks to all the zombies. Strangely the zombies seem to be largely hibernating despite it not being winter.

Turn 97
>>>>>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
resource point
18 loots
Population: 7000(9000 bandit 400 mutant) Other:
200 bots. 10000 zombie Total:
Morale: Good
Food: Great
Water: Excellent
Fuel: Below average
Armaments: average
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 Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
>>28515224
On phone on my way home will be back shortly to a actual computer had a friend write this up real fast.
>>
Rolled 92

>>28515238
So feel free come up with shit I should be able to reply back shortly, cause this shit is pain to do on phone.
>>
>>28515224
>An entire fleet on the island
Opportunities opportunities opportunities

I think it's high time we also talked to the Yaksha before we do anything big as well. Square off any hostilities between us that we don't need, since we can provide them something they'll likely want.

>>28515224
>They also carry a missive to our forces saying that it contains secret orders from Warlord Slag himself.
Can we hear said message?
>>
Can we get a few details on the general makeup of the fleet?
>>
Rolled 91

>>28515310
>Opportunities opportunities opportunities
You have no idea.
W should see if there's anything we could trade for.
>>
Rolled 63

>>28515310
Warlord Slag

Requested Missions

Fuck Em
I need you to send out with some of your men to strike beyond the Red Army forces where the other groups lurk. I don't want to give them time to prepare
thanks to using the Red Army as a meatshield so I want you to go past them and strike at them to keep them reeling until our primary forces can arrive.
Good news is you will be getting first take.
Bad news is you'll be on your own.

Behind the Lines
also need you to team up with the ghouls and break the damned stalemate. In that regard I need you to deploy your zombies along with yourselves and fellow zeds. Once you breakthrough the lines strike deep into their lands and melt away. After that cause havoc however you can.
Good News is lots of havoc with eventual reinforcements
Bad News is you'll be balls deep in enemy territory

We Be ZomZom
Finally I need your forces to link up with our primary force which is gathering together for the push. Once stalemate is broken we'll deploy our forces in mass and pour in as overwhelming tide. Troops who are military trained are insanely hard to come by I can promise you will get excellent treatment and pay.
Good News is Excellent Treatment
Bad News ME FIRST


Choose carefully.

>>28515331
Largely cargo haulers and troop transport with an escort of frigates, destroyers, and even a few carriers.
>>
>>28515546
Hmm, will the fleet be willing to also take our own forces to the kruslade during winter and assure our retrurn before spring?
Does warlord expect this mission to be completed before the end of winter?
>>
Rolled 30

>>28515630
These ships can't move during winter the ice gets to thick. As for assuring your return they can't do that. Your going to be gone however long as required perhaps more even.

Nope. Not at all.
>>
>>28515662
Alright, and how long until they have to set sail?
>>
Rolled 55

>>28515546
It seems to me that these missions are prerequisite to the other.
The first two options could, and likely will, end up with us in shits creekwithout a paddle. Going into unknown and *unscouted* enemy terry.
The third is the safest. . .but who knows if we really were needed to tip the scale and the other groups attack or the stalemate holds.

What do the other zedders think of the krulsade in general?
>>
Rolled 97

>>28515698
three turns.

>>28515776
They do know roughly wants there thanks to spies/other bandits.

They love it as they can operate indiscriminately, loot, and recruit.
>>
>>28515776
I'm sure even if we don't break the stalemate, Warlord Slag will find a way.
>>
>>28515807
Okay, so let me go out on a limb here, is there any chance we can convince a majority, or even half, of the other zed groups still on this island to take themselves and their zombies and join us or just join the crusade in general?
>>
Rolled 74

>>28515860
They plan to go already. As for joining personally on the other hand have fun with that.
>>
>>28515961
Hmm, it would be nice if tell them if they come with us personally on mission 1 or 2 they'd have first dibs into unspoiled enemy lands.
But that would compromise the secrecy of the plan Warlord gave to us.
>>
Rolled 72

>Basic 1
Send out scouts with radios to the Ice Caverns and this time openly search for Yaksha or inhabitants. Knock on their door or whatever. We need to talk.

>Basic 2
Pyro makes more of those of DBM's, were gonna need em where we're going.

>Basic 3
AM, if he is ablebodied to be carted around again, works on those wintadooms. Tell him we have faith in his abilties to deliver them combat ready by three months, and if he thinks he's up to the challenge, try the jetpack idea again. Saftey first, of course.

Loot to resource where necessary.
>>
Rolled 17

>>28516039
Sure, I'll go with that.
>>
Rolled 1

>>28516039
Sounds good. Votan
>>
Rolled 96

>>28516707
Every single fucking time...
>>
>>28516707
Oh GREAT. Just what I fucking needed.
Lemme guess, "We are under attack from Yaksha" or something or another that gets them pissed at us.
Sometimes I wish the scouts would just, you know, die.
>>
Rolled 6

>>28516039
>>28516707
Counter roll, please dice gods?
>>
Rolled 2

>>28516770
I wish that too.
>Knock knock, hey can we talk?
>TALK? NO, WE FEGHT! WE REALLY HATE YOU GUYZ
>>
Rolled 97

>>28516039
Blatant 100 fishing
>>
>>28516902
That's the worst part about, 1's. Usually you can't really recover from them.
Tell a hero to work on a project "safely"? Dead or missing.
Lost a hero? Don't bother trying to look, they're probably dead or will have to come back on their own.
Talk to someone? They now hate you, so don't try talking to them again because they won't listen.

Also Wintadooms confirmed for being cursed.
>>
Rolled 34

>>28516707
...well our scouts didn't return and uhm you know how the zombies are sorta hibernating? Yeah...so the Yaksha have started mobilizing.

Pyro was last seen in the center of a massive explosion wrecking one of facilities and destroying the set up to construct more DBMs beyond repair.

AM meanwhile when he started to work on the Wintadooms...someone replaced the energy source with a mini reactor which sorta might of blown up...if seeing AM screaming from the top of his lungs "IT WORKS WWEEE" as the vehicles blasted out of the garage was anything to go buy. The vehicle was moving so fast it left behind large scorch marks and small fireS, also it was flying. Literally.

UNLOCKED
Wintadoom JET EDITIONO

JET BLAST OFF
JET BOOSTERS
JET SPEEDERS
JET MOBILITY ENHANCERS
JET INERTIA CANCELLER
SUPERCHARGED
DA NEED FOR DA SPEED
I CAN'T HEAR DA BOOM
KAMIKAZE IS FOR LOSERS

I can't believe you actually had gotten 3 ones for a specific what the hell.


Turn 98
>>>>>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
resource point
18 loots
Population: 7000(9000 bandit 400 mutant) Other:
200 bots. 10000 zombie Total:
Morale: Good
Food: Great
Water: Excellent
Fuel: Below average
Armaments: average
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 Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
>>28517176
>Yaksha have started mobilizing.
Big surprise there. . .shit this is not what I wanted at. Don't suppose there's any point

>Wintadooms
Fuck yeah, at least this paid off.

Can we talk to the Yaksha now? Are they okay with us headed of for the Crusade, possibly in full? Do they think themselves able to handle the base if we're gone over the summer?
Also can they please try to talk to the Yaksha, they've had dealings with them before. We have no idea what our scouts did, pull down their pants and wipe shit on their door, but we really just want to talk.
>>
>>28517436
*I mean the fozr
>>
>>28517436
>>28517460
The Fozr wouldn't care.
How do you plan to talk to them? Not only did you make a bad roll but you also did a number of other things as well over time.
>>
>>28517670
Well if the fozr feel confident about themselves in summer without us, or at least without our significant aid, then by all means.

>The things we did over time
That's the "what" part of talking. I have that down. Or at least I think I do. I'd like to give it a shot.
It's getting them to put down their guns and speak for one fucking second.
>>
>>28517762
Come up with a way and or roll then.
>>
>>28517176

And how many times have we critfailed scouting this goddamn island?
>>
>>28517855
It has to be more specific then that such as particular research project or a specific place. For example while you MAY have been exploring the island you only did so in certain areas instead of the whole island in question thus it did not stack all together.
>>
>>28517176

Bah, I yield.
>>
>>28517176

We only lost the DBM production line right, not the schematics or anything?
>>
>>28517997
Yes.
>>
>>28518030

Okay, that's not so bad. I can deal with that. Yielding reneged upon.
>>
Rolled 47

>>28517176
>Basic 1
Fuel and ready the new wintadooms and place them in the usual locations. Place them in between walls and alleys, out of sight, ready to jump and pounce. AM to tell just where the right place is for a good jump.
>Basic 2
The Twins and their corps of sharpshooters take up elevated and hidden positions around the walls and , and generally organize the defenses the best they can.
>Basic 3
Take some scouts and leave out some big barrels of Moonshot's brew and a radio into the forrest and a bit of food in the way of the Yaksha's forces. Have a few guys sit around, actively drinking from a barrel to show it isn't poisonous.
Leave a message.
"If you don't want to talk, then maybe this will loosen your lips."
>>
>>28518030
If we wanted to mass-manufacture the new wintadooms would we need a new DBM production line? Would making a production line for Wintadooms (we'll just call the Jet edition the finished product) increase our yield on future actions spent on making Wintadooms?

Do we have a pretty good knowledge of jet technology now? What's the range on the Wintadooms? Can we improve our fuel synthesizing capabilities?

How far away is the Krulsade frontline?
>>
>>28518341

(wait a minute now, I've some ideas for modifying your first two actions pending these answers >>28518349)

Basically we need to develop our mobility if we're going to take up Slag's 1st or 2nd missions. We just got an awesome platform for it, but now we need the logistics for it.
>>
>>28518349
I'd like to know these questions as well.
>>
>>28518349
no.
You could construct more certainly.
Pretty good. hm depends the new variety are equiped with moth minireactor engine and energy cells. As long as you don't relly to heavily on the Jet systems its damn near infinite.
certainly.
3-5 turns.
>>
>>28518949
NOW it fucking works. That took me about half an hour to send.
>>
>>28518949
>minireactors
The very same that powered STs? Nice.
3-5 turns by ship. How about by walking over ice bridge?
>>
>>28518975

It's cool, figured something was up.

>>28519039
Minireactors powered Massive-Tier vehicles actually. The class above SST (The Bombardiers and Forsaken Bloody Bandits and etc.)
>>
>>28519058
How many of them did it take for a single Behemoth?
>>
>>28519039
Ah by ship its 2 turns.

On foot 3-5
>>
>>28519138

1 each. We couldn't manufacture them (minireactors) either. It was a pain in the dick.

We...can manufacture the Wintadooms freely, given basic resources right?

A production line would make a significant difference, wouldn't it?

They would be equipped with DBMs, right?

How many Wintadooms do we have right now? As in, how many of our troops could ride out on Wintadooms this very turn?
>>
>>28519189
We have 2 turns left before we leave for. . .who knows how long.
Shouldn't we take our manufacturing equipment with us instead of planting them here? I'm sure they have some facilities in the Crusade frontline by now.

Also we should look to transfering our most vital bases to the Fozr, such as the HQ with KilBil soon.

I really hope our work together these years has built up even a shred of loyalty between us. I'm gonna be mega dissapoint if we come back and some other bandits are in their care, though I'd understand if they were desperate.
Or they're dead and the base was runover by somone else.

Also
>If we get back
>>
Rolled 86

>>28519273
Or the fozr take over the whole base, get powerful, and tell us to bugger off.

No honor among thieves as they say.
>>
>>28519273

I'm leaning towards they'll ally with the Yaksha and hold it against us. It'll be fully online by then too. Maybe we should remove BilKil's limits before we leave...actually I don't think we can do that.

See, I was planning on bringing it with us, but we need a platform to carry shit like that. We need to develop a cargo-hauling platform if we can't get some off of the Krulsade ships and/or improvise some out of our vehicle stock.

The way I see it is: we get there and bribe/scout/whatever and discover who the weakest faction around is. Then we take over their base temporarily. We're going to have to run hardcore guerilla warfare constantly though. Supply stashes and shit everywhere.

Good thing we have Cuban Pete

Anyway, we don't really have time to do much anything...in my opinion we need a transport unit so we can carry our shit around, but we don't even have the blueprints for a theoretical one.

The next best thing would be a shitload of Wintadooms...so I was just trying to figure out the most effective way to get that many.
>>
>>28519189
no you can't.
It would allow more to be constructed at the cost of quality.
If you want them to. They carry a heavier variant.
55 vehicles.
12 per a vehicle bandits are pretty good when it comes to squeezing guys on.
>>
I'm really concerned that Slag is putting us up to these missions.
When he heard about us, that was in our prime. All our heroes, a god literally on our side.
Now look at us, barely 2 heroes left and no train.

What are we getting ourselves into?
>>
>>28519442

>No you can't

*sigh*
>>
>>28519494

We're getting ourselves into something way over our head. The alternative is dying at the hands of zombies or Krulsade ships though.
>>
Rolled 67

>>28518341
If there aren't gonna be any alternatives, I'll give this a roll.
>implying this isn't another 1
>>
Rolled 13

man its slow.

In any case if you do decide to go on this crusade its basically going to end up a new civ or I will let you choose to do a new one.
>>
>>28519811

Oh. Well I think consensus was pretty much that we were going to join the crusade.

I think we've finally learned to let go of our Civs before we drive them into the ground.
>>
Rolled 73

>>28518341
wintadooms have been fueled and placed as ordered.

Twins have positioned themselves as requested.

After that we placed some Moonshot's brew out and a radio in the forest along with a bit of brew.

Turn 98
>>>>>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
resource point
18 loots
Population: 7000(9000 bandit 400 mutant) Other:
200 bots. 10000 zombie Total:
Morale: Good
Food: Great
Water: Excellent
Fuel: Below average
Armaments: average
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 Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
>>28519811
>In any case if you do decide to go on this crusade its basically going to end up a new civ
Hold up whoa, you never said that.
But this island! So many secrets, wonders yet to be discovered. The subplots.

I thought we could come back here after the crusade.
>>
Rolled 85

>>28519811
Really? We can't, just leave some guys to take care of the base while we're away?
>>
>>28519847
Yeah, and for the most part we did what we came to do. Play it smart (mostly), and go full on batshit crazy.

I'm not ready to let go just yet.
>>
Rolled 78

>>28519893
You can but you wont have control of them and it will weaken your forces.

>>28519873
You could.
>>
Rolled 3

>>28519857

>Basic 1
Have AM oversee the manufacture of a shitload SHITLOAD of the most advanced Wintadoom variant we can get.

>Basic 2
Have our other boys ask the Krulsade ships for, or beat some of our own vehicles into, cargo-hauler status. We're not going to leave much here, and we need something to haul our food/loot and fuel reserves in.

>Basic 3
Manufacture a shitload of DBMs.

>>28519916
Well, if you aren't then you can continue. I'm ready to leave these guys on their own in the midst of rich pickings though.
>>
Rolled 7

>>28519950
True. This is probably one of the few chances we'll get at leaving these guys in a good off position, even if it's not exactly their shining moment.
Vault 101 does beckon me

It's just, so many unanswered questions. Maybe we can resolve a few in the crusade at least. Or die trying. Probably the latter.

Also voting.
>>
Rolled 49

>>28519950
Supporting this
>>
Rolled 50

>>28519950
AM has begun to oversee the manufacture of the wintadooms constructing 10.

They stated basic vehicles like that will be provided for free!

DBMs have begun building.

You fuckers ready for a brand new civ? Beware you can do this over again it will just be somewhere else, also what is the status of that certain vault?

Turn 99
>>>>>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
resource point
18 loots
Population: 7000(9000 bandit 400 mutant) Other:
200 bots. 10000 zombie Total:
Morale: Good
Food: Great
Water: Excellent
Fuel: Below average
Armaments: average
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 Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
Rolled 83

>>28520019
Hey maybe we send a couple of guys to go fuck with the volcano and open up every single pandora's box in this place before we go.
>>
Rolled 4

>>28519950

Sure. Hopefully this'll be a good enough roll to not blow up AM again.
>>
Rolled 6

>>28520079

Heh, uhm well...the fluff is in the exact same place that it was at the last point of discussion because Physics and Calculus and Electrical Engineering classes are unforgiving. Let me shore it up a bit and I'll post it in this thread before it goes.
>>
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>>28520079
Do we really have a choice? We will incur the displeasure of Slag and lose all face and credibility if we don't go.
Hey if the only difference is we're abandoning this base for a few years (which we fought oh so damned hard to get) I'm somewhat okay.

Besides, most of the other Mark of Z are joining the crusade, even if they claimed this island, so they'll probably come back here too.

And by the gods we shall return.
>>
>>28520079
Any news from the Yaksha? If they don't talk to us, quite a pity. That will change our next move, our last move in this place, which we shall have to choose wisely.
>>
>>28520144
We're likely going to make fools of ourselves when we do go the crusade anyway.
>>
Rolled 76

>>28520120

Give me some epic music to listen to while I write and pseudo-trip out on Ambien guys.
>>
Rolled 83

mfw all this consensus on a new civ...well alright I guess. Once we finish this up NEW CIV IT IS! Now where did I put those starters...especially the cult and fanatics one. Damn it. Which thread was that in again...
>>
Rolled 100

>>28520267

That was in either the final thread of Adero Corp or the one right before you took hiatus.
>>
Rolled 53

>>28520285

Hue motherfucking hue Dice Gods.
>>
Rolled 6

>>28520285
I remember asking about that is why and it was seperate enough from the other choices I had to come with special stats for them.
>>
>>28520267
>Once we finish this up
Don't get ahead of yourself, you'll have plenty of time for that.

We are going to this crusade.
We will recover our heroes.
We are going to win.
We may face down our god.
Then, we are coming back to Muh Mysterious Island.

This I swear.
>>
Rolled 3

>>28520360
Yeah mystery!
I'm also going to savor our last civ without goddamned tunnel terrors.
>>
Rolled 49

>>28520329
and its in neither of those threads...I knew it was in one of the latest memor threads but damn it I don't remember which.


>>28520360
Your missing heroes are dead. Alright there might be TWO who will make it and another who linked up with someone else.
>>
Rolled 72

>>28520380

Funny, I was thinking of asking to start Vault 101 inside a mountain to explain its being untouched.

Apparently I did shore up the fluff and forgot about it. Pastebins and select quotes upcoming.
>>
Rolled 88

>>28520433

...One is Ovah Kil right? He never asked for this...
>>
Rolled 50

Pastebin: The boring shit. (Starting info/fluff summary)

http://pastebin.com/Ys4GpDyP

One of the more daring Research-Vault experiments. Vault 101 was meant to see what would happen when a population composed of mostly scientists was isolated for an extended period of time with assumed incompatible technologies.

It seems obvious that the Hypothesis of Vault 101 was that the residents would divide into opposing sects of augmenters, and psionic-users.

Instead, the population solved some of the production problems associated with bio-borg tech, and made major gains in technology and psionics. After successfully independently creating a tech/psionic interface, a hivemind of sorts spontaneously generated. Ghost-personalities of the vault’s residents now flit between the augment-hardware of the citizens at their leisure, lending unfamiliar hands expertise at unknown tasks when needed.

The cause of dysfunction in the Vault’s experiment is made apparent in light of a last-minute inclusion of a certain scientist. Dr. Kaharr was an up-and-coming name in the realm of scientists who didn’t officially exist during the time just before The Fall. It seemed that no matter what he turned his hand to, if it was sufficiently cool and awesome seeming he would progress by leaps and bounds. This put him among the many that the infamous [REDACTED] did not like, and Kaharr’s status and ability to acquire contracts suffered for it. Dr. Kaharr’s death was faked no less than three times in succession to throw [REDACTED]’s assassins off the trail, and the Dr. was given a temporary position in the nearby Research Complex nearby. Unfortunately, before more permanent plans could be enacted The Fall occurred.

(Note: [REDACTED] was one of the primary architects of The Fall, under no circumstances should his capabilities be underestimated)
>>
>>28520433
>Pyro dead, for good
Aw man, he's with his sister now at least. Barbecuing with Wrangler Irewin.

We never did get to use dread witch to good effect.
>>
Rolled 70

>>28520447
Ovah Kil survived the WWEEE but had to get repaired and linked with that certain warband

>>28520466
You never did and she was tough cookie. Like certainly one of the more powerful heroines.
>>
Rolled 13

>>28520360
>Forgetting the great battle between CC and the Train and the Kruslade on our side
>Loverboy, the Red Army, and the dark god on the other.
>>
Rolled 14

>>28520461

Pastebin: And so it begins. (The start of the fluff. A memo released to Vault-Tec heads and other need-to-know individuals)

To be clear, the pastebins are complete. The info in these posts are (wordy) teasers.

Vault 101; General Description
Goals-Listed in decreasing order of import (Note, extensive goals established due to significant investment)
Primary Goal: [REDACTED]
Secondary Goal: [REDACTED]
Tertiary Goal: Attempted creation of Psi-Borg prototypes/production models
Quaternary Goal: Tech-Psionic integration studies
Sub-Goal: Observation of behavior between two populations devoted to improbable (.03% chance Psi-Borg integration will be successful given current theoretical research allotment and facilities) to integrate technologies when under stress.
Quinary Goal: Streamlining of advanced Borg processing and Production
Sub-Goal: As a motivational goal, streamlining of Bio-Borg manufacture has been added. Completion not expected, though facilities provided are more than adequate.

Facilities/Supplies:
-Extensive Bio-Borg and Borg research facilities, and information (minor genetics/biological labs included), with research-grade parts. Combat/Military parts stored in [REDACTED].
-Minor psionic research labs, very limited psionic experimental information, extremely few examples of psi-tech integrations (examples unrelated to Primary Purpose).
-Top-tier Hydroponics and Water recycling facilities included. Water and food stores limited to induce stress-situation necessary for Goal Quaternary achievement.
-Expanded Barracks and training areas have been provided for satisfaction of Secondary Goal, and to increase statistical likelihood of the favored outcome of the Quaternary Goal.
-Standard stasis-suite and automatic-thawing systems.
>>
>>28520494
>implying we'll get that far
>Not dying like rats surrounded by bears on all sides in enemy territory
Too hungry anon, too hungry
>>
Rolled 58

>>28520506

Forgot the pastebin.

http://pastebin.com/A1GwDMCA
>>
>>28520433
I'll ask one last time, any word from the Yaksha?
Also, how many of the zombies are hibernating?
>>
Rolled 50

>>28520506

Pastebin: Overseer Logs, Vault 101, Collated

(The collected logs pertinent to [REDACTED] that [DOUBLE REDACTED] requested from Vault 101)

http://pastebin.com/vn7adF6f

[Vault 101 Overseer Log; Report #526, Final Received Report. All subsequent reports are Petabyte-sized transmissions of mildly to extremely pornographic materials involving midgets and a figure only ever referred to as “Your maternal unit.” Searches of databases find no relation to Dr. Kaharr or any [REDACTED] personnel from “Your maternal unit.”]
>>
Rolled 67

>>28520540
Nope. Seems like their too busy dealing with zombies.
Most of them.
>>
>>28520587
>Seems like their too busy dealing with zombies.
Really? Actually, this just may be the opportunity I was looking for to reach them.
>>
Rolled 8

>>28520579

Pastebin: Colony Mind Notes, Kaharr PhD

http://pastebin.com/AgpFcQd6

The Jesus christ was I wordy very dense notes of Dr. Kaharr as he slowly discovered/developed the 'Colony Mind' more commonly referred to as the Mentem Apparatus.

‘Colony-Mind’ Early Notes, By Kaharr PhD

So, let’s say you’re a collection of experiences. Previously machines had difficulty with using these experiences in any fashion, because our brains work on an eidetic system. You might think in words sometimes but significant portions of your thought processes are done with things far too nebulous for words to describe, and while you might be able to design a machine without AI that can understand words, you’ll never find one without an AI that can understand ideas.

That is, until I got access to Psi-Corp data.
>>
Rolled 68

>>28520587
Extra: Send out a good portion of our forces in the general direction of the Yaksha Zombie battle and, using our zedder abilities, get them to have the zombies stand down in a great circle around the enemy. Just creepily staring at them. That will get their attention.

Bring the black flag of parlay, part the zombies like the red fucking sea, head toward them. Let us talk. And if they just shoot what will be our last attempt to speak to them, then by all means they want get back to fighting the zombies again go ahead.
>>
>>28520736
> good portion
Erm, not exactly a "good portion" in so much as "a sizaable group able to hold their will on the zombies.
>>
Rolled 96

>>28520750
>>28520736

Make sure CP is with them.
>>
Rolled 29

>>28520656
>>28520534
>>28520506
>>28520461

Which concludes the Vault 101 dump.

Now let's make us some giant robots and uber-borgs that run on computer souls.

Too bad we didn't get to be borgs this time. The experience with their capabilities would be invaluable.
>>
>>28520835
Well, hopefully it's not too different from Richard's fleshborgs.
>>
Rolled 36

>>28520866

Theoretically we ought to do better with bioborg tech than Richard did.

Would have to be careful hooking it up to the Mentem Apparatus...that would result in interesting things though.

I had this nifty idea where we capture an augment some of the local monster population with minor borg bits. Just enough for us to be able to influence them, them to have an edge over their kin, and for our ghosts to be able to take over and guide them if need-be.

We're going to have to play as the bogeymen in the dark, and unconventional as fuck or bandits are going to sniff out ridiculously valuable unique-ish high tech and rape us to hell and back.
>>
Rolled 51

So actions besides the extra that counted as 1 I didn't see anything.
>>
>>28520960
Well I'd like to base our next last actions on this island are entirely dependant on how sucessful the talks with the Yaksha, go.

Actually, do we have to absolutely go next turn? Can the ships wait like one more month?
>>
Rolled 76

>>28520079

>Basic 1
>>28520736
>>28520750
With a 96

>Basic 2

Continue Wintadoom and DBM construction.
>>
Rolled 52

>>28521029

Basic 2/3* rather.
>>
Rolled 54

>>28521029
>>28521063

AM on the Wintadooms, CP on the parlay.
>>
Rolled 59

>>28521029
I'll vote, if you change basic 3 to
>Scout out the forest east of us and the zombies therein

For reasons.
>>
Rolled 82

>>28521121

Sure, whatever you want. Throwing my weight behind the modified list.

Wintadoom production continues, DBM slides off.
>>
Rolled 52

>>28521029
When we sent out our forces they got nailed by some group on the way there. Not too badly granted but some monster grabbed a few of our people. Finally we got control of the zombies and made them stare creepily as requested.

They seem to knew what was up but paused temporarily.

What say?

meanwhile we continued construction of the Wintadooms and DMBs.

The ships need to leave now decide your mission and you will receive a dossier with detailed info.

Turn 100
>>>>>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
resource point
18 loots
Population: 7000(9000 bandit 400 mutant) Other:
200 bots. 10000 zombie Total:
Morale: Good
Food: Great
Water: Excellent
Fuel: Below average
Armaments: average
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 Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
Rolled 13

>>28521490

Let's let silvertongue anon have his way. My vote is for

"Fuck Em"
I need you to send out with some of your men to strike beyond the Red Army forces where the other groups lurk. I don't want to give them time to prepare
thanks to using the Red Army as a meatshield so I want you to go past them and strike at them to keep them reeling until our primary forces can arrive.
Good news is you will be getting first take.
Bad news is you'll be on your own.
>>
>>28521490
Tell the ships to hold their horses, we'll be onboard soon enough.

>To the yaksha
"Face to face at last. Greetings Yaksha, we've spent quite some effort trying to reach you."
>>
You know what I realize we've never done yet?
Check up on our zombie children, who and what they were. Not since Dr Biktha had an accident in the dread zombies place.
Also do we bring our doomboats with us to the crusade?
>>
Rolled 65

>>28521642

It was actually an accident checking up on our zombie children.
>>
>>28521642
I think we should leave them and their mothers to guard the base and the Fozr while we're away.
We're probably going to be fighting on land anyway.
>>
Rolled 81

>>28521592
"Next time do it better."
>>
>>28521831
"In all likelyhood there won't be a next time. But as they say, try and try again, and so here we are.

And, in this rare and fortuitous circumstance, we'd like to talk to you. In our first encounter, you fought alongside the Fozr until in light of better opporunties, they stood down.

Our next encounter, was, and I'm sure you certainly did not overlook this, us entering your base and at a time when there were relatively few guards. Surely you have see that we left your stockpiles unmolested.

Then of course, there was our last fight last winter. And what a fight it was. In all, even in the oppressive heat. From what we have seen, you were stubborn, persistent, and determined to destroy us. This we respect.

But we really must ask, why? Why the winter attack, and what brings you out here on this day?"
>>
Rolled 47

>>28522026
You fucked with the balance and in particular the zombies. The winter attack was simply to destroy you who riled up the zombies as much as you have. As for what brings us out here to day despite the weather for 1 the zombies are vulnerable also your diplomats are fucking terrible even by bandit standards."
>>
Rolled 50

>>28522086

[they have us stone cold on having fucked the balance. throw out that what we really did was end the unceasing struggle and gave them a, high, but doable toll to be rid their archenemy forever. The cloning labs are gone, hastily burning themselves out trying to make new strains that weren't subject to us when we ran the island for a day or two.

They were afraid of us because we showed the zombies our might. It wouldn't be too much for them to do the same, and they have the benefit of their enemy not getting reinforcements afterwards.]
>>
>>28522086
We have inferred as much.
Funny you should mention the diplomats, that has always been a terrible issue for a long time. We never know what they do since we never hear from them again.

Anyway, yes we have dealt heavy hand in the local ecology, but that does not mean we are powerless against it. Even as we speak, in due time the ecology will repair itself. Odd that you'd think destroying us would fix this, but that's water under the bridge.

Look around you and what do you see? Zombies, at our bidding, standing who were at once attacking you.

What would you say if we could make life around these parts, around your cavern, a lot less zombie? More pasture for your monsters, freedom to roam once again. And, all we ask in return, is that you stand by your old compatriots the Fozr.
>>
Rolled 74

>>28522195
....zombies are dinner though. Very good dinner.
>>
Rolled 46

>>28522235

They're better dinner in the cage that hanging from your neck though, aren't they?

Different Anon
>>
>>28522235
Dinner is good, but too much of a good thing is bad. Even you have admitted your conflict towards us being soley based on us upsetting the balance to your disadvantage. We can remedy this however way you see fit.
>>
Rolled 60

>>28522086
Bandits have a diplomatic standard?
I thought it was just conquer and assimilate on sight unless mutually assured destruction is involved.
>>
Rolled 63

>>28522235

If they don't say "Fine, here is the only diplomat who survived back." and then throw down Marko at the end I'll be not-as-amused-as-i-could've-been.
>>
Rolled 48

>>28522300
That is usually the case yes. Plus bandit
'diplomacy' usually means threats and even if your paid you just do it anyway. Cause your fucking bandits.

>>28522268
Challenge is good keeps us from going soft.

>>28522272
We know that already.
>>
>>28522323
Now we are confused, the more we speak with you the more it seems you actually prefer this added challenge, this influx of zombies. As though upsetting the balance were a good thing, though your attack on us implies otherwise.

What is the balance, how have we upset it, and what does it mean to you?
>>
Rolled 42

>>28522323
>Plus bandit 'diplomacy' usually means threats and even if your paid you just do it anyway.
Hardly seems prudent when threats usually mean war for bandits, which defeats the point of diplomacy. Do you mean bluffing them about your strength into surrender?
>>
Rolled 35

>>28522378
More food is good but not too much. That ruins things in the end.

>>28522396
A bandits idea of diplomacy is extortion or bluffing if their smart.
>>
>>28522409
So we've established a balance based on quantity, and now we're haggling numbers. You would agree that there is currently "too much" as of now, no?

>>28522409
>A bandits idea of diplomacy is extortion or bluffing if their smart.
Dat temptation.
>>
Rolled 51

...feels like my voting audience dried up on me.
>>
Rolled 10

>>28522585
We're waiting to see how the Yaksha talks go, so we can decide how we leave the base.
>>
Rolled 60

>>28522461
>>28522585
>"So we've established a balance based on quantity, and now we're haggling numbers. You would agree that there is currently 'too much' as of now, no?"
>>
Rolled 4

>>28522461
"Right now certainly."
>>
>>28522655
And do you feel you alone can remedy this easily or in reasonable timeframe? Because if you do that hardly qualifies as "too much"

Let me cut to the chase. You say you have a problem, too many zombies. We have a solution. Less. And all we ask in return is that you simply watch over those you have worked with, and fought and died with, alongside in the past.
>>
Rolled 84

>>28522717
>>28522717
...so let me get this straight your leaving or something? As our problem was against you not them."
>>
>>28522751
Your "problem" against us, was upsetting the balance. Which involves them, excessive zombies, as they are the product and the definition of this upset. Take that out, and what problem do you have against us then?
>>
>>28522751
Ah, you mean the fozr. Well, infer what you will, I'm sure you're not as isolated from the outside world and news as others would think you, but let us just say that they may one day find themselves in a moment of vulnerability. All we simply ask is that, should such occur, you come to the aid of those you have found mutual gain and goals with before.
>>
Rolled 49

>>28522811
"...Unleashing a burnmaster and slaying our brethren we are mutants you know. It sorta stings being burned among other things."
>>
Rolled 22

>>28522845
"You know being purged its been awhile since we met someone that good at it. For fucks sake not even the Fozr heavies were safe."
>>
>>28522845
Our burnmaster only fought those within, what eventually we would've like to call, "our" compound. You too understand the plight of conquest, as you had sent said men to this compound far away from your Ice Cavern. In addition, the casualties your attacks have extolled has retributed and avenged your fallen brethren double fold.
>>
Rolled 12

>>28522890
"Humans are better at recovering losses. Do not try to pull that card with us."
>>
>>28522872
>>28522890
All bandits know that blood begets blood, but we also know that one can literally and proverbially bury the hatchet in light of mutual gain.
The Fozr, for example, once menaced us with impunity in this blizzard. Would've wiped us out to without any hope for us, and they had cause.

And yet, they paused and sent you home. Why? We had something they wanted, and they had something we wanted. So we buried the dead on both sides and lived on much better off than we were before. They made great gains through us, and we through them. What holds us from doing the same?
>>
Rolled 69

>>28522950
"As for within your compound you are wrong about that."

>>28522953
"We may be mutants but we are not all bandits. They made their choice."
>>
>>28522972
And they had profited from their choice.
But I digress, let us return to the point. We cannot raise the dead, nor should we ever forget them, but it's no insult to say the dead are dead.

If you feel that you prefer to deal with the excess of zombies, despite being offered an instant solution to this on a silver platter, with the only requeim of returning to the compound you once occupied and those you know, we cannot stop you.


[>>A bandits idea of diplomacy is extortion or bluffing if their smart.
Fuck it, I'ma bluff this]


We can however, tell you, that without this you're not likely to see this problem dissipate anytime soon. It may even get worse. . .

*Can we get zombies to smile? Fuck, let them all grin a shit eating grin right now razor sharp teeth and all. If we have Cuban Pete let him use his trickery bonus if it's got any effect*
>>
Rolled 49

>>28523202
Giving up already anon? After you wanted to talk to these guys all this time?
>>
>>28523262
It's incredibly late where I'm at and my brain is shutting down. If I could've spoken to them earlier I might've had more energy.
>>
Rolled 40

>>28523202
...We have no quam if you take care of the zombie problem. That will fix the problem, but do be aware*smiles a big toothy grain that puts the zombies* we don't eat just zombies.
>>
>>28523340
Hah ha, people of fine tastes!
Perhaps we do have something in common.

And in exchange for fixing the zombie problem, will this be enough for you care for the Fozr while, as you guess, we are away for a time?
>>
Rolled 84

>>28523391

"We had a working relationship with them that will take hold once more upon your departure."

In any case which mission you wants to do?
>>
>>28523619
So it's settled. Yaksha watch the base and the fozr in the summer, as per their previous arrangement, we move zombies in and out of wherever they see fit. We end up with excess, they come with us on the boats. If fore some reason they want more zombies we take some from the east forrest and put em in.

I'm sure the Fozr will find good use for the HQ correct? And the ghouls will be allowed to continue their repiars to bring the base back on line. And we'll have a place to stay if and when we come back.

For that matter, can we get regular radio updates from at least the Fozr. We really care about the welfare of this base.

We'll also leave a moderate group to both also radio update while we're gone, and be ready to cause a great zombie migration, Yaksha and Fozr approving, over the ice bridge to the aid of the crusade.

So long as all of these prove true, I'm ready to go.

Which mission?
>Fuck Em
>I need you to send out with some of your men to strike beyond the Red Army forces where the other groups lurk. I don't want to give them time to prepare
thanks to using the Red Army as a meatshield so I want you to go past them and strike at them to keep them reeling until our primary forces can arrive.
>Good news is you will be getting first take.
>Bad news is you'll be on your own.

So lets load up the boats, take everything we can with us, and go.
Wintadooms, DMBs, and especially the railguns. Because fucking railguns.
>>
>>28523619
Also
"It was good to speak to you Yaksha. Whever we will meet again, on the table sharing words or a drink, or on the battlefield with us or against us, we will look forward to it."
They can keep the barrels of moonshot btw.

Give some to the Fozr before we go while we're at it. Can Moonshot pack up the brewery machines and load them onboard (I'm sure the ship crews can be persuaded and would be happy to make room for this at least).

Good thing we stockpiled on alchohol earlier.
>>
Rolled 33

>>28523619
Yeah lets go with the first mission
>>
Rolled 22

Alright I am going to call it a night. Will stick around for questions as usual.
>>
>>28524243
We're moving to a completely new continent.
Where exactly are we arriving and what are we taking with us?
>>
Rolled 80

>>28524243
Looks like you want to do the first mission that will be FUN.

Basically I need you to choose a terrain type.
>>
Rolled 19

>>28524265
Choose a terrain type. After that a dossier will be posted.
>>
Rolled 85

>>28524280
As for what you can take with you its whatever you can make fit. Too bad you didn't spend any actions for that.
>>
>>28524280
Certainly at least something where winter still applies since our zombies and fozr do good in the cold. Maybe a little less extreme than this island.
We've done monster infested swamp, volcanic desert, and tundra island.

You know, I actually had two ideas for premade settings, not exactly terrain, but put a bit of fluff on them. Hang on.
>>
Rolled 8

>>28524330
WWOOO
someone is doing my job for me YIPPY
>>
>>28524317
I did ask if this was the absolutely last turn we had to go to. Else, what was the point of producing all those wintadooms and dbms if we can't take em with us on the ships.
No matter, we can leave a crew to be ready to move them over the icebridge along with a much larger zombie force yes?
>>
Rolled 77

>>28524349
>>28524349
You can take them with you its just if you wanted to take anything else like manufacturing then you would of had to prepare for it. As for the other question yeah you can.
>>
Rolled 69, 59, 50, 76, 90 = 344

>>28524374
ah crap almost forgot gotta get some of these rolls in...for reasons.
>>
Rolled 1, 30, 20, 81, 76 = 208

>>28524395
Anyway how do you plan to divide your forces?

Be aware the more you bring with the more obvious you will be. Basically the voting was to determine which group you would take direct control of.
>>
Rolled 48, 31, 82, 71, 79 = 311

>>28524412
alright screw you dice gods. These rolls are becoming mighty interesting...haharha
>>
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>>28524330
>Modalvania
>A land perpetually basked in darkness, where the sun doesn't shine, and the gnarled trees are bear and what grey leaves they spawn are forever tossed in the wind to fly by crows, where black mountains and crags dotted with ancient castles and secluded towns and forts
>It is a land not so far away that the cold winds of (red army russia esque land) still find a home each winter
>Here is the epitome of the battle of good and evil, with the Church, Government factions, and Corporations like Aduro (and others) taking a. Segregated but connected in purpose to bring light to the dark, like nails on a cross.
>On the otherside, pirates and brigands have shipwreck coves in the bay, and creep up the river to meet with bandits and highwaymen. Cultist and their dark gods with more sinister motives. Greedy corporations testing new and dark weapons.


>And there are other more independant factions. Scientists creating all sorts of monstrosities, in the same path as the legendary Dr Volk or Dr Steinfrank. >Even rumors of another potent scientist trying to perfect his spider creations, with an entire new forrest white with web all year round. Strange mutants that are perported to change into wolves,white mutants who despise light and suck blood, you get the picuture
>The undead are. . .weird here. They don't go by the usual rules.
>Witches and warlocks galore, but so are the churches inquisitors, paladins, all ready to spark angry mobs

>In the center of it all a great tavern town in the middle where everyone comes to meet, trade, and employ, and sometimes assasinate. It is the last place on earth that sells Memor Mojo

Moderate monster presence here, but it's a place fleshbeasts don't like for some reason. Ghouls and zombies are in equal number, but still not the driving force either. It's truly the humans and mutants factions here who take the field.

Change and alter any of this to your liking.
>>
>>28524374
The people we leave behind do have a few more months of preparation until the ocean freezes over to pack up our more heavier equipment like machines and stuff right?
>>
Rolled 100, 77, 52, 29, 28 = 286

>>28524530
Yup...but of course it depends on how many you leave behind.
>>
Rolled 9, 98, 13, 97, 70 = 287

>>28524505
....and the other one hm?

plus you guys still have to sorta vote for terrain and shit, but this sorta interesting stuff does lead to certain benefits...
>>
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>>28524505
This one doesn't exactly fit our scenario, but here it is
>Kokaido, the city of light
>One of the "safe places" and last of the megacities still functioning like a megacity in the world, the average person should be aware of before getting anywhere near
>Protected by impregnable walls, intensive shielding of both tech and psi. The walls were meant to keep in as well as out
>Here you will also find all sorts and all kinds
>It is a place of contradiction. Of unity amidt disunity
>Government factions vie for power, though they outwardly shout unity. The municipal fighitng the state, the state fighting the federal. All watched over by these mysterious men in dark suits and sunglasses for an ever higher power, while anarchist make a mess of things
>Pilgrims and paladins go here to
>The coporporate factions are here too, in tentative alliance, all trying to get their knives in the backs of others yet unable to declare outright war else they not only lose public support, but the whole city could collapse (Aduro threatents to cut the power, psicorp threatents to leave the city vulnerable to psionic hiveminds outside or within , Umbra says no more zombie protection, ect.)
>The church is here to, trying to fight a war of virtue in a city of vice, it's own hands dipped in pockets filled with gold and lies
>Paladings and pilgrims come here to spread the faith, and lose their religion. Holy crusades can be as bad as bandit ones
>Entire prison blocks rebelled to form their own bandit mini city states, manufacturing drugs selling women, while legions of enforcers and guard trying to keep the peace amid chaos and corruption
>Mutantsmmonsters,ghouls roam the lower underground, the scum, while high in the air the elite weave plots and conspiracies that both hold the city together and threaten to pull it apart
>Also legend for it's superheroes and villains, thinking they have the power to change the city

Basically judge dredd, ultraviolet, the matrix all in one.
>>
Rolled 92

>>28524732
>Forgetting equillibrium
>>
Rolled 74, 81, 88, 81, 13 = 337

>>28524732
>>28524505

I uhm interesting very interesting...but it will depend on what you chucklefucks decide to vote for.
>>
Rolled 69

>>28524505
I'd say that terrain is mountain range, with a large forested valley down the center and a river leading to the ocean.
>>28524732
Obviously urban through and through
>>
Rolled 20

>>28524844
No way in hell we're going to be keeping a Megacity occupied. Mountain range with forest valley and river seems fine to me.
>>
>>28524890
I'm pretty sure Kokaido or any other Megacity is already plenty occupied as is.

If no one is going to post alternatives, I'll throw my vote to mountain range.
>>
Rolled 76

>>28524815

Well I had to sleep.

Anyone want to take bets on whether EDE goes with the rolls that had the 100 or the 1?

Anyway, I propose a bigass glacier basin edged on all sides by the mountains it was carved through.

Some soft spots in the bedrock were more substantially eroded, and sporadic hollow caverns from ancient lakes with huge caps of ice on them (making them nigh-indistinguishable from the rest of the landscape) are scattered through the tundra.

In other soft spots the glacier deposited the pebble rocks it slid on in ancient times, and vast seas of fine pebbles exist that've had mines operating on them for generations to get the assortment of exotic materials locked in these rocks from the inaccessible far north.

Ringing the basin (which mysteriously resembles a crater) there's a grand mountain range riddled with the remains of the pleasure complexes of old and the bunkers of new alike, as well as perhaps some darker things lurking further inside...

The inside of the basin, aside from the mining complexes, is dotted by trading settlements and the ruins of a small city or 3, and other things aside.

Anyway, that's my vote.

I say we take 3.5k men with us and all of our Wintadooms, as well as 12 units of loot. The ones here can manufacture more if needbe, but we're going to have to take someone on by force if we want to be able to manufacture stuff.
>>
Rolled 84

>>28527104

Take all our mutants and bots too, and see if the Fozr would mind sending some commandoes along (they'd get full control over our mutant detachment), and if the ghouls would mind sending some techies along.
>>
>>28527104
I like your terrain idea better. It has my vote.
Genie mentions that we're seriously going to weaken our forces if we split, and we're likely going to need all the manpower we can get even just landing.
>>
Rolled 13

>>28527422

See, we're not going to make a landing. We're going to make an insertion.

He said the more people we take with us the more noticeable we'll be. Now I'm willing to bet that the Red Army is pretty large lel Russians but they're fighting a shitton of ghouls. They can't possibly fill all the gaps.

So where a landing of 9k troops would just draw attention and get us bogged down in combat like the ghouls, 3k-5k men could probably slip in (especially if they made a point of not attacking anyone) and penetrate to the deep lines.

That was the logic behind it anyway. The force is weakened but we won't be noticed going in so there won't be prepared defenses waiting for us.

That aside, I don't really want to leave the base **completely** for the Fozr and ghouls to do what they like with.

Hey EDE, do all 55 of the Wintadooms we had at the time have the Jet setup?
>>
>>28527659
Hmm, I see. That does make sense.
That is unless the sheer scale and numbers involved would make a force of 9k relatively unnoticable or not worth their time.
"9000 bandits? Why bother me with this? probably just looters wanting to profit off the battlefield, we've got more important matters like those 12 million ghouls on the forward line and 8 million bandits on our flank."
>>
Rolled 88

>>28527104
I'll give that terrain my support also

>>28527659
>Expecting us to beat the russians
Unless we're a fucking mongol horde carrying the plague, how the hell are we supposed to do this?

This crusade seems destined to fail.
>>
>>28527745
Not with Warlord slag at the helm it wont!
>>
Rolled 18

>>28524505
>Dr. Volk and Dr. Steinfrank
>Forgetting Dr. Kharr
>>
Rolled 18

>>28527745

We're not going to beat the Russians on their home turf in winter no less

We're not going after the Russians though. We're being inserted into the people behind them so that ALL of them aren't COMPLETELY buffered up by the time Warlord Slag beats the Russians.
>>
Rolled 42

>>28527825

Everyone forgets Dr. Kharr. His army of giant psychic robot linebreakers and elite psychic borg infantry will swoop out of the woodwork.
>>
Rolled 65

>>28527422

We'll take advising on all of this before we enter into it.
>>
Rolled 63

>>28527104

Hmm...The mining platforms should be massive crawlers like the Spice Harvesters in Dune, traveling the seas searching for new rich deposits that've been brought to the surface by mysterious forces. Vehicles have to be fliers or otherwise specially modified in order to travel across the pebble seas or else they get swallowed in the shifting, unstable ground.

Buildings in the seas are nigh-unheard of because of the impossibility of securing a solid foundation on bedrock. The few that exist are isolated compounds towards the middle of the seas that are nigh-impossible to reach, they only maintain themselves using delicate and complicated systems of friction-pylon foundations and cooling systems that force the pebbles to form permafrost layers around them. No one knows how they infrastructure to maintain these complicated foundation systems is still functioning after all this time, because ground travel so deep into the oceans is impractical and flyers sent to reconnoiter them never return.
>>
>>28527825
who?

>>28527745
Your underestimating Genie even he admitted that Dr. Slag was overpowered not to mention these bandits got a the wreath of AT LEAST an entire continent behind them.
>>
Rolled 90

>>28530572

And it was the Memor continent too. Even just by us there was an uber-manufacturing complex for making bigass ships and Mobile Fortresses.
>>
Rolled 34

>>28530572

Free bandit action and free military action and free military advice and boost to military stuff and boost to banditry and knew people in the area too.

Too bad we never got to use him. Kind of like our heroes here.
>>
Rolled 56

>>28527709

Don't forget that we want to bring some of our zombies along to spread havoc with their winter-specialized strain.
>>
>>28531163
I'd say we used our heroes pretty decently, even if that usually ment "everyone work together on the same thing".

I just wish their deaths weren't so anti climactic. Heroic sacrifices hurt, but in the end they are more satisfatisfying to look upon than "killed by Shebeast psionically, thrown away by an explosion, or just plain missing.

I wonder about CC and Loverboy and how that ends up.
>>
>>28530935
Let's hope there are hillbilly's there or maybe other think groups in the crusade learned in the arcane magics of railgun
>>
Rolled 29

>>28532431

They were far from utilized to their utmost, but we didn't have enough actions (or surviving scouts) to utilize them to their utmost all the time. At least we used them at all.

I completely agree on the deaths part. The fucking majority of them died on an unfortunate scouting action. I mean, fuck, scouting was only Charlie's specialty but we just didn't want them sitting idle and that's as good an action as any.
>>
Rolled 43

>>28532750
Which reminds me...what if we did a Corp or Think Tank specialized in Space-Tech?
>>
>>28533118
It would be very intersting that's for sure.
I wonder what an Elysium or space colony setting would be like.
>>
bump
>>
Rolled 55

Darn, i hoped EDE would stop by to answer questions and address the viability of the glacier basin.

Rawling for insertion and bamp.
>>
>>28527104
Sounds like some pain in the arse terrain, bu it also seems to be the one with the most votes...
>>
Rolled 28

>>28535566

Well if you don't want to do or it'd be difficult to implement it that's okay. (I was thinking the basin would be absolutely massive. Big enough for these >>28528809 to fit in, though there'd only be 1 or 2 seas that big and most would be much smaller.)
>>
Rolled 66

>>28535566

Also I could try to write some more stuff up if it'd get us any bonuses.
>>
Rolled 5

>>28535566
I am both fine with glacier mining basin or transylvania land.
I know you could easily make something of the two.
>>
>>28535919
>>28535699
>>28535657
Depends on if you want hard mode or not. Both I can do its just one has tricky environment where the other one has politics.

Both are dangerous in their own way not including the other differences. From what I can tell people want pain in the ass mining basin.
>>
>>28536264
Which I can do neighbors would be spread out or migratory for the basin. Where dark shenanigans is very real presence in the other area.
>>
Rolled 54

>>28536264

Hmm, well we've actually done decently at politics thus far this game...but that basin sounds really interesting, and distant neighbors/migratory sounds like they'd make for fun raiding.
>>
Rolled 62

>>28536264
So if the basin is pain in the ass, what's the Modalvania or that megacity?
Volcanic desert was a pain in the ass (mostly due to our civ choice), while swamp was mostly dangerous. But personally I'd take swamp danger over volcano desert pain in the ass.
>>
>>28536803
Hmm, we really didn't pay attention about that sort of thing last time. I'd rather not repeat the same mistake again, but all of them likely have strong pro's and cons.

We should figure out which one our bandits would do best in.
>>
>>28537025

Moldovania sounds like a place where we'd have to tread very delicately with our diplomacy or we'd get curbstomped by paladins and evildoers simultaneously, as they're entrenched incrediheavily. On the other hand if we play our cards right we could get all the loot and not have to do hardly any work.

Thing is, we're bandits so diplomacy is...well, we've done well so far but you know.

The other place would be barren-ish aside from raiding and be difficult to navigate/traverse. There'd be vast distances and probably little food (aside from raiding). Then again, there'd be trade caravans and mining platforms, factions would be far apart or migratory so there shouldn't be many entrenched positions (not that EDE wouldn't still make it hard as fuck). Plenty of room to maneuver/run away in, but plenty for our quarry to do so in also and they've lived there longer.

On the other hand, we're nigh-military trained and that'd work well against small-medium sized, spread out forces and for raiding.
>>
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Rolled 38

>>28537147
Very true, though by the sound of it the forces of good and evil have homogenized to degrees, and pirates and the bandits seem to be working together (in the face of unified good or evil) else they all get divided and conquered.
I mean, we've seen at least the Mark of Z relatively stick together when someone hates you for being a Zedder, so maybe the bandits and pirates have a similar thing going on. Thick as thieves, as they say.

We'd have an easier time going into hiding and setting up ambushes in the mountains and forest too, maybe even a base. Where there are highwaymen, there are roads and where there are pilgrims, convoys, and caravans on the roads as well as ships on the rivers to be raided.


Basin leaves us open, less places to hide and less food, but that won't be a problem if we go it like the Mongols or the Ashbloods and keep moving, raiding and pillaging we'd amass quite the loot and tech if we play our cards right. Probelm may be finding and tracking the caravans in the huge tracks of land and snow, but that should be easier with our new wintadooms and winter oriented forces. We've proven to be good raiders, decent in winter, though we're still used to having a base which may or may not be hard to get here but who knows. We'd possibly have to deal with the same yearlong blizzards again.
>>
>>28537407

I really want to set up shop in the cavern beneath a 'lake'.
>>
Rolled 81, 98, 76, 12, 55 = 322

Rolling for reasons be aware of how effective your special abilities will be for an area you decide upon.
>>
>>28538271

Coldness-survival/combat, military training, Ambushing (Cuban Pete), some pretty good fast attack vehicles, excellent/good plasma weapons, zombie control/rapeness (immunity to local strain zombie plague), an expert at reverse-engineering tech (Arms Master)...am I missing anything?
>>
>>28538353

We've got CQC training too, right?
>>
Rolled 87

>>28538353
>Winter experience.
Well, the basin is also tundra esque, so maybe similar to island weather like here. While the other choice has a regular seasons deal. Even if we are good in winter, we've still function better in the summer seasons, and there still are other factions even better at us in winter.
>Zeds.
No idea of the zombie presence in basin, nor if our abilities even translate anywhere outside our island. Moldovania has different undead?

>>28538271
Don't forget the officers
The sniper Twins and their group Moonshot, Boggart, and Marko[/spooiler].
Moonshot in a land with lots of moonlight and Memor Mojo? Heh


CC and loverboy. . .unkown, we're likely not to see them again. Or for a long time.
>>
Rolled 3

>>28538446
>>28538353
Also if and what do we do with the base, and the heavy stuff we can't bring along.
We definitly should leave some guys to rally more zombies over the ice bridge when winter comes, to aid the crusade.
Possibly some more guys to wait for another fleet (slag willing) next spring who might bring the big equipment and more zombies.

If we leave guys behind, how much we leave, what to defend. Very important. Perhaps we just pool what's left in the base to hold the HQ or our Two Bunkers until we return.
>>
>>28538446

Yeah. We ARE taking along some of our own zombie stock though.

We will do that. It will be done. We need at least a seed so we can spread our strain of the infection and cause havoc among these guys. Preferably we'd have more than a seed amount though.
>>
>>28538534

I'm not sure big equipment will be able to be brought in next spring. Also, it won't be wise to settle down anywhere when we're that far behind enemy lines.
imo, we can take up residence in a Corp or other base temporarily if we ever need to manufacture things. Repairs and such should be able to be done in mostly-mobile facilities (and hopefully we'll get a compliment of ghouls to assist). Heavy manufacturing machinery is unnecessary.

I also think that the other Zed factions will probably have the whole driving-zombies things in hand pretty well.

We have way more than 2 bunkers.

As for our guys, I think they should just hold the fort (base) and make sure the Fozr don't engineer things to keep us out if we ever decide to return.
>>
>>28538446
*Moonhot and witch *luna's creation, mixing under the light of the moon in a land filled with magic. Combining remnants of Memor, Richard, and Irewins work, and for the hell of it, have it blessed by CP's mask and our dark god.

Sounds fun
>>
>>28538650

On the unable to bring big equipment over bit.

By next Spring Slag will be bringing over the majority of his forces to the fight. That means it's more problematic to get inserted (especially with heavy ass factory lines and heavy machinery) and the logistical lines that would be used to transport that will be more tied up too.

It's fine to request it (it might give the enemy an advantage in knowing whereish we are/that we exist if we've been sufficiently clever/stealthy, or they might capture it...though that's a drop in the bucket) but don't count on it going through.
>>
Rolled 70, 85, 13, 56, 30 = 254

>>28538695
Too bad you didn't choose that area. Cause holy hell that would be scary.
>>
>>28538730

So before you confirm/start in our new Civ give us a chance to request equipment from Slag and specify what/who we're packing up with us.
>>
>>28538730
Wait, so we're set on basin? Huh, alrighty then, time for more winter shenanigans.
So how much exactly is this going to be a pain in the ass? Like on a scale of 1 being sitting on a skittle to 10 being sitting on a spanish inquisition burning spiked iron chair.
>>
>>28538794

To 11 being travel in the swamp.

15 being travel in the swamp during monster mayhem.
>>
Rolled 43

>>28538695
We should send moonshot and marko on a quest to do just that
>>
Rolled 16, 53, 3, 99, 79 = 250

>>28538745
Unless new votes come in yes. Personally trying to figure out if I should a new civ thread or not but give this option.
>>
Rolled 98, 85, 18, 66, 64 = 331

>>28538978
Feel free to count up the votes.
>>
>>28538978
Well this isn't exactly a new civ game insomuch as it's a carryover of the previous one, as we're still the same group but on a mission in a new land, so new players won't have the same freedoms of choice.
>>
Rolled 3

>>28538978
Hi. Just lurking, but I'm leaning toward darkland idea.
You did say it would be annoying and you have a thing for understatement and subtle hints. Giant hollow lakes to fall in, seas of pebbles only passable through giant moving platforms and fliers. We don't even have fliers. I like the concept though, it reminds me of Mortal Engines.
>>
>>28538978

Okay, so send requests to the Fozr and Ghouls. Ask for small groups (not to exceed 500 for either faction) of their soldiers (for the Fozr, because it'd be nice to have some expert winter operatives) and mechanics/techies for the ghouls (so we can maintain our vehicles and maybe start to use any advanced tech we come on).

As incentive, promise them a share of the loot/tech/etc. we acquire out there that'll increase with how many troops they send along.

For Warlord Slag (we're willing to pay for advanced equipment) we need the transport/transport vehicles required to get us to the location obviously.
Also though, we'd like some reliable vehicles (preferably without much need for refueling) for transporting our forces and our temporary facilities (which will be collapsible) around the basin. Ideally these'd be some of those hovercraft APCs or something similar. A handful of Digga Drillas, and a nuke or three (or something similarly explosive) for any emergency situations we might get into.

As for what we take with us...we need everything that we might need for maintaing our vehicles, a good share of our loot stockpile, our best arms+armor (leave some behind because we can't manufacture this stuff and we don't want the ones left behind to be toothless), all the Wintadooms...and the rest will be specified upon receiving responses from Slag and the Fozr and the Ghouls.

Again, we're willing to pay Slag up front but the Ghouls and Fozr will take a share of whatever we return with.

>>28539172
We have the new Wintadoom variant. EDE never said if all of them were upgraded to that or not.

Personally, I'm used to dealing with pain-in-the-ass terrain with EDE. Political intrigue tends to fuck us over though.
>>
>>28539255

I suppose we need quick setup/breakdown hab-units for living outside in winter weather too. We've been living in the base/bunkers thus far.
>>
Rolled 35

>>28539255
If there's pirate/bandit amalgam, we can prove ourselves like we did the zed and get under their wing. Set ambushes and waylaid the roads or rivers between the towns and forest.
But if it's the glacial basin people want, it's cool.
>>
>>28539367

Who's the bigger fish, anon? Never us. Never, never us. Zeds are a special case, and we only impressed them through absurd luck.
>>
>>28539321
Do we have that capability?

Even the frost armor can't save our men from blizzard, and it's soon going to go in full swing.
>>
>>28539416

I meant that to be another request to Warlord Slag. Pretty sure we don't have anything like that. We will be able to build Ultra Bunkers (pop. cap: 2k or 3k) for 3 res a pop even over there though.
>>
>>28539435

Or maybe it's 2 res. I think it's 2 res.
>>
>>28539172
Ah seems like you figured out only a part of the problem when it comes to the basin. Well done. Many tend to miss even the part of it.

>>28539255
Warlord Slag transportation will be provided to the location after that your on your own.
"Vehicles that don't need to really refuel come in several varties we got the potentially self charging, mini reactors, and finally the celled vehicles. None of which are cheap. Considering your looking at the basin....it will cost even more. Classic Digga Drillas wont work there. They'll sink unless modded and that too will cost you. Are you sure you can handle that place?"

Both the ghouls and Fozr say no. Ghouls are too busy and Fozr can afford the to lose the people.


OCC
The pain in the ass terrain you dealt with you had stuff for it.
>>
Rolled 82

>>28539398
?
I didn't mean attack the pirate/bandits, I meant joining their ranks helping them loot the land and mess with the forces there, like we're meant to.
With paladins governments and corps hunting them down together, even evil corps don't like thieves robbing their convoys and caravans, maybe they're looking for all the bandit hands they can get.

Bandits are in nature outcasts working together to save themselves and get rich.
>>
>>28539509

It'd mean getting subsumed to their command structure then. Remember, bandit groups don't exist as individuals when they're being commanded by a whole except in rare cases.

>>28539499
Hah, I never should've mentioned the pebble seas. They were only supposed to be an aside on what's otherwise a huge. granite. bowl.

Oh well. Either way I don't care.
>>
>>28539499
> Are you sure you can handle that place?
"We're debating that. Of the locations we've heard of beyond the Red Army to strike there is also Moldovia to the south, and the legendary Megacity somewhere beyond that. What do you think of these in comparison, and do you have any other locations you had in mind?"
>>
>>28539547
W've already subsumed to Warlord slag and the Krulsade command structure you know.

It'd be a pain in the ass to micromanage every single bandit and pirate group over a vast area, rather than let them act autonomously but for common profit.
Besides, we don't like it we can just leave when the opportunity presents. The Memor knew how uncertain bandit loyalties could be even among their ranks. And we've had members leave us before.
>>
Rolled 85

>>28539613
The Memor killed their bandits though

>>28539547
That terrain would need some smart people to navigate those dangerous terrain with their advanced equipment.
Perhaps a certain vault, hidden beneath a hollow lake. Forgotten by the rest of the world, but ready to take it by storm.
>>
>>28539676
I certainly hope those people don't have any tunnels under their vault.
>>
>>28539568
"There are a number(come up with terrain type) that could also work."

Hm seems like there is no clear consensus as doubt has taken.
>>
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>>28539973
Well, there's also the great Ice Cavern Pass. Only and fastest way to move in between the great Parcathian Mountain range, unless you'd rather fly over it through the black storm clouds of Modolvania (not exactly the best idea) or hike half a continent aronund it. It's still rather till cold and snowy, but at least the blizzards don't reach there as much as they do here.

Long winding roads of unstable ice and ancient outdated constructions, perched over seemingly endless chasms, where the most daring caravans and foolhardy convoys dare go. Cities and holdouts built around giant stalagmites, while massive stalactices can fall from the roof that can wipe out entire towns if upset. Plenty of local banditry hidden in the cracks, as well as zombies and other tundra fauna. Lots of fresh water rivers too.

Sounds like a place, Red Army battalion or allied reinforcement convoy could pass through and cause hell on the crusade flank.
>>
Man why do you fuckers keep on coming up with awesome new areas? All these ideas yet no consensus what are you trying to do to me?
>>
If you chucklefucks can't come up with something then I will end up getting stuck with doing a new civ thread but will give the option to use Bloodsnow Deathsquad. So come up with a consensus already. Check votes figure things out plan. Remember whatever area you choose I suggest coming up with some rough plans for.

I originally thought you would do just terrain choice but you fleshed it out without me asking which impressed me even more so then usual. Which means bigger bonus cause I like to encourage that sort of thing.
>>
Speaking of the Parcathians, what do you guys think about striking the second most important mining and resource theatre aside from the Pebble-seas?

You know where. The Lonely Mountain to the northwest of the basin. That solitary spit of granite-cored dolomite and its foothills. A god-damn geographic impossibility that place is, stood dead in the path of the ice floe that carved the Glacier Basin and spat in its face.

I can see it now. The solid granite hills for uncounted miles, that might've been called mountains themselves in a lesser environment, their faces crumbling into cliffs in places and carved out to make room for settlements or roads or gov't/corporate complexes in others. All that put to shame by the monolithic behemoth in the distance, its peak imploded by centuries of all sort of fractious opportunists and corporations competing with each other, collapsing tunnels, and constantly seeking the next big haul. See, the pebble-beds are nice but they don't have the same deep-earth elements and minerals you can pull out of a good old fold in the tectonic plates. The Lonely Mountain though, (and you've got me as to why, maybe it's the same reason it's the only mountain for miles around and it's so big) the Lonely Mountain has those in fucking spades.

Shit, that's not even counting the massive cylindrical silos some crazy Pre-Fall fucks drilled around the area (there aren't even goddamn tunnels around here because the bedrock is so hard) to provide an unnatural amount of geothermal energy to anyone living there. They're the size of Panchaea in Deus Ex Human Revolution and each one has enough goddamn bunkers and complexes and machinery and generators to occupy a couple of factions by themselves.

If we can make any dent in either of those operations you'd better bet the guys hiding behind the Red Army won't be able to get their shit together. The Red Army itself might run out of metal for their guns and power for their factories.
>>
File: 1385624646622.jpg-(1.73 MB, 2560x1440, half-summer--and-half-winter.jpg)
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On the map there's also this one place we heard of, something about some corporation or another trying to manipulate the weather and plant life ages ago.
It worked, too well in fact, but they seem to have been unable to shut it down before the fall.

You've got pockets of hot summer grasslands with sunny skies or torrents of rain, pockets of lush spring fields and red autumn forests, all interspersed between the some of the coldest blizzards on the planet or pristine winter wonderlands. The blizzards act like a curtain, cutting off view between the meteorological biomes and acting like the perfect hiding spot.

Most of these places are static and haven't changed since. Other rare areas are known to experience all kinds of weather in no particular order or rhyme. Summer for years on end, interrupted by a month of winter. Some have spring one day, fall tommorow, summer the day after, followed by winter all in the same week.
>>
>>28540605
Giant mountain? With bunkers, mining ops, and tunnels galore?
Fuck, I vote this.
>>
>>28540606

That sounds interesting. I do not want to go there at all though.
>>
Rolled 6

>>28540580
I swear to god we should just do sidequests to some of these places because their damn interesting..
It makes me wish someone would do an unfinished map of the world, with parts ostensibly left blank just in case we find out new locations.

>>28540605
>The Lonely Mountain
Did the corporations happen to dig greedily and deep?

Also I'm supporting this because fuck I want this quest to moooove
>>
>>28540605

Vid related, it's where I vote for going.

http://www.youtube.com/watch?v=wC-JOW2YafM

To find our long forgotten gold.
>>
>>28540606
>>28540605
>>28540182
>>28524732
>>28524505
>>28527104
>>28528809


Now ask why Warlord Slag didn't suggest these in his strategic briefing on the mission.
>>
>>28540753
>Long forgotten gold
>Not long forgotten god
>>
>>28540783

Truly, the tales and songs

gasps

Fall utterly short of your enormity

Oh Smaug

The Stupendous.
>>
Rolled 30

>>28540605
I'll back this up as well, let's do this.
>>
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Rolled 63, 76, 88, 93, 66 = 386

>>28540605
I uhm okay...its settled then. Very good *cough cough* very very good.
...got any pics for that so at to be a new intro?
>>
>>28541523

Oh yeah, just let me go into the folder I keep all of my pics like that in.

I don't actually have one of those.

Assistance is much appreciated.
>>
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>>28541523

I'll do some searching and try to find something suitable.
>>
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>>28541659
It's kind of difficult to find solo, snowy mountains on an otherwise (mostly) flat plain though.
>>
Rolled 77, 55, 37, 58, 55 = 282

>>28540778
clever anon.

>>28540606
"This one is unstable no good comes of messing with atmosphere always promises no small amount of labs. Since the incident of the Memor I have been leery about that sort of thing even before what havoc the Fall caused. Another problem is this might be one of the central Fall areas or even a direct linked to a cause."

>>28540605
This area was linked to all large number of Corp War unoffical of course problem is corps fighting against each other with no oversight leads to some VERY nasty things. Especially considering they would have facilities placed to churn out their nastiest. Not including whatever other factions have decided to worm their way in there pre or post Fall. Not to mention that unusual geothermal activity points to one nasty little kicker. as in they brought mountain to life in order to churn out yet more materials. Very risky very rewarding but who knows what condition it would be in according to...a some guy who will be willing to go with you. Apparently all that tech war between the corps and factions leads to treasure trove of stuff that would otherwise be quite spread out. Good news is they would actually have the facilities to churn raw materials into resources. As in they would have insane industrial capacity despite post fall thanks to them having EVERYTHING they need to just continue expanding and working forward. Basically one of the few areas in this world progress could be made. Ah that reminds me if you go you should be able get some assistance from the Panchaea Pitt. They'll been trying to take over that place for a while now. Apparently its equipped with some amazing stuff. Be aware that they are Pitt Slavers who control the only pitt anywhere remotely nearby. Too bad their having some serious trouble."
>>
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Rolled 51

>>28541523
>not sure about that reaction but okay
Here's a pic.

Hopping over snow capped mountain cliffs high above the clouds and possible above the breathable oxygen altitude, leaping down miles to assault bunkers from above, or exploring through tunnels and mines, oh gods, here we go

>>28540778
We have got to use one of these after we finish up our last hurrah with the deadsnow in this crusade and return to mystery island. They're all interesting places to expand.
>>
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>>28541683

This one here is pretty good. (Best one thus far imo)
>>
>>28541686
This ones pretty good, I can imagine the ground in front as waterfalls of black pebbles pouring into a canyon.
>>
>>28541686
>return to mystery island
Why go back when we have a mysterious mountain to explore?
>>
>>28541698

I'd like to note that this place is **north** of the Glacier Basin so it's pretty goddamn cold. The ring of mountains protects the basin from the worst of the weather systems pretty well, but the Lonely Mountain sits smack in the middle of a channel for northern winds.

If it weren't for the foothills breaking up the straightline winds it'd be pretty goddamn nasty. As is you only really have to worry if you're wandering about on the surface of the mountain itself. It has no protection.
>>
Rolled 32, 11, 71, 6, 73 = 193

>>28541668
Industrial sci fi lab shit also works or a mountain in a ocean ect.

>>28540182
"Ice Cavern Pass of the Parcathian Mountains. Fun place. My wife hated it. Granted while it may be a popular access route that is precisely the problem. They got old shit which always new shit hidden it like nightmare inducing easter egg. A little known fact is those chasms of those? Their artificial that equipment was part of the work done there...and lets say the found something that even scared the corps so badly they 'officially' shutdown their operations. Sadly many don't know this but lets say even the craziest know there is something up with those chasms. Anyway bandits are thick usually as well as odder zombies. Its a popular route for many groups which means lots of unexpected shit."

>>28524732
"One of the only operating Megacities left. Suffice to say there must be a good reason for this ESPECIALLY considering the fucking fall and yet these damn things are still going? A reason one that even I am leery of finding out. Truth be told I have a feeling this place contains a surprise that would even give the Red Army pause. Considering they didn't try to take this place yet no matter the distance I have a feeling there is more then a little merit for it."

>>28524505
"A place where corps operate indiscriminately, bandits galore, odd mutants, labs that were inspired by certain Doctors, witches and warlocks are willing to be so thick despite their closeness not even going righteous idiots plus the fact that even the Red Army is avoiding sticking their noses in it is not a pretty thought. All of this stuff in one area that hasn't exploded must have a very good reason a good enough reason that I am leery of poking around less it blows up in my face."


"Really though I just wanted to see where you guys wanted to do as I figured some are bound to go to areas that I would normally have a hard time of forcing someone going to. Boy did you choose a good one so have fun."
>>
>>28541760
I'd imagine high enough above the cloud lines the weather stops being an issue but there is still the wind and then the matter of thin oxygen, but you can see for miles like the top of the world. Our little island with its volcano like a tiny dot over the ocean barely under the horizon when the weather is clear in summer, to the dark stormclouds over Modolvania, sometimes even the gargantuan battles of the crusade like ants or blobs of color in the distance.
>>
>>28541793
Shit even labs or madness zombie whatever. As long as it fits.
>>
File: 1385631959173.jpg-(437 KB, 1920x1080, mountainisland.jpg)
437 KB
437 KB JPG
>>28541793

Like this?
>>
>>28541869
Hmm, I hear the place is also popular for Coba from Queen Sheba's mines to find employment for all sides. Even word of rogue colonies of them.
>>
>>28541959
The Lonesome Mountain I mean, a good place for a Coba to find work.
Maybe even a few dorfs
>>
Rolled 65, 67, 79, 44, 38 = 293

>>28541925
I said as long as it fits. You have to consider your going into a very fun and twisted place full of FUN! As in we might actually be talking near marsh level fun. Come to think it quite possibly even MORE except this time you might be able to actually interact with it directly.
>>
>>28541959
>>28541969

Yeah, the Corps like to employ them to sniff out new ore veins and clear tunnels that've gotten infested by what-have you. Not sure about the rogue colonies bit though, the Coba tend to like to build their own nests but the Lonely Mountain+foothills are made out of the only rock hard enough to resist a millennia of having a continent-sized chunk of ice grinding on them. They'd have to bring along the special diamond-claw variants to tear up the dolomite.

>>28542002
My current vote is for this or this
>>28541698
>>28541686
>>
>>28542002
>As in we might actually be talking near marsh level fun.
>quite possibly even MORE
Gods help us all. . .
>>
Rolled 6

>>28541698
I am in favor of this picture
>>
Okay, now we need to decide on how many troops to bring along and how many to leave behind.

By the way, when we get there...we need to make sure we curb our growth. If we take down one corp then we're a useful variable in the system and the others rejoice at an enemy tanking...if we take down 2 or 3 in rapid succession then we're a faction that needs to be eliminated at once.
>>
>>28542057

I'm currently favoring 5k troops with our best arms+armor (with some left at the base) and all of our vehicles.

We need to request some heavy-hitting ordnance from Slag before we go though. Currently we don't have anything that would've been able to crack Adero Corp's tower open.
I'm also still leaning towards getting some winter-graded hab units so we can live out of them if necessary.


Also we need to make sure to bring some zombies with us. Populating the area with a (semi)friendly zombie strain (at least one that we're immune to) has obvious benefits.
>>
>>28542057
Basically our hunger could kill us. Joy.

How many we leave? Depends how many does Warlord recommend we take first based upon your conjecture of not attracting to much attention on our arrival.
For that matter, does the Warlord have any maps of the area and a plan on where we should insert ourselves/strike first?
>>
>>28542086
Keep in mind we are but bandits, and good in a fight we are, we are no generals such as the great Warlord Slag himself. If he has a general plan about how we go about the mountain or words of advice and keep them occupied, we would appreciate it.
>>
>>28542086

He advised the Panchaea Pitt Fuck yeah for the name...I'm not sure he has enough info on our strengths/weaknesses or on the area to recommend further (though his strategic/tactical advice is always invaluable).

I suggest we start by thinning the zombie hordes (if there are any) and starting to replace the local strain with our own.
We'll be sure to rape ours again before we release them into the wild.

After/while we do that we scout+scout+scout+explore+explore the general area and see if the Pitt bandits have any bright ideas. After we've checked out the general area and have our strain well established enough that it can perpetuate on its own we choose a target and bring them down. Gotta be careful about choosing the 'weak' ones. No one survives the Post-Apoc by being weak...so the weak ones will have the nastiest tricks.

Ideally we'll look for one that's down on its luck due to recent events. We might also consider getting hired by corps as a means of gaining better info on them.

Really though we'll know when we get there.
>>
Rolled 71

>>28542099
Words of advice yes, it's ALWAYS been profitable to listen to our heroes.

Just one phrase could change everything
>>
Anyway, I'm going to sleep now.

Fuck yeah for the Lonely Mountain, its blasted landscape, and all of the looting we will be able to do if we're very very careful.
>>
Rolled 88

>>28542156
>I suggest we start by thinning the zombie hordes (if there are any) and starting to replace the local strain with our own.
Good idea, but we should asses the situation first with the bandits.
Do the corps keep tabs on the zombies? They might notice a genetic shift. And it's possible smart zombies are in cahoots with the corps or possible even non mark of Z zedders out there who would be ticked
>>
Don't forget to pack up some of our mobile plasma AAs too. Don't want to be defenseless (except jet Wintadooms) to air attack.
>>
>>28542086
"I am afraid the stuff I have is outdated your going to have to see what you can find and even then I doubt it may be very accurate."
>>
>>28541698
I know this thread probably should die out, but just making sure we're using this pic for the next part of the bandit civ.
>>
>>28545555

I'd say we should probably finish up planning what we're taking with us before this thread dies out. It has about enough posts before autosage for that too.
>>
>>28546027
I'm in favor of, well, everything we can take along with us. As much of it as we can.

I hope we leave behind some comptetent and loyal deadsnow men. I pray there's a snowballs chance when we come back we'll still have a base.
>>
>>28546063

Do you want to take along our manufacturing lines and etc.? I feel like the Corps that riddle the area we're going to will have more than enough of those and they'll be better than anything we can bring.
>>
>>28546104
Well, maybe not everything. That stuff is likely too heavy anyway.

If the pit bandits have a base of operations, maybe at least we bring 1 DMB and Wintadoom production machinery. If we can. The majority we leave behind.


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