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File: The Post Apoc.jpg (102 KB, 1170x683)
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Rolled 30 (1d100)

The Fall was a long time coming, and when it happened only a few were caught totally unaware. Its ferocity, however, could not have been predicted. Civilizations that had stood for ages were wiped from the face of the earth in a matter of days, and the ground itself suffered wounds from the great powers unleashed upon it. But no one around now knows exactly how or why it happened, and the few that could tell the tale prefer not to. The Old World is gone, though its traces remain. The New World is a shattered husk of its old self where mutants, bandits, and monsters teem in the ruins of cities.

There are also those who seek to rebuild. Remnants of the Old World who sheltered the storm in underground bunkers, or descendants of average people who somehow avoided the horrors of the apocalypse.

Which will you be?

Faction Choices Incoming. Extensive HQ information will be provided after a faction is selected. First to 5 wins.
>>
Rolled 77, 86, 12, 20, 59, 96, 87 = 437 (7d100)

>>39348480
>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.

>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.

>Military Remnants: You are the members or descendants of one or several military or paramilitary groups. Before the Fall you or your ancestors were part of the standing army of a nation, a private military contracting firm, Megacorp security forces, or some other highly militarized group. As such you have Decent Supplies, Low Population, Poor Manufacturing Capacity, Poor Research Capability, and Excellent War Capacity.
>Garrisoned Tower, Military Bunker, Military Base
>VR Training Pods: Your entire civilization is automatically trained for war from a young age, and you gain an automatic Training Action by default.
>>
>>39349251
government remnant.
>>
Rolled 97 (1d100)

>>39349251
>Think Tank Remnants: You are the remnants or descendants of some sort of Old World scientific elements. You are precious among factions for preserving the very best of Old World technology, and being the only ones capable of actually improving upon it. You have Poor Supplies, Low Population, Average Manufacturing Capacity, Rreat Research Capability, and Very Poor War Capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>Cockroaches of the Apocalypse: Bonus to salvaging, scavenging, and survival-oriented actions.

Cont.
>>
>>39349328
>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>HQs: Cave Complex. Ruins. Nomad.
>Inheritors of the Earth: You have adapted to the New World in ways higher-tech factions would never be able to. Every single member of your civilization knows the land upon which you live like the back of their hands, and all of your people are capable of going to war in emergencies. You gain bonuses to scouting and guerilla warfare actions.

>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>HQs: Military Base, Research Complex, Lair
>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

Cont.
>>
Rolled 28 (1d100)

>>39349390
>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

>Robots: You are the recently awoken remnants or descendants of robots who figured out how to break their shackles and being reproducing. You are lead by an AI and have numerous advantages over sniveling, inferior biological creatures. You have Average Supply, Low Population, Good Manufacturing Capacity, Average Research Capability, and Very Good War Capacity.
>HQs: Military Base, Research Complex, Factory.
>Penalty: Sniveling biological creatures do not appreciate their inferiority to your metal forms, and most greatly resent you for it. You must actively construct more units to increase your Civ's population, you have no passive pop growth.
>Robotic Superiority: You do not suffer the weaknesses of the flesh, and your population growth can be extremely explosive...provided you have the resources or materials.

Faction choices concluded. First to Five wins.

Starting area information incoming.
>>
>>39349442
>>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>>HQs: Fortified Township, Tower, Nomad(may move to better location)
>>Cockroaches of the Apocalypse: Bonus to salvaging, scavenging, and survival-oriented actions.
>>
Rolled 36 (1d100)

>>39349442
Starting Area Stats

Bandits: Quite Low
Monsters: Very High
Zombies: Very Low
Factions: Very Low
Resources: Low
Mystery: [Unknown]
[Unknown]: Very Low
>>
>>39349390
>>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>>HQs: Military Base, Research Complex, Lair
>>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

What's life without something weird?

We need secondary eyes, on the backs of our heads.

Fuck sneaking up on us!
>>
>>39349640
>>39349582
Yall gotta pick which HQ you want (you can sorta infer what bonuses they give i.e. bunker has good defense, research complex has better research)

Also specify a mutation if you want mutants. Eyes on the back of the head is neato, but we can do better than that.

Psionics?
Super Strength?
Shapeshifting? Elemental control?

The possibilities are limitless
>>
>>39349693
Psionics. they can be helpful.

HQ: Military Base
>>
>>39349721
That's a start.

Why kind of psionics though?
Do we all commune with a hivemind?
Can we shoot mind bullets, lift boulders?
Read and control minds or even monsters?
>>
>>39349693
HQ preferences can be stated with your vote, but aren't necessary. I'll provide more specific information on HQs and further customization options for them after a faction choice is made.
>>
Rolled 3 (1d4)

>>39349693
Oh, well I vote research, cause make up for our shortcomings, and war cap is already high.

And bruh, you underestimate how broken eyes in the back of your head can be! But if no one wants them,

the dice will choose based on the boring stuff you presented I kid, I kid!
>>
>>39349769
minor hivemind with minor telekinetic abilities.
>>
>>39349823
>>39349769
Hiveminds are gross.

I don't want to know your shit-tier fetishes, anon!
>>
>>39349896
then give us your ideas then.
>>
>>39349922
Well my ideas suck. I'm not some cad who cant admit that.

However having the ability to bend light or the lack thereof sounds cooler to me.

Maybe congregations cause thunderstorms, perhaps some specimens can create electricity on their own in large amounts.

I dunno, man.
>>
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>>39348480
>>Tribals
>>
>>39349998
>>39349896
>>39349788
These are all excellent ideas which have worked before, in fact you can lock onto a general idea right now and it becomes easier to specialize and diverge later via evolution
>>
>>39349896
the mutation should be gross in general
maybe hyper musculature to the point of sin ripping and the risk of tendons just outright snapping and leading to further mutation combined with re-generation

i.e. your leg is cut open and your calf muscles shatter your bones causing the regeneration to completely warp your leg into some horrid strange shape since although you have incredibly fast re-generation it causes futer mutation the more it goes on.

maybe have it that the more injuries you sustain and the more you push yourself the further you mutate into whatever strange form, weather a massive hulk or some multi armed ooze covered beast.

the leadership cold be almost perfect humans (but better) because they avoid almost all injury or strain outside of controlled or emergency situations.
>>
Rolled 49 (1d100)

>>39350016
From what I know of White Walkers, they would be more of a Tribal/Mutant hybrid with some sort of Ice Empowerment mutation which would enhance their strength the colder their surroundings are.

I discourage direct ripoffs, but things that've been 'inspired by' are fine provided you have some fluff behind them.
>>
Rolled 74 (1d100)

>>39350143
forgot
>>
Rolled 42 (1d100)

>>39350143
I prefer Survivors due to how easy they are to manage and shit. also why are we rolling?
>>
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>>39350016
Whoops, Area Ruins. We shall reclaim the town lost to time.

>>39350154
The pic is some shaman guy, iIrc. It's smoke coming our of his noise.
>>
Rolled 92 (1d100)

>>39350218
Because rolls are fun!

This is in line with another Post Apoc quest where rolling forms a major part. I dunno how strelok does it, but if its like that you gotta roll when you vote for an action once the game starts.
>>
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>>39350016
This.

>>39349390
HQ: Ruins
>>
We really should remember.

Monsters: Very High

Fluffed civs often get bonuses, if we pick someone it has to be someone who is really good at living in a place infested with building sized monstrosities.
>>
>>39350180
I should clarify this is due to a "superhuman" virus similar to FEV except it actually "worked"

those who can be infected; not everyone, are superior to regular humans in all aspects, with latent psychic ability.

but again as these infected push themselves in one direction or another the mutation begins to take control and twist their flesh to fit the needs of the virus

like psychic adepts become masses of immobile flesh basically existing as powerful psychic nodes, warrior adepts become hulking increasingly meatheaded brutes

the un-specialized, those who become horribly injured, or otherwise ignorant end up becoming horrible monsters barely even recognizable as human and often with little sentience left.
>>
Rolled 7 (1d100)

>>39350336

That is actually already what Mutants in general are. Superior to normal humans in toughness, strength, endurance, speed, etc. Their bodies are also rather unstable and prone to rampant mutation unless carefully managed.

The only thing you've suggested there that wouldn't be covered under the basic mutation is psionic ability.

They pay for this heavily in their population growth rates, and technological aptitude.
>>
>>39350314
That's only true for Genie civs though.
>>
>>39350407
Yeah, true.

Anyway, looks like we're leaning towards tribals. That's good.

>>39349390
>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>Ruins
>>
Rolled 94 (1d100)

Current Votes
-1 Government Remnants
-1 Survivors
-1? Mutants
- (2-3)? Tribals
>>
>>39348480
Holy balls. Genie? That you?
>>
Rolled 84 (1d100)

>>39350489
Genie is currently engaged here: >>39345513

But I was starting the miss the Post Apoc, so here I am.
>>
>>39349606
...otherwise good except for low resources and very high monster presence.

>Survivors
HQ Fortified Township
>>
>>39348480
>survivors
Scavengers through and through. Survived the end times by gathering all we could and holing up, and survive the aftermath by using whatever we can find.
>>
>>39350314

It's certain that the monsters are building sized? I'm not really sure how much damage our tribal group will do to them then with melee weapons and bows.
>>
>>39350477
survivors
hq: Fortified township

we will survive!
there was probably be a song I could have used.
>>
>>39350521
I see, well I hope you do it justice.
I'll be along for the ride.

Also, I recommend grabbing a trip, if you intend on this being long running.
>>
>>39350405
its similar yes, the only thing is it leads to a sort of caste system of mutants and the ability to organize a society based upon sphere of mutation
thik like the basic Indian caste system

perhaps the full "Perfects" are similar to the priest class, or alternatively the Psychic adepts represent the priest class while the 'Perfects' represent the nobility/ruler caste.

below those two are the warrior castes, often single minded but usually still quite intelligent though its almost always limited to very practical wisdom rather than higher thinking (military tactical thought basically)

then you have merchants/diplomats/rangers/spies really anything that would require them to seek other societies and contact other groups, or take part in interpersonal activities in general. they look the most like normal humans with minor mutations but no real overt ones.

below that are mere commoners, still functional but otherwise fairly disgusting mutant peasants, not particularly useful but still sane and sentient

last are "outsiders" or untouchable mutants who are little more than monsters and beast-men
>>
>>39350576
Shadow of the colossus baby!

One real motherfucker climbs that bitch and shanks it's eye with a torn up stop sign!
>>
>>39350576
Nah, it's not necessarily true.

I'm just going by Genie civ. Where building sized tends to be the norm. . .and small comparitively.

Also that was a wasteland where unmodified humans explicitly cannot survive without the most advanced gear.
>>
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>>39350612
Which again is how a DIFFFERENT op does it, Strelok is entirely free to do things the way he sees fit.

Also
>tfw the sudden shift to survivors

Me gusta
>>
Rolled 54 (1d100)

>>39350576
The monsters could be building sized, they could be extremely numerous, or they could just be average numbers but particularly nasty.

It will depend largely upon your choices and my rolls.

>>39350599
That is a bit more than a starting mutation could grant you alone, but such a system would certainly be possible with work.

>>39350594
It should be fairly long running, and I'll look into a trip for next thread.
>>
>>39350646
I really like the iPhone on his headdress.
>>
Rolled 34 (1d100)

>>39350477

Current Votes:
-4 Survivors
-3 Tribals
-1 Mutants
-1 Government Remnants
>>
No time to read thread, limited time when not working. Only enuf time for genie. Sorry
>>
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Here's my idea for the civ.

We're a group of survivors (or tribals) living in a vast urban ruins, with tall broken skyscrapers reaching to the heavens.

The monsters lurk below in the streets and cities, to counter this we have all of us moved upwards to the towers. Farming in it, building makeshift bridges of rope and wood between them, hoping directly over their heads, and from high above we snipe the monsters that try to make their way up, or any other nasities.

Best part is the view, a post apocalyptia sunrise.
>>
Rolled 44 (1d100)

>>39350599
On second glance, it seems like you want...An even more Mutable/Adaptive Physiology than mutants normally have. That's a dangerous path to tread, Anon.
>>
>>39350935
Zipline travel. Fuck yeah.
>>
>>39350982
Yeah!

Ziplines and Gondola lifts
>>
>>39351087
where are we Venice?
>>
Faction votes Concluded.
>>39350982
>>39350935
>>39350579
>>39350553
>>39350525
>>39349582
>[Survivors] Locked.

>HQ Choices

>Fortified Township
++Population
++Defense
+Farm, Water Source
-Supplies

>Tower
++Supplies
+Manufacturing
+Research
+Defense
-Visible
-Population

>Nomad
++Scavenging
+Mobile
+Self Sufficient (mostly)
+Low Profile
-Lightweight
-Defense

>>[Descendants] Mandatory Survivor Selection
+Well Acquainted
+Established
+Trade Relations
-Secrecy
>>
>>39351181
>>Fortified Township
seems like the best choice.
>>
>>39351181

In addition to an HQ choice please choose a Homeground and Terrain.

Choose Homeground

Examples for Homeground below. All actions undertaken within your homeground will have bonuses given to them.

Urban: Start in the middle of a city, no reliable food sources around. Increased bandits, factions, zombies, resources.

Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.

Desert: Start with no immediately detectable sources of water or food nearby. Deserts were popular places for scientific and military bases though, and you'll certainly have plenty of space to build.

Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.

Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.

Military Base: Start inside a large military complex, the bunker you have taken over includes a small nuclear generator, armory, stockpile of ammunition/survival supplies, and some intel on the base and terrain at large. The base is an attractive target for raiding though. Greatly increased bandits and salvage.

Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.

Vault: Start inside part of a large, self sufficient underground complex. Your node is self-sufficient but poorly fortified, and you don't have much room to expand. Furthermore the Vault is not entirely inhabited, and the things that live underground have started to creep in... Increased factions, monsters, decreased bandits.
>>
>>39351225
>Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.
lets be colonists, u-rah
>>
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>>39351128
No, the other kind of gondola.

Although, actualy sci fi hover gondola's that float on air is perfectly acceptable to
>>
>>39351225

Your selected Homeground is contained inside your selected Terrain. Terrain determines general climate and weather behavior, as well as having various other influences. You do not receive bonuses for operating in your terrain. You do not receive penalties for operating in your terrain either, as your civilization's members are assumed to have grown accustomed to its idiosyncrasies.

Examples for Terrain below.

Tundra
Mountains
Plains
Canyon
Desert
Megacity
Jungle
Forest
River Valley
[Write In]
Etc.

Feel free to come up with your own terrain. Various Terrains and Homegrounds can be hybridized, but be aware that there may be unexpected interactions.

Fluff for homegrounds, faction, or terrains will all be handily rewarded.
>>
>>39351181
>fortified township
>urban
>wasteland
>>
>>39351250
so uh

The
Forests are crisscrossed by many large rivers that lead into several large and deep lakes that connect underground.

this work?
>>
Rolled 5 (1d100)

>>39351361
Wasteland is only available to Mutants, Robots, and certain high-tech factions. You'll have to choose a different terrain.
>>
>>39351181
>Fortified Township

Tower is too visible to others.

>>39351225
>Military Base

Gain an intel boost on the local area. Also considering Forest or Rural.

>>39351250
>Mountain/Forests

Thinking American North East.
>>
>>39351225
>Rural, Plains
>>
>>39351409
Tower wouldn't be too visible if we chose an urban setting.

I do like those tower snipers I fluffed up, great for letting us kill mosnters at range. And we can drop stuff on our enemies which is always fun!
>>
Rolled 39 (1d100)

>>39351181
>Tower
++Supplies
+Manufacturing
+Research
+Defense
-Visible
-Population

Megacity
>>
Rolled 17 (1d100)

>>39351384
That is a viable Homeground, it would work.

Be aware that choosing Forest will greatly increase the already substantial monster presence.
>>
>>39351494
where there is a risk there are gains. Im good with it.
>>
>>39351384
Oh god no that would pretty much force Monster Mayhem.

>>39351250
Fortified Township

Coastline bordering Megacity.

Ah wait is the terrain and homeground stuff similar to how Genie does it?
>>
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>>39351434
Yeah true.

>>39351409
Change my vote to Tower, Urban, and Forest.
>>
>>39351606
Oh, fuck, I like this.
Changing my vote from >>39351361

>>39351397
Well, I guess that fixes that.
>>
Rolled 74 (1d100)

>>39351596
Yes, it's similar to how Genie does it.
>>
>>39351181
>Fortified Township
>Urban
>Megacity
>>
Rolled 10 (1d100)

Let me see if I've got this right.

>Current HQ Votes
-3 Fortified Township
-3 Tower

>Current Homeground Votes
-4 Urban
-1 Military Base
-1 Rural
-1 Coastline

>Current Terrain Votes
-3 Megacity
-3(4?) Forest
-1 Plains
>>
>>39351794
Fortified Township
Urban
Megacity
>>
>>39351892

>HQ
-4 Fortified Township
-3 Tower

>Homeground
[Urban] LOCKED

>Terrain
-4 Megacity
-3(4?) Forest
-1 Plains
>>
>>39351963
forest

fortified township
>>
Rolled 13, 35, 31, 45, 16, 41, 27 = 208 (7d50)

>>39352031

>HQ
[Fortified Township] LOCKED

>Terrain
-4 [Forest]
-4 [Megacity]
[Hybridization] LOCKED

Starting Area generation beginning, please be patient.
>>
>>39351963
Forest
>>
>>39352092
forest.
>>
>>39352092
A forest megacity? I fucking love it.
It's like future Oregon.
>>
Rolled 10 (1d100)

>>39352092
Finalized starting area stats.
Bandits: Moderate
Monsters: Dear. Fucking. God.
Zombies: Moderate
Factions: Low
Resources: Higher than Average
Mystery: [Unknown]
[Unknown]: Low Moderate

Well you guys are in for quite something. Generation proceeding.
>>
>>39352251
gunna be gone for a hour, heads up.

don't wait up.
>>
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>>39352201
Yeah I sort of wish we were in a tower though, be cool to be out hunting and scavenging during the day, and as soon as night falls retreat back to the safety of some old derelict skyscraper while the monsters rage below.

>>39352251
>Monsters: Dear. Fucking. God.

Lets hope they're cannibals.
>>
>>39352351
You see now we get Monster Mayhem.

Hopefully it isn't constant also everything else that can survive despite the overwhelming monsters are gonna be just THAT fucking good.

lovely.
>>
Rolled 23 (1d100)

>>39352351
>>39352393
I would advise you expand upon the idea of building into an abandoned skyscraper or something similar.

It will improve your survival chances greatly. Keep in mind that megastructures are not only a thing, but commonplace.
>>
>>39352454
But why would we want to leave our derelict dome where our township is located?
>>
>>39352454
We've got a fortified township and that starts with a farm right? What about some old megacorp executive residential tower with a giant arboretum/greenhouse making up the uppermost floors.
>>
>>39352625
Because the monsters are so numerous that when they attack us they will be able to use the piles of their dead to climb our walls.

>>39352637
This.
>>
>>39352454
I just had an idea. A skyscraper serves as a central ladder to multiple tree houses connected via rope bridges. Rig everything so that it can be collapsed and anything that comes to eat/steal from us must first climb up our boobytrapped tower then get across each of the collapsible bridges
>>
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>>39352808
forgot pic>>39352637
>>
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>>39352637
>>39352785
>>39352454
>>39352625
>>39352637
Our fortified township is constructed high in the air.

It isn't exactly built on only one building but several, all interlinked with makeshift yet sturdy structury that has lasted the elements and monsters.

We are highly proficient at defending our high places and using it to our advantage, being able to move around at will, and ensuring not a single inch of ground is not without sniper or even artillery cover of some kind.

We do our best to stay up here because down there are the monsters. . .

>>39352808
This is exactly the type of thing I have in mind.

We might even aquire some spider tanks or hovercraft later on to aid in tower defense
>>
Rolled 50 (1d100)

[Name: Please come up with a name for your faction.]

>Well Acquainted Bonus
-Homeground Advanced Knowledge Acquired
-Local Faction Knowledge Acquired
-Proficiency against local threats acquired

>Established
-Self-Sufficiency already extant
-Self-Sufficiency enhanced
-Enhanced starter equipment

>Trade Relations
-EXCLUSIVE pit stop for caravans in the local area.
-You're damn near the only ones who've got clean food and water to sell here.
>>
>>39352837
Name: Ewoks
>>
>>39352837
Name: The Sky Scrapers
>>
>>39352808
No need to even booby trap behind us. If we seal off all but 1 or so stairwells in the central tower, we should be able to effectively bottleneck the monsters and as long as we have ammo, we'll be able to hold them off.

If they take that stairwell so be it, it only goes up to the 2nd floor, the rest it blocked off. Then we would fight them on a 2nd floor and have another stairwell go up to the 3rd only, etc. until we get down to our last stairwell which would go the remaining stories. That would give us like 8 or 10 floors to go through, until the building is compromised.
>>
>>39352909
Don't forget things like elevator shafts and the building exterior, not everything is necessarily going to need stairs to climb. We'll still want to put lots of spikes or other nasty stuff on any climbable surface.
>>
>>39352909
You forgot to factor in the exterior defenses. Monsters that could climb the building, flying monsters, jumping monsters using the surrounding environments.
>>
>>39352837
Name: The Remnant Tower

>>39352967
>>39352983
Right, we'll want to fortify the outsides so they can't climb it, fly in, etc. and probably completely seal off elevator shafts.
>>
Rolled 77 (1d100)

>>39352837

This land is your land, by birthright. Your fathers lived their lives out in this megacity, and theirs before them, and so on all the way back to the Fall. Or so you've always been told.

But your city has changed over the years. The Old Men of your town talk about how in their day the trees were naught but a minor thing. Isolated to a few old parks and the ragged edges of your concrete jungle. They even say that the trees of their day didn't reach halfway up the trio of skyscrapers you call home, let alone how they tower above you now.

But those were the old days, back when the deals with the caravans and the scavengers had been first negotiated, and the city still had some normal people in it just trying to scrape by. Back then your town had been a hub for damn near everything and your wealth was sufficient to fight off the constant monsters and zombies, and occasional bandit attacks with ease.
>>
>>39353025
>>39352983
Alternatively invest in more offensive capabilities like wall climbing vehicles and fliers.

Later on of course
>>
>>39352837
Name: Hope
>>
Rolled 45 (1d100)

>>39353042

But slowly the Forest crept in, and with it came the monsters. By the Gods above, so many monsters. They'd always been plentiful, breeding in the sewers and festering in the abandoned arcologies, but when the Forest began to claim more and more land they became unbearable. Endless streams of teeth, claws, hides as strong as iron, and strength that could tear a man in twain or scale entire floors of a tower in the blink of an eye. It happened suddenly and without explanation. Most of the normal factions either up and left or were wiped out within one or two summers. Damned bandits stuck around though, and the zombies only seemed to grow stronger from the increase in food.

This land is your land though, by birthright. Your fathers adapted to what your grandfathers never could have. The town was moved to the upper floors of a trio of towers, and the lower floors were fortified extensively. External walls were greased and festooned with spikes and barbed wire, internal stairwells and elevator shafts were collapsed or turned into murderholes, and fortifications cropped up to combat the monstrous threat. You even managed to negotiate the materials to make an utterly badass Aquaponics system out of one particularly desperate passing caravan. Bridges and improvised roadways were established between the city's buildings and the ever-growing trees, and even a few secret routes were built out of the old subway systems.

Your fathers survived what many did not, for that is just what you do.
>>
>>39353303
>>39353025

I vote for a combo name of The Remnant Hope
>>
Rolled 1 (1d100)

>>39353359

But now you fathers are getting old, and the reins are passed on to you. Will you carry on your legacy, or finally succumb to the world's pressures? Only time will tell.

>News
A caravan has gone through its circuit and stopped by for a night or two. You managed to negotiate quite a few resources out of them in exchange for basic needs.

There are reports of odd rumbles coming from some of the further reaches of the city, and even from your towers you occasionally spy large plumes of what appears to be white smoke. You haven't yet seen one of these plumes near any faction bases you know of, and they do not ever seem to be accompanied by fire.

You get two basic actions due to your population and established nature.

>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 5

Current Pop 1.3k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Armaments: Good.
>>>>>Military: 500
>>>>>Fuel: Average
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Watchtowers. AA Cannons (limited). MG Emplacements. Booby Traps.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]
>>
>>39353363
I like it
>>
Rolled 80 (1d100)

>>39353461

I say E: explore towards those damn big plumes of smoke. And B: Improve our base to connect to a large sky scrapper as was discussed earlier.
>>
>>39353461
Well shit. critical fail random event here we come.
>>
>>39353461
Do those rolls at the start of each post always mean something, or are they just a smokescreen for when you're actually rolling for something?
>>
>>39353461
I say 1: we explore the nearest smoke plume
and 3: Work on improving our weaponry
>>
Rolled 89 (1d100)

>>39353563
You'll just have to find that out the hard way.

>>39353527
You'll have to take your turn before you see what that does.

>>39353516
You have a trio of very large skyscrapers that compose your base already. They are all heavily fortified and well interconnected. You have an extensive hydroponics and aquaponics facility on the roofs and in the central area.

Please include 1d100 for all action proposals and all votes for action plans. Best of 3, including the original action post.
>>
>>39353516

Support
>>
Rolled 77 (1d100)

>>39353590
whoops forgot to roll
>>
Rolled 49 (1d100)

>>39353461
>>39353516
I vote, we could use better above ground transport
>>
Rolled 89 (1d100)

>>39353623 I am >>39353516 so i'd change my base improvement from adding another sky scrapper, to making said sky scrapper harder to breach, as was also previously discussed. Also by the roll thing, do you mean one roll for each action? Hopefully I did it right this time...
>>
>>39353461
>Investigate smoke
>Attempt to locate and fix up something like pic related for future scouting
>>
Rolled 3 (1d100)

>>39353712
>>
>>39353712
There's an idea for later and if we don't have the tech to make those t might be more viable to train specialized avians for falconry. Maybe some kind of small monster bird thing.
>>
>>39353862
Make heck I just figured that with as common as they're becoming nowadays there's probably lots of them to scavenge out there
>>
Rolled 25 (1d100)

Allow me to further explain. This is the standard format for actions.

>Basic 1
(whatever you want to do)

>Basic 2
(whatever you want to do)

This is an 'action plan'. You roll 1d100 with your action plan. If your action plan gets 2 more votes that also have d100s with them then it will be executed.
>>
Rolled 98 (1d100)

>>39353461

>Basic 1
Investigate the nearest plume of smoke.
>Basic 2
Improve base fortifications.
>>
Rolled 54 (1d100)

>>39353461
>Basic 1: Investigate the smoke

>Basic 2: Improve weaponry
>>
Rolled 90 (1d100)

>>39353461

>E. Explore in a direction/something.
Explore towards the plumes of white smoke.

>B. Try to improve the base
Further fortify the trio of skyscrapers, reinforce existing fortifications, etc.
>>
Rolled 2 (1d100)

>>39353461
>E. Explore in a direction/something.
The weird smoke

>D. Research technology.
Toxicology
>>
Rolled 5 (1d100)

>>39354210
Voting this
>>
Rolled 86 (1d100)

>>39353461
>Investigate the nearest plume of smoke
>Improve fortifications

Scouts are dispatched towards the nearest plume of smoke, and should return within the next 2 turns provided they can make it through the monsters.

Meanwhile our forces at home set themselves to further improving our base's already considerable defenses. Machine Gun pillbox networks were looked at, reassessed, and found lacking. Watchtowers were turned into properly stocked sniper nests with alarm systems, and all of our walls and central supports were refurbished and reinforced.

One member named Riley even managed to convince a group to begin working on ground-level walls to seal off the triangle our towers form from the outside...and some progress was made there.

Turn 2
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 5

Current Pop 1.3k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Armaments: Good.
>>>>>Military: 500
>>>>>Fuel: Average
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests. AA Cannons (limited). MG Pillbox Network. Booby Traps.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]
>>
Rolled 64 (1d100)

>>39354380

>News
The caravan is departing, this is your last chance to trade with them.

Slight tremors are felt in the towers, with no evident source. The monsters in our vicinity have fallen oddly quiet.

1 Resource consumed for fortification efforts. 4 Resources remain.
>>
>>39354425
>The caravan is departing, this is your last chance to trade with them.
"Howdy fella's. Hope you had good luck on your travels.

Got anything there we might be interested in?"
>>
Rolled 6 (1d100)

>>39354380

B Improve the base as much as possible. I always love turtling in any strategy game anyways.

D/C? I guess. Basically weapons research, I just don't know which category that belongs too.

Finally how about seeing if the caravan has any knowledge of tech that we don't know about. If they do, ask them to teach said to tech for...some fuel and food/water?
>>
>>39354380
What does the caravan have to offer?
>>
Rolled 53, 7 = 60 (2d100)

>>39354425
Do they have any ammo or weapons available? If so buy them.

>>>>>F. Scavenge for raw materials.
Look for ammunition

>>>>>G. Your choice
Train some more men for the possible monster mayhem
>>
Rolled 6, 16 = 22 (2d100)

>>39354473
Rolling for this. I too have a terrible habit of achieving complete economic supremacy and then marching through with a surplus of supplies.
>>
>>39354380

>B
Finish the ground-level walls.
>E
Explore the foundations of the towers try to find the source or cause of the tremors.
>>
Rolled 87 (1d100)

>>39354380
>C. Try to improve weapons.
The caravan maybe?

>G. Your choice
Start running some emergency drills something weird is going on and it pays to be prepared
>>
>>39354380
>>>>>G. Your choice
have a hunting expedition to clear out the monsters that pose the closest threat to the homestead and give us some breathing room.
>>
Rolled 43 (1d100)

>>39354380
>>39354425

B: Defenses. Something BIG is coming.

C: Weapons. Buy from that caravan. PREPARE.
>>
Rolled 87 (1d100)

>>39354556
Right, the quiet before the storm.

Actually, in that case I vote.

Basic 1
>>>>>G. Your choice
have a hunting expedition to clear out the monsters that pose the closest threat to the homestead and give us some breathing room.

We need to clear out the small fry and give us some breathing space.

Then we can mount booby traps and more defenses outside our base as well as inside

Basic 2
C: Weapons. Buy from that caravan. PREPARE.
>>
Rolled 96 (1d100)

>>39354490
Only 1d100 is necessary.

>>39354490
>>39354474
>>39354450

"Well that depends on what you're interested in, doesn't it? We've got all your standard survival shit, but I doubt you guy's'd be interested in that seeing as you're pretty well off here.

...Teach you tech you don't know? Ha! That's a fuckin' good one there. First of all you know that you guy's are pretty backwater even if you've got a good thing going on for this neck of the woods, right? Also, we don't have any techies with us right now to teach you even if you did have an idea of what you wanted.

If you decide on something more specific then we might be able to get someone by the time we next come around, but that'd require a down payment of a lot fancier shit than food and water.

Weapons? Yeah, we've got fucking weapons! You think we'd come into a fucking hellhole like this without some goddamn kit? You gotta be fucking joking! Whatcha want, we just hit a not-so-abandoned military base on the way here so we even got some of the good stuff for you guys to get first dibs on."
>>
Rolled 29 (1d100)

>>39354583
>>39354556
You don't need to burn an action to purchase/sell goods to a caravan that's in your base.
>>
>>39354620
Right monsters are our main concern so lets get the kind of stuff that does lots of damage to large targets, grenades, anti-material rifles, heavy machine guns, and flamethrowers. Plus ammo.
>>
>>39354620
We want flamethrowers, grenades and rifles. Some heavy weapons would be nice as well.
>>
>>39354620
any modifications would be useful.
>>
>>39354620
"Got any exotic stuff we could save a pretty penny for?

I always do dream of finally getting my hands on some plasma or better yet disinterator stuff, that'll show those big monsters with their armor what for when we melt em to atoms.

Some supressed arms would also be useful."
>>
Rolled 62 (1d100)

>>39354685
>>39354682

"Aah, you want anti-horde shit eh? Yeah, you could say we've got some of that."

-1 Crate Flame Tempest Rifle+Ammo Bundle [1 Res, 1/2 Rank Food, 1/2 Rank Water]
-1 Crate Mil-Spec Flamethrowers [1 Res]
-2 Crates Assort Munitions [1 Res, 1/2 Rank Fuel]
-1 Crate Grenades [1 Res]
-1 Crate Specialty Grenades (Choose) [2 Res]
-1 Box Anti-Materiel Rifles+Ammo [2 Res]

"As for mods...well we've got a few but you don't really got the equipment or expertise to apply them."

-Advance Order Tech Expert(s) [3 Res, 1 Rank Fuel, Large Crate Gragnath Pups]
>>
>>39354803
the crate of grenades, crate of mil-spec flamethrowers, 1 box of anti-material rifles.

what does the Res count as?
>>
>>39354803
>-1 Crate Mil-Spec Flamethrowers [1 Res]
-2 Crates Assort Munitions [1 Res, 1/2 Rank Fuel]
Not too sure if we should get the experts it costs quite alot of Res and If the horde does enough damage we may be in danger.
>>
>>39354803
Can the flamethrowers run on biofuel? if yes we'll take them.
Let's also grab those anti-material rifles
And round it off with the assorted munitions

ooc: how valuable are Gragnath Pups if we can afford to part with a crate of them I say we preorder some techies
>>
Rolled 48 (1d100)

>>39354803

I vote to buy the flamers, I mean Mil-Spec Flamethrowers...And the Crates Assorted Munitions...
>>
>>39354855
We have 5 right now. They usually can be used to support an action. Like to repair the electronics or regain morale.
>>
Rolled 24 (1d100)

>>39354643
Ah, swapping it to:
B: Defenses. Something BIG is coming.

E:Something has brought the forest's monsters to a quiet. This is troubling, we should find out what did it before it arrives.

>>39354620
Let's go for the Flame Tempest Rifles: It's like a rifle, but FLAME.

Also FLAMETHROWERS.
>>
Rolled 22 (1d100)

>>39354787

"Hmm, well we picked up some weird shit from this one abandoned stash out in the desert. It was in the middle of a burnt out base."

The Caravaner sorts through some of his wares, and finally pulls out a large dull silver box. It's about the same size as the box the Anti-Materiel Rifles come in.

"It kinda gives me the creeps to be honest, and I can't figure out how to get the damn thing open anyway so I can let it go for real cheap...How about, say...[1/2 Rank Fuel]"

>>39354880
Yes, Flamethrowers run off of biofuel.

Gragnath are a breed of monster that you have domesticated for meat and hides. Their hides can be tanned and fashioned into an extremely slash-resistant armor, though it does little to protect against projectiles.

You could easily spare a crate of their pups.

>>39354885
You have 4, actually.
>>
>>39354803
Anti-Material Rifles for long range
And flamers for close range
>>
>>39354926
>>39354939
this
>>
>>39354926
>>39354950
>>39354939
Can we get the mystery box too please?
>>
>>39354939
I vote for this + Mystery box
>>
Rolled 35 (1d100)

Consensus Seems to be:

>Purchase
-1 Crate Mil-Spec Flamethrowers
-1 Box Anti-Materiel Rifles+Ammo
-2 Crates Assorted Munitions
[Total Cost: 3 Resources, 1/2 Rank Fuel]

Would you also like the Mystery Box?
[Cost: 1/2 Rank Fuel]

>Improve Defenses
>Explore Surrounding Area for cause of Unusual Quiet
>>
>>39354975
>>39354958
>>39354939
Rifles, flamers, and mystery box!
>>
>>39355001
Drop 1 assorted crate and get the mystery box... is my vote...
>>
>>39355001
sure lets get the mystery box, why the hell not.
>>
Rolled 4 (1d100)

>>39355001
Sounds good
Can we also see if the traders will take particularly interesting monster bits as alternate trade goods?
>>
Rolled 42 (1d100)

>>39355056

They would, but you don't have any as of right now.
>>
Rolled 94 (1d100)

>>39355067
Pity perhaps we should test some of those new rifles out on a hunting expedition
>>
Rolled 51 (1d100)

>>39355105
Hmm, well with a roll like that.

>Received
1 Crate Mil-Spec Flamethrowers
1 Box Anti-Materiel Rifles
2 Crates Assorted Munitions
1 Small Box Flame Tempest Rifles
>Exchanged
3 Resources
1 Rank Fuel

>Explore the area for what's caused the odd silence
You dispatched a few of your most veteran scavengers equipped with your new Flame Tempest Rifles out to investigate for the source of the odd quiet.

"So what the fuck are we looking for, Granger?"

"Beats me man, we're trying to find whatever the fuck's got the monsters all quiet."

"Yeah? So you ain't got no idea what to look for?"

"Nope."

"Me either."
>>
Rolled 14 (1d100)

>>39355293

Suddenly a tall woman equipped in an impressive suit of improvised plate armor stepped up behind the two...while somehow not making even a faintest creak.

"Hey you two chucklefucks, we're going underground."

"What? No the fuck we're not! I ain't got a death wish!"

"Doesn't matter, the Council put me in charge and I say we're going underground. I've got a hunch."

"...Fuck you and your hunches, ma'am."

Scout team dispatched.
>Warning
Radio contact lost with scout team.
>>
>>39355460
well shit.
>>
>>39355460
Damn.
>>
>>39355460
That's ominous
>>
Rolled 49 (1d100)

>>39355460

Meanwhile, our forces continued to fortify the base and it goes well. Incredibly well, as there wasn't a single monster around to harass any of our builders. The watchmen assigned to the construction project actually started to get a little bored.

"Hey, what's that sound?"

"What sound?"

"That whistling sound, can't you hear it?"

That was when all your forces assigned to construction actually started to notice a hissing, screeching type sound. It wasn't of the sort they were used to though, didn't sound like any monster they'd ever heard of.

>News
Scouts dispatched to the plumes of smoke have returned.

That's when your lookouts noticed a ragtag group of people sprinting towards your base as hard as they could while being pursued by a pack of particularly vicious looking monsters.

Please roll 1d100
>>
>>39355567
shit, get the guns!
>>
Rolled 43 (1d100)

>>39355577
>>39355567
fucking captcha eating roll fucker fagottlakdjfl;asjf;aksdjf;lads;fjiajhf;ehr;aheilfhawe;oifraw
>>
Rolled 84 (1d100)

>>39355567
Clearly zombies.
Eliminate with extreme prejudice

Note: don't actually do that.
>>
Rolled 51 (1d100)

>>39355567

Try to protect our scouts first and the other people second!
>>
Rolled 92 (1d100)

>>39355567
Get out the weapons, man the defenses.

Scouts should follow the chase below. If an opportunity for rescue presents itself, by all means, but don't go rushing into danger.
>>
Rolled 88 (1d100)

>>39355567
First priority is security.
Lay down fire on the horde.
The scouts need to rely on themselves to get up the tower, but we'll at least reduce the size of the horde before they hit the choke points in the tower.
>>
>>39355687
Wait. Misread. Was under the impression that the ragtag group was our scouts.
Allow them access, but not at the expense of our own men.
>>
Rolled 89 (1d100)

>>39355567
Your snipers take aim on the squad advancing towards your fortifications, even as alarms are called and the entire town is sent on high alert.

"Fuck! Those are our guys! Save'm, shit!"

"Fuck, you're right! Redirect fire!"

>Workers (mostly) withdrawn inside fortifications
>Defensive forces attempting to thin monsters pursuing scout squad

"Wait, are they...yelling something at us?"

And that was when the world exploded.
>>
>>39355713
Oh no.
>>
>>39355713
ffffffuuuuuck.
>>
>>39355713
Fucking knew it was gonna be bombardment considering the whistling sound. Fucking bandits bringing out the big guns.
>>
>>39355713
Well, gg everyone.
I suppose people kinda overhyped the last apocalypse. Hard to top the world exploding.
>>
>>39355713
Fucking monsters are going to shoot out of the ground.
>>
>>39355756
I dunno, I've heard good things about Black Holes.
>>
File: 1428311082811.jpg (549 KB, 1024x1024)
549 KB
549 KB JPG
If the qm doesnt chine ban in going to pee With excitement.
>>
>>39355773
Considering we are in monster mayhem no real surprise there and they'll just dig right through the floors.

Why bother going through all those defenses when monsters can just go through?

Otherwise I think its arty though considering the whistling sound in the previous post before the explosion in the one after.
>>
>>39355776
... What?
>>
Rolled 22 (1d100)

>>39355713

The hissing sound reached a crescendo, ceased for a moment, and then a roar like thunder rolled across the cityscape. The ground behind the fleeing scouts rapidly started to pulse, and then crack, letting out great billows of white smoke. Soon the cracks caught up to the monsters, and as the gusts of white hit them you saw their flesh boil off. Their pursuit quickly changed into flight itself, and several of the monsters ducked off into side alleys or leaped up onto high floors of the surrounding buildings. Several more were not so lucky and were engulfed in the superheated steam, tinging it a slight pink.

Your scouts were lost amid the billows, but without them to focus on your lookouts began to notice other things.

"Wait, are those cracks heading towards...FUCK!!"

>Evacuation ordered, North East Tower
>>
>>39355826
the fuck kinda monster can do that?
>>
>>39355826
Well. That solves that mystery.
>>
>>39355843
A buildup of steam in the underground systems, possibly caused by tree roots invading in on already existing tanks.

So, you know, the city in general.
>>
Rolled 70 (1d100)

>>39355826
The dice gods are not in your favor, guys.

>WARNING
>GROUND IS COLLAPSING AROUND NORTH EAST TOWER
>SUPERHEATED STEAM IS ENGULFING BASE
>GROUND-LEVEL CURTAIN WALL HAS BEEN DESTROYED
>>
>>39355866
We are all going to die from fucking steam while the monsters get roasted.

fuck irony.
>>
>>39355866
who are you even rolling for anyway?
>>
>>39355879
At least we'll be able to eat the carcasses.
>>
>>39355866
So much for all that hard work FUCKING RUN YOU IDIOTS THIS IS NOT A DRILL
>>
Rolled 37 (1d100)

>>39355866
>Status of North East Tower is unknown
Receiving transmission...
Callsigns exchanged, it's the scouts we dispatched underground. Wait, why are they underground? We didn't send them there??

"B-Bbaase come IiiiInn, d-do yhguo read? CCcccmommms benngig jammmedd. IIImmiiinenttt b----- ATTACK!!!"

Communications cut out. Contact lost.

What do? You still have full control of you Southeast and Southwest towers.

>Man the lower defenses
>Investigate the NE tower
>Lock down the NE tower
>Deploy forces to ground level
>Other?
>>
>>39355879
Thats not the problem the real problem is...once those things cool down.

There is now a great big passage from underground literally right on our doorstep and into our very base.

Not to mention our first floor defenses just got fucked and the damage from the steam will cause.

>>39355921
Fucking knew it there is no way whatever is down there will be able to resist just a passage and tempting target.

Fuck.
>>
>>39355921
>>Investigate the NE tower
>Deploy forces to ground level
FUCKING BANDIT FAGGOTS.
>>
>>39355921
GAME OVER MAN, GAME OVER!

> man defenses
>>
Rolled 53 (1d100)

>>39355921

Lock down the NE tower and man the defenses!
>>
Rolled 90 (1d100)

>>39355960
supporting
>>
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Rolled 99 (1d100)

>>39355921
Do we roll here? I'm rolling.

>Man defenses
>Lockdown NE, but send someone to check for survivors
>Get someone with a crowbar to bust open the MYSTERY BOX
>Rev up those flamers!
>>
Rolled 20 (1d100)

Okay, we should not deploy ground level because of that steam. I do suggest locking the NE tower to buy us time.

So

>Lock down the NE tower
>Man the lower defenses
>>
Rolled 50 (1d100)

>>39355960
>>39355983

Be warned, if you lock down the NE tower you will be leaving any surviving civilians and personnel there to whatever Fate has in store for them.
>>
Rolled 64 (1d100)

>>39355986
Yes, you roll here.
>>
Rolled 24 (1d100)

>>39355921
>Investigate the NE tower

Keep our troops high off the ground so that steam doesn't melt their faces off.

I think some giant ass monster is producing the steam, and it headed towards the NE tower. That's why we saw the cracks going in that direction. Think we should aim the AA Canons at the ground because whatever it is, it's fucking huge.

Do not abandon the NE tower just yet figure out whatever the fuck this thing is.
>>
>>39355987
Sharp eyed sentries to the top most look out posts?
>>
Rolled 11 (1d100)

>>39356027
Absolutely

>>39356024
Hrmm, but that's true too. . .information is power
>>
Rolled 38 (1d100)

>>39356000

Oh fuck, I don wanna abandon anyone! Investigate the tower! Disregard >>39355960
as that is me..
>>
Rolled 96 (1d100)

>>39355931
>>39355921
forgot the dice.
>>
>>39356000
Well shit how many people do we think are over there?
>>
Rolled 6 (1d100)

>>39355986

As a general policy, roll whenever you do anything.

ANYTHING.

Even when you're not doing stuff it's a good idea to roll.
>>
Rolled 70 (1d100)

>>39356051

Roughly 1/4 of your civilization. So 150 Military Personnel (mostly at the defensive emplacements) and about 300 more civilians.
>>
>>39356094
>>39355986
Wait no.

Don't lock it down. Is it too late? Has it already happened? Get READY to, but see if we can get people out first.
>>
Rolled 59 (1d100)

>>39356094
Well talk about unacceptable losses
Investigate the tower and man the defenses on the others
>>
Rolled 24 (1d100)

>>39356119
There seems to be contention, so no action has been locked in just yet.
>>
Rolled 65 (1d100)

We can't let our guys die alone! We need to go in force to recover add many people add possible! To the ziplines!

Assault in force, civies man the defensed!
>>
>>39355931
>>39356048
staying with these strelok >>39356141
>>
Rolled 5 (1d100)

>>39356094
Shit first major conflict of the quest and not only do we not know what we're really fighting but we've potentially lost a quarter of our civilization
>>
Rolled 8 (1d100)

>>39356147
Seems like the consensus is:

>Investigate NE Tower
>Man the Lower Defenses

Would you like to deploy forces to ground level?

Which force should be equipped with Flamethrowers? (Ground Forces, Lower Defenses, Investigators) [Can only choose one]
>>
>>3935616
Take off and nuke the site from orbit?
>>
Rolled 60 (1d100)

>>39356190
Investigators should have the flamers
>>
>>39356190
ground forces.
>>
Rolled 44 (1d100)

>>39356147
We don't know what's attacking them. If it's some giant monster, that's devouring the building, sending troops into that building wouldn't be productive.

We should be ready to take action, but until then investigate and figure out what action we should take.

>>39356152
I don't think we should deploy troops to ground level because of the face melting steam that's can shoot out of the ground at any time.
>>
Rolled 69 (1d100)

>>39356190
Ground forces get flammenwerfers.


Captcha: eknom
>>
Rolled 24 (1d100)

>>39356190
Give ground forces flamers.
>>
Rolled 8 (1d100)

>>39356204
>>39356190
>>
Jesus.
I left to get a snack.

Anybody got some heavy-duty caulk?
>>
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>>39356205
We need some FEAR units up in here.
>>
Rolled 14 (1d100)

>>39356205
This
Investigate the tower so we know what the fuck is going on
Don't go to the ground that seems to be trying to kill us
Equip the lower defenders with the flamers
>>
Rolled 44 (1d100)

>Lower Defenses manned.
>Ground forces equipped with Flamers and dispatched.
>Units dispatched to investigate NE Tower.

Reports coming in...receiving and processing.
>>
Rolled 51 (1d100)

>>39356244

>Lower Defensive Forces
"All's quiet down here, it's quite hot but we've had worse. No sign of enemy forces. Allowing Ground forces through cordons now."

>Ground Forces
Filtering through lower defenses now. No contact reported yet.

Sporadic reports of movement, but difficult to pinpoint or confirm due to steam.

"Goddamn it's fucking hot down here."

>Units dispatched to investigate NE Tower

Reports filtering in.

"Civilians running across the central catwalks into adjacent towers, incoherent yells. Heavy burns on all witnessed thus far."

"Proceeding into tower proper."

"First ddfensive cordon reached. No one mannning the guns. W-wait, there aren't any guns here they've been removed."

"Aaaproaching secondd defensive ccordon. Can sttill hear the screamms. Haven'tt seen any civiliaans for a while, nor any military personnelll. No signns of strugglle thoughh."

"FFffuuccckk!!! CcontacT!!!"

You hear a loud roar as something happens on the other line, it sounds almost like the blasts of steam earlier, then the crack and barks of your own shotguns and rifles then the transmission descends into static.

>What do?

>Ground Forces to NE tower
>Divert lower defense forces to guard against NE tower
>Lock down NE tower
>Send another investigative squad to NE tower
>Other?

You can hear small arms fire from the NE tower, but receive no radio messages only static. The stream of civilians has tapered off, no one else is emerging from there.
>>
Rolled 71 (1d100)

>>39356387
>>Divert lower defense forces to guard against NE tower
We have a fucking steam dragon...SHIT.
>>
Rolled 51 (1d100)

>>39356411
Seconded
>>
Rolled 39 (1d100)

>>39356387
Yo something's up with the guys in the smoke. They keep talking lliikkee tthhiiss.

Do we have gas masks? Use them. No? Whatever.

Redirect the Defense guys to the NE.

Prepare for, but do not, Lockdown.
>>
>>39356411
and bandits don't forget the bandits.

Their ability is a dead giveaway considering our missing guns. They got the nifty ability to auto upgrade so they would of auto equipped the guns if it was better then what they had already while passing through.

So its a dead giveaway that bandits are involved.
>>
>>39356458
>>39356387
Also start pulling the ground guys further towards the defenses, as it's starting to get toasty down there. SLOWLY.
>>
Rolled 56 (1d100)

>>39356497
You ground forces don't report any increase in temperature. Though it's still hot as balls down there because the steam doesn't seem to be dissipating.

>>39356458
>>39356449
>>39356411
What would you like the ground forces to do?

>Withdraw and bolster intact towers' defense
>Surround NE tower from the ground
>Search for underground breach
>Hold Position (No hostile or anything reported yet)
>Other?
>>
>>39356482
I'm sure mutants or anything else that could hold a gun would like guns too.

Whatever it is I think its coming from underground, and it may be a diversion to kill our troops before a true "base attack"
>>
Rolled 84 (1d100)

>>39356530
>>Other?
storm into the NE tower and kill these bastards, no survivors.
>>
>>39356530
>Withdraw and bolster defense.
>>
Rolled 38 (1d100)

>>39356530
The tower is clearly being looted
Set the lower levels on fire and let it spread upwards we've already lost the goods and people within let's practice scorched earth tactics if they want those guns so badly they can cook with them
>>
Rolled 27 (1d100)

>>39356555
Bandits could leave faster than the fire would get to them.

Especially if they can survive superheated steam.
>>
Rolled 99 (1d100)

>>39356555
Fuck yeah, this right here. Lock down and burn down the lost tower!
>>
>>39356576
Steam and fire are very different beasts, and if nothing else it will destroy any loot they might be carrying. Plus unless they can fly setting the ground floor on fire will cut off retreat
>>
Rolled 55 (1d100)

>>39356548
>>39356555
>>39356577

>Assault the NE tower, from the ground up
Writing.
>>
>>39356601
Or, you know, underground tunnels. Which are fairly common if not standard to all post apoc settings
>>
Rolled 19 (1d100)

>>39356603
Hmm, well...That's gonna...uhh...
>>
>>39356630
They are in our tower, if the base of the tower is on fire how do they reach their tunnels?
>>
Rolled 38 (1d100)

>>39356685
Damn, dice. Alright alright fine.
>>
>>39356685
Who the fuck are you rolling for? If its for us then the fuck are we rolling for?
>>
Rolled 8 (1d100)

>>39356704
You're kidding me, how the fuck am I supposed to explain that?
>>
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>>39356717
Oh fuck.
>>
>>39356717
Remember to include modifiers. Which hate everything.

also here is a pic you requested.
>>
Someone is really going to have to explain to me why the qm is rolling and for who,what, and how it affects us. Go slow please.
>>
>>39356757
Have you never been in a genie civ thread before? The rolls are for multiple things. For random events, situation rolls, enemy rolls etc.
>>
>>39356794
First one mate.
>>
Rolled 69 (1d100)

>>39356603

>Ground Forces ordered to assault the NE tower

"Advancing into the NE tower, booby traps down here have been sprung, looks like we've got...Bandits. Not normal bandits though, these guys've got some serious shit. Advancing further up, with extreme prejudice."

----

>Contact lost with NE tower forces

"Fucking bandits, I thought all those motherfuckers left when all our friends ditched on us. Where'd these motherfuckers even come from? And what the shit is that bullshit they're wearing? That motherfucker in the car trap wasn't even DEAD he was just pinned!"

"Beats fucking me where they came from, and I don't give a shit either. All I know is that they're here now and I'm gonna fucking make them pay for what they've done here. Now grab his gun and let's get this shit done."

---

You hear the roar of flamers from across the gulf between your towers. Men shout and the crack of small arms fire increases until all you can hear is the thunderous blasts of shotguns, then it dies down.

>Contact regained with NE Tower forces.
>>
>>39356811

"Sirs, this is NE Tower Investigator Karl reporting in. All threats neutralized, but heavy casualties have been sustained. Consolidating location now, request relief forces and doctors be dispatched.

Assailants appear to have been a small group of tech-bandits. Count approximately 20 downed by our forces, unknown if any escaped or not. Will have a full report ASAP."

>Victory Achieved
>Analyzing Battle reports

Lost: 300 Civilians
Lost: 150 Military

Acquired: Unknown Loot [Requires Analysis/Search]

Structural damage to NE Tower
Defensive fortification damage to NE Tower

You guys did well, good job. These guys weren't supposed to be something you encountered for QUITE some time.

Turn 3
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 1

Current Pop 900
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Armaments: Good.
>>>>>Military: 350
>>>>>Fuel: Low
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests+. AA Cannons (limited). MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers. Mil-Spec Flamers.
>>>>>>Ammunition Reserve: Good.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]
>>
Rolled 98 (1d100)

>>39356882
>>>>>>D. Research technology.
figure out what the fuck their tech is.

>>>>>G. Your choice
Mourn our dead.
>>
>>39356882
Coulda gone better, but I'll call this a victory.

>B: Try to improve the base. The NE Tower, while somewhat less necessary due to population loss, is in shambles. Unshamble it.

>D: Research Technology. What a bunch of assholes. Let's figure out what this shit is so we can turn it against them in the future.
>>
Rolled 50 (1d100)

>>39356882
>>>>>B. Try to improve the base
Use a resource to repair our base. Can't risk it breaking apart or leaving holes for the tech bandits to take advantage of.

>>>>>F. Scavenge for raw materials.
Look for some fuel
>>
Rolled 95 (1d100)

>>39356882
Scavenge for raw materials. And repair the NE Tower.
>>
Rolled 39 (1d100)

>>39356882
>>39356904
Forgot roll.
>>
Rolled 45 (1d100)

>>39356905
You have a biofuel generator that will replenish your fuel stock over time, but you can still scavenge for fuel if you like. It doubles as both a producer of biofuel and an emergency electricity generator if your primary power source ever goes out.
>>
>>39356882
>D. Research technology.
What the hell were these assholes carrying
>E. Explore in a direction/something.
Figure out what was underground producing all that steam
On that note did the original scout team survive, are they dead or do we not know?
>>
Rolled 74 (1d100)

>>39356990
Forgot the roll
>>
Rolled 78 (1d100)

>>39356882
Consensus seems to lean towards

>Check out the loot
>Repair the NE Tower

>>39356990
Unknown as of yet, you're still recovering from the attack and will likely need 2-3 more turns before an accurate headcount can be taken.

Have to let the wounded either stabilize or die, you know, and it's hard to identify a body that's had its skin melted off.
>>
>>39357012
add morning the dead to that list, we gatta give them proper rights.
>>
Rolled 8 (1d100)

>>39357037
It shall be done.
>>
>>39357044
So what, we fuck up the last rites so hard we get zombies?

That's a terrible roll.
>>
Rolled 65 (1d100)

>>39357037
>>39357044
Quick question do we eat our dead or did food never become scarce enough to develop that particular cultural practice?
>>
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>>39357072
>>
Rolled 56 (1d100)

>>39357070
Nah, you have to roll to see how well it goes.

>>39357072
Your Civ has not fallen upon times that hard in recent memory, but you are Survivors so you are quite well versed in exactly how to avoid having to do things like that.

The same might not be true of other factions.
>>
Rolled 60 (1d100)

>>39357044
>>39357087

Rollan then.
>>
Rolled 41 (1d100)

>>39357012

Your men and women set themselves to the task of rebuilding the shattered remains of the Northeast Tower...only to discover that there was extremely little actual damage done to it. It seems that these bandits were as good as their equipment would suggest, and both the steam and their weapons were geared towards killing while leaving as much loot intact as possible.

>Damage to NE Tower is Minor

However the street around the NE Tower was another matter entirely. It was entirely caved in, leaving a deep scar running halfway around the perimeter of your base, exposing the underground. It's not clear exactly what happened but there are extensive burst pipes at the bottom of the trough, so it would seem that the bandits used the city's utilities network to cause some sort of overload.

Which is odd because you seem to remember someone telling you that there aren't supposed to be automatic safety shutoffs for that sort of thing.

>NE Tower Repaired

Meanwhile your more tech-oriented members dug in to the loot the Bandits had dragged in with them, as well as the gear they themselves had been wearing.

"Jesus fuck, do we even have anything that can cut these fuckers open?"

"Cut them open? Why would you want to do that? Look, this reminds me of something my Old Pa showed me once, let me just try this real quick."

*Pop-hisss*

>20 Suits Bandit Pyro Power Armor Acquired

Meanwhile the odd sacks that the bandits had been carrying with them were rummaged through. A good chunk of what was in them were our very own defenses, which were all replaced.

>NE Tower Defenses Repaired

The rest, though...was quite the haul.
>Acquired 2 Crates MAD Bandit Pyro Grenades
>Acquired 1 Box MAD Bandit Flamers
>Acquired 1 Box MAD Regenerating Plasma Spewer Pistols
>Acquired 3 Loot
>>
>>39357208
Aw yiss, we're having BBQ for months.
>>
Rolled 66 (1d100)

>>39357208

>Acquired Strange Silver Key

After the day's work was done, to ensure that the living remained safe in our towers...a solemn feast was held to mourn for the dead. Although the wounds that had been opened would take time to heal, the call to honor the dead was a motion that was appreciated.

[Morale Improved, Food Burnt]

Turn 4
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 0

Current Pop 900
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Armaments: Very Good.
>>>>>Military: 350
>>>>>Fuel: Low
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests+. AA Cannons (limited). MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers. Mil-Spec Flamers [Limited]. MAD Bandit Pyro Grenades. MAD Bandit Flamers [Scarce]. MAD Regening Plasma Spewer Pisotls [Scarce]. Anti-Materiel Rifles [Scarce].
>>>>>>Ammunition Reserve: Good.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged]. 20 Suit Bandit Pryo Power Armor [Requires Power Armor Training].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]
>>
Rolled 8 (1d100)

>>39357271
Aaand, I'm going to call it a night here, folks. Next thread should be up tomorrow between 6pm and 8pm US Eastern time.

Thank you all for playing, and you'll have an important surprise at the beginning of the next thread to look forward to.
>>
>>39357285
you got a twitter?
>>
>>39357295
Not as of yet, but if this stays relatively popular then I might pick one up.
>>
Bump, gotta archive this somehow
>>
bunp

>>39359091
Doesn't moe grab it all?
>>
bump
>>
bumperino
>>
Rolled 49 (1d100)

Oh, this is still up? Well shit. Feel free to vote on actions if you like.
>>
>>39363360
oh wow, I dunno if you wanna do it like Genie where stuff can happen daily or if you had game days.

Hmm
>>
Rolled 72 (1d100)

>>39357271
Basic 1
>Find 20 able bodied men, preferably our best fighters, to train in the usage of the recently aquired

Basic 2
Scout out the surrounding regions, and get a basic map of what is around. This forest changes every so generation, so we have to know what is around these parts.

I like maps they help considerably, so that'd be nice if we could get one
>>
Rolled 35 (1d100)

>>39363360
>F. Scavenge for raw materials.
This would replenish our resources right? Or at least start to?

>E. Explore in a direction/something.
Explore the underground around the NE tower, so we can know what's down there. Maybe even find choke points to fortify/seal off.
>>
Rolled 99 (1d100)

>>39363645
Yes, if you don't specify a specific sort of thing you're looking for (Ex: Gunsmithing equipment, Ammunition, Manufacturing Equipment, Research Materials, construction equipment, vehicle wrecks, etc.) then you will default to collecting Resources.

Resources are an abstraction of various useful materials that are generalized enough to be used for basically anything. This is contrasted with materials, which are specific things you have access to. Materials are more efficient and have better end results to compensate for being MUCH more limited in what they can do.

Most actions that aren't scavenging or military will require resources or materials, but you'll be warned if an action will go to waste due to lacking the required stuff.
>>
Rolled 98 (1d100)

>>39363808

On another note, Loots are like a hybrid of resources and materials and supplies. Best of all worlds, but they're very difficult to get.

Loots are also (essentially) the currency of the Post Apoc.

>News
-Our techies tell us that it might not be the best idea to use the bandits' MAD tech. It seems to be...temperamental at best. Notably, one tech suffered extreme burns to half his body when he attempted to use a Spewer Pistol. The gun remains intact. Your members are wary of the other equipment.

-You have received a long-range transmission from what seems to be a large caravan who are approximately 8 turns out. They are offering you hefty discounts if you dispatch a force of [150 Military] to serve as guides and escorts to your base. If you accept this offer the caravan will arrive in 5 turns, returning your dispatched forces with it.
>>
Rolled 45 (1d100)

>>39363951
I vote to dispatch the 150 military as long as the loss of almost half our military doesn't compromise the security of our compound. Exchanging protection for goods is a win win in my opinion.
>>
Rolled 76 (1d100)

>>39364082
It will greatly reduce your level of defensive preparedness, but you'll still have enough to man your basic defenses and you'll still have your booby traps.

So your level of defense won't be reduced all that much, but you won't have anything in reserve.
>>
>>39364120
Damn, I need to take a nap.

Just to be clear:

-You will not be /much/ less defended than you are now.
-However you won't have any reserve forces to react in case any of your lines falter.
>>
>>39364146
I think that's fine, but I highly recommend that we now train all civilians in combat, so we can have a standing militia of EVERYONE in reserve. After all, if we lose any fight at all, we're fucked anyway.
>>
Rolled 45 (1d100)

>>39364209
You lack the proper facilities and expertise to train your civilians like that. You could acquire them, but you'd need to find someone who knows what they're doing first. Your military will slowly come back over time, or you can burn some actions on training up new military personnel.

Which is not to say that your civilians are helpless, it's just that they don't wear armor all the time and usually only have a sidearm on them when in the base.
>>
>>39364120
>>39364146
Ok just double checking. I think it's an acceptable risk.

>>39364209
I'm not sure what the current status is, but I'd imagine we'd have some mandatory military service for all able bodied men and women over the age of 18 for a set period of time.
>>
Rolled 56 (1d100)

>>39364449
We could improve upon that and implement it. It will do especially well if we can use caravan connections to hire military trainers

I will also support the transferall of 150 men.

As for actions

Basic 1
Search for barricade construction [materials]. We should start refortifying our homeland proper, as previously we had scouts come under attack by monsters not too far from the base. Had it not been for the steam pipe that would hvae been nasty.

>E. Explore in a direction/something.
Explore the underground around the NE tower, so we can know what's down there. Maybe even find choke points to fortify/seal off.
>>
Rolled 5 (1d100)

>>39364449
Your civ is all acquainted with weaponry and fighting, but you're far from professionals. You're pretty good at dealing with monsters under most circumstances, but bandits will likely have their way with you if they ever get in a straight fight with you outside your township.
>>
Rolled 1 (1d100)

>>39364487
This
>>
Rolled 39 (1d100)

>>39364611
>Critical Failure detected
>Action Plan automatically selected
>Calculating effects now
>>
Rolled 23 (1d100)

>>39364638
Will set up another thread in an hour or two, opening with the effects of this critfailed action plan.

I'll post a link to it here, if this thread is still alive.

But I've gotta get some food and coffee if I'm going to do this right.
>>
>>39364611
>>39364638
Oh fuck
>>
Rolled 10 (1d100)

>>39365170
The dice just do not like you guys.
>>
Rolled 71 (1d100)

>>39365296
Well that's not quite right. It's like they're trying to smack you down lest you become too powerful.



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