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/tg/ - Traditional Games


Rolled 39

Last Thread:http://suptg.thisisnotatrueending.com/archive/31687152/

Last time among the gearhead garrison we have entered the region known as the Heart of Darkness inside the borderlands better known as the darklands we had the bad luck of getting hit by a Zone of MADNESS which caused everything to bleed, fucked gravity, and caused discord(aka insanity) among our forces before finally picking us up and flinging taking unless along before we broke free(if you count getting thrown) away from the zone of madness as it passed on. Now however we found ourselves in an area rife with odd zombies, and few odd bandits who as soon as they heard from the crazies turned around. Now we are in a bit of a pickle as the zombies have taken notice of our forces and are advancing. They have also descended on the local monster forces and battle has been joined between them.

We know the only safe area is a peninsula problem is to get there we would either have to dart across a mighty bridge, a chasm, or across the water.
>>
Rolled 84

>>31808378
>>>Turn 28
>>>>>>>>A. Scavenge for food.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons
>>>>>>>>D. Research technology
>>>>>>>>E. Pursue new mutations
>>>>>>>>F. Explore in a direction/something
>>>>>>>>G. Scavenge for raw materials
>>>>>>>>H. Your choice
>>>Resource Points: 8
>>>Pop 1300
>>>Military 1000
>>>>>Fuel: Average
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Low
>>>>>Medicine: Very Good
>>>>>Armaments level: Good
>>>>>Tech level: Old World Junkies
>>>>>Reputation: Those bastards
>>>>>>Infrastructure: Officer Quarters. Barracks. Pod Room. Medical/Vehicle Bay. Armory. Storage Units Complex. Sensor Suit Milspec. MP Prison. Ammo Dump. Supply Depot. Reinforced Structures. Hydroponics Bay(Basic)
>>>>>>>>Defenses: Bunker Door. Defense Net. Turrets. Braced. Fortified(milspec). Countermeasure System. Incursion Reverser.
>>>>>>>>vehicles: 35 paramilitary Hover Tanks. 4 paramilitary Birds. 4 paramilitary Shades. 8 Paramilitary Choppers 7 paramilitary APCs(hover).
>>>>>>>>Power: Fast breeder reactor, emergency biofuel generators. Geothermal Spike(unused)
>>>>>>>>Weapons: Pistols, Assault/Sniper Rifles (+Silencers), Grenades, SMGs, Shotguns, Throwers, Mono-Knives, Spewers, Heavy Weapons (assorted).
>>>>>>>>armor: Gearz Body Armor, Power Armor Hazard Series V1.5, Pilot Suit.
>>>>>>>>communications: Radio(encrypted). Net(limited), Comm Suite Milspec.
>>>>>>>>Materials: Supplies, Ammo Dump. Armaments parts. Vehicle Parts. Spare Parts.
>>
Rolled 35

>>31808459
am implemanting new stats though I did forget the Health one...which is good by the way.

Anyway I am gonna get myself something to eat will be back shortly.
>>
>>31808459
Sweet our morale went up. I blame the rubber duck tank for that.

>>31808653
Cool, We have medicine levels now.

All right we got a zombie horde and three paths to pick. I think the water path would be best for keeping damage to the walls down. We can bomb the water and keep moving.

I even had a idea of asking the Duck Tank to make rubber ducky bombs that just float in the water. But can be picked up if we need to get them back. Maybe using a electric current to stop the trigger.
>>
Rolled 9

>>31808653
basically the 'implemanting' is just revealing stats that were always there. I just realized I needed to make it visible and to help make things more distinct. Still trying to figure out pop growth and once I get the 'stats' down along with hero creation/samples I will be able to post the Alpha version of The Genie's Civilization tabletop. Already have the light modifications can be performed to make it visible in all manner of types. Settings wont be included though.
>>
>>31809402
That would be cool to see.
>>
Rolled 40

>>31809595
the details of pop stats are making me its bitch and don't get me started on interacts, stacks, and modifiers.

Awfully slow again today though goddamn.
>>
>>31808378
I think we should cross the bridge. It will bottleneck the zombies following us, and gunny can blow it up if shit gets too real.
>>
>>31809737
I can see that. Especially when balancing it with the other factions out there in the world.

It seems it best times are evening time after people get food.

>>31809793
I thought about that as well. Didn't want to damage the bridge with our bombs and piss the people who own it off. As well as becoming a big target.

>>31808459
Does Checho the 'Big' think he could get the bases threw the chasm with the help of Crusader Rhothru?
>>
>>31809879
We are on a pilgrimage, we will not pass through here again,and after all the shit we have seen and been through the last thing on my mind are the schmucks that "own" this stupid bridge.
>>
>>31810011
What if it's the people that own the castle we are going to?
>>
>>31810036
Uh. What castle? Maybe I should sit out for a bit. I get the feeling like I missed some details.
>>
>>31810121
If I remember right. Rizal need to see someone here, They own a castle.
>>
>>31810160
Honestly I could stand for a recap.

>we still have both mobile bases right?

>anybody remember any of our officers other than chicho the big?

>we are still with Rizal and Elton?

>what ever happened to the weird mad vehicle we made, and the plans to make more?

>who's castle are we going to, and are we close?
>>
>>31810355
huh, I though you where there last thread.

>yup

>List:
Officer Borha, Crusader Rhothru, Soldier Jeniece, Ulmesu, Checho the 'Big' and Flabu the Earnest.

>Yup

>We have the plans. I think they made prototypes.

>Forgot there name and no clue.
(I don't we got a name. Just told we needed to see someone.)
>>
>>31810464
I was here, but I guess a lot of it went over my head. I am having a hard time grasping all of the assets we have. Maybe I am imagining this but did we loose our mecha hermit crab?
>>
>>31810581
Hell no, Unless I missed something. We may have some damage from the jump threw madness. (God that would suck to lose our mecha.)

I will put a few notes in word pad. That helps me keep track.
>>
Rolled 17

man normally it picks up by now...what happened to all my anons?

Even the news about the system didn't draw anyone out...and i can't think of any fluffing to do meanwhile as certain qualifiers haven't happened yet.
>>
>>31810843
This is kind of bugging me now as well. It's weird that just us three showed up. We need our other homies to get things going.

If you are cool with answering a question had. Can we do a civ the uses offices at the start? (I assume they are mini heroes.) I had an idea for a civ that the fluff used three people. But I guess we could pick from one of the three in stand. (if we can't.)
>>
>>31810942
More fluffed out heroes are better. Just because we they may not be full heroes at the start they are basically guaranteed to turn at some point.
>>
>>31810942
officers*
>>31811014
True. But I think there is a limit and i didn't want to over power them.

They are friends. Each with there own style and ended up working together. One comes off more bandit like, One is more military and the last one is a civilian type.
>>
Rolled 88

>>31810942
Fluff can easily spawn them.

Officer(or equivalent) units have one ability OR trait.
Badass units have one ability or trait
Elite units have one ability or trait.

You combine all three and you get a hero is 'spawned'.

Now you know how heroes work base stats work.

The sad fact it EVERY civ spawns at least 1 hero, two officers, lurking elite, and few hidden badasses around. That is at the start.

Fluff can and WILL spawn other stuff as well. Bloodsnow Faceless Princes? Those were the ONLY elite force you successfully found. Badass units? Never found them despite hints. For the bloodsnows as example those badass troops? Were actually all 'older' members, That old ass chucklefuck? He was a elite badass officer in other words a hero.

Over time stuck starts to stack and add up thus 'heroes' spawn. Truth is they were always there its just hard to notice them but every time someone gets stronger there is a chance they may be noticed and are from then on easier to detect unless stated otherwise.

You know the creation where you choose your hero?

Everything else occurs in the background unless you use fluff which can alter it in a way you may be able to notice. In other words they exist they are just not immediately apparent.
>>
>>31811190
Fair. I guess I will get some of it written up, For some input. The cool thing that would work for the civ idea. One hero and 2 officers being the friends.
>>
Ah, home at last.
Alright guys, what's the situation?
>>
>>31809793
I agree with you. That bridge is still standing for a reason.
>>
>>31811574
Sweet, Picking the path over the wall. We got a bridge, a chasm, or across the water.
>>
>>31811608
I vote bridge. It's a fairly safe choice. An error in crossing the chasm or water could be civ ending.
>>
>>31811592
>>31811608
>>31811728
>Fairly safe
The bridge is the most obvious and fairly safe a first glance

And what has Edeland told you guys about the most obvious and safe choices at first glance?

That said, the crusader(?) did say it was "an obvious target" for whoever might not want us to cross the bridge, and I can guarantee if that's true there are probably defenders there capable of turning back far more than 1 mobile base and a bunch of zombies.

Still, the only other options being the water that we cannot scout and have no time to, and the chasm which is ambiguously but definitively "treacherous to traverse".

So it's a choice of trying not to get blown up at the bridge, trying not to fall and or at the chasm (or worse), and god knows what at the water.

The Crusader didn't even mention the water when considering the options.
>>
>>31811728
I will vote it to get things going. But we will need to be careful. "Bridge can hold a mobile bases up easily problem is its a rather obvious target." Officers warned that it could be a problem.
>>31811768
Yeah. We got bombs and fire works. Maybe we can work something out.
>>
>>31811768

Indeed Edeland has told us that about the safe choices, but look at it this way:

>Behind us
A frothing horde of critical regional stat score level zombies in pursuit with more zombies below just waiting to erupt onto us.
Threat Level:Certain Death

>In the water
We know from the Splicers that zombies can go aquatic. 'Nuff said really.
Threat Level: Probably certain death too

>Chasm
Difficult to traverse...dunno, might work. Might be full of zombies though, and we'll be balanced precariously and slowed down even more than we already are.
Threat Level: Unknown, but it'll allow the frothing horde behind us to catch up.

>Bridge
It looks safe. This peninsula is safe for a reason, a lot of that reason probably has to do with this bridge. If the guys/equipment that can keep back CRITICAL levels of zombies don't want us on their peninsula then we're not getting on their peninsula bridge or not.
>>
>>31811910

Threat Level: The lessest of evils I guess.

No damaging the bridge. It's probably the lynchpin against zombie defense for the peninsula. People living there would be none too appreciative of it getting damaged.
>>
>>31811910
Is that a vote for bridge then?
>>
>>31811932
I would think a structure that has lasted this long so close to all this madness would be highly impervious to anything we could try.

Why else wouldn't have someone else as reckless as us not wrecked it yet?
>>
By the way, we should probably let Checho the Big start piloting our Mobile Bases in combat. Methinks he has some sort of "It Will Not Die!!" ability or trait.
>>
>>31811932
I only meant to blow it up as a last resort. I do recall an an old adage about burning bridges..
>>
>>31811957
Could look that way to be a trap. But that is unlikely.
>>
>>31811957

Oh Silly-Anon. You would think that we wouldn't be able to kill the General who stopped the Fall too.

You should know by now that if nothing else we players can lay claim to being the greatest forces for fucking up in the world.
>>
>>31811951
I'll throw it in then. Any other actions we can or should do?

>>31810843
Also, can I get a more detailed description of the bridge from the Crusader, genie?
He said it could "hold up a mobile base easily", but how tough is it and how long has it been there?

>>31812012
Truth.
>>
Rolled 34

>>31812036
The bridge is FUCKHUEG clearly a Pre Fall design and could probably hold up a damn mobile fortress. It does look a bit worn and its quite clear there has been a whole lot of battles went on/near without even to pay attention to all the wrecks its that clear. Shit there is even some mobile base wrecks.
>>
>>31812036
Genie has not called for actions yet, just for us to figure out how we want to attempt to escape the zombies.
>>31811190
I think consensus is bridge. Would you like us to roll?
>>
>>31812075
Thought so.

What makes it an "obvious target?"
Bandit raids?
Artillery barrages by people on the otherside of the bridge?
People actually living on the bridge?
>>
Rolled 38

>>31812084
oh go ahead and don't forget actions. Movement is free for mobile stuff you know.
>>
Rolled 3

>>31812100
Chokepoint is the reason why otherwise have fun going by water or somehow crossing the chasm.
>>
>>31812075
>mobile base wrecks

Gunny can fix those, and the hermit crab can eat them. I would rather feed them to the crab. I want the mecha base to grow so big it has to molt its shell and find a new bigger one like that castle
>>
>>31812128
I would love to pick that stuff up as well. But we can't stay here.
>>
>>31812144
Well the gunny can rig them to blow up once we are clear. It should at least slow the incoming forces.
>>
>>31812122
But choked and defended by who/what? Any bridge is a chokepoint naturally.
>>
>>31812128

I don't think that's how it works, exactly...Otherwise why wouldn't whoever owned this base before have fed it things continually until it was Mobile Fortress sized?

That aside, it's got room to grow for years. It's a 5000 pop cap base with a 10k pop cap base around it.
>>
>>31812105
For actions I'm thinking.

Basic1: Make bombs with fireworks. To help deal with anything coming our way.

Basic 2: Scout the bridge as we start moving. Don't want things popping out at us.

Basic 3: Ready all fighters for combat. All hands just in case the horde gets to us.

Crusader Rhothru and Checho the 'Big' leading the bases movements.
>>
Rolled 23

>>31812199
There will be absolutely no dispatchment of vehicles.

Crusader Rothru warned last thread that they'd come back not at all or as zombiefied vehicles fighting against us.
>>
>>31812190
Why didn't the original owners have a shell around it? I never understand other civs.
>>
Rolled 5

>>31812237

It's hard to find a nice Military Base Gal who's willing to do the kinky stuff.
>>
>>31812223
Fair. Didn't want to be attacked hard from under us as we passed. So let change scouting to Explore the bases for damages from the madness movement then.
>>
Rolled 68

>Basic 1
Have Crusader Rothru and any militarily skilled members (including that SS commander and Skeller) come up with a plan in case our current one (fleeing across the bridge) fails in some capacity. Likely scenarios include getting attacked on the bridge by zombies or by other forces, but Crusader Rothru should have the most information on possibilities.

>Basic 2
Do the Gerz guys think they've improved our production capabilities as much as they can? If not then have them work on it some more. If so then have them come up with some fast skirmisher vehicle blueprints.

>Basic 3
Feed the Crazy Tank (what we're calling our crazies) a resource for them to go nuts heh with on whatever they want that our other factions won't object to.
>>
Rolled 65

>>31812295

Nope. We're not setting a single goddamn foot out of our mobile bases until we're safely on the peninsula, got it?

As is we're probably lucky we battened down the hatches for madness before we arrived here, otherwise we likely would've had to worry about our air filters not being enough to siphon out the critical levels of contagion in the air.
>>
>>31812322
That's way I said explore the bases. Not go out side.
>>
>>31812348
why*
>>
>>31812348
I guess I should have worded that as our bases. But what others has the madness touch that isn't the two we know of.
>>
Rolled 20

>>31812302
Well if it will get things moving. Go rubber duckies! I think it would be better to be ready for attacks.
>>
Rolled 90

>>31812302
I will vote for that.
>>
Rolled 18

>>31812302
Votan
>>
Rolled 60

>>31812302
"You SURE thats a good idea?"

"Would you rather swim or stick to the shore and or zombies?"

"...point taken."

"Thought so."

Gerz have figured out to improve our production facilities so long as its not high end they say they got it covered just don't expect mass production or excellent quality yet.

Resource transferred to they Crazy Tank it appears that they busy have a ducky vs crabby warfare going on that involves dildos(guess that explains why the females are so moody), crazy juice, and nude wrestling in oil. We are not exactly sure how all that is considered warfare...and what they claim is sheer insanity. Seriously though the ducky and crabby aren't even fighting...

Meanwhile as our forces approach the bridge the zombies speed up gaining on us(fast blighters granted we ARE slow).
>>
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>>31812569
>Meanwhile as our forces approach the bridge the zombies speed up gaining on us
Man, we should really get the crazies to invent a form of plastic caltrops that duals as a children's building toy.
>>
>>31812653
I personally like the idea of exploding ducks. But god do those things hurt.
>>
Rolled 19

>>31812653
Or we can dump boxes of these bad boys. Marble-Mine layer anybody? Hell we can just dump boxes out the window to the same general effect. I would ask the crazies to borrow some, but they lost their marbles lol.
>>
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>>31812740
Dropped my pic.
>>
Rolled 43

>>31812569
When we reached the bridge or got close to it...turns out those vehicles are not so dead after all. As we approached they suddenly picked themselves up, firing upon us, while ANOTHER horde of zombies arose...or several. One of them had played dead while the others...we have no idea where those fuckers came from besides them forming a literal wall blocking.

AMBUSH

BOMBARDMENT DETECTED TARGETING ZOMBIES detected transmissions.

"OH what the FUCK JUST HOW MANY TIMES DO WE HAVE TO BLOW YOU FUCKERS sky fucking high BEFORE YOU STOP GETTING UP ALREADY GODDAMN IT."

Alert
Zombie forces are closing in on our position.

"So guess we go by chasm?"

"Look at the chasm."

...thats a lot of zombies.

Exactly.

Well there is ALWAYS the water.

...do you happen to know if these bases are waterproof?

...uh have no idea.

See not to hard instead now we go THROUGH them.

How the HELL are we suppose to do that?

You'll see...

ROLLY POLLIE MODE ACTIVATED.

Combination activated, wrapping engaged.

BOWLING BALL STANCE

TARGET ZOMBIE WALL

ENGAGED.

Thus a giant ball of of metal came rolling down squashing the zombies and punching through like a giant wrecking ball of pure fuck you.

"When could we even do that?"

"Do not doubt my expertise didn't take all that much to be honest."

Our forces have now broken through the zombie blockade before shifting back to its original form and begun trumping through the rest of the bridge covered by artillery fire. Sadly it seemed the zombies were still not satisfied and they kept on coming. This time however they did not follow from behind but also approached from the sides.

Up ahead we noticed an interesting giant metal bastion wall that has arisen and blinking red lights upon it along with sirens blasting. It was at the edge of the bridge beyond it we noticed peculiar structures, lines of flashing lights, and cones of lights moving throughout the darkness.

"Ah do we you think we can make it before the zombies catch up?"
>>
Rolled 43

>>31812772
At the moment we are attempting to cross the bridge and are nearing it unfortunately it doesn't seem like we may make it in time.

Alert
The giant metal wall has begun to reveal turrets and forces on top of it has begun to fire upon the oncoming zombie hordes.

Alert
Zombie hordes are beginning to form on the bridge.

>>>Turn 29
>>>>>>>>A. Scavenge for food.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons
>>>>>>>>D. Research technology
>>>>>>>>E. Pursue new mutations
>>>>>>>>F. Explore in a direction/something
>>>>>>>>G. Scavenge for raw materials
>>>>>>>>H. Your choice
>>>Resource Points: 8
>>>Pop 1300
>>>Military 1000
>>>>>Fuel: Average
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Low
>>>>>Medicine: Very Good
>>>>>Armaments level: Good
>>>>>Tech level: Old World Junkies
>>>>>Reputation: Those bastards
>>>>>>Infrastructure: Officer Quarters. Barracks. Pod Room. Medical/Vehicle Bay. Armory. Storage Units Complex. Sensor Suit Milspec. MP Prison. Ammo Dump. Supply Depot. Reinforced Structures. Hydroponics Bay(Basic)
>>>>>>>>Defenses: Bunker Door. Defense Net. Turrets. Braced. Fortified(milspec). Countermeasure System. Incursion Reverser.
>>>>>>>>vehicles: 35 paramilitary Hover Tanks. 4 paramilitary Birds. 4 paramilitary Shades. 8 Paramilitary Choppers 7 paramilitary APCs(hover).
>>>>>>>>Power: Fast breeder reactor, emergency biofuel generators. Geothermal Spike(unused)
>>>>>>>>Weapons: Pistols, Assault/Sniper Rifles (+Silencers), Grenades, SMGs, Shotguns, Throwers, Mono-Knives, Spewers, Heavy Weapons (assorted).
>>>>>>>>armor: Gearz Body Armor, Power Armor Hazard Series V1.5, Pilot Suit.
>>>>>>>>communications: Radio(encrypted). Net(limited), Comm Suite Milspec.
>>>>>>>>Materials: Supplies, Ammo Dump. Armaments parts. Vehicle Parts. Spare Parts.
>>
>>31812807
We should "redline" the fuck across this bridge. I'm not trying to stick around.
>>
>>31812807
Assimilate some units, Combination or ride a explosion for speed?
>>
>>31812856
With our luck we could end up breaking the bases. But that is a idea as well.
>>
>>31812772
>ROLLY POLLIE MODE ACTIVATED.
Oh god we DID make that rolling ball of death idea that one anon made last time.

>>31812807
Can we contact either the mobile bases on the bridge or the wall defenders?

"Okay, so the way I see it, you can either waste ammo on trying to keep us back and thus let the zombies ever closer to yourselves.

Or you could let us through and help you mow down the zombie problem."
>>
>>31812807
Action ideas.

Basic 1: All repair men and engineers help with gunny redlining the base for speed boost. (maybe make this a double action.) Have Checho the 'Big' Pilot the base if he can.
(Poor slow base we will get you to be faster some day.)

basic 2: Have the military, officers and combat heroes. Fight off the horde. Keeping vehicles away from the zombies. make use of the mine layer if we can.
>>
Rolled 5

>>31813010
I like that plan a lot. Enough to roll on it without hesitation. Double actioning redlined is very wise and I like how this is worded.
>>
Rolled 18

>>31812980
Well if no contact.
>>31813010
Rolling for unless any one wants to change anything. You can do it gunny.
>>
Come dice, really.

On a random note. I found the video genie's black suit dancing guy gif is from.
>>
Rolled 90

>>31813010

Again, NO GOING OUTSIDE.

>Basic 1
Redline our mecha base with Gunny (and have Checho pilot the thing) to fight off zombies as we stick our backs up against that fuckmassive wall.

No going outside the base. Crusader Rothru said no, so no. Just stick inside it and run like fuck. Patch the good Crusader through to comms with the bridge too, btw.
>>
>>31813248
Can we not attack from the base? Maybe drop a few mines. I believe we did that before.
>>
Rolled 47

Its also probably a bad idea to assimilate any wrecks we find in this area, seeing as we don't want to know what happens when our mecha assimilates zombie infestation....

>inb4 we're running out of the frying pan and into the fire that is Paladin regional HQ
>>
>>31813269
That and if they start throwing zombies at us we will need to fire at them.
>>31813288
Agreed there. But our own could give us a speed boost.
>>
Rolled 59

>>31813269

Well yeah, weve got mounted weapons and shit. The Meka, I gather, has quite the potent armament especially considering its industrial nature...then it has the shell giving it even better defense and some attack.

The BSU, I think, has some amount of weaponry (you don't make an unarmed mobile base, that's asking to get fucked) but we never really want to engage it in direct combat ever. Also given its support nature I believe its armament is primarily arty and other long range stuff.

Or so my understanding goes. Paradoxical as it seems.
>>
>>31813346
I sure we can fire our tanks from the base to add fire power or Combination them into the base temporarily.
>>
Rolled 63

>>31813425
I have wanted to combine the tanks to the mobile base from the get go. Come on, hover mobile base, how can we ignore how awesome that could be.
>>
Rolled 57

>>31813425

If you feel like it. Right now we've got a good roll on a (hopefully not retarded) plan that gets boosts from being the only action and from Checho+Gunny.

Alternately we can keep our vehicle fleet stationed in the BSU and have them shoot out of it/provide close support. Probably dont want to try Redlining AND combining things with the Meka base at one time.
>>
>>31813477
People want to keep the tanks in use. I'm up for testing it later.

>>31813499
See what happens.

Yeah combining right now is iffy. But it could be so good.
>>
Rolled 64

>>31813499

The benefiy of keeping them in the BSU being that we have lots of soft targets in there, and even though its heavily armored it doesn't have many skilled internal defense forces, so if it gets cracked open it'll be a bitch to clear out.
>>
>>31812807
You here genie or are you waiting on us?
>>
Rolled 91

>>31813941
still no consensus and you were talking game related stuff so I couldn't say anything.
>>
>>31813980

Well you could clarify our understanding here>>31813346
>>
Rolled 40

>>31813346
Shell does indeed give the Meka much better defense and to a lesser degree attack.

The bsu is mostly meant to be a support unit so it equiped with long ranged weaponry and AA along with a few much much lighter turrets/cannon ect.
>>
>>31813980
>>31814085

I'm still waiting for you to reply to >>31812980
>>
>>31814085
I believe we can agree on this. If we get no contact.

>Basic 1: All repair men and engineers help with gunny redlining the base for speed boost. (make this a double action.) Have Checho the 'Big' Pilot the base if he can.

>basic 2: Have the military, officers and combat heroes. Fight off the horde from the bases. Keeping vehicles/people away from the zombies and ground. Make use of the mine layer if we can.
>>
>>31814215
O yeah and recall Any non infected team member that could still be on the ground from the bowling ball of death.
>>
Rolled 47

>>31813248

Vote.

Though I'm uncomfortable with the unspecificity of the plan, so we should assign Crusader Rothru, SS Commander, and the valiant Officer who kept his men under control during our retreat from the plants/brood to modify it and supervise its execution as they see fit.

Captcha: plannti what
I feel this means something.
>>
Rolled 44

Just making sure everyone noticed that the Wall is shooting at zombies, not us.
>>
Rolled 80

>>31814100
They weren't shooting at you in the first place.

>>31814390
exactly.
>>
>>31812772
>>31814406
see
>As we approached they suddenly picked themselves up, firing upon us
>>
Rolled 61

>>31814438
Those were the zombies. The vehicle husks and what appeared to be 'corpses'.
>>
>>31814406
Or were the vehicles only looking like they were firing at us, but they were firing over us/next to us to aim at the zombies?
>>
>>31814462
Ah, right, vehicles driven by the zombies firing at us.
I had forgotten zombies can often be intelligent.
>>
Rolled 78

>>31813248
If we are going with this plan. I would like to add "All repair men and engineers help with gunny redlining the base." he can't do it alone. and this >>31814271.
>>
Rolled 4

>>31813248
>>31814271
voting and rolling
>>
Rolled 32

>>31813248
Ok, seems like it's time to get the show on the road.
>>
Rolled 68

>>31814516
Not really here is some info.


Zombies and Ghouls aka those fuckers who just can't get enough of eating people.

Sometimes it can be hard to tell the difference when you get down to it your average zombie is well...mindless. While even the most fouled up ghoul most degenerated member will STILL have some modicum of intelligence even if its merely pure instinct(which many zombies lack).

Are there smart zombies?

Yeah those ones are quite rare and only a certain type of strains can produce them. the VAST majority of zombies you'll find are gonna be dumbass motherfuckers don't mean they are utterly stupid just like plants or ants for that matter tend to get this weird psuedo hivemind/intelligence. THAT is something that ghouls also lack.

Zombies come in a number of crude categories you got the virus, infested, parasite, plant, and even fungi. Of course lobotomites don't count. Simple put plants, fungi, and virus don't produce any smart zombies and only virus ones can produce some that still have some modicum of intelligence/instinct they wont ever be considered smart though. Now the parasites and infested types those are the blokes you got to watch out for infested loving eating to evolve and the parasite fuckers can enjoy all sorts of powerups and have the greatest variety within their ranks. They are also the only ones that can create 'smart' zombies.
>>
Rolled 17

>>31814536

Typically heroes requisition the manpower they need...

But yeah, retard proofing is always good.
>>
>>31814686
Yup. The only reason I'm pushing it, Retard Proofing.
>>
Rolled 21

>>31814516

I think it's more that the vehicles themselves have been...uhh...turned into zombies, after a fashion. If there were zombie mobile bases we could ve chosen from, why not easier vehicles to infest?
>>
>>31814516
>>31814668
It does explain why we often see Ghoul society but it's rare that we see any type of Zombie society.

Apart from the Bloodsnows relationship with them. . .but that was different.
>>
Rolled 45

>>31813248
Meka base has been redlined allowing us to speed forward despite our...mighty bulk and slowness. As we approached the walls lowered themselves down caught offguard with our fast we were before rising up after we made it through.

"Now who the hell are you!"

"This is Crusader Rothru I am accompanying these forces on a journey."

"Forces?"

"More then one group of course."

"Ah another crusade HAH I thought you retired?"

"No I am retired this is something else entirely."

"Eh fair enough anyway welcome back Rothru we miss yah you know had to deal with Ravenrock Coven despite your absence could of really used your help there. Anyway you and yours can stay as long as you like least we can do for an ally of the paladins!"

"To the rest of you welcome to the only place in this light forsaken land welcome to Light Tower HQ of Paladins stationed in the Heart of Darkness the only place where there is always light. Just do us a favor and don't rile up the zombies again. Supplies are tight with the bandit plagues along the coast were mostly stuck with caravans for resupply. Wish we could handle them but alas there is only so much we can do."
>>
Rolled 31

>>31814790
>>>Turn 30
>>>>>>>>A. Scavenge for food.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons
>>>>>>>>D. Research technology
>>>>>>>>E. Pursue new mutations
>>>>>>>>F. Explore in a direction/something
>>>>>>>>G. Scavenge for raw materials
>>>>>>>>H. Your choice
>>>Resource Points: 8
>>>Pop 1300
>>>Military 1000
>>>>>Fuel: Average
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Low
>>>>>Medicine: Very Good
>>>>>Armaments level: Good
>>>>>Tech level: Old World Junkies
>>>>>Reputation: Those bastards
>>>>>>Infrastructure: Officer Quarters. Barracks. Pod Room. Medical/Vehicle Bay. Armory. Storage Units Complex. Sensor Suit Milspec. MP Prison. Ammo Dump. Supply Depot. Reinforced Structures. Hydroponics Bay(Basic)
>>>>>>>>Defenses: Bunker Door. Defense Net. Turrets. Braced. Fortified(milspec). Countermeasure System. Incursion Reverser.
>>>>>>>>vehicles: 35 paramilitary Hover Tanks. 4 paramilitary Birds. 4 paramilitary Shades. 8 Paramilitary Choppers 7 paramilitary APCs(hover).
>>>>>>>>Power: Fast breeder reactor, emergency biofuel generators. Geothermal Spike(unused)
>>>>>>>>Weapons: Pistols, Assault/Sniper Rifles (+Silencers), Grenades, SMGs, Shotguns, Throwers, Mono-Knives, Spewers, Heavy Weapons (assorted).
>>>>>>>>armor: Gearz Body Armor, Power Armor Hazard Series V1.5, Pilot Suit.
>>>>>>>>communications: Radio(encrypted). Net(limited), Comm Suite Milspec.
>>>>>>>>Materials: Supplies, Ammo Dump. Armaments parts. Vehicle Parts. Spare Parts.
>>
Rolled 22

>>31814816

To be clear, becuase we're prone to these lapses/misunderstandings...we have both bases inside riht?
>>
>>31814790
You people up for some bandit hunting?
>>
Rolled 98

>>31814851

We don't have the equipment to hunt boats.

Ha, I was right about it being paladin hq.

huehue, holy fucking shit
>>
>>31814790
"If you can give us info on where (Don't remember the name of the castle) is we will give you some supplies and if you have any vehicles you are willing to trade for?"

>>31814883
We got hover tanks and choppers.

Yeah.
>>
Rolled 11

>>31814816

> Reputation: Those Bastards
That's definitely either the paladins we stole our base from...or whoever was stalking us that we gave the slip with the zone of madness.

Btw, does Rizal know where to go from here?
>>
Rolled 1

>>31814939

We can manufacture vehicles ourselves.

Or at least, we should be able to mass produce them if we invest a little more.
>>
Rolled 66

>>31814851
Eh most our fleets are out and about we dealing with the monstrous surge. Sure we got some craft around still but they're meant to keep our asses covered. Sure some will pass through here again but its ugly even after the breaking of the Ghoulish Krulsade a lot of their stuff is still operating. Real pity should of crushed them when we had a chance now it may look like it will even become worst then before.

>>31814939
"Ch lot of stuff like that floating around can't say for sure if their into witchcraft or darkcrafts though we will soon find out about or at least our colleagues will."
>>
Rolled 69

>>31814960
She and a handful of others have left us while we were on the base.
>>
Rolled 28

>>31815028

Oh.

I wish we heard about these things sooner. She left after the zone of madness dropped us here right?

So she knows where to find us?
>>
>>31814790
"Your charity is hugely appreciated, but no need to take us in out of your pocket. Here are 3 resources. If you have an area that we might be able to harvest we can help you acquire more towards your war effort."
>>
>>31815064
>I wish we heard about these things sooner.
If I had a nickle for everytime that situation happened in these games, I would be a very well off moderately wealthy individual.
>>
>>31815000
Not good ones.
>>31815010
"If you want we can repair anything you may need, Our friend gunny knows his stuff."
>>31815028
I guess i don't need to ask where it is then.
>>
Rolled 31

>>31815071

Uhm, let's not be quite so generous. We can give them some of any resources we harvest though, since I think we're stuck here til Rizal is back.

Uhh...is anyone left that can tell us if Rizal is coming back? I don't think we handled our situation poorly enough to drive her off for good...
>>
Rolled 67

>>31815089

Nah, we can manufacture good stuff, just not excellent stuff. We can probably make more good stuff if we give the Gerz more to play around with too.
>>
>>31815126
Ah, I though it was poor stuff. We got the Rubber Duck Tank as well.
>>
>>31815104
If we can harvest while we wait we could stand to get tons of resources as well as the "mad supply's" we need to make more of the MAD scouting/anti zombie sonic vehicles we invented.
>>
>>31814790
All right if they will let us harvest here, which we will give them some as payment.

Basic 1: Scout for good harvesting spots.

Basic 2: explore the base for any damages and enemies.

Basic 3: (Can't remember what plans we have.) But make some vehicles or free day.
>>
Rolled 30

>>31815208

Lets ask the Paladins if they mind us scouring the area for materials/resources first.
>>
Rolled 63

"It is good that you have come to heed our call."

"Considering the message you had brought bore those markers how could I not...just one question though."

Yes?

You...are not like the others that bear those marks of what kind are you?"

"Why we serve The Hunger as all others do!"

"hm well well *eyes narrow* you are NOT of Umbra are you?"

"Ah what gave it away?"

"First of all the heart of darkness does not bear their zombies and you do not know hte truth of the matter despite your claims."

"Bah our sources were STILL fucking off...goddamn it don't let them leave alive. This mission is a flop backup plan engaged kill them all."

"Now that is a bad BAD idea," exclaims Elton 'Skellton' Skeller.

Oh fuck me...where is the actual bodyguard?"

"Ah I must say you should have different concerns right now. Anyway why don't you tell me who you REALLY are and HOW you control these zombies that not even Umbra is able?"

"Hah you think Umbra is the ONLY one who manipulates the zombies you make me laugh not to mention they are limited in such programs a mere sham compared to what others are capable of. Pch to be known as She Who Hungers SERVES or IS Umbra CEO? Don't make me laugh a foolish mistake made by the Memor and look what it cost them."

"So you know what it is then and you still haven't told me who you are."

"...The Memor died by their own foolishness not by other's design."

"Heh funny kid you STILL don't know what she did do you? Sure that is what those in the know 'think' they is the truth, but its wrong. A certain forced error(s), plans, objectives, operations heheh very funny. As for knowing what it is..we know now pity i will have to kill you!"

"I am afraid 'your' zombies will take care of that problem."

"hah imposs-screams as zombies start to descend on everyone*

I must admit these REALLY are some good zombies its rare to encounter this variety everyone is just oh so used to the mundane.

"Lets go Skellton."

"We are Eye n I Inc. and we no
>>
Rolled 24

>>31815153

I think mad supplies are only available in zones of madness.

That aside, we don't need them for manufacturing Screaming Watchers (those are just very hard to make due to being Crazed tech) we only need Crazed resources for Crazd R&D. If you want we might be able to give the crazies Crazy in a Can as a substitute though.
>>
>>31815240

>>31815071
We did just waiting for the answer. Unless we need to ask differently.
>>
>>31815126
If i am not mistaken "hover tank" is the highest grade tank out there (excluding mega/super/ultra hover tanks) at this point I wouldn't be surprised if we could build a decent amount of non hover tanks and probably small quantities of more advanced types like spider tanks.

We should look into making mega/super/ultra ground tanks because the tech isn't that hard, they are just costly, but with our harvester that's not too big of a problem
>>
Rolled 98

>>31815208

Let's continue upping our vehicle production capabilities for a while.

Afterwards, getting good vehicle/weapons r&d facilities would be good.
>>
>>31815358
So that will be action 3 then. If we can harvest here.

>>31815294
"Cool if we scout around and harvest here? In turn we will give you some of what we find."
>>
Rolled 31

>>31815337

I'd like to invest the money into being able to manufacture spider tanks, as we're going to be facing fuckloads of terrain that would very much immobilize standard tanks...and Spiders are the most versatile non-hover variant there is.

And I'm fine with getting normal sized vehicles in abundance, or making big ones. Tons of upgraded normal vehicles are just as valuable in their way (the spider tanks could fit inside tunnels and such...very useful).
>>
Rolled 47

>>31815208
This with>>31815358
>>
Rolled 68

>>31815408

Oh, we also need to work on improving our alcohol still/biofuel generator.

Btw, I don't know what you drink, EDE probably crazy in a bottle judging by your setting and bandit dialogue but it gives me heartbur just thinking that the equipment for those is the same...
>>
>>31815488
Yeah. Let get some more resources. Don't want to use them all.

Come paladins lets us work here.
>>
>>31815424
We should do both mini and ultra spider tanks.
Mini spider tanks should be easy to build, about the size of a motorcycle, heavily armored in the front but light in back for speed. Forward facing cannons and rear harpoons/winch combo. Closed cockpit. Fits just 1 person, and preferably shorter people at that we used Checho the "big" as a model for the initial blueprints
>>
Rolled 9

>>31815488
but anon bandit dialogue is the BEST! Seriously though I don't know why that shit is so fucking fun to write only thing that compares is MAD. As for my setting...uh crazy in a bottle describes it quite well actually just remember though there IS a method to my madness otherwise it would just be all lol randumn shit meaningless madness and that just ain't my style.

As for the still/biofuel generotor...well SOMETIMES they do something to make it not quite so harsh and biofuel is a rather general term its just that once bandits found out there was a type of biofuel you could get drunk off your asses too they became REAL big fans. Other groups are not nearly so focused on that type. Granted a few 'treat' it so as to make it 'better'.

>>31815564
Your other pilots are gonna hate you.
>>
>>31815564
In fact we need a giant harpoon/winch (here after going to be referred to as a tow cable) on the hermit crab so it can drag wrecked enemy vehicles to us rather than having to go to them.
>>
Rolled 22

>>31815564

Eh, standard size can likely be manned by one person g(autoloaders arent a problem to maintain with our equipment and skills) effectively due to our tech. And itd be damn hard to fit guns that can do anti-vehicle duty onto a motorcycle sized chassis...aside from the stuff required to operate all those legs anyway.
>>
Rolled 1

>>31815687

And anti-vehicle duty is very important given that we're going to the bioborg infested memor swamp.
>>
Rolled 82

>>31815660
Now as for what I The Most Twisted Genie drink...i actually don't drink anymore. Long story.

My madness is just something that has always been there not to mention I fucking love building my own worlds...'settings' just don't cut it. Wont be able to have it be perfected without being a science master but I do try. Also would just love to get into linguistics and geography because once that happens THAT is when shit will get mighty interesting.
>>
Rolled 64

>>31815728

Second 1 by me of the niht. Both om discussion. Phew.
>>
>>31815687
I was thinking more anti personnel then anti vehicle, a 1 mounted Lmg should be plenty. It's more of a scout-and-salvage vech then a war machine.
>>
>>31815687
Well if we can make the Red alert 2 Terror drones. We should be fine.

>>31815728
Two 1's missed
>>
>>31815739
Did the paladins answer us about letting us harvest and scout here?
>>
Rolled 4

>>31815749

At the suggested siZe it seems like some sort of exoskeleton suit or power armor would be better...also, why not slapsalvaging equipment on a standard sized spider chassis? And why make a salvage chassis at all unless we need one for a particular situation when we have the hella awesome specialized harvester?
>>
Rolled 76

>>31815793
They don't care.
>>
Rolled 57

>>31815834
Cool, On words.
>>31815208
with action 3 being this >>31815358
>>
Rolled 42

>>31815834

>Basic 1
Scout for resource or material (appropriate for harvesting by meka) concentrations, and see if they're rich in any particular sort of tech. Azar Band.

>Basic 2
Bait and Switch+Explore the areas discovered. That is to say, explore if the bait and switch doesnt come up with anything.

>Basic 3
Check the bases for any damage or infestation. Eliminate either that's found (repairer's grace of BEEP by Gunny)
>>
>>31815810
I was just replying to the suggestion of making smaller spider tanks along with standard/mega/super/ultra versions, I want ultratanks much more then mini's, but, I do see utility in a small version simply in that it would cost less and we could produce them quickly, but in my mind they would be more like little tow trucks or tug boats then tanks so maybe calling them mini spider tanks is wrong.
>>
Rolled 74

Any one really know how we can make full use of Pimp out my BEEP?

>>31815912
Hm. Didn't think we would need to bait in the paladin's area. but better safe than sorry.
>>
Rolled 24

>>31815954

It was super useful when we were looking for that hero. Since then we haven't really had any opportunity to use it.
>>
Rolled 42

>>31815208
The local area is VERY well picked over but we still found some caches that should still be feasible.

Damage is there...mostly thanks to the hostile mobile bases whacked our forces. The other damage is much more superficial.

Work has begun on vehicle manufacturing...our forces are trying to make sure we can create more 'advanced' forms along with better quality. We can maintain and we can produce...to a degree but quality leaves some to be desired. Overall a surprising amount of progress has been made.

Meanwhile Rizal has returned complaining about the nature of certain facilities and needing to make contact due to her failure at finding the person she needs to find, also disturbingly enough Skellton was whistling a tune. Not sure how he managed to pull that off.
>>
Rolled 22

>>31815999

The nature of any facilities of ours?
>>
Rolled 33

>>31815999
>>>Turn 31
>>>>>>>>A. Scavenge for food.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons
>>>>>>>>D. Research technology
>>>>>>>>E. Pursue new mutations
>>>>>>>>F. Explore in a direction/something
>>>>>>>>G. Scavenge for raw materials
>>>>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1300
>>>Military 1000
>>>>>Fuel: Average
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Low
>>>>>Medicine: Very Good
>>>>>Health: Good
>>>>>Armaments level: Good
>>>>>Tech level: Old World Junkies
>>>>>Reputation: Those bastards
>>>>>>Infrastructure: Officer Quarters. Barracks. Pod Room. Medical/Vehicle Bay. Armory. Storage Units Complex. Sensor Suit Milspec. MP Prison. Ammo Dump. Supply Depot. Reinforced Structures. Hydroponics Bay(Basic)
>>>>>>>>Defenses: Bunker Door. Defense Net. Turrets. Braced. Fortified(milspec). Countermeasure System. Incursion Reverser.
>>>>>>>>vehicles: 35 paramilitary Hover Tanks. 4 paramilitary Birds. 4 paramilitary Shades. 8 Paramilitary Choppers 7 paramilitary APCs(hover).
>>>>>>>>Power: Fast breeder reactor, emergency biofuel generators. Geothermal Spike(unused)
>>>>>>>>Weapons: Pistols, Assault/Sniper Rifles (+Silencers), Grenades, SMGs, Shotguns, Throwers, Mono-Knives, Spewers, Heavy Weapons (assorted).
>>>>>>>>armor: Gearz Body Armor, Power Armor Hazard Series V1.5, Pilot Suit.
>>>>>>>>communications: Radio(encrypted). Net(limited), Comm Suite Milspec.
>>>>>>>>Materials: Supplies, Ammo Dump. Armaments parts. Vehicle Parts. Spare Parts.
>>
>>31815998
We have another unknown hero on board, a mad scientist in fact. We need to locate him. Also we should look for people based off of this>>31811190
Can we beep badasses and such?
>>
Rolled 38

>>31816032

Whoa whoa whoa, how'd our resources go from 8 to 3?

Also, was Rizal complaining about any of our facilities?
>>
>>31816032
>We need to start harvesting some of the cashes we found.

3 resources left
>maybe time to test our manufacturing, let's see the most advanced tank that they can make. Maybe a contest of sorts? I don't know.

>check on the crazies?
>>
Rolled 11

>>31815999
"Good to see you back, miss Rizal, would you like us to make some tea for you?"
>>31816032
Ouch 5 resources.

>basic 1: Explore the caches with aid of Azar band. Bait and Switch if they feel it's needed.

>Basic 2: Repair bases with gunny and crew. Armed guard just in case.

>basic 3: Finish Vehicle manufacturing and testing. Got to make sure they are safe.
>>
Rolled 56

>>31816027
>>31816032
CRAZY RANDOM ENGAGED

Zone of MADNESS detected

"Oh goddamn it I HATE it when this happens." We hear a lotta chatter on paladin comms as they prepare.


Meanwhile in a certain part in a game and after against ALL odds the war finally ended...in a tie. Despite the two LEGENDARY Greats that are Ducky and Crabby took to the field to break the draw...they still could not do it. They and their believers were evenly matched.

That was when the Zone of Madness struck.
Crazed receive a bonus to ALL actions.
MAD is engaged for all.


Meanwhile at a certain now depressed so called Think Tank.

Oi LADS we got a Zone of MADNESS COMING you know what time it is?

MADNESS TIME ALL BE MAD ALLS IS US. TIME TO PARTY!

...what about the draw?

That merely proved that ducky the Quack and Crabby of Shells are equal thus so too are thier believers. NOW COME ON ITS TOIME.


>>31816116
Forgot to include earlier actions. As for Rizal...she suggests that we should work on the Crazy Tank.

>>31816128
"Why certainly."
>>
Rolled 36

>>31816191
Yay. Madness, I say let them party.

I guess rework actions.

>Basic 1: Ready base for madness and repair damages, with aid of gunny and crew.

>Basic 2: Tea party for the regular people and duck/Crab party for Think thank.

Not sure for 3rd action. Free day?
>>
Rolled 42

>>31816191

>Basic 1
Allow the Crazed to have access to our resources to improve their entertainment facilities. Might I encourage a laser tag arena for the Ducks and Crabs to face off in regularly and the Winners get to dictate what the Crazed work on for the week?

> Basic 2
Improve the Still and/or biofuel facilities (still not quite sure if they're the same), Azar Band, Gerz, on this.

> Basic 3
Continue/initiate repairs of the bases. Gunny, repairers grace.
>>
>>31816191
Not rolling because splicers but here are my crazy madness inspired actions anyways.

>instruct the crazies a to give the battle support unit a ducky motif. Spare no expense. We need a giant ducky and a giant crab damnit.

>hermit crab base eats everything. EVERYTHING. Leave no tasty morsel uneaten. Keep and add the good stuff to the base, poop out the rest as resources. Madness.

>time to capitalize on mad vehicle construction. All hands on deck. Make the maddest shit we have designs for in mass, make more mad designs if we have to. Don't let this chance slip by/
>>
Rolled 67

>>31816374

Again, only need zones of madness for MAD R&D not mad manufacturw.
>>
>>31816352
I guess this could work. I wanted to save some resources just in case.

>>31816374
I don't think we should give more people to madness. But I can see more resources.
>>
>>31816416
We just got one. The effects of madness will none the less make our manufacturing madly efficient.
>>
Rolled 50

>>31816432

Harvesting with the Meka would be a good idea any other time I feel...but I dont want to accidentally pick up some of those black hole blood balls on accident.
>>
>>31816532
Yeah, The black balls is not a good thing to pick up.
>>
>>31816532
That's how we get unique parts I think.
>>31816416
This guy is the authority on that, is that how is works?
>>
>>31816191
So lets try.

Basic 1: Continue/initiate repairs of the bases. Gunny, repairers grace. As well as ready bases for zone of madness.

Basic 2:Harvest, But stop if signs of the black balls show up again and/or ground bleeding.

Basic 3: Think tank get resource for party and Regular people get resource for theirs, as well as tea.
>>
Rolled 53

>>31816561

Well last time the Crazies got what they needed by dipping papers into the blood oozing out of the walls or something like that. So I think they just derive what they need from the palpable madness in theenvironment.
>>
>>31816732
Then how could we effectively phrase that in action form that would get a unique prototype in 1-2 turns?
>>
>>31816832
Say how about trying a mecha ducky and crabby to see the winners.
>>
Rolled 35

>>31816832

Well we could just set them to R&D some vehicles, though at the rate these things are occurring it might be better to let them build research facilities for them to use later instead (it'd keep them from getting bored later too!).

Heh, though it would be a terrible shame to not have them duckify the BSU and I fully support that even if it means sacrificing a turn of their use.
>>
>>31816832
project: DUCK or Project: Duel Ultra Crazy Kaiju. A giant robot that is designed to do combat with other large constructs, and specifically mobile fortresses. Operated by a team of 5 teenagers with attitude, this is the heart and soul of the crazy tank
>>
>>31816985
We would need to be careful not to let things get to mad. We may not be able to us it after word. But now I want one base to be a crab and the other a duck.
>>
Rolled 28

>>31816985

Keeping in mind that we've prototyped out the Screaming Watcher and can manufacture it at any time, it'll just be slow and difficult going (worth it though probably) due to the complexity.
>>
>>31817021
I think we all agree that one base has to be a crab and the other has to be a duck.
>>
>>31817054
Can we? Are they manned? Why don't we have clouds of these things already.
>>
Rolled 65

>>31817063

And Genie goes "Fuck, they're at it again."
>>
>>31817104
The madness it calls to us. We of the Hermit Crab and Ducky Alliance.
>>
Rolled 53

>>31817090

Yeah, they're manned floaty jetty detector balls with fuckloads of sonic weaponry because THE EYES ARE ALWAYS WATCHING AND THE VOICES WILL NEVER STOP!!!!!

We had to deal with floating off the earth, and they're understandably hard to make so we haven't gotten around to it.

We might want to do a production run of them with the crazies after the duckification so they have everything they kight need and more for making them.
>>
Rolled 53

>>31817144

We ought to make a mad cultist/zealot civ of the tg gods like we've been talking about. All our strengths.
>>
>>31817177
O god/goddess that would be funny. Maybe we should fluff it up a bit more and save it for later.
>>
Rolled 20

>>31816670
I'm voting this to get the turn moving. Unless we need to get the R&D up and running in madness.
>>
Rolled 35

>>31816670
Fine I will vote for your boring not mad at all post
>>
Rolled 87

>>31817249

How about...

> Basic 1
Have the Crazy Devotees to its Eminence Ducky the Quack make the BSU a testament to their devotion.

> Basic 2
Repair the BasesGunny, Repairers Grace

> Basic 3
Improve the Still/Biofuel facilities (Gerz+Azar)
>>
>>31817306
Wait scratch that. We need to ducky our battle support unit right now
>>
Rolled 18

>>31817306
I'm sorry. Up side ducky tank gets to have their party. Plus I think every thing is a mad action.
>>
Rolled 57

>>31817321
Duck the fuck out of that professional piece of military hardware.
>>
>>31817321
The dice agree. But the people will not likely do the same.
>>
>>31817351
Let the madness flow
>>
Rolled 43

>>31817321

Well when has madness ever failed us before?

I don't know if this is the wisest choice, but I will get behind it.
>>
Rolled 63

>>31817321
Still lacking that other roll you know.


On an unrelated note I have noticed a disturbing pattern lately...my civs are dying. Normally its just the odd rare rocky patch but those patches are becoming closer and closer together. Looks like my time may soon be up but not until I get the system worked out and posted. Perhaps also after I turn the stuff into a ebook including additional fluff/flavor and the usual improvements. Not sure about that though my grammar leaves much to be desired despite my attempts to improve.
>>
Rolled 10

>>31817447
Once I crack the population problem it wont be long after that its simply compiling it all.
>>
Rolled 47

>>31817447

Eh, they're just too hard even for the veterans. We slowly abandon hope over time...

That being said it's also exam week or close to it for a good many people.
>>
>>31817321
Hermit Crab and Ducky Alliance Go!
>>31817384
This will be how our civ dies. Madness. Not Sadness.
>>
Rolled 71

>>31817537
Dice I believe.
>>
Rolled 40

>>31817498
Meh goddamn pansies and people were wanting my civ recipe at that. Alas I do recall exams coming up not all that worried as I should be but meh that is why I limit the days I run.

>>31817321
CRAZED MADNESS ENGAGED.

Crazy Ducky loyal forces have descended on the BSU and have begun their work...despite the ongoing Zone of Madness effect.

Crazy pop increase

Gunny has begun his work repairing it all...at least before stuff started to melt like wax and became as easily to mold as clay. Which turned out made his job much easier...and the crazies for that matter god help us all.

Crazy pop increase

WARNING
Crazy population has exceeded half our population
WARNING

Alert
Paladin forces are suspicious

The biofuel facilities including the refinery have been modified...things were melting and contrasting like wax even metal made the work easier...but the images that flickered past. The haze that was in the air...it cost us dearly.

Crazy pop increase

WARNING
Over two thirds of our population has succumbed to true Madness. Its estimated those who are left are merely 'eccentric'.

WARNING
Thanks to our forces moving around Madness seepage as occurred

Alert
Sanity levels are at a dangerous low.

Alert
Crazies are no longer contained.

WARNING
Zone of Madness rages on causing to landscape to seemingly melt like wax while strange gasses arise and pocket/bubbles form.

Alert
Those who have maintained their sanity have withdrawn. The 'eccentric' have also withdrawn protecting them.

You dumbass motherfuckers. You had your goddamn warning. Prepare to reap what you sow
>>
Rolled 75

>>31817717
>>>Turn 32
>>>>>>>>A. Scavenge for food.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons
>>>>>>>>D. Research technology
>>>>>>>>E. Pursue new mutations
>>>>>>>>F. Explore in a direction/something
>>>>>>>>G. Scavenge for raw materials
>>>>>>>>H. Your choice
>>>Resource Points: 0
>>>Pop 1300
>>>Military 1000
>>>>>Fuel: Low
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Very Low
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments level: Average
>>>>>Tech level: Old World Junkies
>>>>>Reputation: Those bastards
>>>>>>Infrastructure: Officer Quarters. Barracks. Pod Room. Medical/Vehicle Bay. Armory. Storage Units Complex. Sensor Suit Milspec. MP Prison. Ammo Dump. Supply Depot. Reinforced Structures. Hydroponics Bay(Basic)
>>>>>>>>Defenses: Bunker Door. Defense Net. Turrets. Braced. Fortified(milspec). Countermeasure System. Incursion Reverser.
>>>>>>>>vehicles: 35 paramilitary Hover Tanks. 4 paramilitary Birds. 4 paramilitary Shades. 8 Paramilitary Choppers 7 paramilitary APCs(hover).
>>>>>>>>Power: Fast breeder reactor, emergency biofuel generators. Geothermal Spike(unused)
>>>>>>>>Weapons: Pistols, Assault/Sniper Rifles (+Silencers), Grenades, SMGs, Shotguns, Throwers, Mono-Knives, Spewers, Heavy Weapons (assorted).
>>>>>>>>armor: Gearz Body Armor, Power Armor Hazard Series V1.5, Pilot Suit.
>>>>>>>>communications: Radio(encrypted). Net(limited), Comm Suite Milspec.
>>>>>>>>Materials: Supplies, Ammo Dump. Armaments parts. Vehicle Parts. Spare Parts.
>>
Rolled 25

>>31817717

Hmm, I fail to see how 2/3 of the actions were madness inducing...but if we must reap what we've sown that's okay, we were never going to make it anyway at this rate.
>>
Rolled 97

>>31817769
DON'T GIVE UP ANON

Seriously though I even warned you this time...repeatedly. I like never do that even the single warning is rare.
>>
Rolled 15

>>31817717
It can be said that this civ has been grand.

>>31817769
Bull we been kicking ass and made it threw a lot of things. I had great hope for the mecha.

>>31817791
Agreed. I hope it will not be to late.
>>
Rolled 44

>>31817791

Really though, the hatches were battened down from before, we tried to plug the places stuff mightve leaked in by doing repairs, and working on the still was entirely internal. How'd it happen? Were we supposed to twiddle our thumbs until it went away?
>>
Rolled 99

>>31817769
You forgot to remember a Zone of Madness is in effect plus how stuff will interact with each other.
>>
Rolled 85

>>31817837
You deploying the crazies and 'repairs' required that sorta stuff get compromised...

>>31817837
>>31817841
aww
>>
>>31817738
>Alert
>Those who have maintained their sanity have withdrawn. The 'eccentric' have also withdrawn protecting them

We still have gunny right? RIGHT?
>>
Rolled 9

>>31817851
...no not anymore he got hit HARD by the MADNESS effect. He is considered merely 'eccentric'(tough son of a bitch). Keeps on muttering about his wife and has begun working on a project...tearing apart the facilities and supplies in order to do so.
>>
Rolled 15

>>31817848

Eh, I thought they had their whole own zone of the base to deploy stuff...and don't imply you wouldnt have kicked us in the teeth just as hard if we hadnt repaired those breaches (though I presumed the damage was primarily stuff that could repaired from inside, to be fair.)
>>
>>31817876
Now that we are nice and committed, what exactly are the effects of "madness poisoning" or "crazies"?
>>
Rolled 75

>>31817876
O joy. Maybe we can work this into the Mad Cultist of Tg
>>
Rolled 7

>>31817896
Thanks to your heavy ass armor it wasn't much a problem in that regard with the exception being the BSU.

>>31817913
You don't want to know.

>>31817918
Maybe if you didn't do this RIGHT IN FRONT OF THE FUCKING PALADINS HQ. Fuck that is a very VERY special kind of stupidity and or crazy, but honestly I leaning more towards stupid. As being crazy doesn't mean you are also stupid.
>>
Rolled 98

>>31817944
Don't worry though there is STILL hope.
>>
>>31817944
We kind of have to know..
>>
Rolled 79

>>31817944
You warned and I did. Now I hope that in the end it will still mean something.

>>31817979
For duckies all ways find a way? Or Absolute bass ass going to obey the crazy.
>>
Rolled 2

>>31818000
MADNESS leakage means it has successfully infiltrated normally 'safe' areas and now there is a continues sanity damage going on also its easier for MAD effects to occur/be enhanced.


Crazies meanwhile...with the exception of the lucky few being 'taken care of' and or are killed are considered bandit and WILL eventually become them.
>>
Rolled 3

>>31817791
>>31817979

Oh if you insist. I guess we can try to pull off the whole crazy nice thing.

Though the internal morale is still a problem though.
>>
Rolled 47

>>31818050
Depends on how much damage you take, the kind of madness, and your origins...among other things.

Anyway what are your actions?
>>
Rolled 32

>>31818086
Is the madness zone still active?
>>
Rolled 40

>>31818104
indeed.
>>
Rolled 44

>>31818086

How much sanity damage we take and the type? Would more or less damage be good for being nice? What sorts of madness are there? I guess this sort of madness is probably more neutral for being nice than snapping upon seeing the charnel house of a brood battlefield or something.
>>
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>>31818086
oh I can pull off crazy

>put the crab on the ducky

>quack snip krazy bikes. Fund it.

>order like 800 pizza's we are hungry.
>>
Rolled 16

>>31818117
I vote we pray with the Believers. We ask for the god and goddess to take back their gift of madness. For we are not ready.

"Hear us lords of madness we have tasted of your gift and have done nothing but wasted it. Please take it back until we are ready for the power you have given us."
>>
Rolled 66

>>31818144
Then we get killed by the paladins, For being different.
>>
Rolled 41

>>31818137
At the moment you are very close to your limit. Over half your forces have utterly descended into Madness while most of the rest are eccentric(aka borderline).

As for what types it depends on mostly what is wielded and what your mind is already previously like.

Depending on the Madness....yes it would.

As for types of madness there are toxic, plague, sick, corruputive, twisted, foci, and more.

The current madness effect is indeed neutral warp MADness...which means its directly effected by what the targets are like.
>>
Rolled 57

>>31818227

Were our forces very nice people before? I mean, so far as it goes giant dildo duck fights are fairly ethically neutral.
>>
Rolled 1

>>31818270
the problem is the experiences they have endured...and you weren't exactly all that nice.

Anyway give me your damned action plan already I need to figure out if you die or not.
>>
Rolled 18

>>31818293

Well if you couldn't safely assume that we died before...

Alternately, we use this opportunity to show the Paladins that not all crazies are bad. Might be just what we need.
>>
Rolled 35

>>31818293
... Number three.

In truth I'm not sure what would be best at this moment. Our people have lost their way.

Basic 1: Make a machine to drain the madness of the world and/or it's people. Gunny aid with rigging (If he can.).

>>31818349
Maybe if we had more rep they would give us a chance.
>>
>>31818349
You would be surprised.
>>
Rolled 56

>>31818459

Is that 1 going to happen in the background or shall we wait for a write up?
>>
Rolled 31

Crusader Rhothru did say his people with bring the morning. "The night is always darkest before the Dawn we bring about that dawn." Maybe he can help.

>>31818227
"How about Crusader Rhothru can you bring the dawn to our people's dark world?"
>>
Rolled 98

>>31818473
I pretty sure we need to get action plan set up.
>>
Rolled 23

>>31818293

If we arent regarded as nice after we fed, housed, and watered these fuckers then the bar for niceness is awfully high in the post apoc.

We were definitely stupid, but its not like we werent nice.
>>
Rolled 15

>>31818499

Aah, well. I'll leave that to you.
>>
Rolled 21

>>31818576
Yeah I got nothing other than. Rely on the power of faith in Crusader Rhothru and Gunny's rigging of a machine to drain the madness away.

Maybe we could walk down a road of crazies showing the world we can be good as well. But this is not the easiest spot for that. True we don't do easy. But the path for this road is hidden from me.
>>
Rolled 94

>>31818634
Down side is Natko doesn't do crazy. But their boon if rigged right could maybe save us as well.
>>
Rolled 52

>>31818670
Okay, work for me.
>>
Rolled 67

>>31818634
Yeah, hidden as fuck.

But again, I generally support. Might as well see how we're going to get fucked. Think the paladins are going to be really pissed at us, or receive word that their BSU was stolen?
>>
Rolled 85

>>31818459
>>31818670
I will trust the high roll.

Basic 1: Gunny rig the boon to free our people of it's madness. Crusader Rhothru guide our people it their dark time and show them the dawn.

"The world is not yet ready for the madness. But one day they will be shown the good it can bring. Until that time may the gods and goddess guide us to a better world."

Lets see what happens.

>>31818733
Pissed yeah, But not sure of receiving word.
>>
Rolled 28

>>31818766

Here goes, time to see how this crazy train tumbles off its tracks.
>>
>>31818766
in their*
>>
Rolled 80

>>31818766
Anti crazy juice is go.
>>
Rolled 85

>>31818766

Well let's get it over with.

As this civ ends, it seems fine to ask a few questions that have been bothering me...

Why don't you let us know what our starting region's stats are going to be before we form our civ any more? It's not like we get to choose what they're going to be ourselves, and knowing that we can strategically choose a civ that has the capability to take advantage of the landscape helps make up for the fact that we start off with a handful of men and no allies in the middle of a bunch of big hungry fish.
>>
>>31818939
Yes! Linked 85 got to save us some how. I hope.
>>
Rolled 40

>>31818981

We're in a zone of madness, so it will have definite amplified effects.
>>
>>31818766
Turns out Gunny's rig wasn't meant to remove the madness but rather...to escape. The eccentrics meanwhile stood fast against the Insane holding the line and keep those were still sane safe.

The Madness for that matter continues to rage but now forms have taken hold by the shifting mass...things rose up. New abominations and mockery to all arose. The Insane for their matter continued to descend ever deeper into their madness. That was when a broadcast was sent out by the paladins.

Insane pop increase.

"You seem to have gone mad anyone still sane left in there?"

"This is crusader Rhothru there are still few...but how numbers dwindle how long do we have?"

"The zone of madness...still continues this should be the end of it...but looking at what happened to you. I assume its too late?"

"It is indeed."

"I am sorry Rhothru we shall spread the mercy quickly."

"Guess we are too far gone for the stacks?"

"You know even places like that have limits."

"Spare those you can...we and the eccentric will create a way through. May you see the Sun arise on the Marrow."

"And to you crusader..we will not fire upon those who flee."

"I thank you for your mercy."

"Its the least we can do. Goodbye old friend and keep them contained."

"Can you tend to the refugees?"

"That we always do hm to think you would do something like this...why Rhothru?"

"I retired only to find my beloved wife died. I built a chapel in her memory and after that...things happened and I decided why not go on one last journey and die a good death? That is why."

"Is this a good death for you?"

"We shall see. From the looks of it this has become a plague of madness. Luckily the eccentric held themselves together for the sake of the still sane."

"Its good to know you were able to die the death you chose that is truly rare gift indeed. Will you die with a smile?"

"Hah when has one such as I haven't?"

"fair enough."

Connection ended.
>>
Rolled 36

>>31819054

Who really expected us to make it through the heartlands of the fall anyway? Wish some of you guys had taken my bet a thread or two ago.
>>
>>31819122
We so could have. But the madness, We keep using it.
>>
>>31819054
music related https://www.youtube.com/watch?v=SmVAWKfJ4Go

Blasting out of the shell stood an...odd device..vehicle thing honestly I don't know what the hell it was suppose to be. Drilled its way out before smacking the ground...only to disappear with a ripple into the so called 'ground'.

Above near the breach standing among the collapsing ranks of the Eccentric against the tides of the Insane stood a old man in old set of armor looking around himself seeing figures arising from the muck of those only he remembered. He smiled before charging at the Crazed vehicles attempting to push through holding them off despite their lines collapsing into madness and insanity.

Meanwhile stood a little girl with her escorts watching from a distance.

"The fact you can cause all of this elton is terrifying. Like seriously how DID you create this island of sanity?"

"Hm its a quirk from being a 'living' relic of the Fall. Ah you alright young miss?"

"Pain is increasing...and now this."

"There was nothing you could of done miss."

Looks at him with sad eyes." You should know by now Uncle there is always something you could of done..."

"HAH she is right about that borgie."

"She is just a child."

"One who is entering...well I don't know how that works now. Fuck how long has it been since I was last human..."

"Try not to think about it...I certainly try not to" sadly whispered the Flesh borg.

"Don't we all," butted in the SS Commander. "We have a lead by the way miss its time we leave."

>>31819143
There ARE ways to protect against some of the side effects...but you were lacking them.

>>31819122
Don't rub it in anon...was really looking forward to showing off so much.
>>
Rolled 55

>>31819143

I can't honestly say I saw a way off this peninsula anyhow.
>>
>>31819246
Make the bases water proof and move threw the water if it isn't to bad. Work with paladins to clear the zombie horde. Probably a few others.

Dam I Hate to see this one go as well. We get better and better. But get knocked down again.
>>
>>31819228
Meanwhile in an odd vehicle stood a muttering figure barely hanging on to few strands of insanity. He had just one goal before he snapped...and that was to see his wife one last time...while he was still himself. In that regard he broke a promise he never should of broken...he engineered something new previously ever since THAT incident involving his 'sister' he swore of engineering and became a mechanic, repairman, whatever. Now however he followed a certain tracker from below.

Some time later in the midsts of a devastated battlefield stood a mighty force huddled in terror around a table.

"Is it really she?"

"Aye it is...does the kid know?"

"No."

"Guess its time then huh Breaker?"

The one known as Breaker looks around the table noticing they were looking at him with that he sighed and gave in.

"Yeah i will do what Slag told me...you do know we wont likely walk away from this right?"

"Hah we knew we were all damned from the start Breaker and since we know one of us has a chance...a chance none of us had. Well we may be some sorry evil fucks but we ain't that evil."

"Fine then I will approach the kid you hold her off as long as possible...also disband the troops."

"Ah you sure?"

"Those who remain should of the right to remain and fight but once I do what I do..."

"We understand Breaker its a shame though what she is gonna do to you...heh it wont compare to what she has done to anyone else or will do even all combined."

"...don't remind me."

"By the way just how the hell DID she fit all that in a little box?"

"You know...I have no idea I mean even crazy has its limits even with being a Reaver. In any case this is goodbye...may the War Mongrels rise again eh lads-

Ahem

"And ladies. Happy now?"

"I must admit I was rather fond of this sorry crew we fought along side the Krulsades, fled forsaken islands, got stranded deep in enemy lands, survived the Mourning, and oh so goddamn much more, but you know this sorta ending...its fitting."
>>
Rolled 5

>>31819345

We always get knocked down, that's the way of things. Maybe one day we'll get another Memor but it's not likely.

Anyway, I'm fed up with being good guys so next civ is going to be whatever fucking moral alignment is most advantageous at the time.
>>
Rolled 33

>>31819437

Being the good guys and getting shat on and not even respected for our efforts anyway.

At least you can get some notoriety by being bad. No one trusts you if you're good and you're neutered in what you can do too.

Bandit Robots, here we come.
>>
>>31819445

Anyone have any inspiration for bandit robot fluff? I'm coming up with a blank for source material that could possibly even set the tone.
>>
>>31819391
"Ah don't get all sentimental on us now...but yeah can't deny that. I mean we all knew it was gonna end from the begining right lads? Its just good to know that in our long(or not so long) careers we can enjoy a different ending. An ending none of us got to have a chance you know."

"Oh just shut up already you Windbag."

Thus the group broke up Breaker, Killy Kil, Ganger Elsi, Skill Skull, Driver Nephil, Lady Lord, and even Old Green Gil. They broke apart and prepared for the final showdown.

It was worth noting that despite being bandits not a single man fled and they fought to the last man. Those who weren't bandits were the only ones to depart and thus where heartbreak of the highest order acquired so too did a heart felt reunion as the opposite side of the coin.

"DAMN YOU BREAKER WHERE IS HE," screamed CC as she charged at him only to be interrupted by the abomination that is Killy Kil. A former robot who had instead of being fixed merely got stuff broken so hard as to create something new. aka abomination.

Unfortunately even something like that wasn't enough and she had cut through the forces like a hot knife through butter looking for a certain someone.

Its too late CC...

WHERE IS HE BREAKER.

You do know about my abilities right CC?

Yeah what about it...hm where is he?

...He is no longer yours and your 'payment' is void."

...wut.

Simple CC I broke you very favorite toy. He is no more and will never be yours.

...I...but...all I had been through the only thing I ever wanted...I WILL FIND HIM!

...and that is where your wrong CC. For you see I even manged to break THAT as well...and that. All of it really that of which connected you and trapped him...fate itself lies broken CC. After all I am a Breaker and not just an ordinary one.

Somewhere watching from afar billowed forth a massive psionic shriek of pure rage, pain, dissapointment, hurt and oh so much more. And that was how Slag knew victory...or so he thought.
>>
>>31819345

Yeah, I guess we might've been able to break the deadlock given time and hopefully Skeller and co would've stuck with us.

Except that these zones of madness were going to fuck us up even if we sat inside and twiddled our thumbs. As evidenced by the crew working on the still going crazy.
>>
>>31819507
After a raid gone wrong. A think tank got an idea to implant skills from their attackers into a system. It learn the skills to fight and protect the think tank. But each imprint add something extra. By the time they saw it was to late. The robots gain the will to fight and loot. Slowly becoming bandits them self.
>>
>>31819588

Consciousness transferral of bandits into robots? That's a neat approach. I was looking for some reason robots would go bandit though, that way we don't have to deal with all the annoying insanity issues the Bloodsnows did.
>>
>>31819445
HEHEHEH knew the plan would of worked heh to think that bastard wouldn't figure i could figure him out," bragged Slag." Now the kid has a chance a second chance to make a choice and enjoy freedom."

"Uhm honey," purred the reaver queen besides hm dragging him back to bed." You DO know that CC is our granddaughter right?"

"...what? Can't be,"muttered Slag desperately tried to assure himself after all that kid was like a son to him...

"Yeah, she is Zalsha's daughter. Had some fun with that one Commander remember? Off before she dissapeared to who knows where."

...so THAT'S why you didn't kill her back then..and I just-

yes, yes you did.

And thus wept Slag realizing he fucked up and lost the opportunity to have such a son even it was technically an in law and a grand one at that.

"You see this is what I was trying to tell you all along...well not ALL along but after I found out he hadn't realized that."

-----
As for the crazies of the Gearheads? They were not slaughtered...at least not most of them anyway. A few the more for far gone ones and those who resisted certainly. Instead many of them were rounded up then placed within special facilities devoted to to aiding the mentally ill/wounded.

As it turns out the Paladins pity the insane and don't try to kill them instead they try to capture them and give them the help they desperately need or if they were too far gone they received mercy.

The surviving eccentrics it was worth noting and a few of the better ones recovered quickly and joined the ranks of their new home while doing their best to assist their fellow brethren. As it turns out while most crazies DO end up going bandit/killed a few lucky ones actually can get help. It was those helpers they now joined.

As for the sane ones? They linked back up with the forces dispatched oh so long ago and beyond that is unknown. There are rumors however that a certain flying train was sighted nearby...and that a certain young girl had some new company.
>>
Rolled 77, 85, 25, 60, 69 = 316

>>31819643
Fuck that took awhile. Now I am DONE!

Civ ended.

>>31819550
Nah it depended on your actions.

>>31819122
This WASN'T the heartlands of the Fall. Such a thing doesn't even really exist unless you mean the major epicenters in which case they were all over the place and they would not have been what you would of suspected...

>>31818939
Because it influences the civ choices you make. I prefer you having no idea so you don't limit yourselves in what you decide on.
>>
>>31819669

It *does* end up influencing the civ choices we make, but really it's a lot easier to write fluff when we have some assurance that it's going to...you know, not get roflstomped on and never have a chance to bloom because we chose a megacorp in a bandit-ridden hellhole with no resources in sight.

We have no assurance that our fluff is at all appropriate for our spawnpoint, and our chances of success are very slim in the first place. You'd see fluff and fluff interactions develop a lot more if we had an idea of what we were up against.

As is, we can only specify the most basic and general things because we don't want to have a weakness that our spawn stats will fuck particularly hard. It's actually more limiting.
>>
Rolled 33, 84, 8, 57, 87 = 269

>>31819718
hm fine then I shall reconsider, but that means I will have to rebuild some of my generators...again. Well at least its not population...
>>
>>31819738

It's just that since you're running so high lethality it's more important that we not have weaknesses, and when the generation is completely random (but always exceedingly dangerous) and unknown to us...we have to hedge our bets and go with something that can thrive just about anywhere.

So if you're fine with seeing exclusively paramilitary civs then it's alright currently, but we're going to have to get some assurance that we'll have a fighting chance if you want us to play something else.

I would really love to revisit Grow or Adero, but unless we know that threat levels are low it isn't happening. Or, if we know that threat levels are high but we still really want to play one of them now we know that we need to fluff them out as being military researchers or something. whereas before we'd just see that you were rolling awfully high on the threat numbers in your posts and we'd choose paramilitary or bandits (relatively fluffless too) because they can endure just about anything and we need a civ that can do that.

By the way, have you considered rolling to generate 'general tech level' of factions in an area and 'general environmental hazardousness', provided player or your fluff doesn't specify or imply either of those.
>>
>>31819803

It's also not just that we don't want to write fluff when stuff is unknown though. Fluff isn't going to get voted on or taken if it's too out there or has blatant weaknesses or anything like that when the stats are unknown because with more fluff the civ occupies more and more of a niche and so it needs more specific conditions to survive/thrive.
>>
>>31819738

Anyway, it's just stuff to consider. You run a great game, but you ought to turn some of your deviousness to manipulating your players' psyches if you want us to make great fluff again.
>>
I fall asleep.
I wake up and we're dead
...

Typical. So what killed us?

Also, goddamit, we were gonna see shit. Redarmy lands, Moldavana, the goddamned MEMOR SWAMP
>>
>>31820369
Also, I called this shit last thread about "abuse of incredibly risky abilities" that killed Bandit civ 2.
I knew we shouldn't have fed the crazy, but I didn't want to have another self genocide on our hands.

>>31817979
What should we have done Genie?
>>
>>31818550
Hell, we even asked several times "what would you guys not like?" "Care for some food?"
>>
>>31819803
>It's just that since you're running so high lethality it's more important that we not have weaknesses, and when the generation is completely random (but always exceedingly dangerous) and unknown to us...we have to hedge our bets and go with something that can thrive just about anywhere.
>So if you're fine with seeing exclusively paramilitary civs then it's alright currently, but we're going to have to get some assurance that we'll have a fighting chance if you want us to play something else.
And we have example to go by as well.

We have played 3 paramilitary civs, each have survived up to 6 threads which is a serious achievement for any civs we do.
>>
>>31819588
>>31819600
I personally like this idea.

Whereas the usual case of consciousness transfer results in people slowly losing their identity and becoming robots, that would be the opposite, robots slowly gaining their sentience back and becoming their old bandit selves.
>>
Bump
If at least today we could discuss possible ideas for the next civ.
>>
Bump.
>>
Rolled 16

>>31820436
Tell me the truth guys.
Is it really that genies games are high lethality, or are we just bad?
>>
>>31821707

Fair enough, I can get behind it if some fluff is written up. It'll probably be quite fun.

Hopefully we don't implode when the troops get too starved of rape though.

Oh, what about an outcast group of robots from a robot faction? We went bad somehow, but our parent AI felt bad for us so it cast us out (or perhaps it was an experiment)...looking at how most groups around us react to being cast out, our heuristics determined that we needed to become 'bandits' and so we did.
Bonus points if we're psy-bots and we ripped the personalities/skills from some bandits so that we would fulfill our roles better.
>>
>>31825659
>Hopefully we don't implode when the troops get too starved of rape though.
Hopefully there's a possibility we can make them cultists of the Train God.

After all, a lot of the pleasure of rape is psychological than physical.

Also, if I recall some anon was smart enough to figure out a possible way to go about psy-bots
>>
Rolled 18

>>31821707
Eduardo "Hornytoad" Estrada, otherwise known as "the greatest bandit of all time" has become a very old, very rich bandit. This is rare, in fact almost unheard of. In his old age he looked back on his men and thought "shit these guys suck nuts. If only I had about 200 of my self when I was I kid" and then it hit him. He could have as many of himself as he could afford. He could clone himself. NOPE. Cloning is expensive as fuck and his scientists keep saying they need "certain parts" whatever the fuck that means.

His trusted AI advisor AI [redacted] came to him in his time of need. "Why would you spend perfectly good resources on flesh anyways, its weak and spongy. I know you, your personality, every battle you have been through, every less than savory tactic you have used, I have logged and recorded. I basically have a digital copy of your brain. There is no reason we can't just slap that shit into a robot body and call it a day"

"Well shit, when you put it that way, let's give it a shot"

"Well sir, I sort of... Took the liberty of making a test batch, I knew you would like the idea, I know you very well.."

"..troubling, very well let's see the prototype"

"Presenting the Bantito Bot 3.0"

"What happened to the earlier versions"

"Uhh...."
>>
>>31825627

It's a combination of us not understanding all that much about the setting (we understand a lot more every time we go through...but we all know for every thing we uncover there's 20 hidden things we didn't and that we probably pissed off in the course of discovery), and it being high lethality.

We're bad in so far as we don't know how to play well...so we just take a stab at it, sometimes we get it right and we note that down. Sometimes we don't and we note that down too.

It's also high lethality though, you ain't ever going to see 5 monster hordes and 3 zombie hordes and ghouls descending upon the player base at once in one of the daily fantasy civ threads. They also only ever have to deal with politics from 1 faction at a time (that never ally or really interact with each other in depth) in their games.
>>
>>31825722
That isn't to say, there certainly wouldn't be a physical aspect to it even if there's no sensation. Lots and lots of forcefully moving pistons and victims. Could easily replicate/digitize the processes of the brain that is responsible for pain and pleasure also.
>>
>>31825730

>Cloning is expensive as fuck and his scientists keep saying they need "certain parts" whatever the fuck that means.
>Scientists keep saying the need "certain parts" whatever the fuck that means

I laughed harder than I should've.
>>
>>31825752

If they were psi-bots then they'd honestly be content psychically dominating their victims and using them vicariously.
>>
File: Replicated man.jpg (19 KB, 480x360)
19 KB
19 KB JPG
Rolled 32

How advanced are robots in this setting?

Are they basically giant boxy hunks of clankering metal.

Or are there androids identical to human with 100% synthetic blood, skin, nerve endings, ect.
>>
>>31825815

btw, I think that since we 'unlocked' that tech (so to speak) with V101 we can use it whenever.

And I really like the idea of an AI casting off a group of psibots to extract/become bandits as an experiment. Someone should write that.
>>
>>31825730
>Cloning is expensive as fuck and his scientists keep saying they need "certain parts" whatever the fuck that means.
Lol

I wonder what happened the first (and probably last) time Umbra tried to clone 10 Jenny's and swore never to do it again.
>>
Rolled 26

>>31825730
Eduardo Estrada and his "Double E" bandits have long since been brutally destroyed. They went into some innocent looking bunker that turned out to be [redacted][redacted] to [redacted]&[redacted] only to end up [redacting] their [redacted] the [redacted] all over their shoes. The only survivors were the AI and his compliment of bandito bots.

After an extremely long drive through the jungle (bandito bots can transform into low rider motorcycle mode, or 2 can link up to make a pretty bad ass low rider flat bed pickup truck, mobility was very important to the Double E bandits) the bandito bots came upon their new home. A motherfucking megatower that the EE bandits had recently looted. It's been a month or so but it seems unoccupied still, it's a bit of a fixer upper, overgrown to all shit but a lot of the manufacturing equipment is still here, but a lot of the equipment deals with working with organics. There does seem to be some heavy duty recyclers, they should be able to churn out resources. "What is this marking on the recycler over here I don't recognize it, GROW Corp?"
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Rolled 38, 84, 32, 53, 35 = 242

>>31825659
Outcasts is PECULIAR option in that your basically playing newbie bandits and thus a lot of the usual bandit shit doesn't QUITE apply just yet. Perfect if you want to try out bandits and if you go classic you'll have a wide range of membership unless you go hybrid which means you mostly came from one faction.

>>31825735
Which is PRECISELY why those civs are shit. Seriously though those fuckers never last long or even bother ending it. Despite being a bunch of goddamn pussies.

>>31825752
A major problem with stuff like that is the fact the brain ALSO relies upon a lot of chemicals, drugs, and other shit to work. Which is why creating such an interface is so troublesome.

>>31825832
Both.

I mean they even figured out Cluster AI, Cored AI, Hivemind nanobots, and other shit. Androids certainly existed but were considered one of the hardest types of robotics.
>>
Rolled 23

>>31826206
(Side note, the robots primarily speak broken English, or Spanglish)

"Hola AI, que paso"

"Ugh you know I don't understand Spanish"

"Chu are a super computer, ov course chu understand espanol"

"I know that, you know that, English please"

"Chu are no fun hombre, wada we got to do today boss"

"Ugh, go do bandit stuff, kill things, stick your metal parts in their fleshy parts, steal something, I don't know"

"Chu got it AI Eduardo"

For the sake of simplicity, AI [redacted] changed his name to Eduardo Estrada, as the robots were made to only be loyal to him. They look at themselves as his children, more accurately they are the AI's children, but seeing as the real Eduardo is MIA and they don't seem to mind serving the AI, it has all sort of worked out. The robots treat the AI like a sort of father figure.

Similarly, the robots are all ranked numerically based on their skill level and contributions to their banditry as a whole, the robot known as "Eduardo 2" is the highest ranking robot in the faction under the AI, all high ranking Eduardo bots are very talented but a few stick out and should be mentioned.

>Eduardo 6: this is a war machine of the highest order, more mobile cannon than robot, he fires a customized ammunition and would be considered blacklisted if he was listed at all.

>Eduardo 12: this robot was going to be recycled, it was it the recycler, but it just wouldn't. No matter what we tried. We can't explain it, it is no good at combat and only slightly smarter than average, but it Just Won't Die.

>Eduardo 13: could be Eduardo 2 if it wanted, believes 13 was the original Eduardo's favorite number, insists on being Eduardo 13, no recorded data suggests a favored number by EE but Eduardo 13 claims to have closer than normal ties to the original. Strange but slight psionic aura around that one..
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>>31826675

Yes, but a bunch of outcast robots that ripped the skills out of the minds of some moderately experienced bandits would get standard bandit bonuses to looting and such right?

Though if you dont let us know that our area is at least moderately resource dense these guys aren't supposed happening either way.
>>
Rolled 91

>>31826827
That's it for those guys unless there is interest for more, It's not perfect and up for edits.
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>>31826954
We can try being loot crazy. As a way for resources.
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Rolled 88, 77, 9, 24, 45 = 243

>>31819507
Robot bandits are pretty simple it can be anything from Rogue AI to corrupted coding, virus ect.

>>31819600
That is very VERY hard to do for a whole list of reasons. You are gonna need some damn good fluff or explanation for me to allow that.

>>31819669
Bandits: High and (REDACTED)
Density: Very High
Monsters: Very Low
Zombies: Above Average
REDACTED: SECRET

Didn't see that shit coming.

>>31825627
High lethality as in I don't pull my punches BUT I wont outright try to kill you unlike other so called 'nightmare' or 'hard' civs. As for being just that bad...think things through a bit more. Discuss them more I notice that when that happens you do a hell of a lot better.
>>
Rolled 78, 82, 8, 20, 63 = 251

>>31827261
That spoiler for regional stats is a reward for keeping this thread up.
>>
>>31827169

Wouldn't make a difference if there's a nothing around to loot in the first place.
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>>31827261

Looks like we're fucked seven ways to sunday no matter what we choose then.

Time for a Bloodsnow-style relief civ. TG Zealot-Cultists, anyone?

Sounds suspiciously like Moldovania.
>>
>>31827261

We've got to have hope to gather enough people to discuss things. There is currently no hope.

Welcome to the Post Apoc.
>>
Rolled 90

>>31827521

New thread?
>>
Rolled 36, 72, 71, 87, 42 = 308

>>31827533
Exactly. A place where the pandora's box and hell was unleashed upon the world.

>>31827477
I don't get to choose the region/terrain that is what you fuckers do.

>>31827616
That is indeed the new creation thread.
>>
>>31827352
I have faith in us as long as we don't touch madness.
>>31827533
True.
>>
>>31827661

I have little faith in anything anymore.




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