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File: Vehicle Bay Exit 2.jpg (46 KB, 640x321)
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Rolled 17 (1d100)

Your members go about the business of locking your bunker down, fully. Your men and women erupt like a swarm from your topside and bottomside entrances. Steel mesh is replaced on external vents, autoturrets are oiled and calibrated, stealth generators are prodded delicately until they disappear from view, and every external surface has several extra layers of armor bolted on and welded together. As your defensive and stealth systems check green for optimum readiness one by one the swarm slowly shrinks, returning into your base. Finally it's just Engineer Sword and PFC Hemson standing outside, looking at the field of snow and rock that hosted your bandit prisoners just a short time before.

"So, Hemson...you know it's only really just starting, right?"

"Yeah, I figured as much."

"I mean, I pulled off that bullshit with the bandits and even nabbed one of their bosses and wiped one of their bases...but they'll come looking for them again soon."

"Wiped one of their bases?"

"Yeah, had to make a deal with some guys. You didn't think that avalanche came out of nowhere did you?"

"Aaah, well I wasn't really around and haven't heard much about that. Everyone seems to get all mopey and sad when I try to ask about it."

"Well anyway, just be ready for whatever starts coming after us. I can sense a change in the air."

"Yeah, me too."

Your heroes turned on their heals and marched back through the Vehicle Bay doors. The massive doors slid shut and promptly disappeared from view to be replaced by a seemingly natural section of cliff face.
>>
File: Bandit-Style Trap.jpg (75 KB, 740x826)
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Rolled 61 (1d100)

>>41612082

Meanwhile inside your base your scientists laid into the contents of the Bandit Defensive Arrays. What they found there terrified them.

There were fewer actual defenses themselves than you would expect, though unnecessarily cruel traps and weaponry meant more to debilitate and cause pain than to kill were plentiful. There was also enough equipment to nearly double your defensive potency, but it's all low-tech and would require men to function properly. Mostly the defensive arrays were various hacking programs, system slip-ins, and delimiters meant to be attached to various existing mundane defenses that simply...removed any and all safety measures. Like, all of them.

The defenses that these were tested on maintained a consistent level of performance approximately 3x as effective as before. However, they had a small chance to overload catastrophically (some of your researchers theorize that this is meant to be a feature) and required greatly increased maintenance.

There were also several crates purely stuffed with metal spikes, jagged saw blades, and other semi-cosmetic components typical of bandit structures.
>>
Rolled 4 (1d100)

>>41612386
>Alert!
-Battle has been joined between at least 4 different forces at the Research Bunker. Currently the monsters that poured forth from the ceiling appear to be winning.

>Notice
-Military increase will occur next turn.
-Bug People are acting mildly agitated.

>What do?
>Turn 19
>>>>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: 2
>>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).
>>
This one looks interesting, I'll be sure to read the archives and join you in the next thread
>>
>>41612444
"Hey Engineer sword, would it be possible for you to further upgrade our defenses with redundant structural integrity enhancers, heat sinks, braces, etc. to allow them to more safely use the additional firepower given by the delimiters?

Perhaps maybe using these excessive bandit weapons and gear as spare parts?"
>>
>>41612505
Aah, archives. Right.

Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=strelok
Twitter: twitter.com/strelokqm
Previous thread: >>41592121
>>
>>41612533
>>41612550
"As well, can we upgrade these bandit weapons into our proper grade tech, or again, use them for spare parts and ammo to create more?"
>>
Rolled 56 (1d100)

>>41612444
Action 1 - Communicate with the bug people
Action 2 - Of the 155 existing military, have Grift train them in the use of basic power armor in his dungeon
>>
Rolled 60 (1d100)

>>41612533
"I could, but to be honest whoever built our shit built it to last and gave us the facilities to maintain it. This bandit shit is actually really clever from what I can tell, in that it'll only explode if you were gonna be fucked already anyway.

We've got the maintenance facilities to take care of it, we just might have to actually toss a resource or two at repairing all of it if we get any severe attacks."

>>41612572
"They're not really that...techy. At least this shit here doesn't work on any unknown principles, it's fairly standard fare just with an utter disregard for safety. So no we couldn't 'upgraded it into our proper tech' but it doesn't really need to be in order for us to use it.

Now those Gravbikes...I'd like to take a closer look at those. They didn't really let me near them when I was up at their base."
>>
>>41612647
"Alright, we were also consdering some sort of stealthed reconaissance drone to be deployed and help auto-scout while our men are busy elsewhere. Strelok can manage them. How feasible is that?
>>
Rolled 63 (1d100)

>>41612735
Actually
>Action 1 - Communicate with the bug people
>Action 2 - Have Engineer Sword lead our engineers in developing a stealthed scout drone that can automatically scan and scout the area, providing us with passive surveilance as well as an eventual map. They can be used ahead of human scouts to put themselves in the line of danger first and detect anything that can cause them harm. Strelok can control them, or they can act autonomously and return data to us
>>
Rolled 33 (1d100)

>>41612928
Vote
>>
Rolled 79 (1d100)

>>41612735
"Aah, it's viable. Just give me some manpower and resources and I'll get it done for you. We've got all the tech we'd need for that lying around, but it'll take a minute to research it all and make it run smooth together."
>>
Rolled 25 (1d100)

>>41612928
Sounds good
>>
Rolled 12 (1d100)

>>41612928
Rolling for this
>>
Rolled 43 (1d100)

>>41612928
>Communicate with the bug people
[LOCKED]
>Have Engineer Sword work on stealth drone scouts
[LOCKED]

Writing up meow.
>>
Rolled 8 (1d100)

Huh, just noticed our military decreased from 195 to 155 after the nuke, but I never saw a casualty report except for Sergeant Grift. Did anyone catch what happened to those 40 guys?

Also, whatever happened to the team that was following the mute-mutts?

>>41612928
Sounds good.
>>
Rolled 56 (1d100)

>>41613519

>Communicate with the bug people

Your troops go about trying to communicate with the bug people but it...doesn't go well. When offered food or water they'll eat or drink it, when you try to convey the concept of food or water they still just eat or drink (or attempt to) whatever food or water you have around. Attempting to take a different tact, you lead them around the base intending to show them the different hazards to avoid and such.

They respond to this by re-enacting whatever is shown in your hazard signs. Attempting to touch open power lines, climb into pounding crushers, and the like. Similar situations occur with every attempt.

>Attempts at communication have failed

On the upside they seem remarkably obedient to whatever you show them to do. On the down side, you can't figure out a way to tell them NOT to do stuff.

>Have Engineer Sword work on stealth drone scouts

Meanwhile, Sword grabs 50 of the gravbikes, your entire cadre of engineering and scientific experts, a few replacement base parts from your scientific depot, and locks himself into the Engineering bay. You can hear sheering metal and a few smallish explosions from inside followed by a loud exclamation of "Trust me, I'm an engineer!!"

>>41613588
I'd forgotten to record your losses from the original scouting expedition, so I updated it.
>>
>>41613770
Hmm, so they are visual people.

Can we test that right now really quick? Drawings and diagrams conveying actions and ideas?
>>
Rolled 16 (1d100)

>>41613770
>Alert!
-Battle at the research bunker continues, but appears to be fizzling out.
-Monsters are beginning to spread out from the battle
-MONSTER MAYHEM has begun

>Notice
-Engineer sword has requisitioned 2 Resources, 1 Supply, 1 Loot
-The Insectoids have laid eggs

>What do?
>Turn 20
>>>>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: 0
>>Pop 1200 [2 Insect-men, 20 eggs]
>>Military 550
>>>>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 1, Scientific Supply 2, Loot 2, Lurker Corpses, Lurker Eggs, Bandit Defensive Arrays, Drugs (Various).
>>
>>41613925
Only the underground is in full monster mayhem yes?
>>
Rolled 72 (1d100)

>>41613857
Sure, but be more specific about what you want drawn and done.
>>
Rolled 31 (1d100)

>>41614033
Yes.
>>
>>41614055
Draw an image of a Bugman stepping through a door, and put it next to a door.

Draw an image of a Bugman turning around from a door, and put it next to a door.

Show a video of a bugman doing a hand gesture for food and receiving food.

Show an video of a person directing a bugman to follow him, and the bugman following.

Basically, see if we can't use visual imagery and reinforcement of commands this way, since they seem to actively recognize images.
>>
Rolled 84 (1d100)

>>41613925
Action 1 - Search the surface for Resources while the underground is in monster mayhem

Action 2 - General surface mapping and scouting action
>>
Rolled 1 (1d100)

>>41614178
Vote
>>
Rolled 1 (1d100)

>>41614207
...well fuck
>>
>>41614238
>>41614207
HOLY SHIT
>>
File: 1426114672913.jpg (198 KB, 800x800)
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>>41613925
Alright, we got tech and what not we want to do. Any chance of making a school for improving our tech people?

Next thing is probably need a work program for the prisoners.

>>41614207
... heh.

>>41614238
AHAHAHAHAHAHA, o shit.
>>
Rolled 12 (1d100)

>>41614131
>Draw an image of a bugman stepping through a door, and put it next to a door.
You do so, and lead a bugman up to the drawing. It proceeds to step through the door.

>Draw an image of a Bugman turning around from a door, and put it next to a door.
You do so, and the Bugman dutifully turns away from the door and stands there obstructing the walkway. It begins to clean one of its antennae.

>Show a video of a bugman doing a hand gesture for food and receiving food.
You do so. The bugman mimics the gesture, and is given food in return. You repeat this several times to reinforce the action, and the bugman dutifully follows every time consuming all the food you give it without hesitation.

Then you try to replicate it without the video. You have very little success.

>Show a video of a human directing a bugman to follow him, and the bugman following.
You do so, and the bugman stands there watching the video. Once it's complete, the bugman continues to stand there. One of your men enters the room and gestures for the bugman to follow, and it does so.
>>
>>41614178
>>41614207
>>41614238
FUUUUUUUCK
>>
>>41614178
>>41614207
>[Critfail detected]
>Search the surface for resources while the underground is in monster mayhem
[LOCKED]
>General surface mapping and scouting action
[LOCKED]

>>41614238
>[DOUBLE-COMPOUNDING SUBSEQUENT CRITFAIL DETECTED]
>OOOOHHHHHHH FUCKKKK

Ooooooohhhhhh fuckkkk
>>
we are so screwed
>>
Rolled 48 (1d100)

>>41614389
Heh heh heh.

This is gonna take a minute, gotta crunch some numbers and see just exactly HOW this goes SO wrong.
>>
Rolled 36 (1d100)

Just want to note, we could have first tried getting info on the surface by interrogating our prisoners and/or asking Sword, and spending 2 actions scouting right before we get the super scouting robot probably isn't the best idea.

>>41614307
Good news is we have a source of complacent labor, bad news is the bugmen really don't seem to be as sapient as people thought. I'm pretty sure their creator has still done some super evil stuff though, so refusing to be friends with him was still the "good" thing to do.

>>41614577
At least Hemson will probably have a good role.
We're going to wind up with terrible things knocking on both doors of our base, aren't we?
>>
Rolled 8 (1d100)

>>41614389
By the power of Crits I will roll a 100 to mitigate the damage
>>
Rolled 33 (1d100)

>>41614851
Dam
>>
>>41614844
Well, we needed the resources to make the scouting drones in the first place unfortunately, but yes consulting sword would have been a good idea.
>>
Rolled 56 (1d100)

>>41614389

>Search the surface for resources

You dispatch a large group of salvagers and scouts out into the freezing mountainside that is your topside. They begin heading north, up the mountainside and cover ground quickly on the bandit gravbikes. Turns out they didn't even need them, as they almost immediately come upon an immense cache of resources. Overjoyed at the find your scouts radio back to the base, calling for ALL of the cargo crawlers, ALL of the technicals and a full half of the remaining gravbikes just to help carry this motherlode of resources back to the base.

All of your equipment is dispatched out to the massive patch of resources lying on the side of the mountain out in the open, and a full half of your military swarms over the haul. They pack, pull, lift, and shove all of the materials and resources onto their vehicles. Every single vehicle is filled to capacity, and the gravbikes all hover significantly closer to the ground than they did on the way up.

Your troops were so preoccupied with hauling the resources, that they scarcely even noticed the subtle rings of men slip out from behind the nearby rocks. As the men walked into the resource patch and comingled with your troops they simply thought they were unfamiliar members of your band. It wasn't until the unknown men pulled out several round fleshy pods that began to fume out an evil yellow vapor that anyone began to wonder where these people had come from.

As your members all fell to the ground, a few of them began to suspect that maybe this had been a trap.

>Lost
-300 Military
-250 Gravbikes
-5 Cargo Crawlers
-20 Hover Technicals
>>
>>41615068
Right after we finished training them too. . .
>>
Rolled 63 (1d100)

>>41615068

>General Surface Mapping and Scouting

Meanwhile you dispatched your remaining power-armor troopers with Hemson to scout the area on jetbikes. They departed to the cheerful waves and goodbyes of your members. The gravbikes made an intense and throaty growl as they pulled out of the vehicle bay, quickly accelerating to speeds that made your members simply appear as blurs across the landscape. A few of your civilians stood in the open vehicle bay doors and watched as they pulled to the end of your little valley, and rounded the corner to the left.

Then they came right back around the corner going even faster. This time with a roiling cloud of windblown snow and pebbles behind them that occupied the entire width of your valley. Several small caves that dotted the landscape erupted with mobs of monsters that charged into the cloud. The snow in the sections where these poured into were momentarily stained red, but the advance of the cloud did not slow.

>Warning!
-Ghoul SWARM detected heading towards the base!
>>
Rolled 79 (1d100)

>>41615252

>Alert!
-Ghoul swarm will engulf the base in 1-2 turns.
-Receiving transmission from the southeasterly direction.

"Hey weakling fucklenuts. You've got our men. Give them back."

>Notice
-Ohhhh fuck.
-Not actually as bad as it could've been.

>What do?
>Turn 21
>>>>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: 0
>>Pop 9000 [2 Insect-men, 20 eggs]
>>Military 250
>>>>Food: Good
>>>>Water: Plentiful
>>>>Morale: Below 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, 20 Technical Wrecks, 200 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).
>>
>>41615347
"Major Sargeant Grift. . .uh, any suggestions at this most precarious of times?"
>>
Rolled 22 (1d100)

>>41615347
Pop should be 900, oops.

>>41615405
"Well...Respond to the comms probably. Otherwise...weren't you guys talking about an arming the prisoners deal?

Maybe call for help?"
>>
>>41615347
"Hey doublefuckelnuts, if you want your dudes you have to supply transport. We have ghouls on the way; so if you want your dudes you better send for them quickly, it's unlikely we will survive this and it's likely we are taking your dudes with us. For that we apologize to you fuckelnuts"
>>
>>41615494
"Uh, jimbo those guys ARE the ghouls. Remember bandit boss ghoul-whatisface in our cell?"

Fucking ghoul bandits
>>
>>41615529
No, that was a different ghoul. These are the ones we captured from way back with the lurkers.

>>41615347
"Fuckers, what that guy said >>41615494. If the ghouls get to us we're all dead your guys and ours, you want yours back so bad help us with these ghouls."
>>
*sigh* i cant leave you guys alone for one damn session can i?...
>>
Rolled 36 (1d100)

>>41615529
"Please allow me to double check on that, Charge.

...

Raidmasta Ghoulagh does not display any visible symptoms of being a ghoul, despite his name."

>>41615576
>>41615529
>>41615494
"Oh, got a few ghouls coming down on you? Alright, nevermind then we'll just wait til you're dead and then stop by afterwards."
>>
>>41615608
Well, that didn't help at all.

Talk to the prisoners.

"Which of you assholes would like to NOT die being eaten by ghouls and would rather like to fight them instead?"

good thing we have a surprising stockpile of bandit weapons.
>>
Rolled 86 (1d100)

>>41615673
Which prisoners are you talking to exactly? The 25 unidentified ones, or the 500 Bloodriders?
>>
Rolled 36 (1d100)

>>41615347
>C. Try to improve weapons
Use the raider armory, try to make more ray guns, jury-rig rocket launchers with our explosives, whatever we can do to make our surviving troops more deadly.

>B. Try to improve the base (defenses)
Use the raider defense stuff we researched recently and do anything else possible to make our defenses stronger
>>
>>41615608
"We are executing the boss."
>>
Rolled 12 (1d100)

>>41615755
It's really late atm, I'm trying to keep up, can you remind me which prisoners were captured from what recent events?

Are the 25 from a long time ago with the lurkers? if so, ask them "just who the fuck are you guys anyway? Your friends seem interested in gettnig you back."

>>41615347
>Action 1
Install the Bandit Defenses, the manned ones. Any prisoner that wants to live can man them, better than sitting in a prison cell and at least as defenses we know they can't use them against us

>Action 2
Sargeant Grift and the Engineer prepares the base for defense ASAP. We need to use anything and everything at our disposal, the ray guns, the captured weapons, whatever they can think of we will supply
>>
>>41615824
I don't think these are the same bandits as ghoulgash and his lot, these might be the ones we captured from the lurkers early game.
>>
Lmao, I was wasted when I found the last thread. Looking at this one, OP wants you dead. After the lossess we have taken there's very little point in playing. I wouldn't trust the bug people anyway if you carry on
>>
Rolled 33 (1d100)

>>41615824
"The boss? Who the fuck are you even talking about? Greg? Jim? Goddamn but you guys must've gotten your brains fried in cryosleep or something."

>>41615836
The 500 Bloodriders are the ones you captured recently.

The 25 unidentified are the ones you captured with the lurkers while securing your base. They said many hurtful things about your mothers when you tried to interrogate them last.

>>41615864
The dice demand what the dice demand.
>>
>>41615836
NO NO NO do not recruit the damn bloodriders to help us defend, these are not reasonable people we're dealing with, they WILL kill us at the first opportunity
>>
>>41615889
Dice do as they want , you have a point. Sadists and humanists do as they please too though.
>>
>>41615889
"Look you lot (to the 25) if you don't start cooperating us you're about to become Ghoul food. There's a good chance you'll be ghoul food even if you do, but at least this gives you the chance to hold a gun while doing so.

But I must ask again, who the fuck are you guys?"

>>41615906
They're going to try and attack us while we defend anyway I imagine, at least maybe this way with the ghouls in front of their faces and a turret in their hands and us at their backs they might be not so inclined to do so.
>>
Rolled 10 (1d100)

>>41615889
Hey guys...

What if we took the ghouls...and put them somewhere else.

Like, using food as a lure.

We should ask Engineer Sword where the bandit base he stayed at is and lure them towards there.

Damn I wish we had more of the topside mapped out :/
>>
>>41615976
>Damn I wish we had more of the topside mapped out :/
Right? That's exactly what I said too.

Until the double nat1 for exactly that. . .
>>
Rolled 76 (1d100)

>>41615929
I strive to maintain my integrity as a GM. You guys can be ridiculously lucky or unlucky in equal measures, it's up to the dice.

This is far from a death-sentence as is though.

>>41615942
"We're the guys who're going to- *audio muted*

...


...*audio unmuted*

And then with our arms covered in their filthy cunt's viscera and shit we'll-

*audio muted*"
>>
Rolled 30 (1d100)

>>41615976
You faggots would doom what's left of us.

We get our vehicles back, we kill the ghouls.

Then we sort out those damn bugmen we died for.
>>
>>41616061
>Wait out their angry rant and see if they say anything useful

>>41616075
We might want to kill the ghouls first before finding our vehicles back.
>>
>>41616061
Strive to maintain what you want that's roughly half, if not more , of our military gone. Moreover for what amounts to retardation in the field. I think they would notice random dudes creeping on them.

>>41616096
ghouls are zombies. Our vehicles could be a 100 miles away by the time we have cleared them. Ghouls aren't that hard to beat
>>
>>41616151
Actually Ghouls eat zombies in this setting.

Also this is a ghoul swarm, I might add. Neither ghoul or zombie version is very easy to beat at all.

We're actually have our balls to the walls right now if we don't deal with this ghoul horde, we can't even garauntee we'll find our missing vehicles and troops in time to fight the ghouls
>>
Rolled 69 (1d100)

>>41615942
What? We have the bloodriders in containment cells, where they can't hurt us.

>>41615976
Well you do have one good idea. Asking engineer Sword to fix it.

Action 1: Ask Sword come up with something to save our sorry asses once again

Action 2: Upgrade our defences (with the bandit stuff)

>>41616075
>>41616151
You are severely underestimating the ghouls. This swarm is a fucking force of nature.
>>
>>41616151
Also never doubt the ferocity of ghouls being lead by intelligent ghouls
>>
Rolled 1 (1d100)

>>41616213
>What? We have the bloodriders in containment cells, where they can't hurt us.
And where they are useless, and what do you think will happen if the ghouls ever break into the base and open up the containment cells?

>>41616213
Still, that seems like a fair action but I vote he work with Grift. We need some semblance of a plan or at least a strategy.
>>
Rolled 33 (1d100)

>>41616192
Because it's fucking stupid we lost them. Any sort of armour beats dudes using their bare hands and teeth you fucking plebian. Add guns to that as well. They are so much not a threat it hurts.
>>
>>41616242
Well. . .lookie there rule of 3. Am I glad to see you.
>>
>>41616255
How do you even know what attacked our guys in the first place?

They could have been psionic mutants or armed in stealth armor for all we know.

Furthermore we only have about a dozen or so guys actually trained in using power armor, the rest of our forces are paramilitary infantry.
>>
Rolled 59 (1d100)

>>41616242
The crits are coming out strong suddenly. Making up for lost time I guess.

>Ask Sword and Grift to work together to come up with something to save our sorry asses once again
[LOCKED]
>Upgrade our defences (with the bandit stuff)
[LOCKED]

Huh actually...This is gonna take a minute. Gonna grab some coffee before writing it up.
>>
>>41616255
Furthermore as for the ghouls, you really, really, REALLY have no idea what their numbers can do.

Ghouls are a lot stronger than humaans, extremely so. And furthremore there is a ton of them, in huge numbers. They could very well drown us in bodies.

Less we also forget how a murderkrab monster was able to kill us, and see how a monster swarm attacked them and we so easily crushed.
>>
Rolled 25 (1d100)

>>41616311
They were bandits...if I am wrong your own words prove they are worse than ghouls, you tool. I'd fight ghoul swarms over psyonic mutants any day. We only have a dozen guys because you lot got them all killed then lost with our only heavy machines.

>>41616366
that makes no sense. Corpses get weaker, not stronger.


>>41616327
Eh, let's hope the heroes save our sorry asses.
>>
Rolled 20 (1d100)

>>41616460
Ghouls in this setting are much more similar to Fallout than any other setting I'm familiar with.
>>
>>41616460
>They were bandits...
Bandits can be fucking anything dude. There are mutant bandits, ghoul bandits, even paramilitary bandits.

The last bandit army that showed up arrived in hoverbikes and carried huge stockpiles of weapons.

Also no, we literally only have 15 or something guys trained in power armor usage. the other 250 (we started with) are only basic infantry and were never trianed. we were supposed to fix that.

>>41616460
>that makes no sense. Corpses get weaker, not stronger.
And they don't get healed by radiation too, which is what ghouls do.

Also there's no such thing as giant monster mutant krabs that explode and have incendiary blood.

Or psionic dog mutants that are capable of affecting your perception of reality

May I remind you this is a sci-fi post apocalyptic setting?
>>
>>41616535
Never trained in power armor usage at least, but they are still military trained thankfully.
>>
Rolled 6 (1d100)

>>41616525
That's what I am basing my opinions on. Don't want to be too obnoxious or rude, thanks for hosting

>>41616535
Ghouls are rotted dudes , shit, say they remain as strong as people with disease ridden nails they aren't tearing through modern flak armour let alone power armour. The only issue is numbers NOT strength. It's a Zulu dawn type of deal.

>>41616535
Lmao , host said they are most like fallout ghouls you fucking nerd. Calm it. If they took our vehicles they drive. If they drive they have hands. If they have hands they are humanoid. If they are humanoid and need vehicles they are people. If they are people who need vehicles they are bandits. We beat bandits already.

Making me spell it out is autistic. Sure I might be wrong but if they blended with our men they are humanoids, not the lurkers.
>>
>>41616786
You dumb motherfucker, Fallout ghouls are capable of ripping into fucking Brotherhood of Steel power armor. Also he said they were the "closest" expy to them.

Also what part about "bandits being capable of mutants with psionic powers or having stealth armor" do you not understand? There are a myraid of ways they could have infiltrated us and got away with it.
>>
Rolled 39 (1d100)

>>41616786
Fallout ghouls are strong enough to tear BoS armor...
>>
>>41615068
>>41616786
Also there is NOTHING in this post indicating the guys who infiltrated and stole our shit were even bandits in the first place. It could have been anything.
>>
Rolled 21 (1d100)

>>41616327
>Ask Sword and Grift to work together to come up with something to save our sorry asses again

Sergeant Grift and Hemson chat idly together as they walk down the hallway towards the Engineering bay.

"So, bets we'll die?"

"I dunno, Command actually put us and Sword in charge for the duration so maybe 50/50."

"Yeah, they really need to stop doing that though don't they?"

"For sure, I ain't no fucking Commander. My job's to fight and train other people to fight. They're lucky Sword's so accommodating."

They reach the solid steel bulkhead of the Engineering Bay. It is in full lockdown mode, with even the access panel to the right only displaying a red X across its screen. Metal being cut and the grunts of men lifting heavy objects can be heard even through the bulkhead. Your Sergeant walks up to the door, violently punches it three times, and steps back. Three new dents now mar the surface of the metal. The sounds from inside cease, the circular lock in the center of the door spins itself into the unlocked position, and a very pissed off Engineer stands in the doorway in front of an engineering bay that more resembles a warzone than anything else. He takes a sip from a white ceramic mug filled with a steaming brown liquid before speaking. Written across the front of the mug is the phrase "World's Best ENGINEER MOTHERFUCKERS".

"What is it? I've got some WORK that needs doing here.

And now you've dented my door too! Didn't we just spend a fucking age and a half making sure all this shit looked nice?"

"Yeah, sorry about that. Ghoul swarm on the way, Command wants us to save their asses."

"Oh...well shit, I guess that's a good enough reason to dent the door." the Engineer begins to take another sip of his coffee while asking a question "So how long we got til they're on us? I'm making good progress on these fuckers thus far and shou-"

"They're here now."

The explosive burst of coffee might've burnt Hemson and Sarge if they hadn't been armored up.
>>
>>41616786
>The only issue is number NOT strength

Why don't you go out there and explain that to them?
>>
>>41616893
>>41616931
>>41616985

Prove it. It happens in game, doesn't mean it does in fluff.

It makes them rotting corpse's in Canon it doesn't give them magic armour piercing claws like they're tyranids you idiots. Literally game balance makes them do damage, accept that as fact

He can make them what he wants, he is the DM, but Fallout ghouls are humans who live when they shouldn't and continue to rot... Demonstrated by almost every interaction with sane ones.

Is BoS armour papermaché all of a sudden? Or do ghouls have deathclaw hands?
>>
>>41617100
>Prove it.
No, you prove it.

You're directly trying to refute something that is shown explicitly in the game based on "fluff" that you're referencing but not citing. Furthermore it's explicitly mentioned ferals ghouls are healed by and get stronger in the presence of radiation.

In any case, the only reason I strongly believe you're greatly underestimating the ghouls here is because of the +20 or so civs in this setting that have shown exactly what ghouls can be capable of. Reaver Ghouls have ripped into super tanks.

>He can make them what he wants, he is the DM, but Fallout ghouls are humans who live when they shouldn't and continue to rot
Also in this setting that's more zombies though (admittedly both are similar), but which are explicitly different from Ghouls. The distinction is difficult to explain, but what is usually common in this setting is that Ghouls eat Zombies and Ghouls have an affinity for radiation while Zombies are more biological if that makes any sense.
>>
"Hey Strelok, I know you're busy trying to help us not die and all, but could you tell >>41617100 how many gouls on average a soldier in power armor could take on?"
>>
Rolled 37 (1d100)

>>41617191
A big difference is being bitten by a ghoul normally doesn't turn you into one, while being bitten by a zombie does.
>>
Rolled 12 (1d100)

>>41617242
Depends on the range of the engagement really. Assuming a standard assault rifle with unlimited ammunition and the engagement begins at long range on an empty field, a PA trooper could probably take out about 10 ghouls before they closed to close/melee range.

At close/melee range, assuming no special melee proclivities they could probably take on about 3 ferals at once with 50/50 survival probability (depending on the strength of the ferals). Ghouls are very nasty in CQC, where their enhanced toughness, speed, and strength really shine.
>>
>>41617191
http://fallout.wikia.com/wiki/Barrows

Here's proof faggot. Look up his dialogue. He mentions everything I have. His notable quote is about saving ghouls from their "rotting form", in game he tells the player he sows on what falls off the ghouls every day. Especially this one alcohol hair dresser.

> difference between ghouls and zombies
It makes some sense, at least you tried to explain it instead of just arguing. But the fact remains: fallout ghouls aren't an issue. Feeding off radiation isn't good. Use the stealth defenses to let them pass?

>>41617242
Don't put him on the spot, we might regret it...
>>
>>41617326
That's what I thought tbh... Sorry to shit up your thread mang but Christ this got out of hand.
>>
Rolled 3 (1d100)

>>41616987
>Upgrade our defenses (with the bandit stuff)
After your heroes had a short conference among each other, they each split up heading different directions. Engineer Sword also authorized your engineering corps to have full access to the Bandit Defensive stores, and instructed them to update your defenses with them while he "got something BIG ready".

And so they did. Every single delimiter, safety system hack, oversized slugthrower, brutal deathtrap, and spiky bit of metal was added onto your existing defense network. When everything was all said and done, you noticed something strange happen. Your auto-turrets and defensive bunker outworks seemed to actually move and morph to integrate the bandit arrays and traps. Killzones were reformed to direct any incoming hostiles into fields of harpoon-traps and concealed pits covering vats of caustic chemicals, turrets that should've required manning instead seemed to move on their own in coordination with your autoturret network, and over all an eerily menacing and evil-feeling fog seemed to obscure everything. Your engineers looked upon their work with glee, and went to retrieve the rest of the stocks to update the caveside defensive networks.

Then they realized that...they'd used them all up.

>Unlocked: Banditech-Synergy Defense Matrix (Topside, Doubled)

>Alert!
-Sergeant Grift and PFC Hemson have departed with 50 troops
-Engineer Sword has re-locked himself in the engineering bay.
>>
Rolled 95 (1d100)

>>41617378
>>41617354
By default Ghouls get double the base toughness and strength bonuses that mutants get, and mutants are absolute monsters in melee with those buffs. Then ghouls get a mobility buff atop that. That's before you get into the more advanced ranks of ghouls like Glowing Ones, Ravagers, Reavers, Brutes, and the like.

They're pretty nasty, but they have to eat constantly or lose their minds and tend to stay in radioactive areas unless prompted to leave.
>>
>>41617378
yeah, sorry about that. Heated arguments can be an unfortunate commonality of these quests, at least on the down time in between OP posts.

After all, we're all of us here for the same reason, a good fun time, and to make sure our civ damn better well not die!
>>
>>41617435
Eh, could be a problem but clearly they aren't smart. We have stealth shields and turrets.

Lay low and let them pass; like rain on the mountain side as theodan put it. Whatever took our men out and took our heavy lifting vehicles is the real threat human or not.
>>
Rolled 98 (1d100)

>>41617382
>Notice!
-Monster Mayhem continues caveside.
-Ghouls will be upon the base next turn, it is almost certain they'll discover it due to sheer numbers.
-Ghoul Swarm estimated at ~8,000.

Your topside fortifications will require 100 men to be fully operational.

>What do?
>Turn 22
>>>>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: 0
>>Pop 900 [2 Insect-men, 20 eggs]
>>Military 250
>>>>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. Banditech-Synergy Defense Matrix (Topside, Doubled), Stealth Matrix. Genintec Sensor Network.
>>>>Vehicles: 5 War Walkers, 5 C&C Walkers, 20 Technical Wrecks, 200 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 1, Scientific Supply 2, Loot 3, Lurker Corpses, Lurker Eggs, Drugs (Various).
>>
>>41617496
>Eh, could be a problem but clearly they aren't smart.
Ghoul Swarms tend to be lead by intelligent ghouls, not always, but it's very common. They know where to lead the ghouls to hit hardest and some of them are often the toughest of the lot.
>>
Rolled 86 (1d100)

>>41617513
All manpower into defending the base.


If the bandits can be reasoned to by sword or Gift, the strongest leads etc. We could arm them and add them to the line
>>
Rolled 98 (1d100)

>>41617547
Might I also suggest using grav bikes to try and pick them off before they come, and perhaps lead and lure chunks of them away from our base? Other than that, I agree as long as we can reason with them.
>>
Rolled 26 (1d100)

>>41617513
>Man Battle Stations!

>Try to improve weapons
Quickly see if anything from the bandit armory could help us in the coming shitstorm

We should try to get a leader-type hero soon as we get out of crisis mode
>>
Rolled 58 (1d100)

>>41617547
>>41617588
"Blood Riders, listen to me.

You and we both know our differences. What both of us have done to each other and to others. Why you are in this cell and we outside it.But believe me when I say, none of that matters right now.

Right now as I speak, out there are over eight thousand ghouls fully prepared and ready to turn this place into their own smorgasbord and our tomb. Us and you in it. And these prison cells are not going to stop them.

This is the chance we can give you. Fight.

Not for us. Not for this base. But for your own survival.

Nothing might come from this, you might still hate us and refuse to fight, and then you die here second to us as we all get feasted upon by those rotting bags of gangrene. Or you can choose to not sit down and let them come to you.

Not without a goddamn fight and a magazine full of lead.

What is your answer?"
>>
Rolled 26 (1d100)

>>41617753
Hopefully it's good or I''ll come back specifically to eat them
>>
Rolled 84 (1d100)

>>41617753
"Hmm...

Give us our bikes and you've got a deal."
>>
Rolled 87 (1d100)

>>4161775
Rollin

Let's hope I beat >>41617853
>>
Rolled 35 (1d100)

>>41617513
"What he >>41617753
said. you've got some friends who want you back. If they try and take you by force, we'll probably kill you all just to prove a point. If you don't help us survive the gouls or monsters, you'll probably die anyway. those of you who do show some FUCKING BRAVERY over the next turn can start new lives here as probationary members."

>Action: recruit bandits to help in coming showdown. Offer the chance at a new life for those of them that don't really like banditry.
>>
Rolled 79 (1d100)

>>41617892
Bikes for not being Ghoul food? Can't argue against that. Can we keep at least one?
>>
>>41617892
"Hey sword, how feasible would it be to rig up some Remote Control explosives to the bikes to make sure they don't just use them to run away?"
>>
>>41617892
We survived without the bikes before, we can part with them again. Vote

>>41617946
>Not the same bandits my friend, those are the 25 unamed swearing bandits
>>
>>41617946
Pretty sure it's the other guys who have friends that want them back.
>>41617960
How are you going to explain that we lost half of the bikes?

Recruiting the bandits is a terrible idea guys
>>
Rolled 59 (1d100)

>>41617960
Well Engineer Sword has about 50 trashed in his lab right now. Hemson and Grift left with another 50 to go do something they didn't tell you about, but the rest are sitting in the vehicle bay quietly floating.

You've got about 150 available.

>>41617946
"Sheeiit, you're offering us full citizenship and rights if we just fight some ghouls for you?

Easy peasy, weaklings. We can show you how it's done."

>>41617978
"Ehh...it'd take at least 1 turn and I'd have to use the remaining supply to make sure they couldn't disarm them easily."
>>
>>41617978
I dunno, them fighting off the bandits in exchange for us letting them away seems kind of fair if you ask me.

And we don't have to worry about 500 prisoners anymore.
>>
Rolled 38 (1d100)

>>41618085
You mean the ghouls right?
>>
Seriously, read >>41612386 to get a glimpse into the mindset of these people you want to ally with.

>unnecessarily cruel traps and weaponry meant more to debilitate and cause pain than to kill were plentiful

What makes you think we can trust these guys at all?

>>41618085
What about these people makes you think they will be "fair?" They will murder us the second we put weapons in their hands.
>>
>>41618145
...yes, it's late and I mix up my words, sorry...
>>
>>41618160
Nothing. Really, but a lack of trust is better than becoming a ghouls next meal.
>>
Rolled 24 (1d100)

>>41618017
Mmkay, everyone here seems a bit tired and scatterbrained. I'm going to call a vote to see if people would rather continue with this tonight, or call it for now and have some time to think on survival plans.

>Continue?
Y/N
>>
>>41618283
I don't know if we're going to come up with any better plans now than later.

I'm tired as hell, but I kind of want to win this battle first.

I vote Y
>>
>>41618283
>N
>>
Rolled 96 (1d100)

>>41618283
Ehhh...I'm pretty tired, and having time to think always helped with Genie' games.
>N
>>
Rolled 18 (1d100)

>>41618283
N

Not that I don't love this game, but I'm really tired, and maybe tommorow we'll come up with something.
>>
Rolled 1 (1d100)

>>41618283

>N
It is.

Thank you all for playing, it was a pleasure as always. Next thread probably on Wednesday, but I'll update on twitter as my plans develop.

Have a nice night and good luck next time!



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