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File: Vehicle Bay Exit.jpg (32 KB, 640x321)
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Rolled 62 (1d100)

Two power armored figures sprint down the center of the containment unit, their armored shells painted in the blood of their comrades. Their gasping breath is audible even through the armor they wear. The insectoid are still pressed against the glass of their cell, and watch as the soldiers flee past them.

A crunching, crashing noise comes from the corner hallway your men are fleeing from and a moment later a suit of power armor rockets out to impact on the insectoid's cell, bounce off the glass, and fall to the ground. There is a deep gash in the center of the armor's chest plate, and maggots visibly writhe in it as the man gets to his feet. The suited soldier briefly attempts to claw the worms out of the rent, but his efforts are ineffectual and they quickly disappear inside the armor. A brief scream is emitted from the man's voice unit, but before it can properly reach a crescendo the sound becomes a bloody gurgle and the armor slumps down to the ground. A small stream of maggots empties itself out onto the containment unit's floor, now tinted pink from blood and interspersed with flecks of gore that they quickly consume.

Out of the hallway a massive, hulking form pads out. It is well over 7ft at the shoulder, and is entirely composed of writhing worms, maggots, and small snake-like creatures that have coalesced into the rough form of a wolf. Only its bloodshot eyes and red-stained teeth stand out against the rest of its constantly shifting body. It glances towards the two fleeing soldiers, now just reaching the security checkpoint, and expels air from its nostril-analogues as if in disgust before padding over to your soldier's corpse. It dips its head down to sniff at the rupture in the armor and as it does so the small puddle of worms that has formed lift themselves and flow up its muzzle to integrate into the rest of its mass.

Acquisition of mass complete, it looks again towards your remaining soldiers and begins to walk.

Welcome to the Post Apoc.
>>
File: 1436545959623.jpg (1.67 MB, 2560x1600)
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Rolled 76 (1d100)

>>41592121

“FuckfuckfuckfuckfUCKFUCKFUCK GET THE DOOR CLOSED HEMSON!”

“I'm fucking trying Gloe, goddammit! I'm working with one arm here!”

Your soldiers desperately attempt to hack the glowing console in the Security Checkpoint as, in the distance the wolf-thing pads over to its last kill and sniffs it.

“Why the FUCK did I have to be the one to get his interface fried outside?? Goddammit and what IS that thing? I didn't even see it until it'd killed 14 of us!”

The wolf bends its head down, and the pool of worms that had slid out of your soldier's armor form a small pillar and flow onto the creature. They quickly incorporate themselves into its structure and it stands a minute amount higher than before as it turns to look at Hemson and Gloe, and starts walking towards them.

“I don't fucking know what it is any more than you do! FUCK, I got locked out! RUN FOR IT!”

“No way we're outrunning that thing. Let's try...THIS!”

Gloe cocks back his arm, and then plunges it through the console's glowing screen. Glass and metal part as if they were warm butter, and a shower of sparks cascades out of the dying interface.

Behind your troops the security bulkhead slams shut just as the Wormwolf begins to gallop towards them.

“Well...shit.”

“Works every time, now let's get out of he-ACK”
>>
Rolled 55 (1d100)

>>41592310

Your troops slump to the ground, each of their necks pierced by a thin needle. As they fall the skinny figure of Sherman stands over them, a pouting expression on his face.

“That never works for /me/.” the scientist says in a whining tone.

“Even still, it was well done. You know...I might even let one of you live. Hmm...but which one? Ah! I know!”

The pale-skinned doctor reaches into one of his labcoat's pockets and pulls out a two-sided disc. On one side is a bas relief of a grotesque monstrosity snarling out of the coin's face. On the other is a mechanical looking face dominated by two large optical receptors. He tosses it up in the air, catches it on the way down, and peaks at the result.

“Mm, very good. A new lease on life for that one then. Now...there is much work to be done before the 'reinforcements' arrive. Let's be off, you bashful dames.”

>Alert
-Strange signals are being detected in the cave ceiling.
-A bandit group has been detected aboveground moving vaguely in our direction
>>
File: Caveside Map.png (15 KB, 1274x642)
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Rolled 26 (1d100)

>>41592480
Map Key
Purple - You
Light Purple - Fungal Canyon
Pink - Zombies
Snot Green - Monsters/Monster Dens
Grey Ovals - Stalagmites and Rock Pillars
Yellow - Occupied facilities
Brown - Research Bunker
Red - Bandits
Blue - Water

>Notice
-Due to dispatch of reinforcements to the research bunker you only have 1 action available this turn.
-Population increase due in 2 turns.
-This is thread 5, which means the gloves are coming off.

>Who would you like to dispatch to the bunker as reinforcements?
-Default is 100 troops, 5 War Walkers, scientific specialists, Sgt. Grift
-[Write-In]

>What do?
>Turn 14
>>>>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
>>Resource Points: 1
>>Pop 945
>>Military 195
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
Rolled 20 (1d100)

>>41592519
Default is probably best, also send one or two cargo crawlers and 10 hover technicals.

>G. Implement plans to increase our military by 275, bringing the total up to 470, about half our population, and begin basic training of these new recruits

we are so screwed
>>
Rolled 92 (1d100)

>>41592984
Basic Military Competence VR training will take ~5 turns to complete. It'll take ~2 turns in the Training/Torture facility, but that would require supervision by the Sergeant.

You're certainly screwed if no more anons show up.
>>
Rolled 14 (1d100)

>>41592984
Sure, why not
>>
Rolled 93 (1d100)

>>
Rolled 59 (1d100)

>>41593885
I'll take that as a vote.

>>41592984
>Increase military to 50% population, begin basic training
[LOCKED]
>Dispatch reinforcements to bunker
[LOCKED]

Writing.
>>
You guys are idiots! Why did you try that? It was an obvious trap. Message him from base, say the team were rogue and accept his fucking deal. Then , and only then, blow his brains out. IF we get the chance. His beast needs the radiation guns to kill anyway.
>>
Rolled 82 (1d100)

>>41594023

>Increase military to 50%, begin basic training

"Give me your young, your fit,
Your huddled masses of future scientists,
The brightest delegates of your shining bunker.
Send these, the able, excited, to me:
I beckon for them to stand against the darkness beyond"

A meeting was gathered in a large common room of your housing area, all of you members not dispatched to the Bunker were present. Some proposed a draft, others argued vehemently against it. Force only begets force, they claimed, and you and yours were meant to uplift this shattered world...not be dragged down into the muck and mire with it. In the end, it was decided that only those who volunteered would be conscripted into the military.

And so your young men, fit and able, and your young women, bright and sharp, stepped forward in ranks and droves. As they were filed into the VR Chambers a sense of frightful destiny descended upon them. This was the beginning of a long path, whether it would be for good or ill is still yet to be seen...

>~300 Members have been placed into the VR Training Pods
>~5 turns until training completion
>>
Rolled 8 (1d100)

>>41592519
Oh, also
Twitter: twitter.com/StrelokQM
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=strelok
>>
>>41594231
Is there any way to reason with doctor doom now?
>>
Rolled 59 (1d100)

>>41594231

Your troops weaved their way across the uneven, wet floor of your cave without incident. It seems that a sufficient display of force will keep most of the critters that infest your homeground at bay, and only a few horrific monstrosities had to be dealt with in short order by your walkers' superior firepower.

Your troops spotted the imposing figure of the murderous robot that had claimed a full 60% of your scouting force from quite a distance away. It was a walker-pattern robot only slightly larger than your own walkers and it stood atop the bunker, completely immobile aside from the occasional schizophrenic seizure, and stared down at the entrance where it had murdered so many of your soldiers. Several fresh skulls robbed of their flesh hung from hooked chains around its structure.

It was so intent upon the entrance that it didn't seem to notice your caravan of troops until your Walkers opened fire on it with their autocannons and guided missiles. While it may've been a match for one of your walkers, 5 with infantry support and the Sergeant made quick work of it. Insane screams mingled with incoherent babbling and pitiful mewls as it was slowly ground down to component parts by the weight of your fire.

>Bunker has been reached

Sorry that took so long, 4chan ate my post.
>>
Rolled 20 (1d100)

>>41594272
"We could certainly try if we could find some way to talk to him, but I'm detecting a jamming signal at the Bunker.

Also he seems to have taken this personally...not good.

Why did you pitiful meatsacks have to deprive me of such a fine companion? The wonders we could've made together!"
>>
>>41594480
The wonders indeed! England was trade first, everything else second.

Do we have flamethrowers? Or any infantry heavy weapons? We need to go full "the thing" on this bitch , it needs radiation or fire.

That's if we can't trash the Jammer and withdraw first...
>>
Rolled 38 (1d100)

>>41594447

>Jamming signal detected
"That shouldn't be an issue, the Walkers have powerful enough comms to act as relays for any troops in there."

>What do?
What are your primary concerns here at the bunker?
-Recover the bodies of your men.
-Recover the vehicles.
-Recover the experimental weapons and medical/scientific supplies.
-Recover the scientific equipment.
-Free the bugmen.
-SECURE THE BUNKER FOR OUR CAUSE

>Alternately
Alternately you may take charge of the first squad going in and do room-by-room like last time.
-How many troops (which troops?)
>>
Rolled 13 (1d100)

>>41594545
>-Recover the bodies of your men.
>>
Rolled 70 (1d100)

>>41594586
God damn I am rolling like shit tonight
>>
File: Research Bunker.png (10 KB, 1274x642)
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Rolled 34 (1d100)

>>41594586
You can make a list of most important to least important if you like.
>>
Rolled 61 (1d100)

.
Weapons
Equip
Bodies
Vehicles
Secure
>>
Rolled 75 (1d100)

>>41594545
Secure the bunker for our cause!
>>
Rolled 21 (1d100)

>>41594624
Ok then
>Recover the bodies of your men.
>Recover the experimental weapons and medical/scientific supplies.
>Recover the vehicles.
>Recover the scientific equipment.
>>
And I'm glad to see you're alive!
>>
Rolled 79 (1d100)

>>41594624
Hm, in that case...
>recover Experimental Weapons
>Recover Bodies
>Recover Vehicles
>Recover Scientific equipment
>>
Rolled 30 (1d100)

>>41594661
I support this. If my roll is good. >>41594661
>>
Rolled 8 (1d100)

>>41594545
Looks like
>Weapons
>Bodies (and armor)
>Vehicles
>Equipment

Y/N
>>
Rolled 50 (1d100)

>>41594545
Prioritize as follows:
1. Experimental Weapons
2. Vehicles
3. Bodies of our men
4. Scientific equipment
5. Free the bugmen, alternatively just purge them, if the doc wants to take our team's refusal personally we'll give him something to take personally

Hate putting retrieval of bodies so low, but I already made the mistake of not being pragmatic.

Give Sgt Grift full discretion in this, just let him know that we are not concerned with the research bunker remaining intact. This is his rodeo and he'll be calling the shots.
>>
>>41594738
Wep
Vehicle
Bodies
Equip

I think matches
>>
Rolled 95 (1d100)

>>41594545
>Weapons
>Vehicles
>Bodies
>Equipment
[LOCKED]
Writan'
>>
>>41594738
Yes, do that. The radiation guns, or flamethrowers, will be important. We need to kill every maggot.

Deal with the bodies once the killing machine is dead ffs.
>>
>>41594834
Take the doc alive , if we get that far - please.
>>
Rolled 6 (1d100)

>>41594835
The killing machine is very, very dead. It lies in a pile of scrap near the northside tunnel.
>>
>>41594868
I mean, aha, the maggot wolf. It wiped out a power armoured squad, easy.
>>
Rolled 22 (1d100)

>>41594936
And you want to take it...alive?
>>
>>41594956
No, the other wanted to take doc alive.
>>
Rolled 37 (1d100)

>>41594956
We'll name it Maggie and teach it to fetch.
>>
Rolled 16 (1d100)

>>41594834

Your squad of men in experimental power armor enter the bunker led by Sergeant Grift. They are smooth and military as they file through the door and secure the entry security hub from the edges out. They don't even flinch at the sight of 20 insectoid heads arranged in an outwards-facing circle in the center of the room. Nor do they overreact to the two living bugmen standing over the small tepee of experimental weapons in the center of the circle.

>What do?
-Murder bugmen, take weapons
-Take weapons and bugmen
-Other?
>>
>>41595022
If there's a 80%+ chance without being wiped I'm game
>>
>>41595022
You all could've been the best of friends.

Then you decided to spite the mad scientist at the end of the rabbit hole.
>>
Rolled 18 (1d100)

>>41595038
Take both
>>
>>41595068
>>41595038

He sees trough their eyes for all we know. Or it is just s regular trap.

I want to kill the thing, take the doctor hostage. It might be watching our boys now anyway
>>
Rolled 74 (1d100)

>>41595038
>Take both
Weird.
>>
Rolled 93 (1d100)

>>41595038
>Take Both
>>
Rolled 79 (1d100)

>>41595038
>Other: Sarge's choice
If he has no strong gut feeling one way or the other, take both

>>41595062
I've been regretting my swing vote since I made it. At least I learned my lesson, I think
>>
Rolled 37 (1d100)

>>41595038
>Take both
[LOCKED]

"Alright, I've got two non-hostiles and a pile of weapons here. Squad 2 move in and escort them out. Secure them in one of the Cargo Crawlers while we clear out the rest of this place."

"Roger, Sarge. Proceeding now. Wonder why he left those guys there, don't you?"

"I have my suspicions. Either way though, we lost a fuckton of good men over these bastards so there'd be no point in toasting them now."

Your men proceed into the next room, the operating chamber where you had previously found the vivisected corpse of an Insectoid. The corpse is still there, but the room is in a much worse state of disarray that it was last time. It seems that every drawer in the room has been yanked out and emptied of supplies, and a quick glance into the secret storage room beyond reveals more of the same.

The more noteworthy find in this room is one of your power-armored soldiers, sliced open in much the same way as the insectoid. Your Sergeant's practiced eye notes that several nerve clusters in the arms and sternum have been deliberately exposed to the air. Amidst the bloody gore sits a single small plasticard with a short sentence scrawled on it in handwritten letters.

"I'd turn back now if I were you.

P.S. I left the other one alive if you can find him. Replacement arm too."

That would be Gloe, then.
>>
Rolled 30 (1d100)

men, ive said it before, but today, with how personal this all feels, it seems the most appropriate time...to RIP AND TEAR!!!
>>
Rolled 16 (1d100)

>>41595317
OH GOD CHECK FOR TRAPS!
>>
>>41595317
"srg! I dont have to tell you to consider all bodies and doorways booby trapped, oldest trick in the book."
>>
Rolled 27 (1d100)

>>41595317

Ignoring the note and body your squad presses onwards towards the secret vehicle bay. They enter the bay to find a highly disappointing sight.

Every vehicle in the bay has been smashed into uselessness. Various fluids leak out of the wrecks, staining the formerly pristine floor various shades of antifreeze green or biofuel brown. Fortunately, the weaponry looks intact. You might be able to salvage the whole vehicles if you're lucky. At the very least you could probably use the chasses to rebuild them off of.

>Notification
-Sarge reports having a bad feeling, requests permission to explore the rest of the bunker personally and leave his squad here to salvage the vehicles.

>What do?
-Salvage the vehicles (will curtail exploration of the rest of the bunker unless you send in more men)
-Affirm Sarge's request
-Just salvage the weapons and leave
-NO! Push onwards and SECURE IT!
-Other?
>>
Rolled 35 (1d100)

>>41595465
>-Just salvage the weapons and leave
>>
Rolled 10 (1d100)

>>41595465
>Affirmative Sarge, but stay in contact or we'll have to charge after you
>>
Rolled 44 (1d100)

>>41595465
>Affirm Sarge's request

We need to trust in our men, and especially in Sarge. Just tell him to be careful, and take one of the experimental weapons with him. Hell, take 2 of them, or even take one of the vehicle-mounted ones if wants.
>>
Rolled 73 (1d100)

>>41595551
>>41595559
I just arrived and have no idea what's going on right now, but I vote this.

Also what's up guys? has anything blown up yet?
>>
Rolled 47 (1d100)

>>41595465
>Affirm Sarge's Request
[LOCKED]

>>41595559
"You know, Command, that's not a half bad idea. Sword and Strelok might just be wrong about you guys."
-Sgt Grift has 'salvaged' (see: forcibly wrenched from its mount) one of the vehicle-mounted experimental weapons.
>>
Rolled 6 (1d100)

>>41595465
nyet, we take this battlefield for the new-monarchy!
>>
Okay, so we've expanded our military and set out to re-exploring the bunker we lost to mad doctor big meanie after god knows what killed our previous exploration team, sent in said team to find at least one survivor with a note from him, and the sarge has a bad feeling so we let him do the job "as well as stealing more of the ray-guns).

Sound about right? Alright.
>>
>>41595702
id really like to expand and develope our medical facility, and our medical personnel, we are pretty dire position for not having a medical heroe and trauma team.
>>
>>41595702
Oh, and we haven't yet found that one survivor who might have a new arm.

>>41595739
Especially since the last guy got burned to death.

Hmmm, we have new medical supplies and stuff (just have to re-find them since the last team that should have brought them are dead). Maybe we just hire the person who knows what most of this stuff does.
>>
What's going on gents?

I wish to join y'all in this civ quest. Any chance someone can give me a low down on what's going on?
>>
Rolled 47 (1d100)

>>41595702
Oh shit, the mad scientist is actually MAD. How did I not realize this sooner.

Burn the fucking place to the ground.
>>
Rolled 32 (1d100)

>>41595787
It's set in the Post-Apocalypse and we're basically the Enclave. We're trying to survive. The rest sort of falls into place.
>>
Rolled 51 (1d100)

>>41595682

Your men set about salvaging the vehicles. It proves a difficult prospect, as many of the vehicles have been smashed and mangled into their storage bays. Fortunately whoever wrecked the vehicles neglected to wreck the rest of the infrastructure in the bay, and after your troops figure out how to use the integrated crane arrays the work goes quickly. A pair of your walkers smash at the southern entrance with their legs until it finally gives, and you're able to extract the vehicles without too much trouble. They are loaded onto the cargo crawlers and moved a safe distance away from the bunker.

>Acquired
10 Experimental Weapon Technicals
10 Recoil-less Rifle Technicals
>>
>>41595787
Same here
Anyone got a recap?
>>
Also let's recall what was on our big to-do list.

1. Explore the rest of this base to satisfaction (no science yet)
2. Secure it, and hold it, as a new base
3. Train more of our military in power armor usage
4. Research the new tech we find (medical, heat ray, etc.)
5. Simultaneous focus on monster capture and research AND alongside it, base science analysis

>>41595787
Hey, basic jist of the civ is (not!British) Government-Remnants with power armor in a Bunker waking up on a frozen island that was previously a (giant) secret government science facility.

As of right now this very moment, last thread we explored a medical bunker near our base (in a big underground cavern) found an evil doctor experimenting on possibly sentient mutant people, we tried to arrest him but he unleashed monsters on us and killed the team we sent.

So now we're sending in another team more heavily armed with our Civ military hero to secure the base as we previously wanted it as another forward outpost. Also maybe find the survivor of the last team and/or the mad doc.

Also we found ray-guns. And a giant robot spider that killed a bunch of our guys in power armor. We can fill you in on the rest as it goes along.

>>41595834
Except we're not trying to be evil!
>>
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>>41595834
>>41595843
Got it and thanks.
>>
>>41595787
>41595787
i hate saying this but, read the archive, its really not very long. but there have been some GREAT moments and pllenty of world building in there . SUPER summary? were a group of cryo stassis ex british government black-ops teams awoken after the apocalypse in our underground bunker in the middle of an icey-mountain hell, next to an underground hollow mountain city(think menzoberanzan). also, love strelok and anything he says. in strelok we trust.
>>
>>41595843
Is this bace underground? If it is than it must have a ventilation system to bring good air in, could we turn that area of air off or low to knock then all out?
>>
File: 1415658692810.png (1.03 MB, 1073x745)
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>>41595874
I did plan on reading them, but work and other things keep getting in the way. I hoped to take notes for later use, if needed as well.
>>
>>41595886
That depends if this place isn't already in lockdown mode or if the science dude doesn't control that, not to mention this is a decrepit facility god knows how old.

Also. . .there's this freaky glowy fungus shit that was so potent a power armor suit had to literally blow a guys arm off just for /poking/ at it and it nearly swallowed the guy whole. I dont want to know what we'll do if there is more of that anywhere.
>>
>>41595886
>>41595927
Also the base is underground in a GIANT underground cavern.

Which I imagine could house a city in it.

The ceiling is also covered in monster bat things as big or bigger than people.
>>
>>41595915
fine, its normal to have people fall in and out in these things, just try to think and be pragmatic in your choices. we can be fucked hard by a few bad rolls, and otherwise chat it out with the others. were all in this command bunker together!
>>
Rolled 65 (1d100)

>>41595948
Actually there is a city in it.
>>
Rolled 44 (1d100)

>>41595838

Meanwhile Sergeant Grift marches out of the vehicle bay and onwards towards the rest of the bunker. Your troops can briefly hear a screaming of metal from the direction of the security checkpoint, and then screaming of a more organic nature from beyond it. Several shouts and curses are also heard from Sarge, and the hum of his experimental weapon and the mini-explosions it causes can be heard echoing through the air.

Several minutes of squealing and yelling passes as your men withdraw the vehicles from the bay, and then falls silent just as the last technical is loaded into the cargo crawlers and your men withdraw. You receive your first transmission from the Sergeant since he walked out of the bay.

"Checking in, Command. I'm still alive. Wiped out approximately...25. No, wait, 35 unidentified hostile creatures. Strange quadrupeds with nasty blades on tails. Identified surviving trooper Hemson in southwest containment cell and retrieving now. Other corpses identified in northeast holding cell. Opening door, retrieving survivor, exiting complex now. Wait, what's...

Oh fuck. EVAC NO-"

The explosion started at the northeastern corner of the bunker, where you first wave of men had found the Doctor at first. Or at least, that's what the sensor records of the Walkers said. Realistically it moved too fast for any organic eye to follow, and when it went off it went off BIG.

For a brief moment, the inside of the cave was lit from the inside by a bright new sun, and at the same time your men and vehicles were tossed aside like ragdolls by the buffeting force of the overpressure wave.

>Alert
>Detected nuclear detonation
>Jamming signal has been erased
>Contact lost with Sergeant Grift
>>
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>>41595949
Noted.
>>
>>41596008
Man, FUCK this scientist guy.
>>
Rolled 98 (1d100)

>>41596008
FUUCUCUCUCUCUUCUCUCKKKK ME! Why didnt i think of boobytrapping the ENTIRE base....its perfect FUCK YOU trick...i love to hate this man.
>>
Rolled 21 (1d100)

>>41596008

Miraculously none of your troops were caught in the explosion...well, almost none of your troops. The Sergeant's warning came in just enough time to duck and cover, which proved to be just as effective as was promised in the PSAs.

>Lost
-Sergeant Major Dalmur Grift

>Alert
-Research Bunker has been obliterated.
-Overground bandit group is moving closer to our base, fast.
-Map has been updated, area around research bunker has been heavily irradiated

>Notice
-1 turn til population increase
-4 turns until military increase

>What do?
>Turn 15
>>>>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
>>Resource Points: 1
>>Pop 945
>>Military 195
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
Rolled 68 (1d100)

>>41596097
Fuck, well, there go the civ heroes.

Basic 1
Bring back the Heat Ray and Heat Ray Technicals to base and whatever wounded we have. Treat them in our medical bays.

Whoever seems to know what he's doing, promote that guy to surgeon. We need one NOW.

Basic 2
Prepare for surface attack. Defenses and barricades behind our vehicle bay doors, defensive positions, the works. This time we're going to be facing a human force.

Sound out our best snow-trained forces in whatever camoflague we have, if any, to scout out the incoming force. Bring snipers with them preferably, and identify vehicles and targets of opportunity.
>>
Rolled 77 (1d100)

>>41596097
- scramble troops and availiable vehicles to top entrance, but wait to see if the bandits can locate us through our stealth matrix. , fuck the vultures, were not dead yet!

- retrieve units and vehicles from underground to return and be decontaminated as best as possible.

(if turn availiable) - put out base wide alert requesting volunteer medical personnel to expand/shore up medical professional. medical hero/experts search.

no time to mourn lads, he knew what he was doing, next turn we send in search parties with rad resist.
>>
Rolled 53 (1d100)

>>41596171
>>41596178
This!
>>
Rolled 7 (1d100)

>>41596097
Shit. That scientist better be fucking dead.
>>>>B. Try to improve the base
>>>>B. Try to improve the base
Increase defences in preparation for the bandit attack.
>>
Rolled 17 (1d100)

>>41596097
Fuck. Much as I want to look for Gloe, if he survived that he's just as likely to find us without our help as with

>get back to base with the experimental weapons, start working out the bugs and familiarizing ourselves with their idiosyncracies. Keep broadcasting every so often on our usual frequency, try to regain contact with anyone who's still alive.
>>
>>41596178
if warwalkers are rad resistant/sealed enviroments. please have them stay and begin searching base perimeter, we need to find his armor...and bits
>>
>>41596198
It's gloe you have no fucking idea how much you might just be right
>>
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>>41596097
What is known about the bandit group and do we have any counters?
>>
Rolled 3 (1d100)

>>41596233
Your walkers are sealed against most environmental hazards. They won't be able to stay in the hotspot indefinitely, but they can stay long enough to conduct a search (you'll have to burn an action though).

>>41596278
Actually, Gloe was flayed alive on an operating table. Presumably the Sarge found Hemson.
>>
Rolled 77 (1d100)

>>41596188
Could we trick them in to moving through the area that just got nuked?
>>
>>41596319
Aw. . .
>>
>>41596319
But is he dead tho?
>>
>>41596336
Nah, they're bandits.

If we with Power Armor and Ray Guns and Not!BRITISH PRIDE can't deal with fucking bandits we may as well kill ourselves right now.
>>
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>>41596336
Probably if they were baited with tech.

Depending on the bandits, I'm thinking we lay a trap with loot and see how many we can take out.
>>
>>41596304
we have only basic sensors up there, on account of blizzards etc. and were pretty hardscore when we wanna be, well slaughter em.
>>41596336
bandits up top not down below.
>>41596319
please switch out my second action from medical search to hotspot search. we need to comfirm sar death and retrieve his/other armors.
>>
Rolled 68 (1d100)

>>41596304
"Unfortunately the kind Charges haven't explored topside...at all, so there is no information available on them. All that we know is that they're moving very fast."

>>41596336
>>41596357
The area that got nuked was underground, the bandits are approaching from above you on the mountain slopes. Your starting area is divided into Topside (Tundra Mountain Island terrain) and Caveside (Science Lab Homground).
>>
Rolled 46 (1d100)

>>41596356
To simply kill an enemy is inefficient.
Have the enemy need to kill other enemy's of yours to get to you first is better
>>
>>41596389
Funnily enough from experience I might agree with you, but we do not have an enemy between us and our other enemy to make the previous enemy our friends.

That is to say we don't got anything to divert into them, or to divert them onto.
>>
Rolled 33 (1d100)

>>41596097
Please choose two.
>Fortify/Reinforce topside (bring bunker troops back).
>Treat the wounded and attempt to find a medical hero.
>Search the rubble of the bunker for the Sergeat.
>Other?
>>
Rolled 6 (1d100)

>>41596421
>Treat the wounded and attempt to find a medical hero.
>Search the rubble of the bunker for the Sergeat.
Damn me, but if we don't leave a man behind
>>
Rolled 32 (1d100)

>>41596421
>Fortify/Reinforce topside (bring bunker troops back). plus radiation scrub were nessisary.
>Search the rubble of the bunker for the Sergeat. if theres even a CHANCE we have to take it!
>>
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Rolled 17 (1d100)

>>41596371
Good to know, just want to see if we can gain some favor if we can.

>>41596377
Very fast, I assume vehicles then ...

How good is the AI shooting? If we can get the new weapons into a turret defenses. They could help or some kind of flak weapon.

>>41596421
>Fortify/Reinforce topside (bring bunker troops back).
Best be safe, than sorry.

>Search the rubble of the bunker for the Sergeat.
Leave no homie behind!
>>
Rolled 80 (1d100)

>>41596377
Yes its underground but a fucking nuke just went off in it, and seeing as we are not all dead from over pressure than it must have blown a hole to the surface
>>
>>41596421
hey strelok, if a fridge can survive a nuke, can a power armor suit?
>>
Rolled 17 (1d100)

>>41596421
>Treat the wounded and attempt to find a medical hero.
>Search the rubble of the bunker for the Sergeat.
>>
Rolled 47 (1d100)

>>41596432
Vote.
I'm going to crit I can feel it
>>
Rolled 7 (1d100)

>>41596478
Vote
>>
>>41596454
our troops and most population are experts,veterans, and specialists. so ALL skills range from average to expert. heroes even higher. we need to develop winter camo and stealth tech then explore up top eventually.


guys, we have NO wounded!!! dont wast the action!
>>
Rolled 31 (1d100)

>>41596421
Treat the wounded, herosearch. - 3
Fortify topside - 2
Search the rubble - 5

>Treat the wounded, search for a hero
[LOCKED]
>Search the rubble
[LOCKED]

>These rolls
>Writan'
>>
Rolled 86 (1d100)

>>41596457
>>41596462
Hey, those are good questions aren't they?

Wonder if they have answers.
>>
>>41596527
we should explore i know strelok, but theres just soo much to do....@.@
>>
>>41596543
Yeah, we have a big huge list that isn;t getting smaller, in between losing the base that should have been rightfully ours and so expand our territory. . .

we should really expand surface though, more chances of meeting other people and even human survivors!. Humans who aren;t bandits we might be able to recruit!
>>
Rolled 61 (1d100)

>>41596527
Well... If the pressure didn't go up... Then it might have gone down. To hell
I just know that this event somehow created a hellmouth
>>
Rolled 72 (1d100)

>>41596581
Believe it or not, you've actually already got the information to figure out that answer.
>>
Rolled 68 (1d100)

>>41596577
Who said we can't recruit bandits?
>>
>>41596577
thats a can of worms, well need : winter camo/gear, matirials, engineers/heroes , and a clear safe path to aboveground building sites, explore, scout suitable locations, clear locations.

>>41596604
were british: not. one. savage.
>>
>>41596604
I do, and the entire reasons we made enemies with the scientist.

We are not going evil! It's against everything we stand for.

>>41596638
We have a lot more of those than you realize, as for the rest we can just find some.

>>41596638
However, if they were to surrender and peacefully sumbit to their crimes, penal service is entirely a british tradition.
>>
>>41596603
I don't I just started and haven't read much.

But the last time I relied of you after you "gave us enuff info" I got an otherworldly Eldridge monster skull fucking us.
>>
>>41596656
post-apoc Australia anyone?
>>
Rolled 82 (1d100)

>>41596638
>British
>not working with savages
Mate, just pull an penal colony with them.
>>41596656
Is it evil to make slaves of evil men?
>>
>>41596693
...that's just mad max tho
>>
>>41596709
yes. objectively an evil act. intention dosnt change the nature of the action, only our perception of it.
>>
>>41596709
>>41596734
Slaves, yes.

Fair and reasonable servitude for willful cooperation with the law and the chance at redemption and honest living? no.
>>
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>>41596722
I wonder what happens to the rabbit population and other animals.
>>
Rolled 92 (1d100)

>>41596518

>Treat the wounded, search for a hero

Your members decide that, for now, they'll trust in the bunker's stealth matrix and autodefenses to tend to the bandits if it comes down to it. Instead, the cargo crawlers, technicals, and non-combatants at the bunker are recalled to base for treatment.

All of the equipment retrieved is thoroughly washed with anti-rad chemicals. As are all the people and your...bug men. The experimental weapons and recoil-less rifles are quickly separated from the rest of the equipment and sent to the science bay for storage.

Then the proper medical treatment is begun. Your medical bay and personnel make quick work of diagnosing and treating the radiation sickness and burns that many of your unarmored members received. Unfortunately none of your members, not even the replacement head surgeon, demonstrated the skill indicative of a hero unit. At least, not that you could detect. The insectoids are awaiting lodging of some sort.

To be fair, Strelok got a little distracted by some transmissions during the middle of his observations to that effect.

>Insectoid Issue
-Housing unit, lock the door
-Containment unit
-Housing unit, don't lock the door (free reign of base)
-Other?

>Search for the Sergeant
Meanwhile your War Walkers and troops in Experimental Power Armor stayed behind to search for the sergeant. Most of the first layer of rubble had melted into a solid, homogeneous sheet of concrete and metal. This proves quite the obstacle to your search, as every time one of your men or walkers tries to break through the sheet the rubble below can be felt compressing.

They quickly lay off their search, realizing that they lack the proper tools right now to continue their search effectively. By the time they'd be able to make any process, everyone would be too irradiated to be of any use.
>>
>>41596774
I'm actually kinda glad some of our bug men survived.

I wonder if they are immune to radiation.

>>41596774
-Housing unit
>-Other?
Have them be supervised, with a guard posted at the door, just so that they have someone to talk to.

They CAN leave, but if they wish to do so, be supervised.

If possible, begin translation attempts of basic commands and messages, and/or try to inform them which parts of the base are dangerous. Like, pointing to the signs.
>>
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Rolled 25 (1d100)

>>41596774
>-Housing unit, don't lock the door (free reign of base)
With guard for them. It wouldn't be good for someone to attack our new bug friends out of hate.
>>
Rolled 94 (1d100)

>>41596774
I want one of the guys looking to cup his hands and yell at the rubble
"MARKO!"
Then a few moments later they hear a faint
"Pollo"
From above, apparently the blast sent the Sargent up and he is now hanging off the wall
>>
>>41596854
Addendum:
If possible, show them some basic food and supplies.

Water
Ration
Medicine
etc.

See if they can't identify these things by a series of taps or clicks, or some other form of hand signalling.
>>
Rolled 55 (1d100)

>>41596774

>Alert!
-Bandit group continues to come closer, they're about 2 turns away
-Detecting movement within several caveside bases
-Receiving transmissions

>Unidentified faction
"Tell us that wasn't you chucklefucks that just set of a FUCKING TAC NUKE right next to us."

>Unidentified, Untraceable Source
"HAHA. STUPID FUCKS, I TOLD YOU TO TURN AROUND. SHERMAN FUCKING OUT."

>...Processing
>Engineer Sword (topside)
"Alright, Command, you fucks. You're gonna swear to me that you'll do what I say, and I'm gonna transmit you a plan for you to follow. Otherwise you can enjoy a bandit warband coming right down onto the base. Got it? EXACTLY WHAT I SAY."
>>
Rolled 29 (1d100)

>>41596935

>What do?
>Turn 16
>>>>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
>>Resource Points: 1
>>Pop 1200 [2 Insect-men]
>>Military 155 (400 in training)
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals, 20 Technical Wrecks.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, 15 Experimental Ray Guns.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs.
>>
>>41596935
"YES ENGINEER SWORD!

THAT'S YOUR NAME! SWORD! WE REMEBER."
>>
Rolled 38 (1d100)

>>41596948
Action 1+2 Follow Engineer sword's instructions to the LETTER
>>
Rolled 90 (1d100)

>>41596854
Your first wave of scouts noted 24 bugmen in the containment cell.

You found 20 bugmen heads, and 2 living bugmen in the entrance chamber of the bunker.
>>
Rolled 22 (1d100)

>>41596948
Do exactly as he says
>>
Rolled 53 (1d100)

>>41596935
- "negative, was an unstable MAD genetic scientist releasing hostile bio-forms on everyone. bastard fryed alot of good men and women."
-" we have a habit of not doing what were told, but dont worry. we always get ours in the end. your time is now officialy finite. good luck."
-"Were all ears. last time we told YOU what was what, we ate a shit sandwich."

>>41596948
- determined sword plan:"swords are for fighting!"
- (optional) prepare all out warfare protocols on our men, "scramble scramble. Alert: incoming!"
>>
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Rolled 98 (1d100)

>>41596948
I assume there is a reason to trust sword, so yeah actions to do what we are told.
>>
Rolled 15 (1d100)

>>41596977
>>41597023
Rolling
>>
>>41597059
He was our previous Engineer hero, came with the civ.

Left because we made some bad choices involving looking for another tech hero while we had a perfectly good one still, as well as, quite literally, overwriting his name on our A.I. databanks.

Officially, we're calling it an accident and are sorry.
>>
Rolled 83 (1d100)

>>41596977
This, but while awaiting instructions:

1. begin research on the bug-men, we lost a shitload for them.

2. Attempt to scrounge up the tools needed to dig through the irradiated slag of the research bunker
>>
>>41597077>>41597059

unofficial, im a fucking idiot, and no one stopped me....................and im sorry.
>>
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>>41597077
Ouch. Glad they are willing to help, but dam.

>>41597094
Well at least you're sorry.
>>
>>41597094
Well, like you said, nobody noticed it. So that makes most of us also guilty!

Hopefully he really does mean us well and isn't just going to be salt on this gigantic gaping wound
>>
>>41597124
nah, a guy like him would be more "ill show those fuckers" and do something obscenely awesome/awefull. not go sulk and drink whisky all day in some hole. to be an engineer , you fix problems, not run from them.
>>
Rolled 95 (1d100)

>>41597052
>Unidentified Faction
"MAD Genetic scientist...Oh fuck, you pissed off Sherman, didn't you? He's not actually MAD. We found that out the easy way, a lot of others found out the hard way."

>Sherman
"Pffffft. I wasn't scared of you when you had 20 power armored grunts pointing guns at me and I'm not scared now."

>Engineer Sword
"Alright, transmitting now. Strelok, I hereby null those shackles I put on. I'm gonna need you to..." his transmission quickly goes into several technical explanations to AI Strelok that not even your other engineers can understand.

"Hoho, you clever bastard, Sword. They're not gonna like this you know? Also, once you get back I'll have to update you on what's happened. Command decided to try to fuck over the LOVELIEST person over some pissant moral objections or something. You'll love it."

>Unpacking Engineer Sword's Plan
His plan...involves moving all of your military forces out onto the open mountainside, deactivating all but the most basic security and stealth measures on the base, and having your men throw down their weapons and wait on their knees in the snow. It also has several notes re-emphasizing the importance of doing EXACTLY as he says.

>Enact Engineer Sword's Plan?
>Y/N

If you choose to do so, you'll have 1 more action to take this turn.
>>
>>41597176
Precedence has shown this to be true.
>>
Rolled 7 (1d100)

>>41597203
...

One can only guess what the engineer knows, some kind of weapon or base defense that actively targets anything with armaments? A lure to draw in the bandits to something even deadlier?

We can guess forever, but we'll just have to hope and pray.

Action 2 - Convince our men that this is a top priority plan that requires their absolute devotion to the most meticulous detail, no matter how much it goes against instnict. It is absolutely vital we follow this plan to the letter, or we'll be even more dead than you think
>>
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Rolled 61 (1d100)

>>41597203
>>Y
... well this will be fun.

I guess for the other action keep healing people.
>>
Rolled 43 (1d100)

>>41597203
Y. . .

>>41597255
>>41597258
These don't seem exclusive. Just make sure none of those healers are military and civilian only.
>>
Rolled 28 (1d100)

>>41597203
>Y

Other action: try to scrounge together the tools needed to search through the rubble
>>
Rolled 20 (1d100)

>>41597203
>>Y

Um. Okay.

I really hope Sword hasn't struck a deal with the Bandits here.
>>
Rolled 33 (1d100)

>>41597203
- contact sherman freq" was not intimidation neighbor. the last time we intimidated other, we brought the apocalypse. this was just a polite acknowledgment. goodbye"
- sword freq , personal from commander ***** " hey, i really am sorry sword. even command fucks up."
- explain to our men, then comense operation "swords are for fighting"

- hold action.
>>
Rolled 32 (1d100)

>>41597301
You have tools that would help readily available, you just didn't carry them out with you on a military mission.
>>
Rolled 93 (1d100)

>>41597203
>Enact Sword's Plan
[LOCKED]
Choose one of the below
>Convince the troops.
>Research communication with the bug-men.

Writan'.
>>
>>41597382
>Convince the troops
>>
Rolled 63 (1d100)

>>41597329
>>41597382
- the troops need to know this is all a giant "ruse"
>>
Rolled 36 (1d100)

>>41597382
>Convince the troops
>>
Rolled 3 (1d100)

>>41597382
Convince the troops.
>>
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Rolled 1 (1d100)

>>41597382
>>Convince the troops.
Believe in the me, that believes in the plan.
>>
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>>41597490
what THE FUCKKKKKKKKKKKKkkkkkkkkkkkkkkk *garble reply into explosion*
>>
Rolled 81 (1d100)

>>41597490
GG guys
>>
>>41597528
GG
>>
>>41597490
FAK
>>
Rolled 59 (1d100)

>>41597382
>>41597490
[CRITFAIL DETECTED]

When the plan is detailed to your troops they gasp. As the briefing continues the gasps, grumbles, and snorts stop. By the end of the briefing, all of the troops are simply sitting in their seats jaws agape. You continue trying to convince them, but it seems to have little effect.

"So you want us to do this plan, exactly as-is."

"Yes, this is coming straight down from Command! No modifications whatsoever!"

"...The same 'Command' that's mentioned no less than 30 times in that document as being 'complete and total fuckwits', 'the gnarliest bunch of steaming shits you'll ever have the displeasure to encounter', and 'jesus I fucking hate Command'?"

"Yes, that Command exactly!"

After your delegate finishes his enlightening pep talk to your soldiers they slowly file out of the briefing room, some stumbling and moving slowly as if in shock. Internal sensors indicate 99.8% of them returning to their housing units and having "final discussions" and "goodbye speeches" with their families. The remaining .2% are family-less soldiers noted for being loners.

Central database now has Last Will and Testaments on 97% of soldiers.

Your delegate steps outside into the hallway, a smile beaming across his face, and his chest puffed out and full. He speaks to no one in particular as he begins to walk towards his dorm.

"I think that went well!"

A faint skip and whistling can be detected as he proceeds down the hallway.
>>
>>41597582
Okay, I have to admit, I lol'd. In between shitting myself.
>>
Rolled 49 (1d100)

>>41597582
When heads and dice roll the civ will take the toll
>>
>>41597612
you and me both anon. you and me both.
>>
Rolled 24 (1d100)

>>41597582

>Men have been deployed onto the mountainside
>C&C Walkers deployed, AI control temporarily granted
>Defensive and Stealth Matrixes deactivated

>WARNING
>BANDIT WARBAND BEARING DOWN ON OUR POSITION

As your troops kneel in the snow, some crying, some simply looking down at the ground with deadened eyes, they see the sight they've been waiting for. From the north, coming down the slope is a truly massive fleet of bandits. Every one of them except the man in the lead is dressed in little more than straps of cloth around their torsos and long pants and every single one mounts an advanced looking, floating jetbike. Their whooping cries and yells can be heard well before their outlines clearly resolve against the background of cracked rock and dust that they kick up.

As the lead biker, the only one dressed in armor, approaches your crowd of sniffling, crying men he begins to slow down. Eventually he comes to a stop immediately in front of one of your men, the edged flanges of the front of the jetbike hovering no more than and inch from the kneeling figure's face.

Your man doesn't flinch.
>>
Rolled 54 (1d100)

>>41597716

Your man is too depressed and resigned to his fate to flinch. He barely even summons the willpower to look up as the power armored biker removes his helmet to reveal Engineer Sword's face. The face grins down at your soldier, eyes lit up with glee.

"Holy fuck, they actually fucking listened."

Your Engineer turns his jetbike around as one of the bandits approaches him out of the crowd. The bandit is marginally more dressed than his comrades, wearing scraps of various combat armors strapped across his legs and abdomen. As he comes closer your kneeling man notes the faint shimmer indicative of some sort of shield.

Of course, it's fucking freezing out here and they're shirtless. Makes sense. Anyway...time for the next part of the plan.

"Hot diggity goddamn you muhfucka. I never for once actually believed you'd fukin be able to delivar on that promise but goddamn did you.

Shit, I'm almoss disappointed! I kinda wanted that fancy new arma you got on for myself! Shit though, I guess this'll juss have to be good enuff fo me and mine tho."

"Yes sir, Raidmasta Ghoulagh sir. And as promised, they're all perfectly willing to surrender. It was actually quite easy to convince them, once I informed them of your long list of accomplishments. Allow me to demonstrate, and allow you the chance to formally accept their surrender."

Engineer sword turns his jetbike on the Bandit Leader for a moment, and snaps his armored fingers above his head several times to get your men's attention. He makes a chopping downward motion with his hand, and your troops immediately respond to the signal in unison.

"We, the military forces of our government remnant" the dull lifelessness with which the words are delivered rumbles across the landscape as your 200 members utter it "formally offer our unconditional surrender, and throw ourselves upon the mercy of Raidmasta Ghoulagh and his crew of the Badside Bloodridah bandit klanners."
>>
>>41597716
hit mew, hit me , come on do it, i want you to do it, HIT ME!
>>
>>41597889
Okay, cry, piss, even shit yourself, but whatever you do men do NOT break the plan...we have full faith in you!

please pray we have faith in ourselves
>>
Rolled 8 (1d100)

>>41597889
Why do I see this ending with us all drinking meed in a midevil bar. All of us in that small bar. It's amazing we can all fit. But the drinks good.
>>
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>>41597889
>>
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>>41597963
don't believe in him, believe in the us that have faith in him having faith in us having faith in him! SIMOOOOOOOOOOOOOOONNN!!!
>>
Rolled 50 (1d100)

>>41597889

"Holy shit man. Well lemme tell you that you've definitely gotchur self a brite futcha ahead of you in my personal garage. And what a fukkin garage it's gonna be with all these spoils to swell it.

Sheeiiit, I even pride mahself on bein' able to see through tricks. the ol' fake surrender for a trap bait is as old as the 'evil 'imself, ya know? But FUKK ME SIDEWAYS if these men aren't UTTERLY defeated already."

"Yes sir, it took only the merest mention of your reputation and they were all broken in spirit and mind. We were never meant for fighting, you see? It's part of why I sought your illustrious band out."

"Ah, I see. Now I joost have one question."

"Yes sir?"

"Can you make ahm do anythin else?"

"Yes sir."

You engineer turns around once more, and this time makes a crossing motion with both of his arms across his chest. Your men immediately begin to yell a dull "AAaaaAAHHHHHHH" at the top of their lungs, which reverberates across the landscape even louder than the surrender announcement had. The sound bounces off of bare rock faces, and is almost all-consuming in its volume.

The Bandit's face does not actually look big enough to contain the smile on it right now. The toothy grin goes literally from ear to ear, rotten and missing teeth included.
>>
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>>41597889
>tfw
>>
>>41597998
You. I like you
>>
>>41598119
feelins mutual. NOW GRIT THOSE TEEETTHHH!!!!!!!!
>>
Rolled 41 (1d100)

>>41598053

After their cry finishes its echoes, and the noise finally settles, your men get to their feet. A new sort of vigor has grabbed them, as if they looked at their finances to see that their leases on life had renewed unexpectedly. As they reach down into the snow to grab their weapons the life returns to them fully, and by the time 200 barrels of various assault rifles, sniper rifles, shotguns, and even a pair of your experimental weapons is pointed at the Bandit Leader their movements are quicker with more life and confidence than ever before.

The Bandit Leader's smile has utterly dropped from his face, to be replaced by a look of surprised fury. He draws his sidearms, two massive revolvers with ornately carved barrels and handles the color of wood, and points them at your engineer.

"What the fuck do you think you're doing here you chucklefucker?"

"Oh, it's simple really. I'll either accept your surrender...or I'll forcibly stun you and put you all in containment without the formalities."

"FUCK THAT. I've got an army, and you've got a bunch of pissant fucking piddly government wannabe-specops. MEN, CHARGE!!"

The sudden sound of hundreds of grav-jets revving utterly fail to materialize.

Across the landscape the yells, whoops, and chambering of ammunition that a bandit warband preparing to pillage makes absolutely do not appear.

The angry yells of a single man do echo across the slopes, as he turns his jetbike around to see the massive mound of snow indicative of an avalanche having passed through. The white-on-white snow is speckled all over with the occasional writhing limb of a bandit, or half-buried form of a jetbike. Atop it all stand your 5 C&C walkers, striding between the exposed bandit limbs and quietly administering electric shocks and puffs of knockout gas. As the Bandit Leader takes in the sight of his entire warband encased in snow the Walkers stop in their tasks and draw their arrays of armaments onto the lone hero.

"...I surrender."
>>
Rolled 58 (1d100)

>>41598189

>Alert!
-Bandit warband has been captured and processed.
-Containment Unit is at capacity.
-EXTREME Stores of armaments, munitions, supplies, vehicles, etc. have been acquired. They will require effort to be cataloged properly.

>Notice
-Engineer Sword has returned to your control
-3 Turns until military increase.

>What do?
>Turn 17
>>>>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
>>Resource Points: 1
>>Pop 1200 [2 Insect-men]
>>Military 155 (400 in training)
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Extra Good
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Very Good
>>>>Fuel: Average
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals, 20 Technical Wrecks.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, 15 Experimental Ray Guns.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Lurker Corpses, Lurker Eggs, Captured Bandit Paraphernalia.
>>
Rolled 52 (1d100)

>>41598237
Outfit a recovery party and send it to the remains of the research bunker.
>>
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Rolled 11 (1d100)

>>41598237
- thank sword, and reinstate him as head engineer, make a note of promoting him and giving him a raise, and an official signed apology from command staff.

act: cataloge all acquired goods, and sweep for mines, traps and infectious items/vermin.

act: equip walkers and experimental suits with hard digging equipment and send in emergency double time Sargent search!!! lets get our men home safe men!
>>
>>41598254
>>41598237
"Welcome back Engineer sword. We still have a lot of work to do.

I had hoped the good Major Sargeant Grift would be here. . .but he isn't.

Oh, and is there any need for us to inform you of our happenings, or have you already been monitoring the situation?

If you have, you'll know the Major was last seen at Shermans previsously unuked facility and we would like to outfit a team to attempt some semblance of a rescue operation.

We would like to ask for your assistance, but we would defer to you if there were any more pressing matters you would insist we see to."

>can he help us outfit a radiation proofed team to mount a rescue OP?
>>
>>41598237
A 1 was rolled... And we still won with no bad evil monster biting our balls.

I feel so empty
>>
Rolled 14 (1d100)

>>41598309
No casualties except our troops' confidence.

I'm sure that won't be a problem though.
>>
Rolled 100 (1d100)

>>41598309
You clearly weren't here for last thread when that happened.

>>41598291
>>41598254
Vote
>>
>>41598309
the alternative is that we civ wipe...ill eat a shit on this one happily.
>>
Rolled 4 (1d100)

>>41598291
And give sword um restricted access to everything.
Hell, can we make this guy in charge?
>>
Rolled 47 (1d100)

>>41598309
If it hadn't been rolled on just part of a plan it would've been a civwipe.

As is, it actually served to cement the efficacy of the plan.

Crits aren't always all good or all bad. It's all situational.

Was getting hit with a tacnuke not enough for you?
>>
>>41598333
Yes. . .YES. . .YES!!!

>>41598341
An engineer has his place, but so does a Major. We were and still are, a military operation.
>>
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>>41598333
yeeeeeeeeeeeeeeeeeeeeeeesssssssssssssssssssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
>>41598333
AW HELL YEAH
>>
Rolled 90 (1d100)

>>41598341
Maybe we should just settle for offering him his choice of assignments.
>>
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>>41598333
i love you , anon!
>>
>>41598333
>rolled 100
>trips
Ooh mamma

>>41598337
I used to play genie Civs, they where as user friendly as dorf fortress and as survivable as dark souls. So I'm just used to any crit fail being a civ killer.
>>
>>41598333
>[Crit Success Detected]

>>41598291
>Catalog Bandit Goods
[LOCKED]
>Search for the Sergeant
[LOCKED]

This'll take a minute.
>>
>>41598384
fair enough, those were the best of time, those were the worst of time.....still, its kinda earily in this civ, i see why he wouldnt want to just crash and burn soo soon.
>>
>>41598394
Don't forget the official commendations to Engineer Sword!
>>
>>41598410
Ya, strelok pulls his punches a lot more than genie, although with genie even a high five was trying to take your eyes.
Really genie set a VERY low bar for mercy
>>
>>41598431
Don't forget the official swords for Engineer Commendations!
>>
Rolled 77 (1d100)

>>41598456
I try to emulate his early works in tone, flavor, and fluff but his later works in rigor of system and crunch.
>>
>>41598497
Quite. I must say you're doing it effectively, but to truly do that requires a degree of effort on our part to actually explore the world and expand outward.

I mean, it's a rich and developed frozen wasteland out there, why limit ourselves in our base?
>>
>>41598465
swords forget for official engineer the commendations Don't
>>
>>41598532
I don't know, I suspect genie had some level of autism, only one with such a mind like that could make so much detail in to everything in an entire fictional world.
>>
>>41598570
We're on 4chan so autism's a given, besides, it ended up being an actual dibilitating illness that still saddens me to this day
>>
Rolled 44 (1d100)

>>41598394

>Catalog Bandit Goods

Your members set themselves to cataloging all of the goods the bandits had brought with them. Several hours later they look up from cataloging for the first time and see all that they've gone through. Piles of various weapons, ammunition, armor (what there is), and of course the gravbikes. All of the fucking gravbikes.

In front of them lie unorganized piles of all those assorted goods and more. They are all filthy, messy, and mixed into one another like flotsam floating on a sea of ammunition of various sorts. The /NEED/ to sort all of this, to catalog it and make it neatly organized seizes your members, and in a flurry of paperwork and activity that takes far longer than any reasonable person would go without sleeping, the bandit crap is all cataloged.

>Acquired
-500 Bandit Gravbikes
-Bandit Raiding Armory
-Explosives Stockpile
-Bandit Rapid-Deploy Traps
-Upgraded Biofuel facility
-Nomad Portable Survival Facilities
-Bandit Defensive Arrays
-Drug Stockpile (Various)
-2 Resources
-3 Loots

Judging by the haul, Engineer Sword persuaded them that they'd be able to take the bunker and set up a new outpost here without too much trouble. It's quite the goddamn fucking haul.
>>
>>41598620
Hot dam
>>
>>41598620
>-Upgraded Biofuel facility
>-Bandit Raiding Armory
These need to be installed.

ASAP.

Remember what I said about bio-fuel being liquid gold in a frozen wasteland where people are literally killing for warmth?
>>
>>41598646
We ought to be wary of using bandit armor though, or else we'll be shot on sight.

And more than what you'll usually expect too.
>>
>>41598620
>>41598646
im more interested in those bikes....we've just upgraded our ENTIRE STANDING ARMY into low-altitude sky cavalry!!!! and if we upgrade or uparmor/upgun them.....dear god, weed be high speed death on the the wings of metal beasts!
>>
>>41598668
WE COULD GO SCOUTING ON FLYIN BIKES!
>>
Rolled 67 (1d100)

>>41598668
They'll certainly be helpful for scouting parties, that's for sure.
>>
Rolled 55 (1d100)

>>41598620

>Search for the Sergeant

Meanwhile, your military is outfitted with construction tools to tear into the melted bunker, and dispatched out to search for the Sergeant. They depart with all haste, organizing themselves and leaving in less than an hour. As they approach the bunker, they are confronted with the sight of several rings of dead ghouls, zombies, and monsters of all descriptions including more than a few dead murderkrabs and dozens of lurkers with their heads crushed into pulp.

In the middle of the concentric circles of bodies sitting next to a ragged hole that was obviously made simply by punching is a duo sitting on two separate severed monster heads of unidentified species that stand at least 4ft high on their own. Their armor helmets are off and they're smoking two stubby cigars and laughing together, they've even managed to produce a bottle of some sort of liquor and are alternating between taking swigs of it. One of them features a matte black synthetic arm, though aside from the color you wouldn't be able to tell the difference.

>Discovered
-Sgt Major Grift
-PFC Hemson
>>
>>41598690>>41598698

....im really more of a pitched battle kinda guy....scouting and exploring isnt my thing. i like being in the thick of it, not running around LOOKING for it...
>>
>>41598719
I'm more of a "the faster we get a map of the overworld, the faster we can target our massive army toward a big bandit base and fuck it up and then add it to our empire" guy.

A "I like to make tactical plans on big strategic maps" kinda guy.
>>
>>41598732
well, we got those both down underground ( im a dorf, i like being underground, go figure)
>>
Rolled 82 (1d100)

>>41598705
Your forces have withdrawn from the bunker site. Just in time, too.

>Alert!
-Movement detected from several areas, converging on the obliterated bunker.
-Monsters are pouring from the ceiling onto the bunker.
-Movement detected from the city wall heading towards the bunker.

>Notices
-Bandit Biofuel Upgrades have been installed
-All cataloged bandit materiel must be researched independently.
-All bandit equipment ready for use.
-2 Turns until military increase

>Incoming Transmission
-Unidentified Faction
"Aww fuck, you guys have kicked up the fucking hornet's nest. We kindly suggest you buckle down for a while."
>>
>>41598732
So you're a "look apon my works ye mighty and dispare" kind of guy
And >>41598719
Are a "WITNESS ME!!!" All shiny and Crome kind of guy
>>
>>41598756
Our underground map is also still pretty small, shows what relevant info we need right now, but once we have that area we'll need to expand into the cavern some more too.
>>
Rolled 24 (1d100)

>>41598762

>HERO UNIT ACQUIRED
PFC Logan Hemson
Traits
Lone Survivor
Grunt
Active Abilities
[FUCK!] - Effects vary situationally
[Percussive Persuasion] - Always worked for an old friend...
Passive Abilities
[Lone Survivor] - Gets into and out of bad situations.

>What do?
>Turn 18
>>>>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
>>Resource Points: 3
>>Pop 1200 [2 Insect-men]
>>Military 155 (400 in training)
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Excellent
>>>>Fuel: Plentiful
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 500 Bloodrider Bandits, 25 Unknown Humans, Raidmasta Ghoulagh.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Bloodrider-Brand Biofuel Array, Adv Containment Unit, Stasis Bays, Vehicle Bay, AI Core, [Excellent] Training/Torture Facility, VR Training Bay, Nomad Portable Survival Facilities, (3) Empty Units.
>>>>Defenses: Hidden Bunker. Defense Matrix. Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 5 Cargo Crawlers, 20 Hover Technicals, 20 Technical Wrecks, 500 Bandit Gravbikes.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles, 10 Recoil-less Rifles, 15 Experimental Ray Guns, Bandit Raiding Armory, Explosives (Plentiful), Bandit Rapid-Deploy Traps.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (175), Experimental PA (25).
>>>>communications: Basic Encrypted, Ranged Radio. Comnet(limited).
>>>>Materials: Supply 2, Scientific Supply 2, Loot 3, Lurker Corpses, Lurker Eggs, Bandit Defensive Arrays, Drugs (Various).
>>
Rolled 90 (1d100)

>>41598762
To unidentified faction
"k"

Action
Pull everyone back and lock the fuck down!
>>
Rolled 67 (1d100)

>>41598795
>>>>B. Try to improve the base
>>>>B. Try to improve the base

Batten down the hatches while the monsters are worked up.
>>
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>>41598772
Pretty much.

Try trying to take over or dominate or ally every other bandit base, ghoul hive, and survivor camp, while simultaneously using huge crawlers, self-reproducgin bio-cyborg spider tanks, and behemoth mobile fortresses to dig irrigation channels and artificial rivers to start draining and burning away a hostile jungle wasteland and surrounding it with self-defending super walls and yet more spiders to create a peaceful place where every rational creature under gods good earth could live in a psionic hivemind utopia and participate in trade upon all nearby territories.

And we got SO close to finishing it too! The first stage at least
>>
Rolled 85 (1d100)

>>41598795
We do this >>41598806
And do a lot of quiet bace improvements
>>
Rolled 3 (1d100)

>>41598832
I thought we agreed to stop taking about memor...
>>41598836
>>41598806
Good rolls good rolls
>>
Rolled 38 (1d100)

>>41598772
bitch please, im shiny and GOLD! i live i die i live again!!!!!!!!!!!!!!!!!!!

>>41598762
"thanks for the warning, will do. also, just defeated a bandit army, got a ton of resources for trade, including some nice jet bikes if your interested."

>>41598795
- greet and debrief grift , sword , and hemson. who, HOW, why. ....thank you.

act: examine and install bandit defenses on both entrances.
act: bring the three into medical for full examineation and treatment. make sure we keep these guys top notch.
>>
Rolled 11 (1d100)

>>41598806
>>41598809
This is going to be our first test of Psuedo-Monster Mayhem. I would have liked to collect samples, but our containment unit is too full of bandits.

Can we move them somewhere? Or create a proper prison while we're doing nothing inside?

I vote
>Bunker Down
>Create a separate prison in an empty place to free up our containment unit for monsters proper
>>
>>41598866
We did for Genie, perhaps, but he's not around anymore

In any case, I have no qualms with talking about our past achievements in a non-instrusive manner and in moderate doses.
>>
>>41598867
addendum: release bandits (other then leaders) armed with there basic sidearms into underground to fed off monsters. they wanted to conquer new territory, let em.
>>
Rolled 64 (1d100)

>>41598867
Vote. Have Engineer Sword do the installations.

>>41598894
No. That's evil.
>>
Rolled 93 (1d100)

>>41598872
Just tell our captive bandits that if they want to live they need to go out and each kill 5 monsters and come back, you need to bring back a part of it as a trophy and as proof. To those that can do this will live as king!
>>
Rolled 68 (1d100)

>>41598872
"If you're willing to sacrifice one of your empty units to construct a prison you can do so quite easily. Otherwise it'll involve a noticeable surface or caveside facility.

Of course, you could always just kill them. The containment unit cells are all adequately equipped with purge mechanisms. If it were me I would run them through the tortu-err, training facility a few times to gather intel before eliminating them one-by-one by random lots. Cooperation would be promised the chance to reform or be released.

Of course, any who took up the offer would just be taken away and integrated temporarily, then executed after being show to the rest of the prisoners as proof of sincerity."
>>
Rolled 23 (1d100)

I vote
>Hunker Down and treat our wounded heroes
>Install the defenses at the door(s). Tech hero supervises
>>
Rolled 89 (1d100)

>>41598902
No it's not. It's giving a chance to be WITNESSED!!! By there brothers and earn glory.
>>41598925
Vote
>>
Rolled 53 (1d100)

>>41598867
"Never trust strangers bearing gifts. Learned that the hard way.

We'll talk about trade if you can survive for about twice as long as you already have."
>>
Rolled 71 (1d100)

>>41598795
>Research, or if advisable install, bandit defense arrays
>Power Armor Training

>>41598894
And let them feed monsters or become zombies ? No!
>>
Rolled 9 (1d100)

>>41598960
Or worse, escape and call in more bandits!

I can back training, but I still want to bunker down and/or install some defenses
>>
guys, we execute them or let them go, there is no acceptable alternative for our enemies.(and ill personnaly execute anyone who suggests we integrate with these savages.)(interrogations of course)
>>
Rolled 76 (1d100)

>>41598960
"Your members will need to complete basic training before they can be trained in power armor.

Unless you'd like to devote your military forces to a training programme just before our unidentified friends told us to bunker down for the storm."
>>
Rolled 62 (1d100)

>>41598955
>>41598925
>>41598894
Vote. Let them prove there worth and live forever in the golden band.
>>
>>41599007
Stop samevoting, as well, I also veto that motion.

As in, no.

Might I remind if that's the type of action we were willing to do, we might as well have not tried to ice that one scientist
>>
Rolled 3 (1d100)

>>41599007
>>41598955
>>41598925
>>41598836
>>41598806

Samefagging doesn't work when you leave your name on.

I'm going to go ahead and call the thread for tonight. If it's still up tomorrow I'll run in the evening and grant you guys a bonus. Otherwise you'll have to wait until whenever next thread is (will be announced on twitter).

Goodnight, all and thanks for playing!
>>
Rolled 38 (1d100)

>>41598999
The trips tell me to bunker down.
We should bunker down. The bandits can be used as cannon fauder later
>>
>>41598998
Or we follow our damn morals we set out to do and hold them by the full weight of the law.

We can then offer them work based on good behaviour and supervision. Give them labor options, and eventually, perhaps, civilize them after they've paid for their crimes.
>>
Rolled 38 (1d100)

>>41599035
>>41599030
Ah I know I'm just rolling for the fun of rolling, haven't had time to do this in a long time so I'm living it up
>>
>>41599035
Thanks for running strelok, hopefully either tommorow or next thread we get our bearings proper.
>>
>>41599035
thanks strelok, in strelok we trust!

seriously, bat yourselves on the back guys, we did good work here, got some shit doen and pulled our asses out of the fire once or twice, survived a nuke and a bandit army, and saved our heroes, plus a new one! im proud of all of you guys!


but seriously >>41599054 no, not a chance in hell. the LAW would dictate that enemies of the state be executed , were letting them go, and giving them supplies to go there own way. "being released from prison because we cant be bothered to deal with you" simple. this isnt evil or amoral , well not anymore amoral then the treatment of prisoners of war ever has been. were tryiong to wash our hands of them AND give them a chance, (albet a pleasently small one). we setanly cant have them released up top to alert others.
>>
>>41599106
So basically you want us to go Enclave right?

As in the very same thing we told ourselves not to do?

As in, make the bllwing up of our base and rejecting a mad scientist into becoming our enemy as null and pointless?
>>
Rolled 90 (1d100)

>>41599106
We did good. But fuck you if I'm gonna let you turn us into murderers after all our efforts to be the goodguys
>>
>>41599106
>Let them go
>We are responsible for releasing lightly armed persons into a monster infested underground
>or they survive to tell their friends about us and alert more bandits of our position
No
>>
>>41599125
your being extremist.id remind you, im one of those guys whjo loved the idea of being goodguy British dudes in the first place. but being good dosnt mean being overly nice (hurting ourselves for others gain) or stupid. no, no im not suggesting we be enclave. releasing prisoners of war back into a warzone is neither murder nor evil. the alternative (up top ) is the worse option for the long term survival of the bunker is all.
>>
Rolled 98 (1d100)

>>41599139
>>41599125
>>41599106
>>41599170
"In full honesty, according to the records I can access if even a quarter of the things the prisoners are talking about are true then they would each have multiple death and life sentences laid upon them.

And that's not even beginning on what their leader has supposedly done."
>>
>>41599186
I completely disagree with everything you have stated in this post and verbally state my open dislike of your idea
>>
>>41599207
okay, noted. thank you for your honesty. you would be objectively wrong, but still , thank you , we disagree.
>>
Rolled 58 (1d100)

>>41599186
If you want to release them and pardon them for their crimes, then just arm them well enough to ensure they return to saftey. At least in the same weapons and gear they were carrying on the way here.

Anything less is malicious negligence and/or manslaughter.
>>
>>41599253
I'd be okay with that as opposed to giving them pistols and sidearms. At least then it's clear we intend to release them correctly.
>>
>>41599253
partially agreement: except we cant have them being armed on the same level as they threatened us in the first place, they'd immediately become the nearly same threat. but negligence implies lack of understanding, we dont have that, also manslaughter is the death resulting from our immediate actions. if a man leaves your house and walks into a rush hour freeway its not manslaughter. (these guys can just wait outside under the protection of our guns afterall, until the monsters leave the nuke site. then make there way to the underground bandit camp.
>>
ive always motioned for harsh treatment of prisoners, either kill them or send them far away, and every time , EVERY goddamned time, ive been right. (in other quests as well)
>>
>>41599319
Be that as it may, if such is the case then we'd have to escort them to walking distance of their bandit camp and leave them there.

On the brighter note, we'd at least find out where their bandit camp is and can target them later.

But if you kick a man out of your house into the freeway that is literally right outside, yes that IS manslaughter. And unfortunate house design, but not our fault a freeway apocalypse happened.
>>
>>41599361
Except here, where the very first big thing you've attempted you were wrong.

Had we decided to forgo doing the right thing and just go straight up enclave, you wouldn't here a peep from me.

But it would be a slap in the face for us to have gone through all that we just did and even blow up a tactical nuke, only for us to change our minds right now.
>>
>>41599364
kek. yeah, but these monsters arnt ON our doorstep....yet. the alternative is we hold them until there gone....but then id say we follow streloks own suggestion and just execute them for there crimes...
>>
Rolled 49 (1d100)

>>41599383
Not without a trial.

I will accept an execution if there's a trial, and then the prisoners be allowed to reduce their sentence for manual labor.
>>
>>41599377
again, extremist (also slightly personal, but whatever). your taking my idea and running all the way possible with it. dont assume eliminating our ENEMIES one way or another is somehow enclave endorsement. we ARE still soldiers afterall. we kill people.
>>
>>41599420
I'm willing to compromise on a trail supported execution, at least then it's legitimate.
>>
>>41599427
No. We do not kill people.

We kill enemy combatants and hostiles.

We do NOT kill POW's.
>>
>>41599455
At least, not without a fair and speedy military tribunal to determine the fate of these POW's under the laws of war
>>
>>41599420
so you want to justify our "goodguy status" by staging (and thats what it would be an act) a military trial (the outcome we already know according to strelok) and then just kill them anyway?......and im the bad enclave loving evil bastard for trying to send them outside with their guns and a chance.......

>>41599455
good argument, really.....but we cant keep them either, thus see above.
>>
>>41599484
No, you're being the actual enclave bastard for clearly trying to put them in harms way in the guise of "releasing" them, rather than at least escorting them to freedom and saftey to their nearest base or anywhere that they deem "safe"

That would be an acceptable release, no "throw them into the monster pit and see who lives"
>>
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>>41599427
>we ARE still soldiers afterall. we kill people.
Maybe where you're from.

Here we just kill enemies.
>>
Rolled 13 (1d100)

>>41599525
Fucking this. If you do anything, never do it half-assed.

Want to release them? Fine. Drop them off in saftey,

Want to kill them? Then at least justify their deaths.

Want to keep them? Then prepare to keep them in the longterm.
>>
how to treat POW is a hard topic, with many ideas and opinions, i get it. i dont make the decisions around here, im just proposing a plan of action and justifying it. if everyone wants something else , then that's fair enough. just giving my preferred option. nothing personal guyskid...

>>41599525>>41599567

no guise here...im upfront about these guys mostly dying out. im not trying to trick anyone. again, my personnal idea would be they fight and die our enemies. that simple. not nice,not evil (considering wed just kill them after a trial anyways),... but practical.
>>
well its late, and this debate is getting more personal and less factual. so , im off night guys. i cant play much tomorrow so you can ultimately do what you want, just wanted to propose an idea. feel free to attack me if it makes you feel better.
>>
>>41599598
The problem about your argument is you're advocating not killing them by killing them (with slim chances of survival).

It is as anon mentioned "half-assed" and without any real motivation other than a semblance of "practicality." If you want them to fight the monsters, arm them properly for it at least and give them a damn good chance to survive.

otherwise, it's no different from romans throwing prisoners to the lions in the arena with wooden swords. And pretty damn evil at that.

Practicality would have dictated we recruit the scientist. What you propose is far more evil than him experimenting on bug people (with the chance of uplifting them into proper sentience, as you so like your "chances")
>>
>>41599640
I'm not attacking you, I am attacking your proposal in my own, very personal matter, hyped up by my refusal to see this civ slip into the black abys of "evil for the sake of good" practicality that almost always leads to just plain "evil".

you're a pretty cool guy tho. Cya next game, man
>>
>>41599676
heh, no worries, im not as invested in this one point as it may seem. just that ive had theis (almost) exact same deabte before, soo then if i say kill the pows there dangerous they want to release/befriend them (it ended badly) , if i saw release them(but not as a threat) they say kill them. so i try alittle of both here, kill some , release some, kill some enemies. naturally, the complain im half assing it , or trying to guise/trick them. ...so like i said >>41599598

im not trying to fight the tide...im not the only person playing here (a fact i love and hate some days , kek)
"peace bro, if we all agreed all the time, it'd be boring as fuck. night"
>>
>>41599814
And I have had my own experiences with this scenario before as well...it also ended badly, but for an entirely different reason as yours.

I'm just against trying to please both. It just feels to me like not doing one thing the most effectively or the other. It's neither completely idealist, or completely pragmatist.

Ditto on that last part. Night,
>>
Still alive? Amazing
>>
Rolled 96 (1d100)

OMG I missed thee thread, but serious well down on pulling it back. I wanted to work with Sherman but damn you saved our bacon. grats all round
>>
>>41598795
Boomp
>>
>>41598795
well fuck missed the thread.
>train soldiers in PA with the military hero
>treat the wounded
>>
Rolled 47 (1d100)

>>41602553
It's okay, if this thread lives until my social obligations for today are complete then I'll continue from where we've left off.
>>
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>>41602633
Fooken legend
>>
>>41602633
>>41602799
Dubs thread now?
>>
low orbit tactical bump
>>
>>41603410
Follow up Bumpbardment
>>
Bump
>>
>>41604060
crack the skies brothers, rain bump upon them!
>>
Hmm, we still need consensus do we? Someome or strelok ought to tally up existng votes.

Actually, before any of that...

>>41602633
"Major Grift, what are you orders for the duration of the monsters outside our base?
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Rolled 27 (1d100)

>>41604976
I say we wait the fuckers out and see if we can train in peace.

Then try talking with the bug people.
>>
Rolled 8 (1d100)

>>41605221
Yeah, I think that would be
>Action 1 - Hunker Down
>Actino 2 - Attempt to communicate with the bug people
>>
Also this thread has like only 12 posts left before autosage
>>
Our bumps will blot out the sun!
>>
>>41606614
Then we will bump in the shade!!!
>>
Rolled 91 (1d100)

>>41599035
>Bunker down
[LOCKED]

Choose one.
>Attempt to communicate/teach communication to the Bug People.
>Install Bandit Item (Defenses, armory, etc)
>Research Bandit Item (Defenses, Gravbikes, biofuel upgrade, etc.)
>Construct a prison for the bandits in an empty room.

>>41604976
"Well, we've got some distance between us and them. As long as we stay quiet it should be fine. I'd advise staying inside until things calm down."
>>
Rolled 3 (1d100)

.
>>41608612
>Install bandit defense
On the topic of the prisoners, I'm completely against them ever having any form of a decent wepon while being alive, however killing them is wrong. I think we should give them the choice, a sidearm and the wasteland, or becoming civilians and following our laws, any who are found carying weapons or breaking a law shall be delt with swiftly and justly.>>41599888
>>41599814
>>
Rolled 38 (1d100)

>>41608612

>Attempt to communicate/teach communication to the Bug People.

>>41608742
If we do install the bandit's tech, I would advise studying it first. We don't know what traps of effects it could have.
>>
>>41608612
Install bandit defenses
>>
>>41608742
Changing vote
>research defenses
>>
Pre-emptive stealth bump.
>>
Rolled 24 (1d100)

>>41608612
>Research Bandit Item (Defenses)
>>
Now that I think about it, in this setting most bandits have actual, literal mental disordrs and psychosis that could literally prevent a signficant amount of them reintegrating into a normal society without some kind of psionic or neuropathic technological help from an Auto-Doc. I don't think we have one of those.

So there will be bandits we absolutely cannot keep for sure
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Rolled 100 (1d100)

Seems close between installing and researching the bandit defenses.

Best decide quick, when it's decided I'll start a new thread with those actions as the opener.
>>
>>41611175
>100
Can it be both? Please?

Also
>Research
>>
>>41611371
______No._____

>Bunker Down
[LOCKED]
>Research the Bandit Defenses
[LOCKED]
Writing, will post link to new thread here.
>>
Rolled 3 (1d100)

>>41611175
Here we go.

>>41612082



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