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File: King of the Wastes.jpg (212 KB, 640x960)
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The guards found your defense unconvincing, with one saying: "this outlaw happens to be the noble daughter of one of our lords, and we'd take her word of a bomb over yours." As one of the guards went to check the back, you reacted quickly, yelling "HYA!" to the horses, hitting them with the whip to make them ride towards the gates. Your men jumped out from under the tarp and immediately positioned themselves on the different sides of the wagon. All fifty of the guards started running towards you, while you picked up speed, heading straight to the closing gates. All your men shot at the surrounding enemy, killing the closest ones. Arrows flew, making you duck down, though you were still an obvious target. Your horses just passed through the first gate, while your men shot at the soldiers on the wall above you, who were dropping rocks and boiling oil on your wagon through machicolations.

You just got the wagon to squeeze through the first gates, as the horses now entered through the second, you were gonna make it! The men were now shooting at the soldiers on the inner walls, now that you were in the gatehouse there were murder holes all around you, with men now flooding in to aim bows at you. The gates were closing too quickly and, as the last of your horses went through to the town, the gates closed, breaking the connection between the wagons and the beasts of burden. The gates were now closed on both sides, reinforced with steel, and you were stuck in the gatehouse surrounded by well-armed enemies, who were shooting at you. You had the men all run and hide underneath the wooden wagons, preparing for their inevitable death. You had no chance of escape, no chance of getting out of here:
>Detonate the bomb
>Pray to Mashuk with your men
>Try to bargain with the enemy, using the bomb detonation as leverage

Roll 1d100

Check out the archives (You only really need to read the 'Apocalypse Raider Quest Returns' ones to catch up):
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest

https://yuki.la/qst/3960194 (forgot to archive Apocalypse Raider Quest Returns #2)

Previous thread: >>4061168
>>
Rolled 3 (1d100)

>>4074554
>Pray to Mashuk with your men
HAIL MASHUK, and if he does not answer,
>Detonate the bomb
It's still a nuclear bomb.
>>
Rolled 17 (1d100)

>>4074554
>Pray to Mashuk with your men
If He doesn't answer...
>Detonate the bomb
>>
Rolled 60 - 75 (1d100 - 75)

>>4074558
>>4074606
3 -60 (Iron armor, master swordsman, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy, and MASHUK ANSWERS [-30]) = -57

Enemy gets -75 (Outnumber you 100 to 1 [-50], superior melee weapons, fortified position, and full steel armor [-15])
>>
>>4074618
HAIL MASHUK!
>>
>>4074618
>>4074630
-57 vs -15 = Absolute victory

Music to make this more epic: https://youtu.be/GXFSK0ogeg4

You had the men huddle around, and started singing in low the marching song of Mashuks victory, rising up with the spirits of your brothers in arms, calling for the destruction of your enemies, your victory in war, and the supremacy of your god. Over the marching of what seemed to be thousands of men from inside the city, and the arrows and rocks smashing all around you, your men sung in praise to your god: "MASHUK! WARRIOR! KING! LORD OF LORDS! HELP US DEFEAT OUR ENEMIES IN BATTLE!" As your men finished praying, you heard the doors of the city open, and saw thousands of armed soldiers rushing in to finish you off. You all stood up at once from beneath the wooden wagon, and as your men shot down the enemy, you jumped to the back, and aimed your gun right at the bomb and, just as you loaded and locked the bolt action rifle, you heard something. Starting low like a deep movement in the earth, then it grew, and grew to a tremendous sound. All around you, the world shook, and cracks began to appear in the walls, floors, and houses of the city. The thousands of men started to fall over from the great rumblings, with some falling into the widening cracks in the earth. Mashuk has listened, MASHUK HAS LISTENED!!!

Your men saw their chance, and pushed the wagons with all their strength towards the city, with the earth now moving up and down, with an incline appearing beneath you, making it possible to push the thing easily past the soldiers, who were all either running or falling into the earth, which opened and closed constantly. The incline of the earth became so massive that the wagon started moving slowly by itself. As you were preparing to leave, you remembered something: you had used the detonation weapon in the battle of the rivers with Deaths-Head, now left with no choice but to sacrifice your own. As you, the captain, prepared to go down with 'the ship,' nodding to your men to run, Spinesplitter stepped forward, and yelled: "there is no better way to die!" The large man ran screaming Mashuk towards the bomb, gun raised, and gave you some time to get out.

You looked around and saw the horses that were once part of the wagon. You all jumped on one, and begun riding through the moving city, that was half sunk into the earth. Where once there was a moat, now there was a huge gap in the earth, ever-expanding. You were the first to ride over the jump, just making it with your horse, with your men following close behind. You rode and rode, with only a few enemy soldiers following you, who you quickly dispatched with your gun.
>>
File: Mashuk's Power.jpg (27 KB, 512x229)
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You rode and rode through the farmlands, this time heading straight east. From here you could see it: the world was shaking, and everywhere around you great pillars of earth and rock shot up, destroying houses and killing men with little care. You dodged and weaved through the lands, with your men falling further and further behind. You turned back with your horse, and saw Fletcher pulling out Ironarm from a trench in the earth. You came to his side, and tried to free the man, but when the earth again moved, it closed up the trench, completely squashing the man's lower half. Ironarm looked up at you, and in his last words, said: "ride on, RIDE ON!" You did as the man commanded, and kept on riding, now with only Fletcher and Ulast with you.

You had ridden for more than an hour when you saw the sky change, and you saw the earth stop moving. You and your men turned the horses around to see something unseen for generations: the power of the ancients. The sky changed to night before your very eyes, and a bright light hit your face. You saw a huge cloud and ball of energy where the city used to be, and watched as the cloud rose in the sky to turn into a tree of sorts, but one that eradiated destructive energy, and was the height of nothing you had ever seen before. A slow circle of dust built up around the explosion, which began expanding outwards, destroying the countryside around it. Then you felt something immense, that threw you and your men off their horses, flying back a thirty feet or more, hitting the grasses luckily. This powerful force kept on pushing you back, making you and your men roll and fly further and further backwards away from the explosion. When the force ceased, the explosion cloud itself had risen to cover the skies, with the dust circle ever-increasing faster and faster beneath it. You looked to your men, and agreed to run ride as fast away from this with a simple nod. You all remounted your spooked steeds, and tried to outrun this explosion coming towards you.
>>
You rode as fast as you could, but the explosion was faster, slowly catching up to you. Then it slowed down, just hundreds of meters behind you, until it stopped in its approach altogether. Was this Mashuk's doing as well? As you slowed down now, giving your horses some time to rest, Ulast struggled to get off his horse, falling onto the ground. The hunter had received an arrow in the side during the battle, that he'd foolishly pulled out, causing him to slowly bleed out. He looked up at you, and smiled as he died shaking and cold, whispering in his last breath: "we got them... We did it..." You let out tears as you buried one of the men that you had spent months on this mission with.

Once you had rester, you and Fletcher looked at the map for where to go, and what now to do:
>Go to where Deaths-Head was, and try to fix it
>Go east, straight to Berkeran
>Go through the southern path around the marshes once more
>Go north past civilization, and avoid it until you reach your kings lands
>Write in
>>
>>4074700
>Go to where Deaths-Head was, and try to fix it
WE DID IT BROS, WE BLEW UP THE CAPITAL
>>
>>4074700
HAIL MASHUK
>Go to where Deaths-Head was, and try to repair it, or if it cannot be fixed, sabotage it
It seems we and Fletcher are back where we began. There's a saga to be sung but before all else, we can't allow the enemy to claim the (second) deadliest weapon
>>
>>4074720
MASHUK BE PRAISED Also that woman is 100% dead but who fucking cares? WE DID IT, WE ACTUALLY FUCKING DID IT AND SHIT WAS KINO
>>
>>4074720
>>4074721
>>4074723
You and Fletcher were not done here just yet, a certain truck needed to be retrieved, and to do that you would need to go back to the river eastwards. You decided to go straight east, considering this empire is now dealing with both a rebellion, and a massive calamity at its capital, they shouldn't be too interested in two riders who look like any other. You rode through the countryside, and watched as soldiers on patrol routes all started heading westwards, leaving the roads vacant, and allowing you to travel fast along them. The week passed quickly, as you rode and restocked supplies at villages, with Fletcher at your side for someone to talk to. The country here was far greener than even the valleys in the heartlands of Urizen's kingdom, and no doubt the people here were well-fed, and from what you saw, many strong. On this long mission, you did manage to pick up a few things from their strange language, simple phrases like hello and goodbye, but you still couldn't pronounce the words properly. The nobles and merchants of these lands were able to speak both yours and their language, and some of the words even sounded quite similar.

On a day like any other, you and Fletcher were camping on the roadside, cooking some rabbit on a skewer over the fire, not scared of being spotted by soldiers, who you had gleamed were dealing with rebellions from many cities and towns around the empire. After hearing some trotting, you turned around and saw someone passing you on the road. As you looked up to see who it was, your heart stopped: it was the woman from the city. As she saw who you were, her eyes widened, with her hitting her horse with both legs, making it bolt. You stood up, and grabbed your gun, with Fletcher grabbing his, and:
>Watched as she left, she is no threat to you now (no need to roll 1d100)
>Shot at her as she rode away, though you weren't willing to chase her on horseback
>Chased after her on horseback, trying to kill her for killing your men
>Chased after her on horseback, trying to capture her

Roll 1d100
>>
Rolled 8 (1d100)

>>4074783
>Chased after her on horseback, trying to kill her for killing your men
She'll tell on us AGAIN if we let her go.
>>
Rolled 11 (1d100)

>>4074783
>Chased after her on horseback, trying to kill her for killing your men
Capturing her is a liability when we're trying to get a giant battlewagon in working order and just letting her leave is doing wrong by the men we've lost because of her ratting us out. We have to kill her here.
>>
Rolled 72 - 10 (1d100 - 10)

>>4074825
>>4074827
8 -45 (Iron armor, master swordsman, guns are way better than no ranged weapon [-20], superior ranged weapons, superior melee weapons, and inhuman accuracy)

Enemy gets -10 (Got the head start on you, and evasive maneuvers)
>>
>>4074834
-37 vs 62 = Absolute success

You aimed from where you were standing, and shot at the fast-moving horse, hitting it straight in the back leg, with the bullet lodging itself in the horse's heart, killing it instantly.
The horse toppled over limp, causing the woman on top to fly forwards onto the hard road. You jumped on a horse, and rode to where the lady was beginning to stand up. As she begun to run for the grasses, you shot at her feet, making her standstill. You had her right where you wanted her. As you reloaded she said in your tongue: "I know who you two are, and I know that your kings name is Urizen. I was taken by Yurtherik as one of his many brides when he destroyed my town." The woman had turned around now, so you could see her face as you shot her. You let her continue, considering it was the honorable thing to do: "when my town rebelled with your help, I was turned into a hostage, and taken to a secure location in the southern lands. I managed to escape, but I had to walk through miles upon miles of grey marshlands, completely draining my energy. I thought the gods had sent you to save me when you picked me up, but it turned out that you were more interested in your own ends. I couldn't let you just throw me to the wolves, and then get what you wanted. I was blinded by revenge, so I yelled for my enemy to seize you, to see you punished for putting me in this state." Fletcher had by now caught up, and you were both waiting for her to finish her last words: "I was able to escape using a horse from your retinue, seeing the destructive power of your gods with both that explosion, and the shaking of the earth. While riding back to my rebel town I thought I had gotten away from harm, I thought I had escaped death, then I saw you here and now. I am glad I get to tell you this, to speak to you before I die, and to say that I'm sorry for what I did:"
>Let her go
>Shoot her in the head: Everyone says sorry when they are about to die
>Take her as a captive
>>
>>4074850
>"All is forgiven."
>Shoot her in the head: Everyone says sorry when they are about to die
>>
>>4074878
You forgive the woman for what she did, and then you shoot her through her head, making her fall over on her dead horse. As you were looking through her equipment, you saw that Fletcher was surprised by your decision, though he didn't say anything about it. You shoved the body to the side of the road, and went on your way. The trip was a whole lot quieter after that, with your companion preferring to look at the surrounding landscape than talk to you. You didn't know why he had problems with what you did, the woman had killed both his friends and yours, and in the wastes, the only honorable way to avenge them was to kill the culprit. He was a man of the law, and a softskin, so maybe he would've preferred to have taken her prisoner and had her locked up, but that's not how you roll, and that's not justice.

It had been a few days before you reached the rivers where Deaths-Head had been, and your legs were getting sore from all the riding. You looked in the river where the truck had once been, but only found drag marks which lead north. This truck was a weapon of war, and you wouldn't let it get in the wrong hands. You followed the large tracks across the countryside, letting them take you to what looked like a fort. Inside you heard men, but outside were positioned only two guards. The walls were made of clay and stone, and looked easy to climb over. The gates were shut, and from what you saw, only two or so patrols walked along the walls, estimating there to be only a hundred or so men in the small fort, with most of the soldiers dealing with bigger problems:
>How do you get in the fort?
>Leave this place, it's not worth it (No need to roll)
>Wait in a secure location for something to happen

Roll 1d100
>>
Rolled 64 (1d100)

>>4074955
>Wait in a secure location for something to happen
>>
Rolled 16 (1d100)

>>4074955
>>Wait in a secure location for something to happen
>>
Rolled 61 - 25 (1d100 - 25)

>>4074975
>>4075085
16 -35 (Iron armor, master swordsman, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy, and element of surprise) = -19

Enemy gets -25 (Outnumber you, superior melee weapons, and full steel armor [-15])
>>
>>4075168
-19 vs 36 = Absolute victory

You waited until nightfall, when you saw some guards approaching the gates. You and Fletcher snuck over to the walls, and waited for them to leave. The gates slowly opened, and four guards walked by you, with you grabbing them and slitting their throats, quickly putting their overgarments on to disguise yourselves. You ran through the closing gate doors, now hidden in the dark bailey of the fort. Inside were several buildings with their backs to the walls, while at the very center, covered in workers was Deaths-Head. They were fixing the thing, cleaning its exterior, and outfitting it with new steel plates. Around the truck were at least fifty soldiers, all ready to defend the treasure from the likes of you. If you could just get in the truck, then you could drive right out of here:
>Use the disguises to get past the guards
>Use a distraction (write in)
>Take out guards one by one using stealth, using their patrol routes to kill them
>Rush forwards on horseback, aiming to reach the truck before they take you down
>Write in

No need to roll, I'll use the previous one
>>
>>4075182
>>Use the disguises to get past the guards
>>
>>4075182
>Use the disguises to get past the guards
>>
>>4075182
>Use the disguises to get past the guards
Whoop whoop
>>
>>4075183
>>4075199
>>4075243
You walked out of the darkness with your friend, and went to join the guards, who all looked at you dubiously, with the ones closest to you asking who you are. You had not predicted they all knew each other, and now you had to think fast, saying the only thing you could in their language: "hello." One of the guards closest to you laughed, and responded in a sentence unintelligible to you. When you didn't respond, and just laughed, the guards all began to frown. Now one of them asked a serious question from the tone in their voice, and you were unable to respond.
Fletcher looked at you as you started to sweat, with you giving the signal to start firing. At once you drew your rifle, shooting the nearest one in the head, with Fletcher drawing both his revolvers. You reloaded and ran, now surrounded by soldiers who were trying to get in between you and the vehicle. As you shot another down, you reached for your ammo on your belt, finding now in the middle of battle that you had run out of bullets. You slung the rifle on you back and drew your two-handed sword, while Fletcher covered your flank. Once of the soldiers lunged at you and with expertise that you didn't know you had, you deflected his blow and kicked him to the ground. The soldiers weren't having any of it, and all of them ran at you at once, with you taking out the nearest one, using them as a human shield as you pushed yourself through the crowd.
>>
You got up the vehicle's ladder and cut down the soldiers that tried to get close, holding the rails with one hand while you kept them at bay with your sword with the other. You reached the top of the ladder, and ran to the controls, starting up the luckily refueled truck, to the dismay of the soldiers below. You saw Fletcher, who was being backed into a corner of the fort while shooting down the approaching men. You went into first gear, and hit the gas, making the troops start to move out of the way. You locked the small control booth from the soldiers now trying to get inside, and went into second, then third gear, now running over the soldiers as you approached Fletcher. Fletcher jumped up on the side of the truck, and began climbing up to the flamethrowers, as you sped up, now aiming for the wooden gates. You braced yourself as you went full speed towards the exit, which had by now closed, with some of the remaining men on the truck jumping off the sides. You smashed both through the splintering wooden gates, and the stone wall above it, killing any remaining soldiers at the front of the truck, and getting you out of the fort. You were going fast now, and the soldiers on the ground were struggling to keep up. As some began climbing back up the sides, you saw flames come down upon them, deterring any other soldiers from climbing up. The next hour was spent taking care of the remaining soldiers, reaching the countryside and safety at the middle of the night. Fletcher came to the front of the truck, and switched out driving with you, as you rested from the battle.

The next few days were calm, and soon you passed through the farmlands to the edge of the desert. As you approached the familiar dunes, you saw a force approaching from the north: three hundred bounty hunters and mercenaries on horseback, the same ones sent by Gierr after you killed Brandr. You could probably make it to the desert, but with only two people on the truck, you didn't know how long you could fend them off. On the other hand, if you headed for the rebel town not too far away, you could use their men to defeat the enemy force:
>Face them here
>Go for the desert
>Drive to the rebel town

Roll 1d100
>>
Rolled 34 (1d100)

>>4075248
>Drive to the rebel town
It's the smart thing to do and if it goes south we can always floor it
>>
Rolled 33 (1d100)

>>4075248
>Drive to the rebel town
Goddamnit, these people just don't know when to give up.
>>
Rolled 56 (1d100)

>>4075248
>>Go for the desert
>>
Rolled 66 - 65 (1d100 - 65)

>>4075261
>>4075265
>>4075784
33 -45 (Iron armor, you got a head start on them, Deaths-Head, guns are way better than bows [-10], flamethrowers, superior ranged weapons, fortified position, and inhuman accuracy) = -12

Enemy gets -65 (Outnumber you 100 to 1 (-50), superior melee weapons, and steel armor [-10])
>>
>>4076445
Mashuk is truly with us
>>
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>>4076445
>>4076515
-12 vs 1 = Close victory

As you were driving towards the dunes, you did a sharp turn south-eastwards, towards the rebel town that you helped liberate. The enemy horsemen took almost an hour to get in fighting range, and by that time you had run completely out of bullets on all your guns, with only bows and flamethrowers as your ranged weaponry. The enemy horsemen began swinging their grappling hooks, and soon the arrows of the enemy were upon you. Fletcher drove while you handled the oncoming horsemen. You grabbed one of the flamethrowers, and detached its fuel canister, putting the thing on your back while you dismounted the large gun. You walked to the very back of the truck, and burnt any of the soldiers that got close, fending off their attempts at boarding.

Soon though you ran out of fuel for the flamethrower, now having to replace it with the other one, leaving them a gap in which to jump on board. As you went to dismount the flamethrower, you saw that a few had gotten on the back, quickly burning them off from there. You jumped back down to the very back of the truck, and continued to deter the attackers. Their force had moved around you by this point, and had ridden up to the front of the truck, where you can't reach them, jumping on to attack Fletcher.
You were running out of time, but luckily you could see the town, now moving up to the middle of the truck, above the driving section so as to burn off the front attackers. You had to let the enemy troops board the back due to staying where you could defend the driver, now in a position that made it easy for them to shoot you. It was not long before you ran out of fuel again, resorting to taking out the enemy with bow and arrow, shooting every one of them with pinpoint accuracy. You stood atop the truck, taking out many of their men, till they got too close to effectively use a ranged weapon, deciding to then jump down to the front of the truck next to Fletcher with sword drawn.
>>
You took out the soldiers that climbed up the front ladders, and the ones that jump from the overhang above you. The work was tiresome, but by now you had reached the patrols of the rebel town, who were calling for their army to come out. You struggled to hold off the soldiers as hundreds of horsemen and footmen came out of the town, all riding towards the mercs and bounty hunters, who called for a retreat. You finished off the warrior who was still attacking you, and collapsed on your knees from the long fight, you had done it. You saw the ally troops ride past you as Fletcher drove to the town, now fortified with dry moats and spikes.

You saw the gates open for you as Fletcher drove into the town, with soldiers cheering you on for what they knew you did at the capital. When you drove in you saw the town, now rebuilt and thriving, with even a monument to you being built as the destroyer of the empire. You were taken back by their generosity, with their leader giving you a lavish feast, refilling your supplies, refilling your fuel and flamethrowers, and allowing you to stay as long as you wanted, all for free (they didn't have ammo for the guns though). You thanked the denizens, but you only stayed for one night, preparing to get out of the town before the sun rose. As you were driving out, you were stopped by a young man, who said: "I am Hildimar, son of the lord who once ruled these lands, son of the man who Yurtherik himself struck down. I want to go with you to the east, and fight with Urizen against the tyranny of Yurtherik." He knew your language well enough, and the sword at his side was well made:
>Take the young man with you, as an equal
>No, you won't take him. He is a liability
>Take him, but only if he does exactly what you say, and you are his teacher
>>
>>4076528
>Take him, but only if he does exactly what you say, and you are his teacher
You might be a big guy here, but in the wastelands you'll die if they take off that sword.
>>
>>4076528
>Take him, but only if he does exactly what you say, and you are his teacher
A new member has joined the party
>>
>>4076538
>>4076630
Hildimar agreed, and jumped on the truck, climbing up to where the controls were. You began your long journey eastwards, and left the towns of the west behind. As you approached the dunes you taught your new apprentice how to control the vehicles, and how to use a gun. It was evident he was young, perhaps just barely into manhood. You set the boy to drive the truck once you hit the open desert, monitoring his steering, and teaching him the gears. Soon Hildimar picked up a novice level of driving skills, enough for you and Fletcher to go to the back and relax. You had done it, you had completed Urizen's mission, now you just have to get back to his kingdom in one piece.

The days were long and boring, and you struggled to find things to do. You wanted to better understand the westerners, so you made Hildimar teach you their language. Hildimar also spoke of the tales of his people, saying that they came in a great migration from the far western lands, and pushed out the current inhabitants to the east, leaving them with nothing but desert and bush. It is said that these people who were pushed out of the west became the raiders of the western red waste. This would explain their difference from your easternmost peoples, though they did look a lot more like your peoples than the westerners. Fletcher brought up a point, saying that we could:
>Travel through the desert dunes again
>Or we could travel along the empire's roads
>>
>>4076888
>Travel through the desert dunes again
I think we've put the fear of Deaths-Head into the raiders' heads.
>>
>>4076897
You decided to go through the desert, driving into the dunes before the day ended. Soon you reached the mountain dunes, driving in between their deep valleys within a few days. You followed the path you had traveled on the way here, making good time in the hot sands. You didn't see wasters yet, but you knew they were watching, waiting for you to drop your guard.

As you were teaching Hildimar sword fighting (which he wasn't too bad at), you saw some sands move on one of the dunes. You pulled out your bow, and shot at what was under the surface, hearing the grunt of a man as the arrow landed, with a waster slowly rolling out of his hiding place, and down the dune mountain. You quickly realized you were about to be ambushed, but now they didn't have the jump on you:
>Put the foot on the gas, and try to push through before they can properly attack
>Turn around, and try to drive another way, making them lose their current attack plan
>Stop, and call for the wasters to join you (write in how you would convince them)
>Write in

Roll 1d100
>>
Rolled 38 (1d100)

>>4076987
>>Put the foot on the gas, and try to push through before they can properly attack
>>
Rolled 31 (1d100)

>>4076987
>Put the foot on the gas, and try to push through before they can properly attack
>>
Rolled 83 - 10 (1d100 - 10)

>>4077001
>>4077028
31 -25 (Iron armor, flamethrowers, superior melee weapons, fortified position, and inhuman accuracy) = 6

Enemy gets -10 (Vastly outnumber you [-10])
>>
>>4077051
6 vs 73 = Absolute victory

You took control of Deaths-Head, and drove full speed, with the wasters all getting up to the signal of a war horn. You swerved left and right, squishing the emerging wasters from the sand. You started picking up speed, seeing the enemy horsemen appearing on the other side to meet you. You had Hildimar and Fletcher mount the flamethrowers while you drove straight towards the horsemen, surprising both them and your men. You smiled as you went full speed towards the charging force, with them trying to move out of the way too slowly, with some even making their horses go on their back legs in fear. You heard the wet crunches of your enemies heads as you drove over their main force, laughing at them as they watched you drive over the dune in front of you, kicking up the top of the sand with your trucks huge wheels, and gaining some air with your front wheels as you passed over the dune-hills summit, quickly landing back down with both wheels on the other side of the large dune. You drove now down the hill, laughing still while chasing down the remaining horsemen, watching them pathetically try to escape the wrath of Deaths-Head. You beeped the deep horn of the truck as you drove away from the footmen that had now reached the top of the dunes, all unwilling to chase you down. You patted the side of the truck as you rode towards the rising sun, with you and your men's mood raised from the easy engagement with the enemy.

You had ridden for days in the mountain dunes, now finally reaching the red wastes that you were accustomed to, believing that Berkeran was close now. As you were driving out of the mountain dunes, you heard a familiar war horn, looking around to see a huge coalitioned force of wasters, all wanting to taste the rubber of Deaths-Heads wheels. You rolled your eyes, and:
>Turned around, and drove straight towards the wasters, Mashuk wills it!
>Drove towards Berkeran, so as to deter the attackers
>Drove towards friendly territory, fending off the enemy as you go
>Write in

Roll 1d100
>>
>>4077093
>Turned around, and drove straight towards the wasters, Mashuk wills it!
BLOOD FOR THE BLOOD GO-- I mean, MASHUK WILLS IT
We should thank him for the earthquake.
>>
Rolled 28 (1d100)

>>4077093
also, roll
>>
Rolled 71 - 25 (1d100 - 25)

>>4077110
>>4077111
28 -30 (Iron armor, flamethrowers, superior melee weapons, fortified position, inhuman accuracy, and Mashuk's blessing) = -2

Enemy gets -25 (Outnumber you 50 to 1 [-25])
>>
>>4077125
-2 vs 46 = Absolute victory

You smiled again, and turned 180 degrees on the truck, driving full speed towards the hundreds or so enemies riding down the dunes towards you. Your men got on the flamethrowers as you went to the top gear, with you yelling: "MASHUK WILLS IT!" When you reached the horsemen, they began riding around the truck, knowing your plan of attack. The horsemen shot arrows at you as they rode around your vehicle, with some trying to jump on the sides. Your men burnt off the climbing enemies, while you turned to chase the horsemen. You managed to run over a few of the enemies as they passed you, with your men burning the ones that got too close. Now they were riding on your tail, and were preparing to get onto the trucks back. You switched to reverse, and rode backwards down the dune, squashing over many of the unsuspecting soldiers, who had no idea a vehicle could go backwards. You turned around in a circle, squishing the horsemen who weren't able to evade your trucks huge wheels. You switched out of reverse, and began chasing the remaining wasters, who were now riding eastwards away from you. Many of them were burnt, and many more were crushed under your vehicle's tires, all now sent to Mashuk to face his judgment.

Once you finished off the last of the horsemen, you continued back on your journey, though you now needed to choose where to go:
>To the flats to refuel (and maybe try to liberate it)
>To Berkeran to refuel
>Straight to the capital (might run out of fuel)
>>
>>4077132
>To the flats to refuel (and maybe try to liberate it)
>>
>>4077132
>To Berkeran to refuel
Let's play it safe now that we're on the home stretch.
>>
>>4077132
>To Berkeran to refuel
Let's leave the liberating to Urizen now that he has breathing room after the bombing.
>>
>>4077132
>>To the flats to refuel (and maybe try to liberate it)
>>
Rolled 1 (1d2)

>>4077137
>>4077171
>>4077223
>>4077410
Rolling to choose:
1 = The Flats
2 = Berkeran
>>
>>4078812
Here we go lads
>>
>>4078812
>>4078816
The Flats it is:

After surveying your fuel levels, you resolved to go to The Flats, where you knew there were minimal fortifications, and probably minimal forces defending it. You drove through what used to be your homeland, now thriving from the constant warfare, with wasters raiding the thinly occupied towns around them with ease, attacking the caravans constantly. You knew the waster warbands here, and paid them in some steel for safe passage, being brought through their deserts straight to the town, seeing the small trading post positioned around dried salt lakes, with ancient oil pumpers on the tops of the salt flats bringing up oil, which was stored in the close town, and refined at Urzenthus (though now under the empire the towns storages were overflowing). The town's walls were only made sun-dried mud-brick, and you knew Deaths-Head could smash right through them. However, there was a dry moat around the wall, which had thick metal spikes protruding out of it, which might puncture one of the vehicle's tires (car tires are one of the most expensive things in this world to replace). As soon as you would liberate that town, you could bring oil back into your kingdom, allowing them to refine it and power everything. You observed that there were only about a hundred or so soldiers, and the townsfolk outnumbered them; if you could start a rebellion there, the enemy soldiers would be fighting both you and the peasants:
>What do you do/what is your attack plan?

Roll 1d100
>>
bump
>>
Rolled 81 (1d100)

>>4078876
Barter with a waster gang to help Longshot get over the walls and lower the platform, while Fletcher waits for his chance to drive Deaths-Head in and liberate the town.
>>
Rolled 87 (1d100)

>>4079181
This is as good a plan as any.
>>
Rolled 97 - 15 (1d100 - 15)

>>4079181
>>4079189
81 -30 (Iron armor, Deaths-Head, flamethrowers, superior melee weapons, element of surprise, and inhuman accuracy) = 51

Enemy gets -15 (Vastly outnumber you [-10], and fortified position)
>>
>>4079238
51 vs 82 = Absolute victory

You had one of the local warlords help you break into the town at night in exchange for some supplies, with his thirty or so men climbing over the walls with you, making it easy for you to take out the enemy patrols. You reached the front gate, and dropped the drawbridge after taking out the guards, bringing in the vehicle driven by Fletcher to the front of the town, leading to the enemy warning their men of the now obvious attack. You led the truck and wasters through the enemy forces, coming to the keep of the town at the center. You ordered Deaths-Head to break the front doors of the keep, with the truck smashing through the mud-brick and scrap building easily. Once you seized the keep and the lord inside, you led the truck into the guards main force that had amassed in the middle of the town. Deaths-Head took out the last defense of the occupiers easily, running over the guards and ruining their formations. Oil was thrown on the truck to burn it, but the flames were easily put out by your hired wasters.

By the morning you had taken care of all the guards, and paid off the wasters for their efforts. The thousand or so townsfolk emerged from their buildings, and thanked you for your daring liberation, and offered you the title of lord of 'The Flats,' with their previous lord being killed by Yurtherik in the siege. Urizen did give you Deaths-Head after you retrieved the bomb, and you were sure he would give you a reward for the mission you just completed, as well as the return of his supply of oil, so the rule of this small town seemed like a fitting reward, should you want it:
>Accept the lordship
>Decline their offer
>>
>>4079266
>Decline their offer
We're grateful to the softskins, but we were and will always be a waster. Let's see what Urizen has intended before making any moves.
>>
>>4079266
>>Decline their offer
>>
>>4079283
>>4079299
The townsfolk nodded, and returned to their work. The workers gave you two large barrels of crude black oil, and sended it as a gift to Urizen on the back of the truck. Once the truck was refueled, the men then gave you ammo, refilling your rifles and pistols, though the machine guns remained empty.
You heard of the state of the empire and kingdom: Urizen had tried to avoid engagement for weeks, choosing to slow down and attack the supply lines instead, using his waster cunning to avoid field battles, but Yurtherik was a smart general, and managed to get the raider king to engage their forager force, thinking it would be an easy battle. Yurtherik then sent in a few more troops, then Urizen sent in a few more, till they had sent in all their troops, and the messy battle came in full swing. Urizen was in the losing side, so he withdrew his troops, with Yurtherik chasing down many of his men. After this Urizen had to withdraw into the capital to reorganize his army. At this moment Yurtherik engaged in the siege, setting up his men all around Urzenthus, and even building walls around him to deter a flanking force from, say, you.

The news started off grim, then the part where you destroyed the capital came in: Yurtherik was forced to send a detachment of his men to the west, and his units began to call for him to fully withdraw to their homes to secure his empire, but he is still holding on, knowing that if he took Urzenthus and Urizen then his kingdom would fall, and he would again be victorious.
Now the two powers are at a standstill, with the walls of the capital holding out for almost a month now, and Yurtherik constantly losing men due to rushing the siege. You were in an interesting position, now at the flank of the enemy, but unable to reach Urizen due to the siege:
>Leave Deaths-Head here so you can sneak into Urzenthus
>Go with Deaths-Head to use it and the oil against the enemy
>Go on a trip around the towns to gather up an army to attack the enemy
>Go on a trip around the wastes to gather up your brethren to attack the enemy
>Try first to disrupt their supply line, aiming to take Berkeran, then Black-Hands-Deal to damage them due to attrition
>Or write in

You can choose as many options as possible, but there is a time limit
>>
>>4080098
>Go on a trip around the wastes to gather up your brethren to attack the enemy
>Try first to disrupt their supply line, aiming to take Berkeran, then Black-Hands-Deal to damage them due to attrition
We can gather up our old warband and shit on the replacement at the same time, then we can go take Berkeran and Black-Hands-Deal.
>>
>>4080098
>>Go with Deaths-Head to use it and the oil against the enemy
>>
Rolled 18 (1d100)

>>4080111
This
>>
>>4080111
>>4080146
>>4080214
No need to roll

You decided that your connection with the wasters was a tool to be used, and sent a red fletched arrow to all the warlords of the red wastes, signaling for them to meet at Kazaal Motsur, the land of the ancients. You got on a horse, and left Fletcher and Hildimar with the truck, seeing as its sacrament to bring in softskins into the holy site, and the truck was too unexpendable to risk bringing in to the lion's den now. You rode for three days to the site, finding what looked to be a great hole dug into the desert earth by the ancients, with layers for riding down. You went to the lowest level of the place, and waited in the large temple of Mashuk that was built there (it was an open building with no roof). This place was a protected secret of your people, and the only place in desert waster culture that no blood was to be spilled, apart from honorable duels. Once all the clans conjoined at the site, with many staying at the various layers of Kazaal, with the place having now more than enough men to make an army able to take the towns occupied by the enemy. The willfulness of the clans was hard to deal with, and if you managed to make a coalition, it would not last very long, with most not even joining in the first place.

The first part of the ceremony was the prayer to Mashuk, with all the thousands of men asking the god of war for victory and the strength to lead their warbands. The audience was huge, and you had to talk with the will of the gods to convince your men. You started first by thanking all the tribes for coming to the site, with the largest ones being given the honor of being on the lowest floor. As you were beginning to get to why you had called them all here, you saw a lone rider come out to meet you, it was the same man who had beaten you and killed Vorvin, it was the same man who almost killed Fletcher, and it was the same man that had exiled you from your tribe. He had come here too, and was now getting off his horse to confront you. The man spoke, saying: "what gives you, an exiled and worthless softskin the right to bring us all here. Were it not for the rules laid down here I would kill you right now, and many others here would too, and this time your friend won't be here to save you." The warlord turned to the many thousands of rallied wasters, and shouted to them: "I HAVE COME HERE TO SEE A SOFTSKIN DEFILE OUR MOST SACRED PLACE!!! SHOULD YOU WANT IT, I WILL DUEL THIS IMPOSTER!!!" The warbands started cheering for your enemy, with many of them chanting for a duel. The man who had beaten you many times before turned to you, and waited for a response:
>Duel him
>Decline the duel, as is your right
>Write in

Roll 1d100
>>
Rolled 62 (1d100)

>>4080294
>Duel him
MASHUK BE PRAISED
>>
Rolled 88 (1d100)

>>4080294
>>Duel him
>>
Rolled 76 (1d100)

>>4080294
>Duel him
>>
>>4080318
>>4080340
>>4080350
Mashuk's testicles, let's hope he's incompetent.
>>
Rolled 92 - 15 (1d100 - 15)

>>4080318
>>4080340
>>4080350
>>4080352
62 -30 (Iron armor, superior ranged weapon, superior melee weapon, master swordsman, inhuman accuracy, and the blessing of Mashuk)

Enemy gets -15 (Full iron armor [-10], and superior shield/defense)


I just know that you'll lose again, cause fighting this guy is cursed
>>
>>4080420
Looks like going west broke the curse.
>>
>>4080420
>>4080438
Praise Mashuk!

32 vs 77 = Absolute victory

You accepted the proposal, and allowed the warlord to enter the open temple at the opposite end to you. You lifted up your bow, then to the surprise of your enemy, you threw it to the side. You called for fight to start, and the warlord waited for you to assume a sword stance, with you going into the fools guard, making him chuckle while assuming the plow stance, ready to attack you as you opened yourself up. He rushed in, and as he went to thrust his blade into your side, you did a slight readjustment, making his blade bounce off your armor, while you moved up your sword behind his shield from its lower position, with your long saber cutting into his armpit, and spilling his blood on the floor (this was the same move Urizen used on you). The warlord stood back, amazed by your defense, and surprised by his own defeat in a single exchange. As he went to attack you again, you kicked him to the floor, and held your sword to his throat. You looked to the wasters, who had gone silent from the quick duel, and were now starting to call for his life:
>Give him life, but in exchange, he would concede defeat and call you his master
>Give him death, you have been mocked long enough
>>
>>4080456
>Give him life, but in exchange, he would concede defeat and call you his master
Long-term revenge is much more satisfying than death.
>>
>>4080456
>Give him life, but in exchange, he would concede defeat and call you his master
"Enough infighting, we have a common foe in the Yurtherik dogs."
>>
File: Kazaal Motsur.jpg (141 KB, 1024x768)
141 KB
141 KB JPG
>>4080467
>>4080603
The crowd cheered you on as you helped the defeated opponent up, making him your servant through the waster rules of dueling. His warband now belonged to you, and soon the crowd became quiet for you to begin talking. You told them of your tales, from Vorvin, to Fletcher, the ruins, the war, and lastly what you accomplished in the west. The last part of the tale captivated the audience most of all, with many of them seeing it as a sign of divine providence, and you as a chosen of their god. All the warband leaders joined up at the temple and talked amongst each other on what you were asking of them, with them all coming to you with the verdict. At once they all said: "we fight with you." The thousands of wasters slowly began stomping their weapons on the earth, in a rhythm of war, then they began chanting in the same slow rhythm your name, with the sounds now filling up the vast theatre of Kazaal Motsur. You waited for their chanting to die down, then you mounted your horse, and yelled to the men: "TO WAR!!!" They all screamed their war cries in response, and you rode up the long winding paths of the ancient pit, with them following you in a stream of waster raiders, all with drawn swords and raised bows. You took them out of the place, and led the thousands of men back to Deaths-Head, standing atop the vehicle while Fletcher drove. Your next commandment would be:
>"WE WILL TAKE BERKERAN!!!"
>"WE WILL TAKE BLACK-HANDS-DEAL!!!"
>>
>>4080684
>"WE WILL TAKE BLACK-HANDS-DEAL!!!"
Control of the oil is going to be essential for the siege at the capital.
>>
>>4080684
>"WE WILL TAKE BLACK-HANDS-DEAL!!!"
>>
>>4080685
>>4080688
You pointed towards the town, and once the vehicles began moving, so did the men. You followed the desert trails till the town was visible, with your men resting for the night before the attack. The garrison was small due to the recent siege and sack of the town, and your men could take the place easily. Walls, though, were not a wasters specialty, with you having no siege equipment on you apart from Deaths-Head:
>Smash through the gatehouse with the truck, destroying the defensibility of the town, but taking it quickly
>Sneak in and open the gates on the other side
>Try to make battering rams from some surrounding trees, using the truck as a shade from the defender's arrows as you break down the gate (takes a few days)
>Or write in

Roll 1d100
>>
Rolled 65 (1d100)

>>4080758
>Sneak in and open the gates on the other side
Mashuk guide our path
>>
Rolled 79 (1d100)

>>4080758
>Sneak in and open the gates on the other side
>>
Rolled 50 - 15 (1d100 - 15)

>>4080761
>>4080782
65 -40 (Iron armor, master swordsman, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy, and vastly outnumber your enemy [-10]) = 25

Enemy gets -15 (full iron armor [-10], and fortified position)
>>
>>4080861
25 vs 35 = Victory

You waited till nightfall, and climbed over the walls with a few other men, taking out the enemy patrols before coming to the gate, opening the bared giant doors before another patrol came to the walls. You quietly let in a few hundred men, then a few hundred more, until you were letting in a stream of men, with the enemy realizing too late. You brought in the truck, and had it break the front of the towns keep, allowing your men to seize the place before the dawn broke. You suffered some casualties in the storming of the keep, but your alliance held strong, and your men called for their next target:
>Berkeran
>Urzenthus
>>
>>4080902
>Urzenthus
Berkeran has nothing to offer, we need to break the siege before Urizen is overwhelmed.
>>
>>4080902
>>Berkeran
>>
>>4080902
>Urzenthus
Once we wipe them out we can go with Urizen to Berkeran.
>>
>>4080910
>>4081388
>>4082305
"TO THE CAPITAL!!!" The men all cheered, possibly louder than when you called for the first siege. On the march, the wasters all prepared for the battle by riling themselves up, praying to Mashuk and for death in battle, with many of them sharpening their swords and re-fletching their arrows. You reached the perimeter of the enemy patrols in a few days, and you saw the capital's state: a huge wall surrounded Yurtheriks army, which surrounded the capital, which was covered in blood and oil, fending off the constant attack with the will of Mashuk behind them. You saw that the front gate of the capital was covered in holes and bent out of shape, and a few more days of the attackers smashing it would have led to it breaking. You set up a war camp, and the warlords gathered to talk of the battle. While talking about tactics, the issue of Urizen not knowing of your presence got in the way of many of them. Fletcher offered himself up to sneak into the town, to tell them of when you where you were, and when you were going to attack:
>Allow it
>Have Hildimar do it instead
>Have some other soldiers do it instead
>Do it yourself
>Or don't do it

Roll 1d100
>>
Rolled 69 (1d100)

>>4082423
>Allow it
>Have Hildimar go with him
It's dangerous to go alone.
>>
Rolled 54 - 35 (1d100 - 35)

>>4082430
Fletcher and Hildimar get 69 -25 (Iron armor, guns are way better than bows [-10], superior ranged weapons, element of surprise) = 44

Enemy gets -35 (Vastly outnumber them [-10], fortified position, constant patrols, and full steel armor [-15])
>>
>>4082440
19 vs 44 = Absolute defeat (they were caught or killed)

Your companions were given a day to reach the sieged town and return, and once they didn't return, you knew that they were either captured, or couldn't get out of the town. Now the enemy had two men with a lot of intelligence on your force possibly captured, and you couldn't spare any time waiting. Your generals told you that Deaths-Head could break down the walls, but getting to them would be another issue, with a huge army behind them to stop your attack. Your men were mostly horsemen, so fighting an enemy behind walls would be a disadvantage to you and an advantage to them. Another issue would be Urizen possibly not knowing your plans, and the enemy knowing them, which made a coordinated attack from both sides impossible. You had to think hard about your next moves, and if you played your hand wrong, your opponent would quickly gain the upper hand:
>What do you do/what is your attack plan?

Roll 1d100
>>
Rolled 50 (1d100)

>>4082467
Make a hole in the walls with Deaths-Head, kill as many as possible, then retreat. The horsemen will wait outside for enemy forces to come out, then try to encircle and trap them. Repeat until the wall is breached enough to simply charge through.
>>
Rolled 85 (1d100)

>>4082495
This, simple, straight, and to the point. If Fletcher's been killed we'll geld the king and brand his forehead ourselves.
>>
Rolled 82 (1d100)

>>4082495
this so we dont die
>>
Rolled 58 - 50 (1d100 - 50)

>>4082495
>>4082607
>>4082624
These rolls scare me

50 -35 (Iron armor, Deaths-Head, flamethrowers, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy) = 15

Enemy gets -50 (full steel armor [-15], fortified position, great general, superior melee weapons, vastly outnumbers you [-15], and steel-reinforced walls)
>>
>>4082661
Egad, at least we've bought Urizen a few hours.
>>
>>4082661
>>4082691

15 vs 8 = Close defeat

You launched your plan, and drove towards the walls full speed, with Deaths-Head. The horns blew from the defenders, and men came out to meet your truck to stop it, but all they did was create a slight bump in your path as you rode over them, now close enough to the walls for your enemy to shoot you. You put your foot on the gas, and braced yourself, hearing the defenders on the walls yelling as they jumped out of the way. You had to hold tight on the railings as the force of the coalition almost flew you forwards, hearing the breaking of stone and the ripping of metal as the truck stopped in its tracks. You reversed and saw that the wall and gate had only half-collapsed, and the metal plates on the front of the truck had dented or broken from the force. You drove back a ways, then went back into forward gear, ramming the wall yet again, this time driving through. You were now surrounded by the full army of the enemy, and only just managed to drive out of the enemies clutches, going back over the rise that your army was hiding behind, with the enemies full cavalry force riding out after you.

Once you drove back to your army, you turned around the truck, and led them in a charge against the cavalry force, who was now slowing down after seeing the army that you had hidden. A great clash of sword and horse ensued, with you leading your men by driving over many of the opposition, with some men of yours manning the flamethrowers and guns deterring climbing enemies. The fight was long and seemed in your favor, but the length of the enemy's line, and their superior weaponry and generalship proved too much in the forward charge. You called for an encirclement, thinning out your line, though putting them on the back foot. The battle seemed to be on even ground till the enemy came with reinforcements, attacking your naked flanks, and causing you to withdraw your men, able to avoid a mass route from them through your generalship ability. Your men were equipped with bows and were trained horse-archers, and the enemy knew it, with Yurtherik withdrawing his men to stop them chasing after you in case your retreat was feined, heading back into his walls to continue the siege.
>>
Luckily you had bought enough time for Urizen to march out his force, taking the enemies walls while he engaged with your army. Urizen had filled up the breach you made with rubble and debris, leaving Yurtherik's force open at its flanks while it re-engaged the siege. You had lost the battle, and had lost the moral of your tired and defeated men, but you had given Urizen time, and you knew that you had damaged Yurtherik's men's morale. You just had to keep your army together, but for how long you didn't know. The warlords came to you asking for what next to do:
>Wait for Yurtherik to breach the walls and fight Urizen, then attack his flank
>Do not wait, and call another charge, now with Urizen at your enemies flank
>Send the allied wasters home: they have done what you asked
>Or write in

Roll 1d100
>>
Rolled 29 (1d100)

>>4082816
>Wait for Yurtherik to breach the walls and fight Urizen, then attack his flank
>Give the men an inspirational speech to get their blood pumping
The men need time to recover, but their work isn't done yet. This should give them time to get ready for the last fight.
>>
>>4082816
>>Do not wait, and call another charge, now with Urizen at your enemies flank
>>
Rolled 64 (1d100)

>>4082816
>>4083445
Forgot to roll.
>>
Rolled 7 (1d100)

>>4082854
This
>>
Rolled 20 - 35 (1d100 - 35)

>>4082854
>>4083445
>>4083446
>>4083913
7 -45 (Damaged morale [+5], iron armor, Deaths-Head, flamethrowers, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy, Urizen's veteran troops, reinforced steel walls, and flanking your enemy) = -38

Enemy gets -35 (full steel armor [-15], great general, superior melee weapons, and vastly outnumbers you [-10])
>>
File: Siege of Urzenthus.jpg (74 KB, 512x368)
74 KB
74 KB JPG
Pic is sorta what the siege was like before you got there

>>4084846
-38 vs -15 = Victory

You had the men wait, and watched as the enemy started their siege back up, now preparing to attack Urizen through the fortified breach. You raided their supply lines to feed your army, and Yurtherik's men suffered from the lack of food, with the enemy general becoming more and more desperate, with him ordering a push on the walls before even setting up his own defenses. When the enemy expended all but his cavalry to attacking the breach, you ordered your men to charge, leading them in Deaths-Head to confront the enemy's rear, with them bringing out their reserve cavalry to intercept your attack. Now without the help of reinforcements, you were able to successfully execute your maneuver from before, encircling the opposition, making them break from your greater morale and horsemen. As they were fleeing, you went between them and Yurtherik's camp, making them scatter to their lands in the west, now leaving the siegers open at their flank.

You ordered one last charge, riding in to attack the enemy army in a hammer and anvil maneuver, with their soldiers fighting up rubble on one side. and a vicious charge on the other. Though defeat seemed certain, the prowess of Yurtherik as a general allowed him to keep his men together, with them fighting yours till the bitter end. Yurtherik had managed to pull out his honor guard of heavy cavalry from the main engagement, and was fleeing to Berkeran to remake his army. You searched the enemy camp, and found no sign of Fletcher or Hildimar, presuming them to be either buried in the ground, or with the escaping troops. Your men cheered as the battle ended, and many of them collapsed from exhaustion or wounds, but if you didn't catch Yurtherik, he would reconsolidate his empire with his martial abilities:
>Chase after the honor guard with just Deaths-Head
>Chase after the honor guard with your cavalry force
>Don't chase the escaping troops
>Or write in

roll 1d100
>>
Rolled 69 (1d100)

>>4084883
>Chase after the honor guard with your cavalry force
We'll have his head on a pike.
>>
Rolled 63 (1d100)

>>4084883
>Chase after the honor guard with your cavalry force
If Fletcher is dead, so help us we'll wear his flayed skin as a coat.
>>
Rolled 36 - 20 (1d100 - 20)

>>4084894
>>4084913
63 -30 (Damaged morale [+5], iron armor, Deaths-Head, flamethrowers, guns are way better than bows [-10], superior ranged weapons, inhuman accuracy, and vastly outnumber your enemy [-20]) = 13

Enemy gets -20 (Severely damaged morale [+10], full steel armor [-15], head start on you, great general, and superior melee weapons)
>>
>>4084994
Goddamn, that's close.
>>
>>4084994
So be it, we'll hunt him down
>>
>>4084994 (it is actually -50 instead of -30 for your modifier)
>>4084994
>>4085004

13 vs 16 = Very close victory

You gathered all the cavalry troops able to still ride, and drove with them to engage the fleeing men. You drove full speed, and saw the few hundred escaping troops being lead by Yurtherik. You drove past your riders, and caught up to the enemy, not even paying attention to the horses that fell under the truck's wheels. You now saw Yurtherik, clad in steel and wielding a lance. You were gaining ground on the enemy general, but his horse was fast, and the harassing of his men on the truck was constant. Once you had gotten into range of shooting him with your rifle, you saw him grab a tied up and gagged man from one of his troops, holding him behind himself on the horse, with you now having your shot obscured by the hostage. It was not visible whether the hostage was Fletcher, Hildimar, or some nobody, but you couldn't take the chance of shooting your companions, and instead drove forwards to catch Yurtherik instead. You saw your cavalry force shooting down the enemies horsemen with their bows, catching up to the heavily armored cavalry with your light horsemen. Some enemies had climbed up the front and back of the truck, and you were now being surrounded by attackers, holding out in the fortified control room while you reached Yurtherik.

You were only a few meters behind Yurtherik when he pulled out one of Fletcher's revolvers, and held it to the head of a hostage next to him, who was also tied up and unidentifiable. You might be able to get a shot on the general now, but the hostage could be killed:
>Take the chance, and shoot the emperor
>Try to engage the emperor in melee, taking out the enemies on the truck to attack him (roll 1d100)
>Let him go, but take out his remaining force
>Run over the emperor with your truck, killing the hostage on the back of the horse in the process
>Or write in
>>
Rolled 10 (1d100)

>>4085062
>Try to engage the emperor in melee, taking out the enemies on the truck to attack him (roll 1d100)
That hostage is either Fletcher or Hildimar. Running him over is right out, and Yurtherik has the initiative if we try to shoot.
That means engaging him in melee is the choice with the greatest potential reward.
>>
Rolled 3 (1d100)

>>4085187
This
>>
>>4085062
>>Take the chance, and shoot the emperor
>>
Rolled 59 (1d100)

>>4085062
>>4085516
>>
Rolled 27 - 40 (1d100 - 40)

>>4085187
>>4085237
>>4085516
>>4085532
3 -20 (Iron armor, master swordsman, inhuman accuracy, and the drop on your enemy)

Enemy gets -40 (Full steel armor [-15], superior ranged weapon, hostage meat shield, superior melee weapon, superior shield/defense, and master spearman)
>>
>>4085237
You saved us, anon.
>>
>>4086364
>>4086374
-17 vs -13 = Another close victory

You cut down the soldiers on the front of the truck with your sword, and pushed through the ones coming up the ladders. You had left Deaths-Head locked into a forward driving position, and soon it would swerve left or right without your steering corrections, leaving you a time limit for how long you could fight the general. You stood at the front of the truck, with your feet on the lowest ladder rung, and your hands on your blade. You said a small prayer to Mashuk, then jumped on the horse of one of the enemy troops in front of you, knocking him off after wrestling the reins off of him. You yelled "HA!!" To the horse, and leaned forward as you rode closer to the general. You slowly began to sit up on the back of the horse, and prepared to pull off the hostage on the back as Yurtherik wasn't looking. The emperor, however, saw your maneuver, and fended you off with his spear. You were now fighting off many enemies on all sides, while the emperor re-aimed Fletcher's revolver at one of the hostages, yelling: "if you don't let me leave here, your friends will die!" You gave out a warcry in response, and rammed his horse with yours, taking him off balance. You found yourself grappling with the general over your sword and his spear, stuck in a bind over the two horses. The bind was broken when the horses moved too far apart, almost making both of you fall into the path of Deaths-Head. The general was getting annoyed by your constant attacks, and moved the revolver from the hostages head to point at you. You quickly retaliated, grabbing the wrist of the emperor and pointing the gun up and away from your head, again going into a bind. This time though, you would not break out of the bind as the horses moved apart, with both of you being pulled from your steeds and to the fast-moving ground. You felt the ground smash into you as you flattened yourself out, hoping that you would go under your truck, and not it's wheels.

You faced upwards, and when the truck drove overhead, you grabbed onto its underside, climbing slowly to its back, where you pulled yourself over the overhang, seeing many enemies that had gathered on the truck, all now facing you. Though tired, you took out the troops on the back of the truck, and as you prepared to go back to the front, you saw out of the corner of your eye another man climbing up the back. You turned around, and saw an equally tired spearman: Yurtherik. The emperor had lost the revolver in the fall, and was now clutching his spear with both hands, while you readied your sword.
>>
Yurtherik charged with the spear, and you managed to deflect the thrust to your side, with the opponent going back in a defensive stance before you could strike him. You watched carefully the movements of your enemy, and when you saw him change his foot position to widen his stance, you went for a strike. Yurtherik was quick though, and was able to grab your sword by the blade with his gauntlet while stabbing at you with his spear. Before he could land a strike, you grabbed onto the haft of his spear, with both of you caught again in a bind. Yurtherik used his full steel helmet as a weapon, headbutting you on the nose, almost making you drop your weapon. You twisted the heavily clad enemy's body in the grapple, and put your foot behind his leg that was now supporting his full weight, bringing him to the ground, and you down on top of him. As you went to put his spear under your knee to free up a hand, Yurtherik managed to pull himself up and flip to being on the top position by quickly releasing his grip on both weapons. The general held down both your arms work his knees and started punching you in your already bloody face (your nose had been broken). As you were losing consciousness, Deaths-Head hit a bump in the road, making Yurtherik's knees pinning you down go into the air, allowing you to push Yurtherik off of you, with both of you grabbing your weapons, and returning to your standing guards.

Blood from a cut above your eyebrow was close to trickling your one good eye, so you only had a small amount of time left before you were blinded. Yurtherik ran in with his spear, and you caught it between your elbow and your side, snapping the shaft with your free hand, and leaving Yurtherik with a sharp stick as his weapon. Yurtherik threw his broken weapon to the side and assumed a grappling stance. You dropped your sword behind you, and went into a grappling stance also, gesturing for him to throw the first punch. The armored enemy threw a right hook, which you grabbed, pulling him over your right shoulder with his arm, smashing him onto the ground, flat. You went on your knees above Yurtherik, and pulled off his helmet, revealing a young unscarred face underneath. You started wailing on the enemy, punching in his pretty face till it was a bloody pulp, almost breaking your hands in the process.
>>
You struggled to get up, wiping away the blood that now covered your face, looking around to see that Deaths-Head had swerved left away from the horsemen, seeing them being overrun by your waster raiders in the distance. You saw that Yurtherik was now unconscious, and so you went to the controls of the truck and drove to where the battle was being fought. When you got there, however, the battle had finished, and now your men were just chasing down scattered troops. You found where the men had put the captured enemy prisoners, and found one of the two hostages there: Hildimar. Fletcher was apparently the hostage behind the emperor on his horse, and was most likely alone on a horse, tied up and bagged, riding to nowhere. As you got on a horse to ride out to find Fletcher, some of your men asked for what to do with the prisoners and the emperor:
>Sacrifice them
>Kill them quickly
>Torture them
>Keep them as normal prisoners
>Set them free
>Sell them as slaves
>Or write in

Write whether you want Yurtherik treated differently than his men
>>
>>4086738
>Keep them as normal prisoners, but kill anyone other than Yurtherik who tries to escape
>Have Yurtherik bound tightly and guarded with greater care
>>
>>4086774
This
>>
>>4086774
>>4086890
The men noted your orders, then you rode to Fletcher. A few hours passed before, you tracked down Yurtherik's horse, which had stopped to graze, with no Fletcher still on its back. You followed the stumbling footprints of the white hawk, till you found him walking with hands tied towards the setting sun, not knowing where he was or where he was going. "Fletcher, looks like this time I'm the one saving you." The bagged man stopped, and turned to you, saying: "guess that makes us even then." You pulled off the bag on his head, and found that he had been beaten and bloodied by Yurtherik, leaving him in a crippled state. You brought him back to Urizen, along with your army and prisoners.

The king was helping his men pile up the bodies of the dead, and turned to meet your army. Urizen said: "Longshot, praise Mashuk! I thought I had sent you to your death, but of course you survived and, by the looks of the force behind you, you did more than that." You had both dismounted, and stood opposite to each other, with your two armies mirroring you. Urizen extended his hand, and you shook it with yours, with him pulling you in for a pound-hug, slapping you on the back as your armies mingled with each other. You said: "I have taken back both Black-Hands-Deal, and The Flats, and while chasing after the enemy, I captured Yurtherik." Urizen gave a toothy smile, and was astounded by your service to him, saying "If you keep being this good, I'm gonna have to give you the kingdom." Urizen's smile fadded, and he drew his sword, asking you to kneel down, and said: "I have decided to make you both my bodyguard, and my vassal." The king tapped the sword on both your shoulders, and waited for you to stand up, then said: "If you wish it, I shall grant you a landed title." The king gave you the choice of a few towns:
>I wish for no lands
>Trident's Break: A town bordering the northern red wastes
>Black-Hands-Deal: A town you knew well
>The-Flats: The place needs a good leader
>Guryon: Though ruins now, you believe you can remake it
>Berkeran: You will be the ward against the west
>Y'arak: You will be the ward of the east, against the mutants and monsters
>An inner town (The specific place will be chosen by Urizen)

"Another gift is in order for such a brave and loyal subject, name it and it is yours:"
>The best rifle in the kingdom
>The best armor in the kingdom
>The best sword in the kingdom
>A force of veteran men
>Lots of money
>More land (Write in what town [Urizen won't like this])
>Or write in
>>
>>4086900
>Berkeran: You will be the ward against the west
>The best rifle in the kingdom
We'll waste time taking potshots at Gierr.
>>
>>4086900
>>Black-Hands-Deal: A town you knew well
>The best rifle in the kingdom
>>
>>4086900
>Black-Hands-Deal: A town you knew well
>best rifle in the kingdom
I can't imagine us taking anything else.
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>>4086905
>>4087011
>>4087062


New thread has next post >>4088146



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