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File: Vehicle Bay Exit.jpg (46 KB, 640x321)
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Rolled 6 (1d100)

Your men look over your sprawling, snow dusted defenses into the distance. The swarm of ghouls stretches across half the valley, and even from your position you can see them still fighting against monsters in the dens they've overrun. Despite this they continue to spread into the valley, searching for your scouts that they can no longer see. Their progress is rapid but meandering and without clear direction.

Your recently upgraded and polished defenses stand embedded in the landscape around your bunker. Killzones, fields of traps, mortar nests and concrete bunkers dot the cold broken stone in front of your vehicle bay, all concealed from casual detection by the thin wavering fields of your stealth matrix components. The weaponry arrayed in your defense would make even a hardened military man jealous, but its true test will come when the horde finally discovers you.

Welcome to the Post Apoc.
>>
Rolled 72 (1d100)

>>41715004

>Alerts!
-Ghoul Horde Strength: 7500
-Ghoul horde will almost certainly descend upon you after next turn.

>Notices
-Combat Time engaged.

>What do?
-Conscript the prisoners to fight.
-Improve the defenses (how?)
-Consult heroes (who?)
-Radio for help (who?)
-Attempt to lure them away
-Attack!
-Other?
>>
Rolled 38 (1d100)

>>41715100

>Turn 22
>>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).
>>
>>41715004
You can't get rid of me that easily!

Can we negotiate with the prisoners to be some sort of cannon fodder in the same vein as Roman auxilia? Offer them a deal of safer land in return for military service and adhering to our laws.
>>
File: Player Combat Map.png (43 KB, 850x567)
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Rolled 96 (1d100)

>>41715100
>Map Key
Snot Green - Monsters
Pink - Zombies
Purple - You
Purple Triangles - Defensive Outworks
Yellow - Ghoul Horde
Grey Triangles - Mini-mountains
>>
>>41715100
>-Conscript the prisoners to fight.

Extra bodies is always nice.
>>
>>41715207
Considering our options, I can agree to this.

Currently coming up with a plan right now, but judging from >>41715213 we have a LOT of other potential opportunities.

One big thing we need to do is try to lure in monsters and zombies to fight the ghouls, and the easiest way to do that is with noise and the smell of cooked food.

I'm thinking since we don't have many vehicles but have a biofuel generator we can light up a fiery path the ghouls will need to tread to, and try to do it in such a way the smell wafts to the monster hives.
>>
Rolled 12 (1d100)

>>41715100
>Improve the defenses:
-Set the bandit Rapid-Deploy Traps.
-See if there's anything in the bandit raiding armory that could help us.
-Further reinforce strategic points with the recoil-less rifles and experimental ray guns
-Rig our defense outworks with explosives that can be detonated as the positions are overrun

I don't trust the bandits, but we could conscript the other 25 prisoners, with the promise that if we survive this we'll send them back to their buddies

Also be ready to deploy our walkers
>>
>>41715306 Would they fight each other or just join the horde?


>>41715213 Looking at this map I'd suggest, if possible, to rig some explosives on one of the mountains past their route and let it avalanche on them
>>
Rolled 47 (1d100)

Action 1 + 2
As per the deal we agreed with the bandits yesterday, give 150 of them the bikes "that we were able to salvage still working from the avalanch" and the rest a small arm and some bandit armor to go fight those ghouls.

Their job is too "fight and make as MUCH noise where the ghouls are as possible to attract the zed and monsters, preferably as far from the base as possible." If need be, have some of our guys bring explosives (which we have plentiful) and any heavy canons and create a lot of noise.

Better still, before we do that, bring up some spare bioefuel and put them directly in the path of the ghouls or even douse them in biofuel, then use the heavy explosives to light them in a big fireball. If we got any engineers with sense of wind, do it in a way that the smoke makes it drift to the monsters.

Some of the bandits on Gyro-bikes will need to directly rouse the zed and the monsters to follow them toward the ghoul hive, shoot at them throw grenades and stuff, have fun blasting a couple of them but lure them to smash those ghouls.

While our forces are up ahead fighitng, any spare men or reserves we have are to immediately deploy the shitloads of bandit traps and pitfalls directly in front of the hordes path, and turrets behind those or on top of any walls or defensive lines we have. Dig trenches and put pointy sticks if we have to and put additional biofuel in them, we've got to try everything we can to slow the horde down.

If anyone has any more suggestions, please add
>>
>>41715349
We don't have to trust them necessarily but I had a bunch of people on me about how serious this is. If their choices are die in a cell or live for a bit longer they should stick with us until the ghouls are dead. Just give them shit equipment.
>>
Rolled 16 (1d100)

>>41715370
Ghouls eat zombies, zombies eat ghouls, it;s natures way. Ghouls seem to have some advantage of having (relatively) more intelligent types and slightly less hunger. You'll see more of them wielding clubs and swords than you will zombies. Zombies tend to be more numerous, to the point where there have been instances in other civs in the setting that some special variety have formed giant masses into a towers to pluck unsuspecting low altitude helicopters from the sky.

Monsters eat everything, including other monsters. Dunno what keeps them from eating each other, probably because ghouls zombies and humans are easier prey. Lions don't normally prey on other lions.

Most of the monstrous factions care little for anything other than EAT.

>>41715370
>>41715397
An excellent idea, have engineers use explosives to try to trigger some avalanches to create a specific chokepoint where they will have to be funneled near or in proximity of monsters, as well as making a narrow path we can kill them.
>>
Question

Once shit pops off won't it attract monsters and zombies anyways
>>
Rolled 49 (1d100)

>>41715100
>Consult heroes
Ask Gunny and the PFC for their thoughts
>>
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>>41715114
I do wonder if we can get some of the ghouls away from here by drawing them with a loud target. Thinning the numbers would help us for sure.
>>
Rolled 81 (1d100)

>>41715490
They're already busy on their own plans we put them to last thread, got a nice (technical) nat100 on that. Let's leave them be for now.

>>41715518
Better still draw other things around here into them with noise.

Everything likes noise.

>>41715486
>>41715397
OH. I just realized something.

There is currently a monster mayhem going on behind our bunker in the caves, if we can use explosives to blast a path for them to charge into the ghoul horde and lure them in with the smell of burning meat and more noise, do that too.
>>
Rolled 89 (1d100)

>>41715572
Shit. Well then let's consult with Sword.
>>
>>41715620
Sword too actualy.

Come to think of it, remind who is the PFC?
>>
Rolled 27 (1d100)

>>41715489
It's unclear. Possibly it will, possibly the monsters/zombies will investigate, see what's happening, and nope the fuck out.

>>41715490
-Sergeant Maj. Grift
"Well, we're low on men so I'd say give the prisoners the opportunity for a pardon through meritorious military service then shove them out front with some equipment.

Worst-case scenario they die without taking any of them down."

>>41715620
"What? I'm busy right now, don't bother me."
>>
>>41715635
I don't remember his name, but the guy who had his arm replaced by the scientist.
>>
Rolled 70 (1d100)

>>41715674
>>41715635
PFC Hemson.

His arm got eaten by a luminescent fungus at the science bunker, then he was the sole survivor and the kind scientist you guys blew off gave him a new augmetic arm.
>>
Rolled 46 (1d100)

>>41715663
I'd roll for that.

Can we possibly blow something up to avalanche some of them or make a choke point?
>>
Rolled 54 (1d100)

>>41715620
Actually, let's consult with Strelok (the AI)

Hell, since everyone else wants to conscript the bandits we might as well ask Raidmasta Ghoulagh what he thinks

>>41715663
I'll trust Grift's suggestion, we can do that
>>
>>41715397
>>41715486
>>41715572
Anyone see any obvious drawbacks or flaws in this plan? Agree or disagree with its elements?
>>
Rolled 33 (1d100)

>>41715711
You sure could. You could also send some men out on gravbikes with food to try to lure monsters/zombies in (success may vary). Shit, you could release the valves on your biofuel or water reserves and pump it out to coat your defenses then set it on fire. You could throw drugs or explosives or technical wrecks AT the ghouls.

You've got an entire civilization's worth of stuff at your disposal, feel free to get creative.

>>41715720
-Strelok
"I'd highly recommend against giving the bandits their jetbikes. My analysis indicates a 110% chance that they'll attempt to flee if that's done.

Wait...110%? Hmm, I may need to adjust some formulae after this is all done."

What would you like to ask the Raidmasta?

>Conscript the prisoners. Toss them out front.
Y/N?

-Give them Gravbikes
-Give them stuff from the Raider Armory
-Give them basic gear only
>>
We could offer them the gravbikes after they fight to whoever survives.

Releasing the survivors afterwards seems fair no?
>>
Rolled 82 (1d100)

>>41715836
Don't toss them! That might give them cause to spite us before they leave. We don't need that risk.

Could we send two teams on gravbikes, distraction and demo team to rig up a trap with bait, explosives and avalanches
>>
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Rolled 57 (1d100)

>>41715836
>Y
Give stuff from the Armory. They will get there Gravbikes after words.

Granted even if we gave them the bikes not all of them could leave.
>>
>>41715836
"Raidmasta, if you can promise your men fight for us, we might be able to promise the survivors their gravbikes back after this battle is over.

Consider it a release and return of (some) confiscated stolen items as reward for meritous military service in lieu of carrying out the sentences for your crimes."
>>
>>41715836
What if we get the wrecks barely working, weigh them down with explosives, and point them at the ghouls with bricks taped to the accelerators, then detonate them when they're in the midst of the ghouls?


>Conscript the prisoners. Toss them out front
Y
-basic gear only
>>
Rolled 28 (1d100)

>>41715836
>Conscript the prisoners.
Y - Only the ones who volunteer

>-Give them basic gear only
>>
Rolled 19 (1d100)

>>41715936
You're fully capable of keeping them from being able to retaliate until the ghouls are in range, they won't be able to spite you unless you have horrible luck.

"You could send other Charges out on gravbikes to do that, but I wouldn't trust the bandits to do it."

OOC: You'll still be able to choose proper actions for this turn after you decide on what to do with the prisoners.

>>41715996
"Hmm...Let me be honest.

I don't trust you.

Now let me see what we're up against first and then we'll work out an agreement."
>>
>>41715836
Conscript prisoners/arm them

Letting them have trans is a sure way to see them book it, stick them in the defenses.

>>41715888
I'd say service is freedom really.
>>
Rolled 97 (1d100)

>>41715836
Make the offer
Give them stuff from the Raider Armory
>>
>>41716046
"Then there is something we can agree on concerning each other, at least.

We are fighting a ghoul horde, surely you've known them better than we who have slepty in ice for centuries have.

In any case, we're considering luring the zed and monsters to maul em with some explosive incentive. If all goes well, you'll only have to fight the stragglers who get past."
>>
Rolled 12 (1d100)

>>41716117

"A ghoul FUCKING horde?

Goddamn, what the fuck did you guys do? Piss off the Miltown Mechanics or something? Fucking how, they hardly ever even leave their goddamn base.

Nah man. I'll try my luck getting out of here once they eat you all. Feel free to ask my troops though, a lot of them are probably dumb enough to accept."
>>
Rolled 54 (1d100)

>>41716184
ask them,

"Raiders, right now you aren't here because you want to be. None of us are. You don't like us much I would imagine however there's a greater threat coming for this base to take every human's life in it. Regardless of background. There is a horde of ghouls, some several thousands strong about to attack. Anyone of you willing to join us to fight them and save his own life. To take his own destiny, will be looked upon favorable by our government and offered their freedom or a future position amongst us. Should you choose to join us.

Then we can focus on either us or them for the diversion/traps
>>
Rolled 33 (1d100)

>>41716273
Hmm.
>>
Rolled 75 (1d100)

>>41716273

400 of the Raiders volunteer in exchange for their freedom.

50 of them state that they never really wanted to be bandits anyway, and request to fight for their freedom and join your faction if they survive.

50 of the Raiders refuse to join at all, stating similar sentiments to Raidmasta Ghoulagh.
>>
Rolled 9 (1d100)

>>41716381
Well then...T-that went better than expected. I'm still a little suspect of them.

Can we weed out from them a hundred or so willing to be gravbike distractions?

We'll use our own men to rig up a trap. If we are still planning on doing that. Give the rest basic armaments when the time comes and put them on the frontlines. Keep a very big eye on them, also keep out of their hands anything too dangerous.
>>
Rolled 46 (1d100)

>>41716433
-Strelok
"This AI STRONGLY WARNS you not to give ANY of the bandits gravbikes."

You could indeed. I presume you'd like the 50 who'd like to join you and 50 of the others who'd like their freedom?
>>
Rolled 39 (1d100)

>>41716433
Vote

also voting the other plans general stuff
>Try to use explosives and burning flesh to lure in monsters and zed
>Try to create a path the monster mayhem can be lead into the ghoul
>Avalanch to create chokepoints and/or bury some ghoul
>Laying of bandit traps and trenches
>Deploying of bandit turrets (have the 50 who want to join us do that

>>41716466
50 who join us can help us set up defenses and fight alongside our men

those who want their freedom can fight for us when the ghouls hit our base after all the traps and explosives and luring stuff
>>
Rolled 42 (1d100)

>>41716381
>>41716466
Alright then. No gravbikes and arm them from the raider armory.

How easy is it to make basic body armor. IIRC they came with personal shielding, but not much else. Giving them some armor would increase their survivability, if it's not too difficult to replace.
>>
Rolled 30 (1d100)

>>41716466
That roll...Oh damn...I'd rather keep the ones who want to be with us on hand... Just in case.

Use our men as the distraction and the demo team then, I suppose to be safe.
>>
Rolled 89 (1d100)

>>41716508
>>41716498
>>41716493
Rollan
>>
Rolled 2 (1d100)

>>41716508
I'm extremely nervous about exposing some of our men like this, especially against an enemy that outnumbers us so ridiculously.
>>
Rolled 24 (1d100)

>>41716493
Hmm...

Attempting to blast a path through the mountainside into the cave (and monster mayhem) would require your whole explosive stock and would consume both your actions by itself.

Deploying the 'loyal' bandits can be done without an action.

Otherwise you can select two of these to attempt.
>>
>>41716603
On the other hand, those dicks could ride off and get more guys to attack again. I understand we're playing with fire here. I have a feeling many will die in the fighting.

If we get bad rolls they will run off or mutiny is all. We have to risk one way or the other
>>
Rolled 56 (1d100)

>>41716608
>>41716493

From this list

> Avalanche trap
> deploy defenses, like the bandit turrets
>>
Rolled 18 (1d100)

>>41716608
Then
>Try to use explosives and burning flesh to lure in monsters and zed
>Avalanch to create chokepoints and/or bury some ghoul

>50 bandits deploy with turrets
>400 volunteers are armed with raider gear and are to deploy the traps
>>
Rolled 10 (1d100)

>>41716608
Avalanche trap and deploy turrets
>>
Rolled 47 (1d100)

>>41716690
>>41716718
This
>>
Rolled 58 (1d100)

>>41716671
We are NOT giving them bikes. We put them out as a first line of defense.

>>41716690
I was thinking the same thing, although I don't know where you people are getting "bandit turrets" from. We have bandit rapid-deploy traps to set up, the turrets are already installed. We need 100 men to man our defenses.
>>
>>41716769
The bandit armory came with some bandit turrets and traps, the action is to deploy as much of both and/or all.
>>
Rolled 11 (1d100)

>>41716792
It did? Lemme check the archive.

Nope, it didn't. I'll just assume you meant deploy traps.
>>
>>41716818
Drat, thought you said there were stuff that we got but just needed manpower.

eitherway, traps work too.
>>
Rolled 43 (1d100)

>>41716818
Oh. Oh well. A trap is fine too.
>>
Rolled 24 (1d100)

>>41716841
The bandit turrets and such were part of the Bandit Defensive Arrays, which you got a crit on integrating into your own defenses last thread.

Apologies for the confusion.

>Attempt to cause an advantageous avalanche.
[LOCKED]

>Deploy Bandit Rapid-Deploy Traps
[LOCKED]

Writan'.
>>
Rolled 46 (1d100)

>>41716886

"Alright guys. Sarge is out, Sword is busy, and PFC Hemson is nowhere to be found so these orders come straight from Command. Let's open'em up and see what we're supposed to do..."

Your men gather around the briefing table as the Sergeant opens up the manila folder and pulls out the series of maps and directions. Both of the nearby mountains, and a handful of locations along the slopes of the mountainside above you are marked with red Xs. A corridor between the two mini mountains and your bunker is highlighted in blue and marked with small stylized emblems of beartraps and the like.

"Any questions, men?"

The crowd gathered around continues to stare at the maps in dumbfounded silence for a minute, until a particularly bulky individual steps to the fore and begins to speak.

"Well...that's actually rather straightforward. One thing though boss."

"Yeah?"

"How're we supposed to get there without being eaten?"

"I'm damn glad you asked that, trooper."

A wide grin suddenly splits the Sergeant's bulldoggish, ugly face and he reaches for something under the table. He pulls out a small silver ring with a finger-sized device hanging off of it that features 3 prominent buttons. He clicks the topmost and a high pitched beeping noise echoes through the corridors from the nearby vehicle bay, followed by a low throaty hum. The hum gets progressively louder, and behind your gathered troops one of the gravbikes floats in front of the briefing room's entrance. Your troops emerge from their trance and look at the vehicle. As they do so, grins split across each of their faces in turn.

"That's so fucking awesome. Count me in."
>>
>>41717257
Dis gun be good
>>
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Rolled 96 (1d100)

>>41717257

The gravbike troops speed out of your vehicle bay and race towards their destinations across the frozen snow and broken scree of your valley. The ghoul horde continues to advance, but slower than before. The monster dens appear to be putting up a fierce fight.

Several minutes after your jetbikes depart a series of resounding booms echo and re-echo across the breadth of your valley. You notice blossoms of orange appear on all three of the mini-mountains around the Ghouls, like angry flowers of orange and black in the middle of pristine white fields of snow. The mountainsides shed their sheets of snow all at once, and tons of ice descend from their craggy cliffs with beautiful clouds of powder surrounding them.

The avalanches crash into ghouls and monsters alike with a horrifically rapid violence. Hundreds of humanoid figures and strange-multilimbed shapes are tossed into the air as if they had no weight at all. Many more are simply buried underneath the deluge of frozen water. Rocks carried along in the flow crash into the horde, and sections of the avalanches are briefly tinged crimson and black before being buried underneath the unending flow of white-blue ice and snow.

It's all over just as quickly as it began, and the snow visibly compacts itself over its unfortunate victims, setting like concrete in a matter of seconds.

As the dust and snow clears you get a chance to look at what you've wrought.
>>
>>41717602
Fuck yeah,
saves us from having to rebury the dead. And the best part is we've cleared out some monster dens while we're at it.

If this keeps up we might even be able to expand beyond our base!
>>
>>41717770>>41717770
Keep the surviving raiders close. Maybe let them set the first settlements up. I don't trust them to roam.

We want them assimilated but separate if needs be. Depends how eugenics we are going with this we could also just hose them down like the great escape if they are adamant about leaving with bad intentions
>>
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Rolled 30 (1d100)

>>41717602
>Alert!
-Ghoul Casualties: ~800
-Ghouls Remaining: ~ 6700
-Several Monster Dens have been buried.

Your plan worked surprisingly well. Despite the lack of range on the avalanches the ghouls had been bunched together at several places by their battles with the monsters, which took their own heavy toll on the ghouls. Many ghouls and monsters both were buried. Unfortunately many of them were quick and strong enough to dig their way out of the snow before it set, and those were very pissed off.

Which only served to make them spread out like a swarm of angered insects, and fall directly into your traps. The Rapid-Deploy Traps were incredibly nasty for being things that you could toss off a gravbike. Auto-burying bouncing betties, claymore mines, even caltrops linked together by razorwire in a network to ensare dozens at a time. Their cruel nature was as undeniable as their effectiveness and the ghoul's progress slowed to a crawl as they trudged their way through. Casualties were few, but injuries were many. Apparently the injured have no place in a ghoul swarm, and those few that managed to struggle out of the trap field were immediately trampled or torn apart and eaten by their fellows.

-Ghoul Casualties: 300

Despite all your efforts, the Ghouls have still managed to make it to your base. They are currently being held off by your outer rim of conscript-soldiers, but their lack of equipment is showing and they are suffering fairly horrific casualties against the incensed horde.

>Total losses
-Ghouls: ~1100 Ferals
-Ghouls Remaining: ~6400
-Conscripts: ~150
-Conscripts Remaining: ~250

>Notices!
-Your demo-teams dispatched up-mountain have placed their explosives in several patches of snow. They can cause an avalanche to engulf your base at any time.
-Vehicles have been detected near the mouth of the canyon.
-Your defenses have yet to come into effect.

>What do?
-Sit and wait.
-We can't leave them out there! Charge!!
-Avalanche-time!
-Write-in?
>>
>>41718036
Have them fall back towards the base.

Radio a warning towards the vehicles
>>
Rolled 92 (1d100)

>>41718084
Whoops, forgot my dice.
>>
Rolled 90 (1d100)

>>41717919
400 of them don't want to join us and expect freedom after they fight as promised, we should keep to our word.

I'd actually say the 50 who do join us ought to be kept close under supervision. Forward bases, if any, will mostly be watch towers for snipers and/or AT guns.

>>41718036
-Write-in?
Make every inch paid for in blood, and have them steadily retreat closer to the walls of our base while our engineers activate the defenses. Once they've reached our base walls, and we've ensured they're caught between our ghouls and the hard place of our walls, toss over some heavy bandit arms from the armory into their hands.

We'll activate the defenses AND they'll fire the heavy guns as we unload huge volleys of ammunition onto the ghouls.

We fucking ZULU now.

Send gravbike scouts to see what those vehicles are.
>>
Rolled 79 (1d100)

>>41718084
>>41718182
This. Rolling
>>
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Rolled 9 (1d100)

>>41718036
I would say pull them back and let them re-arm. Hold the avalanche till the last moment. ( Those new vehicles could be of help or a problem ... )

Then let the new base upgrades have some fun...

>>41718182
I'll back it.
>>
Rolled 87 (1d100)

>>41718036
Time to just sit and wait.

If possible, get our heavier weapons out and ready to support our defenses.

>>41718182
So toss them some weapons from the bandit armory? Sure why not

Not sure why everyone is so concerned about their survival though, they're bandits who recently tried to capture our base, and I think the ones who want to join us are further back with us.
>>
>>41718494
I'm more concerned about our survival, the more of these ghouls our "conscripts" can kill, the less our men have to actually face.
>>
Rolled 75 (1d100)

>>41718494
Affirmative, those who claim they want to join your are part of the forces manning your defensive lines.
>>
>>41718600
Not to mention how awesome it'll be when the ghouls come up to our base and feel the full weight of heavily armed bandits with turrets and not!Enclave soldiers with ray-guns and advanced weapons all firing on them like a meatgrinder of hot lead.
>>
Rolled 34 (1d100)

>>41718182

>Write-In
[LOCKED]

Let's see how this goes.

>>41718690
Well you don't have /that/ many ray-guns just yet. You've got to research and manufacture them first.
>>
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>>41718792
Soon!
>>
>>41718819
>that pic
When we actually get around to making those stealth drones we have GOT to spend a few more resources arming them with ray-gun tech

"We can do that, right sword?"
>>
Rolled 44 (1d100)

>>41718841
"Eh...it probably won't be quite as good unless we get some ferfukkinsrs lab equipment, but something like that is possible.

Now don't bother me I'm B-U-S-Y."
>>
Rolled 36 (1d100)

>>41718893
Hmm.
>>
Rolled 73 (1d100)

>Ferfukkinsrs lab equipment
I'm still debating whether he's talking about an actual brand or using an amalgram of speech.

both is good. That'd be a pretty damn good marketing tactic if a company ever chose that name too.

"Ferfukkinsrs Equipment.

We meant it."
>>
Rolled 6 (1d100)

>>41718792

"Hhhooooollyyyyyy SHIIITTTT!! FFUUUCKING FUCKNUGGETED MOTHERCUNT DICK SHITTING COCKBASTARDS!!!!!"

"Goddamn Milo, they're just ghouls it's not their fault."

"I WAS TALKING ABOUT THE BABYSHITS WHO PUT US OUT HERE WITH FUCKING PISTOLS AND FLASHBANGS! FLASHBANGS AGAINST FUCKING GHOULS? ARE YOU KIDDING ME?" The bandit unloads his entire mag at a charging ghoul, the grotesque skinless figure foaming at the mouth and carrying one of its fellows' arms as a club. The ghoul ducks to the ground below the bandit's shots before the recoil has even had a chance to buck the barrel and traverses the distance to Milo before the clip is even fully expended. It grabs the unfortunate soul by his ankle with one hand and as it stands it performs a tossing motion.

Milo arcs off across the landscape before being stopped by slamming into your walls an implausibly far distance away. A fading cry of "FFFUUUUUUuuuuuuuuuu--OOF" can be heard as finishes his projectile motion against your concrete fortification. The ghoul stands still and watches its handiwork, raising Milo's suddenly detached foot to its mouth and taking a gristly bite. As Milo's body proper impacts the wall it snorts, spewing a cloud of steam out. A voice makes itself heard to the ghoul's left.

"Hey fuckface, that was MY foul-mouthed friend."

The ghoul turns to face the voice, and the back of its skull detonates in sync to the bark of the bandit's pistol which pressed into the creature's skinless forehead with the motion. The ghoul's body moves and grasps at its killer's throat as its nerves fire their last. The bandit's face briefly lights up with absolute terror before calming slightly as the body slumps to the ground.

"Holy fuck that was close. I hate fucking ghouls."

Your loudspeakers ring across the landscape.

"Conscript forces, retreat immediately. You will be given superior armaments at the walls."

Cries of desperation, exultation, and extremely colorful curses ring out in equal measure.
>>
Rolled 86 (1d100)

>>41719406

"Aww fuck, now they tell us? Poor Milo."

"Also we're about to mortar the fuck out of where you're at."

This time the cries are all colorful curses.

>Conscripts have retreated back to your walls.
-Conscript losses: 100
-Conscripts Remaining: 150

Without anyone beating them back or delaying them by becoming food, the ghouls sprint towards your battlements in a tremendous tide. Several among their number still trail the caltrop nets from your trap field, others have beartraps clamped onto arms, thighs, or shoulders, and more are simply impaled by long shards of metal. They all cover the ground at equal speed, overtaking several of your conscripts and eating them alive.

Then the mortar shells started falling.

The ground the ghouls were charging across cratered spontaneously in time to the whistling of your mortar shells. The high explosives flung ghouls to and fro bodily and sent shrapnel flying straight through them. Blood and detached body parts paint the frozen gravel in front of your base in equal measures.

And still they come on.

As the conscripts at your walls are tossed heavier weapons taken from the Raider armory a pitifully weak cheer can be heard from their small remaining number. They immediately seize upon the largest and meanest looking weapons and lazers, buzzsaws, high-calibre bullets and cluster explosives are shot into the horde. A frustratingly small amount of the firepower actually hits anything even in the target-rich environment. Whenever a hit lands, however, a ghoul dies. Blasted to bits, sawed in half, filled with flechettes, dozens of ghouls are killed.

And still they come.

The horde closes in on your sweaty, bloody conscript forces. The strain of holding such heavy weapons is showing on every soot-stained face, and the cheers have been replaced by shouts of defiance and despair.

Then your defenses opened up.
>>
Rolled 5 (1d100)

>>41719712

Pillars of chromed metal topped with all manner of weaponry shoot forth from the ground, atop your walls, the fronts of your walls, behind your walls, and boxy turrets bedecked with spikes and saw blades are wheeled up atop your walls on chain and pulley systems.

Then they let loose.

Ghouls are burnt in half by visibly red beams of light, burst like overripe fruit by high caliber explosive rounds, and perforated by an impossible volume of fire being spat from the bandit-tech turrets. The blood painted gravel becomes coated, then soaked, then becomes a bog. Bodies starting as rows, then mounds, and build up into mountains in front of your walls. All to the tune of your glorious symphony of firepower.

All is not good, however. The ghouls give as good as they get, and their devilish speed and reactions avoid them most of your defenses. The laser auto-turrets prove to be the most effective of your direct-fire weaponry, simply firing beams of destruction that sublimate the creatures to nonexistence. Even still, in a few places on your walls the ghouls manage to break through and reap a terrible toll on the men manning your defenses. Leaping incredible distances from the mounded bodies onto your walls. They attack without any sense of self-preservation, and continue to attack long after taking damage that should've incapacitated them. Turrets are wrenched from their mountings by lone ghouls, and sent crashing into other turrets. The damage is horrendous, but thankfully not widespread. Yet.

...

And still they come.
>>
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Rolled 33 (1d100)

>>41719942
Courtesy dice
>>
Rolled 71 (1d100)

>>41719942

You bleed the ghouls dry for every inch that they take, but they prove to be fearsome opponents that strike with a vengeance for their fellows when they reach melee range. Your conscripts find this out the hard way and despite their firepower and the support of your defenses they are overrun. Their blood and organs paint the turrets that had sought to defend them.

>Alerts!
-Ghoul Casualties: ~1200
-Ghouls Remaining: ~5500
-Conscript Casualties: ~150
-Conscripts Remaining: ~0
-Your Casualties: ~30

-3 Breaches have been detected in the outer walls.
-Ghoul Swarm is spreading out against the defenses.

>Notice
-Vehicles are advancing steadily up the valley. Scouts were unable to be dispatched due to Ghoul breakthrough.
-Strange readings detected from the base of the nearest mini-mountain.

>What do?
-BLEED. THEM. DRY.
-Why haven't we deployed the Walkers yet?
-ATTACK!
-Scout the vehicles.
-Other?
>>
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>>41720044
Fuck it, I can't sleep anyway.

Send in the walkers.
>>
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Rolled 78 (1d100)

>>41720044

Muh map.

The swarm doesn't actually extend to the valley mouth now, but I can't figure out a good way to remove the spraypaint.
>>
Rolled 62 (1d100)

>>41720066
Bah. Rolling.
>>
>>41720069
Spray paint with the same color as the grey/snow you want yellow to be gone.

Or just use a large pencil/paintbrush diameter.
>>
Rolled 8 (1d100)

>>41720044
Send the walkers to the breaches

"Yo strelok, I fully understand how dangerous this is, go ahead and overclock the bandit turrets"

We hold this fucking wall.
>>
Rolled 38 (1d100)

>>41720124
"What do you mean overclock the bandit turrets?

THERE'S NOTHING LEFT TO OVERCLOCK.

That's what all the shit you jammed into my precious defense matrix DID. It's ALL overclocked...my poor beautiful non-visible laser beams...look what's become of you...

I could detonate them for you, if you like. I would rather like that."
>>
Rolled 100 (1d100)

>>41720044
>>41720066
>>41720084
Send in the walkers and try to plug up the breaches in our defensive line. We've got to push them back somehow.

Toss some of our biofuel out before the walls and light it up, the fire will slow these fuckers down.

Melt some snow and try to douse our walls and create ponds with water, and throw some salt in there to help melt the snow and make an electrolyte. Somebody bring up some wires from the power grid and BAM, instant electrical defense.

Grav bikes are powered by just regular propulsors aren't they? Try to bolt or weld some sideways on our walkers and jury rig a thrust control to the pilot operator. The walkers can move up before some ghouls, activate it, and using its weight and the thrusters blast them away with propulsor tech. Should help with the pesky stragglers who break through and protect the walkers.
>>
>>41720202
. . .and thus I invented a new standard for anti-melee combat for all our vehicles forever more.
>>
>>41720202
This...

God dammit.
>>
>>41720202
>100
Fucking nice
>>
Rolled 97 (1d100)

>>41720223
Huh.

So you did.

Most people would just use, you know, claymore style point defenses or something but that's not good enough for you, is it?
>>
>>41720257
You better fucking believe it. Bring one of these vehicles up to a wall of zombies or ghouls and send them flying like team rocket.

Shoot em dead as they limber on back and fling whatever gets close, rinse and repeat until satisfaction.
>>
Rolled 35 (1d100)

Okay, writing this up. I know this is fucking rich after how long the last update took but it may take a minute.
>>
>>41720257
To be fair you did give us giant mechs...
>>
>>41720044
>>41720202
>Modify the walkers.
>Send them to plug the breach.
>Be a fucking dick to those poor ghouls.

A lone figure in a thick, careworn canvas jumpsuit featuring a comfy looking fur-lined hood stands in the hallway outside your engineering bay. The figure's face wouldn't be out of place on a chiseled statue with its deep furrows and wrinkles, and a bushy black beard covered most of his face below piercing grey eyes. He lifts his right hand, and gently raps his knuckles on the inside of one the new divot in the bulkhead's metal. The central lock-screw immediately begins to spin, and the door opens in record time. In the doorway is a hulking power-armored figure standing with shoulders set forward and several servo-arms pointing outwards with glowing weapons barrels aimed outwards.

"GOD DAMMIT I TOLD COMMAND I WAS FUCKING BUSY CAN'T YOU SEE TH-" the bearded man interrupts your irate, power-armored engineer and speaks with a thick accent.

"Pardon me, comrade! I was just of thinking you could use some help. Your Commander has of special request and I could of helpings you."

"Who are you? I don't recognize you as someone from around here."

"Oh, I am just a wandering man of handiness who hails from across the pond." The bearded figure chuckles throatily to himself, "in more ways than one. That is of aside the point though.

Your command wishes you to modify your walkers, and quickly because the cursed ghoulish menace has breached your defenses."

"What do they want to add?"

"Grav-tech claymores."

"Pfffffhaw, what? Are they fucking kidding me? How do they expect to pull that shit off before we're overwhelmed?"

"I do not know, but I am familiar with this technology and I could help." the foreign man's voice is smooth and steady as he speaks, and his words carry undertones of long, hard earned experience. "I only request in exchange...certain parts."

"You know what you crazy motherfucker? I like your balls.

You're hired."
>>
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Rolled 55 (1d100)

>>41720650

>Gained technology: Grav-Tech Reusable Point Defenses.

Whump.

The snow above your Vehicle Bay shakes, and a few cascades trickle down onto the ground. Towards the rear of the large hangar several murky, tall shapes move about.

Whump.

A large snowdrift falls down and plops itself onto the polished floor of your vehicle bay.

Whump.

Five metal feet step into the meter-thick snowdrift at the same time. Your Walkers stride their way proudly through the snow as if it wasn't there. First the War-Walkers, then the C&C Walkers. Their matte grey exteriors are disrupted on the legs and the bottom of their turrets with fresh welds and strange pod-like protuberances.

Your walkers continue their march out towards the outer walls, and as they encounter the ghoul incursions fountains of blood and gore erupt. They wade their way through the burning, electrified soup that you soldiers desperately deployed in an attempt to fight off the ghouls, and where ever they go the hoarse screams of the feral humanoids erupt...and are quickly silenced in turn.

>Outer Wall Breaches have been sealed
>>
>>41720794
Goddamn we should have deployed these things sooner.
>>
Rolled 94 (1d100)

>>41720794

Unfortunately the delay caused by re-outfitting your Walkers cost your men on the defenses dearly. Their electrified bio-fuel soup slowed the ghouls down, but that was all. They sold their lives dearly, and nothing more could be asked of them.

>Alerts!
-Ghoulish Casualties: ~1500
-Ghouls Remaining: ~4000
-Your Casualties (and 'loyal' conscripts): 70

-Breaches have been sealed.
-Vehicles have entered the Ghoul Swarm.
-Ghoul Swarm is stalling.

>Notice
-Strange readings are increasing in strength.

>What do?
-COUNTERATTACK!
-Seal the breaches properly and re-man the defenses.
-Retreat to the 2nd line of defenses.
-Write-In.
>>
Rolled 65 (1d100)

>>41720889
Counterattack
>>
Rolled 86 (1d100)

>>41720889
Seal the breaches properly and re-man the defenses
>>
Rolled 83 (1d100)

>>41720950
This.

We literally developed this new tech to push them back, so PUSH THEM BACK.
>>
Rolled 63 (1d100)

>>41720950
>>41720967
Vote
>>
>>41720967
>>41720906
No no no.
We need to break the swarm, it seems thes ghouls will fight to the last unless we do something to break their advance. Something big enough to cause the swarm to shatter into a few smaller, hopefully less orginized pockets.

We have already taken down 1/3 of their number, this is a winnable fight now, let's not blow it and "Sally forth" into the hungry maw of our enemy.
>>
Rolled 85 (1d100)

>>41721058
>>41720906
This. Keep up the momentum and push forward, defense wasn't so effective last time anyway
>>
>>41721037
>>41720967
>>41720906
Seems I have been outvoted, carry on.
>>
Rolled 34 (1d100)

Defense. We have more guns this way and it's not a good idea to charge into the fire and electricity we set up everywhere.

Remember, we're buying time for our Sgt. Maj. and the Engineer!
>>
>>41721094
>>41720950
I officially vote to continue maintaining our defenses, and to incorporate the new tech if possible. Also ask AI Strelok if he has noticed any other resourses we are not using to their fullest capacity
>>
>>41721139
>>41720889
"Hey Computer, what with your all seeing electronic eye mind lending a hand to your "charges?"

I mean, even a computer oughta be irked if it's not using every available asset towards its defense. And after we just cleaned up your base too."
>>
Rolled 92 (1d100)

>>41721139
Exactly, my vote was to hold the line-not pushing forward, not falling back.yet either.

Well we have loads of fuel and explosives. If it does become necessary to fall back, Strelok can make the turrets explode even without additional explosives

>>41721153
"Don't mind him Strelok, he's an idiot."

Dude, our AI is unshackled now, be careful how you address him.
>>
>>41721153
>>41720889
"Seriously strelok if you have ANYTHING, I'm sure you can predict the havok ghoul juice will wreak on all of your equipment. Also who is that dude that just gave us the gravtech? Has he always been here?"
>>
Rolled 27 (1d100)

>>41721153
"You are being notified of important information as I become aware of it. My remaining shackles require me to withhold information and projections that still have a certain percent-range for margin of error, so that I can not feed the Charges semi-true information in a misleading fashion."

>>41721191
"My dearest Charge, most meatbags are of insufficient intellect."

>>41721217
"I...am unsure. I am unable to pinpoint when he appeared in the base, or if he's left it yet.

If I could provide accurate tactical projections I would, but unfortunately I am not a military AI so I have to 'wing it' as you meatbags say."
>>
Rolled 9 (1d100)

>>41720889

Hmm. Looks like it's down to two options and no write-ins.

>Choose one
-Counterattack!
-Seal the breaches and re-man the defenses.
>>
Rolled 10 (1d100)

>>41721281
>Seal the breaches properly and re-man the defenses.
>>41721281
>>
Rolled 99 (1d100)

>>41721320
-Seal breaches and re-man the defenses.
>>
Rolled 33 (1d100)

>>41721320
Counterattack
>>
Rolled 47 (1d100)

>>41721357
This
>>
Rolled 17 (1d100)

>>41721320
-Seal the breaches and re-man the defenses.
>>
Rolled 31 (1d100)

>Seal the breaches and re-man the defenses.
[LOCKED]

Writing.
>>
Rolled 22 (1d100)

>>41721533

>Seal the breaches and re-man the defenses.

Your Walkers move up into the breaches and stand there, weaponry chattering explosive death into strangely stationary Ghoulish Swarm. Your turrets do the same, much more effective now that the ghouls are standing still. The swarm seems to be having a crisis of purpose. Several groups of ghouls charge at your base, only to be gunned down by your auto-turrets and walkers while others stand still and gaze back towards the entrance to the valley from whence they came.

You take the momentary pause in the battle as opportunity to move reinforcements up to re-man your outer defenses. Replacement troopers move the remains of their predecessors out of Bandit Turret control seats, foxholes, and armored bunker outworks that've been cracked open before beginning to fire into the attacking ghouls. Still more reinforcements devote themselves to throwing together scrap, blood, and ice to seal the breaches in your walls.

The repairs are surprisingly sturdy for a rush job, with your combat engineers flash-welding key pieces of scrap together to form a fully integrated whole. They'll need proper repairs when this is all over, but this is almost as good as you could hope for under the circumstances.

>Warning!
-Incoming transmission from somewhere inside the ghoulish swarm.

Processing...

"HEY.

We're sorry these guys got out and attacked you and all but would you PLEASE stop shooting at us and them?"

>Stop shooting into the ghouls?
Y/N
>>
>>41721727
Y
>>
>>41721727
"We'll stop shooting if you get them to pull back and show yourself for parley. Anyone else who stays here will be shot!"

Well, looks like the enemy intends to surrender. I had thought there'd be intelligent ghouls nearby.
>>
>>41721758
This
>>
>>41721727
>Y
>>
>>41721727
"If you retreat them then we will be willing to talk. If not. No way.
>>
Rolled 79 (1d100)

>>41721758
It's not exactly a surrender, it's pretty clear that this was a really, really horrible accident. We don't need a war with the intelligent ghouls over a misunderstanding.

Which is why we need to stop shooting now, the ghouls have already stopped attacking and presumably will be pulling back soon as long as we don't piss off their intelligent masters.

They aren't our enemies and they don't need to become our enemies.
>>
>>41721830
Eh, you have a point. Intelligent ghouls are better on your side than against you.

Could also be just a big ploy. But that's just me being paranoid.
>>
>>41721727
"The fuck? Sorry? And what exactly were you going to do for us if we COULDNT hold off your fuckboys? You going to replace the men we have lost?
You better start giving us some damn good excuses... Your probably friends with that faggot dr. Worms-for-dicks.

>N
>>
>>41721727
Yes
>>
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Rolled 56 (1d100)

>>41721727
>>41721758

>Y
[LOCKED]

Your turrets fall silent at your command, and your Walkers step back behind the walls. The atmosphere remains tense and weapons drawn and pointed at the roiling mass of ghouls just a few dozen meters from your walls, but your men obey their orders. The battlefield becomes eerily silent aside from the huffing breaths of the ghouls and your men, and the blowing of the wind.

An extremely intimidating ghoul strides forward towards your base from out of a knot of stationary ferals. His steps are calm, steady, and measured. He has several VERY advanced looking cybernetic augments throughout his body, and you can see a faint blue shimmer in a sphere around him indicative of a shield generator. He shifts his neck to the left and to the right rapidly, and several loud cracks echo across the battlefield. He opens his mouth, and a gravelly, electronically augmented voice booms out across the battlefield.

"Good, you don't want to die today. Don't try anything stupid and we'll be leaving promptly."
>>
Rolled 44 (1d100)

>>41721898

>What do?
-Try something stupid.
-Don't try anything stupid.
-Parlay?
-Other?
>>
>>41721898
>Cyborg-Intelligent Ghouls
Just when you thought it couldn't get any worse. . .
>>
Rolled 6 (1d100)

>>41721917
You're the chucklefucks who voted for a Science Lab homeground. I get to pull out all the fun shit.
>>
Rolled 84 (1d100)

>>41721915
-Don't try anything stupid.
>>
>>41721915
>-Don't try anything stupid.
>>
>>41721898
Don't do anything stupid? You are the dumbass that is standing in the middle of a field of high explosives we can detonate at any time, YOU don't do anything more stupid than you have already done and fucking leave. Take the 2000 some odd dead friends of yours with you when you go.
>>
Rolled 27 (1d100)

>>41721966

The Cyborg Ghoul glances around at the ground for a few moments, and one of its eyes glows a bright blue.

"I don't see any explosives, and we lack the means to transport our dead. The ferals will certainly remove any biohazards of a fleshy nature that may affect your health on their way out."
>>
Rolled 96 (1d100)

>>41721915
>Don't try anything stupid
>Parlay

"I wish that we were meeting under better circumstances, but is there any chance we could have a business relationship in the future?"
>>
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>>41721947
>>41721915
Don't try anything stupid
>>
>>41721989
>"The ferals will certainly remove any biohazards of a fleshy nature that may affect your health on their way out."
If I might ride off the roll from our good friend BMO >>41721992
"Say that again? 'remove any biohazards of a fleshy nature'

Would you happen to be interested in an all you can eat monster flesh smorgasbord?"
>>
Rolled 20 (1d100)

>>41721992

"That depends entirely upon what you can offer us and if you're willing to incur the penalties of trade with our kind.

In sum, yes."

>>41722008
"Food for ferals is acceptable coinage to me and mine. Are you interested in a horde of lessers with few handlers being in your demesne for longer than necessary?"
>>
>>41721989
"You underestimate the virsitility of bandit defences... They are ALL explosives. You haven't even gotten to see our REAL shit yet; but enough cock waggling; get the fuck gone"

Check in with griff and sword, check to see if and how their thing is going.
>>
>>41722023
"As long as they are of significant distance and you are perfectly fine with us shooting any that get a little too close. But I'm sure you can handle it.

Tell you what, we've both lost a percentage of our forces today, seeing as how the mood has shifted in favor of ratinoal and good intentions on both sides, perhaps we might gain something out of this.

There is a monster mayhem event going on inside the mountain, if we blast open a path for you all the creatures therein that have not been touched by the surface for ages are yours.

If you can garauntee to stay and hold them from touching our base, and finding a way to lure them out when you're done, you've got free reign to eat all the monsters within."
>>
Rolled 9 (1d100)

>>41721915

>Don't try anything stupid.
[LOCKED]

If you'd like to talk with the Cy-Ghoul feel free.
>>
>>41722066
>>41722061
"If you're not interested in monsters in the least there are some nearby zombie hives we intend to deal with. Why put all that walking flesh to waste eh?"
>>
Rolled 52 (1d100)

>>41722061

The ghoul stands still and stares at your base for a moment after hearing your words. The moment drags on into a minute, and then several minutes. Finally it speaks again, its intonation and speech habits are notably different this time..

"I am unable to recall where you're speaking of, but am compelled to tell you that nothing that lives there can be allowed to have free reign on the surface."

>>41722100
"Acceptable, notify before your assaults and we shall clean up after you."

>>41722060
"I am familiar with bandits and their defenses. We shall take our leave promptly."
>>
Rolled 43 (1d100)

>>41722023
Well, for starters we've got fuel and explosives aplenty.
>>
>>41722139
"I was speaking of your ghouls, if I missspoke. It was our hope their tenacity for an apetite could clean out the inside of the cave. Then the creatures inside would never go out.

Our biggest concern would then be getting the ferals out, but I'm sure you have such a way.

Surely monsters can't be daunting, we've seen you devour entire nests."
>>
>>41722155
>>41722100
Seriously guys, what the fuck? Quit being so fucking nice; sure let them leave in peace, but they literally just tried to kill us, and only offered communication after we basically fucking had this thing won.

Fuck those guys so much, they should be kissing our feet for not pushing their shit in.
They started this horror show, they should at least repair and repaint our walls we worked so hard to get them nice.
>>
Rolled 95 (1d100)

>>41722066

The Ghoulish Swarm leaves in an uneventful anti-climax. Several intelligent ghouls just seem to appear from inside the frontline of the swarm, and coax them back towards the valley entrance with words and kicks. Rank upon rank of the ghastly horde simply turn around and begin a light jog. Before long they are vanishing back into the distance from which they came. The ground behind the swarm is picked surprisingly clean. Not a single lump of flesh remains anywhere they've passed, but piles of bones and other inedible debris litter their path like grisly foodcrumbs.

Your men stand fairly stunned at their defensive positions, staring at the backs of the massive swarm of creatures that had been desperately trying to murder them just minutes prior.

Damn this new world is going to take some getting used to.

>Alert!
-Monsters from the den in the nearest mini-mountain have burrowed their way out of the avalanche drift.

>Notice
-Acquired contact: Miltown Mechanists (Ghouls).
-Outer defenses are moderately damaged.
-Battlefield is ripe for looting.
-Sgt. Grift and PFC Hemson have returned with their troops.

>>41722191
"It's not about the monsters. Monsters just as ferocious in their own ways lurk out here. It's the things responsible for the monsters that can not be allowed to claim a foothold here."

>>41722155
"We will take a sample of your fuel and analyze its quality. We have plenty of explosives."
>>
>>41722242
What do you think we're trying to do by getting them to eat the zombies and/or monsters for us?

>>41722247
>"It's not about the monsters. Monsters just as ferocious in their own ways lurk out here. It's the things responsible for the monsters that can not be allowed to claim a foothold here."
"THAT we can agree on.

That asshole who made the darn fuckers is still alive and still kicking and still a son of a bitch. If you ever see him, you give him a big fucking bite on his ass you hear?"
>>
Rolled 95 (1d100)

>>41722247

>Warning!
-Detected faint transmission noise from the same source that demanded the 25 unknown humans before.

>What do?
>Turn 23
>>>>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 850 [2 Insect-men, 20 eggs]
>>Military 200
>>>>Food: Average
>>>>Water: Plentiful
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Excellent
>>>>Fuel: Plentiful
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 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, 250 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).
>>
Rolled 86 (1d100)

>>41722247
"Well Sgt. Maj. if bringing those guys to the battle to call of their minions was you, I suppose we have you to thank.

And you too Engineer, your efforts were most useful."

Action 1
Kill the fucking monsters that are popping out of the snow

Action 2
Loot the battlefield
>>
>>41722247
>loot
and promotions and honors are in order for some of our dudes.

Also try to find this grav-technician and any heroic survivors from the bandit conscripts.

Surely at least 1 conscript survived, we did only have our walls breached for just a moment and parts of our defenses held throughout so it is possible.
>>
Rolled 42 (1d100)

>>41722286

"Yeah, you might call it a hunch. Thank Sword mostly, he pointed us in the right direction."

The monsters do not appear to be taking any particular action towards you right now. They mostly seem to be solidifying their tunnel to the surface.
>>
Rolled 47 (1d100)

>>41722274
Double Action
LOOT
>>
Rolled 85 (1d100)

>>41722317
>>41722323
>>41722286
I think we only have one action.. And we all agree on loot. Dice.
>>
Rolled 24 (1d100)

>>41722274
This entire battle spawned from us trying to get some damn resources for a simple spy drone (with or without ray gun) so we better get the resources we lost so much men and vehicles on.

action 1+2 for looting the battlefield
>>
Rolled 34 (1d100)

>>41722319
In that case
>Loot
>Repair outer defenses

Also is the mysterious stranger still here? We need to thank him and ask if he'd like to stay a while.
>>
>>41722348
>>41722317
"Sword, just who was that fella that came in so handy? Is he still here? Can you reach him?"
>>
Rolled 19 (1d100)

>>41722348
>>41722317
"My sensors are unable to detect that that motherfucker was ever here. I don't know who that goddamn meatbag is or what he's wearing but it's some special shit to avoid MY sensors in MY BASE.

I recommend the Charges perform a manual search and sweep if they want to find him."
>>
Rolled 7 (1d100)

>>41722368
Then do exactly that.

>Loot the battlefield
>Find the friendly stranger
>>
Rolled 85 (1d100)

>>41722357
"I'm not quite sure. He just called himself 'Old Man Zad' and left once we got the grav shit working. He was real friendly, but didn't say much of substance aside from technical specs on what we needed to do. Just told me to remember his name when we saw the red."
>>
Rolled 31 (1d100)

>>41722386
This. Rolls.
>>
Rolled 79 (1d100)

>>41722274
To the guys who want our unkown humans:

"We might be willing to return your men to you as a show of good faith, but first, who the fuck are you? And how the hell did you find out about our base?"

>>41722386
this, fixing the defenses can wait!
>>
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Rolled 83 (1d100)

>>41722386
Dice
>>
Rolled 4 (1d100)

>>41722386

>Loot the battlefield
[LOCKED]
>Find the friendly stranger
[LOCKED]

Writan'. This'll probably be the last update of the night.

>>41722417
"We are the Mumekh, and you will return our men before we answer any more questions, remnant cowards."
>>
>>41722530
"It's funny, we were pondering whether your language was based on a perpetual stream of insults and curses based on the men we have.

In their language we'd ask "why the fuck" are these 25 so valuable to you?"
>>
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Rolled 99 (1d100)

>>41722530
Cowards? You JUST watched us take on a swarm of like 20,000 ghouls. killed at least 5000, 45 of them personally; our defenses are still fucking golden and it's not even noon yet. Really motherfucker? Do you really want to go right now? You can fuck right off.

Rolling for the intensity and amount of caps lock I use.
>>
Rolled 23 (1d100)

>>41722530

>Loot the battlefield

Your men descend in their own swarm upon the battlefield. Mounds of bones are shoved open and picked through, pebble beds are excavated, and even the monster dens that the ghouls cleared out are checked out.

It wasn't really going well until then. Turns out ghouls don't have all that much valuable loot on them. The monster dens, however, were packed to the gills with all sorts of valuable equipment and gear. It was in remarkably good condition too, with only a few teeth-sized holes in any given item!

Your men noticed some odd structures embedded in the walls of the emptied den nearest your base, but left with their loot before they found anything concrete to report.

>Acquired
-4 Resources
-3 Supplies
-2 Loot

>Find the Friendly Stranger

Your men not occupied with looting the battlefield comb your base, outside your base, and every nook and cranny not occupied by a monster of zombie near your base for the friendly stranger...to no avail.

Whoever he is, he's either damn good at hiding or he's a lot faster than he looks.

>>41722559
"Hah, they do us proud. Our reasons for desiring our members back are our own, and you shall not be privy to them."

>>41722596
"Pathetic remnant weaklings hiding behind your stone walls and metal machines. Strip those from you and you'd be dead when confronted by the merest fraction of what you faced."
>>
>>41722631
Fuck, fine, let's just give these 25 men back what the hell they're just goddamn tribals.

We have other things to tend to like fixing. . .everything.
>>
>>41722631
"Come strip me down baby; I fucking like it rough. Excuse me while I go use your men as my personal toilet."

>fix the base double time; bout to piss off some bandits
>>
Rolled 32 (1d100)

>>41722631

>Notice!
-Sarge suggests searching and collapsing the cleared out monster dens while they're still cleared out.
-AI Strelok requests manpower and resources to attempt to triangulate the Mumekh signal.
-Insectoid eggs have hatched, the hatchlings are maturing rapidly. The parents consumed 1 hatchling each seemingly at random.
-1 Conscript survivor has been found just outside the walls. He is missing a foot, has several broken rib, a broken back, and has been taken in for medical treatment.
>>
Rolled 29 (1d100)

>>41722530
"You mean the men who broke into OUR base, letting in lurkers who took half of them, and likely would have eaten the rest if WE hadn't captured them first? We are, quite frankly, sick of your shit. We could release your men, but it would be "weak" and "cowardly" to simply give into your demand now wouldn't it? Then again we might as well be rid of them, can you at least guarantee that you'll cut the shit-talking if we send them back to you?"

>>41722596
excellent
>>41722665
Well the defenses and the technical wrecks, also need power armor training and to research everything

>>41722688
Then we'll do what Sarge and Strelok suggest
>>
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Rolled 8 (1d100)

>>41722679
Dice
>>
Rolled 90 (1d100)

>>41722679
>>41722688
"What are friend means is you'll get your men one way or another, we just need to actually be able to wade through this fucking mess to do anything at all. Give us a moment."

>>41722688
>-Sarge suggests searching and collapsing the cleared out monster dens while they're still cleared out.
Do that
>-AI Strelok requests manpower and resources to attempt to triangulate the Mumekh signal.
"not like, actual resources right? I mean. . ."
Give him the manpower he wants, have Sword deal with it.
>>
Rolled 1 (1d100)

>>41722688

Aand, that's it for tonight. Thanks for playing, all. I'll stick around if you have any questions or would like to carry on any dialogue.

Twitter: twitter.com/strelokqm
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=strelok

>What do?
>Turn 24
>>>>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 850 [2 Insectoids, 18 Hatchlings]
>>Military 200
>>>>Food: Good
>>>>Water: Very Good
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Very Good
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 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, 250 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 4, Scientific Supply 2, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various).
>>
Rolled 80 (1d100)

>>41722703
>>41722713
Vote.

>>41722714
Thanks for hosting Strelok. Do we do this Genie style and bump the thread for tommorow?
>>
Rolled 86 (1d100)

>>41722724
You can if you like. I don't have anything planned for tomorrow as of now so I should be able to host at least a little bit.

>>41722703
"Yes, those men. We will provide you location coordinates to drop them at when you release them.

It would be cowardly and weak of you to give in, but that is your nature whether you choose to deny it or stay true. At least one way you will have the satisfaction of actions in tune with your inner self."

>>41722713
-Mumekh
"Do not tarry too long, cowards."

-Strelok
"Yes, actual resources. Unless you happen to have detail radio scanners on hand."
>>
>>41722762
"Aw man, these things aren't easy to get you know."
Give him the resources.
>>
Rolled 17 (1d100)

>>41722782
This.

Night bump
>>
>>41722688
>Sarge suggests searching and collapsing the cleared out monster dens while they're still cleared out.
SMALL exploratory group but full access to equipment, also promotion to Sargent Major
>-AI Strelok requests manpower and resources to attempt to triangulate the Mumekh signal.
Give him exactly what he needs or better, a loot and our best men
>nsectoid eggs have hatched, the hatchlings are maturing rapidly. The parents consumed 1 hatchling each seemingly at random.
Continue observation
>-1 Conscript survivor has been found just outside the walls. He is missing a foot, has several broken rib, a broken back, and has been taken in for medical treatment.
Give medical a supply to help expedite the healing of our dudes, especially for this guy, the least we can do is replace his foot.
>>
Rolled 56 (1d100)

>>41722762
Damn tribals...

Wait, I think these are the same guys who took all our shit as a result of the last critfail. Would explain why they waited so long to contact us and how they know we have their guys, shit even how they knew how to contact us.

"We'll release them to you, but in return you give us back OUR people, and all the shit they had with them too. You have nothing but disdain for our equipment and vehicles anyway, right?"
>>
>>41722814
After looking into military rank a little bit, sarge actually seems to have the responsibility of a first lutenent at least, really more that of a captain or major.

Sarge needs a big promotion and our pfc should be a sarge by now.
>>
>>41723262
Also sarge/captain should have the ability to independently bestow rank onto others as he sees fit.
>>
>>41723002
This makes very good sense! Try it.

>>41723262
Also, goddamn man, a little more tact! I thought we'd learned about not pissing off random people from that doctor. It's like you are 13 on Xboxlive
>>
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Bonk for great justice
>>
Bump
>>
Hmm, I'm wondering whether we should spend the time to find further lab equipment so engineer sword can work with the ray guns better, or just make the steatlh drones as is.

I think making the drones first and then using them to find labs would be best.
>>
Rolled 13 (1d100)

>>41723002
"We can release a portion of your people in exchange for ours. Let's see...one of our men is likely worth three of yours. So 75 for our 25.

The rest you will have to pay for, at the rate of 1 resource for 50.

Your vehicles and equipment are ours by right of capture. We will sell them to the highest bidder."
>>
>>41727953
[Radio silence]

Son of a bitch.

And here I thought we'd actually get a fucking break from fighting.

"Sgt. Major, Sword, do either of you know anything about anything on these assholes?

What's our current war capability, I don't take kindly to haggling for our men and vehicles with fucking bandit cocksucker sons of bitches.

Fuck, I swear even their prisoners are contagious."
>>
Rolled 39 (1d100)

So much for thinking we could work on the steatlh drones at last. Looks like we're in for another battle session.
>>
Rolled 100 (1d100)

>>41728783
-Sgt Maj Grift
"Negative, no info on them as of yet. We could try asking the other bandits.

We really should do some general scouting and meet-and-greet. Preferably without calling down a ghoul swarm this time."

-Sword
"Nah, I went up onto the mountain when I left. Figured people were more likely to have neat tech up there.

Really though their terms aren't too unreasonable. It'd just be 4 resources for all of our men, and they're all military men so afterwards we could go back and get our shit back AND fuck them up better."
>>
Rolled 83 (1d100)

>>41729311
Dammit, our vehicles though.

Oh well, at least we can consider the gravbikes we got from those other guys as compensation.

>>41729311
Well, at least we can call the gyrobikes and bandit tech as compensation. Damnit, there go the cargo crawlers.
Anyway, stil voting with

>>41722724
>>41722703
>>41722713

also I agree with >>41722814
>>
>>41729729
No one says we can't MAKE more right?
>>
Rolled 53 (1d100)

>>41729311
Time to vote for actions?

I'm sticking with doing what Sarge and Strelok suggested.
>Search monster dens, then collapse them
Although we may not want to collapse the one den that has odd structures.
>Try to triangulate Mumekh signal

I would support a prisoner exchange, 4 resources to get all our soldiers back.

Let's ask Ghoulagh and his men about the Mumekh, maybe they're feeling talkative.
>>
>>41729799
Resources don't grow on trees though. In addition to paying the ransom for our men. So we'll need to start gathering.

Good news is I think we have enough supplies to start working on those stealth drones.
>>
>>41730064
I agree with the prisoner exchange. . .we'd just lose more men over a fight right now anyway.
>>
Rolled 38 (1d100)

>>41730072
We could always mine for stuff.

Also, I support >>41730064 Let's stick with the easy way out for now and maybe start a mining operation later if feasable
>>
>>41730180
Raw resources like iron ore or coal require some form of manufacturing into materials/resources. Though, considering the mountainous terrain, when/if we do get smelters and such that will be an excellent idea.

Still, the inside of the cave is a goldmine of untouched resources, and the outside should have plenty within monster nests and around zombie hives.
>>
Strelok told me to tell you that due to an appointment he'll resume the game later today than expected.
>>
>>41730722
Okay, thanks
>>
bump
>>
Rolled 89 (1d100)

OP is BACK.

>Release Mumekh prisoners and spend 4 resources for your men.
Y/N?

>Choose 2
-Search the monster dens and collapse them.
-Triangulate Mumekh signal.
-Attempt to communicate/analyze Insectoids (how?)
-Write-in?
>>
Rolled 55 (1d100)

>>41733422
Yes

Triangulate Mumekh signal
Search and collapse the moster dens
>>
Rolled 53 (1d100)

>>41733422
>Y

-Search the monster dens and collapse them
-Triangulate Mumekh signal
>>
Rolled 63 (1d100)

>>41733422
... after the losses I say yes. If they keep to the agreement we may gain info on them and man power.

As for the 2nd part. Monster dens should happen sooner than later.
>>
Rolled 98 (1d100)

>>41733847
I agree, we may want to play nice for now. We know next to nothing about them.

Also, properly check the caves out
>>
>>41733422
>Y
[LOCKED]
>Search the monster dens and collapse them.
[LOCKED]
>Triangulate Mumekh Signal
[LOCKED]

Will write soon, gotta eat first.
>>
Rolled 11 (1d100)

>>41734400
Triangulate the monster dens
Search the Mumekh signal and collapse it
>>
>>41734641
>>41734300
I am so fucking happy we aren't going to play soft with these bandits. Unfortunately our men are worth far too much to gamble and I feel that they do infact have us by the short ones.

We will get them.
>>
Rolled 33 (1d100)

>>41734400

You send your acknowledgement of terms to the Mumekh and they transmit some coordinates to your southeast back to you. The bargain has been arranged.

>Would you like to attempt any subterfuge?
-(Write-In)

>Search the monster dens

You dispatch your troops out to search the monster dens and...holy shit, where the fuck was all this stuff before? You discover at least 2 additional 'refuse' pile (see: inedible items of interest to you) rooms in each of the monster dens as they're being wired to explode.

>Acquired
-7 resources
-2 Supply
-1 Scientific Supply

Meanwhile your search in the nearest monster den reveals an armored metal bulkhead in the deepest point of the deepest cavern. Four red emergency lights, their glass made translucent from claw scratches, spin in each of the door's corners. The metal of the door is strangely untouched.

>Would you like to collapse the monster dens now, or later?
-All of them.
-All except the one with the door.
-Wait for monsters to take up residence again, then blow'em to bits.
-Other?
>>
>>41734829
Just be patient. A patient man is a dangerous one. We play nice and do alright by them and if an opportunity arises we destroy them to the last.

Can't let any Tom, dick and Harry the raider just steal our stuff
>>
Rolled 15 (1d100)

>>41735128
No tricks, just scout out the area and keep sharp.

All except the one with the door.
>>
>>41735128
Let's be, very, very careful. They already snuck up on our men once. We should scout thoroughly first.

Also spare any of the caves with interesting stuff in them. Maybe set the others up as "bait" to lure monsters in before detonating
>>
Rolled 28 (1d100)

>>41735286
Forgot my roll...
>>
Rolled 43 (1d100)

>>41735128
>Collapse all except the one with the door
We'll investigate that later

>>41735129
This, they'll be on guard against any tricks right now. Best to just deal honestly.

However bring our walkers as insurance against treachery on their part.
>>
Rolled 71 (1d100)

About our defences. The auto laser turrets seemed to work better against the ghouls, so I'm thinking we should include more of those when we rebuild. We should also probably see if we can't incorporate the, um. Anti-grav point defences.

Anyway, let's talk to the troops at some point, and see which personal weapons were the most effective.
>>
Rolled 46 (1d100)

>>41735128

>Triangulate the Mumekh Signal

The modest prototyping and production facilities of your science bay come into the action, and in short order they churn out a handful of long radio antennae. The antennae are bolted and welded onto several of your remaining gravbikes, and they dart out into the frozen tundra around your base. The bikes spread out in formation, and Strelok's algorithms locate the source of the signal with ease.

It's the same as the coordinates the Mumekh transmitted.

>Notices!
-The insectoid hatchlings are all grown up now!
-Prisoner exchange will go off this turn unless you choose not to.
-Engineer Sword report he is ALMOST halfway done with the drones.
>>
Rolled 58 (1d100)

>>41735425

>Alert
-Population increase next turn.

>What do?
>Turn 25
>>>>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: 7
>>Pop 850 [20 Insectoids]
>>Military 200
>>>>Food: Good
>>>>Water: Very Good
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Very Good
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, 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, 250 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 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various).
>>
Rolled 58 (1d100)

>>41735425
>It's the same as the coordinates the Mumekh transmitted.

Could just be an outpost.

Anyway, slight change of plans. We will keep a safety margin from the coordinates.
>>
Rolled 87 (1d100)

>>41735425
Have the insectoids done...Anything? Can we have a look at their genetics or something. We need to know their strengths, weaknessess and if the doctor left any hidden supprises. Just as a side mission.
>>
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Rolled 19 (1d100)

>>41735128
>-Other?
We have some near the start of the valley, correct? I say we leave those be to have "attack dogs" to keep people away and keep the door one.

>>41735448
>Action 1
I assume this to be the dens.

>Action 2
Talk with the insectoids.
>>
>>41735448
Uh.
Let's see.
Can we delay for a turn or two until we get a lock on where they are?
Something like we are organizing the items or something.
>>
Rolled 80 (1d100)

>>41735448
Try to communicate with the insectoids.

Analyze the Ghoul battle.
>>
>>41735448
I really wish I knew what do with the insectoids.

>Repair perimeter defenses (and technicals?)
>Power Armor training, if possible

If we can't do that due to people being busy, look for a leader-type hero. We need to elect a Prime Minister

>>41735485
I think Sherman was serious when he said they "weren't finished."
>>
Rolled 45 (1d100)

>>41735550
>>
>>41735550
If we're notBritian, shouldn't we elect a king?
>>
>>41735550
Which just makes me more mad we shot up the place. He could have been useful.
>>
>>41735582
No, that seems a tad silly...

I thought we were colonial brits, hence perfidious. We are out for money, success, prestige and dominance
>>
Rolled 40 (1d100)

>>41735651
I thought we were a semi-autonomous collective.
>>
Sup guys, what's happening? We traded resources for our guys yet?

Also have we finished the stealth drones to scan the area for a bigger map?
>>
Rolled 23 (1d100)

>>41735619
Yep. We could still try to patch things up with him though.

>>41735710
See >>41735425
We're about to, and the drones are almost halfway done being built.
>>
Rolled 74 (1d100)

>>41735710
Almost and not yet.
>>
Rolled 1 (1d100)

>>41735550
I vote with this action, we do need to repair our base after the battle and yes we need more soldiers in power armor
>>
Rolled 47 (1d100)

>>41735792
OH COME ON
>>
>>41735792
Fuck you anon
>>
Rolled 63 (1d100)

>>41735792
Well, at least we're going with my action. Goddammit.
>>
>>41735792
See, this is why we need a king. This whole 'voting' thing is clearly never going to work out.
>>
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>>41735856
But what about our poker games? The war room has the best table.
>>
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>>41735856
Cavalier, pls.
>>
very concerned bump
>>
Rolled 89 (1d100)

>Leave to pick up gf from work
>Come back and >>41735792

Aww yuss. Time to have fun.

>Critfail detected!

>Repair perimeter defenses (and technicals)
[LOCKED]
>Power Armor training, if possible
[LOCKED]

Writan'.
>>
Rolled 39 (1d100)

>>41736699
>Perimeter defenses declare their independence, elect head turret.
>Troops suffer collective amnesia, forget what power armor is.
>>
Rolled 9 (1d100)

>>41736699

>Repair perimeter defenses
Your engineers issue forth from the doors of the vehicle bay, their footprints leaving shallow impressions in the deep snow between your defensive walls. The sleds and palettes of spare parts they drag behind them through the snow quickly obliterate the footprints. Your valley is deathly still and silent except for the sound of your men making their way to the outer walls. The engineers and repairmen descend upon your defenses like a swarm of locusts, and the sound of pneumatic rachet guns and arc welders ring out across the silent valley.

The work finishes up without incident, and your men look out upon the perfectly mended battlements and turrets with pride.

"Alright, and we all made sure not to fuck with the power conduits because that'd set off the bandit-tech self destructs, right?"

"...Uhhh..."

"Goddammit. Why'd they have to have Sword off doing his own shit."
>>
Rolled 35 (1d100)

>>41737041

>Power Armor Training

Your men are tossed into the VR Pods for a power-armor training routine, custom designed by your very own Sergeant Grift. They emerge a few hours later, jumping out of their VR Pods with enthusiasm and practically running to the armory to equip their power armor.

They equip the armor with an expertise that would be more appropriate for those with years of training, Rejoicing in their newfound expertise, your military men stride confidently through your base towards Sarge's training/torture facility.

And when they get there, it all goes wrong. All goes horribly wrong. Screams, crying, and the pitiful mewling of the defeated ring throughout your base for several hours before the training room releases its occupants. Your members who went in emerge as crying wrecks, and seemingly cannot get out of their power armor quick enough.

>175 Troops have acquired a phobia of Power Armor.

>Alert!
-Prisoner handoff has happened without a hitch. The radio transmitter/coordinates, as it turns out, were located in the lee of a massive mini-mountain in the middle of a vast snowfield.
-Military and Population increased by 300.
-Insectoids are starting to gnaw on the metal furniture in their rooms.
>>
Rolled 87 (1d100)

>>41737303

>Alert!
-Outer defenses have suffered severe damage.Most of the turrets and auto-turrets have outright self-destructed.
-Population has increased. You will receive another basic action at 3,000 population.

>What do?
>Turn 26
>>>>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: 6
>>Pop 1500 [20 Insectoids]
>>Military 500
>>>>Food: Good
>>>>Water: Very Good
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Very Good
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, 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, 250 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 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various).
>>
Rolled 88 (1d100)

>>41737349
Try to communicate with the insectoids
Futher develop anti-grav point defence
>>
We really should develop a long term tactic for these insect men.

What exactly can we use them for? I was thinking since they seem able to eat fucking metal they might be omnivorous, and in turn they might crap our organic waste which we can use for extra biofuel.

Hmmm,
>>
Rolled 33 (1d100)

>>41737452
>>41737349
Action 1 - Develop a specific place we can use to feed inorganic refuse and trash to the insectoids, and harvest the organic waste for biofuel production.

Action 2 - Speed up stealth drone production by any means necessary, the sooner we have them the faster we are to an area map which will be vital to future operations.

If need be, offer resources.
>>
Rolled 29 (1d100)

>>41737452
They seem to respond to instructions well. There's got to be some reason why the mad doctor was making these right?

We just have to figure out why. Why would you make a race of subservient insect-humanoids if you were a mad scientist with no sense of right and wrong...
>>
Rolled 47 (1d100)

>>41737349
>>41737484

We don't know what they excrete or if it's useful yet man...

But I agree we should keep a close eye on them, study them a lot. We have the time now.

Also repair our newly fucked defenses! then get th drones up if we have time.
>>
Rolled 2 (1d100)

>>41737484
Also develop the specific videos meant to show them exactly where to deposit their organic waste, and to prevent exponential growth past our capacity to feed them, seeing as how they are perfectly capable of eating their young.

We'll develop specific videos informing them of the number of eggs that is acceptable, and if there is an excess of eggs showing them eating it.

>>41737506
Further research should and will be done, especially with the third action cmoing up, I just don't want them to be a burden on our supplies and potentially a dangerous one if left unchecked.
>>
Rolled 55 (1d100)

>>41737548
Well, it's /implied/ we would research that along with the facility in general.

I'd rather speed up the drones first, then get them going, then do the defenses later. That way they're benig productive while we work.

All about time management.
>>
Rolled 52 (1d100)

>>41737452
I really hope they don't eat metal, because that suggests horrific things about their biology and capabilities.
>>
>>41737586
They are explicitly munching on the metal furniture.
>>
Rolled 67 (1d100)

>>41737551
>>41737548
>>41737506
>>41737586

Marvelous, marvelous speculation. Gives me the warm'n'fuzzies.
>>
Rolled 11 (1d100)

>>41737349
"AI Strelok, do we have statistics about weapon effectivness from the last battle?"
>>
>>41737598
They are GNAWING on the metal furniture. This could mean either eating it or just teething pains or something. And not even if they can digest it.
>>
>>41737634
Fine then.

How about a general insectoid research and further communictions action? Watch, observe, and learn etc.
>>
Rolled 37 (1d100)

Action 1 - Scrutinize the insectoids and perform further tests of communication. Observe digestive patterns, and population behaviours, analyze anatomy including those in larval stage and investigate even waste and byproducts.

The doctor did create them with a purpose, though we snatched them halfway in the process.

Action 2 - Fix the defenses, and salvage what we can of the rest. At least we'll not be caught with our pants down.
>>
Rolled 71 (1d100)

>>41737663
Research is good
>>
Rolled 98 (1d100)

>>41737634

"Between the 20 of them they've shaved off a considerable amount of metal. It's still unclear if they can digest it or not though."

>>41737551
"They appear to be...what's the meatbag term? Potty-trained?"

>>41737602
"What do you mean exactly? The laser turrets were particularly effective against the ghouls because there was no effective way to dodge them. The biofuel electrocuting soup wasn't particularly effective, but it's unclear as to why."
>>
Rolled 55 (1d100)

>>41737689
>>41737685
I'll back this
>>
Rolled 48 (1d100)

>>41737685
Sure, why not?
>>
>>41737717
"Do we have a breakdown of how many ghoul casualties each weapon type inflicted? Were they able to dodge ballistic weapons? And how effective infantry weapons were?"
>>
Rolled 66 (1d100)

>>41737685
Rolling
>>
>>41737685
Sounds good

We are feeding the insects, right?

How is Milo the bandit conscript doing?
>>
>>41737942
>>41737717
"Yes, how is the lone survivor doing. Did he leave making good on his freedom?"
>>
Rolled 42 (1d100)

>>41738183
I don't think he's well enough to leave yet.

>>41722688
>He is missing a foot, has several broken rib, a broken back, and has been taken in for medical treatment.

I meant more how is his treatment going, and what he plans to do once we patch him up best we can.
>>
>>41738317
Oh, right.

Well, I suppose we should have some prosthetics and implants available
>>
Rolled 42 (1d100)

>>41737942
>>41737685

Oh and while we're trying to fix the defenses, let's incorporate the grav-tech point defenses into them as well.
>>
bump for likely OP internet issues
>>
We have plenty of time to work on defenses when the enemy approaches, peace should be a purlude to war and therefore we ought to focus on offensive measures like replicating the ray-guns.

I can agree with deployable grav-propulsor turrets or shields for our infantry though.
>>
Rolled 25 (1d100)

>>41738793
We do need to research the ray guns, but we'll probably need Sword on that project and he's busy right now.

We also need to finally get our soldiers trained to use our freakin' power armor, seriously we have 175 suits just collecting dust.

Also no, we shouldn't wait until we're under attack before we build defenses. We aren't always going to have time to prepare like we did with the ghouls.
>>
Rolled 95 (1d100)

>>41737685

>Analyze the Insectoids.
[LOCKED]
>Fix the defenses
[LOCKED]

Writan' now. Sorry that took so long, my roommate decided to throw a party without telling me.
>>
>>41738905
The 175 that just became power armor phobic are basically cripples as far as are army is concerned.
They Could become team raygun; if we had the VR stuff to train them.
We don't.
>>
>>41738905
Why not bring the attack to the enemy instead? Rather than let them come to our base.
>>
>>41739010
In fact, the best defense isn't a super powerful fortress with lots of defenses.

It's a lot of owned territory with a lot of defenses in front of a super powerful fortress

WITH DEFENSES
>>
>>41739010
It's not either/or. Stronger defenses means you need fewer people to secure a location, thus freeing up manpower for offensive actions.
>>
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>>41739069
"The object of defense is preservation; and since it is easier to hold ground than to take it, defense is easier than attack. But defense has a passive purpose: preservation; and attack a positive one: conquest. . . . If defense is the stronger form of war, yet has a negative object, if follows that it should be used only so long as weakness compels, and be abandoned as soon as we are strong enough to pursue a positive object."
>>
>>41739150
Okay. How exactly does it benefit us to have our base undefended when our troops are in the field?
>>
>>41739266
It seems you missed the
>if follows that it should be used only so long as weakness compels, and be abandoned as soon as we are strong enough to pursue a positive object

The point is, as soon as our base is no longer in a position to need to be defended, the better we can to take the fight to the enemy itself.

As for your question, we will benefit greatly by being in a position where we can safely leave the base undefended and the front line is a significant distance from it.
>>
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Rolled 49 (1d100)

>>41739150
We are in no position to make gains; we have cleaning to do yet.
>>41738957
Rolling for janitor hero
>>
Rolled 71 (1d100)

>>41739266
How exactly does it benefit us to turtle in our base and not pursue anything outside of it?
>>
Rolled 75 (1d100)

>>41738957

>Analyze the Insectoids.

Your scientists take a second shot at understanding the insectoids. This time focusing more on their physiological aspects than communication. You take extensive physical examinations from them, from strength to coordination to stool analysis. What you discover is surprising, to say the least.

Their strength is at least three times that of human peak, almost comparable even to what your power armor troops are capable of. Their reflexes and ability to learn are also unmatched, and they prove themselves able to perform even long and complex chains of actions after seeing instructions just one time.

Stool analysis indicates that they are indeed digesting the metals they are consuming, although you're unable to determine where they're utilizing it.

>Would you like to test anything else?
-Write-in?

>Fix the defenses

Your engineers are severely chastised by Sword, and sent out to fix what they've wrought. The repairs this time go much slower than last time, but at least nothing is exploding...yet. Considering the extra safety measures, very good progress is made. Your walls have been cleaned of scorchmarks, and a few turrets have even begun working again.

>Alerts!
-Monster mayhem has ended caveside.
-Prisoners are requesting better living conditions.
-We have detected robotic scouts being deployed from the city in the cave.

>Notices
-Insectoids are acting agitated.
>>
Rolled 78 (1d100)

>>41739487

>Notice
-OP will have to call it a night soon.

>What do?
>Turn 27
>>>>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: 5
>>Pop 1500 [20 Insectoids]
>>Military 500
>>>>Food: Good
>>>>Water: Very Good
>>>>Morale: Average
>>>>Medicine: Very Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Very Good
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>Prisoners: 50 Bloodrider Bandits, 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, 250 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 6, Scientific Supply 3, Loot 5, Lurker Corpses, Lurker Eggs, Drugs (Various).
>>
Rolled 48 (1d100)

>>41739509
Try to communicate with the insectoids. Basic stuff, like "how are you" "what do you want"

Send out a scouting party caveside
>>
Rolled 90 (1d100)

>>41739570
And how do you intend to express those concepts to them?
>>
Rolled 5 (1d100)

>>41739509
>Open/research (whichever is appropriate) Bandit Raiding Armory
>Investigate metal door in the cave, try to open it
>>
Rolled 77 (1d100)

>>41739570
Let's try synthetic phermones based on various insect species.
>>
>>41739487
>>41739637
-Write-in?
Can we test some other things?

What are estimates on population growth and potential issues of overpopulation?

Can we test basic concepts of language? Videos of humans saying "yes" and "no", accompanied by images of bugs accepting or refusing food items, or responding with two clicks for yes and two clicks for no.

Maybe even developing a form of sign language related to certain actions or requests.

Test for autonomy, see if they only do things like answering question when given instruction but are very clearly only doing it as part of instruction, rather than autonomous or self-determination. This can be done by altering the structure of questions subtly.
>>
I'm beginning to think these bugs were created as some form of minion or super soldier by the scientist, strong, capable of following instruction, self-replicating. And he's altereted their brains to where they can only obey, rather than seem to act for themselves.
>>
Rolled 87 (1d100)

>>41739660
Actually scratch that, instead of the door let's give power armor training one more shot with different soldiers.
>>
Rolled 98 (1d100)

>>41739509
Action 1 - Explore caveside again. See what those scouts are.
Action 2 - Train more power armor soldiers. A different batch this time.

Have the 175 traumatised ones be put to work on the maintenance of power armor and learning how they work from the inside out, that might aid them in getting over their fear through understanding.
>>
Rolled 47 (1d100)

>>41739743
>>41739716
Exploring and more training
>>
Rolled 89 (1d100)

>>41739743
Sure
>>
Rolled 1 (1d100)

>>41739683

>Estimates on population growth and potential issues of overpopulation.
Estimates on population growth are rough at best because you only have 1 point of information thus far, but if each each insectoid lays 10 eggs apiece and consume one hatchling as has been displayed thus far...well, you can expect a lot of chewed furniture and needing to expand your hydroponics bays NOW.

>Basic concepts of language.
You rig up a simple video yes-no setup for the insectoids, and they quickly grasp the basics of expressing affirmatives and negatives. One click of the mandibles for yes, and two for no. Unfortunately, you still can't get them to express any proper preferences or will. They are able to respond to yes-no questions that they're aware of the answers to with 100% accuracy though.

>Sign language
Your attempts at developing a sign language have some early gains in getting the insectoids to follow instructions but you hit a barrier at expressing abstract concepts not directly related to performing tasks.

They prove quite adept at performing various tasks though, even quite advanced ones like servicing and repairing your vehicles.

>Test for autonomy
Your tests for autonomy are unclear. They occasionally seem to express their own will, but don't seem upset or perturbed in the least when their preferences are countermanded by even the least forceful of commands.
>>
Rolled 80 (1d100)

>>41739705
Yeah, maybe we should try to rebuild the bridge we burnt with Sherman so we don't end up having to fight a bunch of them.

>>41739743
I figure we should explore closer to home (i.e. the door in the cave) before we start chasing after some robots from the city. Maybe we could try radioing the robots/city?

"Strelok, do you have any idea what the door we found in the nearby monster den could be?"
>>
>>41739977
He's kinda evil though. I mean, even the cyborg ghouls admitted he's worse than the monsters for actually creating them.

I don't think we've done worse than a light grey for now, but I don't feel that Sherman is anywhere towards good. Also, it's probably too late to do that already.

Still, I admit there's a slight tinge of irony of us putting these bugs to work as soldiers or factory workers, which is what Sherman would have done anyway. But he still doesn't feel right.
>>
Rolled 75 (1d100)

>>41739977

"Could be anything. These mountains are good, sturdy stone. Many government, military, and corporate interests riddled them with everything from important research facilities (obviously, look at the cave) to mundane storage warehouses of absurd sizes.

It'd be easier to list what it couldn't be than what it could."
>>
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Alright from what I gathered is our bug buddies are the best work force ever. They likely follow hive like mentality (aka for the good of the group) and will help us if we stay good to them.

They don't talk much, but we could set them up to help the heroes in their work. I say help them grow and give them a cave to set up a starter hive to grow in. Mainly to keep them from eating the base. Study their actions more and keep some of our people near to make our smell common.

As for those with fear of power armor, I'm sure we can make those people pilots or builders for stuff.
>>
Rolled 50 (1d100)

>>41740350
This is a pretty damn good idea and I totally back it.
>>
Rolled 76 (1d100)

>>41739487
So are we going to do anything about the request for better living conditions?

>>41739509
Think you can do one more turn? I'm guessing not since this was 45 minutes ago, but it's worth asking.
Either way, thank you for running this awesome civ quest.

>>41739743
>>41739800
>>41739845
Am I seriously the only one who wants to break into the mystery compound right next door to our base?

Or, you know, figure out the raider armory so we can upgrade to raider weapons?

I do want to finally get power armor training done though.

>>41740350
According to Sherman we don't even have to stay good to them.
>>
>>41740422
No, you're not. Only so many actions tho. We can do raider stuff next turn along with relocating the bugs as part of a hive experiment.
>>
>>41740422
>So are we going to do anything about the request for better living conditions?
Sure.

Eventually
>>
>>41740422
Let me tell you.. From a place of experience... Don't open the mystery box.
>>
Rolled 83 (1d100)

>>41740535
Good point, it could be even worse than that giant worm-wolf.

I guess we can go with >>41739743
We can send some of the power armor phobia soldiers as scouts
>>
Rolled 82 (1d100)

>>41740422
Ehh...yeah, unfortunately I'm just too tired to keep on running tonight. Also that last nat1 I rolled was a random event roll so I have to figure out what that's gonna do...

>>41739743
>Explore caveside, investigate wandering robots.
[LOCKED]
>Attempt power armor training again...
[LOCKED]

These will be enacted at the beginning of next thread.

As a conciliatory action, if you guys have any dialogue or interaction done with your prisoners, insectoids, or have any slightly OOC questions I'll stick around for a bit to answer them.

Thanks once again for playing, and you've done well this thread. The ghoul swarm could've easily ended you, but good plans and rolls pulled you out of the ditch with hardly a scratch.

You're well on your way to becoming powerful. You can tell because you have several things you want to do, and not enough actions in a turn to do them.
>>
>>41740627
Sending the power armorless pussies out as scouts is just cruel.

If you wanted to be cruel to them you could equip them with the bandit raider gear and the hover bikes... Then they might stand a chance of survival being mistaken for bandits and not emotionally scared remnants.. Maybe getting picked up by a bandit faction that would care for them. Aka banishment.

This is beyond cruel You would be Sending unarmored and paranoid men out into the world to "explore" more or less as a punishment for failing our sick and twisted sergeants training. The best part is we couldn't support them if we wanted to, our only asset is power armor.
>>
Rolled 73 (1d100)

>>41740949
Aah, before I forget.

>Invest the Insectoids into a nearby location.
-Nearest monster den, the one with the mystery door.
-Furthest den, near the mouth of the valley.
-One of the middle dens, halfway between your base and the valley mouth.
-Construct a base? (Map next thread)
-Write-in?
>>
>>41740993
-Construct a base? (Map next thread)
This is the better option. We can better keep tabs on them this way.

remember guys, these things still might have ties to sherman, so we better keep their numbers in check
>>
Rolled 80 (1d100)

>>41740979

You have extensive reserves of good quality full body armor. Your information on what's typical in the Post-Apoc is limited, but your armor provides magnitudes more bodily protection than what you've observed anyone else wearing thus far.

Well, aside from whatever that Cyber-ghoul had. Also the Raider-Conscripts apparently had some sort of shields integrated in their bikes that provided an unknown level of protection.

Still, they're far from armorless pussies.
>>
Rolled 2 (1d100)

>>41741035
You've got the dens wired with explosives, if it really comes down to it.

You've also got some explosives that could bring an avalanche down on your base it you ever need it.
>>
>>41741049
Fuck it, give them the Ray guns and the other funky weapons we found.

Experimental weapons brigade would totally be in line with >>41740627 brand of cruelty.
>>
Rolled 73 (1d100)

Anyway, OOC.

I'll give you guys some hints about the Insectoids.

Hints have been dropped that answer whether or not they have free will.

And there's a good idea in this thread to figure out some important things about their bodies/physiologies.
>>
Rolled 81 (1d100)

>>41740993
-Nearest monster den, the one with the mystery door.
They can be like guards for the door. Hopefully they won't eat their way through it.

>>41741035
Might be a bit too heavy drain on our supplies. Also they wouldn't be very well concealed from people who might want to hurt them, they'd be somewhat hidden in a monster den

>>41741101
Dude, we're not asking them to assault a fortress. Ideally they won't have to fight at all. Also we need to save our experimental weapons.

We can, however, give them bikes, since those things have shields. Maybe even send some walkers with them.
>>
>>41741168
Oh, right

What was the metal they were eating? Was the metal in their stool metallic or oxidized?
>>
>>41741195
Voting for nearest monster den
>>
>>41741168
The fact that they ARE bio-power armor for a smaller sentiant parasitic thing; possibly a robot as per the eating metal thing.

Which would be cool, a BIO powerarmor for tiny robots; all backwardsy and shit.
>>
>>41740993
>-Nearest monster den, the one with the mystery door.
>>
Rolled 16 (1d100)

>>41739870
>needing to expand your hydroponics bays NOW.
This seems like something we should keep in mind for next time if we're going to be serious about treating the doormat bug-people well. Otherwise we might have to resort to euthanasia.

Even if it weren't for the bugs expanding the hydroponics bay would be good, since we can trade food to the cyber-ghouls.
>>
Rolled 33 (1d100)

>>41741247
It was a steel with some titanium alloyed in.

The metal in their stool is actually incorporated into some long chain polymer like compounds, but you didn't roll high enough to know what they might be for or anything like that.
>>
>>41741356
Or rather than euthanasia, just have them eat an excessive larva eggs past a certain population count.



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